@dreamboard-games/sdk 0.5.0-alpha.2 → 0.5.0-alpha.21

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Files changed (150) hide show
  1. package/README.md +462 -53
  2. package/dist/board-element-CqtxU5VZ.d.ts +13 -0
  3. package/dist/chunk-3RFGPBES.js +1792 -0
  4. package/dist/chunk-3RFGPBES.js.map +1 -0
  5. package/dist/chunk-CZRPUWCT.js +1602 -0
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  7. package/dist/chunk-DMSXVMYY.js +7199 -0
  8. package/dist/chunk-DMSXVMYY.js.map +1 -0
  9. package/dist/chunk-U6R7FAH4.js +630 -0
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  11. package/dist/chunk-YT3RPO5J.js +635 -0
  12. package/dist/chunk-YT3RPO5J.js.map +1 -0
  13. package/dist/diagnostics-ZAPEBlJP.d.ts +64 -0
  14. package/dist/extract-CwJWDrSD.d.ts +6850 -0
  15. package/dist/index.d.ts +5177 -1
  16. package/dist/index.js +1990 -6
  17. package/dist/index.js.map +1 -1
  18. package/dist/react.d.ts +158 -0
  19. package/dist/react.js +1119 -0
  20. package/dist/react.js.map +1 -0
  21. package/dist/reducer.d.ts +1028 -97
  22. package/dist/reducer.js +4892 -125
  23. package/dist/reducer.js.map +1 -1
  24. package/dist/shortcuts-B_RrufOM.d.ts +822 -0
  25. package/dist/testing.d.ts +529 -569
  26. package/dist/testing.js +2588 -934
  27. package/dist/testing.js.map +1 -1
  28. package/dist/types-BxXRINRF.d.ts +118 -0
  29. package/package.json +39 -144
  30. package/dist/HandView-Bi2lxzQP.d.ts +0 -79
  31. package/dist/ResourceCounter-BFxJknqp.d.ts +0 -98
  32. package/dist/ThemeProvider-CElaL2ik.d.ts +0 -99
  33. package/dist/attributes-DbvyMbXw.d.ts +0 -68
  34. package/dist/browser-interaction.d.ts +0 -910
  35. package/dist/browser-interaction.js +0 -119
  36. package/dist/browser-interaction.js.map +0 -1
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  53. package/dist/chunk-H6VDGFL5.js +0 -2903
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  55. package/dist/chunk-LR3ZTWQF.js +0 -5960
  56. package/dist/chunk-LR3ZTWQF.js.map +0 -1
  57. package/dist/chunk-PF7L4BMG.js +0 -117
  58. package/dist/chunk-PF7L4BMG.js.map +0 -1
  59. package/dist/chunk-PN5O6GG2.js +0 -32
  60. package/dist/chunk-PN5O6GG2.js.map +0 -1
  61. package/dist/chunk-PZ5AY32C.js +0 -10
  62. package/dist/chunk-PZ5AY32C.js.map +0 -1
  63. package/dist/chunk-S2JEDVWH.js +0 -7165
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  65. package/dist/chunk-T3ZKNUZ7.js +0 -1
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  75. package/dist/chunk-Y75CFE77.js +0 -17
  76. package/dist/chunk-Y75CFE77.js.map +0 -1
  77. package/dist/chunk-Z7QCREWI.js +0 -3435
  78. package/dist/chunk-Z7QCREWI.js.map +0 -1
  79. package/dist/chunk-ZZGN2ATS.js +0 -1941
  80. package/dist/chunk-ZZGN2ATS.js.map +0 -1
  81. package/dist/components-gAbIz7hK.d.ts +0 -1284
  82. package/dist/definitions-BgmV_GhC.d.ts +0 -300
  83. package/dist/diagnostics-DIi3ina7.d.ts +0 -50
  84. package/dist/digest.d.ts +0 -8
  85. package/dist/game-CsZScpcn.d.ts +0 -763
  86. package/dist/hex-board-view-aKkblDp6.d.ts +0 -1228
  87. package/dist/index-CcT9Q7N7.d.ts +0 -193
  88. package/dist/index.d-DjzoK7zn.d.ts +0 -2101
  89. package/dist/package-set.d.ts +0 -13
  90. package/dist/package-set.js +0 -12
  91. package/dist/package-set.js.map +0 -1
  92. package/dist/player-state-Cqpyeql0.d.ts +0 -371
  93. package/dist/plugin-runtime-contract.d.ts +0 -17
  94. package/dist/plugin-runtime-contract.js +0 -92
  95. package/dist/plugin-runtime-contract.js.map +0 -1
  96. package/dist/primitive-props-BNHDkgd7.d.ts +0 -16
  97. package/dist/protocol-dYgafTYY.d.ts +0 -314
  98. package/dist/reducer/advanced.d.ts +0 -82
  99. package/dist/reducer/advanced.js +0 -51
  100. package/dist/reducer/advanced.js.map +0 -1
  101. package/dist/reducer-contract.d.ts +0 -11
  102. package/dist/reducer-contract.js +0 -16
  103. package/dist/reducer-contract.js.map +0 -1
  104. package/dist/reference-games/index.d.ts +0 -31
  105. package/dist/reference-games/index.js +0 -48
  106. package/dist/reference-games/index.js.map +0 -1
  107. package/dist/runtime/primitives.d.ts +0 -250
  108. package/dist/runtime/primitives.js +0 -189
  109. package/dist/runtime/primitives.js.map +0 -1
  110. package/dist/runtime/runtime-api.d.ts +0 -2
