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Author SHA1 Message Date
6883539426
fix(chess): render piece overlays inside the drag-transform layer
HP pips and any other per-piece overlays lived in the grid cell as
siblings of <Piece> \u2014 outside the transforming motion.div, so they
stayed pinned to the origin square while the piece visually slid
toward the cursor. Moved them inside the transform layer so they
inherit the same x/y/rotate/scale motion values and follow the
piece during drag and FLIP animations.

Piece accepts overlays + pieceFacts as props; Board just forwards
what it already computes. Same render cost, same wiring, visible
result: pips dangle with the piece.
2026-04-17 16:22:14 -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
2739cc2689
fix(chess): fire preset lifecycle hooks on game.presets sync
PredictionManager.applyPresets was calling activePresets.replaceAll
directly, bypassing preset onActivate / onDeactivate hooks on the
client engine. piece-hp installs Hp facts from onActivate, so in
multiplayer the client knew the preset was active but had no Hp
facts to render \u2014 the overlay silently drew nothing.

Routed through setActivePresets. Both server and client now run
the same idempotent onActivate, arriving at the same state without
serializing Hp facts over the wire. applyFullState (snapshot path)
still uses bare replaceAll because facts in the snapshot already
include any preset-installed attributes.
2026-04-17 15:57:53 -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
25 changed files with 1868 additions and 46 deletions

View file

@ -47,7 +47,11 @@ import {
} from "./rules/draws.js";
import { applyCapture } from "./rules/capture.js";
import type { LegalMove } from "./rules/types.js";
import { ActivePresetSet } from "./presets/active-set.js";
import {
ActivePresetSet,
type ActivationRequest,
} from "./presets/active-set.js";
import { PRESET_REGISTRY } from "./presets/registry.js";
// Importing from the barrel guarantees every preset module's
// side-effect registration has run before the first engine is created.
import "./presets/index.js";
@ -69,6 +73,12 @@ export type GameResult =
| "draw-50"
| "draw-3fold"
| "draw-insufficient"
// Preset-defined terminal states. The regular checkmate result always
// implicitly means "the side to move loses" (standard chess), but
// variants like capture-to-win or last-piece-standing need to name
// the winner explicitly because the side to move may be the WINNER.
| "white-wins"
| "black-wins"
| "ongoing";
export class ChessEngine {
@ -93,6 +103,69 @@ export class ChessEngine {
this.activePresets = activePresets ?? new ActivePresetSet();
}
/**
* Replace the active preset set and fire lifecycle hooks on transitions.
*
* This is the ONLY public entry point that routes through preset
* `onActivate` / `onDeactivate` hooks — direct mutation of
* `activePresets` (via `.replaceAll`) is still allowed for tests but
* bypasses the hooks.
*
* Transition ordering, by design:
* 1. Snapshot the old id set.
* 2. Validate + apply the new set via `ActivePresetSet.replaceAll`.
* If validation throws, no hooks fire and the old set is intact.
* 3. Fire `onDeactivate` for ids in old-but-not-new.
* 4. Fire `onActivate` for ids in new-but-not-old.
*
* Scope or turns-remaining changes on an id present in both sets do
* NOT re-fire any hook — the preset is considered "continuously
* active" across the transition.
*
* Deactivate-before-activate is deliberate: it lets a preset tear
* down state cleanly before the incoming preset reads the board.
* Ordering within each phase follows the input list's natural order.
*/
setActivePresets(requests: readonly ActivationRequest[]): void {
const oldIds = new Set(this.activePresets.list().map((e) => e.id));
this.activePresets.replaceAll(requests);
const newIds = new Set(requests.map((r) => r.id));
for (const id of oldIds) {
if (newIds.has(id)) continue;
const def = PRESET_REGISTRY.get(id);
def?.onDeactivate?.(this);
}
for (const req of requests) {
if (oldIds.has(req.id)) continue;
const def = PRESET_REGISTRY.get(req.id);
def?.onActivate?.(this);
}
}
/**
* Attempt a preset-intercepted capture. Dispatches `onBeforeCapture`
* on every currently-active preset for the mover's color; if any
* preset returns `{ consume: true }` the default capture is skipped
* and we return `true`. Otherwise the caller should proceed with the
* standard capture path.
*
* `color` is the color of the capturing piece (i.e. whose turn it is).
*/
private tryInterceptCapture(
attacker: EntityId,
target: EntityId,
color: PieceColor,
): boolean {
let consumed = false;
for (const preset of this.activePresets.getForColor(color)) {
if (!preset.onBeforeCapture) continue;
const result = preset.onBeforeCapture(this, attacker, target);
if (result && result.consume === true) consumed = true;
}
return consumed;
}
getCurrentTurn(): PieceColor {
return (this.session.get(GAME_ENTITY, "Turn") as PieceColor) ?? "white";
}
@ -192,19 +265,45 @@ export class ChessEngine {
const isCastling = (move as CastlingMove).isCastling === true;
if (isEnPassant) {
applyEnPassantCapture(this.session, move, color);
// En passant captures the pawn on the SKIPPED square, not on
// `move.to`. Dispatch the preset hook against that off-square
// target so e.g. piece-hp can decrement HP on the captured pawn.
const capturedSquare =
color === "white" ? ((move.to - 8) as number) : ((move.to + 8) as number);
const capturedId = this.getPieceAt(capturedSquare);
const consumed =
capturedId !== null &&
this.tryInterceptCapture(move.pieceId, capturedId, color);
if (consumed) {
// Preset handled the capture (e.g. damaged the pawn). The
// attacker does NOT move — consuming the move as a "poke"
// ends the turn without a positional change.
} else {
applyEnPassantCapture(this.session, move, color);
}
} else if (isCastling) {
applyCastlingMove(this.session, move as CastlingMove);
} else {
// Normal move: handle capture, then update position
// Normal move: handle capture, then update position. The preset
// capture hook is our chance to short-circuit the default
// retract-and-move behaviour (used by piece-hp for non-lethal
// damage). If any preset consumes the capture we skip BOTH the
// retraction AND the attacker's move: the preset turned the
// capture into a "poke" that just ends the turn.
let consumed = false;
if (move.isCapture) {
const capturedId = this.getPieceAt(move.to);
if (capturedId !== null) {
applyCapture(this.session, capturedId);
consumed = this.tryInterceptCapture(move.pieceId, capturedId, color);
if (!consumed) {
applyCapture(this.session, capturedId);
}
}
}
this.session.insert(move.pieceId, "Position", move.to);
this.session.insert(move.pieceId, "HasMoved", true);
if (!consumed) {
this.session.insert(move.pieceId, "Position", move.to);
this.session.insert(move.pieceId, "HasMoved", true);
}
}
// Handle promotion (pawn reaching last rank)
@ -242,13 +341,38 @@ export class ChessEngine {
// Tick preset durations with the color that JUST moved. Player-local
// turn counting: a `scope=white` preset with 3 turns remaining
// ticks only when white plays; a `scope=both` ticks on every
// half-move. Entries reaching 0 are removed.
this.activePresets.tickAfterMove(color);
// half-move. Entries reaching 0 are removed AND fire onDeactivate
// so they can tear down any board state they installed.
const expired = this.activePresets.tickAfterMove(color);
for (const id of expired) {
const def = PRESET_REGISTRY.get(id);
def?.onDeactivate?.(this);
}
// Post-move preset hooks: fire against EVERY still-active preset
// (regardless of scope). Scope-aware behaviour is the preset's
// responsibility — king-heals affects the non-mover, poisoned-squares
// affects the mover, so a single engine-level scope filter can't
// serve both.
for (const entry of this.activePresets.list()) {
const def = PRESET_REGISTRY.get(entry.id);
def?.onAfterMove?.(this, color);
}
return this.checkGameResult();
}
checkGameResult(): GameResult {
// Preset override path: run onCheckGameResult on every active preset
// in registration order. First non-undefined return wins. This lets
// capture-to-win and last-piece-standing redefine "game over"
// without touching engine internals.
for (const entry of this.activePresets.list()) {
const def = PRESET_REGISTRY.get(entry.id);
const override = def?.onCheckGameResult?.(this);
if (override !== undefined) return override;
}
const nextColor = this.getCurrentTurn();
if (isCheckmate(this.session, nextColor)) return "checkmate";
if (isStalemate(this.session, nextColor)) return "stalemate";

View file

@ -55,7 +55,11 @@ export function useChessEngine() {
// over the session (not a stored `InCheck` fact), so we call the
// helper directly against the side that just received the move.
const opponentColor = engine.getCurrentTurn();
if (result === 'checkmate') {
const decisive =
result === 'checkmate' ||
result === 'white-wins' ||
result === 'black-wins';
if (decisive) {
audio.play('checkmate');
} else if (isInCheck(engine.session, opponentColor)) {
audio.play('check');
@ -109,7 +113,10 @@ export function useChessEngine() {
* the local UI updates immediately (no server round-trip).
*/
const setPresets = useCallback((activations: PresetActivation[]) => {
engine.activePresets.replaceAll(activations);
// Route through setActivePresets so presets' onActivate /
// onDeactivate lifecycle hooks fire (piece-hp needs this to seed
// and clean up Hp facts). Fall through to autosave + re-render.
engine.setActivePresets(activations);
saveAutoSave(engine.session.allFacts());
setTick(t => t + 1);
}, [engine]);

View file

@ -197,7 +197,13 @@ export function useMultiplayerGame(code: string, token: string) {
const moveResult = eng.checkGameResult();
// Local sound playback for the moving player. The opponent's client
// plays its own sound off the `game.delta` event.
if (moveResult === 'checkmate') audio.play('checkmate');
// Decisive results (checkmate AND variant wins) play the
// checkmate sound; ongoing / draws play the normal move sound.
const decisive =
moveResult === 'checkmate' ||
moveResult === 'white-wins' ||
moveResult === 'black-wins';
if (decisive) audio.play('checkmate');
else audio.play('move');
return moveResult;
},

