anvilsign in

collin/mahjong

RenderedSource

1# 台灣麻將 — four-player mahjong, on one touchscreen or over the wire
2
3Sixteen-tile Taiwanese mahjong for four people sitting around a single laptop.
4All four hands are on screen at once, each rotated to face its own edge — put a
5piece of card or plastic over your strip so the others can't see your tiles.
6Every label is Chinese with English underneath; the tiles themselves stay
7Chinese, because that is what the tiles say.
8
9Nobody else around? **單人對局 Single player** on the lobby gives you the
10bottom seat and hands the other three to the computer — same rules, same
11table, same scoring. See [computer players](#computer-players).
12
13Friends elsewhere? **線上對戰 Online game** puts everyone at the same table
14from their own devices, and **手機派對 Party mode** keeps the laptop as the
15table while phones scan a QR to hold their own tiles — see
16[playing online](#playing-online).
17
18```
19npm install
20npm run dev # then open the browser full-screen (F11)
21npm test # rules engine, the bots, and 200 randomly-played hands
22```
23
24## Screen layout
25
26```
27 ┌──── 對家 (rotated 180°) ────┐
28 上家 (rotated 90°) │ wall, and the discard pool │ 下家 (rotated −90°)
29 └──── 自家 (upright, near you) ┘
30```
31
32Seat 0 is the bottom edge, and play runs 0 → 1 (right) → 2 (top) → 3 (left),
33which is the normal counter-clockwise 東南西北 order.
34
35Each strip shows, from the player's edge inwards: nameplate (seat wind, 莊
36marker, 聽 badge, chip count) → concealed hand → action buttons → melds and
37flowers. Discards are not in the strips: they are thrown into the middle and
38stay there for the hand, the way they would be on a table. (A phone has no
39middle to throw into, so the compact layout keeps a discard row per seat — see
40[on a phone](#on-a-phone).)
41
42## Playing
43
44- **The tile you just drew** is held apart from the sorted hand with a gold ring
45 and a 摸 label, instead of being sorted invisibly into it. It merges into the
46 hand once you discard. 補花 replacements and kong replacements are marked the
47 same way.
48- **The wall** is drawn in the centre as a square of four staggered sides, laid
49 out like a `#` with the corners open, the way it's built on a real table. The
50 gold stack is the break point you draw from, stacks shrink to a single tile and
51 then vanish as they're used, and the dimmed tail is the 16-tile 底牌 that ends
52 the hand — which is also the end kong and flower replacements are taken from,
53 so the square is eaten from both directions at once. Only what is still
54 standing is drawn, and it is evened up over the four sides as it goes, which
55 is what lets every tile left in it be the size of a tile in your hand — see
56 [what is left of the wall](#what-is-left-of-the-wall).
57- **Discard** — drag a tile out of your row and it comes up out of your hand and
58 follows your finger anywhere on the table; let go and it goes in, from where
59 you let go and at the speed you let go at. Dragging *along* the row is still
60 arranging your hand — which of the two you meant is decided once, from whether
61 the movement is mostly along the row or out of it, and then it sticks. Let go
62 back over your own hand and the tile goes back. Tapping a tile twice, or the
63 打出 button, still works and lobs it in for you.
64- **The discard pool** — every tile thrown lands in the middle and stays there
65 until the hand ends, with real weight: it skids, turns, knocks the tiles
66 already there out of its way, and comes to rest against them. Nothing is ever
67 stacked on anything — tiles are solved as rectangles, so two lying at an angle
68 lean on each other rather than overlapping. The tile still to be claimed is
69 the lit one.
70- **Over the wall or across the table** — which of the two ways a tile goes in is
71 not a setting, it is whatever the wall allows. At the start of a hand the
72 square is a solid barrier and a discard has to be *lobbed* over it, so the
73 flick's speed decides how far across the pool it lands. As the wall is eaten
74 away, gaps open in front of one seat and then another, and from then on that
75 seat can *slide* a tile in instead — flat across the cloth at exactly the speed
76 it was flicked. Which it will be is a ray cast at the stacks actually standing
77 there, so a gap off to one side counts, and a stack worn down to a single tile
78 is low enough to go over. A seat whose wall is still up says 牆未開 on its
79 nameplate, so a lob is never a mystery.
