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-rw-r--r--dev_guide/README.md20
-rw-r--r--dev_guide/bank.md26
-rw-r--r--dev_guide/concurrency.md232
-rw-r--r--dev_guide/hacking.md50
-rw-r--r--dev_guide/pai_gow.md110
-rw-r--r--dev_guide/roulette.md164
-rw-r--r--dev_guide/tick_order.md143
-rw-r--r--dev_guide/video_poker.md45
8 files changed, 0 insertions, 790 deletions
diff --git a/dev_guide/README.md b/dev_guide/README.md
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-# About this directory
-
-These guides document **engine internals** for developers and code-assisting
-agents: architecture decisions, durability contracts, presentation internals,
-and per-game implementation notes.
-
-World-builder documentation (YAML content, room/object/mob/item guides,
-casino table configuration) lives in [`../building_guide/`](../building_guide/README.md).
-Do not add builder-facing content here, and do not add implementation notes,
-TODOs or assessments to `building_guide/`.
-
-| Guide | Covers |
-|---|---|
-| [bank.md](bank.md) | Bank system session state and dispatch |
-| [concurrency.md](concurrency.md) | Owner loop, durable money, lifecycle transactions, shutdown |
-| [hacking.md](hacking.md) | Terminal objects and the hacking minigame interface |
-| [pai_gow.md](pai_gow.md) | Pai Gow Poker hand evaluation, house way, settlement, Joker art |
-| [roulette.md](roulette.md) | Roulette presentation internals and extension notes |
-| [tick_order.md](tick_order.md) | The canonical per-tick system order (kept in sync with tests) |
-| [video_poker.md](video_poker.md) | Video poker presentation and durable multiplier banks |
diff --git a/dev_guide/bank.md b/dev_guide/bank.md
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-# Bank system internals
-
-Builder-facing bank documentation (booth object, room placement, player
-commands) lives in [../building_guide/bank.md](../building_guide/bank.md).
-This page covers the engine side.
-
-## Session state
-
-`StateBank` (defined in `internal/net/server.go`) is the session state for
-the bank interface. Input is routed through `handleBankInput` in
-`internal/game/cmd_bank.go`.
-
-## Player storage
-
-Bank items are stored in the `Player.Bank` field (`map[int]*InventorySlot`),
-saved in character YAML. Bank slots are sequential and reuse freed slots.
-There is no slot limit.
-
-## Command dispatch
-
-- `bank` is classified as `ClassActive` in `classifyCommand()`
-- `bank` case in `executeCommand()` calls `doBank(sess)`
-- `doUse()` checks for `"bank"` or `"bank booth"` targets and routes to
- `doBank()`
-- `doBank()` checks for a `bank_booth` object in the current room
-- `handleBankInput()` dispatches deposit/withdraw/browse/leave commands
diff --git a/dev_guide/concurrency.md b/dev_guide/concurrency.md
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-# Concurrency & durability
-
-This guide documents the runtime architecture decisions that keep live game
-state safe: the single-owner loop, single-file durable money, the account
-lifecycle transactions, and the graceful-shutdown sequence.
-
-## Single-owner game state
-
-One goroutine — the **owner loop** (`internal/game/owner.go`) — executes all
-mutation of live game state: session input handlers, connect/disconnect
-transitions, every tick callback (the master per-tick system sequence and all
-dynamically registered callbacks), and admin mutations. Network and admin
-goroutines submit tasks; they never touch live players, sessions, Hub
-membership, or game runtime maps directly.
-
-Rules:
-
-- `Game.RunOnOwner(fn)` (and `Game.HandleSessionOnOwner` for session input)
- block the caller until the closure has executed on the owner. Connection
- goroutines submit one task per input line, giving per-client backpressure
- without ever blocking another client.
-- A FULL task queue applies backpressure: submitters block until the owner
- drains a task, and a full queue never bypasses the owner — running a task
- on the caller's goroutine while the owner keeps executing would break the
- single-owner invariant. A STOPPED owner (graceful shutdown, after
- admissions have closed) refuses the task and drops it rather than running
- it on the caller's goroutine: `RunOnOwner` returns without executing the
- closure, because running it there would mutate live state concurrently
- with the shutdown sequence and after the final-save barrier. (Synthetic
- tests that construct a Game without an owner run tasks inline on the
- caller.)
-- Code already running on the owner must NOT call `Game.RunOnOwner` — it
- would deadlock waiting for itself. Owner-executed code calls functions
- directly.
-- Task execution is FIFO, so tick callbacks serialize against session input
- and admin mutations in submission order. Tick callbacks still run in
- engine registration-ID order (see tick_order.md); the owner wrapper only
- moves their execution onto the owner goroutine.
-- Slow clients cannot stall the world: `Session` writes are queued
- (`net.Session.StartWriter` puts a transport session into queued mode) and a
- dedicated per-session writer goroutine performs the network I/O with
- per-message write deadlines. A full queue disconnects only that client.
-- Saves run on the owner and serialize a value snapshot; concurrent
- read-modify-write cycles of the same files cannot happen.
-- Password work is the one deliberate exception: Argon2id verification and
- hashing (~64 MiB, tens of milliseconds) run on the CALLER's connection
- goroutine in `HandleSessionOnOwner` (`StatePassword` and
- `StateNewAccount` are intercepted before any owner task is submitted).
- A burst of logins therefore costs memory and CPU on connection
- goroutines, never a stall of the owner's command/tick queue. The owner
- task re-checks the stored hash against the one that was verified so a
- password change mid-login cannot authorize a stale attempt, and
- `player.hashLimiter` caps concurrent Argon2id computations at 4.
