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>
This commit is contained in:
co-authored by
Claude Fable 5
parent
6788de2f6e
commit
a28d27eedc
@@ -117,20 +117,9 @@ function shareData(id: string): ShareData | null {
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const share = getShare(id);
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const room = share ? getRoom(share.roomId) : undefined;
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if (share && room?.state) {
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const steps = momentSteps(room, SPECTATOR, share.turn);
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if (!("error" in steps) && steps.length > 0) {
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let actor: string = steps[steps.length - 1]!.actor;
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let round = 0;
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outer: for (const st of steps) {
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for (const e of st.events) {
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if (e.type === "turnStarted" || e.type === "extraTurnStarted") {
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actor = e.player;
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if (e.type === "turnStarted") round = e.round;
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break outer;
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}
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}
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}
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data = { steps: steps as unknown as ShareData["steps"], actor, round };
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const reel = momentSteps(room, SPECTATOR, share.turn);
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if (!("error" in reel) && reel.steps.length > 0) {
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data = { steps: reel.steps as unknown as ShareData["steps"], actor: reel.owner, round: reel.round };
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}
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}
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if (shareCache.size > 50) shareCache.clear();
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@@ -624,8 +613,8 @@ wss.on("connection", (socket) => {
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return send(socket, { type: "error", message: "one moment" });
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}
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session.lastCatchUpAt = now;
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const steps = momentSteps(room, session.playerId, turn);
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if ("error" in steps) return send(socket, { type: "error", message: steps.error });
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const reel = momentSteps(room, session.playerId, turn);
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if ("error" in reel) return send(socket, { type: "error", message: reel.error });
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const share = mintShare(room.id, turn);
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send(socket, { type: "share", id: share.id, turn });
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break;
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@@ -639,9 +628,9 @@ wss.on("connection", (socket) => {
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return send(socket, { type: "error", message: "catching up already — one moment" });
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}
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session.lastCatchUpAt = now;
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const steps = momentSteps(room, session.playerId, Number(msg.turn ?? -1));
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if ("error" in steps) return send(socket, { type: "error", message: steps.error });
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send(socket, { type: "moment", steps });
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const reel = momentSteps(room, session.playerId, Number(msg.turn ?? -1));
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if ("error" in reel) return send(socket, { type: "error", message: reel.error });
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send(socket, { type: "moment", steps: reel.steps, owner: reel.owner });
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break;
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}
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case "pickColor": {
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@@ -420,13 +420,22 @@ export function redactFor(events: GameEvent[], playerId: PlayerId): GameEvent[]
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* identically, so a turn number names the same stretch on both ends. */
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const TURN_BOUNDARY = new Set(["turnStarted", "extraTurnStarted", "turnSkipped"]);
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export interface MomentReel {
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steps: CatchUpStep[];
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/** The wizard whose turn this is — the reel's eyes. */
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owner: PlayerId;
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round: number;
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}
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/**
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* One turn's reel: every command whose events touch turn `turnIndex`
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* (0-counted across boundary events). A command that ends one turn and
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* starts the next belongs to both, so a reel opens with the blow that
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* began it and closes on the handover.
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* began it and closes on the handover. The owner comes from the very
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* boundary that opened the turn — which for turn 0 lives in the DEAL,
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* before any command, so no scan of the steps could find it.
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*/
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export function momentSteps(room: Room, playerId: PlayerId, turnIndex: number): CatchUpStep[] | { error: string } {
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export function momentSteps(room: Room, playerId: PlayerId, turnIndex: number): MomentReel | { error: string } {
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if (!room.state) return { error: "game not started" };
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// The SPECTATOR builds share pages: public knowledge only, no seat.
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if (playerId !== SPECTATOR && !room.players.includes(playerId)) {
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@@ -438,14 +447,24 @@ export function momentSteps(room: Room, playerId: PlayerId, turnIndex: number):
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// The deal's own events open the first turn — count them, or every
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// turn number would sit one behind the chronicle's.
