A table may ask each seat to rank its choices before the deal, in secret; the start line keeps the rankings and create reads them
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
eca8c92964
commit
8c99126aee
@@ -43,7 +43,7 @@ async function main(): Promise<void> {
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const i = seats.findIndex((s) => s.id === line.id);
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if (i >= 0) seats.splice(i, 1);
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}
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else if (line.t === 'start') state = game.create(Object.fromEntries(seats.map((s) => [s.id, s.name])), line.seed, line.rules, options);
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else if (line.t === 'start') state = game.create(Object.fromEntries(seats.map((s) => [s.id, s.name])), line.seed, line.rules, options, line.rankings);
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else if (line.t === 'turn' && state) {
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state = game.resolve(state, line.inputs);
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turns += 1;
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@@ -7,6 +7,7 @@
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// POST /api/rooms/:id/bot {token} the host seats a bot, before the game begins
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// POST /api/rooms/:id/unseat {token, seat} the host sends a bot away before the game begins
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// POST /api/rooms/:id/begin {token} the host begins with the players seated so far
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// POST /api/rooms/:id/rank {token, ranking} a seat ranks the table's choices, best first, where the table asks for it
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// POST /api/rooms/:id/turn {token, input} this seat's move
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// POST /api/rooms/:id/say {token, text, to?} table talk, from a seat to the whole room, or privately to the seats in `to`;
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// {name, text} or from the gallery, signed, when the host allows it
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@@ -230,6 +231,10 @@ async function handle(req: IncomingMessage, res: ServerResponse): Promise<void>
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rooms.begin(room, token);
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return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
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}
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if (action === 'rank') {
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rooms.rank(room, token, body.ranking);
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return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
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}
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if (action === 'turn') {
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rooms.submit(room, token, body.input, body.resolved);
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return send(res, 200, rooms.view(room, rooms.seatOf(room, token).id));
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@@ -90,4 +90,38 @@ describe('rooms', () => {
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expect(rooms.view(room, 'B').chat[1]).toMatchObject({ id: 'A', to: ['B'], turn: 1 });
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expect(() => rooms.say(room, bo, 'Anyone?', ['Q'])).toThrow(/Nobody at this table/);
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});
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it('keeps each ranking secret until the deal, which reads them all from the start line', () => {
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const dealt: Record<string, string[]>[] = [];
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const ranked: GameSpec<State, Input> = {
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...game,
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rankable: () => [
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{ value: 'red', label: 'Red' },
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{ value: 'blue', label: 'Blue' }
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],
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create: (names, seed, rules, options, rankings) => {
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dealt.push(rankings ?? {});
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return game.create(names, seed, rules, options);
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}
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};
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const rooms = new Rooms(ranked, new Store(dir));
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const host = rooms.create('Ann', 2);
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const guest = rooms.join(host.room, 'Bo');
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const room = host.room;
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expect(() => rooms.rank(room, host.token, ['red'])).toThrow(/every choice once/);
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rooms.rank(room, host.token, ['blue', 'red']);
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expect(rooms.view(room, 'A').yourRanking).toEqual(['blue', 'red']);
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expect(rooms.view(room, 'B')).toMatchObject({ yourRanking: null, ranked: 1 });
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rooms.begin(room, host.token);
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expect(dealt).toEqual([{ A: ['blue', 'red'] }]);
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expect(() => rooms.rank(room, guest.token, ['red', 'blue'])).toThrow(/ranking is closed/);
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new Rooms(ranked, new Store(dir));
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expect(dealt[1]).toEqual({ A: ['blue', 'red'] });
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});
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it('refuses a ranking at a table that asks for none', () => {
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const rooms = new Rooms(game, new Store(dir));
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const host = rooms.create('Ann', 2);
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expect(() => rooms.rank(host.room, host.token, ['A'])).toThrow(/asks for no ranking/);
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});
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});
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@@ -49,6 +49,8 @@ export interface Room<State> {
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state: State | null;
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/** Inputs received for the round in progress, by seat. */
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pending: Record<SeatId, unknown>;
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/** Each seat's ranking of the table's choices, where the table asks for one; secret before the deal and after. */
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rankings: Record<SeatId, string[]>;
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/** Each seat's input in the last round it played, kept through rounds it had no part in; each seat is shown only its own. */
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played: Record<SeatId, unknown>;
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chat: ChatLine[];
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@@ -195,7 +197,7 @@ export class Rooms<State, Input> {
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/** A table with nobody seated yet. */
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private blank(id: string, size: number, createdAt: number, rematchOf: string | null, expected: string[], options: TableOptions, seq = 0): Room<State> {
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return { id, size, createdAt, seats: [], galleryTalk: false, challenge: null, expected, rematch: null, rematchOf, options, over: false, state: null, pending: {}, played: {}, chat: [], resolved: 0, seq, updatedAt: createdAt };
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return { id, size, createdAt, seats: [], galleryTalk: false, challenge: null, expected, rematch: null, rematchOf, options, over: false, state: null, pending: {}, played: {}, rankings: {}, chat: [], resolved: 0, seq, updatedAt: createdAt };
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}
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/** Open a table with its first seat taken; a rematch names the table it follows and holds seats for its players. */
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@@ -307,7 +309,7 @@ export class Rooms<State, Input> {
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if (seat.id !== room.seats[0]?.id) throw new RoomError('Only the player who opened the table may begin.', 403);
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if (room.state) throw new RoomError('The game has already begun.', 409);
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if (room.seats.length < this.game.minSeats) throw new RoomError(`The game needs at least ${this.game.minSeats} players.`, 409);
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this.commit(room, { t: 'start', seed: newSeed(), rules: this.game.currentRules });
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this.commit(room, { t: 'start', seed: newSeed(), rules: this.game.currentRules, ...(Object.keys(room.rankings).length ? { rankings: { ...room.rankings } } : {}) });
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// A game whose first move belongs to a bot must not wait for a human who is not owed a move.
