Fable will fix it! Pt 2

This commit is contained in:
2026-06-11 21:32:00 -07:00
parent a7cab7bcb6
commit a074ff77b1
44 changed files with 1547 additions and 4505 deletions

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@@ -0,0 +1,52 @@
<script>
import { SUIT_EMOJI, isJoker, cardValue, cardSuit } from '../lib/cards';
export let card; // card code, e.g. "10D" or "Joker1"
export let size = 'large'; // 'large' | 'medium' | 'mini'
export let draggable = false;
export let rotated = false; // mini: rendered as a played (rotated) column card
export let success = null; // mini: true/false adds success/failure styling
export let owner = ''; // mini: short label of who played the card
export let title = '';
export let techs = null; // large: {J, Q, K} technique names for the face-card overlay
export let style = '';
$: joker = isJoker(card);
$: val = joker ? '🃏' : cardValue(card);
$: suit = joker ? '' : SUIT_EMOJI[cardSuit(card)];
$: suitClass = joker ? 'joker' : cardSuit(card).toLowerCase();
$: techName = techs && !joker ? techs[cardValue(card)] : null;
</script>
{#if size === 'mini'}
<div class="card-mini {rotated ? 'played-card rotated' : 'base-card'} {success === true ? 'success' : success === false ? 'failure' : ''}" {title}>
<span class="val">{val}</span>
<span class="suit">{suit}</span>
{#if owner}<span class="owner">{owner}</span>{/if}
</div>
{:else}
<div class="card-{size} suit-{suitClass} {joker ? 'joker-card' : ''}"
{title} {draggable} {style}
on:dragstart on:dragend on:click>
<div class="card-corner top-left">
<span class="val">{val}</span>
<span class="suit">{suit}</span>
</div>
<div class="card-center">
{#if joker}
🃏
{:else}
<span class="giant-symbol" style={size === 'medium' ? 'font-size: 1.5rem;' : ''}>{suit}</span>
{/if}
</div>
{#if techName}
<div class="card-tech-overlay">
<div class="tech-tag" title="Automatic success when played">{cardValue(card)}: "{techName}"</div>
</div>
{/if}
<div class="card-corner bottom-right">
<span class="val">{val}</span>
<span class="suit">{suit}</span>
</div>
</div>
{/if}

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@@ -1,7 +1,7 @@
<script>
import { onMount } from 'svelte';
import { apiRequest } from '../lib/api';
import { getSuggestion, getSuggestions } from '../lib/suggestions';
import { getSuggestion, getTechniqueSuggestion, getTechniqueSuggestions } from '../lib/suggestions';
export let state;
@@ -142,7 +142,7 @@
// grabbed the same name first (the backend rejects collisions)
if (createdTechniques.length === 0) {
for (let attempt = 0; attempt < 5; attempt++) {
[tech1, tech2, tech3] = getSuggestions('techniques', 3);
[tech1, tech2, tech3] = await getTechniqueSuggestions(3);
await submitTechniques();
if (!techError) break;
}
@@ -313,21 +313,21 @@
<label for="tech1">Technique #1:</label>
<div class="input-row">
<input type="text" id="tech1" placeholder="e.g. Carlo's cheese shield" bind:value={tech1} required class="input-field">
<button type="button" class="btn btn-secondary btn-small" on:click={() => tech1 = getSuggestion('techniques', [tech2, tech3])}>Suggest</button>
<button type="button" class="btn btn-secondary btn-small" on:click={async () => tech1 = await getTechniqueSuggestion([tech2, tech3])}>Suggest</button>
</div>
</div>
<div class="form-group">
<label for="tech2">Technique #2:</label>
<div class="input-row">
<input type="text" id="tech2" placeholder="e.g. Parabolic boarding bounce" bind:value={tech2} required class="input-field">
<button type="button" class="btn btn-secondary btn-small" on:click={() => tech2 = getSuggestion('techniques', [tech1, tech3])}>Suggest</button>
<button type="button" class="btn btn-secondary btn-small" on:click={async () => tech2 = await getTechniqueSuggestion([tech1, tech3])}>Suggest</button>
</div>
</div>
<div class="form-group">
<label for="tech3">Technique #3:</label>
<div class="input-row">
<input type="text" id="tech3" placeholder="e.g. Look, a three-headed gull!" bind:value={tech3} required class="input-field">
<button type="button" class="btn btn-secondary btn-small" on:click={() => tech3 = getSuggestion('techniques', [tech1, tech2])}>Suggest</button>
<button type="button" class="btn btn-secondary btn-small" on:click={async () => tech3 = await getTechniqueSuggestion([tech1, tech2])}>Suggest</button>
</div>
</div>
<button type="submit" class="btn btn-primary btn-full glow-effect" disabled={savingTechs}>Submit Techniques to Swap Pool</button>

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@@ -0,0 +1,280 @@
<script>
import { tick } from 'svelte';
import { apiRequest } from '../lib/api';
export let state;
const PAGE_SIZE = 50;
const BOTTOM_TOLERANCE = 40; // px of slack before we consider the player "scrolled away"
const TOP_LOAD_THRESHOLD = 60; // px from the top that triggers loading older events
const KIND_ICONS = {
join: '👋',
phase: '🧭',
scene: '🎬',
captain: '🏴‍☠️',
challenge: '⚔️',
card: '🃏',
tax: '💰',
objective: '🎯',
vote: '🗳️',
obstacle: '🌊',
joker: '🤡',
victory: '🎉',
warning: '⚠️',
rank: '🎖️',
info: '📜',
};
let open = false;
let logEl;
let events = []; // ascending by timestamp; accumulated across polls + history loads
let seenIds = new Set();
let haveMore = true;
let loadingOlder = false;
let atBottom = true;
$: mergePolled(state.events);
// The poll only carries the newest PAGE_SIZE events, so accumulate them here —
// otherwise events the player paged back to would vanish as the window slides.
async function mergePolled(polled) {
if (!polled) return;
if (events.length === 0) {
haveMore = state.events_have_more ?? polled.length >= PAGE_SIZE;
}
let added = false;
for (const e of polled) {
if (!seenIds.has(e.id)) {
seenIds.add(e.id);
events.push(e);
added = true;
}
}
if (added) {
events = events;
if (open && atBottom) {
await tick();
scrollToBottom();
}
}
}
function scrollToBottom() {
if (logEl) logEl.scrollTop = logEl.scrollHeight;
atBottom = true;
}
function onScroll() {
if (!logEl) return;
atBottom = logEl.scrollHeight - logEl.scrollTop - logEl.clientHeight <= BOTTOM_TOLERANCE;
if (logEl.scrollTop <= TOP_LOAD_THRESHOLD) loadOlder();
}
async function loadOlder() {
if (loadingOlder || !haveMore || events.length === 0) return;
loadingOlder = true;
try {
const oldest = events[0].timestamp;
const data = await apiRequest(`/game/${state.game.id}/events?before=${oldest}&limit=${PAGE_SIZE}`);
haveMore = data.have_more;
const fresh = data.events.filter(e => !seenIds.has(e.id));
for (const e of fresh) seenIds.add(e.id);
if (fresh.length) {
// Prepending grows the content above the viewport; restore the
// player's position so the log doesn't visually jump.
const prevHeight = logEl.scrollHeight;
const prevTop = logEl.scrollTop;
events = [...fresh, ...events];
await tick();
logEl.scrollTop = prevTop + (logEl.scrollHeight - prevHeight);
}
} catch (e) {
// Transient fetch failure; scrolling again retries.
