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scopone/docs/ARCHITECTURE.md
2026-04-02 20:55:49 +02:00

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# Architecture
> Last Updated: 2026-04-02T19:05:00.000Z
## Overview
| Attribute | Value |
|-----------|-------|
| Primary language | TypeScript |
| Secondary language | Java (Capacitor Android shell) |
| Project type | Browser card game with Android packaging |
| Framework | Phaser 3.87.0 |
| Tooling | Vite 5, TypeScript 5.x, Capacitor 8.3 |
| 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 Scopone Scientifico implementation. The web client contains the real game logic and presentation. The Android tree is a Capacitor wrapper with a custom immersive `MainActivity`.
## Project Structure
```text
scopone-phaser/
|- src/
| |- main.ts
| |- game/
| | |- types.ts
| | |- engine.ts
| | |- card-tracker.ts
| | |- ai.ts
| | |- ai-worker-protocol.ts
| | |- ai-worker-client.ts
| | `- ai.worker.ts
| `- scenes/
| |- BootScene.ts
| |- MenuScene.ts
| `- GameScene.ts
|- public/
|- android/
|- docs/
|- prompts/
|- package.json
|- tsconfig.json
|- vite.config.ts
`- capacitor.config.ts
```
## Key Directories
| Directory | Purpose |
|-----------|---------|
| `src/game/` | Framework-independent rules, scoring, imperfect-information tracking, and AI search |
| `src/scenes/` | Phaser scene lifecycle, UI, animation, effects, and round orchestration |
| `public/` | Static web assets consumed by Phaser loaders |
| `android/` | Capacitor Android project, Gradle config, and immersive activity wrapper |
| `docs/` | Architecture, code style, findings, and cache metadata |
| `prompts/` | JIRA pipeline artifacts and iteration state |
## Design Patterns
No explicit GoF patterns were detected in the source or by semantic search.
Observed architectural patterns in the current codebase:
| Pattern | Where it appears |
|---------|------------------|
| Scene-based flow | `BootScene -> MenuScene -> GameScene` via Phaser scene registration |
| Functional core / imperative shell | `src/game/` stays free of Phaser imports, while `src/scenes/` owns rendering and input |
| Clone-before-mutate state transitions | `applyMove()` clones `GameState` before applying move effects |
| Worker offload with fallback | `AIWorkerClient` runs heavy AI inside `ai.worker.ts` and falls back to in-thread `chooseMove()` if worker startup or messaging fails |
| Determinization search | Master AI samples hidden hands before alpha-beta evaluation |
| Message-based progress reporting | Worker and main thread exchange typed request/result/progress messages through `ai-worker-protocol.ts` |
## Key Components
### `src/main.ts`
- Bootstraps `Phaser.Game`.
- Registers `BootScene`, `MenuScene`, and `GameScene`.
- Installs a one-shot fullscreen request handler on first user interaction.
### `src/game/types.ts`
- Defines the game model: `Card`, `Capture`, `Player`, `GameState`, `TeamScore`, `ScoreBreakdown`.
- Encodes difficulty tiers as `'beginner' | 'advanced' | 'master'`.
- Stores the `PRIMIERA_VALUES` lookup table.
### `src/game/engine.ts` (371 lines)
- Builds and shuffles the 40-card deck.
- Creates the initial round state for four players.
- Implements capture selection rules: single direct matches take priority; subset sums are considered only when no direct match exists.
- Applies moves immutably, detects scopas, assigns leftover table cards, and computes round scores.
### `src/game/card-tracker.ts` (89 lines)
- Tracks seen cards across a round without exposing hidden hands directly.
- Computes unseen cards from `played + myHand + table`.
- Supplies probability helpers used by the AI for value-based inference.
### `src/game/ai.ts`
- Exposes `chooseMove()` as an async entry point.
- Implements three difficulty levels:
- `beginner`: noisy heuristic play.
- `advanced`: stronger heuristics with race awareness, partner setup, and card-tracker inference.
- `master`: determinization plus alpha-beta search with dynamic time budgets, batching, and progress callbacks.
- Uses `yieldToBrowser()` between master-search batches so Phaser can repaint the think bar.
### `src/game/ai-worker-protocol.ts`
- Defines the typed message contract between the main thread and the worker.
- Serializes requests around `GameState`, `Difficulty`, `PlayerIndex`, tracker snapshots, progress, results, and worker-safe errors.
### `src/game/ai-worker-client.ts`
- Wraps the worker lifecycle behind the same `chooseMove()` API the scene needs.
- Creates module workers with `new Worker(new URL('./ai.worker.ts', import.meta.url), { type: 'module' })`.
