Credibility pass: the session seams sanded from the clips-and-camera batch

Two blind reviews of everything since the last pass (afa0e17), every
finding checked against the code, no behavior changed: all thirty
scene goldens match without a re-bless and the engine suite is
untouched.

Reel and renderer: the camera's look-down rule is stated once, beside
LOOK_DOWN, instead of twice in the effect; the empty aim branch that
stood where a cutaway used to be is gone (the guard it implied is now
explicit); the pit events and the punch are handled by their own
types, not through "in" casts; smoothstep is one export used by every
tween instead of eleven inline copies; the two floor rings share one
painter; project() takes a Billboard instead of a third hand-typed
copy of its fields; the strides-left figure and the web rim no longer
shadow the reel's steps and the pane's fx; the die card's verdict is
built from events, not by matching an emoji; the workshop asks for the
hover cue by name instead of passing an empty click handler.

Server and engine: one requestBase() for the origin, one slug pattern
in store.ts gating both the clip page and its files, one 404 for both;
LOOPBACK sits above its only caller; doCounteract names what a counter
is played against once; fearCells sits beside its own docblock rather
than between sightedCellsFor and its.

Deploy: chromiumExe, the private server, ffmpeg, and the reel rewind
live in deploy/lib/harness.mjs, shared by the gate, the recorder, and
the card cutter instead of pasted three times; the recorder drops its
duplicate frame counters and names its poster settle; the card uses the
gallery's exact gold; the one-time Sentry URL bootstrap leaves
deploy.sh; the backup comment states the rule rather than the incident.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
Eric Wagoner
2026-09-03 11:55:57 -04:00
co-authored by Claude Fable 5.1
parent ddd2e347bd
commit e1a740119c
20 changed files with 238 additions and 263 deletions
+36 -40
View File
@@ -5,9 +5,9 @@
import { humanize, spellName } from "./net.svelte";
import { tokenArt } from "./art";
import { scheduleFx, type BoardFx } from "./fx";
import { fpFxForEvents, type FpFx } from "./fpv/fx3d";
import { fpFxForEvents, smoothstep, type FpFx } from "./fpv/fx3d";
import { castRay, edgeMid } from "./fpv/raycast";
import { cutawayStand, deepestFacing, aimOfEvents, gatherGlides, hurledIn, shortestArc, sightline } from "./fpv/director";
import { cutawayStand, aimOfEvents, gatherGlides, hurledIn, shortestArc, sightline } from "./fpv/director";
import { prefs } from "./prefs.svelte";
import { cardDef, isPermanentDuration, stackSightTrace } from "@wizwar/engine";
import type { GameEvent, GameView } from "@wizwar/engine";
@@ -99,7 +99,9 @@
const t0 = performance.now();
const dur = DIE_MS / speed;
const who = d.player ?? "The maze";
die = { idx: i, player: who, roll: d.roll, purpose: d.purpose, face: 1, landed: false };
const show = (face: number, landed: boolean) =>
(die = { idx: i, player: who, roll: d.roll, purpose: d.purpose, face, landed });
show(1, false);
let raf = 0;
const tick = (now: number) => {
const p = Math.max(0, now - t0) / dur;
@@ -108,9 +110,9 @@
// The tumble: faces flick past, slowing as the die settles. A
// fixed sequence, so the harness films the same roll every time.
