@bongos/core 1.17.0

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Files changed (1142) hide show
  1. package/.bongos-core.json +5727 -0
  2. package/.claude/skills/blocker-review/SKILL.md +91 -0
  3. package/.claude/skills/blocker-solve/SKILL.md +96 -0
  4. package/.claude/skills/builder-backup/SKILL.md +54 -0
  5. package/.claude/skills/builder-box/SKILL.md +45 -0
  6. package/.claude/skills/builder-claim/SKILL.md +76 -0
  7. package/.claude/skills/builder-connect/SKILL.md +59 -0
  8. package/.claude/skills/builder-cost/SKILL.md +47 -0
  9. package/.claude/skills/builder-end/SKILL.md +81 -0
  10. package/.claude/skills/builder-exit/SKILL.md +88 -0
  11. package/.claude/skills/builder-key/SKILL.md +40 -0
  12. package/.claude/skills/builder-reauth/SKILL.md +50 -0
  13. package/.claude/skills/builder-redteam/SKILL.md +109 -0
  14. package/.claude/skills/builder-release/SKILL.md +41 -0
  15. package/.claude/skills/builder-setup/SKILL.md +62 -0
  16. package/.claude/skills/builder-ship/SKILL.md +79 -0
  17. package/.claude/skills/builder-stage/SKILL.md +51 -0
  18. package/.claude/skills/builder-start/SKILL.md +46 -0
  19. package/.claude/skills/close-box/SKILL.md +43 -0
  20. package/.claude/skills/design-sync/SKILL.md +69 -0
  21. package/.claude/skills/dev/SKILL.md +49 -0
  22. package/.claude/skills/feedback/SKILL.md +32 -0
  23. package/.claude/skills/figma-design-sync/SKILL.md +74 -0
  24. package/.claude/skills/goal-review/SKILL.md +89 -0
  25. package/.claude/skills/idea-triage/SKILL.md +144 -0
  26. package/.claude/skills/ideate/SKILL.md +82 -0
  27. package/.claude/skills/merge-mode/SKILL.md +169 -0
  28. package/.claude/skills/new-project/SKILL.md +108 -0
  29. package/.claude/skills/otb-character-review/SKILL.md +71 -0
  30. package/.claude/skills/otb-design-review/SKILL.md +47 -0
  31. package/.claude/skills/otb-feedback-capture/SKILL.md +45 -0
  32. package/.claude/skills/otb-figma-sync/SKILL.md +54 -0
  33. package/.claude/skills/otb-tile-generate/SKILL.md +45 -0
  34. package/.claude/skills/paint/SKILL.md +70 -0
  35. package/.claude/skills/planning-session/SKILL.md +299 -0
  36. package/.claude/skills/priority-session/SKILL.md +134 -0
  37. package/.claude/skills/read-session-export/SKILL.md +58 -0
  38. package/.claude/skills/recall/SKILL.md +52 -0
  39. package/.claude/skills/session-handoff/SKILL.md +46 -0
  40. package/.claude/skills/status/SKILL.md +33 -0
  41. package/.devcontainer/Dockerfile +69 -0
  42. package/.devcontainer/README.md +73 -0
  43. package/.devcontainer/devcontainer-lock.json +19 -0
  44. package/.devcontainer/devcontainer.json +93 -0
  45. package/.devcontainer/healthcheck.sh +84 -0
  46. package/.devcontainer/init-firewall.sh +198 -0
  47. package/.devcontainer/post-create.sh +153 -0
  48. package/.dockerignore +36 -0
  49. package/.env.local.example +32 -0
  50. package/.gitattributes +83 -0
  51. package/.gitignore +91 -0
  52. package/CLAUDE.md +242 -0
  53. package/CODE_OF_CONDUCT.md +46 -0
  54. package/CONTRIBUTING.md +51 -0
  55. package/Dockerfile +46 -0
  56. package/GOVERNANCE.md +44 -0
  57. package/LICENSE +661 -0
  58. package/README.md +88 -0
  59. package/bin/bongos.js +222 -0
  60. package/clients/bongos-client/README.md +48 -0
  61. package/clients/bongos-client/bongos-client.global.js +617 -0
  62. package/clients/bongos-client/examples/hello-world.mjs +62 -0
  63. package/clients/bongos-client/index.cjs +619 -0
  64. package/clients/bongos-client/index.d.ts +793 -0
  65. package/clients/bongos-client/index.mjs +614 -0
  66. package/clients/bongos-client/package.json +32 -0
  67. package/config/branding.neutral.json +60 -0
  68. package/config/design-tokens.neutral.json +51 -0
  69. package/config/design-tokens.schema.json +96 -0
  70. package/config/modules.neutral.json +9 -0
  71. package/docker-compose.yml +52 -0
  72. package/docker-entrypoint.sh +30 -0
  73. package/docs/adr/0001-stack-choice-single-vps.md +45 -0
  74. package/docs/adr/0002-digitalocean-over-hetzner.md +27 -0
  75. package/docs/adr/0003-cloudflare-origin-cert-over-letsencrypt.md +35 -0
  76. package/docs/adr/0004-amazonprimea-name-and-trademark-acceptance.md +45 -0
  77. package/docs/adr/0005-invisible-other-players-in-v1.md +37 -0
  78. package/docs/adr/0006-singleton-worldroom-plus-queueroom.md +30 -0
  79. package/docs/adr/0007-persistent-identity-via-localstorage-uuid.md +31 -0
  80. package/docs/adr/0008-family-based-tile-generation.md +86 -0
  81. package/docs/adr/0008-google-chat-oauth-user-auth.md +37 -0
  82. package/docs/adr/0009-autotile-architecture.md +181 -0
  83. package/docs/adr/0010-pms-architecture.md +70 -0
  84. package/docs/adr/0011-terrain-id-rendering-model.md +174 -0
  85. package/docs/adr/0012-ground-object-cell-split.md +208 -0
  86. package/docs/adr/0013-paths-as-object-overlays-with-autotile-dispatch.md +158 -0
  87. package/docs/adr/0014-families-canonical-over-vocabulary.md +103 -0
  88. package/docs/adr/0015-task-dependencies-and-auto-promotion.md +125 -0
  89. package/docs/adr/0016-trust-boundary-server-enforced-permissions.md +132 -0
  90. package/docs/adr/0017-code-simplification-and-repo-cleanliness.md +74 -0
  91. package/docs/adr/0018-three-rank-model-goes-live.md +97 -0
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  99. package/docs/adr/0025-offsite-backup-vendor-digitalocean-spaces.md +59 -0
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  101. package/docs/adr/0026-bfg-memory-hygiene-and-cross-builder-learning.md +117 -0
