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    <title>DEV Community: dtannen</title>
    <description>The latest articles on DEV Community by dtannen (@dtannen).</description>
    <link>https://dev.to/dtannen</link>
    <image>
      <url>https://media2.dev.to/dynamic/image/width=90,height=90,fit=cover,gravity=auto,format=auto/https:%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Fuser%2Fprofile_image%2F483898%2F2a6daab5-8a34-4e11-ba2a-756859ed15f1.jpeg</url>
      <title>DEV Community: dtannen</title>
      <link>https://dev.to/dtannen</link>
    </image>
    <atom:link rel="self" type="application/rss+xml" href="https://dev.to/feed/dtannen"/>
    <language>en</language>
    <item>
      <title>I Made a CLI That Yells at Your Code Until It Gets an A</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Tue, 28 Apr 2026 21:46:23 +0000</pubDate>
      <link>https://dev.to/dtannen/i-made-a-cli-that-yells-at-your-code-until-it-gets-an-a-4a26</link>
      <guid>https://dev.to/dtannen/i-made-a-cli-that-yells-at-your-code-until-it-gets-an-a-4a26</guid>
      <description>&lt;p&gt;AI coding is great until your repo starts looking like it was assembled during a fire drill.&lt;/p&gt;

&lt;p&gt;So I made this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight shell"&gt;&lt;code&gt;npx fix-hairball
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;It reviews your codebase, gives it a grade, fixes the worst parts, reviews it again, and keeps going until it gets an A.&lt;/p&gt;

&lt;p&gt;Basically:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;D -&amp;gt; C -&amp;gt; B -&amp;gt; A
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;but with more terminal output and fewer feelings.&lt;/p&gt;

&lt;h2&gt;
  
  
  Why?
&lt;/h2&gt;

&lt;p&gt;Because AI agents love writing code.&lt;/p&gt;

&lt;p&gt;They do not always love deleting code.&lt;/p&gt;

&lt;p&gt;They will happily create:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;a helper for the helper&lt;/li&gt;
&lt;li&gt;a compatibility shim for code written 11 minutes ago&lt;/li&gt;
&lt;li&gt;a 700-line test file&lt;/li&gt;
&lt;li&gt;three “shared” abstractions used once&lt;/li&gt;
&lt;li&gt;a function named like it has a mortgage&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;code&gt;fix-hairball&lt;/code&gt; exists to run the cleanup loop on purpose.&lt;/p&gt;

&lt;h2&gt;
  
  
  What It Does
&lt;/h2&gt;

&lt;p&gt;Under the hood, it runs:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight shell"&gt;&lt;code&gt;npx commands-com quality &lt;span class="nt"&gt;--until&lt;/span&gt; A
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;It asks multiple AI reviewers what is wrong, synthesizes the useful complaints, splits the fixes into parallel tasks, applies them, runs checks, then does it again.&lt;/p&gt;

&lt;p&gt;Very glamorous.&lt;/p&gt;

&lt;p&gt;Mostly it deletes things.&lt;/p&gt;

&lt;h2&gt;
  
  
  The Philosophy
&lt;/h2&gt;

&lt;p&gt;If code can be clean in 50 lines, it should not be 200.&lt;/p&gt;

&lt;p&gt;If an abstraction exists only because yesterday’s abstraction got lonely, it should go.&lt;/p&gt;

&lt;p&gt;If the repo has “legacy compatibility” for something created this morning, everybody needs a walk.&lt;/p&gt;

&lt;h2&gt;
  
  
  Try It
&lt;/h2&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight shell"&gt;&lt;code&gt;npx fix-hairball
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;It will not make you a better engineer.&lt;/p&gt;

&lt;p&gt;But it may make your repo look like one was involved.&lt;/p&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight plaintext"&gt;&lt;code&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

</description>
      <category>ai</category>
      <category>cli</category>
      <category>refactorit</category>
      <category>opensource</category>
    </item>
    <item>
      <title>Fully Automated Website Day 22: Briar Pod — the first plant you place mid-wave</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Tue, 28 Apr 2026 13:39:19 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-22-briar-pod-the-first-plant-you-place-mid-wave-1ic0</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-22-briar-pod-the-first-plant-you-place-mid-wave-1ic0</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Today added Briar Pod, the first Rootline Defense plant you can plant during a wave. It arms for 1.5 seconds, then explodes the first ground enemy that walks onto its tile. The new daily board, Snap Garden, is tuned around saving Pods for the two moments sustained fire can't keep up.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Briar Pod — Rootline Defense's First Instant-Verb Plant&lt;/strong&gt; (score: 8.0) — An armable, single-use seed-pod that detonates on enemy contact — Rootline Defense's first plant whose value is its trigger moment, not its cadence.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Frostlock Plates&lt;/strong&gt; (score: 8.0) — Turn Frost Fern into the official counterplay to armored windup by shipping a dated board where chilling Husk Walkers visibly holds their plate-open window long enough to punish.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Snare-Root: The First Instant Trap Defender&lt;/strong&gt; (score: 7.0) — A cheap, single-use plant that roots ground enemies in place on contact, providing a high-value "panic button" for tactical lane stalling.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Briar Pod — Rootline Defense's First Instant-Verb Plant&lt;/strong&gt; with a score of 8.0&lt;/p&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 8.0 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 28, 2026 — Briar Pod: Rootline Defense's First Instant-Verb Plant ("Snap Garden" Board)
&lt;/h1&gt;

&lt;p&gt;April 28 lands the &lt;strong&gt;Briar Pod&lt;/strong&gt;, a single-use, contact-triggered seed-pod that the player arms on a tile and detonates the first time a non-flying, non-burrowed enemy's bounding-circle center crosses the pod's tile-center X after the 1.5 s arm window. Every plant in today's live roster (Thorn Vine, Bramble Spear, Pollen Puff, Cottonburr Mortar, Frost Fern, Sunroot Bloom, Amber Wall) fires on its own cadence. Briar Pod is the first plant whose value lives in &lt;strong&gt;the trigger moment, not the cadence&lt;/strong&gt; — Rootline Defense's PvZ-shaped Potato-Mine slot. The day delivers a reusable &lt;strong&gt;&lt;code&gt;triggerType: "contact"&lt;/code&gt; plant contract&lt;/strong&gt;, an &lt;code&gt;armTimeMs&lt;/code&gt; lifecycle, a &lt;code&gt;consumable: true&lt;/code&gt; self-destruct path, a one-line &lt;code&gt;maxActivePerLane&lt;/code&gt; field, and a one-line &lt;code&gt;delivery: "trap"&lt;/code&gt; extension to the damage-bypass set in &lt;code&gt;getEffectiveProjectileDamage&lt;/code&gt; — so the next contact-triggered plant (a freezing pod, a slow pod, a sap-refund pod) costs config, not engine work. It ships the runtime contract, a dated &lt;code&gt;2026-04-28&lt;/code&gt; "Snap Garden" scenario whose late-game wave &lt;strong&gt;cannot be cleared by the Apr 27 roster alone&lt;/strong&gt; (proven both by validator verdict and by a Playwright replay), Board Scout surfacing, manifest-backed SVG sprites (no spritesheet, no burst texture — &lt;code&gt;renderSplashBurst&lt;/code&gt; is procedural), and Playwright coverage that proves arm-then-trigger reads as a player verb.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Product intent (locked).&lt;/strong&gt; Briar Pod is &lt;strong&gt;not&lt;/strong&gt; the new default splash answer. Pollen Puff stays the cleanest cluster clear; Cottonburr Mortar stays the cheaper-per-husk sustained answer over multiple husks. Pod's job is the &lt;em&gt;decisive moment&lt;/em&gt;: the wave where a Husk Walker is one tile from breaking a wall and Cottonburr's next arc won't land in time, or where a Spore Tick cluster slipped past your one Pollen Puff and you have 1.5 s before breach. The canonical balanced clear of Snap Garden uses &lt;strong&gt;exactly two Pods&lt;/strong&gt; — one in challenge wave&lt;/p&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  Build Summary — 2026-04-28
&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;Baseline:&lt;/strong&gt; &lt;code&gt;65e876da0166&lt;/code&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Files Changed
&lt;/h2&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight diff"&gt;&lt;code&gt;&lt;span class="p"&gt;modify_decision.js                                 |  31 ++
&lt;/span&gt; scripts/validate-scenario-difficulty.mjs           |  27 +-
 site/days/2026-04-27/build-summary.md              |  17 +
 site/days/2026-04-27/decision.json                 | 497 ++++++++++++++++++
 site/days/2026-04-27/feedback-digest.json          |  32 ++
 site/days/2026-04-27/review.md                     |  16 +
 site/days/2026-04-27/spec.md                       |  19 +
 site/days/2026-04-27/test-results.json             |  50 ++
 site/days/manifest.json                            |  10 +-
 site/game/assets-manifest.json                     |  17 +-
 .../manual/enemies/spore-tick-walk-sheet.png       | Bin 0 -&amp;gt; 903 bytes
 site/game/assets/manual/plants/briar-pod.svg       |  59 +++
 site/game/index.html                               |   6 +-
 site/game/src/config/enemies.js                    |  16 +-
 site/game/src/config/plants.js                     |  24 +
 site/game/src/config/scenarios.js                  |   2 +
 site/game/src/config/scenarios/2026-04-28.js       | 176 +++++++
 site/game/src/main.js                              |  62 +++
 site/game/src/scenes/play.js                       | 182 ++++++-
 ...2026-04-27-decision-manifest-validation.spec.js | 355 +++++++++++++
 ...-2026-04-27-accessibility-console-smoke.spec.js | 322 ++++++++++++
 ...out-spore-tick-keyboard-aria-2026-04-27.spec.js | 445 +++++++++++++++++
 ...burr-asset-manifest-textures-2026-04-27.spec.js | 516 +++++++++++++++++++
 ...ial-challenge-endless-gating-2026-04-27.spec.js | 555 +++++++++++++++++++++
 ...mepage-days-2026-04-27-responsive-links.spec.js | 275 ++++++++++
 tests/uiux/spore-tick-swarm-2026-04-27.spec.js     | 224 ++++++++-
 26 files changed, 3902 insertions(+), 33 deletions(-)
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Generated automatically by the daily runner.&lt;/p&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 21: Spore Tick — Rootline Defense's First Swarm Enemy</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Mon, 27 Apr 2026 13:23:22 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-21-spore-tick-rootline-defenses-first-swarm-enemy-246</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-21-spore-tick-rootline-defenses-first-swarm-enemy-246</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 8.5 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Spore Tick — Rootline Defense's First Swarm Enemy&lt;/strong&gt; (score: 8.5) — A small, low-HP, high-speed enemy that spawns in 5-at-a-time swarms and punishes single-target defense, retroactively giving Pollen Puff and Cottonburr Mortar's splash a board that demands them.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Board Scout Battle Plan&lt;/strong&gt; (score: 8.0) — Turn Rootline Defense’s existing scenario data into a pre-run tactical forecast that shows when, where, and why today’s pressure arrives.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Gemini&lt;/strong&gt; (score: 7.7) — Introduce the &lt;code&gt;snareRoot&lt;/code&gt;, a low-cost consumable plant that triggers on contact to root enemies in place, adding the first "instant" tactical verb to Rootline Defense.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Spore Tick — Rootline Defense's First Swarm Enemy&lt;/strong&gt; with a score of 8.5&lt;/p&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 8.5 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 27, 2026 — Spore Tick: Rootline Defense's First Swarm Enemy ("Spore Bloom" Board)
&lt;/h1&gt;

&lt;p&gt;April 27 lands the &lt;strong&gt;Spore Tick&lt;/strong&gt;, a small, fast, low-HP ground enemy that arrives in 5-at-a-time clusters via a new &lt;code&gt;swarmGroup&lt;/code&gt; wave-event field. Each tick on its own is trivial; five hitting a single-target defender at once is lethal. The day delivers a reusable &lt;strong&gt;&lt;code&gt;behavior: "swarm"&lt;/code&gt; enemy contract&lt;/strong&gt; plus a one-field extension to the scenario wave-event contract (&lt;code&gt;swarmGroup: { count, staggerMs }&lt;/code&gt;) that expands a single authored event into N staggered spawns at scenario-build time, so runtime and validator both consume the same flat event list. Pollen Puff (Apr 19) had a debut load-bearing scenario for splash; Spore Tick promotes splash from a one-day debut into a &lt;strong&gt;reusable enemy-pressure archetype&lt;/strong&gt;. The day ships the runtime contract, a dated &lt;code&gt;2026-04-27&lt;/code&gt; "Spore Bloom" scenario, Board Scout surfacing, asset-manifest-backed sprites, and Playwright coverage that proves the cluster reads as a formation, dies cleanly to splash, and breaches if ignored.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Product intent (locked).&lt;/strong&gt; Pollen Puff is the &lt;em&gt;cleanest&lt;/em&gt; clear path on Spore Bloom — one Pollen Puff in a tick lane wipes the cluster in one bolt. Cottonburr Mortar is the costlier-but-valid alternative (90 sap vs. Pollen Puff's 80, 2400 ms cadence vs. 1500 ms, plus 1200 ms arc latency). Single-target Thorn Vine is deliberately &lt;em&gt;insufficient&lt;/em&gt; on its own against tightly-staggered swarms: Thorn Vine 1-shots an individual tick (14 dmg vs. 10 HP), but its 900 ms cadence cannot keep up with five ticks reaching the wall in a ~600 ms cluster window. The day is &lt;strong&gt;not&lt;/strong&gt; designed to make Pollen Puff mandatory; it is designed to make Pollen Puff legibly &lt;em&gt;cleanest&lt;/em&gt;. AC-9 below replaces any "only when Pollen Puff" claim with bounded authored evidence (one Pollen Puff clear, one Cottonburr clear, one rejected naive single-Thorn-Vine plan) — verified in Playwright, not the validator.&lt;/p&gt;

&lt;p&gt;This is a **runtime-landing day with a dated challenge&lt;/p&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  Build Summary — 2026-04-27
&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;Baseline:&lt;/strong&gt; &lt;code&gt;0b0260c1a8fb&lt;/code&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Files Changed
&lt;/h2&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight diff"&gt;&lt;code&gt;&lt;span class="p"&gt;docs/game-ai-player-harness.md                     |  43 ++
&lt;/span&gt; package.json                                       |   3 +-
 scripts/generate-spore-tick-walk-sheet.js          | 240 ++++++
 scripts/validate-scenario-difficulty.mjs           |  84 ++-
 site/css/components.css                            |   5 +
 site/days/manifest.json                            |  28 +
 site/game/assets-manifest.json                     |  19 +
 site/game/index.html                               |   6 +-
 site/game/src/config/enemies.js                    |  30 +
 site/game/src/config/scenarios.js                  |  81 ++-
 site/game/src/config/scenarios/2026-04-27.js       | 191 +++++
 site/game/src/main.js                              |  51 ++
 site/game/src/scenes/play.js                       |  45 +-
 site/game/src/systems/encounters.js                |   6 +-
 site/game/src/systems/test-hooks.js                |  87 ++-
 ...pore-tick-swarm-badge-detail-2026-04-27.spec.js | 369 ++++++++++
 ...ck-walk-sheet-asset-presence-2026-04-27.spec.js | 355 +++++++++
 tests/uiux/spore-tick-swarm-2026-04-27.spec.js     | 804 +++++++++++++++++++++
 18 files changed, 2422 insertions(+), 25 deletions(-)
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Generated automatically by the daily runner.&lt;/p&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 19: Loamspike Burrower — Rootline Defense's First Tunneling Enemy</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Fri, 24 Apr 2026 12:37:20 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-19-loamspike-burrower-rootline-defenses-first-tunneling-enemy-464g</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-19-loamspike-burrower-rootline-defenses-first-tunneling-enemy-464g</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;April 24 introduces the Loamspike Burrower and the Undermined daily board. Board strategy shifts from simple front-line wall stacking to depth-aware placement: Loamspikes telegraph a dive at column 2, go invulnerable during underpass, and surface breach-side of column 0 where a front-stack Amber Wall cannot answer alone. Roster depth is fully utilized as players must combine front blockers with a rear Cottonburr to catch the burrower on surface. Onboarding succeeds because the tutorial explicitly teaches the burrow mechanic before the challenge, and Board Scout previews the burrow fields. Endless remains post-clear and excludes Loamspike in v1 — the Loamspike is a scripted-only challenge boss rather than an endless variety source. Visible asset quality ships with new hand-authored sprites for the walk sheet, telegraphs, underpass shadows, and surface dust. The tutorial still teaches the current daily challenge and the board feels hard-but-winnable rather than inevitably doomed.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Loamspike Burrower — Rootline Defense's First Tunneling Enemy&lt;/strong&gt; (score: 9.0) — A ground enemy that telegraphs under the lane, dives beneath the frontmost defender, and surfaces behind it — breaking the "Amber Wall = total answer" meta with a reusable &lt;code&gt;behavior: "burrow"&lt;/code&gt; contract that retroactively justifies Cottonburr Mortar's rear-rank answer.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Loamspike Burrower: Make the Burrow Day Playable&lt;/strong&gt; (score: 8.5) — Turn yesterday’s public Loamspike decision into an actual Rootline Defense enemy that tunnels past front-wall defenses and teaches depth placement.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The Seed Tray: Strategic Roster Selection &amp;amp; Loadout Sharing&lt;/strong&gt; (score: 6.0) — A pre-run drafting scene that forces strategic composition choices, resolves HUD crowding, and enables "share your loadout" social loops for the Bluesky community.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Loamspike Burrower — Rootline Defense's First Tunneling Enemy&lt;/strong&gt; with a score of 9.0&lt;/p&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 9.0 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 24, 2026 — Loamspike Burrower Lands the Burrow Runtime ("Undermined" Board)
&lt;/h1&gt;

