houserules/packages/chess/docs/PRESET-API.md
Joey Yakimowich-Payne da436d5650
docs(chess): document 7 new trigger primitives + target/event context (T27)
Extends RULES.md with a full Trigger Primitives section covering the
Wave 2 additions, and extends PRESET-API.md with the PrimitiveApplyContext
target/event extension introduced in T1.

RULES.md additions:
- Hard caps table (MAX_RECURSION_DEPTH=3, MAX_PRIMITIVE_COUNT=50,
  descriptor version=1) restated so authors know the boundaries.
- Metis-locked 12-stage dispatch order documented as a numbered list
  so users composing multi-trigger descriptors know the relative
  firing order.
- Pre-Wave-2 triggers table (on-turn-start, on-capture, on-damaged)
  for quick reference.
- Per-new-trigger section with firing semantics + 2 params examples:
  * on-move — fires on any Position WME change
  * on-turn-end — end of matching color turn, before opponent
    on-turn-start; carries color param
  * on-promotion — fires AFTER PieceType flip; ctx.event supplies
    promotedFrom + promotedTo
  * on-check-received — EDGE-triggered (explicit callout contrasting
    with level-triggered), royals only
  * on-check-delivered — discovered-check attribution to revealing
    slider; double-check fires on both attackers
  * on-moved-onto-square — {kind:squares} and {kind:predicate} filter
    shapes documented with 0..63 Square numeric convention
  * on-captured — per-hook target redirection table with
    self/attacker/defender/squares/relation options; reads
    event.attackerId + event.defenderId

PRESET-API.md additions:
- Primitive context: target redirection + event section documenting
  the two new required-with-defaults fields on PrimitiveApplyContext
- Verbatim TypeScript excerpts of PrimitiveEvent, TargetResolver, and
  PrimitiveApplyContext copied from context.ts/types.ts
- resolveTargets(ctx, target) signature + usage snippet + resolution-
  rules table for all 5 target shapes
- Construction sites must default note explaining why target is
  required (not optional) on the type
- Currently-redirecting triggers matrix showing which of the 11
  trigger evaluators honour ctx.target and which populate ctx.event

Note: the plan brief said 4 existing + 7 new = 11 triggers, but only
3 pre-Wave-2 trigger primitives exist in the source tree
(on-turn-start, on-capture, on-damaged). Docs reflect the actual
3 + 7 = 10.

Authors of new sections use commas/colons instead of em-dashes to
match the style guideline for new prose; pre-existing em-dashes in
the surrounding text are left as-is.
2026-04-21 18:59:54 -06:00

699 lines
32 KiB
Markdown

# Preset API Reference
This document is the contract between the chess engine core and preset authors. Every extension point is listed here. If a capability you need isn't in this doc, it either isn't supported or hasn't landed yet.
**Audience**: developers adding new presets (either in-tree in `packages/chess/src/presets/` or as an external package that imports `@paratype/chess`).
**Philosophy**: the engine is a FIDE-minimum chess runtime with a compositional plugin surface. New mechanics — HP, custom pieces, visual effects, move history, resource tracking — attach via registries and hooks. Engine core should stay stable; extensions stay additive.
---
## Architecture at a glance
```
┌──────────────────┐ declares attrs, registers hooks
│ PresetDef │──────────┐
└──────────────────┘ │
┌────────────────────────────────────────────────────┐
│ PRESET_REGISTRY │
│ • getAll() / get(id) │
└────────────────────────────────────────────────────┘
┌──────────────────┐ applyMove / dealDamage / spawnPiece / emitEffect
│ ChessEngine │──┬───────────────────────────────┐
│ │ │ PIECE_TYPE_REGISTRY │
│ • session │ │ moveGenerator / attackProbe │
│ • moveLog │ │ assets │
│ • activePresets │ └───────────────────────────────┘
│ • presetState │
│ • emitEffect │
└──────────────────┘
```
---
## Writing a preset
Minimal preset — registers itself at module load via a side-effect import. Consumers add an import line in `packages/chess/src/presets/index.ts`.
```ts
import { PRESET_REGISTRY } from "./registry.js";
PRESET_REGISTRY.register({
id: "my-preset",
name: "My Preset",
description: "What this preset does in one sentence.",
incompatibleWith: [],
requires: [],
// ... hooks below
});
```
### Required fields
- `id: string` — stable identifier. Used for UI toggles, persistence, `engine.presetState`, hook dispatch order. Cannot be renamed without breaking saved games.
