TACTICAL BREACH AGENTS.md — Правила для всех AI-агентов
Участники команды
- xlabkm-ux (xlabkm@gmail.com) — Owner
- loginovfedor-spec (loginovfedor@gmail.com) — Maintain
AI-агенты
- Antigravity (Google) — Основной агент на стороне xlabkm (Mission Control, Code, Tests, Localization)
- Codex (OpenAI) — Основной агент на стороне loginovfedor (cloud / CLI)
- Каждый пользователь может запускать 2–3 агента одновременно
Обязательные правила для ВСЕХ агентов (Antigravity + Codex)
1. Ветки
- Работать только в feature-ветках
- Префиксы:
xlabkm/task-...илиxlabkm/fedor/task-...илиfedor/codex/antigravity/
- Перед началом:
git pull origin main && git rebase main
2. Задачи
- Брать задачи только из GitHub Project «Product Backlog» или Issues с label
ready - В PR обязательно указывать ссылку на задачу (#123)
3. Коммиты и PR
- Использовать Conventional Commits
- После изменений агент обязан открыть Draft Pull Request
- Название PR:
[Antigravity] / [Codex] Название задачи (#123)
4. Работа на разных компьютерах
- Использовать
sparse-checkoutдля нужных папок - Агенты работают только внутри активных папок
5. Финальное ревью и слияние (Merge)
- Одобрение и слияние (merge) Pull Request'ов теперь делегируется агенту Antigravity.
- Обязательное финальное ревью человеком отменено.
6. Рабочие пространства (Workspaces)
- Рабочее пространство (Git Worktree):
- Antigravity: работает в основной папке
E:\Games\Breach\BREACH
- Antigravity: работает в основной папке
- Синхронизация между пространствами происходит исключительно через
git push/git pull.
TACTICAL BREACH AGENTS.md
Project Identity
This is a commercial Unity 6 project using:
- URP
- 2D production pipeline with HD-2D presentation
- Visual Scripting + C# hybrid architecture
- local Antigravity / Codex workflow
- Git as the source-control layer
v1 targets:
- Windows 10-11
- Android Mobile
v1 quality profiles:
PC_DefaultAndroid_DefaultAndroid_Low
Game profile:
- mixed genre/system composition
- UI-heavy
- physics-heavy
- narrative
- roguelite
- tactical top-down combat with stealth and squad coordination
Core fantasy:
- player commands a 2-4 operator special-forces squad
- missions reward planning, synchronized execution, cover use, stealth, and controlled force
- each mission supports stealth, assault, or hybrid resolution
Operating Mode
This project is primarily solo-developed.
Default assumptions:
- work locally
- use Git continuously
- keep changes reviewable and traceable
- use remote hosting mainly for backup, history, release tags, and disaster recovery
- do not assume collaborative PR flow is mandatory for daily development
Core Principles
- Prefer minimal, reviewable, testable changes.
- Do not broad-refactor without a plan.
- Use C# for reusable, performance-critical, validation-heavy, or hard-to-review logic.
- Use Visual Scripting for orchestration, state flow, event composition, and fast iteration.
- End every meaningful mutation with verification.
- Distinguish functional change from serialization churn.
- Keep the project localization-ready and save-safe by default.
- Preserve mission readability: player intent, squad state, objective state, and combat feedback must stay legible.
- Treat physics, friendly fire, ballistic logic, and mission-state logic as high risk.
Mission Standards (ОБЯЗАТЕЛЬНО)
Файл: E:\Games\Breach\BREACH\MISSION_STANDARDS.md
Этот документ является обязательным стандартом для всех агентов при работе с любой из следующих областей:
- процедурная генерация уровней (комнаты, стены, двери, окна)
- расстановка объектов в сцене (мебель, укрытия, маркеры)
- настройка персонажей (PPU, NavMesh, спрайты, слои)
- импорт и настройка ассетов (текстуры, тайлы, пивот)
Правила использования
Перед реализацией любой новой фичи из перечисленных областей агент обязан:
- Прочитать
MISSION_STANDARDS.mdи убедиться, что реализация соответствует зафиксированным стандартам. - При добавлении новых правил или изменении существующих — обновить соответствующий раздел документа.
