- index.html: dark shell with #game-container (Phaser canvas parent),
#ui-overlay containing #menu-root, #game-hud-root, #toast-container
- vite.config.js: port 5173, strictPort, sourcemap build, no GitHub Pages base
- src/main.js: instantiates Phaser.Game from gameConfig
- src/config/game-config.js: 800x800 FIT canvas, parent=game-container, scene list
- src/config/protocol-constants.js: ClientEventCode enum aligned to response.proto
oneofs; adds SPECTATOR_CANNOT_ACT, renames GAME_WATCH_SUCCESSFUL to
WATCH_GAME_SUCCESS, drops CLIENT_KICK (no proto case)
- src/scenes/boot-scene.js|menu-scene.js|game-scene.js: minimal stubs for Phaser
scene registry; phase-09 replaces them with real implementations
Adds Phaser+Vite+protobufjs package.json with proto:gen script, installs
dependencies, and commits generated protocol.js and protocol.d.ts so
builds work without requiring protoc or pbjs on every dev box.
Also adds node_modules/ to root .gitignore.
Adds tools.go to pin protoc-gen-go, updates go.mod/go.sum with
google.golang.org/protobuf, generates request.pb.go and response.pb.go,
and adds a make proto target to server/Makefile for regen.
Copies request.proto and response.proto from caro, renames package to
com.miti99.gomoku.proto, drops Java options, adds go_package option,
and appends SpectatorCannotActResponse (field 21) to the Response oneof.
Port GomokuAI.java to Go with three difficulty levels:
- Easy: uniform random (seeded RNG for determinism)
- Medium: immediate win/block heuristic from caro
- Hard: true minimax depth-3 with alpha-beta pruning
evaluatePosition uses caro threat-pattern weights (open-four=100000,
closed-four=10000, open-three=1000, etc.) as leaf evaluator.
candidateMoves limits branching to radius-2 Chebyshev neighbours.
Benchmark: ~71µs/move on 30-stone mid-game board (budget: <1s).
Port Board.java and GomokuHelper.java to idiomatic Go under server/game/.
Board is a value type ([15][15]Piece) enabling zero-allocation Clone().
Helper provides ValidMoves, FormatBoard, WinnerMessage as pure functions.
Covers all 4 win directions, draw, OOB, occupied-cell, and reset cases.
Rewrite README with usage guide, deployment instructions, and protocol
docs. Update CLAUDE.md to reflect gomoku-only architecture. Add English
doc comments to all key server Go files, replacing Chinese comments.
Create docs/system-architecture.md (state machine, protocol, database
schema) and docs/deployment-guide.md (local dev, Docker, production
nginx, resource requirements).
Update Dockerfile to Go 1.22 with repo-root build context to include
web client. Update docker-compose to match.
Remove 3,612 lines of card game implementations (Dou Dizhu, Texas
Hold'em, Mahjong, Uno, Liar's Bar, Run Fast), their database models,
rule engine, skill system, and render package.
Simplify Room struct by removing card-game-specific fields, clean up
consts to only gomoku game type, and remove unused dependencies
(mahjong, uno, cast, color).
Add server-side gomoku (five-in-a-row) as game type 9 with 15x15 board,
2-player rooms, move validation, win detection in 4 directions, and
draw detection. Includes channel-based turn sync with mutex-protected
board access.
Add vanilla JS web client served as static files from the Go server:
WebSocket connection with base64 packet encoding, state machine
navigation, Canvas-based board renderer with gradient stones, hover
ghost, last-move highlight, and game-over overlay.
Import source files from ratel-online organization repos into monorepo
structure for gomoku game development. Update README with project
structure and credits for original authors.