Merge branch 'main' into client

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2026-02-11 22:57:23 +01:00
3 changed files with 27 additions and 20 deletions
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{
"env": {
"CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS": "1"
},
"teammateMode": "in-process"
}
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*.swp
*.swo
# Claude Code internals (plans, session transcripts, local settings)
# Note: .claude/agents/ and .claude/skills/ ARE tracked
# Claude Code internals (plans, session transcripts)
# Note: .claude/agents/, .claude/skills/, and .claude/settings.json ARE tracked
.claude/plans/
.claude/projects/
.claude/settings.json
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**Branch:** `server`
**Agents:** Dudley (simulation), Oscar (networking)
## Carry-over from Sprint 1
| # | Title | Status | Notes |
|---|-------|--------|-------|
| #236 | Tile collision system | ready | WalkabilityMap exists, needs wall data for LOS |
## New Tickets
## Design Tasks
| # | Title | Blocked by |
|---|-------|------------|
| #110 | Shadowcasting algorithm - server | #236 (walls needed for LOS) |
| #359 | Resolve Q-018: shadowcasting algorithm selection | — |
| #358 | Design ObserverSnapshot v2 schema | — |
## Implementation Tickets
| # | Title | Blocked by |
|---|-------|------------|
| #110 | Shadowcasting algorithm - server | #359 (algorithm decision) |
| #111 | Vision cone implementation | #110 |
| #112 | Observer visibility query | #111 |
| #25 | Game clock and day-phase system | — (SimulationTime exists, needs day-phase integration into snapshot) |
| #112 | Observer visibility query | #111, #358 (snapshot schema) |
| #25 | Game clock and day-phase system | #358 (snapshot schema) |
Use `db/connectors/ticket show <id>` for full details.
@@ -29,14 +30,14 @@ Use `db/connectors/ticket show <id>` for full details.
## Open Questions to Resolve Early
- **Q-018: Shadowcasting algorithm selection** — symmetric (Albert Ford) vs recursive. Needs benchmarking at 150x150 scale. Resolve before #110 starts.
- **Q-019: Entity ID stability** — how `entity_id: u64` maps to bevy `Entity`. Affects client entity lifecycle.
- **Q-021: Tick budget overflow policy** — what happens when a tick exceeds 100ms.
- **Q-018 (#359):** Shadowcasting algorithm selection — symmetric (Albert Ford) vs recursive. Needs benchmarking at 150x150 scale. Resolve before #110 starts.
- **Q-019 (#360):** Entity ID stability — how `entity_id: u64` maps to bevy `Entity`. Affects client entity lifecycle. (Joint ticket, blocks #130.)
- **Q-021:** Tick budget overflow policy — what happens when a tick exceeds 100ms. (Not yet ticketed.)
## Notes
- **#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.
- **#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.
- **#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.
- **#110:** Core of the sprint. Implement LOS calculation per z-level. Output: set of visible tiles for a given observer position.
- **#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.
- **#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.
- **#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.
@@ -45,8 +46,9 @@ Use `db/connectors/ticket show <id>` for full details.
## Dependency Chain
```
#236 (walls) → #110 (shadowcast) → #111 (vision cone) → #112 (observer query)
#25 (time) → standalone, parallel track
#359 (Q-018) → #110 (shadowcast) → #111 (vision cone) → #112 (observer query)
#358 (snapshot v2) → #112, #113, #25
#25 (time) → parallel track, blocked by #358
```
## PR Workflow