> For the complete documentation index, see [llms.txt](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/.spec_system/archive/sessions/phase30-session06-dungeon-simulation-core/implementation-notes.md).

# Implementation Notes

**Session ID**: `phase30-session06-dungeon-simulation-core` **Started**: 2026-06-22 05:29 **Last Updated**: 2026-06-22 06:19

***

## Session Progress

| Metric              | Value   |
| ------------------- | ------- |
| Tasks Completed     | 22 / 22 |
| Estimated Remaining | 0 hours |
| Blockers            | 0       |

***

## Task Log

### 2026-06-22 - Session Start

**Environment verified**:

* [x] Prerequisites confirmed
* [x] Directory structure ready
* [x] Bun available as 1.3.14
* [x] TypeScript available through project Bun tooling as 6.0.3
* [x] Vitest available through project Bun tooling as 4.1.6

**Notes**:

* `check-prereqs.sh --json --env` passed.
* `check-prereqs.sh --json --tools "bun,typescript,vitest"` passed for Bun and failed global TypeScript/Vitest lookup; local project binaries were verified with `bunx tsc --version` and `bunx vitest --version`.
* Behavioral Quality Checklist loaded because this session produces application code.

***

### Task T001 - Verify runtime/input and save summary contracts

**Started**: 2026-06-22 05:29 **Completed**: 2026-06-22 05:30 **Duration**: 1 minute

**Notes**:

* Confirmed Session 03 runtime contracts expose `AiRogueInputCommand`, runtime status, frame/input/resize/error events, mount options, controller lifecycle, and keyboard sampling without simulation-specific state.
* Confirmed keyboard command vocabulary already covers cardinal movement plus primary, secondary, pause, and reset, so simulation can reuse the existing command union.
* Confirmed Session 05 save summaries accept safe bounded labels, statuses `ready`, `completed`, `abandoned`, and `failed`, bounded depth, turn, and shard counts, and private-text rejection.

**Files Changed**:

* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `sed -n '1,260p' src/extensions/ai-rogue/runtime/types.ts`
  * Result: PASS - Existing runtime type contract inspected.
  * Evidence: Found input command union, runtime event union, mount options, snapshot, and controller exports.
* Command/check: `sed -n '1,300p' src/extensions/ai-rogue/runtime/input.ts`
  * Result: PASS - Existing input contract inspected.
  * Evidence: Found keyboard mapping, sampler lifecycle, active-command snapshot, reset, and destroy behavior.
* Command/check: `sed -n '1,760p' src/extensions/ai-rogue/save-schema.ts`
  * Result: PASS - Save summary constraints inspected.
  * Evidence: Found `aiRogueRunSummarySchema`, safe text validators, run-history parser, and runtime snapshot envelope schema.

***

### Task T002 - Inventory committed gameplay atlas vocabulary

**Started**: 2026-06-22 05:30 **Completed**: 2026-06-22 05:31 **Duration**: 1 minute

**Notes**:

* Confirmed committed gameplay atlas contains simulation-aligned frame names for player directions, `enemy_errant_process_*`, `enemy_firewall_sentry_*`, floor, wall, door, hazard, fog, pickups, and `projectile_firewall_line`.
* Chose simulation vocabulary that can reference these frame names by string without importing PixiJS textures or image assets into pure simulation modules.

**Files Changed**:

* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded atlas vocabulary evidence.

**Verification**:

* Command/check: `jq -r '.frames | keys[]' src/assets/ai-rogue/gameplay-atlas.json | sort`
  * Result: PASS - Atlas frame names inspected.
  * Evidence: Found 48 gameplay frames including `tile_floor_plain`, `tile_wall_face`, `tile_door_closed`, `tile_hazard_pool`, `fog_tile_dense`, `pickup_insight_shard_0`, `pickup_health`, `enemy_errant_process_0`, and `enemy_firewall_sentry_0`.

