Table talk: chat woven into the chronicle

A say-box under the chronicle sends table talk to the room; messages
land in the event log itself, styled as parchment asides — banter
between the battle lines, the way it happens at a real table. Talk is
seat-authenticated, stripped and capped at 300 chars, rate-limited by
the existing bucket, persisted as chat lines in the room file (the
game replay ignores them; the room keeps its last 500), and replayed
to anyone joining. Async games get unread badges in the lobby ledger
(💬3), cleared by watching the table, and catch-up replays speak the
lines at the step where they were said. Public to the whole room, no
whispers — and no chat in hotseat, where the table talks for itself.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 14:24:22 -04:00
co-authored by Claude Fable 5
parent ed9585aa59
commit df52e9b53a
7 changed files with 242 additions and 7 deletions
+36 -3
View File
@@ -28,6 +28,7 @@
let punchWallMode = $state(false);
/** Leafing through the face-up discard pile. */
let showDiscards = $state(false);
let chatDraft = $state("");
let helpTab = $state<"play" | "rules" | "cards" | "about" | "tally">("play");
let hotseatCount = $state(2);
let setupName = $state("");
@@ -961,9 +962,9 @@
{:else if !g.started}
waiting to start · {g.players.join(", ")}
{:else if g.yourTurn}
{attentionLabel(g.attention)} · round {g.round} · {timeAgo(g.lastMoveAt)}
{attentionLabel(g.attention)} · round {g.round} · {timeAgo(g.lastMoveAt)}{#if net.unreadChat(g.roomId, g.chatCount) > 0}&nbsp;· 💬{net.unreadChat(g.roomId, g.chatCount)}{/if}
{:else}
{g.activePlayerId}'s turn · round {g.round} · {timeAgo(g.lastMoveAt)}
{g.activePlayerId}'s turn · round {g.round} · {timeAgo(g.lastMoveAt)}{#if net.unreadChat(g.roomId, g.chatCount) > 0}&nbsp;· 💬{net.unreadChat(g.roomId, g.chatCount)}{/if}
{/if}
</span>
</button>
@@ -1150,9 +1151,21 @@
<div class="chronicle" aria-label="game log" bind:this={chronicleEl}>
{#each (local.active ? local.log : net.log).slice(-60) as line, i (i)}
<div>{line}</div>
<div class:table-talk={line.startsWith("\u{1F4AC}")}>{line}</div>
{/each}
</div>
{#if !local.active && net.roomId}
<form class="say-box" onsubmit={(e) => {
e.preventDefault();
const t = chatDraft.trim();
if (t) net.sendChat(t);
chatDraft = "";
}}>
<input class="say-input" bind:value={chatDraft} maxlength="300"
placeholder="say something to the table…" aria-label="table talk" />
<button class="stamp tiny" type="submit" disabled={!chatDraft.trim()}>say</button>
</form>
{/if}
</aside>
</div>
@@ -1894,6 +1907,26 @@
.attack-power { font-family: "Courier Prime", monospace; color: #6b5a41; font-size: 0.9rem; }
.attack-fist { font-size: 1.1rem; color: #43331f; }
.table-talk {
background: #efe8d4;
color: #43331f;
border-radius: 3px;
padding: 0.1rem 0.4rem;
margin: 0.15rem 0;
font-style: italic;
}
.say-box { display: flex; gap: 0.35rem; margin-top: 0.4rem; }
.say-input {
flex: 1;
min-width: 0;
background: #f6f0df;
border: 1px solid #b3a687;
border-radius: 4px;
padding: 0.35rem 0.55rem;
font-family: "Courier Prime", monospace;
font-size: 0.8rem;
color: #43331f;
}
.discard-link {
background: none;
border: none;
+6 -2
View File
@@ -7,7 +7,7 @@
steps,
onclose,
}: {
steps: { seq: number; actor: string; events: GameEvent[]; view: GameView }[];
steps: { seq: number; actor: string; events: GameEvent[]; view: GameView; chat?: { player: string; text: string }[] }[];
onclose: () => void;
} = $props();
@@ -52,7 +52,10 @@
<div class="replay-caption">
<strong>{step.actor}</strong>
{#each lines as line, i (i)}<div>{line}</div>{/each}
