Compare commits

..

4 commits

Author SHA1 Message Date
Henri Bourcereau 39fd807339 feat: python bindings (wip) 2026-01-18 20:19:10 +01:00
Henri Bourcereau 13ec2009a5 fix: comment 2026-01-18 18:41:08 +01:00
Henri Bourcereau 8be1071291 python bindings 2026-01-17 20:58:00 +01:00
Henri Bourcereau 0024843a5c chore:add beads 2026-01-17 20:42:59 +01:00
12 changed files with 317 additions and 181 deletions

44
.beads/.gitignore vendored Normal file
View file

@ -0,0 +1,44 @@
# SQLite databases
*.db
*.db?*
*.db-journal
*.db-wal
*.db-shm
# Daemon runtime files
daemon.lock
daemon.log
daemon.pid
bd.sock
sync-state.json
last-touched
# Local version tracking (prevents upgrade notification spam after git ops)
.local_version
# Legacy database files
db.sqlite
bd.db
# Worktree redirect file (contains relative path to main repo's .beads/)
# Must not be committed as paths would be wrong in other clones
redirect
# Merge artifacts (temporary files from 3-way merge)
beads.base.jsonl
beads.base.meta.json
beads.left.jsonl
beads.left.meta.json
beads.right.jsonl
beads.right.meta.json
# Sync state (local-only, per-machine)
# These files are machine-specific and should not be shared across clones
.sync.lock
sync_base.jsonl
# NOTE: Do NOT add negation patterns (e.g., !issues.jsonl) here.
# They would override fork protection in .git/info/exclude, allowing
# contributors to accidentally commit upstream issue databases.
# The JSONL files (issues.jsonl, interactions.jsonl) and config files
# are tracked by git by default since no pattern above ignores them.

81
.beads/README.md Normal file
View file

@ -0,0 +1,81 @@
# Beads - AI-Native Issue Tracking
Welcome to Beads! This repository uses **Beads** for issue tracking - a modern, AI-native tool designed to live directly in your codebase alongside your code.
## What is Beads?
Beads is issue tracking that lives in your repo, making it perfect for AI coding agents and developers who want their issues close to their code. No web UI required - everything works through the CLI and integrates seamlessly with git.
**Learn more:** [github.com/steveyegge/beads](https://github.com/steveyegge/beads)
## Quick Start
### Essential Commands
```bash
# Create new issues
bd create "Add user authentication"
# View all issues
bd list
# View issue details
bd show <issue-id>
# Update issue status
bd update <issue-id> --status in_progress
bd update <issue-id> --status done
# Sync with git remote
bd sync
```
### Working with Issues
Issues in Beads are:
- **Git-native**: Stored in `.beads/issues.jsonl` and synced like code
- **AI-friendly**: CLI-first design works perfectly with AI coding agents
- **Branch-aware**: Issues can follow your branch workflow
- **Always in sync**: Auto-syncs with your commits
## Why Beads?
✨ **AI-Native Design**
- Built specifically for AI-assisted development workflows
- CLI-first interface works seamlessly with AI coding agents
- No context switching to web UIs
🚀 **Developer Focused**
- Issues live in your repo, right next to your code
- Works offline, syncs when you push
- Fast, lightweight, and stays out of your way
🔧 **Git Integration**
- Automatic sync with git commits
- Branch-aware issue tracking
- Intelligent JSONL merge resolution
## Get Started with Beads
Try Beads in your own projects:
```bash
# Install Beads
curl -sSL https://raw.githubusercontent.com/steveyegge/beads/main/scripts/install.sh | bash
# Initialize in your repo
bd init
# Create your first issue
bd create "Try out Beads"
```
## Learn More
- **Documentation**: [github.com/steveyegge/beads/docs](https://github.com/steveyegge/beads/tree/main/docs)
- **Quick Start Guide**: Run `bd quickstart`
- **Examples**: [github.com/steveyegge/beads/examples](https://github.com/steveyegge/beads/tree/main/examples)
---
*Beads: Issue tracking that moves at the speed of thought* ⚡

