Wire online multiplayer: game rooms, protocol, playable Svelte client
Server: room registry with 4-letter codes, host/join/start flow, the authoritative command loop (seed + append-only command log per room — the replay/async foundation), and per-player redacted views and events broadcast after every change. Client: lobby, SVG board (floors, walls, doors, homes, color-keyed treasures and wizard tokens matching the physical set's six colors, warp arrows), click-to-move, click-to-punch, card hand with tooltips from verified card text, cast flow with number card attachment and waterbolt split, edge-click targeting for wall spells, counteract-or-pass prompt, discard flow, end-turn draw selector, and a humanized event log. Verified end-to-end over real websockets with two clients: join, start, private deals, moves, turn sync. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
7c607ad5c7
commit
36b3ffe9a6
+352
-7
@@ -1,19 +1,364 @@
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<script lang="ts">
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let status = $state("disconnected");
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import { net } from "./net.svelte";
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import Board from "./Board.svelte";
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import { cardDef, isNumberCard, SIDES, stepTarget, cellKey } from "@wizwar/engine";
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import type { CardInstance, Side } from "@wizwar/engine";
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const ws = new WebSocket("ws://localhost:8787");
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ws.onopen = () => (status = "connected");
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ws.onclose = () => (status = "disconnected");
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net.connect();
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let name = $state("");
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let joinCode = $state("");
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let drawCount = $state(2);
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/** Card selected in hand, pending a target. */
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let selectedCard = $state<CardInstance | null>(null);
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/** Number card attached to the pending cast. */
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let attachedNumber = $state<CardInstance | null>(null);
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/** Waterbolt split. */
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let wbDamage = $state(0);
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/** Cards marked for discard. */
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let discardSelection = $state<Set<string>>(new Set());
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const view = $derived(net.view);
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const isYourTurn = $derived(view !== null && view.activePlayerId === view.you && !view.stack);
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const youMustRespond = $derived(view?.stack != null && view.stack.waitingOn === view.you);
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const youMustDiscard = $derived(view != null && view.pendingDiscard === view.you);
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const selectedDef = $derived(selectedCard ? cardDef(selectedCard.cardId) : null);
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const edgeSelectMode = $derived(
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selectedCard?.cardId === "create-wall" || selectedCard?.cardId === "destroy-wall",
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);
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const numberTotal = $derived(attachedNumber ? cardDef(attachedNumber.cardId).value! : 1);
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function clearSelection() {
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selectedCard = null;
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attachedNumber = null;
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wbDamage = 0;
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}
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function selectCard(card: CardInstance) {
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if (!view) return;
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if (youMustRespond) {
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net.command({ type: "counteract", instanceId: card.instanceId });
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return;
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}
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if (youMustDiscard || discardSelection.size > 0) {
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const next = new Set(discardSelection);
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next.has(card.instanceId) ? next.delete(card.instanceId) : next.add(card.instanceId);
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discardSelection = next;
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return;
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}
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if (!isYourTurn) return;
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if (selectedCard && isNumberCard(card.cardId) && !isNumberCard(selectedCard.cardId)) {
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attachedNumber = attachedNumber?.instanceId === card.instanceId ? null : card;
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wbDamage = numberTotal;
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return;
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}
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if (selectedCard?.instanceId === card.instanceId) {
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clearSelection();
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return;
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}
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selectedCard = card;
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attachedNumber = null;
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if (isNumberCard(card.cardId)) {
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// A bare number card: play it for movement.
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net.command({ type: "playNumberForMovement", instanceId: card.instanceId });
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clearSelection();
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return;
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}
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// Self-targeting / untargeted spells cast immediately.
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if (card.cardId === "speed") {
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net.command({ type: "cast", instanceId: card.instanceId });
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clearSelection();
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}
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}
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function clickCell(cell: { x: number; y: number }) {
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if (!view || !isYourTurn) return;
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const me = view.players.find((p) => p.id === view.you)!;
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// A cell click is a move if the cell is one legal step away.