View file

@ -130,10 +130,23 @@ export class PredictionManager {
* previously-legal optimistic moves, and re-validating them here would
* duplicate server logic. Simpler to let the next user action
* re-predict against the freshly-synced base.
*
* We route through `setActivePresets` (not bare `activePresets.replaceAll`)
* so preset `onActivate` / `onDeactivate` lifecycle hooks fire on the
* client's base engine. That's essential for rules like `piece-hp`
* which install per-piece state (Hp facts) from onActivate — without
* this the client would know the preset is active but have no Hp
* facts to render, because `game.presets` carries only the
* activation list, not the resulting facts.
*
* Idempotence guarantee: preset hooks are expected to be idempotent
* (piece-hp.onActivate only inserts Hp when absent). Server and
* client run the same hook logic, so both arrive at the same state.
* The next `game.state` or `game.delta` reconciles any drift.
*/
private applyPresets(payload: GamePresetsPayload): void {
try {
this.baseEngine.activePresets.replaceAll(payload.activations);
this.baseEngine.setActivePresets(payload.activations);
} catch {
// A bad set from the server shouldn't crash the client; the server
// already validated, so this branch is defensive only. We clear

View file

@ -191,8 +191,13 @@ export class ActivePresetSet {
* This implements the "player-local turns" policy: a `scope=white`
* preset ticks only after white moves; `scope=both` ticks on every
* half-move.
*
* Returns the list of ids that expired during this tick so the engine
* can fire the preset `onDeactivate` lifecycle hook against them. The
* ActivePresetSet itself stays engine-unaware — the hook dispatch is
* strictly a ChessEngine concern.
*/
tickAfterMove(moverColor: "white" | "black"): void {
tickAfterMove(moverColor: "white" | "black"): string[] {
const toRemove: string[] = [];
for (const entry of this.entries.values()) {
if (entry.scope !== "both" && entry.scope !== moverColor) continue;
@ -205,6 +210,7 @@ export class ActivePresetSet {
}
}
for (const id of toRemove) this.entries.delete(id);
return toRemove;
}
/** All active entries, in registration order. Used by UI + wire sync. */

View file

@ -1,10 +1,72 @@
/**
* Preset: `capture-to-win` (First Blood, RULES.md rule #11)
*
* The first player to capture ANY enemy piece wins the game
* immediately. Checkmate is never reached in practice because any
* capture ends the game first.
*
* Wiring:
* - `onBeforeCapture` — record the capturer's color on the game
* entity via a `Winner` fact. Does NOT consume the capture, so the
* engine's default retract-and-move still runs (the target piece
* dies normally, the attacker advances onto its square). This
* keeps the final board state intuitive for players to inspect
* ("why is white's pawn on d5?") rather than freezing the board
* mid-capture.
* - `onCheckGameResult` — if a Winner fact was recorded, convert
* it into the corresponding GameResult. Otherwise return undefined
* and let the default checkmate/stalemate logic run (nothing
* to do until the first capture happens).
*
* Incompatible with `last-piece-standing` — both redefine "when is
* the game over" and would compete for the onCheckGameResult hook.
*/
import { PRESET_REGISTRY } from "./registry.js";
import { GAME_ENTITY, type PieceColor } from "../schema.js";
import type { ChessEngine, GameResult } from "../engine.js";
import type { EntityId } from "@paratype/rete";
PRESET_REGISTRY.register({
id: "capture-to-win",
name: "First Blood",
description: "A player wins immediately upon capturing any enemy piece (first capture wins).",
description:
"The first player to capture any enemy piece wins the game immediately. Makes every piece precious.",
incompatibleWith: ["last-piece-standing"],
requires: [],
// Win condition checked in ChessEngine (P3.11)
onBeforeCapture(engine: ChessEngine, attacker: EntityId, _target: EntityId) {
const session = engine.session;
// Only record the first capture — don't stomp an earlier winner
// if multiple captures somehow occur in the same applyMove
// (shouldn't happen, but defensive).
if (session.contains(GAME_ENTITY, "Winner")) {
const existing = session.get(GAME_ENTITY, "Winner");
if (existing !== null) return; // already set, leave it
}
const colorFact = session
.allFacts()
.find(f => f.id === attacker && f.attr === "Color");
if (!colorFact) return;
session.insert(GAME_ENTITY, "Winner", colorFact.value as PieceColor);
// Don't consume — let the capture resolve normally so the board
// visibly reflects the killing blow.
},
onCheckGameResult(engine: ChessEngine): GameResult | undefined {
const session = engine.session;
if (!session.contains(GAME_ENTITY, "Winner")) return undefined;
const winner = session.get(GAME_ENTITY, "Winner");
if (winner === "white") return "white-wins";
if (winner === "black") return "black-wins";
return undefined; // "draw" or null — let default logic run
},
onDeactivate(engine: ChessEngine) {
// Clear any stored winner when the preset is turned off so the
// game doesn't stay in a won state after the rule is lifted.
const session = engine.session;
if (session.contains(GAME_ENTITY, "Winner")) {
session.retract(GAME_ENTITY, "Winner");
}
},
});

View file

@ -1,10 +1,112 @@
/**
* Preset: `explosive-rook` (Detonating Rook, RULES.md rule #10)
*
* When a rook captures, it detonates on the target square, removing
* every piece (friendly or enemy, excluding the capturing rook itself)
* within Chebyshev distance <= 2 on the same rank or file. Diagonal
* neighbours are NOT affected — detonation propagates along orthogonal
* rays only, matching the rook's own movement.
*
* Implementation via `onBeforeCapture`:
* - If the attacker isn't a rook, do nothing (default capture runs).
* - Otherwise consume the hook, then manually:
* 1. Remove the target piece.
* 2. Remove every piece within distance 2 on the target's rank or
* file (friendly or enemy; rook itself excluded).
* 3. Move the rook onto the target square (so the explosion
* visually "lands" there).
*
* Explosion does NOT chain — if a captured piece happened to be a
* second rook, its detonation does not re-trigger. Keeping the
* mechanic finite.
*
* Incompatible with `piece-hp` — HP's "capture deals 1 damage" and
* explosive-rook's "capture wipes AoE" are contradictory capture
* resolutions.
*/
import { PRESET_REGISTRY } from "./registry.js";
import type { ChessEngine } from "../engine.js";
import type { Session, EntityId } from "@paratype/rete";
import { fileOf, rankOf, squareOf } from "../coord.js";
import type { Square } from "../schema.js";
const DETONATION_RADIUS = 2;
const PIECE_ATTRS = [
"PieceType",
"Color",
"Position",
"HasMoved",
"Hp",
] as const;
function retractEntity(session: Session, id: EntityId): void {
for (const attr of PIECE_ATTRS) {
if (session.contains(id, attr)) session.retract(id, attr);
}
}
function pieceAtSquare(session: Session, sq: Square): EntityId | null {
const facts = session.allFacts();
for (const f of facts) {
if (f.attr === "Position" && f.value === sq && (f.id as number) > 0) {
return f.id;
}
}
return null;
}
PRESET_REGISTRY.register({
id: "explosive-rook",
name: "Detonating Rook",
description: "When a Rook captures, it also removes all pieces within 2 squares on the same rank and file.",
description:
"When a Rook captures, it detonates: every piece within 2 squares on the same rank or file is removed (friend and foe alike). Diagonals are spared.",
incompatibleWith: ["piece-hp"],
requires: [],
// Full integration happens in ChessEngine (P3.11)
onBeforeCapture(engine: ChessEngine, attacker: EntityId, target: EntityId) {
const session = engine.session;
const attackerTypeFact = session
.allFacts()
.find(f => f.id === attacker && f.attr === "PieceType");
if (attackerTypeFact?.value !== "rook") return; // default capture runs
const targetPos = session.get(target, "Position") as Square | undefined;
if (targetPos === undefined) return;
const targetFile = fileOf(targetPos);
const targetRank = rankOf(targetPos);
// Collect detonation victims (orthogonal neighbours within radius).
// We include the target itself — it gets removed first. We skip
// the attacker so the rook survives.
const victims = new Set<EntityId>();
victims.add(target);
for (let d = 1; d <= DETONATION_RADIUS; d++) {
for (const [df, dr] of [
[d, 0], [-d, 0], [0, d], [0, -d],
] as const) {
const f = targetFile + df;
const r = targetRank + dr;
if (f < 0 || f > 7 || r < 0 || r > 7) continue;
const sq = squareOf(f, r) as Square;
const id = pieceAtSquare(session, sq);
if (id === null) continue;
if (id === attacker) continue;
victims.add(id);
}
}
// Retract every victim's facts — their pieces are gone.
for (const v of victims) retractEntity(session, v);
// The rook still "captures" by moving onto the target square and
// has HasMoved set. Default engine path is consumed, so we apply
// these mutations ourselves.
session.insert(attacker, "Position", targetPos);
session.insert(attacker, "HasMoved", true);
return { consume: true };
},
});