62
.beads/config.yaml Normal file
View file

@ -0,0 +1,62 @@
# Beads Configuration File
# This file configures default behavior for all bd commands in this repository
# All settings can also be set via environment variables (BD_* prefix)
# or overridden with command-line flags
# Issue prefix for this repository (used by bd init)
# If not set, bd init will auto-detect from directory name
# Example: issue-prefix: "myproject" creates issues like "myproject-1", "myproject-2", etc.
# issue-prefix: ""
# Use no-db mode: load from JSONL, no SQLite, write back after each command
# When true, bd will use .beads/issues.jsonl as the source of truth
# instead of SQLite database
# no-db: false
# Disable daemon for RPC communication (forces direct database access)
# no-daemon: false
# Disable auto-flush of database to JSONL after mutations
# no-auto-flush: false
# Disable auto-import from JSONL when it's newer than database
# no-auto-import: false
# Enable JSON output by default
# json: false
# Default actor for audit trails (overridden by BD_ACTOR or --actor)
# actor: ""
# Path to database (overridden by BEADS_DB or --db)
# db: ""
# Auto-start daemon if not running (can also use BEADS_AUTO_START_DAEMON)
# auto-start-daemon: true
# Debounce interval for auto-flush (can also use BEADS_FLUSH_DEBOUNCE)
# flush-debounce: "5s"
# Git branch for beads commits (bd sync will commit to this branch)
# IMPORTANT: Set this for team projects so all clones use the same sync branch.
# This setting persists across clones (unlike database config which is gitignored).
# Can also use BEADS_SYNC_BRANCH env var for local override.
# If not set, bd sync will require you to run 'bd config set sync.branch <branch>'.
sync-branch: "beads-sync"
# Multi-repo configuration (experimental - bd-307)
# Allows hydrating from multiple repositories and routing writes to the correct JSONL
# repos:
# primary: "." # Primary repo (where this database lives)
# additional: # Additional repos to hydrate from (read-only)
# - ~/beads-planning # Personal planning repo
# - ~/work-planning # Work planning repo
# Integration settings (access with 'bd config get/set')
# These are stored in the database, not in this file:
# - jira.url
# - jira.project
# - linear.url
# - linear.api-key
# - github.org
# - github.repo

View file

0
.beads/issues.jsonl Normal file
View file

4
.beads/metadata.json Normal file
View file

@ -0,0 +1,4 @@
{
"database": "beads.db",
"jsonl_export": "issues.jsonl"
}

3
.gitattributes vendored Normal file
View file

@ -0,0 +1,3 @@
# Use bd merge for beads JSONL files
.beads/issues.jsonl merge=beads

24
AGENTS.md Normal file
View file

@ -0,0 +1,24 @@
# Agent Instructions
This project uses **bd** (beads) for issue tracking.
Run `bd prime` for workflow context, or install hooks (`bd hooks install`) for auto-injection.
## Quick Reference
- `bd ready` - Find unblocked work
- `bd create "Title" --type task --priority 2` - Create issue
- `bd update <id> --status in_progress` # Claim work
- `bd close <id>` - Complete work
- `bd sync` - Sync with git (run at session end)
## Landing the Plane (Session Completion)
**When ending a work session**, you MUST complete ALL steps below.
**MANDATORY WORKFLOW:**
1. **File issues for remaining work** - Create issues for anything that needs follow-up
2. **Run quality gates** (if code changed) - Tests, linters, builds
3. **Update issue status** - Close finished work, update in-progress items
4. **Hand off** - Provide context for next session

View file

@ -15,7 +15,8 @@ pub const ACTION_SPACE_SIZE: usize = 514;
pub enum TrictracAction {
/// Lancer les dés
Roll,
/// Continuer après avoir gagné un trou
/// Faire un nouveau 'relevé' (repositionnement des dames à l'état de départ) après avoir gagné un trou,
/// au lieu de continuer dans la position courante
Go,
/// Effectuer un mouvement de pions
Move {

24
doc/ai/history/beads.md Normal file
View file

@ -0,0 +1,24 @@
```sh
bd init
Repository ID: d5459d4d
Clone ID: 73ab432945c43882
✓ Created AGENTS.md with landing-the-plane instructions
✓ bd initialized successfully!
Database: .beads/beads.db
Issue prefix: trictrac
Issues will be named: trictrac-<hash> (e.g., trictrac-a3f2dd)
Run bd quickstart to get started.
⚠ Setup incomplete. Some issues were detected:
• Git Hooks: Missing 1 recommended hook(s)
• Sync Divergence: 1 sync divergence issue(s) detected
• Claude Integration: Not configured
• Git Working Tree: Uncommitted changes present
• Version Tracking: Version tracking not initialized
• Sync Branch Config: sync-branch not configured
Run bd doctor --fix to see details and fix these issues.
```

