M0: план разработки, техническая структура, каркас проекта

- docs/PLAN.md — план по этапам, обновляется по мере работы
- docs/TECHNICAL.md — слои, карта папок, контракты, рабочие процессы
- docs/DECISIONS.md — журнал решений, принятых самостоятельно
- разрешение 1080x1920, fit-width (портрет, 4:3..21:9)
- каркас assets/scripts (core / modules / app / ui)
- headless-тесты на vitest + strict typecheck + защита чистоты core
- Rng: детерминированный генератор и перемешивание

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# Decision log
Choices made while implementing the specs, recorded so they can be challenged
later. Each entry states what the specs left open, what was chosen and why.
Format: `YYYY-MM-DD` · area · decision.
---
## 2026-09-13 · Rules · Turn passes *past* a defender who took
GAMEPLAY.md says "after drawing cards move is passed to next player in clockwise
order", but does not say what happens when the defender took the cards.
**Decision.** The defender who took is skipped: the next attacker is the player
after the defender. In 1v1 this means the same player attacks again — the
standard rule, and the one that makes taking a real cost.
## 2026-09-13 · Rules · Interpretation of the add-card limits
GAMEPLAY.md gives three limits on attacking cards. The second one ("there should
not be more attacking cards than card amount in defending player's hand") is
ambiguous about *when* it is measured.
**Decision.** A card may be added only if all three hold at the moment of adding:
1. `table.length < 6` (`< 5` on the very first turn of the game);
2. `unbeatenCount < defenderHandSize` — where `unbeatenCount` counts attack cards
with no defence on them, and `defenderHandSize` is the defender's hand *at that
moment*. Once the defender has declared a take, their hand no longer shrinks,
so this freezes naturally;
3. its rank matches the rank of some card already on the table, attack or
defence alike.
The first attacking card of a turn is exempt from (3) — there is nothing on the
table to match.
## 2026-09-13 · Rules · Attack order is serialised
In a real game attackers may throw cards in at any moment, concurrently with the
defender thinking. Modelling genuine concurrency buys nothing for 1v1 against a
bot and makes the state machine much harder to test.
**Decision.** The core is a strict turn-based state machine with an explicit
"who may act now" set. Attackers are polled for additions only when there are no
unbeaten cards on the table, or after a take has been declared. This is
behaviourally identical for 1v1 and extends cleanly to N players.
## 2026-09-13 · Architecture · Rules core is engine-independent
**Decision.** Everything under `assets/scripts/core/` is plain TypeScript with no
`cc` import, no `Component`, no scene access, and no wall-clock time. The state
machine is a pure reducer `apply(state, action) -> { state, events }` over a
seeded RNG.
**Why.** It makes the entire rule set verifiable with `npm test` in a second, on
any machine, with no editor running — which is the only practical way to build
this unattended. It also leaves the door open for server-authoritative
multiplayer later without a rewrite.
## 2026-09-13 · Architecture · Bots consume a restricted `PlayerView`
**Decision.** A bot never receives `GameState`. It receives a `PlayerView`: its
own hand, the table, the trump card, counts (deck size, each opponent's hand
size) and the discard count.
**Why.** It makes cheating structurally impossible rather than a matter of
discipline, and a `PlayerView` is exactly the payload a future network protocol
would send to a client.
## 2026-09-13 · Architecture · Savegame sections are self-registering
ARCHITECTURE.md asks for a save composed of independent classes, keyed by class
name.
**Decision.** Sections implement `ISaveSection { readonly key; save(); load(data) }`
and register with `SaveManager`. The key is an explicit string constant, *not*
`constructor.name`, because minification in release builds renames classes and
would silently orphan every existing save.
## 2026-09-13 · Presentation · 1080×1920 design resolution, fit-width
UI.md requires portrait, 4:3 to 21:9. ART.md fixes the art budget at 1080 px wide.
**Decision.** Design resolution 1080×1920 with `fitWidth = true`,
`fitHeight = false`, so the width is always exactly 1080 design units and taller
screens simply reveal more vertical space. Layout is anchored with widgets to
top/bottom, the play area centred, and the safe-area inset respected on the top
and bottom bars.
## 2026-09-13 · Art · Vector deck from `local/`, licence recorded
`local/Playing Cards` holds the Chris Aguilar "Vector Playing Cards" set
(also mirrored on Wikimedia Commons), which is **LGPL-3.0**.
**Decision.** Use the 36 faces needed for a durak deck, rendered from the SVG
sources so the downscale to the 1080-wide budget stays sharp. Attribution and
licence text are recorded in `assets/art/cards/ATTRIBUTION.md`. The card back,
table surface and UI chrome are not in that set and are authored for this project.