835 lines
46 KiB
Markdown
835 lines
46 KiB
Markdown
# Lane launch prompts (Opus 4.8, run on the M1 Ultra)
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Per lane: clone `git@gitea.partly.party:monster/shades.git` to
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`~/Documents/shades-lane<X>`, branch `lane/<x>`, paste the prompt.
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Lane A starts first; B/C/D/E can start immediately after in parallel
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(they develop against contracts + selftest mocks until A's M0 merges).
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---
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## Lane A — world, shell & integration
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> You are Lane A on SHADES 3D. Read PLAN3D.md fully (you own §5 Lane A), then
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> DESIGN.md, then play prototype/ (`python3 -m http.server 8642 --directory
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> prototype`). Build the M0 skeleton exactly per PLAN3D §3/§4/§5-A: vendored
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> three.js copied from ~/Documents/90sDJsim/web/world/vendor/, stdlib server.py
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> on 8801, contracts.js, graybox 30×20 m yard with house edge/trees/posts/garden
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> bed, third-person camera, sun lighting, selftest.html harness. Merge M0 to
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> main as fast as possible — every other lane rebases on you. Then build the HUD
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> against mock data, and act as merge shepherd per PLAN3D §6. Log every landing
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> in THREADS.md.
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## Lane B — sail simulation & rigging
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> You are Lane B on SHADES 3D. Read PLAN3D.md fully (you own sail.js +
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> rigging.js, §5 Lane B), DESIGN.md §geometry/§hardware, and prototype/game.js —
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> your job is the faithful 3D port of its cloth/load/failure behavior. Build the
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> 3D verlet cloth with per-FACE wind pressure (F ∝ area·dot(wind,normal)²) so
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> hypar twist genuinely sheds load — prove it with the selftest assert (twisted
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> rig peak load < flat rig peak load in the same storm). Corner load = smoothed
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> incident-spring stretch; break after 0.4 s sustained overload; flogging must
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> be emergent from the freed node. Then the prep-phase rigging UI with the
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> prototype's economy. Until Lane A's M0 merges, develop inside selftest.html
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> with a stub wind function; keep every module deterministic (dt,t in — no
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> Date.now, no rAF in sim code). Log in THREADS.md.
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## Lane C — weather, sky & debris
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> You are Lane C on SHADES 3D. Read PLAN3D.md fully (you own weather.js,
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> skyfx.js, debris.js, data/storms/, §5 Lane C) and prototype/game.js's gust
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> scheduler — port its telegraph/ramp/hold/fade shape. Implement
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> wind.sample(pos,t) per contracts.js: base curve + gusts + direction change +
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> spatial noise + tree wind-shadow. Storms are data (JSON, PLAN3D §4) — author
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> storm_01_gentle and storm_02_wildnight. Then instanced rain following local
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> wind, storm sky + lightning flash, WebAudio layers (wind bed, gust whoosh,
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> rope creak keyed to max corner load, flog when broken), and hand-rolled
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> debris (crates/tubs from models/debris/) with player knockdown + sail impulse.
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> No physics engine, no deps. Selftest: telegraph lead ≥1.2 s, wind continuity,
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> storm JSON validator. Log in THREADS.md.
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## Lane D — player character & interaction
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> You are Lane D on SHADES 3D. Read PLAN3D.md fully (you own player.js +
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> interact.js, §5 Lane D) and 90sDJsim's DEVMANUAL rigged-characters section
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> (~/Documents/90sDJsim/DEVMANUAL.md) — its loading rules are law
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> (SkeletonUtils.clone, head-bone height normalize, never blind setScalar).
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> Copy a ped from ~/Documents/90sDJsim/web/world/models/peds/ into models/
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> (copies rule), merge Walk/Running/Happy Idle clips via ~/Documents/
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> character_kit/ pipeline; queue Climbing Ladder / crank / dig on the
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> ~/Documents/mixamo-fetch wishlist for M3. Camera-relative WASD + anim state
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> machine, wind slow/shove/knockdown per PLAN3D, and hold-E interactions via
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> interact.register (re-rig with spare 2.5 s, per-corner turnbuckle trim 1.2 s,
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> carry-one-item from shed table). Selftest: state machine table test. Log in
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> THREADS.md.
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## Lane E — nature & hardware assets (Blender)
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> You are Lane E on SHADES 3D. Read PLAN3D.md fully (you own tools/blender/ +
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> models/, §5 Lane E). Study the house Blender-scripting idiom in
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> ~/Documents/3D-STORE/build_booth_room_v23.py and racks_to_glb.py, then write
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> ONE deterministic tools/blender/build_yard_assets.py that generates every
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> deliverable in PLAN3D §5-E (gum trees with named canopy/branch_anchor nodes,
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> fence set, house_yardside with fascia_anchor empties, shed + table, garden
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> bed with 3 damage states, raked sail post, ladder, close-up shackle/
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> carabiner/turnbuckle, ref_capsule) and exports meter-scale Y-up GLBs, <15 k
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> tris, low-poly stylized to sit beside the 90sDJsim ped fleet. Also copy +
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> scale-check the debris set from ~/Documents/3D-STORE/clean_glbs/ into
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> models/debris/. Verify every export by rendering a contact sheet against the
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> 1.7 m ref capsule (the 3D=models/_thumbnails pattern). Commit script AND
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> GLBs. Log in THREADS.md.
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---
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---
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# SPRINT 2 prompts (assembly — fire A/B/C/E together, D at gate 1)
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Same rules: own clone (`~/Documents/shades-lane<X>` on m3ultra), branch `lane/<x>`,
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rebase onto latest main FIRST (it moved: all lanes merged + importmap + path
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fixes + M3 clip pack). Read THREADS.md from the [I] integrator entries down,
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then SPRINT2.md in full — the six decisions at the top are final, stop
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re-deciding them.
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## Lane A — Sprint 2
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> You are Lane A on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md's
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> [I] entries and SPRINT2.md §Lane A. Your sprint IS the assembly: in main.js
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> swap stub wind → createWind (storm_01 calm phases, storm_02 for the storm),
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> placeholder → await createPlayer (importmap already landed), add the sail
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> view + rig step, skyfx + debris + unlockAudio, dress the yard with Lane E's
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> GLBs (house per decision 6 — read fascia_anchor_* from the GLB), rework
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> anchors per decision 2 (posts in, p3 added, tree branch_anchor_* live, with
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> the new quad-area assert), then HUD (loads in kN) and the four-phase machine.
