A credibility pass over the whole repo: the board's mechanics in board.ts, one copy of each helper and stylesheet rule, the kit's plumbing this game never used removed, and the ops scripts counting traffic through one parser
The engine and the bot no longer import each other: geometry, movement
and captures live in src/lib/game/board.ts and both use it. The escape
test, the four directions, the king's neighbours and the enumeration of
a side's moves each exist once; the tally counts by the named end
sentences rather than by regex over them; exports nobody imports are
exports no more. The tests pin the bot's opening move and the three-
beside-the-throne capture they named but never exercised.
In the client: .small, the word-as-button, the × that dismisses, the
visually-hidden rule and the frame of the reading pages are in app.css
once; the preferences panel and the report slip share one modal shape;
the room store drops the simultaneous-round fields this game never read
and gains seatEmpty and seatUnheld, which the lobby and the join page
read instead of three spellings of their own. The wire shapes for
reports and the tally are declared in view.ts for both sides. The
artwork component is re-indented for the top level it lives at.
On the server and in deploy: the plaintext-token fallback and its
migration script guarded ledgers this game never wrote; the seat line
now requires the hash and the start line the rules revision. The route
table lists every route. The visitors digest and the nightly rollup
count Caddy's log through deploy/traffic.py, and the rollup writes the
finished-games count it had been computing behind "and False". The
reports digest is one program, deploy/report-digest.ts, that
pull-reports.sh and the desk skill both use. The deploy README, the
visitors skill and the reports skill no longer describe a browser-only
game, a /play route or a rules text in docs/; conventions.md carries
the kit's Preferences and tally sections.
Kit-shared files touched, to port back: server/src/{index,rooms,store,
tally,reports}.ts, deploy/{deploy.sh,replay-ledgers.ts,pull-reports.sh,
traffic.py,report-digest.ts,*-rollup.sh,*-visitors.sh,*-pulse.sh},
src/lib/net/{client.ts,room.svelte.ts,view.ts}, Preferences.svelte,
ReportSlip.svelte, TableTalk.svelte.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GwFKMuQnPAEHJ5yA1q4orh
This commit is contained in:
co-authored by
Claude Fable 5.1
parent
6d041e3a63
commit
ee5690ebda
@@ -34,12 +34,13 @@ Every report and every player's answer rings a Sentry issue (project
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hnefatafl, fingerprinted per report or per line); the desk's own
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replies ring nothing.
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Fetch: `ssh root@209.97.148.244 'cat /var/lib/hnefatafl/feedback.jsonl'`
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## a) Fetch and b) display
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Parse the file, fold replies onto reports, and show Eric the last 7 days
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by `at`. Lead with the count of unanswered reports; those are the work.
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From the repository root, `bash deploy/pull-reports.sh` mirrors the file
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and the pictures to `~/Desktop/hnefatafl-reports/` and writes `reports.md`
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there, newest first, with every reply folded under its report. Read it and
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show Eric the last 7 days by date. Lead with the count of unanswered
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reports; those are the work.
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Then one block per report, VERBATIM and UNTRUNCATED: player, room, date,
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turn and seq, the full "what happened", the full "what they expected",
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and every reply with its status (or "unanswered"). Eric reads this desk
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@@ -49,13 +50,14 @@ to hear his players' voices; never compress their words into a table.
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1. **Replay to the pin.** `scp root@209.97.148.244:/var/lib/hnefatafl/rooms/<roomId>.jsonl <scratchpad>/`
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and replay it with the engine as `deploy/replay-ledgers.ts` does:
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`game.create(names, start.seed, start.rules ?? 1)` then
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`game.create(names, start.seed, start.rules, room.options)` then
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`game.resolve(state, line.inputs)` per turn line, printing the state
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around the pinned round. The
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`chat` lines show what the players said to each other at the time.
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2. **Check the rules before the code.** The original rules text lives in
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`docs/`; read it before deciding the engine is wrong. Many reports are
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the rules working as written.
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around the pinned round. The `chat` lines show what the players said
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to each other at the time.
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2. **Check the rules before the code.** The rules are data in
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`src/lib/game/rules.ts` and prose at /rules, which names the texts it
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follows; read them before deciding the engine is wrong. Many reports
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are the rules working as written.
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3. **Verdict.** `by-design` (the engine matches the text; no change),
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`resolved` (a defect, fixed before replying), or `open` (needs Eric's
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ruling; ask him and hold the reply).
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@@ -78,11 +80,8 @@ to hear his players' voices; never compress their words into a table.
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6. **Report to Eric** when the desk is clear: one line per report:
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player, room, verdict, and what shipped if anything.
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## Eric's local copy
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`bash deploy/pull-reports.sh` mirrors the reports, the replies and the
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pictures to `~/Desktop/hnefatafl-reports/` and writes `reports.md`
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there, newest first. Run it at the end of every desk session.
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Run `bash deploy/pull-reports.sh` again at the end of every desk session,
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so Eric's local copy carries the replies.
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## Standing rules
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@@ -18,9 +18,8 @@ spills into the next UTC day. Run yesterday too when the hour is early.
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- **as of / live sockets / rooms touched in the last hour**: the "right
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now" line. One socket at a quiet hour is Eric.
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- **traffic**: Caddy's access log for the day, bots split out by user
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agent, page requests by page (hall, play, rules) and room links opened,
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referrers and campaign tags. Single-player games live in browsers, so
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a visit to /play is all the log shows of them.
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agent, page requests by page (hall, rules, guide) and room links opened,
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referrers and campaign tags.
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- **players today / NEW today**: names seated in rooms created today;
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NEW means the name's first room ever is today.
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- **rooms today**: one line each: time, code, humans vs bots, empty
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+1
-4
@@ -18,8 +18,5 @@ Thumbs.db
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vite.config.js.timestamp-*
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vite.config.ts.timestamp-*
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# Playwright MCP output
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.playwright-mcp
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# Duel ledgers written by the server
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# Room ledgers written by the server
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/data
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@@ -6,10 +6,12 @@ default; Tablut, the nine-by-nine game Linnaeus wrote down in 1732, as an
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option, on a board that shows its age.
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Built on the game kit: `src/lib/game/` is the game (rules as data in
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`rules.ts`, the engine in `index.ts`, a short alpha-beta bot in `bot.ts`),
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`src/lib/components/Board.svelte` is the board, and everything else is the
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kit's hall, tables, gallery, ledgers, reports desk and ops tools.
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`docs/conventions.md` is the house style.
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`rules.ts`, the board's mechanics in `board.ts`, the engine in `index.ts`,
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a short alpha-beta bot in `bot.ts`), `src/lib/components/Board.svelte` is
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the board, and everything else is the kit's hall, tables, gallery, ledgers,
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reports desk and ops tools. `docs/conventions.md` is the house style; the
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guide here departs from it in one way, walking the page in words and one
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drawn figure rather than screenshots.
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npm install && (cd server && npm install)
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npm run server # the game server on port 8789
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@@ -31,7 +31,7 @@ handle @game {
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# <route>.html, so /rules is tried as /rules.html before falling back to the
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# app shell, which serves the rooms. Hashed assets under _app/immutable are
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# cached for a year; every other response is revalidated so a deploy shows
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# up on the next load. The two header matchers are disjoint.
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# up on the next load.
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handle {
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@immutable path /_app/immutable/*
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header @immutable Cache-Control "public, max-age=31536000, immutable"
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+15
-24
@@ -1,12 +1,12 @@
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# Deploying Hnefatafl
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The single-player game runs entirely in the browser. Duels between people
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go through a small Node process that keeps each room as an append-only
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ledger of moves in /var/lib/hnefatafl/rooms. Production is one
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DigitalOcean droplet: Caddy terminates TLS with automatic certificates,
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serves the static build from /opt/hnefatafl/build, and proxies /api and
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/ws to the game server on port 8789, which runs as the `hnefatafl` user
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under systemd from /opt/hnefatafl/app.
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Every game, against a housecarl or a friend, is a room on a small Node
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process that keeps it as an append-only ledger of moves in
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/var/lib/hnefatafl/rooms. Production is one DigitalOcean droplet: Caddy
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terminates TLS with automatic certificates, serves the static build from
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/opt/hnefatafl/build, and proxies /api and /ws to the game server on port
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8789, which runs as the `hnefatafl` user under systemd from
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/opt/hnefatafl/app.
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## Sizing
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@@ -14,11 +14,6 @@ The smallest droplet, `s-1vcpu-512mb-10gb` ($4 a month), carries both Caddy
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and the game server comfortably: the server is one small Node process capped
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at 300 MB by its unit file, and a room is a few kilobytes of ledger.
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The zero-cost alternative is a second site block in an existing Caddy
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server's configuration pointing at a second directory; the deploy script
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works unchanged against that host. A droplet of its own keeps this site's
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uptime and upgrades independent of anything else.
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## Current production
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- Droplet: `hnefatafl` (nyc3, s-1vcpu-512mb-10gb, tag `hnefatafl`), IP 209.97.148.244
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@@ -47,8 +42,9 @@ fetches the certificate on first request.
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## Operations scripts on the droplet
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`deploy.sh` installs these to /usr/local/bin and the cron file to
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/etc/cron.d/hnefatafl on every deploy, so the live copies are the repo copies:
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`deploy.sh` installs these to /usr/local/bin, the `traffic.py` they share to
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/usr/local/lib/hnefatafl, and the cron file to /etc/cron.d/hnefatafl on every
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deploy, so the live copies are the repo copies:
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- `hnefatafl-visitors.sh [day]`: who is here now and who came that day.
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- `hnefatafl-pulse.sh`: the weekly health check (service, errors, rollup
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@@ -70,7 +66,8 @@ URL with the project's cron path and public key), so a missed night is noticed.
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To have every new issue, regression and reappearance posted to Slack the way
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wizwar's are, run `deploy/sentry-slack-alert.sh [#channel]` once from your own
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shell with `SENTRY_TOKEN` (an org auth token with alerts:write) and
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`SLACK_CHANNEL_ID` set; the token never leaves the shell.
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`SLACK_CHANNEL_ID` (the channel's Slack ID) set; the token never leaves the
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shell.
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Before every deploy, `deploy/verify-ledgers.sh <ip>` fetches every production
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ledger and replays it with the local engine, comparing each room with what the
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@@ -83,8 +80,7 @@ deploy: the server would rewrite that game on restart.
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Runs the type-checks, the tests and the build locally, rsyncs `build/` to
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the droplet keeping the previous week's hashed assets, rsyncs the server and
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engine sources, installs dependencies, and restarts the game server. A
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single-player game is in the player's own browser and loses nothing. A room
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engine sources, installs dependencies, and restarts the game server. A room
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is replayed from its ledger when the server comes back, which takes a few
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seconds; Caddy holds requests that land in the gap.
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@@ -93,10 +89,5 @@ seconds; Caddy holds requests that land in the gap.
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- Logs: `ssh root@<ip> journalctl -u hnefatafl -f` for the game server,
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`journalctl -u caddy -f` and /var/lib/caddy/access.log for the web side.
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- Restart: `ssh root@<ip> systemctl restart hnefatafl`
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- Who has been playing: `ssh root@<ip> hnefatafl-visitors.sh [YYYY-MM-DD]`
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prints today's visitors from Caddy's log (people and bots apart, by page),
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every room opened today with how far it got, and the names seated, marking
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those seen for the first time.
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- Rooms: `/var/lib/hnefatafl/rooms/<CODE>.jsonl`, one ledger per game.
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Copy that directory to back them up; single-player games are in players'
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browsers.
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- Rooms: `/var/lib/hnefatafl/rooms/<CODE>.jsonl`, one ledger per game; the
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nightly backup keeps them in the Space.
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Binary file not shown.
+6
-5
@@ -25,7 +25,7 @@ rsync -az --delete --filter='P _app/immutable/*' \
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# it needs only its code and the engine. Ledgers live outside this tree.
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rsync -az --delete --exclude='/server/node_modules' \
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--include='/server/***' --include='/src/' --include='/src/lib/' --include='/src/lib/game/***' --include='/src/lib/net/' --include='/src/lib/net/view.ts' \
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--include='/deploy/' --include='/deploy/hnefatafl.service' --include='/deploy/hnefatafl.cron' --include='/deploy/*.sh' --include='/deploy/hash-tokens.ts' \
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--include='/deploy/' --include='/deploy/hnefatafl.service' --include='/deploy/hnefatafl.cron' --include='/deploy/*.sh' --include='/deploy/traffic.py' \
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--exclude='*' \
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./ "root@$HOST:/opt/hnefatafl/app/"
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@@ -36,12 +36,13 @@ ssh "root@$HOST" '
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cd /opt/hnefatafl/app/server && npm install --no-audit --no-fund
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chown -R hnefatafl:hnefatafl /opt/hnefatafl/app
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cp /opt/hnefatafl/app/deploy/hnefatafl.service /etc/systemd/system/hnefatafl.service
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# Cron runs the rollup and the backup from /usr/local/bin: install them on
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# every deploy so the live copies are always the repo copies.
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install -m 755 /opt/hnefatafl/app/deploy/visitors.sh /usr/local/bin/hnefatafl-visitors.sh
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install -m 755 /opt/hnefatafl/app/deploy/pulse.sh /usr/local/bin/hnefatafl-pulse.sh
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# The ops scripts run from /usr/local/bin and share traffic.py: install them
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# on every deploy so the live copies are always the repo copies.
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install -m 755 /opt/hnefatafl/app/deploy/hnefatafl-visitors.sh /usr/local/bin/hnefatafl-visitors.sh
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install -m 755 /opt/hnefatafl/app/deploy/hnefatafl-pulse.sh /usr/local/bin/hnefatafl-pulse.sh
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install -m 755 /opt/hnefatafl/app/deploy/hnefatafl-rollup.sh /usr/local/bin/hnefatafl-rollup.sh
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install -m 755 /opt/hnefatafl/app/deploy/hnefatafl-backup.sh /usr/local/bin/hnefatafl-backup.sh
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install -m 644 -D /opt/hnefatafl/app/deploy/traffic.py /usr/local/lib/hnefatafl/traffic.py
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install -m 644 /opt/hnefatafl/app/deploy/hnefatafl.cron /etc/cron.d/hnefatafl
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mkdir -p /var/log/hnefatafl
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systemctl daemon-reload
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@@ -1,44 +0,0 @@
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// One-time migration: replace each seat line's raw token with its SHA-256,
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// so no ledger on disk or in a backup holds a live seat key. Idempotent; a
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// line already hashed is left alone. Run ON the droplet from the server
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// directory (tsx is installed there):
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// cd /opt/hnefatafl/app/server && npx tsx ../deploy/hash-tokens.ts /var/lib/hnefatafl/rooms
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// Browsers keep their raw tokens; the server hashes what they send and
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// compares, so nobody loses a seat.
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import { createHash } from 'node:crypto';
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import { readdirSync, readFileSync, renameSync, statSync, writeFileSync, chownSync } from 'node:fs';
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import { join } from 'node:path';
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const dir = process.argv[2];
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if (!dir) {
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console.error('usage: hash-tokens.ts <ledger-dir>');
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process.exit(2);
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}
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let files = 0;
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let lines = 0;
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for (const file of readdirSync(dir).filter((f) => f.endsWith('.jsonl'))) {
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const path = join(dir, file);
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const raw = readFileSync(path, 'utf8');
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let changed = 0;
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const out = raw
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.split('\n')
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.map((line) => {
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if (!line.trim()) return line;
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const entry = JSON.parse(line) as Record<string, unknown>;
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if (entry.t !== 'seat' || typeof entry.token !== 'string') return line;
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const { token, ...rest } = entry;
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changed += 1;
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return JSON.stringify({ ...rest, tokenHash: token ? createHash('sha256').update(token).digest('hex') : '' });
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})
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.join('\n');
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if (!changed) continue;
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const { uid, gid } = statSync(path);
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writeFileSync(path + '.tmp', out);
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chownSync(path + '.tmp', uid, gid);
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renameSync(path + '.tmp', path);
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files += 1;
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lines += changed;
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}
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console.log(`${files} ledger${files === 1 ? '' : 's'} rewritten, ${lines} seat line${lines === 1 ? '' : 's'} hashed`);
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@@ -1,4 +1,4 @@
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#!/bin/bash
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#!/usr/bin/env bash
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# Nightly ledger backup to DigitalOcean Spaces, one prefix per game in the shared bucket.
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# current/ - exact mirror of /var/lib/hnefatafl
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# snapshots/ - one dated copy per day, pruned after 90 days
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@@ -1,4 +1,4 @@
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#!/bin/bash
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#!/usr/bin/env bash
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# The operations pulse, printed ON the droplet: the game server's health,
|
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# errors in its journal, the last week of the rollup, the backup's last word,
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# and the box's vitals. Read by the hnefatafl-pulse skill.
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@@ -10,7 +10,7 @@ systemctl is-active caddy >/dev/null && echo "caddy: active" || echo "caddy: NOT
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echo "restarts in 7 days: $(journalctl -u hnefatafl --since '7 days ago' -o cat | grep -c 'Started hnefatafl')"
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ERR=$(journalctl -u hnefatafl --since '7 days ago' -p err -o cat | grep -vc '^$')
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echo "journal errors in 7 days: $ERR"
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journalctl -u hnefatafl --since '7 days ago' -o cat | grep -iE "error|unhandled|exception" | grep -v "Rate" | tail -3 | sed 's/^/ /'
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journalctl -u hnefatafl --since '7 days ago' -o cat | grep -iE "error|unhandled|exception" | tail -3 | sed 's/^/ /'
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echo "--- rollup, last 7 days (people / requests / rooms opened / turns)"
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if [ -s /var/lib/hnefatafl/rollup.jsonl ]; then
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tail -7 /var/lib/hnefatafl/rollup.jsonl | python3 -c '
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+12
-46
@@ -1,4 +1,4 @@
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#!/bin/bash
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#!/usr/bin/env bash
|
||||
# Nightly rollup: one JSON line per day in /var/lib/hnefatafl/rollup.jsonl:
|
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# the day's traffic from Caddy's access log (people and bots apart, by page,
|
||||
# with referrers and the campaign tags links carry), the rooms opened,
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@@ -24,45 +24,13 @@ checkin() {
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mkdir -p "$(dirname "$LOG")"
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checkin in_progress
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if python3 - "$DAY" "$OUT" <<'PY' >> "$LOG" 2>&1
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import collections, datetime, glob, gzip, json, os, re, shutil, sys
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import datetime, glob, json, os, shutil, sys
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sys.path.insert(0, "/usr/local/lib/hnefatafl")
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import traffic
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day, out = sys.argv[1], sys.argv[2]
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d0 = datetime.datetime.fromisoformat(day).replace(tzinfo=datetime.timezone.utc)
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t0, t1 = d0.timestamp(), (d0 + datetime.timedelta(days=1)).timestamp()
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BOT = re.compile(r"bot|crawl|spider|slurp|facebookexternalhit|slack|discord|twitter|preview|fetch|curl|python|go-http|wget|headless|scan|monitor|uptime", re.I)
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req = human = bot = 0
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hips, bips = set(), set()
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pages, joins, refs, campaigns = collections.Counter(), collections.Counter(), collections.Counter(), collections.Counter()
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seen_campaign = set()
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for f in sorted(glob.glob("/var/lib/caddy/access*.log*")):
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if os.path.getmtime(f) < t0: continue
|
||||
opener = gzip.open if f.endswith(".gz") else open
|
||||
with opener(f, "rt", errors="ignore") as fh:
|
||||
for line in fh:
|
||||
try: r = json.loads(line)
|
||||
except ValueError: continue
|
||||
ts = r.get("ts", 0)
|
||||
if not (t0 <= ts < t1): continue
|
||||
q = r.get("request", {}); h = q.get("headers", {})
|
||||
ua = " ".join(h.get("User-Agent", [""]))
|
||||
ip = q.get("client_ip") or q.get("remote_ip") or "?"