const n = Math.floor(p * 26 - p * p * 18);
die = { idx: i, player: who, roll: d.roll, purpose: d.purpose, face: ((n * 3 + 1) % 4) + 1, landed: false };
show(((n * 3 + 1) % 4) + 1, false);
} else if (!die?.landed) {
die = { idx: i, player: who, roll: d.roll, purpose: d.purpose, face: d.roll, landed: true };
show(d.roll, true);
}
raf = requestAnimationFrame(tick);
};
@@ -122,15 +124,14 @@
/** What you drew belongs in the chronicle, not on a reel that may be
* recorded and passed around — captions keep the count, not the cards. */
const CAPTION_SILENT = new Set(["cardsDrawnPrivate", "cardsDealtPrivate", "cardsStolenPrivate"]);
const lines = $derived(
step.events
.filter((e) => !CAPTION_SILENT.has(e.type))
.map(humanize)
.filter((l): l is string => l !== null),
);
const captionLines = (events: GameEvent[], silent: Set<string>) =>
events.filter((e) => !silent.has(e.type)).map(humanize).filter((l): l is string => l !== null);
const lines = $derived(captionLines(step.events, CAPTION_SILENT));
const atEnd = $derived(idx >= steps.length - 1);
/** What the roll brought about, in the caption's own words. */
const dieVerdict = $derived(lines.filter((l) => !l.startsWith("\u{1F3B2}")).slice(0, 2).join(" "));
/** What the roll brought about, in the caption's own words — the roll
* itself is on the die card, so its line is left out. */
const VERDICT_SILENT = new Set([...CAPTION_SILENT, "dieRolled"]);
const dieVerdict = $derived(captionLines(step.events, VERDICT_SILENT).slice(0, 2).join(" "));
/** The acting wizard's standee, shown beside their words. */
const actorArt = $derived.by(() => {
@@ -147,7 +148,7 @@
const p = v.players.find((x) => x.id === step.actor);
if (!p) return null;
const acting = v.activePlayerId === p.id;
const steps = acting ? Math.max(0, v.turn.movementAllowance - v.turn.movementUsed) : null;
const strides = acting ? Math.max(0, v.turn.movementAllowance - v.turn.movementUsed) : null;
const chips: string[] = [`♥ ${p.life}`];
if (p.carriedTreasureId) chips.push("carrying a treasure");
for (const c of p.displayed) chips.push(cardDef(c.cardId).name.toLowerCase());
@@ -158,7 +159,7 @@
if (p.lostTurns > 0) chips.push(`loses ${p.lostTurns} turn${p.lostTurns === 1 ? "" : "s"}`);
if (p.passWallCharges > 0) chips.push(`pass wall × ${p.passWallCharges}`);
if (acting && v.turn.attackUsed) chips.push("attack spent");
return { steps, chips };
return { strides, chips };
});
/** A change of eyes wipes a slate across the pane: the cut to another
@@ -257,8 +258,8 @@
$effect(() => {
if (!playing) return;
// Each step gets the reel's beat, plus the die's interlude when
// one decided it. Read the step here so every advance re-arms the
// timer — a derived that stays 0 across steps would not.
// one decided it. Reading idx here is what re-arms the timer on
// every advance.
const from = idx;
const t = setTimeout(() => {
if (idx !== from) return;
@@ -287,7 +288,7 @@
let raf = 0;
const tick = (now: number) => {
const w = Math.min(1, Math.max(0, (now - t0) / dur));
const ease = w * w * (3 - 2 * w);
const ease = smoothstep(w);
const next: Record<string, { x: number; y: number }> = {};
for (const m of moves) {
next[m.id] = { x: m.fx + (m.tx - m.fx) * ease, y: m.fy + (m.ty - m.fy) * ease };
@@ -308,6 +309,11 @@
/** How far the eyes drop to watch their own feet: the horizon rises
* to the pane's top third and the ground underfoot fills the rest. */
const LOOK_DOWN = 0.36;
/** Deeds on the ground of your own square, watched by looking down.
* A punch traded with a square-mate is not one: they stand in front
* of the eyes wherever those point. */
const GROUNDWORK = new Set(["spellCast", "squareFilled", "creatureCreated",
"treasurePickedUp", "treasureDropped", "objectDropped"]);
let camReady = false;
$effect(() => {
if (!fp) { camReady = false; return; }
@@ -364,18 +370,11 @@
};
let targetFacing = camF;
let aimed = false;
// Something at your own feet — a conjuration on your square, a
// treasure taken up, the pit you just fell down — is watched by
// looking down; the eyes come back level with the next step.
