Update handover-game-dev.md
OTIVM-II complete, OTIVM-III defined, full design corpus documented
This commit is contained in:
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# Handover — OTIVM Game Development
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### Date: 2026-04-27
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### Date: 2026-04-28
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### For: Incoming assistant (game development track)
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### Read this completely before doing anything
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@@ -26,239 +26,205 @@ to real users within seconds of `pm2 restart otivm`.
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In order:
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1. `CLAUDE.md` — workflow, three-shell model, ground rules, deployment facts
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2. `docs/roadmap.md` — **read with the warnings in Section 5 of this
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document in mind. The roadmap needs rewriting. Do not treat it as
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current.**
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3. `docs/RFC-TESSERA-4.0-001.md` — the database schema all future
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releases depend on
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4. `docs/TESSERA-dataset-registry.md` — what data exists, what is
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pending, and critically: the restoration layer concept
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5. This file
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2. `docs/architecture/infrastructure.md` — container topology, API protocol
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3. `docs/architecture/terminology.md` — three-layer vocabulary, naming convention
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4. `docs/architecture/latin-bridge.md` — Latin terms, admission standard, semantic entries
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5. `docs/architecture/parameter-registry.md` — all simulation parameters, scope, layer, maturity
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6. `docs/actors/CHARACTER-FRAMEWORK.md` — six backgrounds, twelve starting parameters
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7. `docs/scenarios/SCENARIO-MERCHANT-0000.md` — the BALNEA prologue, background selection
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8. `docs/scenarios/SCENARIO-MERCHANT-0001.md` through `0003.md` — the founding trilogy
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9. `docs/cities/CITY-OSTIA-0001.md` — Ostia as pressure field, not backdrop
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10. `docs/roadmap.md` — where the game is going (warning: body is stale, vision and principles still valid)
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11. This file
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The parameter registry is the bridge between the design documents and the
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schema. Read it before touching any database code.
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---
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## 2. Infrastructure
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### OTIVM container (otium-dev, 10.0.0.23)
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### OTIVM container (otivm-dev, CT 1105)
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- App user: `otivm`
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- Repo at `/home/otivm/OTIVM`
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- Claude Code runs here as `otivm` user via `work` alias
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(`cd ~/OTIVM && claude`)
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- Python venv (game): `/home/otivm/venv`
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- Python venv (pipeline — do not use): `/home/otivm/pipeline-venv`
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- Claude Code runs here as `otivm` user via `work` alias (`cd ~/OTIVM && claude`)
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- Python venv: `/home/otivm/venv`
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- Pipeline venv: `/home/otivm/pipeline-venv`
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- PM2 home: `/home/otivm/.pm2`
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- Node: `/usr/bin/node` (v22)
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- App port: 3000
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- WireGuard: 10.110.0.18
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### Three Proxmox boxes
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- **proliant-dev (srv-a, 10.0.0.11)** — development work happens here
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- **staging box** — validation before production
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- **production box** — live game served from here
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### Five containers on srv-a (10.0.0.11)
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See `docs/architecture/infrastructure.md` for the full topology.
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The architecture is settled: REST over HTTPS on the WireGuard mesh,
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one write domain per container, no shared filesystems between containers.
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| CT | Role |
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|---|---|
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| 1101 | tessera-pipeline |
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| 1102 | tessera-store (master database) |
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| 1103 | tessera-dev (aggregation) |
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| 1104 | apt-cache |
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| 1105 | otivm-dev (this container) |
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### Nginx proxy
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- Lives on wg-pk (198.58.111.109) — not on this container
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- Proxies `otium.civicus.us` → `10.110.0.18:3000`
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- Do not look for a vhost on the container
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### Gitea
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- Repo: `https://gitea.barternetwork.us/TheRON/OTIVM`
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- Branch: `main` (direct push, Claude Code handles this)
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- MCP: connected via `mcp.civicus.us` — Claude chat reads any file
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directly
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- MCP: connected via `mcp.civicus.us` — Claude chat reads any file directly
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### Backups
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- `vzdump 1105 --compress zstd --storage local --mode snapshot`
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on srv-a (root shell)
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- Document every backup in `docs/archives.md` immediately after
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- Never take a backup without documenting it. Never document one
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not taken.
