refactor: tighten project structure and strengthen tooling
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# Target Architecture
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This document describes the intended medium-term architecture for the project.
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## Goals
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- Keep `main` stable, `develop` as the integration branch, and `feat/*` for feature work.
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- Keep the runtime split between scene composition, gameplay systems, debug tooling, and HTML UI.
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- Keep one clear source of truth per concern.
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## Intended Layers
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### App Layer
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- `App.tsx` should stay small and orchestration-oriented.
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- It should mount the canvas scene and top-level HTML overlays.
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### World Layer
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- `src/world/` should contain only production scene objects and scene composition.
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- Expected responsibilities:
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- world composition
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- map/environment/lighting
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- player controller
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- zones
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- post-processing used in production
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### Debug Layer
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- `src/utils/debug/` should contain only developer tooling.
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- Expected responsibilities:
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- `lil-gui`
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- performance overlay
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- scene helpers
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- free camera and calibration controls
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### UI Layer
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- `src/components/ui/` should contain HTML overlays used by the player.
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- Expected examples:
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- crosshair
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- loading screen
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- mission HUD
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- narrative overlays
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### Gameplay Layer
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- Gameplay state should eventually live in dedicated managers and thin hooks once those systems exist.
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- Expected future concerns:
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- missions
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- zones
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- cinematics
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- audio
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- interactions
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## Rules
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- `world/` should not contain debug-only tooling.
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- `debug/` should not own production gameplay systems.
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- Shared types should live close to their domain and move outward only when they gain multiple real consumers.
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- New files should only be created when they have an active runtime purpose.
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