约定仓库忽略构建产物,并固定代理协作边界。
核心不得依赖引擎界面,随机数走统一入口,避免规则写进表现层。 Co-authored-by: Cursor <cursoragent@cursor.com>
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bin/
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obj/
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.vs/
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.idea/
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*.user
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*.suo
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*.userosscache
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[Dd]ebug/
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# Agent rules
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Read `docs/FOUNDATION.md` and `docs/ARCHITECTURE.md` before large refactors.
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- `Game.Core` must not depend on Godot.
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- All randomness must go through `GameRng`. Simulation and presentation share one rules engine.
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- UI must not implement game rules. Presentation renders `GameState` and plays `GameEvent`s.
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- Adding or changing core rules requires adding or updating tests.
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- Ordinary cards should use standard effects. Do not invent a general-purpose scripting language.
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- Changing the content schema requires updating the validator and `docs/CONTENT_SCHEMA.md`.
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- Changing event resolution order requires checking related tests.
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- Do not create a global rule for a single card.
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- Prefer the smallest working implementation. Do not optimize until there is a measured bottleneck.
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- Freeze the 11 core actions in `docs/RULES.md`. New “archetypes” are combinations, conditions, or keywords — not new primitive events.
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- Card packs are **in-run only**. Unlock state must reset with the run. Do not add cross-run / meta unlocks.
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<Project>
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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<LangVersion>latest</LangVersion>
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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<Deterministic>true</Deterministic>
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</PropertyGroup>
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</Project>
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{
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"sdk": {
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"version": "8.0.400",
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"rollForward": "latestMinor"
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}
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}
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