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docs/CODE_STYLE.md
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docs/CODE_STYLE.md
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# Code Style
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> Last Updated: 2026-03-31T00:00:00.000Z
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## Language & Version
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- **TypeScript** 5.x, strict mode enabled
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- Target: **ES2020**, module: **ESNext**, module resolution: **bundler**
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- `noEmit: true` — Vite handles transpilation; `tsc` is used for type-checking only
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## Naming Conventions
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| Kind | Convention | Examples |
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|------------------|---------------|-------------------------------------------------------------------|
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| Types/Interfaces | PascalCase | `Card`, `GameState`, `PlayerIndex`, `TeamScore`, `ScoreBreakdown` |
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| Type aliases | PascalCase | `Suit`, `PlayerIndex` |
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| Classes | PascalCase | `BootScene`, `MenuScene`, `GameScene` |
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| Functions | camelCase | `buildDeck()`, `findCaptures()`, `chooseMove()`, `applyMove()` |
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| Constants | UPPER_SNAKE | `PRIMIERA_VALUES`, `SUITS`, `AI_DELAY`, `SCOREBAR_H` |
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| Local variables | camelCase | `bestMove`, `capturedCards`, `isScopa`, `afterTable` |
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| Private members | camelCase | `this.state`, `this.cardImages`, `this.aiThinking` |
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| Parameters | camelCase | `playerIdx`, `captureChoice`, `onComplete` |
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## Class & Scene Patterns
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Scenes extend `Phaser.Scene` and follow the Phaser lifecycle:
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```ts
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export class BootScene extends Phaser.Scene {
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constructor() {
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super({ key: 'BootScene' });
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}
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preload(): void { /* asset loading */ }
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create(): void { /* scene setup */ }
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}
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```
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Scene registration via `Phaser.Types.Core.GameConfig.scene` array in `main.ts`.
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## Indentation & Formatting
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- **2-space** indentation
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- **Single quotes** for string literals
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- No semicolons omission — **semicolons used consistently**
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- Trailing commas in multi-line objects/arrays
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- `const` preferred; `let` when reassignment is needed; no `var`
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## Import Patterns
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Named imports from local modules:
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```ts
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import { Card, GameState, PlayerIndex } from './types';
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import { findCaptures, canCapture, calcPrimiera, teamOf } from './engine';
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import { chooseMove } from '../game/ai';
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```
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Default import for Phaser:
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```ts
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import Phaser from 'phaser';
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```
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Type-only import for Capacitor config:
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```ts
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import type { CapacitorConfig } from '@capacitor/cli';
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```
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Relative paths only (`./`, `../`). No path aliases configured.
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## Export Patterns
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- **Named exports** for all public symbols (`export function`, `export class`, `export interface`, `export type`, `export const`)
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- No default exports except `vite.config.ts` and `capacitor.config.ts` (framework convention)
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- Private/internal functions are not exported (`getSubsets`, `calculateScores`, `scoreRound`, `deepClone`)
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## Type Annotations
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- Explicit return types on exported functions: `(): Card[]`, `(): GameState`, `(): boolean`
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- Union types for constrained values: `PlayerIndex = 0 | 1 | 2 | 3`
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- String literal unions: `Suit = 'bastoni' | 'coppe' | 'denara' | 'spade'`
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- Tuple types for fixed-length arrays: `[Player, Player, Player, Player]`, `[TeamScore, TeamScore]`
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- `Record<K, V>` for maps: `PRIMIERA_VALUES: Record<number, number>`
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## Comments & Documentation
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- **JSDoc** comments on key exported functions (`findCaptures`, `applyMove`)
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- Section separators using dashed lines:
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```ts
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// ---------------------------------------------------------------------------
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// Deck
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// ---------------------------------------------------------------------------
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```
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- `[trueref]` annotations documenting Phaser API provenance
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- Inline comments for non-obvious logic (capture rules, AI heuristic weights)
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- No auto-generated docs or separate documentation tooling
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## Code Examples (from codebase)
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### Immutable state update pattern
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```ts
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export function applyMove(
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state: GameState,
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playerIdx: PlayerIndex,
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card: Card,
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captureChoice?: Card[]
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): { nextState: GameState; capture: Capture | null; isScopa: boolean } {
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const state2 = deepClone(state);
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// ... mutations on state2 ...
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return { nextState: state2, capture: ..., isScopa };
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}
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```
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### AI heuristic weighted scoring
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```ts
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function scoreCapture(...): number {
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let score = 100; // base for capturing anything
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if (isScopa) score += 500;
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if (settebello) score += 300;
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score += denariCount * 50;
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score += captured.length * 20;
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// ...
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return score;
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}
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```
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### Phaser particle effect
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```ts
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const e1 = this.add.particles(x, y, 'particle_glow', {
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lifespan: { min: 350, max: 700 },
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speed: { min: 80, max: 280 },
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scale: { start: 0.9, end: 0 },
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tint: color, gravityY: 100, emitting: false,
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}).setDepth(25);
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e1.explode(count);
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```
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## Linting & Formatting
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No ESLint or Prettier configuration detected. Code style is maintained manually.
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TypeScript strict mode provides type-level linting (`strict: true` in `tsconfig.json`).
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