Preferences: a panel of what the browser remembers about its player, with the kit's motion and confirm-move settings, a game's own declarations, and the host's last table options as defaults
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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co-authored by
Claude Fable 5.1
parent
de430c3794
commit
3825dfb44c
@@ -64,6 +64,13 @@ README.
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where the keeper roosts. It lives in the about panel; the colophons, the
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rules page and the guide each carry a one-line mail link.
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- **Preferences** are what a browser remembers about its player: a panel
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opened from *preferences* in the hall and the masthead, kept in
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localStorage and nowhere else. The kit's own settings are motion (full or
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reduced, and the system's reduced-motion request counts too) and
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confirming a move before it is sent; a game declares more in
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`GameSpec.preferences` and the panel renders them. The hall also
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remembers the host's last table options as the next table's defaults.
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- **The tally** sits in the about panel: what the ledgers add up to
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(tables, games begun and finished, names seated, turns, time at the
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table, games with a bot, talk), counted on demand from the files and
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@@ -4,6 +4,8 @@
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// about panel with the rules, the guide and a way to reach the keeper.
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import { goto } from '$app/navigation';
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import { otherGames, type FamilyGame } from '$lib/family';
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import Preferences from './Preferences.svelte';
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import { prefs, setPref } from '$lib/prefs.svelte';
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import { allSeats, doubtSeat, forgetSeat, rememberSeat, ServerError, trustSeat, type Report, type Tally } from '$lib/net/client';
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import { api, NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
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import { unreadTalk } from '$lib/net/talk';
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@@ -14,7 +16,14 @@
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let name = $state(playerName());
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let code = $state('');
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/** The host's choices for the next table, from the game's declared options. */
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let options = $state<Record<string, string>>(Object.fromEntries((game.options ?? []).map((o) => [o.key, o.default])));
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// The host's last choices come back as the defaults; a regular does not re-pick them each visit.
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let options = $state<Record<string, string>>(
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Object.fromEntries((game.options ?? []).map((o) => [o.key, o.choices.some((c) => c.value === prefs[`table.${o.key}`]) ? String(prefs[`table.${o.key}`]) : o.default]))
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);
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$effect(() => {
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for (const o of game.options ?? []) if (prefs[`table.${o.key}`] !== options[o.key]) setPref(`table.${o.key}`, options[o.key]);
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});
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let prefsOpen = $state(false);
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let busy = $state(false);
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let error = $state('');
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let seats = $state(allSeats());
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@@ -157,7 +166,8 @@
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<h1>__NAME__</h1>
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<p class="pitch">One line that says what the game is.</p>
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<p class="tag">Two or three sentences for someone who has never heard of it: what you do on a turn, what makes it fun, and that it is free to play here against the bot or with friends.</p>
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<p class="links"><a href="/guide">how to play</a> · <a href="/rules">the rules</a> · <a class="about-link" href="#about" onclick={() => (aboutOpen = true)}>about this game — a labor of love</a></p>
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<p class="links"><a href="/guide">how to play</a> · <a href="/rules">the rules</a> · <a class="about-link" href="#about" onclick={() => (aboutOpen = true)}>about this game — a labor of love</a> · <button type="button" class="link-like" onclick={() => (prefsOpen = true)}>preferences</button></p>
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<Preferences bind:open={prefsOpen} />
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</div>
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<div class="lid-play">
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@@ -625,4 +635,13 @@
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.tally dd {
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margin: 0;
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}
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.link-like {
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background: none;
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border: 0;
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padding: 0;
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font: inherit;
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color: inherit;
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text-decoration: underline;
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cursor: pointer;
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}
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</style>
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@@ -0,0 +1,97 @@
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<script lang="ts">
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// The preferences panel: every declared setting, kit and game, as a
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// control. Opened from the masthead; closes with its button or Escape.
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import { PREFERENCES, prefs, setPref } from '$lib/prefs.svelte';
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let { open = $bindable(false) }: { open?: boolean } = $props();
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function onKey(e: KeyboardEvent) {
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if (e.key === 'Escape') open = false;
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}
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</script>
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<svelte:window onkeydown={onKey} />
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{#if open}
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<div class="scrim" role="presentation" onclick={() => (open = false)}></div>
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<div class="panel" role="dialog" aria-modal="true" aria-labelledby="prefs-title">
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<h2 id="prefs-title">Preferences</h2>
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<p class="muted small">Kept in this browser, and nowhere else.</p>
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{#each PREFERENCES as p (p.key)}
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<div class="pref">
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{#if p.kind === 'toggle'}
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<label class="row">
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<input type="checkbox" checked={prefs[p.key] === true} onchange={(e) => setPref(p.key, e.currentTarget.checked)} />
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<span>{p.label}</span>
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</label>
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{:else}
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<label class="row">
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<span>{p.label}</span>
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<select value={prefs[p.key]} onchange={(e) => setPref(p.key, e.currentTarget.value)}>
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{#each p.choices ?? [] as c (c.value)}<option value={c.value}>{c.label}</option>{/each}
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</select>
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</label>
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{/if}
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{#if p.note}<p class="muted small note">{p.note}</p>{/if}
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</div>
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{/each}
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<button type="button" class="quiet" onclick={() => (open = false)}>Done</button>
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</div>
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{/if}
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<style>
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.scrim {
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position: fixed;
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inset: 0;
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background: rgba(0, 0, 0, 0.45);
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z-index: 20;
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}
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.panel {
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position: fixed;
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z-index: 21;
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top: 50%;
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left: 50%;
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transform: translate(-50%, -50%);
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width: min(92vw, 26rem);
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max-height: 90vh;
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overflow: auto;
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background: var(--slate);
