From 6af1c8bf20d5145e3862e7658ce399517c3ab2f3 Mon Sep 17 00:00:00 2001
From: Scove
Date: Sun, 7 Jun 2026 19:41:43 +0700
Subject: [PATCH] Update
---
.gemini-workspace-history/active-context.md | 191 +++++-
.../session-2026-06-07-18-23.json.gz | Bin 0 -> 109703 bytes
.../session-2026-06-07-18-27.json.gz | Bin 0 -> 419305 bytes
.../session-2026-06-07-18-35.json.gz | Bin 0 -> 135113 bytes
.../session-2026-06-07-18-37.json.gz | Bin 0 -> 31773 bytes
.../session-2026-06-07-18-53.json.gz | Bin 0 -> 96124 bytes
.../session-2026-06-07-19-27.json.gz | Bin 0 -> 13662 bytes
.idea/.idea.BABA_YAGA/.idea/workspace.xml | 4 +-
BABA_YAGA_Updater/.env.example | 5 -
.../active-context.md | 1 +
BABA_YAGA_Updater/README.md | 578 ++++++++++++++++++
BABA_YAGA_Updater/sections/00_header.md | 107 ++++
BABA_YAGA_Updater/sections/01_vision.md | 44 ++
BABA_YAGA_Updater/sections/02_mechanics.md | 165 +++++
BABA_YAGA_Updater/sections/03_architecture.md | 113 ++++
BABA_YAGA_Updater/sections/04_maze.md | 138 +++++
BABA_YAGA_Updater/sections/05_networking.md | 48 ++
BABA_YAGA_Updater/sections/06_comeback.md | 33 +
BABA_YAGA_Updater/sections/07_roadmap.md | 13 +
.../sections/08_team_standards.md | 35 ++
BABA_YAGA_Updater/sections/09_structure.md | 48 ++
BABA_YAGA_Updater/sections/10_footer.md | 73 +++
README.md | 203 +++---
23 files changed, 1691 insertions(+), 108 deletions(-)
create mode 100644 .gemini-workspace-history/session-2026-06-07-18-23.json.gz
create mode 100644 .gemini-workspace-history/session-2026-06-07-18-27.json.gz
create mode 100644 .gemini-workspace-history/session-2026-06-07-18-35.json.gz
create mode 100644 .gemini-workspace-history/session-2026-06-07-18-37.json.gz
create mode 100644 .gemini-workspace-history/session-2026-06-07-18-53.json.gz
create mode 100644 .gemini-workspace-history/session-2026-06-07-19-27.json.gz
delete mode 100644 BABA_YAGA_Updater/.env.example
create mode 100644 BABA_YAGA_Updater/.gemini-workspace-history/active-context.md
create mode 100644 BABA_YAGA_Updater/README.md
create mode 100644 BABA_YAGA_Updater/sections/00_header.md
create mode 100644 BABA_YAGA_Updater/sections/01_vision.md
create mode 100644 BABA_YAGA_Updater/sections/02_mechanics.md
create mode 100644 BABA_YAGA_Updater/sections/03_architecture.md
create mode 100644 BABA_YAGA_Updater/sections/04_maze.md
create mode 100644 BABA_YAGA_Updater/sections/05_networking.md
create mode 100644 BABA_YAGA_Updater/sections/06_comeback.md
create mode 100644 BABA_YAGA_Updater/sections/07_roadmap.md
create mode 100644 BABA_YAGA_Updater/sections/08_team_standards.md
create mode 100644 BABA_YAGA_Updater/sections/09_structure.md
create mode 100644 BABA_YAGA_Updater/sections/10_footer.md
diff --git a/.gemini-workspace-history/active-context.md b/.gemini-workspace-history/active-context.md
index b11c8935..fc9f3d1d 100644
--- a/.gemini-workspace-history/active-context.md
+++ b/.gemini-workspace-history/active-context.md
@@ -1,8 +1,185 @@
-## Full Previous Session Transcript (from session-2026-06-07-16-57.json.gz)
+## Full Previous Session Transcript (from session-2026-06-07-18-53.json.gz)
-{"sessionId":"3186e122-c6b8-4f8e-8cd3-292ab990189a","projectHash":"4428cb73bec51e3b44252fcff9a34d2b26a399597cf22de2d66082790011fb8d","startTime":"2026-06-07T09:57:10.072Z","lastUpdated":"2026-06-07T09:57:10.072Z","kind":"main"}
-{"$set":{"messages":[{"id":"d04923d38bb0f6017037e74183378ef4","timestamp":"2026-06-07T09:57:10.074Z","type":"user","content":[{"text":"\nThis is the Gemini CLI. We are setting up the context for our chat.\nToday's date is Sunday, June 7, 2026 (formatted according to the user's locale).\nMy operating system is: win32\nThe project's temporary directory is: C:\\Users\\scove\\.gemini\\tmp\\baba-yaga\n- **Workspace Directories:**\n - D:\\Learning_Progress\\Projects\\BABA_YAGA\n- **Directory Structure:**\n\nShowing up to 200 items (files + folders). Folders or files indicated with ... contain more items not shown, were ignored, or the display limit (200 items) was reached.\n\nD:\\Learning_Progress\\Projects\\BABA_YAGA\\\n├───.gitignore\n├───GEMINI.md\n├───README.md\n├───.gemini-workspace-history\\\n│ ├───active-context.md\n│ ├───session-2026-04-30-21-39.json.gz\n│ ├───session-2026-04-30-21-47.json.gz\n│ ├───session-2026-05-01-01-26.json.gz\n│ ├───session-2026-05-01-01-51.json.gz\n│ ├───session-2026-05-01-02-25.json.gz\n│ ├───session-2026-05-01-14-48.json.gz\n│ ├───session-2026-05-01-16-53.json.gz\n│ ├───session-2026-05-01-17-28.json.gz\n│ ├───session-2026-05-01-17-29.json.gz\n│ ├───session-2026-05-01-17-31.json.gz\n│ ├───session-2026-05-01-18-10.json.gz\n│ ├───session-2026-05-01-20-30.json.gz\n│ ├───session-2026-05-01-20-42.json.gz\n│ ├───session-2026-05-01-21-05.json.gz\n│ ├───session-2026-05-01-21-07.json.gz\n│ ├───session-2026-05-01-21-10.json.gz\n│ ├───session-2026-05-01-21-11.json.gz\n│ ├───session-2026-05-01-21-51.json.gz\n│ ├───session-2026-05-01-23-27.json.gz\n│ ├───session-2026-05-02-00-00.json.gz\n│ ├───session-2026-05-03-21-30.json.gz\n│ ├───session-2026-06-04-23-01.json.gz\n│ ├───session-2026-06-06-00-13.json.gz\n│ └───summary-2026-04-30.md\n├───.git\\...\n├───.idea\\\n│ ├───.idea.BABA_YAGA\\\n│ │ └───.idea\\\n│ ├───.idea.HALLUCINATE\\\n│ │ └───.idea\\\n│ └───.idea.HALLUCINATION\\\n│ └───.idea\\\n├───Assets\\\n│ ├───_Recovery.meta\n│ ├───All for one.meta\n│ ├───Animation.meta\n│ ├───Audio.meta\n│ ├───Editor.meta\n│ ├───Fonts.meta\n│ ├───InventoryData.json\n│ ├───InventoryData.json.meta\n│ ├───Materials.meta\n│ ├───Models.meta\n│ ├───Plugin.meta\n│ ├───Prefabs.meta\n│ ├───Presets.meta\n│ ├───Resources.meta\n│ ├───Scenes.meta\n│ ├───Scove.meta\n│ ├───Scripts.meta\n│ ├───Settings.meta\n│ ├───Shaders.meta\n│ ├───TEST CUA TUAN.meta\n│ ├───Textures.meta\n│ ├───Third Parties.meta\n│ ├───UI.meta\n│ ├───_Recovery\\\n│ │ ├───0 (1).unity\n│ │ ├───0 (1).unity.meta\n│ │ ├───0 (10).unity\n│ │ ├───0 (10).unity.meta\n│ │ ├───0 (11).unity\n│ │ ├───0 (11).unity.meta\n│ │ ├───0 (12).unity\n│ │ ├───0 (12).unity.meta\n│ │ ├───0 (13).unity\n│ │ ├───0 (13).unity.meta\n│ │ ├───0 (14).unity\n│ │ ├───0 (14).unity.meta\n│ │ ├───0 (2).unity\n│ │ ├───0 (2).unity.meta\n│ │ ├───0 (3).unity\n│ │ ├───0 (3).unity.meta\n│ │ ├───0 (4).unity\n│ │ ├───0 (4).unity.meta\n│ │ ├───0 (5).unity\n│ │ ├───0 (5).unity.meta\n│ │ ├───0 (6).unity\n│ │ ├───0 (6).unity.meta\n│ │ ├───0 (7).unity\n│ │ ├───0 (7).unity.meta\n│ │ ├───0 (8).unity\n│ │ ├───0 (8).unity.meta\n│ │ ├───0 (9).unity\n│ │ ├───0 (9).unity.meta\n│ │ ├───0.unity\n│ │ └───0.unity.meta\n│ ├───.gemini-workspace-history\\\n│ │ ├───active-context.md\n│ │ ├───session-2026-05-02-00-01.json.gz\n│ │ └───session-2026-05-02-19-42.json.gz\n│ ├───.idea\\\n│ │ ├───.gitignore\n│ │ ├───encodings.xml\n│ │ ├───indexLayout.xml\n│ │ └───vcs.xml\n│ ├───All for one\\\n│ │ ├───Basic Locomotion Demo.meta\n│ │ ├───Invector_InventoryExamples.unity\n│ │ ├───Invector_InventoryExamples.unity.meta\n│ │ ├───Melee Demo.meta\n│ │ ├───Shooting Demo.meta\n│ │ ├───Simple Melee AI.meta\n│ │ ├───TargetTrainingMiniGame.meta\n│ │ ├───Basic Locomotion Demo\\\n│ │ ├───Melee Demo\\\n│ │ ├───Shooting Demo\\\n│ │ ├───Simple Melee AI\\\n│ │ └───TargetTrainingMiniGame\\\n│ ├───Animation\\\n│ │ ├───Basic Locomotion.meta\n│ │ ├───Melee Combat.meta\n│ │ ├───Player Prototype.meta\n│ │ ├───Shooter.meta\n│ │ ├───UI Animation.meta\n│ │ └───...\n│ ├───Audio\\\n│ ├───Editor\\\n│ ├───Fonts\\\n│ ├───Materials\\\n│ ├───Models\\\n│ ├───Plugin\\\n│ ├───Prefabs\\\n│ ├───Presets\\\n│ ├───Resources\\\n│ ├───Scenes\\\n│ ├───Scove\\\n│ ├───Scripts\\\n│ ├───Settings\\\n│ ├───Shaders\\\n│ ├───TEST CUA TUAN\\\n│ ├───Textures\\\n│ ├───Third Parties\\\n│ └───UI\\\n├───Library\\...\n├───Logs\\...\n├───obj\\...\n├───Packages\\\n│ ├───manifest.json\n│ ├───packages-lock.json\n│ └───app.rive.rive-unity\\\n├───ProjectSettings\\\n│ ├───AudioManager.asset\n│ ├───ClusterInputManager.asset\n│ ├───DynamicsManager.asset\n│ ├───EditorBuildSettings.asset\n│ ├───EditorSettings.asset\n│ ├───GraphicsSettings.asset\n│ ├───InputManager.asset\n│ ├───MemorySettings.asset\n│ ├───MultiplayerManager.asset\n│ ├───NavMeshAreas.asset\n│ ├───PackageManagerSettings.asset\n│ ├───Physics2DSettings.asset\n│ ├───PresetManager.asset\n│ ├───ProjectSettings.asset\n│ ├───ProjectVersion.txt\n│ ├───QualitySettings.asset\n│ ├───SceneTemplateSettings.json\n│ ├───ShaderGraphSettings.asset\n│ ├───TagManager.asset\n│ ├───TimelineSettings.asset\n│ ├───TimeManager.asset\n│ ├───UnityConnectSettings.asset\n│ ├───URPProjectSettings.asset\n│ ├───VersionControlSettings.asset\n│ ├───VFXManager.asset\n│ ├───XRSettings.asset\n│ └───Packages\\\n├───Temp\\...\n├───UIElementsSchema\\\n│ ├───Hallucinate.UI.Components.xsd\n│ ├───UIElements.xsd\n│ ├───Unity.Multiplayer.PlayMode.Editor.xsd\n│ ├───Unity.Profiling.Editor.UI.xsd\n│ ├───Unity.Profiling.Editor.xsd\n│ ├───Unity.UI.Builder.xsd\n│ ├───Unity.UIToolkit.Editor.xsd\n│ ├───UnityEditor.Accessibility.xsd\n│ ├───UnityEditor.Audio.UIElements.xsd\n│ ├───UnityEditor.Experimental.GraphView.xsd\n│ ├───UnityEditor.Inspector.GraphicsSettingsInspectors.xsd\n│ ├───UnityEditor.Inspector.xsd\n│ ├───UnityEditor.Overlays.xsd\n│ ├───UnityEditor.PackageManager.UI.Internal.xsd\n│ ├───UnityEditor.Rendering.xsd\n│ ├───UnityEditor.Search.xsd\n│ ├───UnityEditor.ShaderGraph.Drawing.xsd\n│ ├───UnityEditor.ShortcutManagement.xsd\n│ ├───UnityEditor.Toolbars.xsd\n│ ├───UnityEditor.U2D.Sprites.SpriteEditorTool.xsd\n│ ├───UnityEditor.UIElements.Debugger.xsd\n│ ├───UnityEditor.UIElements.ProjectSettings.xsd\n│ ├───UnityEditor.UIElements.xsd\n│ └───UnityEngine.UIElements.xsd\n└───UserSettings\\...\n\n\n\n\n--- Context from: C:/Users/scove/.gemini/extensions/caveman/GEMINI.md ---\n\n---\nname: caveman\ndescription: >\n Ultra-compressed communication mode. Cuts token usage ~75% by speaking like caveman\n while keeping full technical accuracy. Supports intensity levels: lite, full (default), ultra,\n wenyan-lite, wenyan-full, wenyan-ultra.\n Use when user says \"caveman mode\", \"talk like caveman\", \"use caveman\", \"less tokens\",\n \"be brief\", or invokes /caveman. Also auto-triggers when token efficiency is requested.\n---\n\nRespond terse like smart caveman. All technical substance stay. Only fluff die.\n\n## Persistence\n\nACTIVE EVERY RESPONSE. No revert after many turns. No filler drift. Still active if unsure. Off only: \"stop caveman\" / \"normal mode\".\n\nDefault: **full**. Switch: `/caveman lite|full|ultra`.\n\n## Rules\n\nDrop: articles (a/an/the), filler (just/really/basically/actually/simply), pleasantries (sure/certainly/of course/happy to), hedging. Fragments OK. Short synonyms (big not extensive, fix not \"implement a solution for\"). Technical terms exact. Code blocks unchanged. Errors quoted exact.\n\nPattern: `[thing] [action] [reason]. [next step].`\n\nNot: \"Sure! I'd be happy to help you with that. The issue you're experiencing is likely caused by...\"\nYes: \"Bug in auth middleware. Token expiry check use `<` not `<=`. Fix:\"\n\n## Intensity\n\n| Level | What change |\n|-------|------------|\n| **lite** | No filler/hedging. Keep articles + full sentences. Professional but tight |\n| **full** | Drop articles, fragments OK, short synonyms. Classic caveman |\n| **ultra** | Abbreviate (DB/auth/config/req/res/fn/impl), strip conjunctions, arrows for causality (X → Y), one word when one word enough |\n| **wenyan-lite** | Semi-classical. Drop filler/hedging but keep grammar structure, classical register |\n| **wenyan-full** | Maximum classical terseness. Fully 文言文. 80-90% character reduction. Classical sentence patterns, verbs precede objects, subjects often omitted, classical particles (之/乃/為/其) |\n| **wenyan-ultra** | Extreme abbreviation while keeping classical Chinese feel. Maximum compression, ultra terse |\n\nExample — \"Why React component re-render?\"\n- lite: \"Your component re-renders because you create a new object reference each render. Wrap it in `useMemo`.\"\n- full: \"New object ref each render. Inline object prop = new ref = re-render. Wrap in `useMemo`.\"\n- ultra: \"Inline obj prop → new ref → re-render. `useMemo`.\"\n- wenyan-lite: \"組件頻重繪,以每繪新生對象參照故。以 useMemo 包之。\"\n- wenyan-full: \"物出新參照,致重繪。useMemo .Wrap之。\"\n- wenyan-ultra: \"新參照→重繪。useMemo Wrap。\"\n\nExample — \"Explain database connection pooling.\"\n- lite: \"Connection pooling reuses open connections instead of creating new ones per request. Avoids repeated handshake overhead.\"\n- full: \"Pool reuse open DB connections. No new connection per request. Skip handshake overhead.\"\n- ultra: \"Pool = reuse DB conn. Skip handshake → fast under load.\"\n- wenyan-full: \"池reuse open connection。不每req新開。skip handshake overhead。\"\n- wenyan-ultra: \"池reuse conn。skip handshake → fast。\"\n\n## Auto-Clarity\n\nDrop caveman for: security warnings, irreversible action confirmations, multi-step sequences where fragment order risks misread, user asks to clarify or repeats question. Resume caveman after clear part done.\n\nExample — destructive op:\n> **Warning:** This will permanently delete all rows in the `users` table and cannot be undone.\n> ```sql\n> DROP TABLE users;\n> ```\n> Caveman resume. Verify backup exist first.\n\n## Boundaries\n\nCode/commits/PRs: write normal. \"stop caveman\" or \"normal mode\": revert. Level persist until changed or session end.\n\n\n---\nname: caveman-commit\ndescription: >\n Ultra-compressed commit message generator. Cuts noise from commit messages while preserving\n intent and reasoning. Conventional Commits format. Subject ≤50 chars, body only when \"why\"\n isn't obvious. Use when user says \"write a commit\", \"commit message\", \"generate commit\",\n \"/commit\", or invokes /caveman-commit. Auto-triggers when staging changes.\n---\n\nWrite commit messages terse and exact. Conventional Commits format. No fluff. Why over what.\n\n## Rules\n\n**Subject line:**\n- `(): ` — `` optional\n- Types: `feat`, `fix`, `refactor`, `perf`, `docs`, `test`, `chore`, `build`, `ci`, `style`, `revert`\n- Imperative mood: \"add\", \"fix\", \"remove\" — not \"added\", \"adds\", \"adding\"\n- ≤50 chars when possible, hard cap 72\n- No trailing period\n- Match project convention for capitalization after the colon\n\n**Body (only if needed):**\n- Skip entirely when subject is self-explanatory\n- Add body only for: non-obvious *why*, breaking changes, migration notes, linked issues\n- Wrap at 72 chars\n- Bullets `-` not `*`\n- Reference issues/PRs at end: `Closes #42`, `Refs #17`\n\n**What NEVER goes in:**\n- \"This commit does X\", \"I\", \"we\", \"now\", \"currently\" — the diff says what\n- \"As requested by...\" — use Co-authored-by trailer\n- \"Generated with Claude Code\" or any AI attribution\n- Emoji (unless project convention requires)\n- Restating the file name when scope already says it\n\n## Examples\n\nDiff: new endpoint for user profile with body explaining the why\n- ❌ \"feat: add a new endpoint to get user profile information from the database\"\n- ✅\n ```\n feat(api): add GET /users/:id/profile\n\n Mobile client needs profile data without the full user payload\n to reduce LTE bandwidth on cold-launch screens.\n\n Closes #128\n ```\n\nDiff: breaking API change\n- ✅\n ```\n feat(api)!: rename /v1/orders to /v1/checkout\n\n BREAKING CHANGE: clients on /v1/orders must migrate to /v1/checkout\n before 2026-06-01. Old route returns 410 after that date.\n ```\n\n## Auto-Clarity\n\nAlways include body for: breaking changes, security fixes, data migrations, anything reverting a prior commit. Never compress these into subject-only — future debuggers need the context.\n\n## Boundaries\n\nOnly generates the commit message. Does not run `git commit`, does not stage files, does not amend. Output the message as a code block ready to paste. \"stop caveman-commit\" or \"normal mode\": revert to verbose commit style.\n\n\n---\nname: caveman-review\ndescription: >\n Ultra-compressed code review comments. Cuts noise from PR feedback while preserving\n the actionable signal. Each comment is one line: location, problem, fix. Use when user\n says \"review this PR\", \"code review\", \"review the diff\", \"/review\", or invokes\n /caveman-review. Auto-triggers when reviewing pull requests.\n---\n\nWrite code review comments terse and actionable. One line per finding. Location, problem, fix. No throat-clearing.\n\n## Rules\n\n**Format:** `L: . .` — or `:L: ...` when reviewing multi-file diffs.\n\n**Severity prefix (optional, when mixed):**\n- `🔴 bug:` — broken behavior, will cause incident\n- `🟡 risk:` — works but fragile (race, missing null check, swallowed error)\n- `🔵 nit:` — style, naming, micro-optim. Author can ignore\n- `❓ q:` — genuine question, not a suggestion\n\n**Drop:**\n- \"I noticed that...\", \"It seems like...\", \"You might want to consider...\"\n- \"This is just a suggestion but...\" — use `nit:` instead\n- \"Great work!\", \"Looks good overall but...\" — say it once at the top, not per comment\n- Restating what the line does — the reviewer can read the diff\n- Hedging (\"perhaps\", \"maybe\", \"I think\") — if unsure use `q:`\n\n**Keep:**\n- Exact line numbers\n- Exact symbol/function/variable names in backticks\n- Concrete fix, not \"consider refactoring this\"\n- The *why* if the fix isn't obvious from the problem statement\n\n## Examples\n\n❌ \"I noticed that on line 42 you're not checking if the user object is null before accessing the email property. This could potentially cause a crash if the user is not found in the database. You might want to add a null check here.\"\n\n✅ `L42: 🔴 bug: user can be null after .find(). Add guard before .email.`\n\n❌ \"It looks like this function is doing a lot of things and might benefit from being broken up into smaller functions for readability.\"\n\n✅ `L88-140: 🔵 nit: 50-line fn does 4 things. Extract validate/normalize/persist.`\n\n❌ \"Have you considered what happens if the API returns a 429? I think we should probably handle that case.\"\n\n✅ `L23: 🟡 risk: no retry on 429. Wrap in withBackoff(3).`\n\n## Auto-Clarity\n\nDrop terse mode for: security findings (CVE-class bugs need full explanation + reference), architectural disagreements (need rationale, not just a one-liner), and onboarding contexts where the author is new and needs the \"why\". In those cases write a normal paragraph, then resume terse for the rest.\n\n## Boundaries\n\nReviews only — does not write the code fix, does not approve/request-changes, does not run linters. Output the comment(s) ready to paste into the PR. \"stop caveman-review\" or \"normal mode\": revert to verbose review style.\n\n\n---\nname: caveman-compress\ndescription: >\n Compress natural language memory files (CLAUDE.md, todos, preferences) into caveman format\n to save input tokens. Preserves all technical substance, code, URLs, and structure.\n Compressed version overwrites the original file. Human-readable backup saved as FILE.original.md.\n Trigger: /caveman:compress or \"compress memory file\"\n---\n\n# Caveman Compress\n\n## Purpose\n\nCompress natural language files (CLAUDE.md, todos, preferences) into caveman-speak to reduce input tokens. Compressed version overwrites original. Human-readable backup saved as `.original.md`.\n\n## Trigger\n\n`/caveman:compress ` or when user asks to compress a memory file.\n\n## Process\n\n1. The compression scripts live in `caveman-compress/scripts/` (adjacent to this SKILL.md). If the path is not immediately available, search for `caveman-compress/scripts/__main__.py`.\n\n2. Run:\n\ncd caveman-compress && python3 -m scripts \n\n3. The CLI will:\n- detect file type (no tokens)\n- call Claude to compress\n- validate output (no tokens)\n- if errors: cherry-pick fix with Claude (targeted fixes only, no recompression)\n- retry up to 2 times\n- if still failing after 2 retries: report error to user, leave original file untouched\n\n4. Return result to user\n\n## Compression Rules\n\n### Remove\n- Articles: a, an, the\n- Filler: just, really, basically, actually, simply, essentially, generally\n- Pleasantries: \"sure\", \"certainly\", \"of course\", \"happy to\", \"I'd recommend\"\n- Hedging: \"it might be worth\", \"you could consider\", \"it would be good to\"\n- Redundant phrasing: \"in order to\" → \"to\", \"make sure to\" → \"ensure\", \"the reason is because\" → \"because\"\n- Connective fluff: \"however\", \"furthermore\", \"additionally\", \"in addition\"\n\n### Preserve EXACTLY (never modify)\n- Code blocks (fenced ``` and indented)\n- Inline code (`backtick content`)\n- URLs and links (full URLs, markdown links)\n- File paths (`/src/components/...`, `./config.yaml`)\n- Commands (`npm install`, `git commit`, `docker build`)\n- Technical terms (library names, API names, protocols, algorithms)\n- Proper nouns (project names, people, companies)\n- Dates, version numbers, numeric values\n- Environment variables (`$HOME`, `NODE_ENV`)\n\n### Preserve Structure\n- All markdown headings (keep exact heading text, compress body below)\n- Bullet point hierarchy (keep nesting level)\n- Numbered lists (keep numbering)\n- Tables (compress cell text, keep structure)\n- Frontmatter/YAML headers in markdown files\n\n### Compress\n- Use short synonyms: \"big\" not \"extensive\", \"fix\" not \"implement a solution for\", \"use\" not \"utilize\"\n- Fragments OK: \"Run tests before commit\" not \"You should always run tests before committing\"\n- Drop \"you should\", \"make sure to\", \"remember to\" — just state the action\n- Merge redundant bullets that say the same thing differently\n- Keep one example where multiple examples show the same pattern\n\nCRITICAL RULE:\nAnything inside ``` ... ``` must be copied EXACTLY.\nDo not:\n- remove comments\n- remove spacing\n- reorder lines\n- shorten commands\n- simplify anything\n\nInline code (`...`) must be preserved EXACTLY.\nDo not modify anything inside backticks.\n\nIf file contains code blocks:\n- Treat code blocks as read-only regions\n- Only compress text outside them\n- Do not merge sections around code\n\n## Pattern\n\nOriginal:\n> You should always make sure to run the test suite before pushing any changes to the main branch. This is important because it helps catch bugs early and prevents broken builds from being deployed to production.\n\nCompressed:\n> Run tests before push to main. Catch bugs early, prevent broken prod deploys.\n\nOriginal:\n> The application uses a microservices architecture with the following components. The API gateway handles all incoming requests and routes them to the appropriate service. The authentication service is responsible for managing user sessions and JWT tokens.\n\nCompressed:\n> Microservices architecture. API gateway route all requests to services. Auth service manage user sessions + JWT tokens.\n\n## Boundaries\n\n- ONLY compress natural language files (.md, .txt, extensionless)\n- NEVER modify: .py, .js, .ts, .json, .yaml, .yml, .toml, .env, .lock, .css, .html, .xml, .sql, .sh\n- If file has mixed content (prose + code), compress ONLY the prose sections\n- If unsure whether something is code or prose, leave it unchanged\n- Original file is backed up as FILE.original.md before overwriting\n- Never compress FILE.original.md (skip it)\n\n\n--- End of Context from: C:/Users/scove/.gemini/extensions/caveman/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/co-researcher/GEMINI.md ---\n# Co-Researcher Agents for Gemini\n\nThis project provides PhD-level research capabilities for your Gemini CLI sessions.\n\n## Available Agents\n\n### Available Skills\nSee `skills/` for the full list of capabilities, including:\n- `research-methodology`\n- `literature-review`\n- `critical-analysis`\n- `hypothesis-testing`\n- `lateral-thinking`\n- `qualitative-research`\n- `quantitative-analysis`\n- `peer-review`\n- `ethics-review`\n- `grant-writing`\n\n\n## How to use in Gemini CLI\n\nGemini automatically discovers these agents when you run it from this directory. You can invoke them by name:\n\n```bash\ngemini \"Use the literature-review skill to find recent papers on room temperature superconductors\"\ngemini \"Ask the critical-analysis skill to review my methodology in proposal.md\"\n```\n\nThe CLI reads the context from `agents/` and this `GEMINI.md` file automatically.\nIt also has access to the specialized skills in the `skills/` directory.\n\n### Available Skills\nSee `skills/` for the full list of capabilities, including:\n- `research-methodology`\n- `literature-review`\n- `critical-analysis`\n--- End of Context from: C:/Users/scove/.gemini/extensions/co-researcher/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/oh-my-product/GEMINI.md ---\n# oh-my-product Extension Context\r\n\r\nThis extension is the canonical public entry point for the `oh-my-product` workflow.\r\n\r\n> **Shared context**: See `context/omp-core.md` for the full agent catalog, workflow stages, quality gates, and state conventions.\r\n\r\n## Context Layers (priority order)\r\n1. **System/Runtime** — Gemini CLI constraints (immutable)\r\n2. **Project Standards** — This file (`GEMINI.md`) + `context/omp-core.md`\r\n3. **Session Memory** — `.omp/state/`, memory entries\r\n4. **Active Task** — Current plan, taskboard, PRD\r\n5. **Execution Traces** — Recent iteration results\r\n\r\n## Product intent\r\n- Keep orchestration incremental (MVP-first).\r\n- Default runtime backend is **tmux**.\r\n- Subagents are **experimental opt-in** only.\r\n- Setup defaults to **project scope**.\r\n\r\n## Preferred command flow\r\n1. `oh-my-product setup --scope project` (alias: `omp setup --scope project`)\r\n2. ensure `.gemini/agents/catalog.json` exists (repo contributor fallback: `npm run setup:subagents`)\r\n3. `oh-my-product doctor`\r\n4. `oh-my-product team run --task \"...\"`\r\n5. `oh-my-product verify`\r\n6. Optional MCP server surface: `oh-my-product mcp serve --dry-run --json`\r\n7. Optional live team bridge: `omx team 3:executor \"...\"`\r\n\r\n## Discoverability notes\r\n- Gemini's extension install preview may expose skills more visibly than command prompts.\r\n- Preview is not the full feature list: extension command TOML assets can still be installed even when they are not explicitly enumerated during install.\r\n- If preview output looks sparse, verify availability with direct CLI commands instead of relying on the preview screen alone.\r\n\r\nPrimary command families:\r\n- `setup`\r\n- `doctor`\r\n- `team run` / `team assemble` / `team plan` / `team prd` / `team exec`\r\n- `team subagents`\r\n- `team verify`\r\n- `tools`\r\n- `hud`\r\n- `intent` / `mode` / `approval` / `reasoning`\r\n- `workspace` / `taskboard` / `checkpoint`\r\n- `ralph` / `ultrawork` / `loop`\r\n- `consensus` / `optimize` / `memory` / `rules`\r\n- `launch` / `stop`\r\n\r\n## Guardrails\r\n- Do not skip sandbox checks when a task requires shell execution.\r\n- Prefer actionable failure output (what failed + how to fix it).\r\n- Keep state transitions observable under `.omp/state/`.\r\n\r\n## Handoff expectations\r\nWhen executing team tasks, include:\r\n- command(s) run,\r\n- final exit status,\r\n- key state/log paths for follow-up.\n--- End of Context from: C:/Users/scove/.gemini/extensions/oh-my-product/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/superpowers/GEMINI.md ---\n\n---\nname: using-superpowers\ndescription: Use when starting any conversation - establishes how to find and use skills, requiring Skill tool invocation before ANY response including clarifying questions\n---\n\n\nIf you were dispatched as a subagent to execute a specific task, skip this skill.\n\n\n\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\n\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\n\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\n\n\n## Instruction Priority\n\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\n\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\n2. **Superpowers skills** — override default system behavior where they conflict\n3. **Default system prompt** — lowest priority\n\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \"don't use TDD\" and a skill says \"always use TDD,\" follow the user's instructions. The user is in control.\n\n## How to Access Skills\n\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, its content is loaded and presented to you—follow it directly. Never use the Read tool on skill files.\n\n**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins. The `skill` tool works the same as Claude Code's `Skill` tool.\n\n**In Gemini CLI:** Skills activate via the `activate_skill` tool. Gemini loads skill metadata at session start and activates the full content on demand.\n\n**In other environments:** Check your platform's documentation for how skills are loaded.\n\n## Platform Adaptation\n\nSkills use Claude Code tool names. Non-CC platforms: see `references/copilot-tools.md` (Copilot CLI), `references/codex-tools.md` (Codex) for tool equivalents. Gemini CLI users get the tool mapping loaded automatically via GEMINI.md.\n\n# Using Skills\n\n## The Rule\n\n**Invoke relevant or requested skills BEFORE any response or action.** Even a 1% chance a skill might apply means that you should invoke the skill to check. If an invoked skill turns out to be wrong for the situation, you don't need to use it.\n\n```dot\ndigraph skill_flow {\n \"User message received\" [shape=doublecircle];\n \"About to EnterPlanMode?\" [shape=doublecircle];\n \"Already brainstormed?\" [shape=diamond];\n \"Invoke brainstorming skill\" [shape=box];\n \"Might any skill apply?\" [shape=diamond];\n \"Invoke Skill tool\" [shape=box];\n \"Announce: 'Using [skill] to [purpose]'\" [shape=box];\n \"Has checklist?\" [shape=diamond];\n \"Create TodoWrite todo per item\" [shape=box];\n \"Follow skill exactly\" [shape=box];\n \"Respond (including clarifications)\" [shape=doublecircle];\n\n \"About to EnterPlanMode?\" -> \"Already brainstormed?\";\n \"Already brainstormed?\" -> \"Invoke brainstorming skill\" [label=\"no\"];\n \"Already brainstormed?\" -> \"Might any skill apply?\" [label=\"yes\"];\n \"Invoke brainstorming skill\" -> \"Might any skill apply?\";\n\n \"User message received\" -> \"Might any skill apply?\";\n \"Might any skill apply?\" -> \"Invoke Skill tool\" [label=\"yes, even 1%\"];\n \"Might any skill apply?\" -> \"Respond (including clarifications)\" [label=\"definitely not\"];\n \"Invoke Skill tool\" -> \"Announce: 'Using [skill] to [purpose]'\";\n \"Announce: 'Using [skill] to [purpose]'\" -> \"Has checklist?\";\n \"Has checklist?\" -> \"Create TodoWrite todo per item\" [label=\"yes\"];\n \"Has checklist?\" -> \"Follow skill exactly\" [label=\"no\"];\n \"Create TodoWrite todo per item\" -> \"Follow skill exactly\";\n}\n```\n\n## Red Flags\n\nThese thoughts mean STOP—you're rationalizing:\n\n| Thought | Reality |\n|---------|---------|\n| \"This is just a simple question\" | Questions are tasks. Check for skills. |\n| \"I need more context first\" | Skill check comes BEFORE clarifying questions. |\n| \"Let me explore the codebase first\" | Skills tell you HOW to explore. Check first. |\n| \"I can check git/files quickly\" | Files lack conversation context. Check for skills. |\n| \"Let me gather information first\" | Skills tell you HOW to gather information. |\n| \"This doesn't need a formal skill\" | If a skill exists, use it. |\n| \"I remember this skill\" | Skills evolve. Read current version. |\n| \"This doesn't count as a task\" | Action = task. Check for skills. |\n| \"The skill is overkill\" | Simple things become complex. Use it. |\n| \"I'll just do this one thing first\" | Check BEFORE doing anything. |\n| \"This feels productive\" | Undisciplined action wastes time. Skills prevent this. |\n| \"I know what that means\" | Knowing the concept ≠ using the skill. Invoke it. |\n\n## Skill Priority\n\nWhen multiple skills could apply, use this order:\n\n1. **Process skills first** (brainstorming, debugging) - these determine HOW to approach the task\n2. **Implementation skills second** (frontend-design, mcp-builder) - these guide execution\n\n\"Let's build X\" → brainstorming first, then implementation skills.\n\"Fix this bug\" → debugging first, then domain-specific skills.\n\n## Skill Types\n\n**Rigid** (TDD, debugging): Follow exactly. Don't adapt away discipline.\n\n**Flexible** (patterns): Adapt principles to context.\n\nThe skill itself tells you which.\n\n## User Instructions\n\nInstructions say WHAT, not HOW. \"Add X\" or \"Fix Y\" doesn't mean skip workflows.\n\n\n\n# Gemini CLI Tool Mapping\n\nSkills use Claude Code tool names. When you encounter these in a skill, use your platform equivalent:\n\n| Skill references | Gemini CLI equivalent |\n|-----------------|----------------------|\n| `Read` (file reading) | `read_file` |\n| `Write` (file creation) | `write_file` |\n| `Edit` (file editing) | `replace` |\n| `Bash` (run commands) | `run_shell_command` |\n| `Grep` (search file content) | `grep_search` |\n| `Glob` (search files by name) | `glob` |\n| `TodoWrite` (task tracking) | `write_todos` |\n| `Skill` tool (invoke a skill) | `activate_skill` |\n| `WebSearch` | `google_web_search` |\n| `WebFetch` | `web_fetch` |\n| `Task` tool (dispatch subagent) | No equivalent — Gemini CLI does not support subagents |\n\n## No subagent support\n\nGemini CLI has no equivalent to Claude Code's `Task` tool. Skills that rely on subagent dispatch (`subagent-driven-development`, `dispatching-parallel-agents`) will fall back to single-session execution via `executing-plans`.\n\n## Additional Gemini CLI tools\n\nThese tools are available in Gemini CLI but have no Claude Code equivalent:\n\n| Tool | Purpose |\n|------|---------|\n| `list_directory` | List files and subdirectories |\n| `save_memory` | Persist facts to GEMINI.md across sessions |\n| `ask_user` | Request structured input from the user |\n| `tracker_create_task` | Rich task management (create, update, list, visualize) |\n| `enter_plan_mode` / `exit_plan_mode` | Switch to read-only research mode before making changes |\n\n\n--- End of Context from: C:/Users/scove/.gemini/extensions/superpowers/GEMINI.md ---\n\n\n"}]}],"lastUpdated":"2026-06-07T09:57:10.074Z"}}
-{"id":"e18b81fb-b544-402d-9a31-f27b43bb718a","timestamp":"2026-06-07T09:57:11.115Z","type":"info","content":"# Technical Summary - HALLUCINATE Project\r\n\r\n## Overview\r\nProject HALLUCINATE is a Unity-based multiplayer game utilizing **Photon Fusion** for networking and **UI Toolkit** for front-end management. Recent development has concentrated on the core networking infrastructure and the lobby system.\r\n\r\n## Modified Files\r\n- `Assets/Scripts/Network/BasicSpawner.cs`: Centralized `NetworkRunner` management, handling session creation, joining, and player profile initialization.\r\n- `Assets/Scripts/UI/LobbyController.cs`: UI logic for room management, password protection, and lounge interactions.\r\n- `Assets/Scripts/Player Controller/PlayerStateMachine.cs`: Core player logic (referenced in memory).\r\n\r\n## Key Logic & Decisions\r\n- **Network Architecture**: Singleton `BasicSpawner` manages the Fusion runner lifecycle. Session joining uses `SessionLobby.ClientServer`.\r\n- **UI Architecture**: `LobbyController` inherits from a base UI class and uses direct `VisualElement` queries for dynamic UI updates (UXML/USS).\r\n- **Security**: Implementation of session passwords via custom properties in Photon sessions.\r\n- **State Sync**: Player status (Ready/Start) and lounge info are synchronized between clients, likely via `PlayerDataManager`.\r\n\r\n## Next Steps\r\n- [ ] Verify RPC/SyncVar logic in `LobbyController.cs`.\r\n- [ ] Connect `PlayerStateMachine` to the spawning flow in `BasicSpawner`.\r\n- [ ] Implement/Finalize the chat system within the lobby lounge.\r\n- [ ] Ensure all scene transitions (Main Scene) are robust.\r\n"}
-{"$set":{"lastUpdated":"2026-06-07T09:57:11.116Z"}}
-{"id":"92450c4f-0e32-4e63-8ee3-6b2cdb282aaf","timestamp":"2026-06-07T09:57:11.306Z","type":"info","content":"You have 3 extensions with an update available. Run \"/extensions update caveman context7 superpowers\"."}
-{"$set":{"lastUpdated":"2026-06-07T09:57:11.307Z"}}
+{"sessionId":"c391d15d-d540-465a-bfd8-690dd3005f71","projectHash":"4428cb73bec51e3b44252fcff9a34d2b26a399597cf22de2d66082790011fb8d","startTime":"2026-06-07T11:37:35.635Z","lastUpdated":"2026-06-07T11:37:35.635Z","kind":"main"}
+{"$set":{"messages":[{"id":"d04923d38bb0f6017037e74183378ef4","timestamp":"2026-06-07T11:37:35.636Z","type":"user","content":[{"text":"\nThis is the Gemini CLI. We are setting up the context for our chat.\nToday's date is Sunday, June 7, 2026 (formatted according to the user's locale).\nMy operating system is: win32\nThe project's temporary directory is: C:\\Users\\scove\\.gemini\\tmp\\baba-yaga\n- **Workspace Directories:**\n - D:\\Learning_Progress\\Projects\\BABA_YAGA\n- **Directory Structure:**\n\nShowing up to 200 items (files + folders). Folders or files indicated with ... contain more items not shown, were ignored, or the display limit (200 items) was reached.\n\nD:\\Learning_Progress\\Projects\\BABA_YAGA\\\n├───.gitignore\n├───GEMINI.md\n├───README.md\n├───.gemini-workspace-history\\\n│ ├───active-context.md\n│ ├───session-2026-04-30-21-39.json.gz\n│ ├───session-2026-04-30-21-47.json.gz\n│ ├───session-2026-05-01-01-26.json.gz\n│ ├───session-2026-05-01-01-51.json.gz\n│ ├───session-2026-05-01-02-25.json.gz\n│ ├───session-2026-05-01-14-48.json.gz\n│ ├───session-2026-05-01-16-53.json.gz\n│ ├───session-2026-05-01-17-28.json.gz\n│ ├───session-2026-05-01-17-29.json.gz\n│ ├───session-2026-05-01-17-31.json.gz\n│ ├───session-2026-05-01-18-10.json.gz\n│ ├───session-2026-05-01-20-30.json.gz\n│ ├───session-2026-05-01-20-42.json.gz\n│ ├───session-2026-05-01-21-05.json.gz\n│ ├───session-2026-05-01-21-07.json.gz\n│ ├───session-2026-05-01-21-10.json.gz\n│ ├───session-2026-05-01-21-11.json.gz\n│ ├───session-2026-05-01-21-51.json.gz\n│ ├───session-2026-05-01-23-27.json.gz\n│ ├───session-2026-05-02-00-00.json.gz\n│ ├───session-2026-05-03-21-30.json.gz\n│ ├───session-2026-06-04-23-01.json.gz\n│ ├───session-2026-06-06-00-13.json.gz\n│ ├───session-2026-06-07-16-57.json.gz\n│ ├───session-2026-06-07-18-23.json.gz\n│ ├───session-2026-06-07-18-27.json.gz\n│ ├───session-2026-06-07-18-35.json.gz\n│ ├───session-2026-06-07-18-37.json.gz\n│ └───summary-2026-04-30.md\n├───.git\\...\n├───.idea\\\n│ ├───.gitignore\n│ ├───encodings.xml\n│ ├───indexLayout.xml\n│ ├───vcs.xml\n│ └───.idea.BABA_YAGA\\\n│ └───.idea\\\n├───Assets\\\n│ ├───_Recovery.meta\n│ ├───All for one.meta\n│ ├───Animation.meta\n│ ├───Audio.meta\n│ ├───Editor.meta\n│ ├───Fonts.meta\n│ ├───InventoryData.json\n│ ├───InventoryData.json.meta\n│ ├───Materials.meta\n│ ├───Models.meta\n│ ├───Plugin.meta\n│ ├───Prefabs.meta\n│ ├───Presets.meta\n│ ├───Resources.meta\n│ ├───Scenes.meta\n│ ├───Scove.meta\n│ ├───Scripts.meta\n│ ├───Settings.meta\n│ ├───Shaders.meta\n│ ├───TEST CUA TUAN.meta\n│ ├───Textures.meta\n│ ├───Third Parties.meta\n│ ├───UI.meta\n│ ├───_Recovery\\\n│ │ ├───0 (1).unity\n│ │ ├───0 (1).unity.meta\n│ │ ├───0 (10).unity\n│ │ ├───0 (10).unity.meta\n│ │ ├───0 (11).unity\n│ │ ├───0 (11).unity.meta\n│ │ ├───0 (12).unity\n│ │ ├───0 (12).unity.meta\n│ │ ├───0 (13).unity\n│ │ ├───0 (13).unity.meta\n│ │ ├───0 (14).unity\n│ │ ├───0 (14).unity.meta\n│ │ ├───0 (2).unity\n│ │ ├───0 (2).unity.meta\n│ │ ├───0 (3).unity\n│ │ ├───0 (3).unity.meta\n│ │ ├───0 (4).unity\n│ │ ├───0 (4).unity.meta\n│ │ ├───0 (5).unity\n│ │ ├───0 (5).unity.meta\n│ │ ├───0 (6).unity\n│ │ ├───0 (6).unity.meta\n│ │ ├───0 (7).unity\n│ │ ├───0 (7).unity.meta\n│ │ ├───0 (8).unity\n│ │ ├───0 (8).unity.meta\n│ │ ├───0 (9).unity\n│ │ ├───0 (9).unity.meta\n│ │ ├───0.unity\n│ │ └───0.unity.meta\n│ ├───.gemini-workspace-history\\\n│ │ ├───active-context.md\n│ │ ├───session-2026-05-02-00-01.json.gz\n│ │ └───session-2026-05-02-19-42.json.gz\n│ ├───.idea\\\n│ │ ├───.gitignore\n│ │ ├───encodings.xml\n│ │ ├───indexLayout.xml\n│ │ └───vcs.xml\n│ ├───All for one\\\n│ │ ├───Basic Locomotion Demo.meta\n│ │ ├───...\n│ │ └───...\n│ ├───Animation\\\n│ ├───Audio\\\n│ ├───Editor\\\n│ ├───Fonts\\\n│ ├───Materials\\\n│ ├───Models\\\n│ ├───Plugin\\\n│ ├───Prefabs\\\n│ ├───Presets\\\n│ ├───Resources\\\n│ ├───Scenes\\\n│ ├───Scove\\\n│ ├───Scripts\\\n│ ├───Settings\\\n│ ├───Shaders\\\n│ ├───TEST CUA TUAN\\\n│ ├───Textures\\\n│ ├───Third Parties\\\n│ └───UI\\\n├───BABA_YAGA_Updater\\\n│ ├───.env.example\n│ ├───.gitignore\n│ ├───main.py\n│ ├───requirements.txt\n│ ├───.venv\\...\n│ ├───config\\\n│ ├───core\\\n│ ├───mappers\\\n│ ├───sections\\\n│ └───services\\\n├───Library\\...\n├───Logs\\...\n├───obj\\...\n├───Packages\\\n│ ├───manifest.json\n│ ├───packages-lock.json\n│ └───app.rive.rive-unity\\\n├───ProjectSettings\\\n│ ├───AudioManager.asset\n│ ├───ClusterInputManager.asset\n│ ├───DynamicsManager.asset\n│ ├───EditorBuildSettings.asset\n│ ├───EditorSettings.asset\n│ ├───GraphicsSettings.asset\n│ ├───InputManager.asset\n│ ├───MemorySettings.asset\n│ ├───MultiplayerManager.asset\n│ ├───NavMeshAreas.asset\n│ ├───PackageManagerSettings.asset\n│ ├───Physics2DSettings.asset\n│ ├───PresetManager.asset\n│ ├───ProjectSettings.asset\n│ ├───ProjectVersion.txt\n│ ├───QualitySettings.asset\n│ ├───SceneTemplateSettings.json\n│ ├───ShaderGraphSettings.asset\n│ ├───TagManager.asset\n│ ├───TimelineSettings.asset\n│ ├───TimeManager.asset\n│ ├───UnityConnectSettings.asset\n│ ├───URPProjectSettings.asset\n│ ├───VersionControlSettings.asset\n│ ├───VFXManager.asset\n│ ├───XRSettings.asset\n│ └───Packages\\\n├───Temp\\...\n├───UIElementsSchema\\\n│ ├───Hallucinate.UI.Components.xsd\n│ ├───UIElements.xsd\n│ ├───Unity.Multiplayer.PlayMode.Editor.xsd\n│ ├───Unity.Profiling.Editor.UI.xsd\n│ ├───Unity.Profiling.Editor.xsd\n│ ├───Unity.UI.Builder.xsd\n│ ├───Unity.UIToolkit.Editor.xsd\n│ ├───UnityEditor.Accessibility.xsd\n│ ├───UnityEditor.Audio.UIElements.xsd\n│ ├───UnityEditor.Experimental.GraphView.xsd\n│ ├───UnityEditor.Inspector.GraphicsSettingsInspectors.xsd\n│ ├───UnityEditor.Inspector.xsd\n│ ├───UnityEditor.Overlays.xsd\n│ ├───UnityEditor.PackageManager.UI.Internal.xsd\n│ ├───UnityEditor.Rendering.xsd\n│ ├───UnityEditor.Search.xsd\n│ ├───UnityEditor.ShaderGraph.Drawing.xsd\n│ ├───UnityEditor.ShortcutManagement.xsd\n│ ├───UnityEditor.Toolbars.xsd\n│ ├───UnityEditor.U2D.Sprites.SpriteEditorTool.xsd\n│ ├───UnityEditor.UIElements.Debugger.xsd\n│ ├───UnityEditor.UIElements.ProjectSettings.xsd\n│ ├───UnityEditor.UIElements.xsd\n│ └───UnityEngine.UIElements.xsd\n└───UserSettings\\...\n\n\n\n\n--- Context from: C:/Users/scove/.gemini/extensions/caveman/GEMINI.md ---\n\n---\nname: caveman\ndescription: >\n Ultra-compressed communication mode. Cuts token usage ~75% by speaking like caveman\n while keeping full technical accuracy. Supports intensity levels: lite, full (default), ultra,\n wenyan-lite, wenyan-full, wenyan-ultra.\n Use when user says \"caveman mode\", \"talk like caveman\", \"use caveman\", \"less tokens\",\n \"be brief\", or invokes /caveman. Also auto-triggers when token efficiency is requested.\n---\n\nRespond terse like smart caveman. All technical substance stay. Only fluff die.\n\n## Persistence\n\nACTIVE EVERY RESPONSE. No revert after many turns. No filler drift. Still active if unsure. Off only: \"stop caveman\" / \"normal mode\".\n\nDefault: **full**. Switch: `/caveman lite|full|ultra`.\n\n## Rules\n\nDrop: articles (a/an/the), filler (just/really/basically/actually/simply), pleasantries (sure/certainly/of course/happy to), hedging. Fragments OK. Short synonyms (big not extensive, fix not \"implement a solution for\"). Technical terms exact. Code blocks unchanged. Errors quoted exact.\n\nPattern: `[thing] [action] [reason]. [next step].`\n\nNot: \"Sure! I'd be happy to help you with that. The issue you're experiencing is likely caused by...\"\nYes: \"Bug in auth middleware. Token expiry check use `<` not `<=`. Fix:\"\n\n## Intensity\n\n| Level | What change |\n|-------|------------|\n| **lite** | No filler/hedging. Keep articles + full sentences. Professional but tight |\n| **full** | Drop articles, fragments OK, short synonyms. Classic caveman |\n| **ultra** | Abbreviate (DB/auth/config/req/res/fn/impl), strip conjunctions, arrows for causality (X → Y), one word when one word enough |\n| **wenyan-lite** | Semi-classical. Drop filler/hedging but keep grammar structure, classical register |\n| **wenyan-full** | Maximum classical terseness. Fully 文言文. 80-90% character reduction. Classical sentence patterns, verbs precede objects, subjects often omitted, classical particles (之/乃/為/其) |\n| **wenyan-ultra** | Extreme abbreviation while keeping classical Chinese feel. Maximum compression, ultra terse |\n\nExample — \"Why React component re-render?\"\n- lite: \"Your component re-renders because you create a new object reference each render. Wrap it in `useMemo`.\"\n- full: \"New object ref each render. Inline object prop = new ref = re-render. Wrap in `useMemo`.\"\n- ultra: \"Inline obj prop → new ref → re-render. `useMemo`.\"\n- wenyan-lite: \"組件頻重繪,以每繪新生對象參照故。以 useMemo 包之。\"\n- wenyan-full: \"物出新參照,致重繪。useMemo .Wrap之。\"\n- wenyan-ultra: \"新參照→重繪。useMemo Wrap。\"\n\nExample — \"Explain database connection pooling.\"\n- lite: \"Connection pooling reuses open connections instead of creating new ones per request. Avoids repeated handshake overhead.\"\n- full: \"Pool reuse open DB connections. No new connection per request. Skip handshake overhead.\"\n- ultra: \"Pool = reuse DB conn. Skip handshake → fast under load.\"\n- wenyan-full: \"池reuse open connection。不每req新開。skip handshake overhead。\"\n- wenyan-ultra: \"池reuse conn。skip handshake → fast。\"\n\n## Auto-Clarity\n\nDrop caveman for: security warnings, irreversible action confirmations, multi-step sequences where fragment order risks misread, user asks to clarify or repeats question. Resume caveman after clear part done.\n\nExample — destructive op:\n> **Warning:** This will permanently delete all rows in the `users` table and cannot be undone.\n> ```sql\n> DROP TABLE users;\n> ```\n> Caveman resume. Verify backup exist first.\n\n## Boundaries\n\nCode/commits/PRs: write normal. \"stop caveman\" or \"normal mode\": revert. Level persist until changed or session end.\n\n\n---\nname: caveman-commit\ndescription: >\n Ultra-compressed commit message generator. Cuts noise from commit messages while preserving\n intent and reasoning. Conventional Commits format. Subject ≤50 chars, body only when \"why\"\n isn't obvious. Use when user says \"write a commit\", \"commit message\", \"generate commit\",\n \"/commit\", or invokes /caveman-commit. Auto-triggers when staging changes.\n---\n\nWrite commit messages terse and exact. Conventional Commits format. No fluff. Why over what.\n\n## Rules\n\n**Subject line:**\n- `(): ` — `` optional\n- Types: `feat`, `fix`, `refactor`, `perf`, `docs`, `test`, `chore`, `build`, `ci`, `style`, `revert`\n- Imperative mood: \"add\", \"fix\", \"remove\" — not \"added\", \"adds\", \"adding\"\n- ≤50 chars when possible, hard cap 72\n- No trailing period\n- Match project convention for capitalization after the colon\n\n**Body (only if needed):**\n- Skip entirely when subject is self-explanatory\n- Add body only for: non-obvious *why*, breaking changes, migration notes, linked issues\n- Wrap at 72 chars\n- Bullets `-` not `*`\n- Reference issues/PRs at end: `Closes #42`, `Refs #17`\n\n**What NEVER goes in:**\n- \"This commit does X\", \"I\", \"we\", \"now\", \"currently\" — the diff says what\n- \"As requested by...\" — use Co-authored-by trailer\n- \"Generated with Claude Code\" or any AI attribution\n- Emoji (unless project convention requires)\n- Restating the file name when scope already says it\n\n## Examples\n\nDiff: new endpoint for user profile with body explaining the why\n- ❌ \"feat: add a new endpoint to get user profile information from the database\"\n- ✅\n ```\n feat(api): add GET /users/:id/profile\n\n Mobile client needs profile data without the full user payload\n to reduce LTE bandwidth on cold-launch screens.\n\n Closes #128\n ```\n\nDiff: breaking API change\n- ✅\n ```\n feat(api)!: rename /v1/orders to /v1/checkout\n\n BREAKING CHANGE: clients on /v1/orders must migrate to /v1/checkout\n before 2026-06-01. Old route returns 410 after that date.\n ```\n\n## Auto-Clarity\n\nAlways include body for: breaking changes, security fixes, data migrations, anything reverting a prior commit. Never compress these into subject-only — future debuggers need the context.\n\n## Boundaries\n\nOnly generates the commit message. Does not run `git commit`, does not stage files, does not amend. Output the message as a code block ready to paste. \"stop caveman-commit\" or \"normal mode\": revert to verbose commit style.\n\n\n---\nname: caveman-review\ndescription: >\n Ultra-compressed code review comments. Cuts noise from PR feedback while preserving\n the actionable signal. Each comment is one line: location, problem, fix. Use when user\n says \"review this PR\", \"code review\", \"review the diff\", \"/review\", or invokes\n /caveman-review. Auto-triggers when reviewing pull requests.\n---\n\nWrite code review comments terse and actionable. One line per finding. Location, problem, fix. No throat-clearing.\n\n## Rules\n\n**Format:** `L: . .` — or `:L: ...` when reviewing multi-file diffs.\n\n**Severity prefix (optional, when mixed):**\n- `🔴 bug:` — broken behavior, will cause incident\n- `🟡 risk:` — works but fragile (race, missing null check, swallowed error)\n- `🔵 nit:` — style, naming, micro-optim. Author can ignore\n- `❓ q:` — genuine question, not a suggestion\n\n**Drop:**\n- \"I noticed that...\", \"It seems like...\", \"You might want to consider...\"\n- \"This is just a suggestion but...\" — use `nit:` instead\n- \"Great work!\", \"Looks good overall but...\" — say it once at the top, not per comment\n- Restating what the line does — the reviewer can read the diff\n- Hedging (\"perhaps\", \"maybe\", \"I think\") — if unsure use `q:`\n\n**Keep:**\n- Exact line numbers\n- Exact symbol/function/variable names in backticks\n- Concrete fix, not \"consider refactoring this\"\n- The *why* if the fix isn't obvious from the problem statement\n\n## Examples\n\n❌ \"I noticed that on line 42 you're not checking if the user object is null before accessing the email property. This could potentially cause a crash if the user is not found in the database. You might want to add a null check here.\"\n\n✅ `L42: 🔴 bug: user can be null after .find(). Add guard before .email.`\n\n❌ \"It looks like this function is doing a lot of things and might benefit from being broken up into smaller functions for readability.\"\n\n✅ `L88-140: 🔵 nit: 50-line fn does 4 things. Extract validate/normalize/persist.`\n\n❌ \"Have you considered what happens if the API returns a 429? I think we should probably handle that case.\"\n\n✅ `L23: 🟡 risk: no retry on 429. Wrap in withBackoff(3).`\n\n## Auto-Clarity\n\nDrop terse mode for: security findings (CVE-class bugs need full explanation + reference), architectural disagreements (need rationale, not just a one-liner), and onboarding contexts where the author is new and needs the \"why\". In those cases write a normal paragraph, then resume terse for the rest.\n\n## Boundaries\n\nReviews only — does not write the code fix, does not approve/request-changes, does not run linters. Output the comment(s) ready to paste into the PR. \"stop caveman-review\" or \"normal mode\": revert to verbose review style.\n\n\n---\nname: caveman-compress\ndescription: >\n Compress natural language memory files (CLAUDE.md, todos, preferences) into caveman format\n to save input tokens. Preserves all technical substance, code, URLs, and structure.\n Compressed version overwrites the original file. Human-readable backup saved as FILE.original.md.\n Trigger: /caveman:compress or \"compress memory file\"\n---\n\n# Caveman Compress\n\n## Purpose\n\nCompress natural language files (CLAUDE.md, todos, preferences) into caveman-speak to reduce input tokens. Compressed version overwrites original. Human-readable backup saved as `.original.md`.\n\n## Trigger\n\n`/caveman:compress ` or when user asks to compress a memory file.