***

### Task T003 - Create seeded RNG primitives

**Started**: 2026-06-22 05:31 **Completed**: 2026-06-22 05:32 **Duration**: 1 minute

**Notes**:

* Added a pure deterministic Mulberry32-style RNG wrapper with stable seed hashing, restoreable snapshots, inclusive integer ranges, probability checks, picking, shuffling, weighted choices, and forked streams.
* Added explicit validation for empty picks, invalid ranges, non-finite probabilities, and invalid weights so simulation failures are caller-visible.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/rng.ts` - Added deterministic RNG primitives.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: New `rng.ts` compiles under the repository TypeScript configuration.

**BQC Fixes**:

* Failure path completeness: Invalid RNG ranges, empty choices, invalid probabilities, and invalid weighted-choice inputs throw explicit errors (`src/extensions/ai-rogue/runtime/rng.ts`).

***

### Task T004 - Create serializable simulation contracts

**Started**: 2026-06-22 05:32 **Completed**: 2026-06-22 05:34 **Duration**: 2 minutes

**Notes**:

* Extended the runtime type surface with serializable positions, tile kinds and frame names, entity frame names, enemy and pickup states, world spawns, run statuses, simulation events, command objects, run state, command result, and coarse snapshots.
* Kept the existing runtime controller and Pixi mount contracts intact while adding the pure simulation contracts alongside them.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/types.ts` - Added simulation type exports.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: Existing runtime types and new simulation contracts compile together.

**BQC Fixes**:

* Contract alignment: Simulation commands, events, entities, tiles, run state, and snapshots now have explicit shared TypeScript contracts (`src/extensions/ai-rogue/runtime/types.ts`).

***

### Task T005 - Create grid and world-generation helpers

**Started**: 2026-06-22 05:34 **Completed**: 2026-06-22 05:38 **Duration**: 4 minutes

**Notes**:

* Added bounded deterministic world generation around the 30x16 baseline with floors, walls, passable doors, hazards, pickups, exit placement, player start, and stable enemy spawn ordering.
* Added grid helpers for tile lookup, passability, sight blocking, coordinate keys, fixture rows, distance, sorting, and map snapshot projection.
* Added committed atlas vocabulary constants so simulation tests can assert tile, entity, and fog frame alignment.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/world.ts` - Added world generation and grid helpers.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: New world generation helpers compile with the shared simulation contracts.

**BQC Fixes**:

* Failure path completeness: Fixture row parsing rejects empty, uneven, or missing start/exit worlds with explicit errors (`src/extensions/ai-rogue/runtime/world.ts`).
* Contract alignment: World tile and spawn outputs use the serializable contracts from `runtime/types.ts`.

***

### Task T006 - Create entity and behavior templates

**Started**: 2026-06-22 05:38 **Completed**: 2026-06-22 05:41 **Duration**: 3 minutes

**Notes**:

* Added player construction, direction deltas, keyboard-command direction mapping, facing frame selection, stable enemy IDs, pickup construction, and entity snapshot helpers.
* Added scoped first-slice enemy templates for `Errant Process` as a melee chaser and `Firewall Sentry` as a stationary ranged sentry.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/entities.ts` - Added entity state helpers and behavior templates.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: Entity templates and helpers compile against the shared simulation contracts.

**BQC Fixes**:

* Contract alignment: Player, enemy, pickup, frame, and snapshot helpers all use the serializable state types from `runtime/types.ts`.

***

### Task T007 - Create FOV and fog-of-war helpers

**Started**: 2026-06-22 05:41 **Completed**: 2026-06-22 05:43 **Duration**: 2 minutes

**Notes**:

* Added deterministic radius-bounded FOV, Bresenham line tracing, line-of-sight checks, explored tile key merging, fog tile projection, and visibility helper functions.
* Kept fog projection serializable with frame-name vocabulary only and no renderer object references.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/fov.ts` - Added FOV and fog helpers.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: FOV and fog helpers compile against world and simulation contracts.

