# 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.