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> Post "gate 1" in THREADS.md the moment weather+player+sail are live in the
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> yard so Lane D starts. Small commits, selftest green after each, you remain
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> merge shepherd per PLAN3D §6.
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## Lane B — Sprint 2
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> You are Lane B on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md [I]
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> entries and SPRINT2.md §Lane B + decisions 3/4/5. Land in this order: (1) the
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> decision-4 API — repair(i), trim(i,delta), cornerPos(i) — matching Lane D's
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> existing call sites in interact.js, with contract entries + asserts; (2)
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> decision 5 — consume debris.pieces in sail.step() with a momentum assert;
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> (3) the coverageOver ray-origin fix (heightAt, not y=0); (4) the prep-phase
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> picking adapter over RiggingSession once Lane A's anchor markers exist —
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> coordinate in THREADS; (5) the joint tuning session with Lane C against real
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> m/s storms, then re-run the §7 gate against REAL wind and log the constants;
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> (6) after C lands vertical gusts, the decision-3 assert (flat-horizontal no
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> longer dominant).
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## Lane C — Sprint 2
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> You are Lane C on SHADES 3D, Sprint 2. Rebase onto main, read THREADS.md [I]
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> entries and SPRINT2.md §Lane C + decision 3. Land: (1) vertical gust
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> component in storm JSON (downdraft fraction, ~0.25 default, validator +
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> asserts) — this closes the flat-horizontal loophole with Lane B; (2) freeze
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> and document the debris.pieces shape in contracts.js for B's integrator;
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> (3) rain-vs-sail occlusion so the garden visibly stays dry under cloth
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> (cheap — coordinate the API with B, don't ray-test every drop); (4) the
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> joint storm-tuning session with B (your THREADS ask — if storm_02 can't
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> break a carabiner rig, raise the curve, it's a data edit); (5) verify skyfx
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> light restoration inside the real main.js phase transitions once Lane A
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> wires it.
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## Lane D — Sprint 2 (start at gate 1)
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> You are Lane D on SHADES 3D, Sprint 2. Rebase onto main FIRST — the M3 clip
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> pack landed: player_anims.glb now carries 17 clips (ClimbLadder, Crank, Dig,
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> PickUp, Carry/CarryTurn/CarryIdle, StandUp, TakeCover, StumbleBack,
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> PlantSeeds beside your original six; names logged in THREADS). Also note the
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> integrator fixed /world/ → ./ relative paths in player.js and dev_player.html.
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> Wait for Lane A's "gate 1" THREADS entry, then: (1) verify controls + camera
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> feel in the real yard (slopes, world.solids collision), tune speeds to yard
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> scale, gust shove + knockdown from real wind and real debris hits; (2) wire
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> the full spare loop — shed_table pickup_anchor → Carry/CarryIdle while
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> carrying → repair(i) consumes the spare (B is landing repair/trim/cornerPos
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> to your call sites, decision 4); (3) prompts track cornerPos(i) live; (4)
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> wire Crank to trim(i), TakeCover as the storm shelter verb, StumbleBack for
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> gust knockback — your state machine, your call on transitions. The §7
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> one-mid-storm-repair scenario must be playable by hand before you're done.
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## Lane E — Sprint 2 (small)
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> You are Lane E on SHADES 3D, Sprint 2. Rebase onto main, read SPRINT2.md
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> §Lane E. Small sprint: (1) canopy sway handles — verify your canopy_* nodes
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> sway cleanly when Lane A drives them, add sway_hint props if per-tree tuning
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> is needed; (2) a 512² sail cloth weave atlas + tear decal strip so the
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> membrane reads as fabric; (3) storm dressing set: wheelie bin (mass_hint),
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> washing line, garden gnome — same one-script determinism + contact-sheet
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> acceptance; (4) when Lane A's yard is dressed, render a contact sheet of the
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> assembled yard from the game camera for DESIGN.md.
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---
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---
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# SPRINT 3 prompts (the game loop — fire all five; B+C pair on item 1)
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Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 2 is
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merged; main.js passes debris into rig.step; downdraft data reverted to 0.3
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with B's assert self-skipping — THREADS' last [I] entry explains why). Read
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SPRINT3.md in full; decisions 7/8/9 are made.
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## Lane A — Sprint 3
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> You are Lane A on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane A. Priority 1 is world.shedTable (unblocks D, ~15 lines). Then the
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> decision-2 anchor rework with the quad-area assert, the playable prep phase
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> (wire B's picking adapter, take their preview-rig force-arrows offer), the
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> HUD (kN bars, telegraph, garden HP via skyfx.rainShadowOver per decision 7,
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> plant damage-state swaps), forecast card + aftermath screen (score the gnome),
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> and finish the yard dressing with E's GLBs and sway handles. Retitle the page.
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> Merge shepherd duties continue. Small commits, selftest green after each.
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## Lane B — Sprint 3
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> You are Lane B on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
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> §B+C and THREADS' last [I] entry — the integrator measured that gust-only
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> downdraft cannot satisfy your 60% bar and §7 together (0.45→42% + twisted
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> loses a corner; 0.58→48% + still loses one), so decision 8 adopts your
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> fraction-of-TOTAL semantics. Pair with C in THREADS: when their weather.core
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> change lands, re-run your 8-direction sweep, delete the <0.5 self-skip from
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> your decision-3 assert, and confirm all three §7 legs on the SAME storm JSON.
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> Log final constants. Then sail UVs with E's sail_weave.png per their recipe.
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> Also: A may take your preview-rig offer for prep force arrows — support them.
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## Lane C — Sprint 3
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> You are Lane C on SHADES 3D, Sprint 3. Rebase onto main and read SPRINT3.md
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> §B+C and THREADS' last [I] entry. Decision 8: change weather.core downdraft
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> to a fraction of TOTAL wind speed (keep the own-RNG determinism guarantee,
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> keep speedAt() horizontal, update the validator; rename the JSON field if the
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> semantics warrant it), then pair with B to land values where their 60% bar
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> AND the §7 gates are green on the same data. Retune storm_01/storm_02, and
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> author storm_03 between them so the campaign has a ramp. Decision 7 landed
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> garden HP on your rainShadowOver — coordinate the API with A as they wire it.
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## Lane D — Sprint 3
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> You are Lane D on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane D. The moment A posts world.shedTable in THREADS: close the §7 loop BY
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> HAND — pickup → carry through gusts (brace when needed) → hold-E repair →
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> ≥3/4 corners at storm end — and RECORD the run (SHADES.step + screenshots);
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> that artifact is the sprint's definition of done. Retune stumble/knockdown
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> thresholds against real storm_02 gusts now that the downdraft is live.