View file

@ -0,0 +1,398 @@
/**
* Integration tests for presets that were previously stubs:
* - king-heals (onAfterMove)
* - poisoned-squares (onAfterMove)
* - capture-to-win (onBeforeCapture + onCheckGameResult)
* - last-piece-standing (onCheckGameResult)
* - explosive-rook (onBeforeCapture with consume)
* - queen-splits (onBeforeCapture with consume, spawning)
*
* Each block tests one preset's mechanic end-to-end through the
* ChessEngine so we catch any hook-wiring regressions.
*/
import { describe, it, expect } from "vitest";
import "./index.js";
import { ChessEngine } from "../engine.js";
import { algebraicToSquare, squareOf } from "../coord.js";
import type { EntityId } from "@paratype/rete";
import type { Square } from "../schema.js";
function pieceAt(engine: ChessEngine, sq: string): EntityId | null {
const target = algebraicToSquare(sq);
for (const f of engine.session.allFacts()) {
if (f.attr === "Position" && f.value === target) return f.id;
}
return null;
}
function typeOf(engine: ChessEngine, id: EntityId): string | null {
if (!engine.session.contains(id, "PieceType")) return null;
return engine.session.get(id, "PieceType") as string;
}
function hpOf(engine: ChessEngine, id: EntityId): number | null {
if (!engine.session.contains(id, "Hp")) return null;
return engine.session.get(id, "Hp") as number;
}
/** Clear a rank of all pieces. Used to sculpt board positions cheaply. */
function clearRank(engine: ChessEngine, rank: number): void {
const retractIds: EntityId[] = [];
for (const f of engine.session.allFacts()) {
if (f.attr !== "Position") continue;
if (Math.floor((f.value as number) / 8) !== rank) continue;
retractIds.push(f.id);
}
for (const id of retractIds) {
for (const attr of ["PieceType", "Color", "Position", "HasMoved", "Hp"] as const) {
if (engine.session.contains(id, attr)) engine.session.retract(id, attr);
}
}
}
// ─────────────────────────────────────────────────────────────────────
// king-heals
// ─────────────────────────────────────────────────────────────────────
describe("king-heals", () => {
it("heals the non-mover's king by 1 HP (max 3) per half-move when not in check", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
{ id: "king-heals", scope: "both", turnsRemaining: null },
]);
// Damage black king to 1 HP so we can observe healing.
const blackKing = pieceAt(engine, "e8")!;
engine.session.insert(blackKing, "Hp", 1);
// White plays a neutral move. onAfterMove fires, sees black king
// not in check, heals +1 → HP 2.
engine.applyMove(
engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!,
);
expect(hpOf(engine, blackKing)).toBe(2);
// Black plays; white's king wasn't damaged so heal is a no-op
// (already at full 2 — unless we also damage it, but leave it).
// Then white plays again → black king heals to 3 (cap).
engine.applyMove(
engine.findMove(algebraicToSquare("e7"), algebraicToSquare("e5"))!,
);
engine.applyMove(
engine.findMove(algebraicToSquare("a2"), algebraicToSquare("a3"))!,
);
expect(hpOf(engine, blackKing)).toBe(3);
// Further heals stop at the cap.
engine.applyMove(
engine.findMove(algebraicToSquare("a7"), algebraicToSquare("a6"))!,
);
engine.applyMove(
engine.findMove(algebraicToSquare("h2"), algebraicToSquare("h3"))!,
);
expect(hpOf(engine, blackKing)).toBe(3);
});
it("does not heal a king currently in check", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
{ id: "king-heals", scope: "both", turnsRemaining: null },
]);
// Scholar's-Mate-setup to get black king in check after Qh5.
// 1. e4 e5 2. Bc4 Nc6 3. Qh5 — threatens Qxf7# which is check.
// Actually Qh5 doesn't check; we want something that checks. Use
// 1. e4 d5 2. exd5 3. Qh5+ — now black king is in check.
engine.applyMove(engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!);
engine.applyMove(engine.findMove(algebraicToSquare("d7"), algebraicToSquare("d5"))!);
// Damage both kings to 1 so we can observe differential healing.
const whiteKing = pieceAt(engine, "e1")!;
const blackKing = pieceAt(engine, "e8")!;
engine.session.insert(whiteKing, "Hp", 1);
engine.session.insert(blackKing, "Hp", 1);
// White's move triggers heal on BLACK king (non-mover). Black not
// in check → heals to 2.
engine.applyMove(engine.findMove(algebraicToSquare("e4"), algebraicToSquare("d5"))!);
expect(hpOf(engine, blackKing)).toBe(2);
});
});
// ─────────────────────────────────────────────────────────────────────
// poisoned-squares
// ─────────────────────────────────────────────────────────────────────
describe("poisoned-squares", () => {
it("damages a piece ending a half-move on d4/e4/d5/e5", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
{ id: "poisoned-squares", scope: "both", turnsRemaining: null },
]);
// 1. e4 — white pawn lands on e4 which is poisoned. After white's
// move onAfterMove fires, poison damage applies → pawn goes from
// HP 2 to HP 1.
engine.applyMove(engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!);
const e4Pawn = pieceAt(engine, "e4")!;
expect(hpOf(engine, e4Pawn)).toBe(1);
// Black plays non-poisoned move — e4 pawn gets damaged AGAIN
// because it's still on the poisoned square at end of half-move.
engine.applyMove(engine.findMove(algebraicToSquare("a7"), algebraicToSquare("a6"))!);
expect(pieceAt(engine, "e4")).toBeNull(); // pawn retracted at HP 0
});
it("does not damage pieces NOT on a poisoned square", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
{ id: "poisoned-squares", scope: "both", turnsRemaining: null },
]);
engine.applyMove(engine.findMove(algebraicToSquare("a2"), algebraicToSquare("a3"))!);
const a3Pawn = pieceAt(engine, "a3")!;
expect(hpOf(engine, a3Pawn)).toBe(2);
});
});
// ─────────────────────────────────────────────────────────────────────
// capture-to-win
// ─────────────────────────────────────────────────────────────────────
describe("capture-to-win", () => {
it("first capture ends the game with the capturer winning", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "capture-to-win", scope: "both", turnsRemaining: null },
]);
// 1. e4 d5 2. exd5 — white captures first.
engine.applyMove(engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!);
engine.applyMove(engine.findMove(algebraicToSquare("d7"), algebraicToSquare("d5"))!);
const result = engine.applyMove(
engine.findMove(algebraicToSquare("e4"), algebraicToSquare("d5"))!,
);
expect(result).toBe("white-wins");
});
it("game stays ongoing until any capture occurs", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "capture-to-win", scope: "both", turnsRemaining: null },
]);
const r1 = engine.applyMove(
engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!,
);
expect(r1).toBe("ongoing");
const r2 = engine.applyMove(
engine.findMove(algebraicToSquare("e7"), algebraicToSquare("e5"))!,
);
expect(r2).toBe("ongoing");
});
});
// ─────────────────────────────────────────────────────────────────────
// last-piece-standing
// ─────────────────────────────────────────────────────────────────────
describe("last-piece-standing", () => {
it("game stays ongoing until one color has 0 pieces", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "last-piece-standing", scope: "both", turnsRemaining: null },
]);
expect(engine.checkGameResult()).toBe("ongoing");
});
it("white wins when black has no pieces left", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "last-piece-standing", scope: "both", turnsRemaining: null },
]);
// Scorched-earth: retract every black piece.
const blackIds: EntityId[] = [];
for (const f of engine.session.allFacts()) {
if (f.attr !== "Color" || f.value !== "black") continue;
if ((f.id as number) <= 0) continue;
blackIds.push(f.id);
}
for (const id of blackIds) {
for (const attr of ["PieceType", "Color", "Position", "HasMoved"] as const) {
if (engine.session.contains(id, attr)) engine.session.retract(id, attr);
}
}
expect(engine.checkGameResult()).toBe("white-wins");
});
it("overrides default checkmate: cornered king is NOT game-over", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "last-piece-standing", scope: "both", turnsRemaining: null },
]);
// From the starting position the base engine isn't near checkmate
// yet, but the key point is checkGameResult never returns
// "checkmate" while last-piece-standing is active. Sanity check.
expect(engine.checkGameResult()).toBe("ongoing");
});
});
// ─────────────────────────────────────────────────────────────────────
// explosive-rook
// ─────────────────────────────────────────────────────────────────────
describe("explosive-rook", () => {
it("rook capture detonates orthogonal neighbours within distance 2", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "explosive-rook", scope: "both", turnsRemaining: null },
]);
// Sculpt a controlled board: clear everything from rank 4 so we
// can plant a rook + target + bystanders.
clearRank(engine, 3);
clearRank(engine, 4);
clearRank(engine, 5);
// White rook on a4 (file 0, rank 3). Black pawn on d4 (target).
// Black pawn on f4 (distance 2, survives? No — f4 is file 5, d4
// is file 3, Chebyshev along file = 2, so f4 IS in range).
// Black pawn on b5 (diagonal, should SURVIVE explosion).
// White pawn on d2 (distance 2 on file, should be detonated).
const whiteRook = pieceAt(engine, "a1")!;
engine.session.insert(whiteRook, "Position", squareOf(0, 3)); // a4
// Find any black pawn and reposition; need 4 black pawns for the test.
const blackPawns: EntityId[] = [];
for (const f of engine.session.allFacts()) {
if (f.attr !== "PieceType" || f.value !== "pawn") continue;
const cfact = engine.session.allFacts().find(x => x.id === f.id && x.attr === "Color");
if (cfact?.value === "black") blackPawns.push(f.id);
}
engine.session.insert(blackPawns[0]!, "Position", squareOf(3, 3)); // d4 target
engine.session.insert(blackPawns[1]!, "Position", squareOf(5, 3)); // f4 in-range
engine.session.insert(blackPawns[2]!, "Position", squareOf(1, 4)); // b5 diagonal
// White rook captures on d4.
const capture = engine.findMove(
algebraicToSquare("a4"),
algebraicToSquare("d4"),
);
expect(capture).not.toBeNull();
engine.applyMove(capture!);
// d4 target: gone.
// f4: gone (file 3 -> 5 is distance 2 on file, rank unchanged).
// b5: survives (diagonal neighbour, not on d4's rank or file).
expect(pieceAt(engine, "d4")).toBe(whiteRook); // rook moved here
expect(pieceAt(engine, "f4")).toBeNull();
expect(pieceAt(engine, "b5")).not.toBeNull(); // diagonal survives
});
it("non-rook captures are unaffected (default capture runs)", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "explosive-rook", scope: "both", turnsRemaining: null },
]);
// 1. e4 d5 2. exd5 — pawn capture, no detonation.
engine.applyMove(engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!);
engine.applyMove(engine.findMove(algebraicToSquare("d7"), algebraicToSquare("d5"))!);
engine.applyMove(engine.findMove(algebraicToSquare("e4"), algebraicToSquare("d5"))!);
// d5 holds the white pawn. No adjacent pieces affected.
expect(typeOf(engine, pieceAt(engine, "d5")!)).toBe("pawn");
expect(pieceAt(engine, "e7")).not.toBeNull(); // black pawn intact
});
});
// ─────────────────────────────────────────────────────────────────────
// queen-splits
// ─────────────────────────────────────────────────────────────────────
describe("queen-splits", () => {
it("queen capture spawns a rook on target and a bishop on an empty neighbour", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "queen-splits", scope: "both", turnsRemaining: null },
]);
// Sculpt: white queen on d4, black pawn on e5 (diagonal capture).
// Neighbours of e5: d6, e6, f6, f5, f4, e4, d4 (WHITE QUEEN!), d5.
// Clockwise from N: e6 → f6 → f5 → f4 → e4 → d4 (queen — gone
// after fission, but at the moment of the clockwise scan it's
// already retracted) → d5 → d6. So the first empty neighbour
// after capture will be e6 (empty in starting position).
clearRank(engine, 3);
clearRank(engine, 4);
const whiteQueen = pieceAt(engine, "d1")!;
engine.session.insert(whiteQueen, "Position", squareOf(3, 3)); // d4
const blackPawns: EntityId[] = [];
for (const f of engine.session.allFacts()) {
if (f.attr !== "PieceType" || f.value !== "pawn") continue;
const cfact = engine.session.allFacts().find(x => x.id === f.id && x.attr === "Color");
if (cfact?.value === "black") blackPawns.push(f.id);
}
engine.session.insert(blackPawns[0]!, "Position", squareOf(4, 4)); // e5
const capture = engine.findMove(
algebraicToSquare("d4"),
algebraicToSquare("e5"),
);
expect(capture).not.toBeNull();
engine.applyMove(capture!);
// Queen is gone.
expect(engine.session.contains(whiteQueen, "Position")).toBe(false);
// Target pawn is gone.
expect(pieceAt(engine, "e5")).not.toBe(blackPawns[0]!);
// A white rook sits on e5 (target square).
const onE5 = pieceAt(engine, "e5")!;
expect(typeOf(engine, onE5)).toBe("rook");
expect(engine.session.get(onE5, "Color")).toBe("white");
// A white bishop sits on one of e5's clockwise-N-first empty
// neighbours. Starting position has black pawns on rank 7 which
// is all occupied from e8 down to rank 7… wait, e5's N is e6
// which is empty. Assert we find a bishop adjacent.
const neighborFiles = [-1, 0, 1];
const neighborRanks = [-1, 0, 1];
let bishopFound = false;
for (const df of neighborFiles) {
for (const dr of neighborRanks) {
if (df === 0 && dr === 0) continue;
const sq = squareOf(4 + df, 4 + dr) as Square;
if (sq < 0 || sq > 63) continue;
const id = pieceAt(
engine,
String.fromCharCode(97 + 4 + df) + (5 + dr),
);
if (id === null) continue;
if (typeOf(engine, id) === "bishop") {
bishopFound = true;
break;
}
}
if (bishopFound) break;
}
expect(bishopFound).toBe(true);
});
it("non-queen captures are unaffected", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "queen-splits", scope: "both", turnsRemaining: null },
]);
engine.applyMove(engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!);
engine.applyMove(engine.findMove(algebraicToSquare("d7"), algebraicToSquare("d5"))!);
engine.applyMove(engine.findMove(algebraicToSquare("e4"), algebraicToSquare("d5"))!);
// Pawn stays a pawn — no fission.
const onD5 = pieceAt(engine, "d5")!;
expect(typeOf(engine, onD5)).toBe("pawn");
});
});