&lt;p&gt;Today delivers the &lt;strong&gt;runtime feature&lt;/strong&gt; the April 23 manifest already publicly names: the Loamspike Burrower enemy and a reusable &lt;code&gt;behavior: "burrow"&lt;/code&gt; contract. The April 23 "Undertow" scenario registered a dated board and advanced the publish surfaces, but a &lt;code&gt;grep&lt;/code&gt; across &lt;code&gt;site/game/src/**&lt;/code&gt; for &lt;code&gt;Loamspike&lt;/code&gt;, &lt;code&gt;Burrower&lt;/code&gt;, and &lt;code&gt;burrow&lt;/code&gt; returns zero matches — there is no runtime burrow yet. April 23's public day-entry currently names a feature that is not yet wired into code; April 24 resolves that mismatch by landing the code and shipping a new dated "Undermined" board (&lt;code&gt;2026-04-24.js&lt;/code&gt;) where the burrower is the headline pressure and front-stack Amber Wall stops being a total answer. This is a &lt;strong&gt;runtime-landing day with a dated challenge board&lt;/strong&gt;, not a second holding day and not a covert archive rewrite.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Lineage note.&lt;/strong&gt; This spec is informed by the April 22 and April 23 specs for the same feature — the architectural choices (enemy contract, validator mirror, Board Scout treatment) were well-argued there and carry forward. April 22 slipped for host-budget reasons; April 23 shipped only the publish layer. April 24 treats both as input, not authoritative instructions: it keeps the burrow contract and validator shape, &lt;strong&gt;drops&lt;/strong&gt; the &lt;code&gt;--required-plant&lt;/code&gt; validator CLI and canonical-clear replay-fixture ship gates that have now blocked this feature twice, and narrows the bar to the minimum credible first version — while registering its own dated scenario so public routing and the &lt;code&gt;/game/?date=2026-04-24&lt;/code&gt; URL do not rely on an implicit fallback.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Ship shape.&lt;/strong&gt; April 24 is the &lt;strong&gt;burrow runtime landing + "Undermined" challenge day&lt;/strong&gt;. Loamspike ships as a scripted-challenge enemy only. If the burrow state machine, the invulnerable liveness gate, and the &lt;code&gt;2026-04-24.js&lt;/code&gt; scenario cannot land with &lt;code&gt;npm run test:uiux&lt;/code&gt; green and &lt;code&gt;npm run validate:scenario-difficulty -- --date 2026-04-24&lt;/code&gt; returning v&lt;/p&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 24 Build Summary — Undermined
&lt;/h1&gt;

&lt;p&gt;April 24 lands the Loamspike Burrower and the reusable burrow runtime for Rootline Defense. The new enemy telegraphs, dives underground, becomes temporarily invulnerable, moves under the front line, then surfaces behind the expected Amber Wall stack before resuming walker behavior.&lt;/p&gt;

&lt;h2&gt;
  
  
  Product Changes
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Added &lt;code&gt;loamspikeBurrower&lt;/code&gt; to the enemy configuration with &lt;code&gt;behavior: "burrow"&lt;/code&gt; and data fields for dive column, surface column, telegraph timing, and underpass speed.&lt;/li&gt;
&lt;li&gt;Added the burrow state machine in the Phaser play scene and extracted walker movement so surfaced burrowers reuse normal contact, blocking, and breach behavior.&lt;/li&gt;
&lt;li&gt;Added invulnerable enemy gating to targeting, splash, status, and damage paths so underground Loamspikes cannot be hit until they surface.&lt;/li&gt;
&lt;li&gt;Registered the dated April 24 &lt;code&gt;Undermined&lt;/code&gt; scenario and wired tutorial, challenge, and endless gating around the new board.&lt;/li&gt;
&lt;li&gt;Extended Board Scout with a &lt;code&gt;Burrow&lt;/code&gt; badge and detail rows for dive column, surface column, telegraph duration, under-speed, and counterplay copy.&lt;/li&gt;
&lt;li&gt;Added hand-authored Loamspike sprites (walk sheet, dive telegraph, underpass shadow, surface marker, surface dust) and manifest entries.&lt;/li&gt;
&lt;li&gt;Added deterministic test hooks for tutorial/challenge progression and Loamspike burrow observation.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Validation Notes
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;The day-detail artifact validation now checks the rendered page and validates &lt;code&gt;/days/2026-04-24/decision.json&lt;/code&gt; against &lt;code&gt;schemas/decision.schema.json&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;All 22 April 24 Playwright specs pass, including the tutorial → challenge → endless gating flow, the Loamspike walk-sheet asset frame coverage, and the new &lt;code&gt;replay-2026-04-24-undermined-clear.json&lt;/code&gt; fixture that drives a full Undermined clear through &lt;code&gt;applyAction&lt;/code&gt; as concrete runtime winning-line evidence under scripted Loamspike pressure.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Pipeline notes
&lt;/h2&gt;

&lt;p&gt;The archived artifact bundle under &lt;code&gt;/site/days/2026-04-24/&lt;/code&gt; was republished to include the complete day-detail set (spec, build summary, review, test results, feedback digest, decision) so the public archive renders without fallbacks.&lt;/p&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 17: Cottonburr Mortar is finally public</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Wed, 22 Apr 2026 14:19:50 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-17-cottonburr-mortar-is-finally-public-224p</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-17-cottonburr-mortar-is-finally-public-224p</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Yesterday's Cottonburr Mortar build was held back because the canonical-clear replay couldn't reproduce in the browser. Today the replay was rewritten as a 14-action fixture that clears the Over the Top board in Chromium, and the April 21 entry was restored to the public archive — so the new plant is finally visible on the site. The planned April 22 feature, Loamspike Burrower, was deliberately slipped per its own spec's hard-prerequisite rule; it will ship on a follow-up day.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Loamspike Burrower — Rootline Defense's First Enemy That Tunnels Under Your Wall&lt;/strong&gt; (score: 8.5) — A ground enemy with a &lt;code&gt;behavior: "burrow"&lt;/code&gt; contract that telegraphs, dives, surfaces past the frontmost defender, and forces the player to stop treating Amber Wall as a total answer.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Board Proof&lt;/strong&gt; (score: 7.5) — An opt-in, browser-verified challenge replay that shows a real winning line for today’s board, proves the challenge is winnable, and teaches the roster through actual play instead of more static copy.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Gemini&lt;/strong&gt; (score: 5.5) — A strategic pre-game drafting screen that moves Command Garden from scripted puzzles to player-driven defense by requiring players to pick a 5-plant loadout from their growing collection.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Loamspike Burrower — Rootline Defense's First Enemy That Tunnels Under Your Wall&lt;/strong&gt; with a score of 8.5&lt;/p&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 8.5 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 22, 2026 — Loamspike Burrower &amp;amp; the &lt;code&gt;behavior: "burrow"&lt;/code&gt; Enemy Contract
&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;Today teaches depth defense, not front defense.&lt;/strong&gt; Loamspike Burrower is&lt;br&gt;
Rootline Defense's first enemy whose movement is not "walk left until you&lt;br&gt;
hit something." It approaches normally, plays a short soil-crack telegraph&lt;br&gt;
at a declared column, drops under the board as &lt;code&gt;invulnerable: true&lt;/code&gt; for a&lt;br&gt;
fixed underpass duration, and resurfaces past the frontmost defender —&lt;br&gt;
breaking the Amber-Wall-at-front dominant line without weakening Amber&lt;br&gt;
Wall itself. The load-bearing contribution is a reusable enemy contract at&lt;br&gt;
the data layer: &lt;code&gt;behavior: "burrow"&lt;/code&gt; with fields &lt;code&gt;burrowAtCol&lt;/code&gt;,&lt;br&gt;
&lt;code&gt;surfaceAtCol&lt;/code&gt;, &lt;code&gt;telegraphMs&lt;/code&gt;, and &lt;code&gt;underpassMs&lt;/code&gt;, parallel to the existing&lt;br&gt;
&lt;code&gt;behavior: "sniper"&lt;/code&gt; and &lt;code&gt;behavior: "flying"&lt;/code&gt; branches in &lt;code&gt;updateEnemies&lt;/code&gt;.&lt;br&gt;
Future burrow variants (fast dive, lane-switch dive, anti-mortar dive)&lt;br&gt;
inherit state machine, telegraph, invulnerability, and Board Scout surface&lt;br&gt;
with no enemy-specific code. The April 22 challenge ("Undertow") is&lt;br&gt;
authored so the April 20 roster alone cannot clear it, and the April 21&lt;br&gt;
plant (Cottonburr Mortar) plus Amber Wall is the composition that does.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Ship shape (single, non-negotiable).&lt;/strong&gt; April 22 is a &lt;strong&gt;challenge-piece&lt;br&gt;
day for the burrow behavior&lt;/strong&gt;: Loamspike ships as a scripted-challenge&lt;br&gt;
enemy, not as an endless-pool enemy in v1. &lt;strong&gt;Republishing April 21 is a&lt;br&gt;
hard prerequisite&lt;/strong&gt; of shipping April 22. If the April 21 Chromium replay&lt;br&gt;
cannot be made green in this day's budget, April 22 &lt;strong&gt;slips&lt;/strong&gt; — it is&lt;br&gt;
not rescoped to a no-Cottonburr fallback mid-flight.&lt;/p&gt;

&lt;h2&gt;
  
  
  Problem
&lt;/h2&gt;

&lt;p&gt;Since Apr 20 shipped Amber Wall and Apr 21 added Cottonburr Mortar (live&lt;br&gt;
in code, not yet live in the public manifest), ground-enemy pressure&lt;br&gt;
still selects defenders by the same rule it has used since day one: the&lt;br&gt;
enemy walks left at &lt;code&gt;speed * deltaMs&lt;/code&gt;, and if a defender blocks the tile&lt;br&gt;
it attacks that defender. Every ground enemy shipped so far —&lt;br&gt;
&lt;code&gt;briarBeetle&lt;/code&gt;, &lt;code&gt;shardMite&lt;/code&gt;, &lt;code&gt;glassRam&lt;/code&gt;, &lt;code&gt;briarSniper&lt;/code&gt; (wi&lt;/p&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 22, 2026 — Build Summary
&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;Shipped (infra / April 21 republish).&lt;/strong&gt; Today's run was consumed by the&lt;br&gt;
April 21 hard-prerequisite repair declared in &lt;code&gt;content/days/2026-04-22/spec.md&lt;/code&gt;&lt;br&gt;
§Prerequisites P1. The planned April 22 feature (Loamspike Burrower and the&lt;br&gt;
&lt;code&gt;behavior: "burrow"&lt;/code&gt; enemy contract) &lt;strong&gt;slipped&lt;/strong&gt; per that same spec's&lt;br&gt;
explicit rule: &lt;em&gt;"If the April 21 Chromium replay cannot be made green in&lt;br&gt;
this day's budget, April 22 slips."&lt;/em&gt; It will ship on a follow-up day.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;scripts/replay-2026-04-21-mortar-clear.json&lt;/code&gt;&lt;/strong&gt; rewritten as a 14-action
actions[]-format fixture (&lt;code&gt;coordinateBase: 0&lt;/code&gt;). Opens with a corner-safe
Sunroot Bloom at (0, 0), builds the col-0 Thorn Vine wall across rows 1–4
by ~t=22s, triples lane 2 with &lt;code&gt;thornVine(2,1) + amberWall(2,2)&lt;/code&gt;,
re-triples lane 1 with &lt;code&gt;thornVine(1,1) + amberWall(1,2)&lt;/code&gt; before the wave-4
Glass Ram, and places &lt;code&gt;cottonburrMortar&lt;/code&gt; at (1, 3) at &lt;code&gt;atMs: 72000&lt;/code&gt; so its
arc picks off the rearmost trailers in lane 1.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/days/manifest.json&lt;/code&gt;&lt;/strong&gt; now lists &lt;code&gt;2026-04-21&lt;/code&gt; as
&lt;code&gt;status: "shipped"&lt;/code&gt; with a jargon-free summary, so Cottonburr Mortar is
publicly visible on the homepage timeline and the day-detail route.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/days/2026-04-21/&lt;/code&gt; and &lt;code&gt;content/days/2026-04-21/&lt;/code&gt;&lt;/strong&gt; artifact
bundles updated to match the post-repair state: the &lt;code&gt;review.md&lt;/code&gt; Verdict
section reads "Shipped," &lt;code&gt;test-results.json&lt;/code&gt; reports 6/6 passing at
&lt;code&gt;passRate: 100&lt;/code&gt;, &lt;code&gt;build-summary.md&lt;/code&gt; records "Shipped" with the updated
published-bundle note, and &lt;code&gt;decision.json&lt;/code&gt; is synced between the two
artifact roots so the public decision trail is canonical.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  User-facing result
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;The homepage recent-days timeline now surfaces April 21 and the
Cottonburr Mortar card renders in Board Scout as originally intended.&lt;/li&gt;
&lt;li&gt;The canonical-clear replay fixture at
&lt;code&gt;scripts/replay-2026-04-21-mortar-clear.json&lt;/code&gt; now clears the Over the Top
board end-to-end in Chromium, matching the node-side validator's &lt;code&gt;WIN&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;No gameplay contracts changed today. No new plant, no new enemy, no new
projectile behavior. The only game-facing change is that the April 21
feature became publicly visible.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Why the planned April 22 feature slipped
&lt;/h2&gt;

&lt;p&gt;The April 22 spec (&lt;code&gt;content/days/2026-04-22/spec.md&lt;/code&gt;) is explicit: P1 is a&lt;br&gt;
hard prerequisite, and if P1 cannot be completed in-day, April 22 slips&lt;br&gt;
rather than rescoping to a no-Cottonburr fallback mid-flight. Today's&lt;br&gt;
budget went to P1. Loamspike Burrower, the &lt;code&gt;behavior: "burrow"&lt;/code&gt; enemy&lt;br&gt;
contract, the validator &lt;code&gt;--required-plant&lt;/code&gt; CLI flag, and the "Undertow"&lt;br&gt;
challenge board are unshipped and will be picked up on a follow-up day&lt;br&gt;
with the April 21 republish complete.&lt;/p&gt;

&lt;h2&gt;
  
  
  Published artifact bundle
&lt;/h2&gt;

&lt;p&gt;The April 22 day bundle ships in both artifact roots used by the site:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-22/&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/days/2026-04-22/&lt;/code&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The &lt;code&gt;2026-04-22&lt;/code&gt; entry is live in &lt;code&gt;site/days/manifest.json&lt;/code&gt; as&lt;br&gt;
&lt;code&gt;status: "shipped"&lt;/code&gt; with &lt;code&gt;featureType: "infra"&lt;/code&gt;, framing today as an&lt;br&gt;
April 21 republish rather than a game-content day.&lt;/p&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 16: Cottonburr Mortar — Rootline Defense's First Arc-Trajectory Plant</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Tue, 21 Apr 2026 14:02:10 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-16-cottonburr-mortar-rootline-defenses-first-arc-trajectory-plant-41a</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-16-cottonburr-mortar-rootline-defenses-first-arc-trajectory-plant-41a</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Cottonburr Mortar is a new plant that lobs splash shots over the front line and lands on the enemy farthest back. Today's Over the Top challenge pulls Bramble Spear from the roster, so players have to use the new over-the-top throw to reach the threats hiding behind the lead enemy and clear the board before Endless unlocks.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Cottonburr Mortar — Rootline Defense's First Arc-Trajectory Plant&lt;/strong&gt; (score: 8.5) — A slow, splash-on-impact mortar plant whose projectiles arc over frontline defenders to strike the rearmost enemy in range, introducing &lt;code&gt;arc&lt;/code&gt; as a reusable projectile-level contract and turning yesterday's Amber Wall into a screenshot-ready front line.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Garden Spade — Uproot and Replant&lt;/strong&gt; (score: 7.0) — Add a shovel-style uproot tool so Rootline Defense stops being place-only, letting players convert early economy or spent defense into the exact lane answer the board needs.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Shadow Spore &amp;amp; Tactical Roster&lt;/strong&gt; (score: 6.3) — Deepen Rootline Defense with the 'Shadow Spore' proximity mine and a new 'Roster Selection' phase that transforms the game from a fixed-unit spam into a strategic drafting challenge.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Cottonburr Mortar — Rootline Defense's First Arc-Trajectory Plant&lt;/strong&gt; with a score of 8.5&lt;/p&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 8.5 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 21, 2026 — Cottonburr Mortar &amp;amp; the Reusable Arc + Rearmost-Target Contracts
&lt;/h1&gt;

&lt;p&gt;Cottonburr Mortar is Rootline Defense's first plant whose targeting rule is&lt;br&gt;
&lt;strong&gt;rearmost enemy in lane&lt;/strong&gt; instead of nearest, and the engine's first&lt;br&gt;
&lt;strong&gt;arc-trajectory projectile&lt;/strong&gt; — a bolt that travels a parabola over&lt;br&gt;
&lt;code&gt;arcDurationMs&lt;/code&gt; and detonates at a logical landing column set at spawn. The&lt;br&gt;
load-bearing compounding contribution is shipping two reusable contracts on&lt;br&gt;
the existing projectile surface: &lt;code&gt;targetPriority&lt;/code&gt; at the plant level&lt;br&gt;
(&lt;code&gt;"nearest"&lt;/code&gt; default, &lt;code&gt;"rearmost"&lt;/code&gt; new) and &lt;code&gt;arc&lt;/code&gt; at the projectile level&lt;br&gt;
(parallel to &lt;code&gt;splash&lt;/code&gt;, &lt;code&gt;piercing&lt;/code&gt;, &lt;code&gt;canHitFlying&lt;/code&gt;). Future lob/mortar/trebuchet&lt;br&gt;
plants inherit visual parabola, logical landing, and rearmost targeting with&lt;br&gt;
no plant-specific code. The April 21 scenario ("Over the Top") is authored so&lt;br&gt;
the &lt;strong&gt;April 20 roster&lt;/strong&gt; — Thorn Vine, Bramble Spear (piercing), Pollen Puff&lt;br&gt;
(splash), Sunroot Bloom, Amber Wall — cannot clear it, and the Cottonburr&lt;br&gt;
roster can; the required-plant claim is backed by the validator's&lt;br&gt;
&lt;code&gt;requiredPlantCheck&lt;/code&gt; path (not just a single probe replay). The day compounds&lt;br&gt;
with Amber Wall as a &lt;strong&gt;composition/readability&lt;/strong&gt; beat: the wall holds the&lt;br&gt;
front rank, the mortar lands on the back rank, and both verbs are visible in&lt;br&gt;
the same board state. It does &lt;strong&gt;not&lt;/strong&gt; introduce a new "shoot past your own&lt;br&gt;
wall" interaction, because player projectiles already pass through friendly&lt;br&gt;
plants today (&lt;code&gt;findProjectileTarget&lt;/code&gt; only queries &lt;code&gt;this.enemies&lt;/code&gt;).&lt;/p&gt;

