Commit Graph
21 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 825a73b154 The cockpit's spells fire: fx timers survive the state message
Two lightning blasts at an adjacent wizard drew nothing in first
person. The fx pipeline staged the bolt correctly — then died unfired:
the server sends `events` and `state` back to back, the state message
re-derives `me`, and the fx effect tracked it, so Svelte ran the
cleanup — which cleared every pending timer and stripped in-flight
sprites — before the bolt's zero-delay start could fire. Every live
cast effect in the pane died this way since the pane was born.

The effect now tracks only the batch; everything else reads under
untrack, and timers are cleared only when the component goes down.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 19:15:55 -04:00
Eric WagonerandClaude Fable 5 f53f26ace9 The cockpit's camera ignores your own casts entirely
A cast through the glass is aimed by the eyes that fired it — you
face it by definition — and a keymap cast is a deliberate off-screen
act. Neither moves the camera. Aims and cutaways serve only deeds
done by others.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 16:10:27 -04:00
Eric WagonerandClaude Fable 5 72f5df5bba Your own casts never cut away
Casting a door onto the wall you already faced tripped the blocked-
sight cutaway: the camera leapt to film the wall from another
vantage, reading as a spin that put your back to your own door. In
the live cockpit your own deeds now only ever TURN the head, gently
and never past a quarter-turn — cutaways remain for things done TO
you.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 16:09:57 -04:00
Eric WagonerandClaude Fable 5 e2dfbd14e3 Edge cards light their targets; own casts never wrench the neck
Raising an edge-target card now makes every wall and door face
breathe faint gold in the pane — the cockpit's answer to the board's
edge handles — with hover still brightening the chosen face. And the
director's own-magic aim gains a quarter-turn cap: a deed you aimed
behind you via the keymap stays behind you, while deeds done TO you
may still spin the world.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 16:08:51 -04:00
Eric WagonerandClaude Fable 5 2206982c05 Forward rides above the glass, back below it
The strides map to the space they move you through: step-forward
centered in the top bezel, step-back centered in the bottom, matching
the hand's instinct from the old edge chevrons.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:45:26 -04:00
Eric WagonerandClaude Fable 5 3bd7e3c81d Credibility pass: the duels leave the code, staying in the ledgers
Third pass, scoped from 7a32370. Three blind reviewers (engine, web,
server/tools) each concluded the work is coherent engineering with
seam-level tells; every finding was verified before touching a line.

Session biography left the comments: the bot brain's heuristics no
longer cite the opponent who taught them, the RNRX coma parenthetical
and the thief-chase citation are gone, the seat-wallet comments state
their invariants without the war stories, and process-named test
groups now name the behaviors they pin. The incident record lives
where history belongs — commit messages and the ledgers.

Structural dedup: one VISIONSTONE one-edge-sight loop serves both
LOS paths; one creature-arrival touch handler serves walking and
warp-stepping (error text aligned); one facingWedge helper draws both
keymap ribbons; one spriteVisibleInCol rule serves the draw pass and
the hover test (which also stops re-sorting per pointermove); and
deepestFacing joins the director, replacing four copied scans.

Test hardening exposed real rot the tells were hiding: the tight
CreatureState cast caught two literals with a bogus field masking
three missing ones; the number-hoarding rig had NEVER run (its
column didn't exist on seed 42 — it now carves its own geometry);
the bank-guard rig now drives the whole table to an arrival
assertion; the bent-trace test walls off straight sight so the bend
must answer. Silent `return`-on-rig-failure became loud throws, and
can-never-fail assertions were removed.

Sweep-up: the eyeTurn ghost comment, the stacked leave() doc
comments (leave now delegates to leaveLocal), the dead ternary in
the seat client, the kick handler's name-coercion drift, kick ledger
lines gain timestamps, archiveRoomFile reuses fileFor, the RULES_REV
alias retires in favor of the engine constant, hitTest un-exports,
the NUL-sentinel hover shape becomes an honest "none" variant, and
the steering holds get named constants. The bezel's stride cluster
also centers per the table's note.