**BQC Fixes**:

* Contract alignment: Fog output uses explicit `visible`, `explored`, and `hidden` states plus committed fog frame names (`src/extensions/ai-rogue/runtime/fov.ts`).

***

### Task T008 - Create deterministic combat helpers

**Started**: 2026-06-22 05:43 **Completed**: 2026-06-22 05:45 **Duration**: 2 minutes

**Notes**:

* Added deterministic player and enemy attack resolution, damage variance through the seeded RNG, death events, hazard damage, player healing, ranged sentry threat events, and capped combat log handling.
* Added stable event ID construction so snapshots and tests can assert deterministic event ordering.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/combat.ts` - Added combat and event helpers.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: Combat helpers compile against RNG, entity, and event contracts.

**BQC Fixes**:

* Failure path completeness: Combat and hazard helpers clamp health and damage values instead of allowing negative health or non-bounded log growth (`src/extensions/ai-rogue/runtime/combat.ts`).

***

### Task T009 - Create stable simulation fixture seeds and scenario helpers

**Started**: 2026-06-22 05:45 **Completed**: 2026-06-22 05:48 **Duration**: 3 minutes

**Notes**:

* Added named fixture seeds for generation, movement, combat, FOV, win, and loss coverage.
* Added small ASCII scenario worlds plus generated-world option helpers for focused unit tests and later Playwright reuse.
* Fixed a type-only import after the compiler caught `AiRogueWorld` being imported from the wrong module.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation-fixtures.ts` - Added fixture seeds and scenario helpers.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors after correcting the type import.
  * Evidence: Fixture helper module compiles against world-generation and shared simulation contracts.

**BQC Fixes**:

* Contract alignment: Fixture worlds are built through the same `createAiRogueWorldFromRows` validation path as tests will use (`src/extensions/ai-rogue/runtime/simulation-fixtures.ts`).

***

### Task T010 - Export pure simulation modules through runtime index

**Started**: 2026-06-22 05:48 **Completed**: 2026-06-22 05:50 **Duration**: 2 minutes

**Notes**:

* Replaced the top-level renderer import in `runtime/index.ts` with a dynamic import inside `mountAiRogueRuntime`.
* Exported pure runtime modules for RNG, world, entities, FOV, combat, input, and fixtures from the runtime index without importing PixiJS at module evaluation time.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/index.ts` - Added pure module exports and lazy renderer import.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: Runtime index exports compile while preserving the `mountAiRogueRuntime` controller contract.
* Command/check: `sed -n '1,260p' src/extensions/ai-rogue/runtime/index.ts`
  * Result: PASS - Import boundary inspected.
  * Evidence: No top-level `./renderer` import remains; renderer loading happens inside `mountAiRogueRuntime`.

**BQC Fixes**:

* Resource cleanup: Preserved the existing renderer lifecycle behind the same `mountAiRogueRuntime` API while avoiding eager renderer import from pure simulation consumers.

***

### Task T011 - Implement run creation and command reducer core

**Started**: 2026-06-22 05:50 **Completed**: 2026-06-22 05:57 **Duration**: 7 minutes

**Notes**:

* Added `createAiRogueRun`, `applyAiRogueCommand`, snapshot projection, command normalization, deterministic event ordering, turn advancement, terminal-state no-ops, and non-movement no-op handling.
* Added dynamic export of the pure simulation reducer through `runtime/index.ts`.
* Preserved serializable state by storing RNG state and roll count instead of closures.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation.ts` - Added pure run creation, reducer, and snapshot projection.
* `src/extensions/ai-rogue/runtime/index.ts` - Exported the pure simulation module.
* `src/extensions/ai-rogue/runtime/world.ts` - Honored explicit `enemyCount: 0` for controlled tests while preserving default enemy generation.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: New reducer and runtime index exports compile.
* Command/check: `bun -e "import { createAiRogueRun, applyAiRogueCommand } from './src/extensions/ai-rogue/runtime/simulation.ts'; const first = createAiRogueRun({ seed: 'smoke', enemyCount: 0 }); const second = applyAiRogueCommand(first.state, 'move-right'); console.log(JSON.stringify({status: second.snapshot.status, turn: second.snapshot.turn, tiles: second.snapshot.tiles.length, visible: second.snapshot.visibleTiles.length, events: second.events.map((event) => event.type)}));"`
  * Result: PASS - Reducer smoke completed.
  * Evidence: Output was `{"status":"active","turn":1,"tiles":480,"visible":69,"events":["move"]}`.

