Files
settled-reach/CLAUDE.md
T
jpmschweitzerandClaude Opus 4.6 d9062b247d chore(meta): add development cascade to CLAUDE.md + vendor/ to gitignore
6-phase cascade: wiki content → economics → planetary maps → player
control → world gen → detail coloring. Each phase completes before
the next begins. Agents must not discuss detail from later phases.

vendor/ added to .gitignore for cloned reference repos (8 Godot
plugins for world generation research).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 17:12:21 +01:00

7.0 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 identity is $WORKTREE_TEAM. All work must stay within the current working directory.

  • All file paths are relative to the current working directory (e.g. server/src/bridge/types.rs).
  • Do NOT navigate to parent or sibling directories (../, ../client/, etc.) unless explicitly instructed. Do NOT use absolute paths to reach other team directories.
  • Do NOT write auto-memory files for other teams. If $WORKTREE_TEAM is server, do not write to memory paths containing client, main, etc.
  • For context: each team has its own directory via git worktrees, sharing a parent directory (settled-reach/). The .git file points to a shared git directory — do not follow it to determine your working root.
  • Exception — stale git lock files: If a git command fails with index.lock: File exists, you may remove the lock file for your own team only (e.g. main/.git/worktrees/$WORKTREE_TEAM/index.lock). Never touch lock files belonging to other teams.
  • Never chain git commands in a single Bash call (e.g. git add ... && git commit ...). The shared .git directory means concurrent index access from the same terminal creates index.lock collisions. Always run git add and git commit as separate sequential Bash calls.

Database

The ticketing database (settledreach.db) lives in the parent directory shared across all worktrees — it is not tracked in git. 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.

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 worktrees
  • 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