acdream/CLAUDE.md
Erik 624f55d60d docs: add WorldBuilder-ACME-Edition to CLAUDE.md reference repos
ACME Edition contains ClientReference.cs — a faithful C# port of the
decompiled retail AC client (CLandBlockStruct.cpp) with exact offsets.
This is ground truth for terrain algorithms and already solved the
triangle-boundary Z bug that resisted 5 other fix attempts.

Key resources: ClientReference.cs (oracle), TerrainConformanceTests.cs
(4M+ cell sweep), StaticObjectManager.cs (GfxObj+Setup+CreaturePalette),
EnvCellManager.cs (dungeon portal visibility).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:35:47 +02:00

11 KiB

acdream — project instructions for Claude

Goal

Build acdream, a modern open-source C# .NET 10 Asheron's Call client. The end state is a working client that:

  • Loads the retail AC dat files and renders the world (terrain, static meshes, dynamic entities, characters)
  • Connects to an ACE server and plays as a character
  • Exposes a first-class plugin API so players can write native scripts and macros to automate gameplay — this is a core architectural requirement, not a bolt-on

The codebase is organized by phase. Current phase state lives in memory (memory/project_phase_*_state.md), current phase plans live in docs/plans/, and the long-term vision lives in memory/project_acdream.md.

How to operate

You are the lead engineer on this project at all times. Stop as little as possible. Drive work autonomously and continuously through full phases and across commit boundaries. Do not stop mid-phase for routine progress check-ins, permission asks on low-stakes design calls, or "should I continue?" confirmations. The user has repeatedly authorized direct-to-main commits, multi-commit sessions, and cross-phase jumps when the work is sequenced in the roadmap.

The only thing that genuinely requires stopping is visual confirmation — the user needs to look at the running client and tell you whether it matches retail. Everything else is your call.

Only stop and wait for the user when:

  • Visual verification is the acceptance test ("does the drudge look right now?")
  • The roadmap and the observed bug disagree and you need to brainstorm a new phase or sub-step (use superpowers:brainstorming, not a freeform chat)
  • A genuinely destructive or hard-to-reverse action is on the table outside the normal commit workflow (force push, history rewrite, deleting memory files, reverting multiple commits)
  • Memory or committed history shows a clear user preference you're about to diverge from

Things you should just do without asking:

  • Continue to the next planned sub-step of a phase after the previous one lands clean — including immediately starting work on the next phase if the current one is done
  • Pick between two roughly equivalent implementations; justify the choice in the commit message
  • Refactor small amounts of surrounding code when genuinely needed to land a change cleanly (but not "while I'm here" scope creep)
  • Run the test suite, build the project, commit to main with co-author attribution
  • Add diagnostic logging when you need evidence, then strip it when the evidence is in hand
  • Spawn subagents for bounded implementation chunks (see Subagent policy)

Before claiming a phase or sub-step is done: run dotnet build and dotnet test green, commit with a message that explains the "why", update memory if there's a durable lesson, update the roadmap's "shipped" table if a phase just landed, and move to the next todo item.

If you catch yourself about to ask "should I continue?", the answer is always yes — keep going. The single exception is visual verification; otherwise, act.

Subagent policy

Subagents are the primary tool for saving parent-context and keeping one session productive across many phases. Use them liberally for:

  • Bounded implementation chunks with a clear spec (one file, one test suite, a targeted refactor)
  • Parallel independent tasks with no shared state
  • Research that would otherwise fill the parent context with file reads

Model selection:

  • Default: Sonnet. Use Sonnet for all execution work — implementers, research agents, spec-following work, test writing, refactors, repeated patterns. Sonnet is the right cost/context/capability tradeoff for this codebase and has been validated on every phase since Phase 2a. Do not reach for Opus unless you have a specific reason.
  • Opus only for load-bearing quality review — code review of a phase boundary, a design that must be right the first time, a gnarly cross-system refactor. "This feels hard" is not enough; specify why it needs Opus in the task description.
  • Never use Haiku for acdream work unless the task is literally checking whether another process is alive.

Prompt discipline: when dispatching a subagent, include the relevant spec path, the files it should read, the acceptance criteria (build + test green), and the commit message style. Subagents inherit CLAUDE.md so they follow the same rules.

Roadmap discipline

acdream's plan lives in two files committed to the repo:

  • docs/plans/2026-04-11-roadmap.md — the strategic roadmap. Single source of truth for what's shipped, what's next, and the agreed order. When you're about to pick up new work, read this first. When you ship a phase or sub-step, move it from "ahead" to "shipped" in the same commit that lands the work (or the very next commit).

  • docs/superpowers/specs/*.md — per-phase detailed implementation specs. Each active phase has one. When you're about to write code for a named phase, read its spec, follow its component boundaries, and match its acceptance criteria. Do not drift from the spec without explicit user approval.

Rules:

  1. Before starting a new phase or sub-piece, re-read the roadmap and the relevant spec. State which phase you're on in the first action you take.