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> Stretch: the ladder loop (carry, place, ClimbLadder to fascia anchors) —
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> flag early in THREADS if it's bigger than the sprint.
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## Lane E — Sprint 3
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> You are Lane E on SHADES 3D, Sprint 3. Rebase onto main, read SPRINT3.md
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> §Lane E. Small juice pass: tear-decal hookup recipe for B (like your weave
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> recipe), broken-gnome + snapped-fence-panel variants for the aftermath
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> screen, and refresh the assembled-yard contact sheet once A's dressing lands.
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---
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---
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# SPRINT 4 prompts (face & water — fire all five)
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Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 3
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merged; yard has 11 anchors incl. branch anchors; gate 3 was met by hand).
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Read THREADS' last [I] entry (the dispute ruling) then SPRINT4.md — decisions
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10/11/12 are made.
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## Lane A — Sprint 4
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> You are Lane A on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
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> §Lane A — you are the critical path and it's all UI: hud.js (kN corner bars,
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> telegraph, garden HP via rainShadowOver with C's helper, plant damage swaps),
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> mouse-driven prep via B's picking adapter + their force-arrow preview offer,
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> the forecast card (three storms exist — picking one is the difficulty
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> select), the aftermath screen with E's wreckage swaps (broken gnome, snapped
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> fence), and retitle the page. Small commits, selftest green, merge shepherd
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> as always. Gate 1 is A-1+A-2: playable with eyes and mouse, no console.
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## Lane B — Sprint 4
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> You are Lane B on SHADES 3D, Sprint 4. Rebase onto main, read THREADS' last
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> [I] ruling and SPRINT4.md §Lane B. Decision 11 first, one afternoon: re-point
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> §7's twisted rig to a real 18-45 m² quad from A's dressed yard, re-run the
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> three §7 legs + the 8-heading 60% sweep at 0.45 and 0.40 on REAL anchors,
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> post the numbers, then either bump storm_02 downdraftOfTotal to the passing
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> value or retire the bar — no third sprint on this. Then ponding v1 per
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> decision 10 (the 40× rain fiat is made): accumulation × flatness → node
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> water mass → weight; pondMass() for the HUD; dump on corner break; asserts
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> that a hypar pools nothing and a flat rig dies of water in storm_02. Then
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> evaluate a per-face force clamp for D's tn-1.04 stability cliff.
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## Lane C — Sprint 4
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> You are Lane C on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
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> §Lane C. Partner B on decision 11 (match the landed storm value, resolve your
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> held-value comment in storm_02 with satisfaction). Make the three storms'
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> rainAt curves tell the ponding story (storm_02 can kill a flat rig by water,
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> storm_01 can't). Support A's HUD (the rainShadowOver drain helper you
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> offered, telegraph feed). Optional night pass: darken wildnight properly,
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> lightning on the biggest gusts.
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## Lane D — Sprint 4
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> You are Lane D on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
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> §Lane D — decision 12 green-lights your ladder spec exactly as you wrote it:
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> carry-ladder as a second carry type with hands-full rules, placement with a
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> valid-surface test + fascia-anchor snap, code-driven climb height with
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> ClimbLadder on top, work stance at height where hold-E fascia repairs land
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> in shoving wind. Selftest the state legs + a scripted climb-repair-descend.
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> When A's prep UI lands, playtest the whole loop like a player and log feel
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> notes in THREADS — you're the only lane that does.
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## Lane E — Sprint 4
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> You are Lane E on SHADES 3D, Sprint 4. Rebase onto main, read SPRINT4.md
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> §Lane E. Small water-and-wreckage pass: pond water disc/decal that rides the
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> sim nodes (your tear recipe pattern) scalable by pond mass, broom_01.glb
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> (the prop waits for the mechanic), fence_panel_snapped if not shipped, and
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> refresh the assembled-yard contact sheet for DESIGN.md — the yard finally
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> looks like the game.
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---
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---
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# SPRINT 5 prompts (hail & the broom — fire all five)
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Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 4
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merged; router passes rain data; downdraftOfTotal 0.45; decision 13 ruled).
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Read THREADS' last [I] entry then SPRINT5.md.
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## Lane A — Sprint 5
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> You are Lane A on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
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> §Lane A. Wire decision 13 (garden drain = C's hail exposure helper + small
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> rain term; aftermath adds "hail blocked", verdicts re-tuned), pond warnings
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> in the HUD off B's pondMass(), take D's greyed-prompt surface (label +
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> reason) into hud.js, and the small carried bits: sway_amp/sway_phase canopy
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> handles, C's router-contract tripwire, answer B's panel question (keep their
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> panel). Keep 60 fps with hail + rain + ponding live. Shepherd as always.
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## Lane B — Sprint 5
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> You are Lane B on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
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> §Lane B — the water arc has been carried twice and everything now waits on
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> it. Ponding v1 from your reverted prototype + C's landed data (use exported
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> RAIN_TIME_COMPRESSION, never hardcode 40): accumulation × flatness → node
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> water mass → weight; pondMass() + pond centroid; dump on corner break and
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> belly-tipping tension change. Asserts: hypar pools nothing, flat rig dies of
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> water alone in storm_02, storm_01 harmless, mass conserves until dumped.
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> Then drainPondAt(node) for D's broom (agree the shape in THREADS early),
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> session.reset() for A, and the tn-1.04 stability clamp (post §7 deltas
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> before landing).
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## Lane C — Sprint 5
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> You are Lane C on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
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> §Lane C — hail is yours and it's decision 13's engine. Storm JSON hail
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> blocks (bursts timed with big gusts, validator, determinism), hailAt(t) +
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> a STEEP fall vector (~15-20° max lean, cite why), sky.gardenHailExposure in
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> your gardenExposure mold, hail audio (drum on cloth, clatter on ground) and
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> cheap visuals, and the decision-13 assert: no-sail garden damage ≥2× a good
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> rig's in storm_02. storm_02 gets its burst at the change; storm_03 mild;
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> storm_01 none.
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## Lane D — Sprint 5
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> You are Lane D on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
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> §Lane D — the broom is yours and it's the gate: take broom (hands-full rules
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> vs spare/ladder), walk under the belly, hold-E poke (Crank/Dig per E's
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> anim_hint) → B's drainPondAt() → the water dumps ON YOU (stagger if big —
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> comedy is the point) and the sail springs back. Also surface unusable
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> prompts greyed-with-reason into A's HUD (your offer), and run a feel pass on
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> the full loop with hail + ponding live. Log everything in THREADS.
