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>
98 lines
4.5 KiB
Markdown
98 lines
4.5 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 `[ ]`
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- [ ] `PlayerView` projection — a bot sees only what a player legitimately sees
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- [ ] `BasicBot` exactly per GAMEPLAY.md "Basic bot"
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- [ ] `MatchRunner` driving a full headless match
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- [ ] Soak test: thousands of seeded self-play matches finish with no illegal state
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### M3 — Savegame module `[ ]`
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- [ ] `ISaveSection` contract, `SaveManager` registry, JSON keyed by section name
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- [ ] Storage backend over `sys.localStorage` (works on web and native)
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- [ ] `StatsSection`: games played / won / lost, current and best win streak
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- [ ] Versioning + tolerant load (unknown or missing sections do not break a load)
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- [ ] Tests for save/load round-trip and corrupted-payload recovery
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### M4 — Art pipeline `[ ]`
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- [ ] Pick the 36 needed faces from `local/`, downscale to the 1080-wide budget
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- [ ] Author the missing pieces: card back, table background, UI panels/buttons
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- [ ] Import into `assets/art/`, configure sprite frames and atlasing
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- [ ] Remove consumed source art from `local/`, record attribution/licence
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### M5 — Scenes and bootstrap `[ ]`
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- [ ] `loader` scene: module initialisation, then transition to `lobby`
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- [ ] `lobby` scene: New Game button, statistics readout
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- [ ] Canvas / resolution policy and a reusable safe-area-aware layout root
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### M6 — Game screen `[ ]`
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- [ ] `Card` prefab, face/back flipping, sizing
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- [ ] Hand layout (fan), table layout (attack/defence pairs), deck and trump display
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- [ ] Deal, attack, defend, take and discard animations driven by core events
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- [ ] Tap/drag input producing core actions; illegal moves visibly rejected
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- [ ] Bot acts with human-readable pacing
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### M7 — Match flow `[ ]`
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- [ ] Result overlay (win / lose), stats written through the savegame module
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- [ ] Return to lobby; start another match without a scene leak
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- [ ] Optional: surrender / leave match
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### M8 — Responsive and touch pass `[ ]`
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- [ ] Verify layout from 4:3 to 21:9, portrait
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- [ ] All interactive elements meet a minimum tap size
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- [ ] Editor preview screenshots at the extreme aspect ratios
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### M9 — Build verification and hand-off `[ ]`
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- [ ] Web-mobile build runs end to end
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- [ ] Android/iOS build settings documented (ASTC per ART.md)
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- [ ] README / TECHNICAL.md final pass
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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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