Sprint 2 goal: fog of perception working through the bridge. Server computes LOS visibility, client renders fog. Carries over #236 and #81 from Sprint 1. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
3.0 KiB
3.0 KiB
Sprint 2: See — Joint Tasks
Goal: Fog of perception working through the bridge — server computes LOS visibility, client renders fog.
Branches: server + client (merge to main for integration)
Pre-Sprint
| Task | Owner | Notes |
|---|---|---|
| Resolve Q-018 (shadowcast algorithm) | Tyre, Dudley | Blocks #110. Benchmark symmetric vs recursive at 150x150 scale. |
| Resolve Q-019 (entity ID stability) | Tyre, Dudley | Affects client entity lifecycle (#130). |
| Design ObserverSnapshot v2 schema | Tyre | Add visible_tiles, player_facing, game_time fields. Both teams need this before fog integration. |
Integration Tickets
| # | Title | Blocked by |
|---|---|---|
| #81 | End-to-end connection test | Sprint 1 carry-over (in_progress) |
| NEW | Fog data through bridge | Server #112, Client #113 |
| NEW | Sprint 2 proof: fog of perception | All above |
Use db/connectors/ticket show <id> for full details.
Key Decisions
decisions/architecture.md— D-020 (IPC protocol, ObserverSnapshot), D-010 (information boundaries)decisions/perception.md— D-011 (fog non-negotiable), D-015 (vision cone)
Sprint Completion Proof
"Walk into a room and see the fog" — the sprint is done when:
- Player character moves on screen (Sprint 1 baseline, maintained)
- Camera follows the player character (no panning)
- Tiles render from snapshot data (floor + walls visible)
- Entities appear/disappear based on line-of-sight
- Fog covers areas outside the vision cone
- Walking behind a wall hides what's on the other side
- Walking around a corner reveals what's there
This is the first moment the game feels like an immersive sim — you can't see behind walls, and that constraint IS the game.
Notes
- #81 (carry-over): End-to-end connection test still in_progress from Sprint 1. Must complete before fog integration work.
- ObserverSnapshot v2: The current
ObserverSnapshot(server/src/bridge/types.rs) only hastick+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. - 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.
- 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.
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(scope): description" --description "body" --base main --head <branch>