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1v1 Jev

Three.js quickscope arena where Jev decides movement, aiming, ADS, firing, and jumping at roughly 9 Hz.

emrickgarrett/OneVOneJevREADME ↗
# 1v1 Jev — Quickscope Arena

Server-authoritative browser FPS: queue up, fight **Jev** (TypeSafe System One) in a Rust-like industrial yard, first to 5 kills. Spectators watch and chat from the sidelines. Final kill gets a killcam before the next challenger.

## Stack

- **Client:** Vite + Three.js + TypeScript
- **Server:** Node.js + `ws`, 60 Hz sim, 20 Hz snapshots
- **AI:** `@typesafe-ai/sdk` (`jev-latest`) with heuristic fallback

## Setup

```bash
npm install
cp .env.example .env
# Put your key in .env:
# TYPESAFE_API_KEY=...
npm run dev
```

- Game UI: http://localhost:5173
- WebSocket (proxied): `/ws` → `localhost:3001`

Production-style (single Node host serves API + built client):

```bash
npm run build
npm start
```

Serves the built client from the Node server on `PORT` (default `3001`).

## Controls

| Action | Input |
| --- | --- |
| Move | WASD |
| Look | Mouse (pointer lock) |
| ADS | Right mouse |
| Fire | Left mouse |
| Jump | Space |
| Chat | T |

## Game rules

- One human vs Jev at a time; others queue / spectate
- First to **5** kills
- Bolt-action sniper: inaccurate hipfire, accurate once ADS settles (~65% into ADS) — classic MW2 quickscope timing
- Shared radar (no fog of war)
- Safe respawns with brief spawn protection
- Final kill → killcam (full motion replay) → next queued player countdown
- Solo players are re-queued automatically after each match

## Jev

The server builds structured JSON state each decision tick (~9 Hz) and fans out Choice/Noul questions (move, yaw, pitch, ADS, fire, jump). API key stays on the server. Calls run only while a match is in `playing` and both fighters are alive. If TypeSafe is unreachable, a deterministic heuristic uses the same action interface so matches never stall.

## Deploy (Railway)

**Recommended:** on

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