Files
fool-cardgame/docs/DECISIONS.md
T
ftcandClaude Opus 5 c980440856 M0: план разработки, техническая структура, каркас проекта
- docs/PLAN.md — план по этапам, обновляется по мере работы
- docs/TECHNICAL.md — слои, карта папок, контракты, рабочие процессы
- docs/DECISIONS.md — журнал решений, принятых самостоятельно
- разрешение 1080x1920, fit-width (портрет, 4:3..21:9)
- каркас assets/scripts (core / modules / app / ui)
- headless-тесты на vitest + strict typecheck + защита чистоты core
- Rng: детерминированный генератор и перемешивание

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 10:28:49 +03:00

100 lines
4.5 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Decision log
Choices made while implementing the specs, recorded so they can be challenged
later. Each entry states what the specs left open, what was chosen and why.
Format: `YYYY-MM-DD` · area · decision.
---
## 2026-09-13 · Rules · Turn passes *past* a defender who took
GAMEPLAY.md says "after drawing cards move is passed to next player in clockwise
order", but does not say what happens when the defender took the cards.
**Decision.** The defender who took is skipped: the next attacker is the player
after the defender. In 1v1 this means the same player attacks again — the
standard rule, and the one that makes taking a real cost.
## 2026-09-13 · Rules · Interpretation of the add-card limits
GAMEPLAY.md gives three limits on attacking cards. The second one ("there should
not be more attacking cards than card amount in defending player's hand") is
ambiguous about *when* it is measured.
**Decision.** A card may be added only if all three hold at the moment of adding:
1. `table.length < 6` (`< 5` on the very first turn of the game);
2. `unbeatenCount < defenderHandSize` — where `unbeatenCount` counts attack cards
with no defence on them, and `defenderHandSize` is the defender's hand *at that
moment*. Once the defender has declared a take, their hand no longer shrinks,
so this freezes naturally;
3. its rank matches the rank of some card already on the table, attack or
defence alike.
The first attacking card of a turn is exempt from (3) — there is nothing on the
table to match.
## 2026-09-13 · Rules · Attack order is serialised
In a real game attackers may throw cards in at any moment, concurrently with the
defender thinking. Modelling genuine concurrency buys nothing for 1v1 against a
bot and makes the state machine much harder to test.
**Decision.** The core is a strict turn-based state machine with an explicit
"who may act now" set. Attackers are polled for additions only when there are no
unbeaten cards on the table, or after a take has been declared. This is
behaviourally identical for 1v1 and extends cleanly to N players.
## 2026-09-13 · Architecture · Rules core is engine-independent
**Decision.** Everything under `assets/scripts/core/` is plain TypeScript with no
`cc` import, no `Component`, no scene access, and no wall-clock time. The state
machine is a pure reducer `apply(state, action) -> { state, events }` over a
seeded RNG.
**Why.** It makes the entire rule set verifiable with `npm test` in a second, on
any machine, with no editor running — which is the only practical way to build
this unattended. It also leaves the door open for server-authoritative
multiplayer later without a rewrite.
## 2026-09-13 · Architecture · Bots consume a restricted `PlayerView`
**Decision.** A bot never receives `GameState`. It receives a `PlayerView`: its
own hand, the table, the trump card, counts (deck size, each opponent's hand
size) and the discard count.
**Why.** It makes cheating structurally impossible rather than a matter of
discipline, and a `PlayerView` is exactly the payload a future network protocol
would send to a client.
## 2026-09-13 · Architecture · Savegame sections are self-registering
ARCHITECTURE.md asks for a save composed of independent classes, keyed by class
name.
**Decision.** Sections implement `ISaveSection { readonly key; save(); load(data) }`
and register with `SaveManager`. The key is an explicit string constant, *not*
`constructor.name`, because minification in release builds renames classes and
would silently orphan every existing save.
## 2026-09-13 · Presentation · 1080×1920 design resolution, fit-width
UI.md requires portrait, 4:3 to 21:9. ART.md fixes the art budget at 1080 px wide.
**Decision.** Design resolution 1080×1920 with `fitWidth = true`,
`fitHeight = false`, so the width is always exactly 1080 design units and taller
screens simply reveal more vertical space. Layout is anchored with widgets to
top/bottom, the play area centred, and the safe-area inset respected on the top
and bottom bars.
## 2026-09-13 · Art · Vector deck from `local/`, licence recorded
`local/Playing Cards` holds the Chris Aguilar "Vector Playing Cards" set
(also mirrored on Wikimedia Commons), which is **LGPL-3.0**.
**Decision.** Use the 36 faces needed for a durak deck, rendered from the SVG
sources so the downscale to the 1080-wide budget stays sharp. Attribution and
licence text are recorded in `assets/art/cards/ATTRIBUTION.md`. The card back,
table surface and UI chrome are not in that set and are authored for this project.