chore: initial commit
This commit is contained in:
147
docs/ARCHITECTURE.md
Normal file
147
docs/ARCHITECTURE.md
Normal file
@@ -0,0 +1,147 @@
|
||||
# Architecture
|
||||
|
||||
> Last Updated: 2026-03-31T00:00:00.000Z
|
||||
|
||||
## Overview
|
||||
|
||||
| Attribute | Value |
|
||||
|-----------------|--------------------------------------------------------|
|
||||
| **Language** | TypeScript (ES2020 target, strict mode) |
|
||||
| **Type** | 2D card game — Scopone Scientifico |
|
||||
| **Framework** | Phaser 3.87+ (scene-based game engine) |
|
||||
| **Bundler** | Vite 5 |
|
||||
| **Native** | Capacitor 8.3 (Android) |
|
||||
| **Resolution** | 1280 × 720, FIT scaling with auto-center |
|
||||
|
||||
## Project Structure
|
||||
|
||||
```
|
||||
scopone-phaser/
|
||||
├── src/
|
||||
│ ├── main.ts # Phaser.Game bootstrap + config
|
||||
│ ├── game/
|
||||
│ │ ├── types.ts # Card, Suit, Player, GameState, TeamScore, ScoreBreakdown, PRIMIERA_VALUES
|
||||
│ │ ├── engine.ts # Deck build, shuffle, capture logic, applyMove, scoring, primiera
|
||||
│ │ └── ai.ts # Heuristic AI: chooseMove, scoreCapture, scoreDump
|
||||
│ └── scenes/
|
||||
│ ├── BootScene.ts # Asset loading (atlas, card back image)
|
||||
│ ├── MenuScene.ts # Start menu with rules summary
|
||||
│ └── GameScene.ts # Main game: rendering, turn management, effects, audio
|
||||
├── index.html # Entry point, Italian locale, green felt background
|
||||
├── public/ # Static assets (atlas.json, atlas.png, retro.png)
|
||||
├── android/ # Capacitor Android native shell
|
||||
├── package.json
|
||||
├── tsconfig.json
|
||||
├── vite.config.ts
|
||||
└── capacitor.config.ts
|
||||
```
|
||||
|
||||
## Key Directories
|
||||
|
||||
| Directory | Purpose |
|
||||
|--------------------|----------------------------------------------------------------|
|
||||
| `src/game/` | Domain logic — types, game engine, AI (no Phaser dependency) |
|
||||
| `src/scenes/` | Phaser scenes — rendering, input, effects, audio |
|
||||
| `public/` | Static assets served by Vite (card atlas, card back) |
|
||||
| `android/` | Capacitor-generated Android project (Gradle, Java) |
|
||||
| `prompts/` | JIRA agent pipeline artifacts |
|
||||
|
||||
## Design Patterns
|
||||
|
||||
| Pattern | Where |
|
||||
|-----------------------------|--------------------------------------------------------------------|
|
||||
| **Scene lifecycle** | BootScene → MenuScene → GameScene (Phaser scene graph) |
|
||||
| **Immutable state updates** | `applyMove()` deep-clones `GameState` before mutation |
|
||||
| **Heuristic scoring** | AI evaluates all legal moves with weighted feature scores |
|
||||
| **Separation of concerns** | `game/` has no Phaser imports; `scenes/` bridges game ↔ rendering |
|
||||
| **Procedural audio** | Web Audio API oscillators + delay reverb — no audio files |
|
||||
|
||||
No explicit GoF patterns (singleton, factory, observer, DI) detected.
