The die rolls in the open
Every player-facing D4 roll now lands in the chronicle as pips with its purpose: "🎲 alice rolls a 3 — aiming at the unseen — only a 1 finds them." A shared rollD4 helper threads the generic dieRolled event through blind staggers and swings, pit leaps, ooze and pit struggles, and the invisible/shrink miss rolls — the table sees the die land, exactly as it would in person. Rolls whose numbers already showed (the troll's swing, the misdirection direction, the opening roll-off) keep their lines. And the physical die's other job — "any 50-50 call" — gets its button: 🎲 beside the say-box in online games (server-rolled, published through the chat ledger so it persists, replays, and counts toward unread badges) and under the chronicle in hotseat, rolled on the device. Chronicle only; no game state touched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
d6d34887e3
commit
ef661c79ad
@@ -1189,6 +1189,12 @@
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<div class:table-talk={line.startsWith("\u{1F4AC}")}>{line}</div>
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{/each}
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</div>
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{#if local.active && local.viewerId}
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<div class="say-box">
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<button class="stamp tiny" type="button" title="roll the die (house calls)"
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onclick={() => local.rollTableDie()}>🎲 roll the die</button>
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</div>
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{/if}
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{#if !local.active && net.roomId}
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<form class="say-box" onsubmit={(e) => {
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e.preventDefault();
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@@ -1199,6 +1205,8 @@
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<input class="say-input" bind:value={chatDraft} maxlength="300"
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placeholder="say something to the table…" aria-label="table talk" />
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<button class="stamp tiny" type="submit" disabled={!chatDraft.trim()}>say</button>
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<button class="stamp tiny" type="button" title="roll the die (house calls)"
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onclick={() => net.rollTableDie()}>🎲</button>
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</form>
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{/if}
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</aside>
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@@ -60,6 +60,13 @@ class LocalGame {
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private activeMs = 0;
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private lastMoveAt = 0;
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/** The tabletop D4 for house calls: chronicle only, no game state. */
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rollTableDie(): void {
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if (!this.viewerId) return;
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const roll = 1 + (crypto.getRandomValues(new Uint32Array(1))[0]! % 4);
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this.log = [...this.log, `\u{1F3B2} ${this.viewerId} rolls the die \u2014 ${roll}`];
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}
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/** Rebuild the whole game as replay steps (finished games only). */
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buildReplay(): void {
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if (!this.config || this.gameState?.phase !== "finished") return;
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@@ -145,6 +145,7 @@ export function humanize(e: GameEvent): string | null {
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case "objectPickedUp": return `${e.player} picks up the ${cardDef(e.card.cardId).name} — actions over.`;
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case "wardSet": return e.armed ? "Your ward is set — the next thief bleeds." : "Your ward stands down.";
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case "chaosShielded": return `${e.player} raises a FULL SHIELD and sits out the chaos.`;
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case "dieRolled": return `\u{1F3B2} ${e.player ?? "The maze"} rolls a ${e.roll} — ${e.purpose}.`;
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case "pushed": return e.player
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? `${e.by} shoves ${e.player} down the corridor!`
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: `${e.by} shoves the beast down the corridor!`;
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@@ -428,6 +429,10 @@ class Net {
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}
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/** Ask the server how all our games are doing. */
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rollTableDie(): void {
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this.send({ type: "rollDie" });
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}
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sendChat(text: string): void {
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this.send({ type: "chat", text });
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}
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