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scopone/docs/CODE_STYLE.md
Giancarmine Salucci 3d1f3e5eb4 chore: initial commit
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# 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`).