- Streams progress callbacks back into `GameScene` and degrades to direct `chooseMove()` execution when workers are unavailable.
### `src/game/ai.worker.ts`
- Rehydrates `CardTracker` from a snapshot, delegates move selection to `chooseMove()`, and posts progress/result/error messages back to the scene thread.
- Keeps the expensive `master` search off the main rendering thread when worker support is available.
### `src/scenes/BootScene.ts`
- Loads the card atlas and card-back texture.
- Shows a simple progress bar and transitions into the menu.
### `src/scenes/MenuScene.ts`
- Renders the title screen and rules summary.
- Lets the player choose `beginner`, `advanced`, or `master` difficulty.
- Starts `GameScene` with the selected difficulty in scene data.
### `src/scenes/GameScene.ts`
- Owns the match loop, HUD, think bar, card interaction, animation, FX, audio, and round transitions.
- Uses `CardTracker` to record played and captured cards after each move.
- Instantiates `AIWorkerClient`, bridges async AI progress into a visible top-of-screen think bar, and disposes worker resources on scene shutdown.
- Handles end-of-round overlays and full-match restart flow.
### `android/app/src/main/java/com/phaser/scopa/MainActivity.java`
- Extends `BridgeActivity`.
- Forces immersive mode by hiding status and navigation bars whenever the window gains focus.
## Dependencies
### JavaScript production dependencies
| Package | Version | Purpose |
|---------|---------|---------|
| `phaser` | `^3.87.0` | Game engine |
| `@capacitor/core` | `^8.3.0` | Capacitor runtime |
| `@capacitor/cli` | `^8.3.0` | Capacitor tooling |
| `@capacitor/android` | `^8.3.0` | Android platform integration |
### JavaScript development dependencies
| Package | Version | Purpose |
|---------|---------|---------|
| `typescript` | `^5.0.0` | Type-checking and TS compilation for builds |
| `vite` | `^5.0.0` | Dev server and bundling |
### Android / Gradle dependencies
| Dependency | Source | Purpose |
|------------|--------|---------|
| `com.android.tools.build:gradle:8.13.0` | `android/build.gradle` | Android build plugin |
| `com.google.gms:google-services:4.4.4` | `android/build.gradle` | Optional Google services integration |
| `androidx.appcompat:appcompat` | `android/app/build.gradle` | Android UI compatibility |
| `androidx.coordinatorlayout:coordinatorlayout` | `android/app/build.gradle` | Android layout support |
| `androidx.core:core-splashscreen` | `android/app/build.gradle` | Splash screen support |
| `junit:junit` | `android/app/build.gradle` | JVM-side Android tests |
| `androidx.test.ext:junit` | `android/app/build.gradle` | Instrumented Android testing |
| `androidx.test.espresso:espresso-core` | `android/app/build.gradle` | Android UI testing |
## Module Organization
```text
main.ts
-> BootScene
-> MenuScene
-> GameScene
-> engine.ts
-> ai.ts
-> ai-worker-client.ts
-> ai-worker-protocol.ts
-> ai.worker.ts
-> ai.ts
-> card-tracker.ts
-> types.ts
```
Dependencies are one-directional at the application level:
- `src/game/` imports only from sibling game modules.
- `src/scenes/` imports from `src/game/`.
- `src/game/` never imports Phaser.
## Data Flow
1. `main.ts` creates the Phaser app and registers all scenes.
2. `BootScene` loads assets, then starts `MenuScene`.
3. `MenuScene` passes the chosen difficulty into `GameScene`.
4. `GameScene.create()` initializes a new `CardTracker`, creates the initial `GameState`, and animates the opening deal.
5. On each turn:
- Human turns use click-driven selection and capture highlighting.
- AI turns call `AIWorkerClient.chooseMove(state, playerIdx, difficulty, tracker, onProgress)`.
6. `AIWorkerClient` posts a typed request into `ai.worker.ts`; if worker setup fails, it falls back to in-thread `chooseMove()`.
7. `chooseMove()` either returns immediately for heuristic tiers or performs batched master search while reporting `AIDecisionProgress`.
8. Worker progress messages drive `GameScene.updateThinkBar()` until a result is posted back.
9. `GameScene.executeMove()` applies the move, updates the tracker, animates the result, refreshes the HUD, and advances the round.
10. When all hands are empty, `engine.ts` finalizes scoring and `GameScene` displays the round summary or final match screen.
## Build System
| Command | Source | Purpose |
|---------|--------|---------|
| `npm run dev` | `package.json` | Starts the Vite development server on port 3000 and opens the browser |
| `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 locally via Vite preview |
| `npx tsc --noEmit` | user-provided test command | Type-checks the TypeScript codebase without emitting files |