\n\n## Process\n\n1. The compression scripts live in `caveman-compress/scripts/` (adjacent to this SKILL.md). If the path is not immediately available, search for `caveman-compress/scripts/__main__.py`.\n\n2. Run:\n\ncd caveman-compress && python3 -m scripts \n\n3. The CLI will:\n- detect file type (no tokens)\n- call Claude to compress\n- validate output (no tokens)\n- if errors: cherry-pick fix with Claude (targeted fixes only, no recompression)\n- retry up to 2 times\n- if still failing after 2 retries: report error to user, leave original file untouched\n\n4. Return result to user\n\n## Compression Rules\n\n### Remove\n- Articles: a, an, the\n- Filler: just, really, basically, actually, simply, essentially, generally\n- Pleasantries: \"sure\", \"certainly\", \"of course\", \"happy to\", \"I'd recommend\"\n- Hedging: \"it might be worth\", \"you could consider\", \"it would be good to\"\n- Redundant phrasing: \"in order to\" → \"to\", \"make sure to\" → \"ensure\", \"the reason is because\" → \"because\"\n- Connective fluff: \"however\", \"furthermore\", \"additionally\", \"in addition\"\n\n### Preserve EXACTLY (never modify)\n- Code blocks (fenced ``` and indented)\n- Inline code (`backtick content`)\n- URLs and links (full URLs, markdown links)\n- File paths (`/src/components/...`, `./config.yaml`)\n- Commands (`npm install`, `git commit`, `docker build`)\n- Technical terms (library names, API names, protocols, algorithms)\n- Proper nouns (project names, people, companies)\n- Dates, version numbers, numeric values\n- Environment variables (`$HOME`, `NODE_ENV`)\n\n### Preserve Structure\n- All markdown headings (keep exact heading text, compress body below)\n- Bullet point hierarchy (keep nesting level)\n- Numbered lists (keep numbering)\n- Tables (compress cell text, keep structure)\n- Frontmatter/YAML headers in markdown files\n\n### Compress\n- Use short synonyms: \"big\" not \"extensive\", \"fix\" not \"implement a solution for\", \"use\" not \"utilize\"\n- Fragments OK: \"Run tests before commit\" not \"You should always run tests before committing\"\n- Drop \"you should\", \"make sure to\", \"remember to\" — just state the action\n- Merge redundant bullets that say the same thing differently\n- Keep one example where multiple examples show the same pattern\n\nCRITICAL RULE:\nAnything inside ``` ... ``` must be copied EXACTLY.\nDo not:\n- remove comments\n- remove spacing\n- reorder lines\n- shorten commands\n- simplify anything\n\nInline code (`...`) must be preserved EXACTLY.\nDo not modify anything inside backticks.\n\nIf file contains code blocks:\n- Treat code blocks as read-only regions\n- Only compress text outside them\n- Do not merge sections around code\n\n## Pattern\n\nOriginal:\n> You should always make sure to run the test suite before pushing any changes to the main branch. This is important because it helps catch bugs early and prevents broken builds from being deployed to production.\n\nCompressed:\n> Run tests before push to main. Catch bugs early, prevent broken prod deploys.\n\nOriginal:\n> The application uses a microservices architecture with the following components. The API gateway handles all incoming requests and routes them to the appropriate service. The authentication service is responsible for managing user sessions and JWT tokens.\n\nCompressed:\n> Microservices architecture. API gateway route all requests to services. Auth service manage user sessions + JWT tokens.\n\n## Boundaries\n\n- ONLY compress natural language files (.md, .txt, extensionless)\n- NEVER modify: .py, .js, .ts, .json, .yaml, .yml, .toml, .env, .lock, .css, .html, .xml, .sql, .sh\n- If file has mixed content (prose + code), compress ONLY the prose sections\n- If unsure whether something is code or prose, leave it unchanged\n- Original file is backed up as FILE.original.md before overwriting\n- Never compress FILE.original.md (skip it)\n\n\n--- End of Context from: C:/Users/scove/.gemini/extensions/caveman/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/co-researcher/GEMINI.md ---\n# Co-Researcher Agents for Gemini\n\nThis project provides PhD-level research capabilities for your Gemini CLI sessions.\n\n## Available Agents\n\n### Available Skills\nSee `skills/` for the full list of capabilities, including:\n- `research-methodology`\n- `literature-review`\n- `critical-analysis`\n- `hypothesis-testing`\n- `lateral-thinking`\n- `qualitative-research`\n- `quantitative-analysis`\n- `peer-review`\n- `ethics-review`\n- `grant-writing`\n\n\n## How to use in Gemini CLI\n\nGemini automatically discovers these agents when you run it from this directory. You can invoke them by name:\n\n```bash\ngemini \"Use the literature-review skill to find recent papers on room temperature superconductors\"\ngemini \"Ask the critical-analysis skill to review my methodology in proposal.md\"\n```\n\nThe CLI reads the context from `agents/` and this `GEMINI.md` file automatically.\nIt also has access to the specialized skills in the `skills/` directory.\n\n### Available Skills\nSee `skills/` for the full list of capabilities, including:\n- `research-methodology`\n- `literature-review`\n- `critical-analysis`\n--- End of Context from: C:/Users/scove/.gemini/extensions/co-researcher/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/oh-my-product/GEMINI.md ---\n# oh-my-product Extension Context\r\n\r\nThis extension is the canonical public entry point for the `oh-my-product` workflow.\r\n\r\n> **Shared context**: See `context/omp-core.md` for the full agent catalog, workflow stages, quality gates, and state conventions.\r\n\r\n## Context Layers (priority order)\r\n1. **System/Runtime** — Gemini CLI constraints (immutable)\r\n2. **Project Standards** — This file (`GEMINI.md`) + `context/omp-core.md`\r\n3. **Session Memory** — `.omp/state/`, memory entries\r\n4. **Active Task** — Current plan, taskboard, PRD\r\n5. **Execution Traces** — Recent iteration results\r\n\r\n## Product intent\r\n- Keep orchestration incremental (MVP-first).\r\n- Default runtime backend is **tmux**.\r\n- Subagents are **experimental opt-in** only.\r\n- Setup defaults to **project scope**.\r\n\r\n## Preferred command flow\r\n1. `oh-my-product setup --scope project` (alias: `omp setup --scope project`)\r\n2. ensure `.gemini/agents/catalog.json` exists (repo contributor fallback: `npm run setup:subagents`)\r\n3. `oh-my-product doctor`\r\n4. `oh-my-product team run --task \"...\"`\r\n5. `oh-my-product verify`\r\n6. Optional MCP server surface: `oh-my-product mcp serve --dry-run --json`\r\n7. Optional live team bridge: `omx team 3:executor \"...\"`\r\n\r\n## Discoverability notes\r\n- Gemini's extension install preview may expose skills more visibly than command prompts.\r\n- Preview is not the full feature list: extension command TOML assets can still be installed even when they are not explicitly enumerated during install.\r\n- If preview output looks sparse, verify availability with direct CLI commands instead of relying on the preview screen alone.\r\n\r\nPrimary command families:\r\n- `setup`\r\n- `doctor`\r\n- `team run` / `team assemble` / `team plan` / `team prd` / `team exec`\r\n- `team subagents`\r\n- `team verify`\r\n- `tools`\r\n- `hud`\r\n- `intent` / `mode` / `approval` / `reasoning`\r\n- `workspace` / `taskboard` / `checkpoint`\r\n- `ralph` / `ultrawork` / `loop`\r\n- `consensus` / `optimize` / `memory` / `rules`\r\n- `launch` / `stop`\r\n\r\n## Guardrails\r\n- Do not skip sandbox checks when a task requires shell execution.\r\n- Prefer actionable failure output (what failed + how to fix it).\r\n- Keep state transitions observable under `.omp/state/`.\r\n\r\n## Handoff expectations\r\nWhen executing team tasks, include:\r\n- command(s) run,\r\n- final exit status,\r\n- key state/log paths for follow-up.\n--- End of Context from: C:/Users/scove/.gemini/extensions/oh-my-product/GEMINI.md ---\n\n--- Context from: C:/Users/scove/.gemini/extensions/superpowers/GEMINI.md ---\n\n---\nname: using-superpowers\ndescription: Use when starting any conversation - establishes how to find and use skills, requiring Skill tool invocation before ANY response including clarifying questions\n---\n\n\nIf you were dispatched as a subagent to execute a specific task, skip this skill.\n\n\n\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\n\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\n\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\n\n\n## Instruction Priority\n\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\n\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\n2. **Superpowers skills** — override default system behavior where they conflict\n3. **Default system prompt** — lowest priority\n\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \"don't use TDD\" and a skill says \"always use TDD,\" follow the user's instructions. The user is in control.\n\n## How to Access Skills\n\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, its content is loaded and presented to you—follow it directly. Never use the Read tool on skill files.\n\n**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins. The `skill` tool works the same as Claude Code's `Skill` tool.\n\n**In Gemini CLI:** Skills activate via the `activate_skill` tool. Gemini loads skill metadata at session start and activates the full content on demand.\n\n**In other environments:** Check your platform's documentation for how skills are loaded.\n\n## Platform Adaptation\n\nSkills use Claude Code tool names. Non-CC platforms: see `references/copilot-tools.md` (Copilot CLI), `references/codex-tools.md` (Codex) for tool equivalents. Gemini CLI users get the tool mapping loaded automatically via GEMINI.md.\n\n# Using Skills\n\n## The Rule\n\n**Invoke relevant or requested skills BEFORE any response or action.** Even a 1% chance a skill might apply means that you should invoke the skill to check. If an invoked skill turns out to be wrong for the situation, you don't need to use it.\n\n```dot\ndigraph skill_flow {\n \"User message received\" [shape=doublecircle];\n \"About to EnterPlanMode?\" [shape=doublecircle];\n \"Already brainstormed?\" [shape=diamond];\n \"Invoke brainstorming skill\" [shape=box];\n \"Might any skill apply?\" [shape=diamond];\n \"Invoke Skill tool\" [shape=box];\n \"Announce: 'Using [skill] to [purpose]'\" [shape=box];\n \"Has checklist?\" [shape=diamond];\n \"Create TodoWrite todo per item\" [shape=box];\n \"Follow skill exactly\" [shape=box];\n \"Respond (including clarifications)\" [shape=doublecircle];\n\n \"About to EnterPlanMode?\" -> \"Already brainstormed?\";\n \"Already brainstormed?\" -> \"Invoke brainstorming skill\" [label=\"no\"];\n \"Already brainstormed?\" -> \"Might any skill apply?\" [label=\"yes\"];\n \"Invoke brainstorming skill\" -> \"Might any skill apply?\";\n\n \"User message received\" -> \"Might any skill apply?\";\n \"Might any skill apply?\" -> \"Invoke Skill tool\" [label=\"yes, even 1%\"];\n \"Might any skill apply?\" -> \"Respond (including clarifications)\" [label=\"definitely not\"];\n \"Invoke Skill tool\" -> \"Announce: 'Using [skill] to [purpose]'\";\n \"Announce: 'Using [skill] to [purpose]'\" -> \"Has checklist?\";\n \"Has checklist?\" -> \"Create TodoWrite todo per item\" [label=\"yes\"];\n \"Has checklist?\" -> \"Follow skill exactly\" [label=\"no\"];\n \"Create TodoWrite todo per item\" -> \"Follow skill exactly\";\n}\n```\n\n## Red Flags\n\nThese thoughts mean STOP—you're rationalizing:\n\n| Thought | Reality |\n|---------|---------|\n| \"This is just a simple question\" | Questions are tasks. Check for skills. |\n| \"I need more context first\" | Skill check comes BEFORE clarifying questions. |\n| \"Let me explore the codebase first\" | Skills tell you HOW to explore. Check first. |\n| \"I can check git/files quickly\" | Files lack conversation context. Check for skills. |\n| \"Let me gather information first\" | Skills tell you HOW to gather information. |\n| \"This doesn't need a formal skill\" | If a skill exists, use it. |\n| \"I remember this skill\" | Skills evolve. Read current version. |\n| \"This doesn't count as a task\" | Action = task. Check for skills. |\n| \"The skill is overkill\" | Simple things become complex. Use it. |\n| \"I'll just do this one thing first\" | Check BEFORE doing anything. |\n| \"This feels productive\" | Undisciplined action wastes time. Skills prevent this. |\n| \"I know what that means\" | Knowing the concept ≠ using the skill. Invoke it. |\n\n## Skill Priority\n\nWhen multiple skills could apply, use this order:\n\n1. **Process skills first** (brainstorming, debugging) - these determine HOW to approach the task\n2. **Implementation skills second** (frontend-design, mcp-builder) - these guide execution\n\n\"Let's build X\" → brainstorming first, then implementation skills.\n\"Fix this bug\" → debugging first, then domain-specific skills.\n\n## Skill Types\n\n**Rigid** (TDD, debugging): Follow exactly. Don't adapt away discipline.\n\n**Flexible** (patterns): Adapt principles to context.\n\nThe skill itself tells you which.\n\n## User Instructions\n\nInstructions say WHAT, not HOW. \"Add X\" or \"Fix Y\" doesn't mean skip workflows.\n\n\n\n# Gemini CLI Tool Mapping\n\nSkills use Claude Code tool names. When you encounter these in a skill, use your platform equivalent:\n\n| Skill references | Gemini CLI equivalent |\n|-----------------|----------------------|\n| `Read` (file reading) | `read_file` |\n| `Write` (file creation) | `write_file` |\n| `Edit` (file editing) | `replace` |\n| `Bash` (run commands) | `run_shell_command` |\n| `Grep` (search file content) | `grep_search` |\n| `Glob` (search files by name) | `glob` |\n| `TodoWrite` (task tracking) | `write_todos` |\n| `Skill` tool (invoke a skill) | `activate_skill` |\n| `WebSearch` | `google_web_search` |\n| `WebFetch` | `web_fetch` |\n| `Task` tool (dispatch subagent) | No equivalent — Gemini CLI does not support subagents |\n\n## No subagent support\n\nGemini CLI has no equivalent to Claude Code's `Task` tool. Skills that rely on subagent dispatch (`subagent-driven-development`, `dispatching-parallel-agents`) will fall back to single-session execution via `executing-plans`.\n\n## Additional Gemini CLI tools\n\nThese tools are available in Gemini CLI but have no Claude Code equivalent:\n\n| Tool | Purpose |\n|------|---------|\n| `list_directory` | List files and subdirectories |\n| `save_memory` | Persist facts to GEMINI.md across sessions |\n| `ask_user` | Request structured input from the user |\n| `tracker_create_task` | Rich task management (create, update, list, visualize) |\n| `enter_plan_mode` / `exit_plan_mode` | Switch to read-only research mode before making changes |\n\n\n--- End of Context from: C:/Users/scove/.gemini/extensions/superpowers/GEMINI.md ---\n\n\n--- Context from: D:/Learning_Progress/Projects/BABA_YAGA/GEMINI.md ---\n/# 🌑 PROJECT HALLUCINATE - AI Instructions\r\n\r\nĐây là file hướng dẫn dành cho Gemini CLI để hiểu bối cảnh và quy chuẩn của dự án HALLUCINATE.\r\n\r\n## 🛠 Stack Kỹ thuật\r\n- **Engine:** Unity 6 (6000.3.10f1 LTS)\r\n- **Networking:** Photon Fusion (State Sync, Client-Side Prediction)\r\n- **Render Pipeline:** Universal Render Pipeline (URP)\r\n- **Architecture:** State Machine (Player), Interface-based Interaction (`IInteractable`).\r\n\r\n## 📂 Quy chuẩn Cấu trúc Thư mục\r\nTuân thủ nghiêm ngặt cấu trúc:\r\n- `Assets/Scripts/GameSetup/Maze/`: Các thuật toán tạo mê cung.\r\n- `Assets/Scripts/Player Controller/`: Logic di chuyển và State Machine của người chơi.\r\n- `Assets/Scripts/UI/`: Logic giao diện và Lobby.\r\n- `Assets/Scripts/Fusion/`: Các script liên quan đến Network và Spawner.\r\n\r\n## 📜 Quy ước Coding & Logic\r\n1. **Networking:**\r\n - Luôn sử dụng `FixedUpdateNetwork` thay vì `Update/FixedUpdate` cho các logic cần đồng bộ.\r\n - Sử dụng thuộc tính `[Networked]` cho các biến cần đồng bộ trạng thái.\r\n - Ưu tiên Client-Side Prediction và Reconciliation.\r\n2. **Character Control:**\r\n - Sử dụng State Machine để quản lý trạng thái di chuyển (Idle, Move, Sprint, Jump, Dash).\r\n - Camera Dynamics (Shake, FOV Kick) phải được xử lý mượt mà.\r\n3. **Interactions:**\r\n - Mọi vật thể có thể tương tác phải kế thừa từ `IInteractable` hoặc `BaseInteractable`.\r\n4. **Formatting:**\r\n - Luôn sử dụng PascalCase cho tên Method và Class.\r\n - camelCase cho biến private/local.\r\n\r\n## 🤖 Chỉ thị cho AI\r\n- **Phản hồi:** Ngắn gọn, súc tích, đi thẳng vào vấn đề kỹ thuật.\r\n- **An toàn:** Không bao giờ tự ý commit code trừ khi được yêu cầu rõ ràng.\r\n- **Tự động hóa:** Luôn cập nhật `MEMORY.md` sau mỗi thay đổi lớn hoặc khi kết thúc phiên làm việc.\n--- End of Context from: D:/Learning_Progress/Projects/BABA_YAGA/GEMINI.md ---\n\n\n"}]}],"lastUpdated":"2026-06-07T11:37:35.636Z"}}
+{"id":"e6c33047-8962-44a0-b6d4-2c2c82942d51","timestamp":"2026-06-07T11:37:35.933Z","type":"info","content":"No summary found for the last session. Please use the 'workspace-summarizer' skill to generate one if needed."}
+{"$set":{"lastUpdated":"2026-06-07T11:37:35.934Z"}}
+{"id":"c018c673-87fd-4ffc-89da-18f5bce7d45e","timestamp":"2026-06-07T11:37:36.266Z","type":"info","content":"You have 3 extensions with an update available. Run \"/extensions update caveman context7 superpowers\"."}
+{"$set":{"lastUpdated":"2026-06-07T11:37:36.266Z"}}
+{"id":"7066b0e9-2c70-4786-a77e-5f8d869ffc3b","timestamp":"2026-06-07T11:37:37.233Z","type":"user","content":[{"text":"Here is the user's editor context as a JSON object. This is for your information only.\n```json\n{\n \"activeFile\": {\n \"path\": \"D:/Learning_Progress/Projects/BABA_YAGA/README.md\",\n \"cursor\": {\n \"line\": 557,\n \"character\": 28\n }\n }\n}\n```"}]}
+{"$set":{"lastUpdated":"2026-06-07T11:37:37.233Z"}}
+{"id":"b86aa450-209c-419a-acc8-c60b166d8944","timestamp":"2026-06-07T11:37:43.539Z","type":"user","content":[{"text":"EditTool"}]}
+{"$set":{"lastUpdated":"2026-06-07T11:37:43.540Z"}}
+{"id":"5bfb54b1-4b57-4485-834a-c784cb380830","timestamp":"2026-06-07T11:37:46.565Z","type":"gemini","content":"","thoughts":[{"subject":"Processing Project Parameters","description":"I am now aware of my operational context within the BABA YAGA project and my current user interaction point within the `README.md` file. My available skill set, including `caveman`, is also registered.","timestamp":"2026-06-07T11:37:46.377Z"}],"tokens":{"input":28380,"output":19,"cached":0,"thoughts":157,"tool":0,"total":28556},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:37:46.566Z"}}
+{"id":"5bfb54b1-4b57-4485-834a-c784cb380830","timestamp":"2026-06-07T11:37:46.565Z","type":"gemini","content":"","thoughts":[{"subject":"Processing Project Parameters","description":"I am now aware of my operational context within the BABA YAGA project and my current user interaction point within the `README.md` file. My available skill set, including `caveman`, is also registered.","timestamp":"2026-06-07T11:37:46.377Z"}],"tokens":{"input":28380,"output":19,"cached":0,"thoughts":157,"tool":0,"total":28556},"model":"gemini-3-flash-preview","toolCalls":[{"id":"activate_skill__activate_skill_1780832266384_0","name":"activate_skill","args":{"name":"using-superpowers"},"result":[{"functionResponse":{"id":"activate_skill__activate_skill_1780832266384_0","name":"activate_skill","response":{"output":"\n \n \nIf you were dispatched as a subagent to execute a specific task, skip this skill.\n\n\n\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\n\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\n\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\n\n\n## Instruction Priority\n\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\n\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\n2. **Superpowers skills** — override default system behavior where they conflict\n3. **Default system prompt** — lowest priority\n\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \"don't use TDD\" and a skill says \"always use TDD,\" follow the user's instructions. The user is in control.\n\n## How to Access Skills\n\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, its content is loaded and presented to you—follow it directly. Never use the Read tool on skill files.\n\n**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins. The `skill` tool works the same as Claude Code's `Skill` tool.\n\n**In Gemini CLI:** Skills activate via the `activate_skill` tool. Gemini loads skill metadata at session start and activates the full content on demand.\n\n**In other environments:** Check your platform's documentation for how skills are loaded.\n\n## Platform Adaptation\n\nSkills use Claude Code tool names. Non-CC platforms: see `references/copilot-tools.md` (Copilot CLI), `references/codex-tools.md` (Codex) for tool equivalents. Gemini CLI users get the tool mapping loaded automatically via GEMINI.md.\n\n# Using Skills\n\n## The Rule\n\n**Invoke relevant or requested skills BEFORE any response or action.** Even a 1% chance a skill might apply means that you should invoke the skill to check. If an invoked skill turns out to be wrong for the situation, you don't need to use it.\n\n```dot\ndigraph skill_flow {\n \"User message received\" [shape=doublecircle];\n \"About to EnterPlanMode?\" [shape=doublecircle];\n \"Already brainstormed?\" [shape=diamond];\n \"Invoke brainstorming skill\" [shape=box];\n \"Might any skill apply?\" [shape=diamond];\n \"Invoke Skill tool\" [shape=box];\n \"Announce: 'Using [skill] to [purpose]'\" [shape=box];\n \"Has checklist?\" [shape=diamond];\n \"Create TodoWrite todo per item\" [shape=box];\n \"Follow skill exactly\" [shape=box];\n \"Respond (including clarifications)\" [shape=doublecircle];\n\n \"About to EnterPlanMode?\" -> \"Already brainstormed?\";\n \"Already brainstormed?\" -> \"Invoke brainstorming skill\" [label=\"no\"];\n \"Already brainstormed?\" -> \"Might any skill apply?\" [label=\"yes\"];\n \"Invoke brainstorming skill\" -> \"Might any skill apply?\";\n\n \"User message received\" -> \"Might any skill apply?\";\n \"Might any skill apply?\" -> \"Invoke Skill tool\" [label=\"yes, even 1%\"];\n \"Might any skill apply?\" -> \"Respond (including clarifications)\" [label=\"definitely not\"];\n \"Invoke Skill tool\" -> \"Announce: 'Using [skill] to [purpose]'\";\n \"Announce: 'Using [skill] to [purpose]'\" -> \"Has checklist?\";\n \"Has checklist?\" -> \"Create TodoWrite todo per item\" [label=\"yes\"];\n \"Has checklist?\" -> \"Follow skill exactly\" [label=\"no\"];\n \"Create TodoWrite todo per item\" -> \"Follow skill exactly\";\n}\n```\n\n## Red Flags\n\nThese thoughts mean STOP—you're rationalizing:\n\n| Thought | Reality |\n|---------|---------|\n| \"This is just a simple question\" | Questions are tasks. Check for skills. |\n| \"I need more context first\" | Skill check comes BEFORE clarifying questions. |\n| \"Let me explore the codebase first\" | Skills tell you HOW to explore. Check first. |\n| \"I can check git/files quickly\" | Files lack conversation context. Check for skills. |\n| \"Let me gather information first\" | Skills tell you HOW to gather information. |\n| \"This doesn't need a formal skill\" | If a skill exists, use it. |\n| \"I remember this skill\" | Skills evolve. Read current version. |\n| \"This doesn't count as a task\" | Action = task. Check for skills. |\n| \"The skill is overkill\" | Simple things become complex. Use it. |\n| \"I'll just do this one thing first\" | Check BEFORE doing anything. |\n| \"This feels productive\" | Undisciplined action wastes time. Skills prevent this. |\n| \"I know what that means\" | Knowing the concept ≠ using the skill. Invoke it. |\n\n## Skill Priority\n\nWhen multiple skills could apply, use this order:\n\n1. **Process skills first** (brainstorming, debugging) - these determine HOW to approach the task\n2. **Implementation skills second** (frontend-design, mcp-builder) - these guide execution\n\n\"Let's build X\" → brainstorming first, then implementation skills.\n\"Fix this bug\" → debugging first, then domain-specific skills.\n\n## Skill Types\n\n**Rigid** (TDD, debugging): Follow exactly. Don't adapt away discipline.\n\n**Flexible** (patterns): Adapt principles to context.\n\nThe skill itself tells you which.\n\n## User Instructions\n\nInstructions say WHAT, not HOW. \"Add X\" or \"Fix Y\" doesn't mean skip workflows.\n \n\n \n Showing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\using-superpowers\\\n├───SKILL.md\n└───references\\\n ├───codex-tools.md\n ├───copilot-tools.md\n └───gemini-tools.md\n \n"}}}],"status":"success","timestamp":"2026-06-07T11:39:37.734Z","resultDisplay":"Skill **using-superpowers** activated. Resources loaded from `C:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\using-superpowers`:\n\nShowing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\using-superpowers\\\n├───SKILL.md\n└───references\\\n ├───codex-tools.md\n ├───copilot-tools.md\n └───gemini-tools.md","description":"\"using-superpowers\": Use when starting any conversation - establishes how to find and use skills, requiring Skill tool invocation before ANY response including clarifying questions","displayName":"Activate Skill","renderOutputAsMarkdown":true}]}
+{"id":"7855dff4-93a1-41ee-b362-c70da79815b8","timestamp":"2026-06-07T11:39:37.736Z","type":"user","content":[{"functionResponse":{"id":"activate_skill__activate_skill_1780832266384_0","name":"activate_skill","response":{"output":"\n \n \nIf you were dispatched as a subagent to execute a specific task, skip this skill.\n\n\n\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\n\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\n\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\n\n\n## Instruction Priority\n\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\n\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\n2. **Superpowers skills** — override default system behavior where they conflict\n3. **Default system prompt** — lowest priority\n\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \"don't use TDD\" and a skill says \"always use TDD,\" follow the user's instructions. The user is in control.\n\n## How to Access Skills\n\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, its content is loaded and presented to you—follow it directly. Never use the Read tool on skill files.\n\n**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins. The `skill` tool works the same as Claude Code's `Skill` tool.\n\n**In Gemini CLI:** Skills activate via the `activate_skill` tool. Gemini loads skill metadata at session start and activates the full content on demand.\n\n**In other environments:** Check your platform's documentation for how skills are loaded.\n\n## Platform Adaptation\n\nSkills use Claude Code tool names. Non-CC platforms: see `references/copilot-tools.md` (Copilot CLI), `references/codex-tools.md` (Codex) for tool equivalents. Gemini CLI users get the tool mapping loaded automatically via GEMINI.md.\n\n# Using Skills\n\n## The Rule\n\n**Invoke relevant or requested skills BEFORE any response or action.** Even a 1% chance a skill might apply means that you should invoke the skill to check. If an invoked skill turns out to be wrong for the situation, you don't need to use it.\n\n```dot\ndigraph skill_flow {\n \"User message received\" [shape=doublecircle];\n \"About to EnterPlanMode?\" [shape=doublecircle];\n \"Already brainstormed?\" [shape=diamond];\n \"Invoke brainstorming skill\" [shape=box];\n \"Might any skill apply?\" [shape=diamond];\n \"Invoke Skill tool\" [shape=box];\n \"Announce: 'Using [skill] to [purpose]'\" [shape=box];\n \"Has checklist?\" [shape=diamond];\n \"Create TodoWrite todo per item\" [shape=box];\n \"Follow skill exactly\" [shape=box];\n \"Respond (including clarifications)\" [shape=doublecircle];\n\n \"About to EnterPlanMode?\" -> \"Already brainstormed?\";\n \"Already brainstormed?\" -> \"Invoke brainstorming skill\" [label=\"no\"];\n \"Already brainstormed?\" -> \"Might any skill apply?\" [label=\"yes\"];\n \"Invoke brainstorming skill\" -> \"Might any skill apply?\";\n\n \"User message received\" -> \"Might any skill apply?\";\n \"Might any skill apply?\" -> \"Invoke Skill tool\" [label=\"yes, even 1%\"];\n \"Might any skill apply?\" -> \"Respond (including clarifications)\" [label=\"definitely not\"];\n \"Invoke Skill tool\" -> \"Announce: 'Using [skill] to [purpose]'\";\n \"Announce: 'Using [skill] to [purpose]'\" -> \"Has checklist?\";\n \"Has checklist?\" -> \"Create TodoWrite todo per item\" [label=\"yes\"];\n \"Has checklist?\" -> \"Follow skill exactly\" [label=\"no\"];\n \"Create TodoWrite todo per item\" -> \"Follow skill exactly\";\n}\n```\n\n## Red Flags\n\nThese thoughts mean STOP—you're rationalizing:\n\n| Thought | Reality |\n|---------|---------|\n| \"This is just a simple question\" | Questions are tasks. Check for skills. |\n| \"I need more context first\" | Skill check comes BEFORE clarifying questions. |\n| \"Let me explore the codebase first\" | Skills tell you HOW to explore. Check first. |\n| \"I can check git/files quickly\" | Files lack conversation context. Check for skills. |\n| \"Let me gather information first\" | Skills tell you HOW to gather information. |\n| \"This doesn't need a formal skill\" | If a skill exists, use it. |\n| \"I remember this skill\" | Skills evolve. Read current version. |\n| \"This doesn't count as a task\" | Action = task. Check for skills. |\n| \"The skill is overkill\" | Simple things become complex. Use it. |\n| \"I'll just do this one thing first\" | Check BEFORE doing anything. |\n| \"This feels productive\" | Undisciplined action wastes time. Skills prevent this. |\n| \"I know what that means\" | Knowing the concept ≠ using the skill. Invoke it. |\n\n## Skill Priority\n\nWhen multiple skills could apply, use this order:\n\n1. **Process skills first** (brainstorming, debugging) - these determine HOW to approach the task\n2. **Implementation skills second** (frontend-design, mcp-builder) - these guide execution\n\n\"Let's build X\" → brainstorming first, then implementation skills.\n\"Fix this bug\" → debugging first, then domain-specific skills.\n\n## Skill Types\n\n**Rigid** (TDD, debugging): Follow exactly. Don't adapt away discipline.\n\n**Flexible** (patterns): Adapt principles to context.\n\nThe skill itself tells you which.\n\n## User Instructions\n\nInstructions say WHAT, not HOW. \"Add X\" or \"Fix Y\" doesn't mean skip workflows.\n \n\n \n Showing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\superpowers\\skills\\using-superpowers\\\n├───SKILL.md\n└───references\\\n ├───codex-tools.md\n ├───copilot-tools.md\n └───gemini-tools.md\n \n"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:39:37.736Z"}}
+{"id":"97469b66-0100-4a4f-bf52-8b00b8e19e4a","timestamp":"2026-06-07T11:39:42.235Z","type":"gemini","content":"","thoughts":[{"subject":"Awaiting Next Task","description":"I am currently in a holding pattern, ready to engage with your prompt. My `brainstorming` and other capabilities are primed for when you provide the next directive.","timestamp":"2026-06-07T11:39:41.840Z"}],"tokens":{"input":30025,"output":71,"cached":27536,"thoughts":350,"tool":0,"total":30446},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:39:42.235Z"}}
+{"id":"97469b66-0100-4a4f-bf52-8b00b8e19e4a","timestamp":"2026-06-07T11:39:42.235Z","type":"gemini","content":"","thoughts":[{"subject":"Awaiting Next Task","description":"I am currently in a holding pattern, ready to engage with your prompt. My `brainstorming` and other capabilities are primed for when you provide the next directive.","timestamp":"2026-06-07T11:39:41.840Z"}],"tokens":{"input":30025,"output":71,"cached":27536,"thoughts":350,"tool":0,"total":30446},"model":"gemini-3-flash-preview","toolCalls":[{"id":"activate_skill__activate_skill_1780832382084_0","name":"activate_skill","args":{"name":"workspace-summarizer"},"result":[{"functionResponse":{"id":"activate_skill__activate_skill_1780832382084_0","name":"activate_skill","response":{"output":"\n \n # Workspace Summarizer\n\n## Goal\nManage technical summaries and context for the current workspace.\n\n## Instructions\n- ALWAYS check the provided `` for `.gemini-workspace-history/active-context.md` at the start of this skill.\n- If the content is already present in the context, use it directly to avoid redundant file reads.\n- Summarize the last workspace history immediately after activation.\n- **Format:** The summary must follow the structure of existing `summary-*.md` files:\n - Brief technical overview.\n - List of modified files.\n - Key logic changes and architectural decisions.\n - Unresolved issues or next steps.\n- When summarizing, be technical and concise.\n\n## Tools\nYou can use standard file tools to write and read the summary if it is not present in the context.\n \n\n \n Showing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\workspace-history\\skills\\workspace-summarizer\\\n└───SKILL.md\n \n"}}}],"status":"success","timestamp":"2026-06-07T11:40:44.563Z","resultDisplay":"Skill **workspace-summarizer** activated. Resources loaded from `C:\\Users\\scove\\.gemini\\extensions\\workspace-history\\skills\\workspace-summarizer`:\n\nShowing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\workspace-history\\skills\\workspace-summarizer\\\n└───SKILL.md","description":"\"workspace-summarizer\": Summarizes your last work","displayName":"Activate Skill","renderOutputAsMarkdown":true},{"id":"run_shell_command__run_shell_command_1780832382092_1","name":"run_shell_command","args":{"command":"ls C:/Users/scove/.gemini/tmp/baba-yaga/memory/MEMORY.md","description":"Check for private memory file."},"result":[{"functionResponse":{"id":"run_shell_command__run_shell_command_1780832382092_1","name":"run_shell_command","response":{"output":"Output: \nls : Cannot find path 'C:\\Users\\scove\\.gemini\\tmp\\baba-yaga\\memory\\MEMORY.md' because it does not exist.\nAt line:1 char:19\n+ ... 65001 >$null;ls C:/Users/scove/.gemini/tmp/baba-yaga/memory/MEMORY.md\n+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n + CategoryInfo : ObjectNotFound: (C:\\Users\\scove\\...emory\\MEMORY.md:String) [Get-ChildItem], Item \n NotFoundException\n + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetChildItemCommand\n \nExit Code: 1\nProcess Group PGID: 32568"}}}],"status":"success","timestamp":"2026-06-07T11:40:44.563Z","resultDisplay":[[{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"ls : Cannot find path 'C:\\Users\\scove\\.gemini\\tmp\\baba-yaga\\memory\\MEMORY.md' because it does not exist.","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"At line:1 char:19","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"+ ... 65001 >$null;ls C:/Users/scove/.gemini/tmp/baba-yaga/memory/MEMORY.md","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" + CategoryInfo : ObjectNotFound: (C:\\Users\\scove\\...emory\\MEMORY.md:String) [Get-ChildItem], Item ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" NotFoundException","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetChildItemCommand","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":true,"isUninitialized":true,"fg":"","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}]],"description":"ls C:/Users/scove/.gemini/tmp/baba-yaga/memory/MEMORY.md","displayName":"Shell","renderOutputAsMarkdown":false}]}
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My check confirms that the file you're referring to, `D:\\Learning_Progress\\Projects\\BABA_YAGA\\.gemini-workspace-history\\active-context.md`, does indeed exist and contains relevant session context.","timestamp":"2026-06-07T11:40:47.472Z"}],"tokens":{"input":30887,"output":43,"cached":27529,"thoughts":156,"tool":0,"total":31086},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780832447479_0","name":"read_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/.gemini-workspace-history/active-context.md"},"result":[{"functionResponse":{"id":"read_file__read_file_1780832447479_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 1-40 of 40 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 41.\n\n--- FILE CONTENT (truncated) ---\n## Full Previous Session Transcript (from session-2026-06-07-18-37.json.gz)\n\n{\"sessionId\":\"37e3cf24-4966-4005-85d4-ce3f931c0c8d\",\"projectHash\":\"4428cb73bec51e3b44252fcff9a34d2b26a399597cf22de2d66082790011fb8d\",\"startTime\":\"2026-06-07T11:35:10.383Z\",\"lastUpdated\":\"2026-06-07T11:35:10.383Z\",\"kind\":\"main\"}\n{\"$set\":{\"messages\":[{\"id\":\"d04923d38bb0f6017037e74183378ef4\",\"timestamp\":\"2026-06-07T11:35:10.383Z\",\"type\":\"user\",\"content\":[{\"text\":\"\\nThis is the Gemini CLI. We are setting up the context for our chat.\\nToday's date is Sunday, June 7, 2026 (formatted according to the user's locale).\\nMy operating system is: win32\\nThe project's temporary directory is: C:\\\\Users\\\\scove\\\\.gemini\\\\tmp\\\\baba-yaga\\n- **Workspace Directories:**\\n - D:\\\\Learning_Progress\\\\Projects\\\\BABA_YAGA\\n- **Directory Structure:**\\n\\nShowing up to 200 items (files + folders). Folders or files indicated with ... contain more items not shown, were ignored, or the display limit (200 items) was reached.\\n\\nD:\\\\Learning_Progress\\\\Projects\\\\BABA_YAGA\\\\\\n├───.gitignore\\n├───GEMINI.md\\n├───README.md\\n├───.gemini-workspace-history\\\\\\n│ ├───active-context.md\\n│ ├───session-2026-04-30-21-39.json.gz\\n│ ├───session-2026-04-30-21-47.json.gz\\n│ ├───session-2026-05-01-01-26.json.gz\\n│ ├───session-2026-05-01-01-51.json.gz\\n│ ├───session-2026-05-01-02-25.json.gz\\n│ ├───session-2026-05-01-14-48.json.gz\\n│ ├───session-2026-05-01-16-53.json.gz\\n│ ├───session-2026-05-01-17-28.json.gz\\n│ ├───session-2026-05-01-17-29.json.gz\\n│ ├───session-2026-05-01-17-31.json.gz\\n│ ├───session-2026-05-01-18-10.json.gz\\n│ ├───session-2026-05-01-20-30.json.gz\\n│ ├───session-2026-05-01-20-42.json.gz\\n│ ├───session-2026-05-01-21-05.json.gz\\n│ ├───session-2026-05-01-21-07.json.gz\\n│ ├───session-2026-05-01-21-10.json.gz\\n│ ├───session-2026-05-01-21-11.json.gz\\n│ ├───session-2026-05-01-21-51.json.gz\\n│ ├───session-2026-05-01-23-27.json.gz\\n│ ├───session-2026-05-02-00-00.json.gz\\n│ ├───session-2026-05-03-21-30.json.gz\\n│ ├───session-2026-06-04-23-01.json.gz\\n│ ├───session-2026-06-06-00-13.json.gz\\n│ ├───session-2026-06-07-16-57.json.gz\\n│ ├───session-2026-06-07-18-23.json.gz\\n│ ├───session-2026-06-07-18-27.json.gz\\n│ ├───session-2026-06-07-18-35.json.gz\\n│ └───summary-2... [truncated]\n{\"id\":\"e55d090e-f1e9-48fb-893f-15db8151723d\",\"timestamp\":\"2026-06-07T11:35:10.664Z\",\"type\":\"info\",\"content\":\"No summary found for the last session. Please use the 'workspace-summarizer' skill to generate one if needed.\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:10.664Z\"}}\n{\"id\":\"e1b2e600-17b5-44ae-b996-143114c50ff5\",\"timestamp\":\"2026-06-07T11:35:11.048Z\",\"type\":\"info\",\"content\":\"You have 3 extensions with an update available. Run \\\"/extensions update caveman context7 superpowers\\\".\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:11.049Z\"}}\n{\"id\":\"9ece71ca-abf2-404f-89cd-cf1a981c44d6\",\"timestamp\":\"2026-06-07T11:35:29.318Z\",\"type\":\"user\",\"content\":[{\"text\":\"Here is the user's editor context as a JSON object. This is for your information only.\\n```json\\n{\\n \\\"activeFile\\\": {\\n \\\"path\\\": \\\"D:/Learning_Progress/Projects/BABA_YAGA/README.md\\\",\\n \\\"cursor\\\": {\\n \\\"line\\\": 557,\\n \\\"character\\\": 28\\n }\\n }\\n}\\n```\"}]}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:29.318Z\"}}\n{\"id\":\"ba72ca24-8291-48d9-a7c2-21d6a6ef8bd5\",\"timestamp\":\"2026-06-07T11:35:36.220Z\",\"type\":\"user\",\"content\":[{\"text\":\"gemini --allowed-tools WriteFileTool EditTool\"}]}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:36.220Z\"}}\n{\"id\":\"be58afa7-cb3f-48f1-ade7-195a70646b6f\",\"timestamp\":\"2026-06-07T11:35:39.422Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Invoking Core Mandates\",\"description\":\"I'm focusing on establishing the foundational workflows now, specifically initiating the \\\"using-superpowers\\\" skill to determine the best approach for understanding your needs as we begin this new session. This is a crucial first step.\",\"timestamp\":\"2026-06-07T11:35:39.297Z\"}],\"tokens\":{\"input\":28376,\"output\":19,\"cached\":19638,\"thoughts\":151,\"tool\":0,\"total\":28546},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:39.422Z\"}}\n{\"id\":\"be58afa7-cb3f-48f1-ade7-195a70646b6f\",\"timestamp\":\"2026-06-07T11:35:39.422Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Invoking Core Mandates\",\"description\":\"I'm focusing on establishing the foundational workflows now, specifically initiating the \\\"using-superpowers\\\" skill to determine the best approach for understanding your needs as we begin this new session. This is a crucial first step.\",\"timestamp\":\"2026-06-07T11:35:39.297Z\"}],\"tokens\":{\"input\":28376,\"output\":19,\"cached\":19638,\"thoughts\":151,\"tool\":0,\"total\":28546},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"activate_skill__activate_skill_1780832139304_0\",\"name\":\"activate_skill\",\"args\":{\"name\":\"using-superpowers\"},\"result\":[{\"functionResponse\":{\"id\":\"activate_skill__activate_skill_1780832139304_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n \\nIf you were dispatched as a subagent to execute a specific task, skip this skill.\\n\\n\\n\\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\\n\\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\\n\\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\\n\\n\\n## Instruction Priority\\n\\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\\n\\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\\n2. **Superpowers skills** — override default system behavior where they conflict\\n3. **Default system prompt** — lowest priority\\n\\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \\\"don't use TDD\\\" and a skill says \\\"always use TDD,\\\" follow the user's instructions. The user is in control.\\n\\n## How to Access Skills\\n\\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, it... [truncated]\n{\"id\":\"e4635940-5ef1-4184-bad6-7de2f6cb9197\",\"timestamp\":\"2026-06-07T11:35:41.642Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"activate_skill__activate_skill_1780832139304_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n \\nIf you were dispatched as a subagent to execute a specific task, skip this skill.\\n\\n\\n\\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\\n\\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\\n\\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\\n\\n\\n## Instruction Priority\\n\\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\\n\\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\\n2. **Superpowers skills** — override default system behavior where they conflict\\n3. **Default system prompt** — lowest priority\\n\\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \\\"don't use TDD\\\" and a skill says \\\"always use TDD,\\\" follow the user's instructions. The user is in control.\\n\\n## How to Access Skills\\n\\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, its content is loaded and presented to you—follow it directly. Never use the Read tool on skill files.\\n\\n**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins. The `skill` tool works the same as Claude Code's `Skill` tool.\\n\\n**In Gemini CLI:** Skills activate via the `activate_skill` tool. Gemini loads skill metadata at session start and activates the full content on demand.\\n\\n**In other environments:** Check your platform's documentation for how skills are loaded.\\n\\n## Platform Adaptation\\n\\nSkills use Claude Code tool names. Non-CC platforms: see `references/... [truncated]\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:41.642Z\"}}\n{\"id\":\"cebcefea-9b2f-4e3e-b85e-bcb0a5ac54eb\",\"timestamp\":\"2026-06-07T11:35:43.289Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[],\"tokens\":{\"input\":30015,\"output\":19,\"cached\":27536,\"thoughts\":28,\"tool\":0,\"total\":30062},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:43.289Z\"}}\n{\"id\":\"cebcefea-9b2f-4e3e-b85e-bcb0a5ac54eb\",\"timestamp\":\"2026-06-07T11:35:43.289Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[],\"tokens\":{\"input\":30015,\"output\":19,\"cached\":27536,\"thoughts\":28,\"tool\":0,\"total\":30062},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"activate_skill__activate_skill_1780832143131_0\",\"name\":\"activate_skill\",\"args\":{\"name\":\"workspace-summarizer\"},\"result\":[{\"functionResponse\":{\"id\":\"activate_skill__activate_skill_1780832143131_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n # Workspace Summarizer\\n\\n## Goal\\nManage technical summaries and context for the current workspace.\\n\\n## Instructions\\n- ALWAYS check the provided `` for `.gemini-workspace-history/active-context.md` at the start of this skill.\\n- If the content is already present in the context, use it directly to avoid redundant file reads.\\n- Summarize the last workspace history immediately after activation.\\n- **Format:** The summary must follow the structure of existing `summary-*.md` files:\\n - Brief technical overview.\\n - List of modified files.\\n - Key logic changes and architectural decisions.\\n - Unresolved issues or next steps.\\n- When summarizing, be technical and concise.\\n\\n## Tools\\nYou can use standard file tools to write and read the summary if it is not present in the context.\\n \\n\\n \\n Showing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\workspace-history\\\\skills\\\\workspace-summarizer\\\\\\n└───SKILL.md\\n \\n\"}}}],\"status\":\"success\",\"timestamp\":\"2026-06-07T11:35:43.951Z\",\"resultDisplay\":\"Skill **workspace-summarizer** activated. Resources loaded from `C:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\workspace-history\\\\skills\\\\workspace-summarizer`:\\n\\nShowing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\workspace-history\\\\skills\\\\workspac... [truncated]\n{\"id\":\"a2cdb692-2598-49a5-bf20-f38ad3d8f333\",\"timestamp\":\"2026-06-07T11:35:43.952Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"activate_skill__activate_skill_1780832143131_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n # Workspace Summarizer\\n\\n## Goal\\nManage technical summaries and context for the current workspace.\\n\\n## Instructions\\n- ALWAYS check the provided `` for `.gemini-workspace-history/active-context.md` at the start of this skill.\\n- If the content is already present in the context, use it directly to avoid redundant file reads.\\n- Summarize the last workspace history immediately after activation.\\n- **Format:** The summary must follow the structure of existing `summary-*.md` files:\\n - Brief technical overview.\\n - List of modified files.\\n - Key logic changes and architectural decisions.\\n - Unresolved issues or next steps.\\n- When summarizing, be technical and concise.\\n\\n## Tools\\nYou can use standard file tools to write and read the summary if it is not present in the context.\\n \\n\\n \\n Showing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\workspace-history\\\\skills\\\\workspace-summarizer\\\\\\n└───SKILL.md\\n \\n\"}}}]}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:43.953Z\"}}\n{\"id\":\"e9393242-2bb5-4b52-ab03-2b74ef6bd0af\",\"timestamp\":\"2026-06-07T11:35:47.085Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Workspace State\",\"description\":\"I'm currently reviewing the workspace state. My immediate focus is on examining the contents of `D:/Learning_Progress/Projects/BABA_YAGA/.gemini-workspace-history/active-context.md` to glean insights from the most recent session logs. I'll prioritize this directory listing for the initial assessment.\",\"timestamp\":\"2026-06-07T11:35:46.876Z\"}],\"tokens\":{\"input\":30330,\"output\":43,\"cached\":27528,\"thoughts\":190,\"tool\":0,\"total\":30563},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:47.085Z\"}}\n{\"id\":\"e9393242-2bb5-4b52-ab03-2b74ef6bd0af\",\"timestamp\":\"2026-06-07T11:35:47.085Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Workspace State\",\"description\":\"I'm currently reviewing the workspace state. My immediate focus is on examining the contents of `D:/Learning_Progress/Projects/BABA_YAGA/.gemini-workspace-history/active-context.md` to glean insights from the most recent session logs. I'll prioritize this directory listing for the initial assessment.\",\"timestamp\":\"2026-06-07T11:35:46.876Z\"}],\"tokens\":{\"input\":30330,\"output\":43,\"cached\":27528,\"thoughts\":190,\"tool\":0,\"total\":30563},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file__read_file_1780832146882_0\",\"name\":\"read_file\",\"args\":{\"file_path\":\"D:/Learning_Progress/Projects/BABA_YAGA/.gemini-workspace-history/active-context.md\"},\"result\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832146882_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 1-32 of 32 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 33.\\n\\n--- FILE CONTENT (truncated) ---\\n## Full Previous Session Transcript (from session-2026-06-07-18-35.json.gz)\\n\\n{\\\"sessionId\\\":\\\"4bcab419-008a-47ee-9dcb-b1448603b638\\\",\\\"projectHash\\\":\\\"4428cb73bec51e3b44252fcff9a34d2b26a399597cf22de2d66082790011fb8d\\\",\\\"startTime\\\":\\\"2026-06-07T11:27:53.581Z\\\",\\\"lastUpdated\\\":\\\"2026-06-07T11:27:53.581Z\\\",\\\"kind\\\":\\\"main\\\"}\\n{\\\"$set\\\":{\\\"messages\\\":[{\\\"id\\\":\\\"d04923d38bb0f6017037e74183378ef4\\\",\\\"timestamp\\\":\\\"2026-06-07T11:27:53.582Z\\\",\\\"type\\\":\\\"user\\\",\\\"content\\\":[{\\\"text\\\":\\\"\\\\nThis is the Gemini CLI. We are setting up the context for our chat.\\\\nToday's date is Sunday, June 7, 2026 (formatted according to the user's locale).\\\\nMy operating system is: win32\\\\nThe project's temporary directory is... [truncated]\n{\"id\":\"d7dc3ab5-f049-4550-b80f-820140b892f1\",\"timestamp\":\"2026-06-07T11:35:47.101Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832146882_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 1-32 of 32 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 33.\\n\\n--- FILE CONTENT (truncated) ---\\n## Full Previous Session Transcript (from session-2026-06-07-18-35.json.gz)\\n\\n{\\\"sessionId\\\":\\\"4bcab419-008a-47ee-9dcb-b1448603b638\\\",\\\"projectHash\\\":\\\"4428cb73bec51e3b44252fcff9a34d2b26a399597cf22de2d66082790011fb8d\\\",\\\"startTime\\\":\\\"2026-06-07T11:27:53.581Z\\\",\\\"lastUpdated\\\":\\\"2026-06-07T11:27:53.581Z\\\",\\\"kind\\\":\\\"main\\\"}\\n{\\\"$set\\\":{\\\"messages\\\":[{\\\"id\\\":\\\"d04923d38bb0f6017037e74183378ef4\\\",\\\"timestamp\\\":\\\"2026-06-07T11:27:53.582Z\\\",\\\"type\\\":\\\"user\\\",\\\"content\\\":[{\\\"text\\\":\\\"\\\\nThis is the Gemini CLI. We are setting up the context for our chat.\\\\nToday's date is Sunday, June 7, 2026 (formatted according to the user's locale).\\\\nMy operating system is: win32\\\\nThe project's temporary directory is: C:\\\\\\\\Users\\\\\\\\scove\\\\\\\\.gemini\\\\\\\\tmp\\\\\\\\baba-yaga\\\\n- **Workspace Directories:**\\\\n - D:\\\\\\\\Learning_Progress\\\\\\\\Projects\\\\\\\\BABA_YAGA\\\\n- **Directory Structure:**\\\\n\\\\nShowing up to 200 items (files + folders). Folders or files indicated with ... contain more items not shown, were ignored, or the display limit (200 items) was reached.\\\\n\\\\nD:\\\\\\\\Learning_Progress\\\\\\\\Projects\\\\\\\\BABA_YAGA\\\\\\\\\\\\n├───.gitignore\\\\n├───GEMINI.md\\\\n├───README.md\\\\n├───.gemini-workspace-history\\\\\\\\\\\\n│ ├───active-context.md\\\\n│ ├───session-2026-04-30-21-39.json.gz\\\\n│ ├───session-2026-04-30-21-47.json.gz\\\\n│ ├───session-2026-05-01-01-26.json.gz\\\\n│ ├───session-2026-05-01-01-51.json.gz\\\\n│ ├───session-2026-05-01-02-25.json.gz\\\\n... [truncated]\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:47.102Z\"}}\n{\"id\":\"d6675b35-b19a-435d-bc70-8f4546179916\",\"timestamp\":\"2026-06-07T11:35:50.256Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Continuing Recent Work\",\"description\":\"I've reviewed the `active-context.md` file. The last session focused on updating `README.md` and architecting a layered Python system for retrieving data from Google Sheets. I'm ready to pick up where we left off.