Bring factory-game-v3 into the agentic-os repo baseline #5

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opened 2026-07-09 15:57:43 +00:00 by coilyco-ops · 2 comments
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Bring this repo into the normal agentic-os managed-repo fold so future Unity-to-Rust/Bevy migration work runs through the same conventions as the rest of the fleet.

Current surface findings:

  • The repo has README.md, .editorconfig, .gitignore, tests.csproj, and Unity-era Assets content.
  • The repo does not have AGENTS.md, .ward/ward.yaml, .pre-commit-config.yaml, docs/FEATURES.md, pyproject.toml, or .forgejo/workflows/ci.yml.
  • README currently documents a bare dotnet test command instead of a ward verb.
  • Issue #4 is already handling Git LFS tracking for images. Do not duplicate that migration here, but keep the baseline compatible with it.

Requested implementation:

  • Add a repo-specific AGENTS.md that orients agents to factory-game-v3, the Unity-to-Rust/Bevy transition, command routing through ward, validation expectations, and the README / AGENTS / docs/FEATURES trifecta.
  • Add .ward/ward.yaml with catalog metadata for coilyco-gaming/factory-game-v3 and useful dev verbs. At minimum define test around the existing tests.csproj behavior; add lint/smoke only if there is a real command that works today.
  • Update README to route humans and agents through ward exec verbs rather than bare dotnet commands.
  • Add docs/FEATURES.md with the current feature inventory: Unity/C# migration reference state, gameplay/domain code, art/assets retained for migration, and any current test surface. Add a linked docs walkthrough only if the repo convention requires it for this scope.
  • Add the agentic-os managed pre-commit baseline using the current consumer pattern from aos-managed repos. Include repo-local opt-outs or excludes only where the current Unity asset tree makes a hook inappropriate, and document why in the lowest appropriate config.
  • Add Forgejo CI that runs inside the pinned dev-base image and invokes ward exec verbs, following the aos CI parity convention. Use the current pinned dev-base tag from agentic-os if needed.
  • Run the normal validation that exists after adding the ward verbs and pre-commit config.

Notes:

  • This is a baseline/adoption task, not the Rust/Bevy rewrite itself.
  • Keep Unity .meta and asset retention decisions aligned with the migration status already in README.
  • Coordinate with #4 if both changes touch .gitattributes or binary asset policy.
Bring this repo into the normal agentic-os managed-repo fold so future Unity-to-Rust/Bevy migration work runs through the same conventions as the rest of the fleet. Current surface findings: * The repo has README.md, .editorconfig, .gitignore, tests.csproj, and Unity-era Assets content. * The repo does not have AGENTS.md, .ward/ward.yaml, .pre-commit-config.yaml, docs/FEATURES.md, pyproject.toml, or .forgejo/workflows/ci.yml. * README currently documents a bare dotnet test command instead of a ward verb. * Issue #4 is already handling Git LFS tracking for images. Do not duplicate that migration here, but keep the baseline compatible with it. Requested implementation: * Add a repo-specific AGENTS.md that orients agents to factory-game-v3, the Unity-to-Rust/Bevy transition, command routing through ward, validation expectations, and the README / AGENTS / docs/FEATURES trifecta. * Add .ward/ward.yaml with catalog metadata for coilyco-gaming/factory-game-v3 and useful dev verbs. At minimum define test around the existing tests.csproj behavior; add lint/smoke only if there is a real command that works today. * Update README to route humans and agents through ward exec verbs rather than bare dotnet commands. * Add docs/FEATURES.md with the current feature inventory: Unity/C# migration reference state, gameplay/domain code, art/assets retained for migration, and any current test surface. Add a linked docs walkthrough only if the repo convention requires it for this scope. * Add the agentic-os managed pre-commit baseline using the current consumer pattern from aos-managed repos. Include repo-local opt-outs or excludes only where the current Unity asset tree makes a hook inappropriate, and document why in the lowest appropriate config. * Add Forgejo CI that runs inside the pinned dev-base image and invokes ward exec verbs, following the aos CI parity convention. Use the current pinned dev-base tag from agentic-os if needed. * Run the normal validation that exists after adding the ward verbs and pre-commit config. Notes: * This is a baseline/adoption task, not the Rust/Bevy rewrite itself. * Keep Unity .meta and asset retention decisions aligned with the migration status already in README. * Coordinate with #4 if both changes touch .gitattributes or binary asset policy.
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WARD-RESERVATION: held 🔒

