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