- .planning/season-7-end-state.md answers principle-level the three questions
per CONTEXT D-08: (a) what rest state means, (b) what the finite Roothold
ceiling is tied to (count of authored fragments + Seasons), (c) the coda's
tonal register (warm/quiet/specific/final). Cites SEAS-04, SEAS-09, SEAS-10,
STRY-08; ROADMAP Phase 7; PITFALLS #1.
- Includes the explicit 'What this document is NOT' boundary section so
treatment-level scope creep is structurally rejected (binary-choice scene
text, ending paragraph text, Lura's final line, credits screen — all
authored Phase 7, not Phase 1).
- scripts/doctrine.test.ts is the only automated enforcement of both Phase-1
doctrine docs (per CONTEXT D-07: no UX-string lint rule). Asserts file
existence + required H2 sections + required source citations + boundary
disclaimer. 8 assertions / 2 doc files.
- vitest.config.ts include glob extended to scripts/**/*.test.ts so
doctrine.test.ts is discovered by 'npm test'.
- tsconfig.node.json include extended to scripts/**/*.ts so the strict-TS
gate covers the new doc-lint test alongside the existing build configs.
- 'npm test' green: 2 test files, 9 tests passing (sentinel + doctrine).
- Per CONTEXT D-09: lives in .planning/, not docs/.
Rule 3 [Blocking]: vitest.config.ts and tsconfig.node.json include globs
extended to discover the new TypeScript test file (existing globs only
covered .mjs scripts and src/ tests).
- Built equivalent React + Vite + TypeScript scaffold by hand because the official
npm create @phaserjs/game@latest scaffolder is interactive-only and the documented
--template/--yes flags are ignored (verified 2026-05-08 with create-game v1.3.2).
Plan Step 1 explicitly authorizes this fallback. Resulting tree mirrors the
official template shape: index.html, src/main.tsx, src/App.tsx, src/PhaserGame.tsx,
src/game/main.ts, src/game/scenes/Boot.ts.
- Installed Phase-1 production deps at versions verified in RESEARCH.md:
phaser@4.1.0, react@19.2.6, react-dom@19.2.6, idb@8.0.3, lz-string@1.5.0,
zod@4.4.3, crc-32@1.2.2, gray-matter@4.0.3, yaml@2.8.4, inkjs@2.4.0.
- Installed Phase-1 dev deps: vite@8.0.11, @vitejs/plugin-react@6.0.1,
typescript@6.0.3, @types/react@19, @types/react-dom@19, @types/node@22,
vitest@4.1.5, @vitest/ui, happy-dom, fake-indexeddb@6 (for Plan 03 IDB tests),
@playwright/test@1.59.1, eslint@9, eslint-plugin-boundaries@6.0.2, inklecate@1.8.1.
- Created the seven architectural-firewall directories under src/ with .gitkeep
markers (sim, render, ui, save, content, audio, store) — siblings to the
template-provided src/game/ — so Plan 02's ESLint boundaries rule has clean
targets per CLAUDE.md 'Architectural Firewall'.
- Created repo-root /content/ (with /dialogue/ and /seasons/ subdirs) and /assets/
trees per CONTEXT D-11, D-12.
- Pre-declared all downstream-required scripts in package.json so Plans 02–06 only
edit code, not script keys: dev, build, preview, lint (--max-warnings 0 per
RESEARCH CI Pitfall C), test (--passWithNoTests=false per CI Pitfall B),
test:watch, validate:assets, compile:ink (no-op stub for Phase 1; Phase 2
replaces with real inklecate invocation), ci.
- TypeScript strict mode enforced via tsconfig.json + tsconfig.app.json + tsconfig.node.json.
- npm run build succeeds (tsc -b && vite build) producing dist/index.html and
dist/assets/index-*.js (~1.5MB Phaser bundle; code-splitting deferred to Phase 2+
when actual scenes exist).