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for (const side of SIDES) {
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const t = stepTarget(view.board, me.position, side);
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if (t.kind !== "blocked" && cellKey(t.to) === cellKey(cell)) {
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net.command({ type: "move", direction: side });
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return;
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}
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}
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}
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function clickEdge(cell: { x: number; y: number }, side: Side) {
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if (!selectedCard || !edgeSelectMode) return;
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net.command({
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type: "cast",
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instanceId: selectedCard.instanceId,
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target: { kind: "edge", cell, side },
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});
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clearSelection();
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}
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function clickPlayer(playerId: string) {
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if (!view || !isYourTurn) return;
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if (!selectedCard) {
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// No card selected: same-square click = punch.
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const me = view.players.find((p) => p.id === view.you)!;
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const them = view.players.find((p) => p.id === playerId)!;
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if (playerId !== view.you && cellKey(me.position) === cellKey(them.position)) {
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net.command({ type: "punch", targetId: playerId });
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}
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return;
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}
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const cmd: Parameters<typeof net.command>[0] = {
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type: "cast",
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instanceId: selectedCard.instanceId,
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target: { kind: "player", playerId },
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};
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if (attachedNumber) cmd.numberInstanceId = attachedNumber.instanceId;
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if (selectedCard.cardId === "waterbolt") {
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cmd.params = { damage: wbDamage, knockback: numberTotal - wbDamage };
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}
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net.command(cmd);
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clearSelection();
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}
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function doDiscard() {
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net.command({ type: "discard", instanceIds: [...discardSelection] });
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discardSelection = new Set();
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}
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function endTurn() {
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clearSelection();
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net.command({ type: "endTurn", draw: drawCount });
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}
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function pickUp() { net.command({ type: "pickUpTreasure" }); }
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function drop() { net.command({ type: "dropTreasure" }); }
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function pass() { net.command({ type: "pass" }); }
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const PLAYER_COLORS = ["#1a9c46", "#d3352b", "#c9308f", "#3a3ac0", "#2ab0c9", "#c9a72a"];
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function playerColor(id: string): string {
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const idx = view?.players.findIndex((p) => p.id === id) ?? 0;
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return PLAYER_COLORS[idx % PLAYER_COLORS.length]!;
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}
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</script>
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<main>
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<h1>Wiz-War</h1>
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<p>server: {status}</p>
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<h1>Wiz-War <span class="subtitle">6th edition</span></h1>
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{#if net.error}
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<div class="toast">{net.error}</div>
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{/if}
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{#if !net.roomId}
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<section class="lobby">
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<p class="status">server: {net.status}</p>
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<input placeholder="your wizard's name" bind:value={name} maxlength="20" />
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<div class="lobby-actions">
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<button disabled={!name.trim()} onclick={() => net.create(name)}>Create game</button>
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<span>or</span>
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<input placeholder="room code" bind:value={joinCode} maxlength="4" class="code" />
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<button disabled={!name.trim() || !joinCode.trim()} onclick={() => net.join(joinCode, name)}>
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Join
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</button>
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</div>
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</section>
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{:else if !net.started}
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<section class="lobby">
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<h2>Room <code>{net.roomId}</code></h2>
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<p>Share the code with your opponents.</p>
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<ul>
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{#each net.players as p (p)}
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<li>{p}{p === net.hostId ? " (host)" : ""}</li>
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{/each}
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</ul>
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{#if net.you === net.hostId}
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<button
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disabled={net.players.length !== 2 && net.players.length !== 4}
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onclick={() => net.start()}
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>
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Start game ({net.players.length} wizards — need 2 or 4)
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</button>
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{:else}
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<p>Waiting for {net.hostId} to start…</p>
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{/if}
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</section>
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{:else if view}
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<div class="game">
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<div class="board-pane">
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<Board
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{view}
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edgeSelectMode={edgeSelectMode && isYourTurn}
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onCellClick={clickCell}
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onEdgeClick={clickEdge}
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onPlayerClick={clickPlayer}
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/>
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</div>
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<div class="side-pane">
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{#if view.phase === "finished"}
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<div class="banner winner">🏆 {view.winner} wins!</div>
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{:else if youMustRespond}
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<div class="banner respond">
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{#if view.stack?.defenderId === view.you}
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<strong>{view.stack.attackerId}</strong> attacks you
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{#if view.stack.attackCard}with <strong>{cardDef(view.stack.attackCard.cardId).name}</strong>{:else}with a punch{/if}!
