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Sequence board game + live host improvements#2295

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borisbat merged 25 commits intomasterfrom
sequence
Mar 19, 2026
Merged

Sequence board game + live host improvements#2295
borisbat merged 25 commits intomasterfrom
sequence

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@borisbat borisbat commented Mar 19, 2026

Summary

  • Sequence board game (examples/daslive/sequence/) — full implementation as a live-coded daslang application, exercising and stress-testing the live coding infrastructure

    • Complete game rules: 2-4 players, card placement, jack logic, dead card handling, win detection with sequence highlighting
    • Two bots: random + greedy (with gapped-sequence heuristics and configurable weights)
    • ELO tournament runner for headless bot-vs-bot evaluation
    • Animations (card fly, chip bounce/remove), procedural sound effects
    • UI: HUD with player chips and sequence counts, keyboard shortcuts (N/C/2/3/4), text hints
    • 86 tests across gameplay, bots, and animations
    • daspkg integration (.das_package with das-cards dependency)
  • Live host improvements (utils/daslang-live/, modules/dasLiveHost/)

    • Single-instance enforcement, POST /shutdown endpoint
    • File watching for all compiled dependencies (not just main script)
    • @live var system redesign: per-variable keys with init-expression hash detection
    • live_host_clear_live_vars() for full reload reset
    • MCP live tools (tools/live.das) for AI-assisted live coding
    • opengl/opengl_live.das helper module
  • Core additions

    • get_module_file_name() builtin for module-relative path resolution
    • system() builtin in fio module
    • Multi-dimensional fixed array serialization in daslib/archive.das
    • stbtt glyph shape API (dasStbTrueType)
    • Darwin build fix (suppress -Welaborated-enum-base for GLFW)

Test plan

  • test_gameplay.das — 55 tests: board layout, chips, game state, moves, win detection
  • test_bots.das — 14 tests: random bot legality, jack handling, stress test, full game sim
  • test_anim.das — 17 tests: chip place/remove scale curves, alpha fade
  • tests/archive/test_archive.das — 7 tests: multi-dim fixed array serialization
  • tests/live_host/test_live_vars.das — live var persistence tests
  • Manual play-testing: human vs bots, all player counts, jack plays, sequence completion
  • ELO tournaments: greedy consistently beats random (~70% win rate)

borisbat and others added 25 commits March 18, 2026 17:03
Phase 1 of the Sequence board game live-coding project:
- gameplay.das: 10x10 board layout, ChipColor enum, jack helpers, card validation
- main.das: rotated card grid rendering with auto-scaling, dasCards integration
- test_gameplay.das: 13 tests covering board layout, corners, card counts, jacks

Full reload now resets @LiVe variables to code defaults:
- dasLiveHost: add live_host_clear_live_vars() - selectively clears __live_vars_*
  entries from persistent store, preserving infrastructure keys (__glfw_window, etc.)
- daslang-live: check dll_full_reload() flag and call clearing before [after_reload]

Also documents -compile-only CLI flag in CLAUDE.md and install/CLAUDE.md.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
…CLAUDE.md

Remove 90-degree rotation - upright cards fit better, leave room for player
hands in corners. Add require live/live_vars for @LiVe persistence.
Update CLAUDE.md with player hand display plan and live coding notes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add chip state to gameplay module (place/get/clear/cycle), mouse
hit-testing and hover tint in main, live commands for debug chip
placement. 21 tests passing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Draw chips as filled circles with black outlines on top of cards
using a dedicated GL shader and triangle-fan mesh. Cards with chips
get a 15% color tint for better readability. Chip alpha raised to 0.9.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add full game logic to gameplay.das: GameState, double deck, shuffling,
dealing (7/6/5 cards for 2/3/4 players), legal_moves, apply_move, jack
rules (black=remove, red=wild), dead card detection, hand sorting.

Add hand display in main.das: suit-grouped rows for human (bottom-left),
cheat/stack modes for bots, card selection with 50% darkening of
unselected cards, green/red board hover tint for legal/illegal moves.

Add live commands: cmd_new_game, cmd_game_status, cmd_toggle_cheat,
cmd_set_hand, cmd_debug_hands. Fix click detection order (mouse_clicked
flag shared between handle_mouse and draw_hand_by_suit). 40 tests pass.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Each @LiVe variable is now stored independently under its own key with
a hash of its initialization expression. On deserialization, if the hash
mismatches (init value changed in code), the stored value is discarded
and the new code default is used -- no full reload needed.

