Final agent-tooling pass folding in this session's hardest-won lessons (previously only in my memory):
code-layering.md:
- anti-pattern #4 "fixing the orchestrator instead of eliminating it" (the swap→extract→FFI drift;
the fix is usually DELETE the GDScript path, let Rust compute + UI render getState()).
- anti-pattern #5 "UI holding state / calling logic instead of reading getState()".
- principles rewritten: (1) Rust drives everything — divergence is a bug to DELETE, never reconcile;
(2) the UI is a pure view of getState() (render/act/end_turn, GdPlayerApi is the reference);
(3) single-source LOGIC not necessarily STATE — but never two state copies in ONE running game.
specialist-preamble.md (always-loaded core):
- verify rule gains "verify architectural PREMISES before committing to a plan" (the 3-turn drift,
collapsed by one grep of view.rs).
- layering rule gains the Rust-drives / UI-is-a-view-of-getState one-liner.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>