Files
fool-cardgame/docs/PLAN.md
T
ftcandClaude Opus 5 fddab60527 M1: ядро правил дурака (чистый TypeScript, без движка)
Детерминированный конечный автомат: apply(state, action) -> {state, events}.
Весь набор правил из GAMEPLAY.md проверяется headless-тестами.

- карты: Suit/Rank/Card (флайвейт, 36 штук), колода
- GameState + клонирование и сериализация в JSON
- действия (attack/defend/take/pass) и события для слоя отображения
- раздача, выбор первого атакующего, лимиты подкидывания,
  взятие карт, добор, выбывание игроков, определение дурака
- 64 теста, strict typecheck

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 10:38:49 +03:00

4.5 KiB
Raw Blame History

Development plan

Living document. Updated as work progresses — each milestone is committed to master together with the update to this file.

Legend: [ ] not started · [~] in progress · [x] done

Source specs this plan implements: GAMEPLAY.md, ARCHITECTURE.md, LOBBY.md, UI.md, ART.md. Autonomous choices are logged in DECISIONS.md; the resulting structure is described in TECHNICAL.md.

Iteration 1 scope

Single-player match of podkidnoy durak against a bot, 1v1, no transferring (perevod). Lobby → match → result → lobby. Savegame framework in place with a statistics section only (no currency, no levels yet). Portrait mobile UI, targets: Web, Android, iOS.

Guiding principle

The rules live in a pure TypeScript core with no cc imports, driven as a deterministic state machine. That makes the whole game logic testable headlessly with npm test — no editor, no device — which is what allows unattended progress. The Cocos layer only renders state and turns taps into actions.

Milestones

M0 — Foundation [x]

  • Read specs, confirm open questions with the user
  • docs/PLAN.md, docs/TECHNICAL.md, docs/DECISIONS.md
  • Asset folder skeleton under assets/
  • Project settings: design resolution 1080×1920, fit-width
  • Headless test harness (vitest) wired to assets/scripts/core, plus a core purity guard and a strict typecheck

M1 — Rules core [x]

  • Seeded RNG and shuffle
  • Suit, Rank, Card, 36-card deck
  • GameState: hands, deck, trump, table slots, discard, phase, turn order
  • First-attacker selection per GAMEPLAY.md (lowest trump → lowest card → random)
  • Legal action generation: Attack, Defend, Take, Pass
  • Turn resolution: beat-all / take, discard, draw order, player elimination
  • End conditions and loser ("fool") determination
  • Unit tests covering every rule clause, including the add-card limits

M2 — Bot and headless match runner [ ]

  • PlayerView projection — a bot sees only what a player legitimately sees
  • BasicBot exactly per GAMEPLAY.md "Basic bot"
  • MatchRunner driving a full headless match
  • Soak test: thousands of seeded self-play matches finish with no illegal state

M3 — Savegame module [ ]

  • ISaveSection contract, SaveManager registry, JSON keyed by section name
  • Storage backend over sys.localStorage (works on web and native)
  • StatsSection: games played / won / lost, current and best win streak
  • Versioning + tolerant load (unknown or missing sections do not break a load)
  • Tests for save/load round-trip and corrupted-payload recovery

M4 — Art pipeline [ ]

  • Pick the 36 needed faces from local/, downscale to the 1080-wide budget
  • Author the missing pieces: card back, table background, UI panels/buttons
  • Import into assets/art/, configure sprite frames and atlasing
  • Remove consumed source art from local/, record attribution/licence

M5 — Scenes and bootstrap [ ]

  • loader scene: module initialisation, then transition to lobby
  • lobby scene: New Game button, statistics readout
  • Canvas / resolution policy and a reusable safe-area-aware layout root

M6 — Game screen [ ]

  • Card prefab, face/back flipping, sizing
  • Hand layout (fan), table layout (attack/defence pairs), deck and trump display
  • Deal, attack, defend, take and discard animations driven by core events
  • Tap/drag input producing core actions; illegal moves visibly rejected
  • Bot acts with human-readable pacing

M7 — Match flow [ ]

  • Result overlay (win / lose), stats written through the savegame module
  • Return to lobby; start another match without a scene leak
  • Optional: surrender / leave match

M8 — Responsive and touch pass [ ]

  • Verify layout from 4:3 to 21:9, portrait
  • All interactive elements meet a minimum tap size
  • Editor preview screenshots at the extreme aspect ratios

M9 — Build verification and hand-off [ ]

  • Web-mobile build runs end to end
  • Android/iOS build settings documented (ASTC per ART.md)
  • README / TECHNICAL.md final pass

Deliberately out of scope for iteration 1

Multiplayer or networking, more than two players at the table (the core is written for N players, but only 1v1 is exercised), transferring (perevod), smarter bots, currency, levels, shop, sound design, localisation.