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settled-reach/docs/briefings/dudley.md
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jpmschweitzerandClaude Opus 4.6 e6a557e8e7 feat(meta): replace sprint workflow with kanban + milestones (D-221)
Sprint-based workflow (38 sprints) replaced by kanban + milestones.
Milestones are many-to-many with tickets and can block each other.

New: /whats-next skill (dependency-driven batch selection with Si
refinement review), /pr-process skill (renamed from pr-push, adds
review comment pickup), clerk agent + pre-push hook for D-record
consistency checks.

Deleted: sprint CLI, sprint-start/sprint-plan/sprint-status skills,
team-scoped file restrictions. Si rewritten as refinement manager.
All 19 agent briefings updated from stale PROJECT_STATE.md reference
to live ticket milestone queries.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-03 20:11:00 +02:00

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---
title: "Dudley - Project Briefing"
description: "Backend/engine implementation agent on standby — covers Rust simulation server, ECS model, and bevy_ecs architecture decisions"
type: briefing
status: active
agent: Dudley
updated: 2026-03-13
---
# Dudley - Project Briefing
Last updated: 2026-03-13
## Current Project State
Check active milestones: `tooling/db/ticket milestone list`
Check your tickets: `tooling/db/ticket list --assigned dudley`
## 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-server``cargo build` in `server/`
- `make server``cargo run` in `server/`
- `make test-server``cargo 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