# Project Structure (detailed) For how `wiki/`, the generators, `systems.db` and the runtime relate — which way the arrows point for any given file — the canonical map is the diagram `docs/diagrams/data-flow/wiki-generator-flow.d2` (**D-262**), not the tree below. The tree says where things live; the diagram says who writes them. ``` wiki/ # THE SEED (11,864 files, the largest tree here). Authored # world content the generator varies from — NOT a # reference work, and mostly NOT hand-written. # See Skill(wiki) before editing anything below. index.md # the map: 301 systems, 220 named GOVERNANCE.md # ownership models, status lifecycle, directory rules _templates/ # 17 templates, one per entity kind — copy to author authoring/ # 10 guides (monologue, culture, dual-lens, line-id…) economics/ # INPUT. TOML vocabularies + schema.md. Seeds systems.db # AND, from Phase 4 on, world content generation star-systems/ # OUTPUT, 93% of the wiki. Generated by # tooling/db/wiki_sync.py FROM systems.db + star-map.json GJ-{id}/ # system dir (hyphenated id) index.md # no frontmatter; blocks are # regenerated — authored prose lives in the named # sections between them gttr*.md # Drifter's Guide prose (corridor/system/location) bodies/{id}/ # body dir (UN-hyphenated id, e.g. GJ820Bc) index.md # frontmatter IS the body definition: seed, # land_fraction, axial_tilt_deg — generator INPUT, # machine-owned, never hand-edited *.png, *.npz # globe/relief/heightmap renders + terrain grids markers.json # names-only city pool (D-223) corporations/ factions/ contraband/ concepts/ triangles/ species/ institutions/ cultural-groups/ lore/ technology/ glossary.md # INPUT, flat, wiki-is-truth. YAML frontmatter carries # status (proposed|draft|canonical), cross_refs, # decision_refs, and `description` — which exists so # AGENTS can filter before loading whole files client/ # Godot 4 client ui/ implant/ # Implant UI component library (D-169): ImplantPanel, ImplantHeader, # ImplantSeparator, ImplantDataRow, ImplantTextBlock, default_implant.tres scripts/ autoloads/ hud_groups.gd # HUD z-index layer manager (D-170): GAMEPLAY/INSERT/FULLSCREEN/MODAL modes rendering/ gameplay_renderer.gd # Base class for occludable renderers; connects to HudGroups signal server/ # Rust/bevy_ecs simulation server tooling/ # Build tools, scripts, asset pipelines tests/ # Integration and end-to-end tests .config/ # Configuration files (linters, formatters, CI) .cache/ # Local caches for testing/linting (gitignored) docs/ discussions/ # Discussion rounds (archived here when complete) briefings/ # Per-agent context briefings (maintained by Qatux) architecture/ # Technical architecture documents design/ # Game design documents diagrams/ # d2 source + PNG renders sprints/ # Historical archive (Sprint 1–38) — no new sprint directories workshops/ # Workshop briefs and outputs db/ schema.sql # Database schema tooling/ db/ # Asset/connector scripts (audio, image, trellis, wiki) config.json # Endpoint configuration common.py # Shared venv/config helpers audio_connector.py # Stable Audio Open connector pql-migrate/ # One-shot scripts from the pql migration (provenance) .claude/ agents/ # Agent personality files skills/ # Skill definitions rules/ # Auto-loaded instruction modules governance/ # Decision records (pql DQR tree, source of truth) README.md # Domain guide + pql-maintained record index decisions/ # D-NNN confirmed — .md (architecture, perception, content, scope, economics, process) questions/ # Q-NNN open — .md rejected/ # R-NNN rejected — .md DECISIONS.md # Redirect to governance/ tree TEAM.md # Team roster and roles ```