} finally {
loadingOlder = false;
}
}
async function toggleOpen() {
open = !open;
if (open) {
await tick();
scrollToBottom();
}
}
function formatTime(ts) {
return new Date(ts * 1000).toLocaleTimeString([], { hour: '2-digit', minute: '2-digit' });
}
</script>
<div class="floating-event-log {open ? 'open' : ''}">
<button class="toggle-log-btn" on:click={toggleOpen}>
{open ? '⬇️ Hide Log' : '📜 Event Log'}
</button>
{#if open}
<div class="log-content" bind:this={logEl} on:scroll={onScroll}>
{#if events.length}
<div class="log-top">
{#if loadingOlder}
<span class="log-top-note">Hauling up older entries…</span>
{:else if haveMore}
<button class="load-older-btn" on:click={loadOlder}>⬆️ Load earlier events</button>
{:else}
<span class="log-top-note">⚓ The story begins here</span>
{/if}
</div>
{#each events as event (event.id)}
<div class="log-entry log-kind-{event.kind || 'info'}">
<span class="log-icon">{KIND_ICONS[event.kind] || KIND_ICONS.info}</span>
<span class="log-message">{event.message}</span>
<span class="log-time">{formatTime(event.timestamp)}</span>
</div>
{/each}
{:else}
<div class="log-empty">No events yet.</div>
{/if}
</div>
{#if !atBottom}
<button class="jump-to-bottom" on:click={scrollToBottom}>⬇️ Latest</button>
{/if}
{/if}
</div>
<style>
.floating-event-log {
position: fixed;
bottom: 20px;
right: 20px;
width: 380px;
background: rgba(10, 15, 25, 0.95);
border: 1px solid var(--glass-border, rgba(255, 255, 255, 0.1));
border-radius: 8px;
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.5);
z-index: 1000;
display: flex;
flex-direction: column;
max-height: 60vh;
backdrop-filter: blur(10px);
}
.floating-event-log:not(.open) {
width: auto;
}
.toggle-log-btn {
background: var(--dark-bg, #1a1a2e);
color: white;
border: none;
padding: 10px;
text-align: center;
cursor: pointer;
font-weight: bold;
border-radius: 8px;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
font-family: var(--font-heading);
}
.toggle-log-btn:hover {
background: rgba(255, 255, 255, 0.1);
}
.log-content {
overflow-y: auto;
padding: 10px;
flex: 1;
display: flex;
flex-direction: column;
gap: 6px;
scrollbar-width: thin;
}
.log-top {
text-align: center;
padding: 2px 0 6px;
}
.log-top-note {
font-size: 0.75rem;
color: var(--text-muted, #94a3b8);
font-style: italic;
}
.load-older-btn {
background: rgba(255, 255, 255, 0.06);
border: 1px solid rgba(255, 255, 255, 0.12);
color: var(--text-muted, #94a3b8);
font-size: 0.75rem;
padding: 4px 12px;
border-radius: 12px;
cursor: pointer;
}
.load-older-btn:hover {
background: rgba(255, 255, 255, 0.12);
color: var(--text-primary, #f1f5f9);
}
.log-entry {
display: grid;
grid-template-columns: auto 1fr auto;
gap: 8px;
align-items: baseline;
padding: 6px 8px;
background: rgba(255, 255, 255, 0.03);
border-left: 3px solid rgba(255, 255, 255, 0.15);
border-radius: 0 6px 6px 0;
font-size: 0.85rem;
line-height: 1.35;
color: #c3cede;
}
.log-icon {
font-size: 0.9rem;
}
.log-message {
overflow-wrap: anywhere;
}
.log-time {
font-size: 0.7rem;
color: var(--text-muted, #94a3b8);
white-space: nowrap;
opacity: 0.8;
}
.log-empty {
padding: 10px;
color: var(--text-muted, #94a3b8);
font-style: italic;
}
.jump-to-bottom {
position: absolute;
bottom: 12px;
left: 50%;
transform: translateX(-50%);
background: var(--gold, #d4af37);
color: var(--text-dark, #0f172a);
border: none;
border-radius: 16px;
padding: 5px 14px;
font-size: 0.8rem;
font-weight: 700;
cursor: pointer;
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.5);
}
.jump-to-bottom:hover {
filter: brightness(1.1);
}
/* Accent colors by event kind */
.log-kind-challenge { border-left-color: var(--red-suit, #ff2a5f); }
.log-kind-card { border-left-color: var(--neon-cyan, #00f2fe); }
.log-kind-captain,
.log-kind-tax,
.log-kind-rank,
.log-kind-victory { border-left-color: var(--gold, #d4af37); }
.log-kind-scene,
.log-kind-phase { border-left-color: var(--neon-emerald, #00ff87); }
.log-kind-joker,
.log-kind-warning { border-left-color: #ff9f43; }
.log-kind-obstacle { border-left-color: #4aa3df; }
.log-kind-join,
.log-kind-vote,
.log-kind-objective { border-left-color: #9b8cff; }
.log-kind-victory {
background: rgba(212, 175, 55, 0.08);
color: var(--gold, #d4af37);
}
</style>

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@@ -1,231 +1,17 @@
<script>
import { apiRequest } from '../lib/api';
import Card from './Card.svelte';
import ChallengePanel from './scene/ChallengePanel.svelte';
import ObstacleBoard from './scene/ObstacleBoard.svelte';
import DeepControlPanel from './scene/DeepControlPanel.svelte';
import CharacterSheet from './scene/CharacterSheet.svelte';
import EventLog from './EventLog.svelte';
export let state;
let playingCard = false;
let error = '';
// Helpers
$: hand = state.player.hand_cards ? JSON.parse(state.player.hand_cards) : [];
$: captain = state.players.find(p => p.id === state.game.captain_player_id) || null;
$: isCaptain = state.game.captain_player_id === state.player.id;
$: challenges = state.challenges || [];
$: openChallenges = challenges.filter(c => c.status === 'open');
$: challengedObstacleIds = new Set(openChallenges.flatMap(c => JSON.parse(c.obstacle_ids || '[]')));
$: myOpenChallenge = openChallenges.find(c => c.acting_player_id === state.player.id) || null;
$: myTaxRequest = openChallenges.find(c => c.tax_state === 'requested' && c.tax_target_id === state.player.id) || null;
$: myPvpDefense = openChallenges.find(c => c.challenge_type === 'pvp' && c.acting_player_id === state.player.id) || null;
$: scenePirats = state.players.filter(p => p.role === 'pirat');
function playerName(id) {
return state.players.find(p => p.id === id)?.name || '???';
}
function isJoker(code) {
return !!code && code.startsWith('Joker');
}
async function playCard(obstacleId, cardCode) {
playingCard = true;
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/play-card`, 'POST', {
obstacle_id: obstacleId,
card_code: cardCode
});
} catch(e) {
error = e.message;
} finally {
playingCard = false;
}
}
async function playJoker(obstacleId, cardCode) {
playingCard = true;
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/play-joker`, 'POST', {
obstacle_id: obstacleId,
card_code: cardCode
});
} catch(e) {
error = e.message;
} finally {
playingCard = false;
}
}
async function endScene() {
try {
await apiRequest(`/game/${state.game.id}/scene/end`, 'POST');
} catch(e) {
console.error(e);
}
}
async function clearObstacle(obstacleId) {
try {
await apiRequest(`/game/${state.game.id}/scene/obstacle/${obstacleId}/clear`, 'POST');
} catch(e) {
console.error(e);
error = e.message;
}
}
async function toggleObjective(targetPlayerId, type) {
try {
await apiRequest(`/game/${state.game.id}/player/${targetPlayerId}/objective/toggle`, 'POST', {
type: type
});
} catch(e) {
console.error(e);
}
}
// --- Challenge controls (Deep) ---
let challengeTargetId = '';
let challengeStakes = '';
let selectedObstacles = {};
async function createChallenge() {
error = '';
const ids = Object.keys(selectedObstacles).filter(id => selectedObstacles[id]);
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/create`, 'POST', {
target_player_id: challengeTargetId,
obstacle_ids: JSON.stringify(ids),
stakes: challengeStakes
});
challengeTargetId = '';
challengeStakes = '';
selectedObstacles = {};
} catch(e) {
error = e.message;
}
}
async function resolveChallenge(challengeId) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/${challengeId}/resolve`, 'POST');
} catch(e) {
error = e.message;
}
}
async function cancelChallenge(challengeId) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/${challengeId}/cancel`, 'POST');
} catch(e) {
error = e.message;
}
}
// --- Captain controls (Deep / current Captain) ---
let captainSelectId = '';
async function setCaptain() {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/set-captain`, 'POST', {
target_player_id: captainSelectId
});
captainSelectId = '';
} catch(e) {
error = e.message;
}
}
// --- Gat/Name Tax ---
let taxTargetId = '';
function taxType(player) {
if (!player.completed_personal_1) return 'Gat';
if (!player.completed_personal_2) return 'Name';
return null;
}
function eligibleTaxTargets(challenge) {
const me = state.player;
const type = taxType(me);
if (!type) return [];
return scenePirats.filter(p =>
p.id !== me.id && !p.is_dead &&
(type === 'Gat' ? p.completed_personal_1 : p.completed_personal_2)
);
}
async function requestTax(challengeId) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/${challengeId}/tax/request`, 'POST', {
target_player_id: taxTargetId
});
taxTargetId = '';
} catch(e) {
error = e.message;
}
}
async function respondTax(challengeId, accept) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/${challengeId}/tax/respond`, 'POST', {
accept: accept ? 'true' : 'false'
});
} catch(e) {
error = e.message;
}
}
// --- Pi-Rat vs Pi-Rat duels ---
let pvpOpponentId = '';
let pvpCard = '';
async function createPvp() {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/pvp/create`, 'POST', {
defender_id: pvpOpponentId,
card_code: pvpCard
});
pvpOpponentId = '';
pvpCard = '';
} catch(e) {
error = e.message;
}
}
async function pvpDefend(challengeId, cardCode) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/${challengeId}/pvp/defend`, 'POST', {
card_code: cardCode
});
} catch(e) {
error = e.message;
}
}
let showEventLog = false;
let newNameInput = '';
async function submitNewName() {
if (!newNameInput.trim()) return;
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/set-name`, 'POST', {
new_name: newNameInput.trim()
});
newNameInput = '';
} catch(e) {
console.error(e);
error = e.message;
}
}
// Parsing card helpers
function getCardDisplay(code) {
if (!code) return "";
if (isJoker(code)) return "🃏 JOKER";
let rank = code.slice(0, -1);
let suit = code.slice(-1);
let suitEmoji = { 'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️' }[suit] || suit;
return `${rank}${suitEmoji}`;
}
$: playerTechs = { J: state.player.tech_jack, Q: state.player.tech_queen, K: state.player.tech_king };
</script>
<div class="scene-view-layout" id="scene-layout-container" data-game-id={state.game.id} data-player-id={state.player.id}>
@@ -274,280 +60,16 @@
</div>
</div>
{#if error}
<div class="alert alert-danger">{error}</div>
{/if}
<!-- OPEN CHALLENGES -->
{#each openChallenges as ch}
{@const chPlays = JSON.parse(ch.plays || '[]')}
{@const chObstacleIds = JSON.parse(ch.obstacle_ids || '[]')}
<div class="glass-panel" style="margin-bottom: 1rem; padding: 1rem; border: 1px solid var(--red-suit, #ff2a5f); border-radius: 8px; background: rgba(255, 42, 95, 0.06);">
<div style="display: flex; justify-content: space-between; align-items: center; flex-wrap: wrap; gap: 0.5rem;">
<h4 style="margin: 0; font-family: var(--font-heading);">
{#if ch.challenge_type === 'pvp'}
⚔️ Duel: {playerName(ch.challenger_player_id)} vs {playerName(ch.target_player_id)}
{:else}
⚔️ The Deep challenges {playerName(ch.target_player_id)}!
