Commit graph

10 commits

Author SHA1 Message Date
0e9809007d
feat(engine): apply profile at game start 2026-04-18 22:42:27 -06:00
fab8a8115b
feat(engine): add transformMoveGenerator + modifyMoveAttrs preset hooks
Adds two optional hooks to PresetDef:

- transformMoveGenerator wraps a piece's move generator. Presets compose in list order; each receives the previous wrapper's output. Returned moves are pseudo-legal and still pass through the engine's self-check filter.

- modifyMoveAttrs lets presets contribute additive range/direction deltas for generators that support them.

ChessEngine.getAllLegalMoves folds the transform chain before getExtraMoves/filterMoves, preserving existing hook ordering and the downstream self-check filter.

Tests cover: no-op wrap preserves moves, wrap adds pawn backward, two wraps compose, and self-check filter still prunes transform-added illegal moves.
2026-04-18 22:08:11 -06:00
d93bcf6c81
feat(chess): starting-layout foundation (Phase A)
Introduces a pluggable StartingLayout abstraction so the engine can
open from positions other than FIDE without per-caller special casing.

- layouts/{types,registry,index}.ts: StartingLayout + LAYOUT_REGISTRY,
  mirroring the PRESET_REGISTRY / PIECE_TYPE_REGISTRY pattern.
- starting-position.ts: CLASSIC_LAYOUT + applyLayout(session, layout)
  as the parametrized spawn path. generateStartingPosition stays as
  a thin back-compat wrapper so no existing call site changes.
- layouts/{classic,empty}.ts: first two premades registered via
  side-effect imports from the barrel.
- engine.ts: ChessEngine constructor now accepts either legacy
  (activePresets) positional or new options-bag form
  ({ activePresets?, layout? }). Detection uses a method-shape
  probe rather than instanceof so both overload forms compose
  cleanly under strict TS.
- Tests: 11 new tests in starting-position.test.ts + engine-presets
  cover applyLayout ordering, hasMoved pre-revocation, empty
  layout, classic equivalence, options-bag equivalence with legacy.

Also lands the full execution plans for starting-layouts and
rule-variants under .sisyphus/plans/ (both Momus-reviewed OKAY).

941 tests passing; bun run check clean.
2026-04-18 19:44:01 -06:00
cc30545ced
feat(chess): preset-flexibility architecture — decouple HP, damage, piece-types, state, effects
Decouples five cross-cutting concerns from engine core so new presets
compose without special-casing:

- Piece attributes: CORE_PIECE_ATTRS + PresetDef.pieceAttributes;
  engine.effectivePieceAttrs unions them. HP is now preset-owned.
- Spawn pipeline: engine.spawnPiece() + onPieceSpawn hook replaces
  hand-rolled materialization. Queen-splits seeds HP via the hook,
  not via direct knowledge of piece-hp.
- Hook signatures: all hooks now take single context objects
  (LifecycleContext, MoveHookContext, CaptureHookContext, DamageHookContext,
  SelfCheckFilterContext, GameResultHookContext, PieceSpawnContext,
  BeforeMoveContext, TurnStartContext, DescribeMoveEffectContext).
- Piece-type registry: PIECE_TYPE_REGISTRY + core-piece-types.ts
  replaces hardcoded FIDE switch-tables in engine/check/checkmate/
  stalemate/Piece.tsx. Custom piece types plug in without engine edits.
- Preset-scoped state: engine.presetState<T>(id) backed by facts on
  PRESET_STATE_ENTITY. Auto-cleared on deactivate. capture-to-win
  migrated off GAME_ENTITY.Winner.
- Move log: engine.moveLog + MoveRecord + describeMoveEffect hook.
- Visual effects: engine.emitEffect/subscribeEffects + VisualEffect +
  VisualEffectLayer. Explosion, heal, poison renderers. No-op when
  no subscribers.
- Phase hooks: onBeforeMove (with cancel), onTurnStart. Scope-aware
  dispatch routes onDamage/onBeforeMove/onTurnStart by target/mover
  color.

All 5 production presets migrated. 4 prototype presets (Shield, Cannon,
Berserker, PawnStamina) in integration.test.ts exercise every hook.
Added test-utils.ts and PRESET-API.md for preset authors.

930 tests passing; bun run check clean.
2026-04-18 16:26:17 -06:00
7c4c942938
Preset refactors for HP 2026-04-17 18:59:11 -06:00
1e292d6c00
feat(chess): flesh out all six remaining stub presets
Implements king-heals, poisoned-squares, capture-to-win,
last-piece-standing, explosive-rook, and queen-splits via the new
preset hook infrastructure. All six were registered but no-op stubs
with "// Full integration in ChessEngine (P3.11)" comments that
never got followed up.