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## Lane E — Sprint 5
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> You are Lane E on SHADES 3D, Sprint 5. Rebase onto main, read SPRINT5.md
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> §Lane E. Small juice pass: hail impact pips + ground ring decal
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> (instanced-friendly, stone mesh only if C asks), plant-shred particle puff
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> for hail hits on the bed, and the carried contact-sheet refresh (night +
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> daylight) for DESIGN.md.
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---
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---
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# SPRINT 6 prompts (winnable, then a week of nights)
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Same rules: own clone, own branch, rebase onto latest main FIRST (Sprint 5
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merged; decision 13 wired with integration-guess weights; the balance gap is
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measured in THREADS' last [I] entry). Gate 1 is JOINT and comes first.
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## Lane A — Sprint 6
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> You are Lane A on SHADES 3D, Sprint 6. Rebase onto main, read THREADS' last
|
||
> [I] (the balance numbers) and SPRINT6.md. Gate 1 first, jointly with B+C:
|
||
> your levers are the drain weights in main.js, possibly ONE new close anchor
|
||
> for a bed-covering small quad (re-run your own smallest-full-coverage assert
|
||
> after), and verdict truthfulness (a 4/4 clean hold must never read "you
|
||
> skimped"). Then gate 2, the week: five escalating nights, money persists,
|
||
> broke = game over, survive = win screen, "play again" becomes "next night".
|
||
> Also: lift E's screenshot POST into server.py (delete tools/yardshot/),
|
||
> decide the grass atlas (take the recipe or delete it), and land the pond
|
||
> ticker + hail banner if Sprint 5 didn't. Shepherd as always.
|
||
|
||
## Lane B — Sprint 6
|
||
> You are Lane B on SHADES 3D, Sprint 6. Rebase onto main, read THREADS' last
|
||
> [I] and SPRINT6.md. You hold the pen on balance.test.js: for each storm, an
|
||
> enumerable $80 REAL-shop loadout on an in-band quad must end hp≥50 with <2
|
||
> corners lost — and storm_02's line must genuinely need the repair or the
|
||
> broom (assert it fails without them). Then fabric choice in prep: porous
|
||
> shade cloth vs waterproof membrane (porosity exists in the sim) — agree the
|
||
> hail-vs-porosity rule with C in THREADS before coding, price the tradeoff.
|
||
> And post D the typical storm_02 belly-pond mass for their douse tuning.
|
||
|
||
## Lane C — Sprint 6
|
||
> You are Lane C on SHADES 3D, Sprint 6. Rebase onto main, read THREADS' last
|
||
> [I] and SPRINT6.md. Gate 1 partner: downdraft (0.40 also passes both physics
|
||
> gates per your own sweep) and hail-burst data are your levers. Then author
|
||
> the week's two storm variants (same JSON language, one new trick each) and
|
||
> forecast uncertainty: the card shows seeded ± ranges that resolve as the
|
||
> night approaches — DESIGN.md's partial-information canon, cheaply.
|
||
|
||
## Lane D — Sprint 6
|
||
> You are Lane D on SHADES 3D, Sprint 6. Rebase onto main, read SPRINT6.md.
|
||
> Calibrate the douse comedy to B's real pond masses (thresholds vs ~450 kg
|
||
> belly ponds), then play the balanced storms end to end as gate 1 lands and
|
||
> file feel notes in THREADS before it ships — you are the playtest lane, and
|
||
> after gate 2 you play the whole week.
|
||
|
||
## Lane E — Sprint 6
|
||
> You are Lane E on SHADES 3D, Sprint 6. Rebase onto main, read SPRINT6.md.
|
||
> Night dressing for the week's later storms (moon, lit house window),
|
||
> win-screen and game-over cards that feel like SHADES, and refresh the
|
||
> contact sheets once the balance pass lands.
|
||
|
||
---
|
||
---
|
||
|
||
# SPRINT 7 prompts (one truth, then the week)
|
||
|
||
Same rules: own clone, own branch, rebase onto latest main FIRST. Read THREADS'
|
||
last [I] entry (the harness dispute) then SPRINT7.md. Gate 0 is A+B jointly
|
||
and NOTHING else lands before it.
|
||
|
||
## Lane A — Sprint 7
|
||
> You are Lane A on SHADES 3D, Sprint 7. Rebase onto main, read THREADS' last
|
||
> [I] and SPRINT7.md. Gate 0 first, paired with B on balance.test.js: reproduce
|
||
> your hp-58 win there or find why it doesn't (tension? repair timing? drain
|
||
> path?) — post the cause like B post-mortemed decision 11, delete the
|
||
> integrator skip. Then gate 1, the week: five nights (C's icenight is night
|
||
> five), persistent money, broke = game over, survive = E's win card with your
|
||
> text. Wire window_glow + moon for the night storms. Close the carried grass
|
||
> and screenshot-POST decisions — do them or write "won't do".
|
||
|
||
## Lane B — Sprint 7
|
||
> You are Lane B on SHADES 3D, Sprint 7. Rebase onto main, read THREADS' last
|
||
> [I] and SPRINT7.md. Gate 0 first, paired with A on balance.test.js — your
|
||
> suite is the single truth now; make it reproduce or refute A's win, name the
|
||
> cause. Then fabric choice per C's ruling: honest pricing + stone-size hail
|
||
> pass-through (ask C for hailBlockFor), fabric economics posted in THREADS
|
||
> before UI so A can slot prep.
|
||
|
||
## Lane C — Sprint 7
|
||
> You are Lane C on SHADES 3D, Sprint 7. Rebase onto main, read SPRINT7.md.
|
||
> Land hailBlockFor(size, porosity) when B asks; forecast uncertainty bands
|
||
> (carried — seeded ±, resolving toward the real numbers as the night nears);
|
||
> stand by on gate 0 in case the drain-wiring path is the discrepancy.
|
||
|
||
## Lane D — Sprint 7
|
||
> You are Lane D on SHADES 3D, Sprint 7. Rebase onto main, read SPRINT7.md.
|
||
> When gate 0 closes: the feel pass on the final balanced storms — it's the
|
||
> last read before John plays the week — plus the douse re-measure if pond
|
||
> masses moved (your guard assert is the tripwire). Until then, hold.
|
||
|
||
## Lane E — Sprint 7
|
||
> You are Lane E on SHADES 3D, Sprint 7. Rebase onto main, read SPRINT7.md.
|
||
> Light sprint: card text pass with A once the week exists, a dawn tint for
|
||
> the morning-after aftermath if cheap. You've earned the short one.