|
||||
uri = q.get("uri", ""); path = uri.split("?")[0]
|
||||
req += 1
|
||||
if BOT.search(ua) or not ua:
|
||||
bot += 1; bips.add(ip); continue
|
||||
if path.startswith(("/_app/", "/api/")) or path == "/ws" or path.endswith((".png", ".ico", ".txt")): continue
|
||||
human += 1; hips.add(ip)
|
||||
if path == "/": pages["hall"] += 1
|
||||
elif path == "/rules": pages["rules"] += 1
|
||||
elif path == "/guide": pages["guide"] += 1
|
||||
elif path.startswith("/join/"): joins[path.split("/")[2].upper()] += 1
|
||||
ref = " ".join(h.get("Referer", [""]))
|
||||
if ref and "tafl.kestrelsnest.social" not in ref:
|
||||
refs[re.sub(r"^https?://", "", ref).split("/")[0]] += 1
|
||||
m = re.search(r"[?&](ref|utm_source|fbclid)=([^&]*)", uri)
|
||||
if m and (ip, m.group(1)) not in seen_campaign:
|
||||
seen_campaign.add((ip, m.group(1)))
|
||||
campaigns[m.group(1) + ("=" + m.group(2)[:24] if m.group(1) != "fbclid" else "")] += 1
|
||||
t = traffic.scan(day)
|
||||
|
||||
created = started = finished = turned = turns = 0
|
||||
humans, bots = set(), 0
|
||||
@@ -80,20 +48,18 @@ for f in glob.glob("/var/lib/hnefatafl/rooms/*.jsonl"):
|
||||
if x["bot"]: bots += 1
|
||||
else: humans.add(x["name"])
|
||||
elif x["t"] == "unseat": bots -= 1
|
||||
day_turns = [x for x in lines if x["t"] == "turn" and t0 <= x["at"] / 1000 < t1]
|
||||
turns += len(day_turns)
|
||||
# A game finished today: its last turn is today's and the engine would say so; approximate by replay-free means:
|
||||
# the ledger's final turn falls today and no turn follows it within the day's end.
|
||||
if day_turns and day_turns[-1] is lines[-1] and False: finished += 1
|
||||
turns += sum(1 for x in lines if x["t"] == "turn" and t0 <= x["at"] / 1000 < t1)
|
||||
# The over line is written with the turn that ends the game, so a finish counts on its own day.
|
||||
if any(x["t"] == "over" and t0 <= x["at"] / 1000 < t1 for x in lines): finished += 1
|
||||
|
||||
disk = shutil.disk_usage("/")
|
||||
mem = {}
|
||||
for line in open("/proc/meminfo"):
|
||||
k, v = line.split(":", 1); mem[k] = int(v.split()[0])
|
||||
load = os.getloadavg()[1]
|
||||
row = dict(day=day, requests=req, human=human, bot=bot, humanAddresses=len(hips), botAddresses=len(bips),
|
||||
paths=dict(pages), roomLinks=sum(joins.values()), referrers=dict(refs), campaigns=dict(campaigns),
|
||||
rooms=dict(created=created, started=started, withTurns=turned, humanNames=len(humans), botSeats=bots),
|
||||
row = dict(day=day, requests=t["requests"], human=t["human"], bot=t["bot"], humanAddresses=len(t["addresses"]), botAddresses=len(t["botAddresses"]),
|
||||
paths=dict(t["pages"]), roomLinks=sum(t["joins"].values()), referrers=dict(t["referrers"]), campaigns=dict(t["campaigns"]),
|
||||
rooms=dict(created=created, started=started, withTurns=turned, finished=finished, humanNames=len(humans), botSeats=bots),
|
||||
turns=turns, ledgers=len(glob.glob("/var/lib/hnefatafl/rooms/*.jsonl")),
|
||||
vitals=dict(diskUsedPct=round(disk.used * 100 / disk.total), memAvailableMb=mem.get("MemAvailable", 0) // 1024, load5=round(load, 2)),
|
||||
at=datetime.datetime.now(datetime.timezone.utc).isoformat(timespec="seconds"))
|
||||
@@ -105,6 +71,6 @@ rows.sort(key=lambda r: r["day"])
|
||||
with open(out + ".tmp", "w") as fh:
|
||||
for r in rows: fh.write(json.dumps(r) + "\n")
|
||||
os.replace(out + ".tmp", out)
|
||||
print("%s rolled: %d people, %d requests, %d rooms" % (day, len(hips), human, created))
|
||||
print("%s rolled: %d people, %d requests, %d rooms" % (day, len(t["addresses"]), t["human"], created))
|
||||
PY
|
||||
then checkin ok; else checkin error; fi
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
#!/bin/bash
|
||||
#!/usr/bin/env bash
|
||||
# The visitors digest: who is at the table right now and who came today,
|
||||
# the rooms opened and how far each got, with today's traffic so far.
|
||||
# Runs ON the droplet: visitors.sh [YYYY-MM-DD] (default: today, UTC)
|
||||
# Runs ON the droplet: hnefatafl-visitors.sh [YYYY-MM-DD] (default: today, UTC)
|
||||
# Every game, bot games included, is a room with a ledger, so all show in full.
|
||||
set -u
|
||||
DAY="${1:-$(date -u +%F)}"
|
||||
python3 - "$DAY" <<'PY'
|
||||
import datetime, glob, json, re, subprocess, sys
|
||||
from collections import Counter
|
||||
import datetime, glob, json, subprocess, sys
|
||||
sys.path.insert(0, "/usr/local/lib/hnefatafl")
|
||||
import traffic
|
||||
|
||||
day = sys.argv[1]
|
||||
now = datetime.datetime.now(datetime.timezone.utc)
|
||||
@@ -24,50 +25,10 @@ print("live sockets: %s | rooms touched in the last hour: %s" % (
|
||||
sh("find /var/lib/hnefatafl/rooms -name '*.jsonl' -mmin -60 2>/dev/null | wc -l")))
|
||||
|
||||
# --- traffic: Caddy's access log, people and bots apart ---
|
||||
BOT = re.compile(r"bot|crawl|spider|slurp|facebookexternalhit|preview|fetch|curl|python|go-http|headless|scan|monitor|uptime", re.I)
|
||||
PAGES = {"/": "hall", "/rules": "rules", "/guide": "guide"}
|
||||
addresses, bots = set(), set()
|
||||
pages, joins, referrers, campaigns, agents = Counter(), Counter(), Counter(), Counter(), Counter()
|
||||
requests = 0
|
||||
for path in sorted(glob.glob("/var/lib/caddy/access.log*")):
|
||||
try:
|
||||
with open(path) as f:
|
||||
for line in f:
|
||||
try:
|
||||
x = json.loads(line)
|
||||
except Exception:
|
||||
continue
|
||||
ts = datetime.datetime.fromtimestamp(x["ts"], datetime.timezone.utc)
|
||||
if ts.strftime("%F") != day:
|
||||
continue
|
||||
req = x["request"]
|
||||
ua = " ".join(req.get("headers", {}).get("User-Agent", [""]))
|
||||
ip = req.get("remote_ip") or req.get("client_ip", "?")
|
||||
uri = req.get("uri", "")
|
||||
path_only = uri.split("?")[0]
|
||||
if BOT.search(ua) or not ua:
|
||||
bots.add(ip)
|
||||
continue
|
||||
if path_only.startswith("/_app/") or path_only.startswith("/api/") or path_only == "/ws" or path_only.endswith((".png", ".ico", ".txt")):
|
||||
continue
|
||||
requests += 1
|
||||
addresses.add(ip)
|
||||
if path_only in PAGES:
|
||||
pages[PAGES[path_only]] += 1
|
||||
elif path_only.startswith("/join/"):
|
||||
joins[path_only.split("/")[2].upper()] += 1
|
||||
ref = " ".join(req.get("headers", {}).get("Referer", [""]))
|
||||
if ref and "tafl.kestrelsnest.social" not in ref:
|
||||
referrers[re.sub(r"^https?://", "", ref).split("/")[0]] += 1
|
||||
m = re.search(r"[?&](ref|utm_source|fbclid)=([^&]*)", uri)
|
||||
if m:
|
||||
campaigns[m.group(1) + "=" + m.group(2)[:24]] += 1
|
||||
agents[re.sub(r"\(.*?\)", "", ua)[:40].strip()] += 1
|
||||
except OSError:
|
||||
continue
|
||||
t = traffic.scan(day)
|
||||
print("traffic: %d addresses of people, %d page requests (%d bot addresses); hall %d, rules %d, guide %d, room links %s; referrers %s; campaigns %s" % (
|
||||
len(addresses), requests, len(bots), pages["hall"], pages["rules"], pages["guide"],
|
||||
dict(joins) or "none", dict(referrers) or "none", dict(campaigns) or "none"))
|
||||
len(t["addresses"]), t["human"], len(t["botAddresses"]), t["pages"]["hall"], t["pages"]["rules"], t["pages"]["guide"],
|
||||
dict(t["joins"]) or "none", dict(t["referrers"]) or "none", dict(t["campaigns"]) or "none"))
|
||||
|
||||
# --- rooms: every ledger, today's in detail ---
|
||||
first_seen = {}
|
||||
@@ -87,7 +48,7 @@ for f in glob.glob("/var/lib/hnefatafl/rooms/*.jsonl"):
|
||||
(bots_seated if x["bot"] else humans).append(x["name"])
|
||||
names[x["id"]] = x["name"]
|
||||
elif x["t"] == "unseat":
|
||||
bots_seated.remove(names.pop(x["id"], None)) if x["id"] in names else None
|
||||
if x["id"] in names: bots_seated.remove(names.pop(x["id"]))
|
||||
elif x["t"] == "start":
|
||||
started = True
|
||||
elif x["t"] == "turn":
|
||||
@@ -12,7 +12,7 @@ Environment=KEEPER_TZ=America/New_York
|
||||
# Caddy terminates TLS; the plaintext port must not face the internet.
|
||||
Environment=HOST=127.0.0.1
|
||||
Environment=DATA_DIR=/var/lib/hnefatafl/rooms
|
||||
# Create the Sentry project (the Sentry MCP can) and paste its DSN here; empty means no error reporting.
|
||||
# Empty means no error reporting.
|
||||
Environment=SENTRY_DSN=https://2e3589c41ea45a58049740d3af64face@o4509525984149504.ingest.us.sentry.io/4512136791130112
|
||||
ExecStart=/opt/hnefatafl/app/server/node_modules/.bin/tsx src/index.ts
|
||||
Restart=always
|
||||
|
||||
+4
-33
@@ -1,6 +1,7 @@
|
||||
#!/bin/bash
|
||||
#!/usr/bin/env bash
|
||||
# Mirror the player reports, the keeper's replies and the players' screenshots
|
||||
# to a local folder, and write a digest beside them for reading.
|
||||
# to a local folder, and write a digest beside them for reading. Run from the
|
||||
# repository root:
|
||||
# deploy/pull-reports.sh [host] [folder] (default ~/Desktop/hnefatafl-reports)
|
||||
set -euo pipefail
|
||||
HOST="${1:-209.97.148.244}"
|
||||
@@ -8,34 +9,4 @@ OUT="${2:-$HOME/Desktop/hnefatafl-reports}"
|
||||
mkdir -p "$OUT/images"
|
||||
scp -q "root@$HOST:/var/lib/hnefatafl/feedback.jsonl" "$OUT/feedback.jsonl" 2>/dev/null || : > "$OUT/feedback.jsonl"
|
||||
rsync -aq "root@$HOST:/var/lib/hnefatafl/feedback-images/" "$OUT/images/" 2>/dev/null || true
|
||||
python3 - "$OUT" <<'PY'
|
||||
import json, sys, os
|
||||
out = sys.argv[1]
|
||||
reports, order = {}, []
|
||||
for raw in open(os.path.join(out, "feedback.jsonl"), encoding="utf8"):
|
||||
raw = raw.strip()
|
||||
if not raw: continue
|
||||
line = json.loads(raw)
|
||||
if "reportId" in line:
|
||||
r = reports.get(line["reportId"])
|
||||
if not r: continue
|
||||
if "image" in line: r["image"] = line["image"]
|
||||
else: r["replies"].append(line) # the keeper's replies and the player's answers alike, in order
|
||||
continue
|
||||
reports[line["id"]] = dict(line, replies=[]); order.append(line["id"])
|
||||
lines = ["# Hnefatafl reports", "", f"{len(order)} reports; newest first. Pictures are in `images/`.", ""]
|
||||
for rid in reversed(order):
|
||||
r = reports[rid]
|
||||
lines.append(f"## {r.get('at','')[:16].replace('T',' ')} — {r.get('player','?')} in {r.get('roomId','?')} (turn {r.get('turn','?')}, seq {r.get('seq','?')}) — id {rid}")
|
||||
lines.append("")
|
||||
lines.append(f"**What happened:** {r.get('happened','').strip()}")
|
||||
if r.get("expected","").strip(): lines.append(f"**What they expected:** {r['expected'].strip()}")
|
||||
if r.get("image"): lines.append(f"**Picture:** ![{r['image']}](images/{r['image']})")
|
||||
for rep in r["replies"]:
|
||||
who = f"{r.get('player','the player')} answers" if rep.get("from") == "player" else f"**{rep.get('status','')}**"
|
||||
lines.append(f"> {who} ({rep.get('at','')[:16].replace('T',' ')}): {rep.get('text','').strip()}")
|
||||
if not r["replies"] or r["replies"][-1].get("from") == "player": lines.append("> _awaiting the keeper_")
|
||||
lines.append("")
|
||||
open(os.path.join(out, "reports.md"), "w", encoding="utf8").write("\n".join(lines))
|
||||
print(f"{len(order)} reports, {sum(1 for r in reports.values() if r.get('image'))} with pictures -> {out}/reports.md")
|
||||
PY
|
||||
npx tsx deploy/report-digest.ts "$OUT"
|
||||
|
||||
@@ -40,7 +40,7 @@ async function main(): Promise<void> {
|
||||
for (const line of lines) {
|
||||
if (line.t === 'seat') seats.push(line);
|
||||
else if (line.t === 'unseat') seats.splice(seats.findIndex((s) => s.id === line.id), 1);
|
||||
else if (line.t === 'start') state = game.create(Object.fromEntries(seats.map((s) => [s.id, s.name])), line.seed, line.rules ?? 1, options);
|
||||
else if (line.t === 'start') state = game.create(Object.fromEntries(seats.map((s) => [s.id, s.name])), line.seed, line.rules, options);
|
||||
else if (line.t === 'turn' && state) {
|
||||
state = game.resolve(state, line.inputs);
|
||||
turns += 1;
|
||||
|
||||
@@ -0,0 +1,32 @@
|
||||
// The reports digest: every report with its exchange, newest first, written
|
||||
// as reports.md beside a mirrored feedback.jsonl. Used by deploy/pull-reports.sh.
|
||||
// tsx deploy/report-digest.ts <folder>
|
||||
|
||||
import { writeFileSync } from 'node:fs';
|
||||
import { join } from 'node:path';
|
||||
import { Reports } from '../server/src/reports';
|
||||
|
||||
const dir = process.argv[2];
|
||||
if (!dir) {
|
||||
console.error('usage: report-digest.ts <folder>');
|
||||
process.exit(2);
|
||||
}
|
||||
|
||||
const when = (iso: string) => iso.slice(0, 16).replace('T', ' ');
|
||||
const reports = new Reports(dir).read().reverse();
|
||||
const lines = ['# Hnefatafl reports', '', `${reports.length} reports; newest first. Pictures are in \`images/\`.`, ''];
|
||||
for (const r of reports) {
|
||||
lines.push(`## ${when(r.at)} — ${r.player} in ${r.roomId} (turn ${r.turn ?? '?'}, seq ${r.seq}) — id ${r.id}`, '');
|
||||
lines.push(`**What happened:** ${r.happened.trim()}`);
|
||||
if (r.expected.trim()) lines.push(`**What they expected:** ${r.expected.trim()}`);
|
||||
if (r.image) lines.push(`**Picture:** `);
|
||||
for (const line of r.thread) {
|
||||
const who = line.from === 'player' ? `${r.player} answers` : `**${line.status}**`;
|
||||
lines.push(`> ${who} (${when(line.at)}): ${line.text.trim()}`);
|
||||
}
|
||||
const last = r.thread[r.thread.length - 1];
|
||||
if (!last || last.from === 'player') lines.push('> _awaiting the keeper_');
|
||||
lines.push('');
|
||||
}
|
||||
writeFileSync(join(dir, 'reports.md'), lines.join('\n'));
|
||||
console.log(`${reports.length} reports, ${reports.filter((r) => r.image).length} with pictures -> ${join(dir, 'reports.md')}`);
|
||||
@@ -1,4 +1,4 @@
|
||||
#!/bin/bash
|
||||
#!/usr/bin/env bash
|
||||
# Answer a player's report; the reply appears under it in their hall.
|
||||
# deploy/report-reply.sh <host> <reportId> <resolved|by-design|open> <text...>
|
||||
set -euo pipefail
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#!/bin/bash
|
||||
#!/usr/bin/env bash
|
||||
# Route every Hnefatafl issue to a Slack channel: new issues (any level or
|
||||
# priority), regressions, and reappearances. Creates one Sentry workflow
|
||||
# via the alerts API. The token never leaves your shell:
|
||||
# SENTRY_TOKEN=sntryu_... deploy/sentry-slack-alert.sh [#channel]
|
||||
# The channel defaults to #hnefatafl-notifications (__SLACK_CHANNEL_ID__); pass
|
||||
# SLACK_CHANNEL_ID with the channel name to route elsewhere.
|
||||
# SENTRY_TOKEN=sntryu_... SLACK_CHANNEL_ID=C... deploy/sentry-slack-alert.sh [#channel]
|
||||
# SLACK_CHANNEL_ID is the channel's Slack ID; the name defaults to
|
||||
# #hnefatafl-notifications and is shown in Sentry beside the ID.
|
||||
# The token needs the alerts:write scope (an org auth token from
|
||||
# https://locallygrownnet.sentry.io/settings/auth-tokens/), and Slack must
|
||||
# already be connected to the org under Settings → Integrations.
|
||||
@@ -20,7 +20,8 @@ AUTH="Authorization: Bearer $SENTRY_TOKEN"
|
||||
# project's error detector is looked up by project id; a workflow is bound
|
||||
# to its detectors by PUT after creation.
|
||||
SLACK_ID="${SENTRY_SLACK_INTEGRATION:-345334}"
|
||||
CHANNEL_ID="${SLACK_CHANNEL_ID:-__SLACK_CHANNEL_ID__}"
|
||||
: "${SLACK_CHANNEL_ID:?SLACK_CHANNEL_ID=C... is required (the Slack ID of the channel)}"
|
||||
CHANNEL_ID="$SLACK_CHANNEL_ID"
|
||||
PROJECT_ID="${SENTRY_PROJECT_ID:-4512136791130112}"
|
||||
echo "Slack integration $SLACK_ID; project $PROJECT_ID; channel $CHANNEL ($CHANNEL_ID)"
|
||||
|
||||
|
||||
@@ -4,8 +4,8 @@
|
||||
# bash setup-droplet.sh 'tafl.kestrelsnest.social, hnefatafl.<droplet-ip>.sslip.io'
|
||||
# The argument is the Caddy site address line: one name, or several
|
||||
# separated by commas. Every name must already resolve to this droplet.
|
||||
# Hnefatafl is a static site: Caddy serves the built files and terminates
|
||||
# TLS. There is no application process to install or supervise.
|
||||
# Caddy serves the built files and terminates TLS; setup-server.sh adds the
|
||||
# game server behind it.
|
||||
set -euo pipefail
|
||||
HOST="${1:?usage: setup-droplet.sh <hostname>}"
|
||||
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
"""Caddy's access log for one day, people and bots apart. The visitors
|
||||
digest and the nightly rollup both count through here, so they agree."""
|
||||
|
||||
import datetime
|
||||
import glob
|
||||
import gzip
|
||||
import json
|
||||
import os
|
||||
import re
|
||||
from collections import Counter
|
||||
|
||||
BOT = re.compile(r"bot|crawl|spider|slurp|facebookexternalhit|slack|discord|twitter|preview|fetch|curl|python|go-http|wget|headless|scan|monitor|uptime", re.I)
|
||||
PAGES = {"/": "hall", "/rules": "rules", "/guide": "guide"}
|
||||
SITE = "tafl.kestrelsnest.social"
|
||||
LOGS = "/var/lib/caddy/access*.log*"
|
||||
|
||||
|
||||
def scan(day, logs=LOGS):
|
||||
"""Counts for one UTC day (YYYY-MM-DD): every request, page requests by
|
||||
people, the addresses of people and of bots, requests by page, room links
|
||||
opened, referrers, and campaign tags (each counted once per address)."""
