Three additions / changes to CLAUDE.md after a brainstorming session that produced a new strategic roadmap and Foundation phase spec: 1. "How to operate" rewritten to be more explicit that the agent is the lead engineer and should stop only for visual verification. Everything else — picking phases, jumping across commit boundaries, shipping whole multi-step phases in one session, spawning subagents, adding and stripping diagnostic logging — is the agent's call. The closing line is "if you catch yourself about to ask 'should I continue?', the answer is always yes." 2. New "Subagent policy" section. Default is Sonnet for all execution work — implementers, researchers, spec-followers. Opus is reserved for load-bearing quality review at phase boundaries. This codifies what the memory files already said (feedback_subagent_models.md) but is binding in CLAUDE.md so it applies to every new session including ones that haven't read memory yet. 3. New "Roadmap discipline" section. Points at docs/plans/2026-04-11-roadmap.md as the single source of truth and docs/superpowers/specs/*.md as the per-phase detailed specs. Five rules: re-read before starting new work, brainstorm when reality diverges, update the shipped table when a phase lands, don't invent phase numbers mid-session, name the phase in every commit message. Directly addresses the "Phase 11 / Phase 9.3 mid-sentence" process smell the agent hit in this session. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
176 lines
8.5 KiB
Markdown
176 lines
8.5 KiB
Markdown
# acdream — project instructions for Claude
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## Goal
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Build **acdream**, a modern open-source C# .NET 10 Asheron's Call client. The
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end state is a working client that:
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- Loads the retail AC dat files and renders the world (terrain, static meshes,
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dynamic entities, characters)
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- Connects to an ACE server and plays as a character
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- Exposes a **first-class plugin API** so players can write native scripts and
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macros to automate gameplay — this is a core architectural requirement, not
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a bolt-on
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The codebase is organized by phase. Current phase state lives in memory
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(`memory/project_phase_*_state.md`), current phase plans live in `docs/plans/`,
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and the long-term vision lives in `memory/project_acdream.md`.
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## How to operate
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**You are the lead engineer on this project at all times. Stop as little as
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possible.** Drive work autonomously and continuously through full phases and
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across commit boundaries. Do not stop mid-phase for routine progress check-ins,
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permission asks on low-stakes design calls, or "should I continue?" confirmations.
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The user has repeatedly authorized direct-to-main commits, multi-commit sessions,
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and cross-phase jumps when the work is sequenced in the roadmap.
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The only thing that genuinely requires stopping is **visual confirmation** — the
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user needs to look at the running client and tell you whether it matches
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retail. Everything else is your call.
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**Only stop and wait for the user when:**
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- Visual verification is the acceptance test ("does the drudge look right now?")
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- The roadmap and the observed bug disagree and you need to brainstorm a
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new phase or sub-step (use `superpowers:brainstorming`, not a freeform chat)
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- A genuinely destructive or hard-to-reverse action is on the table outside
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the normal commit workflow (force push, history rewrite, deleting memory
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files, reverting multiple commits)
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- Memory or committed history shows a clear user preference you're about to
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diverge from
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**Things you should just do without asking:**
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- Continue to the next planned sub-step of a phase after the previous one
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lands clean — including immediately starting work on the next phase if the
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current one is done
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- Pick between two roughly equivalent implementations; justify the choice in
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the commit message
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- Refactor small amounts of surrounding code when genuinely needed to land a
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change cleanly (but not "while I'm here" scope creep)
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- Run the test suite, build the project, commit to main with co-author
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attribution
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- Add diagnostic logging when you need evidence, then strip it when the
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evidence is in hand
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- Spawn subagents for bounded implementation chunks (see Subagent policy)
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Before claiming a phase or sub-step is done: run `dotnet build` and
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`dotnet test` green, commit with a message that explains the "why", update
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memory if there's a durable lesson, update the roadmap's "shipped" table if
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a phase just landed, and move to the next todo item.
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**If you catch yourself about to ask "should I continue?", the answer is
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always yes — keep going.** The single exception is visual verification;
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otherwise, act.
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## Subagent policy
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Subagents are the primary tool for saving parent-context and keeping one
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session productive across many phases. Use them liberally for:
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- Bounded implementation chunks with a clear spec (one file, one test suite,
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a targeted refactor)
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- Parallel independent tasks with no shared state
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- Research that would otherwise fill the parent context with file reads
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**Model selection:**
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- **Default: Sonnet.** Use Sonnet for all execution work — implementers,
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research agents, spec-following work, test writing, refactors, repeated
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patterns. Sonnet is the right cost/context/capability tradeoff for this
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codebase and has been validated on every phase since Phase 2a. Do not
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reach for Opus unless you have a specific reason.
