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
This commit is contained in:
Eric Wagoner
2026-09-17 00:30:49 -04:00
co-authored by Claude Fable 5.1
parent de279364ce
commit 1be1cf7d1b
5 changed files with 110 additions and 3 deletions
+8 -1
View File
@@ -23,6 +23,13 @@ export interface RoomMetaLine {
expansion?: boolean;
}
/** A table called the keeper: the seat is held and the keeper told. */
export interface ChallengeLine {
kind: "challenge";
by: string;
at: string;
}
/** The finished table called for a rematch: the new room it moved to. */
export interface RematchLine {
kind: "rematch";
@@ -84,7 +91,7 @@ export interface AbandonLine {
at: string;
}
export type RoomLine = RoomMetaLine | JoinLine | StartLine | CommandLine | ChatLine | KickLine | AbandonLine | RematchLine;
export type RoomLine = RoomMetaLine | JoinLine | StartLine | CommandLine | ChatLine | KickLine | AbandonLine | RematchLine | ChallengeLine;
const DATA_DIR = process.env.WIZWAR_DATA_DIR ?? join(process.cwd(), "data", "rooms");