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>
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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)
Carry-over from Sprint 1
| # | Title | Status | Notes |
|---|---|---|---|
| #236 | Tile collision system | ready | WalkabilityMap exists, needs wall data for LOS |
New Tickets
| # | Title | Blocked by |
|---|---|---|
| #110 | Shadowcasting algorithm - server | #236 (walls needed for LOS) |
| #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) |
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: 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: u64maps to bevyEntity. Affects client entity lifecycle. - Q-021: Tick budget overflow policy — what happens when a tick exceeds 100ms.
Notes
- #236 (carry-over):
WalkabilityMapandvalidate_movementare 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
WalkabilityMapstores 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. - #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.entitieswith only what the observer can see. Currently the snapshot includes ALL entities (no filtering). This ticket adds the filter. - #25:
SimulationTimealready exists (server/src/simulation/time.rs) with tick/pause/day-phase. Remaining: include time data inObserverSnapshotso the client can display it. May also needFacingDirectioncomponent for vision cone. - ObserverSnapshot expansion: The
ObserverSnapshotstruct (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
#236 (walls) → #110 (shadowcast) → #111 (vision cone) → #112 (observer query)
#25 (time) → standalone, parallel track
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