The whole punch list: rev 8, general FAQ, and four promoted UX items

Rules rev 8 closes the last two fidelity threads. A SPEED bonus turn
burns a turn of duration spells on the hastened wizard — recipient-
counted, per the FAQ's most obscure ruling — with self-cast durations
already burning through the normal turn-start sweep (expiry extracted
into expireEffect so both paths share the cleanup). And nothing can
be created on a DIMENSIONAL WARP token, as the card face always said.

The general-topic FAQ sections (Combat, Line of Sight, Monsters,
Treasures, and five more) join the rules tab verbatim under a double-
ruled divider, completing the FAQ's absorption: card rulings on the
cards, general rulings in the rules.

The four promoted UX items: cell-target spells now dim ineligible
squares (creations mirror emptySquareTarget from the viewer's
knowledge, summons want clear sighted squares, teleport BFSes its
four spaces exactly as the engine does, stone-to-water lights only
stone, dispel lights only creations); hotseat games get the full
replay reel, each step seen from its actor's own seat; a "stop
announcing attacks on this device" link in the fanfare modal (undo
lives beside the notification toggle in the lobby); the corner
inspector now serves only the selected casting card, with every
examine-a-card peek unified on the centered treatment; and the dev
socket URL keys on vite's port instead of hijacking every localhost.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 15:45:59 -04:00
co-authored by Claude Fable 5
parent f657144127
commit d6d34887e3
10 changed files with 409 additions and 25 deletions
+27 -9
View File
@@ -7,7 +7,7 @@
import Help from "./Help.svelte";
import Replay from "./Replay.svelte";
import { local } from "./local.svelte";
import { allCardDefs, cardDef, isNumberCard, SIDES, stepTarget, cellKey, isMovableObject, sightedCellsFor, type GameView } from "@wizwar/engine";
import { allCardDefs, cardDef, isNumberCard, SIDES, stepTarget, cellKey, isMovableObject, sightedCellsFor, type GameView, eligibleCellsFor } from "@wizwar/engine";
import type { CardInstance, Side } from "@wizwar/engine";
net.connect();
@@ -19,6 +19,12 @@
let showHelp = $state(false);
/** The finished game whose victory fanfare has been dismissed. */
let victorySeen = $state(false);
/** Quiet mode: skip the attack announcement modal (device preference). */
let noFanfare = $state(localStorage.getItem("wizwar-no-fanfare") === "1");
function setFanfare(announce: boolean) {
noFanfare = !announce;
localStorage.setItem("wizwar-no-fanfare", announce ? "0" : "1");
}
/** Which pending attack the player has already acknowledged (modal dismissed). */
let attackNoticeSeen = $state<string | null>(null);
/** A face-up card being peeked at from the scoresheet (view-only). */
@@ -641,6 +647,9 @@
if (!view || !selectedDef || !isYourTurn) return null;
if (ambushVia || ambushSpell || ambushTrigger) return null; // ambushes aim at the future
if (!me) return null;
if (CELL_CARDS.has(selectedCard!.cardId)) {
return eligibleCellsFor(view, selectedCard!.cardId);
}
if (selectedDef.adjacent === true) {
const { x, y } = me.position;
return new Set(
@@ -770,10 +779,12 @@
{/if}
{#if peekCard}
<div class="inspector" role="img" aria-label="displayed card, enlarged">
<button class="inspector-close" onclick={() => { peekCard = null; peekCreatureId = null; }} aria-label="hide card">×</button>
<div class="inspector-card"><Card card={peekCard} onfaq={(id) => (faqCardId = id)} /></div>
{#if peekNote}<div class="peek-note">{peekNote}</div>{/if}
<div class="big-peek-scrim" role="button" tabindex="-1"
onclick={() => { peekCard = null; peekCreatureId = null; }} onkeydown={() => {}}>
<div class="big-peek">
<Card card={peekCard} onfaq={(id) => (faqCardId = id)} />
{#if peekNote}<div class="peek-note big-peek-note">{peekNote}</div>{/if}
</div>
</div>
{/if}
@@ -813,7 +824,7 @@
</div>
{/if}
{#if view?.stack && attackNoticeKey && attackNoticeSeen !== attackNoticeKey}
{#if view?.stack && attackNoticeKey && attackNoticeSeen !== attackNoticeKey && !noFanfare}
<div class="scrim attack-scrim" role="alertdialog" aria-label="you are under attack">
<div class="attack-notice">
<div class="attack-headline">
@@ -844,6 +855,8 @@
{#if net.catchUp && net.catchUp.length > 0}
<Replay steps={net.catchUp} onclose={() => net.closeCatchUp()} />
{:else if local.replaySteps && local.replaySteps.length > 0}
<Replay steps={local.replaySteps} onclose={() => (local.replaySteps = null)} />
{/if}
{#if net.error}
@@ -967,6 +980,9 @@
notify me on my turn
</button>
{/if}
{#if noFanfare}
<button class="hint-cancel" onclick={() => setFanfare(true)}>announce attacks</button>
{/if}
</div>
{#each net.seats as seat (seat.roomId + seat.name)}
{@const g = net.games.find((x) => x.roomId === seat.roomId && x.name === seat.name)}
@@ -1357,9 +1373,9 @@
<div class="final-reveal" aria-label="all hands revealed">
<div class="reveal-head">
The hands, face-up
{#if !local.active}
<button class="stamp tiny" onclick={() => net.requestFullReplay()}> Watch the whole game</button>
{/if}
<button class="stamp tiny"
onclick={() => (local.active ? local.buildReplay() : net.requestFullReplay())}>
Watch the whole game</button>
</div>
{#each view.players as p (p.id)}
<div class="reveal-row">
@@ -1963,6 +1979,8 @@
box-shadow: 0 18px 50px rgba(0, 0, 0, 0.7);
}
.big-peek :global(.card:hover) { transform: scale(2.1); }
.big-peek { display: flex; flex-direction: column; align-items: center; }
.big-peek-note { margin-top: 6.8rem; max-width: 15rem; font-size: 0.8rem; }
.discard-link {
background: none;
border: none;