| name | game-state |
| description | Game state management for turn-based board games. Use when designing state structure, implementing game logic, validating actions, managing phases/turns, or handling complex game rules. Covers reducers, state machines, and undo/redo. |
Game State Management Skill
Overview
This skill provides expertise for managing complex game state in digital board games. It covers state structure design, action validation, phase management, and patterns for implementing intricate game rules reliably.
Core Principles
Immutable State
Always treat game state as immutable. Create new state objects rather than mutating existing ones:
function addMoney(state, playerId, amount) {
state.players[playerId].money += amount;
return state;
}
function addMoney(state, playerId, amount) {
return {
...state,
players: {
...state.players,
[playerId]: {
...state.players[playerId],
money: state.players[playerId].money + amount
}
}
};
}
Single Source of Truth
All game state should live in one canonical object:
const gameState = {
id: 'game-123',
version: 42,
phase: 'worker-placement',
currentPlayer: 'player-1',
turnNumber: 5,
age: 2,
players: {
'player-1': { },
'player-2': { }
},
board: { },
market: { },
decks: { }
};
State Structure Design
Normalize Nested Data
Avoid deeply nested structures. Use ID references instead:
const state = {
players: [{
ships: [{
upgrades: [{ type: 'engine', stats: {...} }]
}]
}]
};
const state = {
players: {
'p1': { id: 'p1', shipIds: ['ship-1', 'ship-2'] }
},
ships: {
'ship-1': { id: 'ship-1', ownerId: 'p1', upgradeIds: ['upg-1'] }
},
upgrades: {
'upg-1': { id: 'upg-1', type: 'engine', stats: {...} }
}
};
Separate Derived State
Don't store computed values in state:
const playerState = {
money: 100,
income: 15,
totalMoney: 115
};
function getTotalMoney(player) {
return player.money + player.income;
}
const selectors = {
totalLift: (state, playerId) => {
const player = state.players[playerId];
return player.gasCubes * 5;
},
canLaunch: (state, playerId) => {
const lift = selectors.totalLift(state, playerId);
const weight = selectors.totalWeight(state, playerId);
return lift >= weight;
}
};
Action/Reducer Pattern
Action Structure
const action = {
type: 'PLACE_WORKER',
playerId: 'player-1',
payload: {
workerId: 'agent-1',
locationId: 'construction-hall'
}
};
const actions = {
placeWorker: (playerId, workerId, locationId) => ({
type: 'PLACE_WORKER',
playerId,
payload: { workerId, locationId }
}),
acquireTechnology: (playerId, techId, cost) => ({
type: 'ACQUIRE_TECHNOLOGY',
playerId,
payload: { techId, cost }
})
};
Reducer Implementation
function gameReducer(state, action) {
switch (action.type) {
case 'PLACE_WORKER':
return placeWorkerReducer(state, action);
case 'ACQUIRE_TECHNOLOGY':
return acquireTechnologyReducer(state, action);
case 'LAUNCH_SHIP':
return launchShipReducer(state, action);
default:
return state;
}
}
function placeWorkerReducer(state, action) {
const { playerId, payload: { workerId, locationId } } = action;
return {
...state,
workers: {
...state.workers,
[workerId]: {
...state.workers[workerId],
locationId,
available: false
}
},
locations: {
...state.locations,
[locationId]: {
...state.locations[locationId],
workerIds: [...state.locations[locationId].workerIds, workerId]
}
}
};
}
Action Validation
Validation Layer
Always validate before applying actions:
function validateAction(state, action) {
const validator = validators[action.type];
if (!validator) {
return { valid: false, reason: 'Unknown action type' };
}
return validator(state, action);
}
const validators = {
PLACE_WORKER: (state, action) => {
const { playerId, payload: { workerId, locationId } } = action;
if (state.currentPlayer !== playerId) {
return { valid: false, reason: 'Not your turn' };
}
const worker = state.workers[workerId];
if (!worker || worker.ownerId !== playerId) {
return { valid: false, reason: 'Invalid worker' };
}
if (!worker.available) {
return { valid: false, reason: 'Worker already placed' };
}
const location = state.locations[locationId];
if (!location) {
return { valid: false, reason: 'Invalid location' };
}
if (location.workerIds.length >= location.capacity) {
return { valid: false, reason: 'Location is full' };
}
return { valid: true };
}
};
Process Action Flow
async function processAction(gameId, playerId, action) {
const state = await loadGameState(gameId);
const validation = validateAction(state, action);
if (!validation.valid) {
return { success: false, error: validation.reason };
}
let newState = gameReducer(state, action);
newState = processTriggers(newState, action);
newState = checkPhaseTransition(newState);
newState = { ...newState, version: newState.version + 1 };
await saveGameState(gameId, newState);
return { success: true, newState };
}
