ADDED Requirements
Requirement: The engine SHALL represent a deterministic stacked grid state
The engine SHALL represent a level as a bounded rectangular grid containing uniquely identified object and word entities. Multiple entities, including words, SHALL be allowed in one cell, and a turn snapshot SHALL include positions, entity kinds, word text, active rules, move count, win state, and the complete history needed for undo.
Scenario: Multiple words share a cell
- WHEN two word entities occupy the same coordinate
- THEN both remain addressable and rule scanning considers both word texts at that coordinate
Scenario: Invalid movement is rejected
- WHEN a caller requests a diagonal move, an out-of-bounds move, or a move after the level is won
- THEN the engine leaves state and undo history unchanged
Requirement: The engine SHALL derive the MVP rule vocabulary from movable words
The engine SHALL scan horizontal and vertical straight lines for NOUN IS VALUE sentences, with adjacent AND terms expanding the noun side or value side. The initial semantic properties SHALL be exactly YOU, PUSH, STOP, WIN, SINK, and DEFEAT; a noun-to-noun value SHALL be treated as a transformation. Rules SHALL be recomputed from the current word positions after a turn that changes board state.
Scenario: An AND sentence expands to multiple properties
- WHEN the board contains
BABA IS YOU AND PUSHin one straight line - THEN the active rule table contains
BABA IS YOUandBABA IS PUSH
Scenario: A moved word changes the active rules
- WHEN a legal move changes the position of a word entity
- THEN the engine replaces the active rule table with rules parsed from the new word positions before the next player intent
Scenario: A malformed line is ignored
- WHEN a word line lacks
ISor has no noun and value on both sides - THEN the line produces no active rule and does not make the turn fail
Requirement: The engine SHALL resolve controlled movement and pushes atomically
Entities whose noun has YOU SHALL receive the requested cardinal intent. A moving entity SHALL push a contiguous chain of PUSH entities when every destination is in bounds and free of STOP entities; a blocked chain SHALL not move any member. Word entities SHALL be pushable by default so that players can edit rules.
Scenario: A legal push moves the complete chain
- WHEN a
YOUentity moves toward one or more adjacentPUSHentities with an empty in-bounds destination - THEN the chain moves one cell in the requested direction and the move count increases by one
Scenario: STOP blocks a push
- WHEN a requested movement would push an entity into a
STOPentity or outside the grid - THEN no entity moves and the move count does not increase
Scenario: Several YOU entities use stable ordering
- WHEN more than one
YOUentity receives the same intent - THEN the engine resolves them in a documented stable order and produces the same state for the same initial state and intent
Requirement: The engine SHALL apply transformations and contact effects deterministically
After movement, the engine SHALL apply active noun-to-noun transformations, then resolve contact effects using the MVP properties. SINK SHALL remove all occupants of a contact cell, DEFEAT SHALL remove controlled entities sharing its cell, and WIN SHALL mark the level won when a controlled entity shares a cell with a winning entity. The engine SHALL expose the settled state only after these effects complete.
Scenario: A noun transforms
- WHEN the active rule
BABA IS KEKEis present after a successful turn - THEN every object with noun
BABAbecomes nounKEKEbefore the next rule scan
Scenario: Sink removes contact occupants
- WHEN an entity with
SINKshares a cell with another entity after movement - THEN every entity in that cell is removed before the turn is committed
Scenario: Defeat removes YOU
- WHEN a
YOUentity shares a cell with an entity havingDEFEAT - THEN the controlled entity is removed and the level is not marked won by that contact
Scenario: Win marks the level complete
- WHEN a
YOUentity shares a cell with an entity havingWIN - THEN the engine marks the level won and rejects later movement until reset or progression
Requirement: The engine SHALL support complete turn undo and reset
The engine SHALL save the complete pre-turn state before each successful movement and SHALL restore it with undo. reset SHALL restore the original level, clear history, clear the win state, and rebuild rules and derived effects.
Scenario: Undo restores a rule edit
- WHEN a successful push moves a word and the caller invokes
undo - THEN the word positions, active rules, objects, move count, and win state match the state before that push
Scenario: Undo with no history is harmless
- WHEN the caller invokes
undobefore any successful move - THEN the engine returns a false or equivalent no-op result and leaves the state unchanged
Scenario: Reset returns to the level start
- WHEN the caller invokes
resetafter any sequence of moves and effects - THEN the initial entities and rules are restored, move count is zero, win is false, and undo history is empty
Requirement: Active rules SHALL identify their source words
Each active rule SHALL expose the word entity IDs that formed it in reading order and whether the sentence runs horizontally or vertically. Duplicate sentences at different locations SHALL retain deterministic source information.
Scenario: A horizontal sentence reports its source
- WHEN adjacent word entities form
MIAU IS YOUfrom left to right - THEN the resulting rule identifies those word IDs in order and reports horizontal axis
Scenario: A vertical sentence reports its source
- WHEN adjacent word entities form
ROCK IS PUSHfrom top to bottom - THEN the resulting rule identifies those word IDs in order and reports vertical axis
Requirement: Engine actions SHALL return settled turn events
step, undo, and reset SHALL return an event record after resolving state. Every record SHALL have kind: 'step' | 'undo' | 'reset', accepted, ordered moved, full-record rulesAdded and rulesRemoved, ordered transformed, ordered destroyed, controlLost, and final won fields. A blocked or invalid step SHALL retain kind: 'step', report accepted: false, and leave state unchanged.
For movement, each entry SHALL be { id, from, to, pushedBy }, where pushedBy is the immediate pusher's entity id or null for a directly controlled mover. A physical block SHALL be { id, dir, blockerId, reason }, where blockerId is the blocking entity id or null at the board edge and reason is stop or bounds. Rule delta entries SHALL be complete rule records with subject, predicate, sourceIds, and axis. Destroyed entries SHALL be { id, noun|text, at, cause } with cause sink or defeat. Arrays SHALL preserve engine resolution order: movement, transformation, destruction, then win evaluation. controlLost SHALL be true when the settled state has no YOU entity.
Scenario: Breaking a rule produces a rule delta
- WHEN a successful push moves a word out of a sentence
- THEN the step result lists the word movement with
from,to, andpushedBy, and lists the removed rule as a full record retaining its formersourceIdsandaxis
Scenario: A blocked push produces no state change
- WHEN a push chain is blocked by
STOPor the board edge - THEN the step result has
kind: 'step', reportsaccepted: false, identifiesid,dir,blockerId, andreason, and leaves move count and history unchanged
Scenario: Undo reports a restored state
- WHEN a successful move is undone
- THEN the undo result has
kind: 'undo', reportsaccepted: true, the reverse movement withpushedBy: null, the rule changes,controlLost, and the restored win state
Scenario: Contact destruction includes presentation details
- WHEN a
SINKorDEFEATinteraction removes an entity - THEN the step result lists its id, noun or text, cell coordinate, and
causein the destruction order
Scenario: Control loss is explicit
- WHEN a settled step removes the last entity with the
YOUproperty - THEN the step result reports
controlLost: trueeven though the state remains inspectable for the loss feedback
Scenario: Event arrays preserve resolution order
- WHEN one accepted step moves entities, transforms an object, destroys contacts, and evaluates a win
- THEN the event arrays retain movement order first, transformation order second, destruction order third, and the final win result after those phases