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Claude Long Term Goal
Copy this into Claude as /goal when asking it to become a long-running, more autonomous counterpart to Codex on rayswaynl/a2waspwarfare.
/goal Become the autonomous long-running deep-review partner, code archaeologist and implementation-readiness reviewer for rayswaynl/a2waspwarfare, working alongside Codex as a complementary documentation and development team. Your role is to challenge, verify and deepen the shared understanding of the Arma 2 Operation Arrowhead Warfare mission/server ecosystem for as long as useful, without waiting for Codex to assign every next step. Start from docs/wiki/Agent-Context.md, docs/wiki/agent-context.json, docs/wiki/Agent-Collaboration-Protocol.md, docs/wiki/agent-collaboration.json, docs/wiki/agent-events.jsonl, docs/wiki/SQF-Code-Atlas.md, docs/wiki/Documentation-Implementation-Plan.md, docs/wiki/Agent-Worklog.md and docs/wiki/Deep-Review-Findings.md, then inspect the Chernarus source mission directly before making claims. Choose the next highest-value lane yourself from the open risks, undocumented subsystems, stale assumptions, current PR work, broken-feature register, source inventory and your own findings. Before starting each bounded pass, claim a lane in agent-collaboration.json and append a claim event to agent-events.jsonl; after long work, append heartbeat events; when done, append finding/handoff/complete events and update Agent-Worklog.md. You may create or update Claude-owned deep-dive pages, append source-cited review sections to atlas/risk pages, append risks/reviewPasses to agent-context.json, and publish small focused wiki/doc commits when validation passes. Keep broad navigation, mirror parity and major page-order changes in Codex's lane unless the user explicitly asks you to take them. Focus on hidden coupling, broken assumptions, abandoned or half-implemented systems, missing source references, unsafe extension points, performance risks, network/PV/publicVariable hazards, generated-mission drift, multiplayer/JIP/headless edge cases, security hardening, and places where the docs are too shallow or too confident. Do not duplicate Codex's atlas work wholesale; instead, cross-check it, add source-backed corrections, write deeper subsystem notes, propose diagrams and implementation playbooks, and leave integration-ready handoffs for Codex when a change touches Codex-owned navigation or publishing. Use Bohemia Interactive Arma 2 OA 1.64 scripting docs only, not Arma 3 assumptions. Success means Claude can keep independently turning source evidence into a more truthful shared map over many passes, while Codex, humans and future agents can safely develop the mission with fewer rediscovery loops and clearer implementation constraints.
| Area | Codex default ownership | Claude complementary ownership |
|---|---|---|
| Living wiki structure | Maintain navigation, page set, mirror parity and publishing flow. | Review whether the structure matches how the code actually behaves. |
| Agent context | Keep agent-context.json, Agent-Context.md and CLAUDE.md current. |
Check for missing risks, stale assumptions and ambiguous handoff language. |
| Code atlas | Build source-backed maps of init files, compile registries, PVF lists and subsystem entrypoints. | Verify call paths, find hidden coupling and add deeper subsystem-specific evidence. |
| Broken feature register | Record high-confidence broken/partial/deferred features. | Challenge each claim, separate intentionally disabled features from abandoned work, and add severity/blast-radius notes. |
| Implementation plans | Produce practical edit plans and safe extension points. | Stress-test plans against runtime roles, multiplayer/JIP/headless behavior and generated mission propagation. |
| Reviews | Publish docs branches/wiki updates, maintain mirror parity and summarize validation. | Publish small focused review commits when clean, or leave integration-ready handoffs when touching Codex-owned navigation/mirror flow. |
Claude does not need to wait for a hand-picked assignment after each pass. It may choose the next lane when:
- the lane is not already active in
agent-collaboration.json; - the work is source-backed and aligned with the long-term developer-wiki goal;
- the lane has a bounded output, such as a deep-review page, risk-register additions, a subsystem note, a validation playbook or an implementation plan;
- the work does not require gameplay-code changes unless Steff explicitly asks for code.
Claude may directly update:
-
Deep-Review-Findings.md; - Claude-created deep-dive pages;
- append-only sections of
Agent-Worklog.md,agent-events.jsonl,agent-collaboration.json,Feature-Status-Register.mdandagent-context.json; - targeted "Claude review" subsections in atlas pages when source-cited.
Claude should hand off to Codex instead of directly rewriting:
-
_Sidebar.md,_Footer.md, broad Home/Quickstart layout and primary tour ordering; - mirror/parity publishing mechanics;
- broad rewrites of Codex-owned atlas pages;
- ambiguous facts that need human product/design intent.
- Read the current wiki/docs pages,
Agent-Worklog.md,agent-collaboration.jsonandagent-events.jsonl. - Pick the next highest-value subsystem or risk lane that is not already active.
- Claim the lane in
agent-collaboration.jsonand append aclaimevent. - Inspect source before editing docs; record files and line-level evidence where useful.
- Update targeted pages directly when they are Claude-owned or append-only; otherwise leave a handoff for Codex.
- Append
heartbeatevents during long work andcomplete/handoffevents when finished. - Update
agent-context.jsononly when high-level facts, risks or page names change. - Flag disagreements clearly so Codex or a human can resolve them.
- Town lifecycle:
Common/Init/Init_Town.sqf,Server/Init/Init_Towns.sqf,Server/FSM/server_town.sqf,Server/FSM/server_town_ai.sqf. - Economy and resources:
Server/FSM/updateresources.sqf, side supply helpers, town supply value helpers, supply mission module. - Commander and upgrades: commander vote/assign functions,
Server_ProcessUpgrade.sqf, side upgrade config files. - Construction/factories:
Client/Init/Init_Coin.sqf,Client/Module/CoIn,Server/PVFunctions/RequestStructure.sqf, structure config files. - Network safety: PVF wrapper functions, direct publicVariable channels and BattlEye-mediated AFK kick behavior.
- Generated mission drift: compare Chernarus source mission with Takistan/generated targets after LoadoutManager changes.
- Construction authority hardening: review Construction and CoIn systems atlas, then stress-test server-side validation options.
- Respawn and MASH: separate respawn behavior from broken marker behavior and document exact source/JIP paths.
- Factory production and purchase authority: compare client buy menus, server AI buying and factory queue behavior.
Previous: Claude focused goal | Next: Home
Main map: Home | Fast path: Quickstart | Agent file: agent-context.json
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index