Files
settled-reach/CLAUDE.md
T
jpmschweitzerandClaude Opus 4.6 dd75203d11 refactor(process): replace persistent team worktrees with ephemeral sprint branches
Persistent worktrees (server, client, copy, audio, visual, ci, planning,
maintenance) caused agents crossing boundaries, stuck agents leaving
uncommitted work, and index.lock collisions. Replaced with ephemeral
sprint branches (sprint-{N}/{team}) and worktrees created on demand.

Changes:
- New start-sprint script replaces start-session (dynamic tabs per active team)
- Sprint teardown integrated into sprint-start skill (A1c step)
- SR_DB_PATH env var for database access from any directory
- CLAUDE.md team boundaries rewritten (scope-based, not directory-based)
- Agent Rule 0 updated to team scope dirs instead of worktree isolation
- PR review uses git show instead of cross-directory reads
- Briefing template updated for sprint-{N}/{team} branch naming
- Deleted worktree-update skill (obsolete)
- Removed WORKTREE_TEAM env var and cross-directory Read permissions
- All 8 persistent worktrees removed

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 00:33:02 +02:00

7.6 KiB

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 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 is determined by your sprint branch (e.g. sprint-31/server → server team).

  • All file paths are relative to the repo root (e.g. server/src/bridge/types.rs).
  • Stay within your team's scope. Server team modifies server/. Client team modifies client/. Copy team modifies wiki/, docs/atlas/, content/. Shared directories (docs/, decisions/) are readable by all teams.
  • Do NOT modify files outside your team scope unless the ticket explicitly requires it.
  • Never chain git commands in a single Bash call (e.g. git add ... && git commit ...). Always run git add and git commit as separate sequential Bash calls.
  • Stale git lock files: If a git command fails with index.lock: File exists, you may remove the lock file at .git/index.lock (or .git/worktrees/<name>/index.lock if in a worktree).

Database

The ticketing database (settledreach.db) is accessed via SR_DB_PATH env var (set in .claude/settings.json). 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 <id> 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.

GDScript conventions

Autoload parse-order rule: Autoload scripts (client/scripts/autoloads/) compile before global class_name scripts are registered. Referencing a class_name type directly in an autoload causes a parse-time "not declared" error. Pattern:

  • Declare fields untyped: var my_field = null (comment the intended type)
  • Do not reference class_name types at the top level or in _ready() of autoloads
  • In method bodies called at runtime (e.g. apply_snapshot), use load() inline — by then the script is cached and load() returns the cached resource without reloading: var CVD := load("res://scripts/rendering/character_visual_descriptor.gd")
  • Do not cache the load() result in _ready()_ready() fires during autoload init, before the target script is in the resource cache, causing an actual file reload that breaks self-references in scripts using their own class_name

game_state.gd (character_visual_descriptor field) and sim_bridge.gd (harness field) follow this pattern.

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 <domain> "title" — prevents ID collisions across parallel branches
  • 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