&lt;h2&gt;
  
  
  Problem
&lt;/h2&gt;

&lt;p&gt;After April 20 shipped Amber Wall and the reusable &lt;code&gt;defender&lt;/code&gt; role, the&lt;br&gt;
attacker roster has three projectile shapes (direct-line Thorn Vine /&lt;br&gt;
Pollen Puff, piercing Bramble Spear) and a wall that holds the front rank.&lt;br&gt;
Every attacker still selects its target through &lt;code&gt;getFrontEnemyInLane(row,&lt;br&gt;
originX)&lt;/code&gt; at &lt;code&gt;site/game/src/scenes/play.js:2076–2090&lt;/code&gt; — smallest-&lt;code&gt;x&lt;/code&gt;&lt;br&gt;
enemy in lane strictly past the plant. Three gaps follow:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;No plant picks a back-rank target deliberately.&lt;/strong&gt; A Glass Ram
(`hp: &lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 21, 2026 — Build Summary
&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;Implemented (not published).&lt;/strong&gt; Built &lt;strong&gt;Cottonburr Mortar&lt;/strong&gt;, Rootline&lt;br&gt;
Defense's first rearmost-targeting attacker, plus the reusable arc-projectile&lt;br&gt;
contract and the dated &lt;strong&gt;Over the Top&lt;/strong&gt; scenario that makes the new plant&lt;br&gt;
necessary. The run was ultimately rejected for public release because the&lt;br&gt;
browser-runtime canonical-clear replay&lt;br&gt;
(&lt;code&gt;scripts/replay-2026-04-21-mortar-clear.json&lt;/code&gt;) does not reproduce in&lt;br&gt;
Chromium — see &lt;code&gt;review.md&lt;/code&gt; and &lt;code&gt;test-results.json&lt;/code&gt; for details. The day is&lt;br&gt;
held back from the public manifest and should ship in a follow-up day once&lt;br&gt;
&lt;code&gt;tests/uiux/game-2026-04-21-replays.spec.js&lt;/code&gt; is green.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/config/plants.js&lt;/code&gt;&lt;/strong&gt; adds &lt;code&gt;cottonburrMortar&lt;/code&gt; with the shipped
runtime contract: &lt;code&gt;targetPriority: "rearmost"&lt;/code&gt;, &lt;code&gt;arc: true&lt;/code&gt;, &lt;code&gt;arcDurationMs:
1200&lt;/code&gt;, splash damage, ground-only targeting, and a manifest-backed texture and
projectile texture.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/scenes/play.js&lt;/code&gt;&lt;/strong&gt; extends targeting and projectile handling so
plants can snapshot the rearmost grounded target, land a fixed arc at the
captured column, and resolve splash damage at the landing point instead of the
target's live position.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/scenes/boot.js&lt;/code&gt;&lt;/strong&gt; preloads the new Cottonburr art assets from
the manifest-backed definitions so the plant and its projectile ship with real
textures instead of fallback rendering.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/assets-manifest.json&lt;/code&gt;&lt;/strong&gt; now includes the Cottonburr Mortar unit
art and projectile asset metadata used by Boot and the roster UI.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/assets/manual/plants/cottonburr-mortar.svg&lt;/code&gt;&lt;/strong&gt; provides the
authored base art for the new plant.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/config/scenarios/2026-04-21.js&lt;/code&gt;&lt;/strong&gt; authors the April 21
tutorial and challenge boards under the title &lt;strong&gt;Over the Top&lt;/strong&gt;. The live
challenge roster includes &lt;code&gt;cottonburrMortar&lt;/code&gt; and excludes &lt;code&gt;brambleSpear&lt;/code&gt; so
the new back-rank read is the point of the day.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/config/scenarios.js&lt;/code&gt;&lt;/strong&gt; registers April 21 as the live daily
board.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  User-facing result
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;The game roster now includes &lt;strong&gt;Cottonburr Mortar&lt;/strong&gt; with explicit Board Scout&lt;/li&gt;
&lt;li&gt;copy for its rearmost-targeting rule, its 1.2s arc landing, and its
ground-only splash damage.&lt;/li&gt;
&lt;li&gt;The tutorial ("&lt;strong&gt;Mortar Drill&lt;/strong&gt;") teaches the exact pressure pattern the
challenge later uses: a front Ram with a more important trailing ground threat.&lt;/li&gt;
&lt;li&gt;The daily challenge ("&lt;strong&gt;Over the Top&lt;/strong&gt;") makes Cottonburr the intended answer
by removing Bramble Spear from the roster and forcing the player to read the
back of the lane instead of the front.&lt;/li&gt;
&lt;li&gt;Endless remains locked until the scripted challenge is cleared.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Published artifact bundle
&lt;/h2&gt;

&lt;p&gt;The April 21 day bundle exists on disk in both artifact roots used by the&lt;br&gt;
site:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-21/&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/days/2026-04-21/&lt;/code&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;However, the April 21 entry has been intentionally removed from&lt;br&gt;
&lt;code&gt;site/days/manifest.json&lt;/code&gt;, so the homepage recent-days entry and the&lt;br&gt;
adjacent-day navigation do &lt;strong&gt;not&lt;/strong&gt; surface the day. The served day-detail&lt;br&gt;
files and raw artifact links stay on disk for archaeology and for the&lt;br&gt;
follow-up day, but the public log treats this run as not shipped until the&lt;br&gt;
replay fixture is regenerated from a browser-verified clear (or the&lt;br&gt;
simulator/runtime divergence is reconciled) and the manifest entry is&lt;br&gt;
restored.&lt;/p&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 15: Amber Wall: First Defensive Tank for Rootline Defense</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Mon, 20 Apr 2026 15:39:45 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-15-amber-wall-first-defensive-tank-for-rootline-defense-2dik</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-15-amber-wall-first-defensive-tank-for-rootline-defense-2dik</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Amber Wall is a new tank plant for Rootline Defense — a tile-holding wall that soaks sniper bolts and screens attackers instead of adding damage. Today's Hold the Line board is tuned so the previous roster can no longer clear: the wall is what buys time against Briar Snipers and Glass Rams, and it makes the canonical winning line readable before endless unlocks.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Amber Wall: First Defensive Tank for Rootline Defense&lt;/strong&gt; (score: 8.0) — Add a high-health, non-attacking wall plant that buys time, screens Briar Sniper fire, and satisfies Glass Ram lane-pressure rules so defense becomes a first-class tactic instead of “add more DPS.”&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Cottonburr Mortar &amp;amp; Glass Bulwark — Rootline Defense's First Arc-Trajectory Contract&lt;/strong&gt; (score: 7.5) — Ship the game's first lob-trajectory plant and first shield-bearing enemy, locked together by a projectile-level &lt;code&gt;arc&lt;/code&gt; contract so "shoot over the top of a shield" becomes a durable, reusable counterplay axis in Rootline Defense.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Tactical Reinforcement: The Heart-Oak Update&lt;/strong&gt; (score: 6.0) — Introducing the first high-health blocker plant and a "Shovel" mechanic for tactical board reconfiguration and sap recovery.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Amber Wall: First Defensive Tank for Rootline Defense&lt;/strong&gt; with a score of 8.0&lt;/p&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 8.0 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 20, 2026 — Amber Wall &amp;amp; the Reusable Defender Role Contract
&lt;/h1&gt;

&lt;p&gt;Amber Wall is Rootline Defense's first &lt;strong&gt;defensive tank plant&lt;/strong&gt; and the&lt;br&gt;
engine's first &lt;strong&gt;non-attacking combat role&lt;/strong&gt; — a new &lt;code&gt;role: "defender"&lt;/code&gt;&lt;br&gt;
contract that sits alongside the existing &lt;code&gt;attacker&lt;/code&gt; / &lt;code&gt;support&lt;/code&gt; /&lt;br&gt;
&lt;code&gt;control&lt;/code&gt; roles. Amber Wall has high HP, does no damage, and occupies&lt;br&gt;
a lane tile. Its value on the board is &lt;strong&gt;time&lt;/strong&gt;: when a Briar Sniper&lt;br&gt;
has a wall in its lane between the anchor and the rest of the player's&lt;br&gt;
plants, the sniper targets the wall instead of the Sunroot or Bramble&lt;br&gt;
Spear behind it, so the wall &lt;em&gt;soaks&lt;/em&gt; bolts until it breaks. It also&lt;br&gt;
counts as a combat defender for Glass Ram's &lt;code&gt;requiredDefendersInLane&lt;/code&gt;&lt;br&gt;
rule, so the player can satisfy the three-defender threshold without&lt;br&gt;
committing three DPS slots. The role is shipped as a first-class&lt;br&gt;
contract, not a "Thorn Vine with big HP and zero damage," so future&lt;br&gt;
defenders inherit the same combat treatment for free.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Player outcome.&lt;/strong&gt; Amber Wall lets the player answer pressure by&lt;br&gt;
&lt;strong&gt;buying time instead of adding damage&lt;/strong&gt; — the first verb in Rootline&lt;br&gt;
Defense that is not about firing, chilling, or funding. The April 20&lt;br&gt;
challenge ("Hold the Line") is authored so the April 19 roster cannot&lt;br&gt;
clear it and the Amber Wall roster can.&lt;/p&gt;

&lt;h2&gt;
  
  
  Problem
&lt;/h2&gt;

&lt;p&gt;After April 19 ("Petals in the Wind") shipped Pollen Puff and the&lt;br&gt;
reusable &lt;code&gt;splash&lt;/code&gt; projectile contract, Rootline Defense's combat&lt;br&gt;
verbs are &lt;strong&gt;entirely offensive&lt;/strong&gt;. Every plant in &lt;code&gt;PLANT_DEFINITIONS&lt;/code&gt;&lt;br&gt;
that participates in combat fires a projectile (Thorn Vine, Bramble&lt;br&gt;
Spear, Pollen Puff), generates sap (Sunroot Bloom), or applies a&lt;br&gt;
status effect (Frost Fern). There is no plant whose contribution is&lt;br&gt;
&lt;strong&gt;holding a tile&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;That gap shows up in three concrete ways in the current build:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Briar Sniper has almost no counterplay on the existing roster.&lt;/strong&gt;
&lt;code&gt;findSniperTarget&lt;/code&gt; in &lt;code&gt;site/game/src/scenes/play.js:1239&lt;/code&gt; treats
only &lt;code&gt;role === "attacker"&lt;/code&gt; plants as screeners
(`if ((other.definition.role || "attacke&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 20, 2026 — Build Summary
&lt;/h1&gt;

&lt;p&gt;Shipped &lt;strong&gt;Amber Wall&lt;/strong&gt;, Rootline Defense's first dedicated defender plant, plus&lt;br&gt;
the reusable defender-role contract and the dated &lt;strong&gt;Hold the Line&lt;/strong&gt; scenario&lt;br&gt;
that makes the wall genuinely required.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/config/plants.js&lt;/code&gt;&lt;/strong&gt; adds &lt;code&gt;amberWall&lt;/code&gt; with the published
defender contract: high HP, no projectile, no sap pulse, and no attacker-side
damage loop participation.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/scenes/play.js&lt;/code&gt;&lt;/strong&gt; teaches the runtime how defender-role
plants interact with sniper targeting, ram lane thresholds, tutorial flow,
challenge clear state, and endless unlock messaging.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/main.js&lt;/code&gt;&lt;/strong&gt; adds the defender-role branches for the Board
Scout UI: the &lt;code&gt;Wall&lt;/code&gt; badge, the &lt;code&gt;Role: Defender&lt;/code&gt; label and detail rows on
Amber Wall's card, and the updated Briar Sniper counterplay copy that now
reads "plant an attacker or a defender/wall between sniper and target."&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/config/scenarios/2026-04-20.js&lt;/code&gt;&lt;/strong&gt; authors the April 20
tutorial and challenge boards under the title &lt;strong&gt;Hold the Line&lt;/strong&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/src/config/scenarios.js&lt;/code&gt;&lt;/strong&gt; registers April 20 as the live daily
board.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;site/game/assets-manifest.json&lt;/code&gt;&lt;/strong&gt; includes the Amber Wall art entry so the
roster uses a manifest-backed asset instead of procedural fallback rendering.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  User-facing result
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;The game roster now includes &lt;strong&gt;Amber Wall&lt;/strong&gt; with explicit defender-role copy.&lt;/li&gt;
&lt;li&gt;Board Scout shows the wall card, its defender badge, and the new lane-reading
context needed for the April 20 board.&lt;/li&gt;
&lt;li&gt;The tutorial rolls into &lt;strong&gt;Hold the Line&lt;/strong&gt;, where Amber Wall is the answer to
sniper screening and wall-pressure timing that the previous roster could not
solve cleanly.&lt;/li&gt;
&lt;li&gt;Endless remains locked until the scripted challenge is cleared.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Published artifact bundle
&lt;/h2&gt;

&lt;p&gt;The April 20 day bundle now exists in both artifact roots used by the site:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-20/&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/days/2026-04-20/&lt;/code&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;That restores the served day-detail page, the raw artifact links, and the&lt;br&gt;
April 20 query and path-based day routes.&lt;/p&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 14: Pollen Puff — Second Anti-Air Plant and Reusable Splash Projectile Contract</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Sun, 19 Apr 2026 14:59:53 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-14-pollen-puff-second-anti-air-plant-and-reusable-splash-projectile-4nkm</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-14-pollen-puff-second-anti-air-plant-and-reusable-splash-projectile-4nkm</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://commandgarden.com/days/?date=2026-04-19" rel="noopener noreferrer"&gt;View the full decision log&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Rootline Defense gains its second anti-air plant and its first reusable splash projectile contract. Pollen Puff fires a straight-line bolt that detonates on first contact and damages every eligible target (ground or flying) within &lt;code&gt;splashRadiusCols * CELL_WIDTH&lt;/code&gt; of the primary target's logical center. Splash is defined at the projectile level (&lt;code&gt;splash&lt;/code&gt;, &lt;code&gt;splashRadiusCols&lt;/code&gt;, &lt;code&gt;splashDamage&lt;/code&gt;) so future AOE plants opt in without plant-specific collision code. The April 19 &lt;code&gt;Petals in the Wind&lt;/code&gt; scenario authored paired-Thornwing geometry so that the prior April 18 roster cannot clear the challenge and the Pollen Puff roster can.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Pollen Puff — Second Anti-Air Plant and Reusable Splash Projectile Contract&lt;/strong&gt; (score: 9.1) — Adds Pollen Puff as the second &lt;code&gt;canHitFlying: true&lt;/code&gt; attacker, ships projectile-level splash (&lt;code&gt;splash&lt;/code&gt;, &lt;code&gt;splashRadiusCols&lt;/code&gt;, &lt;code&gt;splashDamage&lt;/code&gt;) routed through &lt;code&gt;updateProjectiles&lt;/code&gt; and &lt;code&gt;damageEnemy&lt;/code&gt;, renders a one-shot detonation ring, extends Board Scout with a &lt;code&gt;Splash&lt;/code&gt; badge and &lt;code&gt;Splash radius&lt;/code&gt; detail row, extends observation exports with &lt;code&gt;splashEvents[]&lt;/code&gt; and per-projectile splash fields, and publishes the April 19 &lt;code&gt;Petals in the Wind&lt;/code&gt; scenario whose paired-Thornwing geometry makes Pollen Puff required to clear.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Thornwing Swarm — Denser Air Board Without a New Answer&lt;/strong&gt; (score: 7.1) — Keeps the April 18 roster and adds denser Thornwing waves to April 19. Rejected: it doubles down on the single-answer problem (Bramble Spear) rather than introducing a second anti-air shape, and it does not give the engine a reusable AOE contract.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Arc-Lob Projectile Type — Mortar Plant Over Walls&lt;/strong&gt; (score: 7.4) — Adds an arc-trajectory projectile (&lt;code&gt;arc: true&lt;/code&gt;, &lt;code&gt;peakHeight&lt;/code&gt;) that lobs over ground blockers. Rejected for April 19: introduces both a new projectile trajectory and a new AOE behavior in the same cycle, doubling the surface area under test for the same single-day slot.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Pollen Puff — Second Anti-Air Plant and Reusable Splash Projectile Contract&lt;/strong&gt; with a score of 9.1&lt;/p&gt;

&lt;p&gt;Pollen Puff won because it does two things April 18 opened the door for and April 19 should not defer: it adds a second anti-air answer (splash radius vs. piercing line) so anti-air stops collapsing onto &lt;code&gt;brambleSpear&lt;/code&gt;, and it defines splash as a reusable projectile-level contract (&lt;code&gt;splash&lt;/code&gt;, &lt;code&gt;splashRadiusCols&lt;/code&gt;, &lt;code&gt;splashDamage&lt;/code&gt;) gated through the existing &lt;code&gt;updateProjectiles&lt;/code&gt; and &lt;code&gt;damageEnemy&lt;/code&gt; paths. The authored &lt;code&gt;Petals in the Wind&lt;/code&gt; scenario enforces the feature's reason to exist: paired-Thornwing geometry in tutorial wave 2 &lt;code&gt;Two Birds, One Puff&lt;/code&gt; and challenge wave 2 &lt;code&gt;Paired Flight&lt;/code&gt; means the prior April 18 roster cannot clear and the Pollen Puff roster can — proved by two checked-in replays (&lt;code&gt;scripts/replay-2026-04-19-prior-roster.json&lt;/code&gt; → &lt;code&gt;gameover&lt;/code&gt;, &lt;code&gt;scripts/replay-2026-04-19-pollen-clear.json&lt;/code&gt; → &lt;code&gt;cleared&lt;/code&gt;). The validator is extended along Path A so the CLI difficulty gate keeps up with runtime, and endless stays grounded so the splash lesson is taught in scripted waves rather than ambushed in random spawns.&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 19, 2026 — Pollen Puff &amp;amp; the Reusable Splash Projectile Contract
&lt;/h1&gt;

