Update CLAUDE.md to current state, add session checkpoint
- CLAUDE.md: rewritten to reflect 112 rooms, corridor model, no prulez rooms, all keybindings documented, PDF as ground truth, screen reader patterns, cross-deck connection table - Memory checkpoint for next session continuity Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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CLAUDE.md
74
CLAUDE.md
@@ -8,39 +8,83 @@ Accessible tabletop RPG gaming engine for the Alien RPG space station USCSS CETO
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## Architecture
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**alien-rpg.el** (main engine, ~900 lines, lexical-binding):
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**alien-rpg.el** (main engine, ~1370 lines, lexical-binding):
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- **Data**: `alien-rpg-rooms` (131 rooms as connection graph), `alien-rpg-decks` (10 decks A-J), `alien-rpg-character` (static), `alien-rpg-state` (mutable). Station name in `alien-rpg-station-name`.
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- **Data**: `alien-rpg-rooms` (112 rooms as connection graph), `alien-rpg-decks` (10 decks A-J), `alien-rpg-character` (mutable during session), `alien-rpg-state` (mutable, auto-saved). Station name in `alien-rpg-station-name`.
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- **Room IDs**: ASCII slugs (e.g., `B-ridici-stredisko`). Display names use Czech diacritics (`Řídící středisko`).
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- **Navigation**: Graph-based. `alien-rpg-move` (adjacent), `alien-rpg-teleport` (any). `alien-rpg-find-path` uses BFS to find ALL shortest paths.
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- **No dice rolling**: Player rolls physical dice. Engine tracks state only.
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- **Room data**: Each room has `:id`, `:deck`, `:name`, `:location`, `:note`, `:desc` (accessible description), `:connections`.
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- **Navigation**: Graph-based. `alien-rpg-move` (adjacent), `alien-rpg-teleport` (any). `alien-rpg-find-path` uses BFS to find ALL shortest paths. Path display uses bullet points with room names.
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- **Corridors as rooms**: Long corridors are modeled as rooms (e.g., `F-chodba` spans entire deck F from centrální šachta to cely). Side rooms connect to the corridor.
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- **No průlez rooms**: Průlezy (hatches between decks) are NOT separate rooms. They are direct connections between the rooms they physically sit in. Cross-deck connections noted in room `:desc`.
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- **Dice calculator**: `SPC G r` — yellow base dice (attribute + skill) + black stress dice. Player rolls physical dice.
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- **Weapons/Armor**: Structured plists — weapons: `(:name :bonus :damage :range :ammo :weight)`, armor: `(:name :rating :weight)`.
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- **State**: Health, stress, injuries, conditions, weapons, armor, gear, notes. Auto-saves via `alien-rpg--autosave`.
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- **Keybindings**: `SPC G` prefix (Doom Emacs). No `r` (roll removed). `a` = armor, `c` = condition.
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- **State**: Health, stress, resolve, story-points, injuries, conditions, weapons, armor, gear, tiny-items, notes. Auto-saves via `alien-rpg--autosave`. No buddy/rival/xp (not used in this campaign).
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- **Character**: prof. Héctor Navarre, biochemický inženýr, 74 let. Attributes and skills editable via `SPC G e`.
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- **Output**: All commands output to `*Alien RPG*` buffer via `switch-to-buffer` (not `pop-to-buffer` — avoids Doom popup behavior that confuses screen readers).
