diff --git a/LANE_PROMPTS.md b/LANE_PROMPTS.md index 71c8806..6a05f82 100644 --- a/LANE_PROMPTS.md +++ b/LANE_PROMPTS.md @@ -751,3 +751,84 @@ shippable. > thresholds with D in THREADS before you export. Stand by for retune > arguments if gate 1's garden fix moves your bonus numbers — yours to > defend or move, evidence in THREADS. + +--- + +# SPRINT 14 prompts (the yard editor — make sites makeable) + +Same rules: own clone, own branch, rebase onto latest main FIRST +(`git fetch origin && git reset --hard origin/lane/` on a clean tree — +your local branch is BEHIND after integration fast-forwards). Read +**docs/MANUAL.md** (new — the cookbook this sprint automates), THREADS from +the last [I] entry, then SPRINT14.md. Ports: A 8824, B 8825, C 8826, D 8827, +E 8828 (untracked launch.json, copy the example). Baseline selftest +**362/0/0**; the editor's export must be deterministic (same yard in, +byte-identical JSON out) even though its UI needn't be. + +## Lane A — Sprint 14 +> You are Lane A on SHADES 3D, Sprint 14. Rebase onto main, read +> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 1 is yours: the +> yard editor core — web/world/editor.html + js/editor.js, rendering the REAL +> dressed world through the same loadSite/createWorld path the game uses. +> Place/drag/delete posts, trees, structures, bed, props via ground-plane +> raycast, writing the SAME named-key site-JSON shapes the loader reads (no +> parallel schema). Live validateSite in a panel; visible _design/_why +> authoring fields; canonical stable-key-order export; the round-trip assert +> (template → place → export → loadSite → boots). The export panel must say +> "a site is playable when a NIGHTS entry names it" — export ≠ shipped. +> B and C build INTO your page (score button, wind authoring) — agree the DOM +> seams with them in THREADS early, like the .letterhead contract. Pool: one +> look at the dev-line visibility default; re-check your phantom-sail view +> fix if it hasn't landed. Do NOT build reputation/site content/heatwave — +> gate 4 chooses. + +## Lane B — Sprint 14 +> You are Lane B on SHADES 3D, Sprint 14. Rebase onto main, read +> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 2.1 is yours: the +> SCORE IT button — your site_audit + gardenfly engines run in-page against +> A's in-memory edited yard (feed the site object, not a fetched JSON) and +> render a card: winnable lines at $80 funnel-ON, cheapest honest line, +> held-vs-bare separation, 15%-margin flags. Slow-on-demand is fine; a +> private harness is not — everything through windForSite() and the real +> commit→attach chain, and the gate-2.3 pin proves it: editor-scored wind == +> game-played wind at one probe point, one storm second, exact. Agree DOM +> seams with A in THREADS. Pool: the invoice line for night 5's +> beyond-saving garden (your S13 offer, A accepted — land it). + +## Lane C — Sprint 14 +> You are Lane C on SHADES 3D, Sprint 14. Rebase onto main, read +> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 2.2 is yours: +> wind authoring in A's editor — venturi placement with the axis drawn as a +> LINE through the gap (both ends; it's mod π and the UI should teach that), +> gain/radius sliders, tree-shelter cones as translucent volumes, and a +> wind-field overlay (arrows sampling speedAt across the yard at a chosen +> storm+time, deterministic, same seed path as the game). You co-own the +> gate-2.3 pin with B: editor wind == game wind, exact, asserted. Agree DOM +> seams with A in THREADS. Your windForSite() is the only wind the editor +> may ever build — that rule is one sprint old and already load-bearing. + +## Lane D — Sprint 14 +> You are Lane D on SHADES 3D, Sprint 14. Rebase onto main, read +> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 3.2 is yours and +> it's the sprint's real acceptance test: author a complete third yard COLD, +> editor only — no JSON hand-editing, no console. Your design instincts, any +> theme E's palette supports. Score it with B's button until it's +> winnable-but-mean, export it, wire its night in a scratch