# 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`; discovers
every `tests/*_test.js` and runs each in its own worker process, prints a
summary and exits non-zero on failure). `--jobs N` caps the pool and
`--file ` runs a single suite in-process; the worker marker is internal.
- 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.
### Local testing mode
- Opening the client from localhost (`http://127.0.0.1:27015/`) adds a
**Testing mode** checkbox to the New game screen. When the admin starts such a
game, every city's train and build rows gain a second "Free & instant" button.
- This is gated on the server, never trusted from the client: `server/server.js`
only sets `setup.testing` when the admin's WebSocket peer is loopback
(`isLoopback`, handling `127.x`, `::1` and `::ffff:127.0.0.1`), strips a `free`
flag from any non-loopback order, and `GameServer` honours it only while
`this.testing` is set. `GameState.requestTrain/requestBuild(..., free)` then
spawn or raise immediately without cost or queue (placement rules still apply).
- The `testing` flag is shipped in the snapshot so joiners see the same buttons.
## 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.
- Keep aircraft out of the melee: `_battleTiles`/`_combatTarget` skip them and
their strikes are routed explicitly. Mirror the air rules (airport-only
rebasing, strike radius, ferry fuel) on both client and server, or prediction
and the authoritative state will disagree.
## 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. Roads (`shared/roads.js`,
pre-generated into `GameState.roads`) flatten a tile's movement cost on both
sides through `_tileTravelHours` / `_stepHours`; the road set is shipped in
the snapshot and drawn in the chunked `layer-roads`.
- Air and artillery are both ranged strikers (`GameState._isStrikeUnit`). A
ground or naval battery ordered to attack opens a **sustained hourly
bombardment**: it stays put and `_tickStrikes` removes a small share of its
attack damage each hour (`BOMBARD.hourlyDamageFraction`), clearing the target
when it dies or slips out of reach. An aircraft ordered to attack flies a
**sortie** (`requestAirStrike`): it bombs once on arrival in `advanceMovement`
and then returns to a friendly airport, where landing arms a two-day
`strikeReadyHour` cooldown. The strike is charged up front per aircraft
(`AIR_STRIKE`). Aircraft may only be rebased to one of their own airports and
the ferry is bounded by fuel, not the combat `missionRange`; they never join
melee. A strike may target a garrison inside a hostile city — the plane enters
that tile as a goal only to bomb and turns for home, and captures skip
aircraft, so it never occupies or takes the city. A strike is only accepted
when the whole round trip fits the remaining
fuel (out to the target, then home to a friendly airport), and the browser
mirrors that check so an unreachable target is refused with a message instead
of an order the server would drop. A standing `strikeTarget` is shipped in the
snapshot and
`map_view/motion.js` draws the red dashed line and target ring on
`#layer-targets` while either endpoint is selected.
- Terrain generation is deterministic from `(seed, mapConfig)`, so
`GameState._buildTerrain` and the settlement/road step cache the world shape
(`shared/game_state/world.js`) rather than regenerating it for every game with
a known seed. The snapshot ships `mapConfig` and `MapView.ensureTerrain`
rebuilds the exact same terrain from it (not the global `MAP_CONFIG`), which
also lets the DOM tests use a small map fixture.
- `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 lives in `shared/data/` (one small module per topic:
civilisations, units, buildings, governments, technologies, terrain, ...).
`shared/data.js` is a barrel re-exporting the whole catalogue, so keep
importing from `shared/data.js` and edit the file under `shared/data/`.
`shared/game_state.js` is likewise a thin class composed from the mixins in
`shared/game_state/` (world, territory, economy, movement, combat, air,
status, diplomacy, orders, visibility, serialization).
- `client/js/` splits the UI: `app.js` (screens and flow), `net.js` (transport
wrapper), `game_screen.js` + `game_screen/` (HUD and panels), `map_view.js` +
`map_view/` (DOM map), `modals.js` + `modals/` (city
training/buildings/regional budget, nation/technology, confirm, news).
- 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.