|
||||
d0 = datetime.datetime.fromisoformat(day).replace(tzinfo=datetime.timezone.utc)
|
||||
t0, t1 = d0.timestamp(), (d0 + datetime.timedelta(days=1)).timestamp()
|
||||
t = dict(requests=0, human=0, bot=0, addresses=set(), botAddresses=set(), pages=Counter(), joins=Counter(), referrers=Counter(), campaigns=Counter())
|
||||
seen_campaign = set()
|
||||
for f in sorted(glob.glob(logs)):
|
||||
if os.path.getmtime(f) < t0:
|
||||
continue
|
||||
opener = gzip.open if f.endswith(".gz") else open
|
||||
try:
|
||||
with opener(f, "rt", errors="ignore") as fh:
|
||||
for line in fh:
|
||||
try:
|
||||
r = json.loads(line)
|
||||
except ValueError:
|
||||
continue
|
||||
if not (t0 <= r.get("ts", 0) < t1):
|
||||
continue
|
||||
q = r.get("request", {})
|
||||
h = q.get("headers", {})
|
||||
ua = " ".join(h.get("User-Agent", [""]))
|
||||
ip = q.get("client_ip") or q.get("remote_ip") or "?"
|
||||
uri = q.get("uri", "")
|
||||
path = uri.split("?")[0]
|
||||
t["requests"] += 1
|
||||
if BOT.search(ua) or not ua:
|
||||
t["bot"] += 1
|
||||
t["botAddresses"].add(ip)
|
||||
continue
|
||||
if path.startswith(("/_app/", "/api/")) or path == "/ws" or path.endswith((".png", ".ico", ".txt")):
|
||||
continue
|
||||
t["human"] += 1
|
||||
t["addresses"].add(ip)
|
||||
if path in PAGES:
|
||||
t["pages"][PAGES[path]] += 1
|
||||
elif path.startswith("/join/"):
|
||||
t["joins"][path.split("/")[2].upper()] += 1
|
||||
ref = " ".join(h.get("Referer", [""]))
|
||||
if ref and SITE not in ref:
|
||||
t["referrers"][re.sub(r"^https?://", "", ref).split("/")[0]] += 1
|
||||
m = re.search(r"[?&](ref|utm_source|fbclid)=([^&]*)", uri)
|
||||
if m and (ip, m.group(1)) not in seen_campaign:
|
||||
seen_campaign.add((ip, m.group(1)))
|
||||
t["campaigns"][m.group(1) + ("=" + m.group(2)[:24] if m.group(1) != "fbclid" else "")] += 1
|
||||
except OSError:
|
||||
continue
|
||||
return t
|
||||
@@ -6,7 +6,7 @@
|
||||
# deploy/verify-ledgers.sh <droplet-ip-or-host> [https://site]
|
||||
set -euo pipefail
|
||||
HOST="${1:?usage: verify-ledgers.sh <droplet-ip-or-host> [https://site]}"
|
||||
# SITE in the environment overrides the name, for a machine whose DNS has not caught up with a new record.
|
||||
# SITE overrides the public name: the sslip.io address, or a name not yet in DNS.
|
||||
SITE="${2:-${SITE:-https://tafl.kestrelsnest.social}}"
|
||||
DIR="$(mktemp -d)"
|
||||
trap 'rm -rf "$DIR"' EXIT
|
||||
|
||||
+7
-4
@@ -2,8 +2,8 @@
|
||||
|
||||
`src/lib/components/BoardArtwork.svelte` owns both palettes, surface filters,
|
||||
wear, grid, inlays and counters. `Board.svelte` supplies interactive state;
|
||||
`Hall.svelte` supplies an opening position from the game engine. Update the
|
||||
shared component to change either illustration and the game together.
|
||||
`Hall.svelte` supplies an opening position from the game engine. Edit the
|
||||
component and the game, the hall's still and the share card change together.
|
||||
|
||||
After editing the artwork, run:
|
||||
|
||||
@@ -15,5 +15,8 @@ This renders the same Svelte component into `static/board-copenhagen.svg` and
|
||||
`static/board-tablut.svg`, then regenerates `docs/og-card.svg` and the 1200 × 630
|
||||
`static/og.png`. Preview the share composition in `docs/og-card.html`.
|
||||
The share composition and copy live in `docs/render-art.mjs`. Commit generated
|
||||
assets with source changes. The export uses Sharp as a development dependency;
|
||||
it does not add any image-processing code to the shipped app.
|
||||
assets with source changes.
|
||||
|
||||
`docs/icon.html` draws the king's counter on the oak for the icons:
|
||||
`static/favicon.svg` is its drawing, and `static/apple-touch-icon.png` is the
|
||||
page screenshotted at 180 px.
|
||||
|
||||
@@ -68,6 +68,17 @@ README.
|
||||
variant, a side, a length): the game declares them in `GameSpec.options`,
|
||||
the hall renders them as selects, the room line records them, and
|
||||
`create` receives them. A game with one way to play declares none.
|
||||
- **Preferences** are what a browser remembers about its player: a panel
|
||||
opened from *preferences* in the hall and the masthead, kept in
|
||||
localStorage and nowhere else. The kit's own settings are motion (full or
|
||||
reduced, and the system's reduced-motion request counts too) and
|
||||
confirming a move before it is sent; a game declares more in
|
||||
`GameSpec.preferences` and the panel renders them. The hall also
|
||||
remembers the host's last table options as the next table's defaults.
|
||||
- **The tally** sits in the about panel: what the ledgers add up to
|
||||
(tables, games begun and finished, names seated, turns, time at the
|
||||
table, games with a bot, talk), counted on demand from the files and
|
||||
cached a minute. A game adds its own lines through `GameSpec.tally`.
|
||||
|
||||
## The engine
|
||||
|
||||
|
||||
+1
-1
File diff suppressed because one or more lines are too long
|
Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 57 KiB |
+4
-3
@@ -6,6 +6,9 @@ import sharp from 'sharp';
|
||||
import { createGame } from '../src/lib/game/index.ts';
|
||||
const root = new URL('../', import.meta.url);
|
||||
const source = await readFile(new URL('src/lib/components/BoardArtwork.svelte', root), 'utf8');
|
||||
const app = await readFile(new URL('src/app.css', root), 'utf8');
|
||||
/** The site's design tokens, from the :root block of app.css. */
|
||||
const tokens = Object.fromEntries([...app.slice(0, app.indexOf('}')).matchAll(/(--[\w-]+):\s*([^;]+);/g)].map(m => [m[1], m[2]]));
|
||||
const compiled = compile(source.replace("'$lib/game'", "'../src/lib/game/index.ts'"), { generate: 'server', css: 'injected', filename: 'BoardArtwork.svelte' });
|
||||
const temporary = new URL(`.board-art-${process.pid}.mjs`, import.meta.url);
|
||||
try {
|
||||
@@ -21,10 +24,8 @@ try {
|
||||
const paletteSource = source.slice(source.indexOf('/* Copenhagen:'));
|
||||
const base = paletteSource.slice(0, paletteSource.indexOf('/* Tablut:'));
|
||||
const overrides = set === 'tablut' ? paletteSource.slice(paletteSource.indexOf('/* Tablut:'), paletteSource.indexOf('\n\t.artwork {')) : '';
|
||||
const values = Object.fromEntries([...`${base}\n${overrides}`.matchAll(/(--[\w-]+):\s*([^;]+);/g)].map(m => [m[1], m[2]]));
|
||||
const values = { ...tokens, ...Object.fromEntries([...`${base}\n${overrides}`.matchAll(/(--[\w-]+):\s*([^;]+);/g)].map(m => [m[1], m[2]])) };
|
||||
values['--piece-rim'] = values['--defender-rim'];
|
||||
values['--font'] = 'Georgia, serif';
|
||||
values['--frost'] = '#9ccbdd';
|
||||
svg = svg.replace(/:where\((\.[\w-]+)\)/g, '$1');
|
||||
svg = svg.replace(/var\((--[\w-]+)\)/g, (_, key) => values[key] ?? 'inherit');
|
||||
svg = svg.replace('</style>', ['attacker', 'defender', 'king'].map(kind => `.piece.${kind} .base{fill:${values[`--${kind}-rim`]}}.piece.${kind} .body,.piece.${kind} .turned{stroke:${values[`--${kind}-rim`]}}`).join('') + '</style>');
|
||||
|
||||
+13
-7
@@ -2,18 +2,24 @@
|
||||
// websocket only to say "something changed, fetch the view again".
|
||||
//
|
||||
// POST /api/rooms {name, size?, options?} create a room and take seat A; options are the game's table choices
|
||||
// GET /api/rooms/:id?token= the view for that seat; without a token, the gallery's view
|
||||
// POST /api/rooms/:id/join {name} take the next seat
|
||||
// POST /api/rooms/:id/bot {token} the host seats a bot, before the game begins
|
||||
// POST /api/rooms/:id/begin {token} the host begins with the players seated so far
|
||||
// POST /api/rooms/:id/unseat {token, seat} the host sends a bot away before the game begins
|
||||
// GET /api/rooms/:id?token= the view for that seat; without a token, the gallery's view
|
||||
// POST /api/rooms/:id/begin {token} the host begins with the players seated so far
|
||||
// POST /api/rooms/:id/turn {token, input} this seat's move
|
||||
// POST /api/rooms/:id/say {token, text} table talk, from a seat to the whole room
|
||||
// POST /api/rooms/:id/say {token, text} table talk, from a seat to the whole room;
|
||||
// {name, text} or from the gallery, signed, when the host allows it
|
||||
// POST /api/rooms/:id/gallery {token, on} the host lets the Peanut Gallery talk, or hushes it
|
||||
// POST /api/rooms/:id/challenge {token} call the keeper to a held seat; their phone rings
|
||||
// POST /api/rooms/:id/rematch {token} a finished table opens the next one
|
||||
// POST /api/rooms/:id/transfer {token} mint a phrase that carries this seat to another device
|
||||
// POST /api/transfer {phrase} claim one
|
||||
// POST /api/rooms/:id/report {token?, happened, expected} a report to the keeper, pinned to the round
|
||||
// POST /api/reports/:id/image <image bytes> a screenshot for a report just filed
|
||||
// POST /api/reports/:id/answer {roomId, token, text} your word under the keeper's reply
|
||||
// POST /api/reports/mine {seats: [{roomId, token}]} your reports and the keeper's replies
|
||||
// GET /api/tally what the ledgers add up to, for the hall
|
||||
// POST /api/reports/:id/answer {roomId, token, text} your word under the keeper's reply
|
||||
// WS /ws?room=:id&token= {type:"update", seq} whenever the room changes; without a token,
|
||||
// a seat in the Peanut Gallery, counted for the table
|
||||
//
|
||||
@@ -48,10 +54,11 @@ process.on('unhandledRejection', (reason) => {
|
||||
Sentry.captureException(reason);
|
||||
});
|
||||
|
||||
const rooms = new Rooms(game, new Store(DATA_DIR), { name: KEEPER, zone: KEEPER_TZ });
|
||||
const store = new Store(DATA_DIR);
|
||||
const rooms = new Rooms(game, store, { name: KEEPER, zone: KEEPER_TZ });
|
||||
/** Reports live beside the room ledgers, not among them. */
|
||||
const reports = new Reports(dirname(DATA_DIR));
|
||||
const tallies = new Tallies(game, new Store(DATA_DIR));
|
||||
const tallies = new Tallies(game, store);
|
||||
/** Opening rooms and taking seats are open to anyone; a script gets a few dozen an hour, not thousands. */
|
||||
const doors = new RateLimit(40, 60 * 60 * 1000);
|
||||
/** Table talk: a lively table says a few lines a minute, not hundreds. */
|
||||
@@ -305,7 +312,6 @@ server.on('upgrade', (req, socket, head) => {
|
||||
};
|
||||
const unsubscribe = seatId === SPECTATOR ? rooms.watch(room, onChange) : rooms.subscribe(room.id, onChange);
|
||||
ws.on('close', unsubscribe);
|
||||
ws.send(JSON.stringify({ type: 'hello', seat: seatId }));
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
+3
-27
@@ -7,39 +7,15 @@ import { randomBytes } from 'node:crypto';
|
||||
import { appendFileSync, existsSync, mkdirSync, readFileSync, writeFileSync } from 'node:fs';
|
||||
import { join } from 'node:path';
|
||||
import type { SeatId } from '../../src/lib/game/spec';
|
||||
import type { Report } from '../../src/lib/net/view';
|
||||
import { RoomError, type Room, type Seat } from './rooms';
|
||||
|
||||
export const TEXT_MAX = 2000;
|
||||
const TEXT_MAX = 2000;
|
||||
export const IMAGE_MAX_BYTES = 2_500_000;
|
||||
/** How long after filing a picture may still be attached. */
|
||||
const IMAGE_WINDOW_MS = 60 * 60 * 1000;
|
||||
|
||||
export interface ReportLine {
|
||||
at: string;
|
||||
text: string;
|
||||
from: 'desk' | 'player';
|
||||
status?: string;
|
||||
}
|
||||
|
||||
export interface Report {
|
||||
id: string;
|
||||
at: string;
|
||||
roomId: string;
|
||||
/** The reporter's name, or "(gallery)" for a watcher. */
|
||||
player: string;
|
||||
seat: SeatId | null;
|
||||
/** The round being written when the report was filed, and the ledger's length. */
|
||||
turn: number | null;
|
||||
seq: number;
|
||||
happened: string;
|
||||
expected: string;
|
||||
/** The whole exchange in order: the keeper's replies and the player's answers. */
|
||||
thread: ReportLine[];
|
||||
/** A screenshot's file name under images/, when one was sent. */
|
||||
image?: string;
|
||||
}
|
||||
|
||||
export function cleanText(raw: unknown): string {
|
||||
function cleanText(raw: unknown): string {
|
||||
return String(raw ?? '')
|
||||
.replace(/[\u0000-\u0009\u000b-\u001f\u007f]/g, ' ')
|
||||
.trim()
|
||||
|
||||
+9
-10
@@ -22,7 +22,7 @@ export interface Seat {
|
||||
bot: boolean;
|
||||
}
|
||||
|
||||
export function hashToken(token: string): string {
|
||||
function hashToken(token: string): string {
|
||||
return createHash('sha256').update(token).digest('hex');
|
||||
}
|
||||
|
||||
@@ -88,11 +88,11 @@ const TRANSFER_WORDS = [
|
||||
const TRANSFER_TTL_MS = 10 * 60 * 1000;
|
||||
const TRANSFER_FAIL_LIMIT = 20;
|
||||
|
||||
export function normalizeCode(raw: string): string {
|
||||
function normalizeCode(raw: string): string {
|
||||
return raw.trim().toUpperCase();
|
||||
}
|
||||
|
||||
export function cleanName(raw: unknown): string {
|
||||
function cleanName(raw: unknown): string {
|
||||
const name = String(raw ?? '')
|
||||
.replace(/\s+/g, ' ')
|
||||
.trim()
|
||||
@@ -106,6 +106,10 @@ export class Rooms<State, Input> {
|
||||
private listeners = new Map<string, Set<(room: Room<State>) => void>>();
|
||||
/** Sockets watching from the gallery, by room. */
|
||||
private gallery = new Map<string, number>();
|
||||
/** Phrases waiting to be claimed, with the seat and the token they carry. */
|
||||
private transfers = new Map<string, { roomId: string; seatId: SeatId; token: string; expiresAt: number }>();
|
||||
private failedClaims = 0;
|
||||
private failWindowStart = 0;
|
||||
|
||||
constructor(
|
||||
private game: GameSpec<State, Input>,
|
||||
@@ -258,11 +262,6 @@ export class Rooms<State, Input> {
|
||||
return { roomId: next.room.id, seat: next.seat, token: next.token, created: true };
|
||||
}
|
||||
|
||||
/** Phrases waiting to be claimed, with the seat and the token they carry. */
|
||||
private transfers = new Map<string, { roomId: string; seatId: SeatId; token: string; expiresAt: number }>();
|
||||
private failedClaims = 0;
|
||||
private failWindowStart = 0;
|
||||
|
||||
/** Mint a phrase that brings this seat to another device: four words, ten minutes, one use. */
|
||||
transfer(room: Room<State>, token: string | undefined): { phrase: string; expiresAt: number } {
|
||||
const seat = this.seatOf(room, token);
|
||||
@@ -474,7 +473,7 @@ export class Rooms<State, Input> {
|
||||
room.over = true;
|
||||
break;
|
||||
case 'seat':
|
||||
room.seats.push({ id: line.id, name: line.name, tokenHash: line.tokenHash ?? (line.token ? hashToken(line.token) : ''), bot: line.bot });
|
||||
room.seats.push({ id: line.id, name: line.name, tokenHash: line.tokenHash, bot: line.bot });
|
||||
break;
|
||||
case 'galleryTalk':
|
||||
room.galleryTalk = line.on;
|
||||
@@ -493,7 +492,7 @@ export class Rooms<State, Input> {
|
||||
room.seats = room.seats.filter((s) => s.id !== line.id);
|
||||
break;
|
||||
case 'start':
|
||||
room.state = this.game.create(Object.fromEntries(room.seats.map((s) => [s.id, s.name])), line.seed, line.rules ?? 1, room.options);
|
||||
room.state = this.game.create(Object.fromEntries(room.seats.map((s) => [s.id, s.name])), line.seed, line.rules, room.options);
|
||||
break;
|
||||
case 'turn':
|
||||
if (!room.state) return;
|
||||
|
||||
+6
-6
@@ -4,19 +4,19 @@
|
||||
|
||||
import { appendFileSync, existsSync, mkdirSync, readFileSync, readdirSync } from 'node:fs';
|
||||
import { join } from 'node:path';
|
||||
import type { SeatId } from '../../src/lib/game/spec';
|
||||
import type { SeatId, TableOptions } from '../../src/lib/game/spec';
|
||||
|
||||
export type LedgerLine =
|
||||
/** `rematchOf` and `expected` mark a table opened for a rematch: whose it follows, and whose seats are held. */
|
||||
| { t: 'room'; id: string; seats: number; createdAt: number; rematchOf?: string; expected?: string[]; options?: Record<string, string> }
|
||||
/** A seat holds only the hash of its token; the token itself goes once to the browser that earned it. Ledgers written before hashing carry `token` and are read once more. */
|
||||
| { t: 'seat'; id: SeatId; name: string; tokenHash?: string; token?: string; bot: boolean }
|
||||
| { t: 'room'; id: string; seats: number; createdAt: number; rematchOf?: string; expected?: string[]; options: TableOptions }
|
||||
/** A seat holds only the hash of its token; the token itself goes once to the browser that earned it. A bot's hash is empty. */
|
||||
| { t: 'seat'; id: SeatId; name: string; tokenHash: string; bot: boolean }
|
||||
/** One seat's move for the round in progress, so a restart keeps it. The turn line that follows carries every input again. */
|
||||
| { t: 'input'; at: number; id: SeatId; input: unknown }
|
||||
/** A bot sent away by the host before the game began; its seat id is free again. */
|
||||
| { t: 'unseat'; id: SeatId }
|
||||
/** Ledgers from before revisions were recorded resolve under rules 1. */
|
||||
| { t: 'start'; seed: number; rules?: number }
|
||||
/** The seed and the rules revision the game began under; a later fix keeps this revision's path for it. */
|
||||
| { t: 'start'; seed: number; rules: number }
|
||||
| { t: 'turn'; at: number; inputs: Record<SeatId, unknown> }
|
||||
/** Written after the turn that ends the game, for anything that reads ledgers without the engine. */
|
||||
| { t: 'over'; at: number; winner: SeatId | null; reason: string }
|
||||
|
||||
+2
-18
@@ -4,25 +4,9 @@
|
||||
// the kit's; a game may add its own lines through GameSpec.tally.