  102. package/docs/adr/0027-bfg-session-inefficiency-evaluator.md +170 -0
  103. package/docs/adr/0028-honest-llm-spend-accounting.md +109 -0
  104. package/docs/adr/0029-status-page-outage-resilience.md +59 -0
  105. package/docs/adr/0030-builders-hall-live-updates.md +59 -0
  106. package/docs/adr/0031-cloud-dev-environments-for-builders.md +222 -0
  107. package/docs/adr/0032-discord-mirror-of-gds.md +50 -0
  108. package/docs/adr/0033-discord-bot-service-principal.md +82 -0
  109. package/docs/adr/0034-thetes-graduated-newcomer-rank.md +53 -0
  110. package/docs/adr/0035-builder-onboarding-three-paths.md +128 -0
  111. package/docs/adr/0036-builders-subdomain-and-ui-reorg.md +40 -0
  112. package/docs/adr/0037-discord-channel-management.md +51 -0
  113. package/docs/adr/0038-chromebook-ttyd-cloudflare-tunnel.md +111 -0
  114. package/docs/adr/0039-setup-first-onboarding-ux.md +49 -0
  115. package/docs/adr/0040-remote-control-default-browser-onramp.md +47 -0
  116. package/docs/adr/0041-temporary-grader-bypass-killswitch.md +40 -0
  117. package/docs/adr/0042-builder-self-deploy-ci-auto-merge.md +82 -0
  118. package/docs/adr/0043-git-ssh-trust-boundary-and-rank-floor-on-permission-paths.md +74 -0
  119. package/docs/adr/0044-mediterranean-palette-replacement.md +73 -0
  120. package/docs/adr/0044-per-box-live-game-preview.md +57 -0
  121. package/docs/adr/0045-devbox-desktop-app.md +133 -0
  122. package/docs/adr/0046-sandbox-first-review-gate.md +72 -0
  123. package/docs/adr/0047-discord-bugs-intake-anti-abuse.md +36 -0
  124. package/docs/adr/0048-works-in-progress-ia-split.md +32 -0
  125. package/docs/adr/0049-split-parallel-safety-contract.md +46 -0
  126. package/docs/adr/0050-device-flow-admission-invite-gated-by-default.md +43 -0
  127. package/docs/adr/0051-full-session-transcript-corpus.md +57 -0
  128. package/docs/adr/0052-sandbox-for-everyone-game-only-preview.md +70 -0
  129. package/docs/adr/0053-scoped-dev-box-session.md +55 -0
  130. package/docs/adr/0054-session-token-reward-cost-plus.md +63 -0
  131. package/docs/adr/0055-server-mediated-branch-publish.md +47 -0
  132. package/docs/adr/0056-prod-deploy-script-mirror-and-healthcheck-retry.md +62 -0
  133. package/docs/adr/0057-container-cost-ledger.md +28 -0
  134. package/docs/adr/0057-discord-archon-approval-channels.md +64 -0
  135. package/docs/adr/0058-automatic-gate-surface-gatekeeper.md +64 -0
  136. package/docs/adr/0059-single-approval-remove-devbox-approval-gate.md +37 -0
  137. package/docs/adr/0060-gds-retrieval-layer.md +97 -0
  138. package/docs/adr/0061-context-layer-decomposition.md +61 -0
  139. package/docs/adr/0062-medusa-instance-model-decoupling.md +107 -0
  140. package/docs/adr/0063-generated-repo-map-symbol-skeleton.md +44 -0
  141. package/docs/adr/0064-rename-medusa-to-cloud-bongos.md +49 -0
  142. package/docs/adr/0065-agpl-nonprofit-ai-first-governance.md +69 -0
  143. package/docs/adr/0066-generated-file-map-sections.md +51 -0
  144. package/docs/adr/0067-session-start-fast-forward-pull.md +43 -0
  145. package/docs/adr/0068-shared-art-key-for-newcomers.md +38 -0
  146. package/docs/adr/0069-hall-live-channel-sse-decouple.md +35 -0
  147. package/docs/adr/0070-deterministic-session-card-delivery.md +44 -0
  148. package/docs/adr/0071-box-confirm-before-destroyed-and-drift-reconcile.md +59 -0
  149. package/docs/adr/0072-bongos-app-mac-signed-first-windows-deferred.md +35 -0
  150. package/docs/adr/0072-dev-box-code-staleness-visibility.md +39 -0
  151. package/docs/adr/0073-builder-needs-signal-and-byok-gemini-key.md +64 -0
  152. package/docs/adr/0073-secrets-scan-exclude-uri-detector.md +37 -0
  153. package/docs/adr/0074-memory-map-stays-light.md +32 -0
  154. package/docs/adr/0075-per-system-cost-attribution.md +37 -0
  155. package/docs/adr/0076-in-session-deterministic-compaction.md +58 -0
  156. package/docs/adr/0077-content-addressed-llm-cache.md +32 -0
  157. package/docs/adr/0078-deterministic-first-cron.md +48 -0
  158. package/docs/adr/0079-value-gated-autonomous-engagement.md +39 -0
  159. package/docs/adr/0080-llm-cache-api-transport-and-trust-model.md +46 -0
  160. package/docs/adr/0081-tool-agnostic-design-layer.md +62 -0
  161. package/docs/adr/0082-productized-key-storage-provisioning.md +32 -0
  162. package/docs/adr/0082-server-side-merge-conflict-auto-resolution.md +55 -0
  163. package/docs/adr/0083-modular-architecture-strangler-build-plan.md +143 -0
  164. package/docs/adr/0084-auto-derived-per-task-rank-floor.md +86 -0
  165. package/docs/adr/0085-remove-default-per-builder-spend-cap.md +39 -0
  166. package/docs/adr/0086-goal-scoped-work-hierarchy.md +123 -0
  167. package/docs/adr/0087-bongos-app-architecture-and-handoff-contract.md +49 -0
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  186. package/docs/adr/0103-core-first-extraction-cloud-bongos-trunk.md +70 -0
  187. package/docs/adr/0103-gdsv4-bongos-consolidation.md +28 -0
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  189. package/docs/adr/0105-instance-seed-migrations-out-of-core.md +47 -0
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@@ -0,0 +1,208 @@
1
+ # 0012 — Ground-object cell split: terrain becomes ground + sparse object layer
2
+
3
+ - **Status:** Accepted
4
+ - **Date:** 2026-05-09
5
+ - **Deciders:** Lars
6
+ - **Supersedes (in part):** [ADR 0011](./0011-terrain-id-rendering-model.md) — extends its data model; the dispatched render-strategies architecture stays valid.