{/if}
</h4>
{#if state.player.role === 'deep' && ch.challenge_type === 'deep'}
<div style="display: flex; gap: 0.5rem;">
<button class="btn btn-primary" on:click={() => resolveChallenge(ch.id)} disabled={ch.tax_state === 'requested'}>Resolve</button>
<button class="btn btn-secondary" on:click={() => cancelChallenge(ch.id)}>Withdraw</button>
</div>
{/if}
</div>
{#if ch.stakes}
<p class="info-text" style="margin: 0.5rem 0 0 0;"><strong>Stakes:</strong> {ch.stakes}</p>
{/if}
{#if ch.challenge_type === 'pvp'}
<p class="info-text" style="margin: 0.5rem 0 0 0;">
Temporary Obstacle: <strong>{getCardDisplay(ch.temp_card)}</strong>{playerName(ch.acting_player_id)} must answer it!
</p>
{:else}
<p class="info-text" style="margin: 0.5rem 0 0 0;">
Applied Obstacles: {chObstacleIds.map(oid => state.obstacles.find(o => o.id === oid)?.title || '(discarded)').join(', ') || 'None left'}
— attempted by <strong>{playerName(ch.acting_player_id)}</strong>{ch.acting_player_id !== ch.target_player_id ? ` (took it over via ${ch.tax_type === 'gat' ? 'Gat' : 'Name'} Tax)` : ''}.
Other Pi-Rats may assist (assistants don't draw back).
</p>
{/if}
{#if chPlays.length > 0}
<p class="info-text" style="margin: 0.25rem 0 0 0; font-size: 0.85rem;">
Plays: {chPlays.map(p => `${p.player_name}: ${getCardDisplay(p.card)} ${p.success ? '✔' : '✘'}`).join(' · ')}
</p>
{/if}
<!-- Tax: pending request aimed at me -->
{#if ch.tax_state === 'requested'}
{#if myTaxRequest && myTaxRequest.id === ch.id}
<div style="margin-top: 0.75rem; padding: 0.75rem; border: 1px dashed var(--gold); border-radius: 6px;">
<p style="margin: 0 0 0.5rem 0;"><strong>{playerName(ch.target_player_id)}</strong> calls a <strong>{ch.tax_type === 'gat' ? 'Gat' : 'Name'} Tax</strong> on you: take this Challenge for them!</p>
<p class="info-text" style="font-size: 0.85rem;">Accept: you get one random card from their hand and attempt the Challenge. Refuse: you hand over your {ch.tax_type === 'gat' ? 'Gat' : 'Name'} — they keep it if they succeed!</p>
<div style="display: flex; gap: 0.5rem;">
<button class="btn btn-primary" on:click={() => respondTax(ch.id, true)}>Accept</button>
<button class="btn btn-danger" on:click={() => respondTax(ch.id, false)}>Refuse</button>
</div>
</div>
{:else}
<p class="info-text gold-text" style="margin-top: 0.5rem;">⏳ Waiting for {playerName(ch.tax_target_id)} to answer the {ch.tax_type === 'gat' ? 'Gat' : 'Name'} Tax...</p>
{/if}
{/if}
<!-- Tax: option for the challenged player -->
{#if ch.challenge_type === 'deep' && ch.acting_player_id === state.player.id && !ch.tax_state && !state.player.tax_banned && taxType(state.player) && eligibleTaxTargets(ch).length > 0}
<div style="margin-top: 0.75rem; display: flex; gap: 0.5rem; align-items: center; flex-wrap: wrap;">
<span class="info-text" style="font-size: 0.9rem;">No {taxType(state.player)}? Make it someone else's problem:</span>
<select class="select-field" bind:value={taxTargetId} style="max-width: 200px;">
<option value="">Pick a crewmate...</option>
{#each eligibleTaxTargets(ch) as p}
<option value={p.id}>{p.name}</option>
{/each}
</select>
<button class="btn btn-secondary" on:click={() => requestTax(ch.id)} disabled={!taxTargetId}>Call {taxType(state.player)} Tax</button>
</div>
{/if}
<!-- PvP: defender picks a card -->
{#if myPvpDefense && myPvpDefense.id === ch.id}
<div style="margin-top: 0.75rem;">
<p style="margin: 0 0 0.5rem 0;"><strong>Defend yourself!</strong> Pick a card:</p>
<div style="display: flex; gap: 0.5rem; flex-wrap: wrap;">
{#each hand.filter(c => !isJoker(c)) as card}
<button class="btn btn-secondary" on:click={() => pvpDefend(ch.id, card)}>{getCardDisplay(card)}</button>
{/each}
</div>
</div>
{/if}
</div>
{/each}
{#each state.obstacles as obs}
{@const column_cards = JSON.parse(obs.played_cards || '[]')}
{@const active_card_code = column_cards.length > 0 ? column_cards[column_cards.length - 1].card : obs.original_card}
{@const success_count = column_cards.filter(c => c.success).length}
{@const is_completed = success_count >= state.players.length}
{@const in_challenge = challengedObstacleIds.has(obs.id)}
<div class="obstacle-item suit-{obs.suit.toLowerCase()} {is_completed ? 'completed' : ''}"
style={in_challenge ? 'box-shadow: 0 0 0 2px var(--red-suit, #ff2a5f);' : ''}
data-obstacle-id={obs.id}
on:dragover={(e) => { if (!is_completed) e.preventDefault(); }}
on:dragenter={(e) => { if (!is_completed) e.currentTarget.classList.add("drag-over"); }}
on:dragleave={(e) => { if (!is_completed) e.currentTarget.classList.remove("drag-over"); }}
on:drop={(e) => {
if (is_completed) return;
e.preventDefault();
e.currentTarget.classList.remove("drag-over");
const cardCode = e.dataTransfer.getData('text/plain');
if (cardCode) {
if (isJoker(cardCode)) playJoker(obs.id, cardCode);
else playCard(obs.id, cardCode);
}
}}>
<div class="obstacle-card-wrapper" style="display: flex; justify-content: center; align-items: center;">
<div class="card-medium suit-{active_card_code.slice(-1).toLowerCase()}" title="Active Card: {getCardDisplay(active_card_code)}">
<div class="card-corner top-left">
<span class="val">{active_card_code.slice(0, -1)}</span>
<span class="suit">{{'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[active_card_code.slice(-1)]}</span>
</div>
<div class="card-center">
<span class="giant-symbol" style="font-size: 1.5rem;">{{'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[active_card_code.slice(-1)]}</span>
</div>
<div class="card-corner bottom-right">
<span class="val">{active_card_code.slice(0, -1)}</span>
<span class="suit">{{'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[active_card_code.slice(-1)]}</span>
</div>
</div>
</div>
<div class="obstacle-details">
<h4>{obs.title} {#if in_challenge}<span style="color: var(--red-suit, #ff2a5f); font-size: 0.8rem;">⚔️ In Challenge</span>{/if}</h4>
<p class="desc">{obs.description}</p>
</div>
<!-- Value Display -->
<div class="obstacle-value-display text-center">
<span class="val-label">Current Difficulty</span>
<span class="val-number">
{#if ['J', 'Q', 'K'].includes((column_cards.length > 0 ? column_cards[column_cards.length - 1].card : obs.original_card).slice(0, -1))}
Challenged Rat's Rank
{:else}
{obs.current_value}
{/if}
</span>
</div>
<!-- Successes Tracker -->
<div class="obstacle-successes-display text-center">
<span class="val-label">Successes</span>
<span class="val-number" style="font-size: 1.5rem;">
{success_count} / {state.players.length}
</span>
</div>
<!-- Played Cards Column -->
<div class="played-column">
<h5>Card History (Column)</h5>
<div class="column-cards-flex">
<div class="card-mini base-card">
<span class="val">{obs.original_card.slice(0, -1)}</span>
<span class="suit">{{'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[obs.original_card.slice(-1)]}</span>
</div>
{#each column_cards as pc}
<div class="card-mini played-card rotated {pc.success ? 'success' : 'failure'}"
title="{pc.player_name} played {getCardDisplay(pc.card)}">
<span class="val">{pc.card.slice(0, -1)}</span>
<span class="suit">{{'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[pc.card.slice(-1)]}</span>
<span class="owner">{pc.player_name.slice(0,4)}</span>
</div>
{/each}
</div>
</div>
{#if is_completed && state.player.role === 'deep'}
<div class="text-center" style="margin-top: 1rem;">
<button class="btn btn-success" on:click={() => clearObstacle(obs.id)} style="width: 100%; border: 1px solid rgba(255,255,255,0.2);">Clear Obstacle</button>
</div>
{/if}
</div>
{:else}