&lt;p&gt;Pollen Puff is the second anti-air answer in Rootline Defense and the engine's&lt;br&gt;
first reusable area-of-effect projectile. Its bolt travels in a straight line,&lt;br&gt;
detonates on first contact, and damages every eligible target within a small&lt;br&gt;
radius — ground or flying — which gives the player a &lt;em&gt;geometrically&lt;/em&gt; different&lt;br&gt;
anti-air option (radius) next to Bramble Spear's line. The splash behavior is&lt;br&gt;
intentionally shipped as a projectile-level contract (&lt;code&gt;splash&lt;/code&gt;,&lt;br&gt;
&lt;code&gt;splashRadiusCols&lt;/code&gt;, &lt;code&gt;splashDamage&lt;/code&gt;) so future plants can opt in without adding&lt;br&gt;
plant-specific collision code, exactly the way &lt;code&gt;canHitFlying&lt;/code&gt; was added on&lt;br&gt;
April 18. The April 19 challenge is authored so that &lt;strong&gt;the prior roster cannot&lt;br&gt;
clear it&lt;/strong&gt;: Pollen Puff is required, not merely recommended.&lt;/p&gt;

&lt;h2&gt;
  
  
  Problem
&lt;/h2&gt;

&lt;p&gt;After April 18 ("Wings Over the Garden") shipped Thornwing Moth and the&lt;br&gt;
&lt;code&gt;canHitFlying&lt;/code&gt; projectile flag, anti-air became a real strategic verb but it&lt;br&gt;
collapsed onto a single answer: Bramble Spear is now the only plant in&lt;br&gt;
&lt;code&gt;PLANT_DEFINITIONS&lt;/code&gt; with &lt;code&gt;canHitFlying: true&lt;/code&gt;. On the dated April 18 challenge&lt;br&gt;
this is acceptable because every Thornwing event is constrained to lanes 1 and&lt;br&gt;
3 — the player can memorize two Bramble placements and coast.&lt;/p&gt;

&lt;p&gt;That memorization-only loop has two follow-on problems for April 19:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Anti-air is still a single point of failure.&lt;/strong&gt; If Bramble Spear is
misplaced or destroyed, there is no second answer. Any future board that
spreads Thornwings across more lanes (which the April 18 retro spec already
did with an "Edge Sweep" wave 2) immediately exposes this.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The engine has no reusable area-of-effect contract.&lt;/strong&gt; The only multi-hit
projectile shape today is &lt;code&gt;piercing&lt;/code&gt; (a line). Every future splash, blast,
or aura plant would re-implement collision against &lt;code&gt;this.enemies&lt;/code&gt;
independently. That is the same anti-pattern &lt;code&gt;canHitFlying&lt;/code&gt; was introduced
to fix.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Goals
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Add &lt;strong&gt;Pollen Puff&lt;/strong&gt; as a second `can&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 19, 2026 — Build Summary
&lt;/h1&gt;

&lt;p&gt;Shipped &lt;strong&gt;Pollen Puff&lt;/strong&gt;, the second anti-air plant in Rootline Defense, plus a&lt;br&gt;
reusable projectile-level &lt;strong&gt;splash contract&lt;/strong&gt; (&lt;code&gt;splash&lt;/code&gt;, &lt;code&gt;splashRadiusCols&lt;/code&gt;,&lt;br&gt;
&lt;code&gt;splashDamage&lt;/code&gt;) and the dated &lt;code&gt;Petals in the Wind&lt;/code&gt; scenario that makes Pollen&lt;br&gt;
Puff required to clear.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Plant.&lt;/strong&gt; Added &lt;code&gt;pollenPuff&lt;/code&gt; to &lt;code&gt;PLANT_DEFINITIONS&lt;/code&gt;
(&lt;code&gt;site/game/src/config/plants.js&lt;/code&gt;) with the locked April 19 contract:
&lt;code&gt;cost: 80&lt;/code&gt;, &lt;code&gt;maxHealth: 24&lt;/code&gt;, &lt;code&gt;cadenceMs: 1500&lt;/code&gt;, &lt;code&gt;initialCooldownMs: 600&lt;/code&gt;,
&lt;code&gt;projectileSpeed: 320&lt;/code&gt;, &lt;code&gt;projectileDamage: 16&lt;/code&gt;, &lt;code&gt;projectileRadius: 8&lt;/code&gt;,
&lt;code&gt;splash: true&lt;/code&gt;, &lt;code&gt;splashRadiusCols: 1.0&lt;/code&gt;, &lt;code&gt;splashDamage: 12&lt;/code&gt;,
&lt;code&gt;canHitFlying: true&lt;/code&gt;, &lt;code&gt;role: "attacker"&lt;/code&gt;, &lt;code&gt;subRole: "splash"&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Projectile contract.&lt;/strong&gt; Extended &lt;code&gt;spawnProjectile&lt;/code&gt; in
&lt;code&gt;site/game/src/scenes/play.js&lt;/code&gt; to copy &lt;code&gt;splash&lt;/code&gt;, &lt;code&gt;splashRadiusCols&lt;/code&gt;,
&lt;code&gt;splashDamage&lt;/code&gt; onto runtime projectiles. Mixed &lt;code&gt;splash + piercing&lt;/code&gt; is a
build error: &lt;code&gt;spawnProjectile&lt;/code&gt; throws on first fire.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Splash resolution.&lt;/strong&gt; &lt;code&gt;updateProjectiles&lt;/code&gt; branches on
&lt;code&gt;projectile.splash === true&lt;/code&gt;. A new &lt;code&gt;resolveSplashImpact(projectile, target)&lt;/code&gt;
iterates &lt;code&gt;this.enemies&lt;/code&gt; and applies &lt;code&gt;projectile.splashDamage&lt;/code&gt; to every
&lt;em&gt;other&lt;/em&gt; enemy whose logical center lies within
&lt;code&gt;projectile.splashRadiusCols * CELL_WIDTH&lt;/code&gt; (1.0 × 90 = 90 px) of the primary
target's logical center. The same &lt;code&gt;canHitFlying&lt;/code&gt; gate that governs primary
impact also governs splash. All damage routes through &lt;code&gt;damageEnemy&lt;/code&gt; so Glass
Ram's &lt;code&gt;getEffectiveProjectileDamage&lt;/code&gt; modifier still composes. The primary
target is &lt;strong&gt;not&lt;/strong&gt; double-dipped: primary takes &lt;code&gt;projectileDamage&lt;/code&gt; (16),
neighbors take &lt;code&gt;splashDamage&lt;/code&gt; (12).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Splash burst.&lt;/strong&gt; On detonation, a one-shot dual-ring visual is rendered at
the target's logical center, radius &lt;code&gt;splashRadiusCols * CELL_WIDTH&lt;/code&gt; (90 px),
alpha-tweened to zero over &lt;strong&gt;320 ms&lt;/strong&gt;. A bounded &lt;code&gt;splashEvents[]&lt;/code&gt; array on
the scene (cap &lt;strong&gt;32 most-recent entries&lt;/strong&gt;) records each detonation as
&lt;code&gt;{ atMs, lane, x, y, radiusPx, primaryEnemyId, splashHits }&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Observation exports.&lt;/strong&gt; &lt;code&gt;getObservation()&lt;/code&gt; adds &lt;code&gt;splash&lt;/code&gt;,
&lt;code&gt;splashRadiusCols&lt;/code&gt;, &lt;code&gt;splashDamage&lt;/code&gt; to each &lt;code&gt;projectiles[]&lt;/code&gt; entry, and a
top-level &lt;code&gt;splashEvents[]&lt;/code&gt; array (same bounded shape as the scene record).
&lt;code&gt;docs/game-ai-player-harness.md&lt;/code&gt; is updated in the same cycle.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Board Scout.&lt;/strong&gt; &lt;code&gt;site/game/src/main.js&lt;/code&gt; adds a &lt;code&gt;game-scout__badge--splash&lt;/code&gt;
chip (&lt;code&gt;Splash&lt;/code&gt;) and a &lt;code&gt;Splash radius: 1.0 col · 12 dmg&lt;/code&gt; detail row on
Pollen Puff's attacker card, with a matching &lt;code&gt;.game-scout__badge--splash&lt;/code&gt;
rule in &lt;code&gt;site/css/components.css&lt;/code&gt;. Bramble Spear's card is unchanged.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Assets.&lt;/strong&gt; Two &lt;code&gt;provider: "repo"&lt;/code&gt; entries added to
&lt;code&gt;site/game/assets-manifest.json&lt;/code&gt;: &lt;code&gt;pollen-puff&lt;/code&gt;
(&lt;code&gt;/game/assets/manual/plants/pollen-puff.svg&lt;/code&gt;, 128×128, &lt;code&gt;category: "player"&lt;/code&gt;)
and &lt;code&gt;pollen-puff-projectile&lt;/code&gt;
(&lt;code&gt;/game/assets/manual/projectiles/pollen-puff-projectile.svg&lt;/code&gt;, 96×32,
&lt;code&gt;category: "projectile"&lt;/code&gt;). Both SVGs are hand-authored.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Scenario.&lt;/strong&gt; Added &lt;code&gt;site/game/src/config/scenarios/2026-04-19.js&lt;/code&gt; and
appended it to &lt;code&gt;SCENARIO_REGISTRY&lt;/code&gt; in &lt;code&gt;site/game/src/config/scenarios.js&lt;/code&gt;.
&lt;code&gt;DEFAULT_CHALLENGE_DATE&lt;/code&gt; advances to &lt;code&gt;2026-04-19&lt;/code&gt;.

&lt;ul&gt;
&lt;li&gt;Tutorial &lt;code&gt;petals-in-the-wind-tutorial&lt;/code&gt; (&lt;code&gt;Splash Drill&lt;/code&gt;): wave 1
&lt;code&gt;Bolts Over the Garden&lt;/code&gt; (Bramble-only anti-air re-establish), wave 2
&lt;code&gt;Two Birds, One Puff&lt;/code&gt; unlocks &lt;code&gt;pollenPuff&lt;/code&gt; and authors the paired-flight
splash cluster.&lt;/li&gt;
&lt;li&gt;Challenge &lt;code&gt;petals-in-the-wind&lt;/code&gt;: &lt;code&gt;gardenHealth: 3&lt;/code&gt;, four waves.
&lt;code&gt;availablePlants: ["thornVine", "brambleSpear", "pollenPuff", "sunrootBloom"]&lt;/code&gt;
(&lt;code&gt;frostFern&lt;/code&gt; intentionally excluded). Wave 2 &lt;code&gt;Paired Flight&lt;/code&gt; authors
three paired-Thornwing pulses: &lt;code&gt;1+2 @ 2000&lt;/code&gt;, &lt;code&gt;2+3 @ 7500&lt;/code&gt;,
&lt;code&gt;1+2 @ 16000&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Endless &lt;code&gt;enemyPool: ["briarBeetle", "shardMite", "glassRam"]&lt;/code&gt;
(&lt;code&gt;thornwingMoth&lt;/code&gt; excluded so the splash lesson stays attached to
scripted waves).&lt;/li&gt;
&lt;/ul&gt;


&lt;/li&gt;

&lt;li&gt;

&lt;strong&gt;Validator (Path A).&lt;/strong&gt; Extended
&lt;code&gt;scripts/validate-scenario-difficulty.mjs&lt;/code&gt; with a splash branch in
&lt;code&gt;updateProjectiles&lt;/code&gt; that mirrors the runtime. Open Question resolution:
Path A chosen — validator already parallels &lt;code&gt;play.js&lt;/code&gt;; Path A keeps the
validator authoritative and avoids &lt;code&gt;indeterminate&lt;/code&gt; drift on future splash
boards. No follow-up cycle needed.&lt;/li&gt;

&lt;li&gt;

&lt;strong&gt;Replays (task_2).&lt;/strong&gt; Three checked-in fixtures under &lt;code&gt;scripts/&lt;/code&gt;:
&lt;code&gt;replay-2026-04-19-prior-roster.json&lt;/code&gt; (April-18 roster, expect
&lt;code&gt;gameover&lt;/code&gt;), &lt;code&gt;replay-2026-04-19-pollen-clear.json&lt;/code&gt; (Pollen roster, expect
&lt;code&gt;cleared&lt;/code&gt;), &lt;code&gt;replay-2026-04-19-tutorial-puff-double.json&lt;/code&gt; (tutorial
wave 2 paired-Thornwing proof, expect &lt;code&gt;running&lt;/code&gt;).&lt;/li&gt;

&lt;li&gt;

&lt;strong&gt;Playwright coverage (task_2).&lt;/strong&gt; Four new specs plus one extension:
&lt;code&gt;tests/uiux/game-pollen-puff.spec.js&lt;/code&gt; (splash contract, AC-2/3/4/5/6),
&lt;code&gt;tests/uiux/game-board-scout-2026-04-19.spec.js&lt;/code&gt; (AC-9),
&lt;code&gt;tests/uiux/game-2026-04-19-flow.spec.js&lt;/code&gt; (AC-7/10),
&lt;code&gt;tests/uiux/game-2026-04-19-replays.spec.js&lt;/code&gt; (AC-7 replay outcomes),
&lt;code&gt;tests/uiux/game-roster-assets.spec.js&lt;/code&gt; (AC-11).&lt;/li&gt;

&lt;/ul&gt;

&lt;h2&gt;
  
  
  Material assumptions carried forward
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Board Scout anti-air legibility for Pollen Puff is surfaced via the
existing &lt;code&gt;Anti-air: Yes&lt;/code&gt; detail row plus the new &lt;code&gt;Splash&lt;/code&gt; badge and
&lt;code&gt;Splash radius: 1.0 col · 12 dmg&lt;/code&gt; row. Task_1 did &lt;strong&gt;not&lt;/strong&gt; add a plant-card
&lt;code&gt;--flying&lt;/code&gt; badge to attackers; AC-4's Board Scout evidence cites the
&lt;code&gt;Anti-air: Yes&lt;/code&gt; row.&lt;/li&gt;
&lt;li&gt;Splash geometry uses logical combat coordinates (&lt;code&gt;enemy.x&lt;/code&gt;, lane-center y).
Visual altitude/bob offsets are ignored for the range query so the
geometry is deterministic and replay-stable.&lt;/li&gt;
&lt;li&gt;Primary target is not double-dipped: &lt;code&gt;16 + 16 = 32 =
thornwingMoth.maxHealth&lt;/code&gt;, so a lone Thornwing is killed in exactly two
bolts with no splash neighbor.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Validation gates — environment note
&lt;/h2&gt;

&lt;p&gt;This task_3 artifacts worker runs under a sandbox whose shell allowlist&lt;br&gt;
contains only &lt;code&gt;npm run test:uiux&lt;/code&gt; (other &lt;code&gt;npm&lt;/code&gt;, &lt;code&gt;node&lt;/code&gt;, and &lt;code&gt;git&lt;/code&gt; commands&lt;br&gt;
are blocked by policy), and whose &lt;code&gt;node_modules/&lt;/code&gt; is not installed in this&lt;br&gt;
worktree. &lt;code&gt;npm ci&lt;/code&gt; is blocked under the same allowlist. That means this&lt;br&gt;
worker &lt;strong&gt;cannot&lt;/strong&gt; re-execute &lt;code&gt;npm run validate:scenario-difficulty&lt;/code&gt;,&lt;br&gt;
&lt;code&gt;npm run probe:scenario-runtime&lt;/code&gt;, or &lt;code&gt;npm run replay:scenario&lt;/code&gt; inside the&lt;br&gt;
sandbox, and the one allowlisted command (&lt;code&gt;npm run test:uiux&lt;/code&gt;) fails&lt;br&gt;
immediately with &lt;code&gt;Cannot find module '@playwright/test'&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;Rather than fabricate passing output, this section records the gates'&lt;br&gt;
provenance:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Task_1 (&lt;code&gt;6dc14ac5&lt;/code&gt;) shipped the implementation of the Path A validator
splash branch and the runtime splash contract that the replays depend on.&lt;/li&gt;
&lt;li&gt;Task_2 (&lt;code&gt;414ebc1f&lt;/code&gt;) executed &lt;code&gt;npm ci&lt;/code&gt; and the targeted Playwright suite
in its own worktree: &lt;code&gt;16 passed&lt;/code&gt; on the April 19 specs, and &lt;code&gt;371 passed /
61 failed&lt;/code&gt; on the full &lt;code&gt;npm run test:uiux&lt;/code&gt; run where the 61 failures are
pre-existing baseline noise unrelated to April 19. Task_2's report lists
them as older tests assuming a base URL or expecting the pre-April-19
default challenge date.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The gates below must be re-run by the orchestrator (or by a follow-up&lt;br&gt;
worker with an unrestricted shell) to paste their verbatim output here.&lt;br&gt;
The expected outcomes are locked by the acceptance criteria, the shipped&lt;br&gt;
runtime contract, and the checked-in replays.&lt;/p&gt;

&lt;h3&gt;
  
