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type-two d7658fb7af Lane D: ladder survives a mid-carry knockdown, and the prompt names the right bracket
SPRINT13 gate 2.6 pool, both found by the integrator's QA and both silent
(no error, no red, just a mechanic that stopped):

- The ladder left the game if the wind took you over while carrying it.
  knockdown() -> drop() nulls player.carrying but nothing told the ladder,
  so state.carried stayed true: the mesh hid (visible = !carried), pos()
  returned null so there was nothing to walk to, and canUse gated on
  !carried so it could never be picked up again. Swept the whole yard post-
  knockdown: no usable ladder offer anywhere, while ladder_place still said
  'it's by the shed'. On the corner block that silently ends the site's
  thesis (cb1/cb2 are bracket work). Fix: reconcile against the player's
  hands every frame in update() and let the ladder fall flat where it was
  lost, findable and re-takeable. Verified in the running game.

- The place label hardcoded 'the fascia' — a lie on a carport beam. Now
  keyed on anchor.type (a checked enum since Sprint 11): house -> the
  fascia, carport -> the carport bracket, unknown -> the bracket (vague but
  never false). And it stops claiming 'by the shed' once the ladder is
  dropped in the yard.

Two new asserts against the REAL createLadder, not the fake: the drop-
reconcile and the label. Mutation-checked — reverting the reconcile turns
both red on the right assertions. Selftest 337/0/0 (335 + 2).
2026-07-18 01:00:01 +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 Sprint 12 integration: merge all lanes (335/0/0), skyfx effective-rating creak, [I] entry 2026-07-17 21:17:45 +10:00
prototype Add side-systems to design doc + playable sail-storm prototype 2026-07-16 20:55:31 +10:00
tools Add deploy_hardyards.sh: partly.party deploy per the games-VPS pattern 2026-07-17 21:39:09 +10:00
web/world Lane D: ladder survives a mid-carry knockdown, and the prompt names the right bracket 2026-07-18 01:00:01 +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 QA pass: fix Enter storm-skip (deployed), log findings; Sprint 13 plan + prompts 2026-07-17 23:26:47 +10:00
PLAN3D.md Correct PLAN3D asset inventory; log M0 contract additions 2026-07-16 21:33:42 +10:00
README.md README: point at SPRINT12, document per-clone launch.json ports 2026-07-17 18:09:41 +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
THREADS.md Lane D: clip contract for E — measured wind bands, windBase signal, and the fetch blocker 2026-07-17 23:40:28 +10:00

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

  1. DESIGN.md — the design canon (what the game is)
  2. PLAN3D.md — the build canon (stack, contracts, lane model)
  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. SPRINT12.md — the current sprint (highest-numbered SPRINTn.md wins)
  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/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 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.