epic simulacrum
Guide for epic simulacrum
Epic: Simulacrum (Virtual World Platform)
✅ Mission HEADLESS-SIMULACRUM: Virtual World Platform
Status: ✅ Complete
Completed: 2026-01-21
Functional Changes:
- Live Simulation: The "Simulacrum" tool in Ops Dashboard connects to a live Rust backend on port 3001, visualizing 1000+ bots in real-time.
- Remote Control: Ops/QA can spawn/despawn bots and inject chaos (latency, disconnects) directly from the Web UI.
- Director API: WebSocket streaming and REST endpoints for bot management.
✅ Mission SIM-ECONOMY: Markets & Trade
Status: ✅ Complete
Completed: 2026-01-25
Summary: Implemented complete economic simulation infrastructure for GP tracking, item production/consumption metrics, NPC shops, and P2P trading.
Files Modified:
Functional Changes:
- GP Tracking:
EconomyMetricstracks total gold generated/sunk via atomic counters - Item Metrics: Production (Logs, Ores, Fish, Bars) and consumption (Food, Potions) tracked by category
- Shop System: NPC shops with buy/sell functionality, stock management, and dynamic pricing
- Merchant Trading: Bot persona can initiate P2P trades via
CreateTradeRequest/AddItemRequest
✅ Mission SIM-OBSERVABILITY-BACKEND: Data & API
Status: ✅ Complete
Completed: 2026-01-25
Functional Changes:
- Admin API: Added WebSocket endpoint
/admin/streamon Game Server to broadcast real-time server truth (all players/NPCs). - Pathfinding Debug: Instrumented A* pathfinder to log and steam path calculation data.
- Bot State: Extended
BotInfoto include full inventory, equipment, and path debug data for visualization.
✅ Mission SIM-QA: Debugging & Stability
Status: ✅ Complete
Completed: 2026-01-25
Functional Changes:
- Auto-Reconnection: Bots now automatically retry connections indefinitely if the server goes down.
- Chaos API: New endpoint
POST /api/chaoson Director Server (port 3001) allows runtime injection of disconnects and crash simulations. - Invariant Alerts: Logs now emit
[INVARIANT VIOLATION]when bots detect impossible states (negative HP/GP). - Behavior Tracing: Decisions are logged to a circular buffer for post-mortem debugging.
- Determinism: Introduced
ScenarioSeedfor reproducible bot behavior. - Desync Detection: Client-side detector flags
[Desync]when predicted state mismatches server state.
✅ Mission SIM-BUGS-BEHAVIOR: Logic Fixes
Status: ✅ Complete
Completed: 2026-01-25
Functional Changes:
- Pathfinding-Aware Interaction: Resource gathering now uses pathfinding to approach distant nodes, fixing "telekinetic" gathering and stuck fishers.
- Loop Fix: Resolved miner stuck issue by preventing pathfinder from treating the bot's own location as blocked if standing on a resource.
- PvE Engagement: Combat bots now actively move towards targets out of range instead of idling.
✅ Mission SIM-AI-NOOB: Behavior Polish
Status: ✅ Complete
Completed: 2026-01-25
Functional Changes:
- Locomotion: Improved
RandomWalk(min distance) and addedWanderToPoi(visiting Bank/Shop). - Interactions: Added
PlayEmote(dance, wave) and enhancedBegForItemswith chat variety and distance checks. - Chaos: Added fake "Chop Tree" logic for unarmed bots.
✅ Mission SIM-OBSERVABILITY-FRONTEND: Visualizers
Status: ✅ Complete
Completed: 2026-01-25
Functional Changes:
- God Mode: Visualized server-side "Ghost" entities and Desync lines to detect lag/cheating.
- Vector Debug: Rendered colored interaction vectors (Attack/Trade/Skill) to see intent at a glance.
- Inspectors: Added detailed tabs for Inventory Grid, Bank Storage, and Behavior Tree trace.
- Pathfinding: Visualized A* paths for selected bots.