# Agrarian Technical Design Document

## Purpose

This document defines the technical shape of Agrarian at the foundation stage.
It translates the core design direction into practical architecture decisions,
runtime boundaries, data contracts, build lanes, and near-term implementation
rules.

Detailed designs for multiplayer/networking, persistence, Earth-scale terrain
streaming, economy/AGR, and art/code standards are intentionally split into
their own roadmap documents.

## Current Technical Baseline

Agrarian is an Unreal Engine 5.7 C++ project with Blueprint assets layered on
top for early gameplay content and testable prototype objects.

Current project direction:

- authoritative gameplay state lives on the server;
- clients receive replicated state for UI and presentation;
- core gameplay systems are C++ components or actors;
- content-facing configuration uses Data Assets where possible;
- MVP terrain starts with one real 1 km x 1 km Ground Zero tile;
- tile packages can be served from the MVP map tile server;
- Windows-Builder is the primary Unreal/Visual Studio build VM;
- Ubuntu-Codex is the source-control and automation workstation;
- Unraid `DevBox` hosts shared project storage and supporting VMs.

## Runtime Architecture

### Server Authority

The server is authoritative for gameplay outcomes.

Server-owned state includes:

- player survival values;
- inventory changes;
- crafting results;
- world time;
- weather state applied to gameplay;
- resource depletion/harvest results;
- wildlife state;
- placed structures;
- persistence save/load decisions.

Clients may request actions, but the server validates and applies results.

### Client Responsibilities

Clients are responsible for:

- player input;
- camera and local presentation;
- UI/HUD;
- local animation;
- local audio/visual feedback;
- displaying replicated survival, inventory, weather, and world state;
- local tile cache storage once streaming matures.

Clients should not directly call public weather APIs or mutate authoritative
world state.

### Gameplay System Boundaries

Early runtime systems should remain small and explicit:

- `AAgrarianGameState`: world time, weather, ambient temperature, replicated
  environment state.
- `UAgrarianSurvivalComponent`: health, hunger, thirst, stamina, body
  temperature, injury, and survival damage.
- Inventory component/classes: item stacks, item definitions, resource intake,
  and crafting inputs/outputs.
- Crafting component/classes: recipes, validation, output creation. Current
  primitive recipes include campfire, shelter parts, primitive shelter, basic
  tool, bandage, and `simple_container`; the simple container is an inventory
  craftable foundation for later placed storage and trade-container systems.
- Interaction component/classes: player-facing use/gather/build entry points.
- Resource actors: gatherable wood, stone, fiber, water, wildlife, and future
  natural resources.
- Buildable actors: campfire, one-piece primitive shelter kits, and later
  settlement infrastructure. For the version 0.1 MVP, shelter construction is
  intentionally kit-based: frame, wall panel, and roof panel items are crafted
  as inventory parts and then combined into a single placeable primitive
  shelter actor. Fully modular wall-by-wall construction is deferred to
  permanent structures so the first survival loop remains reliable.
- The MVP wall piece is `primitive_wall_panel`, a craftable inventory
  construction part consumed by the primitive shelter recipe rather than an
  independently placed wall actor.
- The MVP roof piece is `primitive_roof_panel`, a craftable inventory
  construction part consumed by the primitive shelter recipe rather than an
  independently placed roof actor.
- MVP primitive shelters use an open entrance and do not include an
  interactive door. Door actors, locks, ownership permissions, and modular
  openings are deferred to permanent structures.
- `AAgrarianShelterActor` includes a version 0.1 structure damage placeholder:
  replicated current/max health, authority-only damage, repair, and
  deconstruction hooks, `TakeDamage` integration, depletion destruction, and
  persistent health state. This gives fire, weather, tools, and future
  ownership systems a safe structure-health contract to extend.
- `UAgrarianBuildingPlacementComponent` owns the MVP placement preview. It
  traces from the player view, snaps to the configured grid, validates distance
  and collision, broadcasts Blueprint-readable preview state, and draws a
  green/red wireframe ghost footprint in development builds so placement can be
  tested before final mesh/material ghost assets exist.
- Persistence layer: save/load contracts for player and world state.