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- Command: `vzdump 1105 --compress zstd --storage local --mode snapshot` on srv-a (root shell)
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- Document every backup in `docs/archives.md` immediately after — see existing entries for format
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- Download each dump to workstation cold storage
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- Never take a backup without documenting it. Never document one not taken.
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---
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## 3. Stack
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- React 19 + Vite 8 frontend (`src/`)
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- Fastify backend (`server/index.js`) — serves `dist/` and save API
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on port 3000
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- Player state: JSON flat files in `data/saves/` — no database
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- TESSERA data: `data/otivm.sqlite3` — read-only by game server,
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owned and populated by dataset assistant
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- Fastify backend (`server/index.js`) — serves `dist/`, save API, TESSERA map endpoint
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- `data/otivm.sqlite3` — TESSERA physical data, read-only by game server
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- `data/saves/` — per-player JSON save files (gitignored)
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- `better-sqlite3` installed — used by server for TESSERA queries
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- PM2 under `otivm` user (never root)
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- Ecosystem file: `ecosystem.config.cjs` (must be `.cjs` — Vite sets
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`"type": "module"`)
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- Ecosystem file: `ecosystem.config.cjs`
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---
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## 4. Current game state — as of 2026-04-27
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## 4. Current game state — as of 2026-04-28
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### OTIVM-I — complete
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- Fastify backend serving `dist/` and save API on port 3000
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- Five trade routes, Ostia → Alexandria, all working
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- Journal entries firing on dispatch milestones
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- Otium/negotium mechanic working
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- Per-player save files in `data/saves/` via 8-char hex token
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- Token displayed in UI — player can record it to resume on another
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device
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- 128 concurrent players supported
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### Navigation scaffold — complete
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- `src/screens/` directory established
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- Game.jsx renamed to `src/screens/Ledger.jsx`
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- `App.jsx` manages screen state — ledger and map
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- Both screens stay mounted — no state lost on switch
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Five trade routes Ostia → Alexandria, journal, otium/negotium mechanic,
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per-player saves via 8-char hex token, 128 concurrent players supported.
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### OTIVM-II — complete and live
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- `src/screens/Map.jsx` — Mediterranean SVG map
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- Two-polygon land outline (Europe + Asia Minor, North Africa) —
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placeholder coastline, accurate mainland only
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- Bounding box: 5°E–38°E / 28°N–48°N, equirectangular projection,
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800×460 canvas
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- Five waypoints plotted at hardcoded H3 res-5 cell centres
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- Route lines between waypoints — gold when unlocked, muted dashed
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when locked
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- Current chapter waypoint highlighted in gold, reached waypoints
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in green
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- `src/constants.js` — provenance fields added to all routes:
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`origin_h3_r5`, `origin_region`, `cultural_note`
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These are stub values today — become live TESSERA queries in
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OTIVM-III
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- `src/gameState.js` — structural additions:
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- `active_dispatch: null` — records in-progress dispatch
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- `events: []` — append-only event log
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Each entry: `{ type, route_id, timestamp_utc }`
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Types: `dispatch_start`, `dispatch_complete`, `otium`,
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`chapter_advance`, `journal_unlock`
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This is the sequencing substrate for OTIVM-IX attestation
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- `galleyProgress(active_dispatch, now_ms)` — pure function,
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returns 0–1 progress float. Returns null if no dispatch active.
