Star map (W1-W3, S3): - _process visibility guard + dirty flag (no redraw when hidden/unchanged) - _system_hash masked to 31-bit positive range - Extracted _find_nearest_system() shared helper game_state.gd (W4): - Inline load() in apply_snapshot() replaces per-tick overhead; safe at runtime because script is already in resource cache Data pipeline (W5-W6): - Script-relative path resolution via __file__ - --check mode + make check-star-map staleness target Minor (S1-S2, S5): - Removed redundant bone_idx assignment - Simplified double-negative test assertion - Documented autoload parse-order convention in CLAUDE.md Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
8.1 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
$WORKTREE_TEAMisserver, do not write to memory paths containingclient,main, etc. - For context: each team has its own directory via git worktrees, sharing a parent directory (
settled-reach/). The.gitfile points to a shared git directory — do not follow it to determine your working root. - Exception — stale git lock files: If a
gitcommand fails withindex.lock: File exists, you may remove the lock file for your own team only (e.g.main/.git/worktrees/$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.gitdirectory means concurrent index access from the same terminal createsindex.lockcollisions. Always rungit addandgit commitas 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
- Read your sprint briefing at
docs/sprints/sprint-N/{team}.mdfor current tasks - Use
tooling/db/ticket show <id>for full ticket details - Read the relevant
decisions/*.mddomain file(s) referenced in the briefing - 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-gauntletregenerates real server snapshot fixtures from the Gauntlet world.
GDScript conventions
Autoload parse-order rule: Autoload scripts (client/scripts/autoloads/) compile before global class_name scripts are registered. Referencing a class_name type directly in an autoload causes a parse-time "not declared" error. Pattern:
- Declare fields untyped:
var my_field = null(comment the intended type) - Do not reference
class_nametypes at the top level or in_ready()of autoloads - In method bodies called at runtime (e.g.
apply_snapshot), useload()inline — by then the script is cached andload()returns the cached resource without reloading:var CVD := load("res://scripts/rendering/character_visual_descriptor.gd") - Do not cache the
load()result in_ready()—_ready()fires during autoload init, before the target script is in the resource cache, causing an actual file reload that breaks self-references in scripts using their ownclass_name
game_state.gd (character_visual_descriptor field) and sim_bridge.gd (harness field) follow this pattern.
File conventions
- Decisions: domain files in
decisions/(seedecisions/README.mdfor 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:
.d2source +.pngrenders indocs/diagrams/{category}/. Create or update diagrams via/d2-diagramwhen 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/ticketCLI or/ticketskill