Rewrite notes for the single-player architecture
Drop protocol.md; rewrite the tick-loop note around the game-loop-driven sim and the intent model; rewrite the roadmap (network items removed, sim/game crate layout, save/load and NPC blocking added); fix crate paths in the remaining notes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Claude Opus 5
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@@ -2,7 +2,7 @@
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## Current state
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Input is fully decoupled from the windowing backend. `client/src/input.rs` owns all input
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Input is fully decoupled from the windowing backend. `game/src/input.rs` owns all input
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types. `main.rs` translates `pbio::Event::Key` events into `GameAction` values each frame and
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stores them in an `InputState`. `game::update()` receives a `&InputState` and queries it with
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three distinct semantics. (The platform/windowing layer lives in the external `pbio` crate;
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@@ -10,7 +10,7 @@ game code only ever sees `pbio::Key`, never a raw backend type.)
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## Architecture
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### `GameAction` — `client/src/input.rs`
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### `GameAction` — `game/src/input.rs`
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Logical actions the game cares about. Game code never sees backend key types.
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@@ -18,7 +18,7 @@ Logical actions the game cares about. Game code never sees backend key types.
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pub enum GameAction { Up, Down, Left, Right, Confirm, Cancel }
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```
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### `InputMap` — `client/src/input.rs`
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### `InputMap` — `game/src/input.rs`
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Translates a `pbio::Key` to an `Option<GameAction>`. All key bindings live here.
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@@ -31,7 +31,7 @@ Translates a `pbio::Key` to an `Option<GameAction>`. All key bindings live here.
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| Enter | Confirm |
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| Escape | Cancel |
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### `InputState` — `client/src/input.rs`
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### `InputState` — `game/src/input.rs`
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Three internal buffers, populated from `pbio::Event::Key` events in `main.rs`:
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