80- **Throw it badly** and it ends up in somebody's tiles — the middle stops
81 exactly where their hand starts, so a tile that comes off the pool arrives in
82 their lap, and one that falls short lands out by their seat. Either way their
83 row takes the knock and rocks back, and with 報牌 on they tell you about it —
84 喂,小心點 if you are lucky, 是在哈囉 or 你牌品很差欸 if you are not, and
85 never the same line twice running. How hard it got there only decides how
86 loudly. Never your own edge: you cannot be barged by your own discard.
87- **Arranging** — drag any tile in your hand to reorder it; 理牌 sorts it back
88 into suit order. Hands are never auto-sorted after the deal, so an arrangement
89 you set up survives draws, claims and kongs.
90- **Rules** — the `?` on your nameplate opens a bilingual rules panel anchored to
91 your own edge of the table and rotated to face you.
92- **Claiming** — after a discard, every seat that *can* claim gets 胡 / 槓 / 碰 /
93 吃 / 過 buttons on their own strip, and they resolve by priority (胡 > 槓/碰 >
94 吃; ties go to the player nearest the discarder in turn order).
95 **The table never blocks on a claim.** The next player gets a 摸牌 button and
96 may draw whenever they like, which shuts the window on anyone who hasn't
97 called — exactly like shouting 碰 before the next player picks up. A claim
98 already declared still stands, so calling in time always wins the tile. If
99 everyone answers first, play advances on its own without the extra tap.
100 The seat that draws next gets no separate 過 button, because for them the two
101 are the same move: picking up *is* how you decline. Their draw button reads
102 過.摸牌 while they have something they could have called instead. Wanting to
103 decline but leave the window open for everyone else is just waiting, which is
104 what not pressing anything already does.
105- **On your turn** — 自摸, 暗槓 and 加槓 appear automatically when legal.
106 加槓 offers everyone else a 搶槓 chance.
107- **Where the buttons go** — the strip is built from its edge inwards, so the
108 action bar holds a fixed height whether or not anything is in it. Otherwise
109 the melds above it shuffled along every time you lifted a tile
110 and 打出 五萬 appeared, since a button naming a tile stands taller than a bare
111 過. Every button on the bar is given that one height for the same reason.
112- **When a hand ends** — a big arrow drops onto the winner's edge of the table.
113 It lives inside their strip, so it turns with the seat and lands on the right
114 person wherever they are sitting, and 一炮多響 lights up every seat that
115 called. A 流局 has no winner to point at, so it turns the hands over instead:
116 who was 聽牌 and the tiles they were waiting on, the same reveal as at a real
117 table.
118- **Undo** — a 復原 button in the middle of the table takes back the last
119 action, naming what it will undo (`復原 玩家 2 打 五萬`). It sits in the
120 centre rather than on a seat because whoever *spots* the mis-tap should be
121 able to reach it. Twenty actions deep, cleared when the next hand is dealt.
122 Snapshots live outside the saved state, so an undo does not survive a
123 refresh: what you can take back is what happened while everyone was still
124 watching it happen.
125- **Sound** — on by default, muted from the 🔊 button in the middle of the
126 table or from settings. A dry clack as a tile goes down, and a distinct
127 two-note chime when a claim window opens, which is how a slow player notices
128 their 碰 is available before the next player draws it shut. Everything is
129 synthesised with a few oscillators (`src/game/sound.ts`) rather than sampled,
130 so there is nothing to load and the cue lands on the same frame as the tile.
131 Browsers refuse to start audio before the page has been clicked, so the first
132 sound anyone hears is the deal — triggered by the button that starts it.
133- **報牌 (voice)** — a second switch under sound calls the game out loud: 碰,
134 吃, 槓, 胡了, 自摸, and the name of every tile as it is discarded — 三條,
135 五萬, 東風. A flower says 補花 and then which one. A new call cuts off one
136 still being spoken; at table pace the newest is the only one that matters.
