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.copilot-rules.md
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# Copilot Rules — Spacetris (SDL3 / C++20)
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These rules define **non-negotiable constraints** for all AI-assisted changes.
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They exist to preserve determinism, performance, and architecture.
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If these rules conflict with `.github/copilot-instructions.md`,
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**follow `.github/copilot-instructions.md`.**
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---
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## Project Constraints (Non-Negotiable)
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- Language: **C++20**
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- Runtime: **SDL3** + **SDL3_ttf**
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- Build system: **CMake**
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- Dependencies via **vcpkg**
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- Assets must use **relative paths only**
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- Deterministic gameplay logic is mandatory
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Do not rewrite or refactor working systems unless explicitly requested.
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---
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## Repo Layout & Responsibilities
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- Core gameplay loop/state: `src/Game.*`
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- Entry point: `src/main.cpp`
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- Text/TTF: `src/Font.*`
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- Audio: `src/Audio.*`, `src/SoundEffect.*`
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- Effects: `src/LineEffect.*`, `src/Starfield*.cpp`
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- High scores: `src/Scores.*`
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- Packaging: `build-production.ps1`
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When adding a module:
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- Place it under `src/` (or an established subfolder)
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- Register it in `CMakeLists.txt`
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- Avoid circular includes
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- Keep headers minimal
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---
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## Build & Verification
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Prefer existing scripts:
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- Debug: `cmake --build build-msvc --config Debug`
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- Release:
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- Configure: `cmake -S . -B build-release -DCMAKE_BUILD_TYPE=Release`
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- Build: `cmake --build build-release --config Release`
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- Packaging (Windows): `./build-production.ps1`
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Before finalizing changes:
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- Debug build must succeed
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- Packaging must succeed if assets or DLLs are touched
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Do not introduce new build steps unless required.
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---
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## Coding & Architecture Rules
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- Match local file style (naming, braces, spacing)
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- Avoid large refactors
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- Prefer small, testable helpers
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- Avoid floating-point math in core gameplay state
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- Game logic must be deterministic
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- Rendering code must not mutate game state
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---
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## Rendering & Performance Rules
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- Do not allocate memory per frame
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- Do not load assets during rendering
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- No blocking calls in render loop
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- Visual effects must be time-based (`deltaTime`)
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- Rendering must not contain gameplay logic
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---
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## Threading Rules
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- SDL main thread:
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- Rendering
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- Input
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- Game simulation
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- Networking must run in a **separate thread**
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- SDL main loop must **never block** on networking
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- Cross-thread communication via queues or buffers only
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---
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## Assets, Fonts, and Paths
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- Runtime expects adjacent `assets/` directory
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- `FreeSans.ttf` must remain at repo root
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- New assets:
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- Go under `assets/`
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- Must be included in `build-production.ps1`
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Never hardcode machine-specific paths.
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---
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## AI Partner (COOPERATE Mode)
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- AI is **supportive**, not competitive
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- AI must respect sync timing and shared grid logic
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- AI must not “cheat” or see hidden future pieces
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- AI behavior must be deterministic per seed/difficulty
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---
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## Networking (COOPERATE Network Mode)
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Follow `network_cooperate_multiplayer.md`.
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Mandatory model:
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- **Input lockstep**
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- Transmit inputs only (no board state replication)
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Determinism requirements:
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- Fixed tick (e.g. 60 Hz)
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- Shared RNG seed
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- Deterministic gravity, rotation, locking, scoring
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Technology:
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- Use **ENet**
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- Do NOT use SDL_net or TCP-only networking
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Architecture:
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- Networking must be isolated (e.g. `src/network/NetSession.*`)
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- Game logic must not care if partner is local, AI, or network
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Robustness:
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- Input delay buffer (4–6 ticks)
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- Periodic desync hashing
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- Graceful disconnect handling
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Do NOT implement:
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- Rollback
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- Full state sync
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- Server-authoritative sim
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- Matchmaking SDKs
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- Versus mechanics
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---
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## Agent Behavior Rules (IMPORTANT)
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- Always read relevant markdown specs **before coding**
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- Treat markdown specs as authoritative
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- Do not invent APIs
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- Do not assume external libraries exist
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- Generate code **file by file**, not everything at once
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- Ask before changing architecture or ownership boundaries
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---
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## When to Ask Before Proceeding
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Ask the maintainer if unclear:
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- UX or menu flow decisions
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- Adding dependencies
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- Refactors vs local patches
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- Platform-specific behavior
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