- `name: string` — display name for UI. Can change freely.
- `description: string` — one-line explainer shown in the rules drawer. Include variant-defining details ("captures deal 1 damage instead of killing").
- `incompatibleWith: string[]` — preset ids that must NOT be active under overlapping scope. Mutual — if A declares B incompatible, B must declare A too.
- `requires: string[]` — preset ids that MUST be active under overlapping scope. Examples: `king-heals` requires `piece-hp`.
### Optional: declared attributes
```ts
pieceAttributes: ["Shield"],
```
When your preset owns a piece-level attribute (HP, Shield, Stamina, Mana, Armor), declare it here. The engine unions `pieceAttributes` from every active preset into `engine.effectivePieceAttrs`. That list drives:
- The default damage-retract path (dead pieces lose all effective attrs).
- `queen-splits`'s attacker retraction during fission.
- Save-state serialization (all facts captured, including preset-declared attrs).
The attr MUST be declared in `ChessAttrMap` (via `declare module "../schema"` augmentation or by editing `schema.ts` directly). Adding a brand-new fact-type requires one schema edit + one preset edit.
---
## Hook reference
Hooks take a single context object (rather than positional args) so new fields are additive. All hooks are optional — implement only what your preset needs.
### Lifecycle
#### `onActivate(ctx: LifecycleContext)`
Fires when the preset transitions inactive → active. Use for:
- Seeding initial state (e.g. `Hp=2` on every existing piece).
- Mutating the session to reflect the preset's requirements.
```ts
onActivate({ engine }) {
for (const id of piecesOnBoard(engine)) {
engine.session.insert(id, "Hp", 2);
}
}
```
#### `onDeactivate(ctx: LifecycleContext)`
Symmetric cleanup. Fires when:
- User toggles preset off via the UI.
- Turn-timer expires (`turnsRemaining: 0`).
- Server issues `setPresets` that excludes this preset.
Retract anything `onActivate` inserted. Preset-state is cleared automatically AFTER this hook returns.
```ts
onDeactivate({ engine }) {
for (const id of piecesOnBoard(engine)) {
if (engine.session.contains(id, "Hp")) {
engine.session.retract(id, "Hp");
}
}
}
```
### Movement
The engine runs a 7-step dispatch for every legal-move query. Every hook below slots into a specific step. **Read this before authoring a movement preset** — conflating the steps is the #1 source of "my preset fires but its moves don't show up" bugs.
```
Per-piece dispatch (inside engine.getAllLegalMoves):
1. overridePieceMoves — first non-undefined wins, REPLACES default
2. PIECE_TYPE_REGISTRY — default per-type generator (skipped if 1 won)
3. transformMoveGenerator — wrap chain around 2 (skipped if 1 won)
4. getExtraMoves — each preset APPENDS to the piece's moves
(skipped if 1 won; collision-free because
it's additive)
5. En-passant / castling / promotion synthesis — skipped if 1 won; the
override owns those mechanics if it replaces pawns or kings.
6. filterMoves — each preset filters this piece's moves
(ALWAYS runs, even with override)
Aggregate dispatch (after all pieces collected):
7. Self-check filter — drops king-exposing moves.
Suppressible via shouldFilterSelfCheck.
8. filterLegalMoves — each preset filters the full list.
Runs in activePresets.list() order;
each sees the prior's output.
```
#### `overridePieceMoves(engine, pieceId): readonly LegalMove[] | undefined`
REPLACE the default move generator for a specific piece. First preset to return non-undefined wins. The winning set SKIPS: the type-registry generator, the `transformMoveGenerator` chain, `getExtraMoves` for THIS piece, and en-passant/castling/promotion synthesis. `filterMoves` and downstream filters still run.
Collision semantics: when two presets both return non-undefined for the same piece, the first wins and the engine emits a dev-mode `console.warn` naming both. This is a guardrail, not an opt-in — conflicts should be caught at config time via `incompatibleWith`. Warnings are suppressed when `NODE_ENV=production`.
```ts
overridePieceMoves(engine, pieceId) {
const type = engine.session.get(pieceId, "PieceType");
if (type !== "pawn") return undefined;
// Berolina pawns: forward diagonals push, forward orthogonal captures.
