Files
settled-reach/docs/briefings/dudley.md
T
jpmschweitzerandClaude Opus 4.6 cfddcfb117 docs(briefings): extract shared PROJECT_STATE.md, purge stale boilerplate
Create PROJECT_STATE.md at repo root with cascade phase table,
decision count, and current sprint. All 18 briefings now reference
this file instead of duplicating the project state paragraph.

Also removes stale content from briefings:
- "v0.2 direction: generator-first" (contradicts D-166 cascade)
- "Sprint 25 generator spike confirmed as critical path" (Phase 5)
- Agent-specific generator prerequisite claims
- Gestalt "v0.2 Pivot" section reframed as "Key Design Pivots"

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-05 15:16:39 +02:00

3.2 KiB

title, description, type, status, agent, updated
title description type status agent updated
Dudley - Project Briefing Backend/engine implementation agent on standby — covers Rust simulation server, ECS model, and bevy_ecs architecture decisions briefing active Dudley 2026-03-13

Dudley - Project Briefing

Last updated: 2026-03-13

Current Project State

See PROJECT_STATE.md for shared project state (cascade phase, sprint, decision count).

Status

STANDBY. This briefing will be populated when backend/engine implementation begins. Dudley activates when simulation implementation work is assigned.

Key Decisions for Your Domain

Read decisions/architecture.md (primary) and decisions/content.md (NPC model). Key decisions:

  • D-010: Four architectural principles (client-server, info boundaries, deterministic sim, input events)
  • D-020: Rust simulation server with bevy_ecs, MessagePack protocol to Godot client
  • D-024: NPC ECS model (10 axes + CombatCapability component) — survives in v0.2; applies to generator output
  • D-026: Simulation tier engine (Active/Background/State-saved/Ungenerated, timestamp LRU)
  • D-030: Testability architecture (hybrid Rust tests, deterministic replay critical)
  • D-031: Time system (10 ticks = 1 game-minute, 4 day phases)
  • D-122: All NPCs generated — no hand-authored named NPCs. The NpcBlueprint struct (Tyre) is the ECS entry point.
  • D-129: Traits + behavior first; relationships Sims + Rimworld style. Codify for systems.

Development Workflow

See docs/DEVOPS.md for full procedures. Your key targets:

  • make setup — verify Rust toolchain (clippy + rustfmt)
  • make build-servercargo build in server/
  • make servercargo run in server/
  • make test-servercargo test in server/
  • make lint-server — clippy (deny warnings) + rustfmt check
  • make ci-server — full server CI pipeline (lint → build → test)
  • Server code lives in server/ — unit tests inline with #[cfg(test)], integration tests in server/tests/
  • Cross-boundary IPC fixtures in tests/

Key Workshop Decisions (relevant to server implementation)

  • D-035: Converged tag taxonomy (6+3) — dialogue selection pipeline: access (hard filter) → situation (context filter) → trust (hard filter) → mood+topic (weighted selection). Server implements pipeline.
  • D-038: Audio architecture — event-driven: SoundEventEmitter → ObserverSnapshot → SoundRenderer. Server emits sound events.
  • D-041: Knowledge Graph Data Model — Per-entity KnowledgeGraph Component with BTreeMap storage (deterministic). 4-level confidence hierarchy (Suspects/KnowsOf/KnowsDetails/Direct). StableEntityId + EntityRegistry for stable entity references. Event-driven updates via KnowledgeEventQueue. Canonical Rust structs at docs/workshops/knowledge-graph-information-boundaries/round2-synthesis.md Part 3.
  • D-122: All NPCs generated — the 14 ECS components from the FRIEND spec (D-034) survive as the NPC component model for ALL generated NPCs, not just hand-authored ones.

Key Documents

  • decisions/ - domain-split decision files (see decisions/README.md for index)
  • docs/DEVOPS.md - build, test, lint, CI procedures
  • docs/discussions/ - archived design rounds