**BQC Fixes**:

* Contract alignment: Reducer returns `AiRogueCommandResult` with state, snapshot, and current events for every command path (`src/extensions/ai-rogue/runtime/simulation.ts`).
* Failure path completeness: Terminal and unsupported commands produce explicit `noop` events instead of silently doing nothing.

***

### Task T012 - Implement movement, blocking, pickups, hazards, and exit wins

**Started**: 2026-06-22 05:57 **Completed**: 2026-06-22 05:59 **Duration**: 2 minutes

**Notes**:

* Verified movement resolves blocked walls, passable doors, pickup collection, hazard damage, shard count updates, and exit win status with explicit event mapping.
* Movement and terminal events are handled inside the pure reducer without browser, renderer, or storage APIs.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation.ts` - Implemented and verified movement, blocking, pickup, hazard, and win handling.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bun -e "import { createAiRogueRun, applyAiRogueCommand } from './src/extensions/ai-rogue/runtime/simulation.ts'; import { createAiRogueWorldFromRows } from './src/extensions/ai-rogue/runtime/world.ts'; const world = createAiRogueWorldFromRows(['########', '#@+$..>#', '#.^h...#', '########']); const start = createAiRogueRun({ seed: 'movement-check', world }); const blocked = applyAiRogueCommand(start.state, 'move-left'); const door = applyAiRogueCommand(start.state, 'move-right'); const pickup = applyAiRogueCommand(door.state, 'move-right'); const hazard = applyAiRogueCommand(door.state, 'move-down'); let win = start; for (const command of ['move-right','move-right','move-right','move-right','move-right']) win = applyAiRogueCommand(win.state, command); console.log(JSON.stringify({blocked: blocked.events.map((event) => event.type), door: door.events.map((event) => event.type), pickup: {events: pickup.events.map((event) => event.type), shards: pickup.snapshot.shardCount}, hazard: {events: hazard.events.map((event) => event.type), health: hazard.snapshot.player.health}, win: {status: win.snapshot.status, events: win.events.map((event) => event.type)}}));"`
  * Result: PASS - Focused movement scenario produced expected state.
  * Evidence: Output was `{"blocked":["blocked"],"door":["door"],"pickup":{"events":["move","pickup"],"shards":3},"hazard":{"events":["move","hazard"],"health":12},"win":{"status":"won","events":["move","win"]}}`.

**BQC Fixes**:

* Contract alignment: Movement outcomes use explicit event types and update bounded snapshot fields rather than mutating renderer state.