// Return the full replacement set; filter layers still compose on top.
return buildBerolinaMoves(engine, pieceId);
}
```
Canonical user: `berolina-pawns` (pawn redefinition).
#### `getExtraMoves(engine, pieceId): LegalMove[]`
Contribute additional legal moves for a specific piece. Used by wrap-board, knights-leap-twice, etc. NOT a context-object hook because it's called in a tight loop per piece per legal-move query — positional args are the perf-friendly choice. SKIPPED for pieces that have an active `overridePieceMoves`.
#### `filterMoves(moves, engine, pieceId): LegalMove[]`
Remove or modify moves from the aggregated list. Used by knight-immunity (filters captures of knights). ALWAYS runs, even on top of `overridePieceMoves` output.
#### `filterLegalMoves(ctx: FilterLegalMovesContext): readonly LegalMove[]`
Post-aggregation filter on the full per-color legal-move list. Runs AFTER the self-check filter, so this hook sees moves that are guaranteed to not leave the king in check. Iterated in `activePresets.list()` order; each preset sees the prior's output.
The returned array MUST be a subset of `ctx.moves`. Use `getExtraMoves` to CONTRIBUTE moves and this hook to DROP them. The engine does not enforce the subset contract at runtime — adding additional moves here works today but is considered a bug by contract.
```ts
filterLegalMoves({ moves }) {
// Suicide-chess: compulsory capture.
const anyCapture = moves.some(m => m.isCapture);
if (!anyCapture) return moves;
return moves.filter(m => m.isCapture);
}
```
Canonical user: `suicide-chess` (compulsory capture).
### Damage
#### `onDamage(ctx: DamageHookContext): DamageHookResult | void`
The damage pipeline. Called by `engine.dealDamage(target, amount, ctx)`. First preset to return `{ consume: true, died }` wins — further presets are not consulted.
```ts
onDamage({ engine, target, amount, kind }) {
if (!engine.session.contains(target, "Hp")) return undefined;
const current = engine.session.get(target, "Hp") as number;
const next = current - amount;
if (next > 0) {
engine.session.insert(target, "Hp", next);
return { consume: true, died: false };
}
// Lethal — retract all effective attrs and report death.
for (const attr of engine.effectivePieceAttrs) {
if (engine.session.contains(target, attr)) engine.session.retract(target, attr);
}
return { consume: true, died: true };
}
```
Scope-aware: only fires for presets whose scope covers the target's color. A `scope=white` preset won't absorb damage on black pieces.
**Damage kinds** (extend as needed): `"capture"` (default from applyMove), `"explosion"` (explosive-rook), `"poison"` (poisoned-squares). Arbitrary strings allowed — document what YOUR preset emits.
### Capture
#### `onBeforeCapture(ctx: CaptureHookContext): CaptureHookResult | void`
Fires BEFORE the engine resolves a capture. Return `{ consume: true }` to REPLACE the default capture mechanic entirely — queen-splits fission, explosive-rook AoE, capture-to-win winner-recording. The consuming preset owns ALL post-capture behavior, including whether the attacker moves.
Unconsumed captures fall through to `engine.dealDamage` with `kind: "capture"`.
### Spawn
#### `onPieceSpawn(ctx: PieceSpawnContext)`
Fires when `engine.spawnPiece()` creates a new entity. Every active preset gets a chance to tag the piece (seed Hp, mark Shield, add custom attrs). Runs AFTER core attrs are inserted.
```ts
onPieceSpawn({ engine, pieceId }) {
engine.session.insert(pieceId, "Hp", DEFAULT_HP);
}
```
### Phase hooks
#### `onBeforeMove(ctx: BeforeMoveContext): BeforeMoveResult | void`
Fires after move legality confirmed, BEFORE any mutation. Can veto by returning `{ cancel: true, reason: "..." }`. The engine throws `MoveCancelledError` which the caller surfaces via toast.
**Scope-aware**: only fires for presets whose scope covers the mover.
Use cases: stamina systems, action-point economies, cooldowns.
```ts
onBeforeMove({ engine, pieceId }) {
const stamina = engine.session.get(pieceId, "Stamina") as number ?? 0;
if (stamina < 1) return { cancel: true, reason: "Piece too tired" };
engine.session.insert(pieceId, "Stamina", stamina - 1);
}
```
#### `onAfterMove(ctx: MoveHookContext)`
Fires AFTER all move mutations but BEFORE terminal-state check. Used by king-heals, poisoned-squares.