New hooks on PresetDef
~~~~~~~~~~~~~~~~~~~~~~~
- onAfterMove(engine, moverColor)
    Fires after applyMove`s turn switch but before game-result check.
    Scope filtering is preset-side because rules have different
    notions of "who does the hook target" (king-heals targets the
    non-mover; poisoned-squares targets everyone on a poisoned
    square).

- onCheckGameResult(engine) -> GameResult | undefined
    Lets a preset override the engine`s default terminal-position
    logic. First non-undefined return wins in registration order.

GameResult type extended with white-wins / black-wins so variant
rules can name the winner explicitly (checkmate implicitly means
"side to move loses" — insufficient for capture-to-win which can
end mid-move with either side winning).

Preset implementations
~~~~~~~~~~~~~~~~~~~~~~~
- king-heals: onAfterMove heals non-mover`s king +1 HP (max 3) when
  not in check. Requires piece-hp.
- poisoned-squares: onAfterMove damages every piece standing on
  d4/e4/d5/e5. Retracts pieces hitting 0 HP. Requires piece-hp.
  Exports POISONED_SQUARES set for the UI overlay.
- capture-to-win: onBeforeCapture records the capturer`s color on
  the game entity via Winner fact. onCheckGameResult converts it
  into white-wins/black-wins. onDeactivate clears the Winner fact.
- last-piece-standing: onCheckGameResult counts pieces by color.
  Zero on one side -> the other wins. Override returns "ongoing"
  otherwise, suppressing default checkmate.
- explosive-rook: onBeforeCapture intercepts rook captures,
  detonates all pieces within Chebyshev distance 2 on the rank
  and file of the target (diagonals spared), moves the rook onto
  the target square. Does not chain.
- queen-splits: onBeforeCapture intercepts queen captures,
  retracts target and queen, spawns rook on target square and
  bishop on first empty clockwise-from-N neighbour. Bishop is
  forfeit if all 8 neighbours are occupied.

Board.tsx gains a per-SQUARE overlay registry (separate from per-
piece) so poisoned-squares can render a pulsing green tint on the
four central squares. The poisoned-squares.ui.tsx module registers
its overlay at load time via ui-overlays-index.ts.

GameView shows "White wins!"/"Black wins!" for the new result
variants; confetti fires on any decisive result; useChessEngine
and useMultiplayerGame play the checkmate sound on decisive results.

Server-side: GameEndReason extended with "variant-win" so the wire
protocol can signal decisive variant results without conflating
them with checkmate. MoveResult.gameOver exposes the correct
winner (not the mover) for white-wins/black-wins.

Testing
~~~~~~~
New fleshed-presets.test.ts: 13 integration tests covering each
preset`s canonical behaviour (healing cap, denial on check, poison
decrement + kill, first-capture-wins, annihilation override,
detonation AoE, queen fission spawn). 874 tests pass (+13); all 3
E2E specs green.
2026-04-17 16:16:11 -06:00
f4e030b8e5
feat(chess): piece-hp mechanic + extensible preset-hook infrastructure
Implements the piece-hp (Hit Points) preset end-to-end and, more
importantly, sets up the infrastructure for rules that need state,
capture interception, or custom UI. Adding a new "guns" rule, a
"poison-cloud" visual, or similar now requires zero changes to
engine.ts, Board.tsx, or protocol.ts.

Engine / preset registry
~~~~~~~~~~~~~~~~~~~~~~~~
PresetDef gains three new optional hooks:

  - onActivate(engine)       \u2014 fires once on active-set transition
                               (inactive \u2192 active). Idempotent by
                               convention so sync paths that re-apply
                               from server state don\`t stomp values.
  - onDeactivate(engine)     \u2014 symmetric cleanup. Also fires when a
                               turn-limited preset expires via
                               tickAfterMove.
  - onBeforeCapture(engine, attacker, target)
      Fires immediately before the engine\`s default capture path.
      Returns `{ consume: true }` to short-circuit: engine skips
      target retraction AND attacker move. Used by piece-hp for
      non-lethal damage; future rules can override however they like.

New ChessEngine.setActivePresets(requests) is the single entry point
that diffs old vs new and fires lifecycle hooks in deterministic
order (deactivate-then-activate). replaceAll stays public for tests
that want to bypass hooks.

ActivePresetSet.tickAfterMove now returns the list of expired ids
so the engine can fire onDeactivate on them.

piece-hp preset
~~~~~~~~~~~~~~~
- onActivate seeds Hp=2 on every piece.
- onDeactivate retracts Hp from all pieces.
- onBeforeCapture decrements Hp; if > 0 consumes the capture (attacker
  stays, target survives, turn advances). At 0, returns without
  consuming so the engine\`s default retract-and-move fires normally.

All capture sites intercepted: regular captures (engine.ts:200) AND
en-passant captures (engine.ts:194). The check-simulation path in
check.ts does NOT fire the hook \u2014 it uses an isolated snapshot
session, so lifecycle side effects don\`t leak into legal-move
filtering.

UI overlay registry
~~~~~~~~~~~~~~~~~~~
New packages/chess/src/ui/preset-overlays.tsx: a module-level registry
mapping preset id \u2192 React component that renders above each piece.
Board.tsx loads the registry via side-effect import and renders any
registered overlays for every active preset.