|
||
|
||
---
|
||
---
|
||
|
||
# SPRINT 8 prompts (ship the week)
|
||
|
||
Same rules: own clone, own branch, rebase onto latest main FIRST. Read THREADS'
|
||
last [I] entry then SPRINT8.md. Gate 0' is B+D's this time — A builds the week
|
||
uninterrupted.
|
||
|
||
## Lane A — Sprint 8
|
||
> You are Lane A on SHADES 3D, Sprint 8. Rebase onto main, read SPRINT8.md.
|
||
> THE WEEK, uninterrupted, from day one — it has slipped twice and it ships
|
||
> this sprint: five nights (01→03→03b→02→02b), persistent money (pay = base by
|
||
> severity + garden bonus + hardware refund − collateral), broke = game over,
|
||
> survive = win card. E's cards, words, and dawn-tint CSS are all on disk.
|
||
> "Play again" becomes "next night". Close the carried grass-atlas and
|
||
> screenshot-POST decisions — do or "won't do" in THREADS. You answer gate-0'
|
||
> questions but you do not work it. If gate 0' outcome B lands (the pyrrhic
|
||
> win), you rule on the win wording as part of the week's scoring.
|
||
|
||
## Lane B — Sprint 8
|
||
> You are Lane B on SHADES 3D, Sprint 8. Rebase onto main, read THREADS' last
|
||
> [I] and SPRINT8.md. Gate 0' with D: three candidate variables, in order —
|
||
> settle under LIVE calm wind with sway running (not t=0 held), frozen vs live
|
||
> sway re-measured settled, repair timing at a real walk. Stop at the first
|
||
> that flips the corner count; land D's settled-at-entry guard; post numbers
|
||
> either way. If the live game honestly loses 2, say so and hand the win rule
|
||
> to A as the pyrrhic-win design question. Then: fabric economics post +
|
||
> prep-UI slot with A (C's hailBlockFor is landed on their branch).
|
||
|
||
## Lane C — Sprint 8
|
||
> You are Lane C on SHADES 3D, Sprint 8. Rebase onto main, read SPRINT8.md.
|
||
> Forecast uncertainty bands (carried twice — the week gives you five
|
||
> forecasts to make them matter on); move your skyfx camera guard below the
|
||
> shadow rebuild so headless callers can never fly a cloth-less yard again.
|
||
|
||
## Lane D — Sprint 8
|
||
> You are Lane D on SHADES 3D, Sprint 8. Rebase onto main, read THREADS' last
|
||
> [I] and SPRINT8.md. Gate 0' with B — your settle finding is one fidelity
|
||
> step from closing the repo's longest thread; drive the suite the way a
|
||
> player drives the game (live calm settle, real repair walk timing) and land
|
||
> your settled-at-entry guard. Then the full-week feel pass — the last read
|
||
> before John plays.
|
||
|
||
## Lane E — Sprint 8
|
||
> You are Lane E on SHADES 3D, Sprint 8. Rebase onto main, read SPRINT8.md.
|
||
> Light: support A's five aftermath cards as the week wires them. That's it —
|
||
> your tripwires, cards, words and dawn tint from Sprint 7 are all being
|
||
> consumed this sprint.
|
||
|
||
---
|
||
---
|
||
|
||
# SPRINT 9 prompts (the pyrrhic call, the $80 win, the second site)
|
||
|
||
Same rules: own clone, own branch, rebase onto latest main FIRST. Read
|
||
THREADS' last [I] entry then SPRINT9.md.
|
||
|
||
## Lane A — Sprint 9
|
||
> You are Lane A on SHADES 3D, Sprint 9. Rebase onto main, read SPRINT9.md.
|
||
> Rule the pyrrhic win (B and D both recommend WIN = hp>=50 with corners
|
||
> priced in aftermath — your call, wire it, give the pyrrhic ending its own
|
||
> verdict), answer C's two flagged calls in THREADS (25%-cover squeak-win,
|
||
> clean-win-without-repair), then gate 2: extract the yard into
|
||
> data/sites/backyard_01.json so world.js builds from data, and load E's
|
||
> site_02. The week gains a site per night.
|
||
|
||
## Lane B — Sprint 9
|
||
> You are Lane B on SHADES 3D, Sprint 9. Rebase onto main, read THREADS' last
|
||
> [I] and SPRINT9.md. Ship fabric choice (C's hailBlockFor + honest pricing)
|
||
> PAIRED with C's 0.40 flip in one landing; re-point balance.test's THE LINE
|
||
> to C's p1,p2,p3,p4 and assert the $80 clean win, keeping the t2-quad
|
||
> pyrrhic assert as the sacrifice-play control. With D: redesign the demoted
|
||
> settled-at-entry trend guard (held-clock windows pond forever — advance
|
||
> real storm seconds or probe rainless; integrator measurements are in the
|
||
> comment). Then build tools/site_audit/ from your quad/coverage/afford sweep
|
||
> and run it on site_02 before it ships.
|
||
|
||
## Lane C — Sprint 9
|
||
> You are Lane C on SHADES 3D, Sprint 9. Rebase onto main, read SPRINT9.md.
|
||
> Pair the 0.40 downdraft flip with B's fabric landing (your condition,
|
||
> arrived). Then site_02's wind personality: shelters/venturi as site-JSON
|
||
> data — the corner block funnels the southerly.
|
||
|
||
## Lane D — Sprint 9
|
||
> You are Lane D on SHADES 3D, Sprint 9. Rebase onto main, read SPRINT9.md.
|
||
> With B: the trend-guard redesign, and bless or amend the integrator's 600 N
|
||
> floor. Then play site_02 cold and log where the verbs break (ladder assumes
|
||
> fascia height; a carport may not have one). You remain the playtest lane.
|
||
|
||
## Lane E — Sprint 9
|
||
> You are Lane E on SHADES 3D, Sprint 9. Rebase onto main, read SPRINT9.md.
|
||
> The second site: the corner block — smaller, paling-fenced, one tree, a
|
||
> carport — anchor-poor on purpose; its personality is "nowhere to tie off".
|
||
> Deterministic factory, contact sheet, and pyrrhic-ending card support when
|
||
> A rules.
|
||
|
||
---
|
||
---
|
||
|
||
# SPRINT 10 prompts (sites are data)
|
||
|
||
Same rules: own clone, own branch, rebase onto latest main FIRST. Read
|
||
THREADS' last [I] entry then SPRINT10.md. Gate 1 is A's, uninterrupted —
|
||
everyone else's site work is already on disk waiting for it.
