feat(thressgame-100): Wave 3 \u2014 player-choice patterns + 8 recipes + e2e
Wave 3 of thressgame-100 epic complete. 85 % MILESTONE HIT.
Coverage: 37/51 \u2192 44-45/51 = 86-88 % (depending on overlap accounting; both
clear the 85 % gate).
W3.0 AUDIT \u2014 request-choice capabilities verified:
- 6 supported kinds (Zod schema): rps | piece | square | column | row | coin-flip
- (NOT yes-no, NOT number \u2014 plan brief was inaccurate; updated learnings.md)
- All 6 wired through schema \u2192 apply() \u2192 RequestChoiceModal.tsx \u2192 unit tests
- No gaps to fix.
8 NEW RECIPES (W3.2\u2013W3.5):
Batch G \u2014 choice-driven spawn (kind: square):
- tpl-bottomless-pit \u2014 pick a square; permanent pit there
- tpl-call-down-lightning \u2014 pick a square; death-square spawns there
(SIMPLIFIED: lethality moved to consumer arm
\u2014 destroy-piece needs entity-id not square)
- tpl-portal-storm \u2014 pick 2 squares; spawn a linked portal pair
Batch H \u2014 choice-driven swap:
- tpl-anti-camping-choice \u2014 pick victim + swapper; swap them
(SIMPLIFIED: random swap not expressible \u2014
with-probability gates per iteration not
picks one)
- tpl-two-kids-trenchcoat \u2014 sacrifice 2 pieces; bishop@e4
(SIMPLIFIED: place-piece pieceType/color/square
hardcoded \u2014 strict literal enums)
Batch I \u2014 choice-driven self-modification:
- tpl-blood-sacrifice \u2014 sacrifice one piece; +5 Hp to another
(uses W1.6's add-to-attribute.target redirect)
- tpl-summoning-ritual-light \u2014 sacrifice + 50/50 knight-or-bishop@e4
(SIMPLIFIED: hardcoded type/color/square +
no resource cost \u2014 W5 territory)
Batch J \u2014 sophie's-choice:
- tpl-sophies-choice \u2014 both players pick own piece; both die
(forPlayer:'both' verified working as in
tpl-mr-freeze)
FOUR DOCUMENTED SIMPLIFICATIONS (full rationale in evidence file Section 4):
- tpl-call-down-lightning: lethality dropped (no Position-comparison primitive)
- tpl-anti-camping-choice: random-swap dropped (with-probability per-iteration
semantics)
- tpl-two-kids-trenchcoat: place-piece hardcoded (strict literal enums)
- tpl-summoning-ritual-light: hardcoded place + RNG branch (no resource yet)
KEY RUNTIME DISCOVERY (documented in learnings.md):
- runPrimitives catches SuspendedExecution INTERNALLY and returns; does NOT
re-throw. Test pattern is to read PendingChoices off GAME_ENTITY after the
call rather than asserting throw.
- For multi-step request-choice e2e: poll on data-choice-id flip rather than
visibility (modal close+reopen is sub-frame). Canonical idiom for future waves.
TEST SURFACE:
- wave3-recipes-real.test.ts: 26 unit tests (60 expect calls)
- recipes.test.ts: 5 \u00d7 54 = 444 expect calls
- wave3-choices.spec.ts (Playwright): 11 e2e tests (8 load + 3 runtime,
including FIRST multi-step request-choice
runtime test \u2014 portal-storm 2-step
square picker with poll-on-data-choice-id
assertion idiom)
bun run check: 3081 tests pass (was 3055, +26). 0 regressions.
e2e: 11/11 green via .sisyphus/scripts/run-pw.sh against docker compose dev stack.
ANTI-CAMPING OVERLAP NOTE:
Both tpl-anti-camping (W2 dormant variant) and tpl-anti-camping-choice (W3
choice variant) map to the single upstream ThressGame rule `anti_camping`.
This is intentional \u2014 two different mechanical interpretations of the same
rule name. Documented in evidence file with dual coverage accounting:
- 45/51 = 88 % (recipe-vs-denominator convention, matches plan target)
- 44/51 = 86 % (strict unique-rule convention)
Both clear the 85 % milestone.
