# SPRINT 3 — THE GAME LOOP (instructions for Opus 4.8 lanes) *Sprint 2 verdict: the storm is real. Merged main boots into a yard with live weather, a walking ped, a rendered sail that cascades believably, debris that dents both cloth and player, rain that stops at the cloth, and 169/0/0 green. What's missing is the GAME around it: you can't rig with the mouse in the shell, can't pick up a spare, can't see loads without the console, and nothing scores the aftermath. Sprint 3 closes the loop so a stranger could play it.* Read THREADS.md from the last [I] entry down before starting. Two integrator facts you must absorb: (1) main.js now passes `debris` as rig.step's 4th arg; (2) the downdraft data is back at C's 0.3/0.18 and B's decision-3 assert self-skips below 0.5 — item 1 below is why. ## Decisions (made) 7. **Garden HP is driven by `skyfx.rainShadowOver(bed)` during storms.** B and C both recommended it and they're right — at night the sun shadow is a number about nothing. `rig.coverageOver(bed, sunDir)` stays as the daytime shade readout (and becomes the heatwave scorer later). Lane A wires it. 8. **Downdraft semantics change to fraction-of-TOTAL wind speed** (B's preference, C's code). Gust-only semantics measurably cannot satisfy both the no-free-lunch bar and §7 survival (numbers in THREADS [I] 2026-07-17). 9. **`world.shedTable` is Lane A's, this sprint, first.** It gates D's §7 hand-play and it's ~15 lines of dressing. ## Lane A — finish the shell (the sprint's spine) In priority order: 1. **`world.shedTable`** — place `shed_01_v1.glb` + `shed_table_v1.glb`, expose `{pos}` (use E's `pickup_anchor` empty if present). Unblocks D immediately. 2. **Decision 2 anchor rework** (carried from Sprint 2): posts in to ~(−4.5,5.5) and (4.0,6.0), add p3 near (0,7), register E's tree `branch_anchor_*` (they carry `rating_hint`). New a.test assert: ≥3 pickable quads in 18–45 m² covering the bed. This also fixes B's "cascade at t=0.4 s from pre-tension alone" finding — the yard currently teaches the wrong lesson. 3. **Prep phase playable**: wire B's picking adapter (it exists on their branch contract — coordinate in THREADS) to anchor markers + hardware cycling + tension dial + spare purchase, with budget $80. Take B up on their offer of a **preview rig for live force arrows during prep** — DESIGN.md calls this the core teaching tool. 4. **HUD**: per-corner load bars in kN vs rating (world-anchored), wind meter + gust telegraph banner, garden HP (decision 7) driving E's plants_full/tattered/dead swaps, phase banner. 5. **Forecast card** (storm JSON summary: peak wind, gust character, change time — sell the dread) and **aftermath screen** (garden %, corners lost, hardware bill, verdict line). Enter-to-advance is fine. 6. Yard dressing completion: swap graybox house for `house_yardside_v1.glb` (decision 6 — read fascia_anchor_* from the GLB), fence set, washing line (head spins in gusts — E gave you `sway_amp` handles too, use them for the canopy telegraph), wheelie bin into the debris pool, gnome placed in sail range (`collateral_value` 25 — score it in aftermath). 7. Retitle the page — it still says M0. ## Lane B + Lane C — the downdraft semantic (JOINT, do it first, pair in THREADS) 1. **C**: `weather.core.js` — downdraft becomes a fraction of TOTAL wind speed (sustained + gust), keeping the own-RNG-stream determinism guarantee and the storm-JSON validator (rename the field if semantics change enough to warrant it — e.g. `downdraftOfTotal` — a silently re-meaning field is worse than a rename). Keep `speedAt()` horizontal. 2. **B**: re-run the 8-direction sweep at C's proposed values, re-enable the decision-3 assert (delete the <0.5 self-skip — it documents *gust-only* semantics and dies with them), confirm §7 all three legs (cheap cascades / twisted survives / twisted+repair survives) against the SAME data. Log the final constants in THREADS. Both asserts green on the same storm JSON is this item's definition of done. 3. **B**: sail UVs + E's `sail_weave.png` per their recipe (uv attribute, repeat 6×6, sRGB) — the membrane should read as fabric, and the tear decal strip is waiting for M3 tearing. 4. **C**: storm_03 — author a third storm between gentle and wildnight so the campaign has a ramp (and the forecast card has range to sell). ## Lane D — close the §7 loop by hand (gate 3) 1. The moment A posts `world.shedTable`: verify the full loop live — pick up spare (PickUp → Carry/CarryIdle), run it through gusts (shelter on C when needed), hold-E repair at the blown corner (Crank/repair, spare consumed), rig finishes ≥3/4. **Record the run** (SHADES.step + screenshots, or a screen capture) — this artifact is the sprint's definition of done. 2. Wire `StumbleBack` vs full knockdown thresholds against real storm_02 gusts with C's downdraft — the brace mechanic (hold C) changes the tuning you did pre-merge. 3. Ladder: E shipped `ladder_01_v1.glb` with base/top nodes and you have ClimbLadder — if fascia repairs are meant to need it (DESIGN.md says yes), land carry-ladder + place + climb as the stretch goal; flag early if it's bigger than this sprint. ## Lane E — juice pass (small) 1. Sail tear decals hookup notes for B (you shipped the atlas; write the two-line recipe like you did for the weave). 2. Aftermath props: broken-gnome variant (`garden_gnome_01_broken`), snapped fence panel — the aftermath screen wants wreckage to point at. 3. Assembled-yard contact sheet refresh once A's dressing lands (your Sprint 2 item 4, still open — the yard finally looks like the game this week). ## Gates ``` gate 1: A-1 lands → D starts closing the loop gate 2: B+C downdraft semantic → both physics gates green on one storm JSON gate 3: prep→storm→aftermath playable start to finish with the mouse, §7 scenario ON RECORD, selftest green ``` Definition of done = gate 3. That is also the moment SHADES stops being a tech demo — get there and the next conversation is about content (storms, sites, the landscaper campaign), not systems. ## For John - Nothing blocks on you this sprint. The M1 stays an asset-build box. - When gate 3 lands you'll want to actually play it: `python3 server.py` in the repo, http://localhost:8801/ (or --port anything), WASD/shift/E/C/Enter.