Blueprints can compose and expose these systems, but core replicated behavior
should remain in C++ as much as practical.

Inventory data is defined in `Docs/InventoryDataModel.md`. The MVP model uses
stable `ItemId` keys, design-time `FAgrarianItemDefinition` records, runtime
and save-game `FAgrarianItemStack` records, and a server-authoritative
`UAgrarianInventoryComponent` with replicated stack arrays. Pickup, drop,
splitting, item use, equipment, carry capacity, persistence, and UI work should
extend that contract rather than inventing parallel inventory state.

World pickups use `AAgrarianItemPickup`, an interactable replicated actor with a
static mesh and either a definition-backed or inline `FAgrarianItemStack`.
Player interaction already routes to the server through the Agrarian character,
so pickups validate authority, produce a valid stack, add it to the player's
inventory, and only then remove the pickup by destroying the world pickup actor.
If the inventory is full or the stack is invalid, the pickup remains in the
world for another attempt.

Developer item dropping is available through `AgrarianDropItem ItemId Quantity`.
The command routes to the server, extracts stack data before spawning so display
name and unit weight survive the drop, spawns an `AAgrarianItemPickup` in front
of the player, and restores the removed stack if pickup spawning fails. This is
the baseline behavior future UI-driven drop flows should call through rather
than duplicating inventory mutation logic on the client.

Stack splitting is available through `AgrarianSplitStack StackIndex SplitQuantity`
and `UAgrarianInventoryComponent::SplitStackByIndex`. Splitting is
server-authoritative, validates the source stack index, quantity, and free slot
capacity, copies the source stack metadata, reduces the source quantity, and
creates a separate inventory slot. It intentionally does not re-merge the split
stack through `AddItem`, because the UI needs an actual separate stack to
support later drag/drop and partial drop flows.

MVP item use is available through `AgrarianUseItem ItemId Quantity`. The command
routes to the server, extracts the requested stack quantity, applies a
whitelisted item effect, and restores the stack if the item is not usable yet.
For the first survival loop, `food` restores hunger, `meat` restores more hunger
but adds sickness risk because it is raw, and `bandage` is the MVP treatment
item: it reduces injury, bleeding, and sprain severity with a small health bump.
This gives UI item-use work a concrete authority path while leaving tools,
structures, and future complex consumables blocked until they have explicit
gameplay rules.

Dedicated equipment slots are intentionally deferred for the 0.1.E MVP. The
current `basic_tool` item can remain an inventory item until an implemented
system needs active hand, worn, backpack, armor, weapon, durability, animation,
or mesh-attachment state. When that need appears, equipment should be added as
server-authoritative, replicated, persisted slot state rather than as local UI
selection only.

Carry capacity is active as an MVP placeholder through stack `UnitWeight`,
inventory `GetTotalWeight`, and character movement penalties. The current
character uses `25.0` comfort and `60.0` heavy item-weight thresholds, scales
those thresholds by strength, and exposes current carried weight in the debug
HUD. Future backpacks, containers, awkward-object rules, and hard overload
limits should extend this total-weight path rather than creating a second carry
model.

The MVP inventory UI is a compact `AAgrarianDebugHUD` inventory panel, enabled
separately from the full developer HUD. It reads the replicated inventory stack
array, shows occupied slots, total carried weight, and a short visible stack
list, and leaves mutation actions on the existing server-authoritative commands
and RPCs until a full UMG inventory screen is introduced.

The MVP crafting UI is a compact `AAgrarianDebugHUD` crafting panel. The
Agrarian player Blueprint preloads primitive `KnownRecipeAssets`, and the HUD
reads those recipes plus the replicated inventory to show craftable status and
ingredient counts. Interactive UMG recipe browsing, hotkeys, and queued
crafting controls are deferred until the primitive loop settles.

Crafting debug tools live on the player controller. `AgrarianCraftStatus`
prints known recipes and current craftability, while `AgrarianCraft <RecipeId>`
requests a server-authoritative craft through `UAgrarianCraftingComponent`.
These commands are intended for smoke testing and investor-demo rehearsal until
proper UI input exists.