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Click a counteraction card, or
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{:else}
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Respond to the counteraction, or
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{/if}
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<button onclick={pass}>let it resolve</button>
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</div>
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{:else if view.stack}
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<div class="banner">Waiting for {view.stack.waitingOn}…</div>
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{:else if isYourTurn}
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<div class="banner your-turn">
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Your turn — round {view.turn.round}.
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Moves: {view.turn.movementAllowance - view.turn.movementUsed}
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{view.turn.attackUsed ? "· attack used" : ""}
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</div>
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{:else}
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<div class="banner">{view.activePlayerId} is taking their turn…</div>
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{/if}
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<div class="players">
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{#each view.players as p (p.id)}
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<div class="player" class:dead={!p.alive} class:active={p.id === view.activePlayerId}>
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<span class="dot" style:background={playerColor(p.id)}></span>
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<span class="pname">{p.id}{p.id === view.you ? " (you)" : ""}</span>
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<span class="life">♥ {p.life}</span>
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<span class="cards">🂠 {p.handCount}</span>
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{#if p.lostTurns > 0}<span title="lost turns">💫{p.lostTurns}</span>{/if}
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{#if p.carriedTreasureId}<span title="carrying treasure">💰</span>{/if}
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</div>
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{/each}
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<div class="deck-info">deck {view.deckCount} · discard {view.discardCount}</div>
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</div>
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{#if selectedDef}
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<div class="cast-hint">
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<strong>{selectedDef.name}</strong>
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{#if edgeSelectMode}
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— click a wall line on the board
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{:else if selectedDef.cardType === "attack"}
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— click a target wizard{attachedNumber ? ` (powered by a ${numberTotal})` : " (click a number card to power it)"}
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{/if}
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{#if selectedCard?.cardId === "waterbolt"}
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<label>damage <input type="number" min="0" max={numberTotal} bind:value={wbDamage} /></label>
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(knockback {numberTotal - wbDamage})
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{/if}
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<button class="link" onclick={clearSelection}>cancel</button>
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</div>
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{/if}
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<div class="hand">
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{#each view.yourHand as card (card.instanceId)}
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{@const def = cardDef(card.cardId)}
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<button
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class="card"
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class:selected={selectedCard?.instanceId === card.instanceId}