View file

@ -3,7 +3,7 @@ use pyo3::prelude::*;
use pyo3::types::PyDict;
use crate::board::CheckerMove;
use crate::dice::Dice;
use crate::dice::{Dice, DiceRoller};
use crate::game::{GameEvent, GameState, Stage, TurnStage};
use crate::game_rules_moves::MoveRules;
use crate::game_rules_points::PointsRules;
@ -24,7 +24,7 @@ impl TricTrac {
// Initialiser 2 joueurs
game_state.init_player("player1");
game_state.init_player("bot");
game_state.init_player("player2");
// Commencer la partie avec le joueur 1
game_state.consume(&GameEvent::BeginGame { goes_first: 1 });
@ -36,50 +36,81 @@ impl TricTrac {
}
}
/// Obtenir l'état du jeu sous forme de dictionnaire
fn get_state_dict<'py>(&self, py: Python<'py>) -> PyResult<Bound<'py, PyDict>> {
let dict = PyDict::new(py);
dict.set_item("stage", format!("{:?}", self.game_state.stage))?;
dict.set_item("turn_stage", format!("{:?}", self.game_state.turn_stage))?;
dict.set_item("active_player_id", self.game_state.active_player_id)?;
// Board
let board_list = self.game_state.board.to_vec(); // returns Vec<i8>
dict.set_item("board", board_list)?;
// Dice
dict.set_item("dice", (self.game_state.dice.values.0, self.game_state.dice.values.1))?;
// Players
let players_dict = PyDict::new(py);
for (id, player) in &self.game_state.players {
let p_dict = PyDict::new(py);
p_dict.set_item("color", format!("{:?}", player.color))?;
p_dict.set_item("holes", player.holes)?;
p_dict.set_item("points", player.points)?;
p_dict.set_item("can_bredouille", player.can_bredouille)?;
p_dict.set_item("dice_roll_count", player.dice_roll_count)?;
players_dict.set_item(id, p_dict)?;
}
dict.set_item("players", players_dict)?;
Ok(dict)
}
/// Lance les dés ou utilise la séquence prédéfinie
fn roll_dice(&mut self) -> PyResult<(u8, u8)> {
let player_id = self.game_state.active_player_id;
if self.game_state.turn_stage != TurnStage::RollDice {
return Err(pyo3::exceptions::PyRuntimeError::new_err("Not in RollDice stage"));
}
self.game_state.consume(&GameEvent::Roll { player_id });
let dice = if self.current_dice_index < self.dice_roll_sequence.len() {
let vals = self.dice_roll_sequence[self.current_dice_index];
self.current_dice_index += 1;
Dice { values: vals }
} else {
DiceRoller::default().roll()
};
self.game_state.consume(&GameEvent::RollResult { player_id, dice });
Ok(dice.values)
}
/// Applique un mouvement (deux déplacements de dames)
fn apply_move(&mut self, from1: usize, to1: usize, from2: usize, to2: usize) -> PyResult<()> {
let player_id = self.game_state.active_player_id;
let m1 = CheckerMove::new(from1, to1).map_err(|e| pyo3::exceptions::PyValueError::new_err(e.to_string()))?;
let m2 = CheckerMove::new(from2, to2).map_err(|e| pyo3::exceptions::PyValueError::new_err(e.to_string()))?;
let moves = (m1, m2);
if !self.game_state.validate(&GameEvent::Move { player_id, moves }) {
return Err(pyo3::exceptions::PyValueError::new_err("Invalid move"));
}
self.game_state.consume(&GameEvent::Move { player_id, moves });
Ok(())
}
/// Obtenir l'état du jeu sous forme de chaîne de caractères compacte
fn get_state_id(&self) -> String {
self.game_state.to_string_id()
}
/// Obtenir l'état du jeu sous forme de dictionnaire pour faciliter l'entrainement
fn get_state_dict(&self) -> PyResult<Py<PyDict>> {
Python::with_gil(|py| {
let state_dict = PyDict::new(py);
// Informations essentielles sur l'état du jeu
state_dict.set_item("active_player", self.game_state.active_player_id)?;
state_dict.set_item("stage", format!("{:?}", self.game_state.stage))?;
state_dict.set_item("turn_stage", format!("{:?}", self.game_state.turn_stage))?;
// Dés
let (dice1, dice2) = self.game_state.dice.values;
state_dict.set_item("dice", (dice1, dice2))?;
// Points des joueurs
if let Some(white_player) = self.game_state.get_white_player() {
state_dict.set_item("white_points", white_player.points)?;
state_dict.set_item("white_holes", white_player.holes)?;
}
if let Some(black_player) = self.game_state.get_black_player() {
state_dict.set_item("black_points", black_player.points)?;
state_dict.set_item("black_holes", black_player.holes)?;
}
// Positions des pièces
let white_positions = self.get_checker_positions(Color::White);