|
||||
|
||||
## Key Components
|
||||
|
||||
### `types.ts` — Domain Types
|
||||
|
||||
- `Card { suit, value, id }` — 40-card Napoletane deck (suits: bastoni, coppe, denara, spade; values 1-10)
|
||||
- `GameState` — full round state: 4 players, table, current player, team scores, round tracking
|
||||
- `TeamScore` — per-team stats: cards, scope, denari, settebello, primiera, round/total points
|
||||
- `ScoreBreakdown` — which team won each scoring category
|
||||
- `PRIMIERA_VALUES` — lookup table for primiera card values
|
||||
|
||||
### `engine.ts` — Game Logic
|
||||
|
||||
- `buildDeck()` / `shuffle()` — Fisher-Yates 40-card deck
|
||||
- `createInitialState()` — deals 10 cards per player, empty table (Scopone Scientifico rules)
|
||||
- `findCaptures(played, table)` — direct value match (mandatory) or subset-sum combinations
|
||||
- `applyMove(state, player, card, captureChoice)` — immutable state transition, scopa detection, end-of-round scoring
|
||||
- `calculateScores()` / `scoreRound()` — carte, denari, settebello, primiera, scope points
|
||||
- `calcPrimiera(pile)` — best card per suit using `PRIMIERA_VALUES`
|
||||
- `teamOf(playerIdx)` — team assignment: 0+2 = Team A, 1+3 = Team B
|
||||
|
||||
### `ai.ts` — Heuristic AI
|
||||
|
||||
- `chooseMove(state, playerIdx)` — evaluates all legal moves (captures + dumps)
|
||||
- `scoreCapture()` — weighted: scopa (+500), settebello (+300), denari (+50 each), card count, primiera value, opponent threat
|
||||
- `scoreDump()` — avoids giving opponents scopa (-400), prefers low-value non-denari, penalises dumping 7s and aces
|
||||
|
||||
### `GameScene.ts` — Main Scene (~1340 lines)
|
||||
|
||||
- Four-player layout: South (human), West/East (AI, rotated ±90°), North (AI partner)
|
||||
- Deal animation with staggered tweens
|
||||
- Card selection with postFX glow pulse
|
||||
- Capture highlighting with multiple-choice UI
|
||||
- Particle effects: capture burst, scopa explosion, settebello flash, denari shimmer, primiera glow, card trails, victory confetti
|
||||
- Camera shake + flash on scopa and settebello
|
||||
- Live score bar with animated counter updates
|
||||
- Think bar progress indicator during AI turns
|
||||
- Procedural background music (oscillator drone + triangle melody + chord stabs)
|
||||
- Round-end summary panel and game-over screen
|
||||
|
||||
## Dependencies
|
||||
|
||||
### Production
|
||||
|
||||
| Package | Version | Purpose |
|
||||
|----------------------|----------|--------------------------------------|
|
||||
| `phaser` | ^3.87.0 | 2D game engine |
|
||||
| `@capacitor/core` | ^8.3.0 | Capacitor runtime |
|
||||
| `@capacitor/cli` | ^8.3.0 | Capacitor CLI |
|
||||
| `@capacitor/android` | ^8.3.0 | Android platform plugin |
|
||||
|
||||
### Development
|
||||
|
||||
| Package | Version | Purpose |
|
||||
|---------------|---------|--------------------------|
|
||||
| `typescript` | ^5.0.0 | TypeScript compiler |
|
||||
| `vite` | ^5.0.0 | Dev server and bundler |
|
||||
|
||||
## Module Organisation
|
||||
|
||||
```
|
||||
main.ts ──→ BootScene ──→ MenuScene ──→ GameScene
|
||||
│
|
||||
├── game/engine (createInitialState, applyMove, findCaptures, ...)
|
||||
├── game/ai (chooseMove)
|
||||
└── game/types (Card, GameState, ...)
|
||||
```
|
||||
|
||||
`game/` modules are pure logic with no framework coupling. `scenes/` imports from `game/` but never vice versa.
|
||||
|
||||
## Data Flow
|
||||
|
||||
1. `createInitialState()` builds shuffled deck, deals 10 cards each, empty table
|
||||
2. `GameScene.nextTurn()` detects current player: human → enable input; AI → delay + `chooseMove()`
|
||||
3. `applyMove()` returns new `GameState` + capture result + scopa flag
|
||||
4. `GameScene.executeMove()` animates: card flight → capture burst → pile collection
|
||||
5. `updateScoreBar()` reflects live team stats with animated counter tweens
|
||||
6. When all hands empty → `calculateScores()` → round-end overlay
|
||||
7. First team to 11 points → game-over screen → optional restart
|
||||
|
||||
## Build System
|
||||
|
||||
| Command | Action |
|
||||
|--------------------|--------------------------------------------|
|
||||
| `npm run dev` | `vite` — dev server on port 3000 |
|
||||
| `npm run build` | `tsc && vite build` — compile + bundle to `dist/` |
|
||||
| `npm run preview` | `vite preview` — preview production build |
|
||||
| `tsc --noEmit` | Type-check only (no test framework) |
|
||||
145
docs/CODE_STYLE.md
Normal file
145
docs/CODE_STYLE.md
Normal file