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class:attached={attachedNumber?.instanceId === card.instanceId}
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class:marked={discardSelection.has(card.instanceId)}
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title={def.text ?? ""}
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onclick={() => selectCard(card)}
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>
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<span class="card-type">{def.cardType}</span>
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<span class="card-name">{def.name}</span>
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</button>
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{/each}
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</div>
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<div class="actions">
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{#if youMustDiscard}
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<div class="banner respond">Hand over 7 — select cards and discard.</div>
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{/if}
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{#if discardSelection.size > 0}
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<button onclick={doDiscard}>Discard {discardSelection.size} selected</button>
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{/if}
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{#if isYourTurn}
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<button onclick={pickUp}>Pick up treasure</button>
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<button onclick={drop}>Drop treasure</button>
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<label>
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draw
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<select bind:value={drawCount}>
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<option value={0}>0</option>
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<option value={1}>1</option>
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<option value={2}>2</option>
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</select>
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</label>
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<button class="primary" onclick={endTurn}>End turn</button>
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{/if}
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</div>
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<div class="log">
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{#each net.log.slice(-40) as line, i (i)}
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<div>{line}</div>
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{/each}
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</div>
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</div>
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</div>
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{/if}
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</main>
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<style>
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main {
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font-family: system-ui, sans-serif;
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padding: 2rem;
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padding: 1rem 1.5rem;
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max-width: 1100px;
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margin: 0 auto;
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}
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h1 { margin: 0 0 0.75rem; }
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.subtitle { font-size: 0.55em; color: #887; font-weight: normal; }
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.toast {
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background: #b33; color: white; padding: 0.5rem 0.75rem;
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border-radius: 6px; margin-bottom: 0.5rem;
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}
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.lobby { display: flex; flex-direction: column; gap: 0.75rem; max-width: 420px; }
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.lobby input { padding: 0.5rem; font-size: 1rem; }
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.lobby-actions { display: flex; gap: 0.5rem; align-items: center; }
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.code { width: 6ch; text-transform: uppercase; }
