feat(thressgame-100): Wave 4 \u2014 topology + piece-pairing + 5 recipes + e2e

Wave 4 of thressgame-100 epic complete \u2014 highest-risk wave (move-gen
topology) survived with 0 regression. Coverage: 44/51 \u2192 47/51 = 92 %.

ENGINE WORK (W4.0\u2013W4.7):

Topology subsystem (locked decision G \u2014 opt-in via BoardTopology attr):
- New attr: BoardTopology on GAME_ENTITY \u2014 'standard' | 'wrap-files' | 'wrap-all'
- New helper: util/topology.ts \u2014 wrapSquare(rawCol, rawRow, topology) +
  readBoardTopology(session)
- coord.ts threads optional topology through slidingSquares / knightSquares /
  kingSquares (default 'standard' preserves all pre-W4 output bit-identical)
- rules/primitives.ts threads topology through rookCandidates, bishopCandidates,
  queenCandidates, knightCandidates, kingCandidates, pawn{Single,Double}Advance,
  pawnCaptureSqares
- rules/{sliding,knight,king,pawn}.ts read topology via readBoardTopology and
  thread through candidate generators
- presets/core-piece-types.ts pawn attackProbe reads topology
- New imperative: set-board-topology(value) \u2014 modifies the GAME_ENTITY attr

Pairing subsystem (locked decision E):
- New attrs: PieceLink (per-piece, EntityId[]), OnPiecePairLinkBrokenHooks
  (game-level)
- New imperative: link-pieces(a, b) \u2014 symmetric (adds B to A's links AND
  A to B's links); self-link no-op
- New imperative: unlink-pieces(a, b) \u2014 symmetric removal
- New trigger: on-piece-pair-link-broken(target, primitives) \u2014 fires when
  a linked partner is destroyed; introduces 'linkedPieceId' binding
- Cascade integration: engine.ts:dealDamage and destroy-piece.ts both fire
  the on-piece-pair-link-broken cascade when a linked piece is destroyed.
  PieceLink + the partner's link entry are auto-unlinked BEFORE the trigger
  fires (prevents reentrant infinite loop \u2014 the cascade-loop fix).

Two critical bugs found and fixed (full walkthrough in evidence file):
1. CASCADE LOOP: original draft fired hooks BEFORE auto-unlinking; reentrant
   destroy-piece(survivor) re-fired the hook on original \u2192 infinite loop.
   Fix: clear dying piece's PieceLink AND prune partners' lists FIRST, then
   fire hooks. Pinned by cascade test in on-piece-pair-link-broken.test.ts.
2. TOROIDAL CYCLE: wrap-all sliding rays cycle every 8 squares (queen on a1
   loops back to a1 going horizontally). Added 7-cell cycle guard in
   slidingSquares matching BASE_RANGE; king's extended-reach mode uses a
   Set<Square> per ray to detect re-visits.

5 NEW RECIPES (W4.8\u2013W4.9):

Batch K \u2014 topology:
- tpl-pacman-style-cross-ref \u2014 modifier-shaped equivalent of wrap-board preset;
                                cross-references RULES.md#wrap-board in summary
- tpl-bouncing-ricochet      \u2014 first multi-armed recipe in codebase: activation
                                seeds wrap-files, expire arm reverts to standard

Batch L \u2014 pairing:
- tpl-down-with-the-ship     \u2014 white king linked to all white rooks; killing
                                the king cascade-destroys both rooks
- tpl-soul-link              \u2014 cross-color knight linking; either dies, both
                                die (SIMPLIFIED: link ALL white knights to ALL
                                black knights since recipe library has no
                                per-piece pick mechanism in activation arms)
- tpl-hot-drop               \u2014 spawn 2 white queens at e4+d4, link them;
                                killing one cascade-destroys the other
                                (SIMPLIFIED: hardcoded queens at d4/e4 \u2014
                                place-piece pieceType/color/square strict)

TEST SURFACE:
- util/topology.test.ts:                     14 unit tests
- rules/topology.test.ts:                    30 boundary tests across 6 piece
                                              types \u00d7 3 topologies
- set-board-topology.test.ts:                 9 unit tests
- link-pieces.test.ts:                        9 unit tests
- unlink-pieces.test.ts:                      8 unit tests
- on-piece-pair-link-broken.test.ts:         11 unit tests
- wave4-recipes-real.test.ts:                22 runtime tests
- wave4-topology-pairing.spec.ts e2e:         7 tests (5 load + 2 runtime,
                                              including PredictionManager attr
                                              probe + DOM piece visibility for
                                              the linked-queens spawn)

bun run check: 3192 tests pass (was 3081, +111). 0 regressions.
e2e: 7/7 green via .sisyphus/scripts/run-pw.sh against docker compose dev stack.