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border: 1px solid var(--rule-strong);
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border-radius: 8px;
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padding: 1.2rem 1.4rem 1.4rem;
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}
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h2 {
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font-size: 1.3rem;
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margin: 0 0 0.2rem;
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}
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.pref {
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padding: 0.55rem 0;
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border-top: 1px solid var(--rule);
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}
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.row {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: 0.8rem;
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}
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.row input[type='checkbox'] {
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order: 2;
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}
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.note {
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margin-top: 0.3rem;
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}
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.small {
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font-size: 0.85rem;
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}
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.quiet {
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margin-top: 0.8rem;
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}
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</style>
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@@ -39,6 +39,8 @@ export interface GameSpec<State, Input> {
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seatIds: SeatId[];
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/** What the host may choose when opening a table; empty for a game with one way to play. */
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options?: TableOption[];
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/** The game's own settings for the preferences panel, kept in the player's browser (see $lib/prefs.svelte). */
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preferences?: { key: string; label: string; kind: 'toggle' | 'choice'; choices?: { value: string; label: string }[]; default: boolean | string; note?: string }[];
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minSeats: number;
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/** Names the server draws for bots, in preference order. */
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botNames: string[];
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@@ -0,0 +1,65 @@
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// Preferences: what this browser remembers about how its player likes to
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// play. The kit's own settings are motion and whether a move is confirmed
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// before it is sent; a game declares more in GameSpec.preferences, and the
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// panel renders every declaration. Nothing here leaves the browser.
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import { game } from '$lib/game';
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export interface Preference {
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key: string;
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label: string;
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/** A toggle holds a boolean; a choice holds one of its choices' values. */
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kind: 'toggle' | 'choice';
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choices?: { value: string; label: string }[];
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default: boolean | string;
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note?: string;
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}
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/** The settings every game in the kit shares. */
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export const KIT_PREFERENCES: Preference[] = [
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{ key: 'motion', label: 'Motion', kind: 'choice', choices: [{ value: 'full', label: 'pieces move and fade' }, { value: 'reduced', label: 'changes appear at once' }], default: 'full' },
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{ key: 'confirmMoves', label: 'Confirm a move before it is sent', kind: 'toggle', default: false }
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];
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export const PREFERENCES: Preference[] = [...KIT_PREFERENCES, ...(game.preferences ?? [])];
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const KEY = '__SLUG__:prefs';
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function defaults(): Record<string, boolean | string> {
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return Object.fromEntries(PREFERENCES.map((p) => [p.key, p.default]));
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}
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function load(): Record<string, boolean | string> {
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const base = defaults();
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try {
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const saved = JSON.parse(localStorage.getItem(KEY) ?? '{}') as Record<string, unknown>;
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for (const p of PREFERENCES) {
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const v = saved[p.key];
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if (p.kind === 'toggle' && typeof v === 'boolean') base[p.key] = v;
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if (p.kind === 'choice' && typeof v === 'string' && p.choices?.some((c) => c.value === v)) base[p.key] = v;
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}
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// The hall's last table options ride along under table.<key>, undeclared.
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for (const [k, v] of Object.entries(saved)) if (k.startsWith('table.') && typeof v === 'string') base[k] = v;
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} catch {
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// Without storage the defaults apply for this visit.
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}
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return base;
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}
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/** The live preferences; read them where they matter, set them through setPref. */
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export const prefs = $state<Record<string, boolean | string>>(typeof localStorage === 'undefined' ? defaults() : load());
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export function setPref(key: string, value: boolean | string): void {
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prefs[key] = value;
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try {
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localStorage.setItem(KEY, JSON.stringify(prefs));
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} catch {
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// The change still applies for this visit.
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}
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}
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/** The reduced-motion preference, or the system's, whichever asks for calm. */
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export function reducedMotion(): boolean {
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if (prefs.motion === 'reduced') return true;
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return typeof matchMedia !== 'undefined' && matchMedia('(prefers-reduced-motion: reduce)').matches;
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}
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@@ -4,6 +4,7 @@
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import Board from '$lib/components/Board.svelte';
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import Lobby from '$lib/components/Lobby.svelte';
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import ReportSlip from '$lib/components/ReportSlip.svelte';
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import Preferences from '$lib/components/Preferences.svelte';
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import { seatFor } from '$lib/net/client';
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import { NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
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@@ -16,6 +17,7 @@
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let error = $state('');
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let copied = $state(false);
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let reporting = $state(false);
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let prefsOpen = $state(false);
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/** A phrase minted to carry this seat to another device, while it lasts. */
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let phrase = $state<{ phrase: string; expiresAt: number } | null>(null);
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let rematching = $state(false);
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@@ -120,6 +122,7 @@
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<button type="button" class="quiet" title="A phrase that brings this seat to another device" onclick={transfer}>Transfer seat</button>
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{/if}
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{/if}
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<button type="button" class="quiet" onclick={() => (prefsOpen = true)}>Preferences</button>
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<a class="quiet" href="/guide">How to play</a>
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<a class="quiet" href={room ? `/rules?room=${roomId}` : '/rules'}>Rules</a>
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{#if room}
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@@ -129,6 +132,7 @@
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</nav>
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</header>
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<Preferences bind:open={prefsOpen} />
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{#if room}
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<ReportSlip {room} bind:open={reporting} />
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{/if}
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