# AGENTS.md Guidance for AI coding agents working in this repository. ## What this is Classic Minesweeper as a vanilla web game — no framework, no TypeScript (JSDoc + `// @ts-check` only). Deployed at [mnswpr.com](https://mnswpr.com) (Netlify) and published to npm as `@ayo-run/mnswpr`. The game engine has **zero runtime dependencies**; only the website adds Firebase. ## Commands ```bash pnpm i # install (pnpm is required — this is a pnpm workspace) pnpm dev # run the website dev server (vite apps/mnswpr) — most common pnpm build # build the website -> apps/mnswpr/dist pnpm build:lib # build the publishable library -> packages/mnswpr/dist pnpm lint # eslint . (JS + CSS); runs automatically on pre-commit pnpm lint:fix # eslint --fix pnpm build:preview # build the app and serve the production preview pnpm test # run the Vitest suite once (jsdom) pnpm test:watch # run Vitest in watch mode ``` Tests are co-located with the package they exercise (`packages/utils/test/`, `packages/mnswpr/test/`) and run under **Vitest** with a jsdom environment (root config in `vitest.config.js`). They cover the shared utils and drive the engine through real DOM events (mount `#app`, dispatch mouse events, assert on cell/grid attributes). For anything visual or input-timing related, also verify by running `pnpm dev` and playing. Node version: `.nvmrc` pins `lts/*`. ## Repository layout (Cozy Games monorepo, pnpm workspace) This is the **Cozy Games** monorepo. Workspaces are declared in `pnpm-workspace.yaml` as `apps/*`, `packages/*`, and `sites/*`. `utils/` is now a real workspace package (`@cozy-games/utils`), imported by name — no more `../utils` relative paths. - **`apps/mnswpr/`** — `@ayo-run/mnswpr`'s host, the mnswpr.com website. Consumes the engine and leaderboard via `workspace:*` (`import mnswpr from '@ayo-run/mnswpr/mnswpr.js'`) and wires them together in `apps/mnswpr/main.js`. Owns its Firebase config (`firebase.json`, `firestore.rules`, `.firebaserc`) and app-specific scripts (`apps/mnswpr/scripts/`). A future app (e.g. sudoku) gets its own `apps//`. - **`packages/mnswpr/`** — `@ayo-run/mnswpr`, the standalone, framework-free game engine published to npm. `packages/mnswpr/mnswpr.js` is the whole engine; `levels.js` defines the four difficulty presets. Depends only on `@cozy-games/utils`. - **`packages/leaderboard/`** — `@cozy-games/leaderboard`, a backend-agnostic, time-windowed leaderboard (adapter-injected storage). - **`packages/utils/`** — `@cozy-games/utils`, shared services with no dependencies, re-exported from `index.js`: `StorageService`, `TimerService` (`pretty()` time formatting used by both engine and leaderboard), `LoggerService`, `LoadingService`, and date-bucket helpers. - **`sites/`** — docs (Astro Starlight) and UI demos. Placeholders for now. ## Architecture **The engine is decoupled from the app via two hooks.** `Minesweeper(appId, version, hooks)` (`packages/mnswpr/mnswpr.js`) is a classic constructor function that imperatively builds a `` grid in the DOM. It knows nothing about Firebase or leaderboards. The app injects behavior through: - `hooks.levelChanged(setting)` — fired when the difficulty level changes; the app uses this to re-fetch and render the leaderboard for that level. - `hooks.gameDone(game)` — fired when a game ends (win or loss) with a `game` object (`time`, `status`, `level`, `time_stamp`, `isMobile`); the app uses this to submit the score. When adding engine features that the website needs to react to, prefer adding a new hook over reaching into the app — that separation is what keeps the library publishable on its own. (There are already `TODO` markers in the engine for an `afterGridGenerated` hook.) **Game state lives in DOM attributes, not a JS model.** The grid's overall state is the `game-status` attribute on the `
` (`inactive` → `active` → `over`/`win` → `done`). Each cell carries `data-status` (`default`, `highlighted`, `flagged`, `clicked`, `empty`) and `data-value` (adjacent mine count). Mine positions are the one exception: kept in `minesArray` as `[row, col]` pairs. When changing game logic, read/write these attributes consistently — helpers like `getStatus`/`setStatus`, `isMine`, `isFlagged` are the intended accessors. **First-click safety:** the first clicked cell is never a mine — if it is, `transferMine()` relocates it to a non-neighboring empty cell before revealing. **Input handling is intricate.** Mouse (left/right/middle, plus simultaneous left+right "chording") and touch (long-press to flag) are handled through a state machine of flags (`isLeft`, `isRight`, `pressed`, `bothPressed`, `skip`, `isBusy`) in `initializeEventHandlers`/`initializeTouchEventHandlers`. `isBusy` debounces input (`MOBILE_BUSY_DELAY`/`PC_BUSY_DELAY`). Tread carefully here — small changes easily break chording or mobile flagging. **Test mode:** set `TEST_MODE = true` at the top of `packages/mnswpr/mnswpr.js` to render mine positions as visual hints and enable debug logging. ## Leaderboard / Firebase (`apps/mnswpr/modules/`) `LeaderBoardService` (`leader-board.js`) reads/writes Firestore (`firebase/firestore/lite`). Structure: top-10 per level in `mw-leaders/{level}/games`, all sessions in `mw-all/{browserId}/games`, and remote runtime `configuration` in `mw-config`. A score is only offered to the leaderboard when it beats the current 10th place *and* matches the server-side `passingStatus`. The **Firebase config in `leader-board.js` is intentionally public and committed** — for a client-only Firebase app the API key is not a secret (access is governed by Firestore security rules), so don't treat it as a leaked credential or try to move it to env vars. `UserService` (`user.js`) derives a non-cryptographic `browserId` fingerprint from navigator/screen properties to attribute scores without accounts. ## Conventions - **Code style is enforced by ESLint Stylistic**, not Prettier: 2-space indent, single quotes, **no semicolons**, no trailing commas, spaces inside `{ braces }` but not `[brackets]`. Run `pnpm lint:fix` before committing. Both `**/*.js` and `**/*.css` are linted (CSS via `@eslint/css`). - The engine uses **plain functions and `var`/`let` closures**, not classes; `packages/utils/` and `apps/mnswpr/modules/` use ES classes. Match the surrounding style of the file you edit. ## Release & git hooks (maintainer workflow) - **Husky hooks:** `pre-commit` runs `pnpm lint`; `post-commit` auto-pushes to two extra remotes (`git push gh`, `git push sh`). If those remotes aren't configured locally, expect post-commit failures — that's environmental, not a code problem. - **Releasing** (`pnpm release`) builds the lib, runs `bumpp` (version bump + tag) in `packages/mnswpr/`, then `scripts/release.js` force-pushes a `release` branch and tags to remotes `gh`/`sh`. Pushing a `v*` tag triggers `.github/workflows/release.yml` (`changelogithub`) to publish GitHub release notes. Only run this when explicitly releasing.