@@ -0,0 +1,145 @@
|
||||
# Code Style
|
||||
|
||||
> Last Updated: 2026-03-31T00:00:00.000Z
|
||||
|
||||
## Language & Version
|
||||
|
||||
- **TypeScript** 5.x, strict mode enabled
|
||||
- Target: **ES2020**, module: **ESNext**, module resolution: **bundler**
|
||||
- `noEmit: true` — Vite handles transpilation; `tsc` is used for type-checking only
|
||||
|
||||
## Naming Conventions
|
||||
|
||||
| Kind | Convention | Examples |
|
||||
|------------------|---------------|-------------------------------------------------------------------|
|
||||
| Types/Interfaces | PascalCase | `Card`, `GameState`, `PlayerIndex`, `TeamScore`, `ScoreBreakdown` |
|
||||
| Type aliases | PascalCase | `Suit`, `PlayerIndex` |
|
||||
| Classes | PascalCase | `BootScene`, `MenuScene`, `GameScene` |
|
||||
| Functions | camelCase | `buildDeck()`, `findCaptures()`, `chooseMove()`, `applyMove()` |
|
||||
| Constants | UPPER_SNAKE | `PRIMIERA_VALUES`, `SUITS`, `AI_DELAY`, `SCOREBAR_H` |
|
||||
| Local variables | camelCase | `bestMove`, `capturedCards`, `isScopa`, `afterTable` |
|
||||
| Private members | camelCase | `this.state`, `this.cardImages`, `this.aiThinking` |
|
||||
| Parameters | camelCase | `playerIdx`, `captureChoice`, `onComplete` |
|
||||
|
||||
## Class & Scene Patterns
|
||||
|
||||
Scenes extend `Phaser.Scene` and follow the Phaser lifecycle:
|
||||
|
||||
```ts
|
||||
export class BootScene extends Phaser.Scene {
|
||||
constructor() {
|
||||
super({ key: 'BootScene' });
|
||||
}
|
||||
preload(): void { /* asset loading */ }
|
||||
create(): void { /* scene setup */ }
|
||||
}
|
||||
```
|
||||
|
||||
Scene registration via `Phaser.Types.Core.GameConfig.scene` array in `main.ts`.
|
||||
|
||||
## Indentation & Formatting
|
||||
|
||||
- **2-space** indentation
|
||||
- **Single quotes** for string literals
|
||||
- No semicolons omission — **semicolons used consistently**
|
||||
- Trailing commas in multi-line objects/arrays
|
||||
- `const` preferred; `let` when reassignment is needed; no `var`
|
||||
|
||||
## Import Patterns
|
||||
|
||||
Named imports from local modules:
|
||||
|
||||
```ts
|
||||
import { Card, GameState, PlayerIndex } from './types';
|
||||
import { findCaptures, canCapture, calcPrimiera, teamOf } from './engine';
|
||||
import { chooseMove } from '../game/ai';
|
||||
```
|
||||
|
||||
Default import for Phaser:
|
||||
|
||||
```ts
|
||||
import Phaser from 'phaser';
|
||||
```
|
||||
|
||||
Type-only import for Capacitor config:
|
||||
|
||||
```ts
|
||||
import type { CapacitorConfig } from '@capacitor/cli';
|
||||
```
|
||||
|
||||
Relative paths only (`./`, `../`). No path aliases configured.
|
||||
|
||||
## Export Patterns
|
||||
|
||||
- **Named exports** for all public symbols (`export function`, `export class`, `export interface`, `export type`, `export const`)
|
||||
- No default exports except `vite.config.ts` and `capacitor.config.ts` (framework convention)
|
||||
- Private/internal functions are not exported (`getSubsets`, `calculateScores`, `scoreRound`, `deepClone`)
|
||||
|
||||
## Type Annotations
|
||||
|
||||
- Explicit return types on exported functions: `(): Card[]`, `(): GameState`, `(): boolean`
|
||||
- Union types for constrained values: `PlayerIndex = 0 | 1 | 2 | 3`
|
||||
- String literal unions: `Suit = 'bastoni' | 'coppe' | 'denara' | 'spade'`
|
||||
- Tuple types for fixed-length arrays: `[Player, Player, Player, Player]`, `[TeamScore, TeamScore]`
|
||||
- `Record<K, V>` for maps: `PRIMIERA_VALUES: Record<number, number>`
|
||||
|
||||
## Comments & Documentation
|
||||
|
||||
- **JSDoc** comments on key exported functions (`findCaptures`, `applyMove`)
|
||||
- Section separators using dashed lines:
|
||||
```ts
|
||||
// ---------------------------------------------------------------------------
|
||||
// Deck
|
||||
// ---------------------------------------------------------------------------
|
||||
```
|
||||
- `[trueref]` annotations documenting Phaser API provenance
|
||||
- Inline comments for non-obvious logic (capture rules, AI heuristic weights)
|
||||
- No auto-generated docs or separate documentation tooling
|
||||
|
||||
## Code Examples (from codebase)
|
||||
|
||||
### Immutable state update pattern
|
||||
|
||||
```ts
|
||||
export function applyMove(
|
||||
state: GameState,
|
||||
playerIdx: PlayerIndex,
|
||||
card: Card,
|
||||
captureChoice?: Card[]
|
||||
): { nextState: GameState; capture: Capture | null; isScopa: boolean } {
|
||||
const state2 = deepClone(state);
|
||||
// ... mutations on state2 ...