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**Keybindings** (`SPC G` prefix, Doom Emacs):
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| Key | Command | Function |
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|-----|---------|----------|
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| `w` | Kde jsem | `alien-rpg-where-am-i` |
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| `m` | Přesun | `alien-rpg-move` |
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| `t` | Teleport | `alien-rpg-teleport` |
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| `f` | Najít místnost | `alien-rpg-find-room` |
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| `p` | Najít cestu | `alien-rpg-find-path` |
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| `d` | Přehled paluby | `alien-rpg-deck-overview` |
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| `o` | Přehled stanice | `alien-rpg-station-overview` |
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| `k` | Klíčová místa | `alien-rpg-key-locations` |
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| `s` | Stav postavy (herní karta) | `alien-rpg-status` |
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| `i` | Dovednosti (seřazené) | `alien-rpg-skills` |
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| `h` | Health (+/-N) | `alien-rpg-set-health` |
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| `S` | Stress (+/-N) | `alien-rpg-set-stress` |
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| `r` | Kostky (dice calc) | `alien-rpg-dice` |
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| `e` | Editovat cokoliv | `alien-rpg-set-stat` |
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| `j` | Zranění | `alien-rpg-add-injury` |
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| `g` | Výbava | `alien-rpg-add-gear` |
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| `W` | Zbraň | `alien-rpg-add-weapon` |
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| `a` | Brnění | `alien-rpg-add-armor` |
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| `c` | Stav/condition | `alien-rpg-add-condition` |
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| `n` | Poznámka | `alien-rpg-add-note` |
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| `N` | Poznámky | `alien-rpg-show-notes` |
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| `q` | Uložit | `alien-rpg-save-state` |
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| `Q` | Načíst | `alien-rpg-load-state` |
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**Reference docs** (org-mode, Czech):
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- `paluby/paluba-{A..J}.org` + `paluba-GH.org` — deck descriptions
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- `stanice.org` — station overview, průlezy, communication tower
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- `stanice.org` — station overview, communication tower
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- `herni_karta.org` — character card
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- `workflow.org` — gameplay tutorial, keybindings
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- `workflow.org` — gameplay tutorial
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**Reference PDFs** (source of truth):
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- `reference_pdf/{A..J}_*.pdf` — deck maps (ground truth for room connections)
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- `reference_pdf/G+H_A2.pdf` — communication tower map
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- `reference_pdf/bocni_pohled_A3.pdf` — side view
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- `reference_pdf/karta.pdf` — character sheet (ground truth for character data)
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## Key Design Constraints
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- **Concise output**: 3-5 lines per command. No emoji, no decorative borders. Room codes everywhere.
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- **Screen reader friendly**: All interactions via minibuffer completion or short buffer output.
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- **Concise output**: Room descriptions 1-2 sentences. No emoji, no decorative borders. Room codes in brackets.
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- **Screen reader friendly**: All output via `switch-to-buffer` to `*Alien RPG*` buffer. Minibuffer completion for selection. No popups.
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- **Zero dependencies**: All data embedded in Elisp. No external files at runtime.
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- **Doom Emacs required**: `map!` macro, `SPC` leader.
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- **PDF-verified data**: Room names and connections verified against `reference_pdf/` maps. Thick red lines on maps = doors. Centrální šachta = round room with upside-down person icon.
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- **PDF-verified data**: Room names, connections, and character data verified against `reference_pdf/`. Thick red lines on maps = doors. Centrální šachta = round room with upside-down person icon.
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- **State changes use setq**: All `plist-put` on `alien-rpg-state` wrapped in `setq` for reliability.
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## Map Structure
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- Decks A (top) to J (bottom), vertical station
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- Central shaft: B-J (A is isolated, access from B only)
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- Průlezy F↔G: F1↔G1, F2↔G2, F5↔G5, F6↔G6, F7↔G7, F8↔G8
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- Průlezy G↔H: G3↔H3, G4↔H4, G7↔H7, G8↔H8, G9↔H9 (communication tower)
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- F-chodba: main corridor spanning entire deck F, connects centrální šachta to cely. Zbrojnice, kuchyně, sklady, WC are side rooms.
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- Cross-deck průlezy modeled as direct room-to-room connections (no průlez rooms):
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- F-chodba ↔ G-hangar-01 (F5/G5), G-hangar-02 (F6/G6), G-nakladovy-dok (F1/G1), G-opravarensky-dok (F2/G2)
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- F-cely-z ↔ G-nakladovy-dok (F7/G7), F-cely-v ↔ G-opravarensky-dok (F8/G8)
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- G-nastupni-hala ↔ H-nadrz-toxickych (G3/H3, G4/H4)
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- G-nakladovy-dok ↔ H-plasma-jz (G7/H7), G-opravarensky-dok ↔ H-plasma-jv (G8/H8)
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- G-shromazdiste ↔ GH-komunikacni-vez (G9), H-ridici-centrum ↔ GH-komunikacni-vez (H9)
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- G9 connects via Nouzové shromaždiště (top of G), NOT centrální šachta
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- F centrální šachta is at TOP of deck F, connects to Zbrojnice via corridor
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- GH-komunikacni-vez connects to H-ridici-centrum (NOT H-centrální šachta)
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## Development
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No build system, tests, or CI. Load via `(load! "~/alienrpg/alien-rpg")` in `~/.doom.d/config.el`. Internal helpers use `alien-rpg--` double-dash prefix.
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No build system, tests, or CI. Load via `(load! "~/alienrpg/alien-rpg")` in `~/.doom.d/config.el`. Internal helpers use `alien-rpg--` double-dash prefix. Verify parentheses with Python script after edits.
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