let black_positions = self.get_checker_positions(Color::Black);
state_dict.set_item("white_positions", white_positions)?;
state_dict.set_item("black_positions", black_positions)?;
// État compact pour la comparaison d'états
state_dict.set_item("state_id", self.game_state.to_string_id())?;
Ok(state_dict.into())
})
}
/// Renvoie les positions des pièces pour un joueur spécifique
fn get_checker_positions(&self, color: Color) -> Vec<(usize, i8)> {
self.game_state.board.get_color_fields(color)
@ -115,144 +146,6 @@ impl TricTrac {
.collect()
}
/// Jouer un coup ((from1, to1), (from2, to2))
fn play_move(&mut self, moves: ((usize, usize), (usize, usize))) -> bool {
let ((from1, to1), (from2, to2)) = moves;
// Vérifier que c'est au tour du joueur de jouer
if self.game_state.turn_stage != TurnStage::Move
&& self.game_state.turn_stage != TurnStage::HoldOrGoChoice
{
return false;
}
let move1 = CheckerMove::new(from1, to1).unwrap_or_default();
let move2 = CheckerMove::new(from2, to2).unwrap_or_default();
let event = GameEvent::Move {
player_id: self.game_state.active_player_id,
moves: (move1, move2),
};
// Vérifier si le mouvement est valide
if !self.game_state.validate(&event) {
return false;
}
// Exécuter le mouvement
self.game_state.consume(&event);
// Si l'autre joueur doit lancer les dés maintenant, simuler ce lancement
if self.game_state.turn_stage == TurnStage::RollDice {
self.roll_dice();
}
true
}
/// Lancer les dés (soit aléatoirement, soit en utilisant une séquence prédéfinie)
fn roll_dice(&mut self) -> (u8, u8) {
// Vérifier que c'est au bon moment pour lancer les dés
if self.game_state.turn_stage != TurnStage::RollDice
&& self.game_state.turn_stage != TurnStage::RollWaiting
{
return self.game_state.dice.values;
}
// Simuler un lancer de dés
let dice_values = if !self.dice_roll_sequence.is_empty()
&& self.current_dice_index < self.dice_roll_sequence.len()
{
// Utiliser la séquence prédéfinie
let dice = self.dice_roll_sequence[self.current_dice_index];
self.current_dice_index += 1;
dice
} else {
// Générer aléatoirement
(
(1 + (rand::random::<u8>() % 6)),
(1 + (rand::random::<u8>() % 6)),
)
};
// Envoyer les événements appropriés
let roll_event = GameEvent::Roll {
player_id: self.game_state.active_player_id,
};
if self.game_state.validate(&roll_event) {
self.game_state.consume(&roll_event);
}
let roll_result_event = GameEvent::RollResult {
player_id: self.game_state.active_player_id,
dice: Dice {
values: dice_values,
},
};
if self.game_state.validate(&roll_result_event) {
self.game_state.consume(&roll_result_event);
}
dice_values
}
/// Marquer des points
fn mark_points(&mut self, points: u8) -> bool {
// Vérifier que c'est au bon moment pour marquer des points
if self.game_state.turn_stage != TurnStage::MarkPoints
&& self.game_state.turn_stage != TurnStage::MarkAdvPoints
{
return false;
}
let event = GameEvent::Mark {
player_id: self.game_state.active_player_id,
points,
};
// Vérifier si l'événement est valide
if !self.game_state.validate(&event) {
return false;
}
// Exécuter l'événement
self.game_state.consume(&event);
// Si l'autre joueur doit lancer les dés maintenant, simuler ce lancement
if self.game_state.turn_stage == TurnStage::RollDice {
self.roll_dice();
}
true
}
/// Choisir de "continuer" (Go) après avoir gagné un trou
fn choose_go(&mut self) -> bool {
// Vérifier que c'est au bon moment pour choisir de continuer
if self.game_state.turn_stage != TurnStage::HoldOrGoChoice {
return false;
}
let event = GameEvent::Go {
player_id: self.game_state.active_player_id,
};
// Vérifier si l'événement est valide
if !self.game_state.validate(&event) {
return false;
}
// Exécuter l'événement
self.game_state.consume(&event);
// Simuler le lancer de dés pour le prochain tour
self.roll_dice();
true
}
/// Calcule les points maximaux que le joueur actif peut obtenir avec les dés actuels
fn calculate_points(&self) -> u8 {
let active_player = self
@ -280,7 +173,7 @@ impl TricTrac {
// Initialiser 2 joueurs
self.game_state.init_player("player1");
self.game_state.init_player("bot");
self.game_state.init_player("player2");
// Commencer la partie avec le joueur 1
self.game_state