Add a persistent event log for shop and prep actions.
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@@ -0,0 +1,91 @@
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import { useEffect, useRef, useState } from 'react'
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import type { LogEntry } from '../types'
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// A single battle line, derived from the battle event stream and fed in by
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// BattlePhase so the log stays in step with the replay controls.
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export interface BattleLogLine {
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key: string
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icon?: string
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text: string
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seat: number // -1 = neutral/system
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}
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interface Props {
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entries: LogEntry[]
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youSeat: number
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// During a battle, the lines revealed up to the current replay step. The
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// last one is the "current" step and gets highlighted.
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battleLines?: BattleLogLine[]
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}
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function seatClass(seat: number, youSeat: number): string {
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if (seat < 0) return 'log-system'
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return seat === youSeat ? 'log-you' : 'log-opp'
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}
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// EventLog is the persistent, human-readable narration of the game, shown in
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// every phase. Shop/prep entries come from the server; battle entries are fed
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// in step-by-step so stepping back through the replay walks back up the log.
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export function EventLog({ entries, youSeat, battleLines }: Props) {
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const [open, setOpen] = useState(true)
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const bodyRef = useRef<HTMLDivElement>(null)
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const lastSeq = entries.length ? entries[entries.length - 1].seq : 0
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const battleLen = battleLines?.length ?? 0
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// Keep the newest line in view as the log grows or the replay advances.
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useEffect(() => {
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const el = bodyRef.current
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if (el) el.scrollTop = el.scrollHeight
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}, [lastSeq, battleLen, open])
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return (
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<aside className={`event-log ${open ? '' : 'is-collapsed'}`}>
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<div className="event-log-head">
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<span>📜 Event Log</span>
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<button
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className="btn btn-ghost btn-sm"
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onClick={() => setOpen((o) => !o)}
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title={open ? 'Collapse log' : 'Expand log'}
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aria-label={open ? 'Collapse log' : 'Expand log'}
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>
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{open ? '▸' : '◂'}
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</button>
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</div>
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{open && (
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<div className="event-log-body" ref={bodyRef}>
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{entries.length === 0 && battleLen === 0 && (
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<div className="log-empty muted">Nothing has happened yet.</div>
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)}
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{entries.map((e) => (
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<div key={`e${e.seq}`} className={`log-line ${seatClass(e.seat, youSeat)}`}>
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{e.icon && <span className="log-icon">{e.icon}</span>}
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<span className="log-text">{e.text}</span>
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</div>
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))}
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{battleLen > 0 && (
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<>
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<div className="log-line log-system log-divider">
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<span className="log-text">⚔️ Battle</span>
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</div>
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{battleLines!.map((l, i) => (
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<div
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key={l.key}
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className={[
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'log-line',
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seatClass(l.seat, youSeat),
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i === battleLen - 1 ? 'log-current' : '',
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]
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.filter(Boolean)
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.join(' ')}
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>
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{l.icon && <span className="log-icon">{l.icon}</span>}
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<span className="log-text">{l.text}</span>
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</div>
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))}
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</>
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)}
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</div>
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)}
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</aside>
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)
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}
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@@ -6,6 +6,7 @@ import { ArrangePhase } from './ArrangePhase'
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import { BattlePhase } from './BattlePhase'
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import { GameOver } from './GameOver'
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import { DebugPanel } from './DebugPanel'
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import { EventLog } from './EventLog'
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// Table connects to the game and routes to the right phase screen.
