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settled-reach/docs/briefings/tyre.md
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jpmschweitzerandClaude Fable 5 9a0d42c5d3 chore(agents): roster sweep — arm discussion agents, integrate inigo, drop tiger (T-1104)
Cleared stale STANDBY markers, swept dead DISCUSSION.md pointers, disambiguated overlapping personas, corrected asset-gen paths. Armed 7 discussion agents (gestalt/gore/mellanie/miri/nigel/ozzie/paula) with Bash so they can run the pql preamble. Integrated inigo into the roster + briefing (audio, standby). Removed tiger — localization dropped from scope (R-013). Part of T-1099.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 12:17:08 +02:00

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---
title: "Tyre - Project Briefing"
description: "Lead architect and technical owner — owns NpcBlueprint struct, generator spike (Sprint 25), simulation tiers, knowledge graph implementation, and the full build pipeline"
type: briefing
status: active
agent: Tyre
updated: 2026-03-13
---
# Tyre - Project Briefing
Last updated: 2026-03-13
## Current Project State
Check active work: `pql ticket list --status in_progress`
Check your tickets: `pql ticket list --assigned tyre`
## 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 selection~~ — **Resolved** as D-020 (Godot 4 + Rust/bevy_ecs via subprocess/IPC)
- 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)
- Q-WTF-033: AI templating pipeline — Claude API, local ollama, or manual for v0.2?
## Current Priorities
Consult `docs/sprints/` for active sprint briefing.
### v0.2 critical path (generator spike, Sprint 25):
1. **NpcBlueprint struct design** — prerequisite for the generator spike. Define the generator output format encoding the 10-axis model (D-024). Co-design with Gestalt on systems mapping.
2. **Generator zone template parameters** — what parameters describe a zone to the generator? Blocked by Miri's zone identity spec.
3. **Generator spike (D-119)** — Phase 5 per D-166 cascade (not imminent). Produce a generated location with generated NPCs. Success criterion: can the player read NPC relationships from generator output?
4. **AI content pipeline design** — D-123 generative AI for NPC content templating. Q-WTF-033 open: Claude API vs local ollama vs manual. Decide before/during generator spike.
### Architecture maintenance:
5. Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
6. Knowledge Graph Data Model (D-041) — canonical Rust structs from workshop synthesis
**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