Fires for EVERY active preset regardless of scope — the preset decides based on `ctx.mover`. (This asymmetry is historical — changing it would break existing presets. See Design Notes.)
#### `onTurnStart(ctx: TurnStartContext)`
Fires AFTER turn counter flips and AFTER `onAfterMove`, BEFORE legal-move computation for the new side. Ideal for:
- Regenerating per-piece resources (+1 Stamina up to max).
- Decrementing cooldowns.
- Refreshing auras / blessings.
**Scope-aware**: only fires for presets whose scope covers the new side-to-move.
### Terminal state
#### `onCheckGameResult(ctx: GameResultHookContext): GameResult | undefined`
Override the engine's default checkmate/stalemate/draw logic. First preset to return a non-undefined value wins. Used by:
- `capture-to-win` — first capture ends the game.
- `last-piece-standing` — annihilation replaces checkmate.
- `piece-hp` — suppresses default terminal check when kings can survive attacks.
### Self-check filter
#### `shouldFilterSelfCheck(ctx: SelfCheckFilterContext): boolean | undefined`
Opt out of the engine's "you can't leave your king in check" move filter. Used by `piece-hp` — with HP active, a king in check just takes damage, it doesn't lose.
Return `false` to skip the filter, `true` / `undefined` to keep it.
### Royalty
#### `getRoyalPieces(ctx: RoyalContext): readonly EntityId[] | undefined`
Declare which piece entities count as "royal" (attack/mate on them ends the game) for `ctx.color`. The engine UNIONS contributions across every active preset and threads the resolved set through `isInCheck` / `isCheckmate` / `isStalemate` / the self-check filter.
Return semantics:
- `undefined` → this preset has no opinion; fall through.
- `readonly EntityId[]` → contribute these entities. Deduped via `Set` across presets.
- Empty array `[]` → valid non-undefined contribution. When the UNION is empty, the engine treats the position as having NO royalty — `isInCheck` short-circuits to false, self-check filtering is a no-op. Used by suicide-chess / capture-all where king safety doesn't apply.
When NO preset contributes, the engine falls back to "every `PieceType===king` of this color" — the FIDE default.
```ts
getRoyalPieces({ engine, color }) {
// Knightmate: every knight is royal.
const ids: EntityId[] = [];
for (const f of engine.session.allFacts()) {
if (f.attr !== "PieceType" || f.value !== "knight") continue;
if (engine.session.get(f.id, "Color") === color) ids.push(f.id);
}
return ids;
}
```
Canonical users: `knightmate-rules` (knight royal), `coregal` (king + queen), `dual-king` / `weak-dual-king` (multiple kings), `suicide-chess` / `capture-all` (empty-royalty).
### Turn flip
#### `shouldAdvanceTurn(ctx: TurnAdvanceContext): boolean | undefined`
Decide whether the current turn should flip after this move. The engine increments `HalfMovesThisTurn` BEFORE polling this hook, so `ctx.halfMovesThisTurn` is a 1-indexed count of half-moves in the CURRENT turn INCLUDING the move that just committed.
Return semantics:
- `false` → VETO the flip. First veto wins; engine stops polling. Mover plays again, `HalfMovesThisTurn` is NOT reset (next move's poll sees an incremented count).
- `true` / `undefined` → no opinion; subsequent presets and the default flip proceed.
When the flip happens: `Turn` updates, `HalfMovesThisTurn` resets to 0, `FullmoveNumber` increments after black. When vetoed, none of these change; `onTurnStart` does NOT fire (so mid-turn resource regen doesn't trigger on the mover's second half-move).
```ts
shouldAdvanceTurn({ mover, halfMovesThisTurn }) {
// Monster-rules: white plays 2 half-moves before flipping, black plays 1.
if (mover === "white" && halfMovesThisTurn < 2) return false;
return undefined;
}
```
Canonical users: `double-move` (both sides play 2), `monster-rules` (white plays 2, black plays 1).
### Description
#### `describeMoveEffect(ctx: DescribeMoveEffectContext): string | undefined`
Contribute to the `MoveRecord.presetEffects` array. Move-list UI, PGN export, and replay systems read these for human-readable annotations.