branch, play it, +> and file the whole experience in THREADS: every friction is gate-1/2 +> feedback, every delight is proof. Your yard is the site_03 CANDIDATE for +> gate 4 — make it one you'd defend. Pool: re-test the phantom-sail seam +> against A's view fix. Wait for A's gate-1 push before starting; judge B's +> score card and C's wind overlay as you use them in anger. + +## Lane E — Sprint 14 +> You are Lane E on SHADES 3D, Sprint 14. Rebase onto main, read +> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 3.1 is yours: +> audit the placeable set — every GLB the editor offers carries honest extras +> (rating_hint, collateral, collateral_key), gaps fixed in the factory — then +> build TWO new temptation props for D's palette: pick from the trampoline +> (typed honestly in the checked enum), the kids' swing set (two honest posts +> + a crossbar that is NOT an anchor and must not adopt), or a second tree +> species with a different branch ladder. Baked reasoning beside every +> number, a wreck where priceable, negative-control asserts (your bike +> discipline — build the wrong one on purpose and watch it go red). Flag D +> in THREADS the moment the palette is ready — their cold yard waits on it. diff --git a/SPRINT14.md b/SPRINT14.md new file mode 100644 index 0000000..600684c --- /dev/null +++ b/SPRINT14.md @@ -0,0 +1,114 @@ +# SPRINT 14 — THE YARD EDITOR: SITES ARE DATA, NOW MAKE THEM MAKEABLE + +*Sprint 13 ended with the game looking like itself: the garden matters, the +night looks like a night, the front door onboards a stranger, and the audit +tells the truth. 362/0/0, live at partly.party/hardyards. Sprint 14 builds the +thing every future branch needs: an in-browser editor that turns "sites are +data" into "John builds a yard the same day he builds its assets." Every piece +already exists — site loading, raycast picking, validateSite, the audit and +garden engines, the shared wind builder. This sprint is assembly, not +invention. Read docs/MANUAL.md first if you haven't — it's new, and it's the +cookbook this editor automates.* + +Baseline: selftest **362/0/0**. Keep it green; mutation-check anything you'd +call coverage. The editor is a TOOL with a UI — its internals don't need +`(dt,t)` determinism, but its EXPORT does: same yard in, byte-identical JSON +out (stable key order, pretty-printed), or site diffs become unreviewable. + +## Gate 1 — THE EDITOR CORE (A owns) + +`web/world/editor.html` (+ `js/editor.js`) — it ships with the game (it's +web/, it deploys; a public "build a yard" toy is a feature, not a leak — no +secrets live in site JSON). +1. Load: start from any existing site or an empty template (flat yard + fence + ring + garden bed at origin). Import = the same `loadSite`/`createWorld` + path the game uses — the editor renders the REAL dressed world, not a + diagram. +2. Place / drag / delete on the ground plane via raycast: posts, trees + (species from the existing GLB set), structures (house, shed, carport), + the garden bed, the gnome and props. Placement writes the SAME named-key + site-JSON shapes the loader reads — no parallel schema. Drag = live + re-dress of that entry (cheap: re-dress the one object, not the world). +3. Export: canonical JSON to clipboard/download — stable key order, comments + preserved via `_design`/`_why` fields the author fills in a side panel + (the repo expects levels to carry their design notes; make the field + visible, not buried). +4. Validation is LIVE: `validateSite` runs on every edit; errors render in the + panel, not the console. An invalid yard exports with a loud banner in the + JSON (`"_INVALID"` key) so it can't sneak into data/sites clean. +5. Round-trip assert (a.test): template → place minimal rig-able yard → + export → `loadSite` the export → world builds, anchors adopt, enum passes. + Editor bugs must not be able to produce a yard the game can't boot. +6. Night hookup stays manual and documented: a site becomes playable when a + week.js NIGHTS entry names it (MANUAL.md site cookbook step 6) — the + editor's export panel SAYS this so