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

View File

@@ -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} />