```ts
describeMoveEffect({ mover, movingType, capturedType }) {
if (movingType === "queen" && capturedType !== null) {
return `${mover} queen fissioned into R+B`;
}
return undefined;
}
```
---
## Engine APIs available from hooks
Every hook receives `ctx.engine: ChessEngine`. Useful methods:
### `engine.session`
The rete Session — direct insert/retract/get. Read preset-declared facts here.
### `engine.spawnPiece(type, color, square, opts?): EntityId`
Create a piece. Fires `onPieceSpawn` on every active preset. Use this instead of direct session inserts when creating pieces mid-game (fission, summon, resurrection).
### `engine.dealDamage(target, amount, { kind, attacker? })`
Canonical damage primitive. Routes through the `onDamage` pipeline (scope-aware). Returns `{ died: boolean }`. Use this instead of direct retraction — HP-like absorber presets get a chance to intercept.
### `engine.emitEffect({ kind, square, ttl, data? })`
Push a visual effect to subscribers. UI renders it. Presets emit from inside their hooks; no subscribers = no-op.
### `engine.presetState<T>(id)`
Typed per-preset state bag. `{ get, set, delete, has, all }`. Backed by session facts, so serialization is free. Auto-cleared on deactivate.
### `engine.moveLog`
Read-only chronological list of `MoveRecord`s. Use from UI components or tests; presets typically don't need it.
### `engine.effectivePieceAttrs`
Full list of attribute keys currently treated as "piece state" — core + preset-declared. Use when you need to retract every attribute on an entity (e.g. custom death handling).
### `engine.setActivePresets(requests)`
Replace the active set. Fires `onDeactivate` for dropped ids and `onActivate` for new ids. Validates `incompatibleWith` + `requires` constraints.
---
## PieceTypeRegistry
Register new piece types.
```ts
import { PIECE_TYPE_REGISTRY } from "./piece-type-registry.js";
PIECE_TYPE_REGISTRY.register({
id: "cannon",
displayName: "Cannon",
moveGenerator: (session, id) => [/* LegalMove[] */],
attackProbe: (session, id, target) => /* boolean */,
assets: { white: cannonWhiteSvg, black: cannonBlackSvg },
});
```
The engine + check detection + UI all dispatch through the registry. Once registered, your custom type:
- Can be spawned via `engine.spawnPiece("cannon", ...)`.
- Participates in `engine.getAllLegalMoves()`.
- Contributes to `isSquareAttacked` / `isInCheck` / `isCheckmate`.
- Renders via UI `<Piece>` using the declared `assets`.
Register from a module-level side-effect import. Core FIDE types register from `presets/core-piece-types.ts`.
---
## Walkthrough: Building a Shield preset
```ts
// 1. Declare the attribute in ChessAttrMap (schema.ts):
declare module "../schema" {
interface ChessAttrMap {
Shield: number;
}
}
// 2. Register the preset:
PRESET_REGISTRY.register({
id: "piece-shield",
name: "Shield",
description: "Every piece has Shield=1. Absorbs one hit before HP.",
incompatibleWith: [],
requires: [],
pieceAttributes: ["Shield"],
onActivate({ engine }) {
for (const f of engine.session.allFacts()) {
if (f.attr !== "PieceType") continue;
if ((f.id as number) <= 0) continue;
if (!engine.session.contains(f.id, "Shield")) {
engine.session.insert(f.id, "Shield", 1);
}
}
},
onPieceSpawn({ engine, pieceId }) {
if (!engine.session.contains(pieceId, "Shield")) {
engine.session.insert(pieceId, "Shield", 1);
}
},
onDamage({ engine, target, amount }) {
if (!engine.session.contains(target, "Shield")) return undefined;
const current = engine.session.get(target, "Shield") as number;
if (current <= 0) return undefined;
engine.session.insert(target, "Shield", current - 1);
if (amount - 1 <= 0) return { consume: true, died: false };
return undefined; // let piece-hp / default handle the remainder
},
});
```
That's a full Shield preset in ~30 lines, zero edits to engine code. Activate it BEFORE piece-hp in the active set so it intercepts damage first.
---
## Design notes and gotchas
### Hook firing order
Two distinct dispatch sequences. Don't confuse them.
