feat: bootstrap walking skeleton
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# Architecture
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Idlegame is split into four layers.
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## Engine
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`src/engine/` contains deterministic gameplay logic:
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- `tickLoop.ts`: fixed-timestep accumulator. Large elapsed deltas, including
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offline catch-up, drain through the same tick path as active play.
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- `game.ts`: core game state, active action progress, and resource accrual.
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- `save.ts`: versioned save schema, serialized export/import strings, and
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offline elapsed calculation.
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- `num.ts`: branded numeric boundary and human-readable formatting.
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The engine must stay pure. It does not import React, Zustand, browser APIs,
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storage, requestAnimationFrame, or Date scheduling.
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## Content
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`src/content/` contains authored definitions validated by Zod. M0 includes one
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resource and one timed action. M1 expands this into real resources, actions,
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story nodes, automation unlocks, and prestige definitions.
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## State
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`src/state/` owns environment coupling:
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- persistence backend selection: IndexedDB via `idb-keyval`, with localStorage
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fallback
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- load-on-boot and autosave orchestration
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- requestAnimationFrame loop and lifecycle hooks
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- mapping engine state to view models
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- Zustand store updates for React
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## UI
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`src/ui/` renders the view model and calls runtime commands. Components should
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not implement gameplay rules. The M0 shell includes a resource readout, action
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panel, progress bar, and event log.
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## Verification
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Run the full local gate before pushing:
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```powershell
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pnpm typecheck
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pnpm lint
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pnpm test:coverage
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pnpm build
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```
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Rendered checks for the walking skeleton:
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- app loads without framework overlay or console errors
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- starting the timed action increments Gold after completion
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- reload preserves saved state
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- reopening after time away credits offline progress
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