137 See [the voice pack](#the-voice-pack) for where the audio comes from.
138- **Settings** — 設定 from the lobby, or from the game-over panel: player names,
139 底 / 台 / starting chips, the house-rule switches below, and sound. Kept in
140 `localStorage` separately from the save, so they carry over to the next game.
141 Stakes are locked once a game is under way — they'd otherwise rewrite chips
142 already won.
143
144## Playing online
145
146Two networked modes, both built on [antics](https://antics.gg) — a room
147service for web games with no backend of your own: one client (the antics
148*host*) runs the engine, publishes the whole `GameState` as room state after
149every move, and plays intents the other devices send as events. The engine was
150already a pure JSON state machine, so nothing in `src/game/` knows the network
151exists — the same trick `autoplay.ts` plays, stretched over a wire. All of it
152lives in `src/net/`.
153
154- **線上對戰 Online game** — everyone on their own device. Whoever opens the
155 room picks 線上對戰 and gets a seat lobby; friends who open the same link
156 land in it, sit down, and the host deals. Empty seats go to the computer,
157 which runs on the host client — that is what stands in for a server on the
158 classic (free) tier. Each screen draws the same full table, turned so your
159 own seat is the bottom edge; other people's tiles are face down. Joining
160 mid-game takes over a vacant or computer seat, so a dropped friend can
161 reload and carry on.
162- **手機派對 Party mode** — the laptop stays the table, exactly like hotseat,
163 and each seat's corner of the felt wears a QR. Scanning one loads a
164 controller on the phone: just that hand, face up, with the claim buttons —
165 and the throw. Flick a tile up off the top of the phone and it sails in from
166 your edge of the common screen, at the speed and angle you let go of it
167 (`NetThrow`, mapped into table coordinates by `TablePool.throwFromNet`). The
168 seat's tiles go face down on the shared screen and its QR hides; hold the 📱
169 tag on the nameplate to show it again for a player who lost theirs. A phone
170 that leaves hands the seat back to the laptop. Seats never lock: a second
171 phone scanning the same QR joins the same hand — two people playing one
172 hand, whoever acts first acts.
173
174Design notes, in the order they bit:
175
176- **Seats are claims on a shared map**, `seats: {ids, name}[]` in room state,
177 arbitrated by the host. Your own hand's arrangement never goes over the wire
178 — the state carries a multiset and each device keeps its own order
179 (`src/net/handOrder.ts`), because a round-trip inside a drag gesture is lag
180 you can feel.
181- **The host can change.** antics re-elects when the host leaves; every other
182 client already mirrors the full state, so the new host starts its engine
183 from what it was just watching and the game carries on.
184- **A hidden host must keep hosting.** Browsers suspend requestAnimationFrame
185 in background tabs, and the antics SDK flushes state writes off rAF — so a
186 party screen somebody tabbed away from would silently stop answering.
187 `src/net/clock.ts` feeds the SDK's `__anticsClock__` injection point from a
188 Web Worker, whose timers are not throttled.
189- **Fairness is social, not cryptographic.** The classic tier shares the whole
190 state with every client, wall and hands included — a friend with devtools
191 open can cheat. The antics sim tier would fix that, and costs money.
192
193### Hosting on antics
194
195```
196npm run build && node scripts/antics-deploy.mjs # keyless — a fresh link each deploy
197node scripts/antics-deploy.mjs --project <id> # stable /p/ link (needs `npx antics-cli login`)
198```
199
200The deploy script packs the 57 voice clips into one `voice/pack.json` (an
201antics bundle holds at most 50 files; `sound.ts` prefers the pack when it is
202there). Keyless deploys are pinned to their content hash — share a new link
203after every deploy — and keyless rooms hold 8 players and expire after 24
204hours. Deploying under a project gives a share link that follows updates.
205
206The QR links point at the game's own URL (`/raw/<hash>/?room=…&seat=…`), not
207the antics room page: the room page forwards only the parameters it knows
208about to the game, and `seat` is not one of them — and a phone is better off
209without the chrome anyway.