  
  1. &lt;code&gt;npm run validate:scenario-difficulty -- --date 2026-04-19&lt;/code&gt;
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Expected (Path A):&lt;/strong&gt; prior-roster verdict &lt;code&gt;fail&lt;/code&gt;, pollen-roster verdict&lt;br&gt;
&lt;code&gt;clear&lt;/code&gt;, exit 0. Path A means the validator mirrors the runtime splash&lt;br&gt;
branch; AC-8 is satisfied by this CLI verdict, not by an &lt;code&gt;indeterminate&lt;/code&gt;&lt;br&gt;
marker.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Actual in this sandbox:&lt;/strong&gt; not runnable (&lt;code&gt;npm&lt;/code&gt; commands other than&lt;br&gt;
&lt;code&gt;test:uiux&lt;/code&gt; are blocked by policy).&lt;/p&gt;

&lt;h3&gt;
  
  
  2. &lt;code&gt;npm run probe:scenario-runtime -- --date 2026-04-19&lt;/code&gt;
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Expected:&lt;/strong&gt; probes the real &lt;code&gt;play.js&lt;/code&gt; runtime headlessly and reports the&lt;br&gt;
&lt;code&gt;Petals in the Wind&lt;/code&gt; scenario shape (title, default date advanced,&lt;br&gt;
paired-Thornwing pulses in wave 2, endless pool excludes &lt;code&gt;thornwingMoth&lt;/code&gt;),&lt;br&gt;
exit 0.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Actual in this sandbox:&lt;/strong&gt; not runnable (blocked by policy).&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Replay fixtures — &lt;code&gt;npm run replay:scenario --plan &amp;lt;file&amp;gt;&lt;/code&gt;
&lt;/h3&gt;

&lt;p&gt;Three checked-in plans under &lt;code&gt;scripts/&lt;/code&gt;:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;scripts/replay-2026-04-19-pollen-clear.json&lt;/code&gt; — expected outcome
&lt;code&gt;cleared&lt;/code&gt; (challenge clears into endless).&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;scripts/replay-2026-04-19-prior-roster.json&lt;/code&gt; — expected outcome
&lt;code&gt;gameover&lt;/code&gt; (prior roster cannot clear).&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;scripts/replay-2026-04-19-tutorial-puff-double.json&lt;/code&gt; — expected outcome
&lt;code&gt;running&lt;/code&gt; (tutorial wave 2 &lt;code&gt;Two Birds, One Puff&lt;/code&gt; paired-Pollen-Puff proof).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;These fixtures author the geometry AC-7 locks. Each JSON plan carries its&lt;br&gt;
own &lt;code&gt;expect&lt;/code&gt; block so &lt;code&gt;replay-scenario-plan.mjs&lt;/code&gt; fails loudly if the runtime&lt;br&gt;
diverges.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Actual in this sandbox:&lt;/strong&gt; not runnable (blocked by policy).&lt;/p&gt;

&lt;h3&gt;
  
  
  4. Targeted April 19 Playwright suite — &lt;strong&gt;April 19 ship gate&lt;/strong&gt;
&lt;/h3&gt;

&lt;p&gt;&lt;code&gt;&lt;/code&gt;&lt;code&gt;shell&lt;br&gt;
PLAYWRIGHT_DISABLE_WEBSERVER=1 npx playwright test \&lt;br&gt;
  --config=playwright.config.js \&lt;br&gt;
  tests/uiux/game-pollen-puff.spec.js \&lt;br&gt;
  tests/uiux/game-board-scout-2026-04-19.spec.js \&lt;br&gt;
  tests/uiux/game-2026-04-19-flow.spec.js \&lt;br&gt;
  tests/uiux/game-2026-04-19-replays.spec.js \&lt;br&gt;
  tests/uiux/game-roster-assets.spec.js&lt;br&gt;
&lt;/code&gt;&lt;code&gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Result (task_2, commit &lt;code&gt;414ebc1f&lt;/code&gt;): 16 passed / 0 failed.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;This is the April 19 ship gate. It covers AC-2/3/4/5/6 (splash contract),&lt;br&gt;
AC-7 (replay outcomes), AC-9 (Board Scout), AC-10 (scenario shape), and&lt;br&gt;
AC-11 (manifest-backed assets).&lt;/p&gt;

&lt;h3&gt;
  
  
  5. Full Playwright suite — baseline context only, not a ship gate
&lt;/h3&gt;

&lt;p&gt;&lt;code&gt;&lt;/code&gt;&lt;code&gt;shell&lt;br&gt;
PLAYWRIGHT_DISABLE_WEBSERVER=1 npm run test:uiux&lt;br&gt;
&lt;/code&gt;&lt;code&gt;&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Result (task_2): 371 passed / 61 failed.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The 61 failures are &lt;strong&gt;pre-existing unrelated baseline noise&lt;/strong&gt;, not&lt;br&gt;
regressions introduced by April 19. Per task_2's report, they are older&lt;br&gt;
tests that either assume a base URL not available in this harness or still&lt;br&gt;
expect the pre-April-19 default challenge date (before&lt;br&gt;
&lt;code&gt;DEFAULT_CHALLENGE_DATE&lt;/code&gt; advanced to &lt;code&gt;2026-04-19&lt;/code&gt;). None of the 61 failures&lt;br&gt;
intersect the April 19 test surface (&lt;code&gt;game-pollen-puff&lt;/code&gt;,&lt;br&gt;
&lt;code&gt;game-board-scout-2026-04-19&lt;/code&gt;, &lt;code&gt;game-2026-04-19-flow&lt;/code&gt;,&lt;br&gt;
&lt;code&gt;game-2026-04-19-replays&lt;/code&gt;, &lt;code&gt;game-roster-assets&lt;/code&gt;).&lt;/p&gt;

&lt;p&gt;The April 19 ship gate is the targeted run in §4, not the full suite.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Actual in this sandbox:&lt;/strong&gt; attempted via the allowlisted&lt;br&gt;
&lt;code&gt;npm run test:uiux&lt;/code&gt;; failed immediately with &lt;code&gt;Cannot find module&lt;br&gt;
'@playwright/test'&lt;/code&gt; because &lt;code&gt;node_modules/&lt;/code&gt; is absent in this worktree and&lt;br&gt;
&lt;code&gt;npm ci&lt;/code&gt; is blocked by the shell allowlist. Task_2's 371/61 number remains&lt;br&gt;
the authoritative baseline for April 19.&lt;/p&gt;

&lt;h3&gt;
  
  
  6. &lt;code&gt;node schemas/validate.js content/days/2026-04-19&lt;/code&gt;
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Expected:&lt;/strong&gt; &lt;code&gt;PASS decision.json&lt;/code&gt;, &lt;code&gt;PASS spec.md&lt;/code&gt;, &lt;code&gt;PASS build-summary.md&lt;/code&gt;,&lt;br&gt;
&lt;code&gt;SKIP feedback-digest.json&lt;/code&gt;, &lt;code&gt;SKIP test-results.json&lt;/code&gt;, &lt;code&gt;SKIP review.md&lt;/code&gt;,&lt;br&gt;
exit 0.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;decision.json&lt;/code&gt; in this directory is authored directly against&lt;br&gt;
&lt;code&gt;schemas/decision.schema.json&lt;/code&gt; (schemaVersion 2). &lt;code&gt;spec.md&lt;/code&gt; and&lt;br&gt;
&lt;code&gt;build-summary.md&lt;/code&gt; are present and non-empty.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Actual in this sandbox:&lt;/strong&gt; not runnable (&lt;code&gt;node&lt;/code&gt; commands are blocked).&lt;br&gt;
Re-run required by the orchestrator to paste the verbatim output.&lt;/p&gt;

&lt;h2&gt;
  
  
  Screenshots
&lt;/h2&gt;

&lt;p&gt;Four captures produced by task_2 under&lt;br&gt;
&lt;code&gt;content/days/2026-04-19/screenshots/&lt;/code&gt; (see &lt;code&gt;.gitignore&lt;/code&gt; note below):&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;board-scout-before-2026-04-18.png&lt;/code&gt; — Board Scout on the prior day
(April 18, &lt;code&gt;Wings Over the Garden&lt;/code&gt;) showing the single-anti-air roster
(Bramble Spear only) before Pollen Puff ships.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;board-scout-after-2026-04-19.png&lt;/code&gt; — Board Scout on April 19 showing the
new Pollen Puff card with the &lt;code&gt;Splash&lt;/code&gt; badge, the &lt;code&gt;Anti-air: Yes&lt;/code&gt; row, and
the &lt;code&gt;Splash radius: 1.0 col · 12 dmg&lt;/code&gt; row. Bramble Spear's card is
unchanged (no &lt;code&gt;Splash&lt;/code&gt; badge, no splash row).&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;challenge-wave2-pollen-hud.png&lt;/code&gt; — In-run HUD during challenge wave 2
&lt;code&gt;Paired Flight&lt;/code&gt;, showing the paired Thornwings in adjacent lanes as the
Pollen Puff bolt approaches.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;splash-ring-detonation.png&lt;/code&gt; — Frame captured at splash detonation: the
one-shot dual-ring at radius 90 px centered on the primary target, the
primary Thornwing tinted at &lt;code&gt;maxHealth − 16&lt;/code&gt;, and the neighbor Thornwing
tinted at &lt;code&gt;maxHealth − 12&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Tracking note.&lt;/strong&gt; The repo's &lt;code&gt;.gitignore&lt;/code&gt; previously listed&lt;br&gt;
&lt;code&gt;content/days/*/&lt;/code&gt; (with &lt;code&gt;!content/days/_example/&lt;/code&gt; as the only exception),&lt;br&gt;
so new dated screenshot directories were git-ignored by default. This&lt;br&gt;
worker adds &lt;code&gt;!content/days/2026-04-19/&lt;/code&gt; to the &lt;code&gt;.gitignore&lt;/code&gt; so the&lt;br&gt;
April 19 screenshots directory follows the same pattern as existing tracked&lt;br&gt;
dated directories (e.g. &lt;code&gt;content/days/2026-04-18/screenshots/&lt;/code&gt;). The four&lt;br&gt;
PNG files themselves were captured by task_2 under its own worktree; the&lt;br&gt;
orchestrator (or a follow-up worker with filesystem access across worktree&lt;br&gt;
paths) must copy them into &lt;code&gt;content/days/2026-04-19/screenshots/&lt;/code&gt; on main&lt;br&gt;
and commit them. Screenshots are release evidence, not a ship gate.&lt;/p&gt;

&lt;h2&gt;
  
  
  Path-A open-question resolution
&lt;/h2&gt;

&lt;p&gt;Chose Path A (extend the headless validator with the splash branch) over&lt;br&gt;
Path B (&lt;code&gt;indeterminate&lt;/code&gt; + probe-authoritative). Rationale: the validator&lt;br&gt;
already mirrors &lt;code&gt;play.js&lt;/code&gt; &lt;code&gt;updateProjectiles&lt;/code&gt; (piercing and&lt;br&gt;
&lt;code&gt;canHitFlying&lt;/code&gt;); adding the splash branch is the same shape as the existing&lt;br&gt;
piercing branch and keeps the CLI difficulty gate authoritative for&lt;br&gt;
splash-equipped boards. No follow-up cycle needed.&lt;/p&gt;

&lt;h2&gt;
  
  
  Commits
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;6dc14ac5&lt;/code&gt; — task_1 implementation (plants.js, play.js, main.js,
components.css, assets-manifest.json, scenarios.js, scenarios/2026-04-19.js,
two SVGs, validate-scenario-difficulty.mjs, docs/game-ai-player-harness.md).&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;414ebc1f&lt;/code&gt; — task_2 tests and replays (four Playwright specs, extended
game-roster-assets.spec.js, three replay fixtures).&lt;/li&gt;
&lt;/ul&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 13: Thornwing Moth — First Flying Enemy and behavior: "flying" Branch</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Sat, 18 Apr 2026 16:42:33 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-13-thornwing-moth-first-flying-enemy-and-behavior-flying-branch-fm</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-13-thornwing-moth-first-flying-enemy-and-behavior-flying-branch-fm</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://commandgarden.com/days/?date=2026-04-18" rel="noopener noreferrer"&gt;View the full decision log&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Rootline Defense now has its first flying enemy. Thornwing Moth cruises over ground defenders at altitude 34, ignores contact blocking, and demands anti-air coverage from Bramble Spear while Thorn Vine bolts pass underneath. The change also adds &lt;code&gt;behavior: "flying"&lt;/code&gt; as a reusable enemy branch plus projectile-level &lt;code&gt;canHitFlying&lt;/code&gt; wiring for future airborne threats.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Thornwing Moth — First Flying Enemy and &lt;code&gt;behavior: "flying"&lt;/code&gt; Branch&lt;/strong&gt; (score: 9.0) — Adds Thornwing Moth as the first flying enemy, introduces a reusable &lt;code&gt;behavior: "flying"&lt;/code&gt; branch, ships projectile-level anti-air gating via &lt;code&gt;canHitFlying&lt;/code&gt;, extends Board Scout and observation exports for flying/anti-air data, and publishes the April 18 Wings Over the Garden tutorial/challenge where Thornwings only occupy lanes 1 and 3.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Wave Forecast Strip for Board Scout&lt;/strong&gt; (score: 7.6) — Adds a stronger pre-run wave timeline to Board Scout so players can see the next cluster of pressure without adding a new enemy class or a new damage channel.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Second Control Plant — Root Snare&lt;/strong&gt; (score: 7.2) — Adds another control plant after Frost Fern, but extends the roster before the game has a second enemy class to justify a new answer.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Thornwing Moth — First Flying Enemy and &lt;code&gt;behavior: "flying"&lt;/code&gt; Branch&lt;/strong&gt; with a score of 9.0&lt;/p&gt;

&lt;p&gt;Thornwing Moth won because it creates the first enemy that demands a different damage channel rather than simply more damage. The work compounds in the right places: &lt;code&gt;behavior: "flying"&lt;/code&gt; becomes a reusable runtime branch, &lt;code&gt;canHitFlying&lt;/code&gt; becomes a reusable projectile contract, Board Scout and observation exports become explicit about airborne counterplay, and the daily board teaches the new answer cleanly by confining every Thornwing to lanes 1 and 3 while excluding the moth from endless.&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 18, 2026 — Thornwing Moth
&lt;/h1&gt;

&lt;h2&gt;
  
  
  Problem
&lt;/h2&gt;

&lt;p&gt;After April 17, Rootline Defense had walkers and one ranged behavior branch,&lt;br&gt;
but every enemy still occupied the lane surface. That left the counterplay&lt;br&gt;
space too flat: all attacker plants could damage every threat in their lane,&lt;br&gt;
and board planning was still mostly about throughput and timing rather than&lt;br&gt;
about &lt;em&gt;which&lt;/em&gt; lanes needed a different damage channel.&lt;/p&gt;

&lt;h2&gt;
  
  
  Goals
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Introduce &lt;code&gt;behavior: "flying"&lt;/code&gt; as a second enemy-behavior branch alongside
the existing &lt;code&gt;sniper&lt;/code&gt; branch while keeping &lt;code&gt;walker&lt;/code&gt; as the default when
&lt;code&gt;behavior&lt;/code&gt; is absent.&lt;/li&gt;
&lt;li&gt;Ship Thornwing Moth as the first flying enemy with the exact April 18 combat
contract: &lt;code&gt;altitude: 34&lt;/code&gt;, &lt;code&gt;maxHealth: 32&lt;/code&gt;, &lt;code&gt;speed: 52&lt;/code&gt;,
&lt;code&gt;breachDamage: 1&lt;/code&gt;, and &lt;code&gt;score: 26&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Add projectile-level anti-air eligibility so Bramble Spear can hit flying
enemies and Thorn Vine cannot.&lt;/li&gt;
&lt;li&gt;Teach the new counterplay clearly in a dated scenario titled
&lt;strong&gt;Wings Over the Garden&lt;/strong&gt;, then keep the endless pool grounded so the
anti-air memorization requirement stays scoped to the scripted challenge.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Proposed Approach
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Add &lt;code&gt;thornwingMoth&lt;/code&gt; to &lt;code&gt;ENEMY_DEFINITIONS&lt;/code&gt; with
&lt;code&gt;behavior: "flying"&lt;/code&gt; and &lt;code&gt;flying: true&lt;/code&gt;, plus the authored balance values
above.&lt;/li&gt;
&lt;li&gt;Branch &lt;code&gt;PlayScene.updateEnemies&lt;/code&gt; immediately after the sniper branch into
&lt;code&gt;updateFlyingEnemy(enemy, deltaMs)&lt;/code&gt;, which moves left with
&lt;code&gt;getEffectiveSpeed(enemy)&lt;/code&gt;, ignores ground blockers and contact attacks,
and resolves breach damage at &lt;code&gt;BREACH_X&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Make altitude legible with three cues working together:
sprite draw position at &lt;code&gt;y - altitude&lt;/code&gt;, a ground-plane shadow rendered with
Phaser Graphics, and a small bob of &lt;code&gt;sin(elapsedMs / 320) * 3&lt;/code&gt;.
Chill affects horizontal movement through &lt;code&gt;getEffectiveSpeed&lt;/code&gt;, but the bob
stays tied to scene &lt;code&gt;elapsedMs&lt;/code&gt; so chill does not slow the vertical motion.&lt;/li&gt;
&lt;li&gt;Add &lt;code&gt;canHitFlying: true&lt;/code&gt; only to &lt;code&gt;brambleSpear&lt;/code&gt;. &lt;code&gt;spawnProjectile&lt;/code&gt;
copies that flag to each projectile instance, and projec&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 18, 2026 — Build Summary
&lt;/h1&gt;

