Files
waving-hands/src/lib/components/Board.svelte
T
Eric WagonerandClaude Opus 5.5 e1833e4e3c An atmospheric chronicle, and illnesses that name the turn they kill on
Every spell, blow and death in the chronicle now carries an image as
well as its facts, in the spirit of Plotkin's Spellcast but in our own
words. Disease and poison name the turn they will kill on when they
land, give a symptom each turn after, and warn on the last turn a cure
can come; the status panel names the same turn. Timing is unchanged:
as in Spellcast, the casting turn is the first of the six. Amnesia and
confusion now say when they land. Text only, so every ledger replays
as before.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
2026-09-24 22:45:23 -04:00

436 lines
12 KiB
Svelte

<script lang="ts">
import Chronicle from './Chronicle.svelte';
import HandPicker from './HandPicker.svelte';
import Ledger from './Ledger.svelte';
import MobileBar from './MobileBar.svelte';
import Roster from './Roster.svelte';
import SpellSheet from './SpellSheet.svelte';
import TableTalk from './TableTalk.svelte';
import TurnSummary from './TurnSummary.svelte';
import WizardStatus from './WizardStatus.svelte';
import { castKey, listText, tokensText, type Duel } from '$lib/game/duel.svelte';
import { seatColor } from '$lib/game/colors';
import { GESTURE_SHORT, glyph } from '$lib/game/glyphs';
import { MAGIC_GESTURES } from '$lib/game/spells';
let { duel }: { duel: Duel } = $props();
const foeMonsters = $derived(duel.state.monsters.filter((m) => m.owner !== duel.me));
const outcome = $derived(duel.state.over);
const won = $derived(outcome?.winner === duel.me);
/** Past three wizards the rail lists the others on a line each. */
const crowded = $derived(duel.others.length >= 3);
</script>
<main class="board">
<section class="play">
<Ledger {duel} />
<TurnSummary {duel} />
{#if outcome}
<div class="verdict" id="verdict" class:won>
<h2>{duel.spectating ? (outcome.winner === null ? 'A draw.' : `${duel.state.wizards[outcome.winner].name} wins.`) : won ? 'You win.' : outcome.winner === null ? 'A draw.' : 'You lose.'}</h2>
<p>{outcome.reason}</p>
{#if duel.remote}
<a class="reveal again" href="/">Back to the hall</a>
{:else}
<button type="button" class="reveal" onclick={() => duel.newGame()}>Duel again</button>
{/if}
</div>
{:else}
{#if duel.spectating}
<section class="move out" aria-labelledby="move-heading">
<h2 id="move-heading">You watch from the Peanut Gallery</h2>
<p class="threats muted">{duel.awaitingText ? `${duel.awaitingText} ${duel.awaiting.length === 1 ? 'is' : 'are'} still writing turn ${duel.turnNumber}.` : `Turn ${duel.turnNumber} is being written.`} The gallery sees only what every wizard at the table can see.</p>
</section>
{:else if duel.out}
<section class="move out" aria-labelledby="move-heading">
<h2 id="move-heading">{duel.you.alive ? 'You have yielded' : 'You have fallen'}</h2>
<p class="threats muted">The duel goes on without you. Watch the ledger fill; {listText(duel.others.filter((id) => duel.state.wizards[id].alive && !duel.state.wizards[id].surrendered).map((id) => duel.state.wizards[id].name))} still stand.</p>
</section>
{:else}
<section class="move" aria-labelledby="move-heading">
{#if duel.timeStopped}
<h2 id="move-heading">Time stands still. Take your extra turn.</h2>
<p class="threats"><span class="muted">{duel.foe.name} cannot move, see this, or resist anything you do. Last turn's enchantments do not bind you.</span></p>
{:else}
<h2 id="move-heading">Turn {duel.turnNumber}: write your gestures{#if duel.hasted}, twice{/if}</h2>
{/if}
{#if duel.threats.length && !duel.timeStopped}
<div class="threats">
{#if duel.threatsNow.length}
<p>Their hands could finish this turn:</p>
<ul>
{#each duel.threatsNow as t (duel.threatKey(t))}
{@const active = duel.isHighlighted(t)}
<li>
<button type="button" class="threat soon" class:active aria-pressed={active} onclick={() => duel.toggleHighlight(t)}>
