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Sync tracker state for W94 completion; fix W93 checkbox drift (#402)
W94's issue (#382) was closed with every criterion checked and PR #400 merged, but design/30-slices.md still marked it not started - the #399 sync only updated W93. Mark W94 complete with the PR link, matching W93's shape. W93's Done-when items had been rewritten with '- [x] W93.n' checkboxes, which tools/Test-DesignDrift.ps1's regex does not recognize, so the script reported all six criteria as drifted even though they match the closed issue. Reverted to the plain '- W93.n' bullets every other slice uses; completion is tracked on the issue, not duplicated in design/. Regenerated engine/TODO.md via build/ConvertTo-HumanDocumentation.ps1.
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design/30-slices.md

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@@ -3984,29 +3984,29 @@ engine choosing the wrong route, accepting invalid geometry, or reporting change
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- **Depends on:** nothing beyond the shipped world-graph kind.
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- **Status:** Complete — [PR #398](https://github.com/The-Running-Dev/SubZeroDev.GameEngine/pull/398), merged at `f0735fc`.
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- **Done when:**
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- [x] W93.1 Demolishing a building sends each displaced guest to the reachable exit with the
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- W93.1 Demolishing a building sends each displaced guest to the reachable exit with the
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lowest canonical path cost from that guest's position; equal-cost exits use the
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row-major tie-break from §9.3, and a test proves a nearer exit other than
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`map.exits[0]` wins.
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- [x] W93.2 Scenario scenery placements are rejected at Tier 1 when their rotated footprint is
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- W93.2 Scenario scenery placements are rejected at Tier 1 when their rotated footprint is
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out of bounds or overlaps another placed footprint, using the same rotation and
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occupancy rules as runtime building placement; the finding names the exact
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`sceneryPlacements[n]` path.
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- [x] W93.3 `assign_staff` returns a `StateChange` only for an assignment field whose value
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- W93.3 `assign_staff` returns a `StateChange` only for an assignment field whose value
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changed. Changing only the building emits no unchanged zone row, changing only the
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zone emits no unchanged building row, and submitting the current pair emits neither.
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- [x] W93.4 Direct tests cover the public behaviour of `validate.ts`, `content.ts`, `source.ts`,
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- W93.4 Direct tests cover the public behaviour of `validate.ts`, `content.ts`, `source.ts`,
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and deferred/non-deferred effect application in `tick/effects.ts`; deleting any one
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of those suites makes the engine test gate fail.
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- [x] W93.5 Every added spatial fixture is deterministic across two runs and across a
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- W93.5 Every added spatial fixture is deterministic across two runs and across a
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serialize/deserialize cut immediately before the corrected operation.
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- [x] W93.6 `npm run typecheck`, `npm run lint` and `npm test` pass from `src/engine/` with every
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- W93.6 `npm run typecheck`, `npm run lint` and `npm test` pass from `src/engine/` with every
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previously committed replay outcome unchanged.
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- **Out of scope:** changing canonical-path cost or tie-breaking, adding new placement rules,
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adding scenery build/demolish actions, or broadening `StateChange` beyond the scalar-path
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contract.
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### [ ] W94 — Simulation Resolution Correctness {#w94}
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### [x] W94 — Simulation Resolution Correctness {#w94}
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**Delivers:** Simulation players must answer mandatory events, can buy every shop-reachable item,
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and compete for finite jobs without long campaigns accumulating unstable state.
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- **Depends on:** [W89](#w89), whose long run supplies the bounded-state baseline. The
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job-opening scarcity criterion lands with or after [W101](#w101)'s rival contract so
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the player and rivals cannot acquire different meanings for the same finite count.
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- **Status:** Not started.
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- **Status:** Complete — [PR #400](https://github.com/The-Running-Dev/SubZeroDev.GameEngine/pull/400), merged at `e103de6`.
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- **Done when:**
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- W94.1 While `pendingResponses` contains a mandatory event response, the projection offers
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only the response choices that event permits; `end_week` and every unrelated action

design/TODO.md

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### [x] W93 — World-Graph Spatial and Audit Correctness {#w93}
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### [ ] W94 — Simulation Resolution Correctness {#w94}
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### [x] W94 — Simulation Resolution Correctness {#w94}
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### [ ] W95 — Effect and Audit Semantics {#w95}
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docs/docs/engine/TODO.md

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- **Depends on:** nothing beyond the shipped world-graph kind.
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- **Status:** Complete — [PR #398](https://github.com/The-Running-Dev/SubZeroDev.GameEngine/pull/398), merged at `f0735fc`.
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- **Done when:**
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- [x] W93.1 Demolishing a building sends each displaced guest to the reachable exit with the
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- W93.1 Demolishing a building sends each displaced guest to the reachable exit with the
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lowest canonical path cost from that guest's position; equal-cost exits use the
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row-major tie-break from §9.3, and a test proves a nearer exit other than
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`map.exits[0]` wins.
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- [x] W93.2 Scenario scenery placements are rejected at Tier 1 when their rotated footprint is
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- W93.2 Scenario scenery placements are rejected at Tier 1 when their rotated footprint is
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out of bounds or overlaps another placed footprint, using the same rotation and
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occupancy rules as runtime building placement; the finding names the exact
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`sceneryPlacements[n]` path.
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- [x] W93.3 `assign_staff` returns a `StateChange` only for an assignment field whose value
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- W93.3 `assign_staff` returns a `StateChange` only for an assignment field whose value
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changed. Changing only the building emits no unchanged zone row, changing only the
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zone emits no unchanged building row, and submitting the current pair emits neither.
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- [x] W93.4 Direct tests cover the public behaviour of `validate.ts`, `content.ts`, `source.ts`,
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- W93.4 Direct tests cover the public behaviour of `validate.ts`, `content.ts`, `source.ts`,
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and deferred/non-deferred effect application in `tick/effects.ts`; deleting any one
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of those suites makes the engine test gate fail.
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- [x] W93.5 Every added spatial fixture is deterministic across two runs and across a
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- W93.5 Every added spatial fixture is deterministic across two runs and across a
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serialize/deserialize cut immediately before the corrected operation.
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- [x] W93.6 `npm run typecheck`, `npm run lint` and `npm test` pass from `src/engine/` with every
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- W93.6 `npm run typecheck`, `npm run lint` and `npm test` pass from `src/engine/` with every
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previously committed replay outcome unchanged.
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- **Out of scope:** changing canonical-path cost or tie-breaking, adding new placement rules,
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adding scenery build/demolish actions, or broadening `StateChange` beyond the scalar-path
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contract.
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### [ ] W94 — Simulation Resolution Correctness {#w94}
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### [x] W94 — Simulation Resolution Correctness {#w94}
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**Delivers:** Simulation players must answer mandatory events, can buy every shop-reachable item,
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and compete for finite jobs without long campaigns accumulating unstable state.
@@ -4017,7 +4017,7 @@ and compete for finite jobs without long campaigns accumulating unstable state.
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- **Depends on:** [W89](#w89), whose long run supplies the bounded-state baseline. The
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job-opening scarcity criterion lands with or after [W101](#w101)'s rival contract so
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the player and rivals cannot acquire different meanings for the same finite count.
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- **Status:** Not started.
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- **Status:** Complete — [PR #400](https://github.com/The-Running-Dev/SubZeroDev.GameEngine/pull/400), merged at `e103de6`.
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- **Done when:**
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- W94.1 While `pendingResponses` contains a mandatory event response, the projection offers
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only the response choices that event permits; `end_week` and every unrelated action

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