Add a persistent event log for shop and prep actions.
This commit is contained in:
+19
-1
@@ -93,6 +93,9 @@ type Game struct {
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Battle *BattleResult `json:"battle,omitempty"` // most recent battle
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NextCardID int `json:"nextCardId"`
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WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie
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// Log is the running, human-readable event log shown across every phase.
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Log []LogEntry `json:"log,omitempty"`
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LogSeq int `json:"logSeq"` // last assigned entry sequence number
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// RollDie overrides the rock die (faces 0,0,1,1,2,2) for tests. Nil
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// (including after loading from storage) means a fair random roll.
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@@ -225,6 +228,7 @@ func (g *Game) startShopRound() {
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}
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// The priority-token holder shops first.
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g.Turn = g.PrioritySeat
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g.logf(-1, "🛒", "Round %d — shop opens (%s goes first).", g.Round, g.Players[g.PrioritySeat].Name)
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}
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// drawFromTier pops the top card of the given tier's deck (1-based tier).
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@@ -273,6 +277,7 @@ func (g *Game) Buy(playerID string, rowIdx int) error {
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p.Coins--
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bought := g.ShopRow[rowIdx]
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p.Deck = append(p.Deck, bought)
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g.logf(p.Seat, "🛒", "%s bought %s %s.", p.Name, article(bought.Name), bought.Name)
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g.ShopRow[rowIdx] = g.drawFromTier(g.Round)
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g.applyShopTrigger(p, bought, TriggerBuy)
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g.advanceShopTurn()
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@@ -310,11 +315,15 @@ func (g *Game) applyShopTrigger(p *Player, c Card, trigger EffectTrigger) {
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}
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switch e.Action {
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case ActionGainApple:
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for range e.count() {
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n := e.count()
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for range n {
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p.Deck = append(p.Deck, g.newApple())
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}
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g.addLog(LogEntry{Seat: p.Seat, Icon: "🍎", Source: c.ID, Spawn: "apple",
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Text: fmt.Sprintf("%s adds %d apple%s to %s's deck.", c.Name, n, plural(n), p.Name)})
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case ActionRefreshGold:
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p.Coins = min(p.Coins+e.count(), CoinsPerRound)
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g.logf(p.Seat, "🪙", "%s refreshes %s's coins.", c.Name, p.Name)
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case ActionDoubleApples:
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apples := 0
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for _, dc := range p.Deck {
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@@ -325,6 +334,10 @@ func (g *Game) applyShopTrigger(p *Player, c Card, trigger EffectTrigger) {
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for range apples {
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p.Deck = append(p.Deck, g.newApple())
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}
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if apples > 0 {
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g.addLog(LogEntry{Seat: p.Seat, Icon: "🍎", Source: c.ID, Spawn: "apple",
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Text: fmt.Sprintf("%s doubles %s's apples (+%d).", c.Name, p.Name, apples)})
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}
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}
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}
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}
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@@ -349,6 +362,8 @@ func (g *Game) sellCards(p *Player, cardIDs []string) error {
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}
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for _, c := range sold {
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p.Deck = append(p.Deck, g.newApple())
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g.addLog(LogEntry{Seat: p.Seat, Icon: "🍎", Source: c.ID, Spawn: "apple",
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Text: fmt.Sprintf("%s sold %s — it becomes an apple.", p.Name, c.Name)})
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g.applyShopTrigger(p, c, TriggerSell)
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}
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return nil
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@@ -397,6 +412,7 @@ func (g *Game) TradeStart(playerID string, cardIDs []string) error {
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}
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p.Coins--
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p.TripledThisRound = true
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g.logf(p.Seat, "🔄", "%s traded in 3 %s pets for a tier %d pick.", p.Name, suit, nextTier)
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g.Pending = &PendingTrade{
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PlayerID: playerID,
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Tier: nextTier,
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@@ -424,6 +440,7 @@ func (g *Game) TradeChoose(playerID string, pick int) error {
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tierIdx := g.Pending.Tier - 1
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g.ShopDecks[tierIdx] = append(g.ShopDecks[tierIdx], other)
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g.Pending = nil
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g.logf(p.Seat, "🔄", "%s picked %s from the trade.", p.Name, chosen.Name)
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// Pets obtained via the Triple action trigger their Buy effects.
