Pure deterministic game core in @wizwar/engine: seeded RNG (mulberry32, state in GameState so seed+commands replays identically), sector assembly with rotation, junction merging, and wraparound warps (configurable pairings; the 2p diagram crosses its side openings), movement (3 + one number card), geometric line of sight, deck building from the verified card data (asserts 125/200 totals), and the command-to-event reducer: setup with TRAP! redraw and die-roll first player, punching (no combat round 1, no self-attack, once per turn), damage/death with killer-takes-cards and forced discard, treasure stealing with both victory conditions, pick-up-ends-turn, and end-of-turn draw. Events carry full spatial detail for future replay rendering; private card knowledge rides on visibleTo events with a redaction helper. 21 tests passing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
16 lines
351 B
JSON
16 lines
351 B
JSON
{
|
|
"compilerOptions": {
|
|
"target": "ES2022",
|
|
"module": "ESNext",
|
|
"moduleResolution": "bundler",
|
|
"strict": true,
|
|
"noUncheckedIndexedAccess": true,
|
|
"forceConsistentCasingInFileNames": true,
|
|
"skipLibCheck": true,
|
|
"esModuleInterop": true,
|
|
"resolveJsonModule": true,
|
|
"declaration": true,
|
|
"sourceMap": true
|
|
}
|
|
}
|