- All resulting state transitions (echo, session state, account saves)
- still happen on the owner.
-
-Unit tests construct Games without an owner; such Games run submitted tasks
-inline on the caller's goroutine (legacy behavior), which is fine for
-synthetic tests but production Games always have the owner (started by
-`game.New`).
-
-## Admin editor isolation
-
-All `/api/` routes run through one boundary in `internal/admin/owner.go`:
-
-1. Authenticate, read the request body (maximum 8 MiB) on the HTTP goroutine.
-2. Submit one synchronous `Game.RunAdminOnOwner` task. The **whole handler**
- runs there: validation against current files, plan construction, file
- commits, runtime migration/eviction, store reloads, and undo history.
-3. Write the buffered response on the HTTP goroutine after the task finishes.
-
-Reads use the same boundary so editor API reads cannot observe half an edit.
-Neither slow uploads nor slow downloads hold the owner. File I/O does: large
-bulk edits can briefly pause gameplay. This deliberately avoids a second
-transaction scheduler, fine-grained locks, or optimistic plan retries. Use a
-maintenance window for large world reorganizations.
-
-`RunAdminOnOwner` rejects requests during shutdown with HTTP 503, including
-requests queued before shutdown but not yet started. It never executes on the
-HTTP goroutine after the owner stops. A disconnected request is skipped if it
-has not started; once started, its edit completes even if the browser leaves.
-A failed/lost HTTP response is not proof that the edit did not commit.
-
-### Endpoint inventory and callback contract
-
-| API family (all behind the same boundary) | Mutations / live dependencies |
-| --- | --- |
-| `/rooms`, `/rooms/{id}`, `/rooms/new-empty` | Room create/update/delete, room index and runtime room state |
-| `/rooms/link`, `/rooms/insert`, `/rooms/remove`, `/rooms/move`, `/rooms/rename`, `/rooms/swap` | Multi-file room plans, course changes, room-ID migration or eviction where applicable |
-| `/rooms/bulk-edit`, `/rooms/bulk-delete`, `/rooms/resolve-duplicate` | Bulk room changes, indexes and runtime cleanup |
-| `/room-dirs/create`, `/room-dirs/rename` | Room file organization and indexes |
-| `/items`, `/mobs`, `/drops`, `/hazards` and their ID routes | Definitions plus existing cache/index invalidation; items also rebuild crafting |
-| `/objects`, `/techs`, `/modules`, `/triggers` and their ID routes | Definition files; existing manual-reload semantics remain unchanged |
-| Entity `/rename`, `/move`, `/dirs` routes | Definition file organization, undo history, existing cache invalidation |
-| `/courses`, `/courses/{id}` | Course files, exit reconciliation, course store reload |
-| `/files`, `/files/rename` | Raw file data and history; NOT a semantic room-ID migration or automatic cache reload |
-| `/colors`, `/colors/reset` | Persisted config and live color maps |
-| `/undo/undo`, `/undo/redo` | File images, room-ID migration, index/cache rebuilds, history together |
-| Remaining API routes | Read-only queries; serialized to get coherent snapshots |
-
-Register new endpoints on `apiMux`, never outside this boundary. Do not wrap
-individual callbacks in `RunOnOwner`: they are **already on the owner**.
-`cmd/thoi/main.go` wires direct course reload, craft rebuild, casino eviction,
-and `MigrateRoomIDsOnOwner` callbacks. `UndoStack`'s mutex protects history,
-not gameplay: its apply path and the following rebuild must remain in the
-same enclosing API task. Login password rehash saves and history clearing
-also run on the owner, with expensive password hashing outside it.
-
-This guarantees **isolation from gameplay**, not new crash-atomicity or
-rollback guarantees for every editor operation. Existing file transaction
-and error behavior is unchanged. Raw Files edits and external filesystem
-writes still bypass semantic validation/migrations; use structured room
-operations for live renumbering, and stop the game for external bulk edits.
-Some definition editors still need the in-game `reload` command; serialization
-does not add missing cache invalidations or migrate existing spawned entities.
-
-## Durable money (single-file wallet)
-
-Money lives in the character file and **nowhere else**. Every casino money
-mutation is one atomic `AccountStore.SaveCharacter` (`persistence.WriteFile`:
-temp file → fsync → rename → directory fsync) that carries both the balance
-and the `Player.PendingWagers` ledger. There is no second durable store, so
-there is no cross-file crash window to reconcile.
-
-- **Wager** — debits chips then credits and appends a `PendingWager` (its
- wallet handle plus the exact chips/credits debited) in the SAME save. The
- entry stays until the round resolves.
-- **Settlement** — `PayCredits(amount, stakeIDs...)` credits the payout and
- removes the listed stakes in the same save. A table passes the hand's stake
- IDs (its payout includes their return); a slot win passes its triggering
- stake (its payout is winnings only). Either way the credit and the stake
- consumption are atomic, so a crash can never pay the win and refund the
- stake.
-- **Loss/forfeit** — `ResolveStake`/`ResolveStakes` consume the pending
- stakes in one save; the round resolved and the stake is gone.
-- **Refund** — `RefundOutstanding` returns every pending stake (chips in
- kind, credits as credits) and clears the ledger in one save. Graceful
- shutdown (`Game.runShutdown` → `Casino.RefundAll`) and eviction use it.