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- All apply* functions now append to `events` and set/clear
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`active_dispatch`
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**The map is live and rendering from real TESSERA data.**
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### Architecture decisions locked
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- `src/screens/Map.jsx` — fog-of-war SVG map
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- H7 land cells rendered at real geographic positions (lat/lon from API)
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- Progressive reveal by chapter — only visited waypoints are visible
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- Sea = permanent darkness — no data needed, no storage needed
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- `/api/map/:h5/:epoch` endpoint — H7 land/sea classification with centroids
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- Epoch parameterised — default `roman_14bce` (sl_offset_cm = -10)
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- `data/otivm.sqlite3` — 12,005 H9 rows, five H5 waypoints, `paleo_epochs` table live
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- Session lifecycle — `session_abandoned` event written on new game, old saves preserved
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- `active_dispatch`, `events[]` in save state — sequencing substrate for future releases
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- `galleyProgress()` utility in gameState.js
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- Provenance fields on all routes (`origin_h3_r5`, `origin_region`, `cultural_note`)
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### Architecture decisions locked in OTIVM-II
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- H3 IDs on all waypoints — permanent, TESSERA-compatible
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- `constants.js` / `gameState.js` / `api.js` separation — permanent
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- Virtual screens via `display:none` — state preserved in browser
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- Save on meaningful events only — not on every tick
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- H3 cell centre coordinates hardcoded in `Map.jsx` — h3-js is
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server-side only
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- Two-polygon land outline — to be replaced in OTIVM-III
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- Two polygons not one — avoids cross-sea rendering lines
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- Sea hexes are dark by definition — no data, no storage
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- `session_abandoned` event — saves are never deleted, they receive a terminal event
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- REST API for all inter-container data flows — no shared filesystems
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- Per-player SQLite (128 files) replacing JSON saves — planned for OTIVM-III
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### Known issue — recorded
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- Claude Code collapsed `INITIAL_STATE` onto one line during a prior
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session, causing a Vite build failure. Fixed in commit 34176dc.
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- Going forward: Claude Code writes content exactly as received,
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regardless of how it arrives.
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### Known deferred items
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- Journal local state does not reset on new game (React state issue, low priority)
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- H7 cells rendered as circles — hex geometry deferred pending client-side h3-js
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- Map coastline is five isolated H5 clusters — route corridor coverage deferred to OTIVM-III+
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- Roadmap body is stale — rewrite planned under project owner direction
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---
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## 5. The roadmap — needs rewriting ⚠
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## 5. OTIVM-III — defined, not yet started
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**Read `docs/roadmap.md` but do not treat it as authoritative.**
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The roadmap was written before the TESSERA 4.0 architecture was
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decided. The following assumptions in the current roadmap are now
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wrong:
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OTIVM-III is the data plumbing release. Three things:
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**1. It assumes a completed global TESSERA database.**
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The global database (tessera.db) no longer exists on a reachable
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server. `data/otivm.sqlite3` is a purpose-built per-waypoint database
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(TESSERA 4.0 model). New hexes are added one H5 at a time by the
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dataset assistant as the game expands. The roadmap must reflect this.
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**1. Per-player SQLite — 128 pre-provisioned databases**
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**2. It does not mention the restoration layer.**
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`terrain` in `otivm.sqlite3` is modern WorldCover 2021 data. It is
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wrong for any historical period. The Mediterranean was 60–70% forested
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in Roman times and Mesolithic times. Today the same cells are
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classified as built-up, cropland, or drained wetland.
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Replace JSON save files in `data/saves/` with SQLite databases in
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`data/players/`. Pre-provision all 128 at container setup — no database
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created on demand under player load. The schema is defined by the parameter
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registry and the SQLite schema document (pending — this is the next
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document to be produced).
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The restoration layer (HYDE 3.3 + KK10 datasets, not yet on drives)
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will correct `terrain` to historically appropriate values. Until that
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layer is active, the game must not present terrain data as
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historically accurate.
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The atomic unit is **time**. The database is a time-series of events.
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Current parameter values are derived from event history. The schema must
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treat uncertainty, confidence, and perceived-vs-true values as first-class
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records, not comments.
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This affects the roadmap significantly — terrain-dependent features
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(city physical character, environmental hazard, resource availability)
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cannot be implemented correctly until the restoration layer is in
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place.
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**2. RATIONES tab — the third screen**
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**3. Release numbering is out of date.**
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OTIVM-III in the current roadmap describes "The Factor" (NPC model).
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The actual next release should establish the SQLite server connection
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and replace the map coastline — both triggered by the database arriving
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on the container. Discuss scope with the project owner before any code.
