diff --git a/.claude/settings.json b/.claude/settings.json new file mode 100644 index 000000000..ec5ce99e9 --- /dev/null +++ b/.claude/settings.json @@ -0,0 +1,6 @@ +{ + "env": { + "CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS": "1" + }, + "teammateMode": "in-process" +} diff --git a/.gitignore b/.gitignore index 355e2c107..1ffae9ec9 100644 --- a/.gitignore +++ b/.gitignore @@ -27,8 +27,7 @@ Thumbs.db *.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 diff --git a/docs/sprints/sprint-2/server.md b/docs/sprints/sprint-2/server.md index 281eb6fb6..2895bd0a5 100644 --- a/docs/sprints/sprint-2/server.md +++ b/docs/sprints/sprint-2/server.md @@ -5,20 +5,21 @@ **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 ` for full details. @@ -29,14 +30,14 @@ Use `db/connectors/ticket show ` 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 ` 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