|
||||
|
||||
import type { GameSpec, SeatId } from '../../src/lib/game/spec';
|
||||
import type { Tally } from '../../src/lib/net/view';
|
||||
import type { LedgerLine, Store } from './store';
|
||||
|
||||
export interface Tally {
|
||||
tablesOpened: number;
|
||||
gamesBegun: number;
|
||||
gamesFinished: number;
|
||||
/** Distinct names of people who have taken a seat; a bot's name is not counted. */
|
||||
namesSeated: number;
|
||||
turnsPlayed: number;
|
||||
/** Minutes at the table: gaps under ten minutes between one move and the next, summed. */
|
||||
minutesAtTable: number;
|
||||
longestGameTurns: number;
|
||||
gamesWithBot: number;
|
||||
talkLines: number;
|
||||
firstGameAt: string | null;
|
||||
/** The game's own lines, summed over finished games. */
|
||||
byGame: Record<string, number>;
|
||||
}
|
||||
|
||||
const GAP_LIMIT_MS = 10 * 60 * 1000;
|
||||
const CACHE_MS = 60 * 1000;
|
||||
|
||||
@@ -66,7 +50,7 @@ export class Tallies<State, Input> {
|
||||
if (hasBot) t.gamesWithBot += 1;
|
||||
if (lines[0].createdAt < firstStart) firstStart = lines[0].createdAt;
|
||||
try {
|
||||
state = this.game.create(Object.fromEntries(seats.map((s) => [s.id, s.name])), line.seed, line.rules ?? 1, lines[0].options);
|
||||
state = this.game.create(Object.fromEntries(seats.map((s) => [s.id, s.name])), line.seed, line.rules, lines[0].options);
|
||||
} catch {
|
||||
state = null;
|
||||
}
|
||||
|
||||
@@ -15,11 +15,10 @@
|
||||
"src/**/*.ts",
|
||||
"../src/lib/game/**/*.ts",
|
||||
"../src/lib/net/view.ts",
|
||||
"../deploy/replay-ledgers.ts"
|
||||
"../deploy/replay-ledgers.ts",
|
||||
"../deploy/report-digest.ts"
|
||||
],
|
||||
"exclude": [
|
||||
"../src/lib/game/*.test.ts",
|
||||
"../src/lib/game/*.svelte.ts",
|
||||
"../src/lib/game/test-helpers.ts"
|
||||
"../src/lib/game/*.test.ts"
|
||||
]
|
||||
}
|
||||
|
||||
+65
-1
@@ -4,7 +4,6 @@
|
||||
/* Sea-dark iron, driftwood bone, a coal ember, and northern ice. */
|
||||
--slate: #1f2426;
|
||||
--slate-deep: #14181a;
|
||||
--slate-raised: #2a3134;
|
||||
--bone: #e6dfcf;
|
||||
--bone-dim: #9ea59e;
|
||||
--bone-faint: #626b66;
|
||||
@@ -94,6 +93,31 @@ button:disabled {
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
/* The same in the running colour, underlined only under the pointer: a rail of moves. */
|
||||
.link.plain {
|
||||
color: inherit;
|
||||
text-decoration: none;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.link.plain:hover {
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
/* The × that sends a housecarl away or forgets a game. */
|
||||
.dismiss {
|
||||
background: none;
|
||||
border: 0;
|
||||
color: var(--bone-faint);
|
||||
font-size: 1.1rem;
|
||||
padding: 0 0.4rem;
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
.dismiss:hover {
|
||||
color: var(--blood);
|
||||
}
|
||||
|
||||
/* The one button that commits a move. */
|
||||
.commit {
|
||||
background: var(--bone);
|
||||
@@ -134,6 +158,10 @@ button:disabled {
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
|
||||
.small {
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.warning {
|
||||
color: var(--blood);
|
||||
}
|
||||
@@ -151,6 +179,42 @@ button:disabled {
|
||||
height: 1px;
|
||||
overflow: hidden;
|
||||
clip: rect(0 0 0 0);
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
/* A page of reading beside the game: the rules, the guide. */
|
||||
.reading {
|
||||
max-width: 46rem;
|
||||
margin: 0 auto;
|
||||
padding: 1.5rem var(--gutter) 4rem;
|
||||
}
|
||||
|
||||
.reading .back {
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
|
||||
.reading h1 {
|
||||
font-size: 2.2rem;
|
||||
font-weight: 300;
|
||||
margin: 0.6rem 0 0.4rem;
|
||||
}
|
||||
|
||||
.reading .lede {
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
|
||||
.reading section {
|
||||
margin-top: 1.6rem;
|
||||
}
|
||||
|
||||
.reading h2 {
|
||||
font-size: 1.3rem;
|
||||
margin-bottom: 0.4rem;
|
||||
}
|
||||
|
||||
.reading .word {
|
||||
margin-top: 2rem;
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
|
||||
+1
-1
@@ -4,7 +4,7 @@
|
||||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1" />
|
||||
<meta name="color-scheme" content="dark" />
|
||||
<meta name="theme-color" content="#121a20" />
|
||||
<meta name="theme-color" content="#14181a" />
|
||||
<title>Hnefatafl</title>
|
||||
<meta name="description" content="Hnefatafl, the Viking board game, free in the browser: play a housecarl or a friend, by Copenhagen rules or Linnaeus's Tablut." />
|
||||
<link rel="canonical" href="https://tafl.kestrelsnest.social/" />
|
||||
|
||||
@@ -4,11 +4,11 @@
|
||||
// move. Above it, a strip says whose move it is and what the side is
|
||||
// for; beside it, the record of moves, each one a click from being shown
|
||||
// on the board. Copenhagen is a newly crafted oak reenactment set;
|
||||
// Tablut evokes an excavated stone board and worn counters. This is an
|
||||
// artistic treatment, not a claim to reconstruct a particular find.
|
||||
// Tablut evokes an excavated stone board and worn counters. Both looks
|
||||
// are invented, not reconstructions of any find.
|
||||
import TableTalk from './TableTalk.svelte';
|
||||
import BoardArtwork from './BoardArtwork.svelte';
|
||||
import { beyond, cellOf, cornersOf, movesFrom, rulesetOf, sideOf, throneOf, type Move, type Side } from '$lib/game';
|
||||
import BoardArtwork, { type Token } from './BoardArtwork.svelte';
|
||||
import { beyond, cellOf, cornersOf, movesFrom, pieceWord, rulesetOf, sideOf, squareName, throneOf, type Move, type Side } from '$lib/game';
|
||||
import type { Room } from '$lib/net/room.svelte';
|
||||
import { prefs, reducedMotion } from '$lib/prefs.svelte';
|
||||
|
||||
@@ -35,26 +35,15 @@
|
||||
const objective = (side: Side) => (side === 'attackers' ? 'Take the king.' : set.escape === 'corner' ? 'Get the crowned king to a corner.' : 'Get the crowned king to any edge square.');
|
||||
const sideOfPly = (ply: number): Side => (ply % 2 === 1 ? 'attackers' : 'defenders');
|
||||
|
||||
// --- Coordinates ---------------------------------------------------------
|
||||
const label = (i: number) => {
|
||||
const c = cellOf(size, i);
|
||||
return `${String.fromCharCode(97 + c.x)}${size - c.y}`;
|
||||
};
|
||||
const pieceWord = (p: string) => (p === 'k' ? 'the king' : p === 'a' ? 'an attacker' : 'a defender');
|
||||
const label = (i: number) => squareName(size, i);
|
||||
|
||||
// --- Tokens: pieces with a life of their own, so a move slides and a capture fades ---
|
||||
interface Token {
|
||||
id: number;
|
||||
piece: string;
|
||||
at: number;
|
||||
dying: boolean;
|
||||
}
|
||||
let tokens = $state<Token[]>([]);
|
||||
/** How many of the game's moves the tokens have played through. */
|
||||
let shown = $state(0);
|
||||
let shownSet = $state('');
|
||||
let animating = $state(false);
|
||||
const calm = $derived(prefs.motion === 'reduced' || reducedMotion());
|
||||
const calm = $derived(reducedMotion());
|
||||
const showCoords = $derived(prefs.coordinates !== false);
|
||||
const wait = (ms: number) => new Promise((r) => setTimeout(r, calm ? 0 : ms));
|
||||
|
||||
@@ -234,7 +223,7 @@
|
||||
{#if room.error}<p class="warning">{room.error}</p>{/if}
|
||||
|
||||
<div class="frame">
|
||||
<BoardArtwork {g} {tokens} {showCoords} {selected} {targets} {shownSquares} {shownCaptured} {yourMove} {calm} {tap} {key} />
|
||||
<BoardArtwork {g} {tokens} {showCoords} {selected} {targets} {shownSquares} {shownCaptured} {yourMove} {calm} {tap} {key} />
|
||||
</div>
|
||||
<p class="visually-hidden" aria-live="polite">{liveText}</p>
|
||||
|
||||
@@ -266,7 +255,7 @@
|
||||
{@const ply = g.moves.length - i}
|
||||
{@const side = sideOfPly(ply)}
|
||||
<li class:mine={mySide === side} class:reviewed={reviewing === ply}>
|
||||
<button type="button" class="link" onclick={() => (reviewing = reviewing === ply ? null : ply)}>
|
||||
<button type="button" class="link plain" onclick={() => (reviewing = reviewing === ply ? null : ply)}>
|
||||
{nameOfSide(side)}: {label(m.from)} to {label(m.to)}{#if m.captured.length}, <strong>taking {m.captured.map(label).join(', ')}</strong>{/if}
|
||||
</button>
|
||||
</li>
|
||||
@@ -350,7 +339,6 @@
|
||||
margin: 0 auto;
|
||||
}
|
||||
|
||||
|
||||
.how {
|
||||
max-width: 620px;
|
||||
margin: 0.5rem auto 0;
|
||||
@@ -402,8 +390,7 @@
|
||||
background: #ece4d0;
|
||||
}
|
||||
|
||||
.small {
|
||||
font-size: 0.85rem;
|
||||
.sides p {
|
||||
margin-top: 0.5rem;
|
||||
}
|
||||
|
||||
@@ -424,27 +411,4 @@
|
||||
color: var(--ember);
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.link {
|
||||
background: none;
|
||||
border: 0;
|
||||
padding: 0;
|
||||
font: inherit;
|
||||
color: inherit;
|
||||
cursor: pointer;
|
||||
text-align: left;
|
||||
}
|
||||
|
||||
.link:hover {
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
.visually-hidden {
|
||||
position: absolute;
|
||||
width: 1px;
|
||||
height: 1px;
|
||||
overflow: hidden;
|
||||
clip: rect(0 0 0 0);
|
||||
white-space: nowrap;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -1,9 +1,21 @@
|
||||
<script module lang="ts">
|
||||
import type { Piece } from '$lib/game';
|
||||
|
||||
/** A piece with a life of its own, so a move slides and a capture fades. */
|
||||
export interface Token {
|
||||
id: number;
|
||||
piece: Piece;
|
||||
at: number;
|
||||
dying: boolean;
|
||||
}
|
||||
</script>
|
||||
|
||||
<script lang="ts">
|
||||
// Shared by the interactive board, the hall, and the generated share artwork.
|
||||
import { cellOf, cornersOf, isEdge, rulesetOf, throneOf, type State } from '$lib/game';
|
||||
import { cellOf, cornersOf, isEdge, pieceWord, rulesetOf, squareName, throneOf, type State } from '$lib/game';
|
||||
let { g, tokens, showCoords = false, selected = null, targets = [], shownSquares = [], shownCaptured = [], yourMove = false, calm = true, decorative = false, tap = () => {}, key = () => {} }: {
|
||||
g: State;
|
||||
tokens?: {id: number; piece: string; at: number; dying: boolean}[];
|
||||
tokens?: Token[];
|
||||
showCoords?: boolean; selected?: number | null; targets?: number[]; shownSquares?: number[]; shownCaptured?: number[];
|
||||
yourMove?: boolean; calm?: boolean; decorative?: boolean;
|
||||
tap?: (i: number) => void | Promise<void>; key?: (e: KeyboardEvent, i: number) => void;
|
||||
@@ -22,17 +34,13 @@
|
||||
const PAD_B = $derived(showCoords ? 16 : 6);
|
||||
const width = $derived(PAD_L + size * CELL + PAD_R);
|
||||
const height = $derived(PAD_T + size * CELL + PAD_B);
|
||||
const label = (i: number) => {
|
||||
const c = cellOf(size, i);
|
||||
return `${String.fromCharCode(97 + c.x)}${size - c.y}`;
|
||||
};
|
||||
const pieceWord = (p: string) => (p === 'k' ? 'the king' : p === 'a' ? 'an attacker' : 'a defender');
|
||||
const label = (i: number) => squareName(size, i);
|
||||
|
||||
// --- Age: the Tablut board came out of a long hall. A few chipped corners
|
||||
// and two hairline cracks, placed by a fixed hand so the board is the same
|
||||
// board every visit; nothing here moves or changes with play.
|
||||
const chips = $derived.by(() => {
|
||||
if (!worn) return [] as { x: number; y: number; r: number; d: string }[];
|
||||
if (!worn) return [] as string[];
|
||||
const spots = [
|
||||
[0, 0, 0], [size - 1, 2, 1], [3, size - 1, 2], [0, size - 3, 3], [size - 4, 0, 1]
|
||||
] as const;
|
||||
@@ -43,7 +51,7 @@
|
||||
const sy = corner >= 2 ? -1 : 1;
|
||||
const a = 5 + ((cx * 7 + cy * 3) % 4);
|
||||
const b = 4 + ((cx * 5 + cy) % 3);
|
||||
return { x, y, r: 0, d: `M${x} ${y} l${sx * a} 0 l${-sx * (a - b)} ${sy * b} l${-sx * b} ${sy * (a - b + 1)} z` };
|
||||
return `M${x} ${y} l${sx * a} 0 l${-sx * (a - b)} ${sy * b} l${-sx * b} ${sy * (a - b + 1)} z`;
|
||||
});
|
||||
});
|
||||
const cracks = $derived.by(() => {
|
||||
@@ -55,9 +63,9 @@
|
||||
`M${w} ${h - 62} l-12 3 -6 -2 -9 6 -7 1 -5 6 -10 3 m22 -10 -2 -7 -5 -4`
|
||||
];
|
||||
});
|
||||
|
||||
</script>
|
||||
<svg xmlns="http://www.w3.org/2000/svg" class="artwork" data-set={set.id} class:calm viewBox="0 0 {width} {height}" role={decorative ? "img" : "grid"} aria-label={decorative ? `${set.name} board in its opening position` : "The board"}>
|
||||
|
||||
<svg xmlns="http://www.w3.org/2000/svg" class="artwork" data-set={set.id} class:calm viewBox="0 0 {width} {height}" role={decorative ? "img" : "grid"} aria-label={decorative ? `${set.name} board in its opening position` : "The board"}>
|
||||
<defs>
|
||||
<linearGradient id={`${artId}-surface`} x2="0.85" y2="1">
|
||||
<stop stop-color="var(--surface-light)" />
|
||||
@@ -97,7 +105,7 @@
|
||||
{/each}
|
||||
{/if}
|
||||
<g class="surface-wear" aria-hidden="true">
|
||||
{#each chips as chip (chip.d)}<path class="chip" d={chip.d} />{/each}
|
||||
{#each chips as chip (chip)}<path class="chip" d={chip} />{/each}
|
||||
{#each cracks as crack (crack)}
|
||||
<path class="crack-light" d={crack} transform="translate(0.35 0.4)" />
|
||||
<path class="crack" d={crack} />
|
||||
@@ -177,9 +185,13 @@
|
||||
</g>
|
||||
{/each}
|
||||
</g>
|
||||
</svg>
|
||||
</svg>
|
||||
|
||||
<style>
|
||||
.artwork {
|
||||
width: 100%;
|
||||
height: auto;
|
||||
display: block;
|
||||
/* Copenhagen: a crafted oak board, polished counters and brass inlay. */
|
||||
--surface-light: #bd935c;
|
||||
--surface-dark: #79502d;
|
||||
@@ -226,11 +238,6 @@
|
||||
--king-rim: #7d6636;
|
||||
--crown: #5a4a2a;
|
||||
}
|
||||
.artwork {
|
||||
width: 100%;
|
||||
height: auto;
|
||||
display: block;
|
||||
}
|
||||
|
||||
.wood {
|
||||
stroke: var(--surface-dark);
|
||||
@@ -308,41 +315,155 @@
|
||||
opacity: 0.85;
|
||||
}
|
||||
|
||||
.board-rim {
|
||||
fill: none;
|
||||
stroke: var(--rim-light);
|
||||
stroke-width: 0.7;
|
||||
opacity: 0.65;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.join {
|
||||
fill: none;
|
||||
stroke: #50351f;
|
||||
stroke-width: 0.6;
|
||||
opacity: 0.18;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.surface-wear {
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.crack-light {
|
||||
fill: none;
|
||||
stroke: #e1d6bd;
|
||||
stroke-width: 0.55;
|
||||
opacity: 0.45;
|
||||
}
|
||||
|
||||
.inlay {
|
||||
fill: none;
|
||||
stroke: var(--rim-light);
|
||||
stroke-width: 0.8;
|
||||
opacity: 0.75;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.artwork[data-set='tablut'] .inlay {
|
||||
stroke: #494638;
|
||||
opacity: 0.45;
|
||||
}
|
||||
|
||||
.piece {
|
||||
--piece-rim: var(--defender-rim);
|
||||
transition:
|
||||
transform 0.36s cubic-bezier(0.2, 0.7, 0.2, 1),
|
||||
opacity 0.3s ease;
|
||||
}
|
||||
|
||||
.piece.attacker {
|
||||
--piece-rim: var(--attacker-rim);
|
||||
}
|
||||
|
||||
.piece.king {
|
||||
--piece-rim: var(--king-rim);
|
||||
}
|
||||
|
||||
.piece.dying {
|
||||
opacity: 0;
|
||||
}
|
||||
|
||||
.board-rim { fill: none; stroke: var(--rim-light); stroke-width: 0.7; opacity: 0.65; pointer-events: none; }
|
||||
.join { fill: none; stroke: #50351f; stroke-width: 0.6; opacity: 0.18; pointer-events: none; }
|
||||
.surface-wear { pointer-events: none; }
|
||||
.crack-light { fill: none; stroke: #e1d6bd; stroke-width: 0.55; opacity: 0.45; }
|
||||
.inlay { fill: none; stroke: var(--rim-light); stroke-width: 0.8; opacity: 0.75; pointer-events: none; }
|
||||
.artwork[data-set='tablut'] .inlay { stroke: #494638; opacity: 0.45; }
|
||||
.piece .shadow {
|
||||
fill: #16130e;
|
||||
opacity: 0.28;
|
||||
}
|
||||
|
||||
.piece { --piece-rim: var(--defender-rim); }
|
||||
.piece.attacker { --piece-rim: var(--attacker-rim); }
|
||||
.piece.king { --piece-rim: var(--king-rim); }
|
||||
.piece .shadow { fill: #16130e; opacity: 0.28; }
|
||||
.piece .base { fill: var(--piece-rim); }
|
||||
.piece .body { stroke: var(--piece-rim); stroke-width: 0.65; }
|
||||
.bevel-light { fill: none; stroke: #fff1cc; stroke-width: 0.9; opacity: 0.48; stroke-linecap: round; }
|
||||
.bevel-dark { fill: none; stroke: #211d16; stroke-width: 0.8; opacity: 0.3; stroke-linecap: round; }
|
||||
.turned { fill: none; stroke: var(--piece-rim); stroke-width: 0.45; opacity: 0.35; }
|
||||
.counter-wear { fill: none; stroke: #534b37; stroke-width: 0.5; opacity: 0.3; stroke-linecap: round; }
|
||||
.attacker .counter-wear { stroke: #d6c6a3; opacity: 0.23; }
|
||||
.artwork[data-set='tablut'] .bevel-light { opacity: 0.25; stroke-width: 1.1; }
|
||||
.artwork[data-set='tablut'] .turned { display: none; }
|
||||
.pit { fill: #544b38; opacity: 0.3; }
|
||||
.attacker .pit { fill: #d6c6a3; opacity: 0.2; }
|
||||
.piece .crown { fill: var(--crown); stroke: var(--crown); stroke-width: 0.7; stroke-linejoin: round; }
|
||||
.piece .crown-gleam { fill: #f8e5b2; stroke: #f8e5b2; stroke-width: 0.9; opacity: 0.7; }
|
||||
.piece.selected .body { stroke: var(--frost); stroke-width: 2.5; }
|
||||
.piece .base {
|
||||
fill: var(--piece-rim);
|
||||
}
|
||||
|
||||
.calm .piece, .calm .square { transition: none; }
|
||||
.piece .body {
|
||||
stroke: var(--piece-rim);
|
||||
stroke-width: 0.65;
|
||||
}
|
||||
|
||||
.bevel-light {
|
||||
fill: none;
|
||||
stroke: #fff1cc;
|
||||
stroke-width: 0.9;
|
||||
opacity: 0.48;
|
||||
stroke-linecap: round;
|
||||
}
|
||||
|
||||
.bevel-dark {
|
||||
fill: none;
|
||||
stroke: #211d16;
|
||||
stroke-width: 0.8;
|
||||
opacity: 0.3;
|
||||
stroke-linecap: round;
|
||||
}
|
||||
|
||||
.turned {
|
||||
fill: none;
|
||||
stroke: var(--piece-rim);
|
||||
stroke-width: 0.45;
|
||||
opacity: 0.35;
|
||||
}
|
||||
|
||||
.counter-wear {
|
||||
fill: none;
|
||||
stroke: #534b37;
|
||||
stroke-width: 0.5;
|
||||
opacity: 0.3;
|
||||
stroke-linecap: round;
|
||||
}
|
||||
|
||||
.attacker .counter-wear {
|
||||
stroke: #d6c6a3;
|
||||
opacity: 0.23;
|
||||
}
|
||||
|
||||
.artwork[data-set='tablut'] .bevel-light {
|
||||
opacity: 0.25;
|
||||
stroke-width: 1.1;
|
||||
}
|
||||
|
||||
.artwork[data-set='tablut'] .turned {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.pit {
|
||||
fill: #544b38;
|
||||
opacity: 0.3;
|
||||
}
|
||||
|
||||
.attacker .pit {
|
||||
fill: #d6c6a3;
|
||||
opacity: 0.2;
|
||||
}
|
||||
|
||||
.piece .crown {
|
||||
fill: var(--crown);
|
||||
stroke: var(--crown);
|
||||
stroke-width: 0.7;
|
||||
stroke-linejoin: round;
|
||||
}
|
||||
|
||||
.piece .crown-gleam {
|
||||
fill: #f8e5b2;
|
||||
stroke: #f8e5b2;
|
||||
stroke-width: 0.9;
|
||||
opacity: 0.7;
|
||||
}
|
||||
|
||||
.piece.selected .body {
|
||||
stroke: var(--frost);
|
||||
stroke-width: 2.5;
|
||||
}
|
||||
|
||||
.calm .piece,
|
||||
.calm .square {
|
||||
transition: none;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -6,18 +6,16 @@
|
||||
import { otherGames, type FamilyGame } from '$lib/family';
|
||||
import Preferences from './Preferences.svelte';
|
||||
import { prefs, setPref } from '$lib/prefs.svelte';
|
||||
import { allSeats, doubtSeat, forgetSeat, rememberSeat, ServerError, trustSeat, type Report, type Tally } from '$lib/net/client';
|
||||
import { allSeats, doubtSeat, forgetSeat, rememberSeat, ServerError, trustSeat } from '$lib/net/client';
|
||||
import { api, NAME_MAX, playerName, rememberName, Room } from '$lib/net/room.svelte';
|
||||
import { unreadTalk } from '$lib/net/talk';
|
||||
import type { RoomView } from '$lib/net/view';
|
||||
import type { State } from '$lib/game';
|
||||
import { game, createGame } from '$lib/game';
|
||||
import type { Report, RoomView, Tally } from '$lib/net/view';
|
||||
import { createGame, game, type State } from '$lib/game';
|
||||
import BoardArtwork from './BoardArtwork.svelte';
|
||||
|
||||
let name = $state(playerName());
|
||||
let code = $state('');
|
||||
/** The host's choices for the next table, from the game's declared options. */
|
||||
// A new table starts from the preferences' table defaults; the hall's selectors set the same keys.
