Files
fool-cardgame/docs/TECHNICAL.md
T
ftcandClaude Opus 5 c60fbcbb94 M2: бот и headless-прогон матчей
- 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>
2026-09-13 10:43:06 +03:00

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6.2 KiB
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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](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-mode` extension — see
[CODE_MODE_SETUP.md](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:
```ts
apply(state: GameState, action: Action): { state: GameState; events: GameEvent[] }
```
- `GameState` is 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.
- `Action` is 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.
- `GameEvent` is what *happened* — `CardDealt`, `CardPlayed`, `CardBeaten`,
`TableTaken`, `TableDiscarded`, `TurnPassed`, `PlayerOut`, `GameOver`. The view
layer animates the event stream; it never inspects `GameState` directly 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](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](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, `PascalCase` for types, `camelCase` for members,
`_private` for 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 `any` in `core/`. `strict` is off in the Cocos tsconfig for engine-side
convenience, but the test harness type-checks `core/` in strict mode.
## Workflows
### Tests
```bash
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.
```bash
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](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](ART.md), PNG for
web.