- PlayerView: проекция состояния, в которой боту видно только то, что видно живому игроку (своя рука, стол, размеры чужих рук, счётчики) - BasicBot: политика из GAMEPLAY.md, полностью детерминированная - Match: обёртка с состоянием и подпиской на события (её же возьмёт UI) - runMatch: прогон матча без движка и без таймеров - soak-тесты: 3500 полных матчей (боты и случайные легальные ходы, 2-4 игрока), инварианты состояния проверяются после каждого действия - npm run stats:bot — распределение исходов самоигры Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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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, 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-modeextension — see 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:
apply(state: GameState, action: Action): { state: GameState; events: GameEvent[] }
GameStateis 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.Actionis 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.GameEventis what happened —CardDealt,CardPlayed,CardBeaten,TableTaken,TableDiscarded,TurnPassed,PlayerOut,GameOver. The view layer animates the event stream; it never inspectsGameStatedirectly 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.
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: 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,
PascalCasefor types,camelCasefor members,_privatefor 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
anyincore/.strictis off in the Cocos tsconfig for engine-side convenience, but the test harness type-checkscore/in strict mode.
Workflows
Tests
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.
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; 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, PNG for
web.