Commit Graph

25 Commits

Author SHA1 Message Date
b1a559cf39 Polish: legible crew roster, End-Scene enforcement, decluttered Hand
- Crew roster bubbles: explicit text color + opaque distinct surface so
  they're legible and stand out from the page in both themes (the bug was
  the <button> defaulting to black-on-dark in dark mode).
- End-Scene enforcement: unless Dev Mode is on, a scene can't end until
  every living Pi-Rat has faced a Deep Challenge or the Obstacle List is
  empty. end_scene_and_transition now returns (ok, msg) and the route
  surfaces a 400; the Deep sees a ✓/○ challenge-progress badge on each
  Pi-Rat bubble. 3 new tests cover the gate.
- Hand panel: dropped the how-to-play blurb and the title in favor of a
  low-profile "Your Hand" label.
- Bump VERSION to 8 with changelog entry; check off TODO.md Polish items.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 15:34:10 -07:00
daeac91d07 Dead code cleanups 2026-06-15 07:46:32 -07:00
ceaf88ef22 Stop auto-assigning the Captain when a ship is stolen
Completing Crew Objective 1 (Steal a Ship) no longer anoints the
highest-ranked Pi-Rat as Captain (nor vacates the seat when the ship is
lost). Captaincy is now earned: the crew chooses one via the Captaincy
UI / set_captain and Crew Objective 2. Decoupled captaincy from crew_1
in toggle_objective, dropped the now-unused random import, and updated
test_captaincy_and_hand_sizes accordingly.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 09:30:46 -07:00
39dc07d6b6 Split Deep challenge stakes into success and failure fields
The Deep now states what happens on success and on failure as two
separate fields when calling a Challenge, instead of one free-text
stakes blob. ChallengePanel shows them as " On success" / " On
failure"; the event log lists both.

- Challenge.stakes_success / stakes_failure (+ migration); the old
  single `stakes` column is kept (vestigial) so in-scene rollback
  snapshots taken before the upgrade still deserialize, and ChallengePanel
  falls back to it for any pre-existing challenge.
- create_challenge / route / DeepControlPanel updated; tests adjusted.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 09:28:38 -07:00
56cdebdeda Fix off-by-one in rollback button placement
A rollback button on event E restores the state just after E. So the
button on the latest event was a no-op (you're already there), while the
scene-start event -- a valid earliest target -- correctly has one. The
visible set was effectively shifted one event late.

Hide the button on whichever event sits at the current position (the
rollback head if set, else the latest checkpoint, now supplied by the
backend as state.latest_checkpoint_id since the frontend's own reduce
over the async-populated accumulator wasn't reliably reactive). In live
play the latest event loses its redundant button; when rolled back, the
"you are here" event has none while earlier events show rollback and
later ones show redo.

Verified in a browser across live, rolled-back, and redo states.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 09:03:52 -07:00
6964aeabb6 Add undoable rollback/redo (Phase 2)
Rolling back is now non-destructive: instead of truncating the future,
it restores the target checkpoint's snapshot and points
Game.rollback_head_checkpoint_id at it. Later checkpoints/events are
kept and rendered greyed; rolling forward to one redoes the rollback
(same endpoint). The abandoned future is discarded only when a new
action is taken from a rolled-back state -- maintain_rollback_history
truncates it, clears the head, and bumps rollback_timeline_version,
now the sole trigger for the frontend log reset.

- Game.rollback_head_checkpoint_id (nullable; in SNAPSHOT_EXCLUDE) +
  Alembic migration.
- crud_rollback: rollback_to_checkpoint sets the head (None at latest);
  _discard_future + head-clear + version-bump moved into the next scene
  action's capture.
- EventLog.svelte: greyed future, redo (forward) affordance, a "rolled
  back" banner; dropped the now-misleading destructive confirm.
- Tests rewritten for head-pointer semantics (+ redo, action-after-
  rollback truncation, scene-end head clear); HTTP integration test
  extended to drive the full cycle over the wire.

Verified end-to-end in a browser: rollback greys the future and reverts
live state (captaincy/ranks), redo restores it, no errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 08:25:06 -07:00
a7f174b214 Add game-state rollback (Phase 1)
Full-state JSON snapshots let a scene be rolled back to an earlier
action. All game state lives in game_id-scoped tables, so a checkpoint
is just a serialized dump of the gameplay rows and rollback restores
it -- sidestepping deterministic replay (the deck shuffle is
materialized into state and captured verbatim).

- Checkpoint table + GameEvent.checkpoint_id (tri-state) +
  Game.rollback_timeline_version (models.py, Alembic migration).
- crud_rollback.py: serialize/apply/capture/seal-purge/rollback.
- Capture is driven by the broadcast middleware: snapshot per action
  while in the `scene` phase, seal+purge otherwise. Confined to the
  current scene; older scenes' checkpoints are purged at scene end.
- POST /game/{gid}/player/{pid}/rollback (routes_rollback.py),
  server-enforced for Admins and Deep players.
- EventLog.svelte: per-event rollback buttons + timeline reconciliation.
- Remove the orphaned /scene/rollback per-card-play undo (dead code
  since d7f8483, never wired up; superseded by full-state rollback).

