The Crimsonland project enforces strict code style to maintain consistency, readability, and correctness.
Automated Enforcement
Code style is enforced automatically:
# Check all style requirements
just check
# Or individually
uv run ruff check . # Linting
uv run ty check src tests # Type checking
uv run lint-imports # Import contracts
sg scan # Structural rules
Linting (Ruff)
The project uses ruff for fast linting.
Configuration
From pyproject.toml:
[ tool . ruff ]
line-length = 120
[ tool . ruff . lint ]
extend-select = [
"B007" , # Loop variable not used
"B017" , # assertRaises(Exception) is too broad
"B023" , # Function uses loop variable
"B904" , # Raise from None
"COM812" , # Trailing comma missing
"I001" , # Import sorting
"PGH003" , # Type ignore without code
"PT017" , # pytest.raises() without match
"RUF012" , # Mutable class attributes
"RUF100" , # Unused noqa
"S113" , # Timeout without timeout
"S607" , # Starting process with partial path
"TRY004" , # Prefer TypeError for type errors
"UP035" , # Import from collections.abc
]
extend-ignore = [ "E402" ] # Module level import not at top
Auto-Fixing
Most issues can be auto-fixed:
uv run ruff check --fix .
Line Length
Maximum line length is 120 characters . Break long lines:
# Good
def create_weapon (
weapon_type : str ,
damage : float ,
fire_rate : float ,
ammo_capacity : int ,
) -> Weapon:
return Weapon(weapon_type, damage, fire_rate, ammo_capacity)
# Bad - exceeds 120 characters
def create_weapon ( weapon_type : str , damage : float , fire_rate : float , ammo_capacity : int ) -> Weapon:
return Weapon(weapon_type, damage, fire_rate, ammo_capacity)
Import Sorting
Imports are sorted automatically:
# Standard library
import math
import os
from pathlib import Path
# Third-party
import msgspec
import pytest
from construct import Struct
# Local
from crimson.gameplay import GameState
from grim.audio import AudioManager
Type Checking (ty)
The project uses ty for fast type checking.
Type Annotations Required
All functions must have type annotations:
# Good
def calculate_damage ( base_damage : float , distance : float ) -> float :
return base_damage * ( 1.0 - distance / 1000.0 )
# Bad - missing annotations
def calculate_damage ( base_damage , distance ):
return base_damage * ( 1.0 - distance / 1000.0 )
No Any Without Justification
Avoid Any. If ty complains, fix the schema/boundary/model, don’t cast to Any.
# Bad - dodges typing
from typing import Any
def process_data ( data : Any) -> Any:
return data.get( "value" ) # Unsafe!
# Good - proper typing
from msgspec import Struct
class GameData ( Struct ):
value: float
def process_data ( data : GameData) -> float :
return data.value
Type Guards
Use type guards for conditional typing:
from typing import Union
def process_entity ( entity : Union[Player, Creature]) -> None :
if isinstance (entity, Player):
# Type narrowed to Player
entity.award_experience( 100 )
else :
# Type narrowed to Creature
entity.apply_damage( 50 )
Import Contracts
Architectural boundaries are enforced by import-linter.
Layer Separation
grim must not import crimson
The engine layer (grim) is independent of game logic (crimson): # In grim/audio.py - GOOD
from grim.formats import load_wav
# In grim/audio.py - BAD
from crimson.gameplay import GameState # ❌ Violates boundary
Perk implementations isolated
Perk implementations must not import selection/availability logic: # In crimson/perks/impl/berserk.py - GOOD
from crimson.perks.runtime import PerkEffect
# In crimson/perks/impl/berserk.py - BAD
from crimson.perks.selection import PerkSelector # ❌ Violates isolation
Selection/availability independence
Selection and availability must not import implementations directly: # In crimson/perks/selection.py - GOOD
from crimson.perks.registry import get_perk_by_id
# In crimson/perks/selection.py - BAD
from crimson.perks.impl.berserk import BerserkPerk # ❌ Violates independence
Verify Contracts
Code Patterns
Validate at Boundaries
Validate/parse at boundaries (IO/CLI/JSON/msgpack). Inside the domain, assume typed objects are correct.
