From the hnefatafl repo's pass of the same day, everything that touched a kit-shared file. The visitors digest and the nightly rollup share deploy/traffic.py, installed to /usr/local/lib/<slug>; the rollup writes the finished-games count it computed behind "and False". pull-reports.sh and the reports skill both use deploy/report-digest.ts. The seat line requires its token hash and the start line its rules revision; the migration for ledgers written before hashing goes with them. The route table in server/src/index.ts lists every route; Report, ReportLine and Tally are declared once in view.ts for both sides; exports nobody imported are exports no more. In the client: .small, the × that dismisses, and the frame of the reading pages are in app.css once; the preferences panel shares the report slip's modal shape; the room store gains seatEmpty and seatUnheld, and the lobby and the join page read those instead of three spellings of their own. The room's moved and awaiting fields stay: the demo board reads them, and simultaneous rounds are the contract. The deploy README no longer describes a browser-only game; the visitors skill no longer names a /play route; the reports skill's replay call carries the room's options. The Slack channel id is passed in the environment rather than filled in as a placeholder. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GwFKMuQnPAEHJ5yA1q4orh
64 lines
2.5 KiB
TypeScript
64 lines
2.5 KiB
TypeScript
// 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 '$lib/game';
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import type { Preference } from '$lib/game/spec';
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/** The settings every game in the kit shares. */
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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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/** Every table option is also a preference: the choice a new table starts with. The hall reads and writes the same keys. */
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const TABLE_DEFAULTS: Preference[] = (game.options ?? []).map((o) => ({
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key: `table.${o.key}`,
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label: `${o.label}, for a new table`,
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kind: 'choice',
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choices: o.choices.map((c) => ({ value: c.value, label: c.label })),
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default: o.default
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}));
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export const PREFERENCES: Preference[] = [...KIT_PREFERENCES, ...TABLE_DEFAULTS, ...(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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} 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>>(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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