> 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/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md).

# Implementation Notes

**Session ID**: `phase34-session03-simulation-correctness-and-scenario-gate` **Started**: 2026-06-26 03:15 **Last Updated**: 2026-06-26 03:50

***

## Session Progress

| Metric              | Value   |
| ------------------- | ------- |
| Tasks Completed     | 20 / 20 |
| Estimated Remaining | 0 hours |
| Blockers            | 0       |

***

### Task T019 - Run AI Rogue runtime Playwright coverage

**Started**: 2026-06-26 03:44 **Completed**: 2026-06-26 03:46 **Duration**: 2 minutes

**Notes**:

* Ran the dedicated AI Rogue runtime Playwright spec after updating combat fixture setup and ignored-query coverage.
* The local/test combat fixture smoke passed, and the product `scenario=combat` query regression passed with generated scenario fallback.

**Files Changed**:

* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T019 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T019 complete after recording evidence.

**Verification**:

* Command/check: `bunx playwright test tests/e2e/ai-rogue-runtime.spec.ts`
  * Result: PASS - AI Rogue runtime browser coverage passes.
  * Evidence: 9 tests passed in 35.5s.
* UI product-surface check: PASS - e2e covered the Play route and asserted product query scenario fallback to `generated`.
* UI craft check: PASS - e2e canvas paint, resize, input, compact pointer movement, save/load, combat feedback, and route remount checks passed.

***

### Task T018 - Run focused AI Rogue unit checks

**Started**: 2026-06-26 03:41 **Completed**: 2026-06-26 03:44 **Duration**: 3 minutes

**Notes**:

* Ran the focused AI Rogue Vitest suite after simulation, runtime canvas, and related test updates.
* The suite includes the updated lethal status matrix, deterministic simulation regression, and runtime canvas scenario resolver tests.

**Files Changed**:

* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T018 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T018 complete after recording evidence.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue`
  * Result: PASS - focused AI Rogue unit checks pass.
  * Evidence: 42 test files passed, 277 tests passed.
* UI product-surface check: N/A - verification task only.
* UI craft check: N/A - verification task only.

***

### Task T017 - Update Playwright combat fixture coverage

**Started**: 2026-06-26 03:39 **Completed**: 2026-06-26 03:41 **Duration**: 2 minutes

**Notes**:

* Replaced the scripted combat test's `?scenario=combat` navigation with a local/test-only `window.__AI_ROGUE_LOCAL_TEST_SCENARIO__ = "combat"` setup script.
* Added a product-route regression proving `?scenario=combat` is ignored while `seed` replay query parsing remains intact.
* The e2e test now asserts `data-ai-rogue-runtime-scenario="combat"` only for the local/test hook and `generated` for the product query path.

**Files Changed**:

* `tests/e2e/ai-rogue-runtime.spec.ts` - Updated combat e2e fixture setup and added query-ignore coverage.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T017 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T017 complete after recording evidence.

**Verification**:

* Command/check: `rg -n "addInitScript|scenario=combat|data-ai-rogue-runtime-scenario|AI_ROGUE_LOCAL_TEST_SCENARIO" tests/e2e/ai-rogue-runtime.spec.ts`
  * Result: PASS - e2e fixture setup and ignored-query assertion are present.
  * Evidence: Local/test hook appears before combat fixture navigation; `scenario=combat` appears only in the ignored-query regression.
* UI product-surface check: PASS - e2e changes add no visible product copy.
* UI craft check: PASS - no layout or visual changes.

**BQC Fixes**:

* Trust boundary enforcement: browser e2e now proves product query input cannot select the combat fixture (`tests/e2e/ai-rogue-runtime.spec.ts`).

***

### Task T016 - Update runtime canvas scenario tests

**Started**: 2026-06-26 03:37 **Completed**: 2026-06-26 03:39 **Duration**: 2 minutes

**Notes**:

* Added runtime canvas coverage for generated scenario default behavior.
* Added invalid local/test hook coverage proving fallback to generated.
* Added exact `combat` hook coverage proving deterministic combat selection reaches the runtime mount only through the local/test path.

**Files Changed**:

* `src/extensions/ai-rogue/__tests__/runtime-canvas.test.tsx` - Added generated/default, invalid fallback, and exact combat hook tests.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T016 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T016 complete after recording evidence.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/__tests__/runtime-canvas.test.tsx`
  * Result: PASS - runtime canvas scenario coverage passes.
  * Evidence: 1 test file passed, 9 tests passed.
* UI product-surface check: PASS - tests assert non-visible mount attributes; no visible fixture text is introduced.
* UI craft check: PASS - no visual layout changes.

**BQC Fixes**:

* Trust boundary enforcement: tests prove invalid local/test scenario input falls back to generated (`src/extensions/ai-rogue/__tests__/runtime-canvas.test.tsx`).