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let counter = -1;
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for (const e of dealt) if (TURN_BOUNDARY.has(e.type)) counter++;
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let owner: PlayerId | null = null;
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let round = 0;
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const bump = (e: GameEvent) => {
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if (!TURN_BOUNDARY.has(e.type)) return;
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counter++;
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if (counter === turnIndex && owner === null && "player" in e) {
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owner = (e as { player: PlayerId }).player;
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if ("round" in e) round = (e as { round: number }).round;
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}
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};
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for (const e of dealt) bump(e);
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const steps: CatchUpStep[] = [];
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for (const entry of room.log) {
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const result = applyCommand(current, entry.playerId, entry.command);
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if (!result.ok) return { error: `replay diverged at seq ${entry.seq}` };
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current = result.state;
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const before = counter;
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for (const e of result.events) if (TURN_BOUNDARY.has(e.type)) counter++;
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for (const e of result.events) bump(e);
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if (before > turnIndex) break;
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if (before <= turnIndex && turnIndex <= counter) {
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const prevAt = entry.seq > 0 ? room.log[entry.seq - 1]!.at : "";
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@@ -463,7 +482,7 @@ export function momentSteps(room: Room, playerId: PlayerId, turnIndex: number):
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}
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}
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if (steps.length === 0) return { error: "no such turn yet" };
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return steps;
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return { steps, owner: owner ?? steps[steps.length - 1]!.actor, round };
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}
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// ---------------------------------------------------------------------------
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@@ -1619,8 +1619,9 @@
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</div>
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{/if}
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{#if net.moment && net.moment.length > 0}
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<Replay steps={net.moment} moment onshare={() => net.requestShare()} onclose={() => net.closeMoment()} />
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{#if net.moment && net.moment.steps.length > 0}
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<Replay steps={net.moment.steps} moment pov={net.moment.owner}
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onshare={() => net.requestShare()} onclose={() => net.closeMoment()} />
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{:else if net.catchUp && net.catchUp.length > 0}
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<Replay steps={net.catchUp} onclose={() => net.closeCatchUp()} />
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{:else if local.replaySteps && local.replaySteps.length > 0}
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@@ -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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@@ -44,7 +44,7 @@
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{:else}
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<div class="share-stage">
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{#key reelKey}
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<Replay steps={data.steps} moment endLabel="⟲ watch it again"
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<Replay steps={data.steps} moment pov={data.actor} endLabel="⟲ watch it again"
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onclose={() => (reelKey += 1)} />
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{/key}
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</div>
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@@ -314,8 +314,9 @@ class Net {
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onFx: ((events: GameEvent[]) => void) | null = null;
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/** A catch-up reel delivered by the server. */
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catchUp = $state<{ seq: number; actor: string; events: GameEvent[]; view: GameView; chat?: { player: string; text: string }[] }[] | null>(null);
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/** One turn's reel, summoned from a chronicle line's instant-replay eye. */
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moment = $state<{ seq: number; actor: string; events: GameEvent[]; view: GameView; chat?: { player: string; text: string }[] }[] | null>(null);
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/** One turn's reel, summoned from a chronicle line's instant-replay
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* eye — steps plus the wizard whose eyes the camera wears. */
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moment = $state<{ steps: { seq: number; actor: string; events: GameEvent[]; view: GameView; chat?: { player: string; text: string }[] }[]; owner: string } | null>(null);
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/** Turns witnessed so far: counts the same boundary events the server
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* counts, so a chronicle line can name the turn it belongs to. */
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private turnCounter = -1;
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@@ -424,7 +425,7 @@ class Net {
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this.catchUp = msg.steps;
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break;
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case "moment":
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this.moment = msg.steps;
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this.moment = { steps: msg.steps, owner: msg.owner };
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break;
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case "share":
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this.shareResolve?.(`${location.origin}/watch/${msg.id}`);
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