Hand-authored architecture docs (the 'why'/seams that autodocs can't capture):
- docs/ARCHITECTURE.md index + system map + the 5 pillars + chain profiles + conventions
- docs/CHAT_AND_NOSTR.md ChatProvider seam, bridge vs per-player signing, two-relay
tier model, verifyChatEvent impersonation guard, relay policy
- docs/PAYMENTS.md provider contract + registry, BTCPay/checkout/native, hot path
- docs/RULESETS.md Ruleset data object, win-condition strategies, PvP, MatchRoom seam
- docs/MONETIZATION.md credits, cosmetic_catalog, the four-way unlock rule, premium->tier
Autodocs (reference layer): added a docs:api npm script (jsdoc-to-markdown) that
regenerates docs/API.md from the existing JSDoc. Enable with 'cd src && npm install'
then 'npm run docs:api'. Hybrid by design — auto reference + hand-authored architecture.
No runtime code changed. Suite 56 suites / 407 tests green.
3.9 KiB
Rulesets & PvP (P4)
Gameplay is a data object. Instead of hardcoding "first to the exit wins," the match engine reads a
Ruleset, so new modes (PvP last-alive, score attack, co-op) are data — not new subsystems.
The Ruleset
src/game/rulesets/Ruleset.js — defineRuleset(spec) normalizes a partial spec to a frozen, clamped
object:
id, label, mode
world { difficultyPreset, maps }
entities { monster, monsterCount, pvpCombat }
players { min, max }
winCondition { type } first-to-exit | last-alive | high-score | all-escape
timing { tickMs, minDurationMs, hardCeilingMs, blockDeadline }
economy { model, houseFeePercent, payoutMultipliers }
registry.js ships the built-ins — solo-classic (descriptor for the live single-player mode),
race, last-alive, score-attack, coop-escape — plus getRuleset(id), listRulesets(), and
rulesetFromMatchOpts() (maps the legacy MatchRoom option bag to a race ruleset, preserving old
behavior).
Win conditions as strategies
src/game/rulesets/winConditions.js — each condition is a small strategy the MatchRoom consults at
three decision points:
onExit(room, id) a player reached the exit — end the match? set a winner?
onDeath(room) a player died — is the match over?
rank(room) final ordering (best-first) for placement + winnerId
FIRST_TO_EXITis a verbatim port of the original race logic, so existing matches are byte-identical.LAST_ALIVE(PvP): reaching the exit means you survived (safe, not an instant win); the match ends when ≤1 contender remains;rankorders last-standing → escaped → died-later. Combined withentities.pvpCombat, stepping onto a living rival strikes them down (attacker holds position).HIGH_SCORE: no instant win; rank by score at the end.ALL_ESCAPE(co-op): ends when everyone alive has escaped.
Where it plugs in
MatchRoom (src/multiplayer/MatchRoom.js) resolves a ruleset from opts.ruleset / opts.rulesetId /
legacy opts, then delegates: _checkResolution → winCondition.onExit, _killPlayer →
winCondition.onDeath, finalize → winCondition.rank. It honors entities.monster (optional monster)
and entities.pvpCombat, and takes timing from the ruleset. MatchEngine is a thin tick driver
(room.resolveTick() on an interval).
Scope note: the live single-player engine (src/game/game.js) is intentionally not refactored to
consume rulesets (too risky to touch the deployed path) — solo-classic is a catalog descriptor only. PvP
modes are opt-in via rulesetId; the match scheduler still builds race, and match mode is gated by
MATCH_ENABLED (inert by default), so nothing changes until wired.
Economy per mode
A ruleset's economy field (model, houseFeePercent, payoutMultipliers) maps onto the existing
gameModeManager fields (single-player: multiplier-on-entry-fee) and matchPayoutService (PvP:
winner-takes-pot-minus-house). See MONETIZATION.md.
Pending: block-time-aware difficulty
difficultyConfig presets (easy/normal/hard/casino) tune dungeon size, monster behavior, treasure, and a
target house-win-rate — but currently key off payment mode, not mean block time. Coupling difficulty
to ChainProfile.meanBlockTimeMsFor(chain) (so Grin ~1 min stays fair vs BTC ~10 min) is a pending
game-balance change, not just wiring.
Files
src/game/rulesets/Ruleset.js defineRuleset + WIN/ECONOMY enums
src/game/rulesets/winConditions.js FIRST_TO_EXIT (race) / LAST_ALIVE / HIGH_SCORE / ALL_ESCAPE
src/game/rulesets/registry.js built-ins + getRuleset/listRulesets/rulesetFromMatchOpts
src/multiplayer/MatchRoom.js consumes the ruleset; PvP combat; delegates win/lose/rank
src/multiplayer/MatchEngine.js tick driver
src/game/difficultyConfig.js world presets (the ruleset's `world` half)