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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@@ -55,7 +55,7 @@ fn cascade_layer0_to_1_matches_golden() {
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// ── Layer 1 — downsample, then run the cascade to topography. ───────────
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let small = heightmap.downsample(DOWNSAMPLE.0, DOWNSAMPLE.1);
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let body_seed = SeedChain::for_body(WORLD_SEED, "GJ1c");
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let snapshot = run_cascade_from_heightmap(body_seed, small, CascadeLayer::Topography);
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let snapshot = run_cascade_from_heightmap(body_seed, small, &[], CascadeLayer::Topography);
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let layer1 = snapshot.layer1.expect("Layer 1 ran");
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let actual = json!({
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@@ -557,9 +557,9 @@ fn generate_atlas_layer_response_fixtures() {
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attractors: vec![GeographicAttractor {
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position: (12, 58),
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attractor_type: AttractorType::CoastalAccess,
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strength: 0.9,
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strength: 90,
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sub_biome: SubBiomeVariant::CoastalLowland,
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terrain_modification_cost: 1.7,
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terrain_modification_cost: 170,
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}],
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grid_w: 512,
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grid_h: 256,
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