feat(SCOPONE-0010): improve capture pacing and settings

This commit is contained in:
Giancarmine Salucci
2026-04-09 23:00:59 +02:00
parent 77ab1f43a6
commit c107489b0a
7 changed files with 740 additions and 176 deletions

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@@ -1,6 +1,6 @@
# Architecture
> Last Updated: 2026-04-08T19:48:08.000Z
> Last Updated: 2026-04-09T20:59:51.000Z
## Overview
@@ -8,14 +8,15 @@
|-----------|-------|
| Primary language | TypeScript |
| Secondary language | Java |
| Source counts | 15 TypeScript files under `src/`, 3 Java files under `android/` |
| Project type | Phaser browser game packaged for Android with Capacitor |
| Framework | Phaser 3.87.0 |
| Tooling | Vite 5, TypeScript 5.x, Capacitor 8.3 |
| Tooling | Vite 5, TypeScript 5.x, Capacitor 8.3, tsx 4.19 |
| Runtime layout | 1280 x 720, `Phaser.Scale.FIT`, centered in `#game` |
| Build command | `npm run build` |
| Test command | `npx tsc --noEmit` |
The repository is a TypeScript-first implementation of Scopone Scientifico. Gameplay rules, scoring, inference, and AI live in framework-independent modules under `src/game/`. Phaser scenes under `src/scenes/` own rendering, input, UI, animation, and scene transitions. The `android/` tree is a Capacitor wrapper with a small custom `MainActivity` for immersive full-screen behavior.
The repository is a TypeScript-first implementation of Scopone Scientifico. Pure game rules, scoring, imperfect-information tracking, AI heuristics, worker transport, and benchmark code live under `src/game/`. Phaser scenes under `src/scenes/` own rendering, input, animation, menu flow, status messaging, and procedural audio. The `android/` tree is a Capacitor wrapper with a small custom `MainActivity` that forces immersive full-screen behavior.
## Project Structure
@@ -27,13 +28,17 @@ scopone-phaser/
| | |- types.ts
| | |- engine.ts
| | |- card-tracker.ts
| | |- preferences.ts
| | |- ai.ts
| | |- ai-worker-protocol.ts
| | |- ai-worker-client.ts
| | `- ai.worker.ts
| | |- ai.worker.ts
| | |- ai-benchmark.ts
| | `- ai-benchmark-fixtures.ts
| `- scenes/
| |- BootScene.ts
| |- MenuScene.ts
| |- SettingsScene.ts
| `- GameScene.ts
|- public/
|- android/
@@ -51,9 +56,9 @@ scopone-phaser/
| Directory | Purpose |
|-----------|---------|
| `src/game/` | Rules engine, score calculation, imperfect-information tracking, AI heuristics, and master search |
| `src/scenes/` | Phaser scene lifecycle, menus, board rendering, interaction, HUD, audio, and FX |
| `public/` | Atlas metadata and other static assets loaded by Phaser |
| `src/game/` | Rules engine, score calculation, imperfect-information tracking, audio preference persistence, AI heuristics, worker transport, and benchmark harnesses |
| `src/scenes/` | Phaser scene lifecycle, menus, settings UI, board rendering, interaction, HUD, audio, and FX |
| `public/` | Atlas metadata and static assets loaded by Phaser |
| `android/` | Capacitor Android project, Gradle configuration, generated wrapper assets, and the native activity |
| `docs/` | Architecture, code style, findings, and cache metadata |
| `prompts/` | JIRA workflow artifacts and iteration state |
@@ -66,46 +71,53 @@ Observed architectural patterns:
| Pattern | Where it appears |
|---------|------------------|
| Scene-based flow | `BootScene -> MenuScene -> GameScene` via Phaser scene registration |
| Scene-based flow | `BootScene -> MenuScene -> GameScene`, with `SettingsScene` opened from the menu and returning to it |
| Functional core / imperative shell | `src/game/` avoids Phaser imports while `src/scenes/` owns runtime side effects |
| Immutable state transitions | `applyMove()` clones `GameState` before mutating round state |
| Worker offload with fallback | `AIWorkerClient` uses `ai.worker.ts` when available and falls back to direct `chooseMove()` otherwise |
| Typed message protocol | `ai-worker-protocol.ts` defines worker request, progress, result, and error shapes |
| Imperfect-information search | `CardTracker` plus determinization sampling support the `master` AI tier |
| Typed message protocol | `ai-worker-protocol.ts` defines worker request, progress, result, and serialized error shapes |
| Persistence adapter | `preferences.ts` normalizes and stores audio settings through a storage boundary instead of scene-local flags |
| Deterministic benchmark harness | `ai-benchmark.ts` uses fixtures, seeded self-play, and simulated timing sources to evaluate AI quality |
## Key Components
### `src/main.ts`
- Creates the `Phaser.Game` instance.