\",\"timestamp\":\"2026-06-07T11:35:50.098Z\"}],\"tokens\":{\"input\":37563,\"output\":40,\"cached\":27725,\"thoughts\":96,\"tool\":0,\"total\":37699},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:50.256Z\"}}\n{\"id\":\"d6675b35-b19a-435d-bc70-8f4546179916\",\"timestamp\":\"2026-06-07T11:35:50.256Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Continuing Recent Work\",\"description\":\"I've reviewed the `active-context.md` file. The last session focused on updating `README.md` and architecting a layered Python system for retrieving data from Google Sheets. I'm ready to pick up where we left off.\",\"timestamp\":\"2026-06-07T11:35:50.098Z\"}],\"tokens\":{\"input\":37563,\"output\":40,\"cached\":27725,\"thoughts\":96,\"tool\":0,\"total\":37699},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"list_directory__list_directory_1780832150110_0\",\"name\":\"list_directory\",\"args\":{\"dir_path\":\"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections\"},\"result\":[{\"functionResponse\":{\"id\":\"list_directory__list_directory_1780832150110_0\",\"name\":\"list_directory\",\"response\":{\"output\":\"Directory D:\\\\Learning_Progress\\\\Projects\\\\BABA_YAGA\\\\BABA_YAGA_Updater\\\\sections is empty.\"}}}],\"status\":\"success\",\"timestamp\":\"2026-06-07T11:35:50.265Z\",\"resultDisplay\":\"Directory is empty.\",\"description\":\"BABA_YAGA_Updater\\\\sections\",\"displayName\":\"ReadFolder\",\"renderOutputAsMarkdown\":true}]}\n{\"id\":\"66692de1-e345-4ebf-b0ec-eeaf00c89d33\",\"timestamp\":\"2026-06-07T11:35:50.266Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"list_directory__list_directory_1780832150110_0\",\"name\":\"list_directory\",\"response\":{\"output\":\"Directory D:\\\\Learning_Progress\\\\Projects\\\\BABA_YAGA\\\\BABA_YAGA_Updater\\\\sections is empty.\"}}}]}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:50.266Z\"}}\n{\"id\":\"8d73be31-ab2d-4b38-a624-63a94c6ec5d1\",\"timestamp\":\"2026-06-07T11:35:52.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Directory Status\",\"description\":\"My current focus is on understanding why the `sections` directory is empty. I suspect the prior session was interrupted before it could finalize writing the output files.\",\"timestamp\":\"2026-06-07T11:35:52.730Z\"}],\"tokens\":{\"input\":37727,\"output\":34,\"cached\":35632,\"thoughts\":182,\"tool\":0,\"total\":37943},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:52.937Z\"}}\n{\"id\":\"8d73be31-ab2d-4b38-a624-63a94c6ec5d1\",\"timestamp\":\"2026-06-07T11:35:52.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Directory Status\",\"description\":\"My current focus is on understanding why the `sections` directory is empty. I suspect the prior session was interrupted before it could finalize writing the output files.\",\"timestamp\":\"2026-06-07T11:35:52.730Z\"}],\"tokens\":{\"input\":37727,\"output\":34,\"cached\":35632,\"thoughts\":182,\"tool\":0,\"total\":37943},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"args\":{\"file_path\":\"D:/Learning_Progress/Projects/BABA_YAGA/README.md\"},\"result\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"response\":{\"output\":\"#  \\n\\n[](https://unity.com/)\\n[](https://www.photonengine.com/fusion)\\n[](https://opensource.org/licenses/MIT)\\n\\n> **\\\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\\\"**\\n\\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\\n\\n---\\n\\n## \\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\\n3. [... [truncated]\n{\"id\":\"f967310e-f917-4f0c-9317-73fd88a414fb\",\"timestamp\":\"2026-06-07T11:35:52.947Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"response\":{\"output\":\"#  \\n\\n[](https://unity.com/)\\n[](https://www.photonengine.com/fusion)\\n[](https://opensource.org/licenses/MIT)\\n\\n> **\\\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\\\"**\\n\\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\\n\\n---\\n\\n## \\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\\n\\n---\\n\\n## \ud83d... [truncated]\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:52.948Z\"}}\n{\"id\":\"a3b38720-26cb-4483-b4f1-8db0360cd0f2\",\"timestamp\":\"2026-06-07T11:36:39.841Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Organizing README Sections\",\"description\":\"I'm now segmenting the `README.md` into nine distinct files within `BABA_YAGA_Updater/sections/`, starting with `01_vision.md` to capture the project's vision.\",\"timestamp\":\"2026-06-07T11:35:57.140Z\"},{\"subject\":\"Developing README Sections\",\"description\":\"I'm currently expanding the `README.md` structure by defining additional sections. I've identified placeholders for game mechanics, technical architecture, maze systems, network synchronization, multi-level comeback, development roadmap, team roles, advanced technical standards, project directory structure, and installation guides. I'm also integrating a \\\"Support & Community\\\" footer section.\",\"timestamp\":\"2026-06-07T11:35:58.494Z\"},{\"subject\":\"Structuring Documentation Contents\",\"description\":\"I'm now mapping out the content for my `README.md`, defining sections for Project Vision, Core Mechanics, Technical Architecture, Maze Generation, Networking, Comeback System, Roadmap, Team, and Installation. I've also established a placeholder for a Table of Contents.\",\"timestamp\":\"2026-06-07T11:35:59.427Z\"}],\"tokens\":{\"input\":45969,\"output\":8788,\"cached\":35830,\"thoughts\":836,\"tool\":0,\"total\":55593},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:36:39.841Z\"}}\n"}}}],"status":"success","timestamp":"2026-06-07T11:40:47.641Z","resultDisplay":"Read all 40 lines from .gemini-workspace-history/active-context.md (some lines were shortened)","description":".gemini-wo...\\...\\active-context.md","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"f9a05c9a-f99b-420a-aab1-54ca07f92ddd","timestamp":"2026-06-07T11:40:47.642Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780832447479_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 1-40 of 40 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 41.\n\n--- FILE CONTENT (truncated) ---\n## Full Previous Session Transcript (from session-2026-06-07-18-37.json.gz)\n\n{\"sessionId\":\"37e3cf24-4966-4005-85d4-ce3f931c0c8d\",\"projectHash\":\"4428cb73bec51e3b44252fcff9a34d2b26a399597cf22de2d66082790011fb8d\",\"startTime\":\"2026-06-07T11:35:10.383Z\",\"lastUpdated\":\"2026-06-07T11:35:10.383Z\",\"kind\":\"main\"}\n{\"$set\":{\"messages\":[{\"id\":\"d04923d38bb0f6017037e74183378ef4\",\"timestamp\":\"2026-06-07T11:35:10.383Z\",\"type\":\"user\",\"content\":[{\"text\":\"\\nThis is the Gemini CLI. We are setting up the context for our chat.\\nToday's date is Sunday, June 7, 2026 (formatted according to the user's locale).\\nMy operating system is: win32\\nThe project's temporary directory is: C:\\\\Users\\\\scove\\\\.gemini\\\\tmp\\\\baba-yaga\\n- **Workspace Directories:**\\n - D:\\\\Learning_Progress\\\\Projects\\\\BABA_YAGA\\n- **Directory Structure:**\\n\\nShowing up to 200 items (files + folders). Folders or files indicated with ... contain more items not shown, were ignored, or the display limit (200 items) was reached.\\n\\nD:\\\\Learning_Progress\\\\Projects\\\\BABA_YAGA\\\\\\n├───.gitignore\\n├───GEMINI.md\\n├───README.md\\n├───.gemini-workspace-history\\\\\\n│ ├───active-context.md\\n│ ├───session-2026-04-30-21-39.json.gz\\n│ ├───session-2026-04-30-21-47.json.gz\\n│ ├───session-2026-05-01-01-26.json.gz\\n│ ├───session-2026-05-01-01-51.json.gz\\n│ ├───session-2026-05-01-02-25.json.gz\\n│ ├───session-2026-05-01-14-48.json.gz\\n│ ├───session-2026-05-01-16-53.json.gz\\n│ ├───session-2026-05-01-17-28.json.gz\\n│ ├───session-2026-05-01-17-29.json.gz\\n│ ├───session-2026-05-01-17-31.json.gz\\n│ ├───session-2026-05-01-18-10.json.gz\\n│ ├───session-2026-05-01-20-30.json.gz\\n│ ├───session-2026-05-01-20-42.json.gz\\n│ ├───session-2026-05-01-21-05.json.gz\\n│ ├───session-2026-05-01-21-07.json.gz\\n│ ├───session-2026-05-01-21-10.json.gz\\n│ ├───session-2026-05-01-21-11.json.gz\\n│ ├───session-2026-05-01-21-51.json.gz\\n│ ├───session-2026-05-01-23-27.json.gz\\n│ ├───session-2026-05-02-00-00.json.gz\\n│ ├───session-2026-05-03-21-30.json.gz\\n│ ├───session-2026-06-04-23-01.json.gz\\n│ ├───session-2026-06-06-00-13.json.gz\\n│ ├───session-2026-06-07-16-57.json.gz\\n│ ├───session-2026-06-07-18-23.json.gz\\n│ ├───session-2026-06-07-18-27.json.gz\\n│ ├───session-2026-06-07-18-35.json.gz\\n│ └───summary-2... [truncated]\n{\"id\":\"e55d090e-f1e9-48fb-893f-15db8151723d\",\"timestamp\":\"2026-06-07T11:35:10.664Z\",\"type\":\"info\",\"content\":\"No summary found for the last session. Please use the 'workspace-summarizer' skill to generate one if needed.\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:10.664Z\"}}\n{\"id\":\"e1b2e600-17b5-44ae-b996-143114c50ff5\",\"timestamp\":\"2026-06-07T11:35:11.048Z\",\"type\":\"info\",\"content\":\"You have 3 extensions with an update available. Run \\\"/extensions update caveman context7 superpowers\\\".\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:11.049Z\"}}\n{\"id\":\"9ece71ca-abf2-404f-89cd-cf1a981c44d6\",\"timestamp\":\"2026-06-07T11:35:29.318Z\",\"type\":\"user\",\"content\":[{\"text\":\"Here is the user's editor context as a JSON object. This is for your information only.\\n```json\\n{\\n \\\"activeFile\\\": {\\n \\\"path\\\": \\\"D:/Learning_Progress/Projects/BABA_YAGA/README.md\\\",\\n \\\"cursor\\\": {\\n \\\"line\\\": 557,\\n \\\"character\\\": 28\\n }\\n }\\n}\\n```\"}]}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:29.318Z\"}}\n{\"id\":\"ba72ca24-8291-48d9-a7c2-21d6a6ef8bd5\",\"timestamp\":\"2026-06-07T11:35:36.220Z\",\"type\":\"user\",\"content\":[{\"text\":\"gemini --allowed-tools WriteFileTool EditTool\"}]}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:36.220Z\"}}\n{\"id\":\"be58afa7-cb3f-48f1-ade7-195a70646b6f\",\"timestamp\":\"2026-06-07T11:35:39.422Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Invoking Core Mandates\",\"description\":\"I'm focusing on establishing the foundational workflows now, specifically initiating the \\\"using-superpowers\\\" skill to determine the best approach for understanding your needs as we begin this new session. This is a crucial first step.\",\"timestamp\":\"2026-06-07T11:35:39.297Z\"}],\"tokens\":{\"input\":28376,\"output\":19,\"cached\":19638,\"thoughts\":151,\"tool\":0,\"total\":28546},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:39.422Z\"}}\n{\"id\":\"be58afa7-cb3f-48f1-ade7-195a70646b6f\",\"timestamp\":\"2026-06-07T11:35:39.422Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Invoking Core Mandates\",\"description\":\"I'm focusing on establishing the foundational workflows now, specifically initiating the \\\"using-superpowers\\\" skill to determine the best approach for understanding your needs as we begin this new session. This is a crucial first step.\",\"timestamp\":\"2026-06-07T11:35:39.297Z\"}],\"tokens\":{\"input\":28376,\"output\":19,\"cached\":19638,\"thoughts\":151,\"tool\":0,\"total\":28546},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"activate_skill__activate_skill_1780832139304_0\",\"name\":\"activate_skill\",\"args\":{\"name\":\"using-superpowers\"},\"result\":[{\"functionResponse\":{\"id\":\"activate_skill__activate_skill_1780832139304_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n \\nIf you were dispatched as a subagent to execute a specific task, skip this skill.\\n\\n\\n\\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\\n\\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\\n\\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\\n\\n\\n## Instruction Priority\\n\\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\\n\\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\\n2. **Superpowers skills** — override default system behavior where they conflict\\n3. **Default system prompt** — lowest priority\\n\\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \\\"don't use TDD\\\" and a skill says \\\"always use TDD,\\\" follow the user's instructions. The user is in control.\\n\\n## How to Access Skills\\n\\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, it... [truncated]\n{\"id\":\"e4635940-5ef1-4184-bad6-7de2f6cb9197\",\"timestamp\":\"2026-06-07T11:35:41.642Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"activate_skill__activate_skill_1780832139304_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n \\nIf you were dispatched as a subagent to execute a specific task, skip this skill.\\n\\n\\n\\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\\n\\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\\n\\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\\n\\n\\n## Instruction Priority\\n\\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\\n\\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\\n2. **Superpowers skills** — override default system behavior where they conflict\\n3. **Default system prompt** — lowest priority\\n\\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \\\"don't use TDD\\\" and a skill says \\\"always use TDD,\\\" follow the user's instructions. The user is in control.\\n\\n## How to Access Skills\\n\\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, its content is loaded and presented to you—follow it directly. Never use the Read tool on skill files.\\n\\n**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins. The `skill` tool works the same as Claude Code's `Skill` tool.\\n\\n**In Gemini CLI:** Skills activate via the `activate_skill` tool. Gemini loads skill metadata at session start and activates the full content on demand.\\n\\n**In other environments:** Check your platform's documentation for how skills are loaded.\\n\\n## Platform Adaptation\\n\\nSkills use Claude Code tool names. Non-CC platforms: see `references/... [truncated]\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:41.642Z\"}}\n{\"id\":\"cebcefea-9b2f-4e3e-b85e-bcb0a5ac54eb\",\"timestamp\":\"2026-06-07T11:35:43.289Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[],\"tokens\":{\"input\":30015,\"output\":19,\"cached\":27536,\"thoughts\":28,\"tool\":0,\"total\":30062},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:43.289Z\"}}\n{\"id\":\"cebcefea-9b2f-4e3e-b85e-bcb0a5ac54eb\",\"timestamp\":\"2026-06-07T11:35:43.289Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[],\"tokens\":{\"input\":30015,\"output\":19,\"cached\":27536,\"thoughts\":28,\"tool\":0,\"total\":30062},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"activate_skill__activate_skill_1780832143131_0\",\"name\":\"activate_skill\",\"args\":{\"name\":\"workspace-summarizer\"},\"result\":[{\"functionResponse\":{\"id\":\"activate_skill__activate_skill_1780832143131_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n # Workspace Summarizer\\n\\n## Goal\\nManage technical summaries and context for the current workspace.\\n\\n## Instructions\\n- ALWAYS check the provided `` for `.gemini-workspace-history/active-context.md` at the start of this skill.\\n- If the content is already present in the context, use it directly to avoid redundant file reads.\\n- Summarize the last workspace history immediately after activation.\\n- **Format:** The summary must follow the structure of existing `summary-*.md` files:\\n - Brief technical overview.\\n - List of modified files.\\n - Key logic changes and architectural decisions.\\n - Unresolved issues or next steps.\\n- When summarizing, be technical and concise.\\n\\n## Tools\\nYou can use standard file tools to write and read the summary if it is not present in the context.\\n \\n\\n \\n Showing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\workspace-history\\\\skills\\\\workspace-summarizer\\\\\\n└───SKILL.md\\n \\n\"}}}],\"status\":\"success\",\"timestamp\":\"2026-06-07T11:35:43.951Z\",\"resultDisplay\":\"Skill **workspace-summarizer** activated. Resources loaded from `C:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\workspace-history\\\\skills\\\\workspace-summarizer`:\\n\\nShowing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\workspace-history\\\\skills\\\\workspac... [truncated]\n{\"id\":\"a2cdb692-2598-49a5-bf20-f38ad3d8f333\",\"timestamp\":\"2026-06-07T11:35:43.952Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"activate_skill__activate_skill_1780832143131_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n # Workspace Summarizer\\n\\n## Goal\\nManage technical summaries and context for the current workspace.\\n\\n## Instructions\\n- ALWAYS check the provided `` for `.gemini-workspace-history/active-context.md` at the start of this skill.\\n- If the content is already present in the context, use it directly to avoid redundant file reads.\\n- Summarize the last workspace history immediately after activation.\\n- **Format:** The summary must follow the structure of existing `summary-*.md` files:\\n - Brief technical overview.\\n - List of modified files.\\n - Key logic changes and architectural decisions.\\n - Unresolved issues or next steps.\\n- When summarizing, be technical and concise.\\n\\n## Tools\\nYou can use standard file tools to write and read the summary if it is not present in the context.\\n \\n\\n \\n Showing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\workspace-history\\\\skills\\\\workspace-summarizer\\\\\\n└───SKILL.md\\n \\n\"}}}]}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:43.953Z\"}}\n{\"id\":\"e9393242-2bb5-4b52-ab03-2b74ef6bd0af\",\"timestamp\":\"2026-06-07T11:35:47.085Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Workspace State\",\"description\":\"I'm currently reviewing the workspace state. My immediate focus is on examining the contents of `D:/Learning_Progress/Projects/BABA_YAGA/.gemini-workspace-history/active-context.md` to glean insights from the most recent session logs. I'll prioritize this directory listing for the initial assessment.\",\"timestamp\":\"2026-06-07T11:35:46.876Z\"}],\"tokens\":{\"input\":30330,\"output\":43,\"cached\":27528,\"thoughts\":190,\"tool\":0,\"total\":30563},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:47.085Z\"}}\n{\"id\":\"e9393242-2bb5-4b52-ab03-2b74ef6bd0af\",\"timestamp\":\"2026-06-07T11:35:47.085Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Workspace State\",\"description\":\"I'm currently reviewing the workspace state. My immediate focus is on examining the contents of `D:/Learning_Progress/Projects/BABA_YAGA/.gemini-workspace-history/active-context.md` to glean insights from the most recent session logs. I'll prioritize this directory listing for the initial assessment.\",\"timestamp\":\"2026-06-07T11:35:46.876Z\"}],\"tokens\":{\"input\":30330,\"output\":43,\"cached\":27528,\"thoughts\":190,\"tool\":0,\"total\":30563},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file__read_file_1780832146882_0\",\"name\":\"read_file\",\"args\":{\"file_path\":\"D:/Learning_Progress/Projects/BABA_YAGA/.gemini-workspace-history/active-context.md\"},\"result\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832146882_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 1-32 of 32 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 33.\\n\\n--- FILE CONTENT (truncated) ---\\n## Full Previous Session Transcript (from session-2026-06-07-18-35.json.gz)\\n\\n{\\\"sessionId\\\":\\\"4bcab419-008a-47ee-9dcb-b1448603b638\\\",\\\"projectHash\\\":\\\"4428cb73bec51e3b44252fcff9a34d2b26a399597cf22de2d66082790011fb8d\\\",\\\"startTime\\\":\\\"2026-06-07T11:27:53.581Z\\\",\\\"lastUpdated\\\":\\\"2026-06-07T11:27:53.581Z\\\",\\\"kind\\\":\\\"main\\\"}\\n{\\\"$set\\\":{\\\"messages\\\":[{\\\"id\\\":\\\"d04923d38bb0f6017037e74183378ef4\\\",\\\"timestamp\\\":\\\"2026-06-07T11:27:53.582Z\\\",\\\"type\\\":\\\"user\\\",\\\"content\\\":[{\\\"text\\\":\\\"\\\\nThis is the Gemini CLI. We are setting up the context for our chat.\\\\nToday's date is Sunday, June 7, 2026 (formatted according to the user's locale).\\\\nMy operating system is: win32\\\\nThe project's temporary directory is... [truncated]\n{\"id\":\"d7dc3ab5-f049-4550-b80f-820140b892f1\",\"timestamp\":\"2026-06-07T11:35:47.101Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832146882_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 1-32 of 32 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 33.\\n\\n--- FILE CONTENT (truncated) ---\\n## Full Previous Session Transcript (from session-2026-06-07-18-35.json.gz)\\n\\n{\\\"sessionId\\\":\\\"4bcab419-008a-47ee-9dcb-b1448603b638\\\",\\\"projectHash\\\":\\\"4428cb73bec51e3b44252fcff9a34d2b26a399597cf22de2d66082790011fb8d\\\",\\\"startTime\\\":\\\"2026-06-07T11:27:53.581Z\\\",\\\"lastUpdated\\\":\\\"2026-06-07T11:27:53.581Z\\\",\\\"kind\\\":\\\"main\\\"}\\n{\\\"$set\\\":{\\\"messages\\\":[{\\\"id\\\":\\\"d04923d38bb0f6017037e74183378ef4\\\",\\\"timestamp\\\":\\\"2026-06-07T11:27:53.582Z\\\",\\\"type\\\":\\\"user\\\",\\\"content\\\":[{\\\"text\\\":\\\"\\\\nThis is the Gemini CLI. We are setting up the context for our chat.\\\\nToday's date is Sunday, June 7, 2026 (formatted according to the user's locale).\\\\nMy operating system is: win32\\\\nThe project's temporary directory is: C:\\\\\\\\Users\\\\\\\\scove\\\\\\\\.gemini\\\\\\\\tmp\\\\\\\\baba-yaga\\\\n- **Workspace Directories:**\\\\n - D:\\\\\\\\Learning_Progress\\\\\\\\Projects\\\\\\\\BABA_YAGA\\\\n- **Directory Structure:**\\\\n\\\\nShowing up to 200 items (files + folders). Folders or files indicated with ... contain more items not shown, were ignored, or the display limit (200 items) was reached.\\\\n\\\\nD:\\\\\\\\Learning_Progress\\\\\\\\Projects\\\\\\\\BABA_YAGA\\\\\\\\\\\\n├───.gitignore\\\\n├───GEMINI.md\\\\n├───README.md\\\\n├───.gemini-workspace-history\\\\\\\\\\\\n│ ├───active-context.md\\\\n│ ├───session-2026-04-30-21-39.json.gz\\\\n│ ├───session-2026-04-30-21-47.json.gz\\\\n│ ├───session-2026-05-01-01-26.json.gz\\\\n│ ├───session-2026-05-01-01-51.json.gz\\\\n│ ├───session-2026-05-01-02-25.json.gz\\\\n... [truncated]\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:47.102Z\"}}\n{\"id\":\"d6675b35-b19a-435d-bc70-8f4546179916\",\"timestamp\":\"2026-06-07T11:35:50.256Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Continuing Recent Work\",\"description\":\"I've reviewed the `active-context.md` file. The last session focused on updating `README.md` and architecting a layered Python system for retrieving data from Google Sheets. I'm ready to pick up where we left off.\",\"timestamp\":\"2026-06-07T11:35:50.098Z\"}],\"tokens\":{\"input\":37563,\"output\":40,\"cached\":27725,\"thoughts\":96,\"tool\":0,\"total\":37699},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:50.256Z\"}}\n{\"id\":\"d6675b35-b19a-435d-bc70-8f4546179916\",\"timestamp\":\"2026-06-07T11:35:50.256Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Continuing Recent Work\",\"description\":\"I've reviewed the `active-context.md` file. The last session focused on updating `README.md` and architecting a layered Python system for retrieving data from Google Sheets. I'm ready to pick up where we left off.\",\"timestamp\":\"2026-06-07T11:35:50.098Z\"}],\"tokens\":{\"input\":37563,\"output\":40,\"cached\":27725,\"thoughts\":96,\"tool\":0,\"total\":37699},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"list_directory__list_directory_1780832150110_0\",\"name\":\"list_directory\",\"args\":{\"dir_path\":\"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections\"},\"result\":[{\"functionResponse\":{\"id\":\"list_directory__list_directory_1780832150110_0\",\"name\":\"list_directory\",\"response\":{\"output\":\"Directory D:\\\\Learning_Progress\\\\Projects\\\\BABA_YAGA\\\\BABA_YAGA_Updater\\\\sections is empty.\"}}}],\"status\":\"success\",\"timestamp\":\"2026-06-07T11:35:50.265Z\",\"resultDisplay\":\"Directory is empty.\",\"description\":\"BABA_YAGA_Updater\\\\sections\",\"displayName\":\"ReadFolder\",\"renderOutputAsMarkdown\":true}]}\n{\"id\":\"66692de1-e345-4ebf-b0ec-eeaf00c89d33\",\"timestamp\":\"2026-06-07T11:35:50.266Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"list_directory__list_directory_1780832150110_0\",\"name\":\"list_directory\",\"response\":{\"output\":\"Directory D:\\\\Learning_Progress\\\\Projects\\\\BABA_YAGA\\\\BABA_YAGA_Updater\\\\sections is empty.\"}}}]}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:50.266Z\"}}\n{\"id\":\"8d73be31-ab2d-4b38-a624-63a94c6ec5d1\",\"timestamp\":\"2026-06-07T11:35:52.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Directory Status\",\"description\":\"My current focus is on understanding why the `sections` directory is empty. I suspect the prior session was interrupted before it could finalize writing the output files.\",\"timestamp\":\"2026-06-07T11:35:52.730Z\"}],\"tokens\":{\"input\":37727,\"output\":34,\"cached\":35632,\"thoughts\":182,\"tool\":0,\"total\":37943},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:52.937Z\"}}\n{\"id\":\"8d73be31-ab2d-4b38-a624-63a94c6ec5d1\",\"timestamp\":\"2026-06-07T11:35:52.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Directory Status\",\"description\":\"My current focus is on understanding why the `sections` directory is empty. I suspect the prior session was interrupted before it could finalize writing the output files.\",\"timestamp\":\"2026-06-07T11:35:52.730Z\"}],\"tokens\":{\"input\":37727,\"output\":34,\"cached\":35632,\"thoughts\":182,\"tool\":0,\"total\":37943},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"args\":{\"file_path\":\"D:/Learning_Progress/Projects/BABA_YAGA/README.md\"},\"result\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"response\":{\"output\":\"#  \\n\\n[](https://unity.com/)\\n[](https://www.photonengine.com/fusion)\\n[](https://opensource.org/licenses/MIT)\\n\\n> **\\\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\\\"**\\n\\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\\n\\n---\\n\\n## \\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\\n3. [... [truncated]\n{\"id\":\"f967310e-f917-4f0c-9317-73fd88a414fb\",\"timestamp\":\"2026-06-07T11:35:52.947Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"response\":{\"output\":\"#  \\n\\n[](https://unity.com/)\\n[](https://www.photonengine.com/fusion)\\n[](https://opensource.org/licenses/MIT)\\n\\n> **\\\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\\\"**\\n\\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\\n\\n---\\n\\n## \\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\\n\\n---\\n\\n## \ud83d... [truncated]\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:35:52.948Z\"}}\n{\"id\":\"a3b38720-26cb-4483-b4f1-8db0360cd0f2\",\"timestamp\":\"2026-06-07T11:36:39.841Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Organizing README Sections\",\"description\":\"I'm now segmenting the `README.md` into nine distinct files within `BABA_YAGA_Updater/sections/`, starting with `01_vision.md` to capture the project's vision.\",\"timestamp\":\"2026-06-07T11:35:57.140Z\"},{\"subject\":\"Developing README Sections\",\"description\":\"I'm currently expanding the `README.md` structure by defining additional sections. I've identified placeholders for game mechanics, technical architecture, maze systems, network synchronization, multi-level comeback, development roadmap, team roles, advanced technical standards, project directory structure, and installation guides. I'm also integrating a \\\"Support & Community\\\" footer section.\",\"timestamp\":\"2026-06-07T11:35:58.494Z\"},{\"subject\":\"Structuring Documentation Contents\",\"description\":\"I'm now mapping out the content for my `README.md`, defining sections for Project Vision, Core Mechanics, Technical Architecture, Maze Generation, Networking, Comeback System, Roadmap, Team, and Installation. I've also established a placeholder for a Table of Contents.\",\"timestamp\":\"2026-06-07T11:35:59.427Z\"}],\"tokens\":{\"input\":45969,\"output\":8788,\"cached\":35830,\"thoughts\":836,\"tool\":0,\"total\":55593},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-06-07T11:36:39.841Z\"}}\n"}}}]}
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+{"id":"8280d7d9-d599-4f0b-adb2-fd9878a2ec0e","timestamp":"2026-06-07T11:40:52.668Z","type":"gemini","content":"","thoughts":[{"subject":"Continuing README splitting","description":"I've reviewed the prior session's progress. It appears the `README.md` splitting task stalled, as the target `sections` folder was empty. I'll proceed with that work, leveraging the `using-superpowers` and `workspace-summarizer` tools to aid the process.","timestamp":"2026-06-07T11:40:51.879Z"},{"subject":"Assessing next steps","description":"I'm currently evaluating the prior turn's context. It seems the `README.md` splitting might require further input or clarification from you, as the target directory was empty. I'll await your direction on how best to proceed with that task, keeping the `GEMINI.md` instruction to update memory in mind.","timestamp":"2026-06-07T11:40:52.377Z"}],"tokens":{"input":40622,"output":50,"cached":27780,"thoughts":438,"tool":0,"total":41110},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780832452387_0","name":"read_file","args":{"end_line":580,"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/README.md","start_line":540},"result":[{"functionResponse":{"id":"read_file__read_file_1780832452387_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 540-564 of 564 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 565.\n\n--- FILE CONTENT (truncated) ---\n \n
\n \n \n
\n \n \n
\n \n
\n\n\n
\n
\n\n---\n\n**© 2026 SCOVANIA STUDIOS.**\n*Baba_Yaga is more than a game, it's a social experiment.*\n\n---\n\n**Connect with us:**\n[](https://x.com/Scovy303)\n"}}}],"status":"success","timestamp":"2026-06-07T11:40:52.682Z","resultDisplay":"Read lines 540-564 of 564 from README.md","description":"README.md","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"b5b647be-4957-4687-940f-3f7891e116d6","timestamp":"2026-06-07T11:40:52.683Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780832452387_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 540-564 of 564 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 565.\n\n--- FILE CONTENT (truncated) ---\n \n
\n \n \n
\n \n \n
\n \n\n\n\n
\n
\n\n---\n\n**© 2026 SCOVANIA STUDIOS.**\n*Baba_Yaga is more than a game, it's a social experiment.*\n\n---\n\n**Connect with us:**\n[](https://x.com/Scovy303)\n"}}}]}
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+{"id":"6229cb9d-1502-41f4-a7f6-61e8242b37e0","timestamp":"2026-06-07T11:40:57.653Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":41797,"output":42,"cached":39676,"thoughts":41,"tool":0,"total":41880},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:40:57.654Z"}}
+{"id":"6229cb9d-1502-41f4-a7f6-61e8242b37e0","timestamp":"2026-06-07T11:40:57.653Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":41797,"output":42,"cached":39676,"thoughts":41,"tool":0,"total":41880},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780832457516_0","name":"read_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/main.py"},"result":[{"functionResponse":{"id":"read_file__read_file_1780832457516_0","name":"read_file","response":{"output":"import sys\nfrom services.gsheet_client import GSheetClient\nfrom mappers.sheet_mapper import SheetMapper\nfrom mappers.markdown_builder import MarkdownBuilder\nfrom services.readme_editor import ReadmeEditor\n\ndef main():\n try:\n print(\"🚀 Starting README update from Google Sheets...\")\n \n # 1. Fetch data from Google Sheets\n client = GSheetClient()\n raw_rows = client.fetch_data()\n \n if not raw_rows:\n print(\"⚠️ No data found in the spreadsheet or error occurred.\")\n return\n\n # 2. Map raw rows to Core Models\n report = SheetMapper.map_rows_to_report(raw_rows)\n print(f\"✅ Parsed {len(report.tasks)} tasks.\")\n\n # 3. Build Markdown content\n markdown_content = MarkdownBuilder.build_table(report)\n\n # 4. Update README.md\n editor = ReadmeEditor()\n if editor.update_section(markdown_content):\n print(\"🎉 README.md successfully updated!\")\n else:\n print(\"❌ Failed to update README.md.\")\n\n except Exception as e:\n print(f\"💥 An unexpected error occurred: {e}\")\n sys.exit(1)\n\nif __name__ == \"__main__\":\n main()\n"}}}],"status":"success","timestamp":"2026-06-07T11:40:57.665Z","resultDisplay":"","description":"BABA_YAGA_Updater\\main.py","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"c20b40fd-90db-4bb7-b06d-7ada283ce643","timestamp":"2026-06-07T11:40:57.666Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780832457516_0","name":"read_file","response":{"output":"import sys\nfrom services.gsheet_client import GSheetClient\nfrom mappers.sheet_mapper import SheetMapper\nfrom mappers.markdown_builder import MarkdownBuilder\nfrom services.readme_editor import ReadmeEditor\n\ndef main():\n try:\n print(\"🚀 Starting README update from Google Sheets...\")\n \n # 1. Fetch data from Google Sheets\n client = GSheetClient()\n raw_rows = client.fetch_data()\n \n if not raw_rows:\n print(\"⚠️ No data found in the spreadsheet or error occurred.\")\n return\n\n # 2. Map raw rows to Core Models\n report = SheetMapper.map_rows_to_report(raw_rows)\n print(f\"✅ Parsed {len(report.tasks)} tasks.\")\n\n # 3. Build Markdown content\n markdown_content = MarkdownBuilder.build_table(report)\n\n # 4. Update README.md\n editor = ReadmeEditor()\n if editor.update_section(markdown_content):\n print(\"🎉 README.md successfully updated!\")\n else:\n print(\"❌ Failed to update README.md.\")\n\n except Exception as e:\n print(f\"💥 An unexpected error occurred: {e}\")\n sys.exit(1)\n\nif __name__ == \"__main__\":\n main()\n"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:40:57.667Z"}}
+{"id":"abe9a3b5-ba6a-4b23-8a5f-ff612255395f","timestamp":"2026-06-07T11:41:00.303Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":42184,"output":46,"cached":39667,"thoughts":71,"tool":0,"total":42301},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:41:00.304Z"}}
+{"id":"abe9a3b5-ba6a-4b23-8a5f-ff612255395f","timestamp":"2026-06-07T11:41:00.303Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":42184,"output":46,"cached":39667,"thoughts":71,"tool":0,"total":42301},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780832460118_0","name":"read_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/services/readme_editor.py"},"result":[{"functionResponse":{"id":"read_file__read_file_1780832460118_0","name":"read_file","response":{"output":"import re\nfrom config.settings import settings\n\nclass ReadmeEditor:\n def __init__(self, file_path: str = None):\n self.file_path = file_path or settings.README_PATH\n\n def update_section(self, new_content: str):\n with open(self.file_path, 'r', encoding='utf-8') as f:\n content = f.read()\n\n # Regex to find content between markers\n pattern = re.compile(\n f\"({re.escape(settings.START_MARKER)})(.*?)({re.escape(settings.END_MARKER)})\",\n re.DOTALL\n )\n\n if not pattern.search(content):\n print(f\"Markers {settings.START_MARKER} and {settings.END_MARKER} not found in {self.file_path}\")\n return False\n\n updated_content = pattern.sub(\n f\"\\\\1\\n\\n{new_content}\\n\\n\\\\3\",\n content\n )\n\n with open(self.file_path, 'w', encoding='utf-8') as f:\n f.write(updated_content)\n \n return True\n"}}}],"status":"success","timestamp":"2026-06-07T11:41:00.315Z","resultDisplay":"","description":"BABA_YAGA_U...\\...\\readme_editor.py","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"2ce9a345-1650-44e1-9fb7-0c80f67bd224","timestamp":"2026-06-07T11:41:00.316Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780832460118_0","name":"read_file","response":{"output":"import re\nfrom config.settings import settings\n\nclass ReadmeEditor:\n def __init__(self, file_path: str = None):\n self.file_path = file_path or settings.README_PATH\n\n def update_section(self, new_content: str):\n with open(self.file_path, 'r', encoding='utf-8') as f:\n content = f.read()\n\n # Regex to find content between markers\n pattern = re.compile(\n f\"({re.escape(settings.START_MARKER)})(.*?)({re.escape(settings.END_MARKER)})\",\n re.DOTALL\n )\n\n if not pattern.search(content):\n print(f\"Markers {settings.START_MARKER} and {settings.END_MARKER} not found in {self.file_path}\")\n return False\n\n updated_content = pattern.sub(\n f\"\\\\1\\n\\n{new_content}\\n\\n\\\\3\",\n content\n )\n\n with open(self.file_path, 'w', encoding='utf-8') as f:\n f.write(updated_content)\n \n return True\n"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:41:00.316Z"}}
+{"id":"df1ae5e4-1804-4f96-a1f7-b30395e65d5a","timestamp":"2026-06-07T11:41:03.263Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":42579,"output":44,"cached":39659,"thoughts":36,"tool":0,"total":42659},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:41:03.264Z"}}
+{"id":"df1ae5e4-1804-4f96-a1f7-b30395e65d5a","timestamp":"2026-06-07T11:41:03.263Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":42579,"output":44,"cached":39659,"thoughts":36,"tool":0,"total":42659},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780832462960_0","name":"read_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/config/settings.py"},"result":[{"functionResponse":{"id":"read_file__read_file_1780832462960_0","name":"read_file","response":{"output":"import os\nfrom dotenv import load_dotenv\n\n# Load .env file if it exists\nload_dotenv()\n\nclass Settings:\n # Google Sheets Configuration\n SPREADSHEET_ID = os.getenv(\"SPREADSHEET_ID\", \"\")\n SHEET_RANGE = os.getenv(\"SHEET_RANGE\", \"Sheet1!A2:E\") # Default range\n CREDENTIALS_FILE = os.getenv(\"CREDENTIALS_FILE\", \"credentials.json\")\n TOKEN_FILE = os.getenv(\"TOKEN_FILE\", \"token.json\")\n\n # README Configuration\n README_PATH = os.getenv(\"README_PATH\", \"../README.md\")\n \n # Section Markers\n START_MARKER = \"\"\n END_MARKER = \"\"\n\nsettings = Settings()\n"}}}],"status":"success","timestamp":"2026-06-07T11:41:03.278Z","resultDisplay":"","description":"BABA_YAGA_Updater\\...\\settings.py","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"d5824c39-b264-4698-bd9a-3e6217685d25","timestamp":"2026-06-07T11:41:03.280Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780832462960_0","name":"read_file","response":{"output":"import os\nfrom dotenv import load_dotenv\n\n# Load .env file if it exists\nload_dotenv()\n\nclass Settings:\n # Google Sheets Configuration\n SPREADSHEET_ID = os.getenv(\"SPREADSHEET_ID\", \"\")\n SHEET_RANGE = os.getenv(\"SHEET_RANGE\", \"Sheet1!A2:E\") # Default range\n CREDENTIALS_FILE = os.getenv(\"CREDENTIALS_FILE\", \"credentials.json\")\n TOKEN_FILE = os.getenv(\"TOKEN_FILE\", \"token.json\")\n\n # README Configuration\n README_PATH = os.getenv(\"README_PATH\", \"../README.md\")\n \n # Section Markers\n START_MARKER = \"\"\n END_MARKER = \"\"\n\nsettings = Settings()\n"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:41:03.280Z"}}
+{"id":"4482d340-efb8-45f4-9cf9-ad3cb329309a","timestamp":"2026-06-07T11:41:05.538Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":42850,"output":24,"cached":39647,"thoughts":33,"tool":0,"total":42907},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:41:05.539Z"}}
+{"id":"4482d340-efb8-45f4-9cf9-ad3cb329309a","timestamp":"2026-06-07T11:41:05.538Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":42850,"output":24,"cached":39647,"thoughts":33,"tool":0,"total":42907},"model":"gemini-3-flash-preview","toolCalls":[{"id":"grep_search__grep_search_1780832465406_0","name":"grep_search","args":{"pattern":""},"result":[{"functionResponse":{"id":"grep_search__grep_search_1780832465406_0","name":"grep_search","response":{"output":"Found 6 matches for pattern \"\" across 3 workspace directories:\n---\nFile: BABA_YAGA\\.gemini-workspace-history\\active-context.md\nL35: {\"id\":\"8d73be31-ab2d-4b38-a624-63a94c6ec5d1\",\"timestamp\":\"2026-06-07T11:35:52.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Directory Status\",\"description\":\"My current focus is on understanding why the `sections` directory is empty. I suspect the prior session was interrupted before it could finalize writing the output files.\",\"timestamp\":\"2026-06-07T11:35:52.730Z\"}],\"tokens\":{\"input\":37727,\"output\":34,\"cached\":35632,\"thoughts\":182,\"tool\":0,\"total\":37943},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"args\":{\"file_path\":\"D:/Learning_Progress/Projects/BABA_YAGA/README.md\"},\"result\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"response\":{\"output\":\"#  \\n\\n[](https://unity.com/)\\n[](https://www.photonengine.com/fusion)\\n[](https://opensource.org/licenses/MIT)\\n\\n> **\\\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\\\"**\\n\\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\\n\\n---\\n\\n## \\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\\n3. [... [truncated]\nL36: {\"id\":\"f967310e-f917-4f0c-9317-73fd88a414fb\",\"timestamp\":\"2026-06-07T11:35:52.947Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"response\":{\"output\":\"#  \\n\\n[](https://unity.com/)\\n[](https://www.photonengine.com/fusion)\\n[](https://opensource.org/licenses/MIT)\\n\\n> **\\\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\\\"**\\n\\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\\n\\n---\\n\\n## \\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\\n\\n---\\n\\n## 👁... [truncated]\n---\nFile: BABA_YAGA\\BABA_YAGA_Updater\\config\\settings.py\nL18: START_MARKER = \"\"\nL19: END_MARKER = \"\"\n---\nFile: BABA_YAGA\\README.md\nL388: \nL389: \n---"}}}],"status":"success","timestamp":"2026-06-07T11:41:06.969Z","resultDisplay":{"summary":"Found 6 matches","matches":[{"filePath":"BABA_YAGA\\.gemini-workspace-history\\active-context.md","absolutePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\.gemini-workspace-history\\active-context.md","lineNumber":35,"line":"{\"id\":\"8d73be31-ab2d-4b38-a624-63a94c6ec5d1\",\"timestamp\":\"2026-06-07T11:35:52.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing Directory Status\",\"description\":\"My current focus is on understanding why the `sections` directory is empty. I suspect the prior session was interrupted before it could finalize writing the output files.\",\"timestamp\":\"2026-06-07T11:35:52.730Z\"}],\"tokens\":{\"input\":37727,\"output\":34,\"cached\":35632,\"thoughts\":182,\"tool\":0,\"total\":37943},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"args\":{\"file_path\":\"D:/Learning_Progress/Projects/BABA_YAGA/README.md\"},\"result\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"response\":{\"output\":\"#  \\n\\n[](https://unity.com/)\\n[](https://www.photonengine.com/fusion)\\n[](https://opensource.org/licenses/MIT)\\n\\n> **\\\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\\\"**\\n\\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\\n\\n---\\n\\n## \\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\\n\\n---\\n\\n## 👁️ Tầm nhìn Dự án (Project Vision)\\n\\n\\n\\nDự án hướng tới việc tạo ra một trải nghiệm **\\\"High-Stakes Hide & Seek\\\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\\n* **Spatial Audio:** Âm thanh là \\\"bản đồ\\\" thứ hai.\\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\\n\\n---\\n\\n## 🎮 Cơ chế Trò chơi (Core Mechanics)\\n\\n### 🌓 Sự bất đối xứng (The Asymmetry)\\n\\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\\n| :--- | :--- | :--- |\\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\\n\\n### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\\n\\n```mermaid\\ngraph TD\\n %% Định nghĩa Style cho các nhóm\\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\\n\\n %% Phase 1: Initialization\\n subgraph Initialization [\\\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\\\"]\\n A[\\\"🚀 Bắt đầu Trận đấu\\\"] --> B{\\\"🤝 Matchmaking
(Photon Fusion)\\\"}\\n B --> C[\\\"🎭 Phân vai: Seeker vs Trapper\\\"]\\n C --> D[\\\"🧩 Maze Generator
(Prims/Wilsons)\\\"]\\n D --> E[\\\"🏗️ Baking NavMesh & Colliders\\\"]\\n E --> F[\\\"🧍 Character Auto-Setup\\\"]\\n F --> G[\\\"📍 Spawn Players\\\"]\\n end\\n class Initialization,A,B,C,D,E,F,G initStyle;\\n\\n %% Phase 2: Core Loop\\n subgraph Active_Round [\\\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\\\"]\\n G --> Loop((TICK: FixedUpdateNetwork))\\n \\n %% Seeker Branch\\n subgraph Seeker_Logic [\\\"🏃 SEEKER (POV 1st)\\\"]\\n S1[\\\"⌨️ Input: WASD/Space\\\"] --> S2[\\\"🏃 State: Move/Dash\\\"]\\n S2 --> S3{\\\"⚡ Hành động?\\\"}\\n S3 -- \\\"Sprinting\\\" --> S4[\\\"🔊 Noise Up\\\"]\\n S3 -- \\\"Sneaking\\\" --> S5[\\\"🤫 Noise Down\\\"]\\n S3 -- \\\"Flashlight\\\" --> S6[\\\"🔦 Lộ vị trí\\\"]\\n \\n S4 & S5 & S6 --> S_Check{\\\"🔍 Check Env\\\"}\\n S_Check -- \\\"Dẫm bẫy\\\" --> S_Trap[\\\"⚠️ Bị khống chế\\\"]\\n end\\n\\n %% Trapper Branch\\n subgraph Trapper_Logic [\\\"🕸️ TRAPPER (STRATEGY)\\\"]\\n T1[\\\"🖱️ Mouse Input\\\"] --> T2[\\\"🗺️ View: Heatmap/Cams\\\"]\\n T2 --> T3{\\\"🛠️ Kỹ năng?\\\"}\\n T3 -- \\\"Đặt bẫy\\\" --> T4[\\\"🪤 Sync Trap\\\"]\\n T3 -- \\\"Scan\\\" --> T5[\\\"📡 Ping Seeker\\\"]\\n T3 -- \\\"Lock\\\" --> T6[\\\"🚪 Khóa cửa\\\"]\\n \\n T4 & T5 & T6 --> T_Check{\\\"👁️ Theo dõi\\\"}\\n end\\n\\n %% Networking Layer\\n subgraph Network_Sync [\\\"🌐 NETWORK SYNC\\\"]\\n Loop --> NS1[\\\"⏩ Client Prediction\\\"]\\n NS1 --> NS2[\\\"🔄 Server Reconciliation\\\"]\\n NS2 --> NS3[\\\"📦 State Sync\\\"]\\n end\\n end\\n class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\\n class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\\n class Network_Sync,NS1,NS2,NS3,Loop netStyle;\\n class S_Trap criticalStyle;\\n\\n %% Phase 3: Results\\n subgraph Result_Logic [\\\"3. KẾT THÚC & THƯỞNG\\\"]\\n S_Check -- \\\"Chạm Exit\\\" --> Win_S[\\\"🏆 SEEKER THẮNG\\\"]\\n T_Check -- \\\"Bắt được Seeker\\\" --> Win_T[\\\"🏆 TRAPPER THẮNG\\\"]\\n Loop -- \\\"Timer = 0\\\" --> Win_T\\n \\n Win_S & Win_T --> Post_Match[\\\"📊 Thống kê Rank\\\"]\\n Post_Match --> Buff{\\\"⚖️ Balance Check\\\"}\\n Buff -- \\\"Thua cuộc\\\" --> Buff_Apply[\\\"💎 Kích hoạt Comeback Buff\\\"]\\n Buff_Apply --> A\\n end\\n class Win_S,Win_T winStyle;\\n class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\\n\\n %% Interactions (Dashed Lines)\\n S_Trap -.->|Cảnh báo| T_Check\\n S4 -.->|Sóng âm| T2\\n T4 -.->|Collision ẩn| S_Check\\n NS3 --> Loop\\n```\\n\\n---\\n\\n## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\\n\\n### 1. Advanced Player & Camera State Machine\\n\\nHệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\\n\\n```mermaid\\nstateDiagram-v2\\n direction TB\\n\\n state \\\"🌸 GROUND\\\" as Ground {\\n [*] --> Idle\\n \\n state Idle {\\n I_P: 📝 Vel < 0.1m/s\\n I_C: 🌡️ Breathing (0.5Hz)\\n }\\n\\n Idle --> Moving : \\\"Input.mag > 0.1\\\"\\n state Moving {\\n M_P: 👟 Speed 2-4m/s\\n M_C: 🎢 Head Bob (1.2Hz)\\n }\\n\\n Moving --> Sneaking : \\\"OnSneak (Hold)\\\"\\n state Sneaking {\\n Sn_P: 🤫 Noise -50%\\n Sn_C: 📉 Lower Height\\n }\\n\\n Moving --> Sprinting : \\\"OnSprint (Hold)\\\"\\n state Sprinting {\\n Sp_P: ⚡ Speed > 6.5m/s\\n Sp_C: 🌈 Dynamic FOV\\n }\\n\\n Sprinting --> Moving : \\\"Stamina Empty\\\"\\n Sneaking --> Moving : \\\"Release Sneak\\\"\\n }\\n\\n state \\\"☁️ AIRBORNE\\\" as Air {\\n state Jump {\\n J_P: 🆙 AddForce Up\\n }\\n state Falling {\\n F_P: 📉 Gravity x 1.5\\n }\\n state Landing {\\n L_P: 📏 Impact Check\\n }\\n\\n Jump --> Falling : \\\"Vel.y < 0\\\"\\n Falling --> Landing : \\\"IsGrounded == true\\\"\\n }\\n\\n state \\\"⚡ ACTION\\\" as Utility {\\n state Dashing {\\n D_P: 💨 Burst 15m/s\\n }\\n state Interacting {\\n Int_P: 🔒 Root Motion Lock\\n }\\n }\\n\\n state \\\"🌐 NETWORK\\\" as Net {\\n state \\\"Input Authority\\\" as IA\\n state \\\"State Authority\\\" as SA\\n IA --> SA : \\\"Send Input\\\"\\n SA --> IA : \\\"Reconcile\\\"\\n }\\n\\n %% Transitions chính\\n Ground --> Air : \\\"IsGrounded == false\\\"\\n Air --> Ground : \\\"OnLand Event\\\"\\n Ground --> Utility : \\\"OnAbility\\\"\\n Utility --> Ground : \\\"Complete\\\"\\n\\n %% Sửa lỗi Note bằng cấu trúc block ✨\\n note left of Ground\\n ✨ Sync: Velocity\\n ✨ State: MoveState\\n end note\\n\\n note right of Net\\n ⚙️ Photon Fusion\\n ⚙️ FixedUpdateNetwork\\n end note\\n```\\n\\n### 2. Environment Scanner & Interaction\\nHệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\\n\\n---\\n\\n## 🧩 Hệ thống Mê cung (Maze Generation)\\n\\nTrái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\\n\\n| Algorithm | Complexity | Description |\\n| :--- | :--- | :--- |\\n| **Prims** | O(E log V) | Tạo mê cung \\\"dày\\\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\\n| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\\n| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\\n| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\\n\\n### Quy trình khởi tạo (Maze Generation Pipeline)\\n\\n```mermaid\\ngraph TD\\n %% Định nghĩa Style\\n classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\\n classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\\n classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\\n classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\\n classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\\n classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\\n\\n %% Quy trình chính\\n Start((\\\"💔 PLAYER LOSES ROUND\\\")) --> Streak{{\\\"📊 Check Loss Streak\\\"}}\\n\\n %% Phân tầng Buff\\n subgraph Buff_Pools [\\\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\\\"]\\n Streak -- \\\"1 Trận\\\" --> T1\\n Streak -- \\\"2 Trận\\\" --> T2\\n Streak -- \\\"3+ Trận\\\" --> T3\\n\\n T1[\\\"🥉 Tier 1: Awakening
(Small Boosts)\\\"] \\n T2[\\\"🥈 Tier 2: Evolution
(Tactical Advantage)\\\"]\\n T3[\\\"🥇 Tier 3: Manifestation
(Game Changer)\\\"]\\n \\n %% Ví dụ chỉ số (Tooltip-like)\\n T1 --- T1_Ex[\\\"+10% Speed
+15% Stamina Regen\\\"]\\n T2 --- T2_Ex[\\\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\\\"]\\n T3 --- T3_Ex[\\\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\\\"]\\n end\\n\\n %% Giai đoạn áp dụng\\n T1 & T2 & T3 --> Selection{{\\\"🎲 Selection Mode\\\"}}\\n \\n Selection -- \\\"Manual\\\" --> P1[\\\"Người chơi tự chọn 1 trong 3 Buff\\\"]\\n Selection -- \\\"Auto\\\" --> P2[\\\"Hệ thống chọn ngẫu nhiên\\\"]\\n \\n P1 & P2 --> Apply[\\\"✨ Apply to Next Round Only
(Trạng thái: Active)\\\"]\\n\\n %% Kết quả vòng đấu sau\\n Apply --> Result{{\\\"🏁 New Round Result?\\\"}}\\n\\n Result -- \\\"🏆 WIN\\\" --> Reset[\\\"♻️ Reset Streak
Remove All Buffs\\\"]\\n Result -- \\\"❌ LOSS\\\" --> Increment[\\\"📈 Increase Streak
