feat(simulation): integer-deterministic Layer-3 settlement placement (#955)

Wire the existing attractor-matching engine (#919/#925) into the
generation cascade as Layer 3, and make the whole placement-scoring path
integer-deterministic.

Layer 3 (D-211):
- CascadeLayer::Settlement + Layer3Output (placements) on the snapshot;
  BodyWorldState gains a `placements` field (the D-203 hot cache).
- run_layer3 runs the five-phase match_cities against Layer-1 attractors
  via the authored D-195 compatibility matrix; pure function of
  (attractors, cities) — no RNG. cities are passed in by the caller so the
  cascade stays DB-free and testable. A `// cache seam` marks where a
  persistent cache wraps it later (#1021).
- gen_queue passes &[] for now (Topography needs no cities); the runtime
  settlement read (gen_queue/layer_proxy) is the #955 follow-on.

Integer determinism (D-010 / D-227 — D-195 amended):
- Wiring match_cities into the deterministic cascade made its f32 scoring
  a live cross-platform divergence risk (a near-tie comparison or the
  Hungarian's f32 reductions can round differently per platform → a
  different world from the same seed). Converted the entire path to
  integers: CompatibilityMatrix is a 0-100 affinity table; attractor
  strength is 0-100 and terrain cost is a percent (100 = baseline),
  quantized once at the Layer-1 feature boundary; cell_score, the
  Hungarian, and CityPlacement.score are i64. No f32 in any placement or
  ranking decision.
- Layer-1 golden fixture rebaked: confirmed selection/positions are
  unchanged (same 256 attractors, 93 river cells) — only the strength/cost
  representation changed.

Tests: lib green (1292); new settlement_layer_places_cities_deterministically
covers placement + determinism + propagation into BodyWorldState.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-03 16:30:57 +02:00
co-authored by Claude Opus 4.8
parent a4727bf73e
commit ab084269f3
13 changed files with 818 additions and 633 deletions
+11 -5
View File
@@ -50,7 +50,10 @@ pub struct RawAttractor {
pub row: u16,
pub col: u16,
pub attractor_type: AttractorType,
pub strength: f32,
/// Strength on a 0–100 integer scale (100 = strongest). Quantized here from
/// the f32 flow-accumulation ratio — the single f32→integer boundary, after
/// which every ranking/scoring decision is integer (D-010, #955).
pub strength: i32,
}
/// Precomputed per-cell terrain fields, shared by feature extraction (D-209)
@@ -311,7 +314,8 @@ pub fn extract_attractors(
row: r as u16,
col: c as u16,
attractor_type: at,
strength: strength.clamp(0.0, 1.0),
// The single f32→integer boundary: quantize the 0.0–1.0 ratio to 0–100.
strength: (strength.clamp(0.0, 1.0) * 100.0).round() as i32,
});
};
@@ -462,9 +466,11 @@ pub fn extract_attractors(
}
for group in by_type.values_mut() {
group.sort_by(|a, b| {
let sa = (a.strength * 1e6) as i64;
let sb = (b.strength * 1e6) as i64;
sb.cmp(&sa).then(a.row.cmp(&b.row)).then(a.col.cmp(&b.col))
// strength is integer now — rank by it directly (descending).
b.strength
.cmp(&a.strength)
.then(a.row.cmp(&b.row))
.then(a.col.cmp(&b.col))
});
}
let mut kept: Vec<RawAttractor> = Vec::with_capacity(MAX_ATTRACTORS);