  111. package/dist/runtime/runtime-api.js +0 -1
  112. package/dist/runtime/runtime-api.js.map +0 -1
  113. package/dist/runtime/workspace-contract.d.ts +0 -392
  114. package/dist/runtime/workspace-contract.js +0 -28
  115. package/dist/runtime/workspace-contract.js.map +0 -1
  116. package/dist/runtime-RJ5orDJU.d.ts +0 -1699
  117. package/dist/runtime-api-Bz5pwNU_.d.ts +0 -296
  118. package/dist/runtime-json-CQ9QbLZ5.d.ts +0 -5
  119. package/dist/runtime.d.ts +0 -83
  120. package/dist/runtime.js +0 -242
  121. package/dist/runtime.js.map +0 -1
  122. package/dist/schema.d.ts +0 -379
  123. package/dist/stale-contract-artifact-error-XLaweZtF.d.ts +0 -18
  124. package/dist/testing-compiler.d.ts +0 -37
  125. package/dist/testing-compiler.js +0 -272
  126. package/dist/testing-compiler.js.map +0 -1
  127. package/dist/testing-runtime.d.ts +0 -119
  128. package/dist/testing-runtime.js +0 -212
  129. package/dist/testing-runtime.js.map +0 -1
  130. package/dist/types-DJj5MJkl.d.ts +0 -256
  131. package/dist/types-DR7DoB1x.d.ts +0 -28
  132. package/dist/types-JWCYHmu7.d.ts +0 -122
  133. package/dist/types.d.ts +0 -1958
  134. package/dist/types.js +0 -14
  135. package/dist/types.js.map +0 -1
  136. package/dist/ui/components.d.ts +0 -17
  137. package/dist/ui/components.js +0 -216
  138. package/dist/ui/components.js.map +0 -1
  139. package/dist/ui/defaults.d.ts +0 -19
  140. package/dist/ui/defaults.js +0 -104
  141. package/dist/ui/defaults.js.map +0 -1
  142. package/dist/ui/player-state.d.ts +0 -2
  143. package/dist/ui/player-state.js +0 -1
  144. package/dist/ui/player-state.js.map +0 -1
  145. package/dist/ui/plugin-styles.css +0 -2
  146. package/dist/ui-contract-GTUPkf8z.d.ts +0 -1168
  147. package/dist/ui.d.ts +0 -317
  148. package/dist/ui.js +0 -277
  149. package/dist/ui.js.map +0 -1
  150. package/dist/views-BpuWcOyN.d.ts +0 -1641
package/README.md CHANGED
@@ -1,5 +1,7 @@
1
1
  # @dreamboard-games/sdk
2
2
 
3
+ [Guides and API reference](../../docs/index.md) · [Registry](../../registry/README.md) · [Examples](../../examples/reference-games/README.md)
4
+
3
5
  The public TypeScript SDK for authoring, testing, and rendering Dreamboard
4
6
  games. Install this package rather than any of the repository's unpublished
5
7
  workspace inputs.
@@ -8,33 +10,15 @@ workspace inputs.
8
10
  pnpm add @dreamboard-games/sdk
9
11
  ```
10
12
 
11
- The package's declarations and export map are the API authority. Supported
12
- imports include the root module and explicit subpaths for authoring, runtime,
13
- reducer contracts, testing, browser interaction, UI, and reference-game
14
- metadata. Import only subpaths present in the installed package's `exports`
15
- field.
16
-
17
- ```ts
18
- import { DREAMBOARD_SDK_VERSION } from "@dreamboard-games/sdk";
19
- import type { ReducerWire } from "@dreamboard-games/sdk/reducer-contract";
20
- import {
21
- REFERENCE_GAME_MANIFEST_SCHEMA_VERSION,
22
- parseReferenceGameManifest,
23
- type ReferenceGameManifest,
24
- } from "@dreamboard-games/sdk/reference-games";
25
-
26
- const manifest: ReferenceGameManifest = parseReferenceGameManifest(input);
27
- console.log(REFERENCE_GAME_MANIFEST_SCHEMA_VERSION, manifest.id);
28
- ```
29
-
30
- Reference-game manifests use schema V5. They describe the game workspace,
31
- teaching purpose, mechanics, UI patterns, and substantive rights metadata.
13
+ The package declarations and export map are the API authority. There are four entry points:
32
14
 
33
- Include the packaged stylesheet when using SDK UI components:
15
+ - `@dreamboard-games/sdk`: framework-free instances, sources, features and canonical host protocol schemas.
16
+ - `@dreamboard-games/sdk/react`: typed React provider, selectors, subscriptions, and card gesture and drop-area hooks.
17
+ - `@dreamboard-games/sdk/reducer`: game authoring, manifest compilation, execution and trusted worker admission.
18
+ - `@dreamboard-games/sdk/testing`: browser-safe local/scenario sources, replay, inspection and bounded exploration.
34
19
 
35
- ```ts
36
- import "@dreamboard-games/sdk/ui/plugin-styles.css";
37
- ```
20
+ UI components are source-owned registry items installed into your application.
21
+ The SDK contains no styled components or stylesheet.