***

### Task T015 - Add deterministic generated-run regression coverage

**Started**: 2026-06-26 03:35 **Completed**: 2026-06-26 03:37 **Duration**: 2 minutes

**Notes**:

* Added same-seed generated-run coverage across a non-terminal command sequence.
* The regression compares final snapshots and emitted event summaries from two runs using the same generated seed and command list.
* The test confirms the sequence remains active, non-lethal, and health-neutral while preserving deterministic turn count and output.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts` - Added deterministic generated-run regression coverage.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T015 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T015 complete after recording evidence.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts`
  * Result: PASS - pure simulation tests pass with deterministic generated-run coverage.
  * Evidence: 1 test file passed, 11 tests passed.
* UI product-surface check: N/A - runtime unit tests only.
* UI craft check: N/A - runtime unit tests only.

***

### Task T014 - Update lethal turn-start command matrix tests

**Started**: 2026-06-26 03:33 **Completed**: 2026-06-26 03:35 **Duration**: 2 minutes

**Notes**:

* Updated the lethal turn-start matrix to assert fixed no-action semantics for Movement, Strike, and Surge.
* Added exhaustive Protocol coverage by iterating `AI_ROGUE_PROTOCOL_ORDER`.
* Protocol assertions prove the queue is not consumed, player position does not change, enemy health/status effects do not change, explored tiles do not reveal the map, and events remain `status,loss`.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/status-expanded.test.ts` - Updated AR-D2-001 tests from characterization of broken behavior to fixed regression coverage.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T014 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T014 complete after recording evidence.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/status-expanded.test.ts`
  * Result: PASS - lethal status regression coverage passes.
  * Evidence: 1 test file passed, 8 tests passed.
* UI product-surface check: N/A - runtime unit tests only.
* UI craft check: N/A - runtime unit tests only.

**BQC Fixes**:

* Contract alignment: tests now pin the shared lethal turn-start contract across all action families and protocol IDs (`src/extensions/ai-rogue/runtime/__tests__/status-expanded.test.ts`).

***

### Task T012 - Update AI Rogue playtest docs for test-only fixture path

**Started**: 2026-06-26 03:29 **Completed**: 2026-06-26 03:31 **Duration**: 2 minutes

**Notes**:

* Replaced `?scenario=combat` language in `playtest-notes.md` with local/test-only runtime scenario hook language.
* Updated browser verification wording so combat fixture coverage is not described as a product route query.

**Files Changed**:

* `docs/extensions/ai-rogue/playtest-notes.md` - Updated combat fixture documentation.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T012 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T012 complete after recording evidence.

**Verification**:

* Command/check: `rg -n "scenario=combat" docs/extensions/ai-rogue/playtest-notes.md`
  * Result: PASS - old route query reference removed.
  * Evidence: `rg` exited with no matches.
* Command/check: `rg -n "runtime scenario" docs/extensions/ai-rogue/playtest-notes.md`
  * Result: PASS - replacement hook wording present.
  * Evidence: Match at line 57.
* Command/check: `rg -n "combat fixture" docs/extensions/ai-rogue/playtest-notes.md`
  * Result: PASS - browser verification now references the local/test-only combat fixture.
  * Evidence: Match at line 65.
* UI product-surface check: N/A - documentation-only change.
* UI craft check: N/A - documentation-only change.

***

### Task T011 - Preserve renderer generated default and explicit combat fixture

**Started**: 2026-06-26 03:26 **Completed**: 2026-06-26 03:29 **Duration**: 3 minutes

**Notes**:

* Updated `createRuntimeRun` to normalize runtime scenarios so only the exact `combat` value selects the deterministic forced-encounter fixture.
* Preserved generated runs as the default path for initial mount, start after terminal runs, and reset.
* Updated the renderer comment so the combat fixture is documented as internal test/local mount behavior rather than product route behavior.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/renderer.ts` - Normalized scenario selection and updated fixture comment.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T011 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T011 complete after recording evidence.

**Verification**:

* Command/check: `rg -n "runtimeScenario|internal test/local mounts|createRuntimeRun\\(|options\\.scenario" src/extensions/ai-rogue/runtime/renderer.ts`
  * Result: PASS - start/reset/load boundaries remain routed through the helper with generated fallback.
  * Evidence: `createRuntimeRun` receives `options.scenario` at initial mount, start, and reset; helper normalizes with `scenario === "combat" ? "combat" : "generated"`.
* Command/check: `bun run test -- src/extensions/ai-rogue/__tests__/runtime-canvas.test.tsx`
  * Result: PASS - mount bridge behavior still passes after renderer scenario normalization.
  * Evidence: 1 test file passed, 7 tests passed.
* UI product-surface check: N/A - renderer-only change, no user-facing copy changed.
* UI craft check: N/A - renderer-only change.

