diff --git a/.claude/handoffs/2026-05-19-060141-duplicate-chess-v1-built.md b/.claude/handoffs/2026-05-19-060141-duplicate-chess-v1-built.md new file mode 100644 index 0000000..58c73d5 --- /dev/null +++ b/.claude/handoffs/2026-05-19-060141-duplicate-chess-v1-built.md @@ -0,0 +1,209 @@ +# Handoff: Duplicate Chess v1 — built, tested, merged to main + +## Session Metadata +- Created: 2026-05-19 06:01:41 +- Project: /home/claude/bin/duplicate_chess +- Branch: main (all work merged and pushed to `git.sethpc.xyz/Seth/duplicate_chess`) +- Session duration: one long session — brainstorm → spec → plan → full 14-task implementation → merge. + +### Recent Commits (for context) + - 5047ad7 docs: update CLAUDE.md — v1 implemented and merged + - fae9f8d docs: correct Task 4 test move data in the plan + - 5db0410 fix: real project README and save-file version validation + - ead4839 feat(ui): assemble the duplicate chess sandbox app + - bedb5a0 feat(ui): promotion dialog + - Full implementation range: `9611c0a` (scaffold + spec) → `5047ad7`. 18 commits. + +## Handoff Chain + +- **Continues from**: None (first handoff — this is a brand-new project). +- **Supersedes**: None. + +## Current State Summary + +`duplicate_chess` is a **brand-new project created this session** — a local browser +sandbox for "duplicate chess", a four-player chess variant invented by Andrew +Freiberg (Seth's father; also the inventor behind the sibling `blind_chess` +project). The session ran the full superpowers pipeline: brainstorming → design +spec → implementation plan → subagent-driven execution of all 14 plan tasks → final +review → merge. **v1 is code-complete, all 27 engine tests pass, the build and +typecheck are clean, and it is merged to `main` and pushed.** The one thing not +done: a human interactive browser test (clicking through a real game). The app +mounts and renders correctly (verified via a headless smoke render). + +## Codebase Understanding + +### Architecture Overview + +Single Vite + Svelte 5 + TypeScript app, **no server** (duplicate chess is +perfect-information, so everything runs client-side — this is the key difference +from `blind_chess`, which needs a server as its trusted view boundary). + +- **Engine** (`src/engine/`, pure TypeScript, DOM-free, vitest-tested): four + `chess.js` games (NW/NE/SW/SE). A player's legal moves = the **intersection** of + the moves legal on their two boards, keyed by `(from,to,promotion)`. Ghost + immobility, the synchronized-checkmate definition, and en-passant/castling + divergence all fall out of the intersection — no special-case code. +- **UI** (`src/lib/`): a reactive store wraps the engine; the compass renders the + four boards as a 45°-rotated pinwheel; the triple-highlight (green = playable on + both boards, grey = legal on one only) is the teaching feature. + +### Critical Files + +| File | Purpose | Relevance | +|------|---------|-----------| +| `docs/superpowers/specs/2026-05-19-duplicate-chess-design.md` | The full design spec | Read first — variant rules, engine model, provisional rules | +| `docs/superpowers/plans/2026-05-19-duplicate-chess-sandbox.md` | The 14-task implementation plan | What was built, task by task | +| `src/engine/legality.ts` | `legalSyncedMoves` + `selectionHighlight` | The intersection — the heart of the variant | +| `src/engine/game.ts` | `DuplicateGame` — 4 chess.js, history, undo, draw clocks | The single source of truth for game state | +| `src/engine/ghosts.ts` | Ghost derivation by cross-board comparison | | +| `src/engine/endgame.ts` | checkmate/stalemate/threefold/fifty-move; **PROVISIONAL rules** | Andrew can revise the provisional rulings — grep `PROVISIONAL` | +| `src/lib/stores/game.svelte.ts` | Reactive store wrapping the engine | `#game` is plain (non-reactive); `view` is the `$state` snapshot | +| `src/lib/Compass.svelte` | The four-board pinwheel + click-to-move wiring | | + +### Key Patterns Discovered + +- **The engine is DOM-free and the single source of truth.** The UI never computes + legality; it calls the engine and renders the result. +- **Store reactivity:** `chess.js` objects must NOT be wrapped in a Svelte `$state` + proxy. The store keeps `DuplicateGame` in a plain private `#game` field and + exposes a plain-data `view` snapshot in `$state`, rebuilt after every change. +- **The pinwheel rotations** (NW 225°, NE 135°, SW 315°, SE 45°) put each player's + army on the board edge facing their seat. Confirmed against Andrew's sketch. +- **Tests reach real positions** via `playSymmetric` (test-helpers.ts): when all + four players move symmetrically the four boards stay identical, so each board is + an ordinary chess game — that is how the checkmate/stalemate/threefold tests + reach real terminal positions. + +## Work Completed + +### Tasks Finished + +- [x] All 14 tasks of the implementation plan, executed via subagent-driven + development (fresh implementer subagent per task + a combined spec/quality review + per task + a final whole-implementation review by an opus reviewer). +- [x] Engine: `types, boards, game, legality, ghosts, endgame, notation` + an + integration test. 27 vitest tests, all passing. +- [x] UI: the reactive store + `Board`, `Compass`, `Panel`, `PromotionDialog`, + `App` components. +- [x] Two post-review fixes: a real project README, and save-file `version` + validation in `deserialize`. +- [x] Merged `build-sandbox` → `main`, pushed, feature branch deleted. + +### Files Modified + +The whole project was created this session. See `git log` on `main`. New trees: +`src/engine/` (7 modules + 6 test files), `src/lib/` (store + 4 components), +`src/App.svelte`, `src/app.css`, plus the Vite scaffold and project docs. + +### Decisions Made + +All recorded in `DECISIONS.md`. Key ones: local sandbox first (not networked); +single Vite app, no server; engine = 4× chess.js + intersection; compass UI as a +pinwheel of diamonds; coordinate notation; provisional endgame rules picked by +Claude and marked `PROVISIONAL`. One decision surfaced during the build and is NOT +yet in DECISIONS.md — see "Blockers/Open Questions". + +## Pending Work + +## Immediate Next Steps + +1. **Manual interactive browser test.