Execute real packed event player deactivation

This commit is contained in:
Jan Petykiewicz 2026-04-15 23:24:08 -07:00
commit 991725dba8
10 changed files with 670 additions and 47 deletions

View file

@ -39,7 +39,8 @@ Implemented today:
through overlay-backed runtime context
- exact named-territory binding now lowers candidate-name ordinary rows onto tracked territory
names, a minimal player runtime now carries selected-player and role context, and real descriptor
`1` = `Player Cash` now imports and executes through the ordinary runtime path
`1` = `Player Cash` and descriptor `14` = `Deactivate Player` now import and execute through the
ordinary runtime path
- a minimal event-owned train surface and an opaque economic-status lane now exist in runtime
state, and real descriptors `8` = `Economic Status`, `9` = `Confiscate All`, and `15` =
`Retire Train` now import and execute through the ordinary runtime path when overlay context
@ -65,10 +66,8 @@ Implemented today:
That means the next implementation work is breadth, not bootstrap. The recommended next slice is
broader real grouped-descriptor and ordinary condition-id coverage beyond the current access,
whole-game, train, player, and numeric-threshold batches, with the world-side frontier now shifted
away from the first world-flag unlock and onto broader descriptor and condition recovery for later
state families that still need stronger checked-in metadata. Richer runtime ownership should still
be added only where a later descriptor or condition family needs more than the current event-owned
whole-game, train, player, and numeric-threshold batches. Richer runtime ownership should still be
added only where a later descriptor or condition family needs more than the current event-owned
roster.
## Why This Boundary