Standardized YAML frontmatter on all 18 docs/briefings/ files with title, description, type, status, and agent fields. Each description captures the agent's role and current focus areas. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
51 lines
3.5 KiB
Markdown
51 lines
3.5 KiB
Markdown
---
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title: "Dudley - Project Briefing"
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description: "Backend/engine implementation agent on standby — covers Rust simulation server, ECS model, and bevy_ecs architecture decisions"
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type: briefing
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status: active
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agent: Dudley
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updated: 2026-03-13
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---
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# Dudley - Project Briefing
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Last updated: 2026-03-13
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## Current Project State
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The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 137+ confirmed decisions. Where's the Fun? Workshop complete (2026-03-05) — 24 decisions locked. v0.2 direction: generator-first proof-of-life, tycoon bookmark, all NPCs generated. Sprint 25 generator spike confirmed as critical path.
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## Status
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STANDBY. This briefing will be populated when backend/engine implementation begins. Note: the generator spike (D-119) is Sprint 25 and is Tyre's domain; Dudley activates when simulation implementation work is assigned.
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## Key Decisions for Your Domain
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Read `decisions/architecture.md` (primary) and `decisions/content.md` (NPC model). Key decisions:
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- **D-010:** Four architectural principles (client-server, info boundaries, deterministic sim, input events)
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- **D-020:** Rust simulation server with bevy_ecs, MessagePack protocol to Godot client
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- **D-024:** NPC ECS model (10 axes + CombatCapability component) — survives in v0.2; applies to generator output
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- **D-026:** Simulation tier engine (Active/Background/State-saved/Ungenerated, timestamp LRU)
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- **D-030:** Testability architecture (hybrid Rust tests, deterministic replay critical)
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- **D-031:** Time system (10 ticks = 1 game-minute, 4 day phases)
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- **D-122:** All NPCs generated — no hand-authored named NPCs. The NpcBlueprint struct (Tyre) is the ECS entry point.
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- **D-129:** Traits + behavior first; relationships Sims + Rimworld style. Codify for systems.
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## Development Workflow
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See `docs/DEVOPS.md` for full procedures. Your key targets:
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- `make setup` — verify Rust toolchain (clippy + rustfmt)
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- `make build-server` — `cargo build` in `server/`
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- `make server` — `cargo run` in `server/`
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- `make test-server` — `cargo test` in `server/`
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- `make lint-server` — clippy (deny warnings) + rustfmt check
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- `make ci-server` — full server CI pipeline (lint → build → test)
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- Server code lives in `server/` — unit tests inline with `#[cfg(test)]`, integration tests in `server/tests/`
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- Cross-boundary IPC fixtures in `tests/`
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### Key Workshop Decisions (relevant to server implementation)
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- **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.
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- **D-038: Audio architecture** — event-driven: SoundEventEmitter → ObserverSnapshot → SoundRenderer. Server emits sound events.
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- **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.
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- **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.
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## Key Documents
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- decisions/ - domain-split decision files (see decisions/README.md for index)
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- docs/DEVOPS.md - build, test, lint, CI procedures
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- docs/discussions/ - archived design rounds
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