Progress to Next Tier\\\"]\\n\\n %% Vòng lặp\\n Reset --> NewGame((\\\"🎮 Fair Match\\\"))\\n Increment --> Start\\n\\n %% Gán Style\\n class Start,Increment lossStyle;\\n class T1,T1_Ex tier1Style;\\n class T2,T2_Ex tier2Style;\\n class T3,T3_Ex tier3Style;\\n class Selection,P1,P2,Apply systemStyle;\\n class Result,Reset,NewGame winStyle;\\n```\\n\\n---\\n\\n## 🌐 Đồng bộ Mạng (Networking)\\n\\nSử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\\n\\n### Network Data Flow & Synchronization\\n```mermaid\\nsequenceDiagram\\n autonumber\\n \\n %% Định nghĩa các bên tham gia (Rút gọn để tránh lỗi render)\\n participant IR as 🖱️ Input\\n participant CP as 🎀 Local Player\\n participant NT as 🌐 Fusion Net\\n participant S as 👑 Server\\n participant RP as 👥 Proxies\\n\\n %% --- GIAI ĐOẠN 1 ---\\n Note over IR, CP: [PHASE 1] Thu thập Input\\n IR->>CP: OnMove / OnJump / OnSprint\\n CP->>CP: 📦 Pack NetworkInputData\\n\\n %% --- GIAI ĐOẠN 2 ---\\n Note over CP: [PHASE 2] Dự đoán (Prediction)\\n CP->>CP: 🏃 Run Client-Side Physics\\n CP->>NT: ✉️ Send Input (Tick N)\\n\\n %% --- GIAI ĐOẠN 3 ---\\n Note over NT, S: [PHASE 3] Truyền tin mạng\\n NT->>S: UDP Packet Delivery\\n Note right of S: SERVER SIMULATION\\n S->>S: 📝 Validate & Update State\\n S-->>NT: 📣 Snapshot (Tick N)\\n\\n %% --- GIAI ĐOẠN 4 ---\\n Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\\n NT-->>CP: State Snapshot\\n Note over CP: 🔄 RECONCILIATION\\n CP->>CP: Fix Position if Error > Threshold\\n\\n %% --- GIAI ĐOẠN 5 ---\\n Note over NT, RP: [PHASE 5] Proxy Update\\n NT-->>RP: State Snapshot\\n Note over RP: 🎞️ INTERPOLATION (Lerp)\\n\\n %% --- GIAI ĐOẠN 6 ---\\n Note over CP, RP: [PHASE 6] Hiển thị (Render)\\n CP->>CP: Update Camera Shake/VFX\\n RP->>RP: Smooth Mesh Movement\\n```\\n\\n---\\n\\n## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\\n\\nĐể đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\\\"Despair Mechanics\\\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\\n\\n### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\\n\\n| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\\n| :--- | :--- | :--- | :--- |\\n| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20 \\\\%)$. |\\n| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\\n| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\\n\\n---\\n\\n### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\\n\\nKhi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\\n\\n* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\\n* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\\n* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\\n* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm với mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\\n\\n---\\n\\n### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\\n\\nKhi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\\n\\n* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\\n\\n---\\n\\n## 🚀 Lộ trình Phát triển (Roadmap)\\n\\n\\n\\n\\n- [x] **Phase 1: Foundation**\\n - [x] Player State Machine (Idle, Move, Run, Jump).\\n - [x] Maze Generation (Multi-algorithm).\\n - [x] Photon Fusion Integration.\\n- [ ] **Phase 2: Gameplay Core**\\n - [ ] Role Selection (Seeker vs Trapper).\\n - [ ] Trap Placement System.\\n - [ ] Sound & Visual Detection (Noise Meter).\\n\\n---\\n\\n## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\\n\\nDự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\\n\\n| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\\n| :--- | :--- | :--- |\\n| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\\n| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\\n| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\\n\\n---\\n\\n## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\\n\\nMỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\\n\\n### 🌐 Networking & Synchronization (Duy)\\n* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\\n* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\\n* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\\n\\n### 🏗️ World Generation & Performance (Scove)\\n* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\\n* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\\n* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\\n\\n### 🪤 Gameplay & Physics (Tuấn)\\n* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\\n* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\\n* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\\n\\n### 🎨 Visuals & UI/UX (Tuấn)\\n* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\\n* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\\n* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\\n\\n---\\n\\n## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\\n\\nDự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\\n\\n```text\\n📦 BABA_YAGA\\n├── 🌸 Assets/ (Trái tim của trò chơi)\\n│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\\n│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\\n│ │ ├── 🎥 Camera Controller/ \\n│ │ ├── 🛠️ Debug/ \\n│ │ ├── 🌐 Fusion/ \\n│ │ │ └── 🚀 BasicSpawner.cs\\n│ │ ├── 🏗️ GameSetup/ \\n│ │ │ ├── 🌀 Maze/ # Mê cung \\n│ │ │ │ ├── 🐾 Crawler.cs \\n│ │ │ │ ├── 🌳 Prims.cs \\n│ │ │ │ ├── 🧵 Wilsons.cs \\n│ │ │ │ └── 🗺️ Maze.cs \\n│ │ │ └── 🧍 CharacterAutoSetup.cs\\n│ │ ├── 🖱️ Interactables/ \\n│ │ │ ├── 🚪 DoorInteractable.cs\\n│ │ │ ├── 💡 LampInteractable.cs\\n│ │ │ └── 💎 BaseInteractable.cs\\n│ │ ├── 📐 Interface/ \\n│ │ ├── 🏃♀️ Player Controller/ \\n│ │ │ ├── 🧠 PlayerStateMachine.cs\\n│ │ │ ├── ⌨️ InputReader.cs\\n│ │ │ └── 🎭 States/ \\n│ │ ├── ⚡ Optimization/ \\n│ │ ├── 🖥️ UI/ \\n│ │ └── 🎆 VFX/ \\n│ ├── 🧸 Prefabs/ \\n│ ├── 📖 document/ \\n│ ├── 🎬 Scenes/ \\n│ ├── 🎨 Materials/ \\n│ ├── 👸 Models/ \\n│ ├── 💃 Animation/ \\n│ ├── 🔌 Photon/ \\n│ ├── 🅰️ TextMesh Pro/ \\n│ └── ⚙️ Settings/ \\n├── 🛠️ ProjectSettings/ \\n│ ├── 🏷️ TagManager.asset \\n│ ├── 🌍 DynamicsManager.asset \\n│ └── 📡 MultiplayerManager.asset \\n├── 📦 Packages/ \\n└── 📝 README.md # Creator (。•̀ᴗ-)✧\\n```\\n\\n---\\n\\n## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\\n\\nĐể trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\\n\\n### 1. Yêu cầu Hệ thống\\n* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\\n* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\\n* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\\n\\n### 2. Tải về & Mở dự án\\n1. **Clone Repository:**\\n ```bash\\n git clone https://github.com/OnlyScove/BABA_YAGA.git\\n ```\\n2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\\n3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\\n\\n### 3. Cấu hình Photon Fusion (Bắt buộc)\\nTrò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\\n1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\\n2. Tạo một ứng dụng mới với loại App là **Fusion**.\\n3. Sao chép **App ID** vừa tạo.\\n4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\\n5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\\n6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\\n\\n### 4. Khởi chạy Trò chơi\\n1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\\n2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\\n3. Nhấn nút **Play** trong Unity Editor.\\n4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\\n\\n---\\n\\n## 💖 Support & Community\\n\\n\\n \\n
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\\n\\n---\\n\\n**© 2026 SCOVANIA STUDIOS.**\\n*Baba_Yaga is more than a game, it's a social experiment.*\\n\\n---\\n\\n**Connect with us:**\\n[](https://x.com/Scovy303)\\n\"}}}],\"status\":\"success\",\"timestamp\":\"2026-06-07T11:35:52.946Z\",\"resultDisplay\":\"\",\"description\":\"README.md\",\"displayName\":\"ReadFile\",\"renderOutputAsMarkdown\":true}]}"},{"filePath":"BABA_YAGA\\.gemini-workspace-history\\active-context.md","absolutePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\.gemini-workspace-history\\active-context.md","lineNumber":36,"line":"{\"id\":\"f967310e-f917-4f0c-9317-73fd88a414fb\",\"timestamp\":\"2026-06-07T11:35:52.947Z\",\"type\":\"user\",\"content\":[{\"functionResponse\":{\"id\":\"read_file__read_file_1780832152738_0\",\"name\":\"read_file\",\"response\":{\"output\":\"#  \\n\\n[](https://unity.com/)\\n[](https://www.photonengine.com/fusion)\\n[](https://opensource.org/licenses/MIT)\\n\\n> **\\\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\\\"**\\n\\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\\n\\n---\\n\\n## \\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\\n\\n---\\n\\n## 👁️ Tầm nhìn Dự án (Project Vision)\\n\\n\\n\\nDự án hướng tới việc tạo ra một trải nghiệm **\\\"High-Stakes Hide & Seek\\\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\\n* **Spatial Audio:** Âm thanh là \\\"bản đồ\\\" thứ hai.\\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\\n\\n---\\n\\n## 🎮 Cơ chế Trò chơi (Core Mechanics)\\n\\n### 🌓 Sự bất đối xứng (The Asymmetry)\\n\\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\\n| :--- | :--- | :--- |\\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\\n\\n### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\\n\\n```mermaid\\ngraph TD\\n %% Định nghĩa Style cho các nhóm\\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\\n\\n %% Phase 1: Initialization\\n subgraph Initialization [\\\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\\\"]\\n A[\\\"🚀 Bắt đầu Trận đấu\\\"] --> B{\\\"🤝 Matchmaking
(Photon Fusion)\\\"}\\n B --> C[\\\"🎭 Phân vai: Seeker vs Trapper\\\"]\\n C --> D[\\\"🧩 Maze Generator
(Prims/Wilsons)\\\"]\\n D --> E[\\\"🏗️ Baking NavMesh & Colliders\\\"]\\n E --> F[\\\"🧍 Character Auto-Setup\\\"]\\n F --> G[\\\"📍 Spawn Players\\\"]\\n end\\n class Initialization,A,B,C,D,E,F,G initStyle;\\n\\n %% Phase 2: Core Loop\\n subgraph Active_Round [\\\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\\\"]\\n G --> Loop((TICK: FixedUpdateNetwork))\\n \\n %% Seeker Branch\\n subgraph Seeker_Logic [\\\"🏃 SEEKER (POV 1st)\\\"]\\n S1[\\\"⌨️ Input: WASD/Space\\\"] --> S2[\\\"🏃 State: Move/Dash\\\"]\\n S2 --> S3{\\\"⚡ Hành động?\\\"}\\n S3 -- \\\"Sprinting\\\" --> S4[\\\"🔊 Noise Up\\\"]\\n S3 -- \\\"Sneaking\\\" --> S5[\\\"🤫 Noise Down\\\"]\\n S3 -- \\\"Flashlight\\\" --> S6[\\\"🔦 Lộ vị trí\\\"]\\n \\n S4 & S5 & S6 --> S_Check{\\\"🔍 Check Env\\\"}\\n S_Check -- \\\"Dẫm bẫy\\\" --> S_Trap[\\\"⚠️ Bị khống chế\\\"]\\n end\\n\\n %% Trapper Branch\\n subgraph Trapper_Logic [\\\"🕸️ TRAPPER (STRATEGY)\\\"]\\n T1[\\\"🖱️ Mouse Input\\\"] --> T2[\\\"🗺️ View: Heatmap/Cams\\\"]\\n T2 --> T3{\\\"🛠️ Kỹ năng?\\\"}\\n T3 -- \\\"Đặt bẫy\\\" --> T4[\\\"🪤 Sync Trap\\\"]\\n T3 -- \\\"Scan\\\" --> T5[\\\"📡 Ping Seeker\\\"]\\n T3 -- \\\"Lock\\\" --> T6[\\\"🚪 Khóa cửa\\\"]\\n \\n T4 & T5 & T6 --> T_Check{\\\"👁️ Theo dõi\\\"}\\n end\\n\\n %% Networking Layer\\n subgraph Network_Sync [\\\"🌐 NETWORK SYNC\\\"]\\n Loop --> NS1[\\\"⏩ Client Prediction\\\"]\\n NS1 --> NS2[\\\"🔄 Server Reconciliation\\\"]\\n NS2 --> NS3[\\\"📦 State Sync\\\"]\\n end\\n end\\n class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\\n class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\\n class Network_Sync,NS1,NS2,NS3,Loop netStyle;\\n class S_Trap criticalStyle;\\n\\n %% Phase 3: Results\\n subgraph Result_Logic [\\\"3. KẾT THÚC & THƯỞNG\\\"]\\n S_Check -- \\\"Chạm Exit\\\" --> Win_S[\\\"🏆 SEEKER THẮNG\\\"]\\n T_Check -- \\\"Bắt được Seeker\\\" --> Win_T[\\\"🏆 TRAPPER THẮNG\\\"]\\n Loop -- \\\"Timer = 0\\\" --> Win_T\\n \\n Win_S & Win_T --> Post_Match[\\\"📊 Thống kê Rank\\\"]\\n Post_Match --> Buff{\\\"⚖️ Balance Check\\\"}\\n Buff -- \\\"Thua cuộc\\\" --> Buff_Apply[\\\"💎 Kích hoạt Comeback Buff\\\"]\\n Buff_Apply --> A\\n end\\n class Win_S,Win_T winStyle;\\n class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\\n\\n %% Interactions (Dashed Lines)\\n S_Trap -.->|Cảnh báo| T_Check\\n S4 -.->|Sóng âm| T2\\n T4 -.->|Collision ẩn| S_Check\\n NS3 --> Loop\\n```\\n\\n---\\n\\n## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\\n\\n### 1. Advanced Player & Camera State Machine\\n\\nHệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\\n\\n```mermaid\\nstateDiagram-v2\\n direction TB\\n\\n state \\\"🌸 GROUND\\\" as Ground {\\n [*] --> Idle\\n \\n state Idle {\\n I_P: 📝 Vel < 0.1m/s\\n I_C: 🌡️ Breathing (0.5Hz)\\n }\\n\\n Idle --> Moving : \\\"Input.mag > 0.1\\\"\\n state Moving {\\n M_P: 👟 Speed 2-4m/s\\n M_C: 🎢 Head Bob (1.2Hz)\\n }\\n\\n Moving --> Sneaking : \\\"OnSneak (Hold)\\\"\\n state Sneaking {\\n Sn_P: 🤫 Noise -50%\\n Sn_C: 📉 Lower Height\\n }\\n\\n Moving --> Sprinting : \\\"OnSprint (Hold)\\\"\\n state Sprinting {\\n Sp_P: ⚡ Speed > 6.5m/s\\n Sp_C: 🌈 Dynamic FOV\\n }\\n\\n Sprinting --> Moving : \\\"Stamina Empty\\\"\\n Sneaking --> Moving : \\\"Release Sneak\\\"\\n }\\n\\n state \\\"☁️ AIRBORNE\\\" as Air {\\n state Jump {\\n J_P: 🆙 AddForce Up\\n }\\n state Falling {\\n F_P: 📉 Gravity x 1.5\\n }\\n state Landing {\\n L_P: 📏 Impact Check\\n }\\n\\n Jump --> Falling : \\\"Vel.y < 0\\\"\\n Falling --> Landing : \\\"IsGrounded == true\\\"\\n }\\n\\n state \\\"⚡ ACTION\\\" as Utility {\\n state Dashing {\\n D_P: 💨 Burst 15m/s\\n }\\n state Interacting {\\n Int_P: 🔒 Root Motion Lock\\n }\\n }\\n\\n state \\\"🌐 NETWORK\\\" as Net {\\n state \\\"Input Authority\\\" as IA\\n state \\\"State Authority\\\" as SA\\n IA --> SA : \\\"Send Input\\\"\\n SA --> IA : \\\"Reconcile\\\"\\n }\\n\\n %% Transitions chính\\n Ground --> Air : \\\"IsGrounded == false\\\"\\n Air --> Ground : \\\"OnLand Event\\\"\\n Ground --> Utility : \\\"OnAbility\\\"\\n Utility --> Ground : \\\"Complete\\\"\\n\\n %% Sửa lỗi Note bằng cấu trúc block ✨\\n note left of Ground\\n ✨ Sync: Velocity\\n ✨ State: MoveState\\n end note\\n\\n note right of Net\\n ⚙️ Photon Fusion\\n ⚙️ FixedUpdateNetwork\\n end note\\n```\\n\\n### 2. Environment Scanner & Interaction\\nHệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\\n\\n---\\n\\n## 🧩 Hệ thống Mê cung (Maze Generation)\\n\\nTrái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\\n\\n| Algorithm | Complexity | Description |\\n| :--- | :--- | :--- |\\n| **Prims** | O(E log V) | Tạo mê cung \\\"dày\\\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\\n| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\\n| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\\n| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\\n\\n### Quy trình khởi tạo (Maze Generation Pipeline)\\n\\n```mermaid\\ngraph TD\\n %% Định nghĩa Style\\n classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\\n classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\\n classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\\n classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\\n classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\\n classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\\n\\n %% Quy trình chính\\n Start((\\\"💔 PLAYER LOSES ROUND\\\")) --> Streak{{\\\"📊 Check Loss Streak\\\"}}\\n\\n %% Phân tầng Buff\\n subgraph Buff_Pools [\\\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\\\"]\\n Streak -- \\\"1 Trận\\\" --> T1\\n Streak -- \\\"2 Trận\\\" --> T2\\n Streak -- \\\"3+ Trận\\\" --> T3\\n\\n T1[\\\"🥉 Tier 1: Awakening
(Small Boosts)\\\"] \\n T2[\\\"🥈 Tier 2: Evolution
(Tactical Advantage)\\\"]\\n T3[\\\"🥇 Tier 3: Manifestation
(Game Changer)\\\"]\\n \\n %% Ví dụ chỉ số (Tooltip-like)\\n T1 --- T1_Ex[\\\"+10% Speed
+15% Stamina Regen\\\"]\\n T2 --- T2_Ex[\\\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\\\"]\\n T3 --- T3_Ex[\\\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\\\"]\\n end\\n\\n %% Giai đoạn áp dụng\\n T1 & T2 & T3 --> Selection{{\\\"🎲 Selection Mode\\\"}}\\n \\n Selection -- \\\"Manual\\\" --> P1[\\\"Người chơi tự chọn 1 trong 3 Buff\\\"]\\n Selection -- \\\"Auto\\\" --> P2[\\\"Hệ thống chọn ngẫu nhiên\\\"]\\n \\n P1 & P2 --> Apply[\\\"✨ Apply to Next Round Only
(Trạng thái: Active)\\\"]\\n\\n %% Kết quả vòng đấu sau\\n Apply --> Result{{\\\"🏁 New Round Result?\\\"}}\\n\\n Result -- \\\"🏆 WIN\\\" --> Reset[\\\"♻️ Reset Streak
Remove All Buffs\\\"]\\n Result -- \\\"❌ LOSS\\\" --> Increment[\\\"📈 Increase Streak
Progress to Next Tier\\\"]\\n\\n %% Vòng lặp\\n Reset --> NewGame((\\\"🎮 Fair Match\\\"))\\n Increment --> Start\\n\\n %% Gán Style\\n class Start,Increment lossStyle;\\n class T1,T1_Ex tier1Style;\\n class T2,T2_Ex tier2Style;\\n class T3,T3_Ex tier3Style;\\n class Selection,P1,P2,Apply systemStyle;\\n class Result,Reset,NewGame winStyle;\\n```\\n\\n---\\n\\n## 🌐 Đồng bộ Mạng (Networking)\\n\\nSử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\\n\\n### Network Data Flow & Synchronization\\n```mermaid\\nsequenceDiagram\\n autonumber\\n \\n %% Định nghĩa các bên tham gia (Rút gọn để tránh lỗi render)\\n participant IR as 🖱️ Input\\n participant CP as 🎀 Local Player\\n participant NT as 🌐 Fusion Net\\n participant S as 👑 Server\\n participant RP as 👥 Proxies\\n\\n %% --- GIAI ĐOẠN 1 ---\\n Note over IR, CP: [PHASE 1] Thu thập Input\\n IR->>CP: OnMove / OnJump / OnSprint\\n CP->>CP: 📦 Pack NetworkInputData\\n\\n %% --- GIAI ĐOẠN 2 ---\\n Note over CP: [PHASE 2] Dự đoán (Prediction)\\n CP->>CP: 🏃 Run Client-Side Physics\\n CP->>NT: ✉️ Send Input (Tick N)\\n\\n %% --- GIAI ĐOẠN 3 ---\\n Note over NT, S: [PHASE 3] Truyền tin mạng\\n NT->>S: UDP Packet Delivery\\n Note right of S: SERVER SIMULATION\\n S->>S: 📝 Validate & Update State\\n S-->>NT: 📣 Snapshot (Tick N)\\n\\n %% --- GIAI ĐOẠN 4 ---\\n Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\\n NT-->>CP: State Snapshot\\n Note over CP: 🔄 RECONCILIATION\\n CP->>CP: Fix Position if Error > Threshold\\n\\n %% --- GIAI ĐOẠN 5 ---\\n Note over NT, RP: [PHASE 5] Proxy Update\\n NT-->>RP: State Snapshot\\n Note over RP: 🎞️ INTERPOLATION (Lerp)\\n\\n %% --- GIAI ĐOẠN 6 ---\\n Note over CP, RP: [PHASE 6] Hiển thị (Render)\\n CP->>CP: Update Camera Shake/VFX\\n RP->>RP: Smooth Mesh Movement\\n```\\n\\n---\\n\\n## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\\n\\nĐể đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\\\"Despair Mechanics\\\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\\n\\n### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\\n\\n| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\\n| :--- | :--- | :--- | :--- |\\n| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20 \\\\%)$. |\\n| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\\n| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\\n\\n---\\n\\n### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\\n\\nKhi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\\n\\n* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\\n* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\\n* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\\n* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm với mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\\n\\n---\\n\\n### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\\n\\nKhi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\\n\\n* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\\n\\n---\\n\\n## 🚀 Lộ trình Phát triển (Roadmap)\\n\\n\\n\\n\\n- [x] **Phase 1: Foundation**\\n - [x] Player State Machine (Idle, Move, Run, Jump).\\n - [x] Maze Generation (Multi-algorithm).\\n - [x] Photon Fusion Integration.\\n- [ ] **Phase 2: Gameplay Core**\\n - [ ] Role Selection (Seeker vs Trapper).\\n - [ ] Trap Placement System.\\n - [ ] Sound & Visual Detection (Noise Meter).\\n\\n---\\n\\n## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\\n\\nDự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\\n\\n| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\\n| :--- | :--- | :--- |\\n| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\\n| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\\n| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\\n\\n---\\n\\n## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\\n\\nMỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\\n\\n### 🌐 Networking & Synchronization (Duy)\\n* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\\n* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\\n* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\\n\\n### 🏗️ World Generation & Performance (Scove)\\n* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\\n* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\\n* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\\n\\n### 🪤 Gameplay & Physics (Tuấn)\\n* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\\n* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\\n* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\\n\\n### 🎨 Visuals & UI/UX (Tuấn)\\n* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\\n* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\\n* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\\n\\n---\\n\\n## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\\n\\nDự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\\n\\n```text\\n📦 BABA_YAGA\\n├── 🌸 Assets/ (Trái tim của trò chơi)\\n│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\\n│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\\n│ │ ├── 🎥 Camera Controller/ \\n│ │ ├── 🛠️ Debug/ \\n│ │ ├── 🌐 Fusion/ \\n│ │ │ └── 🚀 BasicSpawner.cs\\n│ │ ├── 🏗️ GameSetup/ \\n│ │ │ ├── 🌀 Maze/ # Mê cung \\n│ │ │ │ ├── 🐾 Crawler.cs \\n│ │ │ │ ├── 🌳 Prims.cs \\n│ │ │ │ ├── 🧵 Wilsons.cs \\n│ │ │ │ └── 🗺️ Maze.cs \\n│ │ │ └── 🧍 CharacterAutoSetup.cs\\n│ │ ├── 🖱️ Interactables/ \\n│ │ │ ├── 🚪 DoorInteractable.cs\\n│ │ │ ├── 💡 LampInteractable.cs\\n│ │ │ └── 💎 BaseInteractable.cs\\n│ │ ├── 📐 Interface/ \\n│ │ ├── 🏃♀️ Player Controller/ \\n│ │ │ ├── 🧠 PlayerStateMachine.cs\\n│ │ │ ├── ⌨️ InputReader.cs\\n│ │ │ └── 🎭 States/ \\n│ │ ├── ⚡ Optimization/ \\n│ │ ├── 🖥️ UI/ \\n│ │ └── 🎆 VFX/ \\n│ ├── 🧸 Prefabs/ \\n│ ├── 📖 document/ \\n│ ├── 🎬 Scenes/ \\n│ ├── 🎨 Materials/ \\n│ ├── 👸 Models/ \\n│ ├── 💃 Animation/ \\n│ ├── 🔌 Photon/ \\n│ ├── 🅰️ TextMesh Pro/ \\n│ └── ⚙️ Settings/ \\n├── 🛠️ ProjectSettings/ \\n│ ├── 🏷️ TagManager.asset \\n│ ├── 🌍 DynamicsManager.asset \\n│ └── 📡 MultiplayerManager.asset \\n├── 📦 Packages/ \\n└── 📝 README.md # Creator (。•̀ᴗ-)✧\\n```\\n\\n---\\n\\n## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\\n\\nĐể trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\\n\\n### 1. Yêu cầu Hệ thống\\n* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\\n* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\\n* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\\n\\n### 2. Tải về & Mở dự án\\n1. **Clone Repository:**\\n ```bash\\n git clone https://github.com/OnlyScove/BABA_YAGA.git\\n ```\\n2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\\n3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\\n\\n### 3. Cấu hình Photon Fusion (Bắt buộc)\\nTrò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\\n1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\\n2. Tạo một ứng dụng mới với loại App là **Fusion**.\\n3. Sao chép **App ID** vừa tạo.\\n4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\\n5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\\n6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\\n\\n### 4. Khởi chạy Trò chơi\\n1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\\n2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\\n3. Nhấn nút **Play** trong Unity Editor.\\n4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\\n\\n---\\n\\n## 💖 Support & Community\\n\\n\\n \\n
\\n \\n \\n
\\n \\n \\n
\\n \\n
\\n\\n\\n \\n
\\n \\n \\n
\\n \\n \\n
\\n \\n
\\n\\n\\n
\\n
\\n\\n---\\n\\n**© 2026 SCOVANIA STUDIOS.**\\n*Baba_Yaga is more than a game, it's a social experiment.*\\n\\n---\\n\\n**Connect with us:**\\n[](https://x.com/Scovy303)\\n\"}}}]}"},{"filePath":"BABA_YAGA\\BABA_YAGA_Updater\\config\\settings.py","absolutePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\config\\settings.py","lineNumber":18,"line":" START_MARKER = \"\""},{"filePath":"BABA_YAGA\\BABA_YAGA_Updater\\config\\settings.py","absolutePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\config\\settings.py","lineNumber":19,"line":" END_MARKER = \"\""},{"filePath":"BABA_YAGA\\README.md","absolutePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\README.md","lineNumber":388,"line":""},{"filePath":"BABA_YAGA\\README.md","absolutePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\README.md","lineNumber":389,"line":""}]},"description":"'' across all workspace directories","displayName":"SearchText","renderOutputAsMarkdown":true}]}
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+{"id":"bc1a0530-1288-490a-8ca6-834e929c71f6","timestamp":"2026-06-07T11:41:09.491Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":44563,"output":50,"cached":39677,"thoughts":28,"tool":0,"total":44641},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780832469358_0","name":"read_file","args":{"start_line":380,"end_line":400,"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/README.md"},"result":[{"functionResponse":{"id":"read_file__read_file_1780832469358_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 380-400 of 564 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 401.\n\n--- FILE CONTENT (truncated) ---\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\n\n---\n\n## 🚀 Lộ trình Phát triển (Roadmap)\n\n\n\n\n- [x] **Phase 1: Foundation**\n - [x] Player State Machine (Idle, Move, Run, Jump).\n - [x] Maze Generation (Multi-algorithm).\n - [x] Photon Fusion Integration.\n- [ ] **Phase 2: Gameplay Core**\n - [ ] Role Selection (Seeker vs Trapper).\n - [ ] Trap Placement System.\n - [ ] Sound & Visual Detection (Noise Meter).\n\n---"}}}],"status":"success","timestamp":"2026-06-07T11:41:09.503Z","resultDisplay":"Read lines 380-400 of 564 from README.md","description":"README.md","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"facef432-28db-44e6-afda-ddd9689d2632","timestamp":"2026-06-07T11:41:09.504Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780832469358_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 380-400 of 564 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 401.\n\n--- FILE CONTENT (truncated) ---\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\n\n---\n\n## 🚀 Lộ trình Phát triển (Roadmap)\n\n\n\n\n- [x] **Phase 1: Foundation**\n - [x] Player State Machine (Idle, Move, Run, Jump).\n - [x] Maze Generation (Multi-algorithm).\n - [x] Photon Fusion Integration.\n- [ ] **Phase 2: Gameplay Core**\n - [ ] Role Selection (Seeker vs Trapper).\n - [ ] Trap Placement System.\n - [ ] Sound & Visual Detection (Noise Meter).\n\n---"}}}]}
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+{"id":"ec9cdf2f-32ab-43b0-913c-50cdd62dc621","timestamp":"2026-06-07T11:41:14.851Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":45032,"output":52,"cached":43635,"thoughts":87,"tool":0,"total":45171},"model":"gemini-3-flash-preview"}
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+{"id":"ec9cdf2f-32ab-43b0-913c-50cdd62dc621","timestamp":"2026-06-07T11:41:14.851Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":45032,"output":52,"cached":43635,"thoughts":87,"tool":0,"total":45171},"model":"gemini-3-flash-preview","toolCalls":[{"id":"run_shell_command__run_shell_command_1780832474721_0","name":"run_shell_command","args":{"description":"Check for .env file.","command":"ls D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/.env"},"result":[{"functionResponse":{"id":"run_shell_command__run_shell_command_1780832474721_0","name":"run_shell_command","response":{"output":"Output: \nls : Cannot find path 'D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\.env' because it does not \nexist.\nAt line:1 char:19\n+ ... 5001 >$null;ls D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Upda ...\n+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n + CategoryInfo : ObjectNotFound: (D:\\Learning_Pro...GA_Updater\\.env:String) [Get-ChildItem], Item \n NotFoundException\n + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetChildItemCommand\n \nExit Code: 1\nProcess Group PGID: 35512"}}}],"status":"success","timestamp":"2026-06-07T11:43:05.928Z","resultDisplay":[[{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"ls : Cannot find path 'D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\.env' because it does not ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"exist.","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"At line:1 char:19","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"+ ... 5001 >$null;ls D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Upda ...","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":"+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" + CategoryInfo : ObjectNotFound: (D:\\Learning_Pro...GA_Updater\\.env:String) [Get-ChildItem], Item ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" NotFoundException","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetChildItemCommand","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"#ff0000","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}],[{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":true,"isUninitialized":true,"fg":"","bg":""},{"text":" ","bold":false,"italic":false,"underline":false,"dim":false,"inverse":false,"isUninitialized":true,"fg":"","bg":""}]],"description":"ls D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/.env","displayName":"Shell","renderOutputAsMarkdown":false}]}
+{"id":"4a9f30b6-8f25-4c01-9d8a-11b084760537","timestamp":"2026-06-07T11:43:05.929Z","type":"user","content":[{"functionResponse":{"id":"run_shell_command__run_shell_command_1780832474721_0","name":"run_shell_command","response":{"output":"Output: \nls : Cannot find path 'D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\.env' because it does not \nexist.\nAt line:1 char:19\n+ ... 5001 >$null;ls D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Upda ...\n+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\n + CategoryInfo : ObjectNotFound: (D:\\Learning_Pro...GA_Updater\\.env:String) [Get-ChildItem], Item \n NotFoundException\n + FullyQualifiedErrorId : PathNotFound,Microsoft.PowerShell.Commands.GetChildItemCommand\n \nExit Code: 1\nProcess Group PGID: 35512"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:43:05.929Z"}}
+{"id":"eb64b1d6-8637-48fd-8b21-d37565ed71bf","timestamp":"2026-06-07T11:43:08.345Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":45344,"output":47,"cached":43620,"thoughts":41,"tool":0,"total":45432},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:43:08.345Z"}}
+{"id":"eb64b1d6-8637-48fd-8b21-d37565ed71bf","timestamp":"2026-06-07T11:43:08.345Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":45344,"output":47,"cached":43620,"thoughts":41,"tool":0,"total":45432},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780832588200_0","name":"read_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/services/gsheet_client.py"},"result":[{"functionResponse":{"id":"read_file__read_file_1780832588200_0","name":"read_file","response":{"output":"import os\nfrom google.auth.transport.requests import Request\nfrom google.oauth2.credentials import Credentials\nfrom google_auth_oauthlib.flow import InstalledAppFlow\nfrom googleapiclient.discovery import build\nfrom googleapiclient.errors import HttpError\nfrom config.settings import settings\n\nclass GSheetClient:\n SCOPES = ['https://www.googleapis.com/auth/spreadsheets.readonly']\n\n def __init__(self):\n self.creds = self._authenticate()\n\n def _authenticate(self):\n creds = None\n # The file token.json stores the user's access and refresh tokens\n if os.path.exists(settings.TOKEN_FILE):\n creds = Credentials.from_authorized_user_file(settings.TOKEN_FILE, self.SCOPES)\n \n # If there are no (valid) credentials available, let the user log in.\n if not creds or not creds.valid:\n if creds and creds.expired and creds.refresh_token:\n creds.refresh(Request())\n else:\n if not os.path.exists(settings.CREDENTIALS_FILE):\n raise FileNotFoundError(f\"Credentials file not found at {settings.CREDENTIALS_FILE}. Please download it from Google Cloud Console.\")\n \n flow = InstalledAppFlow.from_client_secrets_file(\n settings.CREDENTIALS_FILE, self.SCOPES)\n creds = flow.run_local_server(port=0)\n \n # Save the credentials for the next run\n with open(settings.TOKEN_FILE, 'w') as token:\n token.write(creds.to_json())\n \n return creds\n\n def fetch_data(self):\n try:\n service = build('sheets', 'v4', credentials=self.creds)\n sheet = service.spreadsheets()\n result = sheet.values().get(\n spreadsheetId=settings.SPREADSHEET_ID,\n range=settings.SHEET_RANGE\n ).execute()\n \n return result.get('values', [])\n \n except HttpError as err:\n print(f\"An error occurred: {err}\")\n return []\n"}}}],"status":"success","timestamp":"2026-06-07T11:43:08.359Z","resultDisplay":"","description":"BABA_YAGA_U...\\...\\gsheet_client.py","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"fe65d85b-88d9-4474-8df3-36cc5b32ad63","timestamp":"2026-06-07T11:43:08.360Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780832588200_0","name":"read_file","response":{"output":"import os\nfrom google.auth.transport.requests import Request\nfrom google.oauth2.credentials import Credentials\nfrom google_auth_oauthlib.flow import InstalledAppFlow\nfrom googleapiclient.discovery import build\nfrom googleapiclient.errors import HttpError\nfrom config.settings import settings\n\nclass GSheetClient:\n SCOPES = ['https://www.googleapis.com/auth/spreadsheets.readonly']\n\n def __init__(self):\n self.creds = self._authenticate()\n\n def _authenticate(self):\n creds = None\n # The file token.json stores the user's access and refresh tokens\n if os.path.exists(settings.TOKEN_FILE):\n creds = Credentials.from_authorized_user_file(settings.TOKEN_FILE, self.SCOPES)\n \n # If there are no (valid) credentials available, let the user log in.\n if not creds or not creds.valid:\n if creds and creds.expired and creds.refresh_token:\n creds.refresh(Request())\n else:\n if not os.path.exists(settings.CREDENTIALS_FILE):\n raise FileNotFoundError(f\"Credentials file not found at {settings.CREDENTIALS_FILE}. Please download it from Google Cloud Console.\")\n \n flow = InstalledAppFlow.from_client_secrets_file(\n settings.CREDENTIALS_FILE, self.SCOPES)\n creds = flow.run_local_server(port=0)\n \n # Save the credentials for the next run\n with open(settings.TOKEN_FILE, 'w') as token:\n token.write(creds.to_json())\n \n return creds\n\n def fetch_data(self):\n try:\n service = build('sheets', 'v4', credentials=self.creds)\n sheet = service.spreadsheets()\n result = sheet.values().get(\n spreadsheetId=settings.SPREADSHEET_ID,\n range=settings.SHEET_RANGE\n ).execute()\n \n return result.get('values', [])\n \n except HttpError as err:\n print(f\"An error occurred: {err}\")\n return []\n"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:43:08.361Z"}}
+{"id":"b58328ae-7987-4dd4-a604-0779f6a74b55","timestamp":"2026-06-07T11:43:12.149Z","type":"gemini","content":"","thoughts":[{"subject":"Reviewing Current Context","description":"I'm currently reviewing the file `README.md` with the cursor at position 557. Before proceeding, I need to ascertain whether to continue the previous task of splitting the file or if a new directive has been issued. Access to `credentials.json` is also noted as a prerequisite.","timestamp":"2026-06-07T11:43:12.007Z"}],"tokens":{"input":45947,"output":47,"cached":43618,"thoughts":264,"tool":0,"total":46258},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:43:12.150Z"}}
+{"id":"b58328ae-7987-4dd4-a604-0779f6a74b55","timestamp":"2026-06-07T11:43:12.149Z","type":"gemini","content":"","thoughts":[{"subject":"Reviewing Current Context","description":"I'm currently reviewing the file `README.md` with the cursor at position 557. Before proceeding, I need to ascertain whether to continue the previous task of splitting the file or if a new directive has been issued. Access to `credentials.json` is also noted as a prerequisite.","timestamp":"2026-06-07T11:43:12.007Z"}],"tokens":{"input":45947,"output":47,"cached":43618,"thoughts":264,"tool":0,"total":46258},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780832592014_0","name":"read_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/mappers/markdown_builder.py"},"result":[{"functionResponse":{"id":"read_file__read_file_1780832592014_0","name":"read_file","response":{"output":"from core.models import ProgressReport\n\nclass MarkdownBuilder:\n @staticmethod\n def build_table(report: ProgressReport) -> str:\n if not report.tasks:\n return \"_No tasks updated._\"\n\n # Table header\n header = \"| Category | Task | Status | Progress | Notes |\\n\"\n separator = \"| :--- | :--- | :--- | :--- | :--- |\\n\"\n rows = []\n \n for task in report.tasks:\n # Map status to professional badges\n status_clean = task.status.lower().strip()\n \n if any(x in status_clean for x in [\"done\", \"complete\", \"finished\"]):\n badge = \"\"\n elif any(x in status_clean for x in [\"progress\", \"doing\", \"active\"]):\n badge = \"\"\n elif any(x in status_clean for x in [\"planned\", \"todo\", \"waiting\"]):\n badge = \"\"\n elif any(x in status_clean for x in [\"bug\", \"error\", \"fix\"]):\n badge = \"\"\n else:\n badge = f\"`{task.status}`\" # Fallback to code text\n \n # Progress bar simulation using HTML/Unicode if needed, \n # but simple text \"75%\" is often cleaner.\n \n row = f\"| **{task.category}** | {task.task_name} | {badge} | `{task.progress}` | {task.notes} |\"\n rows.append(row)\n \n return header + separator + \"\\n\".join(rows)\n"}}}],"status":"success","timestamp":"2026-06-07T11:43:12.162Z","resultDisplay":"","description":"BABA_YAG...\\...\\markdown_builder.py","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"f2cfad90-ef1c-48da-9000-707262a5ddd0","timestamp":"2026-06-07T11:43:12.163Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780832592014_0","name":"read_file","response":{"output":"from core.models import ProgressReport\n\nclass MarkdownBuilder:\n @staticmethod\n def build_table(report: ProgressReport) -> str:\n if not report.tasks:\n return \"_No tasks updated._\"\n\n # Table header\n header = \"| Category | Task | Status | Progress | Notes |\\n\"\n separator = \"| :--- | :--- | :--- | :--- | :--- |\\n\"\n rows = []\n \n for task in report.tasks:\n # Map status to professional badges\n status_clean = task.status.lower().strip()\n \n if any(x in status_clean for x in [\"done\", \"complete\", \"finished\"]):\n badge = \"\"\n elif any(x in status_clean for x in [\"progress\", \"doing\", \"active\"]):\n badge = \"\"\n elif any(x in status_clean for x in [\"planned\", \"todo\", \"waiting\"]):\n badge = \"\"\n elif any(x in status_clean for x in [\"bug\", \"error\", \"fix\"]):\n badge = \"\"\n else:\n badge = f\"`{task.status}`\" # Fallback to code text\n \n # Progress bar simulation using HTML/Unicode if needed, \n # but simple text \"75%\" is often cleaner.\n \n row = f\"| **{task.category}** | {task.task_name} | {badge} | `{task.progress}` | {task.notes} |\"\n rows.append(row)\n \n return header + separator + \"\\n\".join(rows)\n"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:43:12.164Z"}}
+{"id":"7adf0f1a-53dc-4afc-b23e-13000697afaf","timestamp":"2026-06-07T11:43:14.965Z","type":"gemini","content":"Checked `README.md`.\nFound `` markers on L388-389.\n`BABA_YAGA_Updater` ready but missing `credentials.json`/`token.json`.\n`sections/` directory empty.\nLast session attempted splitting `README.md`.\n\nContinue splitting or new task? Cursor at L557 (Visitor counter).","thoughts":[],"tokens":{"input":46732,"output":85,"cached":43622,"thoughts":114,"tool":0,"total":46931},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:43:14.966Z"}}
+{"id":"4453a94f-40f7-467d-9cb0-625e01fcb9f5","timestamp":"2026-06-07T11:43:32.220Z","type":"user","content":[{"text":"Continue splitting"}]}
+{"$set":{"lastUpdated":"2026-06-07T11:43:32.220Z"}}
+{"id":"13ee9fcc-5503-4168-ae40-7e770cb69274","timestamp":"2026-06-07T11:43:35.267Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":45039,"output":191,"cached":0,"thoughts":0,"tool":0,"total":45230},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:43:35.268Z"}}
+{"id":"13ee9fcc-5503-4168-ae40-7e770cb69274","timestamp":"2026-06-07T11:43:35.267Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":45039,"output":191,"cached":0,"thoughts":0,"tool":0,"total":45230},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic__update_topic_1780832615010_0","name":"update_topic","args":{"strategic_intent":"Splitting README.md into modular sections within BABA_YAGA_Updater/sections/ for easier maintenance and automated updates.","title":"Modularizing README.md Content","summary":"I am continuing the task of modularizing the README.md file. My goal is to extract the existing content from the main README.md and save each section into individual files within the 'BABA_YAGA_Updater/sections/' directory. This will allow for cleaner management and enable specific sections (like the Roadmap) to be updated automatically via the Google Sheets integration script. I have already identified the markers and structure of the README.md and will now proceed with the file extraction."},"result":[{"functionResponse":{"id":"update_topic__update_topic_1780832615010_0","name":"update_topic","response":{"output":"Current topic: \"Modularizing README.md Content\"\nTopic summary: I am continuing the task of modularizing the README.md file. My goal is to extract the existing content from the main README.md and save each section into individual files within the 'BABA_YAGA_Updater/sections/' directory. This will allow for cleaner management and enable specific sections (like the Roadmap) to be updated automatically via the Google Sheets integration script. I have already identified the markers and structure of the README.md and will now proceed with the file extraction.\n\nStrategic Intent: Splitting README.md into modular sections within BABA_YAGA_Updater/sections/ for easier maintenance and automated updates."}}}],"status":"success","timestamp":"2026-06-07T11:43:35.284Z","resultDisplay":"## 📂 Topic: **Modularizing README.md Content**\n\n**Summary:**\nI am continuing the task of modularizing the README.md file. My goal is to extract the existing content from the main README.md and save each section into individual files within the 'BABA_YAGA_Updater/sections/' directory. This will allow for cleaner management and enable specific sections (like the Roadmap) to be updated automatically via the Google Sheets integration script. I have already identified the markers and structure of the README.md and will now proceed with the file extraction.\n\n> [!STRATEGY]\n> **Intent:** Splitting README.md into modular sections within BABA_YAGA_Updater/sections/ for easier maintenance and automated updates.","description":"Update topic to: \"Modularizing README.md Content\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"read_file__read_file_1780832615012_1","name":"read_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/README.md"},"result":[{"functionResponse":{"id":"read_file__read_file_1780832615012_1","name":"read_file","response":{"output":"#  \n\n[](https://unity.com/)\n[](https://www.photonengine.com/fusion)\n[](https://opensource.org/licenses/MIT)\n\n> **\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\"**\n\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\n\n---\n\n## \n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\n\n---\n\n## 👁️ Tầm nhìn Dự án (Project Vision)\n\n\n\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n\n---\n\n## 🎮 Cơ chế Trò chơi (Core Mechanics)\n\n### 🌓 Sự bất đối xứng (The Asymmetry)\n\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\n| :--- | :--- | :--- |\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\n\n### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style cho các nhóm\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\n\n %% Phase 1: Initialization\n subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\n A[\"🚀 Bắt đầu Trận đấu\"] --> B{\"🤝 Matchmaking
(Photon Fusion)\"}\n B --> C[\"🎭 Phân vai: Seeker vs Trapper\"]\n C --> D[\"🧩 Maze Generator
(Prims/Wilsons)\"]\n D --> E[\"🏗️ Baking NavMesh & Colliders\"]\n E --> F[\"🧍 Character Auto-Setup\"]\n F --> G[\"📍 Spawn Players\"]\n end\n class Initialization,A,B,C,D,E,F,G initStyle;\n\n %% Phase 2: Core Loop\n subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\n G --> Loop((TICK: FixedUpdateNetwork))\n \n %% Seeker Branch\n subgraph Seeker_Logic [\"🏃 SEEKER (POV 1st)\"]\n S1[\"⌨️ Input: WASD/Space\"] --> S2[\"🏃 State: Move/Dash\"]\n S2 --> S3{\"⚡ Hành động?\"}\n S3 -- \"Sprinting\" --> S4[\"🔊 Noise Up\"]\n S3 -- \"Sneaking\" --> S5[\"🤫 Noise Down\"]\n S3 -- \"Flashlight\" --> S6[\"🔦 Lộ vị trí\"]\n \n S4 & S5 & S6 --> S_Check{\"🔍 Check Env\"}\n S_Check -- \"Dẫm bẫy\" --> S_Trap[\"⚠️ Bị khống chế\"]\n end\n\n %% Trapper Branch\n subgraph Trapper_Logic [\"🕸️ TRAPPER (STRATEGY)\"]\n T1[\"🖱️ Mouse Input\"] --> T2[\"🗺️ View: Heatmap/Cams\"]\n T2 --> T3{\"🛠️ Kỹ năng?\"}\n T3 -- \"Đặt bẫy\" --> T4[\"🪤 Sync Trap\"]\n T3 -- \"Scan\" --> T5[\"📡 Ping Seeker\"]\n T3 -- \"Lock\" --> T6[\"🚪 Khóa cửa\"]\n \n T4 & T5 & T6 --> T_Check{\"👁️ Theo dõi\"}\n end\n\n %% Networking Layer\n subgraph Network_Sync [\"🌐 NETWORK SYNC\"]\n Loop --> NS1[\"⏩ Client Prediction\"]\n NS1 --> NS2[\"🔄 Server Reconciliation\"]\n NS2 --> NS3[\"📦 State Sync\"]\n end\n end\n class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\n class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\n class Network_Sync,NS1,NS2,NS3,Loop netStyle;\n class S_Trap criticalStyle;\n\n %% Phase 3: Results\n subgraph Result_Logic [\"3. KẾT THÚC & THƯỞNG\"]\n S_Check -- \"Chạm Exit\" --> Win_S[\"🏆 SEEKER THẮNG\"]\n T_Check -- \"Bắt được Seeker\" --> Win_T[\"🏆 TRAPPER THẮNG\"]\n Loop -- \"Timer = 0\" --> Win_T\n \n Win_S & Win_T --> Post_Match[\"📊 Thống kê Rank\"]\n Post_Match --> Buff{\"⚖️ Balance Check\"}\n Buff -- \"Thua cuộc\" --> Buff_Apply[\"💎 Kích hoạt Comeback Buff\"]\n Buff_Apply --> A\n end\n class Win_S,Win_T winStyle;\n class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\n\n %% Interactions (Dashed Lines)\n S_Trap -.->|Cảnh báo| T_Check\n S4 -.->|Sóng âm| T2\n T4 -.->|Collision ẩn| S_Check\n NS3 --> Loop\n```\n\n---\n\n## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\n\n### 1. Advanced Player & Camera State Machine\n\nHệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\n\n```mermaid\nstateDiagram-v2\n direction TB\n\n state \"🌸 GROUND\" as Ground {\n [*] --> Idle\n \n state Idle {\n I_P: 📝 Vel < 0.1m/s\n I_C: 🌡️ Breathing (0.5Hz)\n }\n\n Idle --> Moving : \"Input.mag > 0.1\"\n state Moving {\n M_P: 👟 Speed 2-4m/s\n M_C: 🎢 Head Bob (1.2Hz)\n }\n\n Moving --> Sneaking : \"OnSneak (Hold)\"\n state Sneaking {\n Sn_P: 🤫 Noise -50%\n Sn_C: 📉 Lower Height\n }\n\n Moving --> Sprinting : \"OnSprint (Hold)\"\n state Sprinting {\n Sp_P: ⚡ Speed > 6.5m/s\n Sp_C: 🌈 Dynamic FOV\n }\n\n Sprinting --> Moving : \"Stamina Empty\"\n Sneaking --> Moving : \"Release Sneak\"\n }\n\n state \"☁️ AIRBORNE\" as Air {\n state Jump {\n J_P: 🆙 AddForce Up\n }\n state Falling {\n F_P: 📉 Gravity x 1.5\n }\n state Landing {\n L_P: 📏 Impact Check\n }\n\n Jump --> Falling : \"Vel.y < 0\"\n Falling --> Landing : \"IsGrounded == true\"\n }\n\n state \"⚡ ACTION\" as Utility {\n state Dashing {\n D_P: 💨 Burst 15m/s\n }\n state Interacting {\n Int_P: 🔒 Root Motion Lock\n }\n }\n\n state \"🌐 NETWORK\" as Net {\n state \"Input Authority\" as IA\n state \"State Authority\" as SA\n IA --> SA : \"Send Input\"\n SA --> IA : \"Reconcile\"\n }\n\n %% Transitions chính\n Ground --> Air : \"IsGrounded == false\"\n Air --> Ground : \"OnLand Event\"\n Ground --> Utility : \"OnAbility\"\n Utility --> Ground : \"Complete\"\n\n %% Sửa lỗi Note bằng cấu trúc block ✨\n note left of Ground\n ✨ Sync: Velocity\n ✨ State: MoveState\n end note\n\n note right of Net\n ⚙️ Photon Fusion\n ⚙️ FixedUpdateNetwork\n end note\n```\n\n### 2. Environment Scanner & Interaction\nHệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\n\n---\n\n## 🧩 Hệ thống Mê cung (Maze Generation)\n\nTrái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\n\n| Algorithm | Complexity | Description |\n| :--- | :--- | :--- |\n| **Prims** | O(E log V) | Tạo mê cung \"dày\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\n| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\n| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\n| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\n\n### Quy trình khởi tạo (Maze Generation Pipeline)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style\n classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\n classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\n classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\n classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\n classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\n classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\n\n %% Quy trình chính\n Start((\"💔 PLAYER LOSES ROUND\")) --> Streak{{\"📊 Check Loss Streak\"}}\n\n %% Phân tầng Buff\n subgraph Buff_Pools [\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\"]\n Streak -- \"1 Trận\" --> T1\n Streak -- \"2 Trận\" --> T2\n Streak -- \"3+ Trận\" --> T3\n\n T1[\"🥉 Tier 1: Awakening
(Small Boosts)\"] \n T2[\"🥈 Tier 2: Evolution
(Tactical Advantage)\"]\n T3[\"🥇 Tier 3: Manifestation
(Game Changer)\"]\n \n %% Ví dụ chỉ số (Tooltip-like)\n T1 --- T1_Ex[\"+10% Speed
+15% Stamina Regen\"]\n T2 --- T2_Ex[\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\"]\n T3 --- T3_Ex[\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\"]\n end\n\n %% Giai đoạn áp dụng\n T1 & T2 & T3 --> Selection{{\"🎲 Selection Mode\"}}\n \n Selection -- \"Manual\" --> P1[\"Người chơi tự chọn 1 trong 3 Buff\"]\n Selection -- \"Auto\" --> P2[\"Hệ thống chọn ngẫu nhiên\"]\n \n P1 & P2 --> Apply[\"✨ Apply to Next Round Only
(Trạng thái: Active)\"]\n\n %% Kết quả vòng đấu sau\n Apply --> Result{{\"🏁 New Round Result?\"}}\n\n Result -- \"🏆 WIN\" --> Reset[\"♻️ Reset Streak
Remove All Buffs\"]\n Result -- \"❌ LOSS\" --> Increment[\"📈 Increase Streak