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.status { color: #887; margin: 0; }
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.game { display: grid; grid-template-columns: minmax(320px, 640px) minmax(280px, 1fr); gap: 1rem; }
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@media (max-width: 800px) { .game { grid-template-columns: 1fr; } }
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.side-pane { display: flex; flex-direction: column; gap: 0.75rem; min-width: 0; }
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.banner { padding: 0.5rem 0.75rem; border-radius: 6px; background: #eee; }
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.banner.your-turn { background: #d8efd8; }
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.banner.respond { background: #f6dcb5; }
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.banner.winner { background: gold; font-size: 1.2em; }
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.players { display: flex; flex-direction: column; gap: 0.25rem; }
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.player { display: flex; gap: 0.5rem; align-items: center; padding: 0.2rem 0.4rem; border-radius: 4px; }
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.player.active { background: #eef4ff; }
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.player.dead { opacity: 0.45; text-decoration: line-through; }
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.dot { width: 12px; height: 12px; border-radius: 50%; display: inline-block; }
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.pname { font-weight: 600; }
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.deck-info { color: #887; font-size: 0.85em; }
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.cast-hint { background: #eef; padding: 0.4rem 0.6rem; border-radius: 6px; }
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.cast-hint input { width: 4ch; }
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.link { background: none; border: none; color: #36c; cursor: pointer; text-decoration: underline; }
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.hand { display: flex; flex-wrap: wrap; gap: 0.4rem; }
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.card {
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display: flex; flex-direction: column; align-items: flex-start;
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border: 1.5px solid #998; border-radius: 6px; background: #f6f2e6;
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padding: 0.35rem 0.5rem; cursor: pointer; min-width: 7.5rem; text-align: left;
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}
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.card:hover { border-color: #333; }
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.card.selected { border-color: #26c; background: #e6ecfc; }
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.card.attached { border-color: #2a2; background: #e2f4e2; }
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.card.marked { border-color: #c33; background: #fce6e6; }
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.card-type { font-size: 0.65em; text-transform: uppercase; color: #776; }
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.card-name { font-weight: 600; font-size: 0.9em; }
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.actions { display: flex; flex-wrap: wrap; gap: 0.5rem; align-items: center; }
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button { padding: 0.4rem 0.7rem; border-radius: 6px; border: 1px solid #998; background: #fff; cursor: pointer; }
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button.primary { background: #26c; color: white; border-color: #26c; }
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button:disabled { opacity: 0.5; cursor: default; }
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.log {
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background: #1e1c18; color: #cfc9ba; font-size: 0.8em;
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border-radius: 6px; padding: 0.5rem 0.7rem; max-height: 240px;
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overflow-y: auto; font-family: ui-monospace, monospace;
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}
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</style>
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@@ -0,0 +1,192 @@
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<script lang="ts">
