hotkeys moved to mods and checked across all enabled mods (apply refuses two hotkey options on the same key), agent briefs in notes/dev
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# Common rules for LlamaMod mod agents (read fully)
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Project: ~/projects/llamamod — Java 25 Swing mod manager "LlamaMod" for the PC game "Ein Königreich für ein Lama"
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(Emperor's New Groove, 2000, Argonaut/Croc-2 engine, 32-bit DirectX 6/7, German version). Git repo: DO NOT commit.
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WORK IN YOUR OWN COPY (4 agents work in parallel; a half-written file in the shared tree would break the others' builds):
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rsync -a --exclude build --exclude .gradle --exclude re/proj --exclude out ~/projects/llamamod/ $CLAUDE_JOB_DIR/tmp/<agent>/llamamod/
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(re/groove_decomp.c and re/groove.exe come along; Ghidra project: copy re/proj too if you need headless Ghidra:
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~/opt/ghidra_12.2_PUBLIC, JAVA_HOME=~/opt/jdk-25.0.5+8; never run it on ~/projects/llamamod/re/proj directly.)
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Build/test there: ./gradlew spotlessApply build fatJar. When DONE, copy back ONLY your own new package directories
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(src/main/java/.../mods/<yourpkg>/, src/test/java/.../mods/<yourpkg>/, resources under your package) plus your notes
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file into ~/projects/llamamod, then run `./gradlew spotlessApply build` in ~/projects/llamamod once (if it fails because of
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ANOTHER agent's in-progress package, re-run later; never edit other agents' packages). Your mod classes are ALREADY
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registered in mods/ModRegistry.java (reflection, skipped if absent) – do not edit ModRegistry. Avoid editing shared
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framework files (Mod, ModContext, ModManager, ModOption(s), exe/*, ui/*, platform/*). If you truly need a framework change,
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keep it minimal and backwards compatible, and list it explicitly in your report (it must then also be copied back; tell me).
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READ: notes/llamamod-app.md (framework: options API, categories, ExeImage/code caves/X86 emitter, "Testing mods in game"
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with tools/apptest.py), notes/geometry.md, notes/objects.md, notes/strat_types_table.md, notes/levelbau.md, notes/debugviz.md.
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Format API: package com.eliasmueller.llamamod.format (Wad, Level, MapChunk, Trak/Model/Vertex/Face, TextChunk,
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Collision, Geometry, Stpc, Strats, Lin3, PyMath). Examples of mods: mods/debug/DebugWireframeMod, mods/testworld/TestWorldMod.
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Decompile of groove.exe: re/groove_decomp.c (grep, don't read whole). Save format: save/Ksv.java.
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LANGUAGE: everything English (identifiers, comments, UI labels, messages). Only necessary comments (offsets, patch bytes,
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non-obvious engine facts). Each mod: id, name, description, category (Mod.LEVELS/GAMEPLAY/VISUAL/CHEATS), options().
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IN-GAME TESTING is mandatory: tools/apptest.py from YOUR copy (it uses your copy's fat jar), with YOUR display number
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(given below) and session names prefixed with your agent name. It runs a private PulseAudio (silent) – never start the
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game any other way. Never use display :0, never touch ~/.wine-lama or the user's saves, never `pkill -f` patterns
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(they match your own shell) – use PIDs / apptest stop. Stop your sessions when done. Look at screenshots with Read
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(use montage/--small to save context). Disk is limited (~20 GB free): delete your copy's build dirs and session dirs at the end
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(keep the session template _llamamod-template).
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REPORT BACK: what the mod does (options), how it works (offsets/patches/data changes), what was verified in game (which
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levels, screenshots paths – put 2–4 phone-friendly JPGs ≤1280px into ~/projects/llamamod/notes/img/mods/), known limits,
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any framework changes. Also write notes/mod-<name>.md (English, concise).