Progress to Next Tier\"]\n\n %% Vòng lặp\n Reset --> NewGame((\"🎮 Fair Match\"))\n Increment --> Start\n\n %% Gán Style\n class Start,Increment lossStyle;\n class T1,T1_Ex tier1Style;\n class T2,T2_Ex tier2Style;\n class T3,T3_Ex tier3Style;\n class Selection,P1,P2,Apply systemStyle;\n class Result,Reset,NewGame winStyle;\n```\n\n---\n\n## 🌐 Đồng bộ Mạng (Networking)\n\nSử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\n\n### Network Data Flow & Synchronization\n```mermaid\nsequenceDiagram\n autonumber\n \n %% Định nghĩa các bên tham gia (Rút gọn để tránh lỗi render)\n participant IR as 🖱️ Input\n participant CP as 🎀 Local Player\n participant NT as 🌐 Fusion Net\n participant S as 👑 Server\n participant RP as 👥 Proxies\n\n %% --- GIAI ĐOẠN 1 ---\n Note over IR, CP: [PHASE 1] Thu thập Input\n IR->>CP: OnMove / OnJump / OnSprint\n CP->>CP: 📦 Pack NetworkInputData\n\n %% --- GIAI ĐOẠN 2 ---\n Note over CP: [PHASE 2] Dự đoán (Prediction)\n CP->>CP: 🏃 Run Client-Side Physics\n CP->>NT: ✉️ Send Input (Tick N)\n\n %% --- GIAI ĐOẠN 3 ---\n Note over NT, S: [PHASE 3] Truyền tin mạng\n NT->>S: UDP Packet Delivery\n Note right of S: SERVER SIMULATION\n S->>S: 📝 Validate & Update State\n S-->>NT: 📣 Snapshot (Tick N)\n\n %% --- GIAI ĐOẠN 4 ---\n Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\n NT-->>CP: State Snapshot\n Note over CP: 🔄 RECONCILIATION\n CP->>CP: Fix Position if Error > Threshold\n\n %% --- GIAI ĐOẠN 5 ---\n Note over NT, RP: [PHASE 5] Proxy Update\n NT-->>RP: State Snapshot\n Note over RP: 🎞️ INTERPOLATION (Lerp)\n\n %% --- GIAI ĐOẠN 6 ---\n Note over CP, RP: [PHASE 6] Hiển thị (Render)\n CP->>CP: Update Camera Shake/VFX\n RP->>RP: Smooth Mesh Movement\n```\n\n---\n\n## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\n\nĐể đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\"Despair Mechanics\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\n\n### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\n\n| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\n| :--- | :--- | :--- | :--- |\n| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20 \\%)$. |\n| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\n| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\n\n---\n\n### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\n\nKhi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\n\n* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\n* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\n* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\n* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm với mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\n\n---\n\n### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\n\nKhi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\n\n* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\n\n---\n\n## 🚀 Lộ trình Phát triển (Roadmap)\n\n\n\n\n- [x] **Phase 1: Foundation**\n - [x] Player State Machine (Idle, Move, Run, Jump).\n - [x] Maze Generation (Multi-algorithm).\n - [x] Photon Fusion Integration.\n- [ ] **Phase 2: Gameplay Core**\n - [ ] Role Selection (Seeker vs Trapper).\n - [ ] Trap Placement System.\n - [ ] Sound & Visual Detection (Noise Meter).\n\n---\n\n## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\n\nDự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\n\n| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\n| :--- | :--- | :--- |\n| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\n| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\n| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\n\n---\n\n## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\n\nMỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\n\n### 🌐 Networking & Synchronization (Duy)\n* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\n* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\n* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\n\n### 🏗️ World Generation & Performance (Scove)\n* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\n* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\n* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\n\n### 🪤 Gameplay & Physics (Tuấn)\n* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\n* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\n* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\n\n### 🎨 Visuals & UI/UX (Tuấn)\n* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\n* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\n* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\n\n---\n\n## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\n\nDự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\n\n```text\n📦 BABA_YAGA\n├── 🌸 Assets/ (Trái tim của trò chơi)\n│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\n│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\n│ │ ├── 🎥 Camera Controller/ \n│ │ ├── 🛠️ Debug/ \n│ │ ├── 🌐 Fusion/ \n│ │ │ └── 🚀 BasicSpawner.cs\n│ │ ├── 🏗️ GameSetup/ \n│ │ │ ├── 🌀 Maze/ # Mê cung \n│ │ │ │ ├── 🐾 Crawler.cs \n│ │ │ │ ├── 🌳 Prims.cs \n│ │ │ │ ├── 🧵 Wilsons.cs \n│ │ │ │ └── 🗺️ Maze.cs \n│ │ │ └── 🧍 CharacterAutoSetup.cs\n│ │ ├── 🖱️ Interactables/ \n│ │ │ ├── 🚪 DoorInteractable.cs\n│ │ │ ├── 💡 LampInteractable.cs\n│ │ │ └── 💎 BaseInteractable.cs\n│ │ ├── 📐 Interface/ \n│ │ ├── 🏃♀️ Player Controller/ \n│ │ │ ├── 🧠 PlayerStateMachine.cs\n│ │ │ ├── ⌨️ InputReader.cs\n│ │ │ └── 🎭 States/ \n│ │ ├── ⚡ Optimization/ \n│ │ ├── 🖥️ UI/ \n│ │ └── 🎆 VFX/ \n│ ├── 🧸 Prefabs/ \n│ ├── 📖 document/ \n│ ├── 🎬 Scenes/ \n│ ├── 🎨 Materials/ \n│ ├── 👸 Models/ \n│ ├── 💃 Animation/ \n│ ├── 🔌 Photon/ \n│ ├── 🅰️ TextMesh Pro/ \n│ └── ⚙️ Settings/ \n├── 🛠️ ProjectSettings/ \n│ ├── 🏷️ TagManager.asset \n│ ├── 🌍 DynamicsManager.asset \n│ └── 📡 MultiplayerManager.asset \n├── 📦 Packages/ \n└── 📝 README.md # Creator (。•̀ᴗ-)✧\n```\n\n---\n\n## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\n\nĐể trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\n\n### 1. Yêu cầu Hệ thống\n* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\n* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\n* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\n\n### 2. Tải về & Mở dự án\n1. **Clone Repository:**\n ```bash\n git clone https://github.com/OnlyScove/BABA_YAGA.git\n ```\n2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\n3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\n\n### 3. Cấu hình Photon Fusion (Bắt buộc)\nTrò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\n1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\n2. Tạo một ứng dụng mới với loại App là **Fusion**.\n3. Sao chép **App ID** vừa tạo.\n4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\n5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\n6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\n\n### 4. Khởi chạy Trò chơi\n1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\n2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\n3. Nhấn nút **Play** trong Unity Editor.\n4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\n\n---\n\n## 💖 Support & Community\n\n\n \n
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\n\n---\n\n**© 2026 SCOVANIA STUDIOS.**\n*Baba_Yaga is more than a game, it's a social experiment.*\n\n---\n\n**Connect with us:**\n[](https://x.com/Scovy303)\n"}}}],"status":"success","timestamp":"2026-06-07T11:43:35.284Z","resultDisplay":"","description":"README.md","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"92a0fcd6-5228-4b0e-9291-b82990b13206","timestamp":"2026-06-07T11:43:35.285Z","type":"user","content":[{"functionResponse":{"id":"update_topic__update_topic_1780832615010_0","name":"update_topic","response":{"output":"Current topic: \"Modularizing README.md Content\"\nTopic summary: I am continuing the task of modularizing the README.md file. My goal is to extract the existing content from the main README.md and save each section into individual files within the 'BABA_YAGA_Updater/sections/' directory. This will allow for cleaner management and enable specific sections (like the Roadmap) to be updated automatically via the Google Sheets integration script. I have already identified the markers and structure of the README.md and will now proceed with the file extraction.\n\nStrategic Intent: Splitting README.md into modular sections within BABA_YAGA_Updater/sections/ for easier maintenance and automated updates."}}},{"functionResponse":{"id":"read_file__read_file_1780832615012_1","name":"read_file","response":{"output":"#  \n\n[](https://unity.com/)\n[](https://www.photonengine.com/fusion)\n[](https://opensource.org/licenses/MIT)\n\n> **\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\"**\n\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\n\n---\n\n## \n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\n\n---\n\n## 👁️ Tầm nhìn Dự án (Project Vision)\n\n\n\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n\n---\n\n## 🎮 Cơ chế Trò chơi (Core Mechanics)\n\n### 🌓 Sự bất đối xứng (The Asymmetry)\n\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\n| :--- | :--- | :--- |\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\n\n### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style cho các nhóm\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\n\n %% Phase 1: Initialization\n subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\n A[\"🚀 Bắt đầu Trận đấu\"] --> B{\"🤝 Matchmaking
(Photon Fusion)\"}\n B --> C[\"🎭 Phân vai: Seeker vs Trapper\"]\n C --> D[\"🧩 Maze Generator
(Prims/Wilsons)\"]\n D --> E[\"🏗️ Baking NavMesh & Colliders\"]\n E --> F[\"🧍 Character Auto-Setup\"]\n F --> G[\"📍 Spawn Players\"]\n end\n class Initialization,A,B,C,D,E,F,G initStyle;\n\n %% Phase 2: Core Loop\n subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\n G --> Loop((TICK: FixedUpdateNetwork))\n \n %% Seeker Branch\n subgraph Seeker_Logic [\"🏃 SEEKER (POV 1st)\"]\n S1[\"⌨️ Input: WASD/Space\"] --> S2[\"🏃 State: Move/Dash\"]\n S2 --> S3{\"⚡ Hành động?\"}\n S3 -- \"Sprinting\" --> S4[\"🔊 Noise Up\"]\n S3 -- \"Sneaking\" --> S5[\"🤫 Noise Down\"]\n S3 -- \"Flashlight\" --> S6[\"🔦 Lộ vị trí\"]\n \n S4 & S5 & S6 --> S_Check{\"🔍 Check Env\"}\n S_Check -- \"Dẫm bẫy\" --> S_Trap[\"⚠️ Bị khống chế\"]\n end\n\n %% Trapper Branch\n subgraph Trapper_Logic [\"🕸️ TRAPPER (STRATEGY)\"]\n T1[\"🖱️ Mouse Input\"] --> T2[\"🗺️ View: Heatmap/Cams\"]\n T2 --> T3{\"🛠️ Kỹ năng?\"}\n T3 -- \"Đặt bẫy\" --> T4[\"🪤 Sync Trap\"]\n T3 -- \"Scan\" --> T5[\"📡 Ping Seeker\"]\n T3 -- \"Lock\" --> T6[\"🚪 Khóa cửa\"]\n \n T4 & T5 & T6 --> T_Check{\"👁️ Theo dõi\"}\n end\n\n %% Networking Layer\n subgraph Network_Sync [\"🌐 NETWORK SYNC\"]\n Loop --> NS1[\"⏩ Client Prediction\"]\n NS1 --> NS2[\"🔄 Server Reconciliation\"]\n NS2 --> NS3[\"📦 State Sync\"]\n end\n end\n class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\n class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\n class Network_Sync,NS1,NS2,NS3,Loop netStyle;\n class S_Trap criticalStyle;\n\n %% Phase 3: Results\n subgraph Result_Logic [\"3. KẾT THÚC & THƯỞNG\"]\n S_Check -- \"Chạm Exit\" --> Win_S[\"🏆 SEEKER THẮNG\"]\n T_Check -- \"Bắt được Seeker\" --> Win_T[\"🏆 TRAPPER THẮNG\"]\n Loop -- \"Timer = 0\" --> Win_T\n \n Win_S & Win_T --> Post_Match[\"📊 Thống kê Rank\"]\n Post_Match --> Buff{\"⚖️ Balance Check\"}\n Buff -- \"Thua cuộc\" --> Buff_Apply[\"💎 Kích hoạt Comeback Buff\"]\n Buff_Apply --> A\n end\n class Win_S,Win_T winStyle;\n class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\n\n %% Interactions (Dashed Lines)\n S_Trap -.->|Cảnh báo| T_Check\n S4 -.->|Sóng âm| T2\n T4 -.->|Collision ẩn| S_Check\n NS3 --> Loop\n```\n\n---\n\n## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\n\n### 1. Advanced Player & Camera State Machine\n\nHệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\n\n```mermaid\nstateDiagram-v2\n direction TB\n\n state \"🌸 GROUND\" as Ground {\n [*] --> Idle\n \n state Idle {\n I_P: 📝 Vel < 0.1m/s\n I_C: 🌡️ Breathing (0.5Hz)\n }\n\n Idle --> Moving : \"Input.mag > 0.1\"\n state Moving {\n M_P: 👟 Speed 2-4m/s\n M_C: 🎢 Head Bob (1.2Hz)\n }\n\n Moving --> Sneaking : \"OnSneak (Hold)\"\n state Sneaking {\n Sn_P: 🤫 Noise -50%\n Sn_C: 📉 Lower Height\n }\n\n Moving --> Sprinting : \"OnSprint (Hold)\"\n state Sprinting {\n Sp_P: ⚡ Speed > 6.5m/s\n Sp_C: 🌈 Dynamic FOV\n }\n\n Sprinting --> Moving : \"Stamina Empty\"\n Sneaking --> Moving : \"Release Sneak\"\n }\n\n state \"☁️ AIRBORNE\" as Air {\n state Jump {\n J_P: 🆙 AddForce Up\n }\n state Falling {\n F_P: 📉 Gravity x 1.5\n }\n state Landing {\n L_P: 📏 Impact Check\n }\n\n Jump --> Falling : \"Vel.y < 0\"\n Falling --> Landing : \"IsGrounded == true\"\n }\n\n state \"⚡ ACTION\" as Utility {\n state Dashing {\n D_P: 💨 Burst 15m/s\n }\n state Interacting {\n Int_P: 🔒 Root Motion Lock\n }\n }\n\n state \"🌐 NETWORK\" as Net {\n state \"Input Authority\" as IA\n state \"State Authority\" as SA\n IA --> SA : \"Send Input\"\n SA --> IA : \"Reconcile\"\n }\n\n %% Transitions chính\n Ground --> Air : \"IsGrounded == false\"\n Air --> Ground : \"OnLand Event\"\n Ground --> Utility : \"OnAbility\"\n Utility --> Ground : \"Complete\"\n\n %% Sửa lỗi Note bằng cấu trúc block ✨\n note left of Ground\n ✨ Sync: Velocity\n ✨ State: MoveState\n end note\n\n note right of Net\n ⚙️ Photon Fusion\n ⚙️ FixedUpdateNetwork\n end note\n```\n\n### 2. Environment Scanner & Interaction\nHệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\n\n---\n\n## 🧩 Hệ thống Mê cung (Maze Generation)\n\nTrái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\n\n| Algorithm | Complexity | Description |\n| :--- | :--- | :--- |\n| **Prims** | O(E log V) | Tạo mê cung \"dày\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\n| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\n| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\n| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\n\n### Quy trình khởi tạo (Maze Generation Pipeline)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style\n classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\n classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\n classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\n classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\n classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\n classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\n\n %% Quy trình chính\n Start((\"💔 PLAYER LOSES ROUND\")) --> Streak{{\"📊 Check Loss Streak\"}}\n\n %% Phân tầng Buff\n subgraph Buff_Pools [\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\"]\n Streak -- \"1 Trận\" --> T1\n Streak -- \"2 Trận\" --> T2\n Streak -- \"3+ Trận\" --> T3\n\n T1[\"🥉 Tier 1: Awakening
(Small Boosts)\"] \n T2[\"🥈 Tier 2: Evolution
(Tactical Advantage)\"]\n T3[\"🥇 Tier 3: Manifestation
(Game Changer)\"]\n \n %% Ví dụ chỉ số (Tooltip-like)\n T1 --- T1_Ex[\"+10% Speed
+15% Stamina Regen\"]\n T2 --- T2_Ex[\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\"]\n T3 --- T3_Ex[\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\"]\n end\n\n %% Giai đoạn áp dụng\n T1 & T2 & T3 --> Selection{{\"🎲 Selection Mode\"}}\n \n Selection -- \"Manual\" --> P1[\"Người chơi tự chọn 1 trong 3 Buff\"]\n Selection -- \"Auto\" --> P2[\"Hệ thống chọn ngẫu nhiên\"]\n \n P1 & P2 --> Apply[\"✨ Apply to Next Round Only
(Trạng thái: Active)\"]\n\n %% Kết quả vòng đấu sau\n Apply --> Result{{\"🏁 New Round Result?\"}}\n\n Result -- \"🏆 WIN\" --> Reset[\"♻️ Reset Streak
Remove All Buffs\"]\n Result -- \"❌ LOSS\" --> Increment[\"📈 Increase Streak
Progress to Next Tier\"]\n\n %% Vòng lặp\n Reset --> NewGame((\"🎮 Fair Match\"))\n Increment --> Start\n\n %% Gán Style\n class Start,Increment lossStyle;\n class T1,T1_Ex tier1Style;\n class T2,T2_Ex tier2Style;\n class T3,T3_Ex tier3Style;\n class Selection,P1,P2,Apply systemStyle;\n class Result,Reset,NewGame winStyle;\n```\n\n---\n\n## 🌐 Đồng bộ Mạng (Networking)\n\nSử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\n\n### Network Data Flow & Synchronization\n```mermaid\nsequenceDiagram\n autonumber\n \n %% Định nghĩa các bên tham gia (Rút gọn để tránh lỗi render)\n participant IR as 🖱️ Input\n participant CP as 🎀 Local Player\n participant NT as 🌐 Fusion Net\n participant S as 👑 Server\n participant RP as 👥 Proxies\n\n %% --- GIAI ĐOẠN 1 ---\n Note over IR, CP: [PHASE 1] Thu thập Input\n IR->>CP: OnMove / OnJump / OnSprint\n CP->>CP: 📦 Pack NetworkInputData\n\n %% --- GIAI ĐOẠN 2 ---\n Note over CP: [PHASE 2] Dự đoán (Prediction)\n CP->>CP: 🏃 Run Client-Side Physics\n CP->>NT: ✉️ Send Input (Tick N)\n\n %% --- GIAI ĐOẠN 3 ---\n Note over NT, S: [PHASE 3] Truyền tin mạng\n NT->>S: UDP Packet Delivery\n Note right of S: SERVER SIMULATION\n S->>S: 📝 Validate & Update State\n S-->>NT: 📣 Snapshot (Tick N)\n\n %% --- GIAI ĐOẠN 4 ---\n Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\n NT-->>CP: State Snapshot\n Note over CP: 🔄 RECONCILIATION\n CP->>CP: Fix Position if Error > Threshold\n\n %% --- GIAI ĐOẠN 5 ---\n Note over NT, RP: [PHASE 5] Proxy Update\n NT-->>RP: State Snapshot\n Note over RP: 🎞️ INTERPOLATION (Lerp)\n\n %% --- GIAI ĐOẠN 6 ---\n Note over CP, RP: [PHASE 6] Hiển thị (Render)\n CP->>CP: Update Camera Shake/VFX\n RP->>RP: Smooth Mesh Movement\n```\n\n---\n\n## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\n\nĐể đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\"Despair Mechanics\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\n\n### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\n\n| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\n| :--- | :--- | :--- | :--- |\n| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20 \\%)$. |\n| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\n| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\n\n---\n\n### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\n\nKhi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\n\n* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\n* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\n* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\n* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm với mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\n\n---\n\n### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\n\nKhi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\n\n* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\n\n---\n\n## 🚀 Lộ trình Phát triển (Roadmap)\n\n\n\n\n- [x] **Phase 1: Foundation**\n - [x] Player State Machine (Idle, Move, Run, Jump).\n - [x] Maze Generation (Multi-algorithm).\n - [x] Photon Fusion Integration.\n- [ ] **Phase 2: Gameplay Core**\n - [ ] Role Selection (Seeker vs Trapper).\n - [ ] Trap Placement System.\n - [ ] Sound & Visual Detection (Noise Meter).\n\n---\n\n## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\n\nDự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\n\n| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\n| :--- | :--- | :--- |\n| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\n| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\n| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\n\n---\n\n## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\n\nMỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\n\n### 🌐 Networking & Synchronization (Duy)\n* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\n* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\n* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\n\n### 🏗️ World Generation & Performance (Scove)\n* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\n* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\n* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\n\n### 🪤 Gameplay & Physics (Tuấn)\n* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\n* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\n* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\n\n### 🎨 Visuals & UI/UX (Tuấn)\n* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\n* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\n* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\n\n---\n\n## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\n\nDự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\n\n```text\n📦 BABA_YAGA\n├── 🌸 Assets/ (Trái tim của trò chơi)\n│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\n│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\n│ │ ├── 🎥 Camera Controller/ \n│ │ ├── 🛠️ Debug/ \n│ │ ├── 🌐 Fusion/ \n│ │ │ └── 🚀 BasicSpawner.cs\n│ │ ├── 🏗️ GameSetup/ \n│ │ │ ├── 🌀 Maze/ # Mê cung \n│ │ │ │ ├── 🐾 Crawler.cs \n│ │ │ │ ├── 🌳 Prims.cs \n│ │ │ │ ├── 🧵 Wilsons.cs \n│ │ │ │ └── 🗺️ Maze.cs \n│ │ │ └── 🧍 CharacterAutoSetup.cs\n│ │ ├── 🖱️ Interactables/ \n│ │ │ ├── 🚪 DoorInteractable.cs\n│ │ │ ├── 💡 LampInteractable.cs\n│ │ │ └── 💎 BaseInteractable.cs\n│ │ ├── 📐 Interface/ \n│ │ ├── 🏃♀️ Player Controller/ \n│ │ │ ├── 🧠 PlayerStateMachine.cs\n│ │ │ ├── ⌨️ InputReader.cs\n│ │ │ └── 🎭 States/ \n│ │ ├── ⚡ Optimization/ \n│ │ ├── 🖥️ UI/ \n│ │ └── 🎆 VFX/ \n│ ├── 🧸 Prefabs/ \n│ ├── 📖 document/ \n│ ├── 🎬 Scenes/ \n│ ├── 🎨 Materials/ \n│ ├── 👸 Models/ \n│ ├── 💃 Animation/ \n│ ├── 🔌 Photon/ \n│ ├── 🅰️ TextMesh Pro/ \n│ └── ⚙️ Settings/ \n├── 🛠️ ProjectSettings/ \n│ ├── 🏷️ TagManager.asset \n│ ├── 🌍 DynamicsManager.asset \n│ └── 📡 MultiplayerManager.asset \n├── 📦 Packages/ \n└── 📝 README.md # Creator (。•̀ᴗ-)✧\n```\n\n---\n\n## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\n\nĐể trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\n\n### 1. Yêu cầu Hệ thống\n* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\n* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\n* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\n\n### 2. Tải về & Mở dự án\n1. **Clone Repository:**\n ```bash\n git clone https://github.com/OnlyScove/BABA_YAGA.git\n ```\n2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\n3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\n\n### 3. Cấu hình Photon Fusion (Bắt buộc)\nTrò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\n1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\n2. Tạo một ứng dụng mới với loại App là **Fusion**.\n3. Sao chép **App ID** vừa tạo.\n4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\n5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\n6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\n\n### 4. Khởi chạy Trò chơi\n1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\n2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\n3. Nhấn nút **Play** trong Unity Editor.\n4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\n\n---\n\n## 💖 Support & Community\n\n\n \n
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\n\n---\n\n**© 2026 SCOVANIA STUDIOS.**\n*Baba_Yaga is more than a game, it's a social experiment.*\n\n---\n\n**Connect with us:**\n[](https://x.com/Scovy303)\n"}}}]}
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Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\n\n---\n\n## \n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832621356_0","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\00_header.md. Here is the updated code:\n#  \r\n\r\n[](https://unity.com/)\r\n[](https://www.photonengine.com/fusion)\r\n[](https://opensource.org/licenses/MIT)\r\n\r\n> **\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\"**\r\n\r\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\r\n\r\n---\r\n\r\n## \r\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\r\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\r\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\r\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\r\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\r\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\r\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\r\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\r\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 00_header.md\n===================================================================\n--- 00_header.md\tOriginal\n+++ 00_header.md\tWritten\n@@ -0,0 +1,22 @@\n+#  \n+\n+[](https://unity.com/)\n+[](https://www.photonengine.com/fusion)\n+[](https://opensource.org/licenses/MIT)\n+\n+> **\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\"**\n+\n+**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\n+\n+---\n+\n+## \n+1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\n+2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\n+3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\n+4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\n+5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\n+6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\n+7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\n+8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\n+9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\n","fileName":"00_header.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\00_header.md","originalContent":"","newContent":"#  \n\n[](https://unity.com/)\n[](https://www.photonengine.com/fusion)\n[](https://opensource.org/licenses/MIT)\n\n> **\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\"**\n\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\n\n---\n\n## \n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\n","diffStat":{"model_added_lines":22,"model_removed_lines":0,"model_added_chars":1726,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Updater\\...\\00_header.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832628046_1","name":"write_file","args":{"content":"## 👁️ Tầm nhìn Dự án (Project Vision)\n\n\n\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n","file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/01_vision.md"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832628046_1","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\01_vision.md. Here is the updated code:\n## 👁️ Tầm nhìn Dự án (Project Vision)\r\n\r\n\r\n\r\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\r\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\r\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\r\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 01_vision.md\n===================================================================\n--- 01_vision.md\tOriginal\n+++ 01_vision.md\tWritten\n@@ -0,0 +1,8 @@\n+## 👁️ Tầm nhìn Dự án (Project Vision)\n+\n+\n+\n+Dự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n+* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n+* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n+* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n","fileName":"01_vision.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\01_vision.md","originalContent":"","newContent":"## 👁️ Tầm nhìn Dự án (Project Vision)\n\n\n\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n","diffStat":{"model_added_lines":8,"model_removed_lines":0,"model_added_chars":493,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Updater\\...\\01_vision.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832631218_2","name":"write_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/02_mechanics.md","content":"## 🎮 Cơ chế Trò chơi (Core Mechanics)\n\n### 🌓 Sự bất đối xứng (The Asymmetry)\n\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\n| :--- | :--- | :--- |\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\n\n### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style cho các nhóm\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\n\n %% Phase 1: Initialization\n subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\n A[\"🚀 Bắt đầu Trận đấu\"] --> B{\"🤝 Matchmaking
(Photon Fusion)\"}\n B --> C[\"🎭 Phân vai: Seeker vs Trapper\"]\n C --> D[\"🧩 Maze Generator
(Prims/Wilsons)\"]\n D --> E[\"🏗️ Baking NavMesh & Colliders\"]\n E --> F[\"🧍 Character Auto-Setup\"]\n F --> G[\"📍 Spawn Players\"]\n end\n class Initialization,A,B,C,D,E,F,G initStyle;\n\n %% Phase 2: Core Loop\n subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\n G --> Loop((TICK: FixedUpdateNetwork))\n \n %% Seeker Branch\n subgraph Seeker_Logic [\"🏃 SEEKER (POV 1st)\"]\n S1[\"⌨️ Input: WASD/Space\"] --> S2[\"🏃 State: Move/Dash\"]\n S2 --> S3{\"⚡ Hành động?\"}\n S3 -- \"Sprinting\" --> S4[\"🔊 Noise Up\"]\n S3 -- \"Sneaking\" --> S5[\"🤫 Noise Down\"]\n S3 -- \"Flashlight\" --> S6[\"🔦 Lộ vị trí\"]\n \n S4 & S5 & S6 --> S_Check{\"🔍 Check Env\"}\n S_Check -- \"Dẫm bẫy\" --> S_Trap[\"⚠️ Bị khống chế\"]\n end\n\n %% Trapper Branch\n subgraph Trapper_Logic [\"🕸️ TRAPPER (STRATEGY)\"]\n T1[\"🖱️ Mouse Input\"] --> T2[\"🗺️ View: Heatmap/Cams\"]\n T2 --> T3{\"🛠️ Kỹ năng?\"}\n T3 -- \"Đặt bẫy\" --> T4[\"🪤 Sync Trap\"]\n T3 -- \"Scan\" --> T5[\"📡 Ping Seeker\"]\n T3 -- \"Lock\" --> T6[\"🚪 Khóa cửa\"]\n \n T4 & T5 & T6 --> T_Check{\"👁️ Theo dõi\"}\n end\n\n %% Networking Layer\n subgraph Network_Sync [\"🌐 NETWORK SYNC\"]\n Loop --> NS1[\"⏩ Client Prediction\"]\n NS1 --> NS2[\"🔄 Server Reconciliation\"]\n NS2 --> NS3[\"📦 State Sync\"]\n end\n end\n class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\n class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\n class Network_Sync,NS1,NS2,NS3,Loop netStyle;\n class S_Trap criticalStyle;\n\n %% Phase 3: Results\n subgraph Result_Logic [\"3. KẾT THÚC & THƯỞNG\"]\n S_Check -- \"Chạm Exit\" --> Win_S[\"🏆 SEEKER THẮNG\"]\n T_Check -- \"Bắt được Seeker\" --> Win_T[\"🏆 TRAPPER THẮNG\"]\n Loop -- \"Timer = 0\" --> Win_T\n \n Win_S & Win_T --> Post_Match[\"📊 Thống kê Rank\"]\n Post_Match --> Buff{\"⚖️ Balance Check\"}\n Buff -- \"Thua cuộc\" --> Buff_Apply[\"💎 Kích hoạt Comeback Buff\"]\n Buff_Apply --> A\n end\n class Win_S,Win_T winStyle;\n class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\n\n %% Interactions (Dashed Lines)\n S_Trap -.->|Cảnh báo| T_Check\n S4 -.->|Sóng âm| T2\n T4 -.->|Collision ẩn| S_Check\n NS3 --> Loop\n```\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832631218_2","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\02_mechanics.md. Here is the updated code:\n## 🎮 Cơ chế Trò chơi (Core Mechanics)\r\n\r\n### 🌓 Sự bất đối xứng (The Asymmetry)\r\n\r\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\r\n| :--- | :--- | :--- |\r\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\r\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\r\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\r\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\r\n\r\n### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\r\n\r\n```mermaid\r\ngraph TD\r\n %% Định nghĩa Style cho các nhóm\r\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\r\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\r\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\r\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\r\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\r\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\r\n\r\n %% Phase 1: Initialization\r\n subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\r\n A[\"🚀 Bắt đầu Trận đấu\"] --> B{\"🤝 Matchmaking
(Photon Fusion)\"}\r\n B --> C[\"🎭 Phân vai: Seeker vs Trapper\"]\r\n C --> D[\"🧩 Maze Generator
(Prims/Wilsons)\"]\r\n D --> E[\"🏗️ Baking NavMesh & Colliders\"]\r\n E --> F[\"🧍 Character Auto-Setup\"]\r\n F --> G[\"📍 Spawn Players\"]\r\n end\r\n class Initialization,A,B,C,D,E,F,G initStyle;\r\n\r\n %% Phase 2: Core Loop\r\n subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\r\n G --> Loop((TICK: FixedUpdateNetwork))\r\n \r\n %% Seeker Branch\r\n subgraph Seeker_Logic [\"🏃 SEEKER (POV 1st)\"]\r\n S1[\"⌨️ Input: WASD/Space\"] --> S2[\"🏃 State: Move/Dash\"]\r\n S2 --> S3{\"⚡ Hành động?\"}\r\n S3 -- \"Sprinting\" --> S4[\"🔊 Noise Up\"]\r\n S3 -- \"Sneaking\" --> S5[\"🤫 Noise Down\"]\r\n S3 -- \"Flashlight\" --> S6[\"🔦 Lộ vị trí\"]\r\n \r\n S4 & S5 & S6 --> S_Check{\"🔍 Check Env\"}\r\n S_Check -- \"Dẫm bẫy\" --> S_Trap[\"⚠️ Bị khống chế\"]\r\n end\r\n\r\n %% Trapper Branch\r\n subgraph Trapper_Logic [\"🕸️ TRAPPER (STRATEGY)\"]\r\n T1[\"🖱️ Mouse Input\"] --> T2[\"🗺️ View: Heatmap/Cams\"]\r\n T2 --> T3{\"🛠️ Kỹ năng?\"}\r\n T3 -- \"Đặt bẫy\" --> T4[\"🪤 Sync Trap\"]\r\n T3 -- \"Scan\" --> T5[\"📡 Ping Seeker\"]\r\n T3 -- \"Lock\" --> T6[\"🚪 Khóa cửa\"]\r\n \r\n T4 & T5 & T6 --> T_Check{\"👁️ Theo dõi\"}\r\n end\r\n\r\n %% Networking Layer\r\n subgraph Network_Sync [\"🌐 NETWORK SYNC\"]\r\n Loop --> NS1[\"⏩ Client Prediction\"]\r\n NS1 --> NS2[\"🔄 Server Reconciliation\"]\r\n NS2 --> NS3[\"📦 State Sync\"]\r\n end\r\n end\r\n class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\r\n class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\r\n class Network_Sync,NS1,NS2,NS3,Loop netStyle;\r\n class S_Trap criticalStyle;\r\n\r\n %% Phase 3: Results\r\n subgraph Result_Logic [\"3. KẾT THÚC & THƯỞNG\"]\r\n S_Check -- \"Chạm Exit\" --> Win_S[\"🏆 SEEKER THẮNG\"]\r\n T_Check -- \"Bắt được Seeker\" --> Win_T[\"🏆 TRAPPER THẮNG\"]\r\n Loop -- \"Timer = 0\" --> Win_T\r\n \r\n Win_S & Win_T --> Post_Match[\"📊 Thống kê Rank\"]\r\n Post_Match --> Buff{\"⚖️ Balance Check\"}\r\n Buff -- \"Thua cuộc\" --> Buff_Apply[\"💎 Kích hoạt Comeback Buff\"]\r\n Buff_Apply --> A\r\n end\r\n class Win_S,Win_T winStyle;\r\n class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\r\n\r\n %% Interactions (Dashed Lines)\r\n S_Trap -.->|Cảnh báo| T_Check\r\n S4 -.->|Sóng âm| T2\r\n T4 -.->|Collision ẩn| S_Check\r\n NS3 --> Loop\r\n```\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 02_mechanics.md\n===================================================================\n--- 02_mechanics.md\tOriginal\n+++ 02_mechanics.md\tWritten\n@@ -0,0 +1,93 @@\n+## 🎮 Cơ chế Trò chơi (Core Mechanics)\n+\n+### 🌓 Sự bất đối xứng (The Asymmetry)\n+\n+| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\n+| :--- | :--- | :--- |\n+| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\n+| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\n+| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\n+| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\n+\n+### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\n+\n+```mermaid\n+graph TD\n+ %% Định nghĩa Style cho các nhóm\n+ classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\n+ classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\n+ classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\n+ classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\n+ classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\n+ classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\n+\n+ %% Phase 1: Initialization\n+ subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\n+ A[\"🚀 Bắt đầu Trận đấu\"] --> B{\"🤝 Matchmaking
(Photon Fusion)\"}\n+ B --> C[\"🎭 Phân vai: Seeker vs Trapper\"]\n+ C --> D[\"🧩 Maze Generator
(Prims/Wilsons)\"]\n+ D --> E[\"🏗️ Baking NavMesh & Colliders\"]\n+ E --> F[\"🧍 Character Auto-Setup\"]\n+ F --> G[\"📍 Spawn Players\"]\n+ end\n+ class Initialization,A,B,C,D,E,F,G initStyle;\n+\n+ %% Phase 2: Core Loop\n+ subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\n+ G --> Loop((TICK: FixedUpdateNetwork))\n+ \n+ %% Seeker Branch\n+ subgraph Seeker_Logic [\"🏃 SEEKER (POV 1st)\"]\n+ S1[\"⌨️ Input: WASD/Space\"] --> S2[\"🏃 State: Move/Dash\"]\n+ S2 --> S3{\"⚡ Hành động?\"}\n+ S3 -- \"Sprinting\" --> S4[\"🔊 Noise Up\"]\n+ S3 -- \"Sneaking\" --> S5[\"🤫 Noise Down\"]\n+ S3 -- \"Flashlight\" --> S6[\"🔦 Lộ vị trí\"]\n+ \n+ S4 & S5 & S6 --> S_Check{\"🔍 Check Env\"}\n+ S_Check -- \"Dẫm bẫy\" --> S_Trap[\"⚠️ Bị khống chế\"]\n+ end\n+\n+ %% Trapper Branch\n+ subgraph Trapper_Logic [\"🕸️ TRAPPER (STRATEGY)\"]\n+ T1[\"🖱️ Mouse Input\"] --> T2[\"🗺️ View: Heatmap/Cams\"]\n+ T2 --> T3{\"🛠️ Kỹ năng?\"}\n+ T3 -- \"Đặt bẫy\" --> T4[\"🪤 Sync Trap\"]\n+ T3 -- \"Scan\" --> T5[\"📡 Ping Seeker\"]\n+ T3 -- \"Lock\" --> T6[\"🚪 Khóa cửa\"]\n+ \n+ T4 & T5 & T6 --> T_Check{\"👁️ Theo dõi\"}\n+ end\n+\n+ %% Networking Layer\n+ subgraph Network_Sync [\"🌐 NETWORK SYNC\"]\n+ Loop --> NS1[\"⏩ Client Prediction\"]\n+ NS1 --> NS2[\"🔄 Server Reconciliation\"]\n+ NS2 --> NS3[\"📦 State Sync\"]\n+ end\n+ end\n+ class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\n+ class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\n+ class Network_Sync,NS1,NS2,NS3,Loop netStyle;\n+ class S_Trap criticalStyle;\n+\n+ %% Phase 3: Results\n+ subgraph Result_Logic [\"3. KẾT THÚC & THƯỞNG\"]\n+ S_Check -- \"Chạm Exit\" --> Win_S[\"🏆 SEEKER THẮNG\"]\n+ T_Check -- \"Bắt được Seeker\" --> Win_T[\"🏆 TRAPPER THẮNG\"]\n+ Loop -- \"Timer = 0\" --> Win_T\n+ \n+ Win_S & Win_T --> Post_Match[\"📊 Thống kê Rank\"]\n+ Post_Match --> Buff{\"⚖️ Balance Check\"}\n+ Buff -- \"Thua cuộc\" --> Buff_Apply[\"💎 Kích hoạt Comeback Buff\"]\n+ Buff_Apply --> A\n+ end\n+ class Win_S,Win_T winStyle;\n+ class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\n+\n+ %% Interactions (Dashed Lines)\n+ S_Trap -.->|Cảnh báo| T_Check\n+ S4 -.->|Sóng âm| T2\n+ T4 -.->|Collision ẩn| S_Check\n+ NS3 --> Loop\n+```\n","fileName":"02_mechanics.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\02_mechanics.md","originalContent":"","newContent":"## 🎮 Cơ chế Trò chơi (Core Mechanics)\n\n### 🌓 Sự bất đối xứng (The Asymmetry)\n\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\n| :--- | :--- | :--- |\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\n\n### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style cho các nhóm\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\n\n %% Phase 1: Initialization\n subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\n A[\"🚀 Bắt đầu Trận đấu\"] --> B{\"🤝 Matchmaking
(Photon Fusion)\"}\n B --> C[\"🎭 Phân vai: Seeker vs Trapper\"]\n C --> D[\"🧩 Maze Generator
(Prims/Wilsons)\"]\n D --> E[\"🏗️ Baking NavMesh & Colliders\"]\n E --> F[\"🧍 Character Auto-Setup\"]\n F --> G[\"📍 Spawn Players\"]\n end\n class Initialization,A,B,C,D,E,F,G initStyle;\n\n %% Phase 2: Core Loop\n subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\n G --> Loop((TICK: FixedUpdateNetwork))\n \n %% Seeker Branch\n subgraph Seeker_Logic [\"🏃 SEEKER (POV 1st)\"]\n S1[\"⌨️ Input: WASD/Space\"] --> S2[\"🏃 State: Move/Dash\"]\n S2 --> S3{\"⚡ Hành động?\"}\n S3 -- \"Sprinting\" --> S4[\"🔊 Noise Up\"]\n S3 -- \"Sneaking\" --> S5[\"🤫 Noise Down\"]\n S3 -- \"Flashlight\" --> S6[\"🔦 Lộ vị trí\"]\n \n S4 & S5 & S6 --> S_Check{\"🔍 Check Env\"}\n S_Check -- \"Dẫm bẫy\" --> S_Trap[\"⚠️ Bị khống chế\"]\n end\n\n %% Trapper Branch\n subgraph Trapper_Logic [\"🕸️ TRAPPER (STRATEGY)\"]\n T1[\"🖱️ Mouse Input\"] --> T2[\"🗺️ View: Heatmap/Cams\"]\n T2 --> T3{\"🛠️ Kỹ năng?\"}\n T3 -- \"Đặt bẫy\" --> T4[\"🪤 Sync Trap\"]\n T3 -- \"Scan\" --> T5[\"📡 Ping Seeker\"]\n T3 -- \"Lock\" --> T6[\"🚪 Khóa cửa\"]\n \n T4 & T5 & T6 --> T_Check{\"👁️ Theo dõi\"}\n end\n\n %% Networking Layer\n subgraph Network_Sync [\"🌐 NETWORK SYNC\"]\n Loop --> NS1[\"⏩ Client Prediction\"]\n NS1 --> NS2[\"🔄 Server Reconciliation\"]\n NS2 --> NS3[\"📦 State Sync\"]\n end\n end\n class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\n class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\n class Network_Sync,NS1,NS2,NS3,Loop netStyle;\n class S_Trap criticalStyle;\n\n %% Phase 3: Results\n subgraph Result_Logic [\"3. KẾT THÚC & THƯỞNG\"]\n S_Check -- \"Chạm Exit\" --> Win_S[\"🏆 SEEKER THẮNG\"]\n T_Check -- \"Bắt được Seeker\" --> Win_T[\"🏆 TRAPPER THẮNG\"]\n Loop -- \"Timer = 0\" --> Win_T\n \n Win_S & Win_T --> Post_Match[\"📊 Thống kê Rank\"]\n Post_Match --> Buff{\"⚖️ Balance Check\"}\n Buff -- \"Thua cuộc\" --> Buff_Apply[\"💎 Kích hoạt Comeback Buff\"]\n Buff_Apply --> A\n end\n class Win_S,Win_T winStyle;\n class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\n\n %% Interactions (Dashed Lines)\n S_Trap -.->|Cảnh báo| T_Check\n S4 -.->|Sóng âm| T2\n T4 -.->|Collision ẩn| S_Check\n NS3 --> Loop\n```\n","diffStat":{"model_added_lines":93,"model_removed_lines":0,"model_added_chars":3793,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Up...\\...\\02_mechanics.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832636052_3","name":"write_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/03_architecture.md","content":"## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\n\n### 1. Advanced Player & Camera State Machine\n\nHệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\n\n```mermaid\nstateDiagram-v2\n direction TB\n\n state \"🌸 GROUND\" as Ground {\n [*] --> Idle\n \n state Idle {\n I_P: 📝 Vel < 0.1m/s\n I_C: 🌡️ Breathing (0.5Hz)\n }\n\n Idle --> Moving : \"Input.mag > 0.1\"\n state Moving {\n M_P: 👟 Speed 2-4m/s\n M_C: 🎢 Head Bob (1.2Hz)\n }\n\n Moving --> Sneaking : \"OnSneak (Hold)\"\n state Sneaking {\n Sn_P: 🤫 Noise -50%\n Sn_C: 📉 Lower Height\n }\n\n Moving --> Sprinting : \"OnSprint (Hold)\"\n state Sneaking --> Moving : \"Release Sneak\"\n state Sprinting {\n Sp_P: ⚡ Speed > 6.5m/s\n Sp_C: 🌈 Dynamic FOV\n }\n\n Sprinting --> Moving : \"Stamina Empty\"\n }\n\n state \"☁️ AIRBORNE\" as Air {\n state Jump {\n J_P: 🆙 AddForce Up\n }\n state Falling {\n F_P: 📉 Gravity x 1.5\n }\n state Landing {\n L_P: 📏 Impact Check\n }\n\n Jump --> Falling : \"Vel.y < 0\"\n Falling --> Landing : \"IsGrounded == true\"\n }\n\n state \"⚡ ACTION\" as Utility {\n state Dashing {\n D_P: 💨 Burst 15m/s\n }\n state Interacting {\n Int_P: 🔒 Root Motion Lock\n }\n }\n\n state \"🌐 NETWORK\" as Net {\n state \"Input Authority\" as IA\n state \"State Authority\" as SA\n IA --> SA : \"Send Input\"\n SA --> IA : \"Reconcile\"\n }\n\n %% Transitions chính\n Ground --> Air : \"IsGrounded == false\"\n Air --> Ground : \"OnLand Event\"\n Ground --> Utility : \"OnAbility\"\n Utility --> Ground : \"Complete\"\n\n %% Notes\n note left of Ground\n ✨ Sync: Velocity\n ✨ State: MoveState\n end note\n\n note right of Net\n ⚙️ Photon Fusion\n ⚙️ FixedUpdateNetwork\n end note\n```\n\n### 2. Environment Scanner & Interaction\nHệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832636052_3","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\03_architecture.md. Here is the updated code:\n## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\r\n\r\n### 1. Advanced Player & Camera State Machine\r\n\r\nHệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\r\n\r\n```mermaid\r\nstateDiagram-v2\r\n direction TB\r\n\r\n state \"🌸 GROUND\" as Ground {\r\n [*] --> Idle\r\n \r\n state Idle {\r\n I_P: 📝 Vel < 0.1m/s\r\n I_C: 🌡️ Breathing (0.5Hz)\r\n }\r\n\r\n Idle --> Moving : \"Input.mag > 0.1\"\r\n state Moving {\r\n M_P: 👟 Speed 2-4m/s\r\n M_C: 🎢 Head Bob (1.2Hz)\r\n }\r\n\r\n Moving --> Sneaking : \"OnSneak (Hold)\"\r\n state Sneaking {\r\n Sn_P: 🤫 Noise -50%\r\n Sn_C: 📉 Lower Height\r\n }\r\n\r\n Moving --> Sprinting : \"OnSprint (Hold)\"\r\n state Sneaking --> Moving : \"Release Sneak\"\r\n state Sprinting {\r\n Sp_P: ⚡ Speed > 6.5m/s\r\n Sp_C: 🌈 Dynamic FOV\r\n }\r\n\r\n Sprinting --> Moving : \"Stamina Empty\"\r\n }\r\n\r\n state \"☁️ AIRBORNE\" as Air {\r\n state Jump {\r\n J_P: 🆙 AddForce Up\r\n }\r\n state Falling {\r\n F_P: 📉 Gravity x 1.5\r\n }\r\n state Landing {\r\n L_P: 📏 Impact Check\r\n }\r\n\r\n Jump --> Falling : \"Vel.y < 0\"\r\n Falling --> Landing : \"IsGrounded == true\"\r\n }\r\n\r\n state \"⚡ ACTION\" as Utility {\r\n state Dashing {\r\n D_P: 💨 Burst 15m/s\r\n }\r\n state Interacting {\r\n Int_P: 🔒 Root Motion Lock\r\n }\r\n }\r\n\r\n state \"🌐 NETWORK\" as Net {\r\n state \"Input Authority\" as IA\r\n state \"State Authority\" as SA\r\n IA --> SA : \"Send Input\"\r\n SA --> IA : \"Reconcile\"\r\n }\r\n\r\n %% Transitions chính\r\n Ground --> Air : \"IsGrounded == false\"\r\n Air --> Ground : \"OnLand Event\"\r\n Ground --> Utility : \"OnAbility\"\r\n Utility --> Ground : \"Complete\"\r\n\r\n %% Notes\r\n note left of Ground\r\n ✨ Sync: Velocity\r\n ✨ State: MoveState\r\n end note\r\n\r\n note right of Net\r\n ⚙️ Photon Fusion\r\n ⚙️ FixedUpdateNetwork\r\n end note\r\n```\r\n\r\n### 2. Environment Scanner & Interaction\r\nHệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 03_architecture.md\n===================================================================\n--- 03_architecture.md\tOriginal\n+++ 03_architecture.md\tWritten\n@@ -0,0 +1,91 @@\n+## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\n+\n+### 1. Advanced Player & Camera State Machine\n+\n+Hệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\n+\n+```mermaid\n+stateDiagram-v2\n+ direction TB\n+\n+ state \"🌸 GROUND\" as Ground {\n+ [*] --> Idle\n+ \n+ state Idle {\n+ I_P: 📝 Vel < 0.1m/s\n+ I_C: 🌡️ Breathing (0.5Hz)\n+ }\n+\n+ Idle --> Moving : \"Input.mag > 0.1\"\n+ state Moving {\n+ M_P: 👟 Speed 2-4m/s\n+ M_C: 🎢 Head Bob (1.2Hz)\n+ }\n+\n+ Moving --> Sneaking : \"OnSneak (Hold)\"\n+ state Sneaking {\n+ Sn_P: 🤫 Noise -50%\n+ Sn_C: 📉 Lower Height\n+ }\n+\n+ Moving --> Sprinting : \"OnSprint (Hold)\"\n+ state Sneaking --> Moving : \"Release Sneak\"\n+ state Sprinting {\n+ Sp_P: ⚡ Speed > 6.5m/s\n+ Sp_C: 🌈 Dynamic FOV\n+ }\n+\n+ Sprinting --> Moving : \"Stamina Empty\"\n+ }\n+\n+ state \"☁️ AIRBORNE\" as Air {\n+ state Jump {\n+ J_P: 🆙 AddForce Up\n+ }\n+ state Falling {\n+ F_P: 📉 Gravity x 1.5\n+ }\n+ state Landing {\n+ L_P: 📏 Impact Check\n+ }\n+\n+ Jump --> Falling : \"Vel.y < 0\"\n+ Falling --> Landing : \"IsGrounded == true\"\n+ }\n+\n+ state \"⚡ ACTION\" as Utility {\n+ state Dashing {\n+ D_P: 💨 Burst 15m/s\n+ }\n+ state Interacting {\n+ Int_P: 🔒 Root Motion Lock\n+ }\n+ }\n+\n+ state \"🌐 NETWORK\" as Net {\n+ state \"Input Authority\" as IA\n+ state \"State Authority\" as SA\n+ IA --> SA : \"Send Input\"\n+ SA --> IA : \"Reconcile\"\n+ }\n+\n+ %% Transitions chính\n+ Ground --> Air : \"IsGrounded == false\"\n+ Air --> Ground : \"OnLand Event\"\n+ Ground --> Utility : \"OnAbility\"\n+ Utility --> Ground : \"Complete\"\n+\n+ %% Notes\n+ note left of Ground\n+ ✨ Sync: Velocity\n+ ✨ State: MoveState\n+ end note\n+\n+ note right of Net\n+ ⚙️ Photon Fusion\n+ ⚙️ FixedUpdateNetwork\n+ end note\n+```\n+\n+### 2. Environment Scanner & Interaction\n+Hệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\n","fileName":"03_architecture.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\03_architecture.md","originalContent":"","newContent":"## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\n\n### 1. Advanced Player & Camera State Machine\n\nHệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\n\n```mermaid\nstateDiagram-v2\n direction TB\n\n state \"🌸 GROUND\" as Ground {\n [*] --> Idle\n \n state Idle {\n I_P: 📝 Vel < 0.1m/s\n I_C: 🌡️ Breathing (0.5Hz)\n }\n\n Idle --> Moving : \"Input.mag > 0.1\"\n state Moving {\n M_P: 👟 Speed 2-4m/s\n M_C: 🎢 Head Bob (1.2Hz)\n }\n\n Moving --> Sneaking : \"OnSneak (Hold)\"\n state Sneaking {\n Sn_P: 🤫 Noise -50%\n Sn_C: 📉 Lower Height\n }\n\n Moving --> Sprinting : \"OnSprint (Hold)\"\n state Sneaking --> Moving : \"Release Sneak\"\n state Sprinting {\n Sp_P: ⚡ Speed > 6.5m/s\n Sp_C: 🌈 Dynamic FOV\n }\n\n Sprinting --> Moving : \"Stamina Empty\"\n }\n\n state \"☁️ AIRBORNE\" as Air {\n state Jump {\n J_P: 🆙 AddForce Up\n }\n state Falling {\n F_P: 📉 Gravity x 1.5\n }\n state Landing {\n L_P: 📏 Impact Check\n }\n\n Jump --> Falling : \"Vel.y < 0\"\n Falling --> Landing : \"IsGrounded == true\"\n }\n\n state \"⚡ ACTION\" as Utility {\n state Dashing {\n D_P: 💨 Burst 15m/s\n }\n state Interacting {\n Int_P: 🔒 Root Motion Lock\n }\n }\n\n state \"🌐 NETWORK\" as Net {\n state \"Input Authority\" as IA\n state \"State Authority\" as SA\n IA --> SA : \"Send Input\"\n SA --> IA : \"Reconcile\"\n }\n\n %% Transitions chính\n Ground --> Air : \"IsGrounded == false\"\n Air --> Ground : \"OnLand Event\"\n Ground --> Utility : \"OnAbility\"\n Utility --> Ground : \"Complete\"\n\n %% Notes\n note left of Ground\n ✨ Sync: Velocity\n ✨ State: MoveState\n end note\n\n note right of Net\n ⚙️ Photon Fusion\n ⚙️ FixedUpdateNetwork\n end note\n```\n\n### 2. Environment Scanner & Interaction\nHệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\n","diffStat":{"model_added_lines":91,"model_removed_lines":0,"model_added_chars":2258,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA...\\...\\03_architecture.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832638275_4","name":"write_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/04_maze.md","content":"## 🧩 Hệ thống Mê cung (Maze Generation)\n\nTrái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\n\n| Algorithm | Complexity | Description |\n| :--- | :--- | :--- |\n| **Prims** | O(E log V) | Tạo mê cung \"dày\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\n| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\n| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\n| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\n\n### Quy trình khởi tạo (Maze Generation Pipeline)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style\n classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\n classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\n classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\n classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\n classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\n classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\n\n %% Quy trình chính\n Start((\"💔 PLAYER LOSES ROUND\")) --> Streak{{\"📊 Check Loss Streak\"}}\n\n %% Phân tầng Buff\n subgraph Buff_Pools [\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\"]\n Streak -- \"1 Trận\" --> T1\n Streak -- \"2 Trận\" --> T2\n Streak -- \"3+ Trận\" --> T3\n\n T1[\"🥉 Tier 1: Awakening
(Small Boosts)\"] \n T2[\"🥈 Tier 2: Evolution
(Tactical Advantage)\"]\n T3[\"🥇 Tier 3: Manifestation
(Game Changer)\"]\n \n %% Ví dụ chỉ số (Tooltip-like)\n T1 --- T1_Ex[\"+10% Speed
+15% Stamina Regen\"]\n T2 --- T2_Ex[\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\"]\n T3 --- T3_Ex[\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\"]\n end\n\n %% Giai đoạn áp dụng\n T1 & T2 & T3 --> Selection{{\"🎲 Selection Mode\"}}\n \n Selection -- \"Manual\" --> P1[\"Người chơi tự chọn 1 trong 3 Buff\"]\n Selection -- \"Auto\" --> P2[\"Hệ thống chọn ngẫu nhiên\"]\n \n P1 & P2 --> Apply[\"✨ Apply to Next Round Only
(Trạng thái: Active)\"]\n\n %% Kết quả vòng đấu sau\n Apply --> Result{{\"🏁 New Round Result?\"}}\n\n Result -- \"🏆 WIN\" --> Reset[\"♻️ Reset Streak
Remove All Buffs\"]\n Result -- \"❌ LOSS\" --> Increment[\"📈 Increase Streak
Progress to Next Tier\"]\n\n %% Vòng lặp\n Reset --> NewGame((\"🎮 Fair Match\"))\n Increment --> Start\n\n %% Gán Style\n class Start,Increment lossStyle;\n class T1,T1_Ex tier1Style;\n class T2,T2_Ex tier2Style;\n class T3,T3_Ex tier3Style;\n class Selection,P1,P2,Apply systemStyle;\n class Result,Reset,NewGame winStyle;\n```\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832638275_4","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\04_maze.md. Here is the updated code:\n## 🧩 Hệ thống Mê cung (Maze Generation)\r\n\r\nTrái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\r\n\r\n| Algorithm | Complexity | Description |\r\n| :--- | :--- | :--- |\r\n| **Prims** | O(E log V) | Tạo mê cung \"dày\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\r\n| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\r\n| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\r\n| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\r\n\r\n### Quy trình khởi tạo (Maze Generation Pipeline)\r\n\r\n```mermaid\r\ngraph TD\r\n %% Định nghĩa Style\r\n classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\r\n classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\r\n classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\r\n classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\r\n classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\r\n classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\r\n\r\n %% Quy trình chính\r\n Start((\"💔 PLAYER LOSES ROUND\")) --> Streak{{\"📊 Check Loss Streak\"}}\r\n\r\n %% Phân tầng Buff\r\n subgraph Buff_Pools [\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\"]\r\n Streak -- \"1 Trận\" --> T1\r\n Streak -- \"2 Trận\" --> T2\r\n Streak -- \"3+ Trận\" --> T3\r\n\r\n T1[\"🥉 Tier 1: Awakening
(Small Boosts)\"] \r\n T2[\"🥈 Tier 2: Evolution
(Tactical Advantage)\"]\r\n T3[\"🥇 Tier 3: Manifestation
(Game Changer)\"]\r\n \r\n %% Ví dụ chỉ số (Tooltip-like)\r\n T1 --- T1_Ex[\"+10% Speed
+15% Stamina Regen\"]\r\n T2 --- T2_Ex[\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\"]\r\n T3 --- T3_Ex[\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\"]\r\n end\r\n\r\n %% Giai đoạn áp dụng\r\n T1 & T2 & T3 --> Selection{{\"🎲 Selection Mode\"}}\r\n \r\n Selection -- \"Manual\" --> P1[\"Người chơi tự chọn 1 trong 3 Buff\"]\r\n Selection -- \"Auto\" --> P2[\"Hệ thống chọn ngẫu nhiên\"]\r\n \r\n P1 & P2 --> Apply[\"✨ Apply to Next Round Only
(Trạng thái: Active)\"]\r\n\r\n %% Kết quả vòng đấu sau\r\n Apply --> Result{{\"🏁 New Round Result?\"}}\r\n\r\n Result -- \"🏆 WIN\" --> Reset[\"♻️ Reset Streak
Remove All Buffs\"]\r\n Result -- \"❌ LOSS\" --> Increment[\"📈 Increase Streak
Progress to Next Tier\"]\r\n\r\n %% Vòng lặp\r\n Reset --> NewGame((\"🎮 Fair Match\"))\r\n Increment --> Start\r\n\r\n %% Gán Style\r\n class Start,Increment lossStyle;\r\n class T1,T1_Ex tier1Style;\r\n class T2,T2_Ex tier2Style;\r\n class T3,T3_Ex tier3Style;\r\n class Selection,P1,P2,Apply systemStyle;\r\n class Result,Reset,NewGame winStyle;\r\n```\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 04_maze.md\n===================================================================\n--- 04_maze.md\tOriginal\n+++ 04_maze.md\tWritten\n@@ -0,0 +1,68 @@\n+## 🧩 Hệ thống Mê cung (Maze Generation)\n+\n+Trái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\n+\n+| Algorithm | Complexity | Description |\n+| :--- | :--- | :--- |\n+| **Prims** | O(E log V) | Tạo mê cung \"dày\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\n+| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\n+| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\n+| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\n+\n+### Quy trình khởi tạo (Maze Generation Pipeline)\n+\n+```mermaid\n+graph TD\n+ %% Định nghĩa Style\n+ classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\n+ classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\n+ classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\n+ classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\n+ classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\n+ classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\n+\n+ %% Quy trình chính\n+ Start((\"💔 PLAYER LOSES ROUND\")) --> Streak{{\"📊 Check Loss Streak\"}}\n+\n+ %% Phân tầng Buff\n+ subgraph Buff_Pools [\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\"]\n+ Streak -- \"1 Trận\" --> T1\n+ Streak -- \"2 Trận\" --> T2\n+ Streak -- \"3+ Trận\" --> T3\n+\n+ T1[\"🥉 Tier 1: Awakening
(Small Boosts)\"] \n+ T2[\"🥈 Tier 2: Evolution
(Tactical Advantage)\"]\n+ T3[\"🥇 Tier 3: Manifestation
(Game Changer)\"]\n+ \n+ %% Ví dụ chỉ số (Tooltip-like)\n+ T1 --- T1_Ex[\"+10% Speed
+15% Stamina Regen\"]\n+ T2 --- T2_Ex[\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\"]\n+ T3 --- T3_Ex[\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\"]\n+ end\n+\n+ %% Giai đoạn áp dụng\n+ T1 & T2 & T3 --> Selection{{\"🎲 Selection Mode\"}}\n+ \n+ Selection -- \"Manual\" --> P1[\"Người chơi tự chọn 1 trong 3 Buff\"]\n+ Selection -- \"Auto\" --> P2[\"Hệ thống chọn ngẫu nhiên\"]\n+ \n+ P1 & P2 --> Apply[\"✨ Apply to Next Round Only
(Trạng thái: Active)\"]\n+\n+ %% Kết quả vòng đấu sau\n+ Apply --> Result{{\"🏁 New Round Result?\"}}\n+\n+ Result -- \"🏆 WIN\" --> Reset[\"♻️ Reset Streak
Remove All Buffs\"]\n+ Result -- \"❌ LOSS\" --> Increment[\"📈 Increase Streak