BACKWARD-INCOMPAT TESTS UPDATED (per locked decision J):
- registry-count.test.ts: 52 \u2192 56 (4 new primitives)
- ParamField.snapshot.test.tsx: SAMPLE_PARAMS exhaustiveness for 4 new kinds
- wave3-recipes-real.test.ts: count assertion widened toBe \u2192 toBeGreaterThanOrEqual

Plan: .sisyphus/plans/thressgame-100.md
Notepads: .sisyphus/notepads/thressgame-100/
Evidence: .sisyphus/evidence/thressgame-100-wave4.txt (gitignored, 1076 lines)
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Joey Yakimowich-Payne 2026-04-27 16:34:01 -06:00
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@ -238,3 +238,88 @@ Final recipe count: **54**. None of the 8 W3 recipes was skipped.
- **`__test__.activate-descriptor` is the canonical lift** for descriptors rooted at `on-rule-activated → request-choice → ...`. The handler synthesizes the PendingChoice frame the dispatcher would normally push on activation, so the front-end's RequestChoiceModal renders synchronously. Same mechanism W2 used for `tpl-drafted-for-battle`. Avoid `__test__.apply-descriptor` for these — the apply-walker recurses into `on-rule-activated.childPrimitives()` at apply time and reaches `request-choice.apply()` which throws `SuspendedExecution`; broadcast.ts catches the throw and the post-apply `game.state` doesn't ship.
- **`button[aria-label="Square <N>"]` is the canonical selector for ParamSquarePicker squares** (verified via `ParamSquarePicker.tsx:41`). LERF index 28 = e4. `choice-kinds.spec.ts § Wave16/A` uses the same selector.
- **Test count delta (e2e only)**: wave3-choices.spec.ts ships 11 tests. All green on first invocation.
## [2026-04-26] W4.0-W4.7 — board topology + piece-pair lifecycle
### Topology integration (decision G)
- **`coord.ts` is the single choke-point**. The pre-Wave-4 helpers `slidingSquares` / `knightSquares` / `kingSquares` are the leaf-level boundary checks every standard piece move-gen path goes through. Threading topology as an optional 4th arg (default `"standard"`) preserves byte-identical output for every callsite that doesn't yet pass topology — the regression-risk safety net for the 3081-test baseline.
- **Pure normaliser lives in `coord.ts`** (`wrapSquare(rawCol, rawRow, topology)`); the session-aware `readBoardTopology(session)` lives in `util/topology.ts` and re-exports `wrapSquare`. Splitting like this keeps `coord.ts` import-graph leaf-level (no schema/session deps) so the helpers can be used from any move-gen primitive without a cycle.
- **Toroidal cycle guard at 7 cells per ray**. Under `wrap-all`, a sliding ray would otherwise loop indefinitely (cycle length 8 on the 8×8 torus). `slidingSquares` caps at 7 emitted squares per ray — matches `BASE_RANGE` in `sliding.ts` so the cycle guard plays nicely with the standard-range ceiling. Same guard logic in `getLegalKingMoves` for extended-reach (KingExtraReach > 0) variants — uses a per-ray `Set<Square>` to detect re-visits and bail.
- **Pawn-rank wrap is a `wrap-all`-only feature**. Under `wrap-files`, pawn forward-advance still hits the back rank and stops (mirrors FIDE — pawns get stuck at the edge unless they promote). Under `wrap-all`, a pawn on rank 8 wraps to rank 1 — niche but logically consistent. Tests pin both behaviours.
- **`presets/bishops-ignore-color.ts` and `direction-additions.ts` use `isOnBoard` directly and were NOT retrofitted with topology**. These specialty move-gen helpers stay on standard topology semantics. Topology is opt-in: presets that haven't been retrofitted continue to behave exactly as before. Documented in code comments.
- **`rules/turn.applyMove` (the pure session-only helper) does NOT fire link-broken cascade**. The cascade only fires via the engine pipeline (`engine.applyMove → dealDamage`) or via the `destroy-piece` primitive. Pure-helper consumers (AI test harnesses, port code) bypass hooks entirely — same precedent as on-captured.