7
+
8
+ ## Context
9
+
10
+ [ADR 0011](./0011-terrain-id-rendering-model.md) established that each
11
+ map cell stores a TERRAIN id and the renderer dispatches per terrain to
12
+ a render strategy (`single` / `blob47` / `path16`). It worked, but the
13
+ first browser session uncovered a structural bug: the V1 top band has
14
+ GRASS, SAND, and ROCK randomly intermixed (1/11 rock, 3/11 sand,
15
+ 7/11 grass), and the autotile picker — which checks `n === my` for
16
+ each neighbor — treated rocks and sand as "different from grass" the
17
+ same way. Every grass cell with a rock neighbor rendered a boundary
18
+ tile, even though a rock isn't a kind of land — it's a thing sitting
19
+ on land. The result was a marble-flagstone appearance instead of the
20
+ intended meadow.
21
+
22
+ A scoped fix (per-terrain `interiorEquivalents` to mark "rocks count
23
+ as same-as-grass for the picker," option B in the scoping note) would
24
+ have removed the artifact in ~12 LOC. We chose to pay down the deeper
25
+ debt instead, because:
26
+
27
+ 1. The wider problem is conflation: a single terrain id at every cell
28
+ tries to mean both "what's the visual surface here" AND "what's
29
+ blocking movement here." That conflation breaks at any cell whose
30
+ surface differs from its overlay (rocks on grass, containers on
31
+ sand, future trees / fences / signs / item drops on whatever).
32
+ 2. The world is about to grow. Doing the architectural split now,
33
+ while the map is small and entirely procedural, costs ~2 hours.
34
+ Doing it later, after we've baked the assumption into level data,
35
+ gameplay events, and persistence, costs much more.
36
+ 3. Industry-standard tile renderers (Tiled, RPG Maker, FireRed itself)
37
+ separate ground tiles from object overlays. Aligning with that
38
+ convention makes future contributions cheaper.
39
+
40
+ ## Decision
41
+
42
+ Each cell carries TWO independent pieces of data:
43
+
44
+ - **Ground terrain** — always defined. Drives the autotile renderer.
45
+ Walkable unless declared in `BLOCKING_TERRAINS`. The set is small
46
+ and stable: `GRASS`, `SAND`, `SEA`, `MARBLE_PATH`. Future additions
47
+ are alternative ground types.
48
+ - **Object** — optional (zero or one per cell in V1; lists in V2 if
49
+ needed). Painted in a second draw pass at depth 1. May block
50
+ movement (`BLOCKING_OBJECTS`). Currently: `ROCK` plus the 8
51
+ `CONTAINER_PANEL_*` ids that compose the shipping container.
52
+
53
+ `INITIAL_MAP` exports `{ ground, objects }` — two parallel 2D arrays.
54
+ Both client (`public/game/world/map.js`) and server (`src/world/map.js`)
55
+ build them with identical logic. The shape is JSON-serializable for
56
+ the eventual move to a Postgres-backed map.
57
+
58
+ The autotile picker (`pickAutotileIndex` in
59
+ [`public/game/world/terrain.js`](../../public/game/world/terrain.js))
60
+ takes the ground grid only. Objects never enter its view. That is the
61
+ core invariant that fixes the marble-flagstone artifact: a grass cell
62
+ with a rock object on top is, to the picker, just a grass cell — its
63
+ neighbors are ground terrains too, and only sand neighbors at the
64
+ y=6 transition trigger the autotile boundary tile.
65
+
66
+ ### Render pipeline
67
+
68
+ `WorldScene.drawMap(map)` runs two passes:
69
+
70
+ 1. **Ground pass.** For every cell, paint
71
+ `pickGroundTextureKey(scene, map.ground, x, y)` at depth 0. Uses the
72
+ autotile dispatch from ADR 0011.
73
+ 2. **Object pass.** For every cell where `map.objects[y][x]`, paint
74
+ `pickObjectTextureKey(scene, map.objects, x, y)` at depth 1. Single-
75
+ tile per object id; no autotile dispatch on the object layer.
76
+
77
+ Vendor and player sprites continue to live at higher depths (8 and 10
78
+ respectively) above objects. The vendor at (13, 9) sits visually atop
79
+ the door panel object, exactly as before.
80
+
81
+ ### Walkability
82
+
83
+ `isBlocked(x, y)`:
84
+ ```
85
+ out-of-bounds → blocked
86
+ ground in BLOCKING_TERRAINS → blocked (SEA only, in V1)
87
+ object in BLOCKING_OBJECTS → blocked (ROCK + 8 container panels, in V1)
88
+ otherwise → walkable
89
+ ```
90
+
91
+ Server (`src/world/map.js`) is the source of truth for movement
92
+ validation. Client honors the same rule for prediction. Both read from
93
+ the same shared `terrain.js` enums + sets. Tests in
94
+ [`tests/walkability.mjs`](../../tests/walkability.mjs) exercise the
95
+ server module directly to guard against drift.
96
+
97
+ ### Asset implications
98
+
99
+ - `rock_small.png` (AI-generated, currently RGB no-alpha): renders
100
+ opaquely on top of the ground autotile. Acceptable for V1 — the rock
101
+ visually fills its cell, identical to the pre-split look. The win
102
+ is in the surrounding GRASS cells, which now render smooth meadow
103
+ instead of marble-flagstone borders. Future polish: regenerate with
104
+ magenta-key transparent BG so the autotiled grass shows through at
105
+ the rock's corners (~$0.04). Not blocking V1.