210
211## On a phone
212
213The table assumes four people sitting around a screen lying flat, and about
214770px in both directions before the middle is worth looking at. A phone has
215neither, so under `(max-height: 620px), (max-width: 820px)` it switches to the
216compact layout: nothing is rotated, everything reads upright for the one person
217holding it, the other three seats shrink to cards showing what is public about
218them, and the depth that frees up goes to your hand, which is allowed to wrap.
219
220There is no centre square there — the middle collapses to a one-line bar showing
221what the wall square was telling you anyway — so there is nowhere to throw a tile
222*to*. The compact layout therefore keeps a discard row per seat, and discarding
223is tap-twice or 打出, exactly as it was. The pool and the throw are a full-size
224feature.
225
226The breakpoint is written down once, in `COMPACT_QUERY` in `src/ui/compact.ts`,
227which sets a `compact` class on `<html>` for the CSS to key off.
228
229## Computer players
230
231Single player seats you at the bottom and gives seats 1-3 to the computer.
232Their tiles go face down and their 聽 / 過水 badges come off, since both would
233give the hand away; everything public — the pool, melds, flowers, chips — stays
234exactly as it is, and everyone turns their hand over when the hand ends. They
235throw their tiles in like anyone else, and under the same rule: a computer seat
236whose wall is open slides them across, and one still walled in lobs them over.
237
238**The engine does not know the bots exist.** `AutoPlay` (`src/game/autoplay.ts`)
239watches the same state the screen does, and when the seat being waited on
240belongs to the computer it calls the identical method the button would have
241called — `discard`, `respond`, `declareConcealedKong`. So scoring, sound,
242saving, 過水 and 包牌 all work without a special case, and a bot cannot make a
243move a person could not. It never acts for you and never closes your claim
244window: if the table is waiting on you, it waits.
245
246**How they play** (`src/game/bot.ts`) is one idea applied everywhere. A hand is
247judged at its *resting* size — the (5 − melds) × 3 + 1 tiles you hold between a
248discard and your next draw — by its 向聽 first and by its 進張 count second.
249
250- **Discard** — try every distinct tile, keep the one that leaves the best
251 resting hand. Ties go to whatever is hardest to build on: a lone honour with
252 most of its copies already gone, before a lone 五萬 that still has neighbours
253 to meet.
254- **碰 / 吃** — only when the hand that comes out the other side is *strictly*
255 closer to home. Melding costs concealment and flexibility, so a claim that
256 merely holds the 向聽 steady is declined — which is why the bots pass on
257 pungs that would narrow a two-sided wait to a single tile.
258- **槓** — judged more kindly: it pays 台 and fetches a replacement, so standing
259 still is good enough.
260- **胡** — always taken.
261
262**What they watch you do** (`src/game/danger.ts`) is the other half. Efficiency
263alone throws whatever is fastest and pays for it; these bots read the table
264first, off the face-up table only — discard rows, exposed melds, the 過水 locks
265the nameplates already show. Two separate questions:
266
267- **How close does each seat look?** Turns taken (a hand is usually settled
268 inside ten goes each, long before the wall looks finished, so counting the
269 wall is the wrong clock), melds exposed, and what they have been throwing
270 lately. Nobody discards 五條 out of a hand that still needs shaping — it comes
271 out once the shape is done, so late middle tiles are the tell. A 過水 lock is
272 a confession: to be locked out of a tile you had to have been able to win on
273 it.
274- **How likely is this tile the one they want?** An honour can only be caught by
275 a pair or a triplet; a 五萬 sits in the middle of every run through it. A tile
276 they discarded themselves was not their tile when it went down — not proof
277 now, but the best evidence there is. A tile with no copies left unseen cannot
278 be a pair or triplet wait at all. Two melds in one suit means stay out of that
279 suit. And two dragon pungs down means the third dragon is not going anywhere
280 near the table, because 包牌 bills the feeder for the entire hand.