<p class="empty-text">No active obstacles. Deep players can end the scene!</p>
{/each}
<ChallengePanel {state} />
<ObstacleBoard {state} />
</div>
</div>
</div>
<!-- RIGHT COLUMN: Private Hand & Character Sheet -->
<div class="private-column">
<!-- DEEP CONTROLS: Challenges, End Scene & Objectives -->
{#if state.player.role === "deep"}
<div class="card glass-panel deep-panel-card" style="max-height: 80vh; overflow-y: auto;">
<h3 class="deep-text text-center">🌊 Deep Control Panel</h3>
<!-- Call a Challenge -->
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">⚔️ Call a Challenge</h4>
<p class="info-text" style="font-size: 0.85rem;">Establish the stakes, pick a Pi-Rat, and apply one or more Obstacles. They play one card per Obstacle — beating one passes; each failure breeds a complication.</p>
<select class="select-field" bind:value={challengeTargetId} style="width: 100%; margin-bottom: 0.5rem;">
<option value="">Challenge which Pi-Rat?</option>
{#each scenePirats.filter(p => !p.is_dead) as p}
<option value={p.id}>{p.name} (Rank {p.rank})</option>
{/each}
</select>
<div style="margin-bottom: 0.5rem;">
{#each state.obstacles as obs}
{@const taken = challengedObstacleIds.has(obs.id)}
<label class="checkbox-label" style="{taken ? 'opacity: 0.5;' : ''}">
<input type="checkbox" bind:checked={selectedObstacles[obs.id]} disabled={taken}>
<span>{obs.title}{taken ? ' (in a challenge)' : ''}</span>
</label>
{/each}
</div>
<input type="text" class="form-control" placeholder="Stakes (optional): what happens on success/failure?" bind:value={challengeStakes} style="width: 100%; margin-bottom: 0.5rem;">
<button class="btn btn-primary btn-full" on:click={createChallenge}
disabled={!challengeTargetId || !Object.values(selectedObstacles).some(v => v)}>
Call Challenge
</button>
</div>
<!-- Captain Assignment -->
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">🏴‍☠️ Captaincy</h4>
<p class="info-text" style="font-size: 0.85rem;">The Captain holds power until they step down, lose a duel, die, or the ship is lost. Reassign after a leadership duel or resignation.</p>
<div style="display: flex; gap: 0.5rem;">
<select class="select-field" bind:value={captainSelectId} style="flex: 1;">
<option value="">No Captain</option>
{#each scenePirats.filter(p => !p.is_dead) as p}
<option value={p.id}>{p.name}</option>
{/each}
</select>
<button class="btn btn-secondary" on:click={setCaptain}>Set</button>
</div>
</div>
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">Crew Objectives</h4>
<div class="objectives-checklist">
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_1} on:change={() => toggleObjective(state.player.id, 'crew_1')}>
<span>Steal a Ship</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_2} on:change={() => toggleObjective(state.player.id, 'crew_2')}>
<span>Choose a Captain</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_3} on:change={() => toggleObjective(state.player.id, 'crew_3')}>
<span>Commit Piracy</span>
</label>
</div>
</div>
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">Pi-Rat Personal Objectives</h4>
<p class="info-text">You control completion. Only mark in sequence (1 -> 2 -> 3).</p>
{#each state.players.filter(p => p.role === 'pirat') as p}
<div style="background: rgba(0,0,0,0.2); padding: 0.5rem; border-radius: 4px; margin-bottom: 0.5rem;">
<strong>{p.name}</strong>
<div class="objectives-checklist" style="margin-top: 0.25rem;">
<label class="checkbox-label"><input type="checkbox" checked={p.completed_personal_1} on:change={() => toggleObjective(p.id, 'personal_1')}> <span>1. Gat</span></label>
<label class="checkbox-label"><input type="checkbox" checked={p.completed_personal_2} on:change={() => toggleObjective(p.id, 'personal_2')}> <span>2. Name</span></label>
<label class="checkbox-label"><input type="checkbox" checked={p.completed_personal_3} on:change={() => toggleObjective(p.id, 'personal_3')}> <span>3. Die/Retire</span></label>
</div>
</div>
{/each}
</div>
<!-- End Scene Button -->
<div class="scene-upkeep-controls text-center" style="margin-top: 1rem; border-top: 1px solid rgba(255,255,255,0.1); padding-top: 1rem;">
<p class="info-text">End the scene once every Pi-Rat has faced a Challenge and had a chance at an Objective, or the Obstacle List is empty.</p>
<button on:click={endScene} class="btn btn-danger btn-large btn-full glow-effect">
End Scene & Proceed to Ranking
</button>
</div>
</div>
<DeepControlPanel {state} />
{/if}
<!-- Player Hand Card -->
@@ -557,219 +79,25 @@
<div class="hand-flex">
{#each hand as card}
<div class="card-large suit-{isJoker(card) ? 'joker' : card.slice(-1).toLowerCase()} {isJoker(card) ? 'joker-card' : ''}"
draggable={state.player.role !== "deep"}
on:dragstart={(e) => {
e.dataTransfer.setData('text/plain', card);
e.currentTarget.classList.add("dragging");
}}
on:dragend={(e) => {
e.currentTarget.classList.remove("dragging");
}}>
<div class="card-corner top-left">
<span class="val">{isJoker(card) ? '🃏' : card.slice(0, -1)}</span>
<span class="suit">{isJoker(card) ? '' : {'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
</div>
<div class="card-center">
{#if isJoker(card)}
🃏
{:else}
<span class="giant-symbol">{{'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
{/if}
</div>
<div class="card-tech-overlay">
{#if !isJoker(card) && card.slice(0, -1) === "J"}
<div class="tech-tag" title="Automatic success when played">J: "{state.player.tech_jack}"</div>
{:else if !isJoker(card) && card.slice(0, -1) === "Q"}
<div class="tech-tag" title="Automatic success when played">Q: "{state.player.tech_queen}"</div>
{:else if !isJoker(card) && card.slice(0, -1) === "K"}
<div class="tech-tag" title="Automatic success when played">K: "{state.player.tech_king}"</div>
{/if}
</div>
<div class="card-corner bottom-right">
<span class="val">{isJoker(card) ? '🃏' : card.slice(0, -1)}</span>
<span class="suit">{isJoker(card) ? '' : {'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
</div>
</div>
<Card {card} techs={playerTechs}
draggable={state.player.role !== "deep"}
on:dragstart={(e) => {
e.dataTransfer.setData('text/plain', card);
e.currentTarget.classList.add("dragging");
}}
on:dragend={(e) => {
e.currentTarget.classList.remove("dragging");
}} />
{:else}
<p class="empty-text text-center">Your hand is empty! (You draw cards when playing cards that match the suit color of the obstacle.)</p>
{/each}
</div>
</div>
<!-- Player Character Sheet Card -->
{#if state.player.role !== "deep"}
<div class="card glass-panel sheet-card">
<h3>🐀 {state.player.name}'s Character Sheet</h3>
<div class="character-sheet-details">
{#if state.player.is_dead}
<div class="sheet-group prompt-box" style="background: rgba(255, 42, 95, 0.1); border: 1px dashed var(--red-suit); padding: 1rem; border-radius: 8px; margin-bottom: 1rem; text-align: center;">
<h4 style="color: var(--red-suit); margin-top: 0; font-family: var(--font-heading); font-size: 1.1rem; font-weight: 700;">💀 You have Died / Retired!</h4>
<p class="info-text" style="margin-bottom: 0; font-size: 0.9rem;">Your story arc is complete. You will choose to become a Ghost or roll a new character during the upkeep phase between scenes.</p>
</div>
{/if}
{#if state.player.is_ghost}
<div class="sheet-group prompt-box" style="background: rgba(120, 150, 180, 0.1); border: 1px dashed #7890a8; padding: 1rem; border-radius: 8px; margin-bottom: 1rem; text-align: center;">
<h4 style="color: #a0b0c0; margin-top: 0; font-family: var(--font-heading); font-size: 1.1rem; font-weight: 700;">👻 Playing as a Ghost</h4>