<span class="thand">{#if duel.others.length > 1}<span class="dot" style="background: {seatColor(duel.state, t.who)}"></span>{`${duel.state.wizards[t.who].name}, `}{/if}{t.hand}</span>
<span class="tseq">{tokensText(t.done)} → <strong>{tokensText(t.remaining)}</strong></span>
<span class="tname">{t.spell.name}</span>
</button>
</li>
{/each}
</ul>
{/if}
{#if duel.threatsNext.length}
<details class="next" open={!duel.compact}>
<summary class="muted">Two gestures away ({duel.threatsNext.length})</summary>
<ul>
{#each duel.threatsNext as t (duel.threatKey(t))}
{@const active = duel.isHighlighted(t)}
<li>
<button type="button" class="threat" class:active aria-pressed={active} onclick={() => duel.toggleHighlight(t)}>
<span class="thand">{#if duel.others.length > 1}<span class="dot" style="background: {seatColor(duel.state, t.who)}"></span>{`${duel.state.wizards[t.who].name}, `}{/if}{t.hand}</span>
<span class="tseq">{tokensText(t.done)} → {tokensText(t.remaining)}</span>
<span class="tname">{t.spell.name}</span>
</button>
</li>
{/each}
</ul>
</details>
{/if}
</div>
{:else if !duel.timeStopped}
<p class="threats muted">Nothing hostile is one gesture away.</p>
{/if}
<div class="hands">
<HandPicker {duel} hand="left" />
<HandPicker {duel} hand="right" />
</div>
<div class="prefs">
<label class="pref">
<input type="checkbox" checked={duel.showPlans} onchange={(e) => duel.setShowPlans(e.currentTarget.checked)} />
Show spells under way beneath each hand
</label>
<label class="pref">
<input type="checkbox" checked={duel.showLessons} onchange={(e) => duel.setShowLessons(e.currentTarget.checked)} />
Explain rules as they come up
</label>
</div>
{#if duel.hasted}
<p class="haste-note">You are hastened: a second pair of gestures follows the first, and both take effect together.</p>
<div class="hands">
<HandPicker {duel} hand="left" set="haste" />
<HandPicker {duel} hand="right" set="haste" />
</div>
{/if}
<div class="orders">
{#if duel.stabbing}
<label class="field">
<span>Stab</span>
<select bind:value={duel.stabTarget} onchange={() => duel.focusOn(duel.stabTarget)}>
{#each duel.others as id (id)}
<option value={id}>{crowded ? duel.targetLabel(id) : duel.state.wizards[id].name}</option>
{/each}
{#each foeMonsters as m (m.id)}
<option value={m.id}>{m.name}</option>
{/each}
</select>
</label>
{/if}
{#each duel.yourMonsters as m (m.id)}
<label class="field">
<span>{m.name} attacks</span>
<select bind:value={duel.monsterOrders[m.id]} onchange={() => duel.focusOn(duel.monsterOrders[m.id])}>
{#each duel.others as id (id)}
<option value={id}>{crowded ? duel.targetLabel(id) : duel.state.wizards[id].name}</option>
{/each}
{#each foeMonsters as fm (fm.id)}
<option value={fm.id}>{fm.name}</option>
{/each}
</select>
</label>
{/each}
{#if duel.bankedSpell}
<label class="field">
<span>Release the banked {duel.bankedSpell.name.toLowerCase()}</span>
<select bind:value={duel.release}>
<option value="">not yet</option>
{#each duel.targetsFor(duel.bankedSpell) as t (t.id)}
<option value={t.id}>at {t.label}</option>
{/each}
</select>
</label>
{/if}
{#if duel.bankCandidates.length > 1}
<label class="field">
<span>Bank</span>
<select bind:value={duel.bankPick}>
{#each duel.bankCandidates as p (castKey(p.set, p.hand))}
<option value={castKey(p.set, p.hand)}>{p.completion.spell.name} ({p.hand}{p.set === 'haste' ? ', second pair' : ''})</option>
{/each}
</select>
</label>
{/if}
{#if duel.permanentCandidates.length > 1}
<label class="field">
<span>Make permanent</span>
<select bind:value={duel.permanentPick}>
{#each duel.permanentCandidates as p (castKey(p.set, p.hand))}
<option value={castKey(p.set, p.hand)}>{p.completion.spell.name} ({p.hand}{p.set === 'haste' ? ', second pair' : ''})</option>
{/each}
</select>
</label>
{/if}
{#each duel.charmedFoes as id (id)}
<label class="field">
<span>{duel.state.wizards[id].name}'s charmed {duel.state.wizards[id].constraints.charmed?.hand} hand makes</span>
<select bind:value={duel.charmGestures[id]}>
{#each MAGIC_GESTURES as g (g)}
