Begin Hnefatafl from the game kit
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// The contract between a game and everything else in this kit. The server,
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// the client store and the hall know nothing about the game beyond this
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// file: they create a state from names and a seed, feed it one round of
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// inputs at a time, ask who still has to move, and hand each viewer the
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// view they are allowed to see. A new game implements GameSpec once, in
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// src/lib/game/index.ts, and the rest of the kit works unchanged.
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//
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// The shape is simultaneous rounds: every seat that needs input submits, then
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// the round resolves. Turn-at-a-time games fit too (only one seat needs input
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// at once). A game of single commands with out-of-turn interruptions, like
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// Wiz-War, does not fit this contract and needs its own server.
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/** A seat at the table: a single letter from GameSpec.seatIds. */
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export type SeatId = string;
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/** The viewer with no seat: the Peanut Gallery. Views built for it show only what every seat could see. */
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export const SPECTATOR: SeatId = '';
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export interface Outcome {
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winner: SeatId | null;
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reason: string;
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}
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/** A choice the host makes when opening a table: a variant, a side, a length. */
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export interface TableOption {
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key: string;
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label: string;
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choices: { value: string; label: string }[];
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/** The value a table gets when the host chooses nothing. */
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default: string;
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}
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/** The host's choices for a table, by option key; only keys the game declares get through. */
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export type TableOptions = Record<string, string>;
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export interface GameSpec<State, Input> {
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/** Seats in table order; the table takes at most this many. */
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seatIds: SeatId[];
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/** What the host may choose when opening a table; empty for a game with one way to play. */
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options?: TableOption[];
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minSeats: number;
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/** Names the server draws for bots, in preference order. */
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botNames: string[];
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/**
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* The rules revision new games begin under. A game keeps the revision it
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* started with, recorded on its ledger, so a later fix can keep the old
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* path for old ledgers behind `state.rules < N`. Bump only when the deploy
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* gate shows a fix changes how an already-played turn resolves.
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*/
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currentRules: number;
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create(names: Record<SeatId, string>, seed: number, rules: number, options?: TableOptions): State;
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/** Resolve one round. Must be a pure function of its arguments: the ledger is replayed through it. */
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resolve(state: State, inputs: Record<SeatId, Input>): State;
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/** Whether this seat's input is needed before the next resolution. */
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needsInput(state: State, seat: SeatId): boolean;
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over(state: State): Outcome | null;
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/** The round being written, counted from one, for the ledger and the report pin. */
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turn(state: State): number;
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/** What one viewer may see. The server sends nothing else. */
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view(state: State, viewer: SeatId): State;
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botInput(state: State, seat: SeatId): Input;
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/** Only the shapes the engine understands get through; the engine validates the rest. */
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cleanInput(raw: unknown): Input;
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/** Why this seat may not make this move now, or null when it may. The server answers with the reason. */
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validate?(state: State, seat: SeatId, input: Input): string | null;
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/** A seat's name from the state, for the hall and the chronicle. */
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nameOf(state: State, seat: SeatId): string;
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}
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