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import type { GameView } from "@wizwar/engine";
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import type { Side } from "@wizwar/engine";
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const CELL = 48;
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const WALL = 7;
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let {
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view,
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edgeSelectMode = false,
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onCellClick,
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onEdgeClick,
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onPlayerClick,
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}: {
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view: GameView;
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edgeSelectMode?: boolean;
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onCellClick?: (cell: { x: number; y: number }) => void;
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onEdgeClick?: (cell: { x: number; y: number }, side: Side) => void;
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onPlayerClick?: (playerId: string) => void;
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} = $props();
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const PLAYER_COLORS = ["#1a9c46", "#d3352b", "#c9308f", "#3a3ac0", "#2ab0c9", "#c9a72a"];
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function playerColor(id: string): string {
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const idx = view.players.findIndex((p) => p.id === id);
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return PLAYER_COLORS[idx % PLAYER_COLORS.length]!;
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}
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const cells = $derived(
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Object.keys(view.board.cells).map((k) => {
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const [x, y] = k.split(",").map(Number);
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return { x: x!, y: y! };
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}),
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);
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const edges = $derived(
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Object.entries(view.board.edges)
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||||
.filter(([, state]) => state !== "open")
|
||||
.map(([key, state]) => {
|
||||
const [kind, coords] = key.split(":") as [string, string];
|
||||
const [x, y] = coords.split(",").map(Number) as [number, number];
|
||||
return { kind, x, y, state };
|
||||
}),
|
||||
);
|
||||
|
||||
// Candidate edges for create/destroy wall clicks: every interior boundary.
|
||||
const edgeHitboxes = $derived.by(() => {
|
||||
if (!edgeSelectMode) return [];
|
||||
const boxes: { cell: { x: number; y: number }; side: Side; x: number; y: number; w: number; h: number }[] = [];
|
||||
for (const c of cells) {
|
||||
if (view.board.cells[`${c.x + 1},${c.y}`]) {
|
||||
boxes.push({ cell: c, side: "E", x: (c.x + 1) * CELL - 6, y: c.y * CELL + 4, w: 12, h: CELL - 8 });
|
||||
}
|
||||
if (view.board.cells[`${c.x},${c.y + 1}`]) {
|
||||
boxes.push({ cell: c, side: "S", x: c.x * CELL + 4, y: (c.y + 1) * CELL - 6, w: CELL - 8, h: 12 });
|
||||
}
|
||||
}
|
||||
return boxes;
|
||||
});
|
||||
|
||||
// Group players by cell so co-located wizards fan out.
|
||||
const wizardsByCell = $derived.by(() => {
|
||||
const map = new Map<string, typeof view.players>();
|
||||
for (const p of view.players) {
|
||||
if (!p.alive) continue;
|
||||
const k = `${p.position.x},${p.position.y}`;
|
||||
map.set(k, [...(map.get(k) ?? []), p]);
|
||||
}
|
||||
return map;
|
||||
});
|
||||
</script>
|
||||
|
||||
<svg
|
||||
viewBox={`-8 -8 ${view.board.width * CELL + 16} ${view.board.height * CELL + 16}`}
|
||||
class="board"
|
||||
>
|
||||
<!-- floor -->
|
||||
{#each cells as c (`${c.x},${c.y}`)}
|
||||
<rect
|
||||
x={c.x * CELL} y={c.y * CELL} width={CELL} height={CELL}
|
||||
class="floor"
|
||||
role="button" tabindex="-1"
|
||||
onclick={() => onCellClick?.(c)}
|
||||
onkeydown={() => {}}
|
||||
/>
|
||||
{/each}
|
||||
|
||||
<!-- homes & treasure spaces -->
|
||||
{#each view.players as p (p.id)}
|
||||
<text
|
||||
x={p.home.x * CELL + CELL / 2} y={p.home.y * CELL + CELL / 2 + 2}
|
||||
class="home" fill={playerColor(p.id)}
|
||||
>✦</text>
|
||||
{/each}
|
||||
{#each view.treasures as t (t.id)}
|
