2026-07-23 22:01:54 -04:00
2026-07-23 22:01:54 -04:00
2026-07-23 07:40:09 -04:00
2026-07-22 23:07:29 -04:00
2026-07-22 23:07:29 -04:00
2026-07-23 15:58:12 -04:00
2026-07-23 07:40:09 -04:00
2026-07-22 23:07:29 -04:00
2026-07-22 23:07:29 -04:00
2026-07-22 23:07:29 -04:00

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 (mise.toml).

Quick start

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

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: buy one of 4 face-up cards (1 gold — the only action that costs anything); sell any number of hand cards for free (each becomes an 🍎 apple, +1 power food, and Sell effects fire); or trade in 3 same-suit pets (the Triple action, also free) 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 is a final action, only legal at 5 pets or fewer: it forfeits remaining gold and ends that player's shopping for the round. The shop closes once everyone has passed.
  2. 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).
  3. 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 15, 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.

S
Description
No description provided
Readme
2.5 MiB
Languages
Go 67%
TypeScript 20.9%
CSS 11.9%
Dockerfile 0.2%