38
22
 
39
23
  ## Game authoring
40
24
 
@@ -45,14 +29,19 @@ codes. The returned value is three things at once:
45
29
  - the **type leaf**: `typeof game.types.State`, `.ErrorCode`, `.PlayerId`,
46
30
  `.Queries`, `.Tx` (phantom carriers; reading them at runtime throws),
47
31
  - the **factory namespace**: `game.phase(name)`, `phase.define`,
48
- `phase.interaction`, `phase.inputs.*`, `game.views.*`,
49
- - the **assembler**: `game.assemble({ initial, initialPhase, phases, views })`.
32
+ `phase.interaction`, `phase.inputs.*`, `game.view`,
33
+ - the **assembler**: `game.assemble({ initial, initialPhase, phases, view })`.
50
34
 
51
35
  Mutation callbacks (`enter`, `reduce`, `resolve`) receive an open transaction
52
36
  `tx`. Mutate through it and finish with a bare `return` (accept), or with
53
37
  `tx.transition(name)`, `tx.endGame(outcome)`, or `tx.reject(code)`. Events go
54
38
  through `tx.emit(...)`. `state` is the read-only snapshot the callback started
55
- from; `tx.state` is the current draft.
39
+ from; `tx.state` is the current draft. The transaction clones its table once;
40
+ all card, component, resource, and state-slice updates use that draft. Use
41
+ `tx.q` when a query must observe an earlier mutation in the same callback.
42
+ State patch callbacks return a replacement slice without mutating their input.
43
+ The former `ops`, `pipe`, flat `setActivePlayers`, and `tx.apply` APIs are removed;
44
+ call the named transaction methods directly.
56
45
 
57
46
  ```ts
58
47
  // app/game-model.ts — the model, bound once
@@ -93,7 +82,7 @@ const ownCard = play.inputs.card({
93
82
  id: "own-card",
94
83
  errorCode: "NOT_YOUR_CARD",
95
84
  test: ({ q, playerId, targetId }) =>
96
- q.zone.playerCards(playerId, "hand").includes(targetId),
85
+ q.zone("hand", playerId).includes(targetId),
97
86
  },
98
87
  });
99
88
 
@@ -106,16 +95,18 @@ export default play.define({
106
95
  inputs: { cardId: ownCard },
107
96
  reduce({ tx, input, q }) {
108
97
  // tx.state.phase.leadCardId and input.params.cardId are inferred.
109
- tx.moveCardFromPlayerZoneToSharedZone({
110
- playerId: input.playerId,
111
- fromZoneId: "hand",
112
- toZoneId: "trick",
113
- cardId: input.params.cardId,
98
+ tx.moveComponentToZone({
99
+ componentId: input.params.cardId,
100
+ to: { zoneId: "trick" },
101
+ playedBy: input.playerId,
114
102
  });
115
103
  tx.patchPhaseState({ leadCardId: input.params.cardId });
116
104
  const next = q.player.nextInOrder(input.playerId);
117
- if (next) tx.setActivePlayers([next]);
118
- if (q.zone.playerCards(input.playerId, "hand").length === 0) {
105
+ if (next) {
106
+ tx.patchPublicState({ currentPlayerId: next });
107
+ tx.setActivePlayers([next]);
108
+ }
109
+ if (tx.q.zone("hand", input.playerId).length === 0) {
119
110
  return tx.transition("setup");
120
111
  }
121
112
  },
@@ -124,6 +115,42 @@ export default play.define({
124
115
  });
125
116
  ```
126
117
 
118
+ Dependent choices use `phase.steps()` instead of `inputs`. Each accepted command
119
+ commits exactly one current value. Factories receive only earlier parsed
120
+ `selected` values; descriptors expose only the current input. The final commit
121
+ runs complete-parameter validation and the reducer once. Use explicit `null`
122
+ for a no-target choice, and `many(...)` for one atomic multi-selection.
123
+
124
+ ```ts
125
+ const choose = play.interaction({
126
+ steps: play
127
+ .steps()
128
+ .input(
129
+ "kind",
130
+ play.inputs.form.choice({
131
+ choices: [{ value: "single", label: "Single" }],
132
+ defaultValue: () => undefined,
133
+ }),
134
+ )
135
+ .input("count", ({ selected }) =>
136
+ play.inputs.form.number({
137
+ min: 1,
138
+ max: selected.kind === "single" ? 1 : 3,
139
+ defaultValue: 1,
140
+ }),
141
+ ),
142
+ reduce({ input }) {
143
+ // input.params contains both kind and count here.
144
+ },
145
+ });
146
+ ```
147
+
148
+ `rules.available` controls action eligibility; `rules.validate` checks a final
149
+ submission. Accepted state changes reconcile pending prefixes, while phase
150
+ entry clears them. A rejected final submission keeps the prior prefix. The
151
+ actor can cancel an unsealed prefix with `interaction.cancel`, using the same
152
+ transport basis and action identity as submission.
153
+
127
154
  ```ts
128
155
  // app/game.ts — assembly
129
156
  import { game } from "./game-model";
@@ -138,16 +165,11 @@ export default game.assemble({
138
165
  },
139
166
  initialPhase: "setup",
140
167
  phases: { setup, play },
141
- views: {
142
- shared: game.views.empty(),
143
- player: game.views.player({
144
- project: ({ state, playerId, q }) => ({
145
- me: playerId,
146
- hand: q.zone.playerCards(playerId, "hand"),
147
- current: state.publicState.currentPlayerId,
148
- }),
149
- }),
150
- },
168
+ view: game.view(({ state, playerId, q }) => ({
169
+ me: playerId,
170
+ hand: q.zone("hand", playerId),
171
+ current: state.publicState.currentPlayerId,
172
+ })),
151
173
  });
152
174
  ```
153
175
 
@@ -159,18 +181,121 @@ imports the assembled game, so there is no import cycle.
