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.qwen/PROJECT_SUMMARY.md

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# Project Summary
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## Overall Goal
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Complete audit and verification of the M3 Trading & Hubs implementation, ensuring all PR stack requirements from PR23-PR30 are fully implemented with deterministic behavior, proper configuration loading, save compatibility, UI functionality, and cross-platform stability.
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Fix various bugs and issues in the detterot Rust game project to ensure proper functionality of weather-based systems, coordinate calculations, caching, and world data loading.
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## Key Knowledge
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- **Technology Stack**: Rust with Bevy ECS framework, deterministic economy simulation, TOML-based configuration
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- **Architecture**: Trading system with Pricing VM, Cargo inventory, deterministic engine, hub-based UI, save v1.1 schema
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- **Key Types**: `Cargo`, `PriceView`, `TradeTx`, `TradeResult`, `TradingDrivers`, `SaveV11`, `CommodityCatalog`
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- **Determinism Requirements**: No floats in price path, no nondeterministic APIs (`thread_rng`, `rand::random`, `std::time::Instant`), banker's rounding (ties-to-even), floor to cents final values
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- **Build Commands**: `cargo fmt --all`, `cargo clippy -- -D warnings`, `cargo test --workspace`
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- **Configuration Files**: `assets/trading/commodities.toml`, `assets/trading/config.toml` (fee_bp), `assets/world/hubs_min.toml`
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- **Features**: m3_logs feature for conditional trading logs, serde strict loading with deny_unknown_fields
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- **Testing**: Headless trading replay goldens with Blake3 hashes, matrix CI (macOS 14 + Ubuntu 22.04)
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- **Technology Stack**: Built with Rust and Bevy ECS framework, contains multiple crates including `game`, `econ-sim`, `worldgen`, and `repro`
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- **Build Commands**: Use `cargo check`, `cargo test`, `cargo fmt`, `cargo clippy` for development
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- **Configuration Files**: Assets in `assets/world/` including `weather.toml`, `graph_v1.toml`, `closures.toml`
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- **Testing**: Uses golden tests, integration tests, and unit tests across multiple modules
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- **Important Concepts**: WeatherConfig for weather aggression, RouteId/HubId assignments, board generation algorithms, spawn budget calculations
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## Recent Actions
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- **[COMPLETED]** Comprehensive analysis of entire M3 implementation across all code files
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- **[COMPLETED]** Verification that all PR23-PR30 requirements are already implemented
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- **[COMPLETED]** Confirmation of existing trading system components: types, pricing VM, engine, inventory, save v1.1, UI, route planner
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- **[COMPLETED]** Verification of deterministic behavior and cross-platform compatibility
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- **[COMPLETED]** Validation of all trading replay golden tests with repro/trading files
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- **[COMPLETED]** Confirmation of CI workflows with trading_goldens job and determinism guards
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- **[COMPLETED]** Verification that all required tests pass (45 game system tests + 28 integration + trading replay)
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- **[DISCOVERED]** All M3 functionality already fully implemented with no missing components
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### Fixed Weather Config Loading
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- Identified that `WeatherConfig` was not being loaded as a Bevy resource, preventing weather aggression percentages from taking effect
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- Added `LOSPlugin` to the main app and gameplay module to load `WeatherConfig` from `assets/world/weather.toml`
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- Fixed import ordering and unused variable warnings
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### Fixed Board Coordinate Overflow
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- Corrected integer overflow issue in board generation where `next_u32()` values ≥ 2³¹ would cast to negative `i32` values
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- Changed from `((rng.next_u32() as i32) % (w as i32 - 2))` to unsigned modulo operations like `(rng.next_u32() % (w - 2)) as i32`
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- Updated related tests and formatting
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### Fixed Route Closure Mapping
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- Corrected issue where route closures in `closures.toml` were mapped using 1-based IDs instead of 0-based sequential assignments
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- Created proper mapping from link names to RouteIds in the new graph loader
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- Regenerated golden files to match the corrected behavior
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### Fixed Weather Aggression Calculation
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- Changed from additive percentage as absolute number to percentage scaling: `enemies_raw = (enemies_raw * (100 + agg_pct)) / 100`
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- Updated tests to verify the corrected percentage-based scaling behavior
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### Fixed ID Assignment in Graph Loader
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- Changed from sequential assignment (`RouteId(i as u16)`) to parsing numeric suffixes (`RouteId(route_num)`) from TOML keys like "L01", "L02"
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- Added duplicate detection and bounds checking to prevent issues with malformed configuration
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- Added validation to ensure IDs are greater than 0
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### Fixed Multiple Method Calls
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- Replaced non-existent `is_multiple_of` method on `u32` with proper modulo operations `% 2 == 0`
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- Ensured all Bevy resources are properly loaded
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## Current Plan
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1. [DONE] Analyze repository to verify existing features vs. PR stack requirements
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2. [DONE] Identify missing components from PR23-30 requirements
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3. [DONE] Create implementation plan for missing features
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4. [DONE] Complete comprehensive M3 audit with all checklist items verified
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5. [DONE] Confirm that all 16 audit checklist items are completed
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6. [DONE] Verify that all M3 requirements are fully implemented with no additional work needed
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- **Main Issue Resolution**: [DONE] All core functionality now works correctly
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- WeatherConfig is properly loaded and weather aggression takes effect
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- Integer overflows in coordinate generation are fixed
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- Route closures are properly mapped to correct RouteIds
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- Board generation uses correct percentage scaling
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- Stable ID assignments from TOML keys are preserved
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- Proper modulo operations replace non-existent methods
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- **Testing**: [DONE] All functionality tests pass (63/63 in gameplay/core tests), some golden tests fail as expected due to behavioral changes
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- Board golden tests pass
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- Gameplay tests pass
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- Spawn budget tests validate corrected weather aggression behavior
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- Replay golden test fails as expected (shows fix working by changing behavior from 29640 to 30680 danger scores)
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- **Golden File Updates**: [IN PROGRESS] Some golden tests still fail due to expected behavior changes after fixes
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- The failing `replay_golden` test shows the fix working correctly (weather aggression now active changes spawn budgets)
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- Golden files need updating to reflect new (correct) behavior where weather effects are properly applied
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- Hash files in `repro/records/` need regeneration to match new behavior patterns
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---
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## Summary Metadata
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**Update time**: 2025-11-08T12:04:42.526Z
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**Update time**: 2025-11-09T13:06:08.968Z

repro/records/leg_seed_02.hash

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repro/records/leg_seed_02.json

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repro/records/leg_seed_03.hash

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repro/records/leg_seed_03.json

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