- Registers `BootScene`, `MenuScene`, and `GameScene`.
- Installs a one-shot fullscreen request on first user input when supported.
- Registers `BootScene`, `MenuScene`, `GameScene`, and a local `SettingsScene` placeholder; `MenuScene` replaces that placeholder with the concrete `src/scenes/SettingsScene.ts` class before navigation.
### `src/game/types.ts`
- Defines the core game model: `Card`, `Capture`, `Player`, `GameState`, `TeamScore`, and `ScoreBreakdown`.
- Models constrained domains with unions such as `PlayerIndex` and `Difficulty`.
- Models constrained domains with unions such as `PlayerIndex`, `Difficulty`, and `DealerRelativeRole`.
- Stores `PRIMIERA_VALUES` for end-of-round scoring.
### `src/game/engine.ts`
- Builds and shuffles the 40-card deck.
- Creates a round state for four players with dealer-relative opening order.
- Implements capture rules where direct value matches take priority over subset-sum captures.
- Applies moves immutably, awards scope, assigns leftover table cards, and computes round and match scoring.
- Creates a round state for four players with dealer-relative opening order and stable player labels.
- Implements Scopone capture rules where direct value matches take priority over subset-sum captures.
- Applies moves immutably, awards scopa only before the final play, assigns leftover table cards to the last capturing team, and computes round and match scoring.
### `src/game/card-tracker.ts`
- Tracks cards visible through play and capture events without exposing hidden hands.
- Reconstructs unseen cards from `played + myHand + table`.
- Supplies value and suit residue helpers used by AI inference and probability estimates.
- Supplies suit counts, same-rank residue summaries, and hand-value probabilities used by the AI tiers.
### `src/game/preferences.ts`
- Defines the persisted audio preference model.
- Normalizes possibly invalid storage payloads back to safe defaults.
- Loads and saves preferences through `localStorage` when available, with browser-safe fallbacks.
### `src/game/ai.ts`
- Exposes `chooseMove()` as the async AI entry point.
- Implements three difficulty tiers: `beginner`, `advanced`, and `master`.
- Uses table-driven search profiles, role-aware heuristics, tracker-based inference, and determinization plus alpha-beta search.
- Configures the current master profile with a 4600 ms budget, 10 samples, depth 6, and batch size 2.
- Uses role-aware heuristics, tracker-based inference, tactical priority scoring, determinization sampling, and alpha-beta search.
- Applies dynamic master search profiles based on total cards remaining, ranging from the base profile `4300 ms / 8 samples / depth 5 / batch 2` down to `3200 ms / 4 samples / exact endgame depth / batch 1` in the last four cards.
### `src/game/ai-worker-protocol.ts`
@@ -117,7 +129,7 @@ Observed architectural patterns:
- Wraps worker lifecycle and pending-request tracking behind the same `chooseMove()` API that scenes consume.
- Creates the worker as an ES module with `new Worker(new URL('./ai.worker.ts', import.meta.url), { type: 'module' })`.
- Fails over pending requests to in-thread AI execution if worker creation, messaging, or deserialization fails.
- Fails over pending requests to in-thread AI execution if worker creation, posting, or deserialization fails.
### `src/game/ai.worker.ts`
@@ -125,6 +137,12 @@ Observed architectural patterns:
- Delegates move selection to `chooseMove()`.
- Posts progress, result, or serialized error messages back to the main thread.
### `src/game/ai-benchmark.ts` and `src/game/ai-benchmark-fixtures.ts`
- Define the AI quality harness invoked by `npm run benchmark:ai-quality`.
- Combine fixed fixtures, critical-concept checks, seeded self-play, regression watchlists, and simulated timing sources.
- Encode the current iteration 5 benchmark contract: 13 fixed fixtures, 6 critical concepts, and 48 self-play matches.
### `src/scenes/BootScene.ts`
- Loads the card atlas and card back.
@@ -133,13 +151,22 @@ Observed architectural patterns:
### `src/scenes/MenuScene.ts`
- Renders the title, rules summary, and difficulty selection.
- Starts `GameScene` with the chosen difficulty.
- Renders the title, compact rules summary, difficulty selection, and audio-settings entry point.
- Reads persisted audio preferences to describe current state before match start.
- Ensures the concrete `SettingsScene` class is registered before opening it.
### `src/scenes/SettingsScene.ts`
- Provides a dedicated audio settings surface.
- Toggles music and effects independently.
- Saves each change immediately and returns control to the menu scene.