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this.driveBots(room);
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}
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@@ -361,6 +363,18 @@ export class Rooms<State, Input> {
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this.commit(room, { t: 'unseat', id: seat.id });
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}
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/** A seat's ranking of the choices the table asks for, best first, before the game begins. */
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rank(room: Room<State>, token: string | undefined, raw: unknown): void {
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const seat = this.seatOf(room, token);
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if (room.state) throw new RoomError('The game has begun; the ranking is closed.', 409);
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const choices = this.game.rankable?.(room.options);
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if (!choices) throw new RoomError('This table asks for no ranking.', 409);
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const ranking = Array.isArray(raw) ? raw.map(String) : [];
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const values = choices.map((c) => c.value);
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if (ranking.length !== values.length || new Set(ranking).size !== values.length || !ranking.every((r) => values.includes(r))) throw new RoomError('Rank every choice once.');
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this.commit(room, { t: 'rank', id: seat.id, ranking });
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}
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/**
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* Record a seat's move on the ledger, so a restart keeps it; resolve the round once nobody else is awaited.
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* A draft (an input the game does not call settled) may be replaced until it is settled.
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@@ -442,6 +456,8 @@ export class Rooms<State, Input> {
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resolved: room.resolved,
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over: room.state ? this.game.over(room.state) : null,
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state: room.state ? this.game.view(room.state, seatId) : null,
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yourRanking: seated ? (room.rankings[seatId] ?? null) : null,
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ranked: Object.keys(room.rankings).length,
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yourInput: seated && seatId in room.pending ? room.pending[seatId] : null,
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yourLastInput: seated && seatId in room.played ? room.played[seatId] : null,
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// Private lines only to their sender and the seats they name; a note is the sender's own memory, never sent.
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@@ -518,11 +534,15 @@ export class Rooms<State, Input> {
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case 'input':
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room.pending[line.id] = this.game.cleanInput(line.input);
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break;
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case 'rank':
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room.rankings[line.id] = line.ranking;
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break;
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case 'unseat':
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room.seats = room.seats.filter((s) => s.id !== line.id);
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delete room.rankings[line.id];
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break;
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case 'start':
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room.state = this.game.create(Object.fromEntries(room.seats.map((s) => [s.id, s.name])), line.seed, line.rules, room.options);
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room.state = this.game.create(Object.fromEntries(room.seats.map((s) => [s.id, s.name])), line.seed, line.rules, room.options, line.rankings);
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break;
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case 'turn':
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if (!room.state) return;
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@@ -15,8 +15,14 @@ export type LedgerLine =
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| { t: 'input'; at: number; id: SeatId; input: unknown }
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/** A bot sent away by the host before the game began; its seat id is free again. */
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| { t: 'unseat'; id: SeatId }
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/** The seed and the rules revision the game began under; a later fix keeps this revision's path for it. */
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| { t: 'start'; seed: number; rules: number }
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/** A seat's ranking of the table's choices, best first, before the game begins; the latest for a seat stands. */
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| { t: 'rank'; id: SeatId; ranking: string[] }
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/**
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* The seed and the rules revision the game began under (a later fix keeps
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* this revision's path for it), and at a table that asks for rankings,
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* the seats' rankings as the deal read them.