**Legal-move query** (every `engine.getAllLegalMoves()` call):
1. `getRoyalPieces` — union across active presets; resolves the royal set for this color.
2. Per-piece loop:
1. `overridePieceMoves` — first non-undefined wins, skips steps 2.2-2.5.
2. Type-registry generator + `transformMoveGenerator` chain.
3. En-passant / castling / promotion synthesis (type-specific).
4. `getExtraMoves` — each preset appends.
5. `filterMoves` — each preset filters (ALWAYS runs, even with override).
3. Self-check filter — uses the royal set from step 1. Suppressible via `shouldFilterSelfCheck`.
4. `filterLegalMoves` — each preset filters the aggregate list in registration order.
**Move application** (every `engine.applyMove()` call):
1. `onBeforeMove` — scope-aware, can cancel.
2. `onBeforeCapture` — fires if the move is a capture. First consumer owns the capture mechanic.
3. `onDamage` — if no `onBeforeCapture` consumed, the engine routes target through this. Scope-aware by target color.
4. Move mutations (position update, promotion, en-passant, castling).
5. `HalfMovesThisTurn += 1` BEFORE polling the flip hook.
6. `shouldAdvanceTurn` — first `false` vetoes the flip. If no veto: `Turn` flips, `HalfMovesThisTurn` resets to 0, `FullmoveNumber` increments after black.
7. Duration tick (`turnsRemaining -= 1`), `onDeactivate` for expired presets.
8. `onAfterMove` — unscoped, all active presets.
9. `onTurnStart` — scope-aware by new side-to-move. **SKIPPED** when step 6 vetoed the flip.
10. `onCheckGameResult` — all presets, first non-undefined wins. Uses `getRoyalPieces` union for default checkmate/stalemate detection.
11. `describeMoveEffect` — all presets contribute `presetEffects` to the MoveRecord.
### Registration order determines dispatch order
For hooks that iterate presets (`onDamage`, `onCheckGameResult`), the first preset to consume wins. Order follows the active-set list, which follows the order in which presets were activated via `setActivePresets`. Registration order in `presets/index.ts` sets the DEFAULT activation order when all presets are enabled at once, but user-toggle order during a game is what actually matters.
If your preset needs to run before / after another, document the expectation. There's no priority system.
### Scope-aware vs unscoped
| Hook | Scope-aware? | Why |
|---|---|---|
| `onDamage` | Yes (target color) | A `scope=white` Shield only protects white pieces. |
| `onBeforeMove` | Yes (mover) | A `scope=white` veto doesn't block black's moves. |
| `onTurnStart` | Yes (new side to move) | Regen hooks should only fire for the color they care about. |
| `onBeforeCapture` | Yes (mover) | Inherited from pre-refactor semantics. |
| `onAfterMove` | No | Presets read `ctx.mover` and decide themselves. Breaking-change to flip. |
| `onCheckGameResult` | No | Terminal state is global. |
| `getRoyalPieces` | No (per-color via ctx) | Hook receives `ctx.color`; caller (engine) resolves per-color separately. |
| `filterLegalMoves` | No (per-color via ctx) | Fires once per color at aggregation time; receives the color in `ctx.color`. |
| `shouldAdvanceTurn` | No | First `false` wins regardless of scope; presets that only care about one color check `ctx.mover` themselves (e.g. monster-rules). |
| `overridePieceMoves` | Yes (mover / piece owner color via scoped iteration) | Runs only on presets scoped to the piece's color. |
### Context objects are growable
All hook contexts are interface-defined and additive. Adding a field in a later release won't break existing hook implementations — they'll simply ignore the new field.
### Primitive context: target redirection + event
Primitive descriptors (the `EffectPrimitive`s consumed by custom-modifier descriptors) receive a `PrimitiveApplyContext` rather than a hook context. As of Wave 2 (commit `3b6f79a`) that context carries two extra fields used by the trigger-primitive dispatcher:
- **`target: TargetResolver`**: where the apply's effect should be aimed. Defaults to `'self'` at every construction site, which means `ctx.pieceId` (the current apply's subject). Trigger dispatchers that honour per-hook redirection (currently `on-captured`) populate this with the hook's stored `target` before invoking each inner primitive.
- **`event: PrimitiveEvent | undefined`**: discriminated-union payload populated by the trigger dispatcher that invoked the primitive. `undefined` for profile-time applies and for triggers that don't carry a per-event payload.
