| name | implement-gameplay-navigation |
| description | Implement or modify deterministic collision, pathfinding, movement, and cell-reservation behavior in the standalone game. Use for the navigation phase only. |
Implement gameplay navigation
Scope
Implement only G10 collision, deterministic pathfinding, movement, occupancy,
and reservations. Do not implement schedules, interaction rules, camera, or draw.
Inputs
- Absolute
FORGE_ROOT and external GAME_ROOT with passing G04 harness.
- Current source-tree/runtime/platform/catalog hashes and G10 writable surface.
- Selected world ID, release ID, and verified bundle hash for G10 fixtures.
- Validated map walkability/cost data and actor movement contracts.
- Explicit tie-breaking, occupancy, reservation, and replanning policies.
Outputs
- Game-owned navigation composition/extensions under
src/game.
- Typed movement actions, immutable route/position views, and focused tests.
- Forge-owned G10 completion record outside
GAME_ROOT.
Invariants
- Keep
src/isoworld, locks, and imported bundles immutable.
- Keep navigation deterministic and free of
pyray, wall-clock, schedule, UI,
and rendering concerns.
- Resolve contention through explicit stable policy, not iteration accident.
- Never copy
AGENTS.md, .agents, Forge skills, or phase evidence into GAME_ROOT.
Workflow
- Read the navigation gate in
docs/GAME_IMPLEMENTATION_PHASES.md.
- Define walkability, costs, occupancy, reservations, and tie-breaking.
- Express movement through typed actions and deterministic state transitions.
- Test blocked routes, contention, replanning, map boundaries, and replay hashes.
- Expose only immutable route and actor-position data to presentation.
Completion
Complete when identical inputs produce identical paths and G04 replay hashes.
Run focused/headless tests and the clean-game audit, then record evidence outside
GAME_ROOT. If the vendored runtime already satisfies G10, record verification
without duplicating it in game code.