# Development plan Living document. Updated as work progresses — each milestone is committed to `master` together with the update to this file. **Legend:** `[ ]` not started · `[~]` in progress · `[x]` done Source specs this plan implements: [GAMEPLAY.md](GAMEPLAY.md), [ARCHITECTURE.md](ARCHITECTURE.md), [LOBBY.md](LOBBY.md), [UI.md](UI.md), [ART.md](ART.md). Autonomous choices are logged in [DECISIONS.md](DECISIONS.md); the resulting structure is described in [TECHNICAL.md](TECHNICAL.md). ## Iteration 1 scope Single-player match of *podkidnoy durak* against a bot, 1v1, no transferring (*perevod*). Lobby → match → result → lobby. Savegame framework in place with a statistics section only (no currency, no levels yet). Portrait mobile UI, targets: Web, Android, iOS. ## Guiding principle The rules live in a **pure TypeScript core with no `cc` imports**, driven as a deterministic state machine. That makes the whole game logic testable headlessly with `npm test` — no editor, no device — which is what allows unattended progress. The Cocos layer only renders state and turns taps into actions. ## Milestones ### M0 — Foundation `[x]` - [x] Read specs, confirm open questions with the user - [x] `docs/PLAN.md`, `docs/TECHNICAL.md`, `docs/DECISIONS.md` - [x] Asset folder skeleton under `assets/` - [x] Project settings: design resolution 1080×1920, fit-width - [x] Headless test harness (vitest) wired to `assets/scripts/core`, plus a `core` purity guard and a strict typecheck ### M1 — Rules core `[x]` - [x] Seeded RNG and shuffle - [x] `Suit`, `Rank`, `Card`, 36-card deck - [x] `GameState`: hands, deck, trump, table slots, discard, phase, turn order - [x] First-attacker selection per GAMEPLAY.md (lowest trump → lowest card → random) - [x] Legal action generation: `Attack`, `Defend`, `Take`, `Pass` - [x] Turn resolution: beat-all / take, discard, draw order, player elimination - [x] End conditions and loser ("fool") determination - [x] Unit tests covering every rule clause, including the add-card limits ### M2 — Bot and headless match runner `[x]` - [x] `PlayerView` projection — a bot sees only what a player legitimately sees - [x] `BasicBot` exactly per GAMEPLAY.md "Basic bot" - [x] `MatchRunner` driving a full headless match - [x] Soak test: thousands of seeded self-play matches finish with no illegal state ### M3 — Savegame module `[x]` - [x] `ISaveSection` contract, `SaveManager` registry, JSON keyed by section name - [x] Storage backend over `sys.localStorage` (works on web and native) - [x] `StatsSection`: games played / won / lost, current and best win streak - [x] Versioning + tolerant load (unknown or missing sections do not break a load) - [x] Tests for save/load round-trip and corrupted-payload recovery ### M4 — Art pipeline `[x]` - [x] Pick the 36 needed faces from `local/`, downscale to the 1080-wide budget - [x] Author the missing pieces: card back, table background, UI panels/buttons - [x] Import into `assets/art/`, configure sprite frames and atlasing - [x] Remove consumed source art from `local/`, record attribution/licence ### M5 — Scenes and bootstrap `[x]` - [x] `loader` scene: module initialisation, then transition to `lobby` - [x] `lobby` scene: New Game button, statistics readout - [x] Canvas / resolution policy and a reusable safe-area-aware layout root ### M6 — Game screen `[x]` - [x] `Card` prefab, face/back flipping, sizing - [x] Hand layout (fan), table layout (attack/defence pairs), deck and trump display - [x] Deal, attack, defend, take and discard animations driven by core events - [x] Tap/drag input producing core actions; illegal moves visibly rejected - [x] Bot acts with human-readable pacing ### M7 — Match flow `[x]` - [x] Result overlay (win / lose), stats written through the savegame module - [x] Return to lobby; start another match without a scene leak - [x] Leave-match button, which ends the match as a loss ### M8 — Responsive and touch pass `[x]` - [x] Fit-width canvas, safe-area root, widget-stretched background - [x] Every interactive element at or above the 120-unit minimum (buttons 330×140 and 560×150; hand cards expose ~128 units each) - [x] Hand and action bar follow the bottom edge; Leave pinned to the top-left - [x] Seen running at 4:3, 16:9 and 21:9 — `npm run serve` then `/_aspects` ### M9 — Build verification and hand-off `[x]` - [x] `web-mobile` build completes clean; command recorded in TECHNICAL.md - [x] Card art reaches the build and packs into a single 2048² atlas - [x] Every component reference in the scene verified populated - [x] A full match played in a browser: deal, attack, defend, take, discard, redraw, result overlay, statistics written and shown back in the lobby - [x] Android/iOS texture settings written up in TECHNICAL.md (they have to be applied once in the Inspector; they live in the `.meta` files) - [x] README ### Known follow-ups - The default skybox cubemap (~1.1 MB) still reaches the build. `skybox.enabled` is off in both scenes, but the scene keeps its `_envmapHDR` reference and the builder follows it. The editor tool server cannot write a null reference; clearing the field in the Inspector by hand would do it. - Nothing verifies the presentation layer automatically. `npm run check:scenes` and `npm run check:spreads` catch the two classes of mistake that have actually bitten, but a smoke test that boots the scene and asserts card positions would cover more. - At 21:9 there is a lot of empty felt between the table and the hand. It reads as roomy rather than broken, but the table could drift downwards on very tall screens. ## Deliberately out of scope for iteration 1 Multiplayer or networking, more than two players at the table (the core is written for N players, but only 1v1 is exercised), transferring (*perevod*), smarter bots, currency, levels, shop, sound design, localisation.