# The Settled Reach A top-down life-sim — asymmetric information, occlusion-based perception, single-character perspective, Rimworld-style storyteller. Systems interactions like The Sims, combat and visuals like single-character Rimworld, world generation inheriting patterns from Dwarf Fortress and NMS, economy inspired by X4/EVE. Many systems interactable and ready for player participation, but capable of being ignored — the world is alive for any given run. Set in an original science fiction universe. Godot 4 client + Rust/bevy_ecs simulation server via subprocess/IPC. **Official Title:** The Settled Reach **Repository name:** settled-reach **Version source of truth:** `project.yaml` (root `version` field, scheme: `0.1.{sprint_number}`) ## Project Structure ``` client/ # Godot 4 client server/ # Rust/bevy_ecs simulation server tooling/ # Build tools, scripts, asset pipelines tests/ # Integration and end-to-end tests docs/ # Architecture, design, briefings, sprints, workshops db/ # Schema + seed data (connectors moved to tooling/db/) .claude/ # Agents, skills, rules decisions/ # Decision domain files (D-NNN confirmed, Q-NNN open, R-NNN rejected) ``` Full annotated tree: `.claude/rules/project-structure.md` ## DevOps See [docs/DEVOPS.md](docs/DEVOPS.md) for build, test, lint, and CI procedures. All development operations go through the top-level `Makefile` — run `make` for a summary of targets. ## Development Cascade — First Things First Development follows a strict cascade. Each phase has a concrete deliverable. **Do NOT discuss, design, or implement detail from a later phase while an earlier phase is incomplete.** If you encounter references to later-phase detail (room grammar, NPC bundles, heritage tokens, etc.) in documents or decisions, either ignore them silently and stay at the correct level, or flag that the reference is dragging attention to the wrong scope level and suggest it be rephrased or moved. | Phase | Focus | Deliverable | |-------|-------|-------------| | 1 | Wiki content complete — all planets, moons, stations, heightmaps, artwork | Implant-ready Godot map of the Reach with click-throughs + wiki/GTTR popups | | 2 | Economics layer — supply/demand, transport, political/social pressure, corporations, supply chains | Economics spreadsheets/graphs with runtime-tweakable simulation | | 3 | Planetary/moon maps & station layouts — cities, rivers, mountains, roads, biomes, rail | Atlas of the Reach (implant app) | | 4 | Player control scheme — 2-floor test map, character rendering, walls/stairs/doors, lighting | Player viewport with final-version assets | | 5 | World generation (tile/chunk/block) — walkable world, parallel asset pipeline | Walkable generated world + asset catalog | | 6 | Detail coloring — room-level NPC population, cultural room grammar | Only when the world is walkable | **v0.2 target is dropped.** No scoping negotiations. Build the base systems fully. ## Agent Instructions ### Team boundaries **Your team identity is `$WORKTREE_TEAM`.** All work must stay within the current working directory. - All file paths are relative to the current working directory (e.g. `server/src/bridge/types.rs`). - **Do NOT navigate to parent or sibling directories** (`../`, `../client/`, etc.) unless explicitly instructed. Do NOT use absolute paths to reach other team directories. - **Do NOT write auto-memory files for other teams.** If `$WORKTREE_TEAM` is `server`, do not write to memory paths containing `client`, `main`, etc. - For context: each team has its own directory via git worktrees, sharing a parent directory (`settled-reach/`). The `.git` file points to a shared git directory — do not follow it to determine your working root. - **Exception — stale git lock files:** If a `git` command fails with `index.lock: File exists`, you may remove the lock file for **your own team only** (e.g. `main/.git/worktrees/$WORKTREE_TEAM/index.lock`). Never touch lock files belonging to other teams. - **Never chain git commands** in a single Bash call (e.g. `git add ... && git commit ...`). The shared `.git` directory means concurrent index access from the same terminal creates `index.lock` collisions. Always run `git add` and `git commit` as **separate sequential Bash calls**. ### Database The ticketing database (`settledreach.db`) lives in the **parent directory** shared across all worktrees — it is not tracked in git. A backup is committed to `docs/backups/settledreach.db.backup` via main only. ### Before starting work 1. Read your sprint briefing at `docs/sprints/sprint-N/{team}.md` for current tasks 2. Use `tooling/db/ticket show ` for full ticket details 3. Read the relevant `decisions/*.md` domain file(s) referenced in the briefing 4. Background context: `docs/briefings/{your-name}.md`, `docs/discussions/` ### CLI tools **Prefer CLI wrappers over raw SQL.** Never use the `sqlite3` CLI — it crashes in Claude Code (std::bad_alloc). Use the wrapper scripts instead. | Tool | Command | Full reference | |------|---------|----------------| | Tickets | `tooling/db/ticket list`, `show`, `create`, `assign` | `/ticket` skill | | Sprints | `tooling/db/sprint status`, `start-work`, `prepare` | `/sprint-start` skill | | SQL queries | `tooling/db/sqlite-query "SELECT ..."` | — | | SQL writes | `tooling/db/sqlite-exec "UPDATE ..."` | — | | Decisions | `tooling/db/decision next`, `claim`, `check-dupes` | — | | Doc search | `tooling/db/qdrant-search "query"` | `/docs-search` skill | | Doc index | `tooling/db/qdrant-index path/to/file.md` | `/docs-search` skill | ### Testing preferences - **Prefer live Gauntlet testing over mocks.** For visual tests and rendering verification, use the full client/server pipeline (`--test-mode` + `SR_LIVE=1`) instead of TestHarness mocks. The Gauntlet test world produces production-identical data. Mocks can mask rendering bugs by taking different code paths. - **Gauntlet rooms are immutable.** Never modify existing rooms — new systems get new rooms. This ensures StableId determinism and fixture stability. - Three test tiers: (1) Live server — highest fidelity, (2) MessagePack replay via `Protocol.decode_snapshot()` — for unreachable rooms, (3) TestHarness mock — for UI-only tests where fog data doesn't matter. - `make fixtures-gauntlet` regenerates real server snapshot fixtures from the Gauntlet world. ### File conventions - Decisions: domain files in `decisions/` (see `decisions/README.md` for index) - Decision IDs: `D-NNN` (confirmed), `Q-NNN` (open questions), `R-NNN` (rejected) - **Claim IDs before writing:** `tooling/db/decision claim D "title"` — prevents ID collisions across worktrees - Diagrams: `.d2` source + `.png` renders in `docs/diagrams/{category}/`. Create or update diagrams via `/d2-diagram` when D-records are added or modified. - Discussion rounds: numbered sequentially, archived to `docs/discussions/` when complete - Briefings: one per agent, updated after decision-producing rounds - Tickets: managed via `tooling/db/ticket` CLI or `/ticket` skill