Decouples five cross-cutting concerns from engine core so new presets compose without special-casing: - Piece attributes: CORE_PIECE_ATTRS + PresetDef.pieceAttributes; engine.effectivePieceAttrs unions them. HP is now preset-owned. - Spawn pipeline: engine.spawnPiece() + onPieceSpawn hook replaces hand-rolled materialization. Queen-splits seeds HP via the hook, not via direct knowledge of piece-hp. - Hook signatures: all hooks now take single context objects (LifecycleContext, MoveHookContext, CaptureHookContext, DamageHookContext, SelfCheckFilterContext, GameResultHookContext, PieceSpawnContext, BeforeMoveContext, TurnStartContext, DescribeMoveEffectContext). - Piece-type registry: PIECE_TYPE_REGISTRY + core-piece-types.ts replaces hardcoded FIDE switch-tables in engine/check/checkmate/ stalemate/Piece.tsx. Custom piece types plug in without engine edits. - Preset-scoped state: engine.presetState<T>(id) backed by facts on PRESET_STATE_ENTITY. Auto-cleared on deactivate. capture-to-win migrated off GAME_ENTITY.Winner. - Move log: engine.moveLog + MoveRecord + describeMoveEffect hook. - Visual effects: engine.emitEffect/subscribeEffects + VisualEffect + VisualEffectLayer. Explosion, heal, poison renderers. No-op when no subscribers. - Phase hooks: onBeforeMove (with cancel), onTurnStart. Scope-aware dispatch routes onDamage/onBeforeMove/onTurnStart by target/mover color. All 5 production presets migrated. 4 prototype presets (Shield, Cannon, Berserker, PawnStamina) in integration.test.ts exercise every hook. Added test-utils.ts and PRESET-API.md for preset authors. 930 tests passing; bun run check clean.
426 lines
17 KiB
Markdown
426 lines
17 KiB
Markdown
# Preset API Reference
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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.
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**Audience**: developers adding new presets (either in-tree in `packages/chess/src/presets/` or as an external package that imports `@paratype/chess`).
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**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.
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---
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## Architecture at a glance
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```
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┌──────────────────┐ declares attrs, registers hooks
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│ PresetDef │──────────┐
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└──────────────────┘ │
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▼
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┌────────────────────────────────────────────────────┐
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│ PRESET_REGISTRY │
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│ • getAll() / get(id) │
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└────────────────────────────────────────────────────┘
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│
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▼
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┌──────────────────┐ applyMove / dealDamage / spawnPiece / emitEffect
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│ ChessEngine │──┬───────────────────────────────┐
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│ │ │ PIECE_TYPE_REGISTRY │
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│ • session │ │ moveGenerator / attackProbe │
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│ • moveLog │ │ assets │
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│ • activePresets │ └───────────────────────────────┘
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│ • presetState │
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│ • emitEffect │
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└──────────────────┘
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```
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---
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## Writing a preset
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Minimal preset — registers itself at module load via a side-effect import. Consumers add an import line in `packages/chess/src/presets/index.ts`.
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```ts
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import { PRESET_REGISTRY } from "./registry.js";
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PRESET_REGISTRY.register({
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id: "my-preset",
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name: "My Preset",
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description: "What this preset does in one sentence.",
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incompatibleWith: [],
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requires: [],
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// ... hooks below
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});
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```
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### Required fields
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- `id: string` — stable identifier. Used for UI toggles, persistence, `engine.presetState`, hook dispatch order. Cannot be renamed without breaking saved games.
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- `name: string` — display name for UI. Can change freely.
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- `description: string` — one-line explainer shown in the rules drawer. Include variant-defining details ("captures deal 1 damage instead of killing").
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- `incompatibleWith: string[]` — preset ids that must NOT be active under overlapping scope. Mutual — if A declares B incompatible, B must declare A too.
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- `requires: string[]` — preset ids that MUST be active under overlapping scope. Examples: `king-heals` requires `piece-hp`.
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### Optional: declared attributes
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```ts
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pieceAttributes: ["Shield"],
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```
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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:
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- The default damage-retract path (dead pieces lose all effective attrs).
