AiSideUnits knows only airTransport, and TransportManager assumes an aircraft throughout.
There is no original to copy: §103 could not establish that TA's computer player uses transports at all. What there is are constraints. A sea or hover transport refuses anything with a positive minwaterdepth, so this is only ever about moving land units across water. Loading is always an order to the transport, never to the passenger (§103).
Where to look: src/rwe/ai/TransportManager.*, AiSideUnits, and ReachabilityMap for which land a kbot can walk to.
Watch for: the AI runs inside the deterministic sim (CLAUDE.md), so no unordered iteration and no std::uniform_int_distribution.
Done when: on an island map without air transports, the AI ferries land units across by sea, with an AI test.
One item, one PR. Opened from the unchecked Phase 1 list in docs/ROADMAP.md; the findings it cites are in docs/TOTALA-EXE.md.
AiSideUnitsknows onlyairTransport, andTransportManagerassumes an aircraft throughout.There is no original to copy: §103 could not establish that TA's computer player uses transports at all. What there is are constraints. A sea or hover transport refuses anything with a positive
minwaterdepth, so this is only ever about moving land units across water. Loading is always an order to the transport, never to the passenger (§103).Where to look:
src/rwe/ai/TransportManager.*,AiSideUnits, andReachabilityMapfor which land a kbot can walk to.Watch for: the AI runs inside the deterministic sim (CLAUDE.md), so no unordered iteration and no
std::uniform_int_distribution.Done when: on an island map without air transports, the AI ferries land units across by sea, with an AI test.
One item, one PR. Opened from the unchecked Phase 1 list in
docs/ROADMAP.md; the findings it cites are indocs/TOTALA-EXE.md.