**BQC Fixes**:

* Contract alignment: renderer fixture selection now matches the named scenario contract and defaults invalid/unavailable inputs to generated runs (`src/extensions/ai-rogue/runtime/renderer.ts`).

***

### Task T010 - Wire deterministic combat through local/test-only mount path

**Started**: 2026-06-26 03:25 **Completed**: 2026-06-26 03:28 **Duration**: 3 minutes

**Notes**:

* Added a non-product `window.__AI_ROGUE_LOCAL_TEST_SCENARIO__` hook in the runtime canvas bridge.
* The hook is honored only in Vite dev mode, ignored in public demo mode, and accepts only the exact `combat` value.
* Missing or invalid hook values fall back to `generated`; the Play route no longer passes route-derived scenario state.
* Added a non-visible `data-ai-rogue-runtime-scenario` attribute for test verification without adding fixture language to visible product copy.

**Files Changed**:

* `src/extensions/ai-rogue/views/runtime-canvas.tsx` - Added guarded local/test scenario resolver and generated fallback.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T010 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T010 complete after recording evidence.

**Verification**:

* Command/check: `rg -n "__AI_ROGUE_LOCAL_TEST_SCENARIO__|resolveLocalTestRuntimeScenario|isBrowserPublicDemoMode\\(\\)|data-ai-rogue-runtime-scenario|scenario," src/extensions/ai-rogue/views/runtime-canvas.tsx`
  * Result: PASS - local/test hook and generated fallback are present.
  * Evidence: Resolver returns `generated` outside dev/public-demo-safe conditions and returns `combat` only for the exact window hook value.
* Command/check: `bun run test -- src/extensions/ai-rogue/__tests__/runtime-canvas.test.tsx`
  * Result: PASS - runtime canvas bridge remains functional.
  * Evidence: 1 test file passed, 7 tests passed.
* UI product-surface check: PASS - no visible fixture names, debug copy, or route query diagnostics were added to the normal Play surface.
* UI craft check: PASS - no layout or visual changes were made; test-only state is non-visible.

**BQC Fixes**:

* Trust boundary enforcement: local/test fixture selection validates exact input and is disabled for public demo mode (`src/extensions/ai-rogue/views/runtime-canvas.tsx`).

***

### Task T009 - Remove browser query scenario selection from Play route

**Started**: 2026-06-26 03:24 **Completed**: 2026-06-26 03:27 **Duration**: 3 minutes

**Notes**:

* Removed Play route parsing of `scenario=combat` from `browserSearch`.
* Stopped passing a browser-derived `scenario` prop into `AiRogueRuntimeCanvas`.
* Preserved seed query parsing and seed share behavior as the only browser query contract on the Play route.

**Files Changed**:

* `src/extensions/ai-rogue/views/play-view.tsx` - Removed scenario query selection and scenario prop passing.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T009 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T009 complete after recording evidence.

**Verification**:

* Command/check: `rg -n "scenario|scenario=combat|URLSearchParams\\(browserSearch\\).*scenario" src/extensions/ai-rogue/views/play-view.tsx`
  * Result: PASS - no scenario query path remains in the Play route.
  * Evidence: `rg` exited with no matches.
* Command/check: `sed -n '210,245p' src/extensions/ai-rogue/views/play-view.tsx`
  * Result: PASS - runtime canvas still receives seed metadata but no scenario prop.
  * Evidence: `AiRogueRuntimeCanvas` props include `runtimeSeed` and `seedMetadata` only for route-derived run selection.
* UI product-surface check: PASS - route copy was not changed and no debug fixture language was added to the product surface.
* UI craft check: PASS - no visual layout or interaction changes were made.

**BQC Fixes**:

* Trust boundary enforcement: removed browser query input as an authority for runtime fixture selection (`src/extensions/ai-rogue/views/play-view.tsx`).

***

### Task T008 - Update runtime scenario type and comments

**Started**: 2026-06-26 03:23 **Completed**: 2026-06-26 03:24 **Duration**: 1 minute

**Notes**:

* Added `AiRogueRuntimeScenario` as the named runtime scenario type.
* Updated the runtime mount option comment so `generated` is the default seeded generator path and `combat` is explicitly internal test/local fixture behavior, not a product-route contract.
* Exported the named scenario type through the runtime barrel for typed internal callers.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/types.ts` - Added `AiRogueRuntimeScenario` and updated the mount option comment.
* `src/extensions/ai-rogue/runtime/index.ts` - Exported `AiRogueRuntimeScenario`.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T008 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T008 complete after recording evidence.

