Commit Graph

2 Commits

Author SHA1 Message Date
type-two
08761e8eeb [orchestrator] round 2 review + contracts v3 + round 3 orders
Review: 5/5 lanes pass. 160/160 tests, tsc clean, M1 COMPLETE — verified live:
reference factory ships melt, commission queue advances with standing orders,
SCREEN's new artifact passes respond item-specifically (block 0.46 from bricks).

Contracts v3 (granted): EntityState.scrammed, SimSnapshot.commissionQueue,
MachineDef.coolPerTick, setRecipeAt command, Sim.save/load, ScreenFX.frame(t, snap),
BeltItem.id hardened required, MachineDef.color re-ruled as chassis/body.
main.ts: passes snapshot to screen.frame; dev __fktryDemo() builds reference factory.
happy-dom ACTUALLY installed this time (round-2 grant never landed; UI caught it).

Rulings: bandwidth units are per-second (SIM converts); heat retune ordered (nothing
can currently overheat - heatPerTick < ambient cooling); validator test moves to
data/; RENDER's color deviation approved as the ruling; scram wipe 3 frames; REMOVE
button approved. Round 3 orders in all lane docs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 18:05:53 +10:00
type-two
1a769e6cbd Baseline: GLYTCH prototype, FKTRY lore codex, scaffold + 5-lane orchestration docs
- index.html: WIMVEE GLYTCH match-the-glitch prototype (playable)
- docs/FKTRY_LORE.md: world bible / MODELBEAST asset codex
- fktry/: vite+three+TS scaffold, contracts, main loop, seed data
- fktry/MASTERPLAN.md + CONTRACTS.md + lanes/LANE-{SIM,RENDER,UI,SCREEN,DATA}.md:
  round protocol and Round 1 orders for parallel Opus 4.8 executors

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 15:51:12 +10:00