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jb b53e296ef5 chore: ignore feature worktrees
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jb fdbf811808 docs: add agent and domain guidance
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@@ -44,4 +44,5 @@ __pycache__/
*.py[cod]
.pi
.mesh
.mesh
.worktrees/
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@@ -69,11 +69,27 @@ The `.agents/skills/` directory contains repo-specific skill files. Key skills:
Use `skill` tool to load one when the task matches.
## Agent skills
### Issue tracker
Track issues in this repository's Gitea Issues using `tea`. See
`docs/agents/issue-tracker.md`.
### Triage labels
Use the five canonical triage labels without overrides. See
`docs/agents/triage-labels.md`.
### Domain docs
Use the single-context domain documentation layout. See `docs/agents/domain.md`.
## Verify commands
Run in order after source changes:
```
```bash
npm run check # svelte-kit sync + svelte-check (typecheck)
npm run build # secretless Vite production build
```
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# SHD.build Domain
SHD.build is an independent community intelligence platform for _The Division
Resurgence_. This glossary defines the language used for player planning, shared
content, Game Data, governance, equipment, progression, and modeled mechanics.
## Product and people
**SHD.build**: The community platform described by this glossary. Always
capitalize `SHD` and write the product name as `SHD.build`. _Avoid_: SHD Build,
SHD Builder
**Agent**: Any person using SHD.build, whether anonymous or authenticated.
_Avoid_: User, visitor, player when referring to product access
**Anonymous Agent**: An Agent who is not signed in to SHD.build. _Avoid_:
Visitor, guest
**Registered Agent**: An Agent with an SHD.build account. _Avoid_: Registered
user, member
**Modeling Session**: An interactive agentic work session that prepares one
Mechanic Program at a time for a Registered Agent to confirm in chat before the
session submits it through an existing ISAC action. _Avoid_: Agent, Modeling
Client, bulk job
**Contributor**: A Registered Agent who has accepted the contributor guidelines
and may submit proposed Game Data changes for review. _Avoid_: Editor when the
Agent cannot change Canonical Game Data directly
**Operator**: A Registered Agent performing an authorized task in ISAC.
Contributor, reviewer, moderator, and administrator authority remain distinct
from this situational term. _Avoid_: Admin as a generic name for anyone using
ISAC
**Oversight**: The human review function for proposed Game Data, moderated
Community Content, and identity assets. Use the qualified names Data Oversight,
Community Oversight, Guide Oversight, and Avatar Oversight when the review area
matters. _Avoid_: Moderation as a name for every review function
## Planning and shared content
**Builder**: The planning tool an Agent uses to configure a Loadout and inspect
supported calculations. _Avoid_: Build when referring to the tool
**Loadout**: A complete planned character configuration, including selected
Equipment, progression choices, and combat assumptions. A Loadout may exist
without becoming a saved Build. _Avoid_: Build when persistence, ownership, or
sharing matters
**Loadout Draft**: An editable Loadout that has not become a saved Build.
Anonymous and Registered Agents may both work with drafts. _Avoid_: Build draft
**Build**: A saved, owned, and shareable planning artifact whose central content
is a Loadout. A Build may be Private, Unlisted, or Public and may derive from
another Build. _Avoid_: Loadout when persistence, ownership, or sharing matters
**Guide**: A revisioned long-form community article that may include snapshots
of one or more Builds. A Guide is prose-led content rather than a Loadout
container. _Avoid_: Build guide when referring to every Guide
**News Article**: A revisioned editorial or syndicated article published through
the News channel. _Avoid_: Guide, post
**Article Revision**: An immutable edition of a Guide or News Article. Editors
select one revision for publication while later revisions may await review.
_Avoid_: Version when referring to published article history
**Community Content**: Agent-authored comments, profile biographies, custom
avatars, and Guides governed by the shared moderation lifecycle. _Avoid_:
User-generated content, UGC
**Community Note**: A visible comment that Community Oversight pins to a Public
Database discussion. It remains Community Content and follows the same removal
rules as other comments. _Avoid_: Official correction, staff note
**Content Report**: An Agent's request for Oversight to review visible Community
Content, with no immediate change to the content's visibility. _Avoid_: Takedown
request
**Public Database**: The Agent-facing reference view of Canonical Game Data.
_Avoid_: Database when the term could mean application storage
## Game Data and governance
**Game Data**: Community-maintained structured facts about _The Division
Resurgence_ used by the Public Database, Builder, Builds, and contribution
workflow. _Avoid_: Source data, builder data, reference data
**Canonical Game Data**: The authoritative, approved body of Game Data. _Avoid_:
Live data, production data
**Canonical Record**: One authoritative record within Canonical Game Data.
_Avoid_: Approved proposal
**Contribution Proposal**: A pending request from a Contributor to create or
change Canonical Game Data. Approval still requires the proposed change to
satisfy the canonical rules for its record family. _Avoid_: Draft record,
pending record
**ISAC**: The operational console for Game Data, contribution review, community
governance, identity and access management, audit history, and system
operations. _Avoid_: Admin panel, calculation engine
**Registry**: An ISAC workspace containing one family of related records and its
management controls. _Avoid_: Table, list page
**Audit Event**: An immutable account of a consequential operation or review
decision, including the actor, target, and change evidence. _Avoid_: Audit-log
row, activity log
**Compensating Reversion**: A new operation that restores an earlier state while
preserving the original Audit Event and recording the reversal. _Avoid_:
Rollback, undo when either implies rewriting history
## Equipment and progression
**Equipment**: The items and enhancements selected for a Loadout, including
Weapons, Gear, Weapon Mods, Gear Mods, Skill Chips, and an OS Protocol. _Avoid_:
Item when the equipment relationship matters
**Gear**: Equippable protective equipment assigned to a character slot. Gear may
provide core values, Attributes, a Brand Set, a Talent, and augmentation
capacity. _Avoid_: Armor as a collective name for all Gear
**Body Armor**: The canonical name for the equippable torso Gear slot. _Avoid_:
Vest
**Weapon**: An equippable firearm with a Weapon Category, damage and handling
properties, progression values, and applicable Talents and Mods. _Avoid_: Gun
when referring to the modeled record
**Weapon Category**: The classification that groups Weapons as Shotgun, Rifle,
MMR, AR, LMG, or SMG. _Avoid_: Weapon type, weapon family
**Weapon Mod**: An enhancement fitted to a compatible Weapon slot. Regular and
Exotic Weapon Mods follow different selection rules. _Avoid_: Attachment
**Gear Mod**: An enhancement fitted to Gear according to the Gear's available
mod capacity. _Avoid_: Tactical Augment
**Tactical Augment**: A numbered augmentation position recorded on selected Gear
in a Loadout. _Avoid_: Gear Mod
**Attribute**: A named measurable game property with defined units and
calculation meaning. _Avoid_: Stat when referring to the canonical Attribute
catalog
**Core Attribute**: One of the three primary character alignments: Firepower,
Toughness, or Engineering. _Avoid_: Main stat, primary stat
**Brand Set**: A Gear identity whose bonuses depend on how many pieces from that
set the Loadout equips. _Avoid_: Gear set
**Quality**: The item classification Standard, Specialized, Superior, or
High-end. Quality governs available or scaled properties for applicable
Equipment. _Avoid_: Rarity
**Exotic**: A special scope used by certain Weapons, Talents, and Weapon Mods.
Exotic is not a fifth Quality. _Avoid_: Exotic quality
**Item Level**: An Equipment progression coordinate used to resolve
level-dependent values. _Avoid_: Tier, Quality
**Equipment Tier**: The T0, T1, or T2 progression band that controls Equipment
capabilities and values. _Avoid_: Talent Tier, Item Level
**Talent Tier**: The Tier I or Tier II value variant of a Talent. _Avoid_:
Equipment Tier, T1, T2 when the distinction could be unclear
**Reference Level**: The Item Level at which an observed value or range applies.
_Avoid_: Base level
**Hidden Base**: A level-independent value inferred from observed Equipment
values and the game's progression rules. _Avoid_: Displayed Value, Raw Value
**Raw Value**: A calculated value before the presentation rules that reproduce
the game's displayed number. _Avoid_: Hidden Base, Displayed Value
**Displayed Value**: The player-visible number produced after applying the
game's presentation rules to a Raw Value. _Avoid_: Raw Value
**OS Protocol**: A single equipped progression item with a Quality, Core
Attribute alignment, primary effect, inherited secondary profile, and
upgradeable Talent. _Avoid_: Protocol when the operating-system meaning could be
inferred
**Skill**: A selectable combat capability associated with a Specialization.
Skills may own Skill Chip Sets and may have explicit compatibility relationships
with another Skill. _Avoid_: Ability or Specialization Ability for the
selectable game concept
**Signature Skill**: A Specialization's defining Skill, distinguished from its
other selectable Skills. _Avoid_: Signature ability
**Skill Chip**: An Equipment selection that modifies the Skill occupying its
Loadout position. Skill Chips belong to a Skill Chip Set and may provide
primary, secondary, and set effects. _Avoid_: Chip when the equipment family is
unclear
**Skill Chip Set**: A reusable Skill Chip definition associated with a Skill,
including its set bonus and optional Talent. An explicit compatibility
relationship may let another Skill equip the set. _Avoid_: Skill set
**Specialization**: A character progression identity containing Focuses, Skills,
and progression choices. _Avoid_: Class
**Focus**: A path within a Specialization aligned to one Core Attribute and
defining a selection of Skills and progression choices. _Avoid_: Subclass,
specialization path
**Talent**: A named conditional behavior owned by its source, such as a Weapon,
Gear item, OS Protocol, or Skill Chip Set. Different Talent sources may use
different progression variants. _Avoid_: Perk, passive
## Modeled mechanics
**Mechanic Program**: The structured, source-owned description of a Talent or
other conditional behavior. It captures the conditions, state changes, and
outcomes needed to evaluate that behavior. _Avoid_: Script, Trigger record
**Event**: An observed occurrence on a combat timeline that a Mechanic Program
may inspect. _Avoid_: Trigger when referring to the occurrence itself
**Trigger Condition**: The criteria that an Event must satisfy before a mechanic
can proceed toward Activation. A Trigger Condition is part of a Mechanic
Program, not a standalone Game Data record. _Avoid_: Trigger as an entity
**Activation**: A successful mechanic occurrence after its Event, conditions,
chance, and Cooldown requirements resolve. _Avoid_: Proc when precision matters
**Cooldown**: The period after a successful Activation during which the same
mechanic cannot activate again. A failed chance does not begin the Cooldown.
_Avoid_: Delay
**Mechanic State**: A value retained across Events for one mechanic, such as a
flag, count, stack, duration, mark, or resource. _Avoid_: Runtime state when
discussing game behavior
**Outcome**: The effect emitted by an activated mechanic, such as an Attribute
change, damage, restoration, resource change, or marker. _Avoid_: Effect when
the source Talent and emitted result could be confused
**Combat Profile**: The encounter assumptions and observed rates used to project
a Loadout's combat performance. _Avoid_: Simulation when no event simulation
occurs
**Scenario Input**: An explicit encounter assumption required to evaluate a
mechanic whose result cannot be determined from the Loadout alone. _Avoid_:
Guess, default assumption
**Ready**: The mechanic readiness state indicating that typed Game Data can
evaluate the mechanic without additional Scenario Inputs. _Avoid_: Complete
**Requires Assumptions**: The mechanic readiness state indicating that
evaluation needs one or more explicit Scenario Inputs. _Avoid_: Ready,
unsupported
**Captured Only**: The mechanic readiness state indicating that SHD.build
preserves the authored behavior but cannot calculate it. _Avoid_: Unsupported
when the behavior has still been recorded
**Extra Health**: Temporary Health granted in addition to an Agent's normal
Health. Each grant remains distinct from later changes to the current Extra
Health total. _Avoid_: Health, healing, bonus armor
**Hit Taken**: A hit received by an Agent, including one absorbed by Extra
Health. A Hit Taken does not require normal Health loss. _Avoid_: Taking Damage
**Taking Damage**: A loss of an Agent's normal Health. A hit absorbed by Extra
Health does not count as Taking Damage. _Avoid_: Hit Taken
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# Domain docs
Engineering skills must consult this repository's domain documentation before
exploring code.
## Read before exploring
- Read `CONTEXT.md` at the repository root.
- If `CONTEXT-MAP.md` exists, use it to find the `CONTEXT.md` files relevant to
the task.
- Read ADRs under `docs/adr/` that affect the area you will change. In a
multi-context repository, also check `src/<context>/docs/adr/`.
If these files do not exist, proceed without comment. Do not suggest creating
them before the project resolves domain terms or architectural decisions. The
`/domain-modeling` skill, reached through `/grill-with-docs` and
`/improve-codebase-architecture`, creates them when needed.
## File structure
This repository uses the single-context layout:
```text
/
├── CONTEXT.md
├── docs/adr/
│ ├── 0001-event-sourced-orders.md
│ └── 0002-postgres-for-write-model.md
└── src/
```
A repository with multiple bounded contexts can use this layout:
```text
/
├── CONTEXT-MAP.md
├── docs/adr/
└── src/
├── ordering/
│ ├── CONTEXT.md
│ └── docs/adr/
└── billing/
├── CONTEXT.md
└── docs/adr/
```
## Use glossary terms
Use the terms defined in `CONTEXT.md` in issue titles, refactor proposals,
hypotheses, and test names. Do not substitute synonyms that the glossary
rejects.
If a needed concept is absent, reconsider whether the project uses that concept.
If it represents a real gap, record it for `/domain-modeling`.
## Flag ADR conflicts
Call out any proposal that conflicts with an ADR:
> _Contradicts ADR-0007 (event-sourced orders), but worth reopening because…_
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# Issue tracker: Gitea
Issues and specs for this repo live as Gitea issues. Use the
[`tea`](https://gitea.com/gitea/tea) CLI for all operations.
## Repository context
Run commands inside the clone so `tea` can infer the repository and login from
its Git remote. If the clone has multiple Gitea remotes or logins, pass
`--remote <name>` or `--login <name>`. Use `--repo <owner>/<repo>` only outside
the clone.