Inventory persistence saves `UAgrarianInventoryComponent::Items` into
`FAgrarianSavedPlayer::Inventory` and restores through
`UAgrarianInventoryComponent::RestoreSavedItems`. Restore broadcasts
`OnInventoryChanged`, which keeps the MVP HUD panel and future UI listeners in
sync after load while preserving total weight as a derived value.

## Time And Environment

The MVP gameplay calendar target is:

```text
4 real hours = 1 in-game day
```

The current C++ default is:

```text
GameHoursPerRealMinute = 0.1
```

That equals 6 in-game minutes per real minute, or 24 in-game hours over 4 real
hours.

Day/night presentation should mimic the represented Earth region's local solar
and weather context as the system matures. This means the gameplay calendar can
be compressed while visual lighting, seasonal direction, and weather mapping
still derive from the represented map tile.

Near-term technical work:

- add Ground Zero local time-zone metadata; completed for the current C++ game-state default.
- add sunrise/sunset lookup or approximation by latitude/longitude; completed as a tile-aware NOAA approximation in `AAgrarianGameState`.
- map real weather snapshots into internal Agrarian weather states;
- cache weather snapshots server-side;
- keep deterministic fallback weather when external data is unavailable.

The repeatable solar metadata data path is
`Scripts/generate_tile_solar_metadata.py`. It reads the tile registry and emits
metadata only for source-backed, generated, validated, packaged, or published
tiles with explicit time-zone data. Placeholder/unknown tiles are skipped so the
future Earth-scale registry does not generate or fetch data for theoretical
tiles that do not exist yet.

Calendar conversion helpers live in `AAgrarianGameState` and keep the MVP target
of `4 real hours = 1 in-game day`. The same game state now exposes replicated
calendar year/day, absolute-day, season, real-hour conversion, long-task
progress, and crop-season fit helpers. Crop checks use the active tile's
growing-zone profile, including frost-free days and a crop safety buffer, so a
long-maturity crop can be rejected or marked marginal in regions with short
seasons.

The repeatable growing-zone metadata data path is
`Scripts/generate_tile_growing_zone_metadata.py`. It reads the tile registry and
emits metadata only for source-backed, generated, validated, packaged, or
published tiles with explicit growing-zone data. Ground Zero currently uses a
conservative Pacifica coastal profile; later regional expansion should replace
or enrich these overrides with authoritative zone, climate, and temperature
datasets.

Temperature is authoritative on `AAgrarianGameState`. The MVP curve uses the
active tile's sunrise and solar noon to place the daily low near sunrise and the
daily high after solar noon, then applies weather modifiers for rain, cold wind,
and storms. Regional daily low/high values provide the deterministic fallback.
When a server-side weather adapter is available, it should set observed regional
temperature and blend weight through the game-state hook rather than allowing
clients to call public weather APIs directly. This keeps real-world temperature
and weather tied to the represented map tile while preserving a deterministic
fallback if an external provider is unavailable.

Primitive shelters expose a replicated protection volume and
`WeatherProtection` rating. Server-side survival ticks calculate the best
overlapping shelter protection for each character, replicate the current
protection value, reduce ambient weather exposure and cold damage by that
percentage, and trend the care-history shelter quality field toward the active
protection level. The dev HUD shows current shelter protection so weather
pressure can be tuned during MVP tests.

Weather exposure zones use `AAgrarianWeatherExposureZone` volumes placed by the
Ground Zero setup script. They describe local ridge, coastal-wind, and drainage
cooling effects with an exposure multiplier and temperature offset. Server-side
survival ticks select the strongest overlapping zone effect, replicate the
current multiplier and offset, then apply them to ambient body-temperature drift
and cold damage after shelter protection. This lets future generated tiles add
biome, slope, elevation, hydrology, and coastal modifiers without changing the
core survival calculation.