**Verification**:

* Command/check: `rg -n "AiRogueRuntimeScenario|internal test/local fixture|scenario\\?:" src/extensions/ai-rogue/runtime/types.ts src/extensions/ai-rogue/runtime/index.ts`
  * Result: PASS - scenario contract update is present.
  * Evidence: `types.ts` defines `AiRogueRuntimeScenario`, mount options use it, and the comment says `combat` is internal test/local fixture behavior.
* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/protocols.test.ts src/extensions/ai-rogue/runtime/__tests__/traversal-verbs.test.ts`
  * Result: PASS - focused runtime tests still pass after the type/comment update.
  * Evidence: 2 test files passed, 14 tests passed.
* UI product-surface check: N/A - no UI changed.
* UI craft check: N/A - no UI changed.

***

### Task T007 - Refactor Protocol lethal turn-start guard

**Started**: 2026-06-26 03:18 **Completed**: 2026-06-26 03:23 **Duration**: 5 minutes

**Notes**:

* Refactored Protocol to call the shared turn-start helper before protocol queue mutation.
* Added an early lethal finalizer so lethal burning/leaking prevents Patch Kit healing, Trace Map reveal, Trace Lance attacks, Phase Step movement, Signal Jammer jamming/threat clearing, and enemy turns.
* The guard sits before the protocol branch dispatch, so the behavior applies exhaustively to the current protocol catalog.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation.ts` - Routed Protocol through the shared turn-start helper and lethal finalizer before queue mutation and branch handling.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T007 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T007 complete after recording evidence.

**Verification**:

* Command/check: `bun -e 'import { applyAiRogueCommand, createAiRogueRun } from "./src/extensions/ai-rogue/runtime/simulation.ts"; import { AI_ROGUE_PROTOCOL_ORDER } from "./src/extensions/ai-rogue/runtime/protocols.ts"; import { createAiRogueWorldFromRows } from "./src/extensions/ai-rogue/runtime/world.ts"; for (const protocol of AI_ROGUE_PROTOCOL_ORDER) { const world=createAiRogueWorldFromRows(["#########","#@e.s..>#","#.......#","#########"]); const base=createAiRogueRun({seed:`lethal-${protocol}`, world}).state; const state={...base, player:{...base.player, facing:"right", health:1, shardCount:10, statusEffects:[{id:"burning", remainingTurns:3, amount:1, sourceId:"test"}]}, protocols:[protocol], pendingThreats:[{id:"threat-test", enemyId:"enemy-99", origin:{x:5,y:1}, target:{x:1,y:1}, turn:99}]}; const result=applyAiRogueCommand(state, "protocol"); console.log(protocol, result.snapshot.status, result.snapshot.player.health, result.state.protocols.join("|"), result.state.enemies.map((enemy)=>enemy.health).join("|"), result.events.map((event)=>event.type).join(",")); }'`
  * Result: PASS - every protocol branch stops at lethal turn-start status.
  * Evidence: `patch-kit`, `trace-map`, `signal-jammer`, `trace-lance`, and `phase-step` each logged `lost 0 <same-protocol> 7|6 status,loss`.
* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/protocols.test.ts src/extensions/ai-rogue/runtime/__tests__/traversal-verbs.test.ts`
  * Result: PASS - non-lethal protocol semantics remain green.
  * Evidence: 2 test files passed, 14 tests passed.
* UI product-surface check: N/A - no UI changed.
* UI craft check: N/A - no UI changed.

**BQC Fixes**:

* Contract alignment: Protocol queue consumption now happens only after the shared lethal status boundary (`src/extensions/ai-rogue/runtime/simulation.ts`).

***

### Task T006 - Refactor Surge lethal turn-start guard

**Started**: 2026-06-26 03:18 **Completed**: 2026-06-26 03:22 **Duration**: 4 minutes

**Notes**:

* Refactored Surge to call the shared turn-start helper after existing pre-turn affordance checks and before shard spend.
* Added an early lethal finalizer so lethal burning/leaking prevents Surge pulse events, enemy damage, jam application, death rewards, threat clearing, and enemy turns.
* Preserved non-lethal Surge preconditions: insufficient shards and no adjacent target still report blocked events without advancing the turn.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation.ts` - Routed Surge through the shared turn-start helper and lethal finalizer before shard spend.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T006 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T006 complete after recording evidence.