{#if lines.length === 0}<div>…considers the maze.</div>{/if}
{#if lines.length === 0 && !step.chat?.length}<div>…considers the maze.</div>{/if}
{#each step.chat ?? [] as c, i (i)}
<div class="reel-talk">💬 {c.player}: {c.text}</div>
{/each}
</div>
<div class="replay-controls">
<button onclick={() => { playing = false; idx = Math.max(0, idx - 1); }} aria-label="previous move"></button>
@@ -122,6 +125,7 @@
width: auto;
max-width: 100%;
}
.reel-talk { font-style: italic; opacity: 0.85; }
.replay-caption {
background: #efe8d4;
color: #3a2f1f;
+46 -1
View File
@@ -169,6 +169,12 @@ export function humanize(e: GameEvent): string | null {
const SEAT_KEY = "wizwar-seat";
const SEATS_KEY = "wizwar-seats";
const CHAT_SEEN_KEY = "wizwar-chat-seen";
function loadChatSeen(): Record<string, number> {
try { return JSON.parse(localStorage.getItem(CHAT_SEEN_KEY) ?? "{}"); }
catch { return {}; }
}
const SEEN_KEY = "wizwar-seen";
function loadSeen(): Record<string, number> {
@@ -189,6 +195,7 @@ export interface GameSummary {
attention: "turn" | "counteract" | "discard" | "interrupt" | null;
round: number | null;
lastMoveAt: string | null;
chatCount: number;
}
export function attentionLabel(a: GameSummary["attention"]): string {
@@ -224,6 +231,9 @@ class Net {
seats = $state<Seat[]>(loadSeats());
/** Lobby ledger: one summary per live seat. */
stats = $state<Record<string, number | string | null> | null>(null);
chatSeen = $state<Record<string, number>>(loadChatSeen());
/** Messages in the current room this session (history + live). */
chatCount = 0;
games = $state<GameSummary[]>([]);
notificationsEnabled = $state(
typeof Notification !== "undefined" && Notification.permission === "granted",
@@ -233,7 +243,7 @@ class Net {
/** Moves you haven't watched yet in the current room. */
missedMoves = $state(0);
/** A catch-up reel delivered by the server. */
catchUp = $state<{ seq: number; actor: string; events: GameEvent[]; view: GameView }[] | null>(null);
catchUp = $state<{ seq: number; actor: string; events: GameEvent[]; view: GameView; chat?: { player: string; text: string }[] }[] | null>(null);
private seen: Record<string, number> = loadSeen();
private currentSeq = 0;
private lastYourTurn = new Map<string, boolean>();
@@ -325,6 +335,23 @@ class Net {
this.resume({ name: seat.name, roomId: seat.roomId, token: seat.token });
break;
}
case "chat": {
this.log = [...this.log, `\u{1F4AC} ${msg.player}: ${msg.text}`];
this.chatCount += 1;
if (this.roomId) this.markChatSeen();
break;
}
case "chatHistory": {
this.log = [
...this.log,
...(msg.messages as { player: string; text: string }[]).map(
(m) => `\u{1F4AC} ${m.player}: ${m.text}`,
),
];
this.chatCount = msg.messages.length;
if (this.roomId) this.markChatSeen();
break;
}
case "stats": {
this.stats = msg.stats;
break;
@@ -399,6 +426,24 @@ class Net {
}
/** Ask the server how all our games are doing. */
sendChat(text: string): void {
this.send({ type: "chat", text });
}
/** Watching the table counts as reading the talk. */
markChatSeen(): void {
if (!this.roomId) return;
const games = this.games.find((g) => g.roomId === this.roomId);
const count = Math.max(this.chatCount, games?.chatCount ?? 0);
if ((this.chatSeen[this.roomId] ?? 0) >= count) return;
this.chatSeen = { ...this.chatSeen, [this.roomId]: count };
localStorage.setItem(CHAT_SEEN_KEY, JSON.stringify(this.chatSeen));
}
unreadChat(roomId: string, chatCount: number): number {
return Math.max(0, chatCount - (this.chatSeen[roomId] ?? 0));
}
requestStats(): void {
this.send({ type: "stats" });
}