|
||||
/** The host's choices for the next table: the preferences' table defaults, which the selectors below also set. */
|
||||
const options = $derived<Record<string, string>>(
|
||||
Object.fromEntries((game.options ?? []).map((o) => [o.key, o.choices.some((c) => c.value === prefs[`table.${o.key}`]) ? String(prefs[`table.${o.key}`]) : o.default]))
|
||||
);
|
||||
@@ -85,7 +83,7 @@
|
||||
}
|
||||
}
|
||||
|
||||
// The desk is asked once per visit for every seat this browser holds.
|
||||
// The desk is asked for every seat this browser holds, again whenever that set changes.
|
||||
$effect(() => {
|
||||
const held = seats;
|
||||
if (!held.length) return;
|
||||
@@ -166,7 +164,7 @@
|
||||
<h1>Hnefatafl</h1>
|
||||
<p class="pitch">The Viking board game. One king, one throne, four corners, and a ring of attackers closing in.</p>
|
||||
<p class="tag">Hnefatafl was played across the Norse world for a thousand years before chess. Every piece moves like a rook and is taken by being sandwiched; the attackers must capture the king, the king must reach safety. Play a housecarl, or open a table for a friend and play by turns. Copenhagen rules on the big board, or Tablut, the older game Linnaeus wrote down in 1732.</p>
|
||||
<p class="links"><a href="/guide">how to play</a> · <a href="/rules">the rules</a> · <a class="about-link" href="#about" onclick={() => (aboutOpen = true)}>about this game — a labor of love</a> · <button type="button" class="link-like" onclick={() => (prefsOpen = true)}>preferences</button></p>
|
||||
<p class="links"><a href="/guide">how to play</a> · <a href="/rules">the rules</a> · <a class="about-link" href="#about" onclick={() => (aboutOpen = true)}>about this game — a labor of love</a> · <button type="button" class="link" onclick={() => (prefsOpen = true)}>preferences</button></p>
|
||||
<Preferences bind:open={prefsOpen} />
|
||||
</div>
|
||||
|
||||
@@ -179,7 +177,7 @@
|
||||
<div class="options">
|
||||
{#each game.options as o (o.key)}
|
||||
{@const chosen = o.choices.find((c) => c.value === options[o.key])}
|
||||
<div class="option-block">
|
||||
<div>
|
||||
<label class="option">
|
||||
<span>{o.label}</span>
|
||||
<select value={options[o.key]} onchange={(e) => setPref(`table.${o.key}`, e.currentTarget.value)}>
|
||||
@@ -201,7 +199,7 @@
|
||||
</form>
|
||||
</div>
|
||||
<p class="muted small">A code opens the door either way: take a seat if one is free, or watch from the Peanut Gallery.</p>
|
||||
<form class="joinform claimform" onsubmit={claim}>
|
||||
<form class="joinform" onsubmit={claim}>
|
||||
<span class="or">or bring a seat from another device</span>
|
||||
<input type="text" bind:value={phrase} placeholder="the four-word phrase" autocomplete="off" aria-label="transfer phrase" />
|
||||
<button type="submit" class="quiet" disabled={claiming || phrase.trim().split(/[\s-]+/).length < 4}>Claim</button>
|
||||
@@ -222,7 +220,7 @@
|
||||
<span class="ledger-code">{held.roomId}</span>
|
||||
<span class="ledger-info">{status(held)}{#if unread(held) > 0} · <span class="talk-new">{unread(held)} new {unread(held) === 1 ? 'line' : 'lines'} of talk</span>{/if}</span>
|
||||
</a>
|
||||
<button type="button" class="ledger-forget" title="forget this game" onclick={() => forget(held.roomId)}>×</button>
|
||||
<button type="button" class="dismiss" title="forget this game" onclick={() => forget(held.roomId)}>×</button>
|
||||
</div>
|
||||
{/each}
|
||||
{#if reports.length}
|
||||
@@ -384,10 +382,6 @@
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.small {
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.ways {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
@@ -425,7 +419,6 @@
|
||||
border-radius: 6px;
|
||||
}
|
||||
|
||||
|
||||
/* the games ledger */
|
||||
.ledger {
|
||||
grid-area: ledger;
|
||||
@@ -486,18 +479,6 @@
|
||||
color: var(--frost);
|
||||
}
|
||||
|
||||
.ledger-forget {
|
||||
background: none;
|
||||
border: 0;
|
||||
color: var(--bone-faint);
|
||||
font-size: 1.1rem;
|
||||
padding: 0 0.4rem;
|
||||
}
|
||||
|
||||
.ledger-forget:hover {
|
||||
color: var(--blood);
|
||||
}
|
||||
|
||||
.reports-head {
|
||||
margin-top: 0.9rem;
|
||||
}
|
||||
@@ -588,6 +569,7 @@
|
||||
font-size: 0.85rem;
|
||||
color: var(--bone-faint);
|
||||
}
|
||||
|
||||
.family {
|
||||
margin: 0.4rem 0 0.8rem 1.2rem;
|
||||
padding: 0;
|
||||
@@ -596,6 +578,7 @@
|
||||
.family li + li {
|
||||
margin-top: 0.3rem;
|
||||
}
|
||||
|
||||
.options {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
@@ -614,6 +597,7 @@
|
||||
margin: 0.2rem 0 0;
|
||||
max-width: 22em;
|
||||
}
|
||||
|
||||
.still {
|
||||
width: 100%;
|
||||
max-width: 18rem;
|
||||
@@ -637,13 +621,4 @@
|
||||
.tally dd {
|
||||
margin: 0;
|
||||
}
|
||||
.link-like {
|
||||
background: none;
|
||||
border: 0;
|
||||
padding: 0;
|
||||
font: inherit;
|
||||
color: inherit;
|
||||
text-decoration: underline;
|
||||
cursor: pointer;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -2,15 +2,11 @@
|
||||
import TableTalk from './TableTalk.svelte';
|
||||
import type { Room } from '$lib/net/room.svelte';
|
||||
|
||||
let { room, link }: { room: Room; link: string } = $props();
|
||||
let { room, link, copied, copyLink }: { room: Room; link: string; copied: boolean; copyLink: () => void } = $props();
|
||||
|
||||
const v = $derived(room.view);
|
||||
const hostName = $derived(v.seats.find((s) => s.id === v.host)?.name ?? 'the host');
|
||||
const seatFree = $derived(v.seats.length < v.size);
|
||||
/** A seat is free for a newcomer once the held ones are counted. */
|
||||
const seatOpen = $derived(v.seats.length + v.expected.length < v.size);
|
||||
const keeperSeated = $derived(v.seats.some((s) => s.name.toLowerCase() === v.keeper.toLowerCase()));
|
||||
let copied = $state(false);
|
||||
|
||||
/** The hour where the keeper lives, in words, so a caller knows whether to wait. */
|
||||
let minute = $state(0);
|
||||
@@ -31,22 +27,12 @@
|
||||
return '';
|
||||
}
|
||||
});
|
||||
|
||||
async function copyLink() {
|
||||
try {
|
||||
await navigator.clipboard.writeText(link);
|
||||
copied = true;
|
||||
setTimeout(() => (copied = false), 1600);
|
||||
} catch {
|
||||
// The link is on screen to copy by hand.
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<section class="lobby">
|
||||
{#if room.spectating}
|
||||
<h2>At the table</h2>
|
||||
{#if seatFree}
|
||||
{#if room.seatEmpty}
|
||||
<p>{hostName} is gathering players. Sit down above, or watch from the gallery until the game begins.</p>
|
||||
{:else}
|
||||
<p>The table is full. You watch from the Peanut Gallery; the game begins when {hostName} says.</p>
|
||||
@@ -62,7 +48,7 @@
|
||||
<li>
|
||||
<span class="seat-name">{s.name}</span>
|
||||
<span class="muted">{s.id === v.host ? 'opened the table' : s.bot ? 'a housecarl' : 'seated'}{s.id === v.me ? ', you' : ''}{#if s.bot && room.isHost}
|
||||
<button type="button" class="unseat" title="Send this housecarl away" aria-label="Send {s.name} away" onclick={() => room.unseat(s.id)}>×</button>{/if}</span>
|
||||
<button type="button" class="dismiss" title="Send this housecarl away" aria-label="Send {s.name} away" onclick={() => room.unseat(s.id)}>×</button>{/if}</span>
|
||||
</li>
|
||||
{/each}
|
||||
{#each v.expected as name (name)}
|
||||
@@ -78,7 +64,7 @@
|
||||
{/if}
|
||||
{#if !room.spectating}
|
||||
<div class="ways">
|
||||
{#if seatFree && room.isHost}
|
||||
{#if room.seatEmpty && room.isHost}
|
||||
<button type="button" class="quiet" onclick={() => room.addBot()}>Seat a housecarl</button>
|
||||
{/if}
|
||||
{#if room.isHost}
|
||||
@@ -94,13 +80,13 @@
|
||||
Let the Peanut Gallery talk at the table
|
||||
</label>
|
||||
{/if}
|
||||
{#if v.keeper && !v.challenge && !keeperSeated && seatOpen}
|
||||
{#if v.keeper && !v.challenge && !keeperSeated && room.seatUnheld}
|
||||
<div class="keeper">
|
||||
<button type="button" class="quiet" title="A seat is held for {v.keeper}, who keeps this site, and their phone rings" onclick={() => room.callKeeper()}>Challenge {v.keeper}, the keeper</button>
|
||||
<p class="muted small">{v.keeper} keeps this site and answers every call, sometimes within the minute, sometimes after a night's sleep.{#if keeperHour} It is {keeperHour} where {v.keeper} lives.{/if} The seat is held either way.</p>
|
||||
<p class="muted small note">{v.keeper} keeps this site and answers every call, sometimes within the minute, sometimes after a night's sleep.{#if keeperHour} It is {keeperHour} where {v.keeper} lives.{/if} The seat is held either way.</p>
|
||||
</div>
|
||||
{:else if v.challenge}
|
||||
<p class="muted small">{v.keeper} has been called to the table by {room.nameOf(v.challenge.by)}.{#if keeperHour} It is {keeperHour} there.{/if} A seat is held: if they can come now they will take it; if they are asleep or away they will leave a word below when they can. Meanwhile the table is yours: seat a housecarl, invite a friend, or open another game in a new tab and play on. This table keeps its place in your hall until you come back.</p>
|
||||
<p class="muted small note">{v.keeper} has been called to the table by {room.nameOf(v.challenge.by)}.{#if keeperHour} It is {keeperHour} there.{/if} A seat is held: if they can come now they will take it; if they are asleep or away they will leave a word below when they can. Meanwhile the table is yours: seat a housecarl, invite a friend, or open another game in a new tab and play on. This table keeps its place in your hall until you come back.</p>
|
||||
{/if}
|
||||
{/if}
|
||||
{#if room.error}<p class="warning">{room.error}</p>{/if}
|
||||
@@ -148,20 +134,6 @@
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.unseat {
|
||||
background: none;
|
||||
border: 0;
|
||||
color: var(--bone-faint);
|
||||
font-size: 1.1rem;
|
||||
padding: 0 0.3rem;
|
||||
margin-left: 0.3rem;
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
.unseat:hover {
|
||||
color: var(--blood);
|
||||
}
|
||||
|
||||
.ways {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
@@ -203,8 +175,7 @@
|
||||
max-width: 38em;
|
||||
}
|
||||
|
||||
.small {
|
||||
font-size: 0.85rem;
|
||||
.note {
|
||||
margin-top: 0.4rem;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
<script lang="ts">
|
||||
// The preferences panel: every declared setting, kit and game, as a
|
||||
// control. Opened from the masthead; closes with its button or Escape.
|
||||
// control. Opened from the masthead; closes with its button, a click
|
||||
// outside it, or Escape.
|
||||
import { PREFERENCES, prefs, setPref } from '$lib/prefs.svelte';
|
||||
|
||||
let { open = $bindable(false) }: { open?: boolean } = $props();
|
||||
@@ -13,7 +14,7 @@
|
||||
<svelte:window onkeydown={onKey} />
|
||||
|
||||
{#if open}
|
||||
<div class="scrim" role="presentation" onclick={() => (open = false)}></div>
|
||||
<div class="scrim" role="presentation" onclick={(ev) => ev.target === ev.currentTarget && (open = false)}>
|
||||
<div class="panel" role="dialog" aria-modal="true" aria-labelledby="prefs-title">
|
||||
<h2 id="prefs-title">Preferences</h2>
|
||||
<p class="muted small">Kept in this browser, and nowhere else.</p>
|
||||
@@ -37,28 +38,27 @@
|
||||
{/each}
|
||||
<button type="button" class="quiet" onclick={() => (open = false)}>Done</button>
|
||||
</div>
|
||||
</div>
|
||||
{/if}
|
||||
|
||||
<style>
|
||||
.scrim {
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
background: rgba(0, 0, 0, 0.45);
|
||||
z-index: 20;
|
||||
background: rgba(0, 0, 0, 0.55);
|
||||
display: grid;
|
||||
place-items: center;
|
||||
padding: 16px;
|
||||
}
|
||||
|
||||
.panel {
|
||||
position: fixed;
|
||||
z-index: 21;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
width: min(92vw, 26rem);
|
||||
max-height: 90vh;
|
||||
width: min(100%, 26rem);
|
||||
max-height: 100%;
|
||||
overflow: auto;
|
||||
background: var(--slate);
|
||||
border: 1px solid var(--rule-strong);
|
||||
border-radius: 8px;
|
||||
border-radius: 6px;
|
||||
padding: 1.2rem 1.4rem 1.4rem;
|
||||
}
|
||||
|
||||
@@ -87,10 +87,6 @@
|
||||
margin-top: 0.3rem;
|
||||
}
|
||||
|
||||
.small {
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
|
||||
.quiet {
|
||||
margin-top: 0.8rem;
|
||||
}
|
||||
|
||||
@@ -38,12 +38,11 @@
|
||||
|
||||
async function send(e: SubmitEvent) {
|
||||
e.preventDefault();
|
||||
const r = room;
|
||||
if (!happened.trim() || busy) return;
|
||||
busy = true;
|
||||
error = '';
|
||||
try {
|
||||
const { id } = await api.report(r.roomId, r.token, happened.trim(), expected.trim());
|
||||
const { id } = await api.report(room.roomId, room.token, happened.trim(), expected.trim());
|
||||
if (image) await api.reportImage(id, image).catch(() => (error = 'The report went; the picture did not.'));
|
||||
sent = true;
|
||||
setTimeout(close, 2200);
|
||||
@@ -75,7 +74,7 @@
|
||||
<input type="file" accept="image/png,image/jpeg,image/webp" onchange={pickImage} />
|
||||
{#if preview}<img class="preview" src={preview} alt="The screenshot you chose" />{/if}
|
||||
</label>
|
||||
<p class="muted small">The room code and the round ride along; the keeper can replay the game to this moment.</p>
|
||||
<p class="muted small note">The room code and the round ride along; the keeper can replay the game to this moment.</p>
|
||||
{#if error}<p class="warning">{error}</p>{/if}
|
||||
<div class="actions">
|
||||
<button type="submit" class="commit small" disabled={!happened.trim() || busy}>{busy ? 'Sending' : 'Send it'}</button>
|
||||
@@ -119,7 +118,6 @@
|
||||
margin-top: 0.7rem;
|
||||
}
|
||||
|
||||
|
||||
.picture input {
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
@@ -132,13 +130,11 @@
|
||||
margin-top: 0.3rem;
|
||||
}
|
||||
|
||||
.small {
|
||||
font-size: 0.85rem;
|
||||
.note {
|
||||
margin-top: 0.6rem;
|
||||
}
|
||||
|
||||
.warning {
|
||||
color: var(--blood);
|
||||
margin-top: 0.4rem;
|
||||
}
|
||||
|
||||
@@ -152,14 +148,4 @@
|
||||
gap: 1rem;
|
||||
margin-top: 0.9rem;
|
||||
}
|
||||
|
||||
|
||||
.link {
|
||||
background: none;
|
||||
border: 0;
|
||||
color: var(--bone-dim);
|
||||
text-decoration: underline dotted;
|
||||
padding: 0;
|
||||
font: inherit;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
<button type="submit" class="quiet" disabled={!draft.trim() || !galleryName.trim() || sending}>Say</button>
|
||||
</form>
|
||||
{:else if room.spectating}
|
||||
<p class="muted small">The gallery listens; the host has not let it talk.</p>
|
||||
<p class="muted small note">The gallery listens; the host has not let it talk.</p>
|
||||
{:else}
|
||||
<form onsubmit={say}>
|
||||
<input type="text" bind:value={draft} maxlength="300" placeholder="Say something to the table" aria-label="Say something to the table" autocomplete="off" />
|
||||
@@ -125,8 +125,7 @@
|
||||
flex: 0 1 8rem;
|
||||
}
|
||||
|
||||
.small {
|
||||
font-size: 0.85rem;
|
||||
.note {
|
||||
margin-top: 0.4rem;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -0,0 +1,214 @@
|
||||
// The board without the game: the squares and their geometry, how a piece
|
||||
// moves, and what a move takes. Everything here works on a bare array of
|
||||
// pieces under a ruleset, so the engine and the bot share one account of
|
||||
// the rules and neither needs the other.