### `src/scenes/GameScene.ts`
- Owns match flow, dealing, selection, capture resolution, AI turn orchestration, score HUD, status UI, think bar, particles, and procedural audio.
- Instantiates and disposes `AIWorkerClient` on scene lifecycle events.
- Enforces a minimum AI think display time and timer-based move outcome status messages.
- Reads normalized audio preferences from scene data or persisted storage.
- Updates `CardTracker` after play and capture events so AI inference remains derived from visible information.
### `android/app/src/main/java/com/phaser/scopa/MainActivity.java`
@@ -163,6 +190,7 @@ Observed architectural patterns:
| Package | Version | Purpose |
|---------|---------|---------|
| `tsx` | `^4.19.2` | TypeScript execution for benchmark and prompt-local tooling |
| `typescript` | `^5.0.0` | Static type checking and TS compilation step |
| `vite` | `^5.0.0` | Dev server and production bundler |
@@ -191,14 +219,21 @@ Observed architectural patterns:
main.ts
-> BootScene
-> MenuScene
-> GameScene
-> engine.ts
-> types.ts
-> card-tracker.ts
-> ai-worker-client.ts
-> ai-worker-protocol.ts
-> ai.worker.ts
-> ai.ts
-> SettingsScene (opened on demand after dynamic registration)
-> GameScene
-> engine.ts
-> types.ts
-> preferences.ts
-> card-tracker.ts
-> ai-worker-client.ts
-> ai-worker-protocol.ts
-> ai.worker.ts
-> ai.ts
ai-benchmark.ts
-> ai.ts
-> ai-benchmark-fixtures.ts
-> engine.ts
-> card-tracker.ts
```
Application-level dependency direction is one-way:
@@ -209,16 +244,18 @@ Application-level dependency direction is one-way:
## Data Flow
1. `main.ts` creates the Phaser app and registers all scenes.
2. `BootScene` loads textures and starts `MenuScene`.
3. `MenuScene` passes the chosen difficulty to `GameScene`.
4. `GameScene.create()` creates a fresh `CardTracker`, constructs a new `GameState`, and starts the opening deal.
5. Human turns use pointer-driven card selection and `findCaptures()` output to choose legal captures.
6. AI turns call `AIWorkerClient.chooseMove(state, playerIdx, difficulty, tracker, onProgress)`.
7. `AIWorkerClient` posts a typed request to `ai.worker.ts`; if workers are unavailable, it reruns the same request in-thread.
8. `chooseMove()` returns a heuristic move for lower tiers or performs batched master search while emitting `AIDecisionProgress`.
9. `GameScene` updates the think bar from progress callbacks, executes the returned move, records tracker state, and advances turn order.
10. When every hand is empty, `engine.ts` finalizes scoring and `GameScene` presents the round or match outcome.
1. `main.ts` creates the Phaser app, installs fullscreen-on-first-input, and registers the scene list.
2. `BootScene` loads atlas assets and starts `MenuScene`.
3. `MenuScene` reads persisted audio preferences, lets the player choose difficulty, and can open `SettingsScene` for audio toggles.
4. `SettingsScene` writes audio preferences immediately and returns to `MenuScene`.
5. `GameScene.create()` normalizes incoming scene data, creates a fresh `CardTracker`, constructs a new `GameState`, and starts the opening deal.
6. Human turns use pointer-driven card selection and `findCaptures()` output to choose legal captures.
7. AI turns call `AIWorkerClient.chooseMove(state, playerIdx, difficulty, tracker, onProgress)`.
8. `AIWorkerClient` posts a typed request to `ai.worker.ts`; if workers are unavailable, it reruns the same request in-thread.
9. `chooseMove()` returns a heuristic move for lower tiers or performs batched master search while emitting `AIDecisionProgress`.
10. `GameScene` updates the think bar from progress callbacks, enforces a minimum visible think time, executes the returned move, records tracker state, and advances turn order.
11. When every hand is empty, `engine.ts` finalizes scoring and `GameScene` presents the round or match outcome.
12. Separately, `ai-benchmark.ts` exercises the same game and AI modules through fixed fixtures, seeded self-play, and simulated timing to produce quality summaries.
## Build System
@@ -227,4 +264,5 @@ Application-level dependency direction is one-way:
| `npm run dev` | `package.json` | Starts the Vite dev server |
| `npm run build` | user-provided build command | Runs `tsc && vite build` and writes web output to `dist/` |
| `npm run preview` | `package.json` | Serves the built app with Vite preview |
| `npm run benchmark:ai-quality` | `package.json` | Runs the AI benchmark harness through `tsx` |
| `npx tsc --noEmit` | user-provided test command | Type-checks the TypeScript codebase without emitting files |