159
181
  New workspaces keep authored starter code in `app/game.ts` and `ui/App.tsx`.
160
182
  Import the manifest directly. `compileManifest(manifest)` provides inferred ID schemas,
161
183
  table schemas, fresh initial tables, and board metadata in memory. `createGame`
162
- also accepts the authored manifest directly. Bind UI primitives with
163
- `createGameUi(game)` from `@dreamboard-games/sdk/runtime/workspace-contract`.
184
+ requires that compiled manifest when binding state schemas. Bind a typed React hook with
185
+ `createGameHook<Game>()({ features })` from `@dreamboard-games/sdk/react`,
186
+ and pass a source to its `GameProvider`. The hosted UI imports `Game` only as a type;
187
+ `iframeSource()` supplies authoritative frames and handles commands.
164
188
  No authoring generation step or shared workspace files are needed.
165
189
 
190
+ `createInitialTable({ playerIds })` takes the actual roster explicitly. Cards,
191
+ piece, die and tile seeds can use `scope: "perPlayer"` to replicate for those
192
+ seats, with initial ownership derived from the replication origin. Ownership
193
+ changes do not change instance IDs. Use `perPlayerInstanceId` when constructing
194
+ a reference from a known family, expanded base and seat; decoding validates
195
+ syntax only, while table admission checks live membership. UI consumers should
196
+ use the canonical IDs supplied by projected boards and eligible targets.
197
+ Instance record factories likewise require `{ playerIds }`, for example
198
+ `manifest.records.pieceIds(0, { playerIds })`. Player IDs are nonempty and unique;
199
+ `__proto__` is reserved to preserve roster keys through record parsing.
200
+
201
+ Zones declare either `scope` or `attachedTo` a board, generic board space, tile
202
+ cell, piece type, or die type. Query and move through the same zone API with the concrete host ID;
203
+ use `boardSpaceHostId(boardId, spaceId)` for a space attachment. Component-hosted
204
+ access follows the host's current owner, independently of contained ownership
205
+ and card face state. Initialization, movement and restore reject containment
206
+ cycles. Containers, slots and their location variants are removed.
207
+
208
+ `tileTypes` own immutable hex/square cells, annotations and rule fields;
209
+ `tileSeeds` create game-owned instances with independent ownership and mutable
210
+ properties. `q.tile(id)` addresses that inventory, including detached tiles.
211
+ Canonical `OnBoard` locations own placement. Hex/square topology is derived from
212
+ those locations and immutable definitions; runtime boards store only `baseId`
213
+ and explicit session relations. Cell identity follows the tile instance and
214
+ local cell, while world edges and vertices belong to the exact board instance.
215
+ The flat seat `boards` projection is the sole client topology source.
216
+
217
+ Private tile destinations remain rejected in this layer. Generic component
218
+ moves cannot remove a placed tile or place tiles on component spaces, edges or
219
+ vertices. Tile-cell zone hosts must remain empty while their tile is unplaced.
220
+ The existing UI zone facade still presents cards.
221
+
222
+ Manifest card counts and explicit piece/die/tile seed counts must be positive safe
223
+ integers. Omitted seed counts mean one copy. Zero, negative, fractional, non-finite,
224
+ and unsafe counts fail before ID expansion; negative, zero, and fractional literals
225
+ also fail typechecking. Widened `number` values still require runtime validation.
226
+ Player bounds must be positive safe integers with `minPlayers <= maxPlayers`.
227
+
228
+ `defineTopologyManifest` returns `ValidatedManifest<M>` after semantic validation.
229
+ `compileManifest` returns a branded `CompiledManifest<M>` after validation and table
230
+ materialization. Both snapshot the authored input so later source edits do not
231
+ change the validated value or future initial tables. Literal IDs remain inferred.
232
+
233
+ `ReducerGameDefinitionInput` describes the authored assembly fields. The assembled
234
+ `ReducerGameDefinition` adds the bound contract and validation brand; authors never
235
+ supply those output-only fields.
236
+
237
+ `game.assemble` checks phase names, the initial phase, interaction declarations,
238
+ and simultaneous-phase requirements, then returns a branded `ReducerGameDefinition`.
239
+ Runtime consumers such as `createReducerBundle` require that assembled type;
240
+ handwritten structural lookalikes do not satisfy it. These brands record SDK
241
+ construction checks, not correctness of arbitrary reducer callbacks, and do not
242
+ replace validation of runtime commands or state. As with other TypeScript types,
243
+ explicit assertions can bypass them; treat constructed definitions as immutable.
