Delvehold/AGENTS.md

3.4 KiB

Delvehold Agent Notes

Project identity

  • The title is DELVE/HOLD in presentation and Delvehold in repository, package, and path names.
  • DELVE and HOLD are two projections of one persistent world, not separate games joined by a synchronization layer.
  • Client presentation may weight either half of the title according to the active mode. The canonical project name does not change.

Architecture

  • CultMesh is the typed world-state and capability surface.
  • Shared state belongs to world organs, not the Godot client or documentation site.
  • One Godot C# client contains both DELVE and HOLD. Mode changes select different projections and interactions over the same persistent world; they do not cross a client boundary.
  • One central C# world host owns Delvehold canonical state through explicitly separated internal organs.
  • The Godot client and world host communicate through typed CultMesh commands, projections, capabilities, and receipts. Client-local prediction and presentation cannot commit shared truth.
  • Authoritative dungeon generation runs in the world host using GameCult.Math (CultMath), including CultMath.Random. CultGeometry (GameCult.Geometry) owns reusable isosurface extraction and neutral mesh artifacts; Godot only adapts committed results into engine objects.
  • Commands cross authority boundaries as typed intents and produce typed receipts.
  • Workshop shards are nodes in a persistent neighborhood graph. Shared edges require explicit ownership, capacity, provenance, and consent.
  • Dungeon delving is part of a core's lifecycle. Industrial systems must remain legible to dungeon instinct as bounded, contested delving rather than direct tissue damage.
  • Greathold canon is owned by Delvehold/Lore/The Greathold.md: it is a multigenerationally cleared extension of the world-dungeon along the dwarven mountain spine. Its inherited deep routes and institutions created the global adventurer economy and enabled later industrial exploitation; industry did not discover dwarven deep access.

Documentation

  • Delvehold/ contains the published Markdown source.
  • site/ contains only Delvehold-specific Quartz configuration and presentation.
  • The masthead owns global section routes. Desktop and mobile within-section navigation are projections of the same Quartz content tree and active-section filters; do not maintain separate route lists.
  • Shared Quartz machinery remains owned by GameCult/GameCult-Quartz; do not vendor it here.
  • Generated output under quartz-site/public/ is disposable and must not become source truth.

Lore prose

  • Use F:\Projects\Kalsa\workshop\review-council\critics\AI-Isms and Prose.md as the review brief for Lore prose. Its named patterns are prompts to reread, not forbidden-token rules or quality metrics.
  • Lore canon lives in claims, relationships, chronology, links, and ownership. Existing sentences are replaceable projections; preserve canon through a fact audit, not by protecting wording.
  • Accept prose only after full-page reading for voice, rhythm, specificity, continuity, and trust in the reader. Pattern counts can locate pressure but cannot demonstrate quality.
  • Commit 15863a7 is rejected prose evidence. Its sentence-local substitutions reduced surface markers while preserving viewpoint chorus, repeated frames, explanatory cadence, and authorial distance. Do not use its replacement passages as positive examples.