<option value={g}>{glyph(g)} {GESTURE_SHORT[g]}</option>
{/each}
</select>
</label>
{/each}
</div>
{#if duel.remote?.error}
<p class="warning">{duel.remote.error}</p>
{/if}
{#if duel.intentText && !duel.moved}
<p class="intent">{duel.intentText}</p>
{/if}
{#if duel.moved}
<p class="waiting">Your move is in. Waiting for {duel.awaitingText}.</p>
{/if}
{#if duel.surrendering}
<p class="warning">Both palms at once is surrender. You will lose the duel.</p>
{/if}
{#if duel.conflict}
<p class="warning">Those two spells share a gesture. A gesture can finish only one spell; let one of them pass.</p>
{/if}
<button type="button" class="reveal" disabled={!duel.ready} onclick={() => duel.reveal()}>
{duel.moved ? 'Waiting' : duel.sending ? 'Sending' : duel.surrendering ? 'Surrender' : duel.timeStopped ? 'Act in the stopped moment' : 'Reveal gestures'}
</button>
</section>
{/if}
{/if}
</section>
<aside class="rail">
{#if !duel.spectating}
<WizardStatus turnsPlayed={duel.state.turn} wizard={duel.you} monsters={duel.yourMonsters} you />
{/if}
{#if crowded}
<Roster {duel} />
{:else}
{#each duel.others as id (id)}
<WizardStatus turnsPlayed={duel.state.turn} wizard={duel.state.wizards[id]} monsters={duel.state.monsters.filter((m) => m.owner === id)} />
{/each}
{/if}
<TableTalk {duel} />
<SpellSheet {duel} />
<Chronicle log={duel.state.log} />
</aside>
</main>
<MobileBar {duel} />
<style>
details.next summary {
cursor: pointer;
list-style: none;
}
details.next summary::before {
content: '\25B8 ';
color: var(--bone-faint);
}
details.next[open] summary::before {
content: '\25BE ';
}
.board {
display: grid;
grid-template-columns: minmax(0, 1fr) minmax(280px, 360px);
gap: 0 clamp(1.5rem, 4vw, 3.5rem);
padding: 0 var(--gutter);
max-width: 1280px;
margin: 0 auto;
}
.play {
min-width: 0;
}
.rail {
min-width: 0;
}
.dot {
display: inline-block;
width: 0.5rem;
height: 0.5rem;
border-radius: 50%;
margin-right: 0.3rem;
vertical-align: baseline;
}
.intent {
margin: 0.6rem 0 0.2rem;
font-style: italic;
color: var(--bone);
}
.move {
padding: 0.6rem 0 1.5rem;
}
.move h2 {
font-size: 1.3rem;
margin-bottom: 0.3rem;
}
.threats {
font-size: 0.9rem;
margin-bottom: 0.7rem;
}
.threats ul {
list-style: none;
margin: 0.15rem 0 0.4rem;
padding: 0;
display: flex;
flex-wrap: wrap;
gap: 0.3rem 0.5rem;
}
.threat {
background: var(--slate);
border: 1px solid transparent;
border-radius: 3px;
padding: 0.15rem 0.5rem;
display: inline-flex;
gap: 0.5rem;
align-items: baseline;
color: var(--bone-dim);
}
.threat.soon {
color: var(--bone);
}
.threat:hover,
.threat.active {
border-color: var(--frost);
}
.threat.active {
background: rgba(140, 200, 224, 0.12);
}
.thand {
font-style: italic;
font-size: 0.8rem;
}
.tseq {
letter-spacing: 0.04em;
}
.tseq strong {
font-weight: 600;
color: var(--ember);
}
.prefs {
display: flex;
flex-wrap: wrap;
gap: 0.3rem 1.5rem;
margin-top: 0.7rem;
}
.pref {
display: flex;
gap: 0.4rem;
align-items: center;
font-size: 0.85rem;
color: var(--bone-dim);
}
.hands {
display: grid;
grid-template-columns: 1fr 1fr;
gap: 1.25rem 2rem;
}
.orders {
display: flex;
flex-wrap: wrap;
gap: 0.5rem 1.5rem;
margin-top: 0.9rem;
}
.warning {
color: var(--blood);
margin-top: 0.8rem;
}
.haste-note {
color: var(--frost);
font-size: 0.95rem;
margin: 1rem 0 0.6rem;
}
.move > .reveal {
margin-top: 0.8rem;
}
.verdict {
padding: 1.5rem 0;
}
.verdict h2 {
font-size: 2rem;
font-style: italic;
color: var(--blood);
}
.verdict.won h2 {
color: var(--ember);
}
.verdict p {
margin: 0.3rem 0 0.8rem;
color: var(--bone-dim);
}
/* Must match COMPACT_QUERY in duel.svelte.ts. */
@media (max-width: 860px) {
.board {
grid-template-columns: minmax(0, 1fr);
}
/* The sticky bar carries the reveal button on phones. */
.move > .reveal {
display: none;
}
.rail {
order: 2;
border-top: 1px solid var(--rule-strong);
margin-top: 1rem;
}
.hands {
grid-template-columns: 1fr;
}
}
.waiting {
color: var(--frost);
margin-top: 0.8rem;
}
.reveal.again {
display: inline-block;
text-decoration: none;
}
</style>