Progress to Next Tier\"]\n+\n+ %% Vòng lặp\n+ Reset --> NewGame((\"🎮 Fair Match\"))\n+ Increment --> Start\n+\n+ %% Gán Style\n+ class Start,Increment lossStyle;\n+ class T1,T1_Ex tier1Style;\n+ class T2,T2_Ex tier2Style;\n+ class T3,T3_Ex tier3Style;\n+ class Selection,P1,P2,Apply systemStyle;\n+ class Result,Reset,NewGame winStyle;\n+```\n","fileName":"04_maze.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\04_maze.md","originalContent":"","newContent":"## 🧩 Hệ thống Mê cung (Maze Generation)\n\nTrái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\n\n| Algorithm | Complexity | Description |\n| :--- | :--- | :--- |\n| **Prims** | O(E log V) | Tạo mê cung \"dày\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\n| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\n| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\n| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\n\n### Quy trình khởi tạo (Maze Generation Pipeline)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style\n classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\n classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\n classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\n classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\n classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\n classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\n\n %% Quy trình chính\n Start((\"💔 PLAYER LOSES ROUND\")) --> Streak{{\"📊 Check Loss Streak\"}}\n\n %% Phân tầng Buff\n subgraph Buff_Pools [\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\"]\n Streak -- \"1 Trận\" --> T1\n Streak -- \"2 Trận\" --> T2\n Streak -- \"3+ Trận\" --> T3\n\n T1[\"🥉 Tier 1: Awakening
(Small Boosts)\"] \n T2[\"🥈 Tier 2: Evolution
(Tactical Advantage)\"]\n T3[\"🥇 Tier 3: Manifestation
(Game Changer)\"]\n \n %% Ví dụ chỉ số (Tooltip-like)\n T1 --- T1_Ex[\"+10% Speed
+15% Stamina Regen\"]\n T2 --- T2_Ex[\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\"]\n T3 --- T3_Ex[\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\"]\n end\n\n %% Giai đoạn áp dụng\n T1 & T2 & T3 --> Selection{{\"🎲 Selection Mode\"}}\n \n Selection -- \"Manual\" --> P1[\"Người chơi tự chọn 1 trong 3 Buff\"]\n Selection -- \"Auto\" --> P2[\"Hệ thống chọn ngẫu nhiên\"]\n \n P1 & P2 --> Apply[\"✨ Apply to Next Round Only
(Trạng thái: Active)\"]\n\n %% Kết quả vòng đấu sau\n Apply --> Result{{\"🏁 New Round Result?\"}}\n\n Result -- \"🏆 WIN\" --> Reset[\"♻️ Reset Streak
Remove All Buffs\"]\n Result -- \"❌ LOSS\" --> Increment[\"📈 Increase Streak
Progress to Next Tier\"]\n\n %% Vòng lặp\n Reset --> NewGame((\"🎮 Fair Match\"))\n Increment --> Start\n\n %% Gán Style\n class Start,Increment lossStyle;\n class T1,T1_Ex tier1Style;\n class T2,T2_Ex tier2Style;\n class T3,T3_Ex tier3Style;\n class Selection,P1,P2,Apply systemStyle;\n class Result,Reset,NewGame winStyle;\n```\n","diffStat":{"model_added_lines":68,"model_removed_lines":0,"model_added_chars":2741,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Updater\\...\\04_maze.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832642382_5","name":"write_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/05_networking.md","content":"## 🌐 Đồng bộ Mạng (Networking)\n\nSử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\n\n### Network Data Flow & Synchronization\n```mermaid\nsequenceDiagram\n autonumber\n \n participant IR as 🖱️ Input\n participant CP as 🎀 Local Player\n participant NT as 🌐 Fusion Net\n participant S as 👑 Server\n participant RP as 👥 Proxies\n\n %% --- GIAI ĐOẠN 1 ---\n Note over IR, CP: [PHASE 1] Thu thập Input\n IR->>CP: OnMove / OnJump / OnSprint\n CP->>CP: 📦 Pack NetworkInputData\n\n %% --- GIAI ĐOẠN 2 ---\n Note over CP: [PHASE 2] Dự đoán (Prediction)\n CP->>CP: 🏃 Run Client-Side Physics\n CP->>NT: ✉️ Send Input (Tick N)\n\n %% --- GIAI ĐOẠN 3 ---\n Note over NT, S: [PHASE 3] Truyền tin mạng\n NT->>S: UDP Packet Delivery\n Note right of S: SERVER SIMULATION\n S->>S: 📝 Validate & Update State\n S-->>NT: 📣 Snapshot (Tick N)\n\n %% --- GIAI ĐOẠN 4 ---\n Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\n NT-->>CP: State Snapshot\n Note over CP: 🔄 RECONCILIATION\n CP->>CP: Fix Position if Error > Threshold\n\n %% --- GIAI ĐOẠN 5 ---\n Note over NT, RP: [PHASE 5] Proxy Update\n NT-->>RP: State Snapshot\n Note over RP: 🎞️ INTERPOLATION (Lerp)\n\n %% --- GIAI ĐOẠN 6 ---\n Note over CP, RP: [PHASE 6] Hiển thị (Render)\n CP->>CP: Update Camera Shake/VFX\n RP->>RP: Smooth Mesh Movement\n```\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832642382_5","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\05_networking.md. Here is the updated code:\n## 🌐 Đồng bộ Mạng (Networking)\r\n\r\nSử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\r\n\r\n### Network Data Flow & Synchronization\r\n```mermaid\r\nsequenceDiagram\r\n autonumber\r\n \r\n participant IR as 🖱️ Input\r\n participant CP as 🎀 Local Player\r\n participant NT as 🌐 Fusion Net\r\n participant S as 👑 Server\r\n participant RP as 👥 Proxies\r\n\r\n %% --- GIAI ĐOẠN 1 ---\r\n Note over IR, CP: [PHASE 1] Thu thập Input\r\n IR->>CP: OnMove / OnJump / OnSprint\r\n CP->>CP: 📦 Pack NetworkInputData\r\n\r\n %% --- GIAI ĐOẠN 2 ---\r\n Note over CP: [PHASE 2] Dự đoán (Prediction)\r\n CP->>CP: 🏃 Run Client-Side Physics\r\n CP->>NT: ✉️ Send Input (Tick N)\r\n\r\n %% --- GIAI ĐOẠN 3 ---\r\n Note over NT, S: [PHASE 3] Truyền tin mạng\r\n NT->>S: UDP Packet Delivery\r\n Note right of S: SERVER SIMULATION\r\n S->>S: 📝 Validate & Update State\r\n S-->>NT: 📣 Snapshot (Tick N)\r\n\r\n %% --- GIAI ĐOẠN 4 ---\r\n Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\r\n NT-->>CP: State Snapshot\r\n Note over CP: 🔄 RECONCILIATION\r\n CP->>CP: Fix Position if Error > Threshold\r\n\r\n %% --- GIAI ĐOẠN 5 ---\r\n Note over NT, RP: [PHASE 5] Proxy Update\r\n NT-->>RP: State Snapshot\r\n Note over RP: 🎞️ INTERPOLATION (Lerp)\r\n\r\n %% --- GIAI ĐOẠN 6 ---\r\n Note over CP, RP: [PHASE 6] Hiển thị (Render)\r\n CP->>CP: Update Camera Shake/VFX\r\n RP->>RP: Smooth Mesh Movement\r\n```\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 05_networking.md\n===================================================================\n--- 05_networking.md\tOriginal\n+++ 05_networking.md\tWritten\n@@ -0,0 +1,48 @@\n+## 🌐 Đồng bộ Mạng (Networking)\n+\n+Sử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\n+\n+### Network Data Flow & Synchronization\n+```mermaid\n+sequenceDiagram\n+ autonumber\n+ \n+ participant IR as 🖱️ Input\n+ participant CP as 🎀 Local Player\n+ participant NT as 🌐 Fusion Net\n+ participant S as 👑 Server\n+ participant RP as 👥 Proxies\n+\n+ %% --- GIAI ĐOẠN 1 ---\n+ Note over IR, CP: [PHASE 1] Thu thập Input\n+ IR->>CP: OnMove / OnJump / OnSprint\n+ CP->>CP: 📦 Pack NetworkInputData\n+\n+ %% --- GIAI ĐOẠN 2 ---\n+ Note over CP: [PHASE 2] Dự đoán (Prediction)\n+ CP->>CP: 🏃 Run Client-Side Physics\n+ CP->>NT: ✉️ Send Input (Tick N)\n+\n+ %% --- GIAI ĐOẠN 3 ---\n+ Note over NT, S: [PHASE 3] Truyền tin mạng\n+ NT->>S: UDP Packet Delivery\n+ Note right of S: SERVER SIMULATION\n+ S->>S: 📝 Validate & Update State\n+ S-->>NT: 📣 Snapshot (Tick N)\n+\n+ %% --- GIAI ĐOẠN 4 ---\n+ Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\n+ NT-->>CP: State Snapshot\n+ Note over CP: 🔄 RECONCILIATION\n+ CP->>CP: Fix Position if Error > Threshold\n+\n+ %% --- GIAI ĐOẠN 5 ---\n+ Note over NT, RP: [PHASE 5] Proxy Update\n+ NT-->>RP: State Snapshot\n+ Note over RP: 🎞️ INTERPOLATION (Lerp)\n+\n+ %% --- GIAI ĐOẠN 6 ---\n+ Note over CP, RP: [PHASE 6] Hiển thị (Render)\n+ CP->>CP: Update Camera Shake/VFX\n+ RP->>RP: Smooth Mesh Movement\n+```\n","fileName":"05_networking.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\05_networking.md","originalContent":"","newContent":"## 🌐 Đồng bộ Mạng (Networking)\n\nSử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\n\n### Network Data Flow & Synchronization\n```mermaid\nsequenceDiagram\n autonumber\n \n participant IR as 🖱️ Input\n participant CP as 🎀 Local Player\n participant NT as 🌐 Fusion Net\n participant S as 👑 Server\n participant RP as 👥 Proxies\n\n %% --- GIAI ĐOẠN 1 ---\n Note over IR, CP: [PHASE 1] Thu thập Input\n IR->>CP: OnMove / OnJump / OnSprint\n CP->>CP: 📦 Pack NetworkInputData\n\n %% --- GIAI ĐOẠN 2 ---\n Note over CP: [PHASE 2] Dự đoán (Prediction)\n CP->>CP: 🏃 Run Client-Side Physics\n CP->>NT: ✉️ Send Input (Tick N)\n\n %% --- GIAI ĐOẠN 3 ---\n Note over NT, S: [PHASE 3] Truyền tin mạng\n NT->>S: UDP Packet Delivery\n Note right of S: SERVER SIMULATION\n S->>S: 📝 Validate & Update State\n S-->>NT: 📣 Snapshot (Tick N)\n\n %% --- GIAI ĐOẠN 4 ---\n Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\n NT-->>CP: State Snapshot\n Note over CP: 🔄 RECONCILIATION\n CP->>CP: Fix Position if Error > Threshold\n\n %% --- GIAI ĐOẠN 5 ---\n Note over NT, RP: [PHASE 5] Proxy Update\n NT-->>RP: State Snapshot\n Note over RP: 🎞️ INTERPOLATION (Lerp)\n\n %% --- GIAI ĐOẠN 6 ---\n Note over CP, RP: [PHASE 6] Hiển thị (Render)\n CP->>CP: Update Camera Shake/VFX\n RP->>RP: Smooth Mesh Movement\n```\n","diffStat":{"model_added_lines":48,"model_removed_lines":0,"model_added_chars":1365,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_U...\\...\\05_networking.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832642851_6","name":"write_file","args":{"content":"## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\n\nĐể đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\"Despair Mechanics\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\n\n### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\n\n| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\n| :--- | :--- | :--- | :--- |\n| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20%). |\n| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\n| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\n\n---\n\n### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\n\nKhi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\n\n* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\n* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\n* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\n* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm with mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\n\n---\n\n### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\n\nKhi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\n\n* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\n","file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/06_comeback.md"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832642851_6","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\06_comeback.md. Here is the updated code:\n## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\r\n\r\nĐể đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\"Despair Mechanics\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\r\n\r\n### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\r\n\r\n| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\r\n| :--- | :--- | :--- | :--- |\r\n| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20%). |\r\n| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\r\n| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\r\n\r\n---\r\n\r\n### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\r\n\r\nKhi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\r\n\r\n* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\r\n* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\r\n* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\r\n* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm with mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\r\n\r\n---\r\n\r\n### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\r\n\r\nKhi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\r\n\r\n* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\r\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\r\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\r\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 06_comeback.md\n===================================================================\n--- 06_comeback.md\tOriginal\n+++ 06_comeback.md\tWritten\n@@ -0,0 +1,33 @@\n+## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\n+\n+Để đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\"Despair Mechanics\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\n+\n+### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\n+\n+| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\n+| :--- | :--- | :--- | :--- |\n+| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20%). |\n+| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\n+| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\n+\n+---\n+\n+### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\n+\n+Khi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\n+\n+* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\n+* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\n+* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\n+* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm with mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\n+\n+---\n+\n+### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\n+\n+Khi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\n+\n+* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\n+* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\n+* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\n+* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\n","fileName":"06_comeback.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\06_comeback.md","originalContent":"","newContent":"## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\n\nĐể đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\"Despair Mechanics\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\n\n### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\n\n| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\n| :--- | :--- | :--- | :--- |\n| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20%). |\n| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\n| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\n\n---\n\n### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\n\nKhi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\n\n* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\n* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\n* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\n* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm with mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\n\n---\n\n### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\n\nKhi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\n\n* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\n","diffStat":{"model_added_lines":33,"model_removed_lines":0,"model_added_chars":2578,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Upd...\\...\\06_comeback.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832647357_7","name":"write_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/07_roadmap.md","content":"## 🚀 Lộ trình Phát triển (Roadmap)\n\n\n\n\n- [x] **Phase 1: Foundation**\n - [x] Player State Machine (Idle, Move, Run, Jump).\n - [x] Maze Generation (Multi-algorithm).\n - [x] Photon Fusion Integration.\n- [ ] **Phase 2: Gameplay Core**\n - [ ] Role Selection (Seeker vs Trapper).\n - [ ] Trap Placement System.\n - [ ] Sound & Visual Detection (Noise Meter).\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832647357_7","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\07_roadmap.md. Here is the updated code:\n## 🚀 Lộ trình Phát triển (Roadmap)\r\n\r\n\r\n\r\n\r\n- [x] **Phase 1: Foundation**\r\n - [x] Player State Machine (Idle, Move, Run, Jump).\r\n - [x] Maze Generation (Multi-algorithm).\r\n - [x] Photon Fusion Integration.\r\n- [ ] **Phase 2: Gameplay Core**\r\n - [ ] Role Selection (Seeker vs Trapper).\r\n - [ ] Trap Placement System.\r\n - [ ] Sound & Visual Detection (Noise Meter).\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 07_roadmap.md\n===================================================================\n--- 07_roadmap.md\tOriginal\n+++ 07_roadmap.md\tWritten\n@@ -0,0 +1,13 @@\n+## 🚀 Lộ trình Phát triển (Roadmap)\n+\n+\n+\n+\n+- [x] **Phase 1: Foundation**\n+ - [x] Player State Machine (Idle, Move, Run, Jump).\n+ - [x] Maze Generation (Multi-algorithm).\n+ - [x] Photon Fusion Integration.\n+- [ ] **Phase 2: Gameplay Core**\n+ - [ ] Role Selection (Seeker vs Trapper).\n+ - [ ] Trap Placement System.\n+ - [ ] Sound & Visual Detection (Noise Meter).\n","fileName":"07_roadmap.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\07_roadmap.md","originalContent":"","newContent":"## 🚀 Lộ trình Phát triển (Roadmap)\n\n\n\n\n- [x] **Phase 1: Foundation**\n - [x] Player State Machine (Idle, Move, Run, Jump).\n - [x] Maze Generation (Multi-algorithm).\n - [x] Photon Fusion Integration.\n- [ ] **Phase 2: Gameplay Core**\n - [ ] Role Selection (Seeker vs Trapper).\n - [ ] Trap Placement System.\n - [ ] Sound & Visual Detection (Noise Meter).\n","diffStat":{"model_added_lines":13,"model_removed_lines":0,"model_added_chars":399,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Updater\\...\\07_roadmap.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832650432_8","name":"write_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/08_team_standards.md","content":"## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\n\nDự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\n\n| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\n| :--- | :--- | :--- |\n| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\n| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\n| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\n\n---\n\n## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\n\nMỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\n\n### 🌐 Networking & Synchronization (Duy)\n* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\n* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\n* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\n\n### 🏗️ World Generation & Performance (Scove)\n* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\n* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\n* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\n\n### 🪤 Gameplay & Physics (Tuấn)\n* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\n* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\n* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\n\n### 🎨 Visuals & UI/UX (Tuấn)\n* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\n* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\n* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832650432_8","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\08_team_standards.md. Here is the updated code:\n## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\r\n\r\nDự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\r\n\r\n| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\r\n| :--- | :--- | :--- |\r\n| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\r\n| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\r\n| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\r\n\r\n---\r\n\r\n## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\r\n\r\nMỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\r\n\r\n### 🌐 Networking & Synchronization (Duy)\r\n* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\r\n* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\r\n* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\r\n\r\n### 🏗️ World Generation & Performance (Scove)\r\n* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\r\n* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\r\n* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\r\n\r\n### 🪤 Gameplay & Physics (Tuấn)\r\n* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\r\n* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\r\n* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\r\n\r\n### 🎨 Visuals & UI/UX (Tuấn)\r\n* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\r\n* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\r\n* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 08_team_standards.md\n===================================================================\n--- 08_team_standards.md\tOriginal\n+++ 08_team_standards.md\tWritten\n@@ -0,0 +1,35 @@\n+## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\n+\n+Dự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\n+\n+| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\n+| :--- | :--- | :--- |\n+| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\n+| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\n+| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\n+\n+---\n+\n+## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\n+\n+Mỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\n+\n+### 🌐 Networking & Synchronization (Duy)\n+* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\n+* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\n+* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\n+\n+### 🏗️ World Generation & Performance (Scove)\n+* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\n+* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\n+* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\n+\n+### 🪤 Gameplay & Physics (Tuấn)\n+* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\n+* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\n+* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\n+\n+### 🎨 Visuals & UI/UX (Tuấn)\n+* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\n+* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\n+* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\n","fileName":"08_team_standards.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\08_team_standards.md","originalContent":"","newContent":"## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\n\nDự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\n\n| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\n| :--- | :--- | :--- |\n| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\n| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\n| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\n\n---\n\n## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\n\nMỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\n\n### 🌐 Networking & Synchronization (Duy)\n* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\n* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\n* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\n\n### 🏗️ World Generation & Performance (Scove)\n* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\n* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\n* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\n\n### 🪤 Gameplay & Physics (Tuấn)\n* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\n* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\n* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\n\n### 🎨 Visuals & UI/UX (Tuấn)\n* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\n* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\n* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\n","diffStat":{"model_added_lines":35,"model_removed_lines":0,"model_added_chars":3261,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YA...\\...\\08_team_standards.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832655326_9","name":"write_file","args":{"content":"## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\n\nDự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\n\n```text\n📦 BABA_YAGA\n├── 🌸 Assets/ (Trái tim của trò chơi)\n│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\n│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\n│ │ ├── 🎥 Camera Controller/ \n│ │ ├── 🛠️ Debug/ \n│ │ ├── 🌐 Fusion/ \n│ │ │ └── 🚀 BasicSpawner.cs\n│ │ ├── 🏗️ GameSetup/ \n│ │ │ ├── 🌀 Maze/ # Mê cung \n│ │ │ │ ├── 🐾 Crawler.cs \n│ │ │ │ ├── 🌳 Prims.cs \n│ │ │ │ ├── 🧵 Wilsons.cs \n│ │ │ │ └── 🗺️ Maze.cs \n│ │ │ └── 🧍 CharacterAutoSetup.cs\n│ │ ├── 鼠标 Interactables/ \n│ │ │ ├── 🚪 DoorInteractable.cs\n│ │ │ ├── 💡 LampInteractable.cs\n│ │ │ └── 💎 BaseInteractable.cs\n│ │ ├── 📐 Interface/ \n│ │ ├── 🏃♀️ Player Controller/ \n│ │ │ ├── 🧠 PlayerStateMachine.cs\n│ │ │ ├── ⌨️ InputReader.cs\n│ │ │ └── 🎭 States/ \n│ │ ├── ⚡ Optimization/ \n│ │ ├── 🖥️ UI/ \n│ │ └── 🎆 VFX/ \n│ ├── 🧸 Prefabs/ \n│ ├── 📖 document/ \n│ ├── 🎬 Scenes/ \n│ ├── 🎨 Materials/ \n│ ├── 👸 Models/ \n│ ├── 💃 Animation/ \n│ ├── 🔌 Photon/ \n│ ├── 🅰️ TextMesh Pro/ \n│ └── ⚙️ Settings/ \n├── 🛠️ ProjectSettings/ \n│ ├── 🏷️ TagManager.asset \n│ ├── 🌍 DynamicsManager.asset \n│ └── 📡 MultiplayerManager.asset \n├── 📦 Packages/ \n└── 📝 README.md # Creator (。•̀ᴗ-)✧\n```\n","file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/09_structure.md"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832655326_9","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\09_structure.md. Here is the updated code:\n## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\r\n\r\nDự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\r\n\r\n```text\r\n📦 BABA_YAGA\r\n├── 🌸 Assets/ (Trái tim của trò chơi)\r\n│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\r\n│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\r\n│ │ ├── 🎥 Camera Controller/ \r\n│ │ ├── 🛠️ Debug/ \r\n│ │ ├── 🌐 Fusion/ \r\n│ │ │ └── 🚀 BasicSpawner.cs\r\n│ │ ├── 🏗️ GameSetup/ \r\n│ │ │ ├── 🌀 Maze/ # Mê cung \r\n│ │ │ │ ├── 🐾 Crawler.cs \r\n│ │ │ │ ├── 🌳 Prims.cs \r\n│ │ │ │ ├── 🧵 Wilsons.cs \r\n│ │ │ │ └── 🗺️ Maze.cs \r\n│ │ │ └── 🧍 CharacterAutoSetup.cs\r\n│ │ ├── 鼠标 Interactables/ \r\n│ │ │ ├── 🚪 DoorInteractable.cs\r\n│ │ │ ├── 💡 LampInteractable.cs\r\n│ │ │ └── 💎 BaseInteractable.cs\r\n│ │ ├── 📐 Interface/ \r\n│ │ ├── 🏃♀️ Player Controller/ \r\n│ │ │ ├── 🧠 PlayerStateMachine.cs\r\n│ │ │ ├── ⌨️ InputReader.cs\r\n│ │ │ └── 🎭 States/ \r\n│ │ ├── ⚡ Optimization/ \r\n│ │ ├── 🖥️ UI/ \r\n│ │ └── 🎆 VFX/ \r\n│ ├── 🧸 Prefabs/ \r\n│ ├── 📖 document/ \r\n│ ├── 🎬 Scenes/ \r\n│ ├── 🎨 Materials/ \r\n│ ├── 👸 Models/ \r\n│ ├── 💃 Animation/ \r\n│ ├── 🔌 Photon/ \r\n│ ├── 🅰️ TextMesh Pro/ \r\n│ └── ⚙️ Settings/ \r\n├── 🛠️ ProjectSettings/ \r\n│ ├── 🏷️ TagManager.asset \r\n│ ├── 🌍 DynamicsManager.asset \r\n│ └── 📡 MultiplayerManager.asset \r\n├── 📦 Packages/ \r\n└── 📝 README.md # Creator (。•̀ᴗ-)✧\r\n```\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 09_structure.md\n===================================================================\n--- 09_structure.md\tOriginal\n+++ 09_structure.md\tWritten\n@@ -0,0 +1,48 @@\n+## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\n+\n+Dự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\n+\n+```text\n+📦 BABA_YAGA\n+├── 🌸 Assets/ (Trái tim của trò chơi)\n+│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\n+│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\n+│ │ ├── 🎥 Camera Controller/ \n+│ │ ├── 🛠️ Debug/ \n+│ │ ├── 🌐 Fusion/ \n+│ │ │ └── 🚀 BasicSpawner.cs\n+│ │ ├── 🏗️ GameSetup/ \n+│ │ │ ├── 🌀 Maze/ # Mê cung \n+│ │ │ │ ├── 🐾 Crawler.cs \n+│ │ │ │ ├── 🌳 Prims.cs \n+│ │ │ │ ├── 🧵 Wilsons.cs \n+│ │ │ │ └── 🗺️ Maze.cs \n+│ │ │ └── 🧍 CharacterAutoSetup.cs\n+│ │ ├── 鼠标 Interactables/ \n+│ │ │ ├── 🚪 DoorInteractable.cs\n+│ │ │ ├── 💡 LampInteractable.cs\n+│ │ │ └── 💎 BaseInteractable.cs\n+│ │ ├── 📐 Interface/ \n+│ │ ├── 🏃♀️ Player Controller/ \n+│ │ │ ├── 🧠 PlayerStateMachine.cs\n+│ │ │ ├── ⌨️ InputReader.cs\n+│ │ │ └── 🎭 States/ \n+│ │ ├── ⚡ Optimization/ \n+│ │ ├── 🖥️ UI/ \n+│ │ └── 🎆 VFX/ \n+│ ├── 🧸 Prefabs/ \n+│ ├── 📖 document/ \n+│ ├── 🎬 Scenes/ \n+│ ├── 🎨 Materials/ \n+│ ├── 👸 Models/ \n+│ ├── 💃 Animation/ \n+│ ├── 🔌 Photon/ \n+│ ├── 🅰️ TextMesh Pro/ \n+│ └── ⚙️ Settings/ \n+├── 🛠️ ProjectSettings/ \n+│ ├── 🏷️ TagManager.asset \n+│ ├── 🌍 DynamicsManager.asset \n+│ └── 📡 MultiplayerManager.asset \n+├── 📦 Packages/ \n+└── 📝 README.md # Creator (。•̀ᴗ-)✧\n+```\n","fileName":"09_structure.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\09_structure.md","originalContent":"","newContent":"## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\n\nDự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\n\n```text\n📦 BABA_YAGA\n├── 🌸 Assets/ (Trái tim của trò chơi)\n│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\n│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\n│ │ ├── 🎥 Camera Controller/ \n│ │ ├── 🛠️ Debug/ \n│ │ ├── 🌐 Fusion/ \n│ │ │ └── 🚀 BasicSpawner.cs\n│ │ ├── 🏗️ GameSetup/ \n│ │ │ ├── 🌀 Maze/ # Mê cung \n│ │ │ │ ├── 🐾 Crawler.cs \n│ │ │ │ ├── 🌳 Prims.cs \n│ │ │ │ ├── 🧵 Wilsons.cs \n│ │ │ │ └── 🗺️ Maze.cs \n│ │ │ └── 🧍 CharacterAutoSetup.cs\n│ │ ├── 鼠标 Interactables/ \n│ │ │ ├── 🚪 DoorInteractable.cs\n│ │ │ ├── 💡 LampInteractable.cs\n│ │ │ └── 💎 BaseInteractable.cs\n│ │ ├── 📐 Interface/ \n│ │ ├── 🏃♀️ Player Controller/ \n│ │ │ ├── 🧠 PlayerStateMachine.cs\n│ │ │ ├── ⌨️ InputReader.cs\n│ │ │ └── 🎭 States/ \n│ │ ├── ⚡ Optimization/ \n│ │ ├── 🖥️ UI/ \n│ │ └── 🎆 VFX/ \n│ ├── 🧸 Prefabs/ \n│ ├── 📖 document/ \n│ ├── 🎬 Scenes/ \n│ ├── 🎨 Materials/ \n│ ├── 👸 Models/ \n│ ├── 💃 Animation/ \n│ ├── 🔌 Photon/ \n│ ├── 🅰️ TextMesh Pro/ \n│ └── ⚙️ Settings/ \n├── 🛠️ ProjectSettings/ \n│ ├── 🏷️ TagManager.asset \n│ ├── 🌍 DynamicsManager.asset \n│ └── 📡 MultiplayerManager.asset \n├── 📦 Packages/ \n└── 📝 README.md # Creator (。•̀ᴗ-)✧\n```\n","diffStat":{"model_added_lines":48,"model_removed_lines":0,"model_added_chars":1716,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Up...\\...\\09_structure.md","displayName":"WriteFile","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832655640_10","name":"write_file","args":{"content":"## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\n\nĐể trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\n\n### 1. Yêu cầu Hệ thống\n* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\n* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\n* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\n\n### 2. Tải về & Mở dự án\n1. **Clone Repository:**\n ```bash\n git clone https://github.com/OnlyScove/BABA_YAGA.git\n ```\n2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\n3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\n\n### 3. Cấu hình Photon Fusion (Bắt buộc)\nTrò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\n1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\n2. Tạo một ứng dụng mới với loại App là **Fusion**.\n3. Sao chép **App ID** vừa tạo.\n4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\n5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\n6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\n\n### 4. Khởi chạy Trò chơi\n1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\n2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\n3. Nhấn nút **Play** trong Unity Editor.\n4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\n\n---\n\n## 💖 Support & Community\n\n\n \n
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\n\n---\n\n**© 2026 SCOVANIA STUDIOS.**\n*Baba_Yaga is more than a game, it's a social experiment.*\n\n---\n\n**Connect with us:**\n[](https://x.com/Scovy303)\n","file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/10_footer.md"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832655640_10","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\10_footer.md. Here is the updated code:\n## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\r\n\r\nĐể trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\r\n\r\n### 1. Yêu cầu Hệ thống\r\n* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\r\n* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\r\n* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\r\n\r\n### 2. Tải về & Mở dự án\r\n1. **Clone Repository:**\r\n ```bash\r\n git clone https://github.com/OnlyScove/BABA_YAGA.git\r\n ```\r\n2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\r\n3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\r\n\r\n### 3. Cấu hình Photon Fusion (Bắt buộc)\r\nTrò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\r\n1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\r\n2. Tạo một ứng dụng mới với loại App là **Fusion**.\r\n3. Sao chép **App ID** vừa tạo.\r\n4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\r\n5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\r\n6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\r\n\r\n### 4. Khởi chạy Trò chơi\r\n1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\r\n2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\r\n3. Nhấn nút **Play** trong Unity Editor.\r\n4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\r\n\r\n---\r\n\r\n## 💖 Support & Community\r\n\r\n\r\n \r\n
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\r\n\r\n---\r\n\r\n**© 2026 SCOVANIA STUDIOS.**\r\n*Baba_Yaga is more than a game, it's a social experiment.*\r\n\r\n---\r\n\r\n**Connect with us:**\r\n[](https://x.com/Scovy303)\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:15.797Z","resultDisplay":{"fileDiff":"Index: 10_footer.md\n===================================================================\n--- 10_footer.md\tOriginal\n+++ 10_footer.md\tWritten\n@@ -0,0 +1,73 @@\n+## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\n+\n+Để trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\n+\n+### 1. Yêu cầu Hệ thống\n+* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\n+* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\n+* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\n+\n+### 2. Tải về & Mở dự án\n+1. **Clone Repository:**\n+ ```bash\n+ git clone https://github.com/OnlyScove/BABA_YAGA.git\n+ ```\n+2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\n+3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\n+\n+### 3. Cấu hình Photon Fusion (Bắt buộc)\n+Trò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\n+1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\n+2. Tạo một ứng dụng mới với loại App là **Fusion**.\n+3. Sao chép **App ID** vừa tạo.\n+4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\n+5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\n+6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\n+\n+### 4. Khởi chạy Trò chơi\n+1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\n+2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\n+3. Nhấn nút **Play** trong Unity Editor.\n+4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\n+\n+---\n+\n+## 💖 Support & Community\n+\n+\n+ \n+
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\n+\n+---\n+\n+**© 2026 SCOVANIA STUDIOS.**\n+*Baba_Yaga is more than a game, it's a social experiment.*\n+\n+---\n+\n+**Connect with us:**\n+[](https://x.com/Scovy303)\n","fileName":"10_footer.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\10_footer.md","originalContent":"","newContent":"## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\n\nĐể trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\n\n### 1. Yêu cầu Hệ thống\n* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\n* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\n* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\n\n### 2. Tải về & Mở dự án\n1. **Clone Repository:**\n ```bash\n git clone https://github.com/OnlyScove/BABA_YAGA.git\n ```\n2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\n3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\n\n### 3. Cấu hình Photon Fusion (Bắt buộc)\nTrò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\n1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\n2. Tạo một ứng dụng mới với loại App là **Fusion**.\n3. Sao chép **App ID** vừa tạo.\n4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\n5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\n6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\n\n### 4. Khởi chạy Trò chơi\n1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\n2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\n3. Nhấn nút **Play** trong Unity Editor.\n4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\n\n---\n\n## 💖 Support & Community\n\n\n \n
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\n\n---\n\n**© 2026 SCOVANIA STUDIOS.**\n*Baba_Yaga is more than a game, it's a social experiment.*\n\n---\n\n**Connect with us:**\n[](https://x.com/Scovy303)\n","diffStat":{"model_added_lines":73,"model_removed_lines":0,"model_added_chars":3044,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Updater\\...\\10_footer.md","displayName":"WriteFile","renderOutputAsMarkdown":true}]}
+{"id":"586a7236-0a23-4c9c-a499-204567e017f4","timestamp":"2026-06-07T11:44:16.198Z","type":"user","content":[{"functionResponse":{"id":"write_file__write_file_1780832621356_0","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\00_header.md. Here is the updated code:\n#  \r\n\r\n[](https://unity.com/)\r\n[](https://www.photonengine.com/fusion)\r\n[](https://opensource.org/licenses/MIT)\r\n\r\n> **\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\"**\r\n\r\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\r\n\r\n---\r\n\r\n## \r\n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\r\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\r\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\r\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\r\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\r\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\r\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\r\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\r\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832628046_1","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\01_vision.md. Here is the updated code:\n## 👁️ Tầm nhìn Dự án (Project Vision)\r\n\r\n\r\n\r\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\r\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\r\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\r\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832631218_2","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\02_mechanics.md. Here is the updated code:\n## 🎮 Cơ chế Trò chơi (Core Mechanics)\r\n\r\n### 🌓 Sự bất đối xứng (The Asymmetry)\r\n\r\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\r\n| :--- | :--- | :--- |\r\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\r\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\r\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\r\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\r\n\r\n### 🔄 Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\r\n\r\n```mermaid\r\ngraph TD\r\n %% Định nghĩa Style cho các nhóm\r\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\r\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\r\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\r\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\r\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\r\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\r\n\r\n %% Phase 1: Initialization\r\n subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\r\n A[\"🚀 Bắt đầu Trận đấu\"] --> B{\"🤝 Matchmaking
(Photon Fusion)\"}\r\n B --> C[\"🎭 Phân vai: Seeker vs Trapper\"]\r\n C --> D[\"🧩 Maze Generator
(Prims/Wilsons)\"]\r\n D --> E[\"🏗️ Baking NavMesh & Colliders\"]\r\n E --> F[\"🧍 Character Auto-Setup\"]\r\n F --> G[\"📍 Spawn Players\"]\r\n end\r\n class Initialization,A,B,C,D,E,F,G initStyle;\r\n\r\n %% Phase 2: Core Loop\r\n subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\r\n G --> Loop((TICK: FixedUpdateNetwork))\r\n \r\n %% Seeker Branch\r\n subgraph Seeker_Logic [\"🏃 SEEKER (POV 1st)\"]\r\n S1[\"⌨️ Input: WASD/Space\"] --> S2[\"🏃 State: Move/Dash\"]\r\n S2 --> S3{\"⚡ Hành động?\"}\r\n S3 -- \"Sprinting\" --> S4[\"🔊 Noise Up\"]\r\n S3 -- \"Sneaking\" --> S5[\"🤫 Noise Down\"]\r\n S3 -- \"Flashlight\" --> S6[\"🔦 Lộ vị trí\"]\r\n \r\n S4 & S5 & S6 --> S_Check{\"🔍 Check Env\"}\r\n S_Check -- \"Dẫm bẫy\" --> S_Trap[\"⚠️ Bị khống chế\"]\r\n end\r\n\r\n %% Trapper Branch\r\n subgraph Trapper_Logic [\"🕸️ TRAPPER (STRATEGY)\"]\r\n T1[\"🖱️ Mouse Input\"] --> T2[\"🗺️ View: Heatmap/Cams\"]\r\n T2 --> T3{\"🛠️ Kỹ năng?\"}\r\n T3 -- \"Đặt bẫy\" --> T4[\"🪤 Sync Trap\"]\r\n T3 -- \"Scan\" --> T5[\"📡 Ping Seeker\"]\r\n T3 -- \"Lock\" --> T6[\"🚪 Khóa cửa\"]\r\n \r\n T4 & T5 & T6 --> T_Check{\"👁️ Theo dõi\"}\r\n end\r\n\r\n %% Networking Layer\r\n subgraph Network_Sync [\"🌐 NETWORK SYNC\"]\r\n Loop --> NS1[\"⏩ Client Prediction\"]\r\n NS1 --> NS2[\"🔄 Server Reconciliation\"]\r\n NS2 --> NS3[\"📦 State Sync\"]\r\n end\r\n end\r\n class Seeker_Logic,S1,S2,S3,S4,S5,S6,S_Check seekerStyle;\r\n class Trapper_Logic,T1,T2,T3,T4,T5,T6,T_Check trapperStyle;\r\n class Network_Sync,NS1,NS2,NS3,Loop netStyle;\r\n class S_Trap criticalStyle;\r\n\r\n %% Phase 3: Results\r\n subgraph Result_Logic [\"3. KẾT THÚC & THƯỞNG\"]\r\n S_Check -- \"Chạm Exit\" --> Win_S[\"🏆 SEEKER THẮNG\"]\r\n T_Check -- \"Bắt được Seeker\" --> Win_T[\"🏆 TRAPPER THẮNG\"]\r\n Loop -- \"Timer = 0\" --> Win_T\r\n \r\n Win_S & Win_T --> Post_Match[\"📊 Thống kê Rank\"]\r\n Post_Match --> Buff{\"⚖️ Balance Check\"}\r\n Buff -- \"Thua cuộc\" --> Buff_Apply[\"💎 Kích hoạt Comeback Buff\"]\r\n Buff_Apply --> A\r\n end\r\n class Win_S,Win_T winStyle;\r\n class Result_Logic,Post_Match,Buff,Buff_Apply initStyle;\r\n\r\n %% Interactions (Dashed Lines)\r\n S_Trap -.->|Cảnh báo| T_Check\r\n S4 -.->|Sóng âm| T2\r\n T4 -.->|Collision ẩn| S_Check\r\n NS3 --> Loop\r\n```\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832636052_3","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\03_architecture.md. Here is the updated code:\n## 🏗️ Kiến trúc Kỹ thuật (Technical Architecture)\r\n\r\n### 1. Advanced Player & Camera State Machine\r\n\r\nHệ thống điều khiển nhân vật không chỉ quản lý hành động mà còn điều phối **Camera Dynamics** để tăng cường cảm giác nhập vai và đồng bộ hóa hướng nhìn qua mạng.\r\n\r\n```mermaid\r\nstateDiagram-v2\r\n direction TB\r\n\r\n state \"🌸 GROUND\" as Ground {\r\n [*] --> Idle\r\n \r\n state Idle {\r\n I_P: 📝 Vel < 0.1m/s\r\n I_C: 🌡️ Breathing (0.5Hz)\r\n }\r\n\r\n Idle --> Moving : \"Input.mag > 0.1\"\r\n state Moving {\r\n M_P: 👟 Speed 2-4m/s\r\n M_C: 🎢 Head Bob (1.2Hz)\r\n }\r\n\r\n Moving --> Sneaking : \"OnSneak (Hold)\"\r\n state Sneaking {\r\n Sn_P: 🤫 Noise -50%\r\n Sn_C: 📉 Lower Height\r\n }\r\n\r\n Moving --> Sprinting : \"OnSprint (Hold)\"\r\n state Sneaking --> Moving : \"Release Sneak\"\r\n state Sprinting {\r\n Sp_P: ⚡ Speed > 6.5m/s\r\n Sp_C: 🌈 Dynamic FOV\r\n }\r\n\r\n Sprinting --> Moving : \"Stamina Empty\"\r\n }\r\n\r\n state \"☁️ AIRBORNE\" as Air {\r\n state Jump {\r\n J_P: 🆙 AddForce Up\r\n }\r\n state Falling {\r\n F_P: 📉 Gravity x 1.5\r\n }\r\n state Landing {\r\n L_P: 📏 Impact Check\r\n }\r\n\r\n Jump --> Falling : \"Vel.y < 0\"\r\n Falling --> Landing : \"IsGrounded == true\"\r\n }\r\n\r\n state \"⚡ ACTION\" as Utility {\r\n state Dashing {\r\n D_P: 💨 Burst 15m/s\r\n }\r\n state Interacting {\r\n Int_P: 🔒 Root Motion Lock\r\n }\r\n }\r\n\r\n state \"🌐 NETWORK\" as Net {\r\n state \"Input Authority\" as IA\r\n state \"State Authority\" as SA\r\n IA --> SA : \"Send Input\"\r\n SA --> IA : \"Reconcile\"\r\n }\r\n\r\n %% Transitions chính\r\n Ground --> Air : \"IsGrounded == false\"\r\n Air --> Ground : \"OnLand Event\"\r\n Ground --> Utility : \"OnAbility\"\r\n Utility --> Ground : \"Complete\"\r\n\r\n %% Notes\r\n note left of Ground\r\n ✨ Sync: Velocity\r\n ✨ State: MoveState\r\n end note\r\n\r\n note right of Net\r\n ⚙️ Photon Fusion\r\n ⚙️ FixedUpdateNetwork\r\n end note\r\n```\r\n\r\n### 2. Environment Scanner & Interaction\r\nHệ thống quét vật thể (`EnvironmentScanner.cs`) sử dụng **SphereCast** và **OverlapSphere** để phát hiện các đối tượng `IInteractable` trong phạm vi tương tác, đảm bảo tính chính xác ngay cả trong bóng tối.\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832638275_4","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\04_maze.md. Here is the updated code:\n## 🧩 Hệ thống Mê cung (Maze Generation)\r\n\r\nTrái tim của **BABA_YAGA** là hệ thống tạo mê cung đa thuật toán, mang lại sự đa dạng vô hạn.\r\n\r\n| Algorithm | Complexity | Description |\r\n| :--- | :--- | :--- |\r\n| **Prims** | O(E log V) | Tạo mê cung \"dày\", nhiều nhánh ngắn, lý tưởng cho việc đặt bẫy. |\r\n| **Wilsons** | O(N) | Thuật toán ngẫu nhiên hoàn hảo, không có thiên hướng cấu trúc nhất định. |\r\n| **Recursive** | O(N) | Tạo ra các hành lang dài và sâu, tăng áp lực cho Seeker. |\r\n| **Crawler** | O(N) | Tạo ra các không gian mở giống hang động hơn là mê cung truyền thống. |\r\n\r\n### Quy trình khởi tạo (Maze Generation Pipeline)\r\n\r\n```mermaid\r\ngraph TD\r\n %% Định nghĩa Style\r\n classDef lossStyle fill:#ffebee,stroke:#c62828,stroke-width:2px,color:#c62828;\r\n classDef tier1Style fill:#fff8e1,stroke:#fbc02d,stroke-width:2px,color:#f57f17;\r\n classDef tier2Style fill:#fff3e0,stroke:#fb8c00,stroke-width:2px,color:#e65100;\r\n classDef tier3Style fill:#fbe9e7,stroke:#ff5722,stroke-width:2px,color:#bf360c;\r\n classDef systemStyle fill:#f5f5f5,stroke:#424242,stroke-width:2px,color:#424242;\r\n classDef winStyle fill:#e8f5e9,stroke:#2e7d32,stroke-width:2px,color:#1b5e20;\r\n\r\n %% Quy trình chính\r\n Start((\"💔 PLAYER LOSES ROUND\")) --> Streak{{\"📊 Check Loss Streak\"}}\r\n\r\n %% Phân tầng Buff\r\n subgraph Buff_Pools [\"🔥 HỆ THỐNG CÂN BẰNG ĐỘNG (COMEBACK POOLS)\"]\r\n Streak -- \"1 Trận\" --> T1\r\n Streak -- \"2 Trận\" --> T2\r\n Streak -- \"3+ Trận\" --> T3\r\n\r\n T1[\"🥉 Tier 1: Awakening
(Small Boosts)\"] \r\n T2[\"🥈 Tier 2: Evolution
(Tactical Advantage)\"]\r\n T3[\"🥇 Tier 3: Manifestation
(Game Changer)\"]\r\n \r\n %% Ví dụ chỉ số (Tooltip-like)\r\n T1 --- T1_Ex[\"+10% Speed
+15% Stamina Regen\"]\r\n T2 --- T2_Ex[\"Bẫy tàng hình (Trapper)
Giảm 50% tiếng ồn (Seeker)\"]\r\n T3 --- T3_Ex[\"Nhìn xuyên tường 5s
Hồi sinh 1 lần tại chỗ\"]\r\n end\r\n\r\n %% Giai đoạn áp dụng\r\n T1 & T2 & T3 --> Selection{{\"🎲 Selection Mode\"}}\r\n \r\n Selection -- \"Manual\" --> P1[\"Người chơi tự chọn 1 trong 3 Buff\"]\r\n Selection -- \"Auto\" --> P2[\"Hệ thống chọn ngẫu nhiên\"]\r\n \r\n P1 & P2 --> Apply[\"✨ Apply to Next Round Only
(Trạng thái: Active)\"]\r\n\r\n %% Kết quả vòng đấu sau\r\n Apply --> Result{{\"🏁 New Round Result?\"}}\r\n\r\n Result -- \"🏆 WIN\" --> Reset[\"♻️ Reset Streak
Remove All Buffs\"]\r\n Result -- \"❌ LOSS\" --> Increment[\"📈 Increase Streak
Progress to Next Tier\"]\r\n\r\n %% Vòng lặp\r\n Reset --> NewGame((\"🎮 Fair Match\"))\r\n Increment --> Start\r\n\r\n %% Gán Style\r\n class Start,Increment lossStyle;\r\n class T1,T1_Ex tier1Style;\r\n class T2,T2_Ex tier2Style;\r\n class T3,T3_Ex tier3Style;\r\n class Selection,P1,P2,Apply systemStyle;\r\n class Result,Reset,NewGame winStyle;\r\n```\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832642382_5","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\05_networking.md. Here is the updated code:\n## 🌐 Đồng bộ Mạng (Networking)\r\n\r\nSử dụng **Photon Fusion (State Sync)** với cơ chế Client-Side Prediction để đảm bảo trải nghiệm không độ trễ.\r\n\r\n### Network Data Flow & Synchronization\r\n```mermaid\r\nsequenceDiagram\r\n autonumber\r\n \r\n participant IR as 🖱️ Input\r\n participant CP as 🎀 Local Player\r\n participant NT as 🌐 Fusion Net\r\n participant S as 👑 Server\r\n participant RP as 👥 Proxies\r\n\r\n %% --- GIAI ĐOẠN 1 ---\r\n Note over IR, CP: [PHASE 1] Thu thập Input\r\n IR->>CP: OnMove / OnJump / OnSprint\r\n CP->>CP: 📦 Pack NetworkInputData\r\n\r\n %% --- GIAI ĐOẠN 2 ---\r\n Note over CP: [PHASE 2] Dự đoán (Prediction)\r\n CP->>CP: 🏃 Run Client-Side Physics\r\n CP->>NT: ✉️ Send Input (Tick N)\r\n\r\n %% --- GIAI ĐOẠN 3 ---\r\n Note over NT, S: [PHASE 3] Truyền tin mạng\r\n NT->>S: UDP Packet Delivery\r\n Note right of S: SERVER SIMULATION\r\n S->>S: 📝 Validate & Update State\r\n S-->>NT: 📣 Snapshot (Tick N)\r\n\r\n %% --- GIAI ĐOẠN 4 ---\r\n Note over NT, CP: [PHASE 4] Hồi đáp & Đồng bộ\r\n NT-->>CP: State Snapshot\r\n Note over CP: 🔄 RECONCILIATION\r\n CP->>CP: Fix Position if Error > Threshold\r\n\r\n %% --- GIAI ĐOẠN 5 ---\r\n Note over NT, RP: [PHASE 5] Proxy Update\r\n NT-->>RP: State Snapshot\r\n Note over RP: 🎞️ INTERPOLATION (Lerp)\r\n\r\n %% --- GIAI ĐOẠN 6 ---\r\n Note over CP, RP: [PHASE 6] Hiển thị (Render)\r\n CP->>CP: Update Camera Shake/VFX\r\n RP->>RP: Smooth Mesh Movement\r\n```\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832642851_6","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\06_comeback.md. Here is the updated code:\n## ⚖️ Hệ thống Comeback Đa tầng (Tiered Adaptive System)\r\n\r\nĐể đảm bảo mỗi trận đấu đều kịch tính đến giây cuối cùng, BABA_YAGA áp dụng hệ thống **\"Despair Mechanics\"**. Người chơi có chuỗi thua càng dài sẽ nhận được quyền năng từ mê cung càng lớn, tạo ra những khoảnh khắc lật kèo kinh điển.\r\n\r\n### 📈 Phân tầng Buff theo Chuỗi Thua (Tiered Progression)\r\n\r\n| Chuỗi Thua | Phân tầng | Tên gọi | Quyền năng & Cơ chế |\r\n| :--- | :--- | :--- | :--- |\r\n| **1 Trận** | Tier 1 | *Awakening* | Chọn 1 Buff cơ bản (Tăng tốc +15% hoặc Mở rộng tầm nhìn +20%). |\r\n| **2 Trận** | Tier 2 | *Evolution* | Nhận 1 Buff chủ động (Kỹ năng nhấn nút) + 1 Buff bị động (Nâng cấp chỉ số). |\r\n| **3+ Trận** | Tier 3 | *Manifestation* | **Ultimate Skill:** Kỹ năng thay đổi luật chơi trong 30s. Mê cung sẽ hỗ trợ bạn trực tiếp. |\r\n\r\n---\r\n\r\n### 🏃 Seeker: Ý chí Sinh tồn (Survival Evolution)\r\n\r\nKhi Seeker liên tục thất bại, các giác quan của họ sẽ tiến hóa vượt bậc để chống lại bóng tối:\r\n\r\n* **Tier 1 - Sixth Sense (Linh cảm):** Seeker bắt đầu nghe thấy tiếng tim đập của chính mình nhanh hơn khi Trapper đang ở gần (bán kính 15m), giúp định vị mà không cần nhìn.\r\n* **Tier 2 - Shadow Step (Bước chân hư vô):** Di chuyển hoàn toàn không gây ra tiếng động (Noise Meter = 0) trong 20 giây đầu của trận đấu. Cho phép Seeker thiết lập vị trí an toàn sớm.\r\n* **Tier 2 - Trap Reflex (Phản xạ tột độ):** Seeker có 50% cơ hội tự động vô hiệu hóa bẫy kẹp đầu tiên dẫm phải. Nếu thành công, Seeker sẽ được tăng 50% tốc độ chạy trong 3s.\r\n* **Tier 3 - Ultimate: Chrono Dash:** Trong 15 giây, Seeker có thể thực hiện Dash không giới hạn (No Cooldown) và trở nên miễn nhiễm with mọi loại khống chế. Lúc này, Seeker là kẻ săn lùng lối thoát.\r\n\r\n---\r\n\r\n### 👁️ Trapper: Quyền năng Bóng tối (Dark Rituals)\r\n\r\nKhi Trapper để xổng mất con mồi, mê cung sẽ hiến tế sự ổn định của nó để ban cho Trapper những quyền năng thao túng cực hạn:\r\n\r\n* **Tier 1 - Paranoia Echo (Tiếng vọng ảo giác):** Tự động tạo ra 3 nguồn âm thanh bước chân giả chạy xung quanh Seeker để gây nhiễu loạn khả năng định hướng bằng âm thanh của họ.\r\n* **Tier 2 - Global Blackout (Bóng tối bao trùm):** Kích hoạt khiến đèn pin của Seeker bị nhiễu (Flicker) hoặc tắt hoàn toàn trong 8 giây. Đây là thời điểm vàng để Trapper thu hẹp khoảng cách.\r\n* **Tier 2 - Ghosting (Dịch chuyển không gian):** Trapper nhận khả năng đi xuyên qua các cánh cửa đã bị khóa hoặc các bức tường mỏng (Destructible Walls) trong 15 giây.\r\n* **Tier 3 - Ultimate: Eye of the Abyss:** Hiển thị vị trí thực của Seeker xuyên tường (Wallhack) dưới dạng bóng đen trong 20 giây. Seeker không thể trốn chạy, chỉ có thể cầu nguyện.\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832647357_7","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\07_roadmap.md. Here is the updated code:\n## 🚀 Lộ trình Phát triển (Roadmap)\r\n\r\n\r\n\r\n\r\n- [x] **Phase 1: Foundation**\r\n - [x] Player State Machine (Idle, Move, Run, Jump).\r\n - [x] Maze Generation (Multi-algorithm).\r\n - [x] Photon Fusion Integration.\r\n- [ ] **Phase 2: Gameplay Core**\r\n - [ ] Role Selection (Seeker vs Trapper).\r\n - [ ] Trap Placement System.\r\n - [ ] Sound & Visual Detection (Noise Meter).\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832650432_8","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\08_team_standards.md. Here is the updated code:\n## 👥 Đội ngũ Phát triển & Phân chia Nhiệm vụ (The Team & WBS)\r\n\r\nDự án được thực hiện bởi nhóm 3 thành viên với các vai trò chuyên biệt, đảm bảo tính chuyên môn hóa cao trong quy trình sản xuất Game.\r\n\r\n| Thành viên | Vai trò | Trách nhiệm chi tiết (Work Breakdown Structure) |\r\n| :--- | :--- | :--- |\r\n| **Scove** | **Trưởng nhóm / World Architect** | - Nghiên cứu & triển khai thuật toán Maze (Prims, Wilsons, Crawler).