244
+ Each card in a manual card set requires `id` for its definition and `cardType`
245
+ for its category:
246
+
247
+ ```ts
248
+ cards: [
249
+ { id: "ace", cardType: "ranked", name: "Ace", count: 2, properties: {} },
250
+ { id: "king", cardType: "ranked", name: "King", count: 1, properties: {} },
251
+ ];
252
+ ```
253
+
254
+ These definitions create runtime IDs `ace-1`, `ace-2`, and `king`, all in the
255
+ `ranked` category. Component IDs cannot start with `card-ref:`; that prefix is reserved
256
+ for opaque concealed-card references. These references belong to one seat and
257
+ authority version and expire after commits or restores. When the card schema has `byCardType`, every `cardType` must
258
+ name one of its schemas; `compileManifest` rejects unknown categories before `createGame` binds the result.
259
+ The inferred table narrows a card lookup by its runtime ID to that definition's
260
+ card set, category, and properties. Author field schemas with `z.object`. For card categories, use
261
+ `cardSchema: { byCardType: { ranked: base.extend({ points: z.number().int() }) } }`
262
+ to reuse shared properties. Zod `.extend` defines property overrides in both
263
+ the runtime schema and inferred type. Fields are required unless authored with
264
+ `.optional()` or an explicit `.default(...)`; primitive defaults are not inferred.
265
+ Use `ref.cardId()`, `ref.pieceId()`, and the other `ref` markers for manifest
266
+ references. `defineTopologyManifest` exports portable JSON Schema while
267
+ retaining the authored types; refinements, transforms, and unsupported Zod
268
+ constructs fail at definition time.
269
+ For external JSON documents, call `parseTopologyManifestJson(value)` before
270
+ `compileManifest`. The parser checks structural keys, field schemas and manifest
271
+ references; transport services can preserve the document without duplicating
272
+ the SDK's model.
273
+ To migrate an older manifest, replace each card's `type` with `id` and set
274
+ `cardType` explicitly (often to the former `type` value).
275
+
166
276
  ## Reducer runner contract
167
277
 
168
- `createReducerBundle(game)` returns exactly the contract version and four
169
- operations: `boardStatic()`, `initialize(input)`, `dispatch({ state, input })`,
170
- and `project({ state, playerIds })`. The runner contract is `0.5.0`; hosts must
171
- require that exact version. Dispatch includes validation and effect execution. Initialization returns
278
+ `createReducerBundle(game)` returns exactly the contract version and three
279
+ operations: `initialize(input)`, `dispatch({ state, input, referenceBasis })`,
280
+ and `project({ state, playerIds, referenceBasis })`. The runner contract is `0.11.0`; hosts must
281
+ require that exact version. The host supplies `referenceBasis: { sessionId, version }`:
282
+ use a fresh session ID for each authority lifetime, increment version exactly once
283
+ for every accepted input, and advance it on restore without restoring an old
284
+ version from checkpoint data. Never change authoritative state under the same
285
+ basis. Submitted inputs carry the complete issuing frame basis; the host checks
286
+ its action-set version before dispatch. Dispatch includes validation, direct
287
+ transaction mutations, and phase entry.
288
+ Initialization returns
172
289
  `{ state, terminal?, events? }`, preserving outcomes and events from initial
173
- phase entry and automatic continuations.
290
+ phase entry and returned transitions.
291
+
292
+ Mutation callbacks use `tx.roll(dieId)`, `tx.shuffle({ zone: { zoneId, hostId } })`,
293
+ `tx.deal({ from, to, count })` and
294
+ `tx.flipCard({ cardId, faceUp })` directly. Return
295
+ `tx.transition(phaseName)` to enter a phase, including reentering the current
296
+ phase. An unreturned outcome schedules no work. Entry chains are bounded to
297
+ 1,000 entries per dispatch. `tx.endGame(outcome, { transition })` enters the
298
+ final phase once; that entry must not return another transition.
174
299
 
175
300
  The authoritative state is explicit on every dispatch and projection. A host
176
301
  may retain a warm worker and SDK caches, but replaying the same state and input
@@ -182,3 +307,287 @@ owns the monotonically increasing version, perspective, and action-set identity.
182
307
  The plugin frame basis contains `version`, `actionSetVersion`, and
183
308
  `perspectivePlayerId`; it has no generation counter. Hosts merge the separately
184
309
  cached board static projection when materializing plugin gameplay frames.
310
+
311
+ ### Initialization options and actors
312
+
313
+ Declare lobby options once on `createGame({ options: z.strictObject({ ... }), ... })`.
314
+ The bundle accepts JSON-safe `options` at initialization, validates them with that
315
+ schema, persists the parsed values, and supplies them to initial state and phase
316
+ initializers. Without a schema, only `{}` is accepted. Options schemas must be
317
+ JSON-native: transforms, preprocessing, and coercion are rejected. Restored
318
+ sessions validate their stored options with the same schema.
319
+
320
+ Perform shuffle, deal, and other initialization mutations in an ordinary phase
321
+ entry callback. Setup profiles and bootstrap instructions are removed.
322
+ Interactions use `actor` to override their phase actor; only authorized seats
323
+ receive their input domains. Use ordinary form choices for responses and explicit
324
+ rules plus transaction resource mutations for affordability. Prompt collectors,
325
+ implicit costs, guidance metadata, and phase zone declarations are removed.
326
+
327
+ A game authors one `view` for each requested seat. Public and private fields
328
+ compose in that function; the transport never uses a seat view as a spectator
329
+ payload. Shared static boards come from compiled definitions; per-player boards
330
+ are instantiated for the actual roster.
331
+
332
+ Use `memoize((input: SomeImmutableObject) => result)` for shared pure calculations.