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@ -1,10 +1,62 @@
/**
* Preset: `king-heals` (Regenerating King, RULES.md rule #9)
*
* After every half-move, check the king BELONGING TO THE NON-MOVER
* (i.e. the player about to move). If it's not currently in check,
* its HP regenerates by 1, capped at MAX_KING_HP.
*
* Design reading of RULES.md #9: "If the King ends a turn NOT in check,
* it gains +1 HP." The natural moment to apply this is AFTER a move
* has been applied but BEFORE the turn counter advances further. Our
* `onAfterMove` hook fires at that exact point. We heal the KING that
* just came off attack — i.e. the non-mover's king — because the
* mover's king couldn't have been in check (self-check filter prevents
* moves that leave your own king attacked).
*
* Requires `piece-hp`; without it there's no Hp attribute to heal.
*/
import { PRESET_REGISTRY } from "./registry.js";
import type { ChessEngine } from "../engine.js";
import type { Session, EntityId } from "@paratype/rete";
import type { PieceColor } from "../schema.js";
import { isInCheck } from "../rules/check.js";
const MAX_KING_HP = 3;
/** Find the king entity for a given color, or null if absent. */
function findKing(session: Session, color: PieceColor): EntityId | null {
const facts = session.allFacts();
for (const f of facts) {
if (f.attr !== "PieceType" || f.value !== "king") continue;
const colorFact = facts.find(c => c.id === f.id && c.attr === "Color");
if (colorFact?.value === color) return f.id;
}
return null;
}
PRESET_REGISTRY.register({
id: "king-heals",
name: "Regenerating King",
description: "If the King ends a turn NOT in check, it gains +1 HP (max 3 HP). Requires piece-hp.",
description:
"After every half-move, the king whose turn it is to move regenerates +1 HP (max 3) — unless it's currently in check. Requires Hit Points.",
incompatibleWith: [],
requires: ["piece-hp"],
// Full integration happens in ChessEngine (P3.11)
onAfterMove(engine: ChessEngine, moverColor) {
// The NON-mover's king is the one potentially healing: it's the
// king belonging to the player whose turn just arrived. Heal only
// if that king isn't currently in check (being in check denies the
// heal — an intentional game-design lever that makes aggressive
// play strategically meaningful).
const color: PieceColor = moverColor === "white" ? "black" : "white";
const kingId = findKing(engine.session, color);
if (kingId === null) return;
if (isInCheck(engine.session, color)) return;
const session = engine.session;
if (!session.contains(kingId, "Hp")) return; // piece-hp not active
const hp = session.get(kingId, "Hp") as number;
if (hp >= MAX_KING_HP) return;
session.insert(kingId, "Hp", hp + 1);
},
});

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@ -1,10 +1,73 @@
/**
* Preset: `last-piece-standing` (Annihilation, RULES.md rule #12)
*
* The king has no special status. Checkmate is disabled. The player
* who captures ALL enemy pieces wins — meaning the opponent's piece
* count drops to 0 (king included).
*
* Wiring is pure `onCheckGameResult`:
* - Count pieces by color.
* - If one color has 0 pieces, the other color wins.
* - Otherwise return undefined — the game continues. We deliberately
* SUPPRESS the default checkmate and stalemate detection by
* returning "ongoing" whenever neither side is annihilated; this
* overrides the default `isCheckmate`/`isStalemate` checks in
* `engine.checkGameResult`.
*
* Note that `filterSelfCheckMoves` still runs in move generation, so
* players still can't move their king into check voluntarily. That's
* a UX concession: under pure Annihilation rules a suicidal king
* move is technically legal, but blocking it keeps the game readable
* (otherwise a blundering player could accidentally trap themselves
* with no legal moves). Future work could add a scope for "disable
* self-check filter" if we want stricter variant purity.
*
* Incompatible with `capture-to-win` — both redefine "when is the
* game over".
*/
import { PRESET_REGISTRY } from "./registry.js";
import type { ChessEngine, GameResult } from "../engine.js";
PRESET_REGISTRY.register({
id: "last-piece-standing",
name: "Annihilation",
description: "The player who captures all enemy pieces wins. King has no special status; checkmate is disabled.",
description:
"Checkmate is disabled. The player who captures ALL enemy pieces (king included) wins. Every capture counts.",
incompatibleWith: ["capture-to-win"],
requires: [],
// Win condition checked in ChessEngine (P3.11)
onCheckGameResult(engine: ChessEngine): GameResult | undefined {
// Count Position facts per color. We use Position rather than
// PieceType because a piece "exists on the board" iff it has a
// position; retracted pieces (captured) have no Position fact.
const facts = engine.session.allFacts();
const colorById = new Map<number, string>();
for (const f of facts) {
if (f.attr === "Color") colorById.set(f.id as number, f.value as string);
}
let whiteCount = 0;
let blackCount = 0;
for (const f of facts) {
if (f.attr !== "Position") continue;
if ((f.id as number) <= 0) continue;
const color = colorById.get(f.id as number);
if (color === "white") whiteCount++;
else if (color === "black") blackCount++;
}
if (whiteCount === 0 && blackCount === 0) {
// Degenerate — both sides wiped simultaneously somehow. Call
// it a draw-by-annihilation.
return "draw-insufficient";
}
if (whiteCount === 0) return "black-wins";
if (blackCount === 0) return "white-wins";
// Neither side is annihilated — override the default checkmate/
// stalemate detection by declaring the game ongoing. Without this
// return, the engine would fall through to isCheckmate which
// could spuriously end the game under pure FIDE rules.
return "ongoing";
},
});

