Guidelines for working on the C# .NET MAUI mobile and desktop frontend client (GnollHackM), SkiaSharp game rendering, XAML page layouts, FMOD audio integration, and the P/Invoke native bridge.
Guidance on modifying the GnollHack C core game logic, headers, windowing callbacks, sound/animation definitions, and dungeon data files. Covers K&R coding style, macro idioms, and key data structures.
Guidelines and patterns for converting non-portable C Bitfield macros into platform-portable explicit bitmask flags to fix cross-platform save game compatibility.
Instructions on how to use wizard mode (debug mode), decipher panic logs, test specific levels/monsters, and run the MAUI frontend locally.
Guide on building GnollHack native C libraries, processing assets with makedefs/levcomp/dgncomp/dlb, packaging nhdat, and compiling the C# .NET MAUI frontend for Android, iOS, and Windows.
Best practices for AI agents documenting the GnollHack C# .NET MAUI codebase. Covers XML doc comments, inline comments, P/Invoke documentation, and Microsoft-standard documentation patterns for the game's frontend, native bridge, and UI code.
Patterns for adding monsters, objects, and artifacts to GnollHack. Covers MON/WEAPON/ARMOR/A macro syntax, attack tuples, monster and object flags, the auto-generated headers (pm.h, onames.h), soundset and animation assignments, and the makedefs rebuild pipeline.
Best practices for AI agents documenting the GnollHack C codebase. Covers file headers, function documentation, inline comments, macro explanations, and strategies for making legacy NetHack-derived C code understandable to modern developers.