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*/
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| { t: 'start'; seed: number; rules: number; rankings?: Record<SeatId, string[]> }
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| { t: 'turn'; at: number; inputs: Record<SeatId, unknown> }
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/** Written after the turn that ends the game, for anything that reads ledgers without the engine. */
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| { t: 'over'; at: number; winner: SeatId | null; reason: string }
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@@ -57,7 +57,7 @@ export class Tallies<State, Input> {
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if (hasBot) t.gamesWithBot += 1;
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if (lines[0].createdAt < firstStart) firstStart = lines[0].createdAt;
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try {
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state = this.game.create(Object.fromEntries(seats.map((s) => [s.id, s.name])), line.seed, line.rules, cleanOptions(this.game, lines[0].options));
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state = this.game.create(Object.fromEntries(seats.map((s) => [s.id, s.name])), line.seed, line.rules, cleanOptions(this.game, lines[0].options), line.rankings);
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} catch {
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state = null;
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}
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@@ -1,5 +1,7 @@
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<script lang="ts">
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import { untrack } from 'svelte';
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import TableTalk from './TableTalk.svelte';
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import { game } from '$lib/game';
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import type { Room } from '$lib/net/room.svelte';
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let { room, link, copied, copyLink }: { room: Room; link: string; copied: boolean; copyLink: () => void } = $props();
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@@ -8,6 +10,28 @@
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const hostName = $derived(v.seats.find((s) => s.id === v.host)?.name ?? 'the host');
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const keeperSeated = $derived(v.seats.some((s) => s.name.toLowerCase() === v.keeper.toLowerCase()));
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// A table that asks for rankings: this seat's, best first, kept on the server as it changes.
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const choices = $derived(game.rankable?.(v.options) ?? null);
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const people = $derived(v.seats.filter((s) => !s.bot).length);
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const labelOf = (value: string) => choices?.find((c) => c.value === value)?.label ?? value;
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let order = $state<string[]>([]);
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// Follows the server's copy; the local order is read untracked, so a click is not undone before its reply.
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$effect(() => {
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if (!choices) return;
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const values = choices.map((c) => c.value);
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const mine = v.yourRanking;
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if (mine && mine.length === values.length) order = [...mine];
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else if (untrack(() => order.length) !== values.length) order = values;
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});
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/** Move the choice at `i` to place `j`, the others closing up behind it. */
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async function move(i: number, j: number) {
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if (j < 0 || j >= order.length || j === i) return;
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const next = [...order];
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next.splice(j, 0, ...next.splice(i, 1));
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order = next;
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await room.rank(next);
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}
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/** The hour where the keeper lives, in words, so a caller knows whether to wait. */
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let minute = $state(0);
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$effect(() => {
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@@ -62,6 +86,28 @@
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{#if v.rematchOf}
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<p class="muted">A rematch of table {v.rematchOf}: the same company, seats held for those not yet back.</p>
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{/if}
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{#if choices && !room.spectating}
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<section class="ranking" aria-label="Your ranking">
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<h3>Your ranking</h3>
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<p class="muted small">
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Best first. When the game begins, the deal reads everyone's ranking; nobody sees another player's.
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{#if !v.yourRanking}Until you move one, you have no preference and take what is left.{:else}Your ranking is kept.{/if}
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</p>
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<ol>
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{#each order as value, i (value)}
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<li>
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<span class="place">{i + 1}.</span>
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<span class="choice">{labelOf(value)}</span>
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<button type="button" class="quiet" aria-label="Move {labelOf(value)} to the top" title="To the top" disabled={i === 0} onclick={() => move(i, 0)}>⤒</button>
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<button type="button" class="quiet" aria-label="Move {labelOf(value)} up" disabled={i === 0} onclick={() => move(i, i - 1)}>↑</button>
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<button type="button" class="quiet" aria-label="Move {labelOf(value)} down" disabled={i === order.length - 1} onclick={() => move(i, i + 1)}>↓</button>
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</li>
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{/each}
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</ol>
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{#if !v.yourRanking}<button type="button" class="quiet" onclick={() => room.rank(order)}>Keep this order</button>{/if}
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{#if people > 1}<p class="muted small">{v.ranked} of the {people} players {v.ranked === 1 ? 'has' : 'have'} ranked.</p>{/if}
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</section>
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{/if}
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{#if !room.spectating}
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<div class="ways">
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{#if room.seatEmpty && room.isHost}
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@@ -170,6 +216,45 @@
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font-size: 0.9rem;
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}
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.ranking {
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max-width: 26rem;
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margin: 1rem 0;
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}
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.ranking h3 {
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margin: 0 0 0.2rem;
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font-size: 1.05rem;
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}
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.ranking ol {
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list-style: none;
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margin: 0.4rem 0;
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padding: 0;
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}
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.ranking li {
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display: flex;
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align-items: center;
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gap: 0.4rem;
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padding: 0.15rem 0;
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}
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.ranking .place {
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width: 1.6rem;
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color: var(--bone-dim);
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font-variant-numeric: tabular-nums;
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}
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.ranking .choice {
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flex: 1;
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}
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.ranking .quiet {
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min-width: 2.6rem;
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min-height: 2.4rem;
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padding: 0.2rem 0.5rem;
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}
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.keeper {
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margin-top: 0.8rem;
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max-width: 38em;
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@@ -65,7 +65,17 @@ export interface GameSpec<State, Input> {
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*/
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currentRules: number;
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create(names: Record<SeatId, string>, seed: number, rules: number, options?: TableOptions): State;
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/**
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* Begin the game. `rankings` are the seats' preferences, best first, at a
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* table that asks for them (`rankable`); the ledger's start line keeps them.