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- `queen-splits`'s attacker retraction during fission.
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- Save-state serialization (all facts captured, including preset-declared attrs).
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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.
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---
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## Hook reference
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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.
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### Lifecycle
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#### `onActivate(ctx: LifecycleContext)`
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Fires when the preset transitions inactive → active. Use for:
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- Seeding initial state (e.g. `Hp=2` on every existing piece).
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- Mutating the session to reflect the preset's requirements.
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```ts
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onActivate({ engine }) {
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for (const id of piecesOnBoard(engine)) {
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engine.session.insert(id, "Hp", 2);
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}
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}
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```
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#### `onDeactivate(ctx: LifecycleContext)`
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Symmetric cleanup. Fires when:
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- User toggles preset off via the UI.
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- Turn-timer expires (`turnsRemaining: 0`).
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- Server issues `setPresets` that excludes this preset.
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Retract anything `onActivate` inserted. Preset-state is cleared automatically AFTER this hook returns.
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```ts
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onDeactivate({ engine }) {
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for (const id of piecesOnBoard(engine)) {
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if (engine.session.contains(id, "Hp")) {
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engine.session.retract(id, "Hp");
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}
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}
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}
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```
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### Movement
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#### `getExtraMoves(engine, pieceId): LegalMove[]`
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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.
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#### `filterMoves(moves, engine, pieceId): LegalMove[]`
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Remove or modify moves from the aggregated list. Used by knight-immunity (filters captures of knights).
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### Damage
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#### `onDamage(ctx: DamageHookContext): DamageHookResult | void`
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The damage pipeline. Called by `engine.dealDamage(target, amount, ctx)`. First preset to return `{ consume: true, died }` wins — further presets are not consulted.
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```ts
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onDamage({ engine, target, amount, kind }) {
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if (!engine.session.contains(target, "Hp")) return undefined;
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const current = engine.session.get(target, "Hp") as number;
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const next = current - amount;
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if (next > 0) {
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engine.session.insert(target, "Hp", next);
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return { consume: true, died: false };
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}
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// Lethal — retract all effective attrs and report death.
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for (const attr of engine.effectivePieceAttrs) {
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if (engine.session.contains(target, attr)) engine.session.retract(target, attr);
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}
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return { consume: true, died: true };
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}
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```
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Scope-aware: only fires for presets whose scope covers the target's color. A `scope=white` preset won't absorb damage on black pieces.
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**Damage kinds** (extend as needed): `"capture"` (default from applyMove), `"explosion"` (explosive-rook), `"poison"` (poisoned-squares). Arbitrary strings allowed — document what YOUR preset emits.
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### Capture
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#### `onBeforeCapture(ctx: CaptureHookContext): CaptureHookResult | void`
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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.
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Unconsumed captures fall through to `engine.dealDamage` with `kind: "capture"`.
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### Spawn
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#### `onPieceSpawn(ctx: PieceSpawnContext)`
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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.
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```ts
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onPieceSpawn({ engine, pieceId }) {
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engine.session.insert(pieceId, "Hp", DEFAULT_HP);
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}
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```
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### Phase hooks
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#### `onBeforeMove(ctx: BeforeMoveContext): BeforeMoveResult | void`
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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.
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**Scope-aware**: only fires for presets whose scope covers the mover.
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Use cases: stamina systems, action-point economies, cooldowns.
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```ts
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onBeforeMove({ engine, pieceId }) {
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const stamina = engine.session.get(pieceId, "Stamina") as number ?? 0;
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if (stamina < 1) return { cancel: true, reason: "Piece too tired" };
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engine.session.insert(pieceId, "Stamina", stamina - 1);
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}
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```
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#### `onAfterMove(ctx: MoveHookContext)`
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Fires AFTER all move mutations but BEFORE terminal-state check. Used by king-heals, poisoned-squares.
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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.)
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#### `onTurnStart(ctx: TurnStartContext)`
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Fires AFTER turn counter flips and AFTER `onAfterMove`, BEFORE legal-move computation for the new side. Ideal for:
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- Regenerating per-piece resources (+1 Stamina up to max).
