The table speaks plainer, and keeps its whimsy

Wording throughout the app, the server's messages and the engine's
refusals trades its stacked dashes for sentences, while the maze still
trusts you to honor its curses, the gallery still listens, and the
clockwork still learns its best tricks from the humans at the table.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Eric WagonerandClaude Opus 5.5 committed 2026-10-11 11:29:07 -04:00
1 parent ad23c83b8a
commit c64ff70ed4
25 files changed
+415 -414

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@@ -457,10 +457,10 @@
{#if e.state === "firewall"}
<FirewallEdge x={e.x} y={e.y} kind={e.kind === "V" ? "V" : "H"} onpeek={onEdgePeek} />
{:else}
{@const lockTitle = e.lock === "removed" ? "lock removed — swings free"
: e.lock === "jammed" ? "lock jammed — sealed for good"
: e.lock === "held" ? "held open by a standing wizard"
: e.lock === "ajar" ? "unlocked until end of turn" : null}
{@const lockTitle = e.lock === "removed" ? "a door with its lock removed, swinging free"
: e.lock === "jammed" ? "a door with its lock jammed, sealed for good"
: e.lock === "held" ? "a door held open by a standing wizard"
: e.lock === "ajar" ? "a door unlocked until the end of the turn" : null}
<EdgeGlyph x={e.x} y={e.y} kind={e.kind === "V" ? "V" : "H"}
state={e.state === "door" ? "door" : "wall"}
lock={(e.lock ?? null) as LockState | null}
@@ -479,7 +479,7 @@
? edgeScar((wx + 1) * CELL, wy * CELL + 3, (wx + 1) * CELL, (wy + 1) * CELL - 3, frac)
: edgeScar(wx * CELL + 3, (wy + 1) * CELL, (wx + 1) * CELL - 3, (wy + 1) * CELL, frac)}
<path d={scar} class="crack-shadow" style:opacity={0.35 + frac * 0.65} />
<path d={scar} class="crack" style:opacity={0.35 + frac * 0.65}><title>battle-scarred — {dmg} damage taken</title></path>
<path d={scar} class="crack" style:opacity={0.35 + frac * 0.65}><title>battle-scarred, {dmg} damage taken</title></path>
{/each}
<!-- illusions YOU know are fake: ghostly dashed lines -->
@@ -488,9 +488,9 @@
{@const ix = Number(key.split(":")[1]?.split(",")[0])}
{@const iy = Number(key.split(":")[1]?.split(",")[1])}
{#if kind === "V"}
<path d={edgeWisps((ix+1)*CELL, iy*CELL, (ix+1)*CELL, (iy+1)*CELL)} class="illusion"><title>an illusion — your eyes see through it</title></path>
<path d={edgeWisps((ix+1)*CELL, iy*CELL, (ix+1)*CELL, (iy+1)*CELL)} class="illusion"><title>an illusion your eyes see through</title></path>
{:else}
<path d={edgeWisps(ix*CELL, (iy+1)*CELL, (ix+1)*CELL, (iy+1)*CELL)} class="illusion"><title>an illusion — your eyes see through it</title></path>
<path d={edgeWisps(ix*CELL, (iy+1)*CELL, (ix+1)*CELL, (iy+1)*CELL)} class="illusion"><title>an illusion your eyes see through</title></path>
{/if}
{/each}
@@ -649,7 +649,7 @@
x={-CELL * 0.26} y={-CELL * 0.26}
width={CELL * 0.52} height={CELL * 0.52}
cls={`token-art hit${c.id === selectedCreatureId ? " selected-art" : ""}`}
title={`${c.kind} (${c.controllerId}) — ${c.damage}/${Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg`}
title={`${c.kind} (${c.controllerId}), ${c.damage}/${Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg`}
/>
<rect
x={-CELL * 0.26} y={-CELL * 0.26}
@@ -666,7 +666,7 @@
class:selected={c.id === selectedCreatureId}
stroke={playerColor(c.controllerId)}
>
<title>{c.kind} ({c.controllerId}) — {c.damage}/{Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg</title>
<title>{c.kind} ({c.controllerId}), {c.damage}/{Number.isFinite(c.maxDamage) ? c.maxDamage : "∞"} dmg</title>
</rect>
<text x="0" y="4" class="creature-label">{c.kind === "fire-imp" ? "I" : c.kind === "democratic-monster" ? "D" : c.kind[0]?.toUpperCase()}</text>
{/if}