Abstract
Walls fell to the mortar in the game and to the gun on the card. Now both: a direct shot aimed at a wall takes 45 of a tile's 90 and its neighbour's, so two hits open a gap a tank can drive, and crucible's walls open the same way. Game 9.
I. Intent
Paul: "continue unifiying the motor and the types of direct fire to take down a wall. Treadcore's rules should match crucible. Crucible is made for Cude GPU equivalanet to train and compare with existing gladdiators and ai brinz."
Asked which way to unify the two games' walls, Paul chose: "Treadcore takes direct fire".
II. Decision log
| Decision | Cause |
|---|---|
| Only a shot aimed at the wall is taken | shots at tanks behind walls keep their refusal; the brain's fire unchanged |
| The tile and its neighbour along the wall | two hits must open a way a tank can drive |
| Damage kept per tile, forgotten when it changes | a rebuilt wall starts whole |
| Concrete not hurt by the gun | it takes the mortar to crack it |
| Crucible's gap 3 tiles | its tank is 2 wide where this one is 1.5 |
| GAME_VERSION 9 | a rule change: game 8's census must not count |
III. Method
cargo test --workspace; crucible's four builds compiled and the CUDA gauntlet read again under the rule.
IV. Results
See LAB-REPORT-BRAIN.md section 154 for the tests; the card's gauntlet under the rule is recorded in orrery's report Round the Corner.
V. Discussion
Crucible's shells stop on any wall they meet; treadcore's gun is refused unless aimed at one. Crucible's tank fires along its hull with no aim point, so the card cannot ask what a shot was aimed at.
VI. What is not built
The mortar in crucible (its nets have no output for it).
VII. Paul's decisions
Treadcore takes direct fire; crucible's walls all breakable.