Files
pirats/TODO.md
Tim McCarthy 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

32 lines
5.4 KiB
Markdown

## Major features
- [ ] **Technique swapping.** During character creation, players can offer to swap techniques with another player, as long as the technique they're offering wasn't created by the player they're offering to swap with. The swap offer should contain no information other than that a swap has been offered (and who offered it). This requires tracking who created each technique, which we should be doing anyway since it's illegal for a player to wind up with their own techniques and I'm not sure the current shuffler cares about that. I want two options here: First option, players start with all of their own techniques and the game can't proceed to technique assignment to cards until they've successfully swapped them all away and everyone has clicked a "ready" button. Second, a button in the hamburger menu that the Admin player can click to fully auto-assign techniques, which randomly distributes them to eligible players and automatically assigns them to J/Q/K. This button should only appear during technique distribution. It does not require dev mode, just admin privileges.
- [ ] **Light mode theme**. I like the "Lantern & Brine" look (see git log 0744893e7b82fe for your reasoning/description), and want to keep it as an option, but Yeld is generally speaking a lighter, more whimsical setting. I'd like the light theme to reflect a world of blue skies, high adventure, crashing waves, and bright red Xs on parchment treasure maps. Think "Wind Waker", "One Piece", or even "Skies of Arcadia". Add an option to the hamburger menu to toggle between light and dark themes. Light should probably be the default. Remember to update the CSS in the rulebook as well.
- [ ] **Rollback of game state.** This may require some updates to how game state is handled in the backend (my understanding is that the frontend always gets full state updates rather than deltas, so it should be unaffected). Feel free to propose significant overhauls/refactors to enable this cleanly, I am not attached to the current database architecture at all. Also feel free to ask clarifying questions before going ahead with implementation. I think a clean UI for this would involve the event log. Each event gets a "rollback" button to roll back the state of the game to a checkpoint just after that event was posted. Until a new event is posted, the later entries in the log remain in a greyed out state so that the rollback can be undone if it was accidental. These buttons appear to the admin player if dev mode is on, and also to Deep players, but only going back as far as the start of the current scene if they aren't the admin.
- [ ] **Uncommit feature in character creation**. While character creation is ongoing, add buttons to allow players to unlock/revise any choice that can be reasonably unlocked/revised
## Minor Polish
- [ ] **Suggestions.** Take a pass through all of the suggestions in suggestions.js, rewrite ones that are stiff, awkward, or don't fit the theme/setting as described in the rulebook. Move the suggestion pool from suggestions.js into a backend API endpoint.
- [ ] **Example Play formatting.** The Example Play section of the Rules page could use a bit more formatting for legibility. Make diagrams of the card state at each step rather than just a text listing.
- [ ] **Dead Pi-Rat rank voting streamlined**. Don't allow voting for dead Pi-Rats. If a player's only vote options are dead, then they skip voting entirely.
- [ ] **TLDR rules**. A one page summary sheet of the rulebook, for the impatient
- [ ] **More detailed card tooltips.** Currently cards have a tooltip that show what they represent when played on obstacles, but they don't show what they represent *as* obstacles, which is relevant when issuing challenges to other Pi-Rats.
## Preventing blocked play
- [x] **Multiple admins.** The Admin player should be able to grant other players Admin privileges in the admin panel.
- [x] **Player minimum.** You need at least three players to start a game, or to start a new scene if a player dropped out mid-game. (Dev Mode bypasses the minimum for local testing.)
- [ ] **Player kicking.** Admins should be able to kick players out of the game so that it doesn't get stuck if a player vanishes. Admins can kick other admins.
## Session management
- [ ] **Add invite link to Admin panel**
- [ ] **Save active sessions in browser local storage**. Whenever you create or join a game, your browser local storage should be updated with the game ID, player ID, crew name, and player/rat names (if available). Going to the home page with saved sessions should provide a menu of games to rejoin in addition to the ability to start a new game. It should be possible to delete entries from this list, which only affects the browser local storage, not the backend database, and is undoable (the entry doesn't disappear immediately, it's just marked as deleted until page refresh).
- [ ] **Add crew/player/rat name to page title, if available**. This will make it easier to distinguish tabs/browser history entries
## Security
- [ ] **Defensive coding.** While we trust our players, this app is exposed on the open internet. I'd like to take basic precautions like making sure we're safe against SQL injection (SQLModel should handle this?), doing some basic sanitizing of free inputs from players (valid unicode only + generous character limit should be enough), and making sure that every game action API call is specific and constrained enough that it can't just do arbitrary database updates.