# AGENTS.md Battle for 'Tismo — HTML5 port of the strategy game. Pure JavaScript: shared game logic runs both in Node (authoritative server) and in the browser (client). There is no build step and no runtime dependency; the client vendors jQuery and everything else (transport included) is hand-written. ## Commands - Install dev dependencies once: `npm install` (only `c8` and `jsdom`, used by the test suite — nothing the game runs needs them). - Run the test suite: `node tests/run_tests.js` (alias `npm test`; prints a summary and exits non-zero on failure). - Coverage report: `npm run coverage` (c8, writes `coverage/`). - Start the game server and client locally: `node server/server.js --port 27015 --bind 127.0.0.1`. Then open `http://127.0.0.1:27015/` (redirects to `/client/index.html`). The browser connects to `ws(s):///ws`. - Install the versioned git hooks (runs the tests on every commit): `./scripts/install-git-hooks.sh`; uninstall with `git config --unset core.hooksPath`. - Build the deployable packages: `nix build .#server` and `nix build .#web`. - If `node` is not on PATH, use the pinned one: `nix-shell -p nodejs --run "node tests/run_tests.js"`. There is no linter, formatter, or CI. Do not invent commands beyond these. ## Gotchas - Keep the shared modules framework-free: they are imported unchanged by both `server/` (Node, ESM) and `client/js/` (browser). No Node built-ins and no DOM APIs in `shared/` (`server/websocket.js` is the only place Node built-ins are expected). - Do not add JavaScript libraries. The only third-party code allowed is the vendored jQuery under `client/vendor/`; implement everything else by hand (see `server/websocket.js`, a dependency-free RFC 6455 server). - The game server also serves the app as static files from the repository root, so modules resolve as `/client/...` and `/shared/...`. Preserve the `client/` + `shared/` layout when packaging (`nix/package.nix`). - WebSocket state snapshots can be hundreds of KiB; the custom server handles fragmented and large frames (`server/websocket.js`). Do not lower the buffer limits without checking the snapshot path. - Indent `.js` files with 2 spaces. `.editorconfig` only enforces UTF-8. ## Architecture - Game logic is server-authoritative. `shared/game_state.js` (`GameState`) is a framework-free model that owns the world, units, cities, territory, economy, training and visibility. `server/game_server.js` (`GameServer`) owns a `GameState`, validates orders and broadcasts snapshots over the transport in `server/server.js`. The browser client is a view: `client/js/map_view.js` rebuilds terrain from the shared seed, renders snapshots and sends orders. - Movement is continuous: `server/server.js` advances movement every tick and strikes an in-game hour every `SECONDS_PER_HOUR` real seconds. The client extrapolates each unit along its snapshot path and predicts move orders locally (`map_view.js`), mirroring `GameState.find_path` so a click feels instant. **Any pathfinding or movement-cost change must be mirrored on both sides** or prediction will fight the server. - `shared/` holds the reusable algorithms so they stay testable without a server: `hex.js` (topology/geometry), `map_generator.js`, `hex_pathfinder.js`, `terrain_stats.js`, `rules.js`, `economy` figures in `game_state.js`, `game_clock.js`, `rng.js`, `noise.js`, `text_format.js`, `login_manager.js`. Data-driven content (civilisations, units, buildings, governments, technologies) lives in `shared/data.js`. - `client/js/` splits the UI: `app.js` (screens and flow), `net.js` (transport wrapper), `game_screen.js` (HUD and panels), `map_view.js` (canvas/DOM map), `modals.js` (training, buildings, government/technology modals). - Tests live in `tests/` as `*_test.js` files extending the `TestCase` base in `tests/framework/`; `tests/run_tests.js` discovers and runs them. Add a new `tests/_test.js` for each new pure behaviour. ## Deployment - `flake.nix` exposes `packages..server` and `.web`, plus `nixosModules.default`. There is no compiler step: `nix/package.nix` copies the app and wraps `node server/server.js`; `web` is the static `client/` and `shared/` tree. - `nix/module.nix` runs the server as a `services.battle-for-tismo` systemd unit and serves the static client through nginx, redirecting `/` to `/client/index.html` and proxying `/ws` to the local Node server. The browser client connects to the page's own origin, so HTTPS gives it `wss://`. - Build locally with `nix build .#server` and `nix build .#web`. - Updating without a rebuild: set `services.battle-for-tismo.appDirectory` to a writable checkout (e.g. `/opt/battle-for-tismo`); the unit then runs `node /server/server.js` instead of the Nix-store copy. Serve nginx `client/` and `shared/` from that same checkout (e.g. `alias` locations), then `git pull` and `systemctl restart battle-for-tismo`. Keep the client and server trees on the same commit: the client mirrors the server's movement model, so a mismatched pair makes prediction fight the server.