- scripts/build-art.mjs: все спрайты игры собираются из исходников, а не кладутся руками. Лица карт растеризуются из векторов, рубашка/стол/панели/кнопки нарисованы SVG-ом прямо в скрипте - 36 лиц 220x320 + рубашка, автоатлас 2048x2048, обрезка выключена (раскладка рассчитывает на точный размер карты) - девятипатчевые плитки 120x120 с рамкой 40 - фон стола 540x960, рисуется в 2x — градиенту детализация не нужна, а памяти под текстуру уходит вчетверо меньше - исходные векторы перенесены из local/ в art-src/cards - ATTRIBUTION.md: LGPL-3.0, атрибуция обязательна; там же написано, что менять, если такая лицензия не подходит для релиза Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
193 lines
7.9 KiB
Markdown
193 lines
7.9 KiB
Markdown
# Technical structure
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How this project is laid out, what each layer is allowed to do, and how to work
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on it. Companion to [ARCHITECTURE.md](ARCHITECTURE.md), which states the *intent*;
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this file states the *implementation*.
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- Engine: **Cocos Creator 3.8.8**, TypeScript.
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- Targets: Web (mobile browser), Android, iOS. Portrait only.
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- Editor automation: the `cocos-code-mode` extension — see
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[CODE_MODE_SETUP.md](CODE_MODE_SETUP.md).
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## Layering
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Four layers, with dependencies pointing strictly downward. A layer may import
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from the layers below it and never from the ones above.
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```
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ui/ Cocos components: scenes, prefabs, views, input, animation
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↓
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app/ bootstrap, service locator, scene transitions
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↓
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modules/ engine-aware services: savegame, (later) audio, analytics
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↓
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core/ pure rules and bots — no `cc` import anywhere
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```
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The rule, enforced by `npm run check:core-purity`: **nothing under
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`assets/scripts/core/` may import from `cc`**, and under
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`assets/scripts/modules/` only the adapters explicitly listed in that script
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may. Everything else is plain TypeScript, runnable under Node, which is what
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makes the rules and the save format testable without the engine.
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## Folder map
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```
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assets/
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scenes/
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loader.scene module init, then → lobby
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lobby.scene main menu; hosts the match UI
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prefabs/
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card.prefab one playing card, face or back
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...
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art/
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cards/ 36 faces + back, packed into cards.pac (2048²)
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ui/ table surface, nine-slice panels and buttons
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scripts/
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core/ PURE TS — no engine imports
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cards/ Suit, Rank, Card, Deck
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rules/ GameState, actions, events, the reducer
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bot/ PlayerView projection, Bot contract, BasicBot
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match/ Match (stateful shell), runMatch (headless driver)
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util/ seeded RNG, shuffle
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modules/
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save/ SaveManager, ISaveSection, StatsSection,
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IStorage + MemoryStorage, CocosStorage (engine)
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app/ Bootstrap, ServiceLocator, SceneRouter
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ui/
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lobby/ lobby screen controller
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game/ match screen: hand, table, deck, animations
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common/ reusable widgets, safe-area root
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tests/
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core/ vitest specs against assets/scripts/core
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support/ position fixtures and the state invariant checker
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tools/ measuring tools, not part of the suite
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art-src/cards/ vector sources for the card faces (LGPL, kept)
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docs/ specs, this file, plan, decisions
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local/ scratch art storage; contents get consumed
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scripts/ build and check tools run through npm
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extensions/cocos-code-mode/ editor tool server
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```
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## The rules core
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A deterministic state machine. The only entry point is a pure reducer:
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```ts
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apply(state: GameState, action: Action): { state: GameState; events: GameEvent[] }
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```
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- `GameState` is plain data: hands, deck, trump card, table slots, discard,
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phase, whose turn it is, and the RNG state. It is serialisable, which makes
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every test a fixture and every bug reproducible from a seed.
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- `Action` is what a participant *wants* to do — `Attack`, `Defend`, `Take`,
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`Pass`. Legality is decided by the core, never by the caller; `legalActions()`
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exists so the UI can grey out impossible taps, not as the source of truth.
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- `GameEvent` is what *happened* — `CardDealt`, `CardPlayed`, `CardBeaten`,
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`TableTaken`, `TableDiscarded`, `TurnPassed`, `PlayerOut`, `GameOver`. The view
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layer animates the event stream; it never inspects `GameState` directly for
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anything it is not allowed to see.