-
-A save failure **before replacement** reverts the in-memory balance and
-ledger together. On `persistence.ErrDurabilityUncertain`, every wallet
-operation (wager, payout, stake resolution, refund) instead keeps the applied
-balance and ledger, because the visible file already carries both. The wallet
-logs the storage fault and reports the operation as applied so callers do not
-retry a payout or refund a resolved stake. This does not promise survival of
-a subsequent OS/power crash; it prevents a later save from overwriting the
-visible result with reverted memory.
-
-At startup (`game.New` → `recoverPendingWagers`, `internal/game/money.go`)
-any stake still listed in a character's `PendingWagers` is refunded: a listed
-stake means the process died before its round resolved. That is the entire
-recovery story — no ordering, checkpoints, evidence, or operator queue.
-
-### Two-phase journal recovery is out of scope
-
-This game deliberately does **not** implement a durable money journal or
-two-phase crash recovery. That design was built and then removed: it required
-a second file (`data/economy/journal.jsonl`) plus balance checkpoints, record
-ordering (`Seq`), payout `Covers` linkage, `open_payouts` evidence, and a
-startup recovery pass with per-record ambiguity handling. Its entire purpose
-was to make an ungraceful stop mid-round produce zero credit discrepancies,
-at a cost of ~1,400 lines of engine code and ~2,000 lines of tests.
-
-With the crash-consistency bar deliberately lowered to "a rare ungraceful
-stop may lose or refund one in-flight stake, and must never double-pay", the
-single atomic character save is sufficient: a listed pending stake is
-refunded, and a settlement whose save fails before replacement leaves the
-stake pending and the win unannounced (never paid on top of the refund).
-Post-replacement uncertainty follows the applied-state policy above. Do not reintroduce
-a second money store, per-record ordering, or an operator-inspection queue
-without an explicit decision to restore bank-grade guarantees.
-
-Currency arithmetic is checked (`internal/casino/credits.go`): explicit
-`MaxCredits` cap, bounded `DefaultMaxBet` default (the explicit unlimited
-sentinel is still honored), floor conversion for payout multipliers, and
-overflow rejected instead of wrapping. The cap is shared by the wallet:
-bank withdrawals are rejected when they would push the on-hand balance
-past it, and gameplay credit grants (shop sales, pickups, activity
-payouts) clamp at the cap and log rather than wrap.
-
-## Account lifecycle transactions
-
-Account and character lifecycle operations (create, rename, delete, purge)
-are single journal transactions (`internal/persistence/txn.go`): a journal
-entry with before-images is written durably BEFORE any file changes, the
-operations apply, and the journal is removed at the commit point. Deletes
-sync their parent directory; moves sync both affected directories (once if
-they are the same). Rollback also syncs deletions, including retries where
-the file is already absent, before retiring the journal. An apply failure
-attempts rollback; if rollback fails, the journal stays for recovery. A crash
-mid-commit is rolled back at the next startup by `persistence.Recover`.
-
-Characters carry a stable UUID (`player.Player.ID`) and owner field
-(`player.Player.Account`), assigned at creation and backfilled at first
-startup. Cached membership authorizes by the character file's owner, not by
-its renameable filename, so a stale cached name can never authorize
-connecting, renaming, or deleting a character reassigned to another account.
-
-After any lifecycle mutation, `Game.publishAccountUpdate` republishes the
-account state to every authenticated session of that account — including
-sessions sitting in menus — resetting stale pending selections. The online
-check and the file mutation run as one owner step, closing the
-check-then-rename gap.
-
-## Graceful shutdown
-
-Signals (SIGINT/SIGTERM) and the in-game `shutdown` command converge on
-`Game.RequestShutdown`, which runs the sequence exactly once:
-
-1. **Admissions stop:** session input and disconnect forfeit/save callbacks
- become no-ops (server-initiated shutdown is not a player disconnect).
-2. **Tick stop and join:** `Engine.StopAndWait` stops the ticker and waits
- for the in-flight callback to finish.
-3. **Drain and persist (on the owner):** remaining queued commands execute,
- outstanding wagers are refunded (`Casino.RefundAll`), and every online
- character is saved. Save failures are logged for the operator.
-4. **Owner stop:** the owner loop drains and stops.
-5. **Transports close:** HTTP(S) servers drain, listeners close, and
- sessions flush their outbound queues before their sockets drop.
- `ListenAndServe` returns and main exits normally — no `os.Exit`.
-
-## Room-ID migration
-
-Live room-ID changes (admin rename, swapid) execute as one mutation plan:
-the renamed room's file (id field, filename, self-loop references) plus every
-other room whose references moved, applied as a single journal transaction,
-followed within the same owner task by the full runtime migration
-(`Game.MigrateRoomIDsOnOwner` for the editor): player
-state, Hub room buckets, casino room keys, world room-keyed state (ground
-items, seeded markers, object states), and live mob instances. Undo/redo
-store the whole plan (all before/after images plus the idMap) and apply the
-inverse/forward runtime migration through the same wired callback.
diff --git a/dev_guide/hacking.md b/dev_guide/hacking.md
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-## Hacking
-
-Hacking minigames are played by jacking into terminal objects. Terminals are YAML objects that are registered in Go's `terminalDefs` map.
-
-**The filename is the ID** (`terminal_basic.yaml` → `terminal_basic`); like all objects, the loader derives the ID from the filename — don't add an `id:` field (see `objects.md`).
-
-### Terminal Object YAML
-
-```yaml
-name: basic terminal
-color: "28"
-description: "A battered terminal with a cracked screen. {28}[Level 1 Hacking]{/}"
-inroom_description: "A {28}basic terminal{/} hums quietly against the wall."