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export function Table({ session, onLeave }: { session: Session; onLeave: () => void }) {
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@@ -56,15 +57,20 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
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</button>
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</header>
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<main className="table-main">
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{view.phase === 'lobby' && <Lobby view={view} />}
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{(view.phase === 'shop' || view.phase === 'cleanup') && (
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<ShopPhase view={view} you={you} send={send} />
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<div className="table-body">
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<main className="table-main">
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{view.phase === 'lobby' && <Lobby view={view} />}
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{(view.phase === 'shop' || view.phase === 'cleanup') && (
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<ShopPhase view={view} you={you} send={send} />
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)}
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{view.phase === 'arrange' && <ArrangePhase view={view} you={you} send={send} />}
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{view.phase === 'battle' && <BattlePhase view={view} send={send} />}
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{view.phase === 'gameover' && <GameOver view={view} onLeave={onLeave} />}
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</main>
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{view.phase !== 'lobby' && (
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<EventLog entries={view.log ?? []} youSeat={view.youSeat} />
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)}
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{view.phase === 'arrange' && <ArrangePhase view={view} you={you} send={send} />}
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{view.phase === 'battle' && <BattlePhase view={view} send={send} />}
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{view.phase === 'gameover' && <GameOver view={view} onLeave={onLeave} />}
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</main>
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</div>
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{opponents.some((p) => !p.connected) && view.phase !== 'lobby' && (
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<div className="banner banner-warn">An opponent is disconnected…</div>
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@@ -330,6 +330,13 @@ h3 {
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padding: 4px 10px;
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}
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.table-body {
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flex: 1;
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display: flex;
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align-items: flex-start;
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min-height: 0;
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}
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.table-main {
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flex: 1;
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padding: 20px 16px 40px;
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@@ -338,6 +345,135 @@ h3 {
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margin: 0 auto;
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}
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/* ---------- event log ---------- */
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.event-log {
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width: 300px;
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flex-shrink: 0;
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align-self: stretch;
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position: sticky;
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top: 0;
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max-height: calc(100vh - 58px);
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display: flex;
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flex-direction: column;
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background: rgba(0, 0, 0, 0.28);
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border-left: 3px solid rgba(0, 0, 0, 0.35);
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}
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.event-log.is-collapsed {
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width: 42px;
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}
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.event-log-head {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: 6px;
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padding: 8px 10px;
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font-family: var(--font-display);
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font-size: 0.9rem;
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color: var(--gold);
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background: rgba(0, 0, 0, 0.25);
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border-bottom: 2px solid rgba(0, 0, 0, 0.3);
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white-space: nowrap;
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}
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.event-log.is-collapsed .event-log-head {
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writing-mode: vertical-rl;
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justify-content: flex-start;
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gap: 10px;
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padding: 10px 8px;
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height: 100%;
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}
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.event-log.is-collapsed .event-log-head button {
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writing-mode: horizontal-tb;
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}
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.event-log-body {
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flex: 1;
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overflow-y: auto;
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padding: 8px 10px 12px;
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display: flex;
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flex-direction: column;
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gap: 5px;
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font-size: 0.82rem;
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line-height: 1.25;
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}
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.log-empty {
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padding: 8px 2px;
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font-style: italic;
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}
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.log-line {
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display: flex;
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gap: 6px;
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align-items: baseline;
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padding: 3px 6px;
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border-radius: 6px;
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border-left: 3px solid transparent;
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background: rgba(255, 255, 255, 0.03);
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}
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.log-icon {
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flex-shrink: 0;
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}
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.log-text {
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min-width: 0;
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word-break: break-word;
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}
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.log-line.log-you {
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border-left-color: var(--gold);
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}
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.log-line.log-opp {
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border-left-color: var(--red);
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}
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.log-line.log-system {
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background: none;
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color: var(--cream-dark);
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justify-content: center;
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font-family: var(--font-display);
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font-size: 0.8rem;
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opacity: 0.85;
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margin-top: 4px;
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}
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.log-line.log-divider {
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border-top: 1px dashed rgba(253, 243, 220, 0.25);
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padding-top: 8px;
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color: var(--gold);
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}
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.log-line.log-current {
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background: rgba(255, 207, 92, 0.18);
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outline: 1px solid rgba(255, 207, 92, 0.4);
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}
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@media (max-width: 860px) {
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.table-body {
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flex-direction: column;
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}
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.event-log {
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width: 100%;
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position: static;
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max-height: 220px;
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border-left: none;
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border-top: 3px solid rgba(0, 0, 0, 0.35);
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}
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.event-log.is-collapsed {
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width: 100%;
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}
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.event-log.is-collapsed .event-log-head {
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writing-mode: horizontal-tb;
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height: auto;
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}
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}
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/* ---------- lobby ---------- */
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.lobby {
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@@ -75,6 +75,17 @@ export interface BattleResult {
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trophies: number
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}
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export interface LogEntry {
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seq: number
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round: number
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phase: Phase
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seat: number // acting seat, or -1
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icon?: string
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text: string
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source?: string // card id that caused a spawn
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spawn?: string // 'apple' | 'bee'
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}
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export interface GameView {
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gameId: string
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code: string
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@@ -90,6 +101,7 @@ export interface GameView {
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pending?: PendingTrade
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battle?: BattleResult
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winnerSeat: number
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log?: LogEntry[]
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debug?: boolean // server DEBUG mode: unlocks the buy-any-card panel
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}
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