281
282Whether any of that changes the discard depends on the bot's own hand. At 聽牌
283it pushes — nothing short of 包牌 is worth breaking a ready hand for. Two or
284three away with somebody live across the table and it will give up a whole 向聽
285step to throw something safe, which is what folding is.
286
287The estimate is checked against ground truth in the tests rather than assumed:
288over the tiles bots actually considered, the ones the model rated below 0.2 deal
289in 0% of the time and the ones above 0.8 deal in 10.5%, cleanly monotonic in
290between. Switching the read on cuts deal-ins by about 13% over a few hundred
291hands, takes hands from ~30 discards to ~38, and moves the draw rate from
292almost nothing to about one hand in ten — which is what a table where people
293stop feeding each other actually looks like.
294
295What they know is still only what they can see. `unseenFor` counts the four
296copies of each tile and subtracts the bot's own hand plus every discard and
297exposed meld on the table. Neither module ever reads an opponent's concealed
298tiles or looks at the wall.
299
300There is no difficulty setting, and the reading stops at the discard: claims are
301still judged purely on speed, and a bot will take a 碰 that walks it into
302trouble.
303
304向聽 lives in `src/game/shanten.ts`, apart from `hu.ts`, because the two want
305different things: the win check has to be exact, and this one has to be fast —
306it runs a few hundred times for every discard a bot considers. The tests hold
307them against each other over random hands, since they work in completely
308different ways and any disagreement is a bug in the fast one.
309
310Undo behaves differently against the computer: rewinding into the middle of its
311turn would only hand the move straight back to it, so one press goes back to
312the last point *you* had a decision to make, computer replies and all.
313
314## Saving
315
316The game state is plain data, so a save is just its JSON in `localStorage`,
317rewritten after every move. Close the lid, refresh, or run the battery flat and
318nothing is lost — the lobby offers **繼續對局 Resume** above the two ways to
319start a fresh one, showing whether it was a solo or a hotseat game, the round,
320hand number, chip counts and when it was saved. Which seats the computer holds
321is part of the state, so a save resumes as the kind of game it was. A
322save is validated before it is offered (four players, 144 tiles accounted for),
323so a truncated or hand-edited one is ignored rather than loaded into a broken
324table. `VERSION` in `save.ts` retires old saves if the state shape changes.
325
326## Rules implemented
327
328- 144 tiles (four of each suit/honour, eight flowers), 16-tile hands, dealer
329 draws the 17th.
330- 補花 at the deal and on every drawn flower, replacements from the back of the
331 wall.
332- 吃 only from 上家; 碰/槓/胡 from anyone. 明槓, 暗槓, 加槓, 搶槓, 槓上開花.
333- 流局 when 16 tiles remain (`Rules.wallReserve`); the dealer keeps the deal on a
334 draw or on a dealer win (連莊), otherwise the deal passes and the round wind
335 advances every four passes. A full 四圈 game is 16 dealer passes.
336
337### House rules (switches in `Rules`, all on the settings screen)
338
339- **過水 `sacredDiscard`** (on) — pass on a tile you could have won with and it
340 is dead to you until your own next draw; the seat shows a 過水 badge listing
341 what it is locked out of, so the missing 胡 button is never a mystery. A draw
342 from either end of the wall lifts it. **`sacredClearedByClaim`** (off) decides
343 whether taking a 吃 / 碰 / 槓 lifts it too — tables genuinely differ.
344- **一炮多響 `multipleWinners`** (off) — one discard pays out to every seat that
345 calls on it, each settled separately against the discarder. With it off the
346 tile goes to the caller nearest the discarder. Either way the table now waits
347 for other seats that *can* win before settling, so the nearest seat wins the
348 tile rather than the quickest hand — and the 摸牌 button still closes the
349 window on anyone dithering.
350- **包牌 `liability`** (on) — feeding the pung that completes a visible 大三元
351 or 大四喜 makes the feeder answer for the whole hand, in place of all three
352 payers. Only the seat that fed the *last* of those sets is on the hook, and
353 only if it came off a discard: a hand that assembled them itself, or closed
354 the set with a 暗槓, has nobody to blame.
