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aetherbound-guild/docs/runtime/PHASE9_0R5_FIRST_SESSION_ARC_CONTRACT.md

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Phase 9.0R5 First-Session Arc Runtime Contract

State Machine

Title -> Yard -> first_battle -> first_result -> adaptation
  -> second_battle -> second_result -> guild_return_unselected
  -> guild_return_selected -> third_battle -> session_result

Title is the only fresh entry. Tests may create fixed states for layout/capture, but the owner-facing H5 always starts at Boot/Title and can reach every state by visible controls.

Guild Choice Transaction

The second result enters Guild return with 20 Coin, Company 2, the selected loan recorded and no Guild choice selected.

Choice Commit Result
retain_item subtract 12 Coin; retain P9.0R4 item Coin 8, Company 2, no added rear
recruit_rear subtract 14 Coin; return loan; add missing rear Coin 6, Company 3, no active item

Selection does not spend. Switching selection does not spend. Begin third expedition is the only commit, is enabled only with one legal choice, and is inert after the first successful commit.

Third Battle Events

Retained equipment

  1. two-person line enters against captain (130 HP);
  2. EQ-061 optionally commits an early front hit 130 -> 102; otherwise the captain telegraphs;
  3. captain hit commits front to 90 with EQ-002, otherwise 70;
  4. selected original rear commits Farstring damage or Kindhand healing;
  5. retained-item/front follow-up commits captain toward the finish;
  6. coordinated hit commits captain to 26;
  7. finisher commits captain to 0.

Added rear

  1. three-person line enters against captain (130 HP), with no active item;
  2. captain telegraphs;
  3. full strike commits front 100 -> 70;
  4. original rear acts;
  5. added rear acts, ensuring the line has exactly one Farstring hit and one Kindhand heal; front becomes 82 and captain becomes 94;
  6. three-person coordination commits captain 94 -> 32;
  7. finisher commits captain 32 -> 0.

Every HP mutation creates exactly one existing P9.0R3 number payload. The added rear uses the existing accepted idle/advance/action frames. No actor respawns, relationship state, level, XP, save or Market identity is created.

Presentation

  • Guild return is a yard scene: current actors and Coin remain in the world; the two decisions sit on one physical preparation bench, not a receipt table.
  • Each decision names exact cost, resulting Company size, retained/lost state, benefit and tradeoff. Neither is recommended or preselected.
  • A recruited third actor occupies the protected rear-left footprint while the original rear shifts toward center; retained-item route keeps the two-person geometry.
  • Session result leads with the causal choice: retained counter or broader Company. Exact Coin, Company, front HP and battle time follow.
  • Primary preview viewport is 844x390; no normal action requires scrolling.

Fast Evidence

  • Focused test covers selection/revision, once-only spend, insufficient/invalid rejection, mutual exclusion, all initial rear/item combinations, exact HP/ Coin/Company/time and cleanup.
  • Parsed ScreenTouch begins on real Title and reaches session result through the complete primary route with fallback/direct 0.
  • Normal-render captures cover Guild unselected/selected, retained-item battle, three-person battle/action and both result meanings.
  • Strict scan includes script, parse/resource/import, assertion, ObjectDB and cleanup markers. Preview evidence cannot become formal candidate evidence.