|
||||
return { nextState: state2, capture: ..., isScopa };
|
||||
}
|
||||
```
|
||||
|
||||
### AI heuristic weighted scoring
|
||||
|
||||
```ts
|
||||
function scoreCapture(...): number {
|
||||
let score = 100; // base for capturing anything
|
||||
if (isScopa) score += 500;
|
||||
if (settebello) score += 300;
|
||||
score += denariCount * 50;
|
||||
score += captured.length * 20;
|
||||
// ...
|
||||
return score;
|
||||
}
|
||||
```
|
||||
|
||||
### Phaser particle effect
|
||||
|
||||
```ts
|
||||
const e1 = this.add.particles(x, y, 'particle_glow', {
|
||||
lifespan: { min: 350, max: 700 },
|
||||
speed: { min: 80, max: 280 },
|
||||
scale: { start: 0.9, end: 0 },
|
||||
tint: color, gravityY: 100, emitting: false,
|
||||
}).setDepth(25);
|
||||
e1.explode(count);
|
||||
```
|
||||
|
||||
## Linting & Formatting
|
||||
|
||||
No ESLint or Prettier configuration detected. Code style is maintained manually.
|
||||
TypeScript strict mode provides type-level linting (`strict: true` in `tsconfig.json`).
|
||||
99
docs/FINDINGS.md
Normal file
99
docs/FINDINGS.md
Normal file
@@ -0,0 +1,99 @@
|
||||
# Findings
|
||||
|
||||
> Last Updated: 2026-03-31T00:00:00.000Z
|
||||
|
||||
## Summary
|
||||
|
||||
Initial analysis of the Scopone Scientifico Phaser 3 codebase. This document is populated by the Planner agent as research is performed.
|
||||
|
||||
## Codebase Observations
|
||||
|
||||
- **Total source files**: 9 TypeScript (6 in `src/`), 3 Java (Capacitor boilerplate)
|
||||
- **Largest file**: `GameScene.ts` (~1340 lines) — rendering, input, effects, audio, UI
|
||||
- **Game logic is framework-independent**: `game/` modules have zero Phaser imports
|
||||
- **No test framework**: only `tsc --noEmit` for type-checking
|
||||
- **No linter/formatter**: code style enforced manually
|
||||
- **AI plays all 3 non-human seats** using the same heuristic
|
||||
- **Procedural audio**: all sound is Web Audio oscillators — no audio asset files
|
||||
|
||||
## Potential Improvement Areas
|
||||
|
||||
- **AI cheats with perfect information**: `scoreDump()` and `opponentThreatScore()` in `ai.ts` iterate `opp.hand` directly — bots can see all opponent cards. Must be replaced with imperfect-information card tracking.
|
||||
- **No mastery/difficulty levels**: All 3 AI seats use the same heuristic at the same strength.
|
||||
- **No card tracking**: No module tracks which cards have been played or remains in the deck.
|
||||
- **No minimax**: Pure heuristic scoring, no look-ahead or game tree search.
|
||||
- **Allied bot is selfish**: Compagno (player 2) plays identically to opponents — no cooperative strategy.