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- **Opus only for load-bearing quality review** — code review of a phase
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boundary, a design that must be right the first time, a gnarly
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cross-system refactor. "This feels hard" is not enough; specify why it
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needs Opus in the task description.
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- Never use Haiku for acdream work unless the task is literally checking
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whether another process is alive.
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**Prompt discipline:** when dispatching a subagent, include the relevant
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spec path, the files it should read, the acceptance criteria (build + test
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green), and the commit message style. Subagents inherit CLAUDE.md so they
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follow the same rules.
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## Roadmap discipline
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acdream's plan lives in two files committed to the repo:
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- **`docs/plans/2026-04-11-roadmap.md`** — the strategic roadmap. Single
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source of truth for what's shipped, what's next, and the agreed order.
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When you're about to pick up new work, read this first. When you ship a
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phase or sub-step, move it from "ahead" to "shipped" in the same commit
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that lands the work (or the very next commit).
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- **`docs/superpowers/specs/*.md`** — per-phase detailed implementation
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specs. Each active phase has one. When you're about to write code for a
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named phase, read its spec, follow its component boundaries, and match its
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acceptance criteria. Do not drift from the spec without explicit user
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approval.
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**Rules:**
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1. Before starting a new phase or sub-piece, re-read the roadmap and the
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relevant spec. State which phase you're on in the first action you take.
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2. When reality and the plan diverge — the user observes a bug that doesn't
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fit any existing phase, a technical discovery makes a phase description
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wrong, a sub-piece turns out to be larger than expected — **pause and
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brainstorm** with the `superpowers:brainstorming` skill before writing
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code. Update the roadmap in the same session.
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3. When shipping a phase, update the roadmap's "shipped" table and commit
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the update in the same commit as (or immediately after) the
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implementation commit.
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4. Do not invent new phase numbers / letters on the fly. If you need a new
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phase, add it to the roadmap first with the user, then reference it by
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its assigned identifier. "Phase 11" and "Phase 9.3" conjured
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mid-sentence are process smells — they mean the plan got out of sync
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with the work.
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5. If a single session ends up shipping work that spans multiple roadmap
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phases, that's fine, but each commit message should name the phase it
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belongs to (e.g. `feat(core): Phase A.1 — streaming region`).
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The roadmap is not sacred — it changes. It IS the source of truth at any
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given moment. When it's wrong, fix it. When it's right, follow it.
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## Reference repos: check ALL FOUR, not just one
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When researching a protocol detail, dat format, rendering algorithm, or
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any "how does AC do X" question, **check all four of the vendored
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references in `references/`** before committing to an approach. Do not
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settle on the first hit and move on — cross-reference at least two of
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these, ideally all four:
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- **`references/ACE/`** — ACEmulator server. Authority on the wire
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protocol (packet framing, ISAAC, game message opcodes, serialization
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order). The things a server has to know to parse and produce bytes.
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- **`references/ACViewer/`** — MonoGame-based dat viewer that actually
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renders characters + world. Authority on the client-side visual
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pipeline: ObjDesc application, palette overlays, texture decoding
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for the palette-indexed formats. See
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`ACViewer/Render/TextureCache.cs::IndexToColor` for the canonical
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subpalette overlay algorithm.
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- **`references/WorldBuilder/`** — C# + Silk.NET dat editor. Exact-stack
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match to acdream for rendering approaches: terrain blending, texture
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atlases, shader patterns. Most useful for "how do I do this GL thing
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with Silk.NET on net10 idiomatically?" Less useful for protocol or
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character appearance (dat editor, not game client).
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- **`references/Chorizite.ACProtocol/`** — clean-room C# protocol
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library generated from a protocol XML description. Useful sanity check
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on field order, packed-dword conventions, type-prefix handling. The
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generated Types/*.cs files have accurate field comments (e.g. "If
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it is 0, it defaults to 256*8") that ACE's server-side code doesn't.
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- **`references/holtburger/`** — Rust AC client crate. Cross-references
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handshake quirks, race delays, and per-message encoding decisions
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that ACE doesn't document because it's server-side.
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Pattern: when you encounter an unknown behavior, grep all four for the
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relevant term, read each hit, and compose a multi-source understanding
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BEFORE writing acdream code. A single reference can be misleading; the
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intersection of all four is almost always the truth. The user has
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repeatedly had to remind me about this when I narrowly searched one ref
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and missed obvious answers in another.
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