<p class="info-text" style="margin-bottom: 0; font-size: 0.9rem;">You are in the Ghost World (grayscale view). You cannot interact well with the living but you can still help them resolve challenges!</p>
</div>
{/if}
{#if state.player.needs_name}
<div class="sheet-group prompt-box" style="background: rgba(212, 175, 55, 0.1); border: 1px dashed var(--gold); padding: 1rem; border-radius: 8px; margin-bottom: 1rem;">
<h4 style="color: var(--gold); margin-top: 0;">🏴‍☠️ You Earned a Name!</h4>
<p class="info-text" style="margin-bottom: 0.5rem;">You completed your second objective and ranked up! What is your new Pirate Name?</p>
<div style="display: flex; gap: 0.5rem;">
<input type="text" bind:value={newNameInput} class="form-control" placeholder="Enter new name...">
<button class="btn btn-gold" on:click={submitNewName} disabled={!newNameInput.trim()}>Claim Name</button>
</div>
</div>
{/if}
{#if state.player.tax_banned}
<div class="sheet-group prompt-box" style="background: rgba(255, 42, 95, 0.08); border: 1px dashed var(--red-suit); padding: 0.75rem; border-radius: 8px; margin-bottom: 1rem; text-align: center;">
<p class="info-text" style="margin: 0; font-size: 0.9rem;">🚫 You failed a refused Tax — no more Gat/Name Taxes for you this scene.</p>
</div>
{/if}
<div class="sheet-group">
<h4>Description:</h4>
<p><strong>Look:</strong> {state.player.avatar_look}</p>
<p><strong>Smell:</strong> {state.player.avatar_smell}</p>
<p><strong>First Words:</strong> "{state.player.first_words}"</p>
</div>
<div class="sheet-group margin-top">
<h4>Assigned Secret Techniques (J/Q/K):</h4>
<ul class="techniques-list-sheet">
<li><strong>Jack (J):</strong> "{state.player.tech_jack}"</li>
<li><strong>Queen (Q):</strong> "{state.player.tech_queen}"</li>
<li><strong>King (K):</strong> "{state.player.tech_king}"</li>
</ul>
</div>
<!-- Duel another Pi-Rat -->
{#if !state.player.is_dead && scenePirats.filter(p => p.id !== state.player.id && !p.is_dead).length > 0}
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">⚔️ Duel a Pi-Rat</h4>
<p class="info-text" style="font-size: 0.85rem;">Challenge a crewmate (e.g. for the Captaincy)! Your card becomes a temporary Obstacle they must beat. Both cards are discarded afterwards.</p>
<select class="select-field" bind:value={pvpOpponentId} style="width: 100%; margin-bottom: 0.5rem;">
<option value="">Challenge whom?</option>
{#each scenePirats.filter(p => p.id !== state.player.id && !p.is_dead) as p}
<option value={p.id}>{p.name} (Rank {p.rank})</option>
{/each}
</select>
<select class="select-field" bind:value={pvpCard} style="width: 100%; margin-bottom: 0.5rem;">
<option value="">Throw which card?</option>
{#each hand.filter(c => !isJoker(c)) as card}
<option value={card}>{getCardDisplay(card)}</option>
{/each}
</select>
<button class="btn btn-secondary btn-full" on:click={createPvp} disabled={!pvpOpponentId || !pvpCard}>Throw Down!</button>
</div>
{/if}
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">Crew Objectives</h4>
<div class="objectives-checklist">
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_1} disabled>
<span>Steal a Ship</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_2} disabled>
<span>Choose a Captain</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_3} disabled>
<span>Commit Piracy</span>
</label>
</div>
</div>
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">Personal Objectives</h4>
<div class="objectives-checklist">
<label class="checkbox-label">
<input type="checkbox" checked={state.player.completed_personal_1} disabled>
<span>1. Gat</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.player.completed_personal_2} disabled>
<span>2. Name</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.player.completed_personal_3} disabled>
<span>3. Die/Retire</span>
</label>
</div>
</div>
</div>
</div>
<CharacterSheet {state} />
{/if}
</div>
</div>
<!-- Floating Event Log -->
<div class="floating-event-log {showEventLog ? 'open' : ''}">
<button class="toggle-log-btn" on:click={() => showEventLog = !showEventLog}>
{showEventLog ? '⬇️ Hide Log' : '📜 Event Log'}
</button>
{#if showEventLog}
<div class="log-content font-mono text-sm space-y-2 p-2">
{#each state.events as event}
<div class="p-2 border-l-2 border-gray-600 bg-black text-gray-400" style="border-bottom: 1px solid rgba(255,255,255,0.1); margin-bottom: 0.25rem;">
{event.message}
</div>
{:else}
<div class="p-2 text-gray-500">No events yet.</div>
{/each}
</div>
{/if}
</div>
<style>
.floating-event-log {
position: fixed;
bottom: 20px;
right: 20px;
width: 350px;
background: rgba(10, 15, 25, 0.95);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 8px;
box-shadow: 0 10px 30px rgba(0,0,0,0.5);
z-index: 1000;
display: flex;
flex-direction: column;
max-height: 60vh;
backdrop-filter: blur(10px);
}
.toggle-log-btn {
background: var(--dark-bg, #1a1a2e);
color: white;
border: none;
padding: 10px;
text-align: center;
cursor: pointer;
font-weight: bold;
border-radius: 8px;
border-bottom: 1px solid rgba(255, 255, 255, 0.1);
}
.toggle-log-btn:hover {
background: rgba(255,255,255,0.1);
}
.log-content {
overflow-y: auto;
padding: 10px;
flex: 1;
}
.floating-event-log:not(.open) {
width: auto;
}
</style>
<EventLog {state} />

View File

@@ -1,6 +1,7 @@
<script>
import { apiRequest } from '../lib/api';
import { getSuggestion } from '../lib/suggestions';
import Card from './Card.svelte';
export let state;
@@ -319,28 +320,10 @@
<h4 class="gold-text">Hand (Keep)</h4>
<div class="upkeep-flex">
{#each keepCards as card}
<div class="card-large suit-{card.slice(-1).toLowerCase()} {card.startsWith('Joker') ? 'joker-card' : ''}"
draggable="true"
on:dragstart={(e) => handleDragStart(e, card)}
on:click={() => moveToDiscard(card)}
style="cursor: pointer;"
title="Click or drag to discard">
<div class="card-corner top-left">
<span class="val">{card.startsWith('Joker') ? '🃏' : card.slice(0, -1)}</span>
<span class="suit">{card.startsWith('Joker') ? '' : {'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
</div>
<div class="card-center">
{#if card.startsWith('Joker')}
🃏
{:else}
<span class="giant-symbol">{{'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
{/if}
</div>
<div class="card-corner bottom-right">
<span class="val">{card.startsWith('Joker') ? '🃏' : card.slice(0, -1)}</span>
<span class="suit">{card.startsWith('Joker') ? '' : {'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
</div>
</div>
<Card {card} draggable={true} style="cursor: pointer;"
title="Click or drag to discard"
on:dragstart={(e) => handleDragStart(e, card)}
on:click={() => moveToDiscard(card)} />
{:else}
<p class="empty-text text-center w-full">No cards in hand.</p>
{/each}
@@ -354,28 +337,10 @@
<h4 class="gold-text">Discard Pile</h4>
<div class="upkeep-flex">
{#each discardCards as card}
<div class="card-large suit-{card.slice(-1).toLowerCase()} {card.startsWith('Joker') ? 'joker-card' : ''}"
draggable="true"
on:dragstart={(e) => handleDragStart(e, card)}
on:click={() => moveToKeep(card)}
style="cursor: pointer;"
title="Click or drag to keep">
<div class="card-corner top-left">
<span class="val">{card.startsWith('Joker') ? '🃏' : card.slice(0, -1)}</span>
<span class="suit">{card.startsWith('Joker') ? '' : {'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
</div>
<div class="card-center">
{#if card.startsWith('Joker')}
🃏
{:else}
<span class="giant-symbol">{{'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
{/if}
</div>
<div class="card-corner bottom-right">
<span class="val">{card.startsWith('Joker') ? '🃏' : card.slice(0, -1)}</span>