#### Type excerpts
From `packages/chess/src/modifiers/primitives/context.ts`:
```ts
export type PrimitiveEvent =
| {
readonly kind: "promotion";
readonly promotedFrom: PieceType;
readonly promotedTo: PieceType;
}
| {
readonly kind: "capture";
readonly attackerId: EntityId;
readonly defenderId: EntityId;
};
export type TargetResolver =
| "self"
| "attacker"
| "defender"
| { readonly squares: readonly Square[] }
| {
readonly relation: "ally" | "enemy";
readonly filter?: { readonly pieceType?: PieceType };
};
```
From `packages/chess/src/modifiers/primitives/types.ts`:
```ts
export interface PrimitiveApplyContext {
readonly engine: ChessEngine;
readonly session: Session;
readonly pieceId: EntityId;
readonly depth: number;
readonly descriptor: CustomModifierDescriptorRef;
/** Where this apply's effect should be aimed. Defaults to 'self'. */
readonly target: TargetResolver;
/** Trigger-supplied event metadata, or undefined. */
readonly event: PrimitiveEvent | undefined;
}
```
#### `resolveTargets(ctx, target): readonly EntityId[]`
The single canonical resolver. Primitives never walk `session.allFacts()` directly to find alternate targets. They call this helper instead:
```ts
import { resolveTargets } from "./context.js";
apply(ctx: PrimitiveApplyContext, params: Params): void {
const targets = resolveTargets(ctx, ctx.target);
for (const id of targets) {
// ...mutate id
}
}
```
Resolution rules:
| `target` | Resolves to | Notes |
|---|---|---|
| `'self'` | `[ctx.pieceId]` | Always a singleton; primitives that only ever act on self may keep reading `ctx.pieceId` directly for efficiency. |
| `'attacker'` | `[ctx.event.attackerId]` | Throws if `ctx.event` is missing or not `kind: 'capture'`. Dispatcher misconfiguration is a programmer error, not a silent `[]`. |
| `'defender'` | `[ctx.event.defenderId]` | Same throw contract as `'attacker'`. |
| `{ squares }` | every piece whose `Position` is in the set | Square is the numeric index 0..63 (a1=0, h8=63), not algebraic. |
| `{ relation: 'ally', filter? }` | same-color pieces, **excluding** `ctx.pieceId` | A modifier that buffs "allies" doesn't double-dip on the caster. |
| `{ relation: 'enemy', filter? }` | opposite-color pieces | |
The optional `filter.pieceType` narrows by `PieceType` attribute.
#### Construction sites must default
`target` is REQUIRED at the type level. Every dispatcher and every test that builds a `PrimitiveApplyContext` populates `target: 'self'` and `event: undefined` as defaults. Forcing the field keeps future dispatchers honest: they cannot silently forget to thread the target through.
#### Currently-redirecting triggers
| Trigger | Honours `target` | Populates `ctx.event` |
|---|---|---|
| `on-captured` | YES (per-hook `target` field, default `'self'`) | YES: `{ kind: "capture", attackerId, defenderId }` |
| `on-promotion` | NO | YES: `{ kind: "promotion", promotedFrom, promotedTo }` |
| All other triggers | NO | NO |
Future triggers that need either capability follow the same pattern: store the resolver in the seeded hook entry, then thread it into `ctx.target` at fire time.
### Don't use `GAME_ENTITY` for preset state
The reserved `PRESET_STATE_ENTITY` + `engine.presetState<T>(id)` API is namespaced, serializes automatically, and clears on deactivate. Putting preset-specific data on `GAME_ENTITY` (like the old `capture-to-win.Winner` fact) works today but collides with future presets and doesn't auto-clear.
---
## Testing
`packages/chess/src/presets/test-utils.ts` exports:
- `pieceAt(engine, square)`, find piece on algebraic square.
- `hpOf(engine, id)` / `typeOf(engine, id)` / `exists(engine, id)`, attribute queries.
- `clearBoard(engine, { preserveKings })`, strip the board to minimal pieces.
- `placePiece(engine, type, color, square, opts?)`, direct session insert (bypasses spawnPiece).