|
||||
|
||||
import type { Cell, Ruleset } from './rules';
|
||||
|
||||
/** One square: empty, an attacker, a defender, or the king. */
|
||||
export type Piece = '.' | 'a' | 'd' | 'k';
|
||||
export type Side = 'attackers' | 'defenders';
|
||||
/** A move as a seat submits it: from one square to another. */
|
||||
export type Input = { from: number; to: number };
|
||||
|
||||
export function at(size: number, c: Cell): number {
|
||||
return c.y * size + c.x;
|
||||
}
|
||||
|
||||
export function cellOf(size: number, i: number): Cell {
|
||||
return { x: i % size, y: Math.floor(i / size) };
|
||||
}
|
||||
|
||||
export function throneOf(size: number): number {
|
||||
const mid = (size - 1) / 2;
|
||||
return mid * size + mid;
|
||||
}
|
||||
|
||||
export function cornersOf(size: number): number[] {
|
||||
return [0, size - 1, size * (size - 1), size * size - 1];
|
||||
}
|
||||
|
||||
export function isEdge(size: number, i: number): boolean {
|
||||
const { x, y } = cellOf(size, i);
|
||||
return x === 0 || y === 0 || x === size - 1 || y === size - 1;
|
||||
}
|
||||
|
||||
export const DIRECTIONS = [
|
||||
[1, 0],
|
||||
[-1, 0],
|
||||
[0, 1],
|
||||
[0, -1]
|
||||
] as const;
|
||||
|
||||
export function neighbors(size: number, i: number): number[] {
|
||||
const { x, y } = cellOf(size, i);
|
||||
const out: number[] = [];
|
||||
if (y > 0) out.push(i - size);
|
||||
if (y < size - 1) out.push(i + size);
|
||||
if (x > 0) out.push(i - 1);
|
||||
if (x < size - 1) out.push(i + 1);
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The square on the far side of `mid` from `from`, or -1 off the board. */
|
||||
export function beyond(size: number, from: number, mid: number): number {
|
||||
const a = cellOf(size, from);
|
||||
const b = cellOf(size, mid);
|
||||
const c = { x: b.x + (b.x - a.x), y: b.y + (b.y - a.y) };
|
||||
if (c.x < 0 || c.y < 0 || c.x >= size || c.y >= size) return -1;
|
||||
return at(size, c);
|
||||
}
|
||||
|
||||
export function sideOf(p: Piece | undefined): Side | null {
|
||||
return p === 'a' ? 'attackers' : p === 'd' || p === 'k' ? 'defenders' : null;
|
||||
}
|
||||
|
||||
/** The square's name on the coordinates: a file letter and a rank counted from the bottom. */
|
||||
export function squareName(size: number, i: number): string {
|
||||
const c = cellOf(size, i);
|
||||
return `${String.fromCharCode(97 + c.x)}${size - c.y}`;
|
||||
}
|
||||
|
||||
/** A piece in words, for the record and the screen reader. */
|
||||
export function pieceWord(p: Piece): string {
|
||||
return p === 'k' ? 'the king' : p === 'a' ? 'an attacker' : 'a defender';
|
||||
}
|
||||
|
||||
/** Whether the king standing on `i` has escaped under this set. */
|
||||
export function escapeAt(set: Ruleset, i: number): boolean {
|
||||
return set.escape === 'corner' ? cornersOf(set.size).includes(i) : isEdge(set.size, i);
|
||||
}
|
||||
|
||||
/** Where the piece on `from` may go: along its row and column, through empty squares. */
|
||||
export function movesOn(set: Ruleset, cells: Piece[], from: number): number[] {
|
||||
const size = set.size;
|
||||
const piece = cells[from];
|
||||
if (piece === '.' || piece === undefined) return [];
|
||||
const king = piece === 'k';
|
||||
const throne = throneOf(size);
|
||||
const corners = set.markedCorners ? cornersOf(size) : [];
|
||||
const { x, y } = cellOf(size, from);
|
||||
const out: number[] = [];
|
||||
for (const [dx, dy] of DIRECTIONS) {
|
||||
for (let step = 1; ; step++) {
|
||||
const nx = x + dx * step;
|
||||
const ny = y + dy * step;
|
||||
if (nx < 0 || ny < 0 || nx >= size || ny >= size) break;
|
||||
const i = at(size, { x: nx, y: ny });
|
||||
if (cells[i] !== '.') break;
|
||||
if (corners.includes(i)) {
|
||||
if (king) out.push(i);
|
||||
break;
|
||||
}
|
||||
if (i === throne) {
|
||||
if (king) out.push(i);
|
||||
else if (!set.passThrone) break;
|
||||
continue;
|
||||
}
|
||||
out.push(i);
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Every move `side` may make on `cells`. */
|
||||
export function movesOf(set: Ruleset, cells: Piece[], side: Side): Input[] {
|
||||
const out: Input[] = [];
|
||||
cells.forEach((p, i) => {
|
||||
if (sideOf(p) !== side) return;
|
||||
for (const to of movesOn(set, cells, i)) out.push({ from: i, to });
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Whether `i` closes a capture on a piece of `side`: an enemy (an armed king counts), a marked corner, or the empty throne. */
|
||||
function hostile(set: Ruleset, cells: Piece[], i: number, side: Side): boolean {
|
||||
const p = cells[i];
|
||||
if (p !== '.') {
|
||||
if (sideOf(p) === side) return false;
|
||||
return p !== 'k' || set.kingArmed;
|
||||
}
|
||||
if (set.markedCorners && cornersOf(set.size).includes(i)) return true;
|
||||
return i === throneOf(set.size);
|
||||
}
|
||||
|
||||
/** Whether the attackers have the king where he stands. */
|
||||
function kingTaken(set: Ruleset, cells: Piece[], kingAt: number): boolean {
|
||||
const size = set.size;
|
||||
const throne = throneOf(size);
|
||||
const around = neighbors(size, kingAt);
|
||||
const attackersAround = around.filter((n) => cells[n] === 'a').length;
|
||||
if (kingAt === throne) return attackersAround === 4;
|
||||
if (around.includes(throne) && cells[throne] === '.') return attackersAround === 3;
|
||||
if (set.kingCapturedByFour) return around.length === 4 && attackersAround === 4;
|
||||
// Like any piece: two attackers on opposite sides.
|
||||
const { x, y } = cellOf(size, kingAt);
|
||||
if (x > 0 && x < size - 1 && cells[kingAt - 1] === 'a' && cells[kingAt + 1] === 'a') return true;
|
||||
return y > 0 && y < size - 1 && cells[kingAt - size] === 'a' && cells[kingAt + size] === 'a';
|
||||
}
|
||||
|
||||
/** The squares a piece just landed on `to` takes: custodial captures, the king by his own rule, a shieldwall along the edge. */
|
||||
function capturesOn(set: Ruleset, cells: Piece[], to: number): number[] {
|
||||
const size = set.size;
|
||||
const piece = cells[to];
|
||||
const side = sideOf(piece)!;
|
||||
const captured: number[] = [];
|
||||
for (const n of neighbors(size, to)) {
|
||||
const target = cells[n];
|
||||
if (target === '.' || target === 'k' || sideOf(target) === side) continue;
|
||||
const far = beyond(size, to, n);
|
||||
if (far !== -1 && hostile(set, cells, far, sideOf(target)!)) captured.push(n);
|
||||
}
|
||||
if (side === 'attackers') {
|
||||
const kingAt = cells.indexOf('k');
|
||||
if (kingAt !== -1 && neighbors(size, kingAt).includes(to) && kingTaken(set, cells, kingAt)) captured.push(kingAt);
|
||||
}
|
||||
if (set.shieldwall && isEdge(size, to)) {
|
||||
for (const run of shieldwallRuns(set, cells, to, side)) captured.push(...run);
|
||||
}
|
||||
return captured;
|
||||
}
|
||||
|
||||
/** Slide a piece and take what it takes, on a copy of the board. */
|
||||
export function playOn(set: Ruleset, cells: Piece[], from: number, to: number): { cells: Piece[]; captured: number[] } {
|
||||
const next = cells.slice();
|
||||
next[to] = next[from];
|
||||
next[from] = '.';
|
||||
const captured = capturesOn(set, next, to);
|
||||
for (const i of captured) next[i] = '.';
|
||||
return { cells: next, captured };
|
||||
}
|
||||
|
||||
/** Runs of enemy pieces along the edge beside `to`, bracketed at both ends and each faced from inland. */
|
||||
function shieldwallRuns(set: Ruleset, cells: Piece[], to: number, side: Side): number[][] {
|
||||
const size = set.size;
|
||||
const { x, y } = cellOf(size, to);
|
||||
const along: [number, number][] = x === 0 || x === size - 1 ? [[0, 1], [0, -1]] : [[1, 0], [-1, 0]];
|
||||
const inland = x === 0 ? { x: 1, y: 0 } : x === size - 1 ? { x: -1, y: 0 } : y === 0 ? { x: 0, y: 1 } : { x: 0, y: -1 };
|
||||
const runs: number[][] = [];
|
||||
for (const [dx, dy] of along) {
|
||||
const run: number[] = [];
|
||||
let cx = x + dx;
|
||||
let cy = y + dy;
|
||||
let closed = false;
|
||||
while (cx >= 0 && cy >= 0 && cx < size && cy < size) {
|
||||
const i = at(size, { x: cx, y: cy });
|
||||
const p = cells[i];
|
||||
if (p === '.') {
|
||||
closed = cornersOf(size).includes(i);
|
||||
break;
|
||||
}
|
||||
if (sideOf(p) === side) {
|
||||
closed = true;
|
||||
break;
|
||||
}
|
||||
const facing = cells[at(size, { x: cx + inland.x, y: cy + inland.y })];
|
||||
if (sideOf(facing) !== side) break;
|
||||
run.push(i);
|
||||
cx += dx;
|
||||
cy += dy;
|
||||
}
|
||||
if (closed && run.length >= 2) runs.push(run.filter((i) => cells[i] !== 'k'));
|
||||
}
|
||||
return runs;
|
||||
}
|
||||
+18
-51
@@ -3,9 +3,13 @@
|
||||
// and the attackers pressing around the king. A function of the state
|
||||
// alone, so a ledger replays to the same choice.
|
||||
|
||||
import { cornersOf, isEdge, cellOf, movesOn, playOn, rulesetOf, sideOf, type Input, type Piece, type Side, type State } from './index';
|
||||
import type { Ruleset } from './rules';
|
||||
import { cellOf, cornersOf, DIRECTIONS, escapeAt, isEdge, movesOf, neighbors, playOn, type Input, type Piece, type Side } from './board';
|
||||
import { RULESETS, type Ruleset } from './rules';
|
||||
import type { SeatId } from './spec';
|
||||
import type { State } from './index';
|
||||
|
||||
/** Plies of lookahead: three is well under a second a move on either board. */
|
||||
const DEPTH = 3;
|
||||
|
||||
/** The board as the search sees it: pieces, who moves, and a verdict when one has fallen. */
|
||||
interface Node {
|
||||
@@ -15,31 +19,16 @@ interface Node {
|
||||
won: Side | null;
|
||||
}
|
||||
|
||||
function movesOf(set: Ruleset, cells: Piece[], side: Side): { from: number; to: number }[] {
|
||||
const out: { from: number; to: number }[] = [];
|
||||
for (let i = 0; i < cells.length; i++) {
|
||||
if (sideOf(cells[i]) !== side) continue;
|
||||
for (const to of movesOn(set, cells, i)) out.push({ from: i, to });
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
function stepNode(set: Ruleset, node: Node, from: number, to: number): Node {
|
||||
const piece = node.cells[from];
|
||||
const { cells } = playOn(set, node.cells, from, to);
|
||||
const kingAt = cells.indexOf('k');
|
||||
let won: Side | null = null;
|
||||
if (kingAt === -1) won = 'attackers';
|
||||
else if (piece === 'k' && (set.escape === 'corner' ? cornersOf(set.size).includes(kingAt) : isEdge(set.size, kingAt))) won = 'defenders';
|
||||
else if (piece === 'k' && escapeAt(set, kingAt)) won = 'defenders';
|
||||
return { cells, toMove: node.toMove === 'attackers' ? 'defenders' : 'attackers', won };
|
||||
}
|
||||
|
||||
/** Search depth in plies: three looks ahead on either board, well under a second a move. */
|
||||
function depthFor(size: number): number {
|
||||
void size;
|
||||
return 3;
|
||||
}
|
||||
|
||||
/** Positive is good for the attackers. */
|
||||
function evaluate(set: Ruleset, node: Node): number {
|
||||
if (node.won) return node.won === 'attackers' ? 10_000 : -10_000;
|
||||
@@ -58,18 +47,13 @@ function evaluate(set: Ruleset, node: Node): number {
|
||||
if (kingAt === -1) return 10_000;
|
||||
const k = cellOf(size, kingAt);
|
||||
// The king's distance to safety, and how open his roads are.
|
||||
const goals = set.escape === 'corner' ? cornersOf(size).map((i) => cellOf(size, i)) : [];
|
||||
let distance: number;
|
||||
if (set.escape === 'corner') distance = Math.min(...goals.map((g) => Math.abs(g.x - k.x) + Math.abs(g.y - k.y)));
|
||||
else distance = Math.min(k.x, k.y, size - 1 - k.x, size - 1 - k.y);
|
||||
const distance =
|
||||
set.escape === 'corner'
|
||||
? Math.min(...cornersOf(size).map((i) => cellOf(size, i)).map((g) => Math.abs(g.x - k.x) + Math.abs(g.y - k.y)))
|
||||
: Math.min(k.x, k.y, size - 1 - k.x, size - 1 - k.y);
|
||||
score += distance * 6;
|
||||
// Open lines from the king straight to an escape square are worth a great deal.
|
||||
for (const [dx, dy] of [
|
||||
[1, 0],
|
||||
[-1, 0],
|
||||
[0, 1],
|
||||
[0, -1]
|
||||
] as const) {
|
||||
for (const [dx, dy] of DIRECTIONS) {
|
||||
let x = k.x + dx;
|
||||
let y = k.y + dy;
|
||||
let open = true;
|
||||
@@ -81,30 +65,14 @@ function evaluate(set: Ruleset, node: Node): number {
|
||||
x += dx;
|
||||
y += dy;
|
||||
}
|
||||
if (open) {
|
||||
const last = { x: x - dx, y: y - dy };
|
||||
const reaches = set.escape === 'edge' ? isEdge(size, last.y * size + last.x) : cornersOf(size).includes(last.y * size + last.x);
|
||||
if (reaches) score -= 400;
|
||||
}
|
||||
if (open && escapeAt(set, (y - dy) * size + (x - dx))) score -= 400;
|
||||
}
|
||||
// Attackers pressing the king.
|
||||
let press = 0;
|
||||
for (const [dx, dy] of [
|
||||
[1, 0],
|
||||
[-1, 0],
|
||||
[0, 1],
|
||||
[0, -1]
|
||||
] as const) {
|
||||
const x = k.x + dx;
|
||||
const y = k.y + dy;
|
||||
if (x < 0 || y < 0 || x >= size || y >= size) continue;
|
||||
if (cells[y * size + x] === 'a') press += 1;
|
||||
}
|
||||
score += press * 12;
|
||||
score += neighbors(size, kingAt).filter((n) => cells[n] === 'a').length * 12;
|
||||
return score;
|
||||
}
|
||||
|
||||
function orderMoves(set: Ruleset, cells: Piece[], moves: { from: number; to: number }[]): { from: number; to: number }[] {
|
||||
function orderMoves(set: Ruleset, cells: Piece[], moves: Input[]): Input[] {
|
||||
// King moves and edge moves first: they change the position most.
|
||||
const king = cells.indexOf('k');
|
||||
return moves
|
||||
@@ -133,17 +101,16 @@ function search(set: Ruleset, node: Node, depth: number, alpha: number, beta: nu
|
||||
}
|
||||
|
||||
export function chooseMove(state: State, seat: SeatId): Input {
|
||||
const set = rulesetOf(state);
|
||||
const set = RULESETS[state.set];
|
||||
const side = state.players[seat].side;
|
||||
const root: Node = { cells: state.cells, toMove: side, won: null };
|
||||
// A side with no move has already lost in applyMove, so there is always one.
|
||||
const moves = orderMoves(set, state.cells, movesOf(set, state.cells, side));
|
||||
if (moves.length === 0) return { from: -1, to: -1 };
|
||||
let best = moves[0];
|
||||
let bestScore = -Infinity;
|
||||
const depth = depthFor(state.size);
|
||||
for (const m of moves) {
|
||||
const next = stepNode(set, root, m.from, m.to);
|
||||
const v = search(set, next, depth - 1, -Infinity, Infinity, side);
|
||||
const v = search(set, next, DEPTH - 1, -Infinity, Infinity, side);
|
||||
if (v > bestScore) {
|
||||
bestScore = v;
|
||||
best = m;
|
||||
|
||||
+22
-16
@@ -1,5 +1,6 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { applyMove, at, cornersOf, createGame, game, legalMoves, movesFrom, throneOf, validateMove, type Piece, type State } from './index';
|
||||
import { applyMove, at, createGame, game, movesFrom, rulesetOf, throneOf, validateMove, type Piece, type State } from './index';
|
||||
import { movesOf } from './board';
|
||||
import { chooseMove } from './bot';
|
||||
|
||||
const names = { A: 'Ann', B: 'Bo' };
|
||||
@@ -80,7 +81,7 @@ describe('moving', () => {
|
||||
describe('capturing', () => {
|
||||
it('takes a piece sandwiched between two enemies, only by the moving piece', () => {
|
||||
const s = board([E11, '.a.d.a.....', ...Array(9).fill(E11)]);
|
||||
// The attacker at x=1 slides to x=2: the defender at x=3 is between it and the attacker at x=5? No: x=4 is empty.
|
||||
// The attacker at x=1 slides to x=2; x=4 is empty, so the defender at x=3 is not bracketed.
|
||||
let next = applyMove(s, at(11, { x: 1, y: 1 }), at(11, { x: 2, y: 1 }));
|
||||
expect(next.cells[at(11, { x: 3, y: 1 })]).toBe('d');
|
||||
// The attacker at x=5 slides to x=4: now the defender is sandwiched.
|
||||
@@ -115,7 +116,7 @@ describe('capturing', () => {
|
||||
|
||||
describe('the king', () => {
|
||||
it('wins Copenhagen on a corner and not on a plain edge square', () => {
|
||||
const s = board(['..k........', ...Array(9).fill(E11), '..........a'], 'defenders');
|
||||
const s = board(['..k........', ...Array(9).fill(E11), '.........a.'], 'defenders');
|
||||
expect(applyMove(s, at(11, { x: 2, y: 0 }), at(11, { x: 1, y: 0 })).over).toBeNull();
|
||||
const won = applyMove(s, at(11, { x: 2, y: 0 }), at(11, { x: 0, y: 0 }));
|
||||
expect(won.over).toEqual({ winner: 'A', reason: 'The king reaches a corner.' });
|
||||
@@ -139,16 +140,22 @@ describe('the king', () => {
|
||||
|
||||
it('needs four attackers on the throne, and three beside it', () => {
|
||||
const s = createGame(names);
|
||||
// Clear the defenders and ring the throne with three attackers; the fourth arrives.
