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>
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@@ -356,8 +356,10 @@ fn run_work_item(item: &GenWorkItem) -> GenCompletion {
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} else {
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hm
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};
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// Cities (&[]) get supplied once the Layer-3 settlement read is
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// wired through the work item (#955 follow-on); Topography needs none.
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let snapshot =
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run_cascade_from_heightmap(*body_seed, working, CascadeLayer::Topography);
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run_cascade_from_heightmap(*body_seed, working, &[], CascadeLayer::Topography);
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GenCompletion::BodyAnalyzed {
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body_id: body_id.clone(),
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state: snapshot.into_body_world_state(),
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