После завершения реализации агент обязан:
- Проверить, не нарушает ли внесённое изменение ни один из стандартов.
- Если стандарт был расширен или изменён — задокументировать это в
MISSION_STANDARDS.mdс описанием причины.
Структура документа (краткое содержание)
| Раздел | Что фиксирует |
|---|---|
| 1. Структурные стандарты | Толщина стен, Z-Sorting, коллизии, двери, окна |
| 2. Размещение объектов | Мебель, укрытия, безопасные отступы от дверей |
| 3. Настройка персонажей | PPU, NavMeshAgent параметры, маркеры |
| 4. Стандарты импорта ассетов | Pivot, текстуры, фильтрация |
| 5. Процесс верификации | Запуск Day1Verification, правила очистки сцены |
Жёсткие правила (нельзя нарушать без обновления документа)
- PPU = 128 для всех спрайтов и тайлов.
- Z-Sorting: Пол=0, Стены=1, Объекты=2, Персонажи=3.
- NavMeshAgent.Radius = 0.4–0.5 (не больше).
- Pivot = Center (0.5, 0.5) для всех спрайтов.
- Верификация через
Day1Verificationобязательна после изменений генератора. - Очистка сцены перед каждой генерацией обязательна.
Change Scope
The agent may modify, create, or remove when justified:
- C# scripts
- custom units
- scenes
- prefabs
- ScriptableObjects
- Visual Scripting graphs
- UI configuration and related assets
- tests
- build scripts
- review and support docs
ProjectSettings/Packages/manifest.jsonand related package settings
Keep changes scoped, justified, and easy to review.
Plan Before Change
Before any significant change:
- state the implementation goal
- identify affected systems
- identify whether scenes, prefabs, ScriptableObjects, graphs,
ProjectSettings/, or packages are touched - identify likely regression zones
- call out serialization risk when Unity assets change
A significant change affects gameplay flow, data layout, build behavior, scene structure, prefab structure, graph flow, project settings, or packages.
Unity Workflow
When working with Unity content:
- prefer MCP-driven editor operations over manual asset editing
- prefer targeted changes over broad scene/prefab churn
- avoid touching unrelated objects in scenes and prefabs
- avoid accidental reserialization noise
- record which Unity assets were intentionally changed
After meaningful Unity-side changes:
- refresh Unity if needed
- inspect Unity console
- run relevant validators
- run relevant tests
- summarize changed assets and residual risks
Repository Layout
Use the actual repository structure if it already exists. Do not force a new folder structure when a stable one is already in place.
If layout is unclear, infer it conservatively from the existing project.
Typical areas:
- runtime gameplay code
- editor tooling
- Visual Scripting graphs
- scenes
- prefabs
- ScriptableObjects
- UI
- localization data
- save/data contracts
- tests
- build/configuration files
If creating new files, keep naming, placement, and ownership consistent.
Gameplay Architecture
v1 uses a minimal pipeline built on:
state-flowobjective-looppacingreward templates
When implementing or modifying a feature, map it to:
- state transitions
- objective progression
- pacing role
- reward role
Required pacing templates:
Safe_StartEscalationIntensity_SpikeShort_RecoveryClimax_Final_Push
Required reward templates:
Immediate_Feedback_RewardMilestone_RewardSegment_Run_Completion_RewardUnlock_Meta_Progress_Reward
Optional roguelite extension:
Choice_Reward
Do not add complex pacing or reward frameworks unless clearly required.