106
+ - The procedural rock fallback in [`tilePalette.js`](../../public/game/world/tilePalette.js)
107
+ was updated to drop its grass-green BG fillRect — the canvas is
108
+ transparent by default, so the procedural rock now correctly shows
109
+ the underlying ground at corners.
110
+ - Container panels: stay opaque. The container is a solid building
111
+ covering its 8 cells of sand. Opaque is correct.
112
+
113
+ ### Cross-verify safety
114
+
115
+ The Python↔JS autotile lookup table cross-verifier
116
+ ([`tests/autotile_xverify.mjs`](../../tests/autotile_xverify.mjs))
117
+ tests `selectBlob47` / `selectPath16` directly — unchanged by this
118
+ ADR. Picker behavior change is captured in the new
119
+ [`tests/terrain_picker.mjs`](../../tests/terrain_picker.mjs), which
120
+ asserts the ground-only invariant.
121
+
122
+ ## Consequences
123
+
124
+ ### Positive
125
+
126
+ - **The marble-flagstone bug is gone by construction.** The picker
127
+ cannot see objects, so rocks (and any future overlays) cannot
128
+ pollute boundary tile selection.
129
+ - **Clean walkability.** Movement rules read like the intent: "is the
130
+ ground impassable, OR is the object impassable?" No more entanglement
131
+ between visual identity and blocking.
132
+ - **Future objects are nearly free.** Trees, signs, fences, item
133
+ drops, multi-tile structures all slot in as new `OBJECT` enum
134
+ entries + manifest tile + (if blocking) `BLOCKING_OBJECTS` entry.
135
+ No renderer changes per addition.
136
+ - **Container scales.** Adding a second container, a market stall, a
137
+ multi-cell tent — all just place more object-cell sets. The picker
138
+ paints clean ground around each.
139
+ - **Persistence-ready data shape.** `objects[y][x]` maps directly to
140
+ a `(x, y, object_id)` table when player-placed objects need to
141
+ persist. `ground[y][x]` maps to a separate ground table that
142
+ rarely changes.
143
+ - **Aligned with industry convention.** Tiled, RPG Maker, FireRed all
144
+ use ground + object layers. Future contributors recognize the model.
145
+
146
+ ### Negative / costs
147
+
148
+ - **Two-file mirror tax doubles** — now `terrain.js` AND `map.js` each
149
+ exist as CJS server + ESM client twins (4 files). Same fix as before:
150
+ consolidate when the world becomes data-driven from Postgres.
151
+ - **Container is 8 distinct object ids** rather than an anchor + 2×4
152
+ footprint. Per-cell is simpler for V1; anchor-based becomes
153
+ attractive when we have many multi-tile structures (V2+).
154
+ - **Z-order between objects is V1-flat** — every object renders at
155
+ depth 1. A future "tall object in front of player" effect needs
156
+ per-object depth-sort by `(y + footprint_height)`. Not urgent.
157
+ - **Per-cell object limit is one** in V1. A flower next to a sign in
158
+ the same cell would need `objects[y][x]: string[]`. Trivial to lift
159
+ when needed.
160
+
161
+ ### What this does not change
162
+
163
+ - ADR 0011's dispatched render strategies (`single` / `blob47` /
164
+ `path16`) are unchanged. They now operate on the GROUND grid only.
165
+ - The autotile pipeline (ADR 0009) and the family pipeline (ADR 0008)
166
+ are unchanged. Container panels are still generated by the family
167
+ pipeline; their PNGs are interpreted as object overlays now.
168
+ - Vendor placement, dialog, interact semantics: unchanged. The vendor
169
+ at (13, 9) still occupies the door cell. The cell is still blocked
170
+ (now via object-blocking, was previously via terrain-blocking).
171
+ - The hardcoded V1 map geometry: unchanged. The container is still 4
172
+ wide × 2 tall at anchor (13, 8); rocks scatter on the same noise
173
+ function.
174
+ - Cost ledger and budget rules: unchanged.
175
+
176
+ ## Migration path
177
+
178
+ Single commit, atomic switch. Server and client move together. The
179
+ `players` table has no terrain references (only x/y/facing); the
180
+ `world_events` table has no terrain references in payloads; nothing
181
+ external needs migrating. The Colyseus smoke tests in `/tmp/colyseus-*`
182
+ still validate movement against the same `isBlocked()` API surface.
183
+
184
+ ## Testing
185
+
186
+ - [`tests/terrain_picker.mjs`](../../tests/terrain_picker.mjs) (10
187
+ cases) — picker dispatch shape, neighbor lookup, ground-only
188
+ invariant, path16 sanity (lone node = 0; cross junction = 15).
189
+ - [`tests/walkability.mjs`](../../tests/walkability.mjs) (13 cases) —
190
+ enum sanity, isBlocking{Terrain,Object}, isBlocked over the actual
191
+ INITIAL_MAP for sea / sand / grass / rock-on-grass / all 8 container
192
+ cells / vendor cell / cell south of vendor / out-of-bounds.
193
+ - Both wired into `art/pipeline/smoke_test.sh` step 3b. The smoke test
194
+ fails the build if either test fails.
195
+
196
+ ## Future work this enables
197
+
198
+ - **Trees** (decorative, blocking): one OBJECT entry + tile.
199
+ - **Signs** (interactive, blocking, dialog payload): OBJECT entry +
200
+ tile + a small `INTERACTIONS` map keyed by `(x, y)` consumed by
201
+ `WorldScene.handleInteract`.
202
+ - **Item drops** (non-blocking, pickable): OBJECT entry + tile,
203
+ exclude from `BLOCKING_OBJECTS`. Pickup is a server event that
204
+ mutates `objects[y][x] = null` and broadcasts.
205
+ - **Multiple buildings / placed objects**: just place more
206
+ object-cell sets. Ground autotile renders cleanly around them.
207
+ - **Persistent player-placed objects**: `objects` grid is the natural
208
+ persistence shape (`(x, y, object_id)`).
