Joint tasks with ticket IDs (#356-#360), dependency chains, and sprint completion proof criteria for client team reference. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
56 lines
2.8 KiB
Markdown
56 lines
2.8 KiB
Markdown
# Sprint 2: See — Joint Tasks
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**Goal:** Fog of perception working through the bridge — server computes LOS visibility, client renders fog.
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**Branches:** `server` + `client` (merge to main for integration)
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## Design Tasks
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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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| #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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## Key Decisions
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- `decisions/architecture.md` — D-020 (IPC protocol, ObserverSnapshot), D-010 (information boundaries)
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- `decisions/perception.md` — D-011 (fog non-negotiable), D-015 (vision cone)
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## Sprint Completion Proof
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**"Walk into a room and see the fog"** — the sprint is done when:
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1. Player character moves on screen (Sprint 1 baseline, maintained)
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2. Camera follows the player character (no panning)
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3. Tiles render from snapshot data (floor + walls visible)
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4. Entities appear/disappear based on line-of-sight
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5. Fog covers areas outside the vision cone
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6. Walking behind a wall hides what's on the other side
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7. Walking around a corner reveals what's there
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This is the first moment the game *feels* like an immersive sim — you can't see behind walls, and that constraint IS the game.
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## Notes
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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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When ready to submit, create a PR with `tea` CLI. **All flags are required** to avoid TTY prompts (see CLAUDE.md "Gitea access" section):
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```bash
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tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(scope): description" --description "body" --base main --head <branch>
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```
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