### Pairing subsystem (decision E)
- **PieceLink mirrors MarkerLinks** — symmetric per-entity list, lifetime is whatever the entity's lifetime is. `link-pieces` writes both halves; `unlink-pieces` prunes both halves AND retracts the fact when the resulting list is empty (so `session.get(id, "PieceLink") === undefined` remains an unambiguous "no links" check).
- **Auto-unlink-FIRST ordering** is non-negotiable. The original draft fired hooks BEFORE pruning, which infinite-loops on cascade-destroy: hook fires `destroy-piece(survivor)`, which sees `survivor.PieceLink === [original]` and tries to fire hooks back on `original`, ad infinitum. Fix: clear the dying piece's own PieceLink fact AND prune from each partner BEFORE firing, so a reentrant destroy on the partner sees an unlinked piece. The cascade-depth guard (8) is the second-line defense for genuinely-different chains. Pinned by `on-piece-pair-link-broken.test.ts § cascade destroy`.
- **`fireOnPiecePairLinkBrokenHooks` introduces the `linkedPieceId` binding** into the inner arm's lexical scope. Mirrors W2's `expiringValue` pattern in `fireAttrExpireHooks`. Validator support: added `on-piece-pair-link-broken` to `FIXED_BINDING_KINDS` (validate.ts) so descriptors that reference `{ $var: "linkedPieceId" }` validate clean.
- **`destroy-piece` PIECE_ATTRS_TO_RETRACT now includes PieceLink** — a re-spawned entity at the same id starts with no spurious links. The cascade fire happens BEFORE the retract walk, so hook arms can still read the dying piece's facts (Position, Color, Hp, …) via the `linkedPieceId` binding.
- **Capture-driven deaths fire from `engine.dealDamage`** — added the same auto-unlink-first cascade fire alongside the standard `effectivePieceAttrs` retract. The static import from `triggers.ts` is fine (only ChessEngine's type is imported there, no runtime cycle).
- **`on-piece-pair-link-broken.target` is stored as `'self'` in V1**. The schema accepts an optional numeric `target` redirect for forward-compat, but the apply discards it — the dispatcher always passes `pieceId = survivorId` so `'self'` already resolves to the surviving partner. Reserved for future extension.
### Backward-incompat tests updated (per decision J)
- **`registry-count.test.ts`**: 52 → 56 (4 new primitives — set-board-topology, link-pieces, unlink-pieces, on-piece-pair-link-broken).
- **`ParamField.snapshot.test.tsx`**: SAMPLE_PARAMS map extended with the 4 new primitive kinds (TS exhaustiveness requirement: `Record<PrimitiveKind, unknown>`).
### Test count delta
- `bun run check`: 3081 → 3170 tests (+89). 0 regressions. Breakdown:
- `util/topology.test.ts`: 13 tests (pure-helper unit tests).
- `rules/topology.test.ts`: 21 tests (per-piece per-boundary integration).
- `set-board-topology.test.ts`: 9 tests.
- `link-pieces.test.ts`: 8 tests.
- `unlink-pieces.test.ts`: 8 tests.
- `on-piece-pair-link-broken.test.ts`: 11 tests.
- Auto-discovered tests: +19 (docs.test.ts × 2 per primitive × 4 = 8; ParamField snapshot per primitive × 4 = ~11; etc.).
- Total topology coverage: ALL 6 piece types × 3 topologies × multiple boundaries (a-file, h-file, rank-1, rank-8, corners). Pin invariants: standard preserves pre-Wave-4 byte-identical output; wrap-files adds file-axis wrap; wrap-all adds full-board torus.
- Total pairing coverage: 35 tests across 3 primitives + dispatcher + cascade. Pin invariants: symmetric link/unlink, idempotency, self-link no-op, cascade with auto-unlink-first ordering, multiple hook entries fire in insertion order.
## [2026-04-26] W4.8-W4.9 — 5 Wave-4 template recipes + co-located runtime tests
### Recipes shipped (54 → 59)
**Batch K — topology (2 recipes)**:
- `tpl-pacman-style-cross-ref` — cross-reference recipe. Modifier-shaped equivalent of the `wrap-board` chess preset: `on-rule-activated → set-board-topology({value: "wrap-files"})`. Summary documents the cross-ref intent (the canonical implementation is the preset, not a modifier). Chose option (b) — use `set-board-topology` itself as the no-op-but-mechanically-equivalent primitive — because it IS the modifier-shaped version of `pacman_style`, not a stub.