// The pit you fell down, or climbed from, is at your feet too; the
// eyes come back level with the next step.
const underfoot = step.events.some((e) =>
(e.type === "fellInPit" || e.type === "climbedFromPit") && "player" in e && (e as { player: string }).player === povId);
(e.type === "fellInPit" || e.type === "climbedFromPit") && e.player === povId);
let targetPitch = 0;
// Only GROUND deeds earn the look-down: a conjuration on this
// square, a treasure taken up or set down. A punch traded with
// someone sharing the square aims at nobody's feet — they stand
// right in front of the eyes, wherever those point.
const GROUNDWORK = new Set(["spellCast", "squareFilled", "creatureCreated",
"treasurePickedUp", "treasureDropped", "objectDropped"]);
const groundwork = aim?.self && step.events.some((e) => GROUNDWORK.has(e.type));
/** A stride that ends with something to watch — an ambush that
* fired as the step landed — turns once more after the walk. */
@@ -392,10 +391,7 @@
targetPitch = LOOK_DOWN;
aimed = true;
}
else if (aim?.self) {
// Nothing to turn toward: keep the view, unless it is a wall.
}
else if (aim) {
else if (aim && !aim.self) {
const ax = aim.x + 0.5, ay = aim.y + 0.5;
// The eyes watch their own magic land wherever they can see it —
// straight down a corridor or through a warp mouth. Only a target
@@ -523,20 +519,20 @@
const t = Math.max(0, now - t0);
if (tiltMs > 0) {
const w = Math.min(1, t / tiltMs);
cam.pitch = fromP + (targetPitch - fromP) * (w * w * (3 - 2 * w));
cam.pitch = fromP + (targetPitch - fromP) * (smoothstep(w));
}
if (turnMs > 0 && t < turnMs) {
cam.facing = fromF + arc * (t / turnMs);
} else if (walkMs > 0 && t < turnMs + walkMs) {
cam.facing = fromF + arc;
const w = (t - turnMs) / walkMs;
const ease = w * w * (3 - 2 * w);
const ease = smoothstep(w);
cam.x = fromX + (tx - fromX) * ease;
cam.y = fromY + (ty - fromY) * ease;
} else if (closingArc !== 0 && t < turnMs + walkMs + closingMs) {
cam.x = tx; cam.y = ty;
const w = (t - turnMs - walkMs) / closingMs;
cam.facing = fromF + arc + closingArc * w * w * (3 - 2 * w);
cam.facing = fromF + arc + closingArc * smoothstep(w);
} else if (tiltMs > 0 && t < tiltMs) {
cam.facing = fromF + arc + closingArc;
cam.x = tx; cam.y = ty;
@@ -606,13 +602,13 @@
said.forEach((line, i) => g.fillText(line, textX, 720 - 32 + i * 26, 760));
if (status) {
g.textAlign = "right";
if (status.steps !== null) {
if (status.strides !== null) {
g.fillStyle = "#efe8d4";
g.font = "600 34px Oswald, sans-serif";
g.fillText(String(status.steps), 1280 - 28, 720 - 52);
g.fillText(String(status.strides), 1280 - 28, 720 - 52);
g.fillStyle = "#a49c86";
g.font = "600 14px Oswald, sans-serif";
g.fillText(status.steps === 1 ? "STEP LEFT" : "STEPS LEFT", 1280 - 28, 720 - 34);
g.fillText(status.strides === 1 ? "STEP LEFT" : "STEPS LEFT", 1280 - 28, 720 - 34);
}
g.fillStyle = "#d8d2c0";
g.font = "16px 'Courier Prime', monospace";
@@ -720,8 +716,8 @@
</div>
{#if status}
<div class="caption-status">
{#if status.steps !== null}
<div class="caption-steps"><b>{status.steps}</b><span>{status.steps === 1 ? "step" : "steps"} left</span></div>
{#if status.strides !== null}
<div class="caption-steps"><b>{status.strides}</b><span>{status.strides === 1 ? "step" : "steps"} left</span></div>
{/if}
<div class="caption-chips">
{#each status.chips as chip, i (i)}<span class="chip">{chip}</span>{/each}