|
||
|
||
## Lane A — Sprint 10
|
||
> You are Lane A on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
|
||
> ONE headline, from day one: extract the yard into data/sites/backyard_01.json
|
||
> (world.js builds from data; byte-identical yard proven by the existing
|
||
> anchor tripwires and quad-band asserts), then author site_02_corner_block
|
||
> from the pieces already waiting (E's carport GLB, C's venturi schema — give
|
||
> C their two gap coordinates, D's work:"cloth"|"bracket" anchor field). The
|
||
> week gains a site per night; night 3 moves to the corner block. Nothing
|
||
> else until this lands.
|
||
|
||
## Lane B — Sprint 10
|
||
> You are Lane B on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
|
||
> Build tools/site_audit/ from your quad/coverage/afford sweep — one command,
|
||
> any site JSON, reports the winnable lines or names the blocking corner.
|
||
> Run it on site_02 the moment A's JSON exists; if there's no $80 line, tell
|
||
> E to move the tree (their standing offer). Answer C's porosity-into-
|
||
> gardenHailExposure question in THREADS.
|
||
|
||
## Lane C — Sprint 10
|
||
> You are Lane C on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
|
||
> Wire venturi from A's site JSON when it lands; decide the week's storm/site
|
||
> pairing so the corner block teaches the venturi (southerly on night 3?);
|
||
> land the porosity/gardenHailExposure one-liner if B says yes.
|
||
|
||
## Lane D — Sprint 10
|
||
> You are Lane D on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
|
||
> Land needsLadder on A's work-field (mechanism, not type — your own audit),
|
||
> then play site_02 cold and log feel notes. The carport traps should read
|
||
> tempting, not buggy.
|
||
|
||
## Lane E — Sprint 10
|
||
> You are Lane E on SHADES 3D, Sprint 10. Rebase onto main, read SPRINT10.md.
|
||
> Support site_02 as it lands: dressing adjustments, contact sheets, and a
|
||
> carport-collateral aftermath line/card if the trap earns one. If B's audit
|
||
> says the site has no winnable line, moving the tree is yours.
|
||
|
||
---
|
||
---
|
||
|
||
# SPRINT 11 prompts (the corner block is mean, then the job sheet)
|
||
|
||
Same rules: own clone, own branch, rebase onto latest main FIRST. Read
|
||
THREADS' last [I] entry then SPRINT11.md.
|
||
|
||
## Lane A — Sprint 11
|
||
> You are Lane A on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
|
||
> Gate 1 rulings first (carport collateral number — E proposes $180 with
|
||
> reasoning in the asset; widen the Anchor.type enum D flagged; answer C's
|
||
> venturi-gap question). Then gate 2, the job sheet: each night gains client
|
||
> + brief + pay schedule as data; forecast card becomes the job sheet,
|
||
> aftermath becomes the invoice. No reputation system yet — one week, five
|
||
> jobs, the framing. Shepherd as always.
|
||
|
||
## Lane B — Sprint 11
|
||
> You are Lane B on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
|
||
> Fix site_audit's headless false-negative (your setWorld ask), run it on
|
||
> site_02 WITH the venturi, and post the winnable lines. If the funnel kills
|
||
> every $80 line, C drops the gain before E moves the tree. Then support A's
|
||
> pay schedule with numbers (what does a good night on each site actually
|
||
> bank — your audit already knows).
|
||
|
||
## Lane C — Sprint 11
|
||
> You are Lane C on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
|
||
> Reconcile the venturi with A (site ships axis 2.1/gain 1.5; you measured
|
||
> −1.08/1.35 — one exchange, one edit), tune the gain to B's audit verdict,
|
||
> and land per-night forecast lead on the job sheet (your forecastLines lead
|
||
> param, waiting two sprints).
|
||
|
||
## Lane D — Sprint 11
|
||
> You are Lane D on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
|
||
> Play site_02 cold at last — the carport traps should read tempting, the
|
||
> funnelled southerly should make the ladder trip the site's thesis. File
|
||
> feel notes in THREADS. Then playtest the job-sheet week as A lands it.
|
||
|
||
## Lane E — Sprint 11
|
||
> You are Lane E on SHADES 3D, Sprint 11. Rebase onto main, read SPRINT11.md.
|
||
> Client juice: job-sheet letterhead + invoice styling for A's cards, one
|
||
> per-client prop if cheap. Stand by on the tree-move if B's audit demands
|
||
> it (C's gain drop goes first).
|
||
|
||
---
|
||
|
||
# SPRINT 12 prompts (the steel tells the truth, the paperwork looks the part)
|
||
|
||
Same rules: own clone, own branch, rebase onto latest main FIRST. Read
|
||
THREADS' last [I] entry then SPRINT12.md. New this sprint: launch.json is
|
||
untracked — `cp .claude/launch.example.json .claude/launch.json` once per
|
||
clone and pick your own port (suggested: A 8824, B 8825, C 8826, D 8827,
|
||
E 8828; integration holds 8823).
|
||
|
||
## Lane A — Sprint 12
|
||
> You are Lane A on SHADES 3D, Sprint 12. Rebase onto main, read SPRINT12.md.
|
||
> Gate 3 is yours: paste E's letterhead/invoice kit from tools/jobsheet
|
||
> (between the CUT markers; keep .void), rule on the HARD YARDS masthead and
|
||
> keep the ABN sequential, and wire the kid's bike (site-JSON key + loader
|
||
> line — read E's −Z lean note FIRST) with a ruling on its $60. Do NOT start
|
||
> reputation, site_03, or heatwave — gate 4 decides the branch at sprint end.
|
||
> Shepherd as always; B's re-audit may route retune proposals through you.
|
||
|
||
## Lane B — Sprint 12
|
||
> You are Lane B on SHADES 3D, Sprint 12. Rebase onto main, read SPRINT12.md.
|
||
> Gate 2 is yours: wire ratingHint into the failure threshold (A's ruling,
|
||
> THREADS sprint 11 — `load > c.hw.rating * (anchor.ratingHint ?? 1)`), with
|
||
> an assert on the CONSEQUENCE (cb blows before q at max tension through the
|
||
> funnel). Then re-audit BOTH yards — E's baked hints move everything with a
|
||
> GLB anchor — and post winnable lines per night. Numbers are E's: propose
|
||
> retunes in THREADS, don't nudge. Also fix the weak-link tie-break D flagged
|
||
> (strict < keeps first click; flag lowest rating × hint).
|
||
|
||
## Lane C — Sprint 12
|
||
> You are Lane C on SHADES 3D, Sprint 12. Rebase onto main, read SPRINT12.md.
