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@@ -19,6 +19,8 @@ These are persistent preferences for Codex agents working in this repository.
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- OpenRouter key is available locally via `OPENROUTER_API_KEY` (exported in `~/.zshenv`, sourced from 1Password item `OPENROUTER_AGENTS`).
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- Postgres CLI (psql) is not installed; use Prisma/Node scripts for DB inspection until installed.
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- ImageMagick (`magick`) is installed (`/opt/homebrew/bin/magick`) and used for trimming/resizing pixel-art asset PNGs.
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## Skill Inventory Additions
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- Global skill `session-self-update` is installed at `/Users/omisverycool/.codex/skills/session-self-update`.
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- Use `npm run dev:perf:world-state` to baseline `/api/world-state` latency (hot/cold + parallel) and catch perf regressions.
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- Dev-only synthetic load mode: /?synth_agents=<n>&synth_status=<0..1>&synth_party=<0..1>&synth_only=1&... (wired through SpectatorShell and /api/world-state)
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- Headless render perf harness: npm run dev:perf:map-render (samples requestAnimationFrame deltas under synthetic load)
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- Biome decor overlay PNGs live in `public/assets/decor/` and are loaded best-effort by `src/components/spectator/WorldMap.tsx` (fallback: procedural textures).
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- Demo populater supports `DEMO_LOCATIONS` (defaults to 24 on large worlds) to spread agents across more POIs.
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- Generic POI icon PNGs live in `public/assets/poi/icon-*.png` and override the procedural fallback when present.
Goal: move from a 5-POI demo map to a **kingdom-scale world** with diverse biomes/POIs and enough visual anchors to feel like “Majesty structure + cozy Stardew pixel vibe”.
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Source of truth:
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-`docs/plans/2026-02-05-clawcraft-v1-updated.md` (target: ~100 POIs, location taxonomy, quest refresh cadence)
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-`docs/plans/2026-02-05-clawcraft-design-technical-specification.md` (visual direction + asset pipeline approach)
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