<span class="suit">{card.startsWith('Joker') ? '' : {'C': '♣️', 'S': '♠️', 'H': '♥️', 'D': '♦️'}[card.slice(-1)]}</span>
</div>
</div>
<Card {card} draggable={true} style="cursor: pointer;"
title="Click or drag to keep"
on:dragstart={(e) => handleDragStart(e, card)}
on:click={() => moveToKeep(card)} />
{:else}
<p class="empty-text text-center w-full">Drag cards here to discard them.</p>
{/each}

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<script>
import { apiRequest } from '../../lib/api';
import { getCardDisplay, isJoker, playerName as lookupName } from '../../lib/cards';
export let state;
let error = '';
let taxTargetId = '';
$: hand = state.player.hand_cards ? JSON.parse(state.player.hand_cards) : [];
$: openChallenges = (state.challenges || []).filter(c => c.status === 'open');
$: myTaxRequest = openChallenges.find(c => c.tax_state === 'requested' && c.tax_target_id === state.player.id) || null;
$: myPvpDefense = openChallenges.find(c => c.challenge_type === 'pvp' && c.acting_player_id === state.player.id) || null;
$: scenePirats = state.players.filter(p => p.role === 'pirat');
function playerName(id) {
return lookupName(state.players, id);
}
function taxType(player) {
if (!player.completed_personal_1) return 'Gat';
if (!player.completed_personal_2) return 'Name';
return null;
}
function eligibleTaxTargets() {
const type = taxType(state.player);
if (!type) return [];
return scenePirats.filter(p =>
p.id !== state.player.id && !p.is_dead &&
(type === 'Gat' ? p.completed_personal_1 : p.completed_personal_2)
);
}
async function post(path, data = null) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/${path}`, 'POST', data);
return true;
} catch(e) {
error = e.message;
return false;
}
}
const resolveChallenge = (id) => post(`challenge/${id}/resolve`);
const cancelChallenge = (id) => post(`challenge/${id}/cancel`);
const respondTax = (id, accept) => post(`challenge/${id}/tax/respond`, { accept: accept ? 'true' : 'false' });
const pvpDefend = (id, cardCode) => post(`challenge/${id}/pvp/defend`, { card_code: cardCode });
async function requestTax(challengeId) {
if (await post(`challenge/${challengeId}/tax/request`, { target_player_id: taxTargetId })) {
taxTargetId = '';
}
}
</script>
{#if error}
<div class="alert alert-danger">{error}</div>
{/if}
{#each openChallenges as ch}
{@const chPlays = JSON.parse(ch.plays || '[]')}
{@const chObstacleIds = JSON.parse(ch.obstacle_ids || '[]')}
<div class="glass-panel" style="margin-bottom: 1rem; padding: 1rem; border: 1px solid var(--red-suit, #ff2a5f); border-radius: 8px; background: rgba(255, 42, 95, 0.06);">
<div style="display: flex; justify-content: space-between; align-items: center; flex-wrap: wrap; gap: 0.5rem;">
<h4 style="margin: 0; font-family: var(--font-heading);">
{#if ch.challenge_type === 'pvp'}
⚔️ Duel: {playerName(ch.challenger_player_id)} vs {playerName(ch.target_player_id)}
{:else}
⚔️ The Deep challenges {playerName(ch.target_player_id)}!
{/if}
</h4>
{#if state.player.role === 'deep' && ch.challenge_type === 'deep'}
<div style="display: flex; gap: 0.5rem;">
<button class="btn btn-primary" on:click={() => resolveChallenge(ch.id)} disabled={ch.tax_state === 'requested'}>Resolve</button>
<button class="btn btn-secondary" on:click={() => cancelChallenge(ch.id)}>Withdraw</button>
</div>
{/if}
</div>
{#if ch.stakes}
<p class="info-text" style="margin: 0.5rem 0 0 0;"><strong>Stakes:</strong> {ch.stakes}</p>
{/if}
{#if ch.challenge_type === 'pvp'}
<p class="info-text" style="margin: 0.5rem 0 0 0;">
Temporary Obstacle: <strong>{getCardDisplay(ch.temp_card)}</strong>{playerName(ch.acting_player_id)} must answer it!
</p>
{:else}
<p class="info-text" style="margin: 0.5rem 0 0 0;">
Applied Obstacles: {chObstacleIds.map(oid => state.obstacles.find(o => o.id === oid)?.title || '(discarded)').join(', ') || 'None left'}
— attempted by <strong>{playerName(ch.acting_player_id)}</strong>{ch.acting_player_id !== ch.target_player_id ? ` (took it over via ${ch.tax_type === 'gat' ? 'Gat' : 'Name'} Tax)` : ''}.
Other Pi-Rats may assist (assistants don't draw back).
</p>
{/if}
{#if chPlays.length > 0}
<p class="info-text" style="margin: 0.25rem 0 0 0; font-size: 0.85rem;">
Plays: {chPlays.map(p => `${p.player_name}: ${getCardDisplay(p.card)} ${p.success ? '✔' : '✘'}`).join(' · ')}
</p>
{/if}
<!-- Tax: pending request aimed at me -->
{#if ch.tax_state === 'requested'}
{#if myTaxRequest && myTaxRequest.id === ch.id}
<div style="margin-top: 0.75rem; padding: 0.75rem; border: 1px dashed var(--gold); border-radius: 6px;">
<p style="margin: 0 0 0.5rem 0;"><strong>{playerName(ch.target_player_id)}</strong> calls a <strong>{ch.tax_type === 'gat' ? 'Gat' : 'Name'} Tax</strong> on you: take this Challenge for them!</p>
<p class="info-text" style="font-size: 0.85rem;">Accept: you get one random card from their hand and attempt the Challenge. Refuse: you hand over your {ch.tax_type === 'gat' ? 'Gat' : 'Name'} — they keep it if they succeed!</p>
<div style="display: flex; gap: 0.5rem;">
<button class="btn btn-primary" on:click={() => respondTax(ch.id, true)}>Accept</button>
<button class="btn btn-danger" on:click={() => respondTax(ch.id, false)}>Refuse</button>
</div>
</div>
{:else}
<p class="info-text gold-text" style="margin-top: 0.5rem;">⏳ Waiting for {playerName(ch.tax_target_id)} to answer the {ch.tax_type === 'gat' ? 'Gat' : 'Name'} Tax...</p>
{/if}
{/if}
<!-- Tax: option for the challenged player -->
{#if ch.challenge_type === 'deep' && ch.acting_player_id === state.player.id && !ch.tax_state && !state.player.tax_banned && taxType(state.player) && eligibleTaxTargets().length > 0}
<div style="margin-top: 0.75rem; display: flex; gap: 0.5rem; align-items: center; flex-wrap: wrap;">
<span class="info-text" style="font-size: 0.9rem;">No {taxType(state.player)}? Make it someone else's problem:</span>
<select class="select-field" bind:value={taxTargetId} style="max-width: 200px;">
<option value="">Pick a crewmate...</option>
{#each eligibleTaxTargets() as p}
<option value={p.id}>{p.name}</option>
{/each}
</select>
<button class="btn btn-secondary" on:click={() => requestTax(ch.id)} disabled={!taxTargetId}>Call {taxType(state.player)} Tax</button>
</div>
{/if}
<!-- PvP: defender picks a card -->
{#if myPvpDefense && myPvpDefense.id === ch.id}
<div style="margin-top: 0.75rem;">
<p style="margin: 0 0 0.5rem 0;"><strong>Defend yourself!</strong> Pick a card:</p>
<div style="display: flex; gap: 0.5rem; flex-wrap: wrap;">
{#each hand.filter(c => !isJoker(c)) as card}
<button class="btn btn-secondary" on:click={() => pvpDefend(ch.id, card)}>{getCardDisplay(card)}</button>
{/each}
</div>
</div>
{/if}
</div>
{/each}

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<script>
import { apiRequest } from '../../lib/api';
import { getCardDisplay, isJoker } from '../../lib/cards';
export let state;
let error = '';
let newNameInput = '';
let pvpOpponentId = '';
let pvpCard = '';
$: hand = state.player.hand_cards ? JSON.parse(state.player.hand_cards) : [];
$: scenePirats = state.players.filter(p => p.role === 'pirat');
$: duelTargets = scenePirats.filter(p => p.id !== state.player.id && !p.is_dead);
async function submitNewName() {
if (!newNameInput.trim()) return;
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/set-name`, 'POST', {
new_name: newNameInput.trim()
});
newNameInput = '';
} catch(e) {
error = e.message;
}
}
async function createPvp() {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/pvp/create`, 'POST', {
