Build MVP: launcher, constructor, and AI game generation

A self-hosted, Roblox-flavored game platform: browse/play published
browser games, build them by hand or by describing them to an LLM.
Fully independent from top-tickets — separate repo, DB, port (8082).

- Auth: email+password accounts (argon2, httpOnly session cookies),
  no admin/agent split — every account can create and play.
- Three game templates (quiz, clicker, maze), each a zod schema paired
  with a Phaser 4 Scene that renders purely from a validated instance
  of that schema — manual and AI-generated games hit the same
  renderer, so a saved game is always guaranteed to load and run. The
  maze schema BFS-validates that the exit is reachable from the start.
- Manual constructor: per-template builder forms, draft/publish/edit/
  delete, a launcher grid of published games, a full-bleed play page.
- AI generation: Anthropic API key configured under Settings → AI
  (encrypted at rest, validated with a live call before saving, same
  shape as top-tickets' mailbox/LDAP settings). Generation uses the
  SDK's zodOutputFormat/messages.parse to force schema-shaped JSON
  output, with one retry feeding back the validation error. Output
  always prefills the manual builder for review — never auto-published
  blind. Clean, distinct error message when no key is configured yet
  (no silent fallback exists here, so it doesn't pretend one does).
- Docker Compose on port 8082 (bakes in the busy_timeout=30000 SQLite
  pragma from day one — top-tickets hit this build-time race twice).

Deferred: more templates/genres, drag-and-drop level editor, likes/
leaderboards, AI-generated sprite assets, multiplayer, moderation.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QcXH24ky6zjk2UyK5oZUPH
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ogrechkoandClaude Sonnet 5 committed 2026-07-31 17:40:30 +00:00
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import { z } from "zod";
const MAZE_CHARS = new Set(["#", ".", "S", "E", "*"]);
/** BFS from S to any E, treating '#' as the only impassable tile. */
function isExitReachable(grid: string[]): boolean {
const rows = grid.length;
const cols = grid[0]?.length ?? 0;
let start: [number, number] | null = null;
for (let r = 0; r < rows; r++) {
for (let c = 0; c < cols; c++) {
if (grid[r][c] === "S") start = [r, c];
}
}
if (!start) return false;
const visited = new Set<string>([`${start[0]},${start[1]}`]);
const queue: [number, number][] = [start];
while (queue.length > 0) {
const [r, c] = queue.shift()!;
if (grid[r][c] === "E") return true;
for (const [dr, dc] of [
[-1, 0],
[1, 0],
[0, -1],
[0, 1],
]) {
const nr = r + dr;
const nc = c + dc;
if (nr < 0 || nr >= rows || nc < 0 || nc >= cols) continue;
const key = `${nr},${nc}`;
if (visited.has(key) || grid[nr][nc] === "#") continue;
visited.add(key);
queue.push([nr, nc]);
}
}
return false;
}
export const mazeDefinitionSchema = z
.object({
// Each string is one row. '#' wall, '.' floor, 'S' start, 'E' exit, '*' item.
grid: z.array(z.string().min(1)).min(3).max(30),
// 0 = no limit.
timeLimitSec: z.number().int().min(0).max(600).default(0),
})
.refine((def) => def.grid.every((row) => row.length === def.grid[0].length), {
message: "All grid rows must be the same length",
path: ["grid"],
})
.refine((def) => def.grid.every((row) => [...row].every((c) => MAZE_CHARS.has(c))), {
message: "Grid may only contain the characters # . S E *",
path: ["grid"],
})
.refine((def) => def.grid.flatMap((row) => [...row]).filter((c) => c === "S").length === 1, {
message: "Grid must contain exactly one S (start)",
path: ["grid"],
})
.refine((def) => def.grid.some((row) => row.includes("E")), {
message: "Grid must contain at least one E (exit)",
path: ["grid"],
})
.refine((def) => isExitReachable(def.grid), {
message: "Exit (E) must be reachable from the start (S)",
path: ["grid"],
});
export type MazeDefinition = z.infer<typeof mazeDefinitionSchema>;
export const DEFAULT_MAZE_DEFINITION: MazeDefinition = {
grid: ["#######", "#S.*..#", "#.###.#", "#...*.#", "#.###.#", "#....E#", "#######"],
timeLimitSec: 0,
};