333
+ It caches by object identity with a WeakMap, including `undefined` results. Pass
334
+ immutable snapshots (or stable immutable branches), not an open mutable transaction.
335
+ There is no injected derived-value resolver.
336
+
337
+ ## React adapter dependency
338
+
339
+ Framework-free consumers can import the package root without React. Applications
340
+ using `@dreamboard-games/sdk/react` must install the maintained React store adapter
341
+ alongside React:
342
+
343
+ ```sh
344
+ pnpm add @dreamboard-games/sdk react@^19 react-dom@^19 @tanstack/react-store@0.11.1
345
+ ```
346
+
347
+ `@tanstack/react-store` is an optional peer of the SDK so headless consumers do not
348
+ install the React adapter. The `/react` entry delegates selectors to that package;
349
+ the application bundler resolves its supported React subscription dependencies.
350
+
351
+ `/react` classifies each card press as a tap, hold, drag or browse. Enable
352
+ `dragFeature`, export `useCardGesture`, `useCardRow`, `useActiveCard`, `useDropArea` and `useDragOverlay` from the
353
+ binding, and use the copied Hand and BoardTargets components or your own renderer.
354
+ The SDK prescribes no layout. Headless `game.drag` remains browser-free and handles
355
+ atomic domain routing. A drop area can bind typed inputs with
356
+ `{ interaction: "play.move", params: { destination: "discard" } }`; the SDK
357
+ adds the dragged card and admits the complete draft against current domains.
358
+ A ready bound single-card drop submits the action even when its commit mode is
359
+ manual; unbound drops and many-card drafts keep their normal commit behavior.
360
+ `game.drag.getIsDropTarget(target)` uses the same admission as dropping.
361
+ Interaction `getSubmitProps(params)` and `getSubmitHandler(params)` accept the
362
+ same explicit params as `submit(params)`, retaining pending and connection gates.
363
+ `fanLayout` computes arc positions that always fit a hand,
364
+ `handFan` adds a focused, readable card with configurable presets and timing,
365
+ and
366
+ `originsFeature` adds `card.getOrigin()` so a newly shown card can animate from
367
+ the zone or player it came from.
368
+
369
+ ## Local hand sorting
370
+
371
+ Install `handFeature(core, context, { zones })` with named sorts for each zone:
372
+ `{ hand: { defaultSort: "rank", sorts: { rank: { compare } } } }`.
373
+ Comparators receive the seat's projected `Card` objects; narrow `card.hidden`
374
+ before reading visible card data. Equal comparisons retain source order.
375
+
376
+ `game.hand.getSortModes(zone)` returns typed mode IDs in declaration order.
377
+ Read `getSortMode(zone)` and `getSortedCardIds(zone)`, then call
378
+ `setSortMode(zone, mode)` from your UI. The zone carries its canonical host;
379
+ each host's choice is independent. Labels, buttons and cycling are authored UI.
380
+ Without a selected or default mode, the order comes directly from the source.
381
+ The feature retains the zone's selected/selectable card ID helpers.
382
+
383
+ Sort changes notify subscribers and preserve drafts and card selection without
384
+ submitting. Choices survive frames and reset on source or seat changes. Captured
385
+ `game.hand` branches retain their modes, and sorted IDs are derived from the
386
+ projected zone passed to that branch. Old lifetime setters and disposed setters
387
+ do nothing. See [Optional features](../../docs/api/features.md).
388
+
389
+ ## Opt-in game shortcuts
390
+
391
+ Install `shortcutsFeature` in the same `createGameHook<Definition>()` binding as
392
+ other features, and export its inferred `useGameShortcuts` and
393
+ `useShortcutTarget` and `useShortcutHints` hooks. A child inside the bound `GameProvider` installs the
394
+ app's bindings once:
395
+
396
+ ```tsx
397
+ function AppShortcuts() {
398
+ useGameShortcuts({
399
+ bindings: [
400
+ {
401
+ kind: "interaction",
402
+ keys: ["1", "2", "3", "4", "5", "6", "7", "8", "9"],
403
+ label: "Draw cards",
404
+ target: "zone",
405
+ zoneId: "deck",
406
+ interaction: "play.draw",
407
+ inputs: ({ key }) => ({ count: Number(key) }),
408
+ },
409
+ {
410
+ kind: "interaction",
411
+ keys: ["f"],
412
+ label: "Flip card",
413
+ target: "card",
414
+ input: "card",
415
+ interaction: "play.flip",
416
+ inputs: ({ target }) => ({ card: target.value }),
417
+ },
418
+ {
419
+ kind: "local",
420
+ keys: ["s"],
421
+ label: "Change hand order",
422
+ target: "zone",
423
+ zoneId: "hand",
424
+ getIsAvailable: ({ target }) => target.hostId === playerId,
425
+ run: ({ target }) => changeAuthoredOrder(target.hostId),
426
+ },
427
+ ],
428
+ });
429
+ return null;
430
+ }
431
+ ```
432
+
433
+ These interaction and input names are examples from an authored reducer;
434
+ `playerId` and `changeAuthoredOrder` are supplied by the game. The
435
+ binding's discriminated types derive from that reducer: interaction names,
436
+ input keys, target kinds, and every required payload field must match. A game
437
+ that exposes a counted draw submits one `count` payload; shortcuts never repeat
438
+ a draw-one action. No actions or keys are supplied by default.
