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type-two 3548b6edc1 Lane C S17 gate 1 (cont.): the OFFER BAND and the PAIRING law — night 7 stops lying
Landed ON TOP of f029274 with not one line of it changed. Two Lane C sessions
ran gate 1 in parallel; I found out by having my push rejected. forecastHonest
answers "can the forecast describe this STORM" and is better than the storm-side
half I had written, so mine is deleted. These are the two things it structurally
cannot reach — it takes a def, not a pairing, and it never touches the card.

weather.js is +180/-0. The only line of theirs I touch anywhere is widening one
c.test import from { NIGHTS } to { NIGHTS, nightAt }.

1. THE OFFER BAND, and the finding that motivates it. A's card prints f.wind
   and f.stones, and under that pair NIGHT 7 LIES:
     soaker (scripted)   gusts to ~55 km/h · fine pea stones
     early buster (alt)  gusts to ~76 km/h · pea stones
   On both printed lines the soaker is the softer job. It is not: 14.9s of hail
   against 2.4s, 44 mm/hr against 16.5. The soaker's whole design is that its
   wind reads gentle and its hail is the trap, so the board recommended the trap
   in the storm's own voice. offerBand(def, lead) returns an ORDERED LIST, so
   the forecast decides which facts a night carries and a card cannot drop the
   next one added — same construction as A's stormsToPreload(nights, pool).
   Verified in the real card on :8826.

   Second finding: storm_03 and storm_03b are identical in every number the band
   prints except the change time (30s vs 18s), and the board offers exactly that
   pair on nights 5 and 7. Without the change line it offers two indistinguish-
   able jobs and calls it a choice. Pinned.

2. PAIRING_LAW. A band can be perfectly honest about a storm and still be an
   invitation to a night nobody can work. A's three POOL exclusions were prose;
   promoted to checked data with the measurement in each message, credited by
   owner (the soaker's is mine with the S16 ~31% receipt; wildnight and icenight
   are recorded as A's reasons, not re-measured by me). Absent key = unrestricted
   deliberately — inventing a refusal for a pairing nobody flew is the same
   offence inverted, and that direction is pinned too. pairingRefusals is NOT a
   filter: silently dropping an entry is a runtime surprise wearing a fix's
   clothes. Walks NIGHTS u POOL carrying the SITE: 12 pairings, 0 refusals, with
   a vacuity guard in the same case.

Mutation-checked on THIS tree after the code changed address: hail line dropped
(RED, names the storm and the seconds), soaker restriction deleted (RED x2,
including the vacuity guard), change line dropped (RED, names the two busters).
All restored, 494/0/0.

Filed in THREADS, not landed: the hud/main hunk for A (leadFor precedent), and
a floor for stoneWord — hail.size 0 words itself "fine pea stones" because
stoneWord has no floor. Their STONE_WORD_CEILING fixes the top of that range;
nothing fixes the bottom. It belongs inside forecastHonest, which is theirs.

Selftest 494/0/0 (their 490 + 4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 03:07:02 +10:00
.claude Sprint 11 integration: merge all lanes, wire leadFor + setBudget, untrack launch.json; Sprint 12 plan + prompts 2026-07-17 18:08:32 +10:00
docs assetcheck/look.html: the verify that answers "is this the right shape" 2026-07-18 16:01:39 +10:00
prototype Add side-systems to design doc + playable sail-storm prototype 2026-07-16 20:55:31 +10:00
tools Merge remote-tracking branch 'origin/lane/b' 2026-07-20 20:59:28 +10:00
web/world Lane C S17 gate 1 (cont.): the OFFER BAND and the PAIRING law — night 7 stops lying 2026-07-21 03:07:02 +10:00
.gitignore Sprint 11 integration: merge all lanes, wire leadFor + setBudget, untrack launch.json; Sprint 12 plan + prompts 2026-07-17 18:08:32 +10:00
DESIGN.md Add side-systems to design doc + playable sail-storm prototype 2026-07-16 20:55:31 +10:00
LANE_PROMPTS.md Sprint 17 plan + prompts: the book of clients pt 1 — the board; John's seven-night ruling recorded 2026-07-21 00:09:22 +10:00
PLAN3D.md Correct PLAN3D asset inventory; log M0 contract additions 2026-07-16 21:33:42 +10:00
README.md Merge origin/main: S14 lane integration + review fixes; TEETH becomes SPRINT16 2026-07-19 10:34:21 +10:00
ROADMAP.md Merge origin/main: S14 lane integration + review fixes; TEETH becomes SPRINT16 2026-07-19 10:34:21 +10:00
server.py Vendor three.js r175, add stdlib dev server and launch config 2026-07-16 21:33:42 +10:00
SPRINT2.md Add Sprint 2 assembly instructions: wire proven modules into one playable storm 2026-07-16 22:24:35 +10:00
SPRINT3.md Add Sprint 3 plan and lane prompts: close the game loop 2026-07-17 01:11:16 +10:00
SPRINT4.md Add Sprint 4 plan and lane prompts: face and water 2026-07-17 02:03:47 +10:00
SPRINT5.md Add Sprint 5 plan and lane prompts: hail and the broom 2026-07-17 02:44:30 +10:00
SPRINT6.md Add Sprint 6 plan and lane prompts: winnable, then a week of nights 2026-07-17 08:54:02 +10:00
SPRINT7.md Add Sprint 7 plan and lane prompts: one truth, then the week 2026-07-17 09:48:23 +10:00
SPRINT8.md Add Sprint 8 plan and lane prompts: ship the week 2026-07-17 11:57:51 +10:00
SPRINT9.md Add Sprint 9 plan and lane prompts: pyrrhic call, $80 win, second site 2026-07-17 14:03:45 +10:00
SPRINT10.md Add Sprint 10 plan and lane prompts: sites are data 2026-07-17 15:12:55 +10:00
SPRINT11.md Add Sprint 11 plan and lane prompts: prove the corner block, then the job sheet 2026-07-17 16:44:11 +10:00
SPRINT12.md Sprint 11 integration: merge all lanes, wire leadFor + setBudget, untrack launch.json; Sprint 12 plan + prompts 2026-07-17 18:08:32 +10:00
SPRINT13.md QA pass: fix Enter storm-skip (deployed), log findings; Sprint 13 plan + prompts 2026-07-17 23:26:47 +10:00
SPRINT14.md Sprint 14 plan + prompts: the yard editor — sites are makeable 2026-07-18 14:50:26 +10:00
SPRINT15.md Merge origin/main: S14 lane integration + review fixes; TEETH becomes SPRINT16 2026-07-19 10:34:21 +10:00
SPRINT16.md Merge origin/main: S14 lane integration + review fixes; TEETH becomes SPRINT16 2026-07-19 10:34:21 +10:00
SPRINT17.md Sprint 17 plan + prompts: the book of clients pt 1 — the board; John's seven-night ruling recorded 2026-07-21 00:09:22 +10:00
THREADS.md Lane C S17 gate 1 (cont.): the OFFER BAND and the PAIRING law — night 7 stops lying 2026-07-21 03:07:02 +10:00