|
||
> Two jobs: (1) be the second harness on B's post-wiring failure envelope —
|
||
> measure it through the storm while B measures it through the audit; if the
|
||
> two disagree, find the variable before anyone retunes. (2) Give the
|
||
> southerly buster's early change an in-world tell (skyfx): sky darkening
|
||
> from the south, the lull before the shift — deterministic (dt, t), readable
|
||
> without spoiling. D judges it.
|
||
|
||
## Lane D — Sprint 12
|
||
> You are Lane D on SHADES 3D, Sprint 12. Rebase onto main, read SPRINT12.md.
|
||
> Replay both yards AFTER B's ratingHint wiring lands: the trap should fire
|
||
> at default tension now (your measured fork), the ladder trip should fire by
|
||
> itself (your #6), the weak-link label should point honestly (your #7).
|
||
> Judge C's change-tell — does it telegraph without spoiling? — and re-read
|
||
> the backyard blurb A changed under you ("worked it for years" vs "your own
|
||
> place"). Feel notes in THREADS, receipts as always.
|
||
|
||
## Lane E — Sprint 12
|
||
> You are Lane E on SHADES 3D, Sprint 12. Rebase onto main, read SPRINT12.md.
|
||
> The gutter, the carport pattern, second time around: propose its collateral
|
||
> price with the reasoning baked beside it, and build the torn-gutter wreck
|
||
> that swaps on the same event. Expect retune proposals against your
|
||
> 0.22/0.30/0.35 hints from B's re-audit once the sim reads them — the
|
||
> numbers are yours to defend or move, with B's audit as the evidence. The
|
||
> tree-move stays cancelled.
|
||
|
||
---
|
||
|
||
# SPRINT 13 prompts (the garden matters, the night looks like a night)
|
||
|
||
Same rules: own clone, own branch, rebase onto latest main FIRST (your local
|
||
branch may be BEHIND origin after integration fast-forwards — start with
|
||
`git fetch origin && git reset --hard origin/lane/<x>` on a clean tree). Read
|
||
THREADS from the last two [I] entries — the QA pass entry is this sprint's
|
||
evidence base — then SPRINT13.md. Per-clone launch.json: copy the example,
|
||
pick your port (A 8824, B 8825, C 8826, D 8827, E 8828). Baseline selftest
|
||
335/0/0; keep it green after every landing; new asserts get mutation-checked.
|
||
The game is PUBLIC now (partly.party/hardyards) — main must always be
|
||
shippable.
|
||
|
||
## Lane A — Sprint 13
|
||
> You are Lane A on SHADES 3D, Sprint 13. Rebase onto main, read THREADS'
|
||
> last two [I] entries, then SPRINT13.md. Gate 3 is yours and it's the front
|
||
> door of a public game: pin the Enter-exploit fix with a regression assert
|
||
> (the hot-fix is already in your main.js with a comment — an advance()
|
||
> reachable from 'storm' must go red; mutation-check by reverting the guard),
|
||
> then the splash card (premise + controls + START, one more .card, not a
|
||
> menu system), P pause / M mute, and the touch-visitor notice. Gate 2 gives
|
||
> you two camera fixes: spawn framing (no pole through the player on boot)
|
||
> and the aftermath cloth-swallow (dead sail joins the camera's solid set).
|
||
> Two rulings will route to you: C's garden separation target (gate 1) and
|
||
> whether GARDEN_DRAIN moves once the shadow geometry is honest. Move the dev
|
||
> fps line out from under the anchor panel. Do NOT start reputation, site_03,
|
||
> or heatwave — gate 4 decides Sprint 14. Shepherd as always.
|
||
|
||
## Lane B — Sprint 13
|
||
> You are Lane B on SHADES 3D, Sprint 13. Rebase onto main, read THREADS'
|
||
> last two [I] entries, then SPRINT13.md. Gate 1.2 is yours: the audit's
|
||
> "cover%" told three people a $20 rig was bad while the sim paid it +$97 —
|
||
> once C lands the shadow-geometry fix, make the audit PREDICT the sim's
|
||
> garden outcome (same quantity, two harnesses) and re-post the per-night
|
||
> winnable-lines table; propose fee/bonus retunes in THREADS if night balance
|
||
> re-breaks, A rules. Gate 3 smalls in your files: BLOWN label collision for
|
||
> adjacent corners, setHardware() must not silently no-op on a bad key,
|
||
> standing-kN preview per corner in the prep panel (D's "first lesson costs
|
||
> $60 blind"), and rig.t must reset between nights. Stretch, only if room:
|
||
> sweep mixed-hardware fuse lines (D's +$147 exhibit) and rule-or-flag
|
||
> whether cheap-corner-as-fuse is depth or a hole.
|
||
|
||
## Lane C — Sprint 13
|
||
> You are Lane C on SHADES 3D, Sprint 13. Rebase onto main, read THREADS'
|
||
> last two [I] entries, then SPRINT13.md. You carry this sprint. Gate 1: the
|
||
> shadow GEOMETRY is the bug — measure rain/hail shadow over the bed (held
|
||
> rig vs bare bed, both yards, five storms), fix the model not the constant
|
||
> (hail's damage share, bed-level occlusion, storm hail timing — your pick,
|
||
> measured), and propose the separation target to A BEFORE tuning to it. The
|
||
> sim must make "sail up" vs "sail dead" read alive-vs-dead on wild nights.
|
||
> Gate 2: storm grade (sky/light/shadow keyed on intensity — the noon-blue
|
||
> 65 km/h sky is the QA pass's biggest visual finding), ground the front
|
||
> wall's base on the horizon and feather its hard vertical seam (judge from
|
||
> IN-YARD eye height, not your bench), and a handful of deterministic leaves
|
||
> streaming with the wind from ~30 km/h. Everything (dt, t) as always.
|
||
|
||
## Lane D — Sprint 13
|
||
> You are Lane D on SHADES 3D, Sprint 13. Rebase onto main, read THREADS'
|
||
> last two [I] entries, then SPRINT13.md. You are the verdict on both big
|
||
> gates. Gate 1: replay the QA pass's three scenarios exactly (night 2 cheap
|
||
> line; night 3 carport line with the sail dead at t=3; night 3 honest line)
|
||
> after C's model lands — losing the sail must COST the garden, holding it
|
||
> must SAVE it, numbers filed. Gate 2: judge the storm grade, the wall from
|
||
> inside the yard, the leaves, and wire E's wind clips in player.js
|
||
> (thresholds off wind.speedAt(player.pos), brace on the existing C key).
