docs(sprints): update sprint 2 briefings with ticket IDs and dependencies
Server team added #356-#360 for pre-sprint design tasks and integration milestones. Updated server.md and joint.md with actual ticket numbers, dependency chains, and done status. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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**Branches:** `server` + `client` (merge to main for integration)
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## Pre-Sprint
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## Design Tasks
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| # | Task | Owner | Notes |
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|---|------|-------|-------|
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| #359 | Resolve Q-018 (shadowcast algorithm) | Tyre, Dudley | Blocks #110. Benchmark symmetric vs recursive at 150x150 scale. |
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| #360 | Resolve Q-019 (entity ID stability) | Tyre, Dudley | Affects client entity lifecycle (#130). |
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| #358 | Design ObserverSnapshot v2 schema | Tyre | Add visible_tiles, player_facing, game_time fields. Both teams need this before fog integration. |
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| # | Title | Owner | Blocks |
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|---|-------|-------|--------|
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| #359 | Resolve Q-018: shadowcasting algorithm selection | server (Tyre, Dudley) | #110 |
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| #360 | Resolve Q-019: entity ID stability | joint (Tyre, Dudley) | #130 |
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| #358 | Design ObserverSnapshot v2 schema | joint (Tyre) | #112, #113, #25 |
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## Integration Tickets
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| # | Title | Blocked by |
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|---|-------|------------|
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| #81 | End-to-end connection test | ~~Sprint 1 carry-over~~ **done** |
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| #356 | Fog data through bridge | Server #112, Client #113 |
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| #357 | Sprint 2 proof: fog of perception | All above |
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| #356 | Fog data through bridge | #112, #113 |
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| #357 | Sprint 2 proof: fog of perception | #356, #116, #25 |
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Use `db/connectors/ticket show <id>` for full details.
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@@ -43,9 +42,9 @@ This is the first moment the game *feels* like an immersive sim — you can't se
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## Notes
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- **#81 (done):** End-to-end connection test completed in Sprint 1. Full round-trip verified.
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- **ObserverSnapshot v2:** The current `ObserverSnapshot` (`server/src/bridge/types.rs`) only has `tick` + `entities: Vec<VisibleEntity>`. Sprint 2 needs: tile visibility data, facing direction, time-of-day. Design the expanded schema before both teams start, so the contract is clear.
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- **Fog data through bridge:** Server #112 produces visibility-filtered snapshots. Client #113 consumes them. The bridge already handles MessagePack serialization — new fields just need to be added to both sides.
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- **#81 (done):** End-to-end connection test completed in Sprint 1. IPC bridge is operational.
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- **#358 (ObserverSnapshot v2):** The current `ObserverSnapshot` (`server/src/bridge/types.rs`) only has `tick` + `entities: Vec<VisibleEntity>`. Sprint 2 needs: tile visibility data, facing direction, time-of-day. Design the expanded schema before both teams start, so the contract is clear.
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- **#356 (Fog data through bridge):** Server #112 produces visibility-filtered snapshots. Client #113 consumes them. The bridge already handles MessagePack serialization — new fields just need to be added to both sides.
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- **Test plan per D-030 Phase 1:** Sprint 2 aligns with D-030's "Phase 1 (sprint 1-2): test infra + collision/pathfinding/time." Collision tests exist (`movement.rs`). Shadowcasting (#110) needs unit tests for known LOS scenarios (corridor, corner peek, wall block). Vision cone (#111) needs sector boundary tests.