288 tests, 24 ledgers verified, all workspaces typecheck.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:43:24 -04:00
Eric WagonerandClaude Fable 5 7bd8eff11c The instruments move into the bezel; the windshield goes bare
Per the table's suggestion: chevrons and trays no longer overlay the
canvas — a frame holds them. The top bezel carries the ride controls,
the sharing-your-square portraits, and the hide button; tall turn
paddles flank the glass; the bottom bezel holds the strides, the
at-your-feet tray, hazard chips, the warp-step, and the key hint.
Every canvas pixel is now permanently hover-and-click target glass,
and the yield-while-targeting hack retires unneeded.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:23:14 -04:00
Eric WagonerandClaude Fable 5 0530ecb039 The helm yields the glass while a card is aimed
The drive chevrons are buttons over the canvas edges, and the
back-stride strip owns the bottom band — exactly where an adjacent
square's floor renders. With a card selected, hovering there showed
no target and a click would have STEPPED backward instead of casting
(the tacks report: the pane refused what the map allowed). While a
card is aimed the strips now fade and stop catching the pointer, so
every pixel of the pane hovers and clicks as a target; the arrow keys
still steer throughout.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:21:05 -04:00
Eric WagonerandClaude Fable 5 728f9fc28a The feet tray learns hazards and the warp step
Two blind spots close. The active body — wizard or ridden mount —
standing on a dimensional-warp token gets a "step through the warp"
button in the feet tray, dispatching warpStep for the wizard and
creatureWarpStep for the mount (the command the RNRX troll report
earned). And whatever you stand IN shows as a warning chip: tacks,
slime, dust, a pit, the ooze — the near plane's last secrets told.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:19:22 -04:00
Eric WagonerandClaude Fable 5 043a8b94a2 Bodies sharing your square get a tray of their own
A wizard or creature standing IN your square lives inside the
renderer's near plane — no sprite, nothing to click, though
same-square is exactly where punches, thieves, and a mount's claws
operate. A "sharing your square" tray now joins the cockpit above the
feet tray: co-located bodies as clickable portraits, routed through
the same target handler a sprite click uses — so a possessed skeleton
claws its square-mate and a wizard punches theirs, all from inside
the pane.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:13:46 -04:00
Eric WagonerandClaude Fable 5 e499df22d7 The facing ribbon rides the mount
While the pane possesses a creature, the keymap's golden ribbon moves
to the mount's token — same shallow triangle, sized to the smaller
body, turning with the borrowed eyes — and leaves the wizard's brow
until the rider returns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:02:28 -04:00
Eric WagonerandClaude Fable 5 714c5bef80 Dismounting hands back the exact view you left
Stepping out of a creature's skull treated the return as a fresh cut,
and fresh cuts face the deepest corridor — spinning the rider 90
degrees from where they had been looking. The saddle now remembers:
your position and facing are saved at mount and restored verbatim on
every dismount path (the button, the turn passing, the mount dying),
with no cut and no re-aim.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:01:18 -04:00
Eric WagonerandClaude Fable 5 1595118410 Possession: ride your creature's eyes; the cockpit stops flinching
The pane learns the menagerie. On your turn, a "ride" button appears
for each creature you command with moves or claws unspent; mounting
seats the camera in its skull facing its longest corridor, hides its
own hide from its eyes, and hands it the helm — chevrons and arrows
stride IT, an adjacent floor click steps it, and clicking an enemy
sharing its square lands its blow. A banner shows the mount's
remaining legs; one tap (or the turn passing, or the mount dying)
returns you to your own eyes, where the director reseats you fresh.

Two cockpit-dignity fixes from live play ride along: a cutaway to
your own body now plays only for things done TO you — dropping a
dagger no longer flings your eyes out of your skull — and a standing
camera is never "rescued" off a wall you deliberately faced; the
deepest-corridor default applies only to fresh cuts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 14:56:29 -04:00
Eric WagonerandClaude Fable 5 5f91e30eb4 Warps preserve your heading, not your bearing
Stepping through a rim warp spun the live camera 180: the director
aimed along the displacement vector, and a top-to-bottom wrap's
vector points exactly opposite the walk. The exit facing now comes
from the warp's own geometry — the far mouth's inward direction —
so travel carries straight through plain wraps and rotates correctly
where boards were laid rotated; a dimensional token step keeps the
facing it entered with.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 14:51:56 -04:00
Eric WagonerandClaude Fable 5 19752e55e1 Forfeit legs earn no scolding; the pane sees your boots
Picking up an object ends the turn's actions AND movement — yet the
end-turn caution still tallied the unspendable points as regret. The
unspent-movement reason now stays quiet once actions have ended:
those points cannot be spent, only mourned.

And the raycaster has no downward pitch, so whatever lay in your own
square — a treasure, a dropped blade — was invisible from inside the
cockpit. An "at your feet" tray now rides the pane's bottom edge on
your turn: your square's floor treasures and objects as clickable
icons, each a one-tap pickup through the same commands the board's
buttons send.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 13:51:27 -04:00
Eric WagonerandClaude Fable 5 22c443d2c5 The crosshair answers before the click commits
Hovering the pane now shows what a click would do: a wizard or
creature outlines in gold with its name at the crosshair, a wall or
door face lights across every column it owns, and a floor square
draws its perspective-true quad on the ground. Warp-bent ground still
targets truly but labels itself "through the warp" rather than
drawing a quad in the wrong geometry. And when a cell-target card is
selected, the ineligible ground dims in the 3D view itself — the same
litCells the board's shadow uses, rasterized into the floor pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 12:35:12 -04:00
Eric WagonerandClaude Fable 5 42d872df6d Milestone two: the pane becomes the wand hand
Clicks in the first-person view now act. The renderer keeps what the
last frame knew — per-column depth, warp bends, every wall hit's edge,
every sprite's screen rect with its identity — and hitTest inverts the
projection: the nearest visible sprite answers as its wizard or
creature, a struck wall or door answers as its edge, and the ground
answers as the square under the pixel, warp-bent columns mapping their
virtual floor back to real cells through the warp's own rigid motion.
The pane hands each target to the very functions the top-down board's
clicks use, so pane and map can never disagree: click the floor ahead
and you walk there; click a door with a key selected and the lock
turns; click a wizard with an attack and the spell flies.

The keymap token now wears a golden wedge showing the camera's compass
quadrant — the cockpit and the chart always agree on which way you
face. Verified live: a floor click became a real move command in the
room ledger, edge clicks resolve and defer correctly, and the wedge
tracks quarter-turns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 12:28:51 -04:00
Eric WagonerandClaude Fable 5 ffd2cc7a82 The helm grows tappable: chevron strips ride the pane's edges
Milestone two opens with touch. Faint chevrons live along the pane's
four edges — left and right strips quarter-turn the camera (always),
top and bottom stride forward and back (your turn only, through the
same commands, cautions, and wall-bounces as the keys). Quiet under a
resting eye, brighter under a pointer, generous under a thumb.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 00:14:16 -04:00
Eric WagonerandClaude Fable 5 b8bb60cf6d Milestone one: the pane becomes the cockpit
FPV play begins. On your turn the pane takes the helm: arrows or WASD
— quarter-turns are free camera, a stride issues a REAL move command
through the same cautions and refusals as a board click, and a wall
bounces you with the table's own toast. While the player steers, the
director keeps its hands off the idle facings; your own magic still
turns your head, and cutaways still fire. The layout inverts to match
the mode: the 3D view is the primary window into the game, