ghost-line ยท diff
git:20260912.5c5321c to git:20260913.9a1408e
28 added, 6 removed. Audit A to A.
---
name: ghost-line
- description: Generic ghost / replay path. A recording of inputs, not a second racer brain.
+ description: Use when a recorded path, replay or racing ghost must be reproduced against a specific track/ruleset while remaining presentation-only and isolated from the live player's simulation truth.
---
# Ghost line
- Ask: off | own-best | downloaded | race-pack.
- A ghost is recorded inputs replayed on the same track (`racing-feel`). It does not rubber-band.
- If the ghost clips geometry after a patch, drop it; do not warp.
- Replay files are data. They are not live netcode.
+ Ask the source: own-best, downloaded, event-pack, debug-replay, off, or existing.
- Accept: racing a ghost never changes your own max speed.
+ ## Contract
+
+ Publish:
+ - stable `ghost_replay_id` and replay schema revision
+ - source build/ruleset ID
+ - `track_revision` / world revision
+ - versioned `input_schema` or state-sample schema
+ - RNG/seed references when required
+ - explicit `compatibility` predicate and fallback
+ - presentation/collision policy
+
+ ## Ownership
+
+ This skill owns ghost/replay compatibility and playback intent. Vehicle/gameplay simulation remains with its owning systems; `gameplay-harness` may provide deterministic tape infrastructure where appropriate.
+
+ ## Rules
+
+ 1. A ghost may replay semantic inputs, canonical state samples or another authored replay format; input replay is not universal.
+ 2. Incompatible track/ruleset/schema revisions are rejected, migrated or clearly degraded according to policy; geometry mismatch alone does not dictate one universal response.
+ 3. Ghost presentation cannot alter live-player speed, collision, targeting, rewards or timing unless the project explicitly defines a competitive interaction mode elsewhere.
+ 4. Replay order uses recorded logical identity/timestamps, never render interpolation as truth.
+ 5. Download/source identity and integrity are recorded so evidence can distinguish stale data from a gameplay defect.
+
+ ## Acceptance
+
+ Given the same `ghost_replay_id`, compatible revisions and deterministic inputs, playback follows the same canonical replay data. A compatibility failure is explicit, and changing ghost opacity/interpolation does not alter the live simulation.