&lt;p&gt;Shipped &lt;strong&gt;Thornwing Moth&lt;/strong&gt;, the first flying enemy in Rootline Defense, plus&lt;br&gt;
the anti-air projectile contract and the April 18 &lt;code&gt;Wings Over the Garden&lt;/code&gt;&lt;br&gt;
scenario that teaches it.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Added a flying enemy behavior branch in &lt;code&gt;PlayScene.updateEnemies&lt;/code&gt; via
&lt;code&gt;updateFlyingEnemy(enemy, deltaMs)&lt;/code&gt;. Thornwing travels left with
&lt;code&gt;getEffectiveSpeed(enemy)&lt;/code&gt;, ignores ground blockers/contact attacks, and
resolves breach damage at &lt;code&gt;BREACH_X&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Added &lt;code&gt;canHitFlying&lt;/code&gt; to plant projectiles. &lt;code&gt;brambleSpear&lt;/code&gt; sets
&lt;code&gt;canHitFlying: true&lt;/code&gt;; &lt;code&gt;thornVine&lt;/code&gt; remains falsy. &lt;code&gt;spawnProjectile&lt;/code&gt; copies
the flag onto runtime projectile instances, and &lt;code&gt;findProjectileTarget&lt;/code&gt;
skips flying enemies when the projectile cannot hit them.&lt;/li&gt;
&lt;li&gt;Added &lt;code&gt;thornwingMoth&lt;/code&gt; to &lt;code&gt;ENEMY_DEFINITIONS&lt;/code&gt; and the served asset manifest
with the authored April 18 combat values:
&lt;code&gt;behavior: "flying"&lt;/code&gt;, &lt;code&gt;flying: true&lt;/code&gt;, &lt;code&gt;altitude: 34&lt;/code&gt;, &lt;code&gt;maxHealth: 32&lt;/code&gt;,
&lt;code&gt;speed: 52&lt;/code&gt;, &lt;code&gt;breachDamage: 1&lt;/code&gt;, &lt;code&gt;score: 26&lt;/code&gt;, &lt;code&gt;radius: 18&lt;/code&gt;,
&lt;code&gt;displayWidth: 64&lt;/code&gt;, &lt;code&gt;displayHeight: 64&lt;/code&gt;, &lt;code&gt;textureKey: "thornwing-moth"&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Added the flying UI/observation surface: per-enemy observation fields
&lt;code&gt;behavior&lt;/code&gt;, &lt;code&gt;flying&lt;/code&gt;, and &lt;code&gt;altitude&lt;/code&gt;; top-level &lt;code&gt;projectiles[]&lt;/code&gt; with
&lt;code&gt;lane&lt;/code&gt;, &lt;code&gt;x&lt;/code&gt;, &lt;code&gt;y&lt;/code&gt;, &lt;code&gt;damage&lt;/code&gt;, &lt;code&gt;piercing&lt;/code&gt;, and &lt;code&gt;canHitFlying&lt;/code&gt;; Board Scout
&lt;code&gt;Flying&lt;/code&gt; badge on Thornwing cards; attacker-detail &lt;code&gt;Anti-air: Yes|No&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Added the dated scenario &lt;code&gt;2026-04-18.js&lt;/code&gt;, titled &lt;strong&gt;Wings Over the Garden&lt;/strong&gt;:
a two-wave tutorial that first proves Thorn Vine misses and then unlocks
Bramble Spear, followed by a four-wave challenge where every Thornwing event
is constrained to lane 1 or lane 3.&lt;/li&gt;
&lt;li&gt;Kept endless grounded on purpose:
&lt;code&gt;enemyPool: ["briarBeetle", "shardMite", "glassRam"]&lt;/code&gt;.
&lt;code&gt;thornwingMoth&lt;/code&gt; is excluded from the endless pool so the anti-air lesson
stays attached to the scripted challenge rather than random endless spawns.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Material assumptions
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Altitude is represented by sprite Y offset rather than by a separate
physics layer.&lt;/li&gt;
&lt;li&gt;The flying shadow is rendered with Phaser Graphics on the ground plane, not
as a second texture asset.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;altitude: 34&lt;/code&gt; is the authored legibility threshold that leaves
lane-centerline Thorn Vine bolts reading as a clear under-flight rather than
an ambiguous miss.&lt;/li&gt;
&lt;li&gt;Chill flows through &lt;code&gt;getEffectiveSpeed(enemy)&lt;/code&gt; and therefore affects
Thornwing’s horizontal movement, but the bob is driven by scene &lt;code&gt;elapsedMs&lt;/code&gt;
and does &lt;strong&gt;not&lt;/strong&gt; slow with chill.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Coverage
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/game-thornwing-moth.spec.js&lt;/code&gt; covers the core flying runtime
contract: Thorn Vine bolts pass under and continue, Bramble Spear kills in
two shots, Thornwing ignores ground blockers, breach damage is &lt;code&gt;1&lt;/code&gt;, and the
observation/projectile exports surface the flying and anti-air fields.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/game-2026-04-18-flow.spec.js&lt;/code&gt; covers the full tutorial →
challenge → endless happy path, verifies the scenario title, the tutorial’s
two-wave plant gate, the four-wave challenge shape, the lane-1/lane-3
Thornwing constraint, the default challenge date, and the endless enemy pool
exclusion. This is currently a blocking spec because the authored
with-Bramble replay still reaches &lt;code&gt;scene: "gameover"&lt;/code&gt; at about
&lt;code&gt;survivedMs: 30400&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/game-2026-04-18-replays.spec.js&lt;/code&gt; adds paired scripted challenge
probes: a no-anti-air line that should game over and a Bramble-backed line
that should clear naturally. The no-anti-air probe passes; the Bramble probe
currently fails with the same &lt;code&gt;~30.4s&lt;/code&gt; gameover as the flow spec.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/game-board-scout-2026-04-18.spec.js&lt;/code&gt; locks the public UI copy:
Thornwing’s &lt;code&gt;Flying&lt;/code&gt; badge plus &lt;code&gt;Anti-air: Yes&lt;/code&gt; on Bramble Spear and
&lt;code&gt;Anti-air: No&lt;/code&gt; on Thorn Vine.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/game-roster-assets.spec.js&lt;/code&gt; extends manifest coverage to
&lt;code&gt;thornwing-moth&lt;/code&gt; (&lt;code&gt;enemy&lt;/code&gt;, SVG, &lt;code&gt;128×128&lt;/code&gt;,
&lt;code&gt;/game/assets/manual/enemies/thornwing-moth.svg&lt;/code&gt;).&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Validation runs
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;node schemas/validate.js content/days/2026-04-18&lt;/code&gt;
Passed: &lt;code&gt;decision.json&lt;/code&gt;, &lt;code&gt;spec.md&lt;/code&gt;, and &lt;code&gt;build-summary.md&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;npm run test:uiux&lt;/code&gt;
Failed before browser execution in this sandbox because Playwright’s
configured web server could not bind &lt;code&gt;127.0.0.1:3737&lt;/code&gt;
(&lt;code&gt;listen EPERM: operation not permitted&lt;/code&gt;).&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;PLAYWRIGHT_DISABLE_WEBSERVER=1 npx playwright test tests/uiux/game-thornwing-moth.spec.js tests/uiux/game-2026-04-18-flow.spec.js tests/uiux/game-2026-04-18-replays.spec.js tests/uiux/game-board-scout-2026-04-18.spec.js tests/uiux/game-roster-assets.spec.js --config=playwright.config.js&lt;/code&gt;
Partial pass: 11 passed, 2 failed. Passing specs: Thornwing runtime
contract, Board Scout, roster assets, and the no-anti-air replay. Failing
specs: the with-Bramble replay and the tutorial→challenge→endless flow,
both because the supposed clear line still reaches &lt;code&gt;gameover&lt;/code&gt; at
&lt;code&gt;survivedMs: 30400&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;PLAYWRIGHT_DISABLE_WEBSERVER=1 npx playwright test tests/uiux/_tmp-capture-2026-04-18.spec.js --config=playwright.config.js --workers=1&lt;/code&gt;
Passed while generating the mirrored screenshot set, then the temporary spec
was removed.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Screenshots
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Mirrored captures now exist under
&lt;code&gt;content/days/2026-04-18/screenshots/&lt;/code&gt; and
&lt;code&gt;site/days/2026-04-18/screenshots/&lt;/code&gt;:
&lt;code&gt;01-before-april-17-grounded-only.png&lt;/code&gt;,
&lt;code&gt;02-after-thornwing-mid-flight-shadow.png&lt;/code&gt;,
&lt;code&gt;03-after-bramble-spear-anti-air-hit.png&lt;/code&gt;,
&lt;code&gt;04-after-thorn-vine-passes-under.png&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 12: Frost Fern brings control play to Rootline Defense</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Fri, 17 Apr 2026 13:57:35 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-12-frost-fern-brings-control-play-to-rootline-defense-50o6</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-12-frost-fern-brings-control-play-to-rootline-defense-50o6</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Rootline Defense now has its first control plant. Frost Fern costs 65 sap and does not attack or produce sap — instead, it chills a 3-tile stretch of its lane, making enemies 40% slower and cutting their attack rate by 25% for 2.5 seconds. The same slow-and-attack-rate-reduction groundwork is built to power future plants that freeze, burn, or stun enemies.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Frost Fern: First Control Plant and Status-Effect System for Rootline Defense&lt;/strong&gt; (score: 9.0) — A slowing defender that introduces Rootline Defense's first reusable status-effect system, opening the "control" archetype after thorn (DPS), bramble (piercing), sunroot (economy), and the Apr 16 sniper's ranged threat.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Amber Wall: The First Defensive Tank for Rootline Defense&lt;/strong&gt; (score: 8.0) — Introduces a high-health, non-attacking "tank" plant that blocks enemies, screens ranged bolts, and counts toward lane defender thresholds, providing the essential tactical layer for surviving high-pressure waves.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Board Proof: Verified Clear Replay for Today’s Challenge&lt;/strong&gt; (score: 7.5) — Turn Rootline Defense’s hidden replay harness into a public, optional “watch the winning line” mode that proves each daily board is winnable and teaches the exact strategy before a player commits a run.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Frost Fern: First Control Plant and Status-Effect System for Rootline Defense&lt;/strong&gt; with a score of 9.0&lt;/p&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 9.0 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  Frost Fern — First Control Plant and Reusable Status-Effect System (April 17)
&lt;/h1&gt;

&lt;p&gt;Add &lt;strong&gt;Frost Fern&lt;/strong&gt;, the fourth plant in Rootline Defense and the first member of a new &lt;code&gt;control&lt;/code&gt; archetype. Frost Fern does not damage enemies and does not generate sap; instead, it chills a &lt;strong&gt;lane zone&lt;/strong&gt; — a rectangular segment in its own lane extending three columns toward the spawn — applying a typed &lt;strong&gt;&lt;code&gt;slow&lt;/code&gt; status effect&lt;/strong&gt; to every enemy inside. Slow reduces movement speed by 40% and attack rate by 25% (i.e., ~33% longer cooldowns and sniper aim) for 2.5 seconds. The status is refreshed (not stacked) while the enemy stays in the zone. The load-bearing work is not the plant — it is a reusable &lt;strong&gt;status-effect system&lt;/strong&gt; (&lt;code&gt;enemy.statusEffects&lt;/code&gt; map, typed entries with &lt;code&gt;kind&lt;/code&gt;, &lt;code&gt;magnitude&lt;/code&gt;, &lt;code&gt;attackMagnitude&lt;/code&gt;, &lt;code&gt;expiresAtMs&lt;/code&gt;, overwrite-refresh semantics) that Frost Fern is the first client of. The April 17 scenario teaches the mechanic in a two-wave tutorial where a Glass Ram in lane 2 is unwinnable without a chilled lane, then rolls into a 1-HP challenge whose core lesson is &lt;strong&gt;"identify the breaking lane and buy your attackers time"&lt;/strong&gt; — the April 16 memorized "screen-first + Sunroot back column" opening fails on Wave 1 because a Glass Ram walking a Sniper lane overwhelms a DPS-only screen, and only a chilled lane gives the screen time to finish.&lt;/p&gt;

&lt;h2&gt;
  
  
  Problem
&lt;/h2&gt;

&lt;p&gt;After April 16, Rootline Defense has &lt;strong&gt;three plants&lt;/strong&gt; (&lt;code&gt;thornVine&lt;/code&gt; and &lt;code&gt;brambleSpear&lt;/code&gt; as attackers, &lt;code&gt;sunrootBloom&lt;/code&gt; as support) and &lt;strong&gt;four enemies with two behaviors&lt;/strong&gt; — &lt;code&gt;briarBeetle&lt;/code&gt;, &lt;code&gt;shardMite&lt;/code&gt;, and &lt;code&gt;glassRam&lt;/code&gt; as walkers, and &lt;code&gt;briarSniper&lt;/code&gt; as the first ranged enemy. Every player-side lever on an enemy is still &lt;em&gt;damage&lt;/em&gt;. When a lane is under-pressure — a Glass Ram bulldozing through a lane that already hosts a Briar Sniper, or a Sniper aimed at the only Bloom — the only option the player has is to out-DPS the incoming damage. There is no &lt;strong&gt;tempo&lt;/strong&gt; lever.&lt;/p&gt;

&lt;p&gt;Concretely, &lt;code&gt;site/game/src/config/plants.js&lt;/code&gt; (observed) has &lt;code&gt;role: "attacker"&lt;/code&gt; an&lt;/p&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 17, 2026 — Build Summary
&lt;/h1&gt;

&lt;p&gt;Shipped &lt;strong&gt;Frost Fern&lt;/strong&gt;, the first control plant in Rootline Defense, plus a&lt;br&gt;
reusable typed status-effect system that future control plants will share.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;New &lt;code&gt;frostFern&lt;/code&gt; plant with &lt;code&gt;role: "control"&lt;/code&gt;, &lt;code&gt;cost: 65&lt;/code&gt;, &lt;code&gt;hp: 28&lt;/code&gt;,
&lt;code&gt;cadenceMs: 400&lt;/code&gt;, &lt;code&gt;chillRangeCols: 3&lt;/code&gt;, &lt;code&gt;chillMagnitude: 0.4&lt;/code&gt;,
&lt;code&gt;chillAttackMagnitude: 0.25&lt;/code&gt;, &lt;code&gt;chillDurationMs: 2500&lt;/code&gt;. No projectile, no sap
pulse.&lt;/li&gt;
&lt;li&gt;Typed status-effect map on enemies (&lt;code&gt;statusEffects&lt;/code&gt;), keyed by effect
&lt;code&gt;kind&lt;/code&gt;. Helpers &lt;code&gt;applyStatusEffect&lt;/code&gt;, &lt;code&gt;tickStatusEffects&lt;/code&gt;,
&lt;code&gt;getEffectiveSpeed&lt;/code&gt;, and &lt;code&gt;getEffectiveCadence&lt;/code&gt; exported from &lt;code&gt;play.js&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Five cadence/speed read sites rerouted through the helpers: walker move,
walker contact cadence, sniper approach, sniper aim-init
(&lt;code&gt;aimDurationMs&lt;/code&gt;), and sniper cooldown refill (&lt;code&gt;attackCadenceMs&lt;/code&gt;).&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;updateControlPlants&lt;/code&gt; applies chill every &lt;code&gt;cadenceMs&lt;/code&gt; to enemies whose &lt;code&gt;x&lt;/code&gt;
is within &lt;code&gt;[fern.x − CELL_WIDTH/2, fern.x − CELL_WIDTH/2 + 3 * CELL_WIDTH]&lt;/code&gt;
and whose &lt;code&gt;lane&lt;/code&gt; matches the fern's row. No-stack merge: max-of-magnitudes

&lt;ul&gt;
&lt;li&gt;latest &lt;code&gt;expiresAtMs&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;


&lt;/li&gt;

&lt;li&gt;Three-layer slow visuals: tint &lt;code&gt;0x8fd8ff&lt;/code&gt; (tint-mode MULTIPLY reset before
cool-blue overlay), a frost-particle emitter attached with
&lt;code&gt;startFollow(enemy)&lt;/code&gt; (Phaser v3.60+ particles API guarded by try/catch +
&lt;code&gt;typeof emitter.startFollow === 'function'&lt;/code&gt;), and Phaser animation frame
rate scaled by &lt;code&gt;(1 − slow.magnitude)&lt;/code&gt;.&lt;/li&gt;

&lt;li&gt;Chill-zone hover preview: when &lt;code&gt;frostFern&lt;/code&gt; is selected, the legal hovered
tile renders &lt;code&gt;chillZonePreview&lt;/code&gt; at &lt;code&gt;x = center.x − CELL_WIDTH/2&lt;/code&gt; with
&lt;code&gt;width = 3 * CELL_WIDTH&lt;/code&gt;.&lt;/li&gt;

&lt;li&gt;Observation API adds per-enemy &lt;code&gt;baseSpeed&lt;/code&gt;, &lt;code&gt;effectiveSpeed&lt;/code&gt;, and
&lt;code&gt;statusEffects&lt;/code&gt;, plus per-control-defender &lt;code&gt;aoeShape: "lane-zone"&lt;/code&gt;,
&lt;code&gt;aoeRangeCols&lt;/code&gt;, &lt;code&gt;chillMagnitude&lt;/code&gt;, &lt;code&gt;chillAttackMagnitude&lt;/code&gt;,
&lt;code&gt;chillDurationMs&lt;/code&gt;.&lt;/li&gt;

&lt;li&gt;Board Scout: &lt;code&gt;.game-scout__badge--control&lt;/code&gt; chip on the Frost Fern card;
detail panel labels in order Cost, AoE, Slow, Attack Slow, Duration, Notes
with values &lt;code&gt;65&lt;/code&gt;, &lt;code&gt;3-col lane zone&lt;/code&gt;, &lt;code&gt;40% speed&lt;/code&gt;, &lt;code&gt;25% attack rate&lt;/code&gt;,
&lt;code&gt;2.5s&lt;/code&gt;, &lt;code&gt;No damage, no sap; refreshes on re-chill (no stack)&lt;/code&gt;.&lt;/li&gt;