-```
-
-- `id` must match a key in `terminalDefs` (Go code in `internal/game/hacking.go`)
-- `name` is used for matching in the `jack` command
-- `color` controls the display color
-- `description` is shown when examining the terminal
-- `inroom_description` is shown in room listings
-- No `behavior` field — terminals are registered in Go, not YAML behaviors
-
-### Adding a New Terminal
-
-1. Create an object YAML file in `data/objects/terminal_<name>.yaml`
-2. Add an entry to `terminalDefs` in `internal/game/hacking.go`
-3. Optionally create a new minigame implementation in `internal/game/hacking_<name>.go`
-4. Place the terminal object in a room's `objects:` list
-
-### Adding a New Minigame
-
-New minigames implement the `HackingMinigame` interface:
-
-```go
-type HackingMinigame interface {
- Init(level int) string
- HandleInput(input string) (output string, done bool, won bool)
- Name() string
-}
-```
-
-Optionally implement `XPBonuser` for bonus XP:
-
-```go
-type XPBonuser interface {
- BonusXP() int
-}
-```
-
-
diff --git a/dev_guide/pai_gow.md b/dev_guide/pai_gow.md
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-# Pai Gow Poker internals
-
-Builder-facing table configuration and the published Fortune pay table
-live in [../building_guide/pai_gow.md](../building_guide/pai_gow.md).
-This page covers the engine side: hand evaluation, the house way,
-settlement and the Joker art.
-
-## Hand evaluation
-
-The Joker is partially wild: an ace, or any missing card completing a
-straight, flush or straight flush. Five aces beats a royal flush. A2345 is
-the second-highest straight (and straight flush), below TJQKA but above
-9TJQK, by default. `PaiGowConfig.A2345High()` reads the optional
-`a2345_second_highest` field (default true); the evaluator is threaded
-through the `...Rules` variants (`pgEvaluateRules`, `pgHouseRules`,
-`pgFortuneRules`, `pgBestRules`, `pgDealerPushRules`,
-`pgMainResultRules`, `pgPushAceClassRules`) so a table can demote the wheel
-to the lowest straight without changing the default wrappers the tests use.
-Low hands recognize only pairs and high cards. Suits do not break ties.
-Copies lose to the dealer. The high hand must strictly outrank the low hand.
-
-## Betting flow
-
-Side bets (`fortune`, and `pushace` on Face Up) are placed first; the main
-wager commits the round. The main bet deals immediately when every active
-(connected) player has one, and a lone bettor is dealt at once, so a single
-seat never waits on a timer. With two or more active players the shared
-betting window (`betting_ticks`) opens and `finishBettingLocked` deals when
-it expires if any main wager is live, refunding side bets on seats that
-never placed one. `unbet main|fortune|pushace|all` returns an undealt stake
-through `PayCredits`, and `leave` before the deal refunds the departing
-seat and re-checks `allBetLocked` so the remaining bettors can be dealt.
-The Push Ace High cap (half the main wager) is enforced when the main wager
-lands, because side bets are already down by then.
-
-## Player setting and showdown
-
-An arrangement made with `24`/`13456`/`house` is stored on the player as
-`pending`; it does not lock the hand or reveal the dealer. `set` moves
-`pending` into `split` and marks the seat ready. When `autoset` is on (the
-table default or a per-seat `autoset on`) a legal arrangement is committed
-straight to `split`. A seat's `autoset` is seeded from
-`PaiGowConfig.Autoset` at join.
-
-When every active seat is ready, `prepareSettlementLocked` evaluates both
-sides, builds a `PaiGowShowdown`, and hands it to `payLocked`. The showdown
-always orders `Hands` player-high, dealer-high, player-low, dealer-low.
-Each `PaiGowHandView` carries the label, the `pgRankName` strength, the
-cards, and whether that hand won its comparison. The presentation layer
-derives the colours (bold yellow for a winning strength, bold white for a
-losing one) from those flags, so the casino package stays colour-free. The
-`PaiGowShowdown` also carries the main result word, Fortune and Push Ace
-outcomes, the Envy amount (only when another active player is seated), the
-total stake, the payout, and the paid/pending state.
-
-The dealt seven cards are only put on the snapshot before a seat has
-arranged anything. A manual seat shows its `pending`/committed split as the
-`Preview` (high then low, gap between, position numbers); an autoset seat
-skips the preview and shows only the set/waiting note. `pgCardNums` maps
-each hand card back to its 1-7 dealt position.
-
-## House way
-
-This is a **local, deterministic house way**, not a claim to reproduce a
-particular casino's proprietary chart or optimal player strategy:
-
-1. Enumerate the 21 possible splits and discard fouls.
-2. Preserve the strongest available high-hand category.
-3. With two pair or a full house available, also allow splits leaving at
- least a pair high and a pair low.
-4. Maximize the low hand among these options, then the high hand.
-
-The dealer and automatic player setting use precisely the same algorithm.
-Published main-game house-edge estimates using other house ways do not
-necessarily apply to this implementation.
-
-## Fortune / Envy mathematics
-
-Of the eight published fixed tables compared on the Wizard of Odds page,
-table 8 (the one configured here) has the lowest house edge: 4.4292%
-before Envy, about 0.08% with six players each betting five. With Envy
-disabled, quads improve from 25:1 to 30:1, a custom local schedule
-lowering the published no-Envy edge by about 0.9974 percentage points to
-3.4318%. These are published theoretical side-bet figures, not a
-simulation of this server; Envy value depends on occupancy and wager size.