** Run `pnpm install && pnpm dev`, open the + URL, and play a real game: click a piece on a glowing board → confirm the + green/grey triple-highlight → click a green square → move applies to both that + player's boards → turn advances. Verify ghosts appear after a one-sided capture, + promotion dialog fires, undo / Prev / Next / Live work, Save downloads JSON and + Load restores it. The engine is well-tested; the UI interaction is verified only + by `svelte-check` + a headless smoke render so far. +2. **Decide the scrubbing semantics** (see Open Questions) and reconcile spec §4.3. +3. (Optional) The remaining minor follow-ups below, if they matter. + +### Blockers/Open Questions + +- [ ] **Scrub semantics — spec vs shipped code disagree.** Spec §4.3 says "making a + new move while scrubbed truncates history." The shipped code instead makes + scrubbing **view-only** (you must click "● Live" before moving). The final review + flagged this; the view-only behaviour is arguably cleaner. Seth to confirm which + to keep; then update spec §4.3 (or the code) to match. +- [ ] **The provisional endgame rules** (spec §6) are Claude's defaults, not + Andrew's rulings — double-board-mate = two winners, any stalemate ends the game + all-draw, threefold/50-move tracked on the whole system. Andrew should confirm. + +### Deferred Items + +- `deserialize` trusts the `player` field in a save file rather than recomputing it + from turn order — a corrupt/hand-edited save could desync. App-written saves are + always consistent, so this is robustness-only. Fix: have `DuplicateGame`'s + constructor ignore `entry.player` and use the turn-order default. +- Move log has no round-number column (within spec, but a nicety). +- Spec §4.3 names a `replayTo(n)` primitive; the code uses + `new DuplicateGame(history.slice(0,n))` instead — functionally equivalent, + cosmetic naming mismatch only. +- Networking / AI / position editor — explicitly out of v1 scope (spec §7). + +## Context for Resuming Agent + +## Important Context + +- **The project is DONE for v1 and merged to `main`.** There is nothing half-built. + A resuming agent's job is the manual browser test (#1 above) and then deciding + whether to ship/deploy or extend. +- **`blind_chess` is the sibling project** (`~/bin/blind_chess`) — same inventor, + same homelab conventions, similar shared-engine + view-filter shape. The original + inventor conversation that defines duplicate chess is + `~/bin/blind_chess/USERFILES/4-person-chess.txt`, and Andrew's compass sketch is + `~/bin/blind_chess/USERFILES/4personchess.png`. +- **Provisional rules** are isolated in `src/engine/endgame.ts` and commented + `PROVISIONAL (spec §6)` — grep for it to find every spot a future ruling lands. +- v1 is **local only** — no deploy. Hosting the static `pnpm build` output behind + Caddy is a trivial later option (it is just static files), not done. + +### Assumptions Made + +- The interactive browser test passing is assumed but unverified — the headless + smoke render confirmed the app mounts and renders all four boards with no console + errors, but no clicks were exercised. +- 27 is the expected test count (all in `src/engine/`; the UI has no test harness + by design — `svelte-check` + manual, same as `blind_chess`). + +### Potential Gotchas + +- `pnpm test` uses `--passWithNoTests` (vitest 4.x exits 1 on no test files) — a + deliberate scaffold choice; harmless now that tests exist. +- A `.secrets.baseline` file exists for the global `detect-secrets` pre-commit hook + (it flags `pnpm-lock.yaml` SHA-512 integrity hashes as false positives). +- `svelte-check` reports **5 warnings** — all pre-existing Vite-template `tsconfig` + warnings (deprecated `moduleResolution`, missing `composite`). 0 errors. The + warnings are not defects; ignore them or fix the template tsconfig if desired. +- The brainstorming visual-companion mockups for the compass live under + `~/bin/blind_chess/.superpowers/brainstorm/.../content/` (`layout-v6.html` is the + approved layout) — they are in the `blind_chess` repo, not this one. + +## Environment State + +### Tools/Services Used + +- pnpm workspace tooling (Node 22, pnpm 10). `gitea` CLI for push. +- Subagent-driven development for the build (sonnet implementers/reviewers, an opus + final reviewer). + +### Active Processes + +- None. No dev server left running. + +### Environment Variables + +- None added or required. + +## Related Resources + +- Spec: `docs/superpowers/specs/2026-05-19-duplicate-chess-design.md` +- Plan: `docs/superpowers/plans/2026-05-19-duplicate-chess-sandbox.md` +- `DECISIONS.md`, `IDEA.md` +- Repo: https://git.sethpc.xyz/Seth/duplicate_chess (`main` at `5047ad7`) +- Inventor conversation + sketch: `~/bin/blind_chess/USERFILES/4-person-chess.txt`, + `~/bin/blind_chess/USERFILES/4personchess.png` + +--- + +**Security Reminder**: No credentials or secrets are included in this handoff.