Обе сцены собраны через Code Mode, не руками. - loader: поднимает модули, прогревает арт карт, уходит в lobby - lobby: обе UI-ветки в одной сцене (по ARCHITECTURE.md), матч — это смена видимого корня, а не загрузка сцены - GameScreen рисует текущее состояние и доводит узлы твинами, а не проигрывает поток событий: узел карты живёт вместе со своей картой, поэтому "шестёрка ушла из руки на стол" не требует отдельного случая - один тап = ход целиком; логика вынесена в core/rules/intent.ts и покрыта тестами, в том числе проверкой, что она никогда не предложит ход, который правила отвергнут - арт карт переехал в assets/resources: .pac — это инструкция упаковки на сборке, а не рантайм-ассет, и без ссылок на кадры в сборку не попадало ничего. Теперь все 37 спрайтов в одной текстуре 2048x2048 - клики кнопок подписываются в коде, а не через clickEvents сцены - строки интерфейса собраны в одном файле Сборка web-mobile проходит чисто, все ссылки в сцене проверены. Вживую не запускалось: браузер в этом окружении не поднимает главный цикл движка. Подробности — в docs/TECHNICAL.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
116 lines
5.6 KiB
Markdown
116 lines
5.6 KiB
Markdown
# Development plan
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Living document. Updated as work progresses — each milestone is committed to
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`master` together with the update to this file.
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**Legend:** `[ ]` not started · `[~]` in progress · `[x]` done
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Source specs this plan implements: [GAMEPLAY.md](GAMEPLAY.md),
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[ARCHITECTURE.md](ARCHITECTURE.md), [LOBBY.md](LOBBY.md), [UI.md](UI.md),
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[ART.md](ART.md). Autonomous choices are logged in [DECISIONS.md](DECISIONS.md);
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the resulting structure is described in [TECHNICAL.md](TECHNICAL.md).
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## Iteration 1 scope
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Single-player match of *podkidnoy durak* against a bot, 1v1, no transferring
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(*perevod*). Lobby → match → result → lobby. Savegame framework in place with a
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statistics section only (no currency, no levels yet). Portrait mobile UI,
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targets: Web, Android, iOS.
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## Guiding principle
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The rules live in a **pure TypeScript core with no `cc` imports**, driven as a
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deterministic state machine. That makes the whole game logic testable headlessly
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with `npm test` — no editor, no device — which is what allows unattended
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progress. The Cocos layer only renders state and turns taps into actions.
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## Milestones
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### M0 — Foundation `[x]`
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- [x] Read specs, confirm open questions with the user
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- [x] `docs/PLAN.md`, `docs/TECHNICAL.md`, `docs/DECISIONS.md`
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- [x] Asset folder skeleton under `assets/`
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- [x] Project settings: design resolution 1080×1920, fit-width
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- [x] Headless test harness (vitest) wired to `assets/scripts/core`, plus a
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`core` purity guard and a strict typecheck
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### M1 — Rules core `[x]`
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- [x] Seeded RNG and shuffle
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- [x] `Suit`, `Rank`, `Card`, 36-card deck
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- [x] `GameState`: hands, deck, trump, table slots, discard, phase, turn order
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- [x] First-attacker selection per GAMEPLAY.md (lowest trump → lowest card → random)
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- [x] Legal action generation: `Attack`, `Defend`, `Take`, `Pass`
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- [x] Turn resolution: beat-all / take, discard, draw order, player elimination
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- [x] End conditions and loser ("fool") determination
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- [x] Unit tests covering every rule clause, including the add-card limits
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### M2 — Bot and headless match runner `[x]`
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- [x] `PlayerView` projection — a bot sees only what a player legitimately sees
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- [x] `BasicBot` exactly per GAMEPLAY.md "Basic bot"
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- [x] `MatchRunner` driving a full headless match
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- [x] Soak test: thousands of seeded self-play matches finish with no illegal state
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### M3 — Savegame module `[x]`
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- [x] `ISaveSection` contract, `SaveManager` registry, JSON keyed by section name
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- [x] Storage backend over `sys.localStorage` (works on web and native)
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- [x] `StatsSection`: games played / won / lost, current and best win streak
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- [x] Versioning + tolerant load (unknown or missing sections do not break a load)
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- [x] Tests for save/load round-trip and corrupted-payload recovery
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### M4 — Art pipeline `[x]`
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- [x] Pick the 36 needed faces from `local/`, downscale to the 1080-wide budget
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- [x] Author the missing pieces: card back, table background, UI panels/buttons
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- [x] Import into `assets/art/`, configure sprite frames and atlasing
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- [x] Remove consumed source art from `local/`, record attribution/licence
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### M5 — Scenes and bootstrap `[x]`
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- [x] `loader` scene: module initialisation, then transition to `lobby`
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- [x] `lobby` scene: New Game button, statistics readout
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- [x] Canvas / resolution policy and a reusable safe-area-aware layout root
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### M6 — Game screen `[x]`
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- [x] `Card` prefab, face/back flipping, sizing
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- [x] Hand layout (fan), table layout (attack/defence pairs), deck and trump display
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- [x] Deal, attack, defend, take and discard animations driven by core events
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- [x] Tap/drag input producing core actions; illegal moves visibly rejected
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- [x] Bot acts with human-readable pacing
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### M7 — Match flow `[x]`
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- [x] Result overlay (win / lose), stats written through the savegame module
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- [x] Return to lobby; start another match without a scene leak
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- [x] Leave-match button, which ends the match as a loss
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### M8 — Responsive and touch pass `[~]`
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- [x] Fit-width canvas, safe-area root, widget-stretched background
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- [x] Every interactive element authored at or above the 120-unit minimum
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(buttons 330×140 and 560×150; hand cards expose ~128 units each)
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- [x] Vertical positions kept inside the 4:3 crop
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- [ ] **Blocked:** seen at the extreme aspect ratios. Needs a machine that can
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actually run the build — see "What is and is not verified" in
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[TECHNICAL.md](TECHNICAL.md)
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### M9 — Build verification and hand-off `[~]`
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- [x] `web-mobile` build completes clean; command recorded in TECHNICAL.md
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- [x] Card art reaches the build and packs into a single 2048² atlas
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- [x] Every component reference in the scene verified populated
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- [ ] **Blocked:** the build seen running. The browser in this environment falls
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back to a software renderer that cannot start the engine's main loop
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- [ ] Android/iOS build settings (ASTC per ART.md)
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- [ ] README
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### Known follow-ups
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- The default skybox cubemap (~1.1 MB) still reaches the build. `skybox.enabled`
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is off in both scenes, but the scene keeps its `_envmapHDR` reference and the
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builder follows it. The editor tool server cannot write a null reference;
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clearing the field in the Inspector by hand would do it.
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- Nothing verifies the presentation layer automatically. The obvious next step is
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a smoke test that boots the scene headlessly and asserts the card nodes land
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where the layout says they should.
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## Deliberately out of scope for iteration 1
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Multiplayer or networking, more than two players at the table (the core is
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written for N players, but only 1v1 is exercised), transferring (*perevod*),
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smarter bots, currency, levels, shop, sound design, localisation.
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