# 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] Seeded RNG and shuffle - [ ] `Suit`, `Rank`, `Card`, 36-card deck - [ ] `GameState`: hands, deck, trump, table slots, discard, phase, turn order - [ ] First-attacker selection per GAMEPLAY.md (lowest trump → lowest card → random) - [ ] Legal action generation: `Attack`, `Defend`, `Take`, `Pass` - [ ] Turn resolution: beat-all / take, discard, draw order, player elimination - [ ] End conditions and loser ("fool") determination - [ ] Unit tests covering every rule clause, including the add-card limits ### M2 — Bot and headless match runner `[ ]` - [ ] `PlayerView` projection — a bot sees only what a player legitimately sees - [ ] `BasicBot` exactly per GAMEPLAY.md "Basic bot" - [ ] `MatchRunner` driving a full headless match - [ ] Soak test: thousands of seeded self-play matches finish with no illegal state ### M3 — Savegame module `[ ]` - [ ] `ISaveSection` contract, `SaveManager` registry, JSON keyed by section name - [ ] Storage backend over `sys.localStorage` (works on web and native) - [ ] `StatsSection`: games played / won / lost, current and best win streak - [ ] Versioning + tolerant load (unknown or missing sections do not break a load) - [ ] Tests for save/load round-trip and corrupted-payload recovery ### M4 — Art pipeline `[ ]` - [ ] Pick the 36 needed faces from `local/`, downscale to the 1080-wide budget - [ ] Author the missing pieces: card back, table background, UI panels/buttons - [ ] Import into `assets/art/`, configure sprite frames and atlasing - [ ] Remove consumed source art from `local/`, record attribution/licence ### M5 — Scenes and bootstrap `[ ]` - [ ] `loader` scene: module initialisation, then transition to `lobby` - [ ] `lobby` scene: New Game button, statistics readout - [ ] Canvas / resolution policy and a reusable safe-area-aware layout root ### M6 — Game screen `[ ]` - [ ] `Card` prefab, face/back flipping, sizing - [ ] Hand layout (fan), table layout (attack/defence pairs), deck and trump display - [ ] Deal, attack, defend, take and discard animations driven by core events - [ ] Tap/drag input producing core actions; illegal moves visibly rejected - [ ] Bot acts with human-readable pacing ### M7 — Match flow `[ ]` - [ ] Result overlay (win / lose), stats written through the savegame module - [ ] Return to lobby; start another match without a scene leak - [ ] Optional: surrender / leave match ### M8 — Responsive and touch pass `[ ]` - [ ] Verify layout from 4:3 to 21:9, portrait - [ ] All interactive elements meet a minimum tap size - [ ] Editor preview screenshots at the extreme aspect ratios ### M9 — Build verification and hand-off `[ ]` - [ ] Web-mobile build runs end to end - [ ] Android/iOS build settings documented (ASTC per ART.md) - [ ] README / TECHNICAL.md final pass ## 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.