Phase & Turn Management
State Machine for Phases
const phases = {
SETUP: 'setup',
WORKER_PLACEMENT: 'worker-placement',
REVEAL: 'reveal',
LAUNCH: 'launch',
INCOME: 'income',
CLEANUP: 'cleanup',
AGE_TRANSITION: 'age-transition',
GAME_END: 'game-end'
};
const phaseTransitions = {
[phases.SETUP]: {
next: phases.WORKER_PLACEMENT,
canTransition: (state) => allPlayersReady(state)
},
[phases.WORKER_PLACEMENT]: {
next: phases.REVEAL,
canTransition: (state) => allWorkersPlaced(state)
},
[phases.REVEAL]: {
next: phases.LAUNCH,
canTransition: (state) => allCardsRevealed(state)
},
};
function checkPhaseTransition(state) {
const currentPhase = phaseTransitions[state.phase];
if (currentPhase && currentPhase.canTransition(state)) {
return transitionToPhase(state, currentPhase.next);
}
return state;
}
Turn Order Management
function getNextPlayer(state) {
const playerOrder = state.playerOrder;
const currentIndex = playerOrder.indexOf(state.currentPlayer);
const nextIndex = (currentIndex + 1) % playerOrder.length;
return playerOrder[nextIndex];
}
function advanceTurn(state) {
const nextPlayer = getNextPlayer(state);
const isNewRound = nextPlayer === state.playerOrder[0];
return {
...state,
currentPlayer: nextPlayer,
turnNumber: isNewRound ? state.turnNumber + 1 : state.turnNumber
};
}
Complex Game Logic
Calculating Ship Stats
function calculateShipStats(state, playerId) {
const player = state.players[playerId];
const blueprint = state.blueprints[player.blueprintId];
let stats = { ...blueprint.baselineStats };
for (const slotId of blueprint.slotIds) {
const slot = state.slots[slotId];
if (slot.upgradeId) {
const upgrade = state.upgrades[slot.upgradeId];
stats = mergeStats(stats, upgrade.stats);
}
}
const gasCubes = countGasCubes(state, playerId);
stats.lift = gasCubes * 5;
return stats;
}
function canLaunch(state, playerId) {
const stats = calculateShipStats(state, playerId);
if (stats.lift < stats.weight) {
return { can: false, reason: 'Insufficient lift' };
}
const player = state.players[playerId];
if (player.pilots < 1) {
return { can: false, reason: 'No pilot available' };
}
if (player.launchHangar.length === 0) {
return { can: false, reason: 'No ships in hangar' };
}
return { can: true };
}
Hazard Check Resolution
function resolveHazardCheck(state, playerId, hazardCard) {
const shipStats = calculateShipStats(state, playerId);
const results = [];
for (const check of hazardCard.checks) {
const playerValue = shipStats[check.stat];
const passed = playerValue >= check.difficulty;
results.push({
stat: check.stat,
required: check.difficulty,
actual: playerValue,
passed
});
}
const allPassed = results.every(r => r.passed);
return {
hazardCard,
results,
outcome: allPassed ? 'success' : hazardCard.failureEffect
};
}
Undo/Redo Support
Action History
const gameWithHistory = {
...gameState,
history: {
past: [],
future: []
}
};
function applyActionWithHistory(state, action) {
const newPast = [...state.history.past, state];
const newState = gameReducer(state, action);
return {
...newState,
history: {
past: newPast,
future: []
}
};
}
function undo(state) {
if (state.history.past.length === 0) return state;
const previous = state.history.past[state.history.past.length - 1];
const newPast = state.history.past.slice(0, -1);
return {
...previous,
history: {
past: newPast,
future: [state, ...state.history.future]
}
};
}
Testing Game Logic
Unit Testing Reducers
describe('placeWorkerReducer', () => {
it('should place worker at location', () => {
const state = createTestState();
const action = actions.placeWorker('p1', 'worker-1', 'location-a');
const newState = gameReducer(state, action);
expect(newState.workers['worker-1'].locationId).toBe('location-a');
expect(newState.locations['location-a'].workerIds).toContain('worker-1');
});
it('should not mutate original state', () => {
const state = createTestState();
const original = JSON.stringify(state);
const action = actions.placeWorker('p1', 'worker-1', 'location-a');
gameReducer(state, action);
expect(JSON.stringify(state)).toBe(original);
});
});
Integration Testing Game Flow
describe('full game round', () => {
it('should complete worker placement phase', () => {
let state = createGameState({ playerCount: 2 });
for (let i = 0; i < 6; i++) {
const playerId = state.currentPlayer;
const worker = getAvailableWorker(state, playerId);
const location = getValidLocation(state);
state = processAction(state, actions.placeWorker(
playerId, worker.id, location.id
));
}
expect(state.phase).toBe('reveal');
});
});
When This Skill Activates
Use this skill when:
- Designing game state structure
- Implementing action/reducer logic
- Building validation for game rules
- Managing phase and turn transitions
- Calculating derived game values
- Implementing undo/redo
- Testing game logic