Files
pirats/frontend/src/components/UpkeepPhase.svelte
Tim McCarthy 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

372 lines
16 KiB
Svelte

<script>
import { apiRequest } from '../lib/api';
import { displayName } from '../lib/cards';
import Card from './Card.svelte';
export let state;
let voting = false;
let readying = false;
let confirming = false;
let selectedVoteId = '';
// Helpers
$: hand = state.player.hand_cards ? JSON.parse(state.player.hand_cards) : [];
// A nominee must be another living, in-play Pi-Rat: not the voter, not a
// previous-scene Deep, and not dead / awaiting-recruit (they'd reset to
// Rank 1 anyway). Mirrors crud_upkeep.is_eligible_nominee.
function eligibleNomineesFor(voter) {
return state.players.filter(p =>
p.id !== voter.id && p.role !== 'deep' && !p.is_dead && !p.needs_reroll
);
}
$: myNominees = eligibleNomineesFor(state.player);
$: hasVoted = !!state.votes.find(v => v.voter_player_id === state.player.id);
// With no eligible crewmates, the voter skips voting entirely (no deadlock).
$: mustVote = myNominees.length > 0;
// Drag & Drop State
let keepCards = [];
let discardCards = [];
let dragNDropInitialized = false;
// Ghost & Re-rolling fate choice
async function becomeGhost() {
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/become-ghost`, 'POST');
} catch(e) {
console.error(e);
}
}
async function chooseReRoll() {
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/choose-reroll`, 'POST');
} catch(e) {
console.error(e);
}
}
async function finishGame() {
if (!confirm('End the story for everyone? Best saved for when every player has played the Deep, each Pi-Rat has completed a Personal Objective, and all 3 Crew Objectives are done.')) return;
try {
await apiRequest(`/game/${state.game.id}/finish`, 'POST');
} catch(e) {
console.error(e);
}
}
$: {
if (state && state.game.phase === 'deep_upkeep') {
if (!dragNDropInitialized) {
keepCards = state.player.hand_cards ? JSON.parse(state.player.hand_cards) : [];
discardCards = [];
dragNDropInitialized = true;
}
} else {
dragNDropInitialized = false;
}
}
let draggedCardCode = null;
function handleDragStart(e, card) {
draggedCardCode = card;
e.dataTransfer.setData("text/plain", card);
}
function handleDragOver(e) {
e.preventDefault();
}
function handleDropToKeep(e) {
e.preventDefault();
const card = e.dataTransfer.getData("text/plain") || draggedCardCode;
if (card && !keepCards.includes(card)) {
discardCards = discardCards.filter(c => c !== card);
keepCards = [...keepCards, card];
}
}
function handleDropToDiscard(e) {
e.preventDefault();
const card = e.dataTransfer.getData("text/plain") || draggedCardCode;
if (card && !discardCards.includes(card)) {
keepCards = keepCards.filter(c => c !== card);
discardCards = [...discardCards, card];
}
}
function moveToDiscard(card) {
keepCards = keepCards.filter(c => c !== card);
if (!discardCards.includes(card)) {
discardCards = [...discardCards, card];
}
}
function moveToKeep(card) {
discardCards = discardCards.filter(c => c !== card);
if (!keepCards.includes(card)) {
keepCards = [...keepCards, card];
}
}
// Mirrors the backend hand size table: highest rank -> 4, lowest -> 2, middle -> 3, Captain +1.
// Deep players are ranked against all players.