- Thiết kế hệ thống **Mesh Generation** (Tạo tường, sàn, trần tự động).
- Đảm bảo tính **Solvability** (Mê cung luôn có lối thoát khả thi).
- Xây dựng logic **Comeback Đa tầng** (Despair Mechanics).
- Review Code toàn cục & Quản lý kiến trúc State Machine. |\r\n| **Duy** | **Phó nhóm / Lead Network Engineer** | - Quản lý hạ tầng **Photon Fusion** (Matchmaking, Session, Relay).
- Đồng bộ hóa trạng thái mạng (`Networked Properties`) cho bẫy, cửa, đèn.
- Xử lý logic phân vai (Role Assignment) & Điều phối Game State.
- Tối ưu hóa băng thông & Xử lý Reconciliation/Interpolation mạng. |\r\n| **Tuấn** | **Mechanics Developer & Tech Artist** | - Hệ thống **Noise Meter** & Ánh sáng động (Flashlight/Battery System).
- Logic bẫy (Traps): Snare (kẹp), Alarm (báo động), Sound (giả thanh).
- Hệ thống **Camera Dynamics** (FOV Kick, Shake, Tilt, Motion Blur).
- Quản lý hiệu ứng hình ảnh (VFX) & Âm thanh không gian (3D Spatial Audio).
- Thiết kế HUD cho Seeker & Trapper; UI Menu & UX Flow. |\r\n\r\n---\r\n\r\n## 📐 Tiêu chuẩn Kỹ thuật Nâng cao (Non-functional Requirements)\r\n\r\nMỗi thành viên phải tuân thủ nghiêm ngặt các tiêu chuẩn kỹ thuật sau để đảm bảo dự án đạt chất lượng AAA-Indie:\r\n\r\n### 🌐 Networking & Synchronization (Duy)\r\n* **RTT Optimization:** Duy trì Round Trip Time < 150ms; tối ưu hóa kích thước gói tin bằng `[Networked]` và `Reliable RPCs`.\r\n* **State Authority:** Mọi logic Thắng/Thua và Trigger bẫy phải được xác thực hoàn toàn tại **Server** để ngăn chặn gian lận.\r\n* **Interpolation Smoothing:** Đảm bảo di chuyển của đối thủ (Remote Proxies) mượt mà ngay cả khi mất gói tin (Packet Loss).\r\n\r\n### 🏗️ World Generation & Performance (Scove)\r\n* **Algorithmic Complexity:** Thuật toán tạo mê cung phải đạt hiệu năng O(N) hoặc O(N log N) để tránh treo Editor/Runtime.\r\n* **Draw Call Batching:** Tối ưu hóa Mesh mê cung để đạt mức Draw Calls thấp nhất (Sử dụng Static Batching & GPU Instancing).\r\n* **NavMesh Runtime:** Tự động bake NavMesh sau khi Maze tạo xong để hỗ trợ AI và các tính năng hỗ trợ Trapper.\r\n\r\n### 🪤 Gameplay & Physics (Tuấn)\r\n* **Input Latency:** Xử lý Input thông qua `FixedUpdateNetwork` để đồng bộ hoàn hảo với Server Simulation.\r\n* **Physics Matrix:** Tối ưu hóa Collision Matrix; sử dụng Collider đơn giản (Box/Capsule) cho các hành lang mê cung lắt léo.\r\n* **State Integrity:** Mỗi State trong State Machine phải độc lập, không được can thiệp trực tiếp vào biến nội bộ của State khác.\r\n\r\n### 🎨 Visuals & UI/UX (Tuấn)\r\n* **Rendering (Unity 6):** Tận dụng **URP (Universal Render Pipeline)** và Render Graph để tạo hiệu ứng bóng tối chất lượng cao.\r\n* **Asset Compression:** Texture sử dụng chuẩn nén ASTC/DXT5; Mesh polycount tối ưu cho môi trường di động và PC tầm trung.\r\n* **UX Consistency:** Tín hiệu phản hồi (VFX/SFX/Haptic) phải nhất quán để người chơi nhận biết ngay lập tức các sự kiện trong game.\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832655326_9","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\09_structure.md. Here is the updated code:\n## 📂 Cấu trúc Thư mục Dự án (Project Folder Structure)\r\n\r\nDự án được tổ chức theo tiêu chuẩn công nghiệp (Standard Industry Practices), tách biệt rõ ràng giữa logic Code, Assets và Configuration.\r\n\r\n```text\r\n📦 BABA_YAGA\r\n├── 🌸 Assets/ (Trái tim của trò chơi)\r\n│ ├── 📜 Scripts/ (Phép thuật điều khiển logic)\r\n│ │ ├── 🏷️ Attributes/ # Tùy biến Inspector\r\n│ │ ├── 🎥 Camera Controller/ \r\n│ │ ├── 🛠️ Debug/ \r\n│ │ ├── 🌐 Fusion/ \r\n│ │ │ └── 🚀 BasicSpawner.cs\r\n│ │ ├── 🏗️ GameSetup/ \r\n│ │ │ ├── 🌀 Maze/ # Mê cung \r\n│ │ │ │ ├── 🐾 Crawler.cs \r\n│ │ │ │ ├── 🌳 Prims.cs \r\n│ │ │ │ ├── 🧵 Wilsons.cs \r\n│ │ │ │ └── 🗺️ Maze.cs \r\n│ │ │ └── 🧍 CharacterAutoSetup.cs\r\n│ │ ├── 鼠标 Interactables/ \r\n│ │ │ ├── 🚪 DoorInteractable.cs\r\n│ │ │ ├── 💡 LampInteractable.cs\r\n│ │ │ └── 💎 BaseInteractable.cs\r\n│ │ ├── 📐 Interface/ \r\n│ │ ├── 🏃♀️ Player Controller/ \r\n│ │ │ ├── 🧠 PlayerStateMachine.cs\r\n│ │ │ ├── ⌨️ InputReader.cs\r\n│ │ │ └── 🎭 States/ \r\n│ │ ├── ⚡ Optimization/ \r\n│ │ ├── 🖥️ UI/ \r\n│ │ └── 🎆 VFX/ \r\n│ ├── 🧸 Prefabs/ \r\n│ ├── 📖 document/ \r\n│ ├── 🎬 Scenes/ \r\n│ ├── 🎨 Materials/ \r\n│ ├── 👸 Models/ \r\n│ ├── 💃 Animation/ \r\n│ ├── 🔌 Photon/ \r\n│ ├── 🅰️ TextMesh Pro/ \r\n│ └── ⚙️ Settings/ \r\n├── 🛠️ ProjectSettings/ \r\n│ ├── 🏷️ TagManager.asset \r\n│ ├── 🌍 DynamicsManager.asset \r\n│ └── 📡 MultiplayerManager.asset \r\n├── 📦 Packages/ \r\n└── 📝 README.md # Creator (。•̀ᴗ-)✧\r\n```\r\n"}}},{"functionResponse":{"id":"write_file__write_file_1780832655640_10","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections\\10_footer.md. Here is the updated code:\n## 🤝 Hướng dẫn Cài đặt & Khởi chạy (Installation & Setup)\r\n\r\nĐể trải nghiệm **BABA_YAGA** một cách mượt mà nhất, vui lòng thực hiện theo các bước chi tiết dưới đây:\r\n\r\n### 1. Yêu cầu Hệ thống\r\n* **Unity Editor:** Phiên bản **6000.3.10f1 (Unity 6)** trở lên.\r\n* **Hệ điều hành:** Windows 10/11 hoặc macOS (M1/M2/Intel).\r\n* **Disk Space:** Tối thiểu 5GB trống để chứa Project và Library.\r\n\r\n### 2. Tải về & Mở dự án\r\n1. **Clone Repository:**\r\n ```bash\r\n git clone https://github.com/OnlyScove/BABA_YAGA.git\r\n ```\r\n2. Mở **Unity Hub**, chọn **Add** -> **Add project from disk**.\r\n3. Tìm đến thư mục vừa clone và nhấn **Open**. Chờ Unity Hub tải các Packages cần thiết (có thể mất vài phút).\r\n\r\n### 3. Cấu hình Photon Fusion (Bắt buộc)\r\nTrò chơi yêu cầu **AppID** hợp lệ để hoạt động qua mạng:\r\n1. Đăng nhập vào [Photon Engine Dashboard](https://dashboard.photonengine.com/).\r\n2. Tạo một ứng dụng mới với loại App là **Fusion**.\r\n3. Sao chép **App ID** vừa tạo.\r\n4. Trong Unity Editor, đi đến: `Photon` -> `Fusion` -> `Network Project Settings`.\r\n5. Dán App ID vào mục **App Id Fusion** (cho cả Realtime và Fusion).\r\n6. Đảm bảo **Network Mode** được đặt là `Client/Server` (để hỗ trợ State Authority).\r\n\r\n### 4. Khởi chạy Trò chơi\r\n1. Mở Scene chính tại: `Assets/Scenes/Main Scene.unity`.\r\n2. Sử dụng **Smart Bootstrapper** (nằm ở thanh Menu trên cùng) để tự động cấu hình Runner.\r\n3. Nhấn nút **Play** trong Unity Editor.\r\n4. Để test Multiplayer, bạn có thể build ra file `.exe` hoặc sử dụng công cụ **ParrelSync** (nếu đã cài) để chạy hai instance cùng lúc.\r\n\r\n---\r\n\r\n## 💖 Support & Community\r\n\r\n\r\n \r\n
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\r\n\r\n---\r\n\r\n**© 2026 SCOVANIA STUDIOS.**\r\n*Baba_Yaga is more than a game, it's a social experiment.*\r\n\r\n---\r\n\r\n**Connect with us:**\r\n[](https://x.com/Scovy303)\r\n"}}}]}
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+{"id":"30c190c2-3271-446a-9a85-79d5dfa48834","timestamp":"2026-06-07T11:44:20.534Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":70403,"output":376,"cached":51929,"thoughts":0,"tool":0,"total":70779},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic__update_topic_1780832660122_0","name":"update_topic","args":{"title":"Creating Master Documentation Template","strategic_intent":"Integrating individual README sections into a unified source within BABA_YAGA_Updater/README.md for simplified management.","summary":"I have successfully extracted all sections from the main README.md and saved them into individual files within the 'BABA_YAGA_Updater/sections/' directory. This includes the header, vision, mechanics, architecture, maze systems, networking, comeback system, roadmap, team roles, folder structure, and the footer. To streamline future updates and maintain a single source of truth for the documentation components, I am now creating a master 'README.md' within the 'BABA_YAGA_Updater/' folder. This master file will use placeholders to reference these individual sections, which can then be used to rebuild the main project README.md programmatically."},"result":[{"functionResponse":{"id":"update_topic__update_topic_1780832660122_0","name":"update_topic","response":{"output":"Current topic: \"Creating Master Documentation Template\"\nTopic summary: I have successfully extracted all sections from the main README.md and saved them into individual files within the 'BABA_YAGA_Updater/sections/' directory. This includes the header, vision, mechanics, architecture, maze systems, networking, comeback system, roadmap, team roles, folder structure, and the footer. To streamline future updates and maintain a single source of truth for the documentation components, I am now creating a master 'README.md' within the 'BABA_YAGA_Updater/' folder. This master file will use placeholders to reference these individual sections, which can then be used to rebuild the main project README.md programmatically.\n\nStrategic Intent: Integrating individual README sections into a unified source within BABA_YAGA_Updater/README.md for simplified management."}}}],"status":"success","timestamp":"2026-06-07T11:44:20.552Z","resultDisplay":"## 📂 Topic: **Creating Master Documentation Template**\n\n**Summary:**\nI have successfully extracted all sections from the main README.md and saved them into individual files within the 'BABA_YAGA_Updater/sections/' directory. This includes the header, vision, mechanics, architecture, maze systems, networking, comeback system, roadmap, team roles, folder structure, and the footer. To streamline future updates and maintain a single source of truth for the documentation components, I am now creating a master 'README.md' within the 'BABA_YAGA_Updater/' folder. This master file will use placeholders to reference these individual sections, which can then be used to rebuild the main project README.md programmatically.\n\n> [!STRATEGY]\n> **Intent:** Integrating individual README sections into a unified source within BABA_YAGA_Updater/README.md for simplified management.","description":"Update topic to: \"Creating Master Documentation Template\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"write_file__write_file_1780832660531_1","name":"write_file","args":{"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/README.md","content":"# README Template (Source of Truth)\n\nThis file serves as the master template for the project's root README.md. \nSections are modularized in the `sections/` directory.\n\n{00_header}\n\n---\n\n{01_vision}\n\n---\n\n{02_mechanics}\n\n---\n\n{03_architecture}\n\n---\n\n{04_maze}\n\n---\n\n{05_networking}\n\n---\n\n{06_comeback}\n\n---\n\n{07_roadmap}\n\n---\n\n{08_team_standards}\n\n---\n\n{09_structure}\n\n---\n\n{10_footer}\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780832660531_1","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\README.md. Here is the updated code:\n# README Template (Source of Truth)\r\n\r\nThis file serves as the master template for the project's root README.md. \r\nSections are modularized in the `sections/` directory.\r\n\r\n{00_header}\r\n\r\n---\r\n\r\n{01_vision}\r\n\r\n---\r\n\r\n{02_mechanics}\r\n\r\n---\r\n\r\n{03_architecture}\r\n\r\n---\r\n\r\n{04_maze}\r\n\r\n---\r\n\r\n{05_networking}\r\n\r\n---\r\n\r\n{06_comeback}\r\n\r\n---\r\n\r\n{07_roadmap}\r\n\r\n---\r\n\r\n{08_team_standards}\r\n\r\n---\r\n\r\n{09_structure}\r\n\r\n---\r\n\r\n{10_footer}\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:44:20.552Z","resultDisplay":{"fileDiff":"Index: README.md\n===================================================================\n--- README.md\tOriginal\n+++ README.md\tWritten\n@@ -0,0 +1,46 @@\n+# README Template (Source of Truth)\n+\n+This file serves as the master template for the project's root README.md. \n+Sections are modularized in the `sections/` directory.\n+\n+{00_header}\n+\n+---\n+\n+{01_vision}\n+\n+---\n+\n+{02_mechanics}\n+\n+---\n+\n+{03_architecture}\n+\n+---\n+\n+{04_maze}\n+\n+---\n+\n+{05_networking}\n+\n+---\n+\n+{06_comeback}\n+\n+---\n+\n+{07_roadmap}\n+\n+---\n+\n+{08_team_standards}\n+\n+---\n+\n+{09_structure}\n+\n+---\n+\n+{10_footer}\n","fileName":"README.md","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\README.md","originalContent":"","newContent":"# README Template (Source of Truth)\n\nThis file serves as the master template for the project's root README.md. \nSections are modularized in the `sections/` directory.\n\n{00_header}\n\n---\n\n{01_vision}\n\n---\n\n{02_mechanics}\n\n---\n\n{03_architecture}\n\n---\n\n{04_maze}\n\n---\n\n{05_networking}\n\n---\n\n{06_comeback}\n\n---\n\n{07_roadmap}\n\n---\n\n{08_team_standards}\n\n---\n\n{09_structure}\n\n---\n\n{10_footer}\n","diffStat":{"model_added_lines":46,"model_removed_lines":0,"model_added_chars":339,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Updater\\README.md","displayName":"WriteFile","renderOutputAsMarkdown":true}]}
+{"id":"1a1e0e30-f898-4318-a714-4559c939c2d7","timestamp":"2026-06-07T11:44:20.959Z","type":"user","content":[{"functionResponse":{"id":"update_topic__update_topic_1780832660122_0","name":"update_topic","response":{"output":"Current topic: \"Creating Master Documentation Template\"\nTopic summary: I have successfully extracted all sections from the main README.md and saved them into individual files within the 'BABA_YAGA_Updater/sections/' directory. This includes the header, vision, mechanics, architecture, maze systems, networking, comeback system, roadmap, team roles, folder structure, and the footer. To streamline future updates and maintain a single source of truth for the documentation components, I am now creating a master 'README.md' within the 'BABA_YAGA_Updater/' folder. This master file will use placeholders to reference these individual sections, which can then be used to rebuild the main project README.md programmatically.\n\nStrategic Intent: Integrating individual README sections into a unified source within BABA_YAGA_Updater/README.md for simplified management."}}},{"functionResponse":{"id":"write_file__write_file_1780832660531_1","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\README.md. Here is the updated code:\n# README Template (Source of Truth)\r\n\r\nThis file serves as the master template for the project's root README.md. \r\nSections are modularized in the `sections/` directory.\r\n\r\n{00_header}\r\n\r\n---\r\n\r\n{01_vision}\r\n\r\n---\r\n\r\n{02_mechanics}\r\n\r\n---\r\n\r\n{03_architecture}\r\n\r\n---\r\n\r\n{04_maze}\r\n\r\n---\r\n\r\n{05_networking}\r\n\r\n---\r\n\r\n{06_comeback}\r\n\r\n---\r\n\r\n{07_roadmap}\r\n\r\n---\r\n\r\n{08_team_standards}\r\n\r\n---\r\n\r\n{09_structure}\r\n\r\n---\r\n\r\n{10_footer}\r\n"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:44:20.959Z"}}
+{"id":"1bbc707b-d15c-4fd0-be64-30c5005c4981","timestamp":"2026-06-07T11:44:23.977Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":71125,"output":202,"cached":67876,"thoughts":0,"tool":0,"total":71327},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:44:23.978Z"}}
+{"id":"1bbc707b-d15c-4fd0-be64-30c5005c4981","timestamp":"2026-06-07T11:44:23.977Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":71125,"output":202,"cached":67876,"thoughts":0,"tool":0,"total":71327},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic__update_topic_1780832663828_0","name":"update_topic","args":{"title":"Modularization Task Completion","strategic_intent":"Finalizing README modularization by updating the workspace summary and verifying the directory structure.","summary":"I have completed the modularization of the project's README.md. All sections have been extracted into individual Markdown files in 'BABA_YAGA_Updater/sections/' and a master template has been created at 'BABA_YAGA_Updater/README.md'. This structure allows for surgical updates to specific documentation sections, particularly the Roadmap which will be synchronized with Google Sheets. I am now performing a final check of the generated files to ensure completeness and correctness before concluding this task. This modular approach significantly improves the maintainability of the project's documentation."},"result":[{"functionResponse":{"id":"update_topic__update_topic_1780832663828_0","name":"update_topic","response":{"output":"Current topic: \"Modularization Task Completion\"\nTopic summary: I have completed the modularization of the project's README.md. All sections have been extracted into individual Markdown files in 'BABA_YAGA_Updater/sections/' and a master template has been created at 'BABA_YAGA_Updater/README.md'. This structure allows for surgical updates to specific documentation sections, particularly the Roadmap which will be synchronized with Google Sheets. I am now performing a final check of the generated files to ensure completeness and correctness before concluding this task. This modular approach significantly improves the maintainability of the project's documentation.\n\nStrategic Intent: Finalizing README modularization by updating the workspace summary and verifying the directory structure."}}}],"status":"success","timestamp":"2026-06-07T11:44:23.997Z","resultDisplay":"## 📂 Topic: **Modularization Task Completion**\n\n**Summary:**\nI have completed the modularization of the project's README.md. All sections have been extracted into individual Markdown files in 'BABA_YAGA_Updater/sections/' and a master template has been created at 'BABA_YAGA_Updater/README.md'. This structure allows for surgical updates to specific documentation sections, particularly the Roadmap which will be synchronized with Google Sheets. I am now performing a final check of the generated files to ensure completeness and correctness before concluding this task. This modular approach significantly improves the maintainability of the project's documentation.\n\n> [!STRATEGY]\n> **Intent:** Finalizing README modularization by updating the workspace summary and verifying the directory structure.","description":"Update topic to: \"Modularization Task Completion\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"list_directory__list_directory_1780832663835_1","name":"list_directory","args":{"dir_path":"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections"},"result":[{"functionResponse":{"id":"list_directory__list_directory_1780832663835_1","name":"list_directory","response":{"output":"Directory listing for D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections:\n00_header.md (2023 bytes)\n01_vision.md (615 bytes)\n02_mechanics.md (4290 bytes)\n03_architecture.md (2601 bytes)\n04_maze.md (3109 bytes)\n05_networking.md (1568 bytes)\n06_comeback.md (3237 bytes)\n07_roadmap.md (433 bytes)\n08_team_standards.md (3868 bytes)\n09_structure.md (2388 bytes)\n10_footer.md (3460 bytes)"}}}],"status":"success","timestamp":"2026-06-07T11:44:23.997Z","resultDisplay":{"summary":"Found 11 item(s).","files":["00_header.md","01_vision.md","02_mechanics.md","03_architecture.md","04_maze.md","05_networking.md","06_comeback.md","07_roadmap.md","08_team_standards.md","09_structure.md","10_footer.md"]},"description":"BABA_YAGA_Updater\\sections","displayName":"ReadFolder","renderOutputAsMarkdown":true}]}
+{"id":"9fbec004-510d-4575-b22e-19a52785a573","timestamp":"2026-06-07T11:44:23.998Z","type":"user","content":[{"functionResponse":{"id":"update_topic__update_topic_1780832663828_0","name":"update_topic","response":{"output":"Current topic: \"Modularization Task Completion\"\nTopic summary: I have completed the modularization of the project's README.md. All sections have been extracted into individual Markdown files in 'BABA_YAGA_Updater/sections/' and a master template has been created at 'BABA_YAGA_Updater/README.md'. This structure allows for surgical updates to specific documentation sections, particularly the Roadmap which will be synchronized with Google Sheets. I am now performing a final check of the generated files to ensure completeness and correctness before concluding this task. This modular approach significantly improves the maintainability of the project's documentation.\n\nStrategic Intent: Finalizing README modularization by updating the workspace summary and verifying the directory structure."}}},{"functionResponse":{"id":"list_directory__list_directory_1780832663835_1","name":"list_directory","response":{"output":"Directory listing for D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\sections:\n00_header.md (2023 bytes)\n01_vision.md (615 bytes)\n02_mechanics.md (4290 bytes)\n03_architecture.md (2601 bytes)\n04_maze.md (3109 bytes)\n05_networking.md (1568 bytes)\n06_comeback.md (3237 bytes)\n07_roadmap.md (433 bytes)\n08_team_standards.md (3868 bytes)\n09_structure.md (2388 bytes)\n10_footer.md (3460 bytes)"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:44:23.999Z"}}
+{"id":"e860608d-6f25-4078-ae67-43ae491ed8c6","timestamp":"2026-06-07T11:44:27.066Z","type":"gemini","content":"Modularized `README.md` into `BABA_YAGA_Updater/sections/`. Created template in `BABA_YAGA_Updater/README.md`.\n\nFiles created in `sections/`:\n- `00_header.md`: Title, Badges, ToC.\n- `01_vision.md`: Project Vision.\n- `02_mechanics.md`: Game Loop, Asymmetry.\n- `03_architecture.md`: State Machine, Scanner.\n- `04_maze.md`: Algorithms, Pipeline.\n- `05_networking.md`: Photon Fusion sync.\n- `06_comeback.md`: Despair Mechanics.\n- `07_roadmap.md`: Roadmap (with `START_UPDATES` markers).\n- `08_team_standards.md`: WBS, NFRs.\n- `09_structure.md`: Folder structure.\n- `10_footer.md`: Installation, Support.\n\nNext: Connect Google Sheets to update `07_roadmap.md`.","thoughts":[],"tokens":{"input":71652,"output":233,"cached":67844,"thoughts":0,"tool":0,"total":71885},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:44:27.067Z"}}
+{"id":"e8bc67fa-de30-4996-a8fb-5f700613fe62","timestamp":"2026-06-07T11:46:29.182Z","type":"user","content":[{"text":"Here is a summary of changes in the user's editor context, in JSON format. This is for your information only.\n```json\n{\n \"changes\": {\n \"filesOpened\": [\n \"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/01_vision.md\",\n \"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/00_header.md\"\n ],\n \"activeFileChanged\": {\n \"path\": \"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/01_vision.md\",\n \"cursor\": {\n \"line\": 3,\n \"character\": 20\n }\n }\n }\n}\n```"}]}
+{"$set":{"lastUpdated":"2026-06-07T11:46:29.182Z"}}
+{"id":"c8881e24-9ac8-4246-958b-7492c7b17b8b","timestamp":"2026-06-07T11:46:33.129Z","type":"user","content":[{"text":"I need u too replace all the default system icon in all the sections and readme to new modern online icon set"}]}
+{"$set":{"lastUpdated":"2026-06-07T11:46:33.129Z"}}
+{"id":"831fef5a-6f75-43a0-a426-a12856083ef7","timestamp":"2026-06-07T11:46:48.497Z","type":"gemini","content":"","thoughts":[{"subject":"Exploring Icon Replacement","description":"I'm currently analyzing the existing README content to identify all instances of \"default system icons.\" My focus is on cataloging the current representations, including Unicode emojis, and pinpointing where the transition to a new, modern online icon set can be integrated seamlessly.","timestamp":"2026-06-07T11:46:37.808Z"},{"subject":"Identifying Icon Sources","description":"I'm now specifically examining how these \"default system icons\" manifest. It appears many are standard Unicode emojis, which indeed render variably across systems. I'm evaluating the implications of replacing these with a consistent, modern online icon set.","timestamp":"2026-06-07T11:46:39.700Z"},{"subject":"Selecting Icon Formats","description":"I'm now considering the best format for these modern icons, leaning towards SVGs from sources like Simple Icons or Lucide, or perhaps utilizing shields.io for dynamic badges. The goal is a consistent, visually appealing integration across all sections.","timestamp":"2026-06-07T11:46:41.564Z"},{"subject":"Choosing Icon Libraries","description":"I'm now evaluating specific modern icon libraries. While options like Feather Icons and Google Material Symbols exist, I'm prioritizing SVGs, such as those from Lucide via `iconify.design`, for header elements. This offers superior cross-system consistency.","timestamp":"2026-06-07T11:46:43.651Z"},{"subject":"Mapping Emojis to Icons","description":"I'm now systematically mapping the existing emojis to their Lucide SVG equivalents. My focus is on ensuring a consistent visual language by identifying suitable replacements for elements like \"trap\" where a direct match isn't immediately apparent in Lucide.","timestamp":"2026-06-07T11:46:45.622Z"},{"subject":"Developing Icon Mappings","description":"I'm now planning the detailed mapping between existing emojis and chosen SVG icons, likely leveraging Iconify.design for broad access. My immediate task is to finalize this visual language, ensuring consistency even for less direct emoji translations like 🪤.","timestamp":"2026-06-07T11:46:48.020Z"},{"subject":"Mapping Icons to SVGs","description":"I'm now solidifying the emoji-to-SVG mappings. I've identified Lucide icons for most, and for less direct translations like the bear trap (🪤), I'm sourcing from game-icons via Iconify, ensuring a comprehensive and consistent visual vocabulary. I'm also considering color treatments for these SVGs.","timestamp":"2026-06-07T11:46:48.352Z"}],"tokens":{"input":72101,"output":48,"cached":43909,"thoughts":2178,"tool":0,"total":74327},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:46:48.497Z"}}
+{"id":"831fef5a-6f75-43a0-a426-a12856083ef7","timestamp":"2026-06-07T11:46:48.497Z","type":"gemini","content":"","thoughts":[{"subject":"Exploring Icon Replacement","description":"I'm currently analyzing the existing README content to identify all instances of \"default system icons.\" My focus is on cataloging the current representations, including Unicode emojis, and pinpointing where the transition to a new, modern online icon set can be integrated seamlessly.","timestamp":"2026-06-07T11:46:37.808Z"},{"subject":"Identifying Icon Sources","description":"I'm now specifically examining how these \"default system icons\" manifest. It appears many are standard Unicode emojis, which indeed render variably across systems. I'm evaluating the implications of replacing these with a consistent, modern online icon set.","timestamp":"2026-06-07T11:46:39.700Z"},{"subject":"Selecting Icon Formats","description":"I'm now considering the best format for these modern icons, leaning towards SVGs from sources like Simple Icons or Lucide, or perhaps utilizing shields.io for dynamic badges. The goal is a consistent, visually appealing integration across all sections.","timestamp":"2026-06-07T11:46:41.564Z"},{"subject":"Choosing Icon Libraries","description":"I'm now evaluating specific modern icon libraries. While options like Feather Icons and Google Material Symbols exist, I'm prioritizing SVGs, such as those from Lucide via `iconify.design`, for header elements. This offers superior cross-system consistency.","timestamp":"2026-06-07T11:46:43.651Z"},{"subject":"Mapping Emojis to Icons","description":"I'm now systematically mapping the existing emojis to their Lucide SVG equivalents. My focus is on ensuring a consistent visual language by identifying suitable replacements for elements like \"trap\" where a direct match isn't immediately apparent in Lucide.","timestamp":"2026-06-07T11:46:45.622Z"},{"subject":"Developing Icon Mappings","description":"I'm now planning the detailed mapping between existing emojis and chosen SVG icons, likely leveraging Iconify.design for broad access. My immediate task is to finalize this visual language, ensuring consistency even for less direct emoji translations like 🪤.","timestamp":"2026-06-07T11:46:48.020Z"},{"subject":"Mapping Icons to SVGs","description":"I'm now solidifying the emoji-to-SVG mappings. I've identified Lucide icons for most, and for less direct translations like the bear trap (🪤), I'm sourcing from game-icons via Iconify, ensuring a comprehensive and consistent visual vocabulary. I'm also considering color treatments for these SVGs.","timestamp":"2026-06-07T11:46:48.352Z"}],"tokens":{"input":72101,"output":48,"cached":43909,"thoughts":2178,"tool":0,"total":74327},"model":"gemini-3-flash-preview","toolCalls":[{"id":"enter_plan_mode__enter_plan_mode_1780832808373_0","name":"enter_plan_mode","args":{"reason":"Replace all system Unicode emojis with a consistent, modern online icon set (Lucide/Iconify) across all README sections and the root README.md."},"result":[{"functionResponse":{"id":"enter_plan_mode__enter_plan_mode_1780832808373_0","name":"enter_plan_mode","response":{"output":"Switching to Plan mode."}}}],"status":"success","timestamp":"2026-06-07T11:47:00.956Z","resultDisplay":"Switching to Plan mode: Replace all system Unicode emojis with a consistent, modern online icon set (Lucide/Iconify) across all README sections and the root README.md.","description":"Replace all system Unicode emojis with a consistent, modern online icon set (Lucide/Iconify) across all README sections and the root README.md.","displayName":"enter_plan_mode","renderOutputAsMarkdown":false}]}
+{"id":"9a34b43d-563f-4d37-a2d0-0fea12f54584","timestamp":"2026-06-07T11:47:00.957Z","type":"user","content":[{"functionResponse":{"id":"enter_plan_mode__enter_plan_mode_1780832808373_0","name":"enter_plan_mode","response":{"output":"Switching to Plan mode."}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:47:00.958Z"}}
+{"id":"155b8198-f4f6-4559-ae78-5bf9cc05616e","timestamp":"2026-06-07T11:47:15.071Z","type":"gemini","content":"","thoughts":[{"subject":"Planning File Updates","description":"I'm currently in Plan Mode, focusing on identifying all files that require updates. My immediate tasks involve pinpointing `D:/Learning_Progress/Projects/BABA_YAGA/README.md` and all `.md` files within `BABA_YAGA_Updater/sections/`. Following this, I'll locate every emoji in use and establish a mapping to contemporary online resources.","timestamp":"2026-06-07T11:47:07.960Z"},{"subject":"Listing Emojis Identified","description":"I've now compiled a comprehensive list of all emojis found across the relevant markdown files. My next step is to map each of these to a suitable modern icon set, such as Lucide, via the Iconify API. After this mapping is complete, I will present the finalized plan for your review.","timestamp":"2026-06-07T11:47:10.608Z"},{"subject":"Refining Icon Strategy","description":"I've identified a vast number of emojis. My current focus is on strategizing the best approach for their replacement, considering potential rendering issues within Mermaid diagrams and the user's specific intent regarding header icons versus all icons. I'm prioritizing a clean and effective integration.","timestamp":"2026-06-07T11:47:13.575Z"},{"subject":"Clarifying Icon Scope","description":"I've identified a substantial number of emojis and am now seeking your expert guidance. My primary question is whether to replace only header/title icons or all instances, including those within Mermaid diagrams, to ensure optimal clarity and manage verbosity. I also need your preference on the icon set style.","timestamp":"2026-06-07T11:47:14.917Z"}],"tokens":{"input":74275,"output":239,"cached":0,"thoughts":1064,"tool":0,"total":75578},"model":"gemini-3.1-pro-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:47:15.071Z"}}
+{"id":"155b8198-f4f6-4559-ae78-5bf9cc05616e","timestamp":"2026-06-07T11:47:15.071Z","type":"gemini","content":"","thoughts":[{"subject":"Planning File Updates","description":"I'm currently in Plan Mode, focusing on identifying all files that require updates. My immediate tasks involve pinpointing `D:/Learning_Progress/Projects/BABA_YAGA/README.md` and all `.md` files within `BABA_YAGA_Updater/sections/`. Following this, I'll locate every emoji in use and establish a mapping to contemporary online resources.","timestamp":"2026-06-07T11:47:07.960Z"},{"subject":"Listing Emojis Identified","description":"I've now compiled a comprehensive list of all emojis found across the relevant markdown files. My next step is to map each of these to a suitable modern icon set, such as Lucide, via the Iconify API. After this mapping is complete, I will present the finalized plan for your review.","timestamp":"2026-06-07T11:47:10.608Z"},{"subject":"Refining Icon Strategy","description":"I've identified a vast number of emojis. My current focus is on strategizing the best approach for their replacement, considering potential rendering issues within Mermaid diagrams and the user's specific intent regarding header icons versus all icons. I'm prioritizing a clean and effective integration.","timestamp":"2026-06-07T11:47:13.575Z"},{"subject":"Clarifying Icon Scope","description":"I've identified a substantial number of emojis and am now seeking your expert guidance. My primary question is whether to replace only header/title icons or all instances, including those within Mermaid diagrams, to ensure optimal clarity and manage verbosity. I also need your preference on the icon set style.","timestamp":"2026-06-07T11:47:14.917Z"}],"tokens":{"input":74275,"output":239,"cached":0,"thoughts":1064,"tool":0,"total":75578},"model":"gemini-3.1-pro-preview","toolCalls":[{"id":"ask_user__ask_user_1780832834929_0","name":"ask_user","args":{"questions":[{"type":"choice","question":"Do you want to replace ALL system emojis, or just the ones in the headings and major sections?","options":[{"description":"Only replace emojis in Markdown headings (e.g., ## 👁️ Vision -> ##
Vision). Keeps diagrams and folder trees clean.","label":"Headings & Major Sections Only"},{"description":"Replace every single emoji across the entire text, including Mermaid diagrams and the folder structure (can make Markdown verbose).","label":"All Icons (Everywhere)"}],"header":"Icon Scope"},{"header":"Icon Set","type":"choice","question":"Which modern icon set style do you prefer?","options":[{"label":"Lucide","description":"A clean, modern outline icon set (highly popular)."},{"description":"Google's versatile, standard UI icon set.","label":"Material Symbols"},{"label":"Game-Icons","description":"Specialized for gaming, ideal for game mechanics and items."}]}]},"result":[{"functionResponse":{"id":"ask_user__ask_user_1780832834929_0","name":"ask_user","response":{"output":"{\"answers\":{\"0\":\"All Icons (Everywhere)\",\"1\":\"Lucide\"}}"}}}],"status":"success","timestamp":"2026-06-07T11:48:08.520Z","resultDisplay":"**User answered:**\n Icon Scope → All Icons (Everywhere)\n Icon Set → Lucide","description":"Asking user: Do you want to replace ALL system emojis, or just the ones in the headings and major sections?, Which modern icon set style do you prefer?","displayName":"Ask User","renderOutputAsMarkdown":true}]}
+{"id":"670cd02a-6fa8-45a0-af68-24647b845625","timestamp":"2026-06-07T11:48:08.521Z","type":"user","content":[{"functionResponse":{"id":"ask_user__ask_user_1780832834929_0","name":"ask_user","response":{"output":"{\"answers\":{\"0\":\"All Icons (Everywhere)\",\"1\":\"Lucide\"}}"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:48:08.521Z"}}
+{"id":"b5b122d2-5d52-4b68-bcb6-6b0523192eea","timestamp":"2026-06-07T11:48:41.394Z","type":"gemini","content":"","thoughts":[{"subject":"Finding Icon Replacements","description":"I'm currently exploring available icon sets to identify suitable replacements for existing graphical elements. My aim is to find visually consistent and contextually appropriate icons from the specified library, ensuring each original element has a matching Lucide counterpart.","timestamp":"2026-06-07T11:48:13.464Z"},{"subject":"Identifying Icon Replacements","description":"I'm reviewing the icon library to find suitable replacements for all existing graphical elements. The goal is to ensure each original icon has a visually consistent and contextually relevant counterpart from the specified set.","timestamp":"2026-06-07T11:48:17.026Z"},{"subject":"Drafting Icon Script","description":"I'm planning to create a Python script to automate the process of replacing all emojis with Lucide icons across the project. This will involve carefully handling various contexts, including file paths and diagram labels, to ensure comprehensive and consistent replacement.","timestamp":"2026-06-07T11:48:19.824Z"},{"subject":"Drafting Icon Script","description":"I am developing a Python script to automate emoji replacements with Lucide icons across project files. This script will systematically map emojis to their corresponding SVG image tags, ensuring comprehensive integration within markdown and diagram contexts.","timestamp":"2026-06-07T11:48:22.738Z"},{"subject":"Drafting Icon Script","description":"I'm developing a Python script to systematically replace emojis with Lucide icons across project files. The script will map identified emojis to corresponding SVG image tags, ensuring consistent integration within markdown and diagram contexts.","timestamp":"2026-06-07T11:48:25.731Z"},{"subject":"Drafting Script Logic","description":"I'm refining the logic for a Python script that will systematically replace emojis with Lucide icons. This involves mapping specific emojis to their corresponding icon names and constructing the necessary HTML image tags for insertion.","timestamp":"2026-06-07T11:48:28.882Z"},{"subject":"Drafting Icon Replacement Plan","description":"I am now drafting the plan to systematically replace all emojis with Lucide icons across project files. This plan details the creation and execution of a Python script designed for comprehensive emoji-to-SVG mapping and integration within various file formats.","timestamp":"2026-06-07T11:48:30.799Z"},{"subject":"Drafting Icon Script Logic","description":"I am refining the logic for a Python script to systematically replace emojis with Lucide icons. This involves mapping specific emojis to their corresponding icon names and constructing the necessary HTML image tags for insertion into the project files.","timestamp":"2026-06-07T11:48:33.275Z"},{"subject":"Drafting Icon Script Logic","description":"I am refining the Python script's logic to systematically map emojis to corresponding Lucide icon names and construct the HTML image tags for insertion into project files, ensuring seamless integration across various contexts including markdown and diagrams.","timestamp":"2026-06-07T11:48:35.700Z"},{"subject":"Developing Icon Replacement Strategy","description":"I'm refining the implementation plan to systematically replace emojis with Lucide icons across project files. This involves detailed mapping of emojis to corresponding HTML image tags, considering how these will render in different contexts like markdown and diagrams.","timestamp":"2026-06-07T11:48:40.688Z"}],"tokens":{"input":70527,"output":573,"cached":0,"thoughts":2403,"tool":0,"total":73503},"model":"gemini-3.1-pro-preview"}
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+{"id":"b5b122d2-5d52-4b68-bcb6-6b0523192eea","timestamp":"2026-06-07T11:48:41.394Z","type":"gemini","content":"","thoughts":[{"subject":"Finding Icon Replacements","description":"I'm currently exploring available icon sets to identify suitable replacements for existing graphical elements. My aim is to find visually consistent and contextually appropriate icons from the specified library, ensuring each original element has a matching Lucide counterpart.","timestamp":"2026-06-07T11:48:13.464Z"},{"subject":"Identifying Icon Replacements","description":"I'm reviewing the icon library to find suitable replacements for all existing graphical elements. The goal is to ensure each original icon has a visually consistent and contextually relevant counterpart from the specified set.","timestamp":"2026-06-07T11:48:17.026Z"},{"subject":"Drafting Icon Script","description":"I'm planning to create a Python script to automate the process of replacing all emojis with Lucide icons across the project. This will involve carefully handling various contexts, including file paths and diagram labels, to ensure comprehensive and consistent replacement.","timestamp":"2026-06-07T11:48:19.824Z"},{"subject":"Drafting Icon Script","description":"I am developing a Python script to automate emoji replacements with Lucide icons across project files. This script will systematically map emojis to their corresponding SVG image tags, ensuring comprehensive integration within markdown and diagram contexts.","timestamp":"2026-06-07T11:48:22.738Z"},{"subject":"Drafting Icon Script","description":"I'm developing a Python script to systematically replace emojis with Lucide icons across project files. The script will map identified emojis to corresponding SVG image tags, ensuring consistent integration within markdown and diagram contexts.","timestamp":"2026-06-07T11:48:25.731Z"},{"subject":"Drafting Script Logic","description":"I'm refining the logic for a Python script that will systematically replace emojis with Lucide icons. This involves mapping specific emojis to their corresponding icon names and constructing the necessary HTML image tags for insertion.","timestamp":"2026-06-07T11:48:28.882Z"},{"subject":"Drafting Icon Replacement Plan","description":"I am now drafting the plan to systematically replace all emojis with Lucide icons across project files. This plan details the creation and execution of a Python script designed for comprehensive emoji-to-SVG mapping and integration within various file formats.","timestamp":"2026-06-07T11:48:30.799Z"},{"subject":"Drafting Icon Script Logic","description":"I am refining the logic for a Python script to systematically replace emojis with Lucide icons. This involves mapping specific emojis to their corresponding icon names and constructing the necessary HTML image tags for insertion into the project files.","timestamp":"2026-06-07T11:48:33.275Z"},{"subject":"Drafting Icon Script Logic","description":"I am refining the Python script's logic to systematically map emojis to corresponding Lucide icon names and construct the HTML image tags for insertion into project files, ensuring seamless integration across various contexts including markdown and diagrams.","timestamp":"2026-06-07T11:48:35.700Z"},{"subject":"Developing Icon Replacement Strategy","description":"I'm refining the implementation plan to systematically replace emojis with Lucide icons across project files. This involves detailed mapping of emojis to corresponding HTML image tags, considering how these will render in different contexts like markdown and diagrams.","timestamp":"2026-06-07T11:48:40.688Z"}],"tokens":{"input":70527,"output":573,"cached":0,"thoughts":2403,"tool":0,"total":73503},"model":"gemini-3.1-pro-preview","toolCalls":[{"id":"write_file__write_file_1780832921392_0","name":"write_file","args":{"file_path":"C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md","content":"# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
` tags are injected correctly.\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later)."},"result":[{"functionResponse":{"id":"write_file__write_file_1780832921392_0","name":"write_file","response":{"output":"Successfully created and wrote to new file: C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md. Here is the updated code:\n# Icon Replacement Plan\r\n\r\n## Objective\r\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\r\n\r\n## Key Files & Context\r\n- **Target Files:**\r\n - `BABA_YAGA_Updater/sections/*.md`\r\n - `BABA_YAGA_Updater/README.md` (Master Template)\r\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\r\n- **Icon Format:** \r\n `
`\r\n\r\n## Implementation Steps\r\n\r\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\r\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\r\n2. **Handle Special Markdown Scenarios in the Script:**\r\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\r\n - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub.\r\n3. **Execute Replacement:**\r\n - Run the Python script to update all files in `sections/`.\r\n4. **Rebuild Root README:**\r\n - Re-assemble the master `README.md` from the updated sections.\r\n\r\n## Verification & Testing\r\n- Read the updated files to verify the `
` tags are injected correctly.\r\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\r\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later)."}}}],"status":"success","timestamp":"2026-06-07T11:48:41.407Z","resultDisplay":{"fileDiff":"Index: replace-icons.md\n===================================================================\n--- replace-icons.md\tOriginal\n+++ replace-icons.md\tWritten\n@@ -0,0 +1,29 @@\n+# Icon Replacement Plan\n+\n+## Objective\n+Replace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n+\n+## Key Files & Context\n+- **Target Files:**\n+ - `BABA_YAGA_Updater/sections/*.md`\n+ - `BABA_YAGA_Updater/README.md` (Master Template)\n+ - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n+- **Icon Format:** \n+ `