@@ -0,0 +1,158 @@
1
+ # 0013 — Paths as object overlays with autotile dispatch
2
+
3
+ - **Status:** Accepted
4
+ - **Date:** 2026-05-10
5
+ - **Deciders:** Lars
6
+ - **Extends:** [ADR 0012](./<redacted>.md) (cell model), [ADR 0011](./0011-terrain-id-rendering-model.md) (render dispatch), [ADR 0009](./0009-autotile-architecture.md) (autotile families)
7
+
8
+ ## Context
9
+
10
+ The V1 world places a marble flagstone path running 4 cells north-to-south
11
+ through the sand band (cells `(13, 10..13)`). Up until now the path was
12
+ declared as a **ground terrain** (`TERRAIN.MARBLE_PATH`) with a `path16`
13
+ render strategy. The `marble_path` autotile family was generated with
14
+ three primitives: `path_terrain` (the surrounding ground texture), `path_node`
15
+ (centered marble cluster), and `path_arm_N` (vertical strip of marble).
16
+ Each composed tile was an opaque RGB image — the path arms and node
17
+ pasted onto a `path_terrain` background that filled the whole 32×32.
18
+
19
+ That model has two structural problems:
20
+
21
+ 1. **Terrain mismatch.** The composed path tiles include their own
22
+ `path_terrain` margins. The V1 world places the path over `SAND`, but
23
+ the family was designed for paths through grass (per the prompt). The
24
+ path tiles' margins read as grass, the surrounding world ground reads
25
+ as sand → visible color discontinuity at every path cell's edge,
26
+ which Lars correctly described as "visible gaps showing through."
27
+ 2. **Combinatorial family explosion.** If V2 adds paths that run through
28
+ grass *and* paths through marble plazas *and* paths through cobble,
29
+ each pairing needs its own family — `marble_path_on_sand`,
30
+ `marble_path_on_grass`, etc. The number of families is `paths × grounds`,
31
+ which doesn't scale.
32
+
33
+ ADR 0012's whole point was that **objects are overlays on top of ground**,
34
+ free from polluting ground rendering. That model fits paths perfectly —
35
+ a path is a thing you walk on top of the ground, not a kind of ground.
36
+ But ADR 0012 limited objects to single-tile rendering, which doesn't
37
+ support the autotile dispatch a path needs to pick the right
38
+ straight/junction/end-cap tile based on its neighbors.
39
+
40
+ ## Decision
41
+
42
+ **Paths become objects with autotile dispatch.** Specifically:
43
+
44
+ - A new object id `OBJECT.PATH_MARBLE` (declared on the OBJECT enum,
45
+ added to neither `BLOCKING_OBJECTS` nor `BLOCKING_TERRAINS` — a path is
46
+ walkable). The world places the path on the **objects** layer; the
47
+ ground at those cells is `SAND` (just like the surrounding cells).
48
+ - `OBJECT_RENDER` extends from `{ tile }` only to the same dispatch
49
+ shape that `TERRAIN_RENDER` already supports:
50
+ `{ strategy: 'single' | 'path16' | 'blob47', family, fallbackTile }`.
51
+ Single-tile is preserved for back-compat (legacy short-form `{ tile }`
52
+ still accepted, normalized internally).
53
+ - A new `pickObjectAutotileIndex(object, neighbors)` mirrors the existing
54
+ `pickAutotileIndex(terrain, neighbors)` — same dispatch logic, looks up
55
+ in `OBJECT_RENDER` instead of `TERRAIN_RENDER`. The picker queries the
56
+ **objects** grid for neighbors of the same object id. (`neighborsAt`
57
+ itself is unchanged — already generic over any 2D grid.)
58
+ - The `marble_path` autotile family drops the `path_terrain` primitive
59
+ entirely. Its tiles are now produced as **RGBA with alpha-keyed
60
+ backgrounds**: the marble flagstones are opaque, everything else is
61
+ transparent. The world's ground tile is painted first (depth 0); the
62
+ path tile renders on top (depth 1). The surrounding sand-or-grass-or-
63
+ whatever shows through wherever the marble doesn't cover.
64
+ - A new `kind='alpha_tile'` in `post_process.process()` does explicit
65
+ magenta-key transparency removal *before* palette quantization (the
66
+ locked palette doesn't contain pure `#FF00FF`, so magenta would
67
+ otherwise palette-snap to a near-purple and dodge the threshold). The
68
+ autotile orchestrator routes primitives with `transparent_bg: true`
69
+ to this kind.
70
+ - `compose_path16` in `autotile_compositor.py` defaults to a transparent
71
+ RGBA canvas when no `terrain` primitive is present. Legacy families
72
+ that still ship a terrain primitive get the old opaque behavior.
73
+ - `family_checks.color_profile_check` masks alpha=0 pixels out of the
74
+ in-range fraction so transparent regions don't skew the score.
75
+
76
+ The runtime renderer is unchanged in shape: `WorldScene.drawMap` still
77
+ does ground pass + object pass. Phaser's `add.image` blits RGBA natively;
78
+ the alpha pixels just don't paint over the ground that's already there.
79
+
80
+ ## Consequences
81
+
82
+ **Paths are now terrain-agnostic.** The same `marble_path` family works
83
+ over sand, grass, marble plazas, and any future ground. The V1 world's
84
+ path strip renders correctly — sand shows through where the marble
85
+ doesn't cover, no gaps, no color mismatch.
86
+
87
+ **Object-layer autotile dispatch is now a first-class pattern.** Future
88
+ linear or regional overlays (fences, low walls, rivers, trails, footpaths
89
+ in dirt, bridges, vine borders) reuse this without further architectural
90
+ work. Pick `path16` for line connections, `blob47` for region overlays.
91
+
92
+ **The cell model stays at two layers.** This is *not* a layer-count
93
+ expansion. Ground is the always-defined surface; object is the optional
94
+ overlay. Both layers can autotile-dispatch — the dispatch generalizes,
95
+ not the cell shape.
96
+
97
+ **`MARBLE_PATH` ground terrain is now vestigial.** It's declared and its
98
+ `TERRAIN_RENDER` entry remains for back-compat, but `INITIAL_MAP` no
99
+ longer places it. A future cleanup task can remove the enum entry once
100
+ no other code references it; not urgent.
