Various bug fixes and improvements.

This commit is contained in:
Greyson Parrelli
2026-07-24 10:47:59 -04:00
parent 0fe0757e18
commit 6558806ba0
10 changed files with 66 additions and 27 deletions
+5 -5
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@@ -2,7 +2,6 @@ package game
import (
"fmt"
"slices"
)
// BattleUnit is a pet in play with its attached foods applied. Power
@@ -1165,19 +1164,20 @@ func (g *Game) runBattle() *BattleResult {
Text: fmt.Sprintf("%s eats an apple (now +%d).", q.unit.Card.Name, q.unit.Bonus)})
}
case ActionShuffleApples:
// Komodo: only if it's the side's first pet, shuffle apples into
// random deck positions (deterministic via the battle draw tape).
// Komodo: only if it's the side's first pet, add apples to the
// remaining deck and shuffle the whole thing so the apples and the
// existing pets intermix (not just apples dropped in).
if q.effect.Condition == ConditionFirstPet && sides[q.seat].petsPlayed != 1 {
continue
}
s := sides[q.seat]
for range q.effect.count() {
pos := g.battleDraw(len(s.stack) + 1)
apple := g.newApple()
s.stack = slices.Insert(s.stack, pos, apple)
s.stack = append(s.stack, apple)
emit(BattleEvent{Type: "summon", Seat: q.seat, Card: &apple,
Text: fmt.Sprintf("%s shuffles an apple into %s's deck.", q.unit.Card.Name, pname(q.seat))})
}
g.battleShuffle(s.stack)
case ActionSpendRocks:
// Nurse Shark: spend as many Trumpets as available (up to Count) to
// throw two rocks each.
+2 -2
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@@ -196,8 +196,8 @@ const (
ActionRevealForApples EffectAction = "revealForApples"
// --- Golden pack, tier 6 ---
// ActionShuffleApples (play) shuffles Count apples into random positions of
// the owner's remaining deck (Komodo). Gated by ConditionFirstPet.
// ActionShuffleApples (play) adds Count apples to the owner's remaining
// deck and shuffles the whole deck (Komodo). Gated by ConditionFirstPet.
ActionShuffleApples EffectAction = "shuffleApples"
// ActionReactivateBuys (battle prep) re-fires the Buy ability of every pet
// in the owner's hand (Catfish).
+9
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@@ -159,6 +159,15 @@ func (g *Game) battleDraw(n int) int {
// rollRockDie rolls one rock die: 0, 1, or 2 with equal probability.
func (g *Game) rollRockDie() int { return g.battleDraw(3) }
// battleShuffle does an in-place Fisher-Yates over a battle deck, routing its
// randomness through battleDraw like every other in-battle draw (Komodo).
func (g *Game) battleShuffle(s []Card) {
for i := len(s) - 1; i > 0; i-- {
j := g.battleDraw(i + 1)
s[i], s[j] = s[j], s[i]
}
}
var (
ErrNotYourTurn = errors.New("not your turn")
ErrWrongPhase = errors.New("action not allowed in this phase")
+4
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@@ -20,6 +20,9 @@ type PlayerView struct {
// hidden deck facts (a Manta Ray) to opponents.
FirstBuyFree bool `json:"firstBuyFree,omitempty"`
BuysThisRound int `json:"buysThisRound,omitempty"`
// Trumpets is the count banked for the next battle (Bird of Paradise).
// Self-only — shown under the player's own deck.