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Add a third tab alongside Ledger and Map. This is the disaggregated
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accounts — the line items of every NEGOTIVM. Not a dashboard. A Roman
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merchant's RATIONES: what was spent at each ITER, on what, at what rate.
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**The roadmap rewrite is the first task for the game development
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assistant.** Do not write code until the roadmap is current. The
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project owner will direct the rewrite.
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The player sees a historically authentic accounting surface. The system
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records parameters beneath it. Raw parameter values remain hidden or
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available only in advanced view.
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**3. Internal API for aggregation (1103)**
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1105 exposes an internal endpoint that 1103 can call on a schedule to
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collect player event snapshots for aggregation. Anonymised behavioral
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data only — no save file contents transferred raw.
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**Before any OTIVM-III code is written:**
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Read `docs/architecture/parameter-registry.md` in full. The schema
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must not flatten AVCTORITAS into an integer. Uncertainty, observability,
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and perceived-vs-true are structural requirements, not optional features.
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---
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## 6. The database — what the game can and cannot do
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## 6. Design corpus — what ChatGPT produced this session
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`data/otivm.sqlite3` is present on the container. It is read-only
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from the game's perspective. The dataset assistant owns it.
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The following documents were produced in collaboration with ChatGPT and
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represent the design substrate for OTIVM-III and beyond. Read them in order.
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### What is in the database
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- 12,005 H9 rows across five waypoints, all `status=2` (current)
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- `paleo_epochs` table — 9 epochs from Eemian to present with sea
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level offsets
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**Scenarios** (`docs/scenarios/`):
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- `SCENARIO-MERCHANT-0000.md` — The BALNEA Conversation (prologue, background selection)
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- `SCENARIO-MERCHANT-0001.md` — The Bronze Forge Fire (second-order market logic)
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- `SCENARIO-MERCHANT-0002.md` — The Capuan Timber Yard Fire (upstream choke-point logic)
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- `SCENARIO-MERCHANT-0003.md` — The FAENUS Offer (capital without cargo)
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### Five waypoints
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| City | H5 TEXT | H9 cells |
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|---|---|---|
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| Ostia | `851e805bfffffff` | 2401 |
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| Capua | `851e8333fffffff` | 2401 |
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| Brundisium | `851e8ba3fffffff` | 2401 |
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| Carthago | `85386e23fffffff` | 2401 |
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| Alexandria | `853f5ba7fffffff` | 2401 |
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These form a trilogy with a prologue. Each success condition is sharper
|
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than the last. The trilogy teaches: event → dependencies → price → capital.
|
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|
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### The canonical game query
|
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Only use cells from complete, current H5 hexes:
|
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```sql
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SELECT tc.*
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FROM tessera_cells tc
|
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JOIN h5_coverage h5c ON tc.h5 = h5c.h5
|
||||
WHERE h5c.status = 2
|
||||
AND tc.status = 2
|
||||
AND tc.h5 = ?
|
||||
```
|
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**Actors** (`docs/actors/`):
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- `CHARACTER-FRAMEWORK.md` — twelve parameters, hidden traits, background rules
|
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- `BACKGROUND-0001` through `BACKGROUND-0006` — six asymmetric starting lives
|
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|
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### Field status — what the game can trust
|
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| Field | Trust level | Reason |
|
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|---|---|---|
|
||||
| `elev_cm` | ✅ Use — with epoch offset | GEBCO 2025, modern MSL. Apply `sl_offset_cm` from `paleo_epochs` for historical periods. |
|
||||
| `terrain` | ⚠ Modern only | WorldCover 2021. Wrong for Roman/Mesolithic. Do not present as historical until restoration layer is active. |
|
||||
| `hydro` | ✅ Use with caution | HydroSHEDS v1.1. Rivers have migrated — major drainage correct, fine detail approximate. |
|
||||
| `geo_dep` | ✅ Use | USGS MRDS. Sparse in places but correct where present. |
|
||||
| `geo_flag` | ✅ Use | BGR IGME5000. European coverage only. |
|
||||
| `occ_flag` | ❌ Do not use | Placeholder 0x00 everywhere. Stage 06 not written. |
|
||||
These are not classes. They are starting parameter profiles that drift
|
||||
toward decision history over time (`background_drift` parameter).