101
+
102
+ **The walkability test grew by 1 case** (the path strip is walkable
103
+ across all 4 cells) and the existing `(13, 10) is sand` assertion
104
+ loosened to require `ground = SAND, object = PATH_MARBLE` instead of
105
+ `ground = MARBLE_PATH, object = null`. `terrain_picker.mjs` gained 4
106
+ cases covering object-layer autotile dispatch — including the
107
+ **OBJECT-LAYER AUTOTILE INVARIANT** mirror of ADR 0012's ground invariant
108
+ (object autotile sees only the object grid; ground never affects it).
109
+
110
+ **Alpha rendering has a known generation cost.** Each new alpha-keyed
111
+ family needs primitives generated with magenta-key backdrops. The model
112
+ needs explicit instruction to use `#FF00FF` solid backgrounds; in
113
+ practice the family pipeline's color profile gate caught the path_node
114
+ at 39% in-range (1pt below the 40% threshold) on retry, but accepted
115
+ best-effort because the gate is WARN-not-block in V1. Future iteration
116
+ can hard-block on color once the pipeline reliably hits ≥80%.
117
+
118
+ ## Alternatives considered
119
+
120
+ **Option A — Pragmatic regen of `marble_path.path_terrain` to be sand.**
121
+ ~$0.08 of generation work. Visible problem disappears for V1. But binds
122
+ the family to one underlying terrain forever — the moment a path needs
123
+ to run through grass, this model breaks again. We chose the architectural
124
+ fix because the explicit goal of this stress-test session is improving
125
+ the building architecture, not patching surface symptoms.
126
+
127
+ **Option B — Multi-layer ground cells.** Instead of two layers (ground
128
+ + object), let ground itself be a stack: `[sand, marble_path]` for path
129
+ cells. Cleaner conceptually for "path on top of ground" framing, but a
130
+ much larger schema change — affects every consumer of `INITIAL_MAP.ground`,
131
+ breaks the "ground is always one terrain" invariant ADR 0011 leans on,
132
+ and doesn't generalize beyond paths.
133
+
134
+ **Option C — Composite at preload.** Generate the full opaque path tile
135
+ at runtime by stitching `world_ground_tile + path_alpha_overlay` once
136
+ per cell when the world loads. Equivalent visual outcome to the chosen
137
+ approach, but does the compositing in JS (slow), per-cell (lots of
138
+ texture cache pressure), and at preload (delays first render). The
139
+ chosen approach offloads the compositing to the GPU at draw time, which
140
+ is what Phaser is already optimized for.
141
+
142
+ ## Verification
143
+
144
+ - `tests/walkability.mjs` — 14/14 passing. New: PATH_MARBLE non-blocking;
145
+ 4-cell strip walkable; ground=SAND object=PATH_MARBLE at the path cells.
146
+ - `tests/terrain_picker.mjs` — 14/14 passing. New: OBJECT_RENDER strategy
147
+ enumeration; `pickObjectAutotileIndex` dispatch correctness on
148
+ isolated, vertical-strip, top/bottom end-cap configurations; the
149
+ object-layer autotile invariant.
150
+ - `tests/autotile_xverify.mjs` — unchanged, still green (the JS↔Python
151
+ lookup tables didn't change; only the dispatch wrapper shifted).
152
+ - Visual: `/tmp/path-on-sand-preview.png` (rendered at session time)
153
+ shows a 4-tile vertical strip with marble flagstones running down the
154
+ center column and sand visible on left/right margins — no magenta, no
155
+ terrain mismatch, no gaps. The browser will reproduce this at runtime.
156
+ - The `_magenta_mask` detector runs before palette quantization, on raw
157
+ model output, with threshold `R>180 ∧ G<80 ∧ B>140` (caught 61% of
158
+ pixels in `path_node`, 33% in `path_arm_N`).
@@ -0,0 +1,103 @@
1
+ # 0014 — `families.json` is canonical over `vocabulary.json` for any shared id
2
+
3
+ - **Status:** Accepted
4
+ - **Date:** 2026-05-11
5
+ - **Deciders:** Lars
6
+ - **Track:** `internal` (art pipeline)
7
+ - **Extends:** [ADR 0008-a](./<redacted>.md) (family-based tile generation), [ADR 0009](./0009-autotile-architecture.md) (autotile architecture)
8
+
9
+ ## Context
10
+
11
+ The pixel-art pipeline grew in two phases:
12
+
13
+ 1. **Phase 0** seeded `art/template/vocabulary.json`. Each entry is one
14
+ atomic tile or sprite, generated one-at-a-time, scored against the
15
+ per-tile rubric.
16
+ 2. **Phase 1+** introduced `art/template/families.json`. A family is a
17
+ *group* of related members (a player spritesheet, the 8 container
18
+ panels, an autotile family). Families carry richer metadata: edge
19
+ contracts, color profiles, member kinds, anchor refinement,
20
+ deterministic checks, layout cell coordinates, sliceable strategies.
21
+
22
+ Both files coexisted while families were being migrated from per-tile
23
+ generation. That migration is now far enough along that several ids
24
+ appear in *both* files:
25
+
26
+ - `player_down_idle`, `player_up_idle`, `player_left_idle`,
27
+ `player_right_idle` — vocab + `player_character` family members
28
+ - `rock_small` — vocab + `rock` family member
29
+ - `vendor_hyperion` — vocab id + `vendor_hyperion` family id (whose
30
+ members are `vendor_hyperion_idle` / `..._talk`)
31
+ - `marble_path` — vocab id + autotile family id
32
+
33
+ Duplication has two failure modes:
34
+ 1. **Drift.** A descriptor or `game_key` updated in one file but not
35
+ the other. Whichever file the running pipeline reads from "wins"
36
+ silently; the other becomes stale.
37
+ 2. **Double-publish.** `build_tilesheet.py` writes every vocab entry
38
+ then every family member. Same id from both sources overwrites the
39
+ manifest entry twice — order-dependent, fragile.
40
+
41
+ We need one canonical source for any id that has both representations.
42
+
43
+ ## Decision
44
+
45
+ **We will treat `families.json` as the canonical source for any id that
46
+ appears in both files.** `vocabulary.json` is reserved for legacy
47
+ per-tile entries that are *not* covered by any family — atomic singletons
48
+ from Phase 0 (e.g. `amphora`, `column_base`, `olive_tree`) that have not
49
+ yet been migrated to a family and may never need to be.