-
-## Face Up mechanics
-
-The dealer sets and reveals before players act; the automatic ace-high
-push is checked against the dealer's best five-card hand (`pgDealerPush`),
-so ace pairs and ace-headed flushes do not trigger it. Push Ace High
-classes are resolved by `pgPushAceClass`: a Joker in the dealer's seven
-cards pays the Joker rate (a natural ace plus the Joker makes a pair of
-aces, which is NOT ace-high); otherwise 40:1 when the player is also
-ace-high, else the plain rate.
-
-## Settlement
-
-Main, Fortune, Envy and Push Ace High settle in a single wallet
-transaction per player. Failed settlements freeze the result and block
-the next deal; `settle` or the table tick retries payment, never redraws.
-Successful recipients are not paid twice. Shutdown uses the existing
-durable stake-refund mechanism.
-
-## Joker art
-
-The shared Joker is rank `JK`, suit `joker`. `data/cards.yaml` supplies
-`JK` artwork at sizes 1/5/7/9; `internal/game/render_joker.go` also has
-ASCII and no-store fallbacks, including dark/light styles. Existing Joker
-Poker video poker uses the same art.
diff --git a/dev_guide/roulette.md b/dev_guide/roulette.md
deleted file mode 100644
index e3794e2..0000000
--- a/dev_guide/roulette.md
+++ /dev/null
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-# Roulette and casino extension readiness
-
-The casino has a usable extension seam: `tableGame`, generic `tableCore`,
-registered constructors/config validation in `registry.go`, structured snapshots,
-shared participation/control routing, and durable per-stake wallet handles.
-Roulette uses those seams rather than adding another command dispatcher.
-
-Example table (one game of each type per room remains the manager's rule):
-
-```yaml
-casino_tables:
- - id: roulette_single
- game: roulette
- min_bet: 1
- max_bet: 10000
- betting_ticks: 15
- roulette:
- double_zero: false
- spin_ticks: 4
-```
-
-`double_zero: true` selects the American 38-pocket wheel; otherwise the
-European 37-pocket wheel is used. Spin ticks default to 3; betting ticks use
-the shared default. Ticks follow the server's configured tick length.
-The wheel order is authentic and the outcome is selected uniformly only when
-spinning finishes.
-
-## Presentation
-
-Art is rendered per recipient in `internal/game/render_roulette.go`, so color
-mode and Unicode preference stay per player (the engine snapshot never embeds
-ANSI). The views and betting tracker share one snapshot renderer:
-
-- **Tracker**: a five-line, 74-column strip above the betting board, rendered
- by `render_roulette_tracker.go`. The betting snapshot leads with a blank line
- so the tracker is separated from the prose or menu that precedes it. It shows
- the latest eight hits (newest first), three hot/cold pockets with hit counts,
- and red/black/zero percentages.
- All stats use a table-local rolling window of 50 completed spins. Zeros are
- included in the denominator; ties use numeric order (0, 00, 1, ...).
- History is copied into snapshots, never sampled before settlement, and
- survives round resets but not table replacement or server restart.
- History is copied into snapshots, never sampled before settlement, and
- survives round resets but not table replacement or server restart.
-- **Snapshot cadence**: the board and tracker are drawn once per round by the
- betting menu (on join and after settlement) and by an
- explicit `table`/`table rules`. Placing a wager only confirms the wager; it
- does not re-send the board snapshot.
-- **Betting board**: numbered grid with zeros in the left lane, red/black
- pockets, and outside bets. The whole five-row zero lane (three numbered rows
- plus the two separators between them) carries the green background, and its
- outer corners are rounded in Unicode mode. A racetrack table draws
- `renderRouletteRacetrack` above the board: a numbered oval in physical
- clockwise wheel order, with 26 at the right tip. Interior dividers meet
- each call bet's pockets, left to right: Tiers du Cylindre, Orphelins,
- Voisins du Zero, Zero. Labels are centered on the middle row; a label too
- wide to leave a blank cell against its dividers wraps onto the rows above
- and below it (e.g. "Tiers du" / "Cylindre"), and only the glyphs are
- written so the centering padding never paints over the dividers. Connected
- box-drawing steps separate Tiers from Orphelins; Zero has a curved boundary
- within Voisins. Neighbors is not drawn on the board, but remains in the
- payout reference and help.
-- **Menu ordering**: the roulette betting menu prints its balance and
- heading, then the tracker and board, and only then the wager reminder
- (`bet <amount> on <target>`, `bet / rebet`, `table / sitout / stop`) so the
- instructions follow the table they describe. Other games keep their menu
- above the snapshot.
-- **Spinning**: a stylised 17x9 wheel (wider than tall so it reads as a circle
- in a terminal cell grid). Only the rim is colored: solid red pockets alternate
- with a very dark blue that stands in for black (`rouletteWheelBlack`), because
- pure black vanishes on dark terminals. Pockets are two cells wide except the
- top and bottom centres, which stay one cell. One pocket is green (plus its
- diametrically opposite pocket on American wheels). A simple plus marks the
- croupier's spindle. No pocket numbers are drawn; with color off the pockets
- fall back to R/B/G so the wheel still reads.
-- **Result**: the winning pocket plus two physical wheel neighbours on each
- side (five cards) at playing-card size. The pocket number sits on the top row,
- a rule separates it from the ball (one row above centre), and the color name
- is spelled out on the bottom row only when color is off. There is no
- surrounding prose. The smallest (five-row) cards drop the rule so the ball
- can sit directly under the number. The wheel and result graphics each get a
- blank line before and after so they do not crowd the prose.
-
-The colored payout tables in `internal/game/render_casino_help.go` use the
-shared ANSI-aware `ui.Table` renderer, respecting ASCII/Unicode and wrap width.