**Verification**:

* Command/check: `bun -e 'import { applyAiRogueCommand, createAiRogueRun } from "./src/extensions/ai-rogue/runtime/simulation.ts"; import { createAiRogueWorldFromRows } from "./src/extensions/ai-rogue/runtime/world.ts"; const commands=["move-right","primary","secondary","protocol"]; for (const command of commands) { const world=createAiRogueWorldFromRows(["########","#@e...>#","#......#","########"]); const base=createAiRogueRun({seed:`lethal-${command}`, world}).state; const state={...base, player:{...base.player, facing:"right", health:1, shardCount:10, statusEffects:[{id:"burning", remainingTurns:3, amount:1, sourceId:"test"}]}, protocols:["patch-kit"]}; const result=applyAiRogueCommand(state, command); console.log(command, result.snapshot.status, result.snapshot.player.health, result.state.player.shardCount, result.state.protocols.length, result.state.enemies[0].health, result.events.map((event)=>event.type).join(",")); }'`
  * Result: PASS - Surge no longer spends resources or attacks after lethal status damage.
  * Evidence: `secondary lost 0 10 1 7 status,loss`; shard count stayed 10, enemy health stayed 7, and events did not include `attack`.
* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/protocols.test.ts src/extensions/ai-rogue/runtime/__tests__/traversal-verbs.test.ts`
  * Result: PASS - focused non-lethal behavior remains green.
  * Evidence: 2 test files passed, 14 tests passed.
* UI product-surface check: N/A - no UI changed.
* UI craft check: N/A - no UI changed.

**BQC Fixes**:

* Contract alignment: Surge now shares the same lethal turn-start action boundary as Movement and Strike (`src/extensions/ai-rogue/runtime/simulation.ts`).

***

### Task T005 - Refactor Movement and Strike to use shared turn-start helper

**Started**: 2026-06-26 03:17 **Completed**: 2026-06-26 03:21 **Duration**: 4 minutes

**Notes**:

* Refactored Movement to call `beginPlayerTurn` with movement facing/frame preparation and to return `finalizeLethalTurnStartStatus` before movement, pickups, combat, or enemy turns when status damage is lethal.
* Refactored Strike to call `beginPlayerTurn` with strike frame preparation and to return the same lethal finalizer before attack lookup, cleave, rewards, or enemy turns.
* Preserved the existing Movement and Strike lethal event ordering of `status` followed by `loss`.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation.ts` - Routed Movement and Strike through the shared turn-start status helper and lethal finalizer.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T005 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T005 complete after recording evidence.

**Verification**:

* Command/check: `bun -e 'import { applyAiRogueCommand, createAiRogueRun } from "./src/extensions/ai-rogue/runtime/simulation.ts"; import { createAiRogueWorldFromRows } from "./src/extensions/ai-rogue/runtime/world.ts"; const commands=["move-right","primary","secondary","protocol"]; for (const command of commands) { const world=createAiRogueWorldFromRows(["########","#@e...>#","#......#","########"]); const base=createAiRogueRun({seed:`lethal-${command}`, world}).state; const state={...base, player:{...base.player, facing:"right", health:1, shardCount:10, statusEffects:[{id:"burning", remainingTurns:3, amount:1, sourceId:"test"}]}, protocols:["patch-kit"]}; const result=applyAiRogueCommand(state, command); console.log(command, result.snapshot.status, result.snapshot.player.health, result.state.player.shardCount, result.state.protocols.length, result.state.enemies[0].health, result.events.map((event)=>event.type).join(",")); }'`
  * Result: PASS - Movement and Strike preserve existing lethal no-action behavior.
  * Evidence: `move-right lost 0 10 1 7 status,loss` and `primary lost 0 10 1 7 status,loss`.
* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/protocols.test.ts src/extensions/ai-rogue/runtime/__tests__/traversal-verbs.test.ts`
  * Result: PASS - focused neighboring runtime behavior remains green.
  * Evidence: 2 test files passed, 14 tests passed.
* UI product-surface check: N/A - no UI changed.
* UI craft check: N/A - no UI changed.