50
+
51
+ Concretely:
52
+
53
+ 1. Vocabulary entries whose `id` matches any of (a) a family id,
54
+ (b) a family member id, or (c) an autotile family id are **removed**
55
+ from `vocabulary.json`. As of GDS [#139](https://example.com/builders#/task/139) that's 7 entries:
56
+ `marble_path`, `player_{down,up,left,right}_idle`, `rock_small`,
57
+ `vendor_hyperion`.
58
+ 2. `build_tilesheet.py` builds the set of "family-owned" ids at the top
59
+ of `main()` and silently skips any vocab entry whose id is in that
60
+ set. This is defense in depth — even if a future edit re-introduces
61
+ an overlapping vocab entry, families.json wins by construction.
62
+ 3. Future migrations (e.g. `amphora` → an amphora family) follow the
63
+ same pattern: add the family entry to `families.json`, then remove
64
+ the now-redundant entry from `vocabulary.json` in the same change.
65
+ 4. `vocabulary.json`'s `_comment` field documents this canon rule and
66
+ points back at this ADR.
67
+
68
+ ## Alternatives considered
69
+
70
+ - **Merge both files into one `assets.json`.** Cleaner long-term but
71
+ the rubric / schema / orchestrator code-paths are different enough
72
+ (per-tile review vs. family review with deterministic gates) that
73
+ merging now would invite churn. Defer until Phase 0 is fully drained.
74
+ - **Keep both files, prefer vocabulary.json when both define an id.**
75
+ Backwards but symmetrical. Rejected because families.json carries
76
+ strictly more metadata — the deterministic checks, color profiles,
77
+ and edge contracts are not expressible in the vocabulary schema, so
78
+ preferring vocabulary would be a regression in fidelity.
79
+ - **Auto-generate vocabulary.json from families.json at build time.**
80
+ Possible but introduces a generated-file invariant we'd have to
81
+ guard in CI. The remaining 16 vocab-only entries don't justify the
82
+ tooling cost yet.
83
+
84
+ ## Consequences
85
+
86
+ - **One file owns each id.** No more drift between two
87
+ descriptors for the same sprite.
88
+ - **Per-tile pipeline still works** for legacy entries — Phase 0
89
+ outputs continue to land at `art/generated/tiles/<id>.png` and get
90
+ published by the vocabulary loop. Nothing about the orchestrator
91
+ changes.
92
+ - **build_tilesheet.py is monotone:** for any given manifest id, exactly
93
+ one publishing pass writes it. The order of (vocab pass → family pass
94
+ → autotile pass) is no longer load-bearing, because the vocab pass
95
+ skips family-owned ids up front.
96
+ - **Migration motion is mechanical.** Promoting a vocab entry to a
97
+ family: add the family, remove the vocab entry, regenerate. The
98
+ scanner / smoke tests catch any regression at the manifest level.
99
+ - **No game-side change.** Both `key` (vocab) and `game_key` (family)
100
+ resolve to the same texture-key conventions used by Player.js /
101
+ vendorSprite.js / tilePalette.js. The texture keys the game asks
102
+ for (`player_down`, `vendor_idle`, `tex_rock_small`, etc.) are all
103
+ still defined in the manifest after the dedup.
@@ -0,0 +1,125 @@
1
+ # ADR 0015 — Task dependencies + auto-promotion
2
+
3
+ **Date:** 2026-05-17
4
+ **Context:** GDS-V3, task [#309](https://example.com/builders#/task/309) (V3.R02 — Task dependencies + auto-promotion system).
5
+ **Status:** Accepted.
6
+
7
+ ## Problem
8
+
9
+ The GDS has a `tasks` table with a `status` column and a `priority` column, plus a `V<ver>.R##` rank prefix encoded in the title. Planning Session `#1` (2026-05-12) used the rank prefix as the "order to ship things in." But the system had no machinery to enforce that order:
10
+
11
+ - Every new task lands in `status='backlog'`.
12
+ - A task can only be claimed when `status='ready'`.
13
+ - `backlog → ready` only flips via manual `POST /tasks/:id/promote`. There is no auto-promotion rule.
14
+ - So the rank prefix was decorative — execution order was whatever happened to be promoted, which in practice meant "whatever was already `ready` from a previous version."
15
+
16
+ Lars hit this on 2026-05-17: he wanted to claim the top-rank GDS-V3 task and the API offered him one option (V3.R18) — the only `ready` task — when the ranking implied he should be working on V3.R02.
17
+
18
+ We needed three things:
19
+
20
+ 1. **A way to declare "task A must wait for task B."**
21
+ 2. **A rule that promotes tasks automatically as their dependencies ship**, so the queue self-feeds.
22
+ 3. **A claim-time guard** so a task can't be worked while its deps are still open, even if it ended up `ready` manually.
23
+
24
+ ## Decision
25
+
26
+ Add a `task_dependencies` join table, a `tasks` UPDATE trigger that auto-promotes dependents on ship, a claim-time check that refuses `DEPS_NOT_SHIPPED`, and an API surface for managing deps.
27
+
28
+ ### Schema
29
+
30
+ ```sql
31
+ CREATE TABLE task_dependencies (
32
+ task_id bigint NOT NULL REFERENCES tasks(id) ON DELETE CASCADE,
33
+ depends_on_task_id bigint NOT NULL REFERENCES tasks(id) ON DELETE CASCADE,
34
+ created_at timestamptz NOT NULL DEFAULT now(),
35
+ PRIMARY KEY (task_id, depends_on_task_id),
36
+ CONSTRAINT no_self_dep CHECK (task_id <> depends_on_task_id)
37
+ );
38
+ CREATE INDEX idx_task_deps_task ON task_dependencies (task_id);
39
+ CREATE INDEX idx_task_deps_depends_on ON task_dependencies (depends_on_task_id);
40
+ ```
41
+
42
+ Many-to-many. Cascade on delete because a task being removed orphans its edges. Self-deps are constrained out at the DB layer; cycles are checked at the application layer (recursive CTE in `addTaskDependency` / `setTaskDependencies`).