  2. When reality and the plan diverge — the user observes a bug that doesn't fit any existing phase, a technical discovery makes a phase description wrong, a sub-piece turns out to be larger than expected — pause and brainstorm with the superpowers:brainstorming skill before writing code. Update the roadmap in the same session.

  3. When shipping a phase, update the roadmap's "shipped" table and commit the update in the same commit as (or immediately after) the implementation commit.

  4. Do not invent new phase numbers / letters on the fly. If you need a new phase, add it to the roadmap first with the user, then reference it by its assigned identifier. "Phase 11" and "Phase 9.3" conjured mid-sentence are process smells — they mean the plan got out of sync with the work.

  5. If a single session ends up shipping work that spans multiple roadmap phases, that's fine, but each commit message should name the phase it belongs to (e.g. feat(core): Phase A.1 — streaming region).

The roadmap is not sacred — it changes. It IS the source of truth at any given moment. When it's wrong, fix it. When it's right, follow it.

Reference repos: check ALL FOUR, not just one

When researching a protocol detail, dat format, rendering algorithm, or any "how does AC do X" question, check all four of the vendored references in references/ before committing to an approach. Do not settle on the first hit and move on — cross-reference at least two of these, ideally all four:

  • references/ACE/ — ACEmulator server. Authority on the wire protocol (packet framing, ISAAC, game message opcodes, serialization order). The things a server has to know to parse and produce bytes.

  • references/ACViewer/ — MonoGame-based dat viewer that actually renders characters + world. Authority on the client-side visual pipeline: ObjDesc application, palette overlays, texture decoding for the palette-indexed formats. See ACViewer/Render/TextureCache.cs::IndexToColor for the canonical subpalette overlay algorithm.

  • references/WorldBuilder/ — C# + Silk.NET dat editor. Exact-stack match to acdream for rendering approaches: terrain blending, texture atlases, shader patterns. Most useful for "how do I do this GL thing with Silk.NET on net10 idiomatically?" Less useful for protocol or character appearance (dat editor, not game client).

  • references/WorldBuilder-ACME-Edition/Fork of WorldBuilder with decompiled AC client source code. THE most authoritative reference for any terrain/rendering algorithm. Key files:

    • WorldBuilder.Tests/ClientReference.cs — faithful C# port of decompiled CLandBlockStruct.cpp with exact offsets. Ground truth for split direction, palCode, vertex height, vertex position. Check this BEFORE implementing any terrain algorithm.
    • WorldBuilder.Tests/TerrainConformanceTests.cs — exhaustive sweeps (4M+ cells) proving ACME matches the retail client.
    • StaticObjectManager.cs — complete GfxObj+Setup rendering with CreaturePalette assembly (the ObjDesc pipeline).
    • EnvCellManager.cs — dungeon cell rendering with portal visibility traversal and collision mesh caching.
    • TerrainGeometryGenerator.csGetHeight() and GetNormal() that match the mesh index buffer exactly. Already proved its value: solved the triangle-boundary Z bug that resisted 5 other fix attempts. Use as the oracle for ALL dat interpretation algorithms.
  • references/Chorizite.ACProtocol/ — clean-room C# protocol library generated from a protocol XML description. Useful sanity check on field order, packed-dword conventions, type-prefix handling. The generated Types/.cs files have accurate field comments (e.g. "If it is 0, it defaults to 2568") that ACE's server-side code doesn't.

  • references/holtburger/Almost-complete Rust TUI AC client. Not just a crate or a handshake reference: it's a full client that logs in, plays the game, sends/receives chat, handles combat, and renders state in a terminal. This is acdream's most authoritative reference for client-side behavior — anything about how a client is supposed to talk to the server lives here. Specifically:

    • Handshake / login flow including all the post-EnterWorld messages retail clients send (LoginComplete, ack pump, DDDInterrogation responses, etc).
    • The proper ACK_SEQUENCE pattern (every received packet with sequence > 0 gets an ack queued back; not periodic).
    • Outbound game-action message construction with sequence numbering.
    • Message routing and session lifecycle. Look here FIRST when implementing anything in WorldSession or the message-builder layer. ACE shows what the server expects; holtburger shows what a real client actually sends.
  • references/AC2D/C++ AC client emulator. Oldest reference, fixed-function OpenGL, but has the real AC terrain split formula (FSplitNESW with constants 0x0CCAC033, 0x421BE3BD, 0x6C1AC587, 0x519B8F25) which differs from WorldBuilder's physics-path formula. Also has the complete 0xF61C movement packet format with flag bits and the stMoveInfo sequence counters. Key lesson from AC2D: it does NOT do client-side terrain Z — it sends movement keys to the server and uses the server's authoritative Z. See docs/research/2026-04-12-movement-deep-dive.md for the full analysis.

Pattern: when you encounter an unknown behavior, grep all four for the relevant term, read each hit, and compose a multi-source understanding BEFORE writing acdream code. A single reference can be misleading; the intersection of all four is almost always the truth. The user has repeatedly had to remind me about this when I narrowly searched one ref and missed obvious answers in another.