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TH06 Route Development Plan

This is an experiment order, not a framework roadmap. HANDOFF.md identifies the exact current step.

1. Establish the Stage 4 pilot

  • Decode the installed Stage 4 timeline directly from th06_ST.DAT.
  • Verify stable route and source-phase identities in physical snapshots.
  • Keep the common runtime limited to fresh Hard, delivery, dispatch, and publication.
  • Remove universal effort-ladder/guidance behavior and its tests from the main path.
  • Run default fail-close Practice Stage 4 and stop at the first phase failure.

Exit: the first physical failure names an exact route ID and source phase, and no old planner silently supplies strategy.

2. Author pre-boss phases one at a time

For the earliest unresolved phase:

  1. audit its timeline spawns and ECL subroutines;
  2. seed barrage_lab with the physical entry distribution, active bullets, enemies, RNG, Power, and future source events;
  3. compare a few small phase-appropriate algorithms/parameters;
  4. compile the smallest state-conditioned policy or native helper;
  5. Hard-filter it online and rerun physically.

Horizontal crossing waves are an early priority. Test them as sequences with entry state and future births, not isolated stripes.

Exit: default Practice play crosses the phase for varied ordinary RNG without HIT, authority loss, Bomb, or stale publication.

3. Close combat causality only where a phase needs it

Add candidate-conditioned aim, shot damage, enemy kill/retirement, callbacks, items/Power, and RNG ordering along the exact Stage 4 source paths that change route decisions. Verify each new transition against source and adjacent physical frames. Do not build a complete simulator ahead of the next phase.

Exit: offline branches no longer borrow impossible hostile births or omit kill-dependent route/resource outcomes for the owning phase.

4. Author Stage 4 boss phases

Identify phases by boss ECL subroutine index plus callback/spell state. Give each nonspell/spell its own algorithm and parameters. Search entry position, damage alignment, timeout/kill branch, and recovery state offline; keep Hard authority common.

Exit: a default fail-close Hard/Reimu-A Practice Stage 4 reaches its source-defined result path with zero HIT, authority loss, and Bomb.

5. Build the route in order

Author Stage 1, then carry actual Power/lives/RNG/position into Stage 2 and so on. Practice isolates phase work; full-route runs validate resource and entry state. A stage policy must accept a distribution of valid entries rather than one prerecorded state.

Exit: every stage passes both focused Practice and the current full-route prefix.

6. Validate the clear

Run from the game start with default RNG and fail-close control. Success requires no HIT, no Hard loss, no Bomb, and the source-defined result/replay path. Forced RNG, continue-on-failure, offline replay, and patched-life survival do not count.