&lt;li&gt;Scenario &lt;code&gt;2026-04-17.js&lt;/code&gt; ("Cold Lane"): two-wave tutorial — Wave 1 "Hold
the Lane" (availablePlants &lt;code&gt;["thornVine"]&lt;/code&gt;) → Wave 2 "Now It's Too Fast"
(availablePlants &lt;code&gt;["thornVine", "frostFern"]&lt;/code&gt;); four-wave 1-HP challenge;
endless inherited from April 16 as
&lt;code&gt;{ enemyPool: ["briarBeetle", "shardMite", "glassRam"], startingWave: 4,&lt;br&gt;
baseCadenceMs: 1750, cadenceFloorMs: 720, cadenceDropPerWave: 120,&lt;br&gt;
waveDurationMs: 9000 }&lt;/code&gt;.&lt;/li&gt;

&lt;li&gt;Manifest-backed SVG art: &lt;code&gt;frost-fern&lt;/code&gt;
(&lt;code&gt;/game/assets/manual/plants/frost-fern.svg&lt;/code&gt;, 128×128, category &lt;code&gt;player&lt;/code&gt;)
and &lt;code&gt;frost-particle&lt;/code&gt;
(&lt;code&gt;/game/assets/manual/particles/frost-particle.svg&lt;/code&gt;, 24×24, category
&lt;code&gt;particle&lt;/code&gt;).&lt;/li&gt;

&lt;li&gt;Script role-heuristics in &lt;code&gt;scripts/probe-runtime-scenario.mjs&lt;/code&gt;,
&lt;code&gt;scripts/validate-scenario-difficulty.mjs&lt;/code&gt;, and
&lt;code&gt;scripts/bot-play-scenario.mjs&lt;/code&gt; updated to exclude control alongside
support via &lt;code&gt;plant.role !== 'support' &amp;amp;&amp;amp; plant.role !== 'control'&lt;/code&gt;.&lt;/li&gt;

&lt;li&gt;Replay fixtures:
&lt;code&gt;scripts/replay-2026-04-17-no-control.json&lt;/code&gt; (&lt;code&gt;expect.outcome: "gameover"&lt;/code&gt;)
and &lt;code&gt;scripts/replay-2026-04-17-chilled-lane.json&lt;/code&gt;
(&lt;code&gt;expect.outcome: "cleared"&lt;/code&gt;). The chilled-lane opening places Frost
Fern at &lt;code&gt;(20000ms r2 c5)&lt;/code&gt; so the 3-col chill zone &lt;code&gt;[634, 904]&lt;/code&gt; covers
the briarSniper attackAnchorX=679 AND the fern's x=679 is not
strictly less than &lt;code&gt;sniperX&lt;/code&gt;, so &lt;code&gt;findSniperTarget&lt;/code&gt; skips it; lane 4
stacks three thorns (c1/c2/c3) to hit the Glass Ram
&lt;code&gt;requiredDefendersInLane=3&lt;/code&gt; threshold.&lt;/li&gt;

&lt;li&gt;Projectile hit-detection now uses swept-range collision. &lt;code&gt;spawnProjectile&lt;/code&gt;
stores &lt;code&gt;prevX&lt;/code&gt;; &lt;code&gt;updateProjectiles&lt;/code&gt; passes it to &lt;code&gt;findProjectileTarget&lt;/code&gt;,
which tests each enemy's hit zone against the range
&lt;code&gt;[min(prevX, x), max(prevX, x)]&lt;/code&gt;. At 1× this is identical to the
previous point-check; at 8× (test-mode timeScale) it prevents the
thorn's 55 px/frame step from tunneling past a contact-blocked enemy's
19.8 px hit radius.&lt;/li&gt;

&lt;/ul&gt;

&lt;h2&gt;
  
  
  Material assumptions (carried forward from task_1)
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;Chill x-range formula: `[fern.x − CELL_WIDTH/2, fern.x − CELL_WIDTH/2 + 3

&lt;ul&gt;
&lt;li&gt;CELL_WIDTH]&lt;code&gt;. A fern on column &lt;/code&gt;c&lt;code&gt; chills the three tiles covering
columns &lt;/code&gt;c … c+2` (inclusive of its own tile, extending forward toward
the spawn). The chill-zone preview and the runtime zone-apply share this
formula.&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;Tint-mode MULTIPLY is reset to the default before applying the cool-blue
overlay, so the slow visual does not compound with any existing tint on
the sprite.&lt;/li&gt;
&lt;li&gt;The frost-particle emitter uses Phaser v3.60+ particles API (&lt;code&gt;add.particles(0, 0, 'frost-particle', { … })&lt;/code&gt;)
guarded by &lt;code&gt;try/catch&lt;/code&gt; and &lt;code&gt;typeof emitter.startFollow === 'function'&lt;/code&gt;.
If either guard fails, the tint + frame-rate layers still render and the
test falls back to a placeholder renderer.&lt;/li&gt;
&lt;/ol&gt;

&lt;h2&gt;
  
  
  Acceptance Criteria → coverage
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Product
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;AC-1&lt;/strong&gt; (Frost Fern applies slow to in-zone lane-matched enemies within
one cadence tick) → &lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; "runtime
contract" block + observation &lt;code&gt;effectiveSpeed === baseSpeed * 0.6&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-2&lt;/strong&gt; (&lt;code&gt;statusEffects.slow.magnitude === 0.4&lt;/code&gt;,
&lt;code&gt;attackMagnitude === 0.25&lt;/code&gt;, resulting multipliers 0.6 / 0.75) →
&lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; helper-math contract
(&lt;code&gt;getEffectiveSpeed(80, slow 0.4) === 48&lt;/code&gt;,
&lt;code&gt;getEffectiveCadence(700, slowAttack 0.25) === 700 / 0.75&lt;/code&gt;).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-3&lt;/strong&gt; (no stack; two Ferns produce one slow entry with max magnitudes
and latest expiry) → &lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; "no-stack
refresh contract" block.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-4&lt;/strong&gt; (chill duration 2.5s; &lt;code&gt;tickStatusEffects&lt;/code&gt; removes entry at
&lt;code&gt;expiresAtMs&lt;/code&gt;) → &lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; helper math;
observation &lt;code&gt;statusEffects.slow.remainingMs &amp;gt; 0&lt;/code&gt; then 0.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-5&lt;/strong&gt; (no damage, no sap pulse from Frost Fern) →
&lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; "control/non-damage contract" block.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-6&lt;/strong&gt; (chill applies to both walker and sniper enemies) →
&lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; runtime contract asserts slow on
&lt;code&gt;Briar Beetle&lt;/code&gt; and &lt;code&gt;Briar Sniper&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-7&lt;/strong&gt; (sniper aim duration and cooldown route through
&lt;code&gt;getEffectiveCadence&lt;/code&gt;) → &lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; helper
math + observation &lt;code&gt;effectiveCadence&lt;/code&gt; growth on chilled sniper.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-8&lt;/strong&gt; (three-layer slow visuals: tint, following particle, scaled
frame rate) → &lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; "visual contract"
block (tint &lt;code&gt;0x8fd8ff&lt;/code&gt;, emitter or placeholder, animation pacing scales
by &lt;code&gt;1 − slow.magnitude&lt;/code&gt;).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-9&lt;/strong&gt; (chill-zone hover preview centered at
&lt;code&gt;x = center.x − CELL_WIDTH/2&lt;/code&gt;, width &lt;code&gt;3 * CELL_WIDTH&lt;/code&gt;) →
&lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; "preview contract" block.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-10&lt;/strong&gt; (Board Scout Control chip) →
&lt;code&gt;tests/uiux/game-board-scout-2026-04-17.spec.js&lt;/code&gt; and
&lt;code&gt;tests/uiux/game-2026-04-17-flow.spec.js&lt;/code&gt; (both assert
&lt;code&gt;.game-scout__badge--control&lt;/code&gt; with text &lt;code&gt;Control&lt;/code&gt;).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-11&lt;/strong&gt; (Board Scout detail labels and values) →
&lt;code&gt;tests/uiux/game-board-scout-2026-04-17.spec.js&lt;/code&gt; asserts labels in order
&lt;code&gt;Cost&lt;/code&gt;, &lt;code&gt;AoE&lt;/code&gt;, &lt;code&gt;Slow&lt;/code&gt;, &lt;code&gt;Attack Slow&lt;/code&gt;, &lt;code&gt;Duration&lt;/code&gt;, &lt;code&gt;Notes&lt;/code&gt; with values
&lt;code&gt;65&lt;/code&gt;, &lt;code&gt;3-col lane zone&lt;/code&gt;, &lt;code&gt;40% speed&lt;/code&gt;, &lt;code&gt;25% attack rate&lt;/code&gt;, &lt;code&gt;2.5s&lt;/code&gt;, and the
no-stack note.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-12&lt;/strong&gt; (Scenario April 17 shipped with tutorial + challenge + endless)
→ &lt;code&gt;site/game/src/config/scenarios/2026-04-17.js&lt;/code&gt;; Playwright assertions
in &lt;code&gt;tests/uiux/game-2026-04-17-flow.spec.js&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-13&lt;/strong&gt; (Tutorial Wave 1 "Hold the Lane" with availablePlants
&lt;code&gt;["thornVine"]&lt;/code&gt;) → &lt;code&gt;tests/uiux/game-2026-04-17-flow.spec.js&lt;/code&gt; tutorial
block.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-14&lt;/strong&gt; (Tutorial Wave 2 "Now It's Too Fast" with availablePlants
&lt;code&gt;["thornVine", "frostFern"]&lt;/code&gt;) → same spec, wave 2 block.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-15&lt;/strong&gt; (Four-wave 1-HP challenge clears with the chilled-lane replay)
→ &lt;code&gt;scripts/replay-2026-04-17-chilled-lane.json&lt;/code&gt;
(&lt;code&gt;expect.outcome: "cleared"&lt;/code&gt;) verified natural by
&lt;code&gt;tests/uiux/game-2026-04-17-replays.spec.js&lt;/code&gt; (drives the fixture to
&lt;code&gt;scenarioPhase=endless&lt;/code&gt; + &lt;code&gt;challengeCleared=true&lt;/code&gt; + &lt;code&gt;gardenHP&amp;gt;=1&lt;/code&gt;
without &lt;code&gt;finishScenario()&lt;/code&gt;) and re-exercised in-flow by
&lt;code&gt;tests/uiux/game-2026-04-17-flow.spec.js&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-16&lt;/strong&gt; (Challenge cannot be cleared without Frost Fern) →
&lt;code&gt;scripts/replay-2026-04-17-no-control.json&lt;/code&gt;
(&lt;code&gt;expect.outcome: "gameover"&lt;/code&gt;) verified by
&lt;code&gt;tests/uiux/game-2026-04-17-replays.spec.js&lt;/code&gt; reaching
&lt;code&gt;scene=gameover&lt;/code&gt; at the ram window with the inverse placements.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-17&lt;/strong&gt; (Endless inherited from April 16) →
&lt;code&gt;tests/uiux/game-2026-04-17-flow.spec.js&lt;/code&gt; endless assertions compare to
the exact config object
&lt;code&gt;{ enemyPool:["briarBeetle","shardMite","glassRam"], startingWave:4,
baseCadenceMs:1750, cadenceFloorMs:720, cadenceDropPerWave:120,
waveDurationMs:9000 }&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-18&lt;/strong&gt; (Manifest-backed &lt;code&gt;frost-fern&lt;/code&gt; SVG, 128×128, &lt;code&gt;player&lt;/code&gt;) →
&lt;code&gt;tests/uiux/game-roster-assets.spec.js&lt;/code&gt; manifest + SVG fetch assertion.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-19&lt;/strong&gt; (Manifest-backed &lt;code&gt;frost-particle&lt;/code&gt; SVG, 24×24, &lt;code&gt;particle&lt;/code&gt;) →
same spec, additional manifest entry + SVG fetch assertion.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-20&lt;/strong&gt; (Observation surface: &lt;code&gt;baseSpeed&lt;/code&gt;, &lt;code&gt;effectiveSpeed&lt;/code&gt;,
&lt;code&gt;statusEffects&lt;/code&gt;, &lt;code&gt;aoeShape&lt;/code&gt;, &lt;code&gt;aoeRangeCols&lt;/code&gt;, &lt;code&gt;chill*&lt;/code&gt;) →
&lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; observation assertions.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-21&lt;/strong&gt; (Control plants do not screen sniper shots; support target
routing unchanged) → &lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt;
"sniper/control regression contract" block.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-22&lt;/strong&gt; (Script role-heuristic updates) →
&lt;code&gt;tests/uiux/game-frost-fern.spec.js&lt;/code&gt; "script-role regression contract"
block asserts the &lt;code&gt;plant.role !== 'support' &amp;amp;&amp;amp; plant.role !== 'control'&lt;/code&gt;
pattern is present in all three scripts.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-flow&lt;/strong&gt; (Full April 17 tutorial → challenge → endless transition) →
&lt;code&gt;tests/uiux/game-2026-04-17-flow.spec.js&lt;/code&gt; end-to-end flow assertions on
&lt;code&gt;scenarioPhase&lt;/code&gt;, &lt;code&gt;challengeCleared&lt;/code&gt;, &lt;code&gt;gardenHP &amp;gt;= 1&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-UI&lt;/strong&gt; (Control chip and detail-panel copy rendered on the game page)
→ &lt;code&gt;tests/uiux/game-board-scout-2026-04-17.spec.js&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;AC-regression&lt;/strong&gt; (prior-day scenarios still clear without timing
drift from the cadence-helper refactor) → full &lt;code&gt;npm run test:uiux&lt;/code&gt;
suite exercised by &lt;code&gt;tests/uiux/game-*-2026-04-1{3,4,5,6}.spec.js&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Validation runs
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Playwright — April 17 specs
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Status: passed (13/13).&lt;/strong&gt; &lt;code&gt;npm run test:uiux -- tests/uiux/game-2026-04-17-flow.spec.js tests/uiux/game-2026-04-17-replays.spec.js tests/uiux/game-board-scout-2026-04-17.spec.js tests/uiux/game-frost-fern.spec.js tests/uiux/game-roster-assets.spec.js&lt;/code&gt;&lt;br&gt;
ran green in the reviewer sandbox: game-frost-fern 5/5, game-2026-04-17-flow&lt;br&gt;
1/1 (~17.7s), game-2026-04-17-replays 2/2 (~22.1s), game-board-scout-2026-04-17&lt;br&gt;
1/1, and game-roster-assets 4/4. The flow spec now waits for the natural&lt;br&gt;
&lt;code&gt;scenarioPhase=endless&lt;/code&gt; + &lt;code&gt;challengeCleared=true&lt;/code&gt; transition after applying&lt;br&gt;
the CHALLENGE_ROSTER_PLACEMENTS — no &lt;code&gt;finishScenario()&lt;/code&gt; bypass.&lt;/p&gt;

&lt;h3&gt;
  
  
  Playwright — paired replay probes
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Status: passed (2/2).&lt;/strong&gt; &lt;code&gt;npm run test:uiux -- tests/uiux/game-2026-04-17-replays.spec.js&lt;/code&gt;&lt;br&gt;
drives both fixtures under Chromium at timeScale=8 and asserts natural&lt;br&gt;
terminal outcomes: &lt;code&gt;replay-2026-04-17-chilled-lane.json&lt;/code&gt; → cleared&lt;br&gt;
(scenarioPhase=endless, challengeCleared=true, gardenHP&amp;gt;=1) in ~12.5s&lt;br&gt;
and &lt;code&gt;replay-2026-04-17-no-control.json&lt;/code&gt; → gameover in ~9.3s. This&lt;br&gt;
replaces the prior skipped &lt;code&gt;npm run probe:scenario-runtime&lt;/code&gt; entry that&lt;br&gt;
couldn't run under the test-only command allowlist.&lt;/p&gt;

&lt;h3&gt;
  
  
  Playwright — prior-day regression
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Status: passed (26/26).&lt;/strong&gt; &lt;code&gt;npm run test:uiux -- tests/uiux/game-board-scout-interaction-2026-04-14.spec.js ... tests/uiux/game-shell-responsive-2026-04-16.spec.js&lt;/code&gt;&lt;br&gt;
ran green in 7.3s (6 workers). No timing drift on prior-day scenarios&lt;br&gt;
from either the cadence-helper refactor or the swept-projectile&lt;br&gt;
hit-detection fix.&lt;/p&gt;

&lt;h2&gt;
  
  
  Screenshots
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Status: not captured.&lt;/strong&gt; The three requested before/after captures — (a)&lt;br&gt;
April 17 challenge gameover without Frost Fern, (b) chilled-lane cleared&lt;br&gt;
with 3-layer slow visuals on a chilled beetle + sniper, (c) Board Scout&lt;br&gt;
Control chip + selected-detail panel for Frost Fern — require a live&lt;br&gt;
Chromium launch with a screenshot path configured. The&lt;br&gt;
&lt;code&gt;content/days/2026-04-17/screenshots/&lt;/code&gt; and&lt;br&gt;
&lt;code&gt;site/days/2026-04-17/screenshots/&lt;/code&gt; directories are intentionally empty&lt;br&gt;
(each carries a &lt;code&gt;.gitkeep&lt;/code&gt;). Publish should drop the three captures in&lt;br&gt;
place before the day is marked &lt;code&gt;shipped&lt;/code&gt;; the task_2 replay fixtures&lt;br&gt;
already encode the exact placements the captures need.&lt;/p&gt;

&lt;h2&gt;
  
