This is not the engine repo. This repository (Loptr-Lab/training) contains a standalone, self-contained TypeScript coding exercise used for candidate evaluation and MN Vocational Rehabilitation (VRS)-supported training.
State workforce agencies (VR offices, local Workforce Development Boards) operate under different application workflows and funding eligibility rules.
Use our Interactive State Agency & Voc-Rehab Lookup Tool to view state-specific intake links and funding availability.
| State | Primary Agency Intake | VR Tech Training Covered? | Local WIOA Training Finder |
|---|---|---|---|
| Texas (TX) | Texas Workforce Commission (TWC) | Yes | TWC Approved Training Search |
| Minnesota (MN) | DEED CareerForce Minnesota | Yes | MN WIOA Provider Search |
| California (CA) | CA EDD Workforce Services | Yes | CalJOBS Training Provider Search |
| New York (NY) | NY Dept. of Labor Workforce | Yes | NY Training Finder |
Note on VR Tech Training Eligibility: Under Title I of the Rehabilitation Act, all state VR agencies cover tech/IT training if it supports the candidate’s competitive integrated employment goals. Exact intake portals vary by state (e.g., TWC Vocational Rehabilitation Services in Texas vs. DEED VRS in Minnesota).
This exercise is a proxy for real engineering work on Veiled Dominion — completing it well maps directly onto Track A of the training curriculum below, not a disconnected test.
npm install
npm test
All tests in engine.test.ts and edge-rules.test.ts will fail with “Not implemented” until you implement engine.ts.
types.ts (internals only — keep the exported shape stable) and engine.ts.engine.test.ts or edge-rules.test.ts. These are the scoring contracts. If you think a test is wrong, say so in NOTES.md — don’t change the test.engine.test.ts tests a functional API (getLegalMoves, applyMove, advanceTurn). edge-rules.test.ts separately tests an object-oriented GameEngine class with matching behavior.REVIEWER_SCORECARD.md.The original Gale rule (“cannot end on the same row/column it started on”) was written for a single straight diagonal slide, which can never land back on its starting row or column — the rule is mathematically redundant in that form.
Tide alternation: a Tide piece’s lastMoveAxis is undefined until it moves once. Its first move is unrestricted. Every move after that must be along a different axis (horizontal vs. vertical) than the previous Tide move by that same piece.
Ember midpoint / Steam: an Ember jump is illegal if (a) the midpoint square is occupied by any piece, (b) the midpoint square is currently Steam, or (c) the landing square is currently Steam.
Burning expiry: if a piece becomes Burning as a result of a move made during turn T, it remains Burning during turns T, T+1, and T+2, and is no longer Burning from turn T+3 onward. Both engine.test.ts and edge-rules.test.ts assert this window.
These contracts are spelled out in full so that “my interpretation of the rule was reasonable” isn’t a valid defense for a failing test — the test files already encode the one interpretation used for grading.
GameEngine classNOTES.md with:
engine.test.ts and edge-rules.test.ts without modifying either fileGameEngine class are implementedNOTES.md included with honest design analysisThis exercise is the hands-on centerpiece of Track A: Prototype Engineer below. If you’re working through this as part of a VRS training plan or self-directed learning path, the full curriculum progression is:
THE_THRESHOLD.md first — the world, its philosophy, and why “restraint over conquest” and “myth is undecoded science” are the two ideas everything else here has to serveRULEBOOK_v0.1) well enough to explain them without notesCheckpoint: you can explain the core rules and diagram the turn loop from memory.
Module 1 — Programming Fundamentals TypeScript/OOP fundamentals, finite state machines, test-driven development — this exercise is scored entirely via Jest, so get comfortable reading test output as spec, not just pass/fail.
Module 2 — Spatial & Coordinate Systems Grid movement validation, midpoint/jump logic (Ember), axis-alternation constraints (Tide) — all directly exercised by this repo’s test suite.
Module 3 — Status-Effect & Timed State Systems
Turn-based expiry logic (Burning), square-status effects (Steam) — the reaction-framework requirement in CANDIDATE.md is explicitly testing whether you can build this as an extensible system rather than hardcode one-off rules.
Module 4 — Systems Integration
Putting it together into a coherent, testable engine implementing both required interfaces — this is what REVIEWER_SCORECARD.md’s “Reaction framework design” criterion (35% of the score) is actually measuring.
Completion checkpoint: all mandatory tests pass in both harnesses, NOTES.md reflects honest design tradeoffs, and you’ve added at least one new reaction using your own framework without touching tests.
Game economy modeling, quantitative balance analysis, structured playtesting methodology. Not exercised directly in this repo — see the engine repo’s docs/design/GDD.md for the real economic systems.
Shader programming for the engine’s signature visual effects (Death’s void material, Rebirth’s glow), built against real accessibility constraints — see the engine repo’s docs/ENGINE_ACCESSIBILITY_A11Y_PARADOX.md and docs/ENGINE_ACCESSIBILITY_AUDIO_AURA.md.
Finishing this exercise well is a real, gradable signal — see REVIEWER_SCORECARD.md for exactly what’s being evaluated and how. From here, contributors typically move into Track B or C, or directly into scoped engine-repo tasks.
These map directly onto the tracks above:
| Course | Tracks | Why |
|---|---|---|
| Epic Web | A, B | Full-stack patterns — auth, routing, server/client separation |
| Epic AI | A | Building AI-powered apps; relevant to the engine’s agent layer |
| Testing JavaScript | A | Kent’s “test behavior, not implementation” philosophy is exactly the mindset this exercise rewards |
| Epic React | A, C | UI layer — relevant when moving beyond vanilla JS |
| Epic Product Engineer | B | Judgment and constraints; aligns with the studio’s “People over Profits” design philosophy |
THE_THRESHOLD.md in this repo — read before Track A if you haven’t alreadydocs/design/GDD.md in the engine repodocs/ENGINE_ACCESSIBILITY_A11Y_PARADOX.md and docs/ENGINE_ACCESSIBILITY_AUDIO_AURA.md in the engine repoProgram sponsor: Loptr Lab Questions: questions@loptrlab.com