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/**
* Integration tests for the `piece-hp` preset.
*
* Covers the lifecycle hooks (onActivate / onDeactivate) AND the
* capture-interception hook (onBeforeCapture → consume). Tests use
* `engine.setActivePresets(...)` so lifecycle hooks fire; using
* `.activePresets.replaceAll` directly would bypass them.
*/
import { describe, it, expect } from "vitest";
import "./index.js";
import { ChessEngine } from "../engine.js";
import { algebraicToSquare } from "../coord.js";
import type { EntityId } from "@paratype/rete";
/** Find the piece currently on a given algebraic square; null if empty. */
function pieceAt(engine: ChessEngine, sq: string): EntityId | null {
const target = algebraicToSquare(sq);
for (const f of engine.session.allFacts()) {
if (f.attr === "Position" && f.value === target) {
return f.id;
}
}
return null;
}
function hpOf(engine: ChessEngine, id: EntityId): number | null {
if (!engine.session.contains(id, "Hp")) return null;
return engine.session.get(id, "Hp") as number;
}
describe("piece-hp preset — lifecycle hooks", () => {
it("onActivate seeds Hp=2 on every piece", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
// 32 pieces on the starting board; every one should have Hp=2.
const pieces = engine.session.allFacts().filter(
(f) => f.attr === "PieceType",
);
expect(pieces.length).toBe(32);
for (const p of pieces) {
expect(engine.session.contains(p.id, "Hp")).toBe(true);
expect(engine.session.get(p.id, "Hp")).toBe(2);
}
});
it("onDeactivate retracts Hp from every piece", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
engine.setActivePresets([]);
for (const f of engine.session.allFacts()) {
if (f.attr === "PieceType") {
expect(engine.session.contains(f.id, "Hp")).toBe(false);
}
}
});
it("onActivate is idempotent — doesn't stomp existing HP values", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
// Manually damage a piece to Hp=1.
const e2Pawn = pieceAt(engine, "e2")!;
engine.session.insert(e2Pawn, "Hp", 1);
// Re-running setActivePresets with the same set should be a no-op
// for Hp (our transition logic says "id present in both → no hook").
// But even if someone calls onActivate directly via a future code
// path, the idempotence guard ensures Hp=1 stays.
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
expect(engine.session.get(e2Pawn, "Hp")).toBe(1);
});
it("scope or duration change on an already-active preset does NOT re-fire onActivate", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
const e2Pawn = pieceAt(engine, "e2")!;
engine.session.insert(e2Pawn, "Hp", 1);
// Change scope only — lifecycle should not fire; Hp=1 preserved.
engine.setActivePresets([
{ id: "piece-hp", scope: "white", turnsRemaining: null },
]);
expect(engine.session.get(e2Pawn, "Hp")).toBe(1);
});
});
describe("piece-hp preset — capture interception", () => {
it("non-lethal capture: target loses 1 HP, attacker stays, turn passes", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
// Scholars-Mate-style: 1. e4 e5 2. Bc4 Nc6 3. Qh5 … but we want a
// capture in a couple moves. Easiest: 1. e4 d5 2. exd5 — white
// pawn on e4 captures black pawn on d5.
engine.applyMove(
engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!,
);
engine.applyMove(
engine.findMove(algebraicToSquare("d7"), algebraicToSquare("d5"))!,
);
const e4Pawn = pieceAt(engine, "e4")!;
const d5Pawn = pieceAt(engine, "d5")!;
expect(hpOf(engine, d5Pawn)).toBe(2);
// Attempt exd5. With piece-hp active, target starts at 2 HP → goes
// to 1; non-lethal, attacker stays on e4, d5 pawn still there.
const capture = engine.findMove(
algebraicToSquare("e4"),
algebraicToSquare("d5"),
);
expect(capture).not.toBeNull();
engine.applyMove(capture!);
// Attacker did NOT move: e4 still occupied.
expect(pieceAt(engine, "e4")).toBe(e4Pawn);
// Target still there.
expect(pieceAt(engine, "d5")).toBe(d5Pawn);
// Target lost 1 HP.
expect(hpOf(engine, d5Pawn)).toBe(1);
// Turn advanced to black.
expect(engine.getCurrentTurn()).toBe("black");
});
it("lethal capture: target at 1 HP is fully removed, attacker moves in", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
engine.applyMove(
engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!,
);
engine.applyMove(
engine.findMove(algebraicToSquare("d7"), algebraicToSquare("d5"))!,
);
// Hand-damage the d5 pawn down to 1 HP so the next capture is lethal.
const d5Pawn = pieceAt(engine, "d5")!;
engine.session.insert(d5Pawn, "Hp", 1);
const capture = engine.findMove(
algebraicToSquare("e4"),
algebraicToSquare("d5"),
);
engine.applyMove(capture!);
// e4 now empty, d5 now holds the white pawn (standard capture
// semantics apply when HP reaches 0).
expect(pieceAt(engine, "e4")).toBeNull();
expect(pieceAt(engine, "d5")).not.toBeNull();
expect(pieceAt(engine, "d5")).not.toBe(d5Pawn); // d5 pawn retracted
});
it("repeated non-lethal captures drain HP to 0, third capture kills", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
// Build a position where white and black pieces can repeatedly
// poke each other. Easiest setup: clear the board, put a white
// pawn on e4 and black pawn on d5, then alternate captures.
// Actually we'll use natural play:
// 1. e4 d5 2. exd5 (d5 → HP 1) 3. ... ... tricky without
// alternation. Simpler: directly test with a contrived board.
engine.applyMove(
engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!,
);
engine.applyMove(
engine.findMove(algebraicToSquare("d7"), algebraicToSquare("d5"))!,
);
const d5Pawn = pieceAt(engine, "d5")!;
// First poke: HP 2 → 1.
engine.applyMove(
engine.findMove(algebraicToSquare("e4"), algebraicToSquare("d5"))!,
);
expect(hpOf(engine, d5Pawn)).toBe(1);
expect(pieceAt(engine, "d5")).toBe(d5Pawn);
// Black's turn. Black needs to play any move so white can poke again.
engine.applyMove(
engine.findMove(algebraicToSquare("a7"), algebraicToSquare("a6"))!,
);
// Second poke: HP 1 → 0, lethal. d5 pawn dies, white pawn moves in.
engine.applyMove(
engine.findMove(algebraicToSquare("e4"), algebraicToSquare("d5"))!,
);
expect(pieceAt(engine, "e4")).toBeNull();
const nowOnD5 = pieceAt(engine, "d5");
expect(nowOnD5).not.toBeNull();
expect(nowOnD5).not.toBe(d5Pawn);
});
it("deactivating after damage leaves pieces un-healed but without Hp attribute", () => {
const engine = new ChessEngine();
engine.setActivePresets([
{ id: "piece-hp", scope: "both", turnsRemaining: null },
]);
engine.applyMove(
engine.findMove(algebraicToSquare("e2"), algebraicToSquare("e4"))!,
);
engine.applyMove(
engine.findMove(algebraicToSquare("d7"), algebraicToSquare("d5"))!,
);
engine.applyMove(
engine.findMove(algebraicToSquare("e4"), algebraicToSquare("d5"))!,
);
const d5Pawn = pieceAt(engine, "d5")!;
expect(hpOf(engine, d5Pawn)).toBe(1);
// Toggle off.
engine.setActivePresets([]);
// Hp fact should be gone from all pieces including the damaged one.
expect(engine.session.contains(d5Pawn, "Hp")).toBe(false);
// Next capture attempt should be lethal via standard rules.
engine.applyMove(
engine.findMove(algebraicToSquare("a7"), algebraicToSquare("a6"))!,
);
// White to play; need a white move. Actually turn is white here
// (black just played a6). Move a white pawn back into the fray:
const whiteMove = engine.findMove(
algebraicToSquare("a2"),
algebraicToSquare("a3"),
);
engine.applyMove(whiteMove!);
// Without piece-hp, normal chess semantics resume.
expect(
engine.session.allFacts().some((f) => f.attr === "Hp"),
).toBe(false);
});
});

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@ -1,10 +1,103 @@
/**
* Preset: `piece-hp` (Hit Points, RULES.md rule #13)
*
* Every piece starts with 2 HP. A capture deals 1 HP damage; the
* target only dies (is removed from the board) when its HP reaches 0.
* While the target still has HP, the capturing piece does NOT move —
* the capture attempt becomes a "poke": turn consumed, target damaged,
* attacker stays put. This is the canonical variant semantics from
* the v0 design notes.
*
* How it integrates
* ─────────────────
* - onActivate: assert `Hp = 2` on every existing entity on the board.
* Idempotent: only assigns to entities that don't already have an Hp
* fact, so replaying activate on an already-HP-loaded session (e.g.
* after loading server state that included Hp) doesn't reset everyone.
*
* - onDeactivate: retract Hp from every entity. Symmetric cleanup so
* toggling the preset off mid-game returns the board to the standard
* "captures are lethal" behaviour without leaving stale attributes.
*
* - onBeforeCapture: decrement the target's Hp. If the new Hp is still
* positive, consume the capture (engine skips the default retract +
* attacker-move path). If Hp reaches 0, return without consuming so
* the engine falls through to `applyCapture` and the piece is removed
* normally.
*
* Incompatibilities: explosive-rook (different capture resolution model
* — AoE instant removal vs. single-target damage).
*/
import { PRESET_REGISTRY } from "./registry.js";
import type { ChessEngine } from "../engine.js";
import type { Session, EntityId } from "@paratype/rete";
/** Starting HP for every piece. Future work: make this per-type so
* pawns have 1 HP and queens have 3, etc. */
const DEFAULT_HP = 2;
/** Find every entity on the board that could reasonably be a piece
* (has PieceType + Color + Position). Game-level entity (id 0) is
* excluded. */
function iteratePieceIds(session: Session): EntityId[] {
const facts = session.allFacts();
const ids = new Set<EntityId>();
for (const f of facts) {
if (f.attr === "PieceType" && (f.id as number) > 0) {
ids.add(f.id);
}
}
return [...ids];
}
PRESET_REGISTRY.register({
id: "piece-hp",
name: "Hit Points",
description: "All pieces start with 2 HP. Captures deal 1 HP damage; piece only dies at 0 HP. Attacker stays on target if HP > 0.",
description:
"Every piece has 2 HP. Captures deal 1 damage instead of removing the target. A piece only dies when its HP hits 0; otherwise the capturing piece stays put and turn passes.",
incompatibleWith: ["explosive-rook"],
requires: [],
// Full integration in ChessEngine (P3.11)
onActivate(engine: ChessEngine) {
const session = engine.session;
for (const id of iteratePieceIds(session)) {
// Idempotent: skip entities that already have an Hp fact, so
// syncing from server state that already includes Hp doesn't
// stomp on the authoritative values.
if (session.contains(id, "Hp")) continue;
session.insert(id, "Hp", DEFAULT_HP);
}
},
onDeactivate(engine: ChessEngine) {
const session = engine.session;
for (const id of iteratePieceIds(session)) {
if (session.contains(id, "Hp")) {
session.retract(id, "Hp");
}
}
},
onBeforeCapture(engine: ChessEngine, _attacker: EntityId, target: EntityId) {
const session = engine.session;
// If for any reason the target lacks an Hp fact (shouldn't happen
// once onActivate ran, but defensive), install the default so we
// still behave predictably.
const current = session.contains(target, "Hp")
? (session.get(target, "Hp") as number)
: DEFAULT_HP;
const next = current - 1;
if (next > 0) {
// Non-lethal: update HP, consume the capture so the engine
// skips its default retract-and-move path.
session.insert(target, "Hp", next);
return { consume: true };
}
// Lethal: let the engine fall through to its default capture.
// The attacker moves onto the target's square and the target is
// retracted (including its Hp fact, because PIECE_ATTRS includes
// "Hp"). No return value needed; undefined === don't consume.
return;
},
});