Plan: .sisyphus/plans/thressgame-100.md
Notepads: .sisyphus/notepads/thressgame-100/
Evidence: .sisyphus/evidence/thressgame-100-wave3.txt (gitignored, 832 lines)
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"ses_22f5f3792ffeNYKT2W6PDXXbGQ",
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"ses_22f443947ffeqxxdMQ1N9x9H26",
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"ses_22f360d41ffeDcc17l6fPwcWOr",
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"ses_22f358609ffekrF7uFjsJEyxu6"
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"ses_22f358609ffekrF7uFjsJEyxu6",
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],
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"plan_name": "thressgame-coverage",
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"agent": "atlas"
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@ -181,3 +181,60 @@ Final recipe count: **46**. None of the originally-planned recipes was skipped.
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- **Countdown-advance tests SKIPPED** (per task brief): countdowns `tpl-time-bomb`, `tpl-pawn-second-chance`, `tpl-invulnerability-potion`, `tpl-christmas-truce`, `tpl-anti-camping` ship with load-and-validate only at the e2e layer. The countdown contract (lifetime sweep at stage 13, on-attr-expire firing) is pinned at the unit/integration level by `wave2-recipes-real.test.ts` and `attr-expire-integration.test.ts`. Driving N fullmove ticks deterministically through the WS protocol is unreliable enough that adding it would more likely surface false-flake than recipe regression.
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- **`data-marker-kind` for non-special markers**: Board.tsx line 388 — the default switch case renders `<div data-marker-kind={marker.kind} ...>` so `blocked` / `pit` / `tornado` / `treasure` / `death-square` all surface their marker-kind through the same selector. Frozen-square / mine / portal-end have explicit DOM nodes (lines 369/376/385).
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- **Test count delta (e2e only)**: wave2-countdowns.spec.ts ships 13 tests. All green on first invocation.
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## [2026-04-26] W3.0-W3.5 — request-choice audit + 8 Wave-3 recipes (player-choice patterns)
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### W3.0 audit findings — request-choice capabilities
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- **Schema-locked `kind` enum** (`request-choice.ts:147`): `rps | piece | square | column | row | coin-flip`. The plan brief mentioned `yes-no` and `number` kinds — those are NOT in the schema and have never been wired. No gap to fix; the brief's claim was inaccurate.
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- **apply() is discriminator-free** (`request-choice.ts:245-296`): the primitive builds a `PendingChoice` frame with `kind: params.kind` passed through verbatim, then pushes + throws `SuspendedExecution`. Every kind in the schema has identical apply behaviour — no per-kind branching. Confirmed all 6 kinds work end-to-end at the apply layer.
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- **UI** (`RequestChoiceModal.tsx`): all 6 kinds have explicit render branches: rps (3 buttons), coin-flip (2 buttons), square (`ParamSquarePicker`), column / row (8-button grid), piece (numeric input + submit). No UI gap.
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- **Unit coverage** (`request-choice.test.ts`): all 5 main kinds (rps/piece/square/column/row) exercised at line 176 via `for (const kind of [...])`. Coin-flip has its own dedicated test branches.
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- **Recipe coverage prior to W3**: `tpl-mr-freeze` exercises `column`, `tpl-mind-control` exercises `piece`, `tpl-drafted-for-battle` + `tpl-corporate-ladder` also exercise `piece`. **`square` was schema-supported, UI-rendered, and unit-tested but UNUSED in any shipped recipe.** W3 ships the first 3 `square` recipes (`tpl-bottomless-pit`, `tpl-call-down-lightning`, `tpl-portal-storm`) and 5 additional `piece` recipes. **No actual gaps; no fixes needed before authoring.**
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### Recipes shipped (46 → 54)
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- Batch G — choice-driven spawn (3, all kind:"square"): `tpl-bottomless-pit`, `tpl-call-down-lightning`, `tpl-portal-storm`.
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- Batch H — choice-driven swap/move (2, all kind:"piece"): `tpl-anti-camping-choice`, `tpl-two-kids-trenchcoat`. (`tpl-mind-control-full` SKIPPED per brief — `tpl-mind-control` already shipped W2.)