|
||||
const cells = s.cells.map((p) => (p === 'd' ? '.' : p)) as Piece[];
|
||||
const t = throneOf(11);
|
||||
cells[t - 1] = 'a';
|
||||
cells[t + 1] = 'a';
|
||||
cells[t - 11] = 'a';
|
||||
cells[t + 22] = 'a';
|
||||
const state = { ...s, cells, seen: {} };
|
||||
const done = applyMove(state, t + 22, t + 11);
|
||||
expect(done.over?.reason).toBe('The king is taken.');
|
||||
// Clear the defenders and ring the throne with three attackers; the fourth arrives.
|
||||
const onThrone = s.cells.map((p) => (p === 'd' ? '.' : p)) as Piece[];
|
||||
onThrone[t - 1] = 'a';
|
||||
onThrone[t + 1] = 'a';
|
||||
onThrone[t - 11] = 'a';
|
||||
onThrone[t + 22] = 'a';
|
||||
expect(applyMove({ ...s, cells: onThrone, seen: {} }, t + 22, t + 11).over?.reason).toBe('The king is taken.');
|
||||
// Beside the empty throne, the throne stands in for the fourth attacker.
|
||||
const beside = s.cells.map((p) => (p === 'd' ? '.' : p)) as Piece[];
|
||||
beside[t] = '.';
|
||||
beside[t + 1] = 'k';
|
||||
beside[t + 2] = 'a';
|
||||
beside[t + 1 - 11] = 'a';
|
||||
beside[t + 1 + 22] = 'a';
|
||||
expect(applyMove({ ...s, cells: beside, seen: {} }, t + 1 + 22, t + 1 + 11).over?.reason).toBe('The king is taken.');
|
||||
});
|
||||
});
|
||||
|
||||
@@ -208,10 +215,9 @@ describe('the ends of the game', () => {
|
||||
}
|
||||
}, 120_000);
|
||||
|
||||
it('chooses the same move from the same position', () => {
|
||||
it('opens with the same move every time, so a ledger replays to the same choice', () => {
|
||||
const s = createGame(names, 3);
|
||||
expect(chooseMove(s, 'B')).toEqual(chooseMove(s, 'B'));
|
||||
expect(legalMoves(s).length).toBeGreaterThan(50);
|
||||
expect(cornersOf(11)).toEqual([0, 10, 110, 120]);
|
||||
expect(movesOf(rulesetOf(s), s.cells, 'attackers').length).toBe(116);
|
||||
expect(chooseMove(s, 'B')).toEqual({ from: 3, to: 2 });
|
||||
});
|
||||
});
|
||||
|
||||
+39
-217
@@ -2,17 +2,17 @@
|
||||
// attackers, who move first and must capture the king; the defenders, whose
|
||||
// king must reach a corner (Copenhagen) or the edge (Tablut). Every piece
|
||||
// moves like a rook, and a piece is taken by being sandwiched between two
|
||||
// enemies. Nothing is hidden, so a view is the whole state.
|
||||
// enemies. Nothing is hidden, so a view is the whole state. The board's own
|
||||
// mechanics are in board.ts; this file is the game played on it.
|
||||
|
||||
import type { GameSpec, Outcome, SeatId, TableOptions } from './spec';
|
||||
import { RULESETS, type Cell, type Ruleset } from './rules';
|
||||
import { RULESETS, type Ruleset } from './rules';
|
||||
import { at, escapeAt, isEdge, movesOf, movesOn, neighbors, playOn, sideOf, throneOf, type Input, type Piece, type Side } from './board';
|
||||
import { chooseMove } from './bot';
|
||||
|
||||
export const CURRENT_RULES = 1;
|
||||
export { at, beyond, cellOf, cornersOf, isEdge, pieceWord, sideOf, squareName, throneOf, type Input, type Piece, type Side } from './board';
|
||||
|
||||
export type Side = 'attackers' | 'defenders';
|
||||
/** One square: empty, an attacker, a defender, or the king. */
|
||||
export type Piece = '.' | 'a' | 'd' | 'k';
|
||||
const CURRENT_RULES = 1;
|
||||
|
||||
export interface Player {
|
||||
id: SeatId;
|
||||
@@ -42,66 +42,20 @@ export interface State {
|
||||
over: Outcome | null;
|
||||
}
|
||||
|
||||
export type Input = { from: number; to: number };
|
||||
|
||||
export const SIDES: { value: Side; label: string; note: string }[] = [
|
||||
const SIDES: { value: Side; label: string; note: string }[] = [
|
||||
{ value: 'defenders', label: 'the defenders, with the king', note: 'Fewer pieces, and the king must reach safety before the ring closes.' },
|
||||
{ value: 'attackers', label: 'the attackers', note: 'Twice the pieces, and the first move; close every road and take the king.' }
|
||||
];
|
||||
|
||||
// --- The board ---------------------------------------------------------------
|
||||
|
||||
export function at(size: number, c: Cell): number {
|
||||
return c.y * size + c.x;
|
||||
}
|
||||
|
||||
export function cellOf(size: number, i: number): Cell {
|
||||
return { x: i % size, y: Math.floor(i / size) };
|
||||
}
|
||||
|
||||
export function throneOf(size: number): number {
|
||||
const mid = (size - 1) / 2;
|
||||
return mid * size + mid;
|
||||
}
|
||||
|
||||
export function cornersOf(size: number): number[] {
|
||||
return [0, size - 1, size * (size - 1), size * size - 1];
|
||||
}
|
||||
|
||||
export function isEdge(size: number, i: number): boolean {
|
||||
const { x, y } = cellOf(size, i);
|
||||
return x === 0 || y === 0 || x === size - 1 || y === size - 1;
|
||||
}
|
||||
|
||||
const DIRECTIONS = [
|
||||
[1, 0],
|
||||
[-1, 0],
|
||||
[0, 1],
|
||||
[0, -1]
|
||||
] as const;
|
||||
|
||||
function neighbors(size: number, i: number): number[] {
|
||||
const { x, y } = cellOf(size, i);
|
||||
const out: number[] = [];
|
||||
if (y > 0) out.push(i - size);
|
||||
if (y < size - 1) out.push(i + size);
|
||||
if (x > 0) out.push(i - 1);
|
||||
if (x < size - 1) out.push(i + 1);
|
||||
return out;
|
||||
}
|
||||
|
||||
/** The square on the far side of `mid` from `from`, or -1 off the board. */
|
||||
export function beyond(size: number, from: number, mid: number): number {
|
||||
const a = cellOf(size, from);
|
||||
const b = cellOf(size, mid);
|
||||
const c = { x: b.x + (b.x - a.x), y: b.y + (b.y - a.y) };
|
||||
if (c.x < 0 || c.y < 0 || c.x >= size || c.y >= size) return -1;
|
||||
return at(size, c);
|
||||
}
|
||||
|
||||
export function sideOf(p: Piece | undefined): Side | null {
|
||||
return p === 'a' ? 'attackers' : p === 'd' || p === 'k' ? 'defenders' : null;
|
||||
}
|
||||
/** The sentences a game ends on. The tally counts finished games by them, so they are written here and nowhere else. */
|
||||
const ENDS = {
|
||||
corner: 'The king reaches a corner.',
|
||||
edge: 'The king reaches the edge.',
|
||||
taken: 'The king is taken.',
|
||||
fort: 'The king holds an edge fort the attackers cannot break.',
|
||||
sealed: 'The defenders are sealed away from every edge.',
|
||||
repetition: 'The position stands a third time: perpetual repetition loses for the defenders.'
|
||||
} as const;
|
||||
|
||||
export function rulesetOf(state: State): Ruleset {
|
||||
return RULESETS[state.set];
|
||||
@@ -131,7 +85,7 @@ function positionKey(state: State): string {
|
||||
return state.cells.join('') + (state.toMove === 'attackers' ? 'a' : 'd');
|
||||
}
|
||||
|
||||
export function seatOfSide(state: State, side: Side): SeatId | null {
|
||||
function seatOfSide(state: State, side: Side): SeatId | null {
|
||||
return state.seats.find((id) => state.players[id].side === side) ?? null;
|
||||
}
|
||||
|
||||
@@ -142,106 +96,6 @@ export function movesFrom(state: State, from: number): number[] {
|
||||
return movesOn(rulesetOf(state), state.cells, from);
|
||||
}
|
||||
|
||||
export function movesOn(set: Ruleset, cells: Piece[], from: number): number[] {
|
||||
const size = set.size;
|
||||
const piece = cells[from];
|
||||
if (piece === '.' || piece === undefined) return [];
|
||||
const king = piece === 'k';
|
||||
const throne = throneOf(size);
|
||||
const corners = set.markedCorners ? cornersOf(size) : [];
|
||||
const { x, y } = cellOf(size, from);
|
||||
const out: number[] = [];
|
||||
for (const [dx, dy] of DIRECTIONS) {
|
||||
for (let step = 1; ; step++) {
|
||||
const nx = x + dx * step;
|
||||
const ny = y + dy * step;
|
||||
if (nx < 0 || ny < 0 || nx >= size || ny >= size) break;
|
||||
const i = at(size, { x: nx, y: ny });
|
||||
if (cells[i] !== '.') break;
|
||||
if (corners.includes(i)) {
|
||||
if (king) out.push(i);
|
||||
break;
|
||||
}
|
||||
if (i === throne) {
|
||||
if (king) out.push(i);
|
||||
else if (!set.passThrone) break;
|
||||
continue;
|
||||
}
|
||||
out.push(i);
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
export function legalMoves(state: State, side: Side = state.toMove): Move[] {
|
||||
const out: Move[] = [];
|
||||
if (state.over) return out;
|
||||
state.cells.forEach((p, i) => {
|
||||
if (sideOf(p) !== side) return;
|
||||
for (const to of movesFrom(state, i)) out.push({ from: i, to, captured: [] });
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
/** Whether `i` closes a capture on a piece of `side`: an enemy (an armed king counts), a marked corner, or the empty throne. */
|
||||
function hostile(set: Ruleset, cells: Piece[], i: number, side: Side): boolean {
|
||||
const p = cells[i];
|
||||
if (p !== '.') {
|
||||
const s = sideOf(p);
|
||||
if (s === null || s === side) return false;
|
||||
return p !== 'k' || set.kingArmed;
|
||||
}
|
||||
if (set.markedCorners && cornersOf(set.size).includes(i)) return true;
|
||||
return i === throneOf(set.size);
|
||||
}
|
||||
|
||||
/** Whether the attackers have the king where he stands. */
|
||||
function kingTaken(set: Ruleset, cells: Piece[], kingAt: number): boolean {
|
||||
const size = set.size;
|
||||
const throne = throneOf(size);
|
||||
const around = neighbors(size, kingAt);
|
||||
const attackersAround = around.filter((n) => cells[n] === 'a').length;
|
||||
if (kingAt === throne) return attackersAround === 4;
|
||||
if (around.includes(throne) && cells[throne] === '.') return attackersAround === 3;
|
||||
if (set.kingCapturedByFour) return around.length === 4 && attackersAround === 4;
|
||||
// Like any piece: two attackers on opposite sides.
|
||||
const { x, y } = cellOf(size, kingAt);
|
||||
if (x > 0 && x < size - 1 && cells[kingAt - 1] === 'a' && cells[kingAt + 1] === 'a') return true;
|
||||
return y > 0 && y < size - 1 && cells[kingAt - size] === 'a' && cells[kingAt + size] === 'a';
|
||||
}
|
||||
|
||||
/** The squares a piece just landed on `to` takes: custodial captures, the king by his own rule, a shieldwall along the edge. */
|
||||
export function capturesOn(set: Ruleset, cells: Piece[], to: number): number[] {
|
||||
const size = set.size;
|
||||
const piece = cells[to];
|
||||
const side = sideOf(piece)!;
|
||||
const captured: number[] = [];
|
||||
for (const n of neighbors(size, to)) {
|
||||
const target = cells[n];
|
||||
if (target === '.' || target === 'k' || sideOf(target) === side) continue;
|
||||
const far = beyond(size, to, n);
|
||||
if (far !== -1 && hostile(set, cells, far, sideOf(target)!)) captured.push(n);
|
||||
}
|
||||
if (side === 'attackers') {
|
||||
const kingAt = cells.indexOf('k');
|
||||
if (kingAt !== -1 && neighbors(size, kingAt).includes(to) && kingTaken(set, cells, kingAt)) captured.push(kingAt);
|
||||
}
|
||||
if (set.shieldwall && isEdge(size, to)) {
|
||||
for (const run of shieldwallRuns(set, cells, to, side)) captured.push(...run);
|
||||
}
|
||||
return captured;
|
||||
}
|
||||
|
||||
/** Slide a piece and take what it takes, on a copy of the board. */
|
||||
export function playOn(set: Ruleset, cells: Piece[], from: number, to: number): { cells: Piece[]; captured: number[] } {
|
||||
const next = cells.slice();
|
||||
next[to] = next[from];
|
||||
next[from] = '.';
|
||||
const captured = capturesOn(set, next, to);
|
||||
for (const i of captured) next[i] = '.';
|
||||
return { cells: next, captured };
|
||||
}
|
||||
|
||||
/** Apply a move to a copy of the state: the piece slides, captures fall, and the game may end. */
|
||||
export function applyMove(previous: State, from: number, to: number): State {
|
||||
const set = rulesetOf(previous);
|
||||
@@ -249,67 +103,28 @@ export function applyMove(previous: State, from: number, to: number): State {
|
||||
const side = sideOf(piece)!;
|
||||
const played = playOn(set, previous.cells, from, to);
|
||||
const state: State = { ...previous, cells: played.cells, moves: [...previous.moves, { from, to, captured: played.captured }], seen: { ...previous.seen } };
|
||||
const { size, cells } = state;
|
||||
const { cells } = state;
|
||||
|
||||
const kingAt = cells.indexOf('k');
|
||||
const win = (winner: Side, reason: string) => {
|
||||
state.over = { winner: seatOfSide(state, winner), reason };
|
||||
};
|
||||
if (kingAt === -1) win('attackers', 'The king is taken.');
|
||||
else if (side === 'defenders' && piece === 'k' && escaped(state, kingAt)) win('defenders', set.escape === 'corner' ? 'The king reaches a corner.' : 'The king reaches the edge.');
|
||||
else if (set.edgeFort && side === 'defenders' && edgeFort(state, kingAt)) win('defenders', 'The king holds an edge fort the attackers cannot break.');
|
||||
else if (set.encirclement && side === 'attackers' && encircled(state)) win('attackers', 'The defenders are sealed away from every edge.');
|
||||
if (kingAt === -1) win('attackers', ENDS.taken);
|
||||
else if (side === 'defenders' && piece === 'k' && escapeAt(set, kingAt)) win('defenders', set.escape === 'corner' ? ENDS.corner : ENDS.edge);
|
||||
else if (set.edgeFort && side === 'defenders' && edgeFort(state, kingAt)) win('defenders', ENDS.fort);
|
||||
else if (set.encirclement && side === 'attackers' && encircled(state)) win('attackers', ENDS.sealed);
|
||||
|
||||
state.toMove = side === 'attackers' ? 'defenders' : 'attackers';
|
||||
if (!state.over) {
|
||||
const key = positionKey(state);
|
||||
state.seen[key] = (state.seen[key] ?? 0) + 1;
|
||||
const next = state.players[seatOfSide(state, state.toMove)!]?.name ?? state.toMove;
|
||||
// Perpetual repetition is forbidden, and the Copenhagen rule lays the loss on the defenders.
|
||||
if (state.seen[key] >= 3) win('attackers', 'The position stands a third time: perpetual repetition loses for the defenders.');
|
||||
else if (legalMoves(state, state.toMove).length === 0) win(side, `${next} has no move.`);
|
||||
if (state.seen[key] >= 3) win('attackers', ENDS.repetition);
|
||||
else if (movesOf(set, cells, state.toMove).length === 0) win(side, `${state.players[seatOfSide(state, state.toMove)!].name} has no move.`);
|
||||
}
|
||||
return state;
|
||||
}
|
||||
|
||||
function escaped(state: State, kingAt: number): boolean {
|
||||
return rulesetOf(state).escape === 'corner' ? cornersOf(state.size).includes(kingAt) : isEdge(state.size, kingAt);
|
||||
}
|
||||
|
||||
/** Runs of enemy pieces along the edge beside `to`, bracketed at both ends and each faced from inland. */
|
||||
function shieldwallRuns(set: Ruleset, cells: Piece[], to: number, side: Side): number[][] {
|
||||
const size = set.size;
|
||||
const { x, y } = cellOf(size, to);
|
||||
const along: [number, number][] = x === 0 || x === size - 1 ? [[0, 1], [0, -1]] : [[1, 0], [-1, 0]];
|
||||
const inland = x === 0 ? { x: 1, y: 0 } : x === size - 1 ? { x: -1, y: 0 } : y === 0 ? { x: 0, y: 1 } : { x: 0, y: -1 };
|
||||
const runs: number[][] = [];
|
||||
for (const [dx, dy] of along) {
|
||||
const run: number[] = [];
|
||||
let cx = x + dx;
|
||||
let cy = y + dy;
|
||||
let closed = false;
|
||||
while (cx >= 0 && cy >= 0 && cx < size && cy < size) {
|
||||
const i = at(size, { x: cx, y: cy });
|
||||
const p = cells[i];
|
||||
if (p === '.') {
|
||||
closed = cornersOf(size).includes(i);
|
||||
break;
|
||||
}
|
||||
if (sideOf(p) === side) {
|
||||
closed = true;
|
||||
break;
|
||||
}
|
||||
const facing = cells[at(size, { x: cx + inland.x, y: cy + inland.y })];
|
||||
if (sideOf(facing) !== side) break;
|
||||
run.push(i);
|
||||
cx += dx;
|
||||
cy += dy;
|
||||
}
|
||||
if (closed && run.length >= 2) runs.push(run.filter((i) => cells[i] !== 'k'));
|
||||
}
|
||||
return runs;
|
||||
}
|
||||
|
||||
/** The pieces that bound the empty squares reachable from `start`. */
|
||||
function bounds(state: State, start: number): Set<number> {
|
||||
const squares = new Set<number>([start]);
|
||||
@@ -362,7 +177,7 @@ function encircled(state: State): boolean {
|
||||
|
||||
// --- The contract ---------------------------------------------------------------
|
||||
|
||||
export function resolveRound(previous: State, inputs: Record<SeatId, Input>): State {
|
||||
function resolveRound(previous: State, inputs: Record<SeatId, Input>): State {
|
||||
if (previous.over) return previous;
|
||||
const seat = seatOfSide(previous, previous.toMove);
|
||||
const input = seat ? inputs[seat] : undefined;
|
||||
@@ -412,14 +227,21 @@ export const game: GameSpec<State, Input> = {
|
||||
validate: validateMove,
|
||||
nameOf: (state, seat) => state.players[seat]?.name ?? seat,
|
||||
tally: (state) => {
|
||||
const lines: Record<string, number> = {};
|
||||
lines[state.set === 'tablut' ? 'played as Tablut' : 'played by Copenhagen rules'] = 1;
|
||||
const lines: Record<string, number> = { [state.set === 'tablut' ? 'played as Tablut' : 'played by Copenhagen rules']: 1 };
|
||||
const reason = state.over?.reason ?? '';
|
||||
if (/reaches/.test(reason)) lines["won by the king's escape"] = 1;
|
||||
else if (/taken/.test(reason)) lines["won by taking the king"] = 1;
|
||||
else if (/edge fort/.test(reason)) lines['won by an edge fort'] = 1;
|
||||
else if (/sealed/.test(reason)) lines['won by encirclement'] = 1;
|
||||
else if (/repetition|no move/.test(reason)) lines['decided by repetition or a stalemate'] = 1;
|
||||
const how =
|
||||
reason === ENDS.corner || reason === ENDS.edge
|
||||
? "won by the king's escape"
|
||||
: reason === ENDS.taken
|
||||
? 'won by taking the king'
|
||||
: reason === ENDS.fort
|
||||
? 'won by an edge fort'
|
||||
: reason === ENDS.sealed
|
||||
? 'won by encirclement'
|
||||
: reason === ENDS.repetition || reason.endsWith(' has no move.')