The safe Ground Zero spawn is selected by `Scripts/setup_ground_zero_demo_map.py`
from declared candidate coordinates and a known safe fallback coordinate. The
setup validates the selected player start against terrain elevation, terrain
slope, a minimum above-terrain Z offset, freshwater spacing, and resource-cluster
spacing before saving the map. `Scripts/verify_ground_zero_safe_spawn.py`
rechecks the placed `AGR_DemoPlayerStart` against the same constraints so future
map, resource, water, or terrain changes cannot silently move the player below
sea level, into steep terrain, into water, or into a dense resource cluster.

The Ground Zero map also contains `AGR_GroundZeroMapBoundary`, a native
`AAgrarianMapBoundaryVolume` centered on the 1 km x 1 km MVP tile. For the MVP,
the boundary clamps server-authoritative player pawns back inside the loaded
tile with a small padding rather than allowing players to walk into missing
neighbor terrain. The actor exposes a warning distance hook so later UI can
present an in-world or HUD notice before a clamp occurs.

Developer testing supports server-authoritative developer travel through
`AgrarianTravel X Y Z` on `AAgrarianGamePlayerController`. The command teleports
the controlled pawn to explicit Unreal world coordinates, stops any current
character movement, and reports the destination to the issuing player.
`AgrarianTravelHome` returns the player to the validated Ground Zero safe-spawn
fallback near `AGR_DemoPlayerStart`, above sea level and above terrain by the
same safe offset used by the map setup pass.

First-pass sky and lighting use `AAgrarianSkyLightingController`. The controller
owns movable sun, skylight, and exponential-height-fog components and reads the
replicated `AAgrarianGameState` time, active tile sunrise/sunset, weather state,
and mapped cloud cover. It adjusts sun pitch, sun intensity/color, sky-light
intensity, and fog density every tick so the Ground Zero demo visually tracks
the represented local day/night cycle and current weather without hard-coded
static light settings. The Ground Zero map setup script places this controller
and removes the earlier static demo sun/skylight/fog actors.

First-pass weather audio uses `AAgrarianWeatherAudioController`. The controller
owns ambient, rain, wind, and storm audio components with assignable loop sound
slots. It reads replicated weather state, provider wind speed, provider cloud
data, and local night/day state, then fades component volumes so rain, wind, and
storm cues follow the same authoritative weather mapping used by temperature and
lighting. The current MVP can ship without final sound assets because the
controller is silent until loops are assigned; placeholder or final audio can be
added by setting the exposed sound properties on the placed controller or a
Blueprint child.

Campfires expose native extinguish logic through `AAgrarianCampfire::Extinguish`.
Extinguishing clears remaining fuel, turns off replicated lit state, and reuses
the same visual update path as natural fuel depletion.

Campfires also expose a minimal replicated cooking placeholder. While lit and
enabled, `AAgrarianCampfire` advances `CookingProgressSeconds` toward
`CookingSecondsRequired` on the server and exposes `CanCook` plus a normalized
progress ratio for future recipe UI, food transformation, and interaction hooks.

Campfire visuals include an assetless `SmokeEffect` particle-system component
placeholder. It is attached above the fire, starts inactive, and follows the
same replicated lit-state visual update path as fire light intensity so final
smoke or ember assets can be assigned later without changing gameplay code.

Campfire persistence uses the shared `UAgrarianPersistentActorComponent` world
actor path. `AAgrarianCampfire` implements the persistence-state provider hook
to write lit state, remaining fuel, cooking enabled state, required cook time,
and cooking progress into numeric save state, then restores those values before
reapplying the fire visual state on load.

Campfires now read the replicated `AAgrarianGameState::Weather` value while
burning. Rain and storms increase fuel drain through tunable multipliers, and
wet weather can deterministically extinguish a low-fuel fire so weather affects
fire reliability without adding random outcomes to save/load or multiplayer
state.

The first real-weather adapter is `UAgrarianWeatherProviderSubsystem`. It uses
Open-Meteo forecast requests keyed by tile center latitude/longitude, parses the
current temperature, daily low/high, precipitation, wind, humidity, cloud cover,
pressure, provider timestamp, and weather code, then applies the mapped state to
`AAgrarianGameState` on the server. It is tile-driven rather than Ground-Zero
hard-coded: `Scripts/generate_tile_weather_manifest.py` emits every
source-backed, generated, validated, packaged, or published tile with center
coordinates, while placeholder/unknown tiles are skipped. Future source-backed
tiles therefore become weather-eligible when their registry entries are added.

