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type-two 8554de7824 Lane C S18 gate 1: the dispatch — midStormRead, and the honesty gate over storms nobody forecast
A's §8 seam, built to their shape: an ordered {key, text} list the card maps, the
offerBand construction, reachable through weather.midStormRead?.() under a
namespace import.

THE INVERSION IS THE DESIGN. offerBand's sin is OMISSION — the board lied about
night 7 by printing two of the fields it held. A dispatch's sin is INVENTION, and
the consequence is that the read is SHARPER than a forecast, not vaguer: standing
in the yard you know the wind on your back to the km/h, so the present tense is
exact where the offer card was banded. What you do not have is the bureau's
numbers — how long it runs, the peak, whether a southerly lands at t=48.

So the read is ruled by TENSE. Permitted: NOW (exact, unhedged); THE VISIBLE
IMMINENT (a gust front crossing the grass — DESIGN.md line 149, a 1.5 s telegraph
horizon earned by looking); and THE PAST AS WRITTEN ON THE YARD — at t=30 you have
no memory of the storm because you were driving, but hail lying in the grass and
water standing on the flat are a record you did not have to be present for.
Integrals over [0, t] are honest; over (t, ∞) they are not. The future is
forbidden outright.

And the admission is mandatory: on an offer card a missing hail line means the
storm does not hail, on a dispatch it means nobody knows, and silence cannot tell
those apart. The read says so first and last, in constant words — the ignorance
line is unconditional because a line that appears only when there is something to
not-know becomes the very fact it claims not to have.

dispatchHonest(def, t) extends the gate: forecastHonest unchanged (no forecast
card is not a licence for an indescribable storm — it raises the bar, since the
read is the only description there is), plus the three things only an arrival can
get wrong. My own S17 filing was wrong and testing it said so: hail.size 0 was
already refused by validateStorm a layer up. The reachable hole is size ABSENT —
it passes every gate and defaults to the MIDDLE of the vocabulary, so the soaker
minus one field prints "marble stones" for its real 0.45 fine pea.

Pins +5 (527 -> 532). The strongest states the rule rather than policing a
vocabulary: THE READ AT t MAY NOT MOVE WHEN THE STORM'S FUTURE BEYOND t MOVES,
with a vacuity guard proving the mutations really do change the storm. Four
mutations red and restored.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-25 19:37:45 +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' 2026-07-21 06:21:16 +10:00
web/world Lane C S18 gate 1: the dispatch — midStormRead, and the honesty gate over storms nobody forecast 2026-07-25 19:37:45 +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 SPRINT18 speced: John's ruling (declining costs you), the emergency callout, the glasshouse tier — lane prompts at the tail 2026-07-25 18:45:06 +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
SPRINT18.md SPRINT18 speced: John's ruling (declining costs you), the emergency callout, the glasshouse tier — lane prompts at the tail 2026-07-25 18:45:06 +10:00
THREADS.md Lane C S18: [C] THREADS — the non-zero-start pin, two live debris breaks, and the sail-clock filing for A and B 2026-07-25 19:22:27 +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.