defender_id: pvpOpponentId,
card_code: pvpCard
});
pvpOpponentId = '';
pvpCard = '';
} catch(e) {
error = e.message;
}
}
</script>
<div class="card glass-panel sheet-card">
<h3>🐀 {state.player.name}'s Character Sheet</h3>
<div class="character-sheet-details">
{#if error}
<div class="alert alert-danger">{error}</div>
{/if}
{#if state.player.is_dead}
<div class="sheet-group prompt-box" style="background: rgba(255, 42, 95, 0.1); border: 1px dashed var(--red-suit); padding: 1rem; border-radius: 8px; margin-bottom: 1rem; text-align: center;">
<h4 style="color: var(--red-suit); margin-top: 0; font-family: var(--font-heading); font-size: 1.1rem; font-weight: 700;">💀 You have Died / Retired!</h4>
<p class="info-text" style="margin-bottom: 0; font-size: 0.9rem;">Your story arc is complete. You will choose to become a Ghost or roll a new character during the upkeep phase between scenes.</p>
</div>
{/if}
{#if state.player.is_ghost}
<div class="sheet-group prompt-box" style="background: rgba(120, 150, 180, 0.1); border: 1px dashed #7890a8; padding: 1rem; border-radius: 8px; margin-bottom: 1rem; text-align: center;">
<h4 style="color: #a0b0c0; margin-top: 0; font-family: var(--font-heading); font-size: 1.1rem; font-weight: 700;">👻 Playing as a Ghost</h4>
<p class="info-text" style="margin-bottom: 0; font-size: 0.9rem;">You are in the Ghost World (grayscale view). You cannot interact well with the living but you can still help them resolve challenges!</p>
</div>
{/if}
{#if state.player.needs_name}
<div class="sheet-group prompt-box" style="background: rgba(212, 175, 55, 0.1); border: 1px dashed var(--gold); padding: 1rem; border-radius: 8px; margin-bottom: 1rem;">
<h4 style="color: var(--gold); margin-top: 0;">🏴‍☠️ You Earned a Name!</h4>
<p class="info-text" style="margin-bottom: 0.5rem;">You completed your second objective and ranked up! What is your new Pirate Name?</p>
<div style="display: flex; gap: 0.5rem;">
<input type="text" bind:value={newNameInput} class="form-control" placeholder="Enter new name...">
<button class="btn btn-gold" on:click={submitNewName} disabled={!newNameInput.trim()}>Claim Name</button>
</div>
</div>
{/if}
{#if state.player.tax_banned}
<div class="sheet-group prompt-box" style="background: rgba(255, 42, 95, 0.08); border: 1px dashed var(--red-suit); padding: 0.75rem; border-radius: 8px; margin-bottom: 1rem; text-align: center;">
<p class="info-text" style="margin: 0; font-size: 0.9rem;">🚫 You failed a refused Tax — no more Gat/Name Taxes for you this scene.</p>
</div>
{/if}
<div class="sheet-group">
<h4>Description:</h4>
<p><strong>Look:</strong> {state.player.avatar_look}</p>
<p><strong>Smell:</strong> {state.player.avatar_smell}</p>
<p><strong>First Words:</strong> "{state.player.first_words}"</p>
</div>
<div class="sheet-group margin-top">
<h4>Assigned Secret Techniques (J/Q/K):</h4>
<ul class="techniques-list-sheet">
<li><strong>Jack (J):</strong> "{state.player.tech_jack}"</li>
<li><strong>Queen (Q):</strong> "{state.player.tech_queen}"</li>
<li><strong>King (K):</strong> "{state.player.tech_king}"</li>
</ul>
</div>
<!-- Duel another Pi-Rat -->
{#if !state.player.is_dead && duelTargets.length > 0}
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">⚔️ Duel a Pi-Rat</h4>
<p class="info-text" style="font-size: 0.85rem;">Challenge a crewmate (e.g. for the Captaincy)! Your card becomes a temporary Obstacle they must beat. Both cards are discarded afterwards.</p>
<select class="select-field" bind:value={pvpOpponentId} style="width: 100%; margin-bottom: 0.5rem;">
<option value="">Challenge whom?</option>
{#each duelTargets as p}
<option value={p.id}>{p.name} (Rank {p.rank})</option>
{/each}
</select>
<select class="select-field" bind:value={pvpCard} style="width: 100%; margin-bottom: 0.5rem;">
<option value="">Throw which card?</option>
{#each hand.filter(c => !isJoker(c)) as card}
<option value={card}>{getCardDisplay(card)}</option>
{/each}
</select>
<button class="btn btn-secondary btn-full" on:click={createPvp} disabled={!pvpOpponentId || !pvpCard}>Throw Down!</button>
</div>
{/if}
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">Crew Objectives</h4>
<div class="objectives-checklist">
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_1} disabled>
<span>Steal a Ship</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_2} disabled>
<span>Choose a Captain</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_3} disabled>
<span>Commit Piracy</span>
</label>
</div>
</div>
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">Personal Objectives</h4>
<div class="objectives-checklist">
<label class="checkbox-label">
<input type="checkbox" checked={state.player.completed_personal_1} disabled>
<span>1. Gat</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.player.completed_personal_2} disabled>
<span>2. Name</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.player.completed_personal_3} disabled>
<span>3. Die/Retire</span>
</label>
</div>
</div>
</div>
</div>

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<script>
import { apiRequest } from '../../lib/api';
export let state;
let error = '';
let challengeTargetId = '';
let challengeStakes = '';
let selectedObstacles = {};
let captainSelectId = '';
$: openChallenges = (state.challenges || []).filter(c => c.status === 'open');
$: challengedObstacleIds = new Set(openChallenges.flatMap(c => JSON.parse(c.obstacle_ids || '[]')));
$: scenePirats = state.players.filter(p => p.role === 'pirat');
async function createChallenge() {
error = '';
const ids = Object.keys(selectedObstacles).filter(id => selectedObstacles[id]);
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/challenge/create`, 'POST', {
target_player_id: challengeTargetId,
obstacle_ids: JSON.stringify(ids),
stakes: challengeStakes
});
challengeTargetId = '';
challengeStakes = '';
selectedObstacles = {};
} catch(e) {
error = e.message;
}
}
async function setCaptain() {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/set-captain`, 'POST', {
target_player_id: captainSelectId
});
captainSelectId = '';
} catch(e) {
error = e.message;
}
}
async function toggleObjective(targetPlayerId, type) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${targetPlayerId}/objective/toggle`, 'POST', { type });
} catch(e) {
error = e.message;
}
}
async function endScene() {
error = '';
try {
await apiRequest(`/game/${state.game.id}/scene/end`, 'POST');
} catch(e) {
error = e.message;
}
}
</script>
<div class="card glass-panel deep-panel-card" style="max-height: 80vh; overflow-y: auto;">
<h3 class="deep-text text-center">🌊 Deep Control Panel</h3>
{#if error}
<div class="alert alert-danger">{error}</div>
{/if}
<!-- Call a Challenge -->
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">⚔️ Call a Challenge</h4>
<p class="info-text" style="font-size: 0.85rem;">Establish the stakes, pick a Pi-Rat, and apply one or more Obstacles. They play one card per Obstacle — beating one passes; each failure breeds a complication.</p>
<select class="select-field" bind:value={challengeTargetId} style="width: 100%; margin-bottom: 0.5rem;">
<option value="">Challenge which Pi-Rat?</option>
{#each scenePirats.filter(p => !p.is_dead) as p}
<option value={p.id}>{p.name} (Rank {p.rank})</option>
{/each}
</select>
<div style="margin-bottom: 0.5rem;">
{#each state.obstacles as obs}
{@const taken = challengedObstacleIds.has(obs.id)}
<label class="checkbox-label" style="{taken ? 'opacity: 0.5;' : ''}">
<input type="checkbox" bind:checked={selectedObstacles[obs.id]} disabled={taken}>