***

### Task T013 - Implement enemy turns for melee and ranged sentry behavior

**Started**: 2026-06-22 05:59 **Completed**: 2026-06-22 06:01 **Duration**: 2 minutes

**Notes**:

* Verified `Errant Process` attacks when adjacent and otherwise advances toward the player in stable actor order.
* Verified `Firewall Sentry` remains stationary, emits a ranged threat when aligned, attacks only with unblocked line of sight, and emits a blocked threat without damage when a wall blocks the line.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation.ts` - Implemented and verified enemy turn behavior.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bun -e "import { createAiRogueRun, applyAiRogueCommand } from './src/extensions/ai-rogue/runtime/simulation.ts'; import { createAiRogueWorldFromRows } from './src/extensions/ai-rogue/runtime/world.ts'; const meleeWorld = createAiRogueWorldFromRows(['########', '#@.e..>#', '#......#', '########']); const melee = applyAiRogueCommand(createAiRogueRun({ seed: 'enemy-melee', world: meleeWorld }).state, 'move-right'); const chaseWorld = createAiRogueWorldFromRows(['#########', '#@...e.>#', '#.......#', '#########']); const chase = applyAiRogueCommand(createAiRogueRun({ seed: 'enemy-chase', world: chaseWorld }).state, 'move-right'); const sentryWorld = createAiRogueWorldFromRows(['#########', '#@...s.>#', '#.......#', '#########']); const sentry = applyAiRogueCommand(createAiRogueRun({ seed: 'enemy-sentry', world: sentryWorld }).state, 'move-right'); const blockedWorld = createAiRogueWorldFromRows(['#########', '#@.#.s.>#', '#.......#', '#########']); const blocked = applyAiRogueCommand(createAiRogueRun({ seed: 'enemy-blocked', world: blockedWorld }).state, 'move-right'); console.log(JSON.stringify({melee: {events: melee.events.map((event) => event.type), health: melee.snapshot.player.health}, chase: {events: chase.events.map((event) => event.type), enemy: chase.snapshot.enemies.find((enemy) => enemy.id === 'enemy-01')?.position}, sentry: {events: sentry.events.map((event) => event.type), health: sentry.snapshot.player.health}, blocked: {events: blocked.events.map((event) => event.type), health: blocked.snapshot.player.health}}));"`
  * Result: PASS - Focused enemy behavior scenarios produced expected state.
  * Evidence: Output was `{"melee":{"events":["move","attack"],"health":12},"chase":{"events":["move","move"],"enemy":{"x":4,"y":1}},"sentry":{"events":["move","threat","attack"],"health":13},"blocked":{"events":["move","threat"],"health":14}}`.

**BQC Fixes**:

* Contract alignment: Enemy turn events reuse the same bounded simulation event contract and stable actor IDs as player events.

***

### Task T014 - Implement FOV/fog updates inside snapshots

**Started**: 2026-06-22 06:01 **Completed**: 2026-06-22 06:03 **Duration**: 2 minutes

**Notes**:

* Verified snapshots recalculate visible tiles after movement and merge explored tiles deterministically.
* Verified hidden tiles remain represented as hidden and snapshots JSON-serialize without canvas or renderer objects.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation.ts` - Implemented and verified FOV/fog snapshot updates.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bun -e "import { createAiRogueRun, applyAiRogueCommand } from './src/extensions/ai-rogue/runtime/simulation.ts'; import { createAiRogueWorldFromRows } from './src/extensions/ai-rogue/runtime/world.ts'; const world = createAiRogueWorldFromRows(['#########', '#@..#..>#', '#...#...#', '#.......#', '#########']); const initial = createAiRogueRun({ seed: 'fov-check', world }); const moved = applyAiRogueCommand(initial.state, 'move-down'); const hiddenTiles = moved.snapshot.tiles.filter((tile) => !tile.isVisible && !tile.isExplored).length; const exploredGrew = moved.snapshot.exploredTiles.length >= initial.snapshot.exploredTiles.length; const serialized = JSON.parse(JSON.stringify(moved.snapshot)); console.log(JSON.stringify({initialVisible: initial.snapshot.visibleTiles.length, movedVisible: moved.snapshot.visibleTiles.length, initialExplored: initial.snapshot.exploredTiles.length, movedExplored: moved.snapshot.exploredTiles.length, hiddenTiles, exploredGrew, serializedStatus: serialized.status, hasCanvas: JSON.stringify(moved.snapshot).includes('canvas')}));"`
  * Result: PASS - Snapshot visibility behavior matched expectations.
  * Evidence: Output was `{"initialVisible":24,"movedVisible":25,"initialExplored":24,"movedExplored":28,"hiddenTiles":17,"exploredGrew":true,"serializedStatus":"active","hasCanvas":false}`.

**BQC Fixes**:

* Contract alignment: Snapshot visibility, explored coordinates, tile snapshots, entity snapshots, and logs remain serializable data only.