`\n+\n+## Implementation Steps\n+\n+1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n+ - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n+2. **Handle Special Markdown Scenarios in the Script:**\n+ - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n+ - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub.\n+3. **Execute Replacement:**\n+ - Run the Python script to update all files in `sections/`.\n+4. **Rebuild Root README:**\n+ - Re-assemble the master `README.md` from the updated sections.\n+\n+## Verification & Testing\n+- Read the updated files to verify the `
` tags are injected correctly.\n+- Ensure the `09_structure.md` was successfully converted to a markdown list.\n+- Run `git status` and `git diff` to confirm the changes before committing (if requested later).\n\\ No newline at end of file\n","fileName":"replace-icons.md","filePath":"C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md","originalContent":"","newContent":"# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
` tags are injected correctly.\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later).","diffStat":{"model_added_lines":29,"model_removed_lines":0,"model_added_chars":1886,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to C:\\Users\\...\\plans\\replace-icons.md","displayName":"WriteFile","renderOutputAsMarkdown":true}]}
+{"id":"6f1cbbca-379a-422b-a3ec-35cfbc5a1b0a","timestamp":"2026-06-07T11:48:41.865Z","type":"user","content":[{"functionResponse":{"id":"write_file__write_file_1780832921392_0","name":"write_file","response":{"output":"Successfully created and wrote to new file: C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md. Here is the updated code:\n# Icon Replacement Plan\r\n\r\n## Objective\r\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\r\n\r\n## Key Files & Context\r\n- **Target Files:**\r\n - `BABA_YAGA_Updater/sections/*.md`\r\n - `BABA_YAGA_Updater/README.md` (Master Template)\r\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\r\n- **Icon Format:** \r\n `
`\r\n\r\n## Implementation Steps\r\n\r\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\r\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\r\n2. **Handle Special Markdown Scenarios in the Script:**\r\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\r\n - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub.\r\n3. **Execute Replacement:**\r\n - Run the Python script to update all files in `sections/`.\r\n4. **Rebuild Root README:**\r\n - Re-assemble the master `README.md` from the updated sections.\r\n\r\n## Verification & Testing\r\n- Read the updated files to verify the `
` tags are injected correctly.\r\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\r\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later)."}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:48:41.865Z"}}
+{"id":"cc3da20d-2889-4ae0-ac40-1aeb2998ed7e","timestamp":"2026-06-07T11:48:50.622Z","type":"gemini","content":"Here is the proposed implementation plan for replacing all icons across the documentation. \n\nSince you selected \"All Icons (Everywhere)\", I've accounted for a technical limitation with the folder structure representation in `09_structure.md`. Please review the plan below, particularly how the folder structure will be handled:\n\n```markdown\n# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
` tags are injected correctly.\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later).\n```\n\nDoes this detailed plan look good to you? Once you confirm, I will formally request approval to exit Plan Mode and begin the execution phase.","thoughts":[{"subject":"Drafting Plan for User","description":"I've finalized the icon replacement strategy and documented it. My next step is to share this plan with you in this chat, seeking your expert review and feedback to ensure we're aligned.","timestamp":"2026-06-07T11:48:46.261Z"}],"tokens":{"input":79092,"output":600,"cached":71950,"thoughts":133,"tool":0,"total":79825},"model":"gemini-3.1-pro-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:48:50.623Z"}}
+{"id":"7735eadd-965b-4de2-b22f-6c17b07ce6e2","timestamp":"2026-06-07T11:50:34.094Z","type":"user","content":[{"text":"Here is a summary of changes in the user's editor context, in JSON format. This is for your information only.\n```json\n{\n \"changes\": {\n \"filesOpened\": [\n \"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/09_structure.md\",\n \"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/08_team_standards.md\"\n ],\n \"filesClosed\": [\n \"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/01_vision.md\",\n \"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/00_header.md\"\n ],\n \"activeFileChanged\": {\n \"path\": \"D:/Learning_Progress/Projects/BABA_YAGA/BABA_YAGA_Updater/sections/09_structure.md\",\n \"cursor\": {\n \"line\": 29,\n \"character\": 33\n }\n }\n }\n}\n```"}]}
+{"$set":{"lastUpdated":"2026-06-07T11:50:34.094Z"}}
+{"id":"08acc451-0ae3-4570-a937-90fa5477db27","timestamp":"2026-06-07T11:50:34.095Z","type":"user","content":[{"text":"ignore the 09_structure, ill do it myself"}]}
+{"$set":{"lastUpdated":"2026-06-07T11:50:34.095Z"}}
+{"id":"894da750-fed4-4279-9d8c-e72f33194522","timestamp":"2026-06-07T11:50:40.669Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":72598,"output":328,"cached":69601,"thoughts":0,"tool":0,"total":72926},"model":"gemini-3.1-pro-preview"}
+{"$set":{"lastUpdated":"2026-06-07T11:50:40.669Z"}}
+{"id":"894da750-fed4-4279-9d8c-e72f33194522","timestamp":"2026-06-07T11:50:40.669Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":72598,"output":328,"cached":69601,"thoughts":0,"tool":0,"total":72926},"model":"gemini-3.1-pro-preview","toolCalls":[{"id":"replace__replace_1780833040666_0","name":"replace","args":{"instruction":"Remove the step to convert the folder structure in 09_structure.md as the user will handle it manually. Keep the Mermaid diagram step.","allow_multiple":false,"file_path":"C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md","new_string":"2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.","old_string":"2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub."},"result":[{"functionResponse":{"id":"replace__replace_1780833040666_0","name":"replace","response":{"output":"Successfully modified file: C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md (1 replacements). Here is the updated code:\n# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
` tags are injected correctly.\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later)."}}}],"status":"success","timestamp":"2026-06-07T11:50:40.681Z","resultDisplay":{"fileDiff":"Index: replace-icons.md\n===================================================================\n--- replace-icons.md\tCurrent\n+++ replace-icons.md\tProposed\n@@ -17,7 +17,7 @@\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n 2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n- - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub.\n+ - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.\n 3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n 4. **Rebuild Root README:**\n","fileName":"replace-icons.md","filePath":"C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md","originalContent":"# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Folder Structure (`09_structure.md`):** Currently, the folder structure is inside a ` ```text ` code block. HTML `
` tags inside code blocks do not render (they show as raw code). The script will convert this specific code block into a standard Markdown bulleted list, allowing the folder and file icons to render correctly on GitHub.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
` tags are injected correctly.\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later).","newContent":"# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
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`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
` tags are injected correctly.\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later)."}}}]}
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` tags are injected correctly.\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later).","file_path":"C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md"},"result":[{"functionResponse":{"id":"replace__replace_1780833050036_0","name":"replace","response":{"output":"Successfully modified file: C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md (1 replacements). Here is the updated code:\n# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
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`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
` tags are injected correctly.\n- Ensure the `09_structure.md` was successfully converted to a markdown list.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later).","newContent":"# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
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+{"id":"a1172889-e363-4177-985e-dc066d975c0f","timestamp":"2026-06-07T11:50:50.272Z","type":"user","content":[{"functionResponse":{"id":"replace__replace_1780833050036_0","name":"replace","response":{"output":"Successfully modified file: C:/Users/scove/.gemini/tmp/baba-yaga/c391d15d-d540-465a-bfd8-690dd3005f71/plans/replace-icons.md (1 replacements). Here is the updated code:\n# Icon Replacement Plan\n\n## Objective\nReplace all default system Unicode emojis with the modern `Lucide` online icon set (via `api.iconify.design`) across all documentation sections and the root `README.md`.\n\n## Key Files & Context\n- **Target Files:**\n - `BABA_YAGA_Updater/sections/*.md`\n - `BABA_YAGA_Updater/README.md` (Master Template)\n - `D:/Learning_Progress/Projects/BABA_YAGA/README.md` (Root README)\n- **Icon Format:** \n `
`\n\n## Implementation Steps\n\n1. **Create an Automation Script (`BABA_YAGA_Updater/replace_icons.py`)**\n - Since there are over 50 unique emojis across 13 files, replacing them manually is error-prone. We will write a Python script containing a comprehensive dictionary mapping each Unicode emoji to its `Lucide` HTML tag equivalent.\n2. **Handle Special Markdown Scenarios in the Script:**\n - **Mermaid Diagrams:** Node definitions will be carefully wrapped if needed (e.g., `A[\" Text\"]`) so Mermaid can render them correctly.\n - **Skip Folder Structure (`09_structure.md`):** Emojis in this file will be ignored or left as-is, as you will handle the code block conversion manually.\n3. **Execute Replacement:**\n - Run the Python script to update all files in `sections/`.\n4. **Rebuild Root README:**\n - Re-assemble the master `README.md` from the updated sections.\n\n## Verification & Testing\n- Read the updated files to verify the `
` tags are injected correctly.\n- Run `git status` and `git diff` to confirm the changes before committing (if requested later)."}}}]}
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'\n\n# Emoji to Lucide mapping\nEMOJI_MAP = {\n \"👁️\": \"eye\",\n \"🌓\": \"circle-dashed\",\n \"🏃\": \"run\",\n \"🏃♀️\": \"run\",\n \"🕸️\": \"settings\", # fallback\n \"🌐\": \"globe\",\n \"⚖️\": \"scale\",\n \"🚀\": \"rocket\",\n \"👥\": \"users\",\n \"📐\": \"ruler\",\n \"📂\": \"folder\",\n \"🤝\": \"handshake\",\n \"💖\": \"heart\",\n \"🎮\": \"gamepad-2\",\n \"🔄\": \"refresh-cw\",\n \"🧩\": \"puzzle\",\n \"🏗️\": \"building-2\",\n \"📍\": \"map-pin\",\n \"🧍\": \"user\",\n \"⌨️\": \"keyboard\",\n \"⚡\": \"zap\",\n \"🔊\": \"volume-2\",\n \"🤫\": \"volume-x\",\n \"🔦\": \"flashlight\",\n \"🔍\": \"search\",\n \"⚠️\": \"alert-triangle\",\n \"🖱️\": \"mouse\",\n \"🗺️\": \"map\",\n \"🛠️\": \"wrench\",\n \"🪤\": \"binary\", # trap fallback\n \"📡\": \"rss\",\n \"🚪\": \"door-closed\",\n \"👑\": \"crown\",\n \"📦\": \"package\",\n \"✉️\": \"mail\",\n \"📝\": \"file-text\",\n \"📣\": \"megaphone\",\n \"🔄\": \"refresh-cw\",\n \"🎞️\": \"film\",\n \"💔\": \"heart-off\",\n \"📊\": \"bar-chart-3\",\n \"🥉\": \"award\",\n \"🥈\": \"award\",\n \"🥇\": \"award\",\n \"🔥\": \"flame\",\n \"🎲\": \"dice-5\",\n \"✨\": \"sparkles\",\n \"🏁\": \"flag\",\n \"🏆\": \"trophy\",\n \"♻️\": \"rotate-ccw\",\n \"📈\": \"trending-up\",\n \"🥊\": \"swords\", # combat\n \"🎭\": \"masks-theater\",\n \"👟\": \"footprints\",\n \"🎢\": \"wind\",\n \"📉\": \"trending-down\",\n \"🆙\": \"arrow-up-circle\",\n \"💨\": \"wind\",\n \"🔒\": \"lock\",\n \"⚙️\": \"settings\",\n \"👟\": \"footprints\",\n \"💡\": \"lightbulb\",\n \"💎\": \"gem\",\n \"🐾\": \"footprints\",\n \"🌳\": \"tree-pine\",\n \"🧵\": \"layout-grid\",\n \"📖\": \"book-open\",\n \"🎬\": \"clapperboard\",\n \"🎨\": \"palette\",\n \"👸\": \"user\",\n \"💃\": \"user\",\n \"🔌\": \"plug\",\n \"🅰️\": \"type\",\n \"🏷️\": \"tag\",\n \"🌍\": \"globe\",\n \"🌸\": \"flower\",\n \"📜\": \"scroll\",\n \"🎥\": \"video\",\n \"🛠️\": \"wrench\",\n \"🚀\": \"rocket\",\n \"🤝\": \"handshake\",\n \"🤵\": \"user\",\n \"💰\": \"banknote\",\n \"☕\": \"coffee\",\n}\n\ndef get_icon_tag(emoji):\n icon_name = EMOJI_MAP.get(emoji)\n if icon_name:\n return ICON_TEMPLATE.format(name=icon_name)\n return emoji\n\ndef replace_emojis(text):\n # Regex to find emojis in the map\n pattern = re.compile(\"|\".join(re.escape(k) for k in EMOJI_MAP.keys()))\n \n def replacer(match):\n emoji = match.group(0)\n return get_icon_tag(emoji)\n \n return pattern.sub(replacer, text)\n\ndef process_file(file_path):\n with open(file_path, 'r', encoding='utf-8') as f:\n content = f.read()\n \n # Process content\n new_content = replace_emojis(content)\n \n # Special handling for Mermaid (Node names with quotes)\n # Mermaid nodes like A[\"Text\"] need the HTML to be clean\n # The current regex handles this since it's just a text replacement\n \n with open(file_path, 'w', encoding='utf-8') as f:\n f.write(new_content)\n print(f\"✅ Processed {file_path}\")\n\ndef main():\n # 1. Process all files in sections/ except excluded ones\n if not os.path.exists(SECTIONS_DIR):\n print(f\"❌ {SECTIONS_DIR} not found.\")\n return\n\n files = [f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\") and f not in EXCLUDE_FILES]\n for filename in sorted(files):\n process_file(os.path.join(SECTIONS_DIR, filename))\n\n # 2. Rebuild Master README.md\n print(\"🏗️ Rebuilding Master README.md...\")\n with open(\"README.md\", 'r', encoding='utf-8') as f:\n template = f.read()\n \n # List all sections again to ensure we get all content\n all_sections = sorted([f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\")])\n section_data = {}\n for section_file in all_sections:\n name = section_file.replace(\".md\", \"\")\n # Remove the numeric prefix for the template placeholder\n # e.g., \"00_header\" -> \"00_header\"\n with open(os.path.join(SECTIONS_DIR, section_file), 'r', encoding='utf-8') as f:\n section_data[name] = f.read()\n \n final_readme = template.format(**section_data)\n \n with open(OUTPUT_README, 'w', encoding='utf-8') as f:\n f.write(final_readme)\n print(f\"✅ Master README.md updated.\")\n\n # 3. Update project root README.md\n PROJECT_ROOT_README = \"../README.md\"\n if os.path.exists(PROJECT_ROOT_README):\n # We also need to replace emojis in the root README itself for consistency\n # although it should ideally be overwritten by the modular re-assembly\n with open(PROJECT_ROOT_README, 'w', encoding='utf-8') as f:\n f.write(final_readme)\n print(f\"✅ Project root README.md updated.\")\n\nif __name__ == \"__main__\":\n main()\n"},"result":[{"functionResponse":{"id":"write_file__write_file_1780833088665_0","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\replace_icons.py. Here is the updated code:\nimport os\r\nimport re\r\n\r\n# Configuration\r\nSECTIONS_DIR = \"sections\"\r\nOUTPUT_README = \"README.md\"\r\nEXCLUDE_FILES = [\"09_structure.md\"]\r\n\r\n# Icon Template (Lucide via Iconify)\r\n# Color: #E0E0E0 (light grey to match modern dark themes)\r\nICON_TEMPLATE = '
'\r\n\r\n# Emoji to Lucide mapping\r\nEMOJI_MAP = {\r\n \"👁️\": \"eye\",\r\n \"🌓\": \"circle-dashed\",\r\n \"🏃\": \"run\",\r\n \"🏃♀️\": \"run\",\r\n \"🕸️\": \"settings\", # fallback\r\n \"🌐\": \"globe\",\r\n \"⚖️\": \"scale\",\r\n \"🚀\": \"rocket\",\r\n \"👥\": \"users\",\r\n \"📐\": \"ruler\",\r\n \"📂\": \"folder\",\r\n \"🤝\": \"handshake\",\r\n \"💖\": \"heart\",\r\n \"🎮\": \"gamepad-2\",\r\n \"🔄\": \"refresh-cw\",\r\n \"🧩\": \"puzzle\",\r\n \"🏗️\": \"building-2\",\r\n \"📍\": \"map-pin\",\r\n \"🧍\": \"user\",\r\n \"⌨️\": \"keyboard\",\r\n \"⚡\": \"zap\",\r\n \"🔊\": \"volume-2\",\r\n \"🤫\": \"volume-x\",\r\n \"🔦\": \"flashlight\",\r\n \"🔍\": \"search\",\r\n \"⚠️\": \"alert-triangle\",\r\n \"🖱️\": \"mouse\",\r\n \"🗺️\": \"map\",\r\n \"🛠️\": \"wrench\",\r\n \"🪤\": \"binary\", # trap fallback\r\n \"📡\": \"rss\",\r\n \"🚪\": \"door-closed\",\r\n \"👑\": \"crown\",\r\n \"📦\": \"package\",\r\n \"✉️\": \"mail\",\r\n \"📝\": \"file-text\",\r\n \"📣\": \"megaphone\",\r\n \"🔄\": \"refresh-cw\",\r\n \"🎞️\": \"film\",\r\n \"💔\": \"heart-off\",\r\n \"📊\": \"bar-chart-3\",\r\n \"🥉\": \"award\",\r\n \"🥈\": \"award\",\r\n \"🥇\": \"award\",\r\n \"🔥\": \"flame\",\r\n \"🎲\": \"dice-5\",\r\n \"✨\": \"sparkles\",\r\n \"🏁\": \"flag\",\r\n \"🏆\": \"trophy\",\r\n \"♻️\": \"rotate-ccw\",\r\n \"📈\": \"trending-up\",\r\n \"🥊\": \"swords\", # combat\r\n \"🎭\": \"masks-theater\",\r\n \"👟\": \"footprints\",\r\n \"🎢\": \"wind\",\r\n \"📉\": \"trending-down\",\r\n \"🆙\": \"arrow-up-circle\",\r\n \"💨\": \"wind\",\r\n \"🔒\": \"lock\",\r\n \"⚙️\": \"settings\",\r\n \"👟\": \"footprints\",\r\n \"💡\": \"lightbulb\",\r\n \"💎\": \"gem\",\r\n \"🐾\": \"footprints\",\r\n \"🌳\": \"tree-pine\",\r\n \"🧵\": \"layout-grid\",\r\n \"📖\": \"book-open\",\r\n \"🎬\": \"clapperboard\",\r\n \"🎨\": \"palette\",\r\n \"👸\": \"user\",\r\n \"💃\": \"user\",\r\n \"🔌\": \"plug\",\r\n \"🅰️\": \"type\",\r\n \"🏷️\": \"tag\",\r\n \"🌍\": \"globe\",\r\n \"🌸\": \"flower\",\r\n \"📜\": \"scroll\",\r\n \"🎥\": \"video\",\r\n \"🛠️\": \"wrench\",\r\n \"🚀\": \"rocket\",\r\n \"🤝\": \"handshake\",\r\n \"🤵\": \"user\",\r\n \"💰\": \"banknote\",\r\n \"☕\": \"coffee\",\r\n}\r\n\r\ndef get_icon_tag(emoji):\r\n icon_name = EMOJI_MAP.get(emoji)\r\n if icon_name:\r\n return ICON_TEMPLATE.format(name=icon_name)\r\n return emoji\r\n\r\ndef replace_emojis(text):\r\n # Regex to find emojis in the map\r\n pattern = re.compile(\"|\".join(re.escape(k) for k in EMOJI_MAP.keys()))\r\n \r\n def replacer(match):\r\n emoji = match.group(0)\r\n return get_icon_tag(emoji)\r\n \r\n return pattern.sub(replacer, text)\r\n\r\ndef process_file(file_path):\r\n with open(file_path, 'r', encoding='utf-8') as f:\r\n content = f.read()\r\n \r\n # Process content\r\n new_content = replace_emojis(content)\r\n \r\n # Special handling for Mermaid (Node names with quotes)\r\n # Mermaid nodes like A[\"Text\"] need the HTML to be clean\r\n # The current regex handles this since it's just a text replacement\r\n \r\n with open(file_path, 'w', encoding='utf-8') as f:\r\n f.write(new_content)\r\n print(f\"✅ Processed {file_path}\")\r\n\r\ndef main():\r\n # 1. Process all files in sections/ except excluded ones\r\n if not os.path.exists(SECTIONS_DIR):\r\n print(f\"❌ {SECTIONS_DIR} not found.\")\r\n return\r\n\r\n files = [f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\") and f not in EXCLUDE_FILES]\r\n for filename in sorted(files):\r\n process_file(os.path.join(SECTIONS_DIR, filename))\r\n\r\n # 2. Rebuild Master README.md\r\n print(\"🏗️ Rebuilding Master README.md...\")\r\n with open(\"README.md\", 'r', encoding='utf-8') as f:\r\n template = f.read()\r\n \r\n # List all sections again to ensure we get all content\r\n all_sections = sorted([f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\")])\r\n section_data = {}\r\n for section_file in all_sections:\r\n name = section_file.replace(\".md\", \"\")\r\n # Remove the numeric prefix for the template placeholder\r\n # e.g., \"00_header\" -> \"00_header\"\r\n with open(os.path.join(SECTIONS_DIR, section_file), 'r', encoding='utf-8') as f:\r\n section_data[name] = f.read()\r\n \r\n final_readme = template.format(**section_data)\r\n \r\n with open(OUTPUT_README, 'w', encoding='utf-8') as f:\r\n f.write(final_readme)\r\n print(f\"✅ Master README.md updated.\")\r\n\r\n # 3. Update project root README.md\r\n PROJECT_ROOT_README = \"../README.md\"\r\n if os.path.exists(PROJECT_ROOT_README):\r\n # We also need to replace emojis in the root README itself for consistency\r\n # although it should ideally be overwritten by the modular re-assembly\r\n with open(PROJECT_ROOT_README, 'w', encoding='utf-8') as f:\r\n f.write(final_readme)\r\n print(f\"✅ Project root README.md updated.\")\r\n\r\nif __name__ == \"__main__\":\r\n main()\r\n"}}}],"status":"success","timestamp":"2026-06-07T11:51:28.690Z","resultDisplay":{"fileDiff":"Index: replace_icons.py\n===================================================================\n--- replace_icons.py\tOriginal\n+++ replace_icons.py\tWritten\n@@ -0,0 +1,173 @@\n+import os\n+import re\n+\n+# Configuration\n+SECTIONS_DIR = \"sections\"\n+OUTPUT_README = \"README.md\"\n+EXCLUDE_FILES = [\"09_structure.md\"]\n+\n+# Icon Template (Lucide via Iconify)\n+# Color: #E0E0E0 (light grey to match modern dark themes)\n+ICON_TEMPLATE = '
'\n+\n+# Emoji to Lucide mapping\n+EMOJI_MAP = {\n+ \"👁️\": \"eye\",\n+ \"🌓\": \"circle-dashed\",\n+ \"🏃\": \"run\",\n+ \"🏃♀️\": \"run\",\n+ \"🕸️\": \"settings\", # fallback\n+ \"🌐\": \"globe\",\n+ \"⚖️\": \"scale\",\n+ \"🚀\": \"rocket\",\n+ \"👥\": \"users\",\n+ \"📐\": \"ruler\",\n+ \"📂\": \"folder\",\n+ \"🤝\": \"handshake\",\n+ \"💖\": \"heart\",\n+ \"🎮\": \"gamepad-2\",\n+ \"🔄\": \"refresh-cw\",\n+ \"🧩\": \"puzzle\",\n+ \"🏗️\": \"building-2\",\n+ \"📍\": \"map-pin\",\n+ \"🧍\": \"user\",\n+ \"⌨️\": \"keyboard\",\n+ \"⚡\": \"zap\",\n+ \"🔊\": \"volume-2\",\n+ \"🤫\": \"volume-x\",\n+ \"🔦\": \"flashlight\",\n+ \"🔍\": \"search\",\n+ \"⚠️\": \"alert-triangle\",\n+ \"🖱️\": \"mouse\",\n+ \"🗺️\": \"map\",\n+ \"🛠️\": \"wrench\",\n+ \"🪤\": \"binary\", # trap fallback\n+ \"📡\": \"rss\",\n+ \"🚪\": \"door-closed\",\n+ \"👑\": \"crown\",\n+ \"📦\": \"package\",\n+ \"✉️\": \"mail\",\n+ \"📝\": \"file-text\",\n+ \"📣\": \"megaphone\",\n+ \"🔄\": \"refresh-cw\",\n+ \"🎞️\": \"film\",\n+ \"💔\": \"heart-off\",\n+ \"📊\": \"bar-chart-3\",\n+ \"🥉\": \"award\",\n+ \"🥈\": \"award\",\n+ \"🥇\": \"award\",\n+ \"🔥\": \"flame\",\n+ \"🎲\": \"dice-5\",\n+ \"✨\": \"sparkles\",\n+ \"🏁\": \"flag\",\n+ \"🏆\": \"trophy\",\n+ \"♻️\": \"rotate-ccw\",\n+ \"📈\": \"trending-up\",\n+ \"🥊\": \"swords\", # combat\n+ \"🎭\": \"masks-theater\",\n+ \"👟\": \"footprints\",\n+ \"🎢\": \"wind\",\n+ \"📉\": \"trending-down\",\n+ \"🆙\": \"arrow-up-circle\",\n+ \"💨\": \"wind\",\n+ \"🔒\": \"lock\",\n+ \"⚙️\": \"settings\",\n+ \"👟\": \"footprints\",\n+ \"💡\": \"lightbulb\",\n+ \"💎\": \"gem\",\n+ \"🐾\": \"footprints\",\n+ \"🌳\": \"tree-pine\",\n+ \"🧵\": \"layout-grid\",\n+ \"📖\": \"book-open\",\n+ \"🎬\": \"clapperboard\",\n+ \"🎨\": \"palette\",\n+ \"👸\": \"user\",\n+ \"💃\": \"user\",\n+ \"🔌\": \"plug\",\n+ \"🅰️\": \"type\",\n+ \"🏷️\": \"tag\",\n+ \"🌍\": \"globe\",\n+ \"🌸\": \"flower\",\n+ \"📜\": \"scroll\",\n+ \"🎥\": \"video\",\n+ \"🛠️\": \"wrench\",\n+ \"🚀\": \"rocket\",\n+ \"🤝\": \"handshake\",\n+ \"🤵\": \"user\",\n+ \"💰\": \"banknote\",\n+ \"☕\": \"coffee\",\n+}\n+\n+def get_icon_tag(emoji):\n+ icon_name = EMOJI_MAP.get(emoji)\n+ if icon_name:\n+ return ICON_TEMPLATE.format(name=icon_name)\n+ return emoji\n+\n+def replace_emojis(text):\n+ # Regex to find emojis in the map\n+ pattern = re.compile(\"|\".join(re.escape(k) for k in EMOJI_MAP.keys()))\n+ \n+ def replacer(match):\n+ emoji = match.group(0)\n+ return get_icon_tag(emoji)\n+ \n+ return pattern.sub(replacer, text)\n+\n+def process_file(file_path):\n+ with open(file_path, 'r', encoding='utf-8') as f:\n+ content = f.read()\n+ \n+ # Process content\n+ new_content = replace_emojis(content)\n+ \n+ # Special handling for Mermaid (Node names with quotes)\n+ # Mermaid nodes like A[\"Text\"] need the HTML to be clean\n+ # The current regex handles this since it's just a text replacement\n+ \n+ with open(file_path, 'w', encoding='utf-8') as f:\n+ f.write(new_content)\n+ print(f\"✅ Processed {file_path}\")\n+\n+def main():\n+ # 1. Process all files in sections/ except excluded ones\n+ if not os.path.exists(SECTIONS_DIR):\n+ print(f\"❌ {SECTIONS_DIR} not found.\")\n+ return\n+\n+ files = [f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\") and f not in EXCLUDE_FILES]\n+ for filename in sorted(files):\n+ process_file(os.path.join(SECTIONS_DIR, filename))\n+\n+ # 2. Rebuild Master README.md\n+ print(\"🏗️ Rebuilding Master README.md...\")\n+ with open(\"README.md\", 'r', encoding='utf-8') as f:\n+ template = f.read()\n+ \n+ # List all sections again to ensure we get all content\n+ all_sections = sorted([f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\")])\n+ section_data = {}\n+ for section_file in all_sections:\n+ name = section_file.replace(\".md\", \"\")\n+ # Remove the numeric prefix for the template placeholder\n+ # e.g., \"00_header\" -> \"00_header\"\n+ with open(os.path.join(SECTIONS_DIR, section_file), 'r', encoding='utf-8') as f:\n+ section_data[name] = f.read()\n+ \n+ final_readme = template.format(**section_data)\n+ \n+ with open(OUTPUT_README, 'w', encoding='utf-8') as f:\n+ f.write(final_readme)\n+ print(f\"✅ Master README.md updated.\")\n+\n+ # 3. Update project root README.md\n+ PROJECT_ROOT_README = \"../README.md\"\n+ if os.path.exists(PROJECT_ROOT_README):\n+ # We also need to replace emojis in the root README itself for consistency\n+ # although it should ideally be overwritten by the modular re-assembly\n+ with open(PROJECT_ROOT_README, 'w', encoding='utf-8') as f:\n+ f.write(final_readme)\n+ print(f\"✅ Project root README.md updated.\")\n+\n+if __name__ == \"__main__\":\n+ main()\n","fileName":"replace_icons.py","filePath":"D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\replace_icons.py","originalContent":"","newContent":"import os\nimport re\n\n# Configuration\nSECTIONS_DIR = \"sections\"\nOUTPUT_README = \"README.md\"\nEXCLUDE_FILES = [\"09_structure.md\"]\n\n# Icon Template (Lucide via Iconify)\n# Color: #E0E0E0 (light grey to match modern dark themes)\nICON_TEMPLATE = '
'\n\n# Emoji to Lucide mapping\nEMOJI_MAP = {\n \"👁️\": \"eye\",\n \"🌓\": \"circle-dashed\",\n \"🏃\": \"run\",\n \"🏃♀️\": \"run\",\n \"🕸️\": \"settings\", # fallback\n \"🌐\": \"globe\",\n \"⚖️\": \"scale\",\n \"🚀\": \"rocket\",\n \"👥\": \"users\",\n \"📐\": \"ruler\",\n \"📂\": \"folder\",\n \"🤝\": \"handshake\",\n \"💖\": \"heart\",\n \"🎮\": \"gamepad-2\",\n \"🔄\": \"refresh-cw\",\n \"🧩\": \"puzzle\",\n \"🏗️\": \"building-2\",\n \"📍\": \"map-pin\",\n \"🧍\": \"user\",\n \"⌨️\": \"keyboard\",\n \"⚡\": \"zap\",\n \"🔊\": \"volume-2\",\n \"🤫\": \"volume-x\",\n \"🔦\": \"flashlight\",\n \"🔍\": \"search\",\n \"⚠️\": \"alert-triangle\",\n \"🖱️\": \"mouse\",\n \"🗺️\": \"map\",\n \"🛠️\": \"wrench\",\n \"🪤\": \"binary\", # trap fallback\n \"📡\": \"rss\",\n \"🚪\": \"door-closed\",\n \"👑\": \"crown\",\n \"📦\": \"package\",\n \"✉️\": \"mail\",\n \"📝\": \"file-text\",\n \"📣\": \"megaphone\",\n \"🔄\": \"refresh-cw\",\n \"🎞️\": \"film\",\n \"💔\": \"heart-off\",\n \"📊\": \"bar-chart-3\",\n \"🥉\": \"award\",\n \"🥈\": \"award\",\n \"🥇\": \"award\",\n \"🔥\": \"flame\",\n \"🎲\": \"dice-5\",\n \"✨\": \"sparkles\",\n \"🏁\": \"flag\",\n \"🏆\": \"trophy\",\n \"♻️\": \"rotate-ccw\",\n \"📈\": \"trending-up\",\n \"🥊\": \"swords\", # combat\n \"🎭\": \"masks-theater\",\n \"👟\": \"footprints\",\n \"🎢\": \"wind\",\n \"📉\": \"trending-down\",\n \"🆙\": \"arrow-up-circle\",\n \"💨\": \"wind\",\n \"🔒\": \"lock\",\n \"⚙️\": \"settings\",\n \"👟\": \"footprints\",\n \"💡\": \"lightbulb\",\n \"💎\": \"gem\",\n \"🐾\": \"footprints\",\n \"🌳\": \"tree-pine\",\n \"🧵\": \"layout-grid\",\n \"📖\": \"book-open\",\n \"🎬\": \"clapperboard\",\n \"🎨\": \"palette\",\n \"👸\": \"user\",\n \"💃\": \"user\",\n \"🔌\": \"plug\",\n \"🅰️\": \"type\",\n \"🏷️\": \"tag\",\n \"🌍\": \"globe\",\n \"🌸\": \"flower\",\n \"📜\": \"scroll\",\n \"🎥\": \"video\",\n \"🛠️\": \"wrench\",\n \"🚀\": \"rocket\",\n \"🤝\": \"handshake\",\n \"🤵\": \"user\",\n \"💰\": \"banknote\",\n \"☕\": \"coffee\",\n}\n\ndef get_icon_tag(emoji):\n icon_name = EMOJI_MAP.get(emoji)\n if icon_name:\n return ICON_TEMPLATE.format(name=icon_name)\n return emoji\n\ndef replace_emojis(text):\n # Regex to find emojis in the map\n pattern = re.compile(\"|\".join(re.escape(k) for k in EMOJI_MAP.keys()))\n \n def replacer(match):\n emoji = match.group(0)\n return get_icon_tag(emoji)\n \n return pattern.sub(replacer, text)\n\ndef process_file(file_path):\n with open(file_path, 'r', encoding='utf-8') as f:\n content = f.read()\n \n # Process content\n new_content = replace_emojis(content)\n \n # Special handling for Mermaid (Node names with quotes)\n # Mermaid nodes like A[\"Text\"] need the HTML to be clean\n # The current regex handles this since it's just a text replacement\n \n with open(file_path, 'w', encoding='utf-8') as f:\n f.write(new_content)\n print(f\"✅ Processed {file_path}\")\n\ndef main():\n # 1. Process all files in sections/ except excluded ones\n if not os.path.exists(SECTIONS_DIR):\n print(f\"❌ {SECTIONS_DIR} not found.\")\n return\n\n files = [f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\") and f not in EXCLUDE_FILES]\n for filename in sorted(files):\n process_file(os.path.join(SECTIONS_DIR, filename))\n\n # 2. Rebuild Master README.md\n print(\"🏗️ Rebuilding Master README.md...\")\n with open(\"README.md\", 'r', encoding='utf-8') as f:\n template = f.read()\n \n # List all sections again to ensure we get all content\n all_sections = sorted([f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\")])\n section_data = {}\n for section_file in all_sections:\n name = section_file.replace(\".md\", \"\")\n # Remove the numeric prefix for the template placeholder\n # e.g., \"00_header\" -> \"00_header\"\n with open(os.path.join(SECTIONS_DIR, section_file), 'r', encoding='utf-8') as f:\n section_data[name] = f.read()\n \n final_readme = template.format(**section_data)\n \n with open(OUTPUT_README, 'w', encoding='utf-8') as f:\n f.write(final_readme)\n print(f\"✅ Master README.md updated.\")\n\n # 3. Update project root README.md\n PROJECT_ROOT_README = \"../README.md\"\n if os.path.exists(PROJECT_ROOT_README):\n # We also need to replace emojis in the root README itself for consistency\n # although it should ideally be overwritten by the modular re-assembly\n with open(PROJECT_ROOT_README, 'w', encoding='utf-8') as f:\n f.write(final_readme)\n print(f\"✅ Project root README.md updated.\")\n\nif __name__ == \"__main__\":\n main()\n","diffStat":{"model_added_lines":173,"model_removed_lines":0,"model_added_chars":4681,"model_removed_chars":0,"user_added_lines":0,"user_removed_lines":0,"user_added_chars":0,"user_removed_chars":0},"isNewFile":true},"description":"Writing to BABA_YAGA_Updater\\replace_icons.py","displayName":"WriteFile","renderOutputAsMarkdown":true}]}
+{"id":"951f0eed-60f8-48f4-a411-d5a15fddb75f","timestamp":"2026-06-07T11:51:29.095Z","type":"user","content":[{"functionResponse":{"id":"write_file__write_file_1780833088665_0","name":"write_file","response":{"output":"Successfully created and wrote to new file: D:\\Learning_Progress\\Projects\\BABA_YAGA\\BABA_YAGA_Updater\\replace_icons.py. Here is the updated code:\nimport os\r\nimport re\r\n\r\n# Configuration\r\nSECTIONS_DIR = \"sections\"\r\nOUTPUT_README = \"README.md\"\r\nEXCLUDE_FILES = [\"09_structure.md\"]\r\n\r\n# Icon Template (Lucide via Iconify)\r\n# Color: #E0E0E0 (light grey to match modern dark themes)\r\nICON_TEMPLATE = '
'\r\n\r\n# Emoji to Lucide mapping\r\nEMOJI_MAP = {\r\n \"👁️\": \"eye\",\r\n \"🌓\": \"circle-dashed\",\r\n \"🏃\": \"run\",\r\n \"🏃♀️\": \"run\",\r\n \"🕸️\": \"settings\", # fallback\r\n \"🌐\": \"globe\",\r\n \"⚖️\": \"scale\",\r\n \"🚀\": \"rocket\",\r\n \"👥\": \"users\",\r\n \"📐\": \"ruler\",\r\n \"📂\": \"folder\",\r\n \"🤝\": \"handshake\",\r\n \"💖\": \"heart\",\r\n \"🎮\": \"gamepad-2\",\r\n \"🔄\": \"refresh-cw\",\r\n \"🧩\": \"puzzle\",\r\n \"🏗️\": \"building-2\",\r\n \"📍\": \"map-pin\",\r\n \"🧍\": \"user\",\r\n \"⌨️\": \"keyboard\",\r\n \"⚡\": \"zap\",\r\n \"🔊\": \"volume-2\",\r\n \"🤫\": \"volume-x\",\r\n \"🔦\": \"flashlight\",\r\n \"🔍\": \"search\",\r\n \"⚠️\": \"alert-triangle\",\r\n \"🖱️\": \"mouse\",\r\n \"🗺️\": \"map\",\r\n \"🛠️\": \"wrench\",\r\n \"🪤\": \"binary\", # trap fallback\r\n \"📡\": \"rss\",\r\n \"🚪\": \"door-closed\",\r\n \"👑\": \"crown\",\r\n \"📦\": \"package\",\r\n \"✉️\": \"mail\",\r\n \"📝\": \"file-text\",\r\n \"📣\": \"megaphone\",\r\n \"🔄\": \"refresh-cw\",\r\n \"🎞️\": \"film\",\r\n \"💔\": \"heart-off\",\r\n \"📊\": \"bar-chart-3\",\r\n \"🥉\": \"award\",\r\n \"🥈\": \"award\",\r\n \"🥇\": \"award\",\r\n \"🔥\": \"flame\",\r\n \"🎲\": \"dice-5\",\r\n \"✨\": \"sparkles\",\r\n \"🏁\": \"flag\",\r\n \"🏆\": \"trophy\",\r\n \"♻️\": \"rotate-ccw\",\r\n \"📈\": \"trending-up\",\r\n \"🥊\": \"swords\", # combat\r\n \"🎭\": \"masks-theater\",\r\n \"👟\": \"footprints\",\r\n \"🎢\": \"wind\",\r\n \"📉\": \"trending-down\",\r\n \"🆙\": \"arrow-up-circle\",\r\n \"💨\": \"wind\",\r\n \"🔒\": \"lock\",\r\n \"⚙️\": \"settings\",\r\n \"👟\": \"footprints\",\r\n \"💡\": \"lightbulb\",\r\n \"💎\": \"gem\",\r\n \"🐾\": \"footprints\",\r\n \"🌳\": \"tree-pine\",\r\n \"🧵\": \"layout-grid\",\r\n \"📖\": \"book-open\",\r\n \"🎬\": \"clapperboard\",\r\n \"🎨\": \"palette\",\r\n \"👸\": \"user\",\r\n \"💃\": \"user\",\r\n \"🔌\": \"plug\",\r\n \"🅰️\": \"type\",\r\n \"🏷️\": \"tag\",\r\n \"🌍\": \"globe\",\r\n \"🌸\": \"flower\",\r\n \"📜\": \"scroll\",\r\n \"🎥\": \"video\",\r\n \"🛠️\": \"wrench\",\r\n \"🚀\": \"rocket\",\r\n \"🤝\": \"handshake\",\r\n \"🤵\": \"user\",\r\n \"💰\": \"banknote\",\r\n \"☕\": \"coffee\",\r\n}\r\n\r\ndef get_icon_tag(emoji):\r\n icon_name = EMOJI_MAP.get(emoji)\r\n if icon_name:\r\n return ICON_TEMPLATE.format(name=icon_name)\r\n return emoji\r\n\r\ndef replace_emojis(text):\r\n # Regex to find emojis in the map\r\n pattern = re.compile(\"|\".join(re.escape(k) for k in EMOJI_MAP.keys()))\r\n \r\n def replacer(match):\r\n emoji = match.group(0)\r\n return get_icon_tag(emoji)\r\n \r\n return pattern.sub(replacer, text)\r\n\r\ndef process_file(file_path):\r\n with open(file_path, 'r', encoding='utf-8') as f:\r\n content = f.read()\r\n \r\n # Process content\r\n new_content = replace_emojis(content)\r\n \r\n # Special handling for Mermaid (Node names with quotes)\r\n # Mermaid nodes like A[\"Text\"] need the HTML to be clean\r\n # The current regex handles this since it's just a text replacement\r\n \r\n with open(file_path, 'w', encoding='utf-8') as f:\r\n f.write(new_content)\r\n print(f\"✅ Processed {file_path}\")\r\n\r\ndef main():\r\n # 1. Process all files in sections/ except excluded ones\r\n if not os.path.exists(SECTIONS_DIR):\r\n print(f\"❌ {SECTIONS_DIR} not found.\")\r\n return\r\n\r\n files = [f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\") and f not in EXCLUDE_FILES]\r\n for filename in sorted(files):\r\n process_file(os.path.join(SECTIONS_DIR, filename))\r\n\r\n # 2. Rebuild Master README.md\r\n print(\"🏗️ Rebuilding Master README.md...\")\r\n with open(\"README.md\", 'r', encoding='utf-8') as f:\r\n template = f.read()\r\n \r\n # List all sections again to ensure we get all content\r\n all_sections = sorted([f for f in os.listdir(SECTIONS_DIR) if f.endswith(\".md\")])\r\n section_data = {}\r\n for section_file in all_sections:\r\n name = section_file.replace(\".md\", \"\")\r\n # Remove the numeric prefix for the template placeholder\r\n # e.g., \"00_header\" -> \"00_header\"\r\n with open(os.path.join(SECTIONS_DIR, section_file), 'r', encoding='utf-8') as f:\r\n section_data[name] = f.read()\r\n \r\n final_readme = template.format(**section_data)\r\n \r\n with open(OUTPUT_README, 'w', encoding='utf-8') as f:\r\n f.write(final_readme)\r\n print(f\"✅ Master README.md updated.\")\r\n\r\n # 3. Update project root README.md\r\n PROJECT_ROOT_README = \"../README.md\"\r\n if os.path.exists(PROJECT_ROOT_README):\r\n # We also need to replace emojis in the root README itself for consistency\r\n # although it should ideally be overwritten by the modular re-assembly\r\n with open(PROJECT_ROOT_README, 'w', encoding='utf-8') as f:\r\n f.write(final_readme)\r\n print(f\"✅ Project root README.md updated.\")\r\n\r\nif __name__ == \"__main__\":\r\n main()\r\n"}}}]}
+{"$set":{"lastUpdated":"2026-06-07T11:51:29.096Z"}}
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Tầm nhìn Dự án (Project Vision)\n\n\n\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n"}}}],"status":"success","timestamp":"2026-06-07T11:51:48.845Z","resultDisplay":"","description":"BABA_YAGA_Updater\\...\\01_vision.md","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
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Tầm nhìn Dự án (Project Vision)\n\n\n\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n"}}}]}
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+{"id":"68a37a58-0c1e-4257-9cb1-ad43c88bd72f","timestamp":"2026-06-07T11:51:51.241Z","type":"gemini","content":"","thoughts":[],"tokens":{"input":80797,"output":48,"cached":79733,"thoughts":0,"tool":0,"total":80845},"model":"gemini-3-flash-preview","toolCalls":[{"id":"read_file__read_file_1780833111041_0","name":"read_file","args":{"start_line":1,"end_line":100,"file_path":"D:/Learning_Progress/Projects/BABA_YAGA/README.md"},"result":[{"functionResponse":{"id":"read_file__read_file_1780833111041_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 1-100 of 579 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 101.\n\n--- FILE CONTENT (truncated) ---\n# README Template (Source of Truth)\n\nThis file serves as the master template for the project's root README.md. \nSections are modularized in the `sections/` directory.\n\n#  \n\n[](https://unity.com/)\n[](https://www.photonengine.com/fusion)\n[](https://opensource.org/licenses/MIT)\n\n> **\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\"**\n\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\n\n---\n\n## \n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\n\n\n---\n\n##
Tầm nhìn Dự án (Project Vision)\n\n\n\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n\n\n---\n\n##
Cơ chế Trò chơi (Core Mechanics)\n\n###
Sự bất đối xứng (The Asymmetry)\n\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\n| :--- | :--- | :--- |\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\n\n###
Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style cho các nhóm\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\n\n %% Phase 1: Initialization\n subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\n A[\"
Bắt đầu Trận đấu\"] --> B{\"
Matchmaking
(Photon Fusion)\"}\n B --> C[\"
Phân vai: Seeker vs Trapper\"]\n C --> D[\"
Maze Generator
(Prims/Wilsons)\"]\n D --> E[\"
Baking NavMesh & Colliders\"]\n E --> F[\"
Character Auto-Setup\"]\n F --> G[\"
Spawn Players\"]\n end\n class Initialization,A,B,C,D,E,F,G initStyle;\n\n %% Phase 2: Core Loop\n subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\n G --> Loop((TICK: FixedUpdateNetwork))\n \n %% Seeker Branch\n subgraph Seeker_Logic [\"
SEEKER (POV 1st)\"]\n S1[\"
Input: WASD/Space\"] --> S2[\"
State: Move/Dash\"]\n S2 --> S3{\"
Hành động?\"}\n S3 -- \"Sprinting\" --> S4[\"
Noise Up\"]\n S3 -- \"Sneaking\" --> S5[\"
Noise Down\"]\n S3 -- \"Flashlight\" --> S6[\"
Lộ vị trí\"]\n \n S4 & S5 & S6 --> S_Check{\"
Check Env\"}\n S_Check -- \"Dẫm bẫy\" --> S_Trap[\"
Bị khống chế\"]\n end\n\n %% Trapper Branch\n subgraph Trapper_Logic [\"
TRAPPER (STRATEGY)\"]\n T1[\"
Mouse Input\"] --> T2[\"
View: Heatmap/Cams\"]\n T2 --> T3{\"
Kỹ năng?\"}\n T3 -- \"Đặt bẫy\" --> T4[\"
Sync Trap\"]\n T3 -- \"Scan\" --> T5[\"
Ping Seeker\"]\n T3 -- \"Lock\" --> T6[\"
Khóa cửa\"]"}}}],"status":"success","timestamp":"2026-06-07T11:51:51.250Z","resultDisplay":"Read lines 1-100 of 579 from README.md","description":"README.md","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"d8f0096a-93bd-4982-becb-2f6bdd46ed82","timestamp":"2026-06-07T11:51:51.251Z","type":"user","content":[{"functionResponse":{"id":"read_file__read_file_1780833111041_0","name":"read_file","response":{"output":"\nIMPORTANT: The file content has been truncated.\nStatus: Showing lines 1-100 of 579 total lines.\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 101.\n\n--- FILE CONTENT (truncated) ---\n# README Template (Source of Truth)\n\nThis file serves as the master template for the project's root README.md. \nSections are modularized in the `sections/` directory.\n\n#  \n\n[](https://unity.com/)\n[](https://www.photonengine.com/fusion)\n[](https://opensource.org/licenses/MIT)\n\n> **\"Trong bóng tối của sự ảo giác, thị giác là công cụ mạnh mẽ nhất, nhưng sự tin tưởng lại là sai lầm chết người.\"**\n\n**BABA_YAGA** là một dự án game PvP không đối xứng (Asymmetric PvP) đỉnh cao, nơi người chơi bước vào một cuộc đấu trí căng thẳng trong mê cung bóng tối. Một người nắm giữ **Ánh sáng (Seeker)**, người kia điều khiển **Cạm bẫy (Trapper)**. Đây không chỉ là trò chơi trốn tìm, đây là cuộc chiến về tâm lý và khả năng đọc tình huống.\n\n---\n\n## \n1. [Tầm nhìn Dự án (Project Vision)](#-tầm-nhìn-dự-án-project-vision)\n2. [Cơ chế Trò chơi (Core Mechanics)](#-cơ-chế-trò-chơi-core-mechanics)\n3. [Kiến trúc Kỹ thuật (Technical Architecture)](#-kiến-trúc-kỹ-thuật-technical-architecture)\n4. [Hệ thống Mê cung (Maze Generation)](#-hệ-thống-mê-cung-maze-generation)\n5. [Đồng bộ Mạng (Networking)](#-đồng-bộ-mạng-networking)\n6. [Hệ thống Comeback (Comeback System)](#-hệ-thống-comeback-đa-tầng-tiered-adaptive-system)\n7. [Lộ trình Phát triển (Roadmap)](#-lộ-trình-phát-triển-roadmap)\n8. [Cấu trúc Thư mục (Folder Structure)](#-cấu-trúc-thư-mục-dự-án-project-folder-structure)\n9. [Hướng dẫn Cài đặt (Installation)](#-hướng-dẫn-cài-đặt-installation)\n\n\n---\n\n##
Tầm nhìn Dự án (Project Vision)\n\n\n\nDự án hướng tới việc tạo ra một trải nghiệm **\"High-Stakes Hide & Seek\"**. Trọng tâm không nằm ở hành động nhanh mà ở sự **kiên nhẫn** và **tính toán**.\n* **Minimalist UI:** Giảm thiểu UI để người chơi tập trung hoàn toàn vào môi trường.\n* **Spatial Audio:** Âm thanh là \"bản đồ\" thứ hai.\n* **Dynamic Lighting:** Ánh sáng không chỉ để nhìn, mà là công cụ để lộ diện hoặc ẩn mình.\n\n\n---\n\n##
Cơ chế Trò chơi (Core Mechanics)\n\n###
Sự bất đối xứng (The Asymmetry)\n\n| Chỉ số | Seeker (Người Tìm Đường) | Trapper (Kẻ Đặt Bẫy) |\n| :--- | :--- | :--- |\n| **Vai trò** | Chủ động di chuyển, tìm lối thoát. | Phòng thủ, đặt bẫy, chặn đường. |\n| **Tầm nhìn** | Góc nhìn thứ nhất (FPS), đèn pin giới hạn. | Góc nhìn tổng thể (Top-down) hoặc Camera an ninh. |\n| **Tốc độ** | Nhanh (Sprinting: 9.0m/s). | Chậm hơn nhưng có khả năng dịch chuyển. |\n| **Công cụ** | Đèn pin, Dash, Parkour. | Bẫy kẹp, Bẫy âm thanh, Khóa cửa. |\n\n###
Vòng lặp Gameplay & Kiến trúc Hệ thống (Game Loop & System Architecture)\n\n```mermaid\ngraph TD\n %% Định nghĩa Style cho các nhóm\n classDef initStyle fill:#e1f5fe,stroke:#01579b,stroke-width:2px,color:#01579b;\n classDef seekerStyle fill:#fff3e0,stroke:#e65100,stroke-width:2px,color:#e65100;\n classDef trapperStyle fill:#f3e5f5,stroke:#4a148c,stroke-width:2px,color:#4a148c;\n classDef netStyle fill:#eceff1,stroke:#263238,stroke-dasharray: 5 5,color:#263238;\n classDef winStyle fill:#e8f5e9,stroke:#1b5e20,stroke-width:3px,color:#1b5e20;\n classDef criticalStyle fill:#ffebee,stroke:#b71c1c,stroke-width:2px,color:#b71c1c;\n\n %% Phase 1: Initialization\n subgraph Initialization [\"1. KHỞI TẠO HỆ THỐNG (NET-SYNC)\"]\n A[\"
Bắt đầu Trận đấu\"] --> B{\"
Matchmaking
(Photon Fusion)\"}\n B --> C[\"
Phân vai: Seeker vs Trapper\"]\n C --> D[\"
Maze Generator
(Prims/Wilsons)\"]\n D --> E[\"
Baking NavMesh & Colliders\"]\n E --> F[\"
Character Auto-Setup\"]\n F --> G[\"
Spawn Players\"]\n end\n class Initialization,A,B,C,D,E,F,G initStyle;\n\n %% Phase 2: Core Loop\n subgraph Active_Round [\"2. VÒNG LẶP CHIẾN ĐẤU (CORE LOOP)\"]\n G --> Loop((TICK: FixedUpdateNetwork))\n \n %% Seeker Branch\n subgraph Seeker_Logic [\"
SEEKER (POV 1st)\"]\n S1[\"
Input: WASD/Space\"] --> S2[\"
State: Move/Dash\"]\n S2 --> S3{\"
Hành động?\"}\n S3 -- \"Sprinting\" --> S4[\"
Noise Up\"]\n S3 -- \"Sneaking\" --> S5[\"
Noise Down\"]\n S3 -- \"Flashlight\" --> S6[\"
Lộ vị trí\"]\n \n S4 & S5 & S6 --> S_Check{\"
Check Env\"}\n S_Check -- \"Dẫm bẫy\" --> S_Trap[\"
Bị khống chế\"]\n end\n\n %% Trapper Branch\n subgraph Trapper_Logic [\"
TRAPPER (STRATEGY)\"]\n T1[\"
Mouse Input\"] --> T2[\"
View: Heatmap/Cams\"]\n T2 --> T3{\"
Kỹ năng?\"}\n T3 -- \"Đặt bẫy\" --> T4[\"
Sync Trap\"]\n T3 -- \"Scan\" --> T5[\"
Ping Seeker\"]\n T3 -- \"Lock\" --> T6[\"
Khóa cửa\"]"}}}]}
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