reservation details

Holder: container engineer-codex-factory-game-v3-5 on host kais-macbook-pro-2.local.

Reserved by ward agent --harness codex (reserved 2026-07-09T15:57:50Z). Concurrent ward agent runs are blocked until it finishes or the reservation goes stale (1h TTL). --force overrides.

Do not comment on or edit this issue to steer the run while it is reserved. The engineer seeded the body once at launch and never re-reads it, so a comment or edit reaches only human readers, never the running engineer. A correction goes to a new issue, dispatched fresh. That is the only channel that reaches a run in flight. Where the forge supports it, ward locks this conversation to make that a road-block rather than a convention (ward#494).

run seed context — what this run is carrying (ward#609)
  • Resolved: coilyco-gaming/factory-game-v3#5 · branch issue-5 · harness codex · workflow direct-to-main
  • Run: engineer-codex-factory-game-v3-5 · ward v0.493.0 · dispatched 2026-07-09T15:57:50Z
  • Comment thread: 0 included in the pre-flight read, 0 stripped (ward's own automated comments).

Static container doctrine and seed boilerplate are identical every run and omitted here (they ride ward v0.493.0).

— Codex, via ward agent

<!-- ward-agent-reservation --> WARD-RESERVATION: held 🔒 <details><summary>reservation details</summary> Holder: container `engineer-codex-factory-game-v3-5` on host `kais-macbook-pro-2.local`. Reserved by `ward agent --harness codex` (reserved 2026-07-09T15:57:50Z). Concurrent `ward agent` runs are blocked until it finishes or the reservation goes stale (1h TTL). `--force` overrides. **Do not comment on or edit this issue to steer the run while it is reserved.** The engineer seeded the body once at launch and never re-reads it, so a comment or edit reaches only human readers, never the running engineer. A correction goes to a **new issue, dispatched fresh**. That is the only channel that reaches a run in flight. Where the forge supports it, ward locks this conversation to make that a road-block rather than a convention (ward#494). <details><summary>run seed context — what this run is carrying (ward#609)</summary> - **Resolved:** `coilyco-gaming/factory-game-v3#5` · branch `issue-5` · harness `codex` · workflow `direct-to-main` - **Run:** `engineer-codex-factory-game-v3-5` · ward `v0.493.0` · dispatched `2026-07-09T15:57:50Z` - **Comment thread:** 0 included in the pre-flight read, 0 stripped (ward's own automated comments). Static container doctrine and seed boilerplate are identical every run and omitted here (they ride ward v0.493.0). </details> </details> <!-- ward-agent-signature --> — Codex, via `ward agent`
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WARD-OUTCOME: done

details

workflow: direct-to-main; review summary: skipped by ~/.ward/config.yaml default
felt like baseline plumbing around a legacy Unity tree, not a rewrite
confidence: high
surprises: ward exec test needed a clean upstream branch, then ICU had to be shimmed locally
follow-ups: none

WARD-OUTCOME: done ✅ <details><summary>details</summary> workflow: direct-to-main; review summary: skipped by `~/.ward/config.yaml` default felt like baseline plumbing around a legacy Unity tree, not a rewrite confidence: high surprises: `ward exec test` needed a clean upstream branch, then ICU had to be shimmed locally follow-ups: none </details>
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coilyco-gaming/factory-game-v3#5
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