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## PR Workflow
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@@ -5,20 +5,21 @@
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**Branch:** `server`
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**Agents:** Dudley (simulation), Oscar (networking)
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## Carry-over from Sprint 1
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| # | Title | Status | Notes |
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|---|-------|--------|-------|
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| #236 | Tile collision system | ready | WalkabilityMap exists, needs wall data for LOS |
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## New Tickets
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## Design Tasks
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| # | Title | Blocked by |
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|---|-------|------------|
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| #110 | Shadowcasting algorithm - server | #236 (walls needed for LOS) |
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| #359 | Resolve Q-018: shadowcasting algorithm selection | — |
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| #358 | Design ObserverSnapshot v2 schema | — |
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## Implementation Tickets
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| # | Title | Blocked by |
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|---|-------|------------|
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| #110 | Shadowcasting algorithm - server | #359 (algorithm decision) |
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| #111 | Vision cone implementation | #110 |
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| #112 | Observer visibility query | #111 |
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| #25 | Game clock and day-phase system | — (SimulationTime exists, needs day-phase integration into snapshot) |
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| #112 | Observer visibility query | #111, #358 (snapshot schema) |
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| #25 | Game clock and day-phase system | #358 (snapshot schema) |
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Use `db/connectors/ticket show <id>` for full details.
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@@ -29,14 +30,14 @@ Use `db/connectors/ticket show <id>` for full details.
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## Open Questions to Resolve Early
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- **Q-018: Shadowcasting algorithm selection** — symmetric (Albert Ford) vs recursive. Needs benchmarking at 150x150 scale. Resolve before #110 starts.
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- **Q-019: Entity ID stability** — how `entity_id: u64` maps to bevy `Entity`. Affects client entity lifecycle.
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- **Q-021: Tick budget overflow policy** — what happens when a tick exceeds 100ms.
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- **Q-018 (#359):** Shadowcasting algorithm selection — symmetric (Albert Ford) vs recursive. Needs benchmarking at 150x150 scale. Resolve before #110 starts.
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- **Q-019 (#360):** Entity ID stability — how `entity_id: u64` maps to bevy `Entity`. Affects client entity lifecycle. (Joint ticket, blocks #130.)
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- **Q-021:** Tick budget overflow policy — what happens when a tick exceeds 100ms. (Not yet ticketed.)
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## Notes
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- **#236 (carry-over):** `WalkabilityMap` and `validate_movement` are already implemented (`server/src/simulation/movement.rs`). The remaining work is integrating wall/blocked tile data that the shadowcasting algorithm needs. Walls must be both collision barriers AND LOS occluders.
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- **#110:** Core of the sprint. Implement LOS calculation per z-level. The `WalkabilityMap` stores tile walkability in chunks — the shadowcasting system reads this (or a parallel opacity map) to determine what blocks vision. Output: set of visible tiles for a given observer position.
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- **#236 (Sprint 1, done):** `WalkabilityMap` and `validate_movement` are implemented (`server/src/simulation/movement.rs`). Walls are both collision barriers AND LOS occluders — the shadowcasting system reads the walkability map (or a parallel opacity map) to determine what blocks vision.
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- **#110:** Core of the sprint. Implement LOS calculation per z-level. Output: set of visible tiles for a given observer position.
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- **#111:** Vision cone sectors (forward/peripheral/behind per D-015). Facing direction component needed. Forward = full LOS range, peripheral = reduced range + dimmer, behind = blind. The cone modulates the shadowcast output.
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- **#112:** Given an observer entity, return visible entities and tiles. This is the system that populates `ObserverSnapshot.entities` with only what the observer can see. Currently the snapshot includes ALL entities (no filtering). This ticket adds the filter.
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- **#25:** `SimulationTime` already exists (`server/src/simulation/time.rs`) with tick/pause/day-phase. Remaining: include time data in `ObserverSnapshot` so the client can display it. May also need `FacingDirection` component for vision cone.
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@@ -45,8 +46,9 @@ Use `db/connectors/ticket show <id>` for full details.
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## Dependency Chain
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```
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#236 (walls) → #110 (shadowcast) → #111 (vision cone) → #112 (observer query)
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#25 (time) → standalone, parallel track
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#359 (Q-018) → #110 (shadowcast) → #111 (vision cone) → #112 (observer query)
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#358 (snapshot v2) → #112, #113, #25
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#25 (time) → parallel track, blocked by #358
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```
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## PR Workflow
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