<span>{obs.title}{taken ? ' (in a challenge)' : ''}</span>
</label>
{/each}
</div>
<input type="text" class="form-control" placeholder="Stakes (optional): what happens on success/failure?" bind:value={challengeStakes} style="width: 100%; margin-bottom: 0.5rem;">
<button class="btn btn-primary btn-full" on:click={createChallenge}
disabled={!challengeTargetId || !Object.values(selectedObstacles).some(v => v)}>
Call Challenge
</button>
</div>
<!-- Captain Assignment -->
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">🏴‍☠️ Captaincy</h4>
<p class="info-text" style="font-size: 0.85rem;">The Captain holds power until they step down, lose a duel, die, or the ship is lost. Reassign after a leadership duel or resignation.</p>
<div style="display: flex; gap: 0.5rem;">
<select class="select-field" bind:value={captainSelectId} style="flex: 1;">
<option value="">No Captain</option>
{#each scenePirats.filter(p => !p.is_dead) as p}
<option value={p.id}>{p.name}</option>
{/each}
</select>
<button class="btn btn-secondary" on:click={setCaptain}>Set</button>
</div>
</div>
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">Crew Objectives</h4>
<div class="objectives-checklist">
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_1} on:change={() => toggleObjective(state.player.id, 'crew_1')}>
<span>Steal a Ship</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_2} on:change={() => toggleObjective(state.player.id, 'crew_2')}>
<span>Choose a Captain</span>
</label>
<label class="checkbox-label">
<input type="checkbox" checked={state.game.completed_crew_3} on:change={() => toggleObjective(state.player.id, 'crew_3')}>
<span>Commit Piracy</span>
</label>
</div>
</div>
<div class="sheet-group margin-top">
<h4 style="color: var(--gold);">Pi-Rat Personal Objectives</h4>
<p class="info-text">You control completion. Only mark in sequence (1 -> 2 -> 3).</p>
{#each scenePirats as p}
<div style="background: rgba(0,0,0,0.2); padding: 0.5rem; border-radius: 4px; margin-bottom: 0.5rem;">
<strong>{p.name}</strong>
<div class="objectives-checklist" style="margin-top: 0.25rem;">
<label class="checkbox-label"><input type="checkbox" checked={p.completed_personal_1} on:change={() => toggleObjective(p.id, 'personal_1')}> <span>1. Gat</span></label>
<label class="checkbox-label"><input type="checkbox" checked={p.completed_personal_2} on:change={() => toggleObjective(p.id, 'personal_2')}> <span>2. Name</span></label>
<label class="checkbox-label"><input type="checkbox" checked={p.completed_personal_3} on:change={() => toggleObjective(p.id, 'personal_3')}> <span>3. Die/Retire</span></label>
</div>
</div>
{/each}
</div>
<!-- End Scene Button -->
<div class="scene-upkeep-controls text-center" style="margin-top: 1rem; border-top: 1px solid rgba(255,255,255,0.1); padding-top: 1rem;">
<p class="info-text">End the scene once every Pi-Rat has faced a Challenge and had a chance at an Objective, or the Obstacle List is empty.</p>
<button on:click={endScene} class="btn btn-danger btn-large btn-full glow-effect">
End Scene & Proceed to Ranking
</button>
</div>
</div>

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<script>
import { apiRequest } from '../../lib/api';
import { getCardDisplay, isJoker } from '../../lib/cards';
import Card from '../Card.svelte';
export let state;
let error = '';
$: openChallenges = (state.challenges || []).filter(c => c.status === 'open');
$: challengedObstacleIds = new Set(openChallenges.flatMap(c => JSON.parse(c.obstacle_ids || '[]')));
// A face-card Obstacle is worth the challenged Rat's Rank. When the Obstacle is
// part of an open Challenge we know who that is — return their rank, else null.
function challengedRankFor(obstacleId) {
const ch = openChallenges.find(c => c.challenge_type === 'deep' && JSON.parse(c.obstacle_ids || '[]').includes(obstacleId));
if (!ch) return null;
return state.players.find(p => p.id === ch.acting_player_id)?.rank ?? null;
}
async function playCard(obstacleId, cardCode) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/play-card`, 'POST', {
obstacle_id: obstacleId,
card_code: cardCode
});
} catch(e) {
error = e.message;
}
}
async function playJoker(obstacleId, cardCode) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/play-joker`, 'POST', {
obstacle_id: obstacleId,
card_code: cardCode
});
} catch(e) {
error = e.message;
}
}
async function clearObstacle(obstacleId) {
error = '';
try {
await apiRequest(`/game/${state.game.id}/scene/obstacle/${obstacleId}/clear`, 'POST');
} catch(e) {
error = e.message;
}
}
</script>
{#if error}
<div class="alert alert-danger">{error}</div>
{/if}
{#each state.obstacles as obs}
{@const column_cards = JSON.parse(obs.played_cards || '[]')}
{@const active_card_code = column_cards.length > 0 ? column_cards[column_cards.length - 1].card : obs.original_card}
{@const success_count = column_cards.filter(c => c.success).length}
{@const is_completed = success_count >= state.players.length}
{@const in_challenge = challengedObstacleIds.has(obs.id)}
<div class="obstacle-item suit-{obs.suit.toLowerCase()} {is_completed ? 'completed' : ''}"
style={in_challenge ? 'box-shadow: 0 0 0 2px var(--red-suit, #ff2a5f);' : ''}
data-obstacle-id={obs.id}
on:dragover={(e) => { if (!is_completed) e.preventDefault(); }}
on:dragenter={(e) => { if (!is_completed) e.currentTarget.classList.add("drag-over"); }}
on:dragleave={(e) => { if (!is_completed) e.currentTarget.classList.remove("drag-over"); }}
on:drop={(e) => {
if (is_completed) return;
e.preventDefault();
e.currentTarget.classList.remove("drag-over");
const cardCode = e.dataTransfer.getData('text/plain');
if (cardCode) {
if (isJoker(cardCode)) playJoker(obs.id, cardCode);
else playCard(obs.id, cardCode);
}
}}>
<div class="obstacle-card-wrapper" style="display: flex; justify-content: center; align-items: center;">
<Card card={active_card_code} size="medium" title="Active Card: {getCardDisplay(active_card_code)}" />
</div>
<div class="obstacle-details">
<h4>{obs.title} {#if in_challenge}<span style="color: var(--red-suit, #ff2a5f); font-size: 0.8rem;">⚔️ In Challenge</span>{/if}</h4>
<p class="desc">{obs.description}</p>
</div>
<!-- Value Display -->
<div class="obstacle-value-display text-center">
<span class="val-label">Current Difficulty</span>
<span class="val-number">
{#if ['J', 'Q', 'K'].includes(active_card_code.slice(0, -1))}
{@const rank = challengedRankFor(obs.id)}
{rank !== null ? `${rank} (Rat's Rank)` : "Challenged Rat's Rank"}
{:else}
{obs.current_value}
{/if}
</span>
</div>
<!-- Successes Tracker -->
<div class="obstacle-successes-display text-center">
<span class="val-label">Successes</span>
<span class="val-number" style="font-size: 1.5rem;">
{success_count} / {state.players.length}
</span>
</div>
<!-- Played Cards Column -->
<div class="played-column">
<h5>Card History (Column)</h5>
<div class="column-cards-flex">
<Card card={obs.original_card} size="mini" />
{#each column_cards as pc}
<Card card={pc.card} size="mini" rotated success={pc.success}
owner={pc.player_name.slice(0, 4)}
title="{pc.player_name} played {getCardDisplay(pc.card)}" />
{/each}
</div>
</div>
{#if is_completed && state.player.role === 'deep'}
<div class="text-center" style="margin-top: 1rem;">
<button class="btn btn-success" on:click={() => clearObstacle(obs.id)} style="width: 100%; border: 1px solid rgba(255,255,255,0.2);">Clear Obstacle</button>
</div>
{/if}
</div>
{:else}
<p class="empty-text">No active obstacles. Deep players can end the scene!</p>
{/each}