Commit Graph

2 Commits

Author SHA1 Message Date
Kevin 4d78937dca Rebuild the board and reducer around the real content
shared/board.js: rebuilt from shared/tileInventory.js instead of the
sketch-inspired placeholder — one chain() per segment (same helper as
before), TEMP_SEGMENT_ORDER concatenating all 12 segments in the design
doc's own order since board-graph.json (the real segment connections/STOP
forks) doesn't exist yet — loudly commented as a placeholder to replace, not
a guess at real topology. A synthetic `finish` space is appended since no
tile in the source data has that type (win condition is itself an open
question). Movement is now one tile per turn (board.spaces[pos].next) —
no tile in the data implies a movement die, every `die` belongs to that
tile's own effect resolution, so walkForward() is gone.

shared/tileEffects.js (new): pure resolveTileEffect(space, rolls) covering
all 9 real tile types (payday, action_space, dice_space, roll_table_ref,
inline_table, cash_bonus, event, choice, stop) plus rollsNeededFor(space) so
the server knows what to pre-roll before constructing an action. Real
roll_table_ref/action_space/dice_space tiles resolve against the actual 48
placeholder tables; the two real content gaps (inline_table's 85 tiles,
payday/cash_bonus amounts) resolve against a synthesized generic banded
table per die size, every result clearly flagged `todo: true` so it's
visible in the game log, not just in docs.

shared/game.js: player state is now flat {cash, love, education, wealth,
age} fields (mirrors a roll-table effect object's shape directly). Landing
logic calls resolveTileEffect() instead of applying a single cash delta, and
only pauses for a decision when a space's `choices` array is actually
populated (true of nothing yet) — keeps the existing pending-choice
machinery intact for once board-graph.json exists, instead of needing
choice/stop tiles to block on options nobody has defined.

server/rooms.js: REQUEST_ROLL now looks up the player's next tile,
determines what it needs via rollsNeededFor(), and pre-rolls each die via
crypto.randomInt before constructing the ROLL action — same
randomness-happens-once-at-the-server-boundary pattern as before, just
covering N table rolls instead of one movement die. server/index.js:
default config now carries startingStats instead of startingCash, and
maxPlayers is 8.
2026-07-28 10:06:59 -07:00
Kevin d40bc09867 Phase 1: reducer, SQLite, rooms & invite links
Turns the Phase 0 deployment shell into a playable async multiplayer game:

- shared/game.js + shared/board.js: pure reducer (reduce(state, action) ->
  newState) over a small branching board subset mirroring the sketched
  design (Career/Education fork, Relationship/Investment fork, High-Risk/Safe
  fork, race to Finish). Dice randomness is generated server-side and shipped
  inside the ROLL action payload, so the reducer itself stays fully pure and
  is identically importable by both server and browser.
- server/db.js: SQLite (better-sqlite3) schema for games/players/tokens,
  config and state stored as JSON. tokens covers both room invite links and
  per-player reconnect secrets.
- server/rooms.js: in-memory room registry that is the only place the shared
  reducer is invoked server-side — validates intents, applies actions,
  persists, and broadcasts to every socket in the room.
- server/index.js: REST endpoints to create/join/inspect a game, and a
  room-aware /ws that authenticates via a first {type:'AUTH'} message rather
  than a URL query param (keeps session tokens out of access/proxy logs).
- public/client.js + public/index.html: NetworkTransport wrapping the
  WebSocket, localStorage-backed session persistence so a reload resumes as
  the same player, and a lobby/waiting-room/game-view UI.
- Dockerfile: adds python3/make/g++ so better-sqlite3's node-gyp fallback
  builds on Alpine when a prebuilt binary isn't available for the exact
  Node/musl combo.

Verified: shared/game.test.js (node --test) covers the full rules engine;
a scripted two-client run over real HTTP+WS confirms both clients converge
on identical state through create/join/start/play-to-finish; a server
restart mid-game preserves state and reconnect resumes the same player
without creating a duplicate.
2026-07-21 17:10:56 -07:00