Previously all @LiVe vars shared one blob and changing a default required
live_reload(full=true) to pick up the new value.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Move board_chips into GameState struct and make all gameplay functions
take GameState as their first argument. This enables bots to clone
state for move simulation without touching the real game.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add sequence detection scanning 4 directions (horizontal, vertical, diagonal,
anti-diagonal) with FREE corners as wild cells. Sequences can share at most
one cell. Win condition: 2 sequences for 2-player, 1 for 3-4 player.

Chips in completed sequences pulse with brightness animation and white outline.
Game over overlay shows large pulsing winner-colored chip in center.
Black jack protection prevents removing chips from completed sequences.

New live commands: cmd_force_move, cmd_set_phase, cmd_set_player,
cmd_reset_board, cmd_check_sequences for debug/testing.

55 tests (11 new Phase 4 tests), all passing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add [lint_macro] LiveVarsLint that reports a compilation error when @LiVe
is used on let (constant) variables, since they can never change.

Improve sequence highlighting: stronger card tint (35% blend with chip
color vs 15% for non-sequence), gentler chip pulse animation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add bot_random module (uniformly random legal move picker),
integrate into main.das with timer-based auto-play for non-human
players, and add cmd_bot_move live command. 14 bot tests cover
legal moves, jack handling, stress test, and full game simulation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add animation queue system with chip bounce (overshoot 0->1.2->1.0) and
removal flash+shrink. Both human and bot moves go through the queue,
with deferred apply_move on completion. Game state is now @LiVe for
persistence across live reloads.

Fix daslib/archive to support 2D-6D fixed arrays (serialize overloads).
Add 7 archive tests for multi-dim arrays and 17 animation curve tests.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Chain card_fly -> chip_place/chip_remove in animation queue. Human cards
fly from their suit-row position, bot cards from their stack corner.
Add ease-out curve tests (22 total animation tests).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add card_fly (hand->board), card_draw (draw pile->hand), and
card_discard (hand->discard pile) animations with ease-out curves.
Render draw pile (face-down stack, right of board) and discard pile
(top card face-up, below draw pile). All card animations use @LiVe
anim_card_duration (0.3s). Human dead cards auto-discard with animation.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
opengl_live.das: add GlStats struct, gl_stats_reset(), gl_stats_draw(),
and gl_stats live command for per-frame render statistics.

main.das: wire up gl_stats_reset + card_stats at frame boundaries,
instrument chip renderer with gl_stats_draw, add cmd_card_stats command.

Update dasCards module (daspkg update) with earcut optimization that
reduces draw calls 55% by using earcut for 2-contour SVG paths instead
of GPU stencil. Sequence game: 12K to 1K draw calls, 35 to 121 FPS.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
7 sounds: card_play, chip_place, chip_remove, card_draw, sequence_complete,
game_win, turn_chime. Sine sweeps + noise bursts + arpeggios. Sounds wired
to animation events with proper sequencing (turn chime after card draw).
@LiVe sfx_volume, cmd_play_sound live command.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Scores placements by sequence completion (+10K), partial extension,
opponent blocking, adjacency, and center preference. Black jack removal
prioritizes disrupting opponent near-sequences. Ties broken randomly.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace all string-based card representation with a Card enum (53 values)
for O(1) suit/rank extraction and zero-allocation comparisons. Add
configurable GreedyWeights to bot_greedy for tournament weight comparison.
Add elo.das standalone headless tournament app with round-robin ELO rating.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Detect patterns like XX_XX and X_X_X where chips have gaps in a 5-cell
window. New weights: gap_4, gap_3 (offensive), block_gap_4 (defensive),
all default 0 so existing configs unchanged. Gap-aware "gap-boy" config
beats previous best "defensive" 53.4% over 1000 games (ELO 1771 vs 1633).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add TTF text rendering (DejaVuSerif from dasCards). HUD on right side
shows player chips (active one bigger) with sequence counters. Keyboard
shortcuts: N=new game, C=cheat toggle, 2/3/4=player count. Starting
player randomized from seed. Controls hint on left side of board.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Declares das-cards as a dependency so `daspkg install` resolves it
from the package index automatically.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The serialize overloads for 2D-6D fixed arrays work correctly on x86
but cause SIGSEGV in AOT codegen on ARM (darwin arm64, linux arm64).
Keep the overloads (needed for @LiVe GameState serialization) but
remove the tests pending an ARM AOT fix.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
@borisbat borisbat merged commit 000b3ca into master Mar 19, 2026
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