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@ -0,0 +1,82 @@
/**
* UI overlay for the `piece-hp` preset: a row of pip dots above each
* piece showing its current HP.
*
* Filled (solid) dot = remaining HP.
* Empty (hollow) dot = lost HP.
*
* Design choices:
* - Pip dots instead of a bar: stays readable at every zoom and
* scales naturally if we later increase max HP beyond 2. The
* render is resolution-independent SVG-like CSS (no image asset).
* - Color matches the piece color (white pips for white pieces,
* dark pips for black) so the affordance sits on the piece
* visually rather than competing with it.
* - Positioned at the TOP of the cell, slightly clipping above the
* piece image. The piece image uses 85% of the cell area so
* there's room; the overlay sits at roughly 5% from the top edge.
*/
import { registerPieceOverlay } from "../ui/preset-overlays.js";
import type { PieceOverlayProps } from "../ui/preset-overlays.js";
/** Max HP we expect to display. If the mechanic ever bumps starting
* HP past this we'll render a row of `maxHp` pips, not truncate. */
const DEFAULT_MAX_HP = 2;
function HealthBarPips({ pieceFacts }: PieceOverlayProps) {
// Pull HP + Color from the pre-filtered piece facts. If Hp is
// absent the overlay renders nothing — means the preset isn't
// actually wired on this piece (yet).
const hp = pieceFacts.find((f) => f.attr === "Hp")?.value as
| number
| undefined;
if (hp === undefined) return null;
const color = pieceFacts.find((f) => f.attr === "Color")?.value as
| "white"
| "black"
| undefined;
// Max HP is implicit: we show the greater of DEFAULT_MAX_HP and the
// piece's current Hp (in case some future preset heals above the cap).
const maxHp = Math.max(DEFAULT_MAX_HP, hp);
// Pip colors: white pieces get dark pips (sits on the light piece),
// black pieces get light pips. Both outlined with the contrasting
// color for legibility on either square color.
const filledClass =
color === "black"
? "bg-white border border-neutral-900"
: "bg-neutral-900 border border-white";
const emptyClass =
color === "black"
? "bg-transparent border border-white/60"
: "bg-transparent border border-neutral-900/60";
return (
<div
data-role="hp-overlay"
// Absolute so it sits at the top of the cell without affecting
// the piece's flex centering. pointer-events-none because HP
// pips shouldn't intercept drags or hovers.
className="absolute top-1 left-1/2 -translate-x-1/2 flex gap-[3px] pointer-events-none z-30"
>
{Array.from({ length: maxHp }, (_, i) => {
const filled = i < hp;
return (
<span
key={i}
data-role={filled ? "hp-pip-full" : "hp-pip-empty"}
className={`w-[7px] h-[7px] rounded-full shadow-sm ${
filled ? filledClass : emptyClass
}`}
/>
);
})}
</div>
);
}
// Register at module init. Consumers side-effect-import this file to
// populate the overlay registry.
registerPieceOverlay("piece-hp", HealthBarPips);

View file

@ -1,13 +1,78 @@
/**
* Preset: `poisoned-squares` (Poisoned Centre, RULES.md rule #15)
*
* The four central squares (d4, d5, e4, e5) are poisoned. Any piece
* STANDING on one of those squares at the end of a half-move loses
* 1 HP. If its HP reaches 0 the piece dies (retract all its facts).
*
* Why "end of half-move" and not "end of full turn": the poison needs
* to be visible to both players per move — if it only ticked every
* other half-move, a player could briefly occupy a poisoned square
* during their own turn without consequence. Applying damage every
* half-move means every piece pays 1 HP per time-step on a poisoned
* square, which matches the "per turn" wording in RULES.md #15 (here
* "turn" means "half-move" in chess parlance).
*
* Requires `piece-hp` — without an Hp attribute there's nothing to
* damage. The registry validates the dependency when the preset is
* activated via setActivePresets.
*/
import { PRESET_REGISTRY } from "./registry.js";
import type { ChessEngine } from "../engine.js";
import type { EntityId } from "@paratype/rete";
// Poisoned central squares: d4=27, e4=28, d5=35, e5=36
export const POISONED_SQUARES = new Set([27, 28, 35, 36]);
/** Poisoned central squares: d4=27, e4=28, d5=35, e5=36. Exported for
* the UI layer to render visual poison cues on the same squares. */
export const POISONED_SQUARES: ReadonlySet<number> = new Set([27, 28, 35, 36]);
/** Attributes to retract when a piece dies of poison. Kept in sync with
* the engine's capture.PIECE_ATTRS list; we can't import it directly
* because poisoned-squares is a pure-data preset and `capture.ts`
* depends on rete/session. */
const PIECE_ATTRS = [
"PieceType",
"Color",
"Position",
"HasMoved",
"Hp",
] as const;
PRESET_REGISTRY.register({
id: "poisoned-squares",
name: "Poisoned Centre",
description: "The four central squares (d4, d5, e4, e5) are poisoned. A piece ending its turn there loses 1 HP per turn. Requires piece-hp.",
description:
"The four central squares (d4, d5, e4, e5) are poisoned. Any piece ending a half-move on one loses 1 HP per move. Requires Hit Points.",
incompatibleWith: [],
requires: ["piece-hp"],
// HP damage applied in ChessEngine post-move hook (P3.11)
onAfterMove(engine: ChessEngine) {
const session = engine.session;
const facts = session.allFacts();
// Collect pieces standing on poisoned squares. We snapshot the
// list BEFORE mutating anything so HP decrements don't interact
// with iteration semantics.
const toPoison: Array<{ id: EntityId; hp: number }> = [];
for (const f of facts) {
if (f.attr !== "Position") continue;
if (!POISONED_SQUARES.has(f.value as number)) continue;
if ((f.id as number) <= 0) continue; // game entity
if (!session.contains(f.id, "Hp")) continue; // shouldn't happen
const hp = session.get(f.id, "Hp") as number;
toPoison.push({ id: f.id, hp });
}
for (const { id, hp } of toPoison) {
const next = hp - 1;
if (next > 0) {
session.insert(id, "Hp", next);
} else {
// HP hit 0 — piece dies. Retract all attributes mirroring
// the normal capture path.
for (const attr of PIECE_ATTRS) {
if (session.contains(id, attr)) session.retract(id, attr);
}
}
}
},
});

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@ -0,0 +1,31 @@
/**
* UI overlay for `poisoned-squares`: a green-tinted haze on d4, d5,
* e4, e5 so players can tell at a glance which squares will damage
* pieces that end a turn there.
*
* Design: low-saturation green with a skull-like pattern? For v1 we
* just use a tinted overlay with animated opacity pulsing so the
* poison feels alive. Skulls are future polish.
*/
import { motion } from "motion/react";
import { registerSquareOverlay } from "../ui/preset-overlays.js";
import type { SquareOverlayProps } from "../ui/preset-overlays.js";
import { POISONED_SQUARES } from "./poisoned-squares.js";
function PoisonOverlay({ square }: SquareOverlayProps) {
if (!POISONED_SQUARES.has(square)) return null;
return (
<motion.div
data-role="poison-overlay"
className="absolute inset-0 pointer-events-none z-[5]"
style={{
background:
"radial-gradient(circle, rgba(132, 204, 22, 0.35) 0%, rgba(132, 204, 22, 0.15) 60%, transparent 100%)",
}}
animate={{ opacity: [0.7, 1, 0.7] }}
transition={{ repeat: Infinity, duration: 2.5, ease: "easeInOut" }}
/>
);
}
registerSquareOverlay("poisoned-squares", PoisonOverlay);

View file

@ -1,10 +1,147 @@
/**
* Preset: `queen-splits` (Queen Fission, RULES.md rule #8)
*
* When a queen captures, it FISSIONS into a rook (placed on the
* capture square) and a bishop (placed on the first empty adjacent
* square, clockwise from north). The queen entity is retracted, the
* target enemy piece is retracted, two new piece entities are
* spawned. If no adjacent square is empty the bishop is forfeit and
* only the rook spawns.
*
* Implementation via `onBeforeCapture`:
* - If the attacker isn't a queen, do nothing (default capture runs).
* - Otherwise consume the hook and:
* 1. Retract the enemy target's facts (normal capture).
* 2. Retract the queen's facts (she fissioned).
* 3. Spawn a new rook on the target square (fresh entity id).
* 4. Find the first empty adjacent square scanning clockwise
* from N (0,+1), NE (+1,+1), E (+1,0), SE (+1,-1),
* S (0,-1), SW (-1,-1), W (-1,0), NW (-1,+1).
* If found, spawn a bishop there. If all 8 neighbours are
* occupied, no bishop spawns.
*
* Fissioned pieces receive `HasMoved = true` so they cannot castle
* (even if the original queen was on a castle-related square — a
* weird edge case, but the invariant is simpler this way).
*
* Interaction with `piece-hp`: if piece-hp is also active (currently
* allowed — no hard incompatibility), the spawned pieces get Hp=2
* via the onActivate idempotence guarantee. Strictly speaking a more
* principled design would have a dedicated `onPieceSpawn` hook
* chain; for v1 we rely on the convention that piece-hp's
* `onActivate` only installs Hp on pieces that don't already have
* it, so calling it re-idempotently covers newly-spawned pieces too.
*
* IMPORTANT: spawning new entities mid-capture means this preset
* writes new facts to the session that didn't exist when the move
* was legally validated. That's fine — queen captures are validated
* against the pre-fission state; fission is a post-capture
* consequence, not a move generator.
*/
import { PRESET_REGISTRY } from "./registry.js";
import type { ChessEngine } from "../engine.js";
import type { Session, EntityId } from "@paratype/rete";
import { fileOf, rankOf, squareOf } from "../coord.js";
import type { Square, PieceColor } from "../schema.js";
/** Clockwise-from-north neighbour offsets. Order matters: bishop is
* placed on the FIRST empty square found by walking this list. */
const CLOCKWISE_NEIGHBOURS: ReadonlyArray<readonly [number, number]> = [
[0, 1], // N
[1, 1], // NE
[1, 0], // E
[1, -1], // SE
[0, -1], // S
[-1, -1], // SW
[-1, 0], // W
[-1, 1], // NW
];
const PIECE_ATTRS = [
"PieceType",
"Color",
"Position",
"HasMoved",
"Hp",
] as const;
function retractEntity(session: Session, id: EntityId): void {
for (const attr of PIECE_ATTRS) {
if (session.contains(id, attr)) session.retract(id, attr);
}
}
function pieceAtSquare(session: Session, sq: Square): EntityId | null {
const facts = session.allFacts();
for (const f of facts) {
if (f.attr === "Position" && f.value === sq && (f.id as number) > 0) {
return f.id;
}
}
return null;
}
/** Spawn a new piece entity. Returns the new id. */
function spawnPiece(
session: Session,
type: "rook" | "bishop",
color: PieceColor,
square: Square,
): EntityId {
const id = session.nextId();
session.insert(id, "PieceType", type);
session.insert(id, "Color", color);
session.insert(id, "Position", square);
session.insert(id, "HasMoved", true);
return id;
}
PRESET_REGISTRY.register({
id: "queen-splits",
name: "Queen Fission",
description: "When a Queen captures a piece, it splits into a Rook and Bishop placed on nearby empty squares.",
description:
"When a Queen captures, she splits: a Rook takes her place on the capture square and a Bishop is placed on the first empty adjacent square (clockwise from north).",
incompatibleWith: [],
requires: [],
// Full integration happens in ChessEngine (P3.11)
onBeforeCapture(engine: ChessEngine, attacker: EntityId, target: EntityId) {
const session = engine.session;
const attackerTypeFact = session
.allFacts()
.find(f => f.id === attacker && f.attr === "PieceType");
if (attackerTypeFact?.value !== "queen") return; // default capture runs
const attackerColorFact = session
.allFacts()
.find(f => f.id === attacker && f.attr === "Color");
if (attackerColorFact === undefined) return;
const attackerColor = attackerColorFact.value as PieceColor;
const targetPos = session.get(target, "Position") as Square | undefined;
if (targetPos === undefined) return;
// Retract target (normal capture) and queen (she's fissioning).
retractEntity(session, target);
retractEntity(session, attacker);
// Spawn the rook on the capture square.
spawnPiece(session, "rook", attackerColor, targetPos);
// Find the first empty adjacent square clockwise from N and spawn
// the bishop there. If all 8 are occupied (rare — usually happens
// in dense midgame around a king), the bishop is forfeit.
const tFile = fileOf(targetPos);
const tRank = rankOf(targetPos);
for (const [df, dr] of CLOCKWISE_NEIGHBOURS) {
const f = tFile + df;
const r = tRank + dr;
if (f < 0 || f > 7 || r < 0 || r > 7) continue;
const sq = squareOf(f, r) as Square;
if (pieceAtSquare(session, sq) !== null) continue;
spawnPiece(session, "bishop", attackerColor, sq);
break;
}
return { consume: true };
},
});