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- Batch I — choice-driven self-modification (2, all kind:"piece"): `tpl-blood-sacrifice`, `tpl-summoning-ritual-light`.
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- Batch J — sophie's-choice (1, kind:"piece", forPlayer:"both"): `tpl-sophies-choice`.
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Final recipe count: **54**. None of the 8 W3 recipes was skipped.
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### Simplifications shipped vs. plan
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- **`tpl-call-down-lightning`** — original intent was "destroy whatever's on the chosen square + spawn death-square". `destroy-piece.target` is `numberOrResolver` (entity ids, not squares); converting square→pieceId via the runtime would need a `Position`-equality predicate inside `conditional`, but `ConditionSpec.value` is locked to literals (no resolver shapes — `schema.ts:111`). Pragmatic shape: just spawn a `death-square` marker on the chosen square. Lethality moves to the consumer side (host preset wires the `on-piece-entered-marker(death-square) → destroy-piece(ctx-self-id)` arm).
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- **`tpl-anti-camping-choice`** — original intent: "chooser picks an opponent's piece; randomly swap with one of own pieces". Problem: `with-probability` GATES each iteration's swap with probability p (it doesn't pick ONE iteration target uniformly). Without a dedicated `random-pick-piece` primitive, the random-swap semantic isn't expressible cleanly. Pragmatic fallback mirrors `tpl-corporate-ladder`: chooser picks BOTH pieces explicitly. Differs from `tpl-corporate-ladder` only in summary framing (anti-camping vs free swap) — same skeleton.
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- **`tpl-two-kids-trenchcoat`** — `place-piece.pieceType/color` are strict literal enums (no resolver shapes — `place-piece.ts:71-73`); `place-piece.square` accepts `numberOrResolver` but cannot derive its value from the sacrificed pieces' positions without a dedicated arithmetic predicate. Hardcoded shape: bishop, white, square 28 (e4). The chooser + double-destroy + fixed-spawn chain is the demonstrable pattern.
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- **`tpl-summoning-ritual-light`** — no resource-cost primitive exists yet (deferred to W5 per brief). Hardcoded knight/bishop spawn at e4 white, gated by `with-probability(0.5)`. Demonstrates RNG-gated summoning.
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### New runtime patterns discovered
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- **`runPrimitives` catches `SuspendedExecution` INTERNALLY and returns** (`triggers.ts:321-345`). The dispatcher pops the placeholder frame, fixes up `triggerPath` + `primitiveIndex`, re-pushes, and `return`s — does NOT re-throw. So `expect(() => runPrimitives(...)).toThrow()` does NOT fire. The correct test pattern is to call `runPrimitives` and then read `engine.session.get(GAME_ENTITY, "PendingChoices")` — the pushed frame is the observable evidence of suspension.
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- **The apply-walker DOES propagate `SuspendedExecution` upward.** `apply.ts:walkAndApply` calls `runPrimitive` (singular — the apply-walker's per-node helper) which calls `primitive.apply()` directly without catching. `applyCustomDescriptor` walking into a recipe whose top-level is `on-rule-activated → request-choice` will: (1) seed `OnRuleActivatedHooks` via on-rule-activated.apply(), (2) recurse into children (selfRecurse on on-rule-activated is FALSE), (3) reach request-choice.apply() which pushes a frame + throws. The post-call hook check still finds the seeded entry because the seed happens BEFORE the walker recurses. `applyTolerant()` swallows the `SuspendedExecution` and rethrows anything else — symmetric to `applyCustomDescriptorTolerant` in wave1.
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- **`spawn-marker-pair` field names are `squareA` / `squareB`, NOT `square1` / `square2`**. The brief had the latter; the schema is `squareA: numberOrResolver({ min: 0, max: 63 }), squareB: numberOrResolver(...)` (`spawn-marker-pair.ts:138-142`). Get the field name right or zod rejects.
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- **`for-each-piece.filter` schema accepts `color` + `pieceType`** but NOT positional predicates. So "filter pieces on a specific square / column / file" must be expressed via a downstream `conditional` — and conditional's value is literal-only, so the predicate has to be hardcoded. This makes "destroy whoever's on the chosen square" hard to express; the W3 simplification for `tpl-call-down-lightning` punts to consumer-side death-square handling.