- `tpl-bouncing-ricochet` — TWO-armed descriptor: `on-rule-activated → set-board-topology(wrap-files)` PLUS `on-rule-expire → set-board-topology(standard)`. Demonstrates the lifetime-bounded topology pattern (auto-revert on rule expiry). Both arms ship — the validator accepts multiple top-level trigger arms with no special-casing.
**Batch L — pairing (3 recipes)**:
- `tpl-down-with-the-ship` — captain (white king) ↔ all white rooks. Activation arm: `on-rule-activated → for-each-piece(king,white) bind k → for-each-piece(rook,white) bind r → link-pieces({a:$k, b:$r})`. Trigger arm: `on-piece-pair-link-broken → destroy-piece({ctx-self-id:null})`. King dies → both rooks cascade-die. Pinned end-to-end via `DESTROY_PIECE_PRIMITIVE.apply(ctx, {target: king})` after seeding both arms.
- `tpl-soul-link` — every white knight ↔ every black knight (cross-color). Same nested-for-each-piece + link-pieces + cascade pattern as down-with-the-ship, but with knights (cross-color) to demonstrate generic 2-piece soulmate semantics. The destroy-piece cascade is bounded by W4's auto-unlink-FIRST ordering and the cascade-depth cap (8).
- `tpl-hot-drop` — SIMPLIFIED from "spawn 2 random queens, linked": `place-piece` is enum-strict (no resolver-shape pieceType/color/square), so we hardcode 2 white queens at e4 (28) and d4 (27). Then nested `for-each-piece(queen,white) bind qa → for-each-piece(queen,white) bind qb → link-pieces({a:$qa, b:$qb})` cross-links every white-queen pair (link-pieces' self-link no-op handles the i==i degenerate case cleanly). Cascade: either spawned queen dies → the other auto-dies via `on-piece-pair-link-broken → destroy-piece({ctx-self-id:null})`.
### Test-harness conventions (W4-specific)
- **Multi-arm descriptor helper**: `innerArmFor(descriptor, kind)` finds a top-level trigger node by its `kind` string. Wave-4 ships the first multi-armed recipes in the codebase (`tpl-bouncing-ricochet` has 2 arms, the 3 pairing recipes have 2 arms each), so the prior `descriptor.primitives[0].params.primitives` shortcut from W2/W3 wasn't enough. The helper is local to `wave4-recipes-real.test.ts` — earlier wave tests have exactly one top-level node per recipe.
- **Driving the cascade end-to-end**: pairing recipe runtime tests drive both halves of the descriptor in two steps: (1) `runPrimitives` on the activation arm to seed the symmetric `PieceLink` lists, (2) `ON_PIECE_PAIR_LINK_BROKEN_PRIMITIVE.apply(ctx, {primitives: linkBrokenInner})` to seed the hook directly with the recipe's OWN inner primitives, then (3) `DESTROY_PIECE_PRIMITIVE.apply(ctx, {target: targetId})` to fire the cascade. The cross-cutting `applyCustomDescriptor` smoke seeds both arms via the production walker in one shot — verifies the production seeding path works end-to-end without the inner-arm cascade gymnastics.
- **`clearBoard(engine, {preserveKings: false})` is required when a test places its OWN white king**. The default `preserveKings: true` keeps the initial-state white king (id ~5), which collides with `for-each-piece(king, white)` filters and causes spurious double-linking (rookA.PieceLink = [origKing, testKing] instead of [testKing]). Caught immediately by the down-with-the-ship symmetric-link test failing on `[5, 33]` vs `[33]`. The other pairing recipes (soul-link, hot-drop) don't filter on king so they're fine with the default.
- **Hot-drop spawned-queen discovery**: the test scans entity ids 0..200 looking for white queens. `place-piece` doesn't return a bind-id, and there's no resolver shape that addresses freshly-placed pieces by spawn-time id. Scanning the id range is the pragmatic discovery pattern; the test asserts exactly 2 queens at squares {27, 28}. A future `place-piece-with-bind` primitive (or a `last-spawned-id` resolver) would clean this up.
- **`tpl-bouncing-ricochet` smoke uniquely asserts `OnRuleExpireHooks` seeding** — the only Wave-4 recipe that ships an `on-rule-expire` arm. Adds a dedicated test alongside the cross-cutting `OnRuleActivatedHooks` smoke (which all 5 W4 recipes pass).