43
+
44
+ ### Trigger
45
+
46
+ ```sql
47
+ CREATE TRIGGER trg_promote_dependents_on_ship
48
+ AFTER UPDATE OF status ON tasks
49
+ FOR EACH ROW
50
+ EXECUTE FUNCTION promote_dependents_on_ship();
51
+ ```
52
+
53
+ The function fires when `NEW.status='shipped' AND OLD.status<>'shipped'`. It scans rows in `task_dependencies` where `depends_on_task_id = NEW.id`, and for each dependent task that is `backlog`, is NOT `kind='spike'`, and has zero remaining unshipped deps, flips it to `ready` and stamps `promoted_at`.
54
+
55
+ ### Claim-time guard
56
+
57
+ `claimTask` in [src/bongos/db.js](../../src/bongos/db.js) checks `unshippedDependencies(taskId, client)` before inserting the claim row. If any dep is unshipped, throws `{ code: 'DEPS_NOT_SHIPPED', deps: [...] }`. The route handler maps that to HTTP 409, the CLI prints a clean error listing the blockers.
58
+
59
+ `claimTasksBatch` does the same check per-task but treats batch-internal deps as "OK" (the batch is worked serially).
60
+
61
+ ### API surface
62
+
63
+ | Verb | Path | Body / returns |
64
+ |----------|-----------------------------------------------|----------------------------------------------------------|
65
+ | `GET` | `/api/gds/tasks/:id` | `task` now includes `dependencies[]` + `dependents[]` arrays |
66
+ | `GET` | `/api/gds/tasks/:id/dependencies` | `{ dependencies, dependents }` |
67
+ | `POST` | `/api/gds/tasks/:id/dependencies` | `{ depends_on_task_id }` or `{ depends_on_task_ids: [N,...] }` |
68
+ | `PUT` | `/api/gds/tasks/:id/dependencies` | `{ depends_on_task_ids: [N,...] }` — replaces full set |
69
+ | `DELETE` | `/api/gds/tasks/:id/dependencies/:depId` | removes one edge |
70
+
71
+ Error codes: `self_dep` (400), `task_not_found` (404), `cycle` (409 — returns the path).
72
+
73
+ ### Spike convention
74
+
75
+ Spikes (`kind='spike'`) NEVER auto-promote. They sit in backlog until a power-user manually calls `POST /tasks/:id/promote`. This is the "ambiguity gate" — spikes produce new task definitions or ADRs whose outputs reshape downstream work; auto-flowing them would skip the human review that justifies the spike's existence.
76
+
77
+ Non-spike tasks (`feature`, `bug`, `infra`, `cleanup`, `refactor`, `learning-capture`, `decision`, `blocker-resolution`, `unclassified`) auto-promote.
78
+
79
+ ### Rank renumbering
80
+
81
+ The `V<ver>.R##` rank prefix is now a topological renumbering of the dep graph. For any A → deps → B, B's R## < A's R##. Tiebreaker: lower current R## (preserves planning intent), then alphabetical. The rank is decorative — `dependencies[]` is load-bearing — but a topologically-sorted rank makes the queue display read true.
82
+
83
+ Migration 021 did the initial pass for GDS-V3: 86 dep edges inserted, 72 of 87 non-shipped tasks renumbered.
84
+
85
+ ## Alternatives considered
86
+
87
+ ### One: `tasks.depends_on int[]` array column
88
+
89
+ Single column, no join table. Rejected because:
90
+ - Indexing both directions (forward + reverse) is harder with arrays.
91
+ - The cycle-detection CTE is uglier without a normalized edge list.
92
+ - The 1-row-per-edge model lets us add per-edge metadata later (e.g. `reason`) without schema churn.
93
+
94
+ ### Two: `parent_task_id` for ordering
95
+
96
+ We already have a parent/child hierarchy column (PMS-V2 [#210](https://example.com/builders#/task/210)). Reuse it for ordering. Rejected because hierarchy is a *containment* relationship ("R17 is a sub-task of R15") and dependency is a *precedence* relationship ("R17 cannot start until R08 ships"). Two different things. Conflating them would make both unusable.
97
+
98
+ ### Three: Cron-based promotion
99
+
100
+ A scheduled task walks the backlog every N minutes and promotes anything whose deps are clear. Rejected because:
101
+ - Latency: tasks could sit unpromoted for up to N minutes after a ship.
102
+ - More moving parts (one more scheduled task to monitor).
103
+ - The trigger is exactly correct here — it fires synchronously with the state change that matters.
104
+
105
+ ### Four: No auto-promotion — keep manual `/promote`
106
+
107
+ Rejected because that's the system that was failing Lars in the first place. Manual promotion doesn't scale beyond one builder.
108
+
109
+ ## Consequences
110
+
111
+ **Good:**
112
+ - A high-rank task that's stuck in backlog is now self-explanatory: look at its `dependencies[]`.
113
+ - A planning session's rank actually means something now — execution order can't drift from the spec.
114
+ - Parallel-safe: deps are evaluated per-claim, so two builders can independently claim tasks whose dep graphs don't overlap.
115
+ - The auto-promotion trigger is one place to read; it's the only thing that flips status from backlog → ready (other than `POST /promote` and the existing blocker-resolution trigger).
116
+
117
+ **Costs:**
118
+ - Migration 021 was hand-built for the GDS-V3 task set; future planning sessions will need their seed scripts to write the `task_dependencies` rows as part of the same atomic seed. The [planning-session SKILL](../../.claude/skills/planning-session/SKILL.md) Phase 4 now captures this.
119
+ - Cycle detection on every `addTaskDependency` is a recursive CTE walk. Cheap for V3-sized graphs (<100 nodes, <100 edges); will need an index review at 1000+ nodes if we ever get there.
120
+ - A planner who forgets to declare a dep will get the wrong execution order — but they'll see it immediately when the wrong task auto-promotes, and editing deps after the fact is cheap (`PUT /tasks/:id/dependencies` replaces the full set). The auto-promotion trigger doesn't retro-flip; if you add a dep to a task that's already `ready`, the task stays ready. That's intentional — auto-promotion is a forward-only signal.
121
+
122
+ **Operationally:**
123
+ - `/builder-start` filters by `status='ready'`, so a builder never sees a dep-blocked task in their menu. Good UX.
124
+ - `/builder-claim` returns `DEPS_NOT_SHIPPED` if a manually-promoted task is claimed before its deps land. CLI prints the blockers. Good UX.
125
+ - The `[ADR 0014](../adr/<redacted>.md)` ADR number was taken by the families work; this one is **0015**.