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Author SHA1 Message Date
Erik
7e84d489d0 docs(ui): align CLAUDE.md + roadmap + memory with staged UI strategy
Landed the UI framework design in 2026-04-24-ui-framework.md yesterday;
this commit propagates the decisions across the documents that future
sessions touch first, so the three-layer pattern is discoverable without
re-reading the full plan.

Changes:

* NEW memory/project_ui_architecture.md — evergreen crib-sheet:
  three-layer diagram, AcDream.UI.Abstractions contract, D.2a/D.2b
  split, module layout, hard rules, why staged not pure-custom.

* CLAUDE.md: new paragraph describing the three-layer UI split, naming
  AcDream.UI.Abstractions as the plugin-facing contract, pointing at
  the full plan + memory crib.

* docs/architecture/acdream-architecture.md: new "UI Architecture"
  companion-stack diagram after Layer 0-5 (doesn't renumber the main
  stack), plus step 6a "UI tick" in Per-Frame Update Order.

* docs/plans/2026-04-11-roadmap.md Phase D tightened:
  - D.2 split explicitly into D.2a (Hexa.NET.ImGui scaffold + abstraction
    layer) and D.2b (custom retail-look backend, implements same contracts).
  - D.3 AcFont / D.4 dat sprites / D.7 cursor flagged as D.2b dependencies.
  - D.5 core panels / D.6 HUD flagged as abstraction-layer deliverables
    — ship with D.2a, reskinned by D.2b.
  - D.8 Sound marked superseded (shipped as Phase E.2).
  - F.5 core panels + H.1 chat-window cross-references updated to say
    they target AcDream.UI.Abstractions, unblocked by D.2a.
  - Shipped-phases table untouched.

* docs/research/retail-ui/00-master-synthesis.md: scope note at top
  clarifies the Keystone research is the D.2b (custom backend)
  foundation, NOT where D.2a starts.

* ~/.claude/.../memory/MEMORY.md: one-line index entry pointing at the
  new project_ui_architecture.md (so session auto-load surfaces it).

Zero code changes; doc-only. dotnet build stays green. All verification
greps pass (see plan file for exact checks).
2026-04-24 23:59:03 +02:00
Erik
adf626367e docs: comprehensive architecture plan for acdream
The single most important document in the project. Defines:

Architecture: 6-layer stack (Platform → Renderer → Network → World →
Game Objects → Plugin API). The code is modern C#; the behavior
matches the retail client exactly.

GameEntity: the unified entity class that replaces the current
scattered state (WorldEntity + AnimatedEntity + guid dicts + player
controller). Every world object is a GameEntity with PhysicsBody +
AnimationSequencer + CellTracker + MotionInterpreter + AppearanceState.

Per-frame update order: Network → Streaming → Input → Entity tick
(motion → physics → collision → cell → animation) → Render → Plugin.

Execution plan (R1-R8):
  R1: GameEntity refactor (unify scattered state)
  R2: Thin GameWindow (extract to proper systems)
  R3: CellBSP + wall collision (indoor transitions)
  R4: Complete animation state machine
  R5: Lighting from decompiled AdjustPlanes
  R6: Server compliance (authoritative Z, keepalive)
  R7: Interaction (doors, NPCs, chat, inventory)
  R8: Plugin API completion (Lua macros)

Also updates CLAUDE.md to establish the architect role and reference
the architecture doc as the single source of truth.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 14:23:50 +02:00