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## Extra rules for EDITOR phase-3 agents (several agents edit the editor in parallel)
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- Right after rsync, make a pristine baseline of your start state: `cp -al <copy> <copy>.base` (hard links, cheap) –
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actually use `rsync -a <copy>/ <copy>.base/` so later edits in the copy don't change it.
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- Put your work in your OWN plugin package (class name ending in `EditorPlugin`, see notes/editor-ui.md) – no shell edits needed.
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- Shared files (editor.model, editor.io, editor.render, editor.ui shell, format, levelbuild, framework): only minimal,
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backwards-compatible additions. At copy-back, for every shared file you changed: if the main tree's version differs from
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your baseline (another agent changed it meanwhile), DO NOT overwrite – re-apply your diff (`diff -u base copy | patch`)
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onto the main tree's version and resolve conflicts by hand. New files of your own: copy directly.
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- After copy-back: `./gradlew spotlessApply build` in ~/projects/llamamod must pass (retry later if another agent's
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half-merged change breaks it; never edit their packages).
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- Launch the editor: `llamamod --editor [file|t1l1m001]` (fat jar) on your UI display; screenshots via `import -display :N`.
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## SIMPLIFY agents (overnight review waves)
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- Goal: make your assigned area simpler and cleaner WITHOUT changing behaviour: remove duplication (extract shared helpers), dead/unused code, needless indirection and over-engineering, overly long methods (split where it clarifies), inconsistent naming, unnecessary comments (keep only non-obvious ones), stray debug code; tidy APIs used only internally (make private/package-private).
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- Do NOT: rewrite architectures, change file formats or byte output, change UI behaviour/labels, change public APIs used by other areas (if needed, list it instead), touch areas assigned to other agents.
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- Every golden/byte-exact test and all 300+ tests must stay green; add tests if you touch untested logic. Commit nothing.
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- Report: what was simplified (with rough LOC before/after for your area), anything risky you deliberately left alone, and suggestions outside your area.
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# Coordinator rules for the 2026-11-07 open-points waves (read together with agent-brief.md)
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- You are one of several agents working in parallel on ~/projects/llamamod. Read notes/dev/agent-brief.md fully,
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INCLUDING the "EDITOR phase-3" merge rules – they apply to every agent in this wave, not only editor agents:
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own copy under $CLAUDE_JOB_DIR/tmp/<agent>/llamamod, a pristine baseline copy (<copy>.base via rsync), and at
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copy-back every shared file you changed is merged with `diff -u base copy | patch` onto the main tree's
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current version (never blindly overwrite a file another agent may have changed meanwhile).
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- Do NOT commit (the coordinator commits after each package). Do not touch git in the main tree.
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- Build in your own copy: `JAVA_HOME=/usr/lib/jvm/java-21-openjdk-amd64 ./gradlew spotlessApply build fatJar`.
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After copy-back run `JAVA_HOME=/usr/lib/jvm/java-21-openjdk-amd64 ./gradlew spotlessApply build` in the main tree
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once; if it fails only because of another agent's half-merged change, wait a few minutes and retry.
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- Every behaviour change needs a test (unit test where possible) and, for UI, a screenshot check on YOUR display;
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for game-side changes an in-game check with tools/apptest.py (your display, session names prefixed with your name).
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- Keep user-facing texts English, short and plain. Update the relevant notes/*.md and, if users see the change,
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the manual (docs/manual) briefly.
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- Out of scope for everyone: Windows hardware test, texture packs, German translation of the UI, a launcher
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manual/help window, a OneDrive warning, git remotes.
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- At the end delete your copy's build/, .gradle/, the .base copy and your apptest session dirs (disk is tight).
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- REPORT (final message, English, concise): what you changed (files), how verified (tests, screenshots paths),
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shared/framework files you touched, and a list "NEW ISSUES / NOT DONE" with anything you found but did not fix
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(the coordinator turns those into follow-up tasks).
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