Replace focus with typed detail rules; ship titles as stock lenses
A detail rule is a function from place to detail level. Each consumer chooses its own level-of-detail rule. Dungeon uses ByDistance anchored on important subjects, the player first. Delvehold starts from Uniform. Rules are typed world data that the library evaluates, not consumer code. The deficit a rule produces is an admission input, and journal replay re-runs reduce, so a changed consumer function would break committed history. WorldScaleIntent per-kind targets remain the ceiling a rule distributes. The eight titles move into the library doc as the stock lens set. The kernel extraction is ordered as plan step 15 pass L0, ahead of every library pass. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -277,13 +277,13 @@ chooses a Vault, describes the experience, sets title weights, sketches,
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chooses a start, activates, and plays by speaking, gesturing, and travelling
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while detail grows toward them. It proves one player; hosted play and
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multi-player membership are not in this gate. Plan step 15 tracks library
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passes L1–L4 and Dungeon passes D1–D3; D3 closes the gate.
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passes L0–L4 and Dungeon passes D1–D3; D3 closes the gate.
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Dungeon is a consumer of the Ghostlight library. Session Zero is Dungeon
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authority; the library capabilities it needs are consumer-neutral and live in
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the ontology doc's "Elaboration lenses and focus (target)". The world kernel
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still sits in `crates/ghostlight-dungeon`; whether to extract it first is an
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open operator decision.
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the ontology doc's "Elaboration lenses and detail rules (target)". The world
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kernel still sits in `crates/ghostlight-dungeon`; L0, extracting it into a
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library crate, is the next cut.
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Also owed on the way, found 2026-09-15 by reading source:
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@ -865,19 +865,21 @@ no utterance; one carrier, one command per turn).
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Adopted 2026-09-15. Two owners, one ordering. Library capabilities,
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consumer-neutral, are specified in `docs/architecture/ghostlight-world-ontology.md`
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under "Elaboration lenses and focus (target)". Ghostlight Dungeon's Session
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Zero consumes them and is specified in
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under "Elaboration lenses and detail rules (target)". Ghostlight Dungeon's
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Session Zero consumes them and is specified in
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`docs/architecture/ghostlight-session-zero.md`. This entry only tracks state.
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Open decisions first: whether the world kernel is extracted from
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`crates/ghostlight-dungeon` into a library crate before the library passes
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(recommended), and whether the eight titles ship as a library stock lens set
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(recommended).
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Operator decisions, 2026-09-15: the world kernel is extracted from
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`crates/ghostlight-dungeon` into a library crate before any library pass, and
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the eight titles ship as the library's stock lens set.
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Library passes: (L1) lenses, weights, sampler, and concurrent sessions over
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today's demand; (L2) per-world evidence binding on every elaborator session;
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(L3) focus, detail profile, distance-weighted demand, and the permille, root,
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and genesis-subject cuts; (L4) individuation in the nearest band. Dungeon
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Library passes: (L0) extract the kernel into a library crate with a real
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public boundary; (L1) the stock lens set, weights, sampler, and concurrent
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sessions over today's demand; (L2) per-world evidence binding on every
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elaborator session; (L3) typed detail rules (`Uniform`, `ByDistance`),
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rule-driven demand under the world-target ceiling, and the permille, root,
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and genesis-subject cuts; (L4) individuation where a place's level asks for
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persons. Dungeon
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passes: (D1) Vault registry and world creation with lens weights and detail
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profile; (D2) the Session Zero Eve surface; (D3) travel affordance and
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per-affordance player controls, which closes the playtest gate.
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