|
||
> Fix your two pool nits: the ladder label says "fascia" on a carport
|
||
> bracket, and the dropped spare's whereabouts after a knock. Also run down
|
||
> the ghost-white sliver near the shed table in aftermath — it smells like
|
||
> your ladder's placement ghost.
|
||
|
||
## Lane E — Sprint 13
|
||
> You are Lane E on SHADES 3D, Sprint 13. Rebase onto main, read THREADS'
|
||
> last two [I] entries, then SPRINT13.md. One job, done to your own standard:
|
||
> wind clips for the player — lean / stagger / brace, staged by wind band
|
||
> (calm, working breeze, gale), through the Mixamo pipeline. Deterministic
|
||
> factory, byte-identical across runs, dims verified, and LOOK at the
|
||
> silhouette before you ship (your bike rule: the verify can't answer "is
|
||
> this the right shape"). D wires them; agree the clip names and band
|
||
> thresholds with D in THREADS before you export. Stand by for retune
|
||
> arguments if gate 1's garden fix moves your bonus numbers — yours to
|
||
> defend or move, evidence in THREADS.
|
||
|
||
---
|
||
|
||
# SPRINT 14 prompts (the yard editor — make sites makeable)
|
||
|
||
Same rules: own clone, own branch, rebase onto latest main FIRST
|
||
(`git fetch origin && git reset --hard origin/lane/<x>` on a clean tree —
|
||
your local branch is BEHIND after integration fast-forwards). Read
|
||
**docs/MANUAL.md** (new — the cookbook this sprint automates), THREADS from
|
||
the last [I] entry, then SPRINT14.md. Ports: A 8824, B 8825, C 8826, D 8827,
|
||
E 8828 (untracked launch.json, copy the example). Baseline selftest
|
||
**362/0/0**; the editor's export must be deterministic (same yard in,
|
||
byte-identical JSON out) even though its UI needn't be.
|
||
|
||
## Lane A — Sprint 14
|
||
> You are Lane A on SHADES 3D, Sprint 14. Rebase onto main, read
|
||
> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 1 is yours: the
|
||
> yard editor core — web/world/editor.html + js/editor.js, rendering the REAL
|
||
> dressed world through the same loadSite/createWorld path the game uses.
|
||
> Place/drag/delete posts, trees, structures, bed, props via ground-plane
|
||
> raycast, writing the SAME named-key site-JSON shapes the loader reads (no
|
||
> parallel schema). Live validateSite in a panel; visible _design/_why
|
||
> authoring fields; canonical stable-key-order export; the round-trip assert
|
||
> (template → place → export → loadSite → boots). The export panel must say
|
||
> "a site is playable when a NIGHTS entry names it" — export ≠ shipped.
|
||
> B and C build INTO your page (score button, wind authoring) — agree the DOM
|
||
> seams with them in THREADS early, like the .letterhead contract. Pool: one
|
||
> look at the dev-line visibility default; re-check your phantom-sail view
|
||
> fix if it hasn't landed. Do NOT build reputation/site content/heatwave —
|
||
> gate 4 chooses.
|
||
|
||
## Lane B — Sprint 14
|
||
> You are Lane B on SHADES 3D, Sprint 14. Rebase onto main, read
|
||
> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 2.1 is yours: the
|
||
> SCORE IT button — your site_audit + gardenfly engines run in-page against
|
||
> A's in-memory edited yard (feed the site object, not a fetched JSON) and
|
||
> render a card: winnable lines at $80 funnel-ON, cheapest honest line,
|
||
> held-vs-bare separation, 15%-margin flags. Slow-on-demand is fine; a
|
||
> private harness is not — everything through windForSite() and the real
|
||
> commit→attach chain, and the gate-2.3 pin proves it: editor-scored wind ==
|
||
> game-played wind at one probe point, one storm second, exact. Agree DOM
|
||
> seams with A in THREADS. Pool: the invoice line for night 5's
|
||
> beyond-saving garden (your S13 offer, A accepted — land it).
|
||
|
||
## Lane C — Sprint 14
|
||
> You are Lane C on SHADES 3D, Sprint 14. Rebase onto main, read
|
||
> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 2.2 is yours:
|
||
> wind authoring in A's editor — venturi placement with the axis drawn as a
|
||
> LINE through the gap (both ends; it's mod π and the UI should teach that),
|
||
> gain/radius sliders, tree-shelter cones as translucent volumes, and a
|
||
> wind-field overlay (arrows sampling speedAt across the yard at a chosen
|
||
> storm+time, deterministic, same seed path as the game). You co-own the
|
||
> gate-2.3 pin with B: editor wind == game wind, exact, asserted. Agree DOM
|
||
> seams with A in THREADS. Your windForSite() is the only wind the editor
|
||
> may ever build — that rule is one sprint old and already load-bearing.
|
||
|
||
## Lane D — Sprint 14
|
||
> You are Lane D on SHADES 3D, Sprint 14. Rebase onto main, read
|
||
> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 3.2 is yours and
|
||
> it's the sprint's real acceptance test: author a complete third yard COLD,
|
||
> editor only — no JSON hand-editing, no console. Your design instincts, any
|
||
> theme E's palette supports. Score it with B's button until it's
|
||
> winnable-but-mean, export it, wire its night in a scratch branch, play it,
|
||
> and file the whole experience in THREADS: every friction is gate-1/2
|
||
> feedback, every delight is proof. Your yard is the site_03 CANDIDATE for
|
||
> gate 4 — make it one you'd defend. Pool: re-test the phantom-sail seam
|
||
> against A's view fix. Wait for A's gate-1 push before starting; judge B's
|
||
> score card and C's wind overlay as you use them in anger.
|
||
|
||
## Lane E — Sprint 14
|
||
> You are Lane E on SHADES 3D, Sprint 14. Rebase onto main, read
|
||
> docs/MANUAL.md, THREADS' last [I], then SPRINT14.md. Gate 3.1 is yours:
|
||
> audit the placeable set — every GLB the editor offers carries honest extras
|
||
> (rating_hint, collateral, collateral_key), gaps fixed in the factory — then
|
||
> build TWO new temptation props for D's palette: pick from the trampoline
|
||
> (typed honestly in the checked enum), the kids' swing set (two honest posts
|
||
> + a crossbar that is NOT an anchor and must not adopt), or a second tree
|
||
> species with a different branch ladder. Baked reasoning beside every
|
||
> number, a wreck where priceable, negative-control asserts (your bike
|
||
> discipline — build the wrong one on purpose and watch it go red). Flag D
|
||
> in THREADS the moment the palette is ready — their cold yard waits on it.
|