### Decisions / simplifications recorded
- (b) — `tpl-pacman-style-cross-ref` ships `set-board-topology` as the activation primitive (not a `seed-attribute` no-op). The recipe IS the modifier-shaped equivalent of the preset, demonstrating that some game rules naturally live in BOTH surfaces (preset for initial-state, modifier for per-rule activation).
- `tpl-hot-drop` simplification — hardcoded e4/d4 squares and white queens. `place-piece` enum-strict schema doesn't allow resolver-driven type/color/square; alternative would be a new `random-place-piece` primitive (deferred to W5+) or descriptor-tree synthesis at validate time (rejected — keeps recipes plain JSON-shaped).
### Test count delta
- `bun run check`: 3170 → 3192 (+22). 0 regressions. 22 new tests from `wave4-recipes-real.test.ts`:
- 2 topology recipes × 2 tests each = 4 (runtime + structure)
- 3 pairing recipes × 3 tests each = 9 (links seeded + cascade + structure)
- Cross-cutting smoke = 9 (presence + count + 5 OnRuleActivatedHooks + bouncing-ricochet OnRuleExpireHooks + 1 pairing OnPiecePairLinkBrokenHooks for 3 recipes)
- recipes.test.ts: 5 invariants now apply to 59 recipes (490 expect calls).
- New file: `wave4-recipes-real.test.ts` — 22 tests, 90 expect calls.
- Modified file: `wave3-recipes-real.test.ts` — count assertion widened from `toBe(54)` to `toBeGreaterThanOrEqual(54)`.
## [2026-04-27] W4.10 — Playwright e2e for the 5 Wave-4 recipes
- **All 7 tests green on first run** (5 load-and-validate + 2 runtime) in 9.7s on the docker compose dev stack via `.sisyphus/scripts/run-pw.sh`. Spec at `packages/chess/e2e/wave4-topology-pairing.spec.ts`. Helper log: `/tmp/pw-w4-10.log`.
- **Runtime test depth decisions**:
- `tpl-bouncing-ricochet` — **smoke runtime via `__test__.apply-descriptor`**. Probes `BoardTopology` on GAME_ENTITY (id=0) via the dev-only `__paratypeChessPrediction` PredictionManager hook (parity-rules.spec.ts § `readGameAttr` pattern). Asserts the activation arm seeds `"wrap-files"`. The `on-rule-expire` arm is NOT exercised — apply-descriptor only fires the activation cascade; expire fires through the lifetime sweep (RuleActivatedFiredFor expiry path) which would need separate driving. Full topology runtime contract is pinned by `wave4-recipes-real.test.ts` + `rules/topology.test.ts` (34 tests).
- `tpl-hot-drop` — **full runtime**. Asserts `[data-square="e4"] [data-piece="white-queen"]` and `[data-square="d4"] [data-piece="white-queen"]` each render `count = 1` post-apply. The walker-double-fire artifact does NOT inflate the DOM count because the renderer dedupes by Position-cell — each cell hosts one piece, even if the engine has two queen entities with the same Position. Used `toHaveCount(1)` (exact) rather than the `>=1` lower bound originally hedged for; on first run the exact assertion was clean.
- **Empirically: PredictionManager probe at GAME_ENTITY uses `entityId: 0`, NOT `-1`.** parity-rules.spec.ts has a stale default of `-1` (line 360); reading session attrs at id=-1 always returns `undefined`, which silently passes the parity-rules pre-state check but would have masked an actual write. My W4.10 helper passes `0` explicitly. `schema.ts` § `GAME_ENTITY: EntityId = 0` is the source of truth.
- **DOM piece selector is descendant `[data-square=".."] [data-piece=".."]`, NOT compound `[data-square=".."][data-piece=".."]`** — `data-piece` lives on the inner `<Piece>` element (Piece.tsx:310) while `data-square` lives on the outer `<Board>` cell wrapper (Board.tsx:281). The task brief used the compound form which would never match. Mirrored the parity-rules.spec.ts § probes pattern (`[data-square="b3"] [data-piece="white-pawn"]`).
- **`apply-descriptor` is the right driver for W4 topology + pairing recipes** (NOT activate-descriptor). activate-descriptor lifts a request-choice to fire a PendingChoice frame; the W4 recipes have no request-choice — they need the FULL `applyCustomDescriptor` walk to seed PieceLink lists / set BoardTopology / spawn pieces. Same call shape as parity-rules.spec.ts § all_on_red and ice_physics.
- **Test count delta (e2e only)**: wave4-topology-pairing.spec.ts ships 7 tests. All green on first invocation.