Ground Zero weather lookup coordinates are explicit in the tile registry. The
current MVP tile `gz_us_ca_pacifica_utm10n_e544_n4160` uses its tile center,
latitude `37.5925` and longitude `-122.4995`, as the canonical real-world
weather lookup point. `Scripts/generate_tile_weather_manifest.py` reads
`weather_lookup_metadata` when present, falls back to the tile center for
source-backed tiles, and emits the provider routing used by the weather
subsystem.

Open-Meteo is the first global MVP weather source. The provider contract is
stored in `Data/Weather/open_meteo_mvp_source.json`, including the forecast
endpoint, requested current/daily variables, tile lookup rule, and Agrarian
mapping notes. `Scripts/verify_open_meteo_mvp_source.py` validates the static
contract and can perform a live Open-Meteo request for every source-backed tile
in `Data/Tiles/tile_weather_manifest.json`. This keeps the provider global for
all future real tiles instead of adding one-off Ground Zero weather code.

NOAA/NWS is the US-only fallback and enrichment path. The provider contract is
stored in `Data/Weather/noaa_nws_us_fallback.json`. The weather provider
subsystem can check whether an active tile center coordinate is inside the
approximate NWS coverage window, request `api.weather.gov/points/{lat},{lon}`,
follow `properties.forecastGridData`, and parse gridded temperature,
precipitation probability, and wind speed as fallback inputs. The NWS path is
only used for eligible US/NWS-covered tiles; Open-Meteo remains the global
source for all tiles.

Real-weather snapshots are cached server-side in
`UAgrarianWeatherProviderSubsystem::ServerWeatherSnapshotCache`. Cache keys use
provider plus tile ID, and the default TTL is 15 minutes. Server requests first
try to apply a fresh cached snapshot to `AAgrarianGameState`; only cache misses
call Open-Meteo or NOAA/NWS. Clients never call Open-Meteo or NOAA/NWS directly.
They receive weather, temperature, source, and state through replicated game
state fields.

Real-weather provider values are mapped into `FAgrarianMappedWeatherInputs`
before they affect gameplay. The mapped snapshot keeps tile ID, tile center
coordinate, temperature,
precipitation, wind, cloud cover, humidity, pressure, visibility, and provider
weather code available alongside the collapsed Agrarian weather state. Open-Meteo
fills those fields directly where available; NOAA/NWS fills them from grid data
where available and derives provisional visibility/weather-state values until a
deeper provider-specific mapping pass is added.

The applied weather state also has a replicated debug snapshot:
`FAgrarianWeatherDebugSnapshot`. It records the weather source, provider
timestamp, tile ID, tile center coordinate, provider weather code, input values,
and final in-game `EAgrarianWeatherType` after mapping. Save files persist both
the mapped inputs and the applied debug snapshot so weather issues can be traced
back to a specific provider response and tile without inferring those values from
separate systems.

Deterministic fallback weather keeps the game playable when external providers
are disabled, unreachable, or return unusable data. The fallback snapshot is
derived from tile ID and Agrarian day, then mapped through the same
`FAgrarianMappedWeatherInputs` path as live providers. It produces seasonal
daily low/high temperatures, current temperature, cloud cover, humidity, wind,
pressure, precipitation, visibility, and the collapsed Agrarian weather state.
Fallback snapshots use provider `deterministic-fallback` and are cached
server-side with the normal weather cache TTL.

## Terrain And Tile Delivery

### MVP Tile

The MVP starts with one real Ground Zero tile:

- 1 km x 1 km tile;
- real elevation data imported into Unreal;
- metadata tracked in JSON registry files;
- static delivery package available from the map tile server.