# Boundary - parse and validate
def load_config ( path : Path) -> Config:
data = msgspec.json.decode(path.read_bytes(), type = Config)
# Validation happens here via msgspec
return data
# Domain - trust typed inputs
def apply_config ( config : Config) -> None :
# No .get(), no isinstance(), no try/except
# Just use the typed object
screen_width = config.screen_width
screen_height = config.screen_height
Fail Fast on Invalid State
# Good - fail fast
def get_weapon ( weapon_id : int ) -> Weapon:
if weapon_id not in WEAPON_TABLE :
raise ValueError ( f "Invalid weapon_id: { weapon_id } " )
return WEAPON_TABLE [weapon_id]
# Bad - hides errors with defaults
def get_weapon ( weapon_id : int ) -> Weapon:
return WEAPON_TABLE .get(weapon_id, DEFAULT_WEAPON ) # ❌ Silent failure
No Defensive Coding in Domain
Avoid defensive checks deep in gameplay code:
# Bad - defensive checks in domain
def update_creature ( creature : Creature, dt : float ) -> None :
if not isinstance (creature, Creature): # ❌ Unnecessary
return
if not hasattr (creature, "health" ): # ❌ Dodge typing
return
try :
creature.move(dt) # ❌ Broad exception
except ValueError :
pass
# Good - trust types, fail fast
def update_creature ( creature : Creature, dt : float ) -> None :
creature.move(dt) # Type system ensures creature has move()
Typed Domain, Dict at Edges
# Domain - typed objects
class GameState ( Struct ):
score: int
wave: int
player_health: float
# Edge - convert to dict for serialization
def save_game ( state : GameState, path : Path) -> None :
data = msgspec.to_builtins(state) # Convert to dict
path.write_bytes(msgspec.json.encode(data))
Naming Conventions
Variables and Functions
# Snake case for variables and functions
player_health = 100.0
weapon_damage = 75.0
def calculate_distance ( x1 : float , y1 : float , x2 : float , y2 : float ) -> float :
return math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2 )
Classes and Types
# Pascal case for classes
class WeaponSystem :
pass
class GameState ( Struct ):
pass
Constants
# UPPER_SNAKE_CASE for module-level constants
MAX_CREATURES = 100
DEFAULT_DIFFICULTY = "normal"
PI = 3.1415927 # Native f32 precision
Private Members
# Single underscore for internal implementation
class Weapon :
def __init__ ( self ):
self ._ammo_count = 0 # Internal state
def _reload_internal ( self ) -> None : # Internal method
self ._ammo_count = self .max_ammo
Documentation
Docstrings
Use docstrings for public APIs:
def calculate_damage ( base_damage : float , distance : float ) -> float :
"""Calculate damage with distance falloff.
Args:
base_damage: Base weapon damage
distance: Distance to target in pixels
Returns:
Effective damage after distance falloff
Evidence:
analysis/ghidra/raw/crimsonland.exe_decompiled.c:5432
"""
return base_damage * ( 1.0 - distance / 1000.0 )
Parity Evidence
For parity-critical code, document evidence:
def angle_approach ( current : float , target : float , rate : float ) -> float :
"""Approach target angle at given rate (native parity).
Native behavior: x87 intermediate with f32 storage.
Evidence: analysis/ghidra/raw/crimsonland.exe_decompiled.c:21767
Differential session: docs/frida/differential-sessions/session-18.md
Args:
current: Current angle in radians
target: Target angle in radians
rate: Approach rate
Returns:
New angle after approach
"""
# Implementation
Parity Justification
Non-Obvious Behavior
Temporary Code
Explain why code looks “wrong” due to native parity: # Native constant - do not normalize to 0.6
# Evidence: analysis/ghidra/raw/crimsonland.exe_decompiled.c:8765
WEAPON_COOLDOWN = 0.6000000238418579
Explain surprising behavior: # RNG is consumed even when creature doesn't spawn
# This matches native behavior for determinism
self .rng.next_u32()
if not should_spawn:
return None
Mark temporary code clearly: # TODO : Replace with native parity version after session-25
# Current implementation is placeholder
def temp_collision_check ():
pass
Don’t comment obvious code. Let the code speak:
# Bad - comments state the obvious
# Increment score by 100
score += 100
# Good - code is self-documenting
score += ENEMY_KILL_POINTS
Structural Rules (ast-grep)
Structural patterns are enforced via ast-grep:
sg scan # Run configured rules
sg test # Test rules
Rules are defined in .ast-grep/ (if present) or via CLI.
Next Steps
Float Parity Policy Master float32 precision requirements
Commit Guidelines Write meaningful commit messages
Testing Guide Write well-styled tests
Verification Process Ensure code passes all checks