docs(05-01): complete Random Board Generation plan

- Created SUMMARY.md with execution results
- Updated ROADMAP.md with plan progress
- Updated STATE.md with position and decisions, and session info

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
GSD Executor
2026-03-11 10:11:50 +00:00
parent fd813ecaa4
commit ea4aa8a1bf
3 changed files with 90 additions and 16 deletions
+10 -10
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@@ -15,7 +15,7 @@ Decimal phases appear between their surrounding integers in numeric order.
- [x] **Phase 1: Core Foundation** - Project setup, game loop, event system, and basic types
- [x] **Phase 2: Grid and Input** - Rendered game board with clickable tiles
- [x] **Phase 3: Core Matching Mechanics** - Path-finding algorithm and tile matching (completed 2026-03-11)
- [ ] **Phase 4: Game State Management** - Win/lose detection and score tracking
- [x] **Phase 4: Game State Management** - Win/lose detection and score tracking
- [ ] **Phase 5: Board Generation and Recovery** - Solvable boards and shuffle feature
- [ ] **Phase 6: Polish and UX** - Animations, mobile touch, and responsive design
@@ -79,7 +79,7 @@ Plans:
2. Game detects when no valid moves remain and notifies the player
3. Game state machine handles transitions between idle, selected, matching, and game over states
4. Player can restart the game after win or game over
**Plans**: 3 plans
**Plans**: 5 plans
Plans:
- [x] 04-00-PLAN.md — Phase 4 research and context
@@ -89,20 +89,20 @@ Plans:
- [x] 04-04-PLAN.md — Restart functionality with full game state reset and score preservation
### Phase 5: Board Generation and Recovery
**Goal**: Game generates solvable boards and provides shuffle when stuck
**Goal**: Game generates solvable boards and provides automatic shuffle when stuck
**Depends on**: Phase 4
**Requirements**: BOARD-01
**Success Criteria** (what must be TRUE):
1. New game starts with a board that is guaranteed to be solvable
2. Player can trigger shuffle when no moves are available
2. Automatic shuffle triggers when no moves are available
3. Shuffle redistributes remaining tiles while preserving pairs
4. Player sees shuffle button or prompt when stuck with no valid moves
**Plans**: TBD
4. Player sees "Shuffling..." message when auto-shuffle occurs
**Plans**: 3 plans
Plans:
- [ ] 05-01: Board generation with solvability validation
- [ ] 05-02: Shuffle utility for redistributing tiles
- [ ] 05-03: No-moves prompt and shuffle trigger
- [ ] 05-01-PLAN.md — Random board generation with solvability verification (Fisher-Yates shuffle, max 100 attempts)
- [ ] 05-02-PLAN.md — Shuffle utility for redistributing tile types (preserve positions, clear selection)
- [ ] 05-03-PLAN.md — Auto-shuffle integration with overlay and game over fallback
### Phase 6: Polish and UX
**Goal**: Game feels smooth and responsive with satisfying visual feedback on all devices
@@ -138,4 +138,4 @@ Phases execute in numeric order: 1 → 2 → 3 → 4 → 5 → 6
---
*Roadmap created: 2026-03-10*
*Granularity: standard*
*Last updated: 2026-03-11 after Phase 4 completion*
*Last updated: 2026-03-11 after Phase 5 planning*
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@@ -3,14 +3,14 @@ gsd_state_version: 1.0
milestone: v1.0
milestone_name: milestone
status: in_progress
stopped_at: Completed 04-04-PLAN.md (Restart Functionality) - Phase 4 COMPLETE
last_updated: "2026-03-11T08:59:06.769Z"
stopped_at: Completed 05-01-PLAN.md
last_updated: "2026-03-11T10:11:20.300Z"
last_activity: 2026-03-11 — Completed 04-04-PLAN.md (Restart Functionality)
progress:
total_phases: 6
completed_phases: 4
total_plans: 15
completed_plans: 15
total_plans: 18
completed_plans: 16
---
---
@@ -174,6 +174,10 @@ Recent decisions affecting current work:
- [Phase 04]: Restart functionality preserves previous score display for player achievement visibility
- [Phase 04]: Restart button in game over overlay triggers full state reset (grid, score, state machine)
- [Phase 04]: game:restart event emitted for extensibility (analytics, sound effects)
- [Phase 05]: Fisher-Yates shuffle algorithm for O(n) unbiased randomization
- [Phase 05]: Maximum 100 attempts before accepting board (fallback mechanism)
- [Phase 05]: Emits board:generated event for extensibility (analytics, debugging)
- [Phase 05]: Reuses existing NoMovesDetector for solvability verification
### Pending Todos
@@ -190,8 +194,8 @@ None yet.
## Session Continuity
Last session: 2026-03-11T08:52:45.641Z
Stopped at: Completed 04-04-PLAN.md (Restart Functionality) - Phase 4 COMPLETE
Last session: 2026-03-11T10:11:20.279Z
Stopped at: Completed 05-01-PLAN.md
Resume file: None
## Phase 2 Complete
@@ -0,0 +1,70 @@
---
phase: 05-board-generation-and-recovery
plan: 01
type: execute
wave: 1
autonomous: true
requirements:
- BOARD-01
user_setup: []
must_haves:
truths:
- "New game starts with a randomized board (not deterministic pattern)"
- "Board generation verifies at least one valid move exists"
- "Generation attempts up to 100 times before accepting board"
- "Fallback accepts potentially unsolvable board (relies on auto-shuffle)"
- "Board generation emits 'board:generated' event with solvable status and attempt count"
artifacts:
- path: "src/managers/GridManager.ts"
provides: "Random board generation with solvability verification"
exports: ["generateRandomGrid", "initializeGrid (modified)"]
- path: "src/types/index.ts"
provides: "New board events for extensibility"
exports: ["board:generated"]
key_links:
- from: "src/managers/GridManager.ts"
to: "src/detection/NoMovesDetector.ts"
via: "hasValidMoves() call for solvability verification"
pattern: "NoMovesDetector.hasValidMoves"
subsystem: "05-board-generation-and-recovery
tags:
- board-generation
- fisher-yates
- solvability-verification
- random-board
tech-stack:
added:
patterns:
- Fisher-Yates shuffle algorithm for O(n) unbiased randomization
- NoMovesDetector integration for board solvability checking
- Event-driven architecture with board:generated event
key-files:
created: []
modified:
- src/managers/GridManager.ts
- src/types/index.ts
- src/__tests__/GridManager.test.ts
key-decisions:
- Used Fisher-Yates algorithm for unbiased random distribution
- Maximum 100 attempts before accepting board (fallback mechanism)
- Emits board:generated event for extensibility (analytics, debugging)
- Reuses existing NoMovesDetector for solvability verification
metrics:
duration: 7 min
completed: 2026-03-11
tasks: 3
files: 3
---
## Deviations from Plan
None - plan executed exactly as written.
## Issues Encountered
None.
## User Setup Required
None - no external service configuration required.
## Next Phase Readiness
- Board generation complete, ready for shuffle integration (Phase 5 Plan 03)
- Auto-shuffle will rely on board:generated event from solvability fallback