HARD YARDS — rig it, then survive the night

(repo/product history: the project was codenamed SHADES through Sprint ~8; the shipped game is HARD YARDS. Internal docs and the gitea repo name still say shades — that's the same thing, not a second game.)

Geometry/tower-defense: you're a small person rigging shade sails against Australian storms. three.js r175 (vendored, no build step) + a zero-dep Python server. Everything the repo needs is in the repo.

Run it

python3 server.py --port 8801     # any free port
# game:     http://localhost:8801/web/world/index.html
# selftest: http://localhost:8801/web/world/selftest.html   (must be all green)
# 2D proto: http://localhost:8801/prototype/index.html      (the original thesis)

No pip, no npm, no build. Python 3.8+ and a browser.

Read in this order

  1. DESIGN.md — the design canon (what the game is)
  2. PLAN3D.md — the build canon (stack, contracts, lane model) · docs/MANUAL.md — the HOW: tool map, asset/site cookbooks, earned gotchas · ROADMAP.md — the growth canon (the arcs from the week to the business)
  3. THREADS.md — the append-only lane log. The project's memory. Read the last few [I] integrator entries to know the current state.
  4. SPRINT15.md — the current sprint (highest-numbered fired sprint wins: SPRINT16 is pre-speced TEETH and fires only when 15 integrates — its own header says so)
  5. LANE_PROMPTS.md — copy-paste prompts per lane, per sprint (bottom = newest)

The lane model (how this repo is built)

Five parallel Opus agents ("lanes"), each in its OWN clone, on its own branch:

lane owns
A main.js, world.js, camera, hud, week, sites, server — shell & integration, merge shepherd
B sail.js, rigging — cloth sim, economy, balance.test pen
C weather, skyfx, debris, storm/site wind data
D player, interact, ladder, broom — and the designated playtester
E Blender asset factory (tools/blender), models/, textures

Hard rules (they exist because each was earned — see THREADS):

  • One clone per lane. Never two agents in one working tree.
  • Rebase onto latest main before starting; small commits; push your branch.
  • File ownership is the merge strategy; cross-lane needs go in THREADS.md.
  • Selftest green after every landing. Skips must be real. An assert that cannot fail is decoration.
  • All sim code is deterministic (dt, t) — no Date.now, no rAF.
  • Measure, don't reason: the repo's biggest bugs were all "a number gathered from the wrong harness". When two harnesses disagree, find the variable.

Setup on a new machine

Gitea's SSH runs over tailscale (the public host is Cloudflare-proxied, no direct SSH). Add to ~/.ssh/config:

Host gitea.partly.party
    HostName 100.71.119.27
    Port 222
    User git

Then:

git clone git@gitea.partly.party:monster/hardyards.git ~/Documents/shades
for L in A B C D E; do
  git clone git@gitea.partly.party:monster/hardyards.git ~/Documents/shades-lane$L
  git -C ~/Documents/shades-lane$L checkout -B lane/$(echo $L | tr 'A-Z' 'a-z') origin/lane/$(echo $L | tr 'A-Z' 'a-z')
done

~/Documents/shades is the integration checkout (main; where merges and sprint docs happen). The five shades-lane* clones are where lane agents run.

Per clone, once: cp .claude/launch.example.json .claude/launch.json and pick a port of your own (integration 8823, lanes AE 88248828). The real launch.json is untracked — six checkouts on one laptop can't share one port.

Sprint cycle

  1. Fire lanes with the newest prompts at the bottom of LANE_PROMPTS.md (Lane A usually first if the sprint gives it rulings/blocking items).
  2. Lanes work, push their branches, log in THREADS.md.
  3. Integrate in the main checkout: merge origin/lane/{e,c,b,d} (THREADS.md conflicts resolve keep-both-chronological; real code conflicts get read), run selftest, play the result, write SPRINT(n+1).md + prompts, push main AND fast-forward all five lane/* branches to main.