-They show wheel-specific win chances and net profit odds, including call-bet
-exceptions. They appear only with `table` and `table rules`, not ambient art.
-`table help` opens the current game's guide; `help casino` indexes the brief
-casino guides in `data/help/`. `help racetrack` explains chip placements and
-rounding, including `zero`/`jeu zero` versus the straight-number target `0`.
-Each table's one-line
-overview is kept short (`Label | Limits 1-10000 | n/m seated | state`) so it
-fits beside a look minimap; `writeLookSideBySide` also wraps any content line
-that would otherwise run into the map column.
-
-Initial scope is **one wager per player per spin**. A wager covers straight-up
-numbers, outside bets (colors, parity, high/low, 1to12/13to24/25to36, rows),
-and the combination bets: splits, streets, corners, six-lines, trios, and the
-basket. Combination targets are a compact number list (`split 1 2`,
-`street 1-2-3`, `corner 1 2 4 5`, `line 1 2 3 4 5 6`, `trio 0 00 2`,
-`basket`) joined from the tokens after `on`; the leading name is optional
-because the geometry of the covered set identifies the bet. Non-adjacent or
-wrong-shaped sets are rejected rather than silently accepted. Multiple
-simultaneous wagers remain future work: `Participant.Wager` still holds a
-single stake.
-
-Single-zero tables may set `roulette.racetrack: true`. That adds the four
-French call bets (Voisins du Zéro, Tiers du Cylindre, Orphelins, Jeu Zero)
-and the Neighbors bet (a chosen number plus four on each side in wheel order).
-The racetrack is a single-zero layout only: the validator rejects
-`racetrack: true` together with `double_zero: true`. A call bet is **one
-wager** whose amount is the total stake spread evenly over the bet's chips
-(Voisins 9, Tiers 6, Orphelins 5, Jeu Zero 4, Neighbors 9). Because the
-components are ordinary inside bets, each returns `36/covered` when its
-number hits, so a winning pocket can pay a different multiple of the stake
-than another (for example 0 on Voisins pays 24/9, while 4 pays 18/9). The
-engine therefore resolves a wager to exact per-pocket `num/den` shares
-(`roulette_racetrack.go`) instead of a single multiplier; `bet` validates
-every possible return before committing and `settle` floors
-`stake*num/den`. The rack panel is drawn by `renderRouletteRacetrack` above
-the board and lists each bet's wheel-order series.
-
-All returns are checked before debiting a wager. Both winning and losing stakes
-settle through `PayCredits(return, stakeID)`, including a zero return for losses.
-Failures leave the stake pending and do not claim that payment succeeded.
-Shutdown and eviction refund outstanding stakes and reset the round.
-Disconnect refunds are safe because no partial outcome is sampled or exposed.
-
-Settlements are rendered by `settlementText` in `internal/casino/table_ux.go`:
-a colored win/loss/push headline gives the round's net once (the old
-"Net ... | ... returned (stake included)" split is gone), then each named bet
-— a blackjack hand, insurance, or the table's spot — is listed with its own
-net. Wins are green, losses red, pushes white, and a natural keeps the jackpot
-gradient. The engine emits inline color tags (`{casino_result_win}WIN{/}`),
-which `Game.casinoProse` expands per recipient against the session palette, so
-the engine still never embeds ANSI. Casino prose defaults to white
-(`casino_action`), leaving color for emphasized outcomes.
-
-## Assessment and boundaries
-
-This is a sound foundation for more testing-stage table games, not a blanket
-production-readiness certification. New games must test payout math, overflow,
-phase boundaries, disconnects, queued departure, refunds, persistence failure,
-and spectator output. Shared card-game loss settlement still uses the void
-`ResolveStakesByIDs` API: it preserves failed stakes for recovery but cannot
-report that failure to its caller. Roulette avoids that limitation with the
-existing error-returning payment API. Uniform per-stake error-returning
-settlement would be a worthwhile follow-up for older games.
-
-Multiple concurrent wagers need their own explicit ledger/limit model instead
-of reusing the single `Participant.Wager`. Multiple same-game tables in one room
-would also require changing current addressing/validation assumptions.
-
-## Testing shortcut
-
-`data/objects/casino_test_portal.yaml` is placed in starting room 1001.
-`use casino` gives 1000 chips and teleports to vestibule 6100. It is intentionally
-repeatable and uses ordinary trigger/drop/teleport machinery. Keep an inventory
-slot free (ordinary trigger drops fall to the ground when inventory is full).
-Remove the room's `casino_test_portal` reference before production: this grants
-unlimited test funds and bypasses travel/progression. No account roles are needed.
-
-Single-zero room 6182 and double-zero room 6183 are north of ground-floor
-landing 6102. `help roulette` describes player syntax and supported bets.
diff --git a/dev_guide/tick_order.md b/dev_guide/tick_order.md
deleted file mode 100644
index b1246dd..0000000
--- a/dev_guide/tick_order.md
+++ /dev/null
@@ -1,143 +0,0 @@
-## Per-Tick System Order
-
-The server runs on a fixed game tick (600ms by default; configurable via
-`tick_length` in `config.yaml`). Each tick, every online player's pending
-commands resolve and a fixed sequence of systems advance world state. The
-**canonical order** in which these per-tick systems fire is a load-bearing
-contract: combat resolution, deplete/restock timers, regen, respawns, and
-sequence-driven triggers all depend on it. Reordering it is a breaking change.
