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Agent Context

rayswaynl edited this page Jul 6, 2026 · 21 revisions

Agent Context

Superseded/alias (2026-07-06): read Agent Guide first, then Current live state. This page is retained for depth/history.

This is the compact human-readable context file for AI coding agents. Start machine readers with agent-entrypoint.json, then use agent-context.json for the larger snapshot, agent-machine-index.json for page-to-source/risk lookup, agent-knowledge.jsonl for durable source knowledge records and agent-development-lessons.jsonl for implementation lessons.

Identity

  • Repo: rayswaynl/a2waspwarfare
  • Game/runtime: Arma 2 Operation Arrowhead 1.64
  • Mission type: Warfare / CTI TvT PvE, forked from Benny's Warfare and modernized for WASP/Miksuu.
  • Documentation target: GitHub wiki plus docs/wiki mirror.
  • Progress surface: Progress-Dashboard.md plus agent-status.json, agent-knowledge.jsonl and agent-development-lessons.jsonl.
  • Machine lookup: agent-machine-index.json maps high-traffic systems to canonical pages, source proof refs, machine records, risk tier and next gate.
  • Agent-actionable backlog: agent-hardening-backlog.jsonl.
  • Lesson capture: Development-Lessons-Learned.md plus agent-development-lessons.jsonl.
  • Release-readiness ledger: agent-release-readiness.json for tracked source fixes, generated propagation and smoke gates.
  • External report manifest: external-research-report-manifest.json; raw extracted report text is local cache only.

Source Of Truth

  • Source mission: Missions/[55-2hc]warfarev2_073v48co.chernarus
  • Generated vanilla missions (both maintained): Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan AND Missions_Vanilla/[61-2hc]warfarev2_073v48co.zargabad
  • Modded mission folders: Modded_Missions/* is in-tree, but current generation/package paths do not actively maintain it unless a tooling owner proves otherwise.
  • Generator/tool: Tools/LoadoutManager
  • Source-fix propagation gate: Source-Fix-Propagation-Queue.md plus agent-release-readiness.json

Must-Follow Rules

  • Use Arma 2 OA scripting documentation, not Arma 3.
  • For gameplay changes, edit the Chernarus source mission first.
  • Run dotnet run from Tools/LoadoutManager after mission edits, or run dotnet run --project Tools\LoadoutManager\LoadoutManager.csproj from the repo root; set A2WASP_SKIP_ZIP=1 for propagation-only runs.
  • Do not mark mission fixes release-complete until agent-release-readiness.json shows generated propagation and relevant Arma 2 OA smoke are done.
  • Do not casually alter anti-stack/database, extension, live-server or runtime mode behavior.
  • Use WF_Debug-gated logs for detailed debug output.

Primary Entrypoints

  • description.ext
  • initJIPCompatible.sqf
  • Common/Init/Init_Common.sqf
  • Common/Init/Init_CommonConstants.sqf
  • Common/Init/Init_PublicVariables.sqf
  • Server/Init/Init_Server.sqf
  • Client/Init/Init_Client.sqf
  • Headless/Init/Init_HC.sqf
  • WASP/ overlay scripts documented in WASP-Overlay.md

High-Risk Systems

  • PVF/publicVariable networking.
  • Server init and long-running loops.
  • Economy and side supply.
  • Factories and purchase spawn markers.
  • AI/headless delegation.
  • Anti-stack database extension calls.
  • LoadoutManager-generated mission output.
  • Dangerous loadout classes marked WARNING_GAME_CRASH_DO_NOT_USE_IN_LOADOUTS.
  • PowerShell path handling for the Chernarus folder; use -LiteralPath because [55-2hc] is a wildcard pattern.
  • Supply system 0 with AI commanders can hit disabled UpdateSupplyTruck and missing Server/FSM/supplytruck.fsm.
  • PR #1 supply vehicles currently stack Killed event handlers across repeated mission loads.

Current Open Work

  • PR #1 feat/supply-helicopter: documents supply helicopters, upgrade gating, cash runs, interdiction reward and deferred AI supply heli work.
  • Implementation roadmap: Documentation-Implementation-Plan.md.
  • Code-level atlas: SQF-Code-Atlas.md.
  • Gameplay systems atlas: Gameplay-Systems-Atlas.md.
  • Construction and CoIn systems atlas: Construction-And-CoIn-Systems-Atlas.md; important hardening note: cost/placement gating is mostly client-side while RequestStructure / RequestDefense perform only light server validation before object creation.
  • Factory and purchase systems atlas: Factory-And-Purchase-Systems-Atlas.md; important note: player buy-unit flow is client-local (GUI_Menu_BuyUnits.sqf -> Client_BuildUnit.sqf) with no RequestBuyUnit PVF, while Server_BuyUnit.sqf / AIBuyUnit appears latent/unused.
  • Client UI systems atlas: Client-UI-Systems-Atlas.md.
  • Boot wait-chain atlas: Lifecycle-Wait-Chain.md.
  • WASP custom subtree atlas: WASP-Overlay.md.
  • AI commander/autonomous logistics revival audit: AI-Commander-Autonomy-Audit.md.
  • External Claude review: use Claude-Goal.md for a focused pass or Claude-Long-Term-Goal.md for a long-running counterpart, then update Agent-Worklog.md.
  • Cross-agent progress: read Progress-Dashboard.md, agent-status.json and agent-release-readiness.json first when you need the current Codex/Claude and release-readiness state.
  • Source-propagated smoke lane currently includes client skill init, hosted FPS, supply scan, paratrooper markers and commander-built ARTY ownership; none are release-complete until Arma 2 OA smoke is recorded. Current stable/PR #126 uses marker-based WFBE_CommanderArtillery* discovery in both maintained roots; the older docs/source handoff shape is historical context, and runtime smoke remains pending.
  • Cross-agent coordination: read Agent-Collaboration-Protocol.md, agent-collaboration.json, agent-knowledge.jsonl and agent-events.jsonl before starting a parallel pass.
  • Implementation lessons: read Development-Lessons-Learned.md before touching AI respawn/orders, cleanup queues, Common/Config, module wiring or other areas already indexed by the lesson-aware lane.
  • Independent review findings: Deep-Review-Findings.md records source-cited Claude findings that still need to be reconciled into owning atlas pages.
  • Implementation-ready work packages: Hardening-Implementation-Roadmap.md plus machine-readable agent-hardening-backlog.jsonl. Current added backlog items include attack-wave authority, static-defense HC sync, hosted FPS loop sleep, town-AI vehicle despawn verification, tooling operator checklist, JIP wait-chain timeout polish and UI/player-map debt.

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