$: maxHandSize = (() => {
const ranks = state.players.map(p => p.rank);
let base;
if (state.player.rank >= Math.max(...ranks)) base = 4;
else if (state.player.rank <= Math.min(...ranks)) base = 2;
else base = 3;
return base + (state.game.captain_player_id === state.player.id ? 1 : 0);
})();
$: isOverLimit = keepCards.length > maxHandSize;
async function submitVote() {
if (!selectedVoteId) return;
voting = true;
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/submit-vote`, 'POST', {
nominated_id: selectedVoteId
});
} catch(e) {
console.error(e);
} finally {
voting = false;
}
}
async function setReady() {
readying = true;
try {
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/ready-next`, 'POST');
} catch(e) {
console.error(e);
} finally {
readying = false;
}
}
async function confirmRefresh() {
confirming = true;
try {
let discards = JSON.stringify(discardCards);
await apiRequest(`/game/${state.game.id}/player/${state.player.id}/confirm-refresh`, 'POST', {
discard_cards: discards
});
} catch(e) {
console.error(e);
} finally {
confirming = false;
}
}
</script>
<div class="between-scenes-view text-center">
<h2>Between Scenes (Scene #{state.game.current_scene_number} Concluded)</h2>
<p class="description">Upkeep and tallying. Nominate a crewmate to Rank Up, redraw hand cards for resting Deep players, and ready up for the next scene.</p>
{#if state.player.is_dead && !state.player.is_ghost && !state.player.needs_reroll}
<!-- Death Fate Panel -->
<div class="glass-panel death-fate-card">
<h2>💀 Your Pi-Rat Has Died!</h2>
<p class="description">
Your story arc is complete! You went out in a blaze of glory (or retired honorably). You must now choose how your journey continues:
</p>
<div class="fate-choices">
<button class="btn btn-secondary btn-large glow-effect" on:click={becomeGhost}>
👻 Remain as a Ghost
</button>
<button class="btn btn-primary btn-large glow-effect" on:click={chooseReRoll}>
🐀 Roll a New Character
</button>
</div>
<p class="info-text italic" style="margin-top: 1.5rem;">
Ghosts look back into the living world, watch over friends, and help their crew. New recruits start fresh at Rank 1 — after upkeep, the whole crew will help create them.
</p>
</div>
{:else}
{#if state.player.needs_reroll}
<div class="notice-banner" style="margin-bottom: 1rem;">
<p style="margin: 0;">🐀 A fresh recruit is on the way! Once upkeep wraps up, you and the crew will create your new Pi-Rat together.</p>
</div>
{/if}
<div class="between-grid">
<!-- Ranks and Voting Card -->
<div class="card glass-panel voting-card">
<h3>1. Pirate Ranking (Voting)</h3>
<p class="section-desc">Every player (including the Deep) nominates one crewmate who best exemplified pirate qualities in the previous scene. Previous Deep players are ineligible to receive votes.</p>
{#if state.game.phase === 'deep_upkeep'}
<div class="voted-confirmation-box glass-panel">
<p class="success-text">✔️ Voting complete! Results tallied.</p>
</div>
{:else if hasVoted}
<div class="voted-confirmation-box glass-panel">
<p class="success-text">✔️ Vote submitted! Waiting for other players to submit their nominations.</p>
</div>
{:else if !mustVote}
<div class="voted-confirmation-box glass-panel">
<p class="info-text">No living crewmates left to nominate — you skip voting this round. Go ahead and ready up.</p>
</div>
{:else}
<form on:submit|preventDefault={submitVote} class="vote-form inline-form">
<div class="form-group inline-group">
<select class="select-field" bind:value={selectedVoteId} required>
<option value="">Nominate crewmate...</option>
{#each myNominees as p}
<option value={p.id}>{displayName(p)} (Rank {p.rank})</option>
{/each}
</select>
<button type="submit" class="btn btn-primary" disabled={voting || !selectedVoteId}>Cast Nomination</button>
</div>
</form>
{/if}
<!-- Voting Roster Status -->
{#if state.game.phase !== 'deep_upkeep'}
<div class="vote-status-table margin-top">
<h4>Nomination Progress:</h4>
<div class="player-chips list-chips" id="voting-roster">
{#each state.players as p}
{@const voted = state.votes.some(v => v.voter_player_id === p.id)}
{@const skips = eligibleNomineesFor(p).length === 0}
<div class="player-chip {voted || skips ? 'voted-chip' : 'not-voted-chip'}">
<span class="name">{displayName(p)}</span>
<span class="status-badge">{voted ? 'Done' : skips ? 'No vote' : 'Voting...'}</span>
</div>
{/each}
</div>
</div>
{/if}
</div>
<!-- Resting Deep Player Card -->
<div class="card glass-panel deep-rest-card">
<h3>2. Resting Deep Upkeep</h3>
{#if state.player.role === "deep"}
<div class="deep-rest-panel glass-panel">
<p class="info-text">You controlled the Deep in the last scene and your Pi-Rat was resting. You will discard your current hand and redraw back up to your maximum hand size.</p>
{#if state.game.phase === 'between_scenes'}
<p class="info-text text-center gold-text" style="margin-top: 1rem;">Voting is currently in progress. Hand refresh will begin after voting concludes.</p>
{:else if state.game.phase === 'deep_upkeep'}
<p class="info-text" style="margin-top: 1rem;">
<strong>Your Hand Size Limit: {maxHandSize} cards.</strong><br/>
Drag cards to the "Discard Pile" zone to discard them, or click them to move them.