439
+
440
+ Local bindings run game-authored presentation callbacks for a focused zone
441
+ control or a focused card in that zone. A focused card resolves its current
442
+ containing zone and actual host, including opaque hidden card references. Local
443
+ bindings always use real DOM focus, including focus acquired by clicking; hover
444
+ alone never activates them. Mouse browsing can change the interaction target
445
+ while local actions retain the focused control's zone. They are unavailable
446
+ during a card pointer gesture or its settling drag overlay. Games own any
447
+ further restrictions through the optional pure `getIsAvailable` predicate.
448
+ They do not submit source commands, alter interaction drafts, or require the
449
+ player's reducer turn; an interaction request does not block a local action.
450
+ `run` returns `void` or `Promise<void>` and is never evaluated for hints.
451
+ The SDK supplies no sorting modes or cycling policy.
452
+
453
+ Card controls using `useCardGesture` share its canonical pointer and keyboard
454
+ focus. Zone controls spread
455
+ `useShortcutTarget({ kind: "zone", zoneId: "deck", hostId: "table" }).props`;
456
+ `hostId` must be the actual host allowed by that zone's attachment. Selectable
457
+ board and tile controls can use the same hook with their canonical
458
+ `SelectionTarget`. Hidden cards retain their opaque seat references.
459
+
460
+ Keys are exact browser `event.key` strings. The adapter ignores held repeats,
461
+ composition, editing controls, modifier combinations, and open modal or menu
462
+ surfaces. Native radio inputs can carry a zone target for authored shortcuts;
463
+ their ordinary arrow and space keys remain native unless explicitly bound.
464
+ It prevents the browser default only when a single eligible binding
465
+ handles the key. Source and seat changes clear the gesture target; unmounting
466
+ removes the listener and binding hints.
467
+
468
+ Input factories must be pure: eligibility and hints evaluate them against the
469
+ current projected domains. Availability predicates for local bindings must
470
+ also be pure. `game.shortcuts.getHints(target, activity)` returns only
471
+ currently usable, unambiguous keys with their labels and `kind`. Interaction
472
+ hints also carry their typed interaction name; local hints do not. Both variants
473
+ share key collision handling. Headless callers supply local focus explicitly as
474
+ `activity: { focusedTarget, pointerActive }`; omitting activity admits only
475
+ interaction bindings. `useShortcutHints(target)` reads those hints reactively
476
+ and returns no hints when the feature is absent. The mounted
477
+ `useGameShortcuts` hook returns `{ target, hints }` for a reserved help/status
478
+ area. Rejected actions and transport failures use the binding's existing
479
+ `onError` handler; callbacks from an old source, seat, or unmounted child are
480
+ ignored. `game.shortcuts.handle(key, target, activity)` returns `null` for an
481
+ unhandled
482
+ key, or a promise of `{ kind: "local" }` or
483
+ `{ kind: "interaction", result: SubmitResult }`. Callback failures reject that
484
+ promise and use the same `onError` path. Interaction bindings use the same
485
+ atomic `interaction.submit(params)` path available to authored action buttons.
486
+ Explicit params are validated against the current projected descriptor without
487
+ mutating drafts. Existing `submit()` continues to submit the interaction draft
488
+ and defaults; both forms share availability and in-flight lifecycle barriers.
489
+ The headless feature installs no DOM listeners.
490
+
491
+ ## Local development and tests
492
+
493
+ `localSource(game, { players, seed, as, options })` executes the production reducer
494
+ and materializes the selected seat. `scenarioSource` starts from authored scenario
495
+ checkpoints. Keep these executable game imports in your local development entry;
496
+ the hosted entry uses only `iframeSource()` and type imports.
497
+
498
+ Local sources expose `inspect`, bounded `explore`, typed explicit-actor `apply`,
499
+ `switchSeat`, `checkpoint`, and validated `restore`. A JSON checkpoint preserves
500
+ visible pending selections and terminal state; restoring does not replay commands.
501
+ Concealed selections expire after any other accepted input or restore. Each
502
+ accepted extension of that same unfinished selection issues a new validity stamp
503
+ for the immediately following frame. This prevents drafts from tracking hidden
504
+ tiles or cards through a shuffle, including a shuffle that leaves their position
505
+ unchanged.
506
+ `createTestSource(snapshot)` supplies controlled frames and acknowledgements for
507
+ instance and React tests. Static and hosted sources do not expose `apply`.
508
+
509
+ Hosts import `assertReducerBundleContract`, `REDUCER_CONTRACT_VERSION`,
510
+ `ReducerWire` types and `ReducerWireZod` schemas from `/reducer`. Canonical iframe
511
+ and gameplay websocket schemas plus `materializePluginGameplayFrame` live at the
512
+ root. Materialize the requested seat directly from its projection before publishing it;
513
+ sources publish the canonical seat view and submit the exact frame basis.
514
+
515
+ Visible cards share one complete `ViewCard` shape: `id`, `cardType`, and JSON
516
+ `properties`, plus optional `name`, `text`, `frontImage`, and `backImage`.
517
+ `ViewCardSchema` validates this shape. Reducer and gameplay `cardViewsById` maps
518
+ contain these objects directly. Headless `card.view` preserves the manifest's
519
+ card identity, category, and property inference and is deeply readonly; table-only
520
+ `cardSetId` and `componentType` are absent. Concealed cards have a positional
521
+ opaque seat identity, no view, and an optional separate `cardBacksById` entry.
