The camera always wears the turn-taker's eyes, and knows whose turn zero is
Eric's rule, applied everywhere: every reel — moment, catch-up, whole tale — follows the wizard whose turn it is, the pov switching at each handover as boundaries scroll past. And the J8LL mystery dies with it: turn zero's opening boundary lives in the DEAL, before any command, so scanning a moment's steps found the NEXT turn's start instead and put the camera in the wrong wizard's head. momentSteps now names the owner from the very boundary that opened the turn — counted through the deal — and carries it to the client and the share page, where it also fixes the same latent mis-titling. Also aboard: the cutaway shot. When the eyes aim at something they cannot see — a wraith summoned across the maze, a spell through walls — the camera cuts to the target's cell for that beat, standing back down its deepest corridor, and cuts home on the next step. The wraith no longer materializes off-screen. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
6788de2f6e
commit
a28d27eedc
@@ -14,6 +14,7 @@
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steps,
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onclose,
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moment = false,
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pov = null,
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onshare = null,
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endLabel = null,
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}: {
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@@ -22,6 +23,9 @@
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/** An instant replay of one turn: open straight into first person,
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* through the eyes of the wizard whose turn it is. */
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moment?: boolean;
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/** The turn-owner, when the server already knows it (moment reels):
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* the fallback when no boundary has scrolled past yet. */
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pov?: string | null;
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/** Mint a public link to this turn; resolves to the URL. */
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onshare?: (() => Promise<string>) | null;
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/** What the leave button says once the reel has run out. */
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@@ -49,18 +53,22 @@
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/** Watch the board from above, or relive it through your own eyes. */
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let fp = $state(moment);
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/** Whose eyes the first-person camera wears: normally your own; in a
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* moment reel, the turn-owner's — their position seen with YOUR
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* knowledge of the maze, so nothing private leaks. */
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/** Whose eyes the first-person camera wears: the wizard whose turn it
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* is, ALWAYS — their position seen with the viewer's knowledge of the
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* maze, so nothing private leaks. The owner is whoever the last turn
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* boundary at or before the current step named; before any boundary
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* scrolls past, the server-known owner (moment reels) or the viewer. */
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const povId = $derived.by(() => {
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if (!moment) return steps[0]!.view.you;
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for (const s of steps) {
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const started = s.events.find(
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(e) => e.type === "turnStarted" || e.type === "extraTurnStarted",
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);
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if (started && "player" in started) return started.player as string;
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for (let i = Math.min(idx, steps.length - 1); i >= 0; i--) {
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const evs = steps[i]!.events;
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for (let j = evs.length - 1; j >= 0; j--) {
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const e = evs[j]!;
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if (e.type === "turnStarted" || e.type === "extraTurnStarted") {
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return e.player as string;
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}
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}
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}
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return steps[0]!.actor;
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return pov ?? steps[0]!.view.you;
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});
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const step = $derived(steps[Math.min(idx, steps.length - 1)]!);
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const lines = $derived(
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@@ -246,7 +254,27 @@
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// that phantom distance must not pick the opening shot's direction.
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if (camReady && dist > 0.05 && !hurled) { targetFacing = Math.atan2(dy, dx); aimed = true; }
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else if (aim) {
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targetFacing = Math.atan2(aim.y + 0.5 - ty, aim.x + 0.5 - tx);
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const ax = aim.x + 0.5, ay = aim.y + 0.5;
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const toAim = Math.hypot(ax - tx, ay - ty);
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const sight = castRay(v, tx, ty, Math.atan2(ay - ty, ax - tx));
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if (sight.warped || sight.dist < toAim - 0.4) {
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// The deed lands beyond these eyes — a summon across the maze, a
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// spell through walls. Cut away to the spot like a broadcast
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// camera: stand back down its deepest corridor, facing it, for
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// this one beat; the next step cuts home to the wizard.
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let best = { d: -1, a: 0 };
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for (const a of [0, Math.PI / 2, Math.PI, -Math.PI / 2]) {
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const h = castRay(v, ax, ay, a);
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if (h.dist > best.d) best = { d: h.dist, a };
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}
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const back = Math.min(1.6, Math.max(0.35, best.d - 0.4));
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cam.x = ax + Math.cos(best.a) * back;
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cam.y = ay + Math.sin(best.a) * back;
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cam.facing = best.a + Math.PI;
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camReady = true;
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return;
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}
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targetFacing = Math.atan2(ay - ty, ax - tx);
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aimed = true;
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} else if (actor && actor.id !== povId &&
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(actor.position.x !== me.position.x || actor.position.y !== me.position.y)) {
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