355
356### 台 scoring (`src/game/tai.ts`)
357
358自摸 1 · 門清 1 · 門清自摸 +1 · 全求人 2 · 平胡 2 · 五門齊 2 · 正花 1 each ·
359花槓 2 · 八仙過海 8 · 圈風 / 門風 1 each · 三元牌 1 each · 小三元 4 · 大三元 8 ·
360小四喜 8 · 大四喜 16 · 碰碰胡 4 · 混一色 4 · 清一色 8 · 字一色 16 ·
361三暗刻 2 / 四暗刻 5 / 五暗刻 8 · 獨聽 · 單釣 1 · 搶槓 1 · 槓上開花 1 ·
362海底撈月 1 · 河底撈魚 1 · 天胡 16 · 地胡 16 · 人胡 8 · 莊家 1 (連N拉N → 2N+1)
363
364Ambiguous hands are decomposed every legal way and scored at the best reading.
365
366**Payment** (`Game.settle`): one unit is `底 + 台 × 台值`
367(`DEFAULT_RULES` = 底 3, 台 1, 100 chips each).
368放槍一家付 — the discarder alone pays one unit; on 自摸 all three pay one unit
369each. 拉莊 is billed to the dealer alone when the dealer is a payer, and added
370to the whole hand when the dealer wins.
371
372House rules vary a lot; the tai table and payments are plain data/functions in
373`tai.ts` and `types.ts` if yours differ.
374
375## The voice pack
376
377A mahjong table only ever says about fifty things — 42 tile names and a handful
378of calls — so the whole vocabulary is rendered ahead of time into
379`public/voice/` (~330 kB of mp3) rather than left to whatever speech synthesis
380the browser happens to have. On Linux that is usually espeak-ng, which is
381intelligible but sounds like a modem; and on a machine with no Chinese voice at
382all the feature would silently do nothing. Shipping the audio makes playback
383instant, identical everywhere, and lets a call be cut off mid-word when the
384next one lands, all through the same Web Audio graph as the chimes.
385
386`scripts/voice.mjs` is the authoring step, not part of `npm run build`. It needs
387[piper](https://github.com/OHF-Voice/piper1-gpl) and ffmpeg on PATH:
388
389```
390node scripts/voice.mjs # → public/voice/*.mp3 + manifest.json
391PIPER_MODEL=/path/to/voice.onnx node scripts/voice.mjs # a different voice
392```
393
394The wording lives in that script, and some of it is deliberately not the bare
395tile character: 東 alone is a direction where 東風 is the tile, and the dragons
396are 紅中 / 發財 / 白板 the way they are actually called — which also gives the
397phonemiser enough context to get the tone right, since 中 on its own is as
398likely to come out zhòng.
399
400The clips here were rendered with piper's `zh_CN-huayan-medium`. If you
401redistribute this app, check that voice's model card in
402[piper-voices](https://huggingface.co/rhasspy/piper-voices) for the terms
403attached to it, the same way you would the tile art below — or re-render the
404pack with a voice whose terms suit you, which is a single command.
405
406## Tile art
407
408`public/tiles/tiles.svg` is the **postmodern** tileset from
409[gnome-mahjongg](https://gitlab.gnome.org/GNOME/gnome-mahjongg), extracted from
410the installed binary's GResource — a 43×2 sprite sheet (second row is the
411highlighted variant, used for a lifted tile). `public/tiles/back.png` is the
412blank tile from its **smooth** theme, tinted jade, since a solitaire game has no
413face-down art of its own.
414
415That art is **GPL-2.0-or-later**. Fine for playing at home; if you ever
416distribute this app, either honour the GPL or swap the two files for art of your
417own — `SPRITE_COL` in `tiles.ts` is the only mapping that would need updating.
418
419Known gaps and house rules that aren't implemented yet are listed in
420[TODO.md](TODO.md).