-
-### Source of truth
-
-The authoritative list lives in code, not in this doc:
-
-- `internal/game/tick_systems.go` — the `tickSystemOrder` slice and
- `(*Game).RunTickSystems()`, the method that fires them in order.
-- `cmd/thoi/main.go` — the master per-tick subscriber, registered with the
- engine as **subscription ID 1**, whose body is `g.RunTickSystems()`. The
- engine (`internal/engine/tick.go` `processTick`) sorts subscribers by
- registration ID, so the master subscriber fires first each tick, before
- any dynamically-registered combat / aggro / respawn callbacks (which get
- higher IDs as players act).
-- `internal/game/tick_systems_test.go` — `TestTickSystemOrder` fails if the
- table drifts from the list below. `TestRunTickSystemsEmptyGameIsSafe`
- guards the "safe to tick with no players connected" contract every system
- must uphold (see "Per-system contracts" below).
-
-If you change the order, add a system, or remove one: update `tickSystemOrder`
-in `tick_systems.go`, the `expectedTickSystemOrder` list in
-`tick_systems_test.go`, and the table in this file. All three are intentional
-duplicates so any one of them drifting fails the test loudly.
-
-### Canonical sequence
-
-| # | System | What it does |
-| --- | ----------------------- | ------------------------------------------------------------------------------------------------------------------ |
-| 1 | `ProcessQueuedCommands` | Drains each player's free-queued commands and the globally timestamp-sorted active queue; advances walk sequences. |
-| 2 | `CasinoTick` | Advances casino betting deadlines and resolves completed casino rounds. |
-| 3 | `MoveTick` | Counts down `p.MoveTicks`; on reach-zero, completes a pending run/walk and re-prompts. |
-| 4 | `SequenceTick` | Advances every active trigger `sequence` (per-player and global) one step. |
-| 5 | `TransientMobTick` | Despawns owned / `DespawnOnLeave` mobs whose owner has left their room. |
-| 6 | `World.Tick` | World-internal: ground-item respawn/despawn/reserve timers and shared-object deplete timers. |
-| 7 | `MobStore.Tick` | Mob shop restock and mob HP regenerate. Order: by `InstanceID` so processing is stable across ticks. |
-| 8 | `RegenTick` | Player HP regeneration, accelerated by tech HP-regen multipliers. |
-| 9 | `EnergyRegenTick` | Run-energy regeneration for every online player. |
-| 10 | `DisconnectTick` | Counts down pending disconnects and hard-removes finished sessions (skipping players still in combat). |
-| 11 | `WanderTick` | Mob wandering (exit-based) and object wandering (fishing spots), with enter/leave messages to observers. |
-| 12 | `SharedDepletionTick` | Ticks shared-object deplete timers up (in use) or down (recovering). |
-| 13 | `FireTick` | Decays fire objects; on burn-out, spawns the removal item and cancels stokers. |
-| 14 | `AdvanceActions` | Advances every active player action by one tick; fires completion handlers per action type. |
-| 15 | `TechTick` | Drains battery for active tech, applies equipment / PreserveDrain reductions, and deactivates all on empty. |
-| 16 | `ConsumeTick` | Counts down `ConsumeCooldown` and `HomeTransportCooldown`. |
-| 17 | `BroadcastRespawns` | Flushes respawned world objects and broadcasts their `respawn_broadcast` lines to players in those rooms. |
-| 18 | `VisualTick` | Optional per-player "visual tick" line/counter for AFK feedback. |
-| 19 | `SneakTick` | Advances guard watch timers and sneaking players' tick counters. |
-| 20 | `FarmTick` | Crops grow, drain water, and yield on harvest (fires every `FarmTickInterval` ticks). |
-| 21 | `BuffTick` | Potion buff duration countdown; expires and removes effects. |
-| 22 | `SafespotTick` | Safespot unsafe-chance and decay-chance rolls per player. |
-| 23 | `HazardTick` | Room hazard damage to non-GodMode players. |
-
-### Determinism contract
-
-Three layers of ordering decide what happens on a given tick, in priority:
-
-1. **Subscriber order** — deterministic. `engine.processTick` sorts
- subscribers by registration ID. The master subscriber (ID 1, set in
- `cmd/thoi/main.go`) always fires first; every system in
- `RunTickSystems` then runs in the table order above. Dynamic combat /
- aggro / respawn subscribers registered later get higher IDs and fire
- after the canonical 23 systems. This is asserted by
- `internal/engine/tick_test.go::TestProcessTickFiresInSubscriptionOrder`.
-
-2. **Per-system iteration order** — deterministic, as of the deterministic
- per-tick subscriber work. Systems that iterate over players or mobs use
- stable ordering:
- - `Hub.AllSessions()` and `Hub.PlayersInRoom` (`internal/net/server.go`)
- sort sessions by `Session.seq`, a monotonic counter assigned in
- `Hub.Add` in connection order.
- - `MobStore.AllInstances()`, `MobStore.MobsInRoom()`, and `MobStore.Tick()`
- (`internal/world/mob.go`) sort by `MobInstance.InstanceID`.
-
- This means, for example, that cosmetic "X enters." / "Y leaves."
- interleavings in `WanderTick`, shop-restock order in `MobStore.Tick`,
- and per-player processing order in `RegenTick` / `HazardTick` /
- `SneakTick` etc. are reproducible across runs.
