# 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.