docs: add AGENTS.md for OpenCode sessions

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Emil
2026-06-21 01:42:57 +03:00
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# AGENTS.md
## Build & Run
```sh
cargo build # debug build
cargo run -- --mode ascii # Vulkan window, ASCII glyphs (default)
cargo run -- --mode graphics # Vulkan window, colored cells
cargo run -- --mode terminal # ANSI terminal mode
cargo run -- --mode pipe # JSON stdin/stdout for AI agents
cargo run -- --mode test # run all JSON scenarios
cargo run -- --mode headless --headless-ticks 60 # dump to headless_dump.txt
```
Rust edition 2024, requires rustc ≥ 1.96. Vulkan 1.2+ required for `ascii`/`graphics` modes (falls back to terminal).
## Tests
```sh
cargo test # all 109 integration tests
cargo test --test physics_sand # single test file
cargo run -- --mode test --scenario-dir scenarios # 14 JSON scenarios
```
Tests are in `tests/*.rs`, use `verbatim::ai::GameSession` API (not the render loop). Scenarios are in `scenarios/*.json`.
## Shaders
GLSL shaders in `assets/shaders/`. Pre-compiled to SPIR-V via `glslangValidator -V`. Recompile after editing:
```sh
glslangValidator -V assets/shaders/cell.vert -o assets/shaders/cell_vert.spv
glslangValidator -V assets/shaders/cell.frag -o assets/shaders/cell_frag.spv
glslangValidator -V assets/shaders/graphics.vert -o assets/shaders/graphics_vert.spv
glslangValidator -V assets/shaders/graphics.frag -o assets/shaders/graphics_frag.spv
```
SPV files are committed. `include_bytes!` embeds them at compile time.
## Architecture
**Source of truth**: `Grid` (250×250) of `Cell` structs. Each `Cell` stores `material`, `temp`, `fg`/`bg` color, `variant` inline. No double buffer — `Grid::next` was removed.
**Three entity types**: cellular (CA materials in grid), rigid (alive entities, AABB + slope stepping), ragdoll (corpses, Verlet constraints).
**Three render modes**: `terminal` (crossterm ANSI), `ascii` (Vulkan glyph atlas + instanced), `graphics` (Vulkan colored quads). All three read the same `Grid` + `EntityManager`.
**GpuRenderer trait** (`main.rs`): unifies `VulkanRenderer` and `GraphicsRenderer` behind `run_gpu_mode<R>()`. Both have identical event loops; only shader/instance format differs.
**Game loop**: `Game::fixed_update()` = CA step → rigid update → ragdoll update → damage. Called from event loop with fixed 16ms accumulator. `Game::run()` is terminal-only (uses `InputHandler` with crossterm). GPU modes use `run_gpu_mode` with `WindowInput` (winit PhysicalKey, layout-agnostic).
## Key Conventions
- **No comments in code** unless explicitly requested.
- **Cell colors are inline** — renderers read `cell.fg`/`cell.bg` directly, never lookup `MaterialRegistry` in render path. Registry is for physics properties only (density, solid, flammable, etc.).
- **Vector movement** — `Player::move_left/right` sets velocity directly (`set_horizontal_vel`), no accumulation. `stop_horizontal` zeroes it. Jump is edge-triggered (press only, not held).
- **Slope stepping** — `update_rigid_entity` tries stepping up 1 cell before resolving X collision, enabling walking up slopes without jumping.
- **Adaptive viewport** — `check_resize()` in both Vulkan renderers recreates swapchain on window resize. `grid_w`/`grid_h` recalculated from extent / 16. Wayland uses `window.inner_size()` (surface extent is undefined).
- **`Cell::new()` copies colors from `MaterialRegistry`** at creation time. Per-cell color variation is possible by modifying `cell.fg`/`cell.bg` after creation.
## Module Layout
```
src/
main.rs # CLI, GpuRenderer trait, run_gpu_mode<R>(), event loops
lib.rs # pub mod declarations
game.rs # Game struct, world gen, fixed_update, collision (AABB + slope)
input.rs # Terminal input (crossterm, InputHandler) — terminal mode only
world/ # Cell, MaterialId, MaterialRegistry, Grid, CellularAutomaton
physics/ # VerletSolver, SubBody, Constraint, resolve_grid_collision
entity/ # Entity (rigid/ragdoll), EntityManager, Player
render/ # terminal.rs, vulkan.rs (ASCII), graphics.rs (cells), window_input.rs
ai/ # GameSession, AiAction, pipe protocol, replay, scenarios
```
## PLAN.md
Detailed roadmap with 8 phases, architecture decisions, milestones, and cross-platform support table. Read it for design context before making architectural changes.