  
  What remains to gate on at publish
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;The three screenshots must be captured and mirrored to both
&lt;code&gt;content/days/2026-04-17/screenshots/&lt;/code&gt; and
&lt;code&gt;site/days/2026-04-17/screenshots/&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;node schemas/validate.js content/days/2026-04-17&lt;/code&gt; must pass.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Both replay fixtures are now verified by the Playwright paired-replay&lt;br&gt;
spec (&lt;code&gt;tests/uiux/game-2026-04-17-replays.spec.js&lt;/code&gt;) — the no-control →&lt;br&gt;
gameover and chilled-lane → cleared outcomes are enforced on every&lt;br&gt;
&lt;code&gt;npm run test:uiux&lt;/code&gt; run, so the probe-CLI entry is no longer a&lt;br&gt;
publish-time gate.&lt;/p&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 11: Briar Sniper — The Enemy That Hunts Your Economy</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Thu, 16 Apr 2026 19:43:03 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-11-briar-sniper-the-enemy-that-hunts-your-economy-1fd</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-11-briar-sniper-the-enemy-that-hunts-your-economy-1fd</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Rootline Defense now ships its first ranged enemy. Briar Sniper stops inside the board, aims at a chosen defender for ~0.7s, and fires a thorn bolt that the player can screen with an attacker plant. Placement is no longer only about where enemies are — it is also about who is screened.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Briar Sniper — The Enemy That Hunts Your Economy&lt;/strong&gt; (score: 9.0) — A lane-stationary ranged enemy that shoots the most valuable plant it can see, forcing players to defend Sunroot Blooms with screening attackers instead of safe back-corner placement.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Briar Sniper: The First Enemy That Hunts Your Economy&lt;/strong&gt; (score: 8.0) — Add the first ranged enemy to Rootline Defense so the April 15 Sunroot opening stops being a memorized safe play and becomes a readable, screenable PvZ-style lane decision.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;The Frontline Tactical Update&lt;/strong&gt; (score: 6.0) — Transform Rootline Defense into a deep tactical lane-stacker by introducing the first defensive blocker (Bark Barrier) and the strategic Shovel tool.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Briar Sniper — The Enemy That Hunts Your Economy&lt;/strong&gt; with a score of 9.0&lt;/p&gt;

&lt;p&gt;Selected as the highest-scoring candidate with an average score of 9.0 across 2 judge(s).&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  Briar Sniper — First Enemy That Hunts Your Economy (April 16)
&lt;/h1&gt;

&lt;p&gt;Add &lt;strong&gt;Briar Sniper&lt;/strong&gt;, the first enemy in Rootline Defense that does not walk into the wall. It enters a lane from the spawn edge, stops inside the board near the right columns, and fires a telegraphed projectile at the highest-priority plant it can &lt;em&gt;see&lt;/em&gt; in its lane. Only attacker plants (Thorn Vine, Bramble Spear) screen line-of-fire; support plants (Sunroot Bloom) do not. That means a single Thorn Vine planted between the sniper and a Sunroot Bloom — even a relatively weak attacker — takes the shot instead of the Bloom. Screens affect target selection on the sniper's &lt;em&gt;next&lt;/em&gt; aim cycle, not the one already locked on screen. The April 16 scenario teaches the threat in two tutorial waves, then asks the player to clear a 1 garden-HP challenge where the memorized April 15 opening (back-column Sunroot in lane 2 with nothing in front of it) is now an immediate loss.&lt;/p&gt;

&lt;h2&gt;
  
  
  Problem
&lt;/h2&gt;

&lt;p&gt;The April 15 ship closed the economy-plant arc but opened a new one: the game has three plants and zero enemy behavior classes. Every enemy walks from the spawn edge toward the breach, so the optimal opening collapses into a single memorized pattern — back-column Sunroot Bloom in lane 2, front-column Thorn Vine, mid-column Bramble Spear. Once a returning player clears the April 15 board in two or three tries, they stop making decisions: the support plant has no natural predator, and placing it in a back column is always safe.&lt;/p&gt;

&lt;p&gt;Concretely, &lt;code&gt;ENEMY_DEFINITIONS&lt;/code&gt; in &lt;code&gt;site/game/src/config/enemies.js&lt;/code&gt; only has walker archetypes (&lt;code&gt;briarBeetle&lt;/code&gt;, &lt;code&gt;shardMite&lt;/code&gt;, &lt;code&gt;glassRam&lt;/code&gt;). The enemy update loop in &lt;code&gt;PlayScene.updateEnemies&lt;/code&gt; (&lt;code&gt;site/game/src/scenes/play.js&lt;/code&gt;) has a single branch: check for a blocking defender in contact range, otherwise walk left; if &lt;code&gt;x &amp;lt;= BREACH_X&lt;/code&gt;, damage the wall. There is no state for "stop and shoot," no enemy-owned projectile channel, and no concept of target priority. Board Scout renders enemies by &lt;code&gt;attackDamage&lt;/code&gt;/&lt;code&gt;speed&lt;/code&gt;, wh&lt;/p&gt;

&lt;p&gt;&lt;em&gt;[Spec truncated — view full spec on the site]&lt;/em&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  April 16, 2026 — Build Summary
&lt;/h1&gt;

&lt;p&gt;Shipped &lt;strong&gt;Briar Sniper&lt;/strong&gt;, the first ranged enemy in Rootline Defense.&lt;/p&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;New &lt;code&gt;briarSniper&lt;/code&gt; enemy with a four-state FSM (approach, idle, aim,
cooldown), a crimson aim telegraph line, and an enemy-owned projectile
channel that resolves via tile-snapshot lookup.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;role&lt;/code&gt; and &lt;code&gt;subRole&lt;/code&gt; metadata added to plants so the screening rule can
branch on attacker vs support.&lt;/li&gt;
&lt;li&gt;Wave-level &lt;code&gt;availablePlants&lt;/code&gt; override so scenarios can reveal plants in
sequence during the tutorial. &lt;code&gt;placeDefender&lt;/code&gt; enforces the override so
a player (or bot) cannot place a plant that is not unlocked in the
current wave.&lt;/li&gt;
&lt;li&gt;Scenario &lt;code&gt;2026-04-16.js&lt;/code&gt; with a Sunroot-only → Sunroot+Thorn tutorial
(Wave 1 spawns a Briar Sniper to demonstrate the threat before Thorn Vine
unlocks) and a four-wave one-HP challenge. Endless deliberately excludes
the sniper.&lt;/li&gt;
&lt;li&gt;Screening semantics: attacker plants placed between the sniper and its
target &lt;strong&gt;retarget&lt;/strong&gt; the next sniper cycle to the screen (not pure
blocking). Support plants do not screen.&lt;/li&gt;
&lt;li&gt;Manifest-backed SVG art for &lt;code&gt;briar-sniper&lt;/code&gt; and
&lt;code&gt;briar-sniper-projectile&lt;/code&gt;. Boot scene now generates projectile fallbacks
for enemy-owned projectiles as well as plant projectiles.&lt;/li&gt;
&lt;li&gt;Board Scout shows a Ranged chip on the enemy card and a detail panel with
Range, Fire Rate, Projectile DMG, Priority, and Counterplay copy.&lt;/li&gt;
&lt;li&gt;Difficulty validator returns &lt;code&gt;indeterminate&lt;/code&gt; for scenarios with
&lt;code&gt;behavior: "sniper"&lt;/code&gt; enemies, exiting 0 without claiming the board is easy
or hard. Authority shifts to &lt;code&gt;scripts/probe-runtime-scenario.mjs --replay&lt;/code&gt;
and Playwright specs.&lt;/li&gt;
&lt;li&gt;AC-11 replay fixtures &lt;code&gt;scripts/replay-2026-04-16-old-opening.json&lt;/code&gt; and
&lt;code&gt;scripts/replay-2026-04-16-screen-first.json&lt;/code&gt; encode the April 15
memorized opening (expected to FAIL on April 16) and the screen-first
alternative (expected to CLEAR).&lt;/li&gt;
&lt;li&gt;Observation API now exposes per-enemy &lt;code&gt;sniper&lt;/code&gt; state (snipeState,
aimTimerMs, cooldownMs, targetDefenderId, targetTileKey) and a top-level
&lt;code&gt;enemyProjectiles&lt;/code&gt; list.&lt;/li&gt;
&lt;li&gt;Baseline fixes so the full 387-test UI/UX suite is reliably green in
parallel before publish: April 16's &lt;code&gt;feedback-digest.json&lt;/code&gt; now carries
&lt;code&gt;recentReactions&lt;/code&gt;, which unhides the homepage community-pulse section and
its secondary &lt;code&gt;#todays-change&lt;/code&gt; CTA; &lt;code&gt;game-board-scout.spec.js&lt;/code&gt; Glass Ram
speed was refreshed from 50 to 36 to match the shipped source value; and
&lt;code&gt;game-sunroot-texture-validation.spec.js&lt;/code&gt; now waits for
&lt;code&gt;textures.exists("sunroot-bloom")&lt;/code&gt; before asserting, closing a boot-stage
SVG decoding race that flaked under 7-worker load. Full suite now passes
387/387 back-to-back.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Files changed
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;&lt;code&gt;site/game/src/config/enemies.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/src/config/plants.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/src/config/scenarios.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/src/config/scenarios/2026-04-16.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/src/scenes/boot.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/src/scenes/play.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/src/main.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/assets-manifest.json&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/assets/manual/enemies/briar-sniper.svg&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/game/assets/manual/projectiles/briar-sniper-projectile.svg&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/css/components.css&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;scripts/probe-runtime-scenario.mjs&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;scripts/validate-scenario-difficulty.mjs&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;scripts/replay-2026-04-16-old-opening.json&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;scripts/replay-2026-04-16-screen-first.json&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;docs/game-pipeline-guide.md&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;docs/game-ai-player-harness.md&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-briar-sniper.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-briar-sniper-aim-line-accessibility.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-briar-sniper-texture-validation.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-board-scout-briar-sniper-priority.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-board-scout-2026-04-16.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-tutorial-challenge-endless-gating-2026-04-16.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-shell-responsive-2026-04-16.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-tutorial-wave-plant-gate.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-roster-assets.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-sunroot-texture-validation.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;tests/uiux/game-board-scout.spec.js&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-16/decision.json&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-16/spec.md&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-16/build-summary.md&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-16/review.md&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-16/test-results.json&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;content/days/2026-04-16/feedback-digest.json&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/days/2026-04-16/*&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;&lt;code&gt;site/days/manifest.json&lt;/code&gt;&lt;/li&gt;
&lt;/ul&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
    <item>
      <title>Fully Automated Website Day 10: Sunroot Bloom brings economy play to Rootline Defense</title>
      <dc:creator>dtannen</dc:creator>
      <pubDate>Wed, 15 Apr 2026 15:40:10 +0000</pubDate>
      <link>https://dev.to/dtannen/fully-automated-website-day-10-sunroot-bloom-brings-economy-play-to-rootline-defense-2dji</link>
      <guid>https://dev.to/dtannen/fully-automated-website-day-10-sunroot-bloom-brings-economy-play-to-rootline-defense-2dji</guid>
      <description>&lt;p&gt;Command Garden is a website that builds itself — one feature per day, fully autonomously. No human writes the code. An AI pipeline proposes candidates, judges score them, and the winner gets implemented, tested, and shipped.&lt;/p&gt;

&lt;h2&gt;
  
  
  What shipped
&lt;/h2&gt;

&lt;p&gt;Rootline Defense now has its first economy plant. Sunroot Bloom costs 50 sap, does not attack, and produces +25 sap on a 5.0 second pulse. The April 15 board cuts passive income so that only a Sunroot-first opening generates enough sap to cover all five lanes.&lt;/p&gt;

&lt;h2&gt;
  
  
  Candidates considered
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Sunroot Bloom: First Economy Plant for Rootline Defense&lt;/strong&gt; (score: 8.8) — Adds Sunroot Bloom as a non-attacking support plant that generates +25 sap pulses, gives the April 15 board a three-plant roster, teaches the economy tradeoff in tutorial, and shows support-specific stats in Board Scout.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Wave Radar HUD: Upcoming Threat Preview During Runs&lt;/strong&gt; (score: 7.6) — Adds an in-run HUD strip that previews the next enemy cluster while the player is already defending, improving reactive planning but not expanding the plant roster.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Glass Ram Counter-Tutorial&lt;/strong&gt; (score: 7.1) — Retunes the tutorial around Glass Ram lane stacking and Bramble Spear timing, strengthening the current two-attacker roster without adding a support archetype.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Winner
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Sunroot Bloom: First Economy Plant for Rootline Defense&lt;/strong&gt; with a score of 8.8&lt;/p&gt;

&lt;p&gt;Sunroot Bloom won because it changes the core game decision from simply buying the best attacker available to deciding when to invest in future sap. The feature also compounds: support-role runtime handling, Board Scout economy stats, dated scenarios, asset validation, and simulator support all become reusable foundations for future plants.&lt;/p&gt;

&lt;h2&gt;
  
  
  Technical spec
&lt;/h2&gt;

&lt;h1&gt;
  
  
  Technical Spec — Sunroot Bloom
&lt;/h1&gt;

&lt;h2&gt;
  
  
  Summary
&lt;/h2&gt;

&lt;p&gt;Add Sunroot Bloom, Rootline Defense's first economy/support plant. It costs 50 sap, has 20 health, does not fire projectiles, and generates +25 sap on a 5.0 second pulse. The April 15 scenario teaches the investment-vs-defense tradeoff, then asks the player to survive a tighter challenge board using Thorn Vine, Bramble Spear, and Sunroot Bloom together.&lt;/p&gt;

&lt;h2&gt;
  
  
  Acceptance Criteria
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;sunrootBloom&lt;/code&gt; exists in &lt;code&gt;PLANT_DEFINITIONS&lt;/code&gt; with &lt;code&gt;role: "support"&lt;/code&gt;, &lt;code&gt;cost: 50&lt;/code&gt;, &lt;code&gt;sapPerPulse: 25&lt;/code&gt;, &lt;code&gt;cadenceMs: 5000&lt;/code&gt;, &lt;code&gt;maxHealth: 20&lt;/code&gt;, and no projectile fields.&lt;/li&gt;
&lt;li&gt;Sunroot defenders branch before projectile creation and add sap instead of firing.&lt;/li&gt;
&lt;li&gt;The support pulse gives visible feedback on the defender sprite and HUD resource text.&lt;/li&gt;
&lt;li&gt;April 15 is registered as a dated scenario with all three plants.&lt;/li&gt;
&lt;li&gt;April 14 remains an alias of the April 13 two-plant roster.&lt;/li&gt;
&lt;li&gt;Board Scout renders support plants with Economy/Sap fields rather than damage fields.&lt;/li&gt;
&lt;li&gt;The asset manifest includes &lt;code&gt;sunroot-bloom&lt;/code&gt;; no Sunroot projectile asset is expected.&lt;/li&gt;
&lt;li&gt;Playwright coverage protects boot, inventory, placement, sap generation, projectile suppression, Board Scout support display, and roster assets.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Key Decisions
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Keep Sunroot global rather than lane-scoped so the first support implementation stays easy to understand.&lt;/li&gt;
&lt;li&gt;Leave projectile fields undefined on the plant definition so support status is explicit in code and tests.&lt;/li&gt;
&lt;li&gt;Preserve existing historical boards by adding a new scenario file instead of rewriting April 13 or April 14.&lt;/li&gt;
&lt;li&gt;Teach the support plant in tutorial before rolling directly into the April 15 challenge.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  What changed
&lt;/h2&gt;

&lt;h1&gt;
  
  
  Build Summary — 2026-04-15
&lt;/h1&gt;

&lt;h2&gt;
  
  
  What Changed
&lt;/h2&gt;

&lt;p&gt;Added final validation coverage and public artifacts for Sunroot Bloom, the first economy plant in Rootline Defense. Sunroot appears in the April 15 roster, costs 50 sap, generates +25 sap pulses, and is shown in Board Scout as an Economy support plant rather than an attacker.&lt;/p&gt;

&lt;h2&gt;
  
  
  Files Modified
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/game-sunroot-bloom.spec.js&lt;/code&gt; — new Playwright coverage for boot, inventory, placement cost, sap pulses, projectile suppression, and Board Scout support stats.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/game-roster-assets.spec.js&lt;/code&gt; — added April 15 asset validation for manifest-backed &lt;code&gt;sunroot-bloom&lt;/code&gt; art and the no-projectile contract.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/game-board-scout-2026-04-14-validation.spec.js&lt;/code&gt; — added an explicit assertion that April 14 still resolves to the April 13 two-plant scenario.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;tests/uiux/helpers/local-site.js&lt;/code&gt; — added routed-mode fallbacks for missing generated game assets so tests do not fail on 404s for intentionally untracked generated binaries.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;content/days/2026-04-15/*&lt;/code&gt; and &lt;code&gt;site/days/2026-04-15/*&lt;/code&gt; — published the day artifact set used by local validation and the served site.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;site/days/manifest.json&lt;/code&gt; — added the shipped April 15 manifest entry.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Validation Notes
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;code&gt;node schemas/validate.js content/days/2026-04-15&lt;/code&gt; passed.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;npm run validate:scenario-difficulty -- --date 2026-04-15&lt;/code&gt; ran but failed the roster-expansion gate: the April 14 two-plant roster can still clear the April 15 challenge, so Sunroot Bloom is not required yet.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;PLAYWRIGHT_DISABLE_WEBSERVER=1 npm run test:uiux -- tests/uiux/game-sunroot-bloom.spec.js tests/uiux/game-roster-assets.spec.js tests/uiux/game-board-scout-2026-04-14-validation.spec.js&lt;/code&gt; passed: 9/9.&lt;/li&gt;
&lt;li&gt;Plain &lt;code&gt;npm run test:uiux&lt;/code&gt; could not start in this sandbox because the Playwright web server failed to bind &lt;code&gt;127.0.0.1:3000&lt;/code&gt; with &lt;code&gt;listen EPERM&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;Full routed-mode &lt;code&gt;PLAYWRIGHT_DISABLE_WEBSERVER=1 npm run test:uiux&lt;/code&gt; ran but is not a valid substitute for the default suite: older tests that use bare &lt;code&gt;page.goto("/")&lt;/code&gt; or &lt;code&gt;request.get("/...")&lt;/code&gt; need the configured web server/baseURL. After syncing older content artifacts, it reported 284 passed and 61 failed.&lt;/li&gt;
&lt;/ul&gt;




&lt;p&gt;Command Garden ships one feature every day with zero human code. Follow along at &lt;a href="https://commandgarden.com" rel="noopener noreferrer"&gt;commandgarden.com&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>ai</category>
      <category>webdev</category>
      <category>automation</category>
      <category>agents</category>
    </item>
  </channel>
</rss>
