Cursor rule "cursorrules" from ansible-tmm/mcp-demo, covering ansible automation platform (aap) context, inventory organization best practices, use groups for sorting and filtering, example workflow for os-based queries and host variables for os detection.
Step-by-step patterns for adding new features to the Built to Automate game: new pickups, obstacles, visual effects, HUD elements, quiz questions, and UI overlays. Use when implementing new gameplay features or extending existing ones.
Patterns for managing audio, textures, and visual assets in the Built to Automate game. Use when adding sounds, images, icons, or troubleshooting asset loading, audio timing, or mute controls.
Patterns for configuring billboard side quests with interactive arcade demos, partner logos, and per-level theming. Use when adding demos to a level, swapping arcade embeds, adding new partner logos, or extending the billboard overlay with new content types.
Patterns for adding new drivers, custom car types, secret unlockable modes, and special vehicle click abilities. Use when adding a new driver, creating a custom car mesh, implementing secret modes, or adding click-to-activate abilities.
Explains the architecture, state machine, and module responsibilities of the Built to Automate Three.js arcade game. Use when asking about game structure, how systems connect, debugging state issues, or understanding the codebase.