***

### Task T015 - Add pointer-to-tile and cardinal command helpers

**Started**: 2026-06-22 06:03 **Completed**: 2026-06-22 06:06 **Duration**: 3 minutes

**Notes**:

* Added pure pointer geometry helpers that translate bounded viewport coordinates into world tile positions and cardinal movement commands.
* Invalid geometry, non-finite pointer coordinates, out-of-bounds pointers, and same-tile targets return `null`.
* Tie-breaking is deterministic: equal horizontal and vertical deltas prefer horizontal movement.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/input.ts` - Added pointer-to-tile and pointer-to-cardinal-command helpers.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: Pointer helpers compile with the existing keyboard sampler.
* Command/check: `bun -e "import { pointerToAiRogueTile, pointerToAiRogueCardinalCommand } from './src/extensions/ai-rogue/runtime/input.ts'; const geometry = { viewportWidth: 320, viewportHeight: 160, tileSize: 16, worldWidth: 10, worldHeight: 8, originX: 32, originY: 16 }; console.log(JSON.stringify({tile: pointerToAiRogueTile({ clientX: 65, clientY: 49 }, geometry), command: pointerToAiRogueCardinalCommand({ clientX: 98, clientY: 49 }, { x: 2, y: 2 }, geometry), invalid: pointerToAiRogueTile({ clientX: -1, clientY: 0 }, geometry), badGeometry: pointerToAiRogueCardinalCommand({ clientX: 10, clientY: 10 }, { x: 0, y: 0 }, { ...geometry, tileSize: 0 })}));"`
  * Result: PASS - Pointer translation smoke completed.
  * Evidence: Output was `{"tile":{"x":2,"y":2},"command":"move-right","invalid":null,"badGeometry":null}`.

**BQC Fixes**:

* Trust boundary enforcement: Pointer coordinates and geometry are validated before tile or command translation.
* Failure path completeness: Invalid pointer inputs return explicit `null` instead of producing out-of-bounds commands.

***

### Task T016 - Add save-summary compatibility for simulation completion labels

**Started**: 2026-06-22 06:06 **Completed**: 2026-06-22 06:08 **Duration**: 2 minutes

**Notes**:

* Added `createAiRogueRunSummaryFromSnapshot` to map simulation snapshots into the existing run-history schema without persisting dungeon tiles, entities, combat logs, or renderer state.
* Mapped simulation statuses to persisted summary labels: `won` to `completed`, `lost` to `failed`, `abandoned` to `abandoned`, and `active` to `ready`.
* Added clamping for depth, turn count, and shard delta before schema parsing.

**Files Changed**:

* `src/extensions/ai-rogue/save-schema.ts` - Added simulation snapshot to run-summary helper.
* `src/extensions/ai-rogue/__tests__/save-schema.test.ts` - Added compatibility coverage using a pure simulation completion snapshot.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx tsc --noEmit --pretty false`
  * Result: PASS - TypeScript project check completed without errors.
  * Evidence: Save-schema helper compiles with type-only simulation snapshot import.
* Command/check: `bunx vitest run src/extensions/ai-rogue/__tests__/save-schema.test.ts`
  * Result: PASS - 1 test file passed, 7 tests passed.
  * Evidence: New summary test verifies completed/failed labels, bounded metadata, and absence of `tiles` or `combatLog` in persisted summaries.

**BQC Fixes**:

* Contract alignment: Simulation status labels are translated at the save boundary instead of widening persisted run-history statuses.
* Error information boundaries: Persisted summaries contain bounded labels and counts only, not full dungeon state or private runtime data.

***

### Task T017 - Write RNG and world-generation tests

**Started**: 2026-06-22 06:08 **Completed**: 2026-06-22 06:10 **Duration**: 2 minutes

**Notes**:

* Added focused RNG tests for stable sequences, snapshot restore, deterministic shuffle, weighted choices, and invalid input failure paths.
* Added seeded world-generation tests for deterministic layout, dimensions, unique tiles, passability, hazards, pickups, exit placement, and stable row-major spawn ordering.
* Corrected the spawn-order assertion to match the world helper's row-major ordering after the first focused run exposed a lexicographic test mistake.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/rng.test.ts` - Added RNG and seeded world-generation coverage.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx vitest run src/extensions/ai-rogue/runtime/__tests__/rng.test.ts`
  * Result: PASS - 1 test file passed, 4 tests passed.
  * Evidence: RNG determinism and seeded world-generation invariants are covered.