|
||||
? 'decided by repetition or a stalemate'
|
||||
: null;
|
||||
if (how) lines[how] = 1;
|
||||
return lines;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -42,7 +42,7 @@ function cells(spec: string): Cell[] {
|
||||
});
|
||||
}
|
||||
|
||||
export const COPENHAGEN: Ruleset = {
|
||||
const COPENHAGEN: Ruleset = {
|
||||
id: 'copenhagen',
|
||||
name: 'Copenhagen',
|
||||
size: 11,
|
||||
@@ -58,7 +58,7 @@ export const COPENHAGEN: Ruleset = {
|
||||
encirclement: true
|
||||
};
|
||||
|
||||
export const TABLUT: Ruleset = {
|
||||
const TABLUT: Ruleset = {
|
||||
id: 'tablut',
|
||||
name: 'Tablut',
|
||||
size: 9,
|
||||
|
||||
+13
-2
@@ -34,13 +34,24 @@ export interface TableOption {
|
||||
/** The host's choices for a table, by option key; only keys the game declares get through. */
|
||||
export type TableOptions = Record<string, string>;
|
||||
|
||||
/** A setting the game adds to the preferences panel, kept in the player's browser (see $lib/prefs.svelte). */
|
||||
export interface Preference {
|
||||
key: string;
|
||||
label: string;
|
||||
/** A toggle holds a boolean; a choice holds one of its choices' values. */
|
||||
kind: 'toggle' | 'choice';
|
||||
choices?: { value: string; label: string }[];
|
||||
default: boolean | string;
|
||||
note?: string;
|
||||
}
|
||||
|
||||
export interface GameSpec<State, Input> {
|
||||
/** Seats in table order; the table takes at most this many. */
|
||||
seatIds: SeatId[];
|
||||
/** What the host may choose when opening a table; empty for a game with one way to play. */
|
||||
options?: TableOption[];
|
||||
/** The game's own settings for the preferences panel, kept in the player's browser (see $lib/prefs.svelte). */
|
||||
preferences?: { key: string; label: string; kind: 'toggle' | 'choice'; choices?: { value: string; label: string }[]; default: boolean | string; note?: string }[];
|
||||
/** The game's own settings for the preferences panel. */
|
||||
preferences?: Preference[];
|
||||
minSeats: number;
|
||||
/** Names the server draws for bots, in preference order. */
|
||||
botNames: string[];
|
||||
|
||||
+13
-39
@@ -2,7 +2,7 @@
|
||||
// browser holds, remembered so a shared link never has to carry a token.
|
||||
|
||||
import type { SeatId, TableOptions } from '$lib/game/spec';
|
||||
import type { RoomView } from './view';
|
||||
import type { Report, RoomView, Tally } from './view';
|
||||
|
||||
export interface HeldSeat {
|
||||
seat: SeatId;
|
||||
@@ -41,7 +41,7 @@ export function forgetSeat(roomId: string): void {
|
||||
/**
|
||||
* A seat the server refused is doubted, not dropped: a restarting server, a
|
||||
* stale answer or the wrong backend all answer with ignorance, and ignorance
|
||||
* is not deletion. Only the SECOND refusal in a row costs the seat.
|
||||
* is not deletion. Only the second refusal in a row costs the seat.
|
||||
*/
|
||||
const DOUBT_KEY = 'hnefatafl:doubted';
|
||||
|
||||
@@ -103,44 +103,20 @@ export class ServerError extends Error {
|
||||
}
|
||||
}
|
||||
|
||||
async function call<T>(method: string, path: string, body?: unknown): Promise<T> {
|
||||
const res = await fetch(path, {
|
||||
method,
|
||||
headers: body ? { 'content-type': 'application/json' } : undefined,
|
||||
body: body ? JSON.stringify(body) : undefined
|
||||
});
|
||||
/** The server's answer as JSON, or its refusal as a ServerError with the reason it gave. */
|
||||
async function fetchJson<T>(path: string, init: RequestInit): Promise<T> {
|
||||
const res = await fetch(path, init);
|
||||
const data = (await res.json().catch(() => ({}))) as { error?: string };
|
||||
if (!res.ok) throw new ServerError(data.error ?? `The server answered ${res.status}.`, res.status);
|
||||
return data as T;
|
||||
}
|
||||
|
||||
/** A report to the keeper, with the exchange under it. */
|
||||
export interface Report {
|
||||
id: string;
|
||||
at: string;
|
||||
roomId: string;
|
||||
player: string;
|
||||
seat: SeatId | null;
|
||||
turn: number | null;
|
||||
happened: string;
|
||||
expected: string;
|
||||
thread: { at: string; text: string; from: 'desk' | 'player'; status?: string }[];
|
||||
image?: string;
|
||||
}
|
||||
|
||||
/** What the ledgers add up to. */
|
||||
export interface Tally {
|
||||
tablesOpened: number;
|
||||
gamesBegun: number;
|
||||
gamesFinished: number;
|
||||
namesSeated: number;
|
||||
turnsPlayed: number;
|
||||
minutesAtTable: number;
|
||||
longestGameTurns: number;
|
||||
gamesWithBot: number;
|
||||
talkLines: number;
|
||||
firstGameAt: string | null;
|
||||
byGame: Record<string, number>;
|
||||
function call<T>(method: string, path: string, body?: unknown): Promise<T> {
|
||||
return fetchJson<T>(path, {
|
||||
method,
|
||||
headers: body ? { 'content-type': 'application/json' } : undefined,
|
||||
body: body ? JSON.stringify(body) : undefined
|
||||
});
|
||||
}
|
||||
|
||||
export function makeApi<State, Input>() {
|
||||
@@ -167,10 +143,8 @@ export function makeApi<State, Input>() {
|
||||
claim: (phrase: string) => call<{ roomId: string; seat: SeatId; token: string }>('POST', '/api/transfer', { phrase }),
|
||||
report: (roomId: string, token: string, happened: string, expected: string) =>
|
||||
call<{ id: string }>('POST', `/api/rooms/${roomId}/report`, { token, happened, expected }),
|
||||
reportImage: async (id: string, file: File) => {
|
||||
const res = await fetch(`/api/reports/${id}/image`, { method: 'POST', headers: { 'content-type': file.type || 'application/octet-stream' }, body: file });
|
||||
if (!res.ok) throw new ServerError(((await res.json().catch(() => ({}))) as { error?: string }).error ?? `The server answered ${res.status}.`, res.status);
|
||||
},
|
||||
reportImage: (id: string, file: File) =>
|
||||
fetchJson<void>(`/api/reports/${id}/image`, { method: 'POST', headers: { 'content-type': file.type || 'application/octet-stream' }, body: file }),
|
||||
tally: () => call<Tally>('GET', '/api/tally'),
|
||||
myReports: (seats: { roomId: string; token: string }[]) => call<{ reports: Report[] }>('POST', '/api/reports/mine', { seats }),
|
||||
answerReport: (id: string, roomId: string, token: string, text: string) => call<{ ok: true }>('POST', `/api/reports/${id}/answer`, { roomId, token, text })
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
// The reactive room a page shows: the seat this browser holds (or the
|
||||
// gallery), the table, the talk, and the game's view. It knows the game only
|
||||
// through GameSpec; a game's own store wraps or extends this one.
|
||||
// through GameSpec.
|
||||
|
||||
import { game } from '$lib/game';
|
||||
import { SPECTATOR, type SeatId, type TableOptions } from '$lib/game/spec';
|
||||
@@ -31,12 +31,6 @@ export function rememberName(raw: string): void {
|
||||
}
|
||||
}
|
||||
|
||||
/** "Ysolde", "Ysolde and Grey", "Ysolde, Grey and Ormund". */
|
||||
export function listText(names: string[]): string {
|
||||
if (names.length <= 1) return names[0] ?? '';
|
||||
return `${names.slice(0, -1).join(', ')} and ${names[names.length - 1]}`;
|
||||
}
|
||||
|
||||
export class Room {
|
||||
view = $state<RoomView<State>>(null!);
|
||||
token: string;
|
||||
@@ -57,13 +51,11 @@ export class Room {
|
||||
started = $derived(this.view.state !== null);
|
||||
state = $derived(this.view.state);
|
||||
isHost = $derived(!this.spectating && this.view.host === this.view.me);
|
||||
/** Your move is in and the round waits on someone else. */
|
||||
moved = $derived(this.started && !this.view.over && !this.spectating && !this.view.waitingOn.includes(this.me));
|
||||
yourMove = $derived(this.started && !this.view.over && this.view.waitingOn.includes(this.me));
|
||||
/** Names of the seats the round is waiting on, yours aside. */
|
||||
awaiting = $derived(this.view.waitingOn.filter((id) => id !== this.me).map((id) => this.nameOf(id)));
|
||||
awaitingText = $derived(listText(this.awaiting));
|
||||
others = $derived(this.view.seats.filter((s) => s.id !== this.me));
|
||||
/** A chair at the table is empty, held for someone or not. */
|
||||
seatEmpty = $derived(!this.started && this.view.seats.length < this.view.size);
|
||||
/** An empty chair not held for anyone: a stranger may sit. */
|
||||
seatUnheld = $derived(this.seatEmpty && this.view.seats.length + this.view.expected.length < this.view.size);
|
||||
|
||||
nameOf(id: SeatId): string {
|
||||
return this.view.seats.find((s) => s.id === id)?.name ?? (this.view.state ? game.nameOf(this.view.state, id) : id);
|
||||
|
||||
@@ -46,3 +46,48 @@ export interface RoomView<State> {
|
||||
keeper: string;
|
||||
keeperZone: string;
|
||||
}
|
||||
|
||||
/** One line under a report: the keeper's reply, with its status, or the player's answer. */
|
||||
export interface ReportLine {
|
||||
at: string;
|
||||
text: string;
|
||||
from: 'desk' | 'player';
|
||||
status?: string;
|
||||
}
|
||||
|
||||
/** A report to the keeper, with the exchange under it. */
|
||||
export interface Report {
|
||||
id: string;
|
||||
at: string;
|
||||
roomId: string;
|
||||
/** The reporter's name, or "(gallery)" for a watcher. */
|
||||
player: string;
|
||||
seat: SeatId | null;
|
||||
/** The round being written when the report was filed, and the ledger's length. */
|
||||
turn: number | null;
|
||||
seq: number;
|
||||
happened: string;
|
||||
expected: string;
|
||||
/** The whole exchange in order: the keeper's replies and the player's answers. */
|
||||
thread: ReportLine[];
|
||||
/** A screenshot's file name under images/, when one was sent. */
|
||||
image?: string;
|
||||
}
|
||||
|
||||
/** What the ledgers add up to, for the hall's about panel. */
|
||||
export interface Tally {
|
||||
tablesOpened: number;
|
||||
gamesBegun: number;
|
||||
gamesFinished: number;
|
||||
/** Distinct names of people who have taken a seat; a bot's name is not counted. */
|
||||
namesSeated: number;
|
||||
turnsPlayed: number;
|
||||
/** Minutes at the table: gaps under ten minutes between one move and the next, summed. */
|
||||
minutesAtTable: number;
|
||||
longestGameTurns: number;
|
||||
gamesWithBot: number;
|
||||
talkLines: number;
|
||||
firstGameAt: string | null;
|
||||
/** The game's own lines, summed over finished games. */
|
||||
byGame: Record<string, number>;
|
||||
}
|
||||
|
||||
+3
-12
@@ -4,19 +4,10 @@
|
||||
// panel renders every declaration. Nothing here leaves the browser.
|
||||
|
||||
import { game } from '$lib/game';
|
||||
|
||||
export interface Preference {
|
||||
key: string;
|
||||
label: string;
|
||||
/** A toggle holds a boolean; a choice holds one of its choices' values. */
|
||||
kind: 'toggle' | 'choice';
|
||||
choices?: { value: string; label: string }[];
|
||||
default: boolean | string;
|
||||
note?: string;
|
||||
}
|
||||
import type { Preference } from '$lib/game/spec';
|
||||
|
||||
/** The settings every game in the kit shares. */
|
||||
export const KIT_PREFERENCES: Preference[] = [
|
||||
const KIT_PREFERENCES: Preference[] = [
|
||||
{ key: 'motion', label: 'Motion', kind: 'choice', choices: [{ value: 'full', label: 'pieces move and fade' }, { value: 'reduced', label: 'changes appear at once' }], default: 'full' },
|
||||
{ key: 'confirmMoves', label: 'Confirm a move before it is sent', kind: 'toggle', default: false }
|
||||
];
|
||||
@@ -54,7 +45,7 @@ function load(): Record<string, boolean | string> {
|
||||
}
|
||||
|
||||
/** The live preferences; read them where they matter, set them through setPref. */
|
||||
export const prefs = $state<Record<string, boolean | string>>(typeof localStorage === 'undefined' ? defaults() : load());
|
||||
export const prefs = $state<Record<string, boolean | string>>(load());
|
||||
|
||||
export function setPref(key: string, value: boolean | string): void {
|
||||
prefs[key] = value;
|
||||
|
||||
@@ -4,14 +4,14 @@
|
||||
|
||||
/** Opened from a table, the page offers the way back to it and carries it to its cross-links. */
|
||||
const room = $derived((page.url.searchParams.get('room') ?? '').toUpperCase());
|
||||
const withRoom = $derived((path: string) => (room ? `${path}?room=${room}` : path));
|
||||
const withRoom = (path: string) => (room ? `${path}?room=${room}` : path);
|
||||
</script>
|
||||
|
||||
<svelte:head>
|
||||
<title>Hnefatafl: how to play</title>
|
||||
</svelte:head>
|
||||
|
||||
<main class="guide">
|
||||
<main class="reading">
|
||||
<header>
|
||||
{#if room}<a class="back" href={`/join/${room}`}>Back to your game</a> · {/if}<a class="back" href="/">Back to the hall</a> · <a class="back" href={withRoom('/rules')}>The rules</a>
|
||||
<h1>How to play</h1>
|
||||
@@ -85,40 +85,11 @@
|
||||
</main>
|
||||
|
||||
<style>
|
||||
.guide {
|
||||
max-width: 46rem;
|
||||
margin: 0 auto;
|
||||
padding: 1.5rem var(--gutter) 4rem;
|
||||
}
|
||||
|
||||
.back {
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
|
||||
h1 {
|
||||
font-size: 2.2rem;
|
||||
font-weight: 300;
|
||||
margin: 0.6rem 0 0.4rem;
|
||||
}
|
||||
|
||||
.lede {
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
|
||||
nav {
|
||||
margin-top: 0.8rem;
|
||||
font-size: 0.95rem;
|
||||
}
|
||||
|
||||
section {
|
||||
margin-top: 1.6rem;
|
||||
}
|
||||
|
||||
h2 {
|
||||
font-size: 1.3rem;
|
||||
margin-bottom: 0.4rem;
|
||||
}
|
||||
|
||||
.capture {
|
||||
margin: 0.6rem 0 0;
|
||||
}
|
||||
@@ -135,9 +106,4 @@
|
||||
color: var(--bone-dim);
|
||||
max-width: 38em;
|
||||
}
|
||||
|
||||
.word {
|
||||
margin-top: 2rem;
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -22,10 +22,8 @@
|
||||
let phrase = $state<{ phrase: string; expiresAt: number } | null>(null);
|
||||
let rematching = $state(false);
|
||||
|
||||
const link = $derived(typeof location === 'undefined' ? '' : `${location.origin}/join/${roomId}`);
|
||||
const link = $derived(`${location.origin}/join/${roomId}`);
|
||||
const watching = $derived(room?.spectating ?? false);
|
||||
/** A watcher may still sit while the table is laid and a seat is free. */
|
||||
const seatFree = $derived(!!room && !room.started && room.view.seats.length < room.view.size);
|
||||
|
||||
// Return to a held seat, or take a place in the gallery and offer one.
|
||||
$effect(() => {
|
||||
@@ -157,12 +155,12 @@
|
||||
</p>
|
||||
{/if}
|
||||
|
||||
{#if joining && seatFree}
|
||||
{#if joining && room?.seatEmpty}
|
||||
<section class="seat">
|
||||
<p class="eyebrow">room {roomId}</p>
|
||||
<h2>Take a seat</h2>
|
||||
<p>A player has opened this table and is gathering company. Choose a name and sit; the game begins when the host says.</p>
|
||||
<form class="rename" onsubmit={takeSeat}>
|
||||
<form class="sit" onsubmit={takeSeat}>
|
||||
<label class="field">
|
||||
<span>Your name</span>
|
||||
<input type="text" bind:value={name} maxlength={NAME_MAX} autocomplete="nickname" required />
|
||||
@@ -174,7 +172,7 @@
|
||||
{/if}
|
||||
|
||||
{#if room && !room.started}
|
||||
<Lobby {room} {link} />
|
||||
<Lobby {room} {link} {copied} {copyLink} />
|
||||
{:else if room}
|
||||
<Board {room} />
|
||||
{:else if !error}
|
||||
@@ -259,7 +257,7 @@
|
||||
margin-bottom: 0.4rem;
|
||||
}
|
||||
|
||||
.rename {
|
||||
.sit {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
align-items: center;
|
||||
@@ -278,7 +276,7 @@
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
.rename input {
|
||||
.sit input {
|
||||
width: 14em;
|
||||
}
|
||||
|
||||
|
||||
@@ -3,16 +3,16 @@
|
||||
// gaps in Linnaeus that every reconstruction fills for itself.
|
||||
import { page } from '$app/state';
|
||||
|
||||
/** Opened from a table, the page offers the way back to it. */
|
||||
/** Opened from a table, the page offers the way back to it and carries it to its cross-links. */
|
||||
const room = $derived((page.url.searchParams.get('room') ?? '').toUpperCase());
|
||||
const withRoom = $derived((path: string) => (room ? `${path}?room=${room}` : path));
|
||||
const withRoom = (path: string) => (room ? `${path}?room=${room}` : path);
|
||||
</script>
|
||||
|
||||
<svelte:head>
|
||||
<title>Hnefatafl: the rules</title>
|
||||
</svelte:head>
|
||||
|
||||
<main class="rules">
|
||||
<main class="reading">
|
||||
<header>
|
||||
{#if room}<a class="back" href={`/join/${room}`}>Back to your game</a> · {/if}<a class="back" href="/">Back to the hall</a> · <a class="back" href={withRoom('/guide')}>How to play</a>
|
||||
<h1>The rules</h1>
|
||||
@@ -121,36 +121,10 @@
|
||||
</main>
|
||||
|
||||
<style>
|
||||
.rules {
|
||||
max-width: 46rem;
|
||||
margin: 0 auto;
|
||||
padding: 1.5rem var(--gutter) 4rem;
|
||||
}
|
||||
|
||||
.back {
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
|
||||
h1 {
|
||||
font-size: 2.2rem;
|
||||
font-weight: 300;
|
||||
margin: 0.6rem 0 0.4rem;
|
||||
}
|
||||
|
||||
.lede {
|
||||
color: var(--bone-dim);
|
||||
margin-bottom: 1.4rem;
|
||||
}
|
||||
|
||||
section {
|
||||
margin-top: 1.6rem;
|
||||
}
|
||||
|
||||
h2 {
|
||||
font-size: 1.3rem;
|
||||
margin-bottom: 0.4rem;
|
||||
}
|
||||
|
||||
h3 {
|
||||
font-size: 1.05rem;
|
||||
font-style: italic;
|
||||
@@ -168,12 +142,4 @@
|
||||
li + li {
|
||||
margin-top: 0.4rem;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
.word {
|
||||
margin-top: 2rem;
|
||||
color: var(--bone-dim);
|
||||
}
|
||||
</style>
|
||||
|
||||
File diff suppressed because one or more lines are too long
|
Before Width: | Height: | Size: 42 KiB After Width: | Height: | Size: 42 KiB |
File diff suppressed because one or more lines are too long
|
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 43 KiB |
Reference in New Issue
Block a user