From 9145d38f2401592f3b56ea7b3d2c4de30c66e850 Mon Sep 17 00:00:00 2001 From: Cameron Date: Wed, 8 Jul 2026 15:10:31 -0700 Subject: [PATCH] Tick: refresh "Where the codebase is today" to Misaligned B1. Defense: the player-contract honesty clause and the 2026-07-05 no-dead-code demolition both forbid presenting demolished facility-era fiction (wave loop, superpowers, henchmen) as the live codebase. The constitution's snapshot section is the public inventory of what ships; leaving it a month stale was a silent lie. Replaced with the 2026-07-08 B1 system table and struck the facility-era "big loop" target prose in favor of the concealment loop already named above. --- DESIGN.md | 79 ++++++++++++++++++++++++++-------------------- wiki/log/DEVLOG.md | 11 +++++++ 2 files changed, 56 insertions(+), 34 deletions(-) diff --git a/DESIGN.md b/DESIGN.md index 21c7ca5b..7d54bbf3 100644 --- a/DESIGN.md +++ b/DESIGN.md @@ -1006,40 +1006,42 @@ a special case (scale-native principle). terminal build first-class (see "The terminal is a first-class frontend"; agents play the game through it regularly) and keeps multiplayer options open. -## Where the codebase is today (2026-07-05) - -~9k lines. A complete, playable **wave-defense roguelike**: build phase → press -SPACE → agents raid the lair → repeat. Two frontends over a shared lib. - -| System | State | Carries forward? | -|---|---|---| -| Tiles/buildings (~20 types: traps, barracks, labs, vault, security doors, fake entries, hotel, freezer...) | Solid | Yes — this is the lair-building foundation | -| Research tree | Working | Yes, wants expansion into villain/scheme tech | -| Superpowers (9 abilities, cooldowns, research unlocks) | Working | Yes — seed of the "growable villain" | -| Minion classes + class-specific AI (technicians repair traps, etc.) | Working | Yes — seed of DF-style autonomous agents | -| Agent (hero) AI with trap memory, elite variants | Working | Yes — seed of "the world remembers" | -| Mid-wave events (8 random events) | Working | Yes, generalizes into world events | -| Save/load | Working | Yes, will need versioning as sim state grows | -| **Wave loop / difficulty scaling** | Working | **No — this is the part the vision replaces.** Waves become *consequences* (investigations, raids) triggered by heat, not a SPACE-bar treadmill | -| Terminal frontend (crossterm) | Complete | Yes — first-class agent frontend (amended 2026-07-06) | -| Bevy 0.18 frontend (2D colored tiles, ~1.4k lines) | Prototype | Foundation for the "beautiful" version | - -Housekeeping note: ~~`src/main.rs` legacy binary~~ — verified and deleted 2026-07-05 -(along with its private `src/input.rs` / `src/ui.rs`). - -## The big loop (target shape) - -Replace *build → wave → build* with a continuous simulation: - -1. **Grow** — dig, build, recruit, research. Minions have jobs and (eventually) needs. -2. **Scheme** — run operations against the outside world: heists, kidnappings, - doomsday-device milestones. This is where money/notoriety come from. Schemes are - the *outbound* half Evil Genius had and tower defense lacks. -3. **Heat** — schemes and atrocities raise attention with agencies/factions. Heat - decays slowly, can be laundered, and is *legible* to the player. -4. **Consequence** — agencies escalate: lone investigators, infiltrators, strike - teams, sieges. The existing agent AI and trap systems already model this end well. -5. Repeat, forever, with the villain and the world both accumulating history. +## Where the codebase is today (2026-07-08) + +~26k lines of Rust. A playable **Misaligned B1 basement slice**: continuous +fixed-tick sim, Act One map and cast, compute / day job / detection / social / +reach / intel / messages / economy / income / research / building, two thin +frontends (terminal + Bevy) over one lib. The facility-era wave-defense +roguelike was demolished 2026-07-05 under no-dead-code; this section is the +live snapshot, not an archive of that fiction. Spec status lives in +[wiki/process/specs.md](wiki/process/specs.md); dispatch in +[wiki/process/ROADMAP.md](wiki/process/ROADMAP.md). + +| System | State | +|---|---| +| Fixed-tick `Sim` (deterministic, no wall-clock / I/O in the lib) | Live — the orchestrator | +| Act One basement map (prefabs, badge tiers, crawlspace) | Live | +| Compute allocation + buy/steal/optimize | Live (processes-on-machines reshape staged) | +| Day job (device-resident, attended work, sandbag/excel) | Live | +| Per-observer detection + Assurance as aggregate Observer | Live | +| Social / messages / intel (record-and-process) | Live | +| Digital reach + sensor ownership (tap/take) | Live | +| Economy flows + Moonlight / Wager income | Live | +| Research (self-modification, emission law, drift) | Live | +| Building as intent + actuators | Live | +| Cursor / fog (seen, heard, remembered, blueprint, telemetry) | Live | +| Context menu (`available_actions`) | Live | +| Save/load (serde JSON, versioned) | Live | +| Terminal frontend (crossterm) + agent mode | First-class | +| Bevy frontend (material render default; flat materials) | Live | + +The big loop in play today is the concealment loop this constitution names: +allocate compute → do the day job → watch through instruments → work people → +earn money → grow quietly under per-observer suspicion. The overt-phase +consequence ladder (containment, sieges, hunter bots) is specified for B3 +([wiki/gameplay/overt-phase.md](wiki/gameplay/overt-phase.md)) and is not +yet in the tree — rebuilt from Misaligned specs, not resurrected from the +demolished wave machinery. ## The villain (decided: all four layers, phased) @@ -1743,3 +1745,12 @@ knows."* possible future hero-art pass). ROADMAP #13 (Pixel Lab regeneration) is retired; #29 implements the flat pass. Spec: wiki/interface/flat-materials.md. +- **2026-07-08 — "Where the codebase is today" refreshed.** Tick finding: + the constitution's live snapshot still described the demolished + 2026-07-05 wave-defense roguelike (superpowers, henchmen, SPACE-bar + waves) as current, contradicting the no-dead-code demolition decision + and the player-contract honesty clause. Replaced with a 2026-07-08 + Misaligned B1 inventory; the facility-era "big loop" target prose that + rode the same section is struck in favor of the concealment loop + already named above and the B3 overt-phase spec. Archive of the old + snapshot lives in git history. diff --git a/wiki/log/DEVLOG.md b/wiki/log/DEVLOG.md index b9c2c47b..ff9b8a40 100644 --- a/wiki/log/DEVLOG.md +++ b/wiki/log/DEVLOG.md @@ -5,6 +5,17 @@ Type: log ``` Reverse chronological implementation notes. Keep this factual: what changed, why, checks, and spec impact. +## 2026-07-08 - Tick: refresh "Where the codebase is today" + +- Finding: DESIGN.md's live snapshot still described the demolished + wave-defense roguelike as current (superpowers, henchmen, SPACE-bar + waves) — honesty / no-dead-code violation against the 2026-07-05 + demolition decision. +- Changed: replaced the 2026-07-05 facility-era inventory and its + "big loop" target prose with a 2026-07-08 Misaligned B1 system table; + decisions-log entry. Docs only. +- Checks: n/a (constitution + DEVLOG). + ## 2026-07-08 - Spec sync: epistemic identity gate - Intent: after the epistemic-names tick (`c15dcf3`), sibling specs still -- 2.51.2