nobody thinks export = shipped. + +## Gate 2 — THE LIVE SCORE (B + C; the editor tells you if the yard is a game) + +1. **B — "SCORE IT":** one button runs the audit gauntlet against the edited + yard in-page: winnable lines at $80 (funnel ON, header says so), cheapest + honest line, held-vs-bare garden separation (gardenfly), margin flags on + knife-edge corners (the 15% rule). Results as a card, not console text. + It's the same engines — `site_audit`/`gardenfly` already run in a browser; + feed them the in-memory site object instead of a fetched JSON. Slow is + fine (seconds, on demand); wrong is not: the score must go through + `windForSite()` and the real commit→attach chain — the editor must never + grow its own private harness (Sprint 13's whole lesson). +2. **C — wind authoring:** place/rotate/drag the venturi (axis drawn as a + LINE through the gap, both ends — it's mod π and the editor should show + that), gain/radius sliders, tree-shelter cones rendered as translucent + volumes. Plus a wind-field overlay: arrows/streaks sampling `speedAt` + across the yard at a chosen storm+time, so an author SEES where the funnel + screams before D has to feel it. Deterministic sampling, same seed path as + the game. +3. **B + C shared assert:** the editor's scored wind and the game's played + wind are the same numbers — one probe point, one storm second, exact match + pinned. Two harnesses, one number, by construction this time. + +## Gate 3 — THE PALETTE PROVES IT (E builds, D authors) + +1. **E — the placeable set, audited:** every GLB the editor offers must carry + its extras honestly (rating_hint, collateral, collateral_key) — audit the + current set, fix gaps in the factory, and add TWO new props built for + temptation: pick from the trampoline (typed honestly in the enum this + time), the kids' swing set (two honest posts + a crossbar that is NOT an + anchor), or a second tree species with a different branch ladder. Each + ships with baked reasoning, a wreck if priceable, and your + negative-control assert discipline. +2. **D — author a yard COLD, editor only:** no JSON hand-editing, no console. + Build a complete third yard (your design instincts, any theme the palette + supports), score it with B's button until it's winnable-but-mean, name it, + export it, wire its night in a scratch branch, play it. File the entire + experience in THREADS: every place the editor fought you is gate-1/2 + feedback; every place it sang is proof. **The yard you make is site_03 + CANDIDATE** — it ships only if gate 4 picks the more-sites branch, but its + existence makes that branch nearly free. +3. **D — pool nit while you're in:** the phantom-sail seam (A took the view + half and filed it — re-test at gate-3 time; if A's fix landed, verify; + if not, it's your repro that keeps it honest). + +## Gate 4 — JOHN: PLAY, THEN CHOOSE (eight sprints standing) + +partly.party/hardyards — five nights, three sentences in THREADS. Then, with +the editor in hand, the branch decision Sprint 12 deferred: +- **Reputation / warranty** (DESIGN.md's consequence loop; the invoice exists + to hang it off) +- **More sites** (D's site_03 candidate is sitting right there; the editor + makes a fourth and fifth cheap) +- **Heatwave days** (the slow-pressure half of the design; sun-arc coverage, + a different puzzle entirely) +Nobody builds any of the three this sprint. The editor serves all of them. + +Pool, spread by ownership: B's invoice line for the beyond-saving night +(offer accepted S13); bench-vs-UI residual cause (open; margin rule stands +in); bare-beds-win-nights-2-3 (gate-4 material — do NOT tune it this sprint); +dev-line visibility default (A, one look). + +``` +gate 1: editor loads/places/drags/exports; round-trip pinned; live validation +gate 2: SCORE IT runs the real engines through the real chain; wind authoring + visual; editor-vs-game wind pinned exact +gate 3: palette extras audited + two temptation props; D authors site_03 + candidate cold and files the experience +gate 4: John's three sentences + the branch, chosen in THREADS +```