A lobby may challenge the keeper, and the table can talk before the boards flip
"Challenge Kestrel, the keeper" holds a seat under the keeper's name, writes the call to the ledger, says so at the table, and raises a Sentry issue fingerprinted to the room — one ring per call, with the room's link in the message — which is the alarm the keeper's phone listens for. The keeper answers by the link: taking the seat, and leaving a word if the game must wait. For that word, and for any table to settle when to start, the lobby now shows its talk and carries a composer; a joiner sees what was said before they sat. Three calls per address per hour, one per room. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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co-authored by
Claude Fable 5.1
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de279364ce
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1be1cf7d1b
@@ -23,6 +23,13 @@ export interface RoomMetaLine {
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expansion?: boolean;
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}
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/** A table called the keeper: the seat is held and the keeper told. */
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export interface ChallengeLine {
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kind: "challenge";
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by: string;
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at: string;
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}
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/** The finished table called for a rematch: the new room it moved to. */
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export interface RematchLine {
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kind: "rematch";
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@@ -84,7 +91,7 @@ export interface AbandonLine {
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at: string;
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}
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export type RoomLine = RoomMetaLine | JoinLine | StartLine | CommandLine | ChatLine | KickLine | AbandonLine | RematchLine;
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export type RoomLine = RoomMetaLine | JoinLine | StartLine | CommandLine | ChatLine | KickLine | AbandonLine | RematchLine | ChallengeLine;
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const DATA_DIR = process.env.WIZWAR_DATA_DIR ?? join(process.cwd(), "data", "rooms");
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