Before the first operation, verify the instance with
`tea logins list --output json`. If it is missing, ask the user to run
`tea login add`; never ask for or handle their access token.
## Conventions
- **Create an issue**: `tea issues create --title "..." --description "..."`.
For a multi-line body, use shell command substitution around a quoted heredoc:
```bash
tea issues create --title "..." --description "$(cat <<'EOF'
Multi-line issue body.
EOF
)"
```
- **Read an issue with comments**:
`tea issues <number> --comments --fields index,state,author,url,title,body,assignees,labels,comments --output json`.
- **List issues**:
`tea issues list --state open --fields index,state,author,url,title,body,assignees,labels,comments --output json`,
adding `--labels "label-one,label-two"`, `--assignee <user>`, or another
supported filter as needed. Paginate with `--page` and `--limit`; do not
assume the default first 30 results are complete.
- **Comment on an issue**: `tea comments add <number> --description "..."`.
- **Apply or remove labels**: `tea issues edit <number> --add-labels "..."` or
`--remove-labels "..."`. Separate multiple labels with commas.
- **Assign or unassign**: `tea issues edit <number> --add-assignees "..."` or
`--remove-assignees "..."`.
- **Close**: post the closing explanation with
`tea comments add <number> --description "..."`, then run
`tea issues close <number>`.
- **Reopen**: `tea issues reopen <number>`.
- **Raw API fallback**: use `tea api '<endpoint>'` only for a Gitea feature
without a first-class `tea` command. Prefer `{owner}` and `{repo}`
placeholders so repository context remains explicit.
Use `--output json` for machine-readable reads. Do not scrape table output.
## Pull requests as a triage surface
**PRs as a request surface: no.** _(Set this to `yes` if this repo treats
external pull requests as feature requests; `/triage` reads this flag.)_
When set to `yes`, PRs use the same labels and states as issues:
- **Read a PR with comments and diff**:
`tea pulls <number> --comments --fields index,state,author,url,title,body,diff,assignees,labels,comments --output json`.
- **List open PRs**:
`tea pulls list --state open --fields index,state,author,author-id,url,title,body,assignees,labels,comments --output json`.
Determine whether an author is external from the repository's Gitea membership
data; the PR listing does not classify author membership.
- **Comment**: `tea comments add <number> --description "..."`.
- **Apply or remove labels**: `tea pulls edit <number> --add-labels "..."` or
`--remove-labels "..."`.
- **Close**: `tea pulls close <number>`.
Gitea pull requests use the repository's issue index space, so `#42` may refer
to either surface. If the context is unclear, inspect it with
`tea pulls 42 --output json`; if that command reports no PR, read it with
`tea issues 42 --output json`.
## When a skill says "publish to the issue tracker"
Create a Gitea issue with `tea issues create`.
## When a skill says "fetch the relevant ticket"
Run
`tea issues <number> --comments --fields index,state,author,url,title,body,assignees,labels,comments --output json`.
## Wayfinding operations
`/wayfinder` uses one **map** issue with linked **child** issues. These
conventions store relationships in issue bodies, so they work across Gitea
versions.
- **Map**: create one issue labelled `wayfinder:map` containing the Notes,
Decisions-so-far, and Fog sections. Use
`tea issues create --labels "wayfinder:map"` with its title and description.
- **Child ticket**: start the body with `Part of #<map>` and apply a
`wayfinder:<type>` label: `research`, `prototype`, `grilling`, or `task`. Add
each child as a task-list item in the map body to preserve frontier order.
- **Blocking**: put `Blocked by: #<n>, #<n>` near the top of the child body. A
ticket becomes unblocked after every referenced blocker closes.
- **Frontier query**: list all open children, order them by the map's task list,
and discard tickets with an open blocker or an assignee. Select the first
remaining ticket. Fetch each referenced blocker; do not infer its state from
map text.
- **Claim**: resolve the active username with `tea whoami`, then run
`tea issues edit <n> --add-assignees "<username>"` as the session's first
write. Do not assume `@me` works.
- **Resolve**: run `tea comments add <n> --description "<answer>"`, close the
child with `tea issues close <n>`, then append a context pointer and link to
the map's Decisions-so-far section.
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# Triage labels
Engineering skills use five canonical triage roles. This table maps each role to
the label string in this repository's issue tracker.
| Canonical role | Tracker label | Meaning |
| ----------------- | ----------------- | -------------------------------------- |
| `needs-triage` | `needs-triage` | A maintainer must evaluate the issue |
| `needs-info` | `needs-info` | Waiting for more information |
| `ready-for-agent` | `ready-for-agent` | Fully specified and ready for an agent |
| `ready-for-human` | `ready-for-human` | Requires human implementation |
| `wontfix` | `wontfix` | Maintainers will not act on the issue |
When a skill names a canonical role, use the corresponding tracker label.