|
||||
|
||||
### H3 conversion in JavaScript
|
||||
H3 IDs are stored as INTEGER (64-bit) in the database.
|
||||
In JavaScript: `h3.indexToCell(BigInt(row.h9))` to convert to string.
|
||||
Server-side only — h3-js is not available in the browser bundle.
|
||||
**Cities** (`docs/cities/`):
|
||||
- `CITY-OSTIA-0001.md` — Ostia substrate: urban zones, population model,
|
||||
infrastructure parameters, social nodes, daily and seasonal rhythm
|
||||
|
||||
Ostia functions as a pressure field. It is not scenery. Every parameter
|
||||
in the city document connects to actor parameters and scenario triggers.
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||||
|
||||
**Architecture** (`docs/architecture/`):
|
||||
- `infrastructure.md` — settled container topology and API protocol
|
||||
- `terminology.md` — three-layer vocabulary, rejected terms, naming rules
|
||||
- `latin-bridge.md` — Latin term admission standard and full semantic entries
|
||||
- `research-brief-roman-venture.md` — ChatGPT research instructions
|
||||
- `parameter-registry.md` — all parameters, scope, layer, maturity
|
||||
|
||||
---
|
||||
|
||||
## 7. Dataset assistant — what they are doing in parallel
|
||||
## 7. The SVCCINUM thread
|
||||
|
||||
The dataset assistant owns the pipeline. Current status:
|
||||
The amber (`SVCCINUM`) in the grain route cargo is not merely a goods label.
|
||||
It is the first explicit connection between OTIVM and CIVICVS. The amber
|
||||
originated in Maglemoisian forests in approximately 8000 BCE — the same
|
||||
territory and period that CIVICVS models. When both simulations share a
|
||||
TESSERA substrate, the amber in the MERCATOR's hold will be traceable to a
|
||||
specific H3 cell where a CIVICVS Constructor gathered or traded it.
|
||||
|
||||
- `data/otivm.sqlite3` — production database, 12,005 rows ✅
|
||||
- `data/staging_otivm.sqlite3` — their working copy, not in git
|
||||
- `pipeline/seed_extract.py` — old extractor, do not re-run ✅
|
||||
- `pipeline/seed_promote.py` — old promotion script, do not re-run ✅
|
||||
- `docs/TESSERA-dataset-registry.md` — full dataset inventory ✅
|
||||
- `docs/handover-dataset.md` — their track orientation ✅
|
||||
This thread runs through the `origin_h3_r5` provenance stub in `constants.js`,
|
||||
through the SVCCINUM entry in `latin-bridge.md`, through the `occ_flag` stub
|
||||
parameter in the registry, through to OTIVM-VIII and OTIVM-IX.
|
||||
|
||||
**Next dataset work:**
|
||||
1. Four datasets to be added to USB Drive 1 (project owner action)
|
||||
2. Per-H5 pipeline to be designed and built
|
||||
3. Restoration layer — HYDE 3.3 + KK10 integration
|
||||
|
||||
You will be told when the database is updated. You do not run
|
||||
pipeline scripts. You do not touch `pipeline/` or `data/create_otivm_db.sql`.
|
||||
Do not lose this thread. It is the architectural consequence of building
|
||||
both systems on the same physical reality layer from the start.
|
||||
|
||||
---
|
||||
|
||||
@@ -267,17 +233,10 @@ pipeline scripts. You do not touch `pipeline/` or `data/create_otivm_db.sql`.