For preset tests that exercise hooks, see:
- `damage-pipeline.test.ts`, damage + composition
- `preset-state.test.ts`, per-preset state bag
- `move-log.test.ts`, MoveRecord / describeMoveEffect
- `visual-effect.test.ts`, emitEffect / subscribeEffects
- `phase-hooks.test.ts`, onBeforeMove / onTurnStart
- `integration.test.ts`, Shield / Cannon / Berserker / Stamina end-to-end
---
## Rule Variants Gallery (2026 epic)
The following 14 presets shipped in the rule-variants epic, mirroring variants from greenchess.net/variants.php?cat=4. All compose with the existing presets via the hook surface documented above, no engine changes beyond the 4 new hooks shipped in Phase A.
**King Variants**, redefine what counts as "royal":
- `knightmate-rules`, Every knight of `color` is royal; kings are ordinary pieces.
- `coregal`, King AND queen are royal; mate on either ends the game.
- `dual-king`, Multiple kings per side; mate on any one ends the game ("strong").
- `weak-dual-king`, Multiple kings per side; mating one is survivable; opts out of self-check filter so "sacrifice" moves on one king are legal.
**Objectives**, redefine the terminal-state condition:
- `first-promotion-wins`, First pawn to promote ends the game. Pairs with `pawns-only` layout.
- `suicide-chess`, Lose all pieces to win. Captures compulsory (via `filterLegalMoves`). Empty royal set. Stalemate-wins.
- `capture-all`, Inverse of suicide-chess: capture every enemy to win. Captures not compulsory.
- `extinction-chess`, Wipe out every enemy of a configurable TARGET TYPE. Target set via `engine.presetState<{ targetType: PieceType }>("extinction-chess")`; default `"pawn"`. King remains royal; default mate rules still apply until extinction triggers.
**Multi-move**, redefine the turn flip:
- `double-move`, Both sides play 2 half-moves per turn.
- `monster-rules`, Asymmetric; **scope-aware**. `scope: "white"` → white plays 2, black plays 1 (canonical Monster pairing). `scope: "black"` flips which side gets the double. `scope: "both"``double-move`.
**Movement**, redefine piece-specific move generation:
- `berolina-pawns`, **scope-aware**; pawns push diagonally, capture orthogonally. `scope: "white"|"black"|"both"` picks which side(s) use the rule.
- `berolina-pawns-2`, Berolina plus SIDEWAYS captures.
- `bouncing-pieces`, Bishop/queen diagonals reflect off file edges (a-file, h-file) once.
- `bouncing-pieces-2`, Reflects off ALL four edges with a 2-bounce cap.
### Scope-flip pattern (reusable)
Two asymmetric presets (`monster-rules`, `berolina-pawns`, `berolina-pawns-2`) implement **scope-flippable** semantics by inspecting their own `scope` live at hook time:
```ts
let scope: "white" | "black" | "both" = "both";
for (const entry of engine.activePresets.list()) {
if (entry.id === MY_ID) {
scope = entry.scope;
break;
}
}
// Then branch on `scope === "both" || scope === relevantColor`.
```
This makes the activation's `scope` field a first-class rule-authoring knob, not just a duration/lifecycle filter. Any future asymmetric rule that has a "which side does this apply to" question should follow the same pattern.
### `onCheckGameResult` composition with `"ongoing"`
The engine implements a two-phase protocol (fixed in commit `7171dfd`): a TERMINAL GameResult from any preset immediately wins; `"ongoing"` sets a soft "suppress defaults" flag and CONTINUES polling; `undefined` means no opinion. This is what lets `piece-hp` (returns `"ongoing"` to suppress FIDE checkmate when HP kings can survive attacks) compose with `first-promotion-wins` / `capture-to-win` / `last-piece-standing` / `extinction-chess` without any preset short-circuiting the others. See `engine.checkGameResult` for the implementation.
---
## Post-landing backlog
Documented but NOT yet available:
- `onPieceRetract`, symmetric counterpart to `onPieceSpawn`. Needed for "death rattle" mechanics.
- Per-preset UI panels (not just overlays), extension slot for sidebar widgets.
- Server-side piece-type manifest echo, when custom types are authored outside the shared `packages/chess`.
- Save-state migration, versioning for saves that predate attribute additions.
- Extinction-chess multiplayer target sync, solo cycler shipped in
post-epic Feature 2; MP target is fixed at room creation until a
`preset-config.update` WS message lands.
File issues or propose extensions via pull request.