|
||||
|
||||
## Research Performed
|
||||
|
||||
### Web Research: Scopone Scientifico Rules (2026-03-31)
|
||||
|
||||
**Sources**: Wikipedia (*Scopa* article, Scopone section), Pagat.com (*Scopone* page by John McLeod)
|
||||
|
||||
#### Core Rules (Scopone Scientifico variant)
|
||||
- 4 players, 2 fixed teams of 2 (sit opposite): Team A = players 0+2, Team B = players 1+3
|
||||
- 40-card Napoletane deck: 4 suits (bastoni, coppe, denara, spade), values 1–10
|
||||
- **All 40 cards dealt** (10 each), **no initial table cards** — the "scientifico" variant
|
||||
- Play passes around the table (counter-clockwise in Italian tradition; this game uses 0→1→2→3)
|
||||
- Each turn: play one card face-up to the table
|
||||
|
||||
#### Capture Rules
|
||||
1. If the played card's value **matches a table card**, the table card **must** be captured (single card, not a sum)
|
||||
2. If **multiple table cards match** the played value, exactly one is captured (player chooses)
|
||||
3. If **no direct match**, the player may capture a **subset of table cards summing** to the played value
|
||||
4. If the played card matches both a single card and a sum, **the single card must be captured** (not the sum)
|
||||
5. There is **no obligation to play a capturing card** — a player may choose to play a non-capturing card instead. But if the played card CAN capture, it MUST capture.
|
||||
6. **Scopa**: capturing ALL remaining table cards awards +1 point (except on the very last card of the round)
|
||||
|
||||
#### Scoring (per round, 4 fixed points + scope)
|
||||
| Category | Rule |
|
||||
|------------|----------------------------------------------------------|
|
||||
| **Carte** | Team with majority of captured cards (20+ of 40). Tie = no point. |
|
||||
| **Denari** | Team with majority of coins/denara suit cards (6+ of 10). Tie = no point. |
|
||||
| **Settebello** | Team capturing the 7 of denara. Always awarded. |
|
||||
| **Primiera** | Team with highest prime value. Prime = best card per suit using special scale. Tie = no point. Must have all 4 suits. |
|
||||
| **Scope** | +1 per scopa achieved during play. |
|
||||
|
||||
#### Primiera Values (confirmed matching codebase)
|
||||
| Card value | Primiera value |
|
||||
|------------|---------------|
|
||||
| 7 | 21 |
|
||||
| 6 | 18 |
|
||||
| 1 (Ace) | 16 |
|
||||
| 5 | 15 |
|
||||
| 4 | 14 |
|
||||
| 3 | 13 |
|
||||
| 2 | 12 |
|
||||
| 8,9,10 | 10 |
|
||||
|
||||
A team missing an entire suit **cannot win primiera** (even 3×21=63 loses to 21+16+16+16=69 with all 4 suits).
|
||||
|
||||
#### Winning
|
||||
- First team to **11+ points** at the end of a round wins
|
||||
- If both reach 11 in the same round, higher total wins; if tied, play continues
|
||||
|
||||
#### Strategy Notes (from Pagat.com)
|
||||
- **7 of coins (settebello)** is the single most valuable card — contributes to all 4 fixed scoring categories
|
||||
- **Avoid giving scope**: leave table total ≥ 11 when possible
|
||||
- **Anchor strategy**: leave a card on table that your team controls (you hold duplicates of that value)
|
||||
- **Whirlwind**: consecutive scope — clearing the table forces opponent to play, partner captures, repeat
|
||||
- **Sevens > sixes > aces** in priority for primiera control
|
||||
- **Paired/unpaired tracking**: if all captures are single-card matches, the last card matches the last table card. Sum captures disrupt this pattern, important for end-game planning.
|
||||
|
||||
### Codebase Capture Rule Validation
|
||||
The `findCaptures()` in `engine.ts` correctly implements:
|
||||
- Direct match priority over sum captures ✓
|
||||
- Multiple direct matches: takes ALL matching cards (slight deviation — pagat.com says choose ONE, but Wikipedia says take all. The codebase takes all direct matches. This is the **existing behavior** and must not be altered per success criteria.)
|
||||
- Sum subsets via power set enumeration ✓
|
||||
- `applyMove()` auto-captures when possible ✓
|
||||
|
||||
### Minimax Feasibility Analysis
|
||||
- 10 cards per player × 4 players = 40 total moves per round
|
||||
- Full game tree: ~10^12 nodes — infeasible for exhaustive search
|
||||
- **Approach**: Depth-limited alpha-beta with determinization for imperfect information
|
||||
- Sample N possible opponent hand assignments consistent with card tracking
|
||||
- Run minimax on each sample to limited depth (4–6 plies)
|
||||
- Average/vote across samples for best move
|
||||
- Alpha-beta pruning reduces effective branching factor significantly
|
||||
- Depth 4 (one full rotation) with ~5 moves per player = ~625 nodes per sample — very manageable
|
||||
- 10–20 samples × 625 nodes = ~6,000–12,500 evaluations — runs in <100ms on modern hardware
|
||||
Reference in New Issue
Block a user