</p>
<div class="upkeep-drag-container">
<!-- KEEP HAND ZONE -->
<div class="upkeep-box"
on:dragover={handleDragOver}
on:drop={handleDropToKeep}>
<h4 class="gold-text">Hand (Keep)</h4>
<div class="upkeep-flex">
{#each keepCards as card}
<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}
</div>
</div>
<!-- DISCARD PILE ZONE -->
<div class="upkeep-box"
on:dragover={handleDragOver}
on:drop={handleDropToDiscard}>
<h4 class="gold-text">Discard Pile</h4>
<div class="upkeep-flex">
{#each discardCards as card}
<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}
</div>
</div>
</div>
{#if isOverLimit}
<div class="notice-banner danger" style="margin: 1rem 0; max-width: none;">
<p class="text-danger font-bold" style="margin: 0;">⚠️ Discard Required: You have selected {keepCards.length} cards to keep, which exceeds your maximum hand limit of {maxHandSize}. Please discard at least {keepCards.length - maxHandSize} card(s).</p>
</div>
{/if}
<button class="btn btn-primary mt-4 w-full" on:click={confirmRefresh} disabled={confirming || isOverLimit}>
Confirm Hand Refresh
</button>
{/if}
</div>
{:else}
{#if state.game.phase === 'between_scenes'}
<p class="info-text text-center">Your Pi-Rat was active. Your hand cards carry over to the next scene.</p>
{:else if state.game.phase === 'deep_upkeep'}
<p class="info-text text-center gold-text">Waiting for resting Deep player to refresh their hand...</p>
{/if}
{/if}
<div class="roster-sheet-summary margin-top text-left glass-panel">
<h4>Crew Rank Ledger:</h4>
<ul class="ranks-ledger">
{#each state.players as p}
<li>
<strong>{displayName(p)}:</strong> Rank {p.rank}
{#if p.role === 'deep'}<span class="deep-badge">Deep</span>{:else if p.is_ghost}<span class="ghost-badge">Ghost</span>{:else}<span class="pirat-badge">Pi-Rat</span>{/if}
</li>
{/each}
</ul>
</div>
</div>
</div>
<!-- Next Scene Ready Up -->
<div class="action-box margin-top">
{#if state.game.phase === 'deep_upkeep'}
{#if state.player.role === 'deep'}
<p class="info-text gold-text">⚠️ Please complete your Hand Refresh above to proceed to the next scene.</p>
{:else}
<div class="waiting-box">
<p>Waiting for resting Deep player to refresh their hand...</p>
<div class="spinner-small"></div>
</div>
{/if}
{:else}
{#if mustVote && !hasVoted}
<p class="info-text gold-text" style="margin-bottom:0.5rem;">⚠️ You must nominate a crewmate above before you can ready up.</p>
<button class="btn btn-primary btn-large" disabled>Ready for Next Scene</button>
{:else}
{#if state.player.is_ready}
<div class="waiting-box">
<p>Ready! Waiting for other players to ready up...</p>
<div class="spinner-small"></div>
</div>
{:else}
<button on:click={setReady}
disabled={readying}
class="btn btn-primary btn-large glow-effect">
Ready for Next Scene
</button>
{/if}
{/if}
{/if}
{#if state.player.is_admin && state.game.phase === 'between_scenes'}
<div class="end-story-box">
<p class="info-text" style="font-size: 0.85rem;">All good stories end. When the crew agrees the legend is complete:</p>
<button on:click={finishGame} class="btn btn-danger">🏴‍☠️ End the Story</button>
</div>
{/if}
</div>
{/if}
</div>