chore: sync codebase remediation, gameplay systems, and docs
Security & infrastructure: - Remove unused services/ (auth, spacetimedb) and auth.db - Add .env.example template, expand .gitignore for env/db files - Add GitHub Actions CI + commitlint config and workflows - Add manual vendor chunking and source maps to docs/site vite configs Shared UI & docs app: - Add ARIA props and focus-visible rings to Button/Panel - Add ButtonAsLink primitive; use shared Button in NotFound - Wire @void-nav/ui into docs app; refresh content pages - Replace Todo page with Kanban board Gameplay (Bevy): - Add ai module (behavior, faction, navigation, perception, spawning, states) - Add narrative module (events, history, synthesis, ui) - Refine galaxy contents and in-system flight/scene systems
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AGENTS.md
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AGENTS.md
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# VOID::NAV — Monorepo Root
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Single-player open-world space exploration RPG. Windward Horizon in space with FTL-style combat.
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Single-player narrative-driven space exploration saga. Windward meets Stellaris with AI-generated storytelling in the style of The Templin Institute.
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## Directory Map
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@@ -10,29 +10,26 @@ Single-player open-world space exploration RPG. Windward Horizon in space with F
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| `apps/game` | Playable game client — **Rust + Bevy** (independent of the JS/TS workspace) |
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| `apps/site` | Public landing page (Vite + React) |
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| `packages/ui` | Shared UI primitives and design tokens for the TS apps |
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| `services/spacetimedb` | SpacetimeDB TypeScript backend module (authoritative game state) |
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| `scripts/` | Dev tooling (dev.sh startup script) |
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| `archive/` | Legacy pre-monorepo files kept for reference |
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## Key Files
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- `package.json` — pnpm workspace scripts (`dev`, `build`, `check`, `generate:bindings`)
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- `package.json` — pnpm workspace scripts (`dev`, `build`, `check`)
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- `pnpm-workspace.yaml` — workspace glob patterns (covers TS apps only)
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- `spacetime.json` — SpacetimeDB module path and binding generation config
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- `tsconfig.base.json` — Shared TypeScript config (ES2020, React JSX) — does not apply to `apps/game`
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- `apps/game/Cargo.toml` — Rust manifest for the game binary
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## Commands
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### JS/TS workspace (docs, site, packages/ui, services)
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### JS/TS workspace (docs, site, packages/ui)
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```bash
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pnpm dev # Full stack: SpacetimeDB + docs/site
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pnpm dev # Docs + site servers
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pnpm dev:docs # Docs only (port 5173)
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pnpm dev:site # Site only (port 5174)
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pnpm build # Build all TS packages
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pnpm check # Typecheck all TS packages
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pnpm generate:bindings # Regenerate SpacetimeDB TypeScript bindings
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```
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### Rust game (`apps/game`)
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@@ -47,13 +44,11 @@ cargo clippy # Lint
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## Architecture Notes
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- **Two independent toolchains coexist**: the pnpm/TS workspace (docs, site, UI lib, SpacetimeDB backend) and the Cargo/Rust game client. They share no code.
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- **SpacetimeDB** remains the authoritative persistence layer. The game client will connect to it via the SpacetimeDB Rust SDK when wired up (TS bindings generated by `pnpm generate:bindings` are consumed by the docs prototype, not the game).
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- **Two independent toolchains coexist**: the pnpm/TS workspace (docs, site, UI lib) and the Cargo/Rust game client. They share no code.
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- **V1 is single-player** with local persistence. Future multiplayer servers will be added as an optional enhancement.
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- **Naming follows RFC 344**: see `apps/game/AGENTS.md` for Rust/Bevy conventions.
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## Conventions (TS apps)
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- SpacetimeDB is the persistence layer from day 1 — no localStorage for game state in the docs prototype
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- TS apps use Tailwind CSS v4 with custom design tokens from `packages/ui`
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- 3D rendering in `apps/docs` uses React Three Fiber + Drei + Three.js
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- Module bindings are auto-generated — never edit generated bindings by hand
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