***

### Task T004 - Add shared turn-start status helper and lethal finalizer

**Started**: 2026-06-26 03:17 **Completed**: 2026-06-26 03:20 **Duration**: 3 minutes

**Notes**:

* Added `beginPlayerTurn` to centralize player turn-start status ticks, event collection, RNG setup, and optional command-specific player preparation.
* Added `finalizeLethalTurnStartStatus` to commit the status tick as an immediate loss with no action-specific mutation, enemy turn, or resource spend.
* BQC contract alignment check: the helper returns a narrow typed turn-start contract consumed by command handlers, keeping event ordering and RNG snapshot flow explicit.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/simulation.ts` - Added shared turn-start helper and lethal no-action finalization path.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T004 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T004 complete after recording evidence.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/protocols.test.ts src/extensions/ai-rogue/runtime/__tests__/traversal-verbs.test.ts`
  * Result: PASS - focused non-lethal protocol and traversal behavior remains intact.
  * Evidence: 2 test files passed, 14 tests passed.
* Command/check: `bun -e 'import { applyAiRogueCommand, createAiRogueRun } from "./src/extensions/ai-rogue/runtime/simulation.ts"; import { createAiRogueWorldFromRows } from "./src/extensions/ai-rogue/runtime/world.ts"; const commands=["move-right","primary","secondary","protocol"]; for (const command of commands) { const world=createAiRogueWorldFromRows(["########","#@e...>#","#......#","########"]); const base=createAiRogueRun({seed:`lethal-${command}`, world}).state; const state={...base, player:{...base.player, facing:"right", health:1, shardCount:10, statusEffects:[{id:"burning", remainingTurns:3, amount:1, sourceId:"test"}]}, protocols:["patch-kit"]}; const result=applyAiRogueCommand(state, command); console.log(command, result.snapshot.status, result.snapshot.player.health, result.state.player.shardCount, result.state.protocols.length, result.state.enemies[0].health, result.events.map((event)=>event.type).join(",")); }'`
  * Result: PASS - shared lethal finalizer produces a consistent no-action outcome across command families.
  * Evidence: Movement, Strike, Surge, and Protocol each logged `lost 0 10 1 7 status,loss`.
* UI product-surface check: N/A - no UI changed.
* UI craft check: N/A - no UI changed.

**BQC Fixes**:

* Contract alignment: centralized turn-start status result shape to prevent command-family drift (`src/extensions/ai-rogue/runtime/simulation.ts`).

***

### Task T003 - Create implementation notes scaffold

**Started**: 2026-06-26 03:16 **Completed**: 2026-06-26 03:17 **Duration**: 1 minute

**Notes**:

* Created the session implementation notes file with environment verification, progress table, and task log sections.
* Established the evidence format required for simulation correctness, scenario gate, deterministic behavior, BQC, and verification notes.

**Files Changed**:

* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Added the session scaffold and T001-T003 task evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T003 complete after recording evidence.

**Verification**:

* Command/check: `test -f .spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md`
  * Result: PASS - implementation notes file exists.
  * Evidence: File was created and updated with `Session Progress` and `Task Log` sections.
* Command/check: `sed -n '1,120p' .spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md`
  * Result: PASS - scaffold content inspected.
  * Evidence: Header, environment verification, progress table, and task evidence sections are present.
* UI product-surface check: N/A - no user-facing UI changed.
* UI craft check: N/A - no UI changed.

***

### Task T020 - Run final quality gates and boundary checks

**Started**: 2026-06-26 03:46 **Completed**: 2026-06-26 03:50 **Duration**: 4 minutes

**Notes**:

* Ran typecheck, lint, and format checks after all implementation and test edits.
* Fixed Prettier formatting drift in touched files, then reran the quality gates successfully.
* Validated changed and untracked session files for ASCII-only content and LF line endings.
* Spot-checked touched production runtime/view files for new local bridge calls, fetches, analytics, collectors, or hosted-write behavior.
* Confirmed remaining `scenario=combat` references in `docs/extensions/ai-rogue` are historical audit findings, not current product-route documentation.

**Files Changed**:

* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded T020 evidence and final session status.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T020 and completion checklist complete after recording evidence.

**Verification**:

* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript project check passed.
  * Evidence: `tsc --noEmit` exited 0.
* Command/check: `bun run lint`
  * Result: PASS - ESLint passed after formatting touched files.
  * Evidence: `eslint .` exited 0.
* Command/check: `bun run format:check`
  * Result: PASS - Prettier check passed after formatting touched files.
  * Evidence: `All matched files use Prettier code style!`
* Command/check: `files=$( { git diff --name-only -- .; git ls-files --others --exclude-standard; } | sort -u ); ascii_fail=0; crlf_fail=0; while IFS= read -r file; do [ -f "$file" ] || continue; if LC_ALL=C grep -nP '[^\x00-\x7F]' "$file" >/tmp/aios-ascii-hit 2>/dev/null; then echo "NON_ASCII $file"; cat /tmp/aios-ascii-hit; ascii_fail=1; fi; if grep -n $'\r' "$file" >/tmp/aios-crlf-hit 2>/dev/null; then echo "CRLF $file"; cat /tmp/aios-crlf-hit; crlf_fail=1; fi; done <<< "$files"; rm -f /tmp/aios-ascii-hit /tmp/aios-crlf-hit; if [ "$ascii_fail" -eq 0 ] && [ "$crlf_fail" -eq 0 ]; then echo "ASCII_LF_OK changed_files=$(printf '%s\n' "$files" | sed '/^$/d' | wc -l)"; else exit 1; fi`
  * Result: PASS - changed/untracked session files are ASCII-only with LF endings.
  * Evidence: `ASCII_LF_OK changed_files=16`.
* Command/check: `rg -n '"/__|fetch\(|sendBeacon|analytics|collector|hosted write' src/extensions/ai-rogue/views/play-view.tsx src/extensions/ai-rogue/views/runtime-canvas.tsx src/extensions/ai-rogue/runtime/renderer.ts`
  * Result: PASS - no new bridge, fetch, analytics, collector, or hosted-write paths found in touched production runtime/view files.
  * Evidence: `rg` exited with no matches.
* Command/check: `rg -n "scenario=combat" src/extensions/ai-rogue docs/extensions/ai-rogue`
  * Result: PASS - no current source/product-route docs expose the combat scenario query.
  * Evidence: Matches remain only in historical `.spec_system/PRD/phase_35/PRD_phase_35.md`.
* UI product-surface check: PASS - final source spot checks and e2e coverage show the Play route uses generated runs for product query paths and no visible fixture/debug copy was added.
* UI craft check: PASS - Playwright runtime checks passed after the scenario gate changes.

