feat(meta): add project.yaml as version source of truth
Technical project descriptor with game architecture, simulation parameters, and content model. Version field (0.1.9) is now the canonical version — Cargo.toml synced, CLAUDE.md and start-sprint skill updated to reference it during release workflow. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -51,6 +51,12 @@ Note the sprint number (N) from the output.
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The project version scheme is `v0.1.{sprint_number}`. After closing
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sprint N, the version is `v0.1.N`.
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Update `project.yaml`:
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- Set the `version` field to `0.1.N` (this is the source of truth).
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Update `server/Cargo.toml`:
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- Set `version = "0.1.N"` in `[package]`.
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Update `CHANGELOG.md`:
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- Move all entries under `## [Unreleased]` into a new section
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`## [v0.1.N] — YYYY-MM-DD` (using today's date).
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@@ -60,7 +66,7 @@ Update `CHANGELOG.md`:
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### M3. Commit the release
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Stage and commit `CHANGELOG.md`:
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Stage and commit `project.yaml`, `server/Cargo.toml`, and `CHANGELOG.md`:
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```
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chore(meta): release v0.1.N
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```
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@@ -3,7 +3,8 @@
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A top-down immersive sim — occlusion-based detective game with combat elements, set in an original science fiction universe. Single-character perspective, asymmetric information as core mechanic, Rimworld-style storyteller. Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC (D-020).
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**Official Title:** The Settled Reach (D-021)
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**Repository name:** commonwealth (historical code name, retained for path stability)
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**Repository name:** settled-reach (formerly commonwealth, renamed for clarity)
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**Version source of truth:** `project.yaml` (root `version` field, scheme: `0.1.{sprint_number}`)
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## Project Structure
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@@ -0,0 +1,37 @@
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name: The Settled Reach
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version: 0.1.9
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repository: settled-reach
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codename: commonwealth
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description: >
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Top-down immersive sim with occlusion-based detection mechanics and
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combat elements. Single-character perspective where asymmetric information
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is the core gameplay mechanic. A Rimworld-style storyteller drives
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emergent narrative across a detective-smuggler dual-lens campaign.
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setting: >
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Original science fiction universe — the Settled Reach, a network of
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star systems connected by Founder Gates. Neural lattice technology
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enables soft immortality, forking, and re-embodiment. The v0.1
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vertical slice takes place in Sova Transit District, Krenn System.
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architecture:
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client: Godot 4 (GDScript)
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server: Rust with bevy_ecs (simulation server)
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transport: subprocess/IPC via TCP with MessagePack serialization
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protocol: length-prefixed MessagePack frames (4-byte big-endian)
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determinism: ChaCha20 seeded RNG, deterministic tick processing
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simulation:
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tick_rate: 10 ticks per game-minute
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time_model: 4 day phases (Morning, Afternoon, Evening, Night)
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grid: dual-scale (0.5m simulation tiles, 1m visual tiles)
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visibility: symmetric shadowcasting + forward/peripheral/blind vision cone
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knowledge: per-entity knowledge graphs with confidence decay
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content:
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format: YAML with JSON Schema validation
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structure: campaigns/systems/stations/districts hierarchy
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npcs: 10-axis model (7 essential + 3 supporting) with CombatCapability
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dialogue: tagged line pools with 4-layer relational filtering
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population: 30% flat / 50% mundane triangles / 20% intrigue-entangled
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+1
-1
@@ -1,6 +1,6 @@
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[package]
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name = "settled-reach-server"
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version = "0.1.0"
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version = "0.1.9"
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edition = "2021"
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[dependencies]
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