# Technical structure How this project is laid out, what each layer is allowed to do, and how to work on it. Companion to [ARCHITECTURE.md](ARCHITECTURE.md), which states the *intent*; this file states the *implementation*. - Engine: **Cocos Creator 3.8.8**, TypeScript. - Targets: Web (mobile browser), Android, iOS. Portrait only. - Editor automation: the `cocos-code-mode` extension — see [CODE_MODE_SETUP.md](CODE_MODE_SETUP.md). ## Layering Four layers, with dependencies pointing strictly downward. A layer may import from the layers below it and never from the ones above. ``` ui/ Cocos components: scenes, prefabs, views, input, animation ↓ app/ bootstrap, service locator, scene transitions ↓ modules/ engine-aware services: savegame, (later) audio, analytics ↓ core/ pure rules and bots — no `cc` import anywhere ``` The rule enforced by review and by the test harness: **nothing under `assets/scripts/core/` may import from `cc`.** It is plain TypeScript, runnable under Node, and that is what makes the rules testable without the engine. ## Folder map ``` assets/ scenes/ loader.scene module init, then → lobby lobby.scene main menu; hosts the match UI prefabs/ card.prefab one playing card, face or back ... art/ cards/ 36 faces + back, atlased ui/ panels, buttons, table surface scripts/ core/ PURE TS — no engine imports cards/ Suit, Rank, Card, Deck rules/ GameState, actions, events, the reducer bot/ PlayerView projection, Bot contract, BasicBot match/ Match (stateful shell), runMatch (headless driver) util/ seeded RNG, shuffle modules/ save/ SaveManager, ISaveSection, StatsSection, storage app/ Bootstrap, ServiceLocator, SceneRouter ui/ lobby/ lobby screen controller game/ match screen: hand, table, deck, animations common/ reusable widgets, safe-area root tests/ core/ vitest specs against assets/scripts/core support/ position fixtures and the state invariant checker tools/ measuring tools, not part of the suite docs/ specs, this file, plan, decisions local/ scratch art storage; contents get consumed extensions/cocos-code-mode/ editor tool server ``` ## The rules core A deterministic state machine. The only entry point is a pure reducer: ```ts apply(state: GameState, action: Action): { state: GameState; events: GameEvent[] } ``` - `GameState` is plain data: hands, deck, trump card, table slots, discard, phase, whose turn it is, and the RNG state. It is serialisable, which makes every test a fixture and every bug reproducible from a seed. - `Action` is what a participant *wants* to do — `Attack`, `Defend`, `Take`, `Pass`. Legality is decided by the core, never by the caller; `legalActions()` exists so the UI can grey out impossible taps, not as the source of truth. - `GameEvent` is what *happened* — `CardDealt`, `CardPlayed`, `CardBeaten`, `TableTaken`, `TableDiscarded`, `TurnPassed`, `PlayerOut`, `GameOver`. The view layer animates the event stream; it never inspects `GameState` directly for anything it is not allowed to see. - Randomness comes from a seeded PRNG carried inside the state. Same seed plus same action sequence always reproduces the same match. ## Bots A bot is `decide(view: PlayerView) => Action`. `PlayerView` is a projection of `GameState` containing only legitimately visible information — own hand, table, trump, opponents' hand *sizes*, deck and discard counts — plus the list of legal actions. `BasicBot` implements the policy in [GAMEPLAY.md](GAMEPLAY.md). `Match` wraps the reducer with the current state and an event subscription; the game screen and the headless `runMatch` driver both hold one. As a reference point, 5000 `BasicBot` self-play matches split roughly 43/43/14 between the two seats and draws, with the opening attacker losing about 37% of the time — `npm run stats:bot` reprints these. ## Savegame Per [ARCHITECTURE.md](ARCHITECTURE.md): `SaveManager` keeps a registry of `ISaveSection` implementations. `save()` enumerates them and builds `{ [section.key]: section.save() }`; `load()` parses and dispatches each payload back to the matching section. A missing or unparsable section is skipped with a warning rather than failing the whole load, so a bad release cannot brick a save. Keys are explicit string constants, not class names — release builds minify. ## Conventions - TypeScript, 4-space indent, `PascalCase` for types, `camelCase` for members, `_private` for backing fields (matching Cocos's own style). - One exported class per file, file named after it. - Cocos components live only in `ui/`; they are thin and hold no rules logic. - No `any` in `core/`. `strict` is off in the Cocos tsconfig for engine-side convenience, but the test harness type-checks `core/` in strict mode. ## Workflows ### Tests ```bash npm test ``` Runs vitest over `tests/core` against `assets/scripts/core`. No editor required. The soak specs play several thousand complete matches and re-check every state invariant after every single action, so a rule regression surfaces at the move that caused it. ```bash npm run typecheck # strict tsc over core/ and the tests npm run check:core-purity # fails if core/ ever imports the engine npm run stats:bot # BasicBot self-play distribution, not a test ``` ### Driving the editor Cocos Creator must be running with this project open. See [CODE_MODE_SETUP.md](CODE_MODE_SETUP.md); the port changes on every editor restart, so always read `~/.utcp_config.json`. Scripts and other text assets are written to disk directly and picked up by the editor's asset watcher. Scenes and prefabs are authored through the tools — never by hand-editing the `.scene`/`.prefab` JSON. ### Builds Web: `web-mobile` template. Mobile: ASTC textures per [ART.md](ART.md), PNG for web.