-
-3. **Random-number generation** — **not deterministic across server
- restarts.** The `math/rand` top-level functions used across the engine
- (`rand.Float64`, `rand.Intn`, `rand.Int`, `rand.Shuffle`) are
- auto-seeded at program startup (Go 1.20+; calling `rand.Seed` is
- deprecated and is never done here). So combat hit rolls, drop rolls,
- wandering exit picks, and minigame randomness differ between server
- runs. Two ticks from the same seeded run are reproducible *relative* to
- each other (the global source is deterministic), but a fresh server
- start produces a different stream.
-
- Only `rollAggroRand` (`internal/game/sys_combat.go`) is replaceable for
- tests; the rest are global-function calls. Reproducible full-tick
- traces (e.g. for record/replay debugging) would require threading a
- seeded `*math/rand.Rand`/`math/rand/v2.ChaCha8` through the engine; not
- currently done.
-
-### Per-system contracts (the empty-game invariant)
-
-Every system in the table must be safe to invoke on a `*Game` that has its
-stores initialized (`World`, `MobStore`, `Hub`, `queue`, etc. via
-`game.New` + `SetHub`) but **no players connected**. Concretely:
-
-- Systems that touch the hub: guard with `if g.Hub == nil { return }` at the
- top, *or* guard each `Hub.*` call with `if g.Hub != nil`. Either is fine.
- (`main.go` now calls `SetHub` *before* `Ticks.Start`, so the production
- server never ticks with a nil hub; the guards are belt-and-braces for a
- `*Game` that tests construct without `SetHub`, such as
- `newRunTickSystemsTestGame`.)
-- Systems that iterate over maps/slices held on `*Game` (`sequences`,
- `restTimers`, `guardWatchTimers`, `hackingStates`, …) must tolerate empty
- / freshly-initialized maps. `game.New` initializes all of them; tests that
- build a stub `*Game` must too (see `newRunTickSystemsTestGame`).
-
-Violating either of these is caught by
-`TestRunTickSystemsEmptyGameIsSafe` in `internal/game/tick_systems_test.go`.
-If you add a new system that needs a new field initialized, update that
-helper as well.
-
-### Notes for builders
-
-When writing content that depends on per-tick ordering (a trigger that
-should fire *after* regen, a sequence whose step messages should appear
-*before* the move completes, etc.), consult the table above and remember:
-
-- `MoveTick` (table #3) runs before `SequenceTick` (table #4) — the table
- fires top-to-bottom, so a move that completes this tick will have its
- enter-room knock-on triggers fire (inside `ProcessQueuedCommands`, #1, or
- `MoveTick`, #3) before trigger `sequences` advance in #4.
-- `on_enter` / `on_exit` room triggers fire from command execution, not
- from a per-tick system; they run inside `ProcessQueuedCommands` (#1)
- or `MoveTick` (#3) when the move actually completes.
-- Shop restock (`MobStore.Tick`, #7) happens *before* `RegenTick` (#8) and
- *before* `AdvanceActions` (#14); if a gathering action completes this tick
- it does so in #14, by which point shop state for this tick has
- already advanced.
-
-When in doubt, the test in `tick_systems_test.go` is the executable
-specification.
diff --git a/dev_guide/video_poker.md b/dev_guide/video_poker.md
deleted file mode 100644
index 46d900e..0000000
--- a/dev_guide/video_poker.md
+++ /dev/null
@@ -1,45 +0,0 @@
-# Video poker internals
-
-Builder-facing cabinet configuration, payout tiers and player controls
-live in [../building_guide/video_poker.md](../building_guide/video_poker.md).
-This page covers presentation and money-safety internals.
-
-## Presentation
-
-Pay tables use yellow Unicode borders and dotted hand-name leaders. Blue
-`#000269`, red `#fe0000` (selected coin column), and yellow `#f7e70e` are mapped
-to nearest xterm colors. HELD and wins are bold yellow; no-win text is bold
-white. Results are below cards. Bonus indicators and multipliers sit beside
-cards. Multi-hand art shrinks; hundred-play uses compact Unicode ranks/suits.
-
-Payouts are total coins including stake, not profit. Multiply by denomination
-for credits. Natural royals pay 250 per coin below five coins, 4000 at five.
-Other categories scale linearly. Only the highest-paying category pays.
-All games use fresh 52-card decks except Joker Poker's 53-card deck. Each line
-shares the deal/holds but draws from its own shuffled remaining deck, excluding
-**all five** original cards, including discards.
-
-## Shared banks and money safety
-
-Ultimate X multipliers belong to the **machine**, not the player. Another
-occupant inherits them. Files live at
-`data/casino/video_poker_banks/<room>_<cabinet>.yaml`. Within each file banks
-are keyed by game/tier/denomination/hand-count, preventing denomination or
-edition switching from amplifying an award. Fully consumed banks are removed.
-Missing files are new machines; corrupt/unreadable files block deals.
-
-`casino.PokerWallet` loads banks and atomically settles character credits,
-pending stake removal, and the cabinet file in a multi-file undo-journal
-transaction. There is no package-global persistence callback. The game owner
-serializes writes. The stake is durable before revealing cards; frozen final
-hands and awards survive payment retries without redraws or rerolls. Failed
-transactions leave the old live bank intact. Commit-point failures are recovered
-and reconciled before any retry; unrecoverable storage faults fail closed.
-Startup journal recovery precedes pending-wager recovery. A process crash before
-commit restores both old records, then refunds the unresolved stake. Committed
-payouts cannot replay an old bank. Shutdown/eviction refunds unresolved stakes
-without consuming previously saved multipliers or retaining uncommitted awards.
-
-Old experimental player-owned `video_poker_multipliers` fields are no longer
-read. They are not merged into shared cabinets (multiple player banks cannot
-unambiguously become one physical bank).