Receipts under resolved attacks; the cast line clears; the table holds still; teleport wraps

Each resolved attack now folds a receipt under its line, read off the
engine's own record: the blow as it came in, what each counter left of
it in the order they were weighed, what landed, and whose life moved.
The resolution event carries the incoming damage and duration and the
trail of counters for it. Hotseat chronicles carry the same.

The line a cast was accepted on stayed on the board: its timer compared
a reactive proxy to the object it held. Kept raw, it clears.

The board jumped while walking. The "sending" note added a line beside
End turn and took it away again, and the refusal toast stood in the
flow above the table for five seconds; both now float and move
nothing.

Teleport reaches through the lettered openings in the engine, but the
board dimmed the squares beyond them. The eligibility map follows the
warps as the engine does.

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
2026-09-16 23:32:34 -04:00
co-authored by Claude Fable 5.1
parent 7d0c1c68a3
commit 648f6ab8cd
7 changed files with 225 additions and 27 deletions
+7
View File
@@ -2,6 +2,7 @@
import type { Command, GameEvent, GameView, Side } from "@wizwar/engine";
import { cardDef } from "@wizwar/engine";
import { receiptFor } from "./receipt";
const SERVER_URL =
import.meta.env.VITE_WIZWAR_SERVER ??
@@ -242,6 +243,8 @@ export interface LogLine {
/** The wizard acting, for the color mark beside the line: whoever
* cast, struck, walked, or countered — otherwise the turn's owner. */
actor?: string;
/** A resolved attack's account, folded under its line. */
receipt?: string[];
}
/** Events whose `player` is the one acting rather than the one acted on. */
@@ -578,6 +581,10 @@ class Net {
(e.type === "gameWon" || TURN_BOUNDARY.has(e.type));
this.log = [...this.log, { text: line, turn: this.turnCounter >= 0 ? this.turnCounter : null, notable, actor: actorOf(e, this.turnOwner) }];
}
const receipt = receiptFor(msg.events as GameEvent[], e);
if (receipt) {
this.log = [...this.log, { text: receipt.title, turn: this.turnCounter >= 0 ? this.turnCounter : null, notable: false, actor: actorOf(e, this.turnOwner), receipt: receipt.lines }];
}
}
if (talk > 0) {
this.chatCount += talk;