Gate 1.5 -- the round trip. a.test drives the editor's OWN placement function (placeEntry, exported for exactly this) through template -> place -> export -> parse -> validateSite -> createWorld -> dress, then asserts the GLB-backed anchors ADOPTED and the carport's 0.22/0.30 came out the far side. Mutation-checked with five deliberate breakages; four went red and ONE DID NOT -- the key-order test shuffled only root keys, every one of which is in KEY_ORDER, so the alphabetical fallback it claimed to protect was never reached. Rewritten around unknown keys, re-mutated, red in both halves. A determinism test that passed while testing nothing. Picking bug, found by dispatching real PointerEvents rather than reading the code: clicking an object's FOOT selected nothing, because the pick handle is a cylinder centred 1.7 m up and from a raised camera the ray has already run ~2 m horizontally by the time it climbs there. pickRef now falls back to nearest-placed-thing within 1.3 m of the ground hit -- camera-angle independent, so it can't rot when the pitch changes. Phantom sail (pool, filed unlanded in S13) -- LANDED and negative-controlled. Teardown factored into disposeSailView() and called from loadSiteInto before refreshCameraSolids (which reads sailView and would re-register a disposed mesh as a camera collider). Rig state goes with the view. Verified through the real game both ways: with the fix removed the cloth still hangs over the corner block, screenshotted. Dev-line (pool) -- two findings, both landed. The line counted `pieces` only, so it read "debris 0" while seven leaves flew; now reports both populations off C's leafCount. And index.html's boot-failure handler wrote into #dev, which is display:none off localhost -- so a failed boot on partly.party showed a stranger a blank page. It has its own visible #fatal element now. E's gap 2, runtime half -- and it was worse than "one click away": nextId namespaces structures s1, s2..., so the FIRST carport the editor places was already free. collateralFor/wreckStructure/isWrecked now resolve through structKey (site collateralKey, then GLB collateral_key, then id last so every existing site is untouched). Negative-controlled: id-equality prices an editor carport to null. E's tie_off:false honoured at both ends. E's swing set and jacaranda are in the palette behind a `requires` gate, so they switch themselves on when the ANCHOR_TYPE widening merges. Also: `return t.skip(msg)` is a fake pass -- Suite.skip pushes a new result and lets the current test record as pass. a.test had six; all converted to the documented 'SKIPPED --' idiom. Selftest 373/0/0, no skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .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 | ||
| SPRINT14.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) ·docs/MANUAL.md— the HOW: tool map, asset/site cookbooks, earned gotchasTHREADS.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.