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- Decrementing cooldowns.
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- Refreshing auras / blessings.
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**Scope-aware**: only fires for presets whose scope covers the new side-to-move.
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### Terminal state
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#### `onCheckGameResult(ctx: GameResultHookContext): GameResult | undefined`
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Override the engine's default checkmate/stalemate/draw logic. First preset to return a non-undefined value wins. Used by:
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- `capture-to-win` — first capture ends the game.
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- `last-piece-standing` — annihilation replaces checkmate.
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- `piece-hp` — suppresses default terminal check when kings can survive attacks.
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### Self-check filter
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#### `shouldFilterSelfCheck(ctx: SelfCheckFilterContext): boolean | undefined`
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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.
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Return `false` to skip the filter, `true` / `undefined` to keep it.
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### Description
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#### `describeMoveEffect(ctx: DescribeMoveEffectContext): string | undefined`
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Contribute to the `MoveRecord.presetEffects` array. Move-list UI, PGN export, and replay systems read these for human-readable annotations.
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```ts
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describeMoveEffect({ mover, movingType, capturedType }) {
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if (movingType === "queen" && capturedType !== null) {
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return `${mover} queen fissioned into R+B`;
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}
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return undefined;
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}
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```
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---
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## Engine APIs available from hooks
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Every hook receives `ctx.engine: ChessEngine`. Useful methods:
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### `engine.session`
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The rete Session — direct insert/retract/get. Read preset-declared facts here.
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### `engine.spawnPiece(type, color, square, opts?): EntityId`
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Create a piece. Fires `onPieceSpawn` on every active preset. Use this instead of direct session inserts when creating pieces mid-game (fission, summon, resurrection).
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### `engine.dealDamage(target, amount, { kind, attacker? })`
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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.
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### `engine.emitEffect({ kind, square, ttl, data? })`
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Push a visual effect to subscribers. UI renders it. Presets emit from inside their hooks; no subscribers = no-op.
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### `engine.presetState<T>(id)`
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Typed per-preset state bag. `{ get, set, delete, has, all }`. Backed by session facts, so serialization is free. Auto-cleared on deactivate.
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### `engine.moveLog`
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Read-only chronological list of `MoveRecord`s. Use from UI components or tests; presets typically don't need it.
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### `engine.effectivePieceAttrs`
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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).
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### `engine.setActivePresets(requests)`
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Replace the active set. Fires `onDeactivate` for dropped ids and `onActivate` for new ids. Validates `incompatibleWith` + `requires` constraints.
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---
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## PieceTypeRegistry
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Register new piece types.
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```ts
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import { PIECE_TYPE_REGISTRY } from "./piece-type-registry.js";
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PIECE_TYPE_REGISTRY.register({
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id: "cannon",
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displayName: "Cannon",
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moveGenerator: (session, id) => [/* LegalMove[] */],
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attackProbe: (session, id, target) => /* boolean */,
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assets: { white: cannonWhiteSvg, black: cannonBlackSvg },
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});
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```
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The engine + check detection + UI all dispatch through the registry. Once registered, your custom type:
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- Can be spawned via `engine.spawnPiece("cannon", ...)`.
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- Participates in `engine.getAllLegalMoves()`.
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- Contributes to `isSquareAttacked` / `isInCheck` / `isCheckmate`.
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- Renders via UI `<Piece>` using the declared `assets`.
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Register from a module-level side-effect import. Core FIDE types register from `presets/core-piece-types.ts`.
