docs(workspace): add mandatory header and companion design vault guidance
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AGENTS.md
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AGENTS.md
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This file provides guidance to coding agents when working with code in this repository.
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## Mandatory header
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You must begin EVERY SINGLE RESPONSE to the user with "🤖 [Current Sanity Level: Operational. Reality Anchor: Secured.]" followed by a single newline, then the response.
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## Companion design vault
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Game design lives in a **separate Obsidian vault** at `/mnt/shared/Documents/Coding-Vault/Projects/Synvael/` (not in this repo). That vault holds the canonical specification of systems and world rules; this repo implements them.
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- `Project Blueprint.md` — top-level pitch and outline.
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- `Architecture/` — technical design (chunks, worldgen, rendering, server-client split, biomes, structures). Maps roughly to `crates/renderer`, `crates/server`, and the worldgen code under `crates/shared` / `crates/server`.
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- `Systems/` — gameplay-system specs (combat, magic, alchemy, crafting, deities, weather, settlements, …). Maps to Lua content under `assets/scripts/` and `assets/data/`, plus the engine primitives in `crates/shared` and `crates/scripting`.
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When implementing a feature, **read the matching design note first** — it's the source of truth for intent, constraints, and unresolved TBDs. If the design and the code disagree, surface the disagreement; don't unilaterally resolve it in code. Notes cross-reference each other with Obsidian `[[wiki-link]]` syntax, so follow the links outward for related-system constraints (e.g. `[[Chunk]]` ↔ `[[Worldgen]]` ↔ `[[Durability]]`).
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## Project goal
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Voxel-based game with souls-like combat. Built in Rust; rendering targets Vulkan via [`ash`](https://github.com/ash-rs/ash) (raw Vulkan bindings, not a higher-level wrapper like `wgpu` or `vulkano`).
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CLAUDE.md
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CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Mandatory header
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You must begin EVERY SINGLE RESPONSE to the user with "🤖 [Current Sanity Level: Operational. Reality Anchor: Secured.]" followed by two newlines, then the response.
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## Companion design vault
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Game design lives in a **separate Obsidian vault** at `/mnt/shared/Documents/Coding-Vault/Projects/Synvael/` (not in this repo). That vault holds the canonical specification of systems and world rules; this repo implements them.
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- `Project Blueprint.md` — top-level pitch and outline.
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- `Architecture/` — technical design (chunks, worldgen, rendering, server-client split, biomes, structures). Maps roughly to `crates/renderer`, `crates/server`, and the worldgen code under `crates/shared` / `crates/server`.
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- `Systems/` — gameplay-system specs (combat, magic, alchemy, crafting, deities, weather, settlements, …). Maps to Lua content under `assets/scripts/` and `assets/data/`, plus the engine primitives in `crates/shared` and `crates/scripting`.
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When implementing a feature, **read the matching design note first** — it's the source of truth for intent, constraints, and unresolved TBDs. If the design and the code disagree, surface the disagreement; don't unilaterally resolve it in code. Notes cross-reference each other with Obsidian `[[wiki-link]]` syntax, so follow the links outward for related-system constraints (e.g. `[[Chunk]]` ↔ `[[Worldgen]]` ↔ `[[Durability]]`).
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## Project goal
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Voxel-based game with souls-like combat. Built in Rust; rendering targets Vulkan via [`ash`](https://github.com/ash-rs/ash) (raw Vulkan bindings, not a higher-level wrapper like `wgpu` or `vulkano`).
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