Scaffold monorepo: engine, server, and web packages

npm workspaces with three TypeScript packages: @wizwar/engine (pure
game logic), @wizwar/server (Node websocket authority), @wizwar/web
(Svelte 5 + Vite client). Server handshake and client build verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-15 18:20:16 -04:00
co-authored by Claude Fable 5
commit 34ede9c44c
17 changed files with 2644 additions and 0 deletions
+16
View File
@@ -0,0 +1,16 @@
{
"name": "@wizwar/engine",
"version": "0.1.0",
"private": true,
"type": "module",
"main": "./src/index.ts",
"types": "./src/index.ts",
"scripts": {
"typecheck": "tsc --noEmit",
"test": "vitest run"
},
"devDependencies": {
"typescript": "^5.6.0",
"vitest": "^2.1.0"
}
}
+32
View File
@@ -0,0 +1,32 @@
// @wizwar/engine — pure, deterministic game logic. No I/O, no timers, no
// network: the server drives it in real time, the async mode replays it from
// stored commands, and future AI players call it to evaluate moves.
//
// Card data, board layouts, and precise rule mechanics are pending
// transcription of the 6th edition materials (see /research).
export interface PlayerId {
readonly id: string;
}
/** A single square on a sector board. Walls live on edges between squares. */
export interface Position {
readonly x: number;
readonly y: number;
}
export type GamePhase = "setup" | "playing" | "finished";
export interface GameState {
readonly phase: GamePhase;
readonly turn: number;
readonly activePlayer: string;
// TODO: board (sectors, walls, doors), players (position, life, hand,
// sustained spells, carried items/treasures), deck & discard, RNG seed.
}
/** Commands are player intents; the engine validates and applies them. */
export type Command = { type: "todo" };
/** Events are what actually happened; clients render from these. */
export type GameEvent = { type: "todo" };
+7
View File
@@ -0,0 +1,7 @@
{
"extends": "../../tsconfig.base.json",
"compilerOptions": {
"noEmit": true
},
"include": ["src"]
}