||||
{#if t.position}
|
||||
<circle
|
||||
cx={t.position.x * CELL + CELL / 2} cy={t.position.y * CELL + CELL * 0.72}
|
||||
r={7} class="treasure" fill={playerColor(t.owner)}
|
||||
/>
|
||||
{/if}
|
||||
{/each}
|
||||
|
||||
<!-- walls & doors -->
|
||||
{#each edges as e (`${e.kind}:${e.x},${e.y}`)}
|
||||
{#if e.kind === "V"}
|
||||
<rect
|
||||
x={(e.x + 1) * CELL - WALL / 2} y={e.y * CELL - WALL / 2}
|
||||
width={WALL} height={CELL + WALL}
|
||||
class={e.state === "door" ? "door" : "wall"}
|
||||
/>
|
||||
{:else}
|
||||
<rect
|
||||
x={e.x * CELL - WALL / 2} y={(e.y + 1) * CELL - WALL / 2}
|
||||
width={CELL + WALL} height={WALL}
|
||||
class={e.state === "door" ? "door" : "wall"}
|
||||
/>
|
||||
{/if}
|
||||
{/each}
|
||||
|
||||
<!-- warp openings -->
|
||||
{#each view.board.warps as w, i (i)}
|
||||
<text
|
||||
x={w.from.cell.x * CELL + CELL / 2 +
|
||||
(w.from.side === "E" ? CELL * 0.42 : w.from.side === "W" ? -CELL * 0.42 : 0)}
|
||||
y={w.from.cell.y * CELL + CELL / 2 + 3 +
|
||||
(w.from.side === "S" ? CELL * 0.42 : w.from.side === "N" ? -CELL * 0.42 : 0)}
|
||||
class="warp"
|
||||
>{w.from.side === "N" ? "↑" : w.from.side === "S" ? "↓" : w.from.side === "E" ? "→" : "←"}</text>
|
||||
{/each}
|
||||
|
||||
<!-- wizards -->
|
||||
{#each [...wizardsByCell.entries()] as [key, group] (key)}
|
||||
{#each group as p, i (p.id)}
|
||||
{@const cx = p.position.x * CELL + CELL / 2 + (group.length > 1 ? (i - (group.length - 1) / 2) * 14 : 0)}
|
||||
{@const cy = p.position.y * CELL + CELL * 0.36}
|
||||
<g
|
||||
role="button" tabindex="-1"
|
||||
onclick={(ev) => { ev.stopPropagation(); onPlayerClick?.(p.id); }}
|
||||
onkeydown={() => {}}
|
||||
class="wizard"
|
||||
>
|
||||
<circle {cx} {cy} r={12} fill={playerColor(p.id)} stroke="#111" stroke-width="1.5" />
|
||||
<text x={cx} y={cy + 4} class="wizard-label">{p.id[0]?.toUpperCase()}</text>
|
||||
{#if p.carriedTreasureId}
|
||||
<circle cx={cx + 9} cy={cy + 9} r={5} class="carried" />
|
||||
{/if}
|
||||
</g>
|
||||
{/each}
|
||||
{/each}
|
||||
|
||||
<!-- edge selection hitboxes -->
|
||||
{#each edgeHitboxes as h (`${h.cell.x},${h.cell.y},${h.side}`)}
|
||||
<rect
|
||||
x={h.x} y={h.y} width={h.w} height={h.h}
|
||||
class="edge-hit"
|
||||
role="button" tabindex="-1"
|
||||
onclick={(ev) => { ev.stopPropagation(); onEdgeClick?.(h.cell, h.side); }}
|
||||
onkeydown={() => {}}
|
||||
/>
|
||||
{/each}
|
||||
</svg>
|
||||
|
||||
<style>
|
||||
.board {
|
||||
width: 100%;
|
||||
max-width: 640px;
|
||||
background: #d8d2c4;
|
||||
border: 3px solid #4a4438;
|
||||
border-radius: 4px;
|
||||
}
|
||||
.floor {
|
||||
fill: #e8e2d4;
|
||||
stroke: #b8b0a0;
|
||||
stroke-width: 1;
|
||||
cursor: pointer;
|
||||
}
|
||||
.floor:hover { fill: #f2ecda; }
|
||||
.wall { fill: #4a4438; }
|
||||
.door { fill: #8b5a2b; }
|
||||
.home { font-size: 26px; text-anchor: middle; dominant-baseline: middle; opacity: 0.85; }
|
||||
.treasure { stroke: #111; stroke-width: 1.2; }
|
||||
.warp { font-size: 13px; text-anchor: middle; fill: #6a5f4b; font-weight: bold; }
|
||||
.wizard { cursor: pointer; }
|
||||
.wizard-label {
|
||||
font-size: 13px; font-weight: bold; fill: white;
|
||||
text-anchor: middle; pointer-events: none;
|
||||
}
|
||||
.carried { fill: gold; stroke: #111; stroke-width: 1; }
|
||||
.edge-hit { fill: rgba(30, 120, 240, 0.15); cursor: crosshair; }
|
||||
.edge-hit:hover { fill: rgba(30, 120, 240, 0.5); }
|
||||
</style>
|
||||
@@ -0,0 +1,124 @@
|
||||
// Websocket client + reactive session state (Svelte 5 runes).
|
||||
|
||||
import type { Command, GameEvent, GameView } from "@wizwar/engine";
|
||||
import { cardDef } from "@wizwar/engine";
|
||||
|
||||
const SERVER_URL = import.meta.env.VITE_WIZWAR_SERVER ?? "ws://localhost:8787";
|
||||
|
||||
function humanize(e: GameEvent): string | null {
|
||||
switch (e.type) {
|
||||
case "gameStarted": return `Game started — ${e.players.join(", ")}. ${e.firstPlayer} goes first.`;
|
||||
case "turnStarted": return `— ${e.player}'s turn (round ${e.round}) —`;
|
||||
case "turnSkipped": return `${e.player} loses a turn.`;
|
||||
case "extraTurnStarted": return `${e.player} takes an extra turn!`;
|
||||
case "moved": return null; // too chatty for the log
|
||||
case "numberPlayedForMovement": return `${e.player} plays a ${e.value} for movement (${e.newAllowance} total).`;
|
||||
case "punched": return `${e.attacker} punches ${e.target}!`;
|
||||
case "spellCast": {
|
||||
const num = e.numberValue ? ` with a ${e.numberValue}` : "";
|
||||
const at = e.target ? ` at ${e.target}` : "";
|