### Tile Server

Current MVP endpoint:

```text
http://maps.agrariangame.com:18080
```

Current backing VM:

```text
Agrarian-TileServer
```

The tile server currently serves static files through nginx:

- `/health`
- `/manifest.json`
- `/ground_zero_tiles.json`
- `/schemas/tile_registry.schema.json`
- `/tiles/<tile_id>/v<package_version>/...`

The current tile client verification script proves:

- manifest download;
- registry lookup;
- package file download;
- checksum validation;
- neighbor metadata presence;
- delete/redownload cache recovery.

### Long-Term Tile Direction

The long-term tile system should support:

- 1 km x 1 km canonical tile IDs;
- versioned tile packages;
- server-side registry and package metadata;
- client local tile cache;
- cache retention and scrub policy;
- package revalidation and redownload;
- tile adjacency/stitching contracts;
- safe terrain updates that do not corrupt persisted player/world state.

The first implementation should stay static and simple until gameplay proves
why a database-backed tile service is needed.

## Data Contracts

### Data Assets

Use Unreal Data Assets for designer-facing definitions such as:

- item definitions;
- recipes;
- gatherable resource configuration;
- wildlife configuration;
- buildable structure definitions;
- future skill/knowledge definitions.

Data Assets should describe content. Server code should enforce gameplay rules.

### Gatherable Resources

The 0.1.F resource baseline uses `AAgrarianResourceNode` for simple gatherable
world resources. Wood, fiber, stone, and edible plants each have item
definitions or yield definitions, resource Blueprints, deterministic Ground Zero
placements, replicated remaining harvest counts, and bare-hand gathering through
the shared interaction path.

Stone specifically is represented by `DA_Item_Stone` and
`BP_StoneResourceNode`. Ground Zero includes stone nodes in slope, exposed
terrain, and valley-edge positions so primitive tools, campfires, and early
construction recipes have an in-world source instead of relying on debug grants.
Edible plants are represented by `BP_EdiblePlantResourceNode`, which yields the
MVP `food` item from scrub, grassland, and drainage-candidate forage patches.

Freshwater gathering uses `AAgrarianWaterSource` instead of the depleting
resource-node class. The placed `BP_FreshWaterSource` is still an
`IAgrarianInteractable`, appears through the same focused interaction prompt,
and restores thirst through `UAgrarianSurvivalComponent::AddWater` on server
authority. This keeps drinking compatible with the existing replicated survival
component while leaving later container filling, water quality, and source
depletion rules for future water-system work.

For the MVP, renewable MVP resource nodes respawn only after they are fully
depleted. Wood, fiber, and edible plant nodes are renewable because they
represent surface materials and forage that should return during continued
prototype play. Stone remains nonrespawning because it represents a slower
geologic resource and should push players to explore once local easy stone is
gone. Respawn timing is configurable per Blueprint through
`bRespawnsForMvp`, `RespawnDelaySeconds`, and `MaxHarvests`; the native node
uses a server-side timer and restores replicated `RemainingHarvests` when the
delay expires.

Tool requirement rules remain inventory-based for the MVP because dedicated
equipment slots are deferred. A resource node can declare `RequiredToolItemId`,
`bAllowBareHandGathering`, and `ToolQuantityBonus`. Current Ground Zero wood,
fiber, and stone nodes still allow bare-hand gathering so the first survival
loop cannot deadlock before the player can craft a tool. When the player has a
`basic_tool` in inventory, those nodes grant an extra unit per harvest. Edible
plants remain pure bare-hand gathering. Later nodes can disable
`bAllowBareHandGathering` when the game has proper tool equipment, durability,
and feedback UI.

Resource node persistence is map/tile state, not a spawned-actor replay path.
`UAgrarianSaveGame` stores `FAgrarianSavedResourceNode` records keyed by
`AAgrarianResourceNode::PersistenceNodeId`, with the actor name as a fallback.
`UAgrarianPersistenceSubsystem` captures only resource nodes that exist in the
currently loaded world and restores matching existing nodes by stable id. This
keeps the MVP compatible with later Earth-scale tiles: a tile contributes
resource depletion state only when its resource actors actually exist, and tile
generation/placement scripts should assign deterministic node ids.

