# Super Auto Pets: The Board Game — Online A web app for playing the Super Auto Pets board game remotely. 1v1 for now; the engine is built to grow to more players. Play a friend by room code, or play solo against a computer opponent (easy / medium / hard). ## Stack - **Backend**: Go (stdlib-first). Pure game engine in `internal/game`, WebSocket sync via `coder/websocket`, persistence as JSON blobs in SQLite (`modernc.org/sqlite`, no cgo). - **Frontend**: React + Vite + TypeScript in `web/`. DOM/CSS card rendering and battle animations. - **Tasks**: [mise](https://mise.jdx.dev) (`mise.toml`). ## Quick start ```sh mise run install-web # once: npm install mise run serve # build frontend + server, run on :8080 ``` Open http://localhost:8080, host a game, and join from another browser (or incognito window) with the 5-letter code. ### Development ```sh mise run dev # Go server on :8080 + Vite hot reload on :5173 mise run test # Go tests (game engine) mise run check # go vet + frontend type-check ``` During development open the Vite URL (http://localhost:5173); it proxies `/api` (including the WebSocket) to the Go server. ## Configuration Set via environment or a `.env` file (see `.env.example`): | Variable | Default | Purpose | | ------------ | ---------- | ------------------------------------ | | `DATA_DIR` | `data` | Directory holding the SQLite DB | | `PORT` | `8080` | HTTP port | | `STATIC_DIR` | `web/dist` | Built frontend to serve | ## Rules implemented Six rounds, each with its own shop tier deck. Per round: 1. **Shop** — each player has 3 gold and players alternate actions, 1 gold each: **buy** one of 4 face-up cards; **sell** any number of hand cards (each becomes an 🍎 apple, +1 power food, and Sell effects fire); or **trade in** 3 same-suit pets (the Triple action) to pick 1 of the top 2 cards of the next tier's deck — Triple effects fire on the traded cards and the received pet's Buy effect fires. Passing forfeits remaining gold. 2. **Cleanup** — anyone holding more than 5 pets must sell down to 5. 3. **Arrange** — Battle Prep effects fire first (e.g. Giraffe hands out apples), then players secretly order their decks. Food cards apply to the next pet after them; trailing foods are wasted. A pet only benefits from its last-applied **perk** (e.g. Honey, Garlic). 4. **Battle** — automatic stack machine. Cards reveal off the top of each deck until a pet is in play. Play effects fire on reveal (rocks roll a d6 with faces 0/0/1/1/2/2 and hit the opposing pet before the clash; Skunk strips foods; Wolverine steals apples; Chili mills the enemy deck). The two pets simultaneously deal their full power to each other as damage markers; a pet with markers ≥ power faints (attack never drops while wounded). Faint effects push summons onto either deck, recycle apples (Dodo), set aside delayed/recurring/conditional rock volleys (Badger, Blowfish, Snake, Crocodile), raise auras (Turkey, Mammoth), or arm a team shield (Turtle). Survivors that took damage fire Hurt effects (Peacock, Camel, Gorilla). Shields (Turtle/Gorilla/Melon) block whole hits, Garlic shaves 1 per attack, and Scorpion KOs anything its clash attack manages to hurt. Hippo heals when enemies faint; Rhino rocks each enemy pet as it's played. A clash that changes nothing ends the battle as a stalemate draw. Last player able to field a pet wins: 1 trophy for rounds 1–5, 2 for round 6. Draws award nothing. Apples and bees are **temporary**: they leave your deck after the battle. Most trophies after round 6 wins. All six tiers use the real card data: | Tier | Pets | Food | | ---- | ---- | ---- | | 1 | Ant, Cricket, Duck, Otter, Mosquito, Fish | — | | 2 | Worm, Flamingo, Peacock, Swan, Rat, Spider | Honey | | 3 | Dog, Dolphin, Giraffe, Camel, Sheep, Dodo, Badger | Garlic | | 4 | Squirrel, Turtle, Rooster, Bison, Blowfish, Skunk, Hippo | Pineapple | | 5 | Monkey, Rhino, Crocodile, Scorpion, Seal, Shark, Turkey | Chili | | 6 | Gorilla, Fly, Leopard, Mammoth, Cat, Snake, Wolverine | Melon | ## Layout ``` cmd/server/ entrypoint internal/game/ rules engine (pure, fully tested) internal/ai/ computer opponent (decides from a player View only) internal/server/ HTTP + WebSocket rooms; drives bot turns internal/store/ SQLite persistence internal/env/ .env loading web/ React frontend ``` ## The computer opponent Any seat can be a bot (`Player.IsBot`); humans and bots are interchangeable to the engine, which is what will let future >2-player games mix them freely. The AI in `internal/ai` never touches the `Game` — it decides from a `game.View`, the same per-player state a human client is sent, plus a persisted memory of public observations (battle lineups, the event log, shop row changes). It cannot see your deck order, hidden trade picks, or the shuffled shop decks. It scores candidate moves by Monte-Carlo battle rollouts (`game.SimulateBattle`) against sampled guesses of your deck and ordering, blended with a long-term deck-value heuristic; difficulty tunes a softmax over the scored moves plus the rollout budget.