A game may give its bots words: they speak as a round opens and when spoken to, remember by notes nobody sees, and read the talk when they move

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
Eric Wagoner
2026-09-29 12:18:46 -04:00
co-authored by Claude Opus 5.5
parent 8c99126aee
commit 99a0b23f59
6 changed files with 126 additions and 5 deletions
+7
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@@ -145,6 +145,13 @@ if it were never there.
and how many have ranked, nothing more; the start line records every
ranking and `create` receives them. A solo table asking for one waits in
the lobby for the player's.
- `botPress(state, seat, press, people, trigger)`: bots that talk. A bot
speaks when a round opens and when a person writes to it (or says a first
word to the table); its lines go privately to the people it names, as
ledger lines, with a `note` for its own memory that no view ever carries.
`botInput` receives the same press, so a bot can keep what was agreed.
`parting(press, viewer)` gives the bots' last words once the game is
over. Without `botPress`, private talk to a bot is refused.
- `tally(state)`: the game's own lines for the tally, from a finished game.
- `preferences`, `options`: the preferences panel's settings and the
host's table choices (above).