v0.4.1 - bug fixes. initial d12 rolls determine what player in which seat.
This commit is contained in:
@@ -10,12 +10,15 @@ train into an occupied Subdivision. Get that wrong and two trains meet at speed.
|
||||
|
||||
## Status
|
||||
|
||||
**v0.4.0 — solitaire is playable in a browser.** The whole game runs client-side: the engine is pure,
|
||||
**v0.4.1 — solitaire is playable in a browser.** The whole game runs client-side: the engine is pure,
|
||||
imports nothing outside itself, and never touches `Math.random`, so a static host is all it needs.
|
||||
|
||||
- **Rules** — fully specified. Ten gaps in the original prototype rules found and resolved.
|
||||
- **Rules** — specified, with **three open questions** left. Thirteen gaps in the original prototype
|
||||
rules were found and closed; three more came after, and are in `TODO.md`: where the Local's coach
|
||||
stands while its engine works (a §A.4 question), Poling — the one card in the deck with no defined
|
||||
behaviour — and whether a Heavy Grade's orientation is rolled or chosen at setup.
|
||||
- **Card faces** — every card's printed values specified.
|
||||
- **Architecture** — six documents, including a 20-component build plan.
|
||||
- **Architecture** — seven documents, including a 20-component build plan and the multiplayer plan.
|
||||
- **Code** — the engine, the bot, the balance harness, the replay viewer and the playable page. A
|
||||
game can be saved, shared, replayed and stepped back through.
|
||||
- **Not built** — the multiplayer server (Phases 0 and 1 of the plan are done: seat and player are
|
||||
@@ -94,8 +97,12 @@ is the thing this machinery exists to prevent.
|
||||
- **It has two entry points, not one.** `apply(state, intent)` for player actions, and
|
||||
`advance(state)` for everything the game does on its own — Mainline movement, collisions, the Stage
|
||||
clock, Superintendent rotation.
|
||||
- **State is `fold(events)`.** The event log is the source of truth, which is what gives reconnection,
|
||||
restart recovery and post-game replay from a single decision.
|
||||
- **The canonical record is the seed plus the intents.** A game is `{ seed, history: Intent[] }` and
|
||||
`fromSave` replays it exactly — that one property gives save, share, undo, restart recovery and
|
||||
post-game replay. Events are a DERIVED stream: they narrate what happened and drive the display,
|
||||
and they do not reconstruct the position. The phase driver mutates state and then describes it, so
|
||||
fourteen of the forty-six event types are never reduced. Anything that needs to rebuild a game
|
||||
replays the intents.
|
||||
- **Never call `Math.random()`.** One ambient random call silently breaks replay.
|
||||
- **Track is a deck card, but the opening district is dealt.** 96 of the 235 cards are track — the
|
||||
largest category — so a district is built from what you draw, and building it costs you the
|
||||
|
||||
Reference in New Issue
Block a user