**BQC Fixes**:

* Failure path completeness: Tests assert invalid RNG ranges, empty choices, and invalid weighted choices fail explicitly.

***

### Task T018 - Write world, FOV, and fog tests

**Started**: 2026-06-22 06:10 **Completed**: 2026-06-22 06:12 **Duration**: 2 minutes

**Notes**:

* Added fixture world tests for row parsing, wall/door/hazard passability, pickup and enemy spawns, malformed row rejection, and stable coordinate sorting.
* Added FOV/fog tests for wall-blocked line of sight, visible wall targets, explored tile merging, hidden tile preservation, and fog frame projection.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/world.test.ts` - Added world fixture and tile semantic tests.
* `src/extensions/ai-rogue/runtime/__tests__/fov.test.ts` - Added FOV and fog projection tests.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx vitest run src/extensions/ai-rogue/runtime/__tests__/world.test.ts src/extensions/ai-rogue/runtime/__tests__/fov.test.ts`
  * Result: PASS - 2 test files passed, 4 tests passed.
  * Evidence: World parsing, tile semantics, FOV blocking, explored ordering, and fog states are covered.

**BQC Fixes**:

* Failure path completeness: Tests assert malformed fixture worlds fail with explicit errors.

***

### Task T019 - Write combat and enemy-behavior tests

**Started**: 2026-06-22 06:12 **Completed**: 2026-06-22 06:13 **Duration**: 1 minute

**Notes**:

* Added combat helper coverage for deterministic player attacks, damage, defeat events, sentry threat events, and capped combat log behavior.
* Added enemy behavior coverage for Errant Process adjacent attacks, chase movement, Firewall Sentry unblocked ranged attack, and blocked-line threat-only behavior.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/combat.test.ts` - Added combat and enemy behavior coverage.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx vitest run src/extensions/ai-rogue/runtime/__tests__/combat.test.ts`
  * Result: PASS - 1 test file passed, 4 tests passed.
  * Evidence: Combat helper and enemy behavior tests pass.

**BQC Fixes**:

* Contract alignment: Tests assert the exact event type sequences emitted by combat and enemy turn paths.

***

### Task T020 - Write end-to-end pure simulation tests

**Started**: 2026-06-22 06:13 **Completed**: 2026-06-22 06:15 **Duration**: 2 minutes

**Notes**:

* Added pure simulation coverage for stable snapshots, no-op commands, movement, pickups, hazards, enemy turn ordering, win/loss paths, terminal-state no-ops, and browser-object absence.
* Removed an enemy marker from the movement/pickup fixture after the first focused run correctly surfaced an extra enemy movement event in that isolated scenario.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts` - Added end-to-end pure simulation coverage.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx vitest run src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts`
  * Result: PASS - 1 test file passed, 4 tests passed.
  * Evidence: Simulation reducer covers movement, no-ops, pickups, hazards, turn ordering, win/loss, terminal states, and snapshot stability.

**BQC Fixes**:

* Contract alignment: Tests assert emitted event ordering and terminal-state state preservation across reducer calls.

***

### Task T021 - Extend input and atlas tests

**Started**: 2026-06-22 06:15 **Completed**: 2026-06-22 06:17 **Duration**: 2 minutes

**Notes**:

* Extended input tests for pointer-to-tile translation, invalid geometry, out-of-bounds pointers, same-tile no-op, cardinal command selection, and horizontal tie-breaking.
* Extended atlas tests to assert simulation tile, entity, projectile, and fog vocabulary all exist in the committed gameplay atlas.
* Corrected a same-tile pointer assertion coordinate before running the focused tests.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/input.test.ts` - Added pointer translation coverage.
* `src/extensions/ai-rogue/runtime/__tests__/assets.test.ts` - Added simulation vocabulary to atlas frame alignment coverage.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded task evidence.