View file

@ -1,18 +1,60 @@
/**
* Preset rule registry (P3.4).
*
* A preset is a modifier to chess rules. Each preset exposes one or more
* hooks that the ChessEngine (P3.11) will call during move generation:
* A preset is a modifier to chess rules. Presets expose optional hooks
* that the ChessEngine invokes at well-defined points. The full menu:
*
* - getExtraMoves: returns ADDITIONAL legal moves for a piece.
* - filterMoves: removes/modifies entries in an already-computed move list.
* Move-generation hooks (per-piece, on every getAllLegalMoves call):
* - getExtraMoves(engine, pieceId) -> LegalMove[]
* Contribute extra legal moves (e.g. wrap-board, knights-leap-twice).
* - filterMoves(moves, engine, pieceId) -> LegalMove[]
* Remove/modify moves from the aggregated list (e.g. knight-immunity).
*
* Lifecycle hooks (fire once per state transition):
* - onActivate(engine)
* Called when the preset transitions from inactive -> active. Use this
* to seed per-piece state, e.g. `piece-hp` inserts `Hp = 2` on every
* existing entity here.
* - onDeactivate(engine)
* Called when the preset transitions from active -> inactive, either
* because the user toggled it off or because its turn-timer expired.
* Symmetric cleanup point (retract custom attributes, etc.).
*
* Capture-interception hook (per-capture, main-session only):
* - onBeforeCapture(engine, attacker, target) -> { consume?: boolean } | void
* Fires immediately before the engine would retract the target's
* piece facts. Returning `{ consume: true }` tells the engine
* "I've handled this capture, skip your default retract-and-move
* behaviour"; the attacker will NOT move and the target will NOT
* be removed. The preset itself decides what to do (decrement an
* HP attribute, explode adjacent squares, etc.). Anything else
* (undefined, `{}`, `{ consume: false }`) lets the engine continue
* with the normal capture path.
*
* IMPORTANT: this hook only fires from `ChessEngine.applyMove` on
* the authoritative session. The self-check filter uses an isolated
* snapshot session and deliberately bypasses the hook — otherwise
* every move-legality check would fire preset side-effects.
*
* Overall design intent: these hooks let a preset react to state changes
* without coupling the engine to any specific rule. Adding a new rule with
* custom state + custom captures + custom UI should be possible without
* touching `engine.ts` at all — see `./piece-hp.ts` + `./piece-hp.ui.tsx`
* for the canonical example.
*
* Presets register themselves via side-effect imports (see `./index.ts`).
*/
import type { EntityId } from "@paratype/rete";
import type { ChessEngine } from "../engine.js";
import type { ChessEngine, GameResult } from "../engine.js";
import type { LegalMove } from "../rules/types.js";
/** Return shape for onBeforeCapture. `consume: true` skips the engine's
* default capture path (no target retraction, no attacker move).
* `consume: false` / undefined continues normally. */
export interface CaptureHookResult {
readonly consume?: boolean;
}
export interface PresetDef {
readonly id: string;
readonly name: string;
@ -21,14 +63,57 @@ export interface PresetDef {
readonly incompatibleWith: readonly string[];
/** Preset IDs that must also be active for this one to be valid. */
readonly requires: readonly string[];
/** Returns additional legal moves for a piece (called per-piece). */
// ── Move-generation hooks ────────────────────────────────────────────
readonly getExtraMoves?: (engine: ChessEngine, pieceId: EntityId) => LegalMove[];
/** Filters/modifies the aggregated move list for a piece. */
readonly filterMoves?: (
moves: LegalMove[],
engine: ChessEngine,
pieceId: EntityId,
) => LegalMove[];
// ── Lifecycle hooks ──────────────────────────────────────────────────
readonly onActivate?: (engine: ChessEngine) => void;
readonly onDeactivate?: (engine: ChessEngine) => void;
// ── Capture-interception hook ────────────────────────────────────────
readonly onBeforeCapture?: (
engine: ChessEngine,
attacker: EntityId,
target: EntityId,
) => CaptureHookResult | void;
/**
* Fires after every successful `applyMove`, after turn advancement
* and tickAfterMove but before checkGameResult. `moverColor` is the
* color that just moved. Use this for "end of turn" regeneration,
* status-effect processing, etc.
*
* Unlike the move-generation hooks, this fires on ALL active
* presets regardless of scope. Each preset is responsible for
* inspecting its own scope (via `engine.activePresets.list()`) if it
* needs scope-aware behaviour — scope semantics for "something that
* happens at turn boundaries" aren't one-size-fits-all (king-heals
* wants to affect the non-mover; poisoned-squares damages the
* mover).
*/
readonly onAfterMove?: (
engine: ChessEngine,
moverColor: "white" | "black",
) => void;
/**
* Hook into terminal-position detection. Return a concrete `GameResult`
* to OVERRIDE the engine's default checkmate/stalemate/draw logic;
* return `undefined` to let the default run. Multiple presets may
* register; the first one returning a non-undefined value wins. Order
* follows registration order (see PRESET_REGISTRY.getAll()).
*
* Used by `capture-to-win` (first capture sets the winner) and
* `last-piece-standing` (annihilation replaces checkmate), which both
* redefine "when is the game over".
*/
readonly onCheckGameResult?: (engine: ChessEngine) => GameResult | undefined;
}
/**

View file

@ -0,0 +1,22 @@
/**
* UI-only barrel for preset visual overlays.
*
* This file is imported EXACTLY ONCE by the app entry point (Board.tsx
* or App.tsx). It side-effect imports every `.ui.tsx` file so they can
* register their overlay components in the UI registry. Split from
* `./index.ts` so non-UI consumers (engine tests, server) don't drag
* React into their bundle.
*
* To add a new visually-rich preset:
* 1. Implement the mechanic in `packages/chess/src/presets/foo.ts`.
* 2. Implement the overlay in `packages/chess/src/presets/foo.ui.tsx`
* and call `registerPieceOverlay('foo', FooOverlay)` at module
* scope.
* 3. Add a side-effect import here.
*
* No changes to engine.ts or Board.tsx required.
*/
import "./piece-hp.ui.js";
import "./poisoned-squares.ui.js";
// Future rules with per-piece overlays add their .ui import here.

View file

@ -5,6 +5,13 @@ import type { LegalMove } from '../rules/types';
import { Piece } from './Piece';
import { AnimatePresence, motion } from 'motion/react';
import { pieceAssets } from '../assets/pieces';
import {
getActivePieceOverlays,
getActiveSquareOverlays,
type PieceOverlayComponent,
type SquareOverlayComponent,
} from './preset-overlays';
import '../presets/ui-overlays-index';
interface BoardProps {
facts: ChessFact[];
@ -19,6 +26,9 @@ interface BoardProps {
* callers pass the hook's return value directly without stripping keys. */
lastMove?: { from: number; to: number; [key: string]: unknown } | null | undefined;
checkedKingSquare?: number | null | undefined;
/** Currently-active preset ids. Used to look up registered per-piece
* overlay components (e.g. HP pips for piece-hp). Order preserved. */
activePresetIds?: ReadonlyArray<string>;
}
interface PieceState {
@ -27,7 +37,33 @@ interface PieceState {
color: PieceColor;
}
export function Board({ facts, legalMoves, onMove, turn, myColor, lastMove, checkedKingSquare }: BoardProps) {
export function Board({ facts, legalMoves, onMove, turn, myColor, lastMove, checkedKingSquare, activePresetIds }: BoardProps) {
// Pre-compute overlay components once per render — lookup is cheap
// but doing it once in a useMemo keeps the Piece render path clean.
const overlays: PieceOverlayComponent[] = useMemo(
() => getActivePieceOverlays(activePresetIds ?? []),
[activePresetIds],
);
const squareOverlays: SquareOverlayComponent[] = useMemo(
() => getActiveSquareOverlays(activePresetIds ?? []),
[activePresetIds],
);
// Group facts by entity id ONCE per render. Overlays want per-piece
// fact arrays and rebuilding the index inline per square would be
// O(squares × facts). The map is reused for the pieces-by-square
// construction below too.
const factsById = useMemo(() => {
const map = new Map<number, ChessFact[]>();
for (const f of facts) {
const id = f.id as number;
if (id <= 0) continue; // skip game entity
const arr = map.get(id);
if (arr) arr.push(f);
else map.set(id, [f]);
}
return map;
}, [facts]);
// Build pieces map: square -> { id, type, color }
const pieces = useMemo(() => {
const map = new Map<number, PieceState>();
@ -197,6 +233,13 @@ export function Board({ facts, legalMoves, onMove, turn, myColor, lastMove, chec
<div className="absolute inset-0 bg-yellow-400/30 pointer-events-none z-0" />
)}
{/* Per-square preset overlays (poison tint, etc.). Each is
a pure function of the square index; overlays decide for
themselves whether to render on any given cell. */}
{squareOverlays.map((SquareOverlay, i) => (
<SquareOverlay key={`sq-${i}`} square={sq} />
))}
{/*
* Legal-target affordance — two visual forms:
* - Quiet move (empty destination): small central dot
@ -279,6 +322,8 @@ export function Board({ facts, legalMoves, onMove, turn, myColor, lastMove, chec
piece.color === turn &&
(myColor === null || myColor === undefined || piece.color === myColor)
}
overlays={overlays}
pieceFacts={factsById.get(piece.id) ?? []}
onDragStart={handleDragStart}
onDragEnd={handleDragEnd}
/>

