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settled-reach/docs/briefings/tyre.md
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jpmschweitzerandClaude Opus 4.6 93abd9b9d0 docs(workshops): complete Knowledge Graph & Information Boundaries workshop
Two-round workshop producing D-041 (Knowledge Graph Data Model):
- Round 1: independent analyses from Dudley, Gestalt, SI, Tyre, Paula
- Round 2: synthesis resolving debates + Gestalt mechanics validation

Key decisions:
- 4-level confidence hierarchy (Suspects < KnowsOf < KnowsDetails < Direct)
- BTreeMap for deterministic iteration (D-010 principle 4)
- Per-entity Component model, not centralized Resource
- StableEntityId + EntityRegistry for save/load stability (partial Q-019)
- Sprint 2 stub: structs + direct observation + basic decay (~6.5 dev-days)

Resolved Q-016 (knowledge hierarchy), raised Q-024/Q-025/Q-026.
Created tickets #361-#368 under epic #351, reconciled #49 children.
Updated sprint 2 briefings, agent briefings, and decision files.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-11 23:24:37 +01:00

3.9 KiB

Tyre - Project Briefing

Last updated: 2026-02-11

Current Project State

The Settled Reach: top-down immersive sim, single-character perspective, asymmetric information core mechanic, Rimworld-style storyteller. 41 confirmed decisions, 17 discussion rounds + 2 workshops complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027). v0.1 Content Gap Analysis Workshop complete. Knowledge Graph & Information Boundaries Workshop complete (D-041) — architectural foundation for information boundaries system defined.

Decisions Relevant to Your Role

Read decisions/architecture.md (primary) and decisions/perception.md (secondary). Key decisions:

  • D-010: Four architectural principles (client-server, info boundaries, deterministic sim, input events)
  • D-020: Godot client + Rust/bevy_ecs server via subprocess/IPC, MessagePack serialization
  • D-026: Simulation tier budgets (Active 30-80 NPCs, Background 500-2K, State-saved 10K+)
  • D-030: Testability architecture (hybrid test org, gdUnit4, CauseChain, three-layer IPC testing)
  • D-031: Time system (10 ticks = 1 game-minute, 4 day phases)
  • D-041: Knowledge Graph Data Model — BTreeMap mandate (not HashMap) per D-010 principle 4. Per-entity KnowledgeGraph Component. 4-level confidence hierarchy. StableEntityId + EntityRegistry for stable entity references. Event-driven updates. Performance budget: ~6 MB live memory for 80 Active + 2K Background NPCs. Canonical Rust structs at docs/workshops/knowledge-graph-information-boundaries/round2-synthesis.md Part 3. Sprint 2 deliverable: ~6.5 developer-days.

Open Questions Assigned to You

  • Q-001: Engine selectionResolved as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)
  • Q-002: v0.1 scope definition (co-lead)
  • Q-005: Prototype scale (co-lead with Gestalt, Miri)
  • Q-007: Target platforms
  • Q-021: Tick budget overflow policy (co-lead with Dudley)
  • Q-022: NPC pathfinding cache eviction (co-lead with Dudley)
  • Q-024: Gossip propagation timing (co-lead with Gestalt) — preferred direction: queued
  • Q-025: Knowledge graph cap and eviction strategy (co-lead with Dudley)

Current Priorities

Vertical slice technical implementation:

  1. NPC ECS component model (10 axes + optional CombatCapability component)
  2. Knowledge Graph Data Model (D-041) — Sprint 2 priority. Implement canonical Rust structs from workshop synthesis. BTreeMap for deterministic iteration (non-negotiable). StableEntityId + EntityRegistry. KnowledgeEventQueue. Direct observation flow. Basic decay. Observer snapshot integration (#112). ~6.5 developer-days. Blocks #352 (Observer Snapshot Pipeline Workshop).
  3. Template instantiation system (single-ownership + reference links with metadata)
  4. Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
  5. Access tier system (content filtering by tier 0-3)
  6. Basic cargo/goods system (for smuggling ring mechanics)
  7. Line previewer CLI (weekend build — YAML templates → trait-modified line pools)

Future flag: Base builder DLC requires data model stub now: modifications: Vec<Modification> on relevant entities. Add to schema early.

Development Workflow

See docs/DEVOPS.md for full procedures. You own the technical build pipeline.

  • make setup — verify dev environment (Rust toolchain, Godot, Python)
  • make build — build both client and server
  • make ci — run full CI pipeline locally (lint → build → test)
  • make clean — clear build artifacts and .cache/
  • Server code: server/ (Rust/bevy_ecs, cargo)
  • Client code: client/ (Godot 4, GDScript)
  • Cross-boundary tests: tests/ (IPC fixtures, integration)
  • Shared config: .config/ (linters, formatters)

Key Documents

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