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GaCy-GO/docs/cw-route-continuation-audit.md

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Currency Wars route continuation audit

2026-10-31 update: An initial xaodev-based generated EliteBranch factory has now been connected to the route fallback. The older unsupported-factory statements below describe the preceding implementation. The new code passes CW automated tests but has no Client gameplay confirmation; see CW-XAODEV-CLAUDE-HANDOFF.md for provenance, limits and pending integration checks.

The captured route 2801 contains these node types after the first boss:

Chapter Sections in order
2 CampMonster, Supply, EliteBranch, Monster, Boss
3 CampMonster, Supply, EliteBranch, Monster, Boss

These names are joined from CurrencyWarsCatalog.json stage routes and CurrencyWarsReferenceNodes.json templates. They describe the template, not necessarily a run's dynamically substituted node display.

cwAdvanceRouteNode now creates a captured empty Supply container and uses cwGenerateReferenceEnemyLayer for other destinations. The enemy factory accepts Boss, CampMonster and Monster; it still rejects EliteBranch. The Monster factory uses the explicit replacement-camp policy documented in currency-wars-route-factory.md because the old run's neutral camp is not present in its saved protocol data. Consequently a successful 2-1 battle does not establish that 2-2 or later rooms can be played. Constructing the remaining node layers, pending actions and rewards needs their corresponding native/reference rules and a current-Client check; copying the first Supply's randomized inventory would not prove the later rooms correct.

cwCapturedSupplyLayer derives the empty Supply node container from the revision-bound transition capture and validates that it has no camp or enemy branches. It neither copies the captured option list nor modifies a run. It is now connected to route advancement. The generated RoundBegin path creates a Supply offer from captured role variants and equipment. SupplyBox is not implemented. Automated offer generation checks pass; the new route is not yet verified in the Client.

Updated Reference Supply evidence

The user-supplied reference binary has SHA-256 00a75ef82614977d951250705250c6ad478ef7cdde717c761f0c70244a84ed10. Its gfPendingSupplyOf reads the run rules SupplyRarity, SupplyStar, SupplyEmblems, and SupplyBox. gfPendingFillSupplyOptions reads GridFight_BaseSupplyRoleNum, draws roles and selects equipment from Basic, Craftable, or Emblem, depending on the chapter and rules. These names were resolved from the reference binary, not inferred from the earlier dump. gfFxHProjectRunState also projects ExtraSupplyOption into the additional option count consumed by gfPendingFillSupplyOptions; the generated offer uses the saved run rule and checks the combined count before drawing.

The updated reference also calls gfPendingApplySupplyEquipChance, which reads SupplyEquipChance, SupplyEquip, and SupplyEquipChapter. When the conditions match, it can replace equipment in one randomly selected option. The generated offer uses saved run rules and validates replacement items against captured equipment. Pool accounting and all run modifiers need more comparison; later node families still need implementation and Client checks.

When a Supply selection has no captured next-node transition, cwSelectSupply now delegates to the generated route factory on the same detached transaction and preserves finish/unlock/level/pending notification order. The existing captured path remains unchanged. This removes the separate capture-only restriction after a generated Supply choice, but the factory still rejects unsupported destination families, including the EliteBranch following 2-2; the selection remains uncommitted until that family is implemented. No Client run has exercised this fallback.

For a selected Encounter branch, the battle settlement now grants supported gold, EXP, or item rewards when the reported progress reaches the branch's threshold, using the selected server-side drop list on the detached snapshot. Unmapped reward types fail without committing. Perfect-clear monster Orb generation is not implemented; Client verification is still outstanding.

The native captured Encounter at route 2801 chapter 1 section 4 contains two branch displays, each with its own penalty, monster wave and BOAMLLHPNEC drop. A read-only check of the saved run at chapter 2 section 1 generated its next Supply node and four choices on a detached copy; the saved run was not written and no Client interaction was performed. The latest reference implementation's gfRouteFillEliteBranch constructs branch IDs from the node template's first parameter and option kind, resolves difficulty through gfRouteEliteBranchDifficulty, and builds the reward in gfRouteEliteOptionReward. These are useful evidence, but matching the later branches to this Client's option, penalty and difficulty data remains open.

After the final node, cwAdvanceRouteNode returns CW route has no next node. At zero HP, finishCurrencyWarsBattle returns CW defeat settlement requires terminal-run handler. Neither path currently settles the run. The extracted reference descriptor names settlement reasons Quit=1, HpZero=2, and Finish=3; the current Client's obfuscated enum has matching numeric slots, but only Quit=1 has been confirmed for the current implementation. The reference gfSettleSend builds and archives a settlement record before sending the settlement notification. The names and fields of its rank/reward/archive components must be mapped to

Pipeline Integration Test Verification

An automated end-to-end integration test (TestCurrencyWarsSupplyToEncounterBattleSettlementPipeline) in internal/gameserver/currency_wars_xaodev_test.go has verified the full generated route progression on an isolated temporary environment:

  1. Supply Selection (Route 2801, Ch 2, Sec 2): Completes supply selection and advances to Ch 2, Sec 3 (EliteBranch).
  2. Xaodev Encounter Generation: Generates the two-branch encounter layer via cwGenerateXaodevEncounter, setting the server-side runtime marker XaodevEncounter/2801/2/3:1 in runtime.Rules.
  3. Round Preparation: Transitions the round state to SelectingEncounter via cwGeneratedRoundPreparation.
  4. Branch Selection & Difficulty Bonus: Selecting Branch 2 correctly applies the branch difficulty bonus (baseStage.EnemyHardLevel + branchAdd) to stage.ANJBLBEOJND.PIJBPDPEODG and transitions to ReturnPreparation.
  5. ReturnPreparation: Safely clears the pending queue.
  6. Battle Building: buildCurrencyWarsBattle produces the scene battle info with matching hard level and verified battle avatars.
  7. Settlement & Clean Difficulty Reset: finishCurrencyWarsBattle credits rewards (gold and level/exp), advances the route to Ch 2, Sec 4 (Monster), and resets branch difficulty back to 0.
  8. CAS Roundtrip Persistence: Reloading from storage verifies that state updates, monotonic revisions, and difficulty resets persist accurately.

Note: All automated tests pass; actual in-game battle flow and client rendering await user verification.