- commit
- a8d37cd7ed73ca9516e4d3a23514e07b650c8a6f
- parent
- 603832b3e1655019ea44703ffdd83bb4e0750392
- author
- Dami <dami.etoile@gmail.com>
| M | docs/ | 2 | ++ |
@@ -85,6 +85,8 @@ The final architecture pass passed 183 Node tests, the production build, and bro
8585 8686 Remaining work is specific rather than a reason to keep expanding this refactor: stage pointer targets still use viewport fractions on mobile; `juice.consume()` remains a large event reducer; mod and engine automata validation overlap; the solver stores full BFS snapshots and needs a mechanics-aware state codec; automata conflict ordering is sequential. Those should be handled in separate changes with authored scenarios and regression fixtures before gates, switches, or crumble tiles join the default campaign.8787 88+The worlds team's inbox supplies concrete next gates. **W8 is independently reproduced**: SINK removes the `STOP` word after the rule pass, but the settled state still reports `ROCK IS STOP`; the next attempted move is blocked by that phantom rule. A dedicated behavior change should refresh rules after contact removals and cover reset, Undo, replay, and solver parity before Tidewater is bundled. The team's W6 precedence and AND parsing reports, W11 unknown-predicate trap, and W3 solver throughput request also require separate specs and differential fixtures; they are not behavior-preserving refactor tasks. The current `createGame()` API and snapshot shape were left compatible so those changes can be made one at a time.89+8890 ## Review boundary8991 9092 The concurrent designer controls `docs/design.md` and `docs/design.html`; the world team controls `docs/worlds/`, `mods/worlds/`, and its OpenSpec change. This review does not rewrite those files. Design or level-authoring consequences should be sent through the existing inbox files. The current architecture work retains the public nzip URL and existing mod format.