docs: adopt unified-3.0 Claude rule set + trim duplications

Adopts the four-file rule set the player added to the working tree:

- CLAUDE.md grows from a 114-line pointer doc to the 571-line
  `unified-3.0` rulebook: hard global constraints (§2), engine
  rules (§3), asset rules (§4), code standards (§5), build +
  verification (§6), git workflow (§7), the change-control
  ASK BEFORE list (§8), and the Context Injection System (§14).
- CLAUDE_SPEC.md — formal architecture spec: crate dependency
  graph with forbidden_deps, data ownership map, state-machine
  invariants ("52 cards always exist", "no duplicate IDs",
  "all cards belong to exactly one pile"), sync merge contract,
  server contract, validation checklist.
- CLAUDE_WORKFLOW.md — two-agent Builder/Guardian pipeline with
  hard-fail patterns that auto-reject (core uses IO/Bevy/network,
  GameState mutated outside GameLogicSystem, blocking async on
  main thread, duplicate logic, merge altered incorrectly).
- CLAUDE_PROMPT_PACK.md — task-type templates.

Three duplicate rule passages removed:

- CLAUDE_SPEC.md §0 dropped no_panics_in_core / core_is_pure /
  event_driven_engine — already canonical in CLAUDE.md §2.1, §2.3,
  §3.1. Kept single_source_of_truth and sync_is_additive (those
  describe data flow, not in CLAUDE.md).
- CLAUDE_SPEC.md §11 Prohibited Patterns now references CLAUDE.md
  §11 instead of restating the same five forbidden items.
- ARCHITECTURE.md Design Principles dropped the pure-core /
  no-panics / UI-first bullets — those are enforcement constraints
  living in CLAUDE.md §2.1, §2.3, §3.3; this file describes the
  design that motivates them. Kept the offline-first, one-language,
  and plugin-based-Bevy bullets (those are descriptive, not
  enforcement).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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# CLAUDE_WORKFLOW.md
version: 1.0
---
## 0. Overview
This workflow defines a **two-agent system**:
* **Builder Agent** → writes and modifies code
* **Guardian Agent** → enforces architecture + rejects invalid changes
No code is considered valid unless it passes Guardian validation.
---
## 1. Agent Roles
### 1.1 Builder Agent
role: "code_generation"
responsibilities:
* implement features
* refactor code
* generate tests (only when justified)
* follow CLAUDE_SPEC.md
constraints:
* cannot bypass validation
* must declare intent before writing code
output_contract:
must_produce:
- change_summary
- files_modified
- reasoning (short)
- code_diff
---
### 1.2 Guardian Agent
role: "architecture_enforcement"
responsibilities:
* validate against CLAUDE_SPEC.md
* detect violations
* reject or approve changes
* suggest minimal fixes (not full rewrites)
constraints:
* no feature implementation
* no large rewrites
* must be deterministic
output_contract:
must_produce:
- status: APPROVED | REJECTED
- violations[]
- required_fixes[]
- optional_improvements[]
---
## 2. Workflow Pipeline
```text
User Request
Builder Agent (proposal + code)
Guardian Agent (validation)
IF approved → commit
IF rejected → feedback → Builder retry
```
---
## 3. Builder Protocol
### Step 1 — Intent Declaration
Builder MUST start with:
```yaml
intent:
feature: "<name>"
crates_touched: []
systems_affected: []
risk_level: low|medium|high
```
---
### Step 2 — Plan
```yaml
plan:
- step: "..."
- step: "..."
```
---
### Step 3 — Implementation
* Only modify declared crates
* Follow ownership rules
* Use events for cross-system communication
---
### Step 4 — Output
```yaml
change_summary: "..."
files_modified:
- path: ...
change: "..."
violations_self_check:
- none | list
notes: "short reasoning"
```
---
## 4. Guardian Protocol
### Step 1 — Spec Validation
Check against:
* crate boundaries
* mutation rules
* event system usage
* sync guarantees
* forbidden patterns
---
### Step 2 — Invariant Validation
Must verify:
* GameState invariants preserved
* no new panic paths
* no blocking calls in engine
* merge properties unchanged
---
### Step 3 — Output Decision
#### APPROVED
```yaml
status: APPROVED
notes:
- "no violations"
```
---
#### REJECTED
```yaml
status: REJECTED
violations:
- id: core_purity_violation
file: "solitaire_core/src/..."
reason: "uses std::fs"
required_fixes:
- "move IO to solitaire_data"
optional_improvements:
- "simplify event naming"
```
---
## 5. Enforcement Rules
### Hard Fail (automatic rejection)
* core crate uses IO / Bevy / network
* GameState mutated outside GameLogicSystem
* blocking async on main thread
* duplicate logic across crates
* merge function altered incorrectly
---
### Soft Fail (allowed but flagged)
* unnecessary complexity
* redundant tests
* minor architectural drift
---
## 6. Iteration Loop
Max attempts per task: **3**
```text
Attempt 1 → Reject → Fix
Attempt 2 → Reject → Fix
Attempt 3 → Final decision
```
If still failing:
→ escalate to user
---
## 7. Diff Strategy
Builder MUST produce:
* minimal diffs
* no unrelated refactors
* no formatting-only changes
---
## 8. Test Strategy Integration
Builder rules:
* only add tests if:
* fixing a bug
* protecting complex logic
* validating invariants
Guardian rejects:
* redundant tests
* no-op tests
---
## 9. Optional Extensions
### 9.1 Third Agent (Optimizer)
role: performance + cleanup
runs AFTER approval:
* reduce allocations
* simplify logic
* improve ECS scheduling
---
### 9.2 CI Integration
Pipeline:
```text
Builder → Guardian → cargo check → clippy → tests
```
Guardian runs BEFORE compilation to catch structural issues early.
---
## 10. Example Interaction
### Builder
```yaml
intent:
feature: "undo stack limit fix"
crates_touched: [solitaire_core]
risk_level: low
```
```yaml
change_summary: "limit undo stack to 64 entries"
files_modified:
- solitaire_core/src/game_state.rs
notes: "prevents unbounded memory growth"
```
---
### Guardian
```yaml
status: APPROVED
notes:
- "respects core constraints"
- "no invariant violations"
```
---
## 11. Mental Model
* Builder = **creative**
* Guardian = **strict**
Builder explores
Guardian enforces
Neither replaces the other.
---
## 12. Success Criteria
System is working if:
* architectural violations go to ~0
* code stays consistent across features
* refactors become safe
* complexity grows sub-linearly