phase: 03_simulation_movement_and_interaction

**Final verification pass — phase 03 `simulation_movement_and_interaction` (all 5 task files already in `complete/`)**

- Verified all phase-03 deliverables exist and work: `sim/` kernel (`step`, `state_build`, `rng`, `movement`, `collision`, `interact`, `carry`, `replay`), replay fixtures + 3 committed goldens, `docs/SIMULATION.md`.
- `bash .agents/validate.sh` → **passed**: ruff `All checks passed!`, pyright `0 errors`, `undercooked-levels validate` green, full `pytest` **1033 passed** (coverage **99.71%** ≥ 90% floor), slow sim stage green, repo-hygiene clean.
- Perf smoke (4 players, 2 000 ticks): mean **0.049 ms/tick, 20 423 ticks/s** — ≥ 10 000 ticks/s criterion met (test lives in `test_perf_smoke.py`, which the gate's slow stage runs; the overview names it `test_replay.py`).
- Completion criteria: import `undercooked.sim.step.step` ✅ · `tests/sim` green incl. determinism + goldens ✅ · perf ✅ · constant-change-fails-by-design ✅ (committed-hash equality + mutation test naming first bad tick/field; goldens never rewritten by tests) · `docs/SIMULATION.md` ✅ (constants, 8-step order, purity/determinism, re-bless) · full suite + coverage ✅ · app launches: `/healthz` 200, `/` 200, `/api/levels` serves content ✅ · replay CLI `check walk_solo.json` exit 0 ✅ · no regression in phases 01/02 (their suites green) ✅.
- Documentation: README.md — fixed one stale inconsistency (Status opening listed only 01/02 complete with 03 pending; now lists 01–03 complete, next pending `04_kitchen_pipeline_and_scoring`); all other README claims (CLI flags, config table, shell text, replay CLI exit codes) verified against code. AGENTS.md — verified consistent with the project as it stands, no changes needed.
- No deviations. Next pending phase: **`04_kitchen_pipeline_and_scoring`**.
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# tests/fixtures/levels/_replay/pick_drop_pass.yaml — the fixture kitchen for the
# pick_drop_pass replay golden (phase 03 task 05). Not campaign content: it is
# loaded by `tests/sim/test_replay.py` through `load_level_file`, and the `_`
# prefix keeps the content loader's discovery (and `undercooked-levels validate`)
# from reading it. It carries one of every fixture kind the hand rules need —
# a spawn shelf, a prep counter, a serve window, a trash can — and nothing a
# golden must not depend on (no hazards, no pipeline inputs, nothing a phase-04
# rule would reinterpret).
# Schema: docs/LEVELS.md
id: 99_replay_pick_drop_pass
name: Replay Kitchen
order: 99
difficulty: 1
time_limit: 300
target_score: 1
blurb: >-
The committed kitchen for the pick_drop_pass replay golden: one shelf, one
prep counter, one serve window and one trash can, open floor, two spawns.
grid:
- "############"
- "#T.....P...#"
- "#..........#"
- "#....X.....#"
- "#..........#"
- "#..G.......#"
- "#..........#"
- "############"
tiles:
"#": {kind: wall}
".": {kind: floor}
"T": {kind: floor, station: spawn_shelf, item: tomato}
"P": {kind: floor, station: prep}
"X": {kind: floor, station: serve}
"G": {kind: floor, station: trash}
spawns: [[2, 6], [9, 6]]
orders:
pool: [soup]
concurrent: 1
spawn_interval: [12, 16]
deadline: 60
hazards: []
station_limits: {plates: 99, pots: 99}
escalation_notes: >-
Not an authored campaign level: the fixture kitchen the pick_drop_pass replay
golden (phase 03 task 05) is recorded on, checked by tests/sim/test_replay.py.
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