Show visual voting progress and submitted nominee
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@@ -21,6 +21,12 @@
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try { return JSON.parse(value || '[]'); } catch { return []; }
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}
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function voteStatus(p) {
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if ((state.votes || []).some(v => v.voter_player_id === p.id)) return { icon: '✓', label: 'Voted', done: true };
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const canVote = state.players.some(candidate => candidate.id !== p.id && candidate.role !== 'deep' && !candidate.is_dead && !candidate.needs_reroll);
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return canVote ? { icon: '○', label: 'Choosing a nominee', done: false } : { icon: '—', label: 'No eligible nominee', done: true };
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}
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function statusFor(p) {
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const phase = state.game.phase;
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if (phase === 'lobby') {
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@@ -44,13 +50,7 @@
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if (p.role === 'pirat') return `Pi-Rat · Rank ${p.rank}`;
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return 'Choosing a role…';
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}
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if (phase === 'between_scenes') {
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const voted = (state.votes || []).some(v => v.voter_player_id === p.id);
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const canVote = state.players.some(candidate =>
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candidate.id !== p.id && candidate.role !== 'deep' && !candidate.is_dead && !candidate.needs_reroll
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);
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return `Rank ${p.rank} · ${voted ? 'Nomination done' : canVote ? 'Nominating…' : 'No vote'}`;
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}
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if (phase === 'between_scenes') return `Rank ${p.rank}`;
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if (phase === 'deep_upkeep') return `Rank ${p.rank} · ${p.is_ready ? 'Ready' : 'Finishing upkeep…'}`;
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if (phase === 'recruit_creation') return p.needs_reroll ? 'Creating a new Pi-Rat' : `Rank ${p.rank} · Helping recruits`;
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if (phase === 'ended') {
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@@ -83,6 +83,9 @@
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title="View {p.name}'s character sheet"
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on:click={() => openTargetId = p.id}
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>
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{#if state.game.phase === 'between_scenes'}
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<span class="vote-status" class:done={voteStatus(p).done} title={voteStatus(p).label} aria-label={voteStatus(p).label}>{voteStatus(p).icon}</span>
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{/if}
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<span class="bubble-icon">{iconFor(p)}</span>
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<span class="bubble-name">{crewLabel(p, captainId)}</span>
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<span class="bubble-meta">{statusFor(p)}</span>
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@@ -95,3 +98,8 @@
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{#if openTarget}
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<CharacterSheet {state} target={openTarget} on:close={() => openTargetId = null} />
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{/if}
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<style>
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.vote-status { position: absolute; top: 8px; right: 10px; display: grid; place-items: center; width: 1.5rem; height: 1.5rem; border: 1px solid currentColor; border-radius: 50%; color: var(--text-muted); font-size: 1rem; }
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.vote-status.done { color: var(--success); }
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</style>
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@@ -27,7 +27,9 @@
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);
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}
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$: myNominees = eligibleNomineesFor(state.player);
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$: hasVoted = !!state.votes.find(v => v.voter_player_id === state.player.id);
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$: myVote = state.votes.find(v => v.voter_player_id === state.player.id);
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$: hasVoted = !!myVote;
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$: votedNominee = myVote ? state.players.find(p => p.id === myVote.nominated_player_id) : null;
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// With no eligible crewmates, the voter skips voting entirely (no deadlock).
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$: mustVote = myNominees.length > 0;
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@@ -214,7 +216,7 @@
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</div>
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{:else if hasVoted}
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<div class="voted-confirmation-box glass-panel">
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<p class="success-text">✔️ Vote submitted! Waiting for other players to submit their nominations.</p>
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<p class="success-text">✓ Your vote: <strong>{votedNominee ? displayName(votedNominee) : "Unavailable crewmate"}</strong></p>
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</div>
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{:else if !mustVote}
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<div class="voted-confirmation-box glass-panel">
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@@ -6,10 +6,11 @@
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// - Add a CHANGELOG entry only when a commit changes something players can
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// see. Skip refactors, tests, and tooling. Keep wording player-facing.
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export const VERSION = 29;
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export const VERSION = 30;
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// Newest first. Each entry: { version, date: 'YYYY-MM-DD', changes: [string, ...] }.
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export const CHANGELOG = [
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{ version: 30, date: '2026-09-04', changes: ['The crew roster shows voting progress with icons.', 'Your submitted vote now shows the crewmate you nominated.'] },
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{ version: 29, date: '2026-09-04', changes: ['Removed the remaining deck count from the table.'] },
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{ version: 28, date: '2026-09-04', changes: ['The Event Log toggle keeps the same size when opened or closed.', 'Dev Mode changes no longer clutter the Event Log.'] },
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{ version: 27, date: '2026-09-04', changes: ['Shorter labels make the table easier to scan.', 'Difficulty and Successes now line up side by side, including on small screens.'] },
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