||||
return `${e.caster} casts ${cardDef(e.cardId).name}${num}${at}.`;
|
||||
}
|
||||
case "counteractionPlayed": return `${e.player} counters with ${cardDef(e.cardId).name}!`;
|
||||
case "counterNullified": return `${cardDef(e.card.cardId).name} is nullified by Anti-Anti!`;
|
||||
case "attackAbsorbedIntoHand": return `${e.player} absorbs the spell into their hand!`;
|
||||
case "attackResolved":
|
||||
if (e.redirected) return `The spell is reflected back at ${e.attacker}!`;
|
||||
if (e.fullyStopped) return `The attack is completely stopped.`;
|
||||
return null; // the damaged event tells the story
|
||||
case "damaged": return `${e.player} takes ${e.amount} damage (${e.source}) — ${e.lifeAfter} life left.`;
|
||||
case "stunned": return `${e.player} is stunned and loses a turn!`;
|
||||
case "knockedBack": return `${e.player} is knocked back ${e.squares} square(s)!`;
|
||||
case "stonesDestroyed": return `${e.player}'s magic stones are destroyed!`;
|
||||
case "wallCreated": return `A wall appears!`;
|
||||
case "wallDestroyed": return e.wasDoor ? `A door is blasted to rubble!` : `A wall crumbles!`;
|
||||
case "extraTurnGranted": return `${e.player} speeds up — extra turn banked.`;
|
||||
case "trapSprung": return `${e.player} walked into an old TRAP! Lose a turn.`;
|
||||
case "trapRedrawnDuringDeal": return null;
|
||||
case "died": return `☠ ${e.player} is dead${e.killedBy ? ` — killed by ${e.killedBy}` : ""}.`;
|
||||
case "handTaken": return `${e.to} takes ${e.count} cards from ${e.from}'s body.`;
|
||||
case "treasurePickedUp": return `${e.player} grabs ${e.owner}'s treasure!`;
|
||||
case "treasureDropped": return e.onHomeOf ? `${e.player} drops a treasure on ${e.onHomeOf}'s home base!` : `${e.player} drops a treasure.`;
|
||||
case "playerEliminated": return e.reason === "treasuresLost" ? `${e.player} is eliminated — both treasures lost!` : null;
|
||||
case "cardsDiscarded": return `${e.player} discards ${e.cards.length} card(s).`;
|
||||
case "cardsDrawn": return e.count > 0 ? `${e.player} draws ${e.count} card(s).` : null;
|
||||
case "deckReshuffled": return `The discard pile is reshuffled (${e.size} cards).`;
|
||||
case "turnEnded": return null;
|
||||
case "gameWon": return `🏆 ${e.player} WINS ${e.reason === "treasures" ? "by treasure!" : "— last wizard standing!"}`;
|
||||
default: return null;
|
||||
}
|
||||
}
|
||||
|
||||
class Net {
|
||||
status = $state<"disconnected" | "connected">("disconnected");
|
||||
roomId = $state<string | null>(null);
|
||||
players = $state<string[]>([]);
|
||||
hostId = $state<string | null>(null);
|
||||
started = $state(false);
|
||||
you = $state<string | null>(null);
|
||||
view = $state<GameView | null>(null);
|
||||
log = $state<string[]>([]);
|
||||
error = $state<string | null>(null);
|
||||
|
||||
private ws: WebSocket | null = null;
|
||||
|
||||
connect(): void {
|
||||
if (this.ws) return;
|
||||
const ws = new WebSocket(SERVER_URL);
|
||||
this.ws = ws;
|
||||
ws.onopen = () => (this.status = "connected");
|
||||
ws.onclose = () => {
|
||||
this.status = "disconnected";
|
||||
this.ws = null;
|
||||
setTimeout(() => this.connect(), 1500);
|
||||
};
|
||||
ws.onmessage = (raw) => {
|
||||
const msg = JSON.parse(raw.data as string);
|
||||
switch (msg.type) {
|
||||
case "room":
|
||||
this.roomId = msg.roomId;
|
||||
this.players = msg.players;
|
||||
this.hostId = msg.hostId;
|
||||
this.started = msg.started;
|
||||
break;
|
||||
case "state":
|
||||
this.view = msg.view;
|
||||
break;
|
||||
case "events":
|
||||
for (const e of msg.events as GameEvent[]) {
|
||||
const line = humanize(e);
|
||||
if (line) this.log = [...this.log, line];
|
||||
}
|
||||
break;
|
||||
case "error":
|
||||
this.error = msg.message;
|
||||
setTimeout(() => { if (this.error === msg.message) this.error = null; }, 5000);
|
||||
break;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
private send(message: unknown): void {
|
||||
if (this.ws?.readyState === WebSocket.OPEN) this.ws.send(JSON.stringify(message));
|
||||
}
|
||||
|
||||
create(name: string): void {
|
||||
this.you = name;
|
||||
this.send({ type: "create", name });
|
||||
}
|
||||
|
||||
join(roomId: string, name: string): void {
|
||||
this.you = name;
|
||||
this.send({ type: "join", roomId, name });
|
||||
}
|
||||
|
||||
start(): void {
|
||||
this.send({ type: "start" });
|
||||
}
|
||||
|
||||
command(command: Command): void {
|
||||
this.send({ type: "command", command });
|
||||
}
|
||||
}
|
||||
|
||||
export const net = new Net();
|
||||
Reference in New Issue
Block a user