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- Install CCGS agent/skill/hook framework (.claude/, docs templates, GitHub issue/PR templates) - Configure CLAUDE.md and technical-preferences.md for Unity 6000.3.3f1 (C#, URP, collider-based mouse picking) - Point engine reference import at docs/engine-reference/unity/ and remove unused Godot/Unreal reference docs - Add Version Awareness section to unity-specialist agent - Set production/review-mode.txt to lean - Add design/gdd/combat-mode.md: reverse-documented GDD for the vs-AI Combat mode, confirming it as the foundation for the guion.md narrative campaign (separate from Classic mode) - Add docs/architecture/ADR-0001: documents the existing board-state/singleton/per-mode architecture and the decision to keep Classic and Combat modes permanently separate - Add docs/architecture/control-manifest.md: programmer rules sheet sourced from ADR-0001 and Unity 6 engine reference docs - Continue in-progress Mono/Classic and Mono/Combat refactor (ScoreManager, scene/prefab updates) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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AI Code Rules
- AI update budget: 2ms per frame maximum — profile to verify
- All AI parameters must be tunable from data files (behavior tree weights, perception ranges, timers)
- AI must be debuggable: implement visualization hooks for all AI state (paths, perception cones, decision trees)
- AI should telegraph intentions — players need time to read and react
- Prefer utility-based or behavior tree approaches over hard-coded if/else chains
- Group AI must support formation, flanking, and role assignment from data
- All AI state machines must log transitions for debugging
- Never trust AI input from the network without validation