- 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>
116 lines
4.9 KiB
Svelte
116 lines
4.9 KiB
Svelte
<script>
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import { slide } from 'svelte/transition';
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import { apiRequest } from '../../lib/api';
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import { crewLabel } from '../../lib/cards';
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import { tooltip } from '../../lib/tooltip';
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import CharacterSheet from './CharacterSheet.svelte';
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export let state;
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let openTargetId = null;
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let showObjectives = false;
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let objError = '';
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$: isDeep = state.player.role === 'deep';
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// Track which Pi-Rats have faced a Deep Challenge this scene so the Deep can
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// see who still needs one before ending the scene.
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$: challengedIds = new Set(
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(state.challenges || [])
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.filter(c => c.challenge_type === 'deep')
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.map(c => c.target_player_id)
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);
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function hasBeenChallenged(p) {
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return p.role === 'pirat' && challengedIds.has(p.id);
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}
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// The Deep ticks Crew Objectives off here (moved from the old Deep panel).
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async function toggleCrew(type) {
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objError = '';
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try {
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await apiRequest(`/game/${state.game.id}/player/${state.player.id}/objective/toggle`, 'POST', { type });
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} catch (e) {
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objError = e.message;
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}
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}
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// Pi-Rats first, the Deep last; otherwise keep join order.
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$: crew = [...state.players].sort((a, b) => (a.role === 'deep' ? 1 : 0) - (b.role === 'deep' ? 1 : 0));
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$: captainId = state.game.captain_player_id;
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$: openTarget = openTargetId ? state.players.find(p => p.id === openTargetId) : null;
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$: crewDone = [state.game.completed_crew_1, state.game.completed_crew_2, state.game.completed_crew_3].filter(Boolean).length;
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function handSize(p) {
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try { return JSON.parse(p.hand_cards || '[]').length; } catch { return 0; }
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}
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function roleIcon(p) {
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if (p.role === 'deep') return '🌊';
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if (p.is_ghost) return '👻';
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if (p.is_dead) return '💀';
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return '🐀';
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}
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</script>
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<div class="crew-column">
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<div class="crew-bubbles">
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{#each crew as p (p.id)}
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<button
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class="crew-bubble"
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class:is-you={p.id === state.player.id}
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class:is-deep={p.role === 'deep'}
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class:is-dead={p.is_dead}
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class:is-ghost={p.is_ghost}
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title="View {p.name}'s character sheet"
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on:click={() => openTargetId = p.id}
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>
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{#if isDeep && p.role === 'pirat'}
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<span
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class="challenge-check"
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class:done={hasBeenChallenged(p)}
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use:tooltip={hasBeenChallenged(p)
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? `${p.name} has faced a Challenge this scene.`
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: `${p.name} hasn't faced a Challenge yet — the scene can't end until they do (or the Obstacle List is cleared).`}
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>{hasBeenChallenged(p) ? '✓' : '○'}</span>
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{/if}
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<span class="bubble-icon">{roleIcon(p)}</span>
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<span class="bubble-name">{crewLabel(p, captainId)}</span>
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<span class="bubble-meta">
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{#if p.role === 'deep'}Deep{:else}Rank {p.rank}{/if} · 🃏 {handSize(p)}
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</span>
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</button>
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{/each}
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<!-- Crew Objectives sits at the end of the roster and slides open in place -->
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<button
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class="crew-objectives-toggle"
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aria-expanded={showObjectives}
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on:click={() => showObjectives = !showObjectives}
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>
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<span class="co-label">{showObjectives ? '▾' : '▸'} Crew Objectives</span>
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<span class="co-count">{crewDone}/3</span>
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</button>
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{#if showObjectives}
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<div class="crew-objectives-detail" transition:slide>
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{#if objError}<div class="alert alert-danger">{objError}</div>{/if}
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<label class="checkbox-label">
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<input type="checkbox" checked={state.game.completed_crew_1} disabled={!isDeep} on:change={() => toggleCrew('crew_1')}>
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<span>Steal a Ship</span>
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</label>
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<label class="checkbox-label">
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<input type="checkbox" checked={state.game.completed_crew_2} disabled={!isDeep} on:change={() => toggleCrew('crew_2')}>
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<span>Choose a Captain</span>
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</label>
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<label class="checkbox-label">
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<input type="checkbox" checked={state.game.completed_crew_3} disabled={!isDeep} on:change={() => toggleCrew('crew_3')}>
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<span>Commit Piracy</span>
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</label>
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{#if isDeep}<p class="info-text" style="font-size: 0.75rem; margin: 0.25rem 0 0;">As the Deep, tick these off as the crew earns them.</p>{/if}
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</div>
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{/if}
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</div>
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</div>
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{#if openTarget}
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<CharacterSheet {state} target={openTarget} on:close={() => openTargetId = null} />
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{/if}
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