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feat(errand): no move limit — ends only on reaching the house (analysis) or zero health
Adds scenario-controlled turn_limited flag (default True; errand=False), honored by the engine budget-win, the interactive session, and the web turn/clock display. errand check_elimination drops the curfew; reaching the house triggers the analysis.bb1f1e7 -
merge: errand_runner scenario (visual-only city errand + find-your-body discovery)
# Conflicts: # proteus/game/runtime/multiagent_director.py # proteus/game/scenarios/__init__.pya032307
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feat(engine): health/damage + interact action + on_step_effects/check_success in turn loop
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>9bd40a5 -
docs(engine): document check_success in MotiveGridGame turn-loop + survived docstring
acebf2a -
feat(engine): additive Scenario.check_success early-win hook (default False)
b89d17e
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feat(engine): per-scenario turn_order with predator-first step swap
Add Scenario.turn_order class attribute ("focal_first" default) and honour it in MotiveGridGame.step(): predator_first calls advance_threat before the focal moves; focal_first (default) preserves legacy behaviour so predator_evade and all existing tests are unaffected.39c93ec -
docs: refresh engine README for proteus/game/engine relocation
1d71be8 -
refactor: restructure proteus into game/web subpackages
Move live proteus/ into game/{engine,scenarios,agents,runtime,metrics,viz} + web/{local,arena-skeleton} + shared/, providers/ unchanged. Absolute imports rewritten by tools/restructure_imports.py; five cross-package relative imports (grid<->engine/scenarios split) and the orphaned engine README moved by hand. No logic changes; 253 tests green (identical node-ID set pre/post). pyproject packages=["proteus"] unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>426093b