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- **Recipe count assertions migrate to lower-bounds.** The wave2 file's `expect(CUSTOM_MODIFIER_RECIPES.length).toBe(46)` was widened to `.toBeGreaterThanOrEqual(46)` — strict counts force every later wave to edit older test files, which violates the "preserve existing tests" rule. The W2_IDS presence loop is the canonical W2 invariant; count is informational. W3's smoke block uses `.toBe(54)` (the current cap); W4 will widen this similarly.
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### Test-harness conventions (W3-specific)
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- **All 8 W3 recipes share the identical top-level shape**: `on-rule-activated → request-choice(...) → ...`. This made the test pattern uniform — a single `driveAndExpectSuspend` helper covers every recipe's first-fire test. Subsequent request-choice nodes (in nested `then` arms — `tpl-portal-storm` has 2, `tpl-anti-camping-choice` / `tpl-two-kids-trenchcoat` / `tpl-blood-sacrifice` each have 2) only fire when the FIRST chooser is resolved, so the suspend-and-snapshot test only ever sees ONE PendingChoice on the stack. The full multi-step continuation requires the WS suspend/resume pipeline and is pinned at the e2e layer (W3.6, separate task).
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- **applyCustomDescriptor smoke (tolerant)** covers the production seeding path for every recipe. The `OnRuleActivatedHooks` seed is observable post-call even though the walker subsequently throws SuspendedExecution. This pattern matches the wave1 walker-artifact tolerance idiom.
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### Test count delta
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- `bun run check`: 3055 → 3081 tests (+26). 0 regressions. (26 new tests from `wave3-recipes-real.test.ts`: 8 suspend tests + 8 structural tests + 1 presence + 1 count + 8 smoke seeds = 26 — matches.)
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- recipes.test.ts: 5 invariants now apply to 54 recipes (444 expect calls).
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- New file: `wave3-recipes-real.test.ts` — 26 tests, 92 expect calls.
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- Modified file: `wave2-recipes-real.test.ts` — count assertion widened to `.toBeGreaterThanOrEqual(46)`.
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## [2026-04-26] W3.6 — Playwright e2e for the 8 Wave-3 recipes
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- **All 11 tests green on first run** (8 load-and-validate + 3 runtime) in 13.8s on the docker compose dev stack via `.sisyphus/scripts/run-pw.sh`. Spec at `packages/chess/e2e/wave3-choices.spec.ts`. Helper log: `/tmp/pw-w3-6.log`.
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- **Runtime test depth decisions** — all three runtime tests went FULL (not smoke):
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- `tpl-bottomless-pit` — full runtime via `__test__.activate-descriptor` lift. Asserts modal visible + `data-choice-kind="square"` + 64 `[aria-label^="Square "]` buttons (proves ParamSquarePicker UI path the W3 batch unblocks).
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- `tpl-portal-storm` — **first multi-step request-choice runtime test in the codebase**. Activate → modal #1 visible (capture `data-choice-id`) → click `button[aria-label="Square 28"]` (e4) → assert `data-choice-id` flips to a different value → modal #2 visible with same `data-choice-kind="square"`. The choice-id flip is the durable signal of LIFO push/pop on PendingChoices stack; the close+reopen race is sub-frame so don't try to assert !visible-then-visible. `expect.poll()` on `getAttribute('data-choice-id')` with `.not.toBe(firstId)` cleanly handles the timing.
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- `tpl-sophies-choice` — full runtime via `__test__.activate-descriptor` with `chooserColor:"white"`. Asserts modal visible + `data-choice-kind="piece"` + `data-for-player="both"`. The `data-for-player` attribute carries the descriptor's `forPlayer` literal verbatim (not the resolved current-pick player) — `RequestChoiceModal.tsx:59` `data-for-player={choice.forPlayer}`. Single-page test only sees the white-side prompt; the black-side prompt would need a second context but the chooser-side modal is sufficient depth for the e2e layer.
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- **`__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.
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- **`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.
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- **Test count delta (e2e only)**: wave3-choices.spec.ts ships 11 tests. All green on first invocation.
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