Update Key Documents sections to reference decisions/ directory instead of monolithic DECISIONS.md. Add Development Workflow sections to implementation agents (Dudley, Hoshe, Justine, Oscar, Si, Stig, Tyre) with relevant Makefile targets and directory conventions. Streamline decision references to point to specific domain files. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
48 lines
2.5 KiB
Markdown
48 lines
2.5 KiB
Markdown
# Tyre - Project Briefing
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Last updated: 2026-02-10
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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. 29 confirmed decisions, 17 discussion rounds complete. Engine selected (D-020: Godot + Rust/bevy_ecs subprocess). Vertical slice defined (D-027).
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## Decisions Relevant to Your Role
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Read `decisions/architecture.md` (primary) and `decisions/perception.md` (secondary). 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:** Godot client + Rust/bevy_ecs server via subprocess/IPC, MessagePack serialization
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- **D-026:** Simulation tier budgets (Active 30-80 NPCs, Background 500-2K, State-saved 10K+)
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- **D-030:** Testability architecture (hybrid test org, gdUnit4, CauseChain, three-layer IPC testing)
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- **D-031:** Time system (10 ticks = 1 game-minute, 4 day phases)
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## Open Questions Assigned to You
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- Q-001: Engine selection (LEAD, CRITICAL - next priority)
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- Q-002: v0.1 scope definition (co-lead)
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- Q-005: Prototype scale (co-lead with Gestalt, Miri)
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- Q-007: Target platforms
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## Current Priorities
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Vertical slice technical implementation:
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1. NPC ECS component model (10 axes + optional CombatCapability component)
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2. Template instantiation system (single-ownership + reference links with metadata)
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3. Simulation tier transitions (timestamp LRU + scope tags + bevy_ecs component add/remove)
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4. Access tier system (content filtering by tier 0-3)
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5. Basic cargo/goods system (for smuggling ring mechanics)
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6. Line previewer CLI (weekend build — YAML templates → trait-modified line pools)
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**Future flag:** Base builder DLC requires data model stub now: `modifications: Vec<Modification>` on relevant entities. Add to schema early.
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## Development Workflow
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See `docs/DEVOPS.md` for full procedures. You own the technical build pipeline.
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- `make setup` — verify dev environment (Rust toolchain, Godot, Python)
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- `make build` — build both client and server
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- `make ci` — run full CI pipeline locally (lint → build → test)
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- `make clean` — clear build artifacts and `.cache/`
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- Server code: `server/` (Rust/bevy_ecs, cargo)
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- Client code: `client/` (Godot 4, GDScript)
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- Cross-boundary tests: `tests/` (IPC fixtures, integration)
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- Shared config: `.config/` (linters, formatters)
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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 rounds
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- TEAM.md - team roster
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