feat(simulation): Layer-3 settlement spatial-character enrichment (#956)
Derive and store each placed settlement's spatial character on top of the #955 placement (D-212/213/214/215). Derivation is pure + integer-deterministic (D-010); the cascade stays DB-free (D-225) — the enqueuer pre-resolves the body's system faction onto the work item, like #955's settlements. - TerritorialStatus (D-212): mapped from the authored dominant_faction (territorial_status_from_faction). Adds an AutonomistHeld variant for the Compact of Westphalia (self-governing bloc that rejects Assembly authority — neither Commission, Corp, Contested, nor truly Frontier). Grounded in wiki/factions/. Stored per-province on DrainageBasin.territorial_status (uniform per body for now; forward-compatible for per-province faction data). - PoliticalArchetype (D-214): political_archetype(status, role), status takes precedence over economic_role. - ArrangementPattern (D-215): new 5-variant enum + arrangement_pattern(); the block-adjacency *enforcement* stays deferred to the Quarter-skeleton gen (#957) — this only derives + stores which pattern applies. - FoundingOrientation (D-213): existing fn extended with a seed-derived Free bearing so pioneer/open-terrain grids vary per seed. Wiring: dominant_faction threaded through CityContextReader (read_body_dominant_faction) → atlas proxy (cache-miss read) → AnalyzeBody work item → run_cascade → run_layer3/match_cities. Enrichment stored on CityPlacement (political_archetype, arrangement_pattern, founding_orientation). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -72,6 +72,10 @@ pub enum GenWorkItem {
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/// dispatch time so the cascade stays DB-free. Fed to Layer-3 placement
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/// (#955); empty if the body has no settlements (cascade stops at Layer 1).
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cities: Vec<CityRecord>,
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/// The body's system `dominant_faction` (D-237), pre-resolved at dispatch
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/// time. Drives Layer-3 TerritorialStatus + spatial character (#956,
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/// D-212/214/215). `None` → `FrontierUnclaimed`.
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dominant_faction: Option<String>,
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},
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/// Generate a Phase 1 QuarterSkeleton for this city.
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///
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@@ -353,6 +357,7 @@ fn run_work_item(item: &GenWorkItem) -> GenCompletion {
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sea_level,
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body_seed,
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cities,
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dominant_faction,
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} => match load_heightmap_png(heightmap_path, body_id, *sea_level) {
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Ok(hm) => {
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// Layer 1 runs at the GRID_W×GRID_H working resolution (D-202):
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@@ -363,12 +368,14 @@ fn run_work_item(item: &GenWorkItem) -> GenCompletion {
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hm
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};
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// Run through Layer 3 (settlement placement, #955): the enqueuer
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// pre-resolved this body's settlements onto `cities`. A body with
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// no settlements yields empty placements at negligible cost.
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// pre-resolved this body's settlements onto `cities` and its
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// system faction onto `dominant_faction` (#956). A body with no
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// settlements yields empty placements at negligible cost.
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let snapshot = run_cascade_from_heightmap(
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*body_seed,
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working,
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cities,
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dominant_faction.as_deref(),
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CascadeLayer::Settlement,
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);
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GenCompletion::BodyAnalyzed {
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@@ -463,6 +470,7 @@ mod tests {
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sea_level: 0.3,
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body_seed: SeedChain::for_body(42, body_id),
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cities: vec![],
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dominant_faction: None,
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}
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}
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