port: make the Godot menu shell the agent's primary objective
Sets a new mission: boot the real disc through developer splash -> intro video -> title -> main menu -> submenus in Godot 4, interactively, with no gameplay, no 3D and no emulator. docs/port/MISSION.md defines it -- eight gated milestones, each finished by an ARTIFACT rather than by compiling, plus the Ready Room as an explicitly gated stretch goal with a one-iteration probe that decides go/no-go. GP_READY_ROOM is 1106 entries with 6 recoverable names and is ISL-scripted, so it is either a week or a quarter, and the agent must not start it on its own authority. Architecture, per the user's decision: the Godot project is INDEPENDENT of the Rust viewer and never reads a disc format. An offline Rust exporter converts the disc into open formats; Godot reads only those. No GDExtension, no Rust in the Godot project, and sylpheed-viewer is off limits -- it stays the human's verification tool with its static-data rule intact. docs/port/FORMAT.md specifies the open format, versioned, because modding is the port's second goal and that makes the layout a deliverable rather than a temp directory: JSON over XML (Godot parses JSON natively; its XMLParser is SAX), names never hashes, provenance in every generated file, and unknowns listed rather than guessed. The discipline the whole thing rests on is the derived/authored split. `export/` is regenerated wholesale and never hand-edited; `authored/` is hand-written and survives a re-export. Three things this milestone needs are NOT on the disc in any decoded form -- which button does what, paint order, and menu sound cues -- so they live in `authored/` with a stated `why`. Deleting an authored entry because the exporter can now emit it IS the measure of progress. `export/` is gitignored: it is generated from the user's own disc and this stays a clean-room repo. Container: adds a pinned Godot 4 (windowed under Xvfb for screenshots, plus a headless wrapper). ffmpeg already carries libtheora, which is the video target -- Godot 4 plays only Ogg Theora natively and the disc's ADV.wmv is WMV3/WMA Pro. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -68,6 +68,26 @@ RUN for t in clang clang++ lld ld.lld llvm-ar llvm-ranlib llvm-nm clang-cpp; do
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# Python consumer to protect, so installing into it is the honest simple option.
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RUN pip3 install --no-cache-dir --break-system-packages duckdb
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# ── Godot 4 ──────────────────────────────────────────────────────────────────
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# The port's runtime (docs/port/MISSION.md). Two binaries, deliberately:
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#
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# godot the editor/windowed build, run under Xvfb, for screenshots
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# that can be diffed against `sylpheed-cli screen render`
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# godot-headless --headless, for script-only checks that need no display
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#
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# The official builds are self-contained binaries, not a package, so they are
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# fetched rather than apt-installed. Pinned: an engine version bump changes
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# rendering, and this project compares screenshots against a reference renderer.
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ARG GODOT_VERSION=4.3
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RUN cd /tmp \
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&& curl -fsSLO "https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}-stable/Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" \
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&& unzip -q "Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip" \
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&& mv "Godot_v${GODOT_VERSION}-stable_linux.x86_64" /usr/local/bin/godot \
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&& chmod +x /usr/local/bin/godot \
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&& printf '#!/bin/sh\nexec /usr/local/bin/godot --headless "$@"\n' > /usr/local/bin/godot-headless \
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&& chmod +x /usr/local/bin/godot-headless \
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&& rm -f "Godot_v${GODOT_VERSION}-stable_linux.x86_64.zip"
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# ── Node + Claude Code ───────────────────────────────────────────────────────
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RUN curl -fsSL https://deb.nodesource.com/setup_22.x | bash - \
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&& apt-get install -y --no-install-recommends nodejs \
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