New packages/chess/src/presets/piece-hp.ui.tsx registers HealthBarPips:
2 pip dots above each piece, filled = remaining HP, empty = lost HP.
Pip color contrasts piece color for readability on either square.

Adding a new visual rule now costs 3 files and zero engine changes:
  presets/foo.ts        (mechanic + lifecycle hooks)
  presets/foo.ui.tsx    (overlay component + registry call)
  presets/ui-overlays-index.ts  (single-line import)

Testing
~~~~~~~
New piece-hp.test.ts: 8 integration tests covering lifecycle (seed,
retract, idempotent re-apply, no-fire on scope-only change) and
capture resolution (non-lethal decrement, lethal retract at HP=0,
HP drain over multiple captures, deactivate mid-game leaves damage
but retracts Hp). Total 861 tests pass (+8), 3/3 E2E green.
2026-04-17 15:54:33 -06:00
de059fe707
feat(chess): per-color preset scope, turn-limited duration, server-authoritative sync
Presets previously lived on a process-global singleton with only a
binary on/off toggle. Two bugs followed:

1. Multiplayer illegal-move errors — the client-side toggle didn`t
   reach the server, so optimistic moves legal under client rules got
   rejected by the server`s unmodified ChessEngine.
2. No way to apply a rule to just white or just black, or to time-box
   it for N turns.

Replaces the shared `PRESET_REGISTRY.active: Set<string>` with
instance-owned `ChessEngine.activePresets: ActivePresetSet`. Each
activation carries:

  - scope: `both` | `white` | `black`
  - turnsRemaining: positive int or null (permanent)

Engine reads `getForColor(color)` per piece, so scope=white never
contributes moves during black`s turn. `applyMove` calls
`tickAfterMove(moverColor)` which implements player-local counting:
white-only durations tick only when white moves.

Compatibility is the LOOSE rule — `incompatibleWith` blocks only when
the two activations have overlapping scopes. `scope=white` + `scope=black`
pair of otherwise-incompatible presets is allowed because the engine
never evaluates both for the same side.

Server changes: GameSession owns an ActivePresetSet. New protocol
messages:

  - client → server: `room.setPresets` with full activation list
  - server → client: `game.presets` broadcast on every set change
    (post-setPresets + post-move-with-expiry)

`game.state` snapshots now include `activations` so reconnects pick
up the current rule set without extra round-trips.

Client changes: PredictionManager applies `game.presets` to the base
engine`s ActivePresetSet and re-renders via onStateChange; cloneEngine
carries activations onto the predicted clone. New hook surface:

  - activations: readonly PresetActivation[]
  - setPresets(next): replace the active set

useMultiplayerGame dispatches setPresets through the socket
(server-authoritative); useChessEngine mutates in-place (local mode).

UI: RulesDrawer + RulesView render scope radios (Both/White/Black)
and a duration input per active preset. Empty duration means
permanent, positive integers last N player-local turns.

Tests:

  - 15 new ActivePresetSet unit tests (scope, tick, loose compat,
    atomicity, clone)
  - 4 new engine-presets integration tests (per-color, duration,
    white-only vs black-only)
  - Migrated older preset tests from `PRESET_REGISTRY.activate` to
    the instance API
  - New E2E regression test: enable knights-leap-twice scope=white in
    multiplayer; verify the double-leap is accepted by the server,
    verify black`s knight cannot use it
2026-04-17 14:23:37 -06:00
51afd9a6f5
feat(chess): wire PRESET_REGISTRY into ChessEngine.getAllLegalMoves 2026-04-17 11:31:07 -06:00
6baab9f3fd
test(chess): replay 5 classic FIDE games; Phase 2 acceptance gate (P2.23)
- packages/chess/src/engine.ts — ChessEngine integrates all rule modules
  (pawn, knight, sliding, king, castling, en-passant, promotion, check,
  checkmate, stalemate, draws) into a playable game without the Rete
  production network
- packages/chess/src/pgn.ts — minimal SAN/PGN parser with full
  disambiguation support (file/rank hints, full from-square)
- packages/chess/tests/fide-games/classic-games.test.ts — 5 game tests:
  Fool's Mate, Scholar's Mate, Ruy López, Sicilian Defence, Italian Game

All 5 tests green; typecheck clean.
2026-04-16 15:18:57 -06:00