522
+ This wire format requires plugin protocol version 10 and reducer contract `0.11.0`.
523
+
524
+ Tiles use opaque `SeatTileRef` values even when visible. A projected tile is either
525
+ `{ disclosure: "visible", ref, tileTypeId, name, ownerId, fields, properties, frontImage? }` or
526
+ `{ disclosure: "concealed", ref, appearance }`; an omitted tile contributes no
527
+ entry or count. Public appearances are authored independently of secret faces.
528
+ Boards and zones each carry their own projected tiles. Only visible tiles
529
+ contribute cells, edges, vertices, and relations to the seat's board topology.
530
+ Use `phase.inputs.tile({ from: [zoneId] })` or
531
+ `phase.inputs.tile({ boards: [boardId] })` to select a tile. Reducers receive
532
+ its authoritative identity after the SDK validates and resolves the reference.
533
+ `tx.setTileDisclosure` controls face audiences and public appearance;
534
+ `tx.setBoardVisibility` controls the board's audience. Location visibility always
535
+ caps tile disclosure. Authored defaults cannot identify concealed tiles or cards.
536
+ Game-owned view fields can publish visible references through `references.tile`
537
+ and `references.space`; arbitrary authored text and JSON remain explicit publication.
538
+
539
+ Every `tx.emit` event declares `audience: { kind: "public" }` or
540
+ `{ kind: "seats", playerIds }`. A typed detail `{ kind: "tile", tileId }` is
541
+ projected only when that tile is visible to the audience. Identity-specific event
542
+ details and view references never track a concealed tile. Clients receive only
543
+ their own events and admitted tile references.
544
+
545
+ Card sets contain their authored `cards`, `cardSchema`, and `defaultHome` directly.
546
+ Standard playing cards are game-owned definitions with ordinary suit/rank
547
+ properties; the SDK does not synthesize inventories or assign built-in rules.
548
+
549
+ The exported `createGestureRecognizer(down, callbacks, options)` defaults to
550
+ upward touch dragging so card containers retain sideways scrolling. A row that
551
+ fits uses `{ scrub: true }`: a sliding finger reports each move through
552
+ `browse`, and turning upward still drags. Pile controls can use
553
+ `{ dragDirection: "any" }` with `touch-action: none` to drag toward a hand below
554
+ or beside them. This classifies pointer intent only; submit an authored interaction
555
+ through the bound game to enforce its rules, without selecting a hidden card ID.
556
+
557
+ ### Local card groups and marquee selection
558
+
559
+ `cardSelectionFeature` holds a local list of projected card IDs, separate from
560
+ interaction drafts. Authors decide which zones allow selection and how to draw
561
+ it. Selection clears on an authoritative frame or source/perspective change.
562
+
563
+ ```ts
564
+ features(core, context) {
565
+ const selection = cardSelectionFeature(core, context);
566
+ return {
567
+ selection,
568
+ drag: dragFeature(core, context, {
569
+ getSelection(cardId) {
570
+ const ids = selection.root.cardSelection.cardIds;
571
+ return ids.includes(cardId) ? ids : undefined;
572
+ },
573
+ }),
574
+ };
575
+ }
576
+ ```
577
+
578
+ Use `game.cardSelection.set(ids)`, `.toggle(id)` and `.clear()` for authored
579
+ controls. A selected group can drop only onto an interaction with a `many(...)`
580
+ card input that admits the entire group. Dropping submits that input once in
581
+ selection order, replacing its draft; it never submits a sequence of single-card
582
+ moves. The reducer remains responsible for validating and applying the group
583
+ atomically. An unselected card retains ordinary single-card draft behavior.
584
+ `useDragOverlay().cardIds` identifies all lifted cards; `cardId` is the anchor.
585
+
586
+ `useMarqueeSelection` from `/react` is an opt-in mouse/pen background gesture.
587
+ Pass `enabled`, `getCards: () => [{ id, element }]`, and
588
+ `onSelect: (ids, additive) => ...`; spread its `props` on the selectable area.
589
+ It reports intersecting cards on release and viewport `bounds` for an authored
590
+ fixed-position overlay. Shift requests additive selection; Escape, pointer
591
+ cancellation, blur or disabling the area cancels. Buttons, inputs and card
592
+ controls keep their own gestures, and touch retains scrolling. A background
593
+ click reports an empty selection. The hook supplies no styling or bulk-action UI.
@@ -0,0 +1,13 @@
1
+ import { f as BoardEdgeId, n as BoardVertexId } from './extract-CwJWDrSD.js';
2
+
3
+ declare function boardEdgeId<BoardId extends string>(layout: "hex" | "square", boardId: BoardId, latticeId: string): BoardEdgeId<BoardId>;
4
+ declare function boardVertexId<BoardId extends string>(layout: "hex" | "square", boardId: BoardId, latticeId: string): BoardVertexId<BoardId>;
5
+ /** Syntax proves namespace only; current placement owns element membership. */
6
+ declare function parseBoardElementId(value: unknown): {
7
+ kind: "edge" | "vertex";
8
+ layout: "hex" | "square";
9
+ boardId: string;
10
+ latticeId: string;
11
+ } | null;
12
+
13
+ export { boardVertexId as a, boardEdgeId as b, parseBoardElementId as p };