Four of the QA/D "smalls", one of which was not small.
rig.t never reset between nights: main.js builds one SailRig at boot and
re-attach()es it each night while step() runs in every phase, so the clock ran
on and night 2 sampled its storm from wherever night 1's aftermath left off —
30-50% weaker, past the end of the curve, and offset by however long the invoice
was on screen. A determinism break. Fixed in attach() (zeroes t and _acc);
asserted as "two identical nights, one rig -> byte-equal traces", mutation-checked.
standing-kN preview (D's "$60 blind"): the prep panel shows each corner's
still-air load vs its effective rating, and a summary line, so the tension dial's
static cost is visible before you pay. At 1.4, p4 reads 1.62/1.2 kN !! RIPS AT
REST. session.standingLoads() measures on unbreakable hardware (measuring load,
not rehearsing failure). Cross-checks D's in-play 46m2 number (1.41 kN) exactly.
Panel honesty (D): prep list prints effective rating with the hint shown as its
discount (cb1 0.12/0.3 kN×0.22) — the weak-link arrow now explains itself.
setHardware() throws on non-shop hardware (incl. lookalikes — the shop compares
by identity) instead of silently no-opping; player-reachable failures still
return {ok:false}. balance.test documents the old silent-fail bite.
BLOWN label collision (hud.js — A's file, flagged in THREADS): screen-space
de-collision stacks overlapping corner bars. Verified by projecting cb1/cb2's
real positions through a swept camera — 6/72 viewpoints collide (all ~12m, where
the QA played), thresholds catch exactly those.
Gate 1.2 and the fuse-line stretch stay held on C's geometry fix + A's garden
export. Withdrew my night-1 flag (the card says it's the tutorial night by
design); the ice-night win-line question stands.
selftest 339/0/0 (335 + 4 new).
|
||
|---|---|---|
| .claude | ||
| docs | ||
| prototype | ||
| tools | ||
| web/world | ||
| .gitignore | ||
| DESIGN.md | ||
| LANE_PROMPTS.md | ||
| PLAN3D.md | ||
| README.md | ||
| server.py | ||
| SPRINT2.md | ||
| SPRINT3.md | ||
| SPRINT4.md | ||
| SPRINT5.md | ||
| SPRINT6.md | ||
| SPRINT7.md | ||
| SPRINT8.md | ||
| SPRINT9.md | ||
| SPRINT10.md | ||
| SPRINT11.md | ||
| SPRINT12.md | ||
| SPRINT13.md | ||
| THREADS.md | ||
SHADES — rig it, then survive the night
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
DESIGN.md— the design canon (what the game is)PLAN3D.md— the build canon (stack, contracts, lane model)THREADS.md— the append-only lane log. The project's memory. Read the last few[I]integrator entries to know the current state.SPRINT12.md— the current sprint (highest-numbered SPRINTn.md wins)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
mainbefore 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/shades.git ~/Documents/shades
for L in A B C D E; do
git clone git@gitea.partly.party:monster/shades.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 A–E 8824–8828). The real
launch.json is untracked — six checkouts on one laptop can't share one port.
Sprint cycle
- 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). - Lanes work, push their branches, log in THREADS.md.
- 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, writeSPRINT(n+1).md+ prompts, push main AND fast-forward all fivelane/*branches to main.