421
422## Layout
423
424```
425public/tiles/ sprite sheet + tile back
426src/game/tiles.ts tile codes, wall, shuffle, sprite mapping
427src/game/hu.ts hand decomposition, 聽 detection, wait shapes
428src/game/shanten.ts 向聽 / 進張 counting, for the computer players
429src/game/bot.ts what a computer player discards and claims (pure)
430src/game/danger.ts reading the table: who looks ready, which tiles are hot
431src/game/autoplay.ts when it does it, and how long it appears to think
432src/game/tai.ts 台 scoring
433src/game/engine.ts state machine: deal, turns, claim resolution, settlement
434src/game/ctl.ts TableCtl — the surface the UI drives, local or networked
435src/game/wall.ts what is left of the square, and what still blocks a throw
436src/net/session.ts the antics room: host duties, seats, intents, migration
437src/net/table.ts TableCtl over the wire: mirror + intents + hand overlay
438src/net/protocol.ts what crosses the wire, in one place
439src/net/handOrder.ts your own arrangement, kept on your own device
440src/net/clock.ts worker-driven SDK clock, so a hidden host keeps hosting
441src/ui/Controller.tsx the phone at the party table: your tiles and the throw
442src/ui/OnlineLobby.tsx seats and the deal button, before an online game
443scripts/antics-deploy.mjs dist/ → antics.gg, voice pack and all
444src/table/physics.ts the discard pool: rectangles with weight, pure and testable
445src/table/geometry.ts the table measured — colliders, launch points, throw gate
446src/table/pool.ts game state ⇄ tiles in the middle, by diffing the discards
447src/ui/ TileView, Hand (drag and throw), Seat, Center, Pool, Help
448```
449
450## The tiles in the middle
451
452The pool is a small rigid-body solver (`src/table/physics.ts`) that knows nothing
453about mahjong, the DOM, or the clock: fixed 1/120s steps, no randomness of its
454own, and everything in table pixels. Given the same throws it produces the same
455pile every time, which is what lets a refresh mid-hand come back to the pile you
456had rather than a freshly scattered one — positions are derived from the hand
457number and each tile's place in its thrower's discards, never saved.
458
459It is drawn on a canvas that spans the **whole table**, not just the centre.
460That is deliberate: `.slot` and `.seat` both clip their own contents, which is
461why a tile can't be animated out of a strip as an element. On the canvas there is
462nothing to clip it, so a tile lifted out of a hand crosses the table in one
463piece.
464
465Nothing about the square is calculated twice. Its size lives entirely in CSS
466(`--ws`, `--wd`), so `geometry.ts` **measures** it instead of restating that
467arithmetic: `WallRing` already renders every stack as a real element tagged with
468its index, and the colliders are those elements' bounding rects. That one
469mapping is what makes the wall a physical object — the thing a thrown tile
470bounces off, and the thing the throw gate casts its ray at.
471
472## What is left of the wall
473
474Four walls of eighteen full-size stacks want about 560px a side. No ordinary
475window has that between the top and bottom strips, and the tile is not allowed
476to shrink to make it fit — a tile in the wall is the same tile you play with, so
477drawing it smaller was a visible lie.
478
479What saves it is that nobody ever sees a whole wall: four hands come off the
480front before the table is on screen, so barely half of it is left by then. So
481only the stacks still standing are drawn, and they are laid out around a ring
482cut to the **middle** rather than to eighteen — `ringLayout` in `game/wall.ts`
483measures how many stacks a side can take (`WallRing` renders one hidden cell and
484asks CSS how big it came out) and shares what is left over the four sides in
485proportion. Every seat keeps a wall in front of it instead of the remainder
486piling into one corner, and the order runs all the way round, so the break point
487is still at the head of it and the 底牌 tail still at the end.
488
489Shuffling the wall along as it is eaten costs nothing to look at, because every
490stack shows the same green back — and it is what people do to a half-eaten wall
491anyway.
492
493`pool.ts` never listens for events. It **diffs** the discards against what it is
494already drawing, keyed by `seat:index` — and those keys never shift, because
495discards are only ever pushed and a claim only ever pops the one on top. So a
496key that appeared is a tile to throw in and a key that went is a tile to take
497off, which makes undo, 下一局, a claim and resuming a saved game all the same
498code path. The engine has no idea any of it exists, and the save format did not
499change.