Files
pirats/frontend/src/pages/Admin.svelte
Tim McCarthy 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

195 lines
7.2 KiB
Svelte

<script>
import { onMount } from 'svelte';
import { apiRequest } from '../lib/api';
import { setPageTitle } from '../lib/title';
export let params = {};
let gameId = params.id;
let adminKey = '';
let data = null;
let error = '';
let copiedPlayerId = null;
let copiedTimer = null;
let copiedInvite = false;
let copiedInviteTimer = null;
$: setPageTitle('Admin', data?.game?.crew_name);
function rejoinLink(playerId) {
return `${window.location.origin}/#/game/${gameId}/player/${playerId}`;
}
function inviteLink() {
return `${window.location.origin}/#/game/${gameId}/join`;
}
function copyRejoinLink(playerId) {
navigator.clipboard.writeText(rejoinLink(playerId));
copiedPlayerId = playerId;
clearTimeout(copiedTimer);
copiedTimer = setTimeout(() => { copiedPlayerId = null; }, 2000);
}
function copyInviteLink() {
navigator.clipboard.writeText(inviteLink());
copiedInvite = true;
clearTimeout(copiedInviteTimer);
copiedInviteTimer = setTimeout(() => { copiedInvite = false; }, 2000);
}
onMount(() => {
// Try to load admin_key from local storage
adminKey = localStorage.getItem(`admin_key_${gameId}`) || '';
if (adminKey) {
loadAdminData();
}
});
async function loadAdminData() {
if (!adminKey) return;
try {
data = await apiRequest(`/game/${gameId}/admin?key=${encodeURIComponent(adminKey)}`);
error = '';
} catch (err) {
error = err.message;
data = null;
}
}
async function setAdmin(playerId, makeAdmin) {
try {
await apiRequest(`/game/${gameId}/admin/set-admin`, 'POST', {
key: adminKey,
target_player_id: playerId,
is_admin: makeAdmin,
});
await loadAdminData();
} catch (err) {
error = err.message;
}
}
// The last remaining Admin can't be kicked, so the table is never locked out.
$: adminCount = data ? data.players.filter((p) => p.is_admin).length : 0;
function canKick(p) {
return !(p.is_admin && adminCount <= 1);
}
async function kickPlayer(p) {
const who = p.player_name || p.name;
if (!confirm(`Kick ${who} from the game? Their cards go to the discard and they'll have to rejoin. This can't be undone.`)) return;
try {
await apiRequest(`/game/${gameId}/admin/kick`, 'POST', {
key: adminKey,
target_player_id: p.id,
});
await loadAdminData();
} catch (err) {
error = err.message;
}
}
</script>
<div class="admin-page">
<h1>Admin Panel</h1>
{#if !data}
<div class="card">
<h2 class="mb-4">Enter Admin Key</h2>
<form on:submit|preventDefault={loadAdminData} class="flex gap-4">
<input type="text" bind:value={adminKey} class="input-field flex-grow" placeholder="Admin Key" required/>
<button type="submit" class="btn btn-primary">Login</button>
</form>
{#if error}
<div class="alert alert-danger mt-4">{error}</div>
{/if}
</div>
{:else}
<div class="card">
<h2 class="mb-4">Game: {data.game.crew_name}</h2>
<p><strong>Phase:</strong> {data.game.phase}</p>
<p><strong>Admin Key:</strong> <span class="admin-key-chip">{data.game.admin_key}</span></p>
{#if error}
<div class="alert alert-danger mt-4">{error}</div>
{/if}
<h3 class="mt-8 mb-4">Invite Link</h3>
<p class="info-text">Share this link to let new players join the crew.</p>
<div class="link-copy-action">
<input type="text" readonly value={inviteLink()} class="input-field flex-grow" />
<a href={inviteLink()} class="btn btn-secondary btn-small">Open</a>
<button on:click={copyInviteLink} class="btn btn-secondary btn-small">
{copiedInvite ? '✓ Copied' : 'Copy'}
</button>
</div>
<h3 class="mt-8 mb-4">Players</h3>
<table class="admin-table">
<thead>
<tr>
<th>Pi-Rat</th>
<th>Player</th>
<th>Role</th>
<th>Status</th>
<th>Rank</th>
<th>Admin</th>
<th>Re-join Link</th>
<th>Kick</th>
</tr>
</thead>
<tbody>
{#each data.players as p}
<tr>
<td>{p.name}</td>
<td>{p.player_name || p.name}</td>
<td>
{#if p.role === 'deep'} 🌊 Deep
{:else if p.role === 'pirat'} 🐀 Pi-Rat
{:else} None
{/if}
</td>
<td>
{#if p.is_ghost} 👻 Ghost
{:else if p.is_dead} 💀 Dead
{:else} Alive
{/if}
</td>
<td>{p.rank}</td>
<td>
{#if p.is_creator}
🗝 Creator
{:else if p.is_admin}
<button on:click={() => setAdmin(p.id, false)} class="btn btn-secondary btn-small">Revoke Admin</button>
{:else}
<button on:click={() => setAdmin(p.id, true)} class="btn btn-secondary btn-small">Grant Admin</button>
{/if}
</td>
<td>
<div class="link-copy-action">
<a href={rejoinLink(p.id)} class="btn btn-secondary btn-small">Open</a>
<button on:click={() => copyRejoinLink(p.id)} class="btn btn-secondary btn-small">
{copiedPlayerId === p.id ? '✓ Copied' : 'Copy'}
</button>
</div>
</td>
<td>
{#if canKick(p)}
<button on:click={() => kickPlayer(p)} class="btn btn-danger btn-small">Kick</button>
{:else}
<span class="text-muted"></span>
{/if}
</td>
</tr>
{/each}
</tbody>
</table>
<div class="mt-8">
<a href="/#/game/{gameId}/join" class="btn btn-secondary">Back to Game Join Page</a>
</div>
</div>
{/if}
</div>