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*/
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create(names: Record<SeatId, string>, seed: number, rules: number, options?: TableOptions, rankings?: Record<SeatId, string[]>): State;
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/**
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* Whether a table with these options asks each seat to rank something
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* before the deal (sides, roles, colours): the choices to rank, or null.
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* Each seat ranks in secret; `create` reads every ranking at once.
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*/
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rankable?(options: TableOptions): { value: string; label: string }[] | null;
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/** Resolve one round. Must be a pure function of its arguments: the ledger is replayed through it. */
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resolve(state: State, inputs: Record<SeatId, Input>): State;
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/** Whether this seat's input is needed before the next resolution. */
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@@ -132,6 +132,7 @@ export function makeApi<State, Input>() {
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/** The gallery's view: no token, no seat, nothing any player could not see. */
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watch: (roomId: string) => call<View>('GET', `/api/rooms/${roomId}`),
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turn: (roomId: string, token: string, input: Input, resolved: number) => call<View>('POST', `/api/rooms/${roomId}/turn`, { token, input, resolved }),
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rank: (roomId: string, token: string, ranking: string[]) => call<View>('POST', `/api/rooms/${roomId}/rank`, { token, ranking }),
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say: (roomId: string, token: string, text: string, to?: SeatId[]) => call<View>('POST', `/api/rooms/${roomId}/say`, { token, text, ...(to?.length ? { to } : {}) }),
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/** A word from the gallery, signed with a name, when the host allows it. */
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sayFromGallery: (roomId: string, name: string, text: string) => call<View>('POST', `/api/rooms/${roomId}/say`, { name, text }),
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@@ -112,6 +112,11 @@ export class Room {
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return this.act(() => api.unseat(this.roomId, this.token, seat), 'The bot could not be sent away.');
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}
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/** This seat's ranking of the table's choices, best first, before the game begins. */
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rank(ranking: string[]): Promise<boolean> {
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return this.act(() => api.rank(this.roomId, this.token, ranking), 'Your ranking was not kept.');
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}
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/** Talk to the whole table, or, naming seats, to them alone. */
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say(text: string, to?: SeatId[]): Promise<boolean> {
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if (this.spectating) return Promise.resolve(false);
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@@ -166,7 +171,9 @@ export class Room {
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static async createWithBot(name: string, options?: TableOptions): Promise<Room> {
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const seated = await api.create(name, 2, options);
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rememberSeat(seated.view.roomId, { seat: seated.seat, token: seated.token });
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await api.addBot(seated.view.roomId, seated.token);
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const view = await api.addBot(seated.view.roomId, seated.token);
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// A table that asks for rankings waits in the lobby for the player's; the rest begin at once.
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if (game.rankable?.(view.options)) return new Room(view, seated.token);
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return new Room(await api.begin(seated.view.roomId, seated.token), seated.token);
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}
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@@ -35,6 +35,10 @@ export interface RoomView<State> {
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turn: number | null;
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over: Outcome | null;
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state: State | null;
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/** This seat's ranking of the table's choices, at a table that asks for one; nobody sees another's. */
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yourRanking: string[] | null;
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/** How many seats have ranked, and nothing more about them. */
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ranked: number;
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/** This seat's input for the round in progress, as the server holds it (a draft, or a settled move); null for none, and for the gallery. */
|
||||
yourInput: unknown;
|
||||
/** This seat's input in the last round it played, for telling it what became of its own choice; null for none, and for the gallery. */
|
||||
|
||||
Reference in New Issue
Block a user