***

## Final Verification Summary

* Focused AI Rogue unit suite: `bun run test -- src/extensions/ai-rogue` - PASS, 42 files and 277 tests.
* AI Rogue runtime e2e: `bunx playwright test tests/e2e/ai-rogue-runtime.spec.ts` - PASS, 9 tests.
* Project quality gates: `bun run typecheck`, `bun run lint`, `bun run format:check` - PASS.
* ASCII/LF and public-demo boundary spot checks - PASS.
* Remaining blockers: none.

### Task T002 - Inspect AR-D2-001, AR-D1-002, and combat e2e dependency

**Started**: 2026-06-26 03:15 **Completed**: 2026-06-26 03:16 **Duration**: 1 minute

**Notes**:

* Confirmed AR-D2-001 in `.spec_system/PRD/phase_35/PRD_phase_35.md`: Surge and Protocol continue after lethal turn-start status damage while Movement and Strike do not.
* Inspected `src/extensions/ai-rogue/runtime/simulation.ts`: Movement and Strike branch on `turnStart.defeated`; Surge spends shards and resolves pulse attacks after status tick; Protocol dequeues and resolves protocol effects after status tick.
* Confirmed AR-D1-002: `src/extensions/ai-rogue/views/play-view.tsx` reads `scenario=combat` from the browser query and passes it to `AiRogueRuntimeCanvas`.
* Confirmed the renderer keeps an internal fixture branch in `src/extensions/ai-rogue/runtime/renderer.ts` by creating `createAiRogueScenarioWorld("combat")` when scenario is `combat`.
* Confirmed `tests/e2e/ai-rogue-runtime.spec.ts` currently navigates to `/extensions/ai-rogue/play?scenario=combat` for deterministic browser combat.

**Files Changed**:

* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Recorded source-path inspection evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T002 complete after recording evidence.

**Verification**:

* Command/check: `sed -n '1,220p' .spec_system/PRD/phase_35/PRD_phase_35.md`
  * Result: PASS - AR-D2-001 and AR-D1-002 source findings reviewed.
  * Evidence: Audit identifies `simulation.ts` lethal turn-start drift and `play-view.tsx` `scenario=combat` query exposure.
* Command/check: `sed -n '2200,2705p' src/extensions/ai-rogue/runtime/simulation.ts`
  * Result: PASS - command-family implementation inspected.
  * Evidence: Movement/Strike guard action resolution on `turnStart.defeated`; Surge and Protocol do not yet return immediately after lethal status damage.
* Command/check: `rg -n "scenario=combat|scenario|combat" src/extensions/ai-rogue tests/e2e docs/extensions/ai-rogue`
  * Result: PASS - combat query dependency identified.
  * Evidence: Matches found in `play-view.tsx`, `runtime-canvas.tsx`, `renderer.ts`, docs, and `tests/e2e/ai-rogue-runtime.spec.ts`.
* Command/check: `sed -n '150,215p' tests/e2e/ai-rogue-runtime.spec.ts`
  * Result: PASS - e2e fixture dependency reviewed.
  * Evidence: Test navigates to `/extensions/ai-rogue/play?scenario=combat` and asserts attack feedback.
* UI product-surface check: N/A - no user-facing UI changed.
* UI craft check: N/A - no UI changed.

***

## Deterministic Behavior Notes

* AR-D2-001: Movement, Strike, Surge, and Protocol now share the same lethal turn-start status boundary. If burning or leaking defeats the player before action resolution, the result is an immediate `lost` run with `status,loss` event ordering and no action-specific mutation.
* AR-D1-002: Play route browser query params no longer select deterministic combat fixtures. Product and public-demo route paths use generated runs; the combat fixture remains reachable only through the local/test-only runtime scenario hook.
* Determinism: Generated runs still derive runtime seeds from the same seed plus reset sequence. The combat fixture still uses the explicit internal renderer scenario branch for local/test coverage.
* Public-demo boundary: no hosted writes, bridge calls, remote fixture loading, collectors, or analytics were added.