**Verification**:

* Command/check: `bunx vitest run src/extensions/ai-rogue/runtime/__tests__/input.test.ts src/extensions/ai-rogue/runtime/__tests__/assets.test.ts`
  * Result: PASS - 2 test files passed, 11 tests passed.
  * Evidence: Pointer translation, keyboard compatibility, and gameplay atlas vocabulary alignment are covered.

**BQC Fixes**:

* Trust boundary enforcement: Tests assert invalid pointer geometry and non-finite coordinates return `null`.
* Contract alignment: Tests assert every simulation frame name is present in the committed gameplay atlas metadata.

***

### Task T022 - Run focused runtime checks and session quality gates

**Started**: 2026-06-22 06:17 **Completed**: 2026-06-22 06:19 **Duration**: 2 minutes

**Notes**:

* Ran Prettier on the TypeScript files touched by this session, then reran focused tests and typecheck.
* Verified ASCII-only content and LF line endings for session notes, task checklist, and touched source/test files.
* Verified pure simulation modules do not reference PixiJS, browser globals, browser storage, navigation, or fetch APIs.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/*.ts` - Formatted and quality-checked pure runtime modules.
* `src/extensions/ai-rogue/runtime/__tests__/*.test.ts` - Formatted and quality-checked runtime tests.
* `src/extensions/ai-rogue/save-schema.ts` - Quality-checked save summary bridge.
* `src/extensions/ai-rogue/__tests__/save-schema.test.ts` - Quality-checked save summary test.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/tasks.md` - Updated final task progress.
* `.spec_system/specs/phase30-session06-dungeon-simulation-core/implementation-notes.md` - Recorded final quality gate evidence.

**Verification**:

* Command/check: `bunx prettier --write [touched TypeScript files]`
  * Result: PASS - Prettier completed on touched TypeScript files.
  * Evidence: Files were formatted; `rng.ts`, `input.ts`, `index.ts`, `rng.test.ts`, `combat.test.ts`, `assets.test.ts`, `save-schema.ts`, and `save-schema.test.ts` were already unchanged by formatting.
* Command/check: `bunx vitest run src/extensions/ai-rogue/runtime/__tests__ src/extensions/ai-rogue/__tests__/save-schema.test.ts`
  * Result: PASS - 8 test files passed, 34 tests passed.
  * Evidence: Focused AI Rogue runtime and save-schema suite passed after formatting.
* Command/check: `bun run typecheck`
  * Result: PASS - `tsc --noEmit` completed without errors.
  * Evidence: Repository TypeScript typecheck passed.
* Command/check: `rg --pcre2 -n "[^\\x00-\\x7F]" [session files and touched source/test files]`
  * Result: PASS - ASCII check passed.
  * Evidence: No non-ASCII characters found.
* Command/check: `rg -n $'\\r' [session files and touched source/test files]`
  * Result: PASS - LF check passed.
  * Evidence: No CRLF line endings found.
* Command/check: `rg -n "pixi\\.js|localStorage|IndexedDB|indexedDB|window|document|HTMLElement|KeyboardEvent|navigator|fetch\\(" src/extensions/ai-rogue/runtime/{rng,world,entities,fov,combat,simulation,simulation-fixtures}.ts`
  * Result: PASS - Pure simulation import-boundary check passed.
  * Evidence: No renderer, browser, storage, navigation, or fetch references found in pure simulation modules.

**BQC Fixes**:

* Contract alignment: Final focused tests cover reducer state, events, snapshots, input translation, atlas vocabulary, save summaries, and deterministic helper contracts.
* Trust boundary enforcement: Final checks include pointer validation tests and import-boundary inspection for pure simulation modules.

***


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