# Y.A.R.N. HTML5 A browser remake of **Y.A.R.N.** (Yet Another Random Narrative), the collaborative story-writing parlor game from GameSpy Arcade, with optional LLM-driven bots. Players take turns adding one sentence to a shared story, vote for their favourite entry each round, and score points. The finished story is saved to disk. ## Quick start ```bash npm install npm start # open http://localhost:3000 ``` Create or pick a room on the menu, share the `/game/` URL, and the host can start once at least 3 players (humans + bots) are present. ## Configuration | Variable | Default | Purpose | | --- | --- | --- | | `PORT` | `3000` | HTTP port | | `YARN_STORIES_DIR` | `./stories` | Where finished stories are written | | `OPENAI_API_KEY` | – | Enables LLM bots (any OpenAI-compatible endpoint) | | `OPENAI_MODEL` | `meta-llama/Llama-3.2-3B-Instruct-Turbo` | Default model | Bots can also be configured with `bots/llm_config.json` (same shape as the OpenAI JS client's options, e.g. `{ "apiKey": "...", "baseURL": "...", "model": "..." }`). Copy `bots/llm_config.example.json` to get started. This file is gitignored. **If the LLM client cannot be created (no key/config), bots automatically fall back to `RandomBot`**, so a game always starts. A bot request that fails or times out degrades to a fallback sentence (or an empty entry) and the game continues. ## Game rules - The host picks the round limit, score limit, time per round, bot count and starting text. Settings sync live to everyone in the lobby. - Writing phase: each player submits one sentence (max 280 chars). - Voting phase: 10 seconds per entry (minimum 15s). You cannot vote for your own entry, and empty entries are not voteable. - Scoring: 1 point per vote received. The single most-voted entry gets +3 bonus points. On a tie the longest tied entry gets +2 and the others +1. **The final round is worth double points.** - The game ends when a player reaches the score limit, or when the round limit is reached (highest score wins). The story is saved automatically. - The host can skip a stalled writing/voting phase and remove idle players. If a player drops, the round advances immediately when everyone remaining has submitted/voted. ## Project layout ``` server.js Express + Socket.IO server and the YarnGame state machine bots/BotFactory.js Bot construction (LLM with RandomBot fallback) + unique names bots/LLMBot.js OpenAI-compatible bot (write/vote/banter, optional config) bots/RandomBot.js Deterministic offline bot public/menu.html Room browser, past-story archive, about public/game.html Game client (lobby, writing, voting, results, game over) tests/ node:test unit + socket integration tests stories/ Saved stories (gitignored, created on demand) ``` ## Tests ```bash npm test ``` The suite (`node --test tests/*.test.js`) covers: - `tests/yarn-game.test.js` – scoring (incl. final-round doubling and tie breaks), vote validation, phase transitions/timers, reconnection, story assembly and persistence. - `tests/bots.test.js` – factory fallback, unique names, concurrent bot writing/voting, invalid bot votes, banter wiring. - `tests/validation.test.js` – room/player-id sanitisation, settings clamping, text cleaning. - `tests/socket-flow.test.js` – full end-to-end game over real Socket.IO: two humans + one bot, writing → voting → results → game over, story saved, plus immediate phase advance when the last unsubmitted player disconnects. - `tests/client-ui.test.js` – loads `game.html` and `menu.html` in jsdom and drives the real client code: input preservation, score-limit `0`, refresh resync, HUD, own-vote blocking, results table, game-over controls, host skip/kick, room list and past-story archive. ### Manual verification checklist The jsdom suite covers the client logic; a few visual/browser checks are still worth doing by hand: 1. Open two browser windows on the same room and confirm the live chat, player highlight colours and host ★ marker look right. 2. Hover a story segment and confirm the author name appears. 3. On game over, use Download/Copy Story and check the file/clipboard contents. 4. Confirm the results table is readable on a narrow (mobile) viewport. 5. Start a game with 2 humans and 4 bots and confirm the round flow feels right (LLM latency, banter in chat, no stalled rounds).