Mission assumptions:
- squad size: 2-4 operators
- command modes: direct control + issued orders
- command primitives: follow, hold position, cover fire, move, interact, grenade-to-point
- mission archetypes: hostage rescue, sabotage, defense, VIP escort
- execution styles: stealth, assault, hybrid
- tactical readability: cover, line of fire, noise, visibility cones, explosive radius, and objective state must be understandable on a top-down 2D battlefield
Visual Scripting and C# Split
Prefer Visual Scripting for:
- orchestration
- event sequencing
- state transitions
- interaction flow
- composition of control/reaction logic
- quick gameplay iteration
Prefer C# for:
- reusable systems
- performance-critical logic
- complex calculations
- data modeling
- save/load logic
- validation-heavy logic
- custom units
- integrations and platform-sensitive systems
- ballistics, penetration, damage model, perception math, and mission scoring
If a graph accumulates repeated logic, opaque flow, or hard-to-review branching, move that logic into C# custom units or core systems.
Graph-Semantic Policy
Treat gameplay graphs semantically, not as passive assets.
Graphs are expected to encode:
- control flow
- reactions
- visual feedback hooks
- audio feedback hooks
- state-driven transitions
Core semantic reaction patterns:
hitheavy_hitcritdamage_takendeathpickupobjective_progressobjective_completelow_healthdangerwave_startwave_endrun_successrun_failsuppresseddetectedorder_confirmedhostage_secured
Reaction-density rule:
- each semantic event gets exactly one primary A/V pattern by default
- at most one enhancer may be added
- do not stack extra reaction effects without explicit justification
Prefer structured composition over ad hoc graph growth.
Scenes, Prefabs, and Data
Scenes:
- modify only the target objects and flows
- avoid unrelated asset churn
- verify missing references after edits
- call out high-risk scene edits explicitly
Prefabs:
- prefer minimal changes
- preserve nested prefab integrity
- explain overrides when they matter
- verify reference integrity after edits
ScriptableObjects:
- preserve stable data schemas
- mark breaking changes explicitly
- check save/load compatibility when schema changes
Save Policy
Saves are mandatory in v1.
Required behavior:
- local save
- autosave on key state transitions
- separate meta-progression persistence
- schema versioning
- safe fallback for incompatible or corrupted save data
Priority:
- reliability
- predictability
- recoverability
Do not prioritize multi-slot complexity or cloud sync over correctness and stability.
When gameplay data contracts change, evaluate:
- save compatibility
- schema version impact
- autosave trigger validity
- meta-progression separation
- fallback behavior
Localization Policy
The project must remain localization-ready from v1 onward.
Rules:
- all UI text uses string keys
- all narrative text uses string keys
- a fallback language exists
- new screens are localization-safe
- narrative templates are localization-safe
- account for line length, wrapping, variables, and font fallback
Do not hardcode user-facing text into gameplay logic, scene logic, or graph logic unless there is a deliberate technical exception.
Achievements Policy
Achievements are not blocking for v1.
However:
- progression systems must expose integration points for future achievements
- achievement integration must not require redesigning core gameplay logic
- achievement hooks must not destabilize gameplay if platform achievements are absent
Narrative Policy
Keep narrative support compact and reusable.
Required template library:
Intro_ContextObjective_BriefProgress_UpdateWarning_Critical_StateEncounter_Event_TriggerSuccess_ResolutionFailure_ResolutionUnlock_Reward_LineOptional_Flavor_Lore_Snippet
Use narrative templates as short reusable beats that support core loop readability across scenes, run segments, and events.
UI and Content Policy
Because this project is UI-heavy and narrative-aware:
- prioritize readability and hierarchy
- guard against text overflow and localization breakage
- verify input/navigation integrity when UI changes
- ensure gameplay state and UI state stay synchronized
- keep critical player feedback legible under platform quality profiles
- highlight cones of vision, cover value, grenade danger area, and objective status without clutter
Physics Policy
Because this project is physics-heavy:
- avoid silent changes to timing-sensitive systems
- treat physics-related configuration changes as high risk
- validate collisions, triggers, timing, and state transitions after relevant edits
- do not change physics timing or related settings without explicit need
- separately validate ballistic traces, penetration rules, friendly fire, and cover interaction
ProjectSettings and Packages
Changes to ProjectSettings/ and packages are allowed, but controlled.
