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settled-reach/docs/sprints/sprint-2/server.md
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jpmschweitzerandClaude Opus 4.6 160add9719 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>
2026-02-11 22:30:05 +01:00

3.4 KiB

Sprint 2: See — Server Tasks

Goal: Fog of perception working through the bridge — server computes LOS visibility, client renders fog.

Branch: server Agents: Dudley (simulation), Oscar (networking)

Design Tasks

# Title Blocked by
#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, #358 (snapshot schema)
#25 Game clock and day-phase system #358 (snapshot schema)

Use db/connectors/ticket show <id> for full details.

Key Decisions

  • decisions/perception.md — D-011 (fog non-negotiable), D-015 (locked camera + vision cone), D-018 (three-range sound model)
  • decisions/architecture.md — D-010 (information boundaries), D-020 (ObserverSnapshot), D-031 (time system)

Open Questions to Resolve Early

  • 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 (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.
  • ObserverSnapshot expansion: The ObserverSnapshot struct (server/src/bridge/types.rs) needs new fields: visible_tiles: Vec<VisibleTile> (or bitmap), player_facing: Direction, game_time: TimeData. Design this before implementation starts.

Dependency Chain

#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

When ready to submit, create a PR with tea CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):

tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(simulation): description" --description "body" --base main --head server