Trumpets int `json:"trumpets,omitempty"`
Deck []Card `json:"deck,omitempty"` // self only
}
@@ -105,6 +108,7 @@ func (g *Game) ViewFor(playerID string) View {
pv.Deck = p.Deck
pv.FirstBuyFree = p.FirstBuyFree
pv.BuysThisRound = p.BuysThisRound
pv.Trumpets = p.PendingTrumpets
}
v.Players = append(v.Players, pv)
}
+1 -1
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@@ -541,7 +541,7 @@ export function BattlePhase({ view, send, step, setStep }: Props) {
<div className={`deck-peek deck-peek-${peek.dir}`} style={style}>
<div className="deck-peek-label">
{peek.seat === youSeat ? 'Your' : 'Opponents'} deck · {lineup.length} card
{lineup.length !== 1 ? 's' : ''} (top first)
{lineup.length !== 1 ? 's' : ''} (first on the right)
</div>
<div className="deck-peek-cards">
{lineup.map((c, i) => (
+7 -7
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@@ -206,19 +206,19 @@ export function CardView({
onMouseLeave={preview ? undefined : () => setHover(null)}
>
{previewEl}
{/* Power sits in a spiky burst badge in the top-left corner (pets only),
with any battle damage marker beside it. It's absolutely placed so it
doesn't eat into the room the name and ability text need. */}
<div className="card-top">
<span className="card-tier">{card.tier ? `T${card.tier}` : '·'}</span>
{card.suit && <span className={`suit-dot suit-${card.suit}`} title={`${card.suit} suit`} />}
</div>
{/* Power sits in a spiky burst badge on its own centered row (pets only),
with any battle damage marker beside it, so it never overlaps the art,
name, or ability text. */}
{card.kind === 'pet' && (
<div className="card-combat">
<span className={`card-power ${bonus > 0 ? 'is-buffed' : ''}`}>{power}</span>
{damage > 0 && !dead && <span className="card-damage">{damage}</span>}
</div>
)}
<div className="card-top">
<span className="card-tier">{card.tier ? `T${card.tier}` : '·'}</span>
{card.suit && <span className={`suit-dot suit-${card.suit}`} title={`${card.suit} suit`} />}
</div>
<div className="card-art" aria-hidden>
{artFor(card.name)}
</div>
+6
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@@ -73,6 +73,7 @@ export function ShopPhase({ view, you, send }: Props) {
const [useAvocado, setUseAvocado] = useState(false)
const myTurn = view.turn === view.youSeat && !you.ready
const avocados = you.avocados ?? 0
const trumpets = you.trumpets ?? 0
const freeBuy = !!you.firstBuyFree // Manta Ray: next buy costs no gold
const canBuy = myTurn && (you.coins > 0 || avocados > 0 || freeBuy)
// Nudge the player to pass once there's nothing left to buy.
@@ -376,6 +377,11 @@ export function ShopPhase({ view, you, send }: Props) {
))}
</div>
)}
{trumpets > 0 && (
<div className="trumpet-indicator" title="Trumpets banked for your next battle">
🎺 ×{trumpets}
</div>
)}
</section>
{/* Actions */}
+1 -1
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@@ -224,7 +224,7 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
>
<div className="deck-peek-label">
{oppName}s deck last round · {lineup.length} card
{lineup.length !== 1 ? 's' : ''} (top first)
{lineup.length !== 1 ? 's' : ''} (first on the right)
</div>
<div className="deck-peek-cards">
{lineup.map((c, i) => (
+27 -8
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@@ -983,9 +983,8 @@ h3 {
.card-top {
width: 100%;
display: flex;
/* The power badge now floats over the top-left corner, so tier + suit sit
together at the top-right. */
justify-content: flex-end;
/* Tier sits at the top-left, suit dot at the top-right. */
justify-content: space-between;
align-items: center;
gap: 5px;
font-size: 0.72rem;
@@ -993,16 +992,15 @@ h3 {
min-height: 14px;
}
/* Combat stats (power badge + battle damage marker) pinned to the top-left
corner. Absolute so they don't push the name and ability text down. */
/* Combat stats (power badge + battle damage marker) get their own centered
row just under the tier/suit line, so they never overlap the art or text. */
.card-combat {
position: absolute;
top: 5px;
left: 5px;
z-index: 2;
display: flex;
align-items: center;
justify-content: center;
gap: 4px;
margin: 2px 0 1px;
}
.card-tier {
@@ -1290,6 +1288,19 @@ h3 {
inset 0 0 0 1px rgba(246, 201, 78, 0.06);
}
/* Trumpets banked for the next battle, shown as a pill under the deck. */
.trumpet-indicator {
margin: 12px auto 0;
width: fit-content;
font-family: var(--font-display);
font-size: 1.05rem;
padding: 5px 14px;
border-radius: 999px;
border: 1px solid rgba(246, 201, 78, 0.3);
background: rgba(0, 0, 0, 0.28);
color: var(--gold);
}
/* Coins shown as big golden discs above the buy row. */
.shop-coins {
display: flex;
@@ -2592,6 +2603,14 @@ h3 {
flex-wrap: wrap;
gap: 6px;
max-width: min(60vw, 560px);
/* Read right-to-left like the arrangement screen: the first (top) card sits
on the right and later pets flow left. */
direction: rtl;
}
/* Keep each card's own contents left-to-right despite the rtl row. */
.deck-peek-cards > * {
direction: ltr;
}
/* Backdrop behind the toolbar deck-peek: any click outside dismisses it. Sits
+1
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@@ -32,6 +32,7 @@ export interface PlayerView {
avocados?: number // set-aside Avocado tokens (Golden pack)
firstBuyFree?: boolean // Manta Ray: next buy is free (self only)
buysThisRound?: number // Blue-Ringed Octopus counter (self only)
trumpets?: number // banked Trumpets for next battle (Bird of Paradise, self only)
deck?: Card[]
}