18-engine.md границы Tile2D, проекции 2D, формат проекта, второй проект 19-agent.md инструменты --tool, скиллы, терминал в редакторе 20-gdd.md акты, петли, рост отряда, закон масштаба, бюджет 200 часов 21-damage.md семь стихий, статусы, десять реакций, формулы, триггеры 22-loot.md редкости, аффиксы, артефакты, зачарования, материалы 23-endgame.md Бездна, мутации, лидерборды, 262 ачивки Плюс правки 01/02/07/15/16/17 под переехавшие пути и новые правила забега. Дизайнерская часть держится на одном законе: угроза растёт квадратично, сила отряда — линейно с затуханием, разрыв закрывается ЗНАНИЕМ, а не числами. Из него выведены и экономика опыта (41 млн против 44 млн дохода), и то, почему реакции считаются от глубины, а не от урона оружия, и почему в Бездне множитель HP разрешён, а во всём авторском контенте запрещён. .claude/commands: скиллы /tile2d, /room, /floor — правила этого движка, которые нельзя вывести из кода. Главное записано первым: не отчитываться об успехе без прохода --tool validate. Числа в этих документах — вход для инструментов, а не украшение. Расхождение между таблицей и выводом инструмента означает, что неправ документ. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Work on a Tile2D project
Request: $ARGUMENTS
Tile2D is the engine (engine/); a game is a project (projects/<name>/). The editor
(tile2d_editor) belongs to the engine and opens any project. Read docs/18-engine.md
before touching engine code, docs/15-engine-and-editor.md for the editor and room format.
The loop
Content is plain text in git — rooms, entity catalog, project manifest. Edit the files directly. What you cannot get from reading files is consequences: whether the room assembles into a floor, whether a spawn point is reachable, whether the floor spends its danger budget. That is what the tools are for.
tile2d_editor --tool help # every tool, with arguments
tile2d_editor --tool project # manifest, paths, difficulty curve
tile2d_editor --tool rooms # the set, with problems flagged
tile2d_editor --tool ascii <room> # room grid as text
tile2d_editor --tool floor <depth> [seed] # assemble a floor, report the numbers
tile2d_editor --tool map <depth> [seed] # that floor as an ASCII map
tile2d_editor --tool curve <from> <to> # what depth means, per floor
tile2d_editor --tool validate # whole set: exit code 1 means broken
Every tool takes --project <name>; inside the editor terminal TILE2D_PROJECT is already
set, so the bare command targets the open project.
Rules that are easy to break here
- Never report success without
--tool validatepassing. Exit code 1 means broken. A room that looks right in a diff can still seal a pocket off from its own door. - Verify through text, never by opening generated PNG/SFA (see CLAUDE.md). Floor
layout is
--tool map; a screenshot issquad_proto --clean --shot. - Entity ids are the game's border, not the engine's. The engine places any id from
the project catalog;
squad_protoonly turns into a creature the ids listed insrc/sim/spawn_catalog.cpp. A new id needs a row there too, or the floor spawns nothing. - On-screen text is Latin. raylib's built-in font has no Cyrillic and draws it as question marks. Console output and comments stay Russian.
- Acceptance is measured in the sandbox.
--acceptand--headlessnever load a project. Do not wire content into them. - The editor links only against the engine. Anything in
editor/reaching intosim/,ai/orui/is a build error, and that is deliberate.
Report
State what you changed, paste the numbers that prove it (validate, floor, curve), and
name anything you left broken. If a check fails and you could not fix it, say so — do not
describe the intended state as if it were the measured one.