Phase 1 truncates the future immediately; the greyed/undoable redo is
deferred to Phase 2.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 06:02:56 -07:00
e7db19f27e Let players voluntarily leave a game
Adds a "🚪 Leave Game" option to the corner menu for every player, so someone
who's done can remove themselves instead of waiting for an admin to kick them.

leave_game reuses the kick mechanics (cards to discard, reference cleanup,
phase re-check) via a shared _remove_player helper; it logs a friendlier
"left the crew" event and, like kick, refuses the last Admin so the table
isn't orphaned. The self-service route POST /game/{gid}/player/{pid}/leave
lives next to join and authenticates on the player's own id (no admin key).
The handler confirms, forgets the saved session, and routes home.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 21:58:07 -07:00
428af784e3 Add player kicking for admins
Admins can now kick players from the Admin panel so a vanished player can't
stall the table. crud.kick_player removes a player mid-game: it drops their
captaincy, deletes their votes and any Challenge they're part of, and repairs
every other player's pointers to them (pending swap offers are cleared;
delegated Like/Hate questions and recruit technique slots are handed to a
present crewmate, or pool-filled when no one is left). The row is then deleted
— a kicked player's hand simply stops being "in play", so it returns to the
discard automatically. Finally recheck_phase_completion advances the phase if
the kicked player was the last thing it was waiting on.

Auth mirrors set-admin (admin-key on POST /api/game/{gid}/admin/kick). The one
guard is that the last remaining Admin can't be kicked, so the table is never
locked out of its own panel; a vanished creator can still be kicked once a
co-admin exists. The Admin panel gains a per-row Kick button (with a confirm),
shown as "—" for the last admin.

To support re-checking phase completion after a kick, each phase's
"everyone's done -> advance" gate was extracted into an idempotent maybe_*
helper, and recheck_phase_completion dispatches the right one per Game.phase.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 21:48:03 -07:00
d04e5013fa Streamline dead Pi-Rat rank voting
Dead and awaiting-recruit Pi-Rats can no longer be nominated to rank up
(they'd reset to Rank 1 anyway). submit_rank_vote rejects them, and the
upkeep dropdown only lists living, in-play crewmates via the shared
eligible_vote_nominees helper.

When a voter has no eligible nominees (e.g. a lone survivor whose only
crewmates are the previous Deep and a dead rat) they now skip voting
entirely and can ready up directly, instead of deadlocking — which is
why dead players were previously left nominable. The roster shows such
players as "No vote".

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 21:21:38 -07:00
952b1be872 Uncommit feature in character creation
Players can now unlock and revise any reasonably revisable choice while
character creation is ongoing: basic Rat Records (also in recruit
creation), submitted techniques (until the swap phase begins), J/Q/K
face-card assignments (until everyone is ready), and Like/Hate answers
written for crewmates. New endpoints unsubmit-techniques and
unassign-face-techniques clear the locked-in state server-side so the
phase machine waits for the revision.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 17:05:52 -07:00
fa37cffe47 Technique swapping implementation 2026-06-12 16:46:03 -07:00
121f2f7498 Player minimum of 3 to start a game or scene
Enforced server-side in lobby/start and confirm_scene_setup via
crud_base.has_min_players; Dev Mode bypasses it so local single-player
testing still works. Lobby and scene-setup UIs show a player-count
message instead of the start button when below the minimum.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 16:16:49 -07:00
5ad9c9db07 Multiple admins
Adds Player.is_admin (creator starts with it; backfilled by migration).
Admin-key-authenticated POST /admin/set-admin grants/revokes it from the
admin panel; the creator's privileges can't be revoked. Admin-gated
backend routes (dev mode, skip character creation) and frontend controls
(corner menu, lobby start, scene start, end story) now check is_admin
instead of is_creator, and admins get the admin_key in their state blob
so granted players can open the admin panel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 16:03:14 -07:00
3395b127b4 Dev mode revamp 2026-06-12 11:50:34 -07:00
f61201144f Dead Pi-Rat reroll rework 2026-06-12 11:32:15 -07:00
ba6bf35579 Websockets instead of polling 2026-06-12 06:19:22 -07:00
3a00774b50 Fable will fix it! Pt 3 2026-06-12 01:13:11 -07:00
a074ff77b1 Fable will fix it! Pt 2 2026-06-11 21:32:00 -07:00
443acd8400 Fable will fix it! 2026-06-11 15:57:08 -07:00
58a7e4d4f1 Switch to Svelte 2026-06-11 14:39:41 -07:00
2d57973cd8 Fixes and updates 2026-06-09 23:29:05 -07:00
8650ebe5b2 Bug fixes 2026-06-09 19:12:19 -07:00
a5d8ba6709 Fix bug in test 2026-06-09 16:22:40 -07:00
82ece0de10 Initial checkin 2026-06-09 16:06:44 -07:00