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- Randomness comes from a seeded PRNG carried inside the state. Same seed plus
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same action sequence always reproduces the same match.
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## Bots
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A bot is `decide(view: PlayerView) => Action`. `PlayerView` is a projection of
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`GameState` containing only legitimately visible information — own hand, table,
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trump, opponents' hand *sizes*, deck and discard counts — plus the list of legal
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actions. `BasicBot` implements the policy in [GAMEPLAY.md](GAMEPLAY.md).
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`Match` wraps the reducer with the current state and an event subscription; the
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game screen and the headless `runMatch` driver both hold one. As a reference
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point, 5000 `BasicBot` self-play matches split roughly 43/43/14 between the two
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seats and draws, with the opening attacker losing about 37% of the time —
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`npm run stats:bot` reprints these.
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## Savegame
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Per [ARCHITECTURE.md](ARCHITECTURE.md): `SaveManager` keeps a registry of
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`ISaveSection` implementations. `save()` enumerates them and builds
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`{ [section.key]: section.save() }`; `load()` parses and dispatches each payload
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back to the matching section. A missing or unparsable section is skipped with a
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warning rather than failing the whole load, so a bad release cannot brick a save.
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Keys are explicit string constants, not class names — release builds minify.
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The document written is `{ version, sections: { <key>: <payload> } }`. Storage
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sits behind `IStorage`, so all of the save logic is testable headlessly;
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`CocosStorage` is the only file in the module that imports the engine, and it
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falls back to an in-memory store when the device refuses to persist (private
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browsing, a full quota) rather than taking the game down.
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## Conventions
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- TypeScript, 4-space indent, `PascalCase` for types, `camelCase` for members,
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`_private` for backing fields (matching Cocos's own style).
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- One exported class per file, file named after it.
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- Cocos components live only in `ui/`; they are thin and hold no rules logic.
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- No `any` in `core/`. `strict` is off in the Cocos tsconfig for engine-side
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convenience, but the test harness type-checks `core/` in strict mode.
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## Workflows
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### Tests
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```bash
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npm test
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```
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Runs vitest over `tests/core` against `assets/scripts/core`. No editor required.
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The soak specs play several thousand complete matches and re-check every state
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invariant after every single action, so a rule regression surfaces at the move
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that caused it.
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```bash
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npm run typecheck # strict tsc over core/ and the tests
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npm run check:core-purity # fails if core/ ever imports the engine
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npm run stats:bot # BasicBot self-play distribution, not a test
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```
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### Driving the editor
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Cocos Creator must be running with this project open. See
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[CODE_MODE_SETUP.md](CODE_MODE_SETUP.md); the port changes on every editor
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restart, so always read `~/.utcp_config.json`.
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Scripts and other text assets are written to disk directly and picked up by the
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editor's asset watcher. Scenes and prefabs are authored through the tools —
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never by hand-editing the `.scene`/`.prefab` JSON.
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### Art
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```bash
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npm run build:art
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```
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Regenerates every sprite in `assets/art` from source. Card faces are rasterised
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from the vectors in `art-src/cards`; the card back, table and UI chrome are
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authored as SVG inside [`scripts/build-art.mjs`](../scripts/build-art.mjs) and
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rasterised from there, so a colour or radius is changed in one readable place
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rather than in a binary.
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Fixed numbers the layout depends on:
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| | |
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|---|---|
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| Card sprite | 220 × 320 px |
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| Nine-slice border | 40 px on 120 × 120 tiles |
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| Table background | 540 × 960, drawn at 2× |
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Card sprite frames have trimming switched off, because layout maths assumes
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every card rect is exactly 220 × 320. Card faces are named `<rank>_of_<suit>`,
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matching `Card.assetName` — that string is the only contract between the rules
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core and the art.
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Licence: the faces are LGPL-3.0 and attribution is mandatory. See
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[`assets/art/cards/ATTRIBUTION.md`](../assets/art/cards/ATTRIBUTION.md), which
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also explains what would have to change to drop the dependency.
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### Builds
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Web: `web-mobile` template. Mobile: ASTC textures per [ART.md](ART.md), PNG for
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web.
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