HardYards/SPRINT6.md
m3ultra 125411e0df Add Sprint 6 plan and lane prompts: winnable, then a week of nights
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 08:54:02 +10:00

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SPRINT 6 — WINNABLE, THEN A WEEK OF NIGHTS (instructions for Opus 4.8 lanes)

Sprint 5 verdict: every system is real — ponding kills flat sails and the broom saves them (B and D's halves met on merge without a single coordination bug), hail is steep and honest and proven 4.4× rig-responsive, the router tripwire caught its first real omission. But the integrator measured the merged game and the wild night has NO winnable line: survivable rigs don't cover the bed, bed-covering rigs don't survive, and the $80 shop can't buy both. The systems sprint is over. Sprint 6 makes the game FAIR, then makes it a CAMPAIGN.

Read THREADS from the last [I] entry — the balance numbers are there.

Gate 1 — THE BALANCE PASS (joint A+B+C, do it FIRST, everything else waits)

Target, stated as play: storm_01 is a warm-up anyone wins · storm_03 is winnable at $80 with decent rigging · storm_02 is winnable with excellent rigging + one mid-storm repair + the broom. Written as asserts (a new js/tests/balance.test.js, owned jointly, B holds the pen): for each storm, at least one enumerable $80 shop loadout on an in-band quad ends with hp ≥ 50 and < 2 corners lost, driven through the REAL shop economy — and for storm_02 that loadout must genuinely need the repair or the broom (assert it fails without them). Levers, in the order I'd reach for them (agree the final mix in THREADS):

  • hail/rain drain weights in main.js (integration guesses: 5.0 / 0.25);
  • bed-coverage geometry: A may add ONE close anchor (e.g. a low hook on the shed roof) so a small bed-covering quad exists — re-run A's own smallest-full-coverage assert after, the >45 m² tension must survive;
  • downdraftOfTotal 0.45 → C measured 0.40 also passes both physics gates;
  • win bar (hp ≥ 50) and hardware prices last — they move everything. Also: verdict truthfulness (A) — a 4/4 no-break run must never read "the rain found what you skimped on". Verdict picks from actual failure modes: corners lost / garden hailed / ponded and dumped / clean hold.

Gate 2 — THE WEEK (A owns, the campaign seed)

Five nights, escalating: 01, 03, 03-variant, 02, 02-variant (C authors the two variants — same JSON language, one new trick each: an earlier change, a longer hail burst). Money persists: aftermath pay = base per storm severity + garden bonus + intact-hardware refund collateral; bank carries to the next night's shop. Broke before night five = game over (verdict card); survive the week = the win screen SHADES has never had. Keep it one file if you can — it's a phase-machine wrapper, not a new system. "Play again" becomes "next night".

Lane assignments

A — gate 1 levers + verdicts; gate 2 (the week); lift E's screenshot POST into server.py (delete tools/yardshot/); take E's grass recipe or delete the atlas (your call, stop carrying it); pond ticker + hail banner if they didn't land in Sprint 5's HUD. B — balance.test.js pen-holder; fabric choice in prep (porosity exists in the sim — expose shade cloth vs waterproof membrane as a per-sail choice with DESIGN.md's tradeoff: porous sheds wind but lets hail through harder? No — keep it honest: porous halves wind load AND ponds nothing, membrane blocks hail fully; price the difference. Coordinate the hail-porosity question with C before coding); tell D the typical storm_02 belly-pond mass so the douse comedy lands. C — gate 1 partner (downdraft/hail data); the two storm variants for the week; forecast UNCERTAINTY (DESIGN.md canon: early forecasts are partial — card shows ranges that resolve as the night approaches; cheap: render bands from a seeded ± on the real numbers). D — douse calibration to B's real masses (splash/stagger/knockdown thresholds vs ~450 kg belly ponds); feel pass on the balanced storms (you're the player); surface anything gate 1 got wrong before it ships. E — night-variant dressing (moon, house window light for the night storms); win-screen and game-over art cards (text-on-canvas is fine, make them feel like SHADES); refresh contact sheets after the balance pass.

Gates

gate 1: balance.test.js green — every storm has a real winnable line, and
        storm_02's needs the repair or the broom; verdicts tell the truth
gate 2: the week runs: five nights, money carries, broke = game over,
        survive = win screen — played end to end, screenshotted
gate 3: John plays the week and his three sentences go in THREADS

Definition of done = gate 2 (gate 3 is John's, not yours). After this SHADES is a GAME — Sprint 7 starts DESIGN.md's real campaign: sites, clients, job types, the landscaper service.