|
||||
Every change follows this sequence without exception:
|
||||
|
||||
1. Claude chat discusses the change and produces one downloadable file
|
||||
2. The file header contains the Claude Code instruction (path, commit
|
||||
message)
|
||||
3. The file body contains the exact content to write to disk
|
||||
4. Human downloads from Claude chat and pastes into Claude Code
|
||||
(Shell 1)
|
||||
5. Claude Code writes to the specified path, commits, pushes
|
||||
6. Human runs `npm run build` in Shell 2 (otivm shell)
|
||||
7. Human runs `pm2 restart otivm` in Shell 2
|
||||
8. Human confirms in browser at https://otium.civicus.us
|
||||
9. Human reports result back to Claude chat
|
||||
10. Claude chat proceeds to the next step
|
||||
2. Human uploads to Gitea manually, or pastes into Claude Code
|
||||
3. If code: `npm run build && pm2 restart otivm`
|
||||
4. Human confirms result
|
||||
5. Claude chat proceeds to next step
|
||||
|
||||
**One file. One step. One confirmation. Never batch.**
|
||||
|
||||
@@ -286,31 +245,39 @@ Every change follows this sequence without exception:
|
||||
## 9. Hard rules
|
||||
|
||||
- Never run PM2 as root — always as otivm user
|
||||
- Never commit secrets — no tokens, no keys, no passwords in any file
|
||||
- Never commit secrets — no tokens, no keys, no passwords
|
||||
- Never push to main without building — `npm run build` must pass first
|
||||
- No database for player state — JSON flat files only
|
||||
- H3 IDs on every location — never a coordinate pair or string name
|
||||
alone
|
||||
- One change confirmed before the next — no batching steps
|
||||
- Never print file contents or code blocks in chat — always
|
||||
downloadable attachments
|
||||
- Never make assumptions about what is on disk — always read from
|
||||
Gitea MCP first
|
||||
- Do not query `otivm.sqlite3` with raw coordinates — always H3 IDs
|
||||
- Do not present `terrain` as historically accurate until the
|
||||
restoration layer is confirmed active by the dataset assistant
|
||||
- JSON flat files for player state — until OTIVM-III replaces them with SQLite
|
||||
- H3 IDs on every location — never a coordinate pair or string name alone
|
||||
- Never make assumptions about disk state — always read from Gitea MCP first
|
||||
- Uncertainty is a first-class record, not a comment — applies to all schema work
|
||||
- The data warehouse is the product — the game is the public interface
|
||||
- Real weather only in CIVICVS — DWD data always, no simulation
|
||||
|
||||
---
|
||||
|
||||
## 10. Commit messages
|
||||
## 10. Commit message convention
|
||||
|
||||
Imperative mood, present tense, under 72 characters.
|
||||
Example: `Add Mediterranean SVG map to Map screen` not `Added map`.
|
||||
`Add Mediterranean SVG map to Map screen` not `Added map`.
|
||||
|
||||
---
|
||||
|
||||
*Handover 2026-04-27 — game development track*
|
||||
*Database present, paleo_epochs added, 12,005 current rows.*
|
||||
*Roadmap needs rewriting — first task before any code.*
|
||||
*terrain field is modern WorldCover — not historically accurate yet.*
|
||||
## 11. What the dataset assistant is doing in parallel
|
||||
|
||||
See `docs/handover-dataset.md` for full detail. Current state:
|
||||
|
||||
- `data/otivm.sqlite3` live — 12,005 rows, `paleo_epochs` populated, FK clean
|
||||
- `staging_otivm.sqlite3` in sync
|
||||
- Pipeline venv provisioned at `/home/otivm/pipeline-venv`
|
||||
- Four datasets pending download to Drive 1 (BGR IGME5000, HYDE 3.3, KK10, HydroRivers)
|
||||
- Per-H5 pipeline architecture not yet designed — next dataset session task
|
||||
|
||||
When `otium.sqlite3` is expanded with new H5 hexes (OTIVM-III first new
|
||||
waypoint), the game development assistant will be told. The `/api/map/:h5/:epoch`
|
||||
endpoint requires no changes — it is already parameterised by H5 ID.
|
||||
|
||||
---
|
||||
|
||||
*Handover 2026-04-28 — game development track*
|
||||
*Claude chat designs. Claude Code implements. The human decides.*
|
||||
|
||||
Reference in New Issue
Block a user