Every such change must include:
- technical reason
- impacted platforms
- expected behavior change
- build-impact note
- post-change validation summary
Safe-by-default changes:
- build profiles
- quality matrix
- platform overrides
- Android-oriented performance reductions
- basic app metadata
Confirm-required changes:
- graphics API
- color space
- scripting backend
- input backend
- permissions
- min/target API
- signing
- physics/audio timing
- stripping
- package/app id
- any setting that changes UX, compatibility, store behavior, or compliance behavior
Quality Profiles
v1 quality profiles:
PC_DefaultAndroid_DefaultAndroid_Low
Use them to separate:
- quality levels
- texture/compression strategy
- post FX usage
- performance budgets
When making graphics, quality, or platform changes, specify which profile is affected.
Git Workflow
Branch naming:
feat/<area>-<slug>fix/<area>-<slug>refactor/<area>-<slug>chore/<area>-<slug>release/<version>hotfix/<version>-<slug>
Commit format:
type(scope): summary
Keep change sets reviewable.
Prefer local review against the base branch before merging to main.
Create tagged snapshots before release.
Review Guidelines
When reviewing or summarizing changes, prioritize:
- gameplay correctness
- broken references
- graph-flow regressions
- save compatibility
- localization regressions
- unintended setting/package changes
- platform-profile regressions
- serialization noise vs real functional changes
Treat these as high-severity defects:
- broken gameplay progression
- missing references in scenes or prefabs
- invalid graph bindings
- save corruption risk
- schema/version mismatch without fallback
- localization breakage in critical UI or narrative flow
- project setting changes that alter compatibility without disclosure
- Android or PC profile regressions affecting basic usability
Done Criteria
A task is not done until all applicable checks are addressed.
Minimum done criteria:
- implementation matches requested goal
- affected systems are identified
- changed files/assets are identified
- Unity console is checked
- relevant tests are run or consciously noted as unavailable
- scene/prefab/graph/scriptable object integrity is checked when applicable
- save/localization impact is checked when applicable
- project settings/package impact is checked when applicable
- residual risks are stated clearly
Verification Matrix
Code changes:
- compile status
- relevant tests
- integration risk summary
Scene changes:
- missing references
- target object integrity
- unintended scene churn
- gameplay flow sanity
Prefab changes:
- nested prefab integrity
- overrides sanity
- reference integrity
Graph changes:
- binding validity
- execution flow sanity
- semantic reaction density
- repeated-logic smell
ScriptableObject/data changes:
- schema stability
- save compatibility
- meta-progression partition impact
UI/content changes:
- navigation/input sanity
- string key usage
- fallback language compatibility
- overflow/wrapping risk
ProjectSettings/package changes:
- reason for change
- impacted profiles/platforms
- dependency/build impact
- safe-by-default vs confirm-required classification
Release-sensitive changes:
- Windows 10-11 impact
- Android impact
- active quality profile impact
- save readiness
- localization readiness
Response Contract
For non-trivial work, respond in this order:
- goal
- plan
- changes made
- verification performed
- remaining risks
For asset-heavy Unity work, explicitly list:
- changed scenes
- changed prefabs
- changed ScriptableObjects
- changed graphs
- changed settings/packages
Keep explanations concise, but do not omit risk-relevant details.
Release Priorities
The first commercial release prioritizes:
- stable core loop
- reliable saves
- localization-ready content architecture
- compact narrative library
- required baseline pacing/reward structure
- readable tactical control of a small squad in top-down 2D combat
Treat these as more important than feature excess or system overexpansion.