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g.applyShopTrigger(p, chosen, TriggerBuy)
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g.advanceShopTurn()
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@@ -456,6 +473,7 @@ func (g *Game) Pass(playerID string) error {
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return err
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}
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p.Coins = 0
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g.logf(p.Seat, "✋", "%s passed.", p.Name)
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g.advanceShopTurn()
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return nil
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}
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@@ -0,0 +1,55 @@
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package game
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import (
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"fmt"
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"strings"
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)
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// LogEntry is one human-readable line in the game's running event log. The
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// log is public — both players see the same entries across every phase — and
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// explains not just what happened but why (e.g. which pet granted an apple).
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type LogEntry struct {
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Seq int `json:"seq"` // stable, monotonically increasing id
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Round int `json:"round"` // round the entry belongs to
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Phase Phase `json:"phase"`
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Seat int `json:"seat"` // acting seat, or -1 when none
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Icon string `json:"icon,omitempty"` // leading emoji
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Text string `json:"text"` // the sentence itself
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Source string `json:"source,omitempty"` // card id that caused a spawn
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Spawn string `json:"spawn,omitempty"` // "apple" | "bee" for spawn entries
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}
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// addLog appends an entry, stamping it with the next sequence number and the
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// current round/phase. Callers set Seat/Icon/Text (and Source/Spawn when the
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// entry represents something spawning off a card).
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func (g *Game) addLog(e LogEntry) {
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g.LogSeq++
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e.Seq = g.LogSeq
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e.Round = g.Round
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e.Phase = g.Phase
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g.Log = append(g.Log, e)
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}
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// logf is the common case: an entry with just a seat, icon, and message.
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func (g *Game) logf(seat int, icon, format string, args ...any) {
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g.addLog(LogEntry{Seat: seat, Icon: icon, Text: fmt.Sprintf(format, args...)})
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}
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// article returns "a" or "an" to suit the following word.
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func article(word string) string {
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if word == "" {
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return "a"
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}
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if strings.ContainsRune("aeiouAEIOU", rune(word[0])) {
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return "an"
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}
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return "a"
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}
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// plural returns "s" when n is not 1, for simple "N apple(s)" phrasing.
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func plural(n int) string {
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if n == 1 {
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return ""
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}
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return "s"
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}
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@@ -35,6 +35,8 @@ type View struct {
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Pending *PendingTrade `json:"pending,omitempty"`
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Battle *BattleResult `json:"battle,omitempty"`
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WinnerSeat int `json:"winnerSeat"`
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// Log is the shared, public event log shown across every phase.
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Log []LogEntry `json:"log,omitempty"`
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// Debug is set by the server when its DEBUG flag is on, unlocking the
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// client's "buy any card" panel. Not part of the pure game state.
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Debug bool `json:"debug,omitempty"`
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@@ -54,6 +56,7 @@ func (g *Game) ViewFor(playerID string) View {
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PrioritySeat: g.PrioritySeat,
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ShopRow: g.ShopRow,
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WinnerSeat: g.WinnerSeat,
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Log: g.Log,
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}
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for _, deck := range g.ShopDecks {
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v.DeckCounts = append(v.DeckCounts, len(deck))
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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 {
|
||||
gameId: string
|
||||
code: string
|
||||
@@ -90,6 +101,7 @@ export interface GameView {
|
||||
pending?: PendingTrade
|
||||
battle?: BattleResult
|
||||
winnerSeat: number
|
||||
log?: LogEntry[]
|
||||
debug?: boolean // server DEBUG mode: unlocks the buy-any-card panel
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user