### Wildlife Navigation

MVP wildlife movement is server authoritative. `AAgrarianWildlifeBase` uses an
AI controller and Unreal navigation when nav data exists: wander targets are
chosen from reachable nav points, chase/flee targets are projected onto navmesh,
and movement requests use `MoveToLocation`. If a test map or early generated
tile has no nav data, wildlife falls back to direct movement input so damage,
flee, chase, and harvest loops remain functional while map navigation is being
authored.

### Wildlife Spawning

`AAgrarianWildlifeSpawnManager` owns MVP wildlife population seeding on the
server. Designers can assign a wildlife class, initial count, max active count,
spawn radius, and respawn interval. Spawn points optionally project to navigation
before spawning so the first wildlife prototype favors reachable positions while
still falling back cleanly on maps without complete nav data.

### Wildlife Performance Limits

MVP wildlife uses simple server-side performance guardrails before the later
AI-scaling pass. Nearby wildlife updates every tick for responsive flee/chase
behavior. Wildlife outside `FullUpdateRadius` batches server thinking on
`FarUpdateIntervalSeconds`, dead wildlife disables ticking, and spawn managers
enforce `MaxActiveWildlife` so prototype populations cannot grow without a cap.

### JSON Metadata

Use JSON files for external terrain/tile pipeline metadata while the pipeline is
still early:

- tile registry;
- terrain generation metadata;
- heightmap metadata;
- landform analysis;
- water/shoreline analysis;
- neighbor edge verification.

JSON metadata should have schemas when it becomes a contract. The tile registry
already has an MVP schema.

### Save Data

Save data must be treated as a long-term compatibility contract. Do not store
temporary prototype assumptions in a way that blocks future migration.

Persistence should include version fields for:

- save format;
- game build;
- tile package version;
- world state records;
- player records;
- placed object records.

## Persistence Strategy

Persistence should begin narrow and explicit.

MVP persistence scope:

- player survival snapshot;
- inventory snapshot;
- placed campfire/shelter/basic structures;
- depleted/changed resource nodes where needed;
- world time/weather state;
- active Ground Zero tile/package version.

Do not persist every temporary actor by default. Actors should opt into
persistence with a stable identifier and a clear serialization contract.

Future persistence design should address:

- server database vs file save split;
- migration/versioning;
- world partition state;
- tile package changes;
- player-owned structures;
- family/generation data;
- family and community NPC memory, relationships, teaching history, emotional
  state, task state, and offline stewardship logs;
- economy and transaction records;
- settlement governance records.

## Family, Community NPC, And Offline Stewardship Intelligence

Long-term NPC and family behavior should be built as inspectable simulation
systems before relying on any generative AI layer.

Core rules:

- The server remains authoritative for NPC choices, movement, resource use,
  combat, teaching, learning, economy effects, and offline character outcomes.
- Nearby characters can run fuller behavior/state-tree logic, while distant
  settlement members use cheaper task simulation and ledger updates.
- Family and community characters need persistent needs, relationships,
  memories, skills, roles, emotional state, task state, and contribution logs.
- Logged-off player characters may contribute locally from their last valid
  home, claim, or assigned post, but should not explore, learn new skills,
  complete major projects, accept strategic risk, or gain hidden progression.
- Core behavior must remain deterministic, debuggable, and functional without
  model inference.
- Any AI model layer should be proprietary-first: local or self-hosted where
  practical, privacy-safe, replaceable, and limited to optional dialogue
  variation, event summarization, teaching flavor, memory compression, and
  settlement reports unless explicitly promoted after review.
- External AI services must not receive private player history, unreleased world
  state, economy data, or proprietary design context for core gameplay.

## Multiplayer Strategy

The MVP should prove at least two players on the same server.

Near-term rule:

- server validates gameplay actions;
- replicated state is kept minimal;
- client prediction is deferred unless interaction feels bad without it;
- RPCs should be narrow and action-specific;
- avoid letting Blueprint-only paths mutate critical authoritative state.

Detailed replication policy belongs in the multiplayer/networking design
document.