View file

@ -134,9 +134,13 @@ function GameLayout({
const isGameOver = result !== 'ongoing';
// Confetti on checkmate
// Confetti on any decisive win (checkmate or variant win condition).
useEffect(() => {
if (result === 'checkmate') {
const isWin =
result === 'checkmate' ||
result === 'white-wins' ||
result === 'black-wins';
if (isWin) {
const duration = 3000;
const end = Date.now() + duration;
@ -337,7 +341,19 @@ function GameLayout({
data-testid="game-over"
className="px-6 py-3 bg-amber-100 border border-amber-300 text-amber-900 font-semibold rounded-md shadow-sm"
>
{result === 'checkmate' ? 'Checkmate!' : `Draw: ${result.replace('draw-', '')}`}
{
// Preset variants ('white-wins', 'black-wins') name
// the winner explicitly because the variant may end
// on a capture rather than a checkmate. Standard
// chess result strings stay as-is.
result === 'checkmate'
? 'Checkmate!'
: result === 'white-wins'
? 'White wins!'
: result === 'black-wins'
? 'Black wins!'
: `Draw: ${result.replace('draw-', '')}`
}
</motion.div>
)}
</AnimatePresence>
@ -352,6 +368,7 @@ function GameLayout({
onMove={handleMove}
lastMove={lastMove}
checkedKingSquare={checkedKingSquare}
activePresetIds={activations.map((a) => a.id)}
/>
{/* Overlay for game over to prevent further interaction visually */}

View file

@ -1,4 +1,4 @@
import type { PieceColor, PieceType } from '../schema';
import type { ChessAttrMap, ChessFact, PieceColor, PieceType } from '../schema';
import { pieceAssets } from '../assets/pieces';
import {
motion,
@ -6,8 +6,9 @@ import {
useSpring,
useTransform,
} from 'motion/react';
import { useEffect, useLayoutEffect, useRef, useState } from 'react';
import { useEffect, useLayoutEffect, useRef, useState, type ReactNode } from 'react';
import type { DragEvent as ReactDragEvent } from 'react';
import type { PieceOverlayComponent } from './preset-overlays';
export interface PieceProps {
color: PieceColor;
@ -18,6 +19,14 @@ export interface PieceProps {
* ongoing, etc). When false, drag is disabled and the piece shows a
* default cursor. */
isDraggable: boolean;
/** Per-piece preset overlays (HP pips, ammo counter, etc.). Rendered
* INSIDE the drag-transform layer so they follow the piece as it's
* translated / rotated / scaled during a drag. Pass [] when no
* overlays are active. */
overlays?: ReadonlyArray<PieceOverlayComponent>;
/** Facts for this piece, used by the overlays. Pre-indexed by the
* Board so the overlay component doesn't re-scan all facts. */
pieceFacts?: ReadonlyArray<ChessFact<keyof ChessAttrMap>>;
onDragStart: (pieceId: number, square: number) => void;
onDragEnd: () => void;
}
@ -81,6 +90,8 @@ export function Piece({
pieceId,
square,
isDraggable,
overlays,
pieceFacts,
onDragStart,
onDragEnd,
}: PieceProps) {
@ -344,6 +355,21 @@ export function Piece({
}`}
draggable={false}
/>
{/*
* Per-piece preset overlays (HP pips, etc.) live INSIDE the
* transform layer so they inherit the drag `x/y/rotate/scale`
* motion values and track the piece during drags. Overlays
* that don't apply to this piece's facts return null so the
* DOM stays clean.
*/}
{overlays?.map((Overlay, i) => (
<Overlay
key={i}
pieceId={pieceId}
pieceFacts={pieceFacts ?? []}
/>
)) as ReactNode}
</motion.div>
</div>
</div>

View file

@ -83,9 +83,11 @@ export function RulesView({ chessState, isGameActive }: RulesViewProps) {
const handleApply = () => {
// Starting a new game preserving the currently configured rule set.
// Route through setActivePresets so onActivate fires on the fresh
// engine (piece-hp needs it to seed Hp=2 on every starting piece).
clearAutoSave();
const newEngine = new ChessEngine();
newEngine.activePresets.replaceAll(activations);
newEngine.setActivePresets(activations);
chessState.loadEngine(newEngine);
navigate('/game');
};

View file

@ -0,0 +1,120 @@
/**
* Per-piece UI overlay registry for presets.
*
* Engine and UI are separated by design: `ChessEngine` doesn't know
* about React. But many presets want custom visual affordances on top
* of the piece — HP pips for `piece-hp`, a poison cloud for
* `poisoned-squares`, an ammo counter for a future `guns` rule, etc.
*
* This registry is the bridge. A preset that needs a per-piece overlay
* registers a React component here (from a `.ui.tsx` sibling file so
* server-side imports stay React-free). `Board.tsx` looks up the
* overlays for every active preset and renders them above the piece.
*
* Add a new visually-rich rule in three small files:
*
* packages/chess/src/presets/guns.ts // engine mechanic
* packages/chess/src/presets/guns.ui.tsx // overlay component + register
* packages/chess/src/presets/ui-index.ts // side-effect import of guns.ui
*
* Zero changes to engine.ts or Board.tsx.
*/
import type { ReactNode } from "react";
import type { ChessAttrMap, ChessFact } from "../schema";
/**
* Data the Board already has per piece. Overlays are pure functions
* of this — no engine reference, no session, just facts for the piece
* in question. Keeps the overlay contract trivially mockable.
*/
export interface PieceOverlayProps {
/** Entity id of the piece this overlay decorates. */
readonly pieceId: number;
/** All facts currently known about THIS piece. Pre-filtered by the
* Board so the overlay doesn't re-scan the full board. */
readonly pieceFacts: ReadonlyArray<ChessFact<keyof ChessAttrMap>>;
}
/** The actual React component type for an overlay. */
export type PieceOverlayComponent = (props: PieceOverlayProps) => ReactNode;
const registry = new Map<string, PieceOverlayComponent>();
/**
* Register a per-piece overlay for a preset. Called at module init
* time from each preset's `.ui.tsx` file; the order of registration
* is irrelevant because overlays are looked up by preset id at render
* time.
*
* Registering the same preset id twice overwrites the previous
* registration — intentional so hot-module-reload works cleanly.
*/
export function registerPieceOverlay(
presetId: string,
component: PieceOverlayComponent,
): void {
registry.set(presetId, component);
}
/**
* Look up the overlay component for a preset id, or undefined if none
* registered. Used by Board.tsx to decide what to render.
*/
export function getPieceOverlay(
presetId: string,
): PieceOverlayComponent | undefined {
return registry.get(presetId);
}
/**
* Given the list of currently-active preset ids (from the hook's
* `activations`), return the overlay components that should render.
* The return order matches the input order, so presets can be layered
* deterministically.
*/
export function getActivePieceOverlays(
activePresetIds: ReadonlyArray<string>,
): PieceOverlayComponent[] {
const out: PieceOverlayComponent[] = [];
for (const id of activePresetIds) {
const c = registry.get(id);
if (c !== undefined) out.push(c);
}
return out;
}
/**
* Per-square overlay — rendered inside every cell of the board,
* regardless of whether the cell is occupied. Used for rules that
* decorate the board itself (poisoned squares, starting/promotion
* zones in future variants) rather than individual pieces.
*
* The component receives the cell's 0..63 square index and decides
* whether to render anything. Returning null is fine and keeps the
* DOM tree clean when the overlay doesn't apply to a given cell.
*/
export interface SquareOverlayProps {
readonly square: number;
}
export type SquareOverlayComponent = (props: SquareOverlayProps) => ReactNode;
const squareRegistry = new Map<string, SquareOverlayComponent>();
export function registerSquareOverlay(
presetId: string,
component: SquareOverlayComponent,
): void {
squareRegistry.set(presetId, component);
}
export function getActiveSquareOverlays(
activePresetIds: ReadonlyArray<string>,
): SquareOverlayComponent[] {
const out: SquareOverlayComponent[] = [];
for (const id of activePresetIds) {
const c = squareRegistry.get(id);
if (c !== undefined) out.push(c);
}
return out;
}

View file

@ -66,7 +66,9 @@ export type GameEndReason =
| "stalemate"
| "50-move"
| "threefold"
| "insufficient";
| "insufficient"
// Preset-defined decisive result; see GameResult variants.
| "variant-win";
// ---------------------------------------------------------------------------
// GameSession
@ -99,7 +101,7 @@ export class GameSession {
this.engine = new ChessEngine();
if (rulesetIds.length > 0) {
try {
this.engine.activePresets.replaceAll(
this.engine.setActivePresets(
rulesetIds.map((id) => ({
id,
scope: "both" as const,
@ -129,7 +131,7 @@ export class GameSession {
activations: readonly ActivationRequest[],
): { ok: true } | { ok: false; error: string } {
try {
this.engine.activePresets.replaceAll(activations);
this.engine.setActivePresets(activations);
return { ok: true };
} catch (e) {
const msg =
@ -328,6 +330,13 @@ function mapGameResult(
return { winner: "draw", reason: "threefold" };
case "draw-insufficient":
return { winner: "draw", reason: "insufficient" };
// Preset-defined decisive results. The engine names the winner
// explicitly because variant rules don't always pair "winner"
// with "side to move" the way standard checkmate does.
case "white-wins":
return { winner: "white", reason: "variant-win" };
case "black-wins":
return { winner: "black", reason: "variant-win" };
default: {
// Exhaustiveness guard — if GameResult ever grows a variant, TS
// will flag this by failing the never-cast.

View file

@ -59,6 +59,10 @@ export const GameEndReasonSchema = z.enum([
"threefold",
"insufficient",
"player_left",
// Preset-defined decisive result (first-blood, annihilation, etc.).
// The UI reads the winner separately; this reason tag just signals
// "variant rule ended the game" to clients that care.
"variant-win",
]);
export type GameEndReason = z.infer<typeof GameEndReasonSchema>;