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---
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## Walkthrough: Building a Shield preset
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```ts
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// 1. Declare the attribute in ChessAttrMap (schema.ts):
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declare module "../schema" {
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interface ChessAttrMap {
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Shield: number;
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}
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}
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// 2. Register the preset:
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PRESET_REGISTRY.register({
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id: "piece-shield",
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name: "Shield",
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description: "Every piece has Shield=1. Absorbs one hit before HP.",
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incompatibleWith: [],
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requires: [],
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pieceAttributes: ["Shield"],
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onActivate({ engine }) {
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for (const f of engine.session.allFacts()) {
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if (f.attr !== "PieceType") continue;
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if ((f.id as number) <= 0) continue;
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if (!engine.session.contains(f.id, "Shield")) {
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engine.session.insert(f.id, "Shield", 1);
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}
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}
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},
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onPieceSpawn({ engine, pieceId }) {
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if (!engine.session.contains(pieceId, "Shield")) {
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engine.session.insert(pieceId, "Shield", 1);
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}
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},
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onDamage({ engine, target, amount }) {
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if (!engine.session.contains(target, "Shield")) return undefined;
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const current = engine.session.get(target, "Shield") as number;
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if (current <= 0) return undefined;
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engine.session.insert(target, "Shield", current - 1);
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if (amount - 1 <= 0) return { consume: true, died: false };
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return undefined; // let piece-hp / default handle the remainder
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},
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});
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```
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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.
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---
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## Design notes and gotchas
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### Hook firing order
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Within a single `applyMove`, hooks fire in this order:
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1. `onBeforeMove` — scope-aware, can cancel.
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2. `onBeforeCapture` — fires if the move is a capture. First consumer owns the capture mechanic.
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3. `onDamage` — if no `onBeforeCapture` consumed, the engine routes target through this. Scope-aware by target color.
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4. Move mutations (position update, promotion, en-passant, castling).
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5. Duration tick (`turnsRemaining -= 1`), `onDeactivate` for expired presets.
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6. `onAfterMove` — unscoped, all active presets.
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7. `onTurnStart` — scope-aware by new side-to-move.
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8. `onCheckGameResult` — all presets, first non-undefined wins.
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9. `describeMoveEffect` — all presets contribute `presetEffects` to the MoveRecord.
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### Registration order determines dispatch order
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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.
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If your preset needs to run before / after another, document the expectation. There's no priority system.
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### Scope-aware vs unscoped
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| Hook | Scope-aware? | Why |
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|---|---|---|
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| `onDamage` | Yes (target color) | A `scope=white` Shield only protects white pieces. |
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| `onBeforeMove` | Yes (mover) | A `scope=white` veto doesn't block black's moves. |
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| `onTurnStart` | Yes (new side to move) | Regen hooks should only fire for the color they care about. |
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| `onBeforeCapture` | Yes (mover) | Inherited from pre-refactor semantics. |
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| `onAfterMove` | No | Presets read `ctx.mover` and decide themselves. Breaking-change to flip. |
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| `onCheckGameResult` | No | Terminal state is global. |
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### Context objects are growable
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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.
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### Don't use `GAME_ENTITY` for preset state
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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.
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---
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## Testing
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`packages/chess/src/presets/test-utils.ts` exports:
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- `pieceAt(engine, square)` — find piece on algebraic square.
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- `hpOf(engine, id)` / `typeOf(engine, id)` / `exists(engine, id)` — attribute queries.
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- `clearBoard(engine, { preserveKings })` — strip the board to minimal pieces.
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- `placePiece(engine, type, color, square, opts?)` — direct session insert (bypasses spawnPiece).
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For preset tests that exercise hooks, see:
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- `damage-pipeline.test.ts` — damage + composition
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- `preset-state.test.ts` — per-preset state bag
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- `move-log.test.ts` — MoveRecord / describeMoveEffect
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- `visual-effect.test.ts` — emitEffect / subscribeEffects
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- `phase-hooks.test.ts` — onBeforeMove / onTurnStart
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- `integration.test.ts` — Shield / Cannon / Berserker / Stamina end-to-end
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---
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## Post-landing backlog
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Documented but NOT yet available:
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- `onPieceRetract` — symmetric counterpart to `onPieceSpawn`. Needed for "death rattle" mechanics.
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- Per-preset UI panels (not just overlays) — extension slot for sidebar widgets.
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- Server-side piece-type manifest echo — when custom types are authored outside the shared `packages/chess`.
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- Save-state migration — versioning for saves that predate attribute additions.
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File issues or propose extensions via pull request.
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