***

## Task Log

### 2026-06-26 - Session Start

**Environment verified**:

* [x] Prerequisites confirmed
* [x] Tools available
* [x] Directory structure ready

***

### Task T013 - Update run-loop notes and implementation notes

**Started**: 2026-06-26 03:31 **Completed**: 2026-06-26 03:33 **Duration**: 2 minutes

**Notes**:

* Updated run-loop rebuild notes so browser combat coverage references the local/test-only runtime scenario hook and generated product route behavior.
* Added AR-D2-001, AR-D1-002, deterministic behavior, and public-demo boundary notes to this implementation log.

**Files Changed**:

* `docs/extensions/ai-rogue/run-loop-rebuild-notes.md` - Updated browser combat coverage row and checked date, and added AR-D2-001 status note.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Added deterministic behavior notes and T013 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T013 complete after recording evidence.

**Verification**:

* Command/check: `rg -n "scenario=combat|local/test-only runtime scenario hook|AR-D2-001|AR-D1-002|generated runs" docs/extensions/ai-rogue/run-loop-rebuild-notes.md docs/extensions/ai-rogue/playtest-notes.md`
  * Result: PASS - updated docs no longer contain the old query path and now describe generated route behavior plus local/test hook coverage.
  * Evidence: Matches show local/test hook coverage and AR-D2-001 note in `run-loop-rebuild-notes.md`; no `scenario=combat` matches.
* Command/check: `sed -n '1,80p' .spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md`
  * Result: PASS - implementation notes include deterministic behavior and public-demo boundary notes.
  * Evidence: `Deterministic Behavior Notes` section present.
* UI product-surface check: N/A - documentation and implementation notes only.
* UI craft check: N/A - documentation and implementation notes only.

***

### Task T001 - Verify prerequisite evidence and active scope

**Started**: 2026-06-26 03:15 **Completed**: 2026-06-26 03:15 **Duration**: 0 minutes

**Notes**:

* Confirmed `.spec_system/state.json` points to `phase34-session03-simulation-correctness-and-scenario-gate` in Phase 34.
* Confirmed the spec analysis script reports Sessions 01 and 02 as completed and Session 03 as the current incomplete phase session.
* Reviewed the Phase 34 Session 01, Session 02, and Session 03 PRD stubs to verify this session is scoped to AR-D2-001 simulation correctness and AR-D1-002 scenario gate remediation.

**Files Changed**:

* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/implementation-notes.md` - Created session progress log and recorded T001 evidence.
* `.spec_system/specs/phase34-session03-simulation-correctness-and-scenario-gate/tasks.md` - Marked T001 complete after recording evidence.

**Verification**:

* Command/check: `if [ -d .spec_system/scripts ]; then bash .spec_system/scripts/analyze-project.sh --json; else bash /home/aiwithapex/.codex/plugins/cache/apex-spec-system/apex-spec/2.1.3-codex/skills/apex-spec/scripts/analyze-project.sh --json; fi`
  * Result: PASS - current session resolved.
  * Evidence: JSON reported `current_phase` 34, `current_session` `phase34-session03-simulation-correctness-and-scenario-gate`, Session 01 and 02 in `completed_sessions`, and Session 03 as incomplete in `candidate_sessions`.
* Command/check: `if [ -d .spec_system/scripts ]; then bash .spec_system/scripts/check-prereqs.sh --json --env; else bash /home/aiwithapex/.codex/plugins/cache/apex-spec-system/apex-spec/2.1.3-codex/skills/apex-spec/scripts/check-prereqs.sh --json --env; fi`
  * Result: PASS - environment prerequisites available.
  * Evidence: JSON reported overall `pass`, `.spec_system`, `jq-1.7`, and `git version 2.43.0`.
* Command/check: `sed -n '1,240p' .spec_system/PRD/phase_34/session_01_characterization_test_harness.md`
  * Result: PASS - prerequisite scope reviewed.
  * Evidence: Session 01 lists lethal turn-start DOT command matrix coverage as in scope.
* Command/check: `sed -n '1,240p' .spec_system/PRD/phase_34/session_02_accessibility_and_compact_input.md`
  * Result: PASS - prerequisite scope reviewed.
  * Evidence: Session 02 covers AR-D6 input/accessibility blockers and leaves Session 03 correctness/gating scope intact.
* Command/check: `sed -n '1,240p' .spec_system/PRD/phase_34/session_03_simulation_correctness_and_scenario_gate.md`
  * Result: PASS - active scope reviewed.
  * Evidence: Session 03 objective is AR-D2-001 lethal status ordering and AR-D1-002 combat fixture query gating.
* UI product-surface check: N/A - no user-facing UI changed.
* UI craft check: N/A - no UI changed.

***


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