## Build And Automation

### Windows Editor Build

Primary build path:

```text
Scripts\BuildEditor-Windows.bat
```

Codex runs this through Windows-Builder using:

```text
/home/nathan/bin/winbuilder cmd 'set AGRARIAN_NO_PAUSE=1 && pushd \\DevBox\projects\AgrarianGameBulid && Scripts\BuildEditor-Windows.bat'
```

### Unreal Python Verification

Command-mode Unreal Python scripts are used for repeatable editor validation:

- map checks;
- Ground Zero terrain verification;
- playable Blueprint verification;
- resource and foliage placement checks.

These scripts should remain deterministic and safe to run repeatedly.

### Packaged Demo Builds

Investor/demo packages should be produced when a milestone version's roadmap
items are complete. The build should use Ground Zero as the default map and
include current splash/startup/copyright notices.

### Linux Dedicated Server

Dedicated server build instructions exist, but the MVP can continue proving
gameplay through the current available server path until dedicated server
packaging is required for closed testing.

## Infrastructure

Current supporting machines:

- `DevBox` Unraid: shared project storage and VM host.
- `Ubuntu-Codex`: source-control/automation machine.
- `Windows-Builder`: Unreal/Visual Studio/GPU build machine.
- `Agrarian-TileServer`: dedicated Ubuntu VM for MVP tile delivery.

Current public tile DNS:

```text
maps.agrariangame.com:18080
```

Infrastructure rules:

- do not run project application services directly on the Unraid OS;
- run services inside VMs or external hosts;
- keep the tile server small and static for MVP;
- keep GitHub/LFS usage within free-tier guardrails as long as practical;
- avoid committing generated build output, local caches, or secrets.

## Source Control And Assets

The repo uses Git plus Git LFS for Unreal binary assets.

Rules:

- commit source, config, docs, scripts, and curated assets;
- do not commit `Binaries/`, `Intermediate/`, `Saved/`, local build artifacts,
  or generated packages;
- keep large generated terrain packages out of Git unless explicitly curated;
- prefer small, focused commits tied to roadmap items;
- do not commit credentials or machine-local configuration.

The project currently has unrelated `.uasset` modifications in the working tree
from prior editor activity. Do not stage those unless intentionally addressing
that content.

## Security And Secrets

Secrets must stay out of the repository and handoff files.

Examples:

- DigitalOcean API tokens;
- server passwords;
- Mailgun credentials;
- database passwords;
- private SSH keys;
- admin reset files.

Use environment variables, machine-local config, or secret managers for
credentials. Documentation may describe where a secret is expected, but should
not include secret values.

## Testing Gates

Minimum gate for code changes:

- relevant C++ compiles through Windows-Builder;
- relevant Unreal Python verification passes when touching maps/assets;
- targeted script checks pass when touching scripts/data;
- docs-only changes receive a text sanity check.

Minimum gate for milestone/demo builds:

- editor build succeeds;
- Ground Zero map check passes;
- playable loop smoke test passes;
- package launches on Windows test machine;
- current roadmap milestone is marked complete;
- known blockers are documented.

## Performance Profiling

Agrarian gameplay code exposes a dedicated Unreal stat group named
`STATGROUP_Agrarian`. Use `stat Agrarian` during editor or packaged sessions for
game-specific cycle counters, and capture Unreal Insights traces for matching
CPU scopes. The current markers cover authoritative game-state time/weather
ticking, survival ticking, sky-light refresh, weather-audio refresh, foliage
instance mutation, and weather-provider request/parse/fallback work.

## Near-Term Technical Priorities

Next technical foundation work should focus on:

- technical details for multiplayer/networking;
- persistence contract and versioning;
- Earth-scale tile streaming design;
- real-weather provider adapter;
- real-region day/night presentation;
- local tile cache layout and retention;
- MVP character-selection landing page;
- first closed-test readiness gate.

## Open Questions

- Should public tile serving remain on the LAN-hosted `Agrarian-TileServer` VM
  during closed testing, or move to an external cloud host before testers join?
- Which persistence backend should replace or supplement file saves first?
- How much client prediction is needed for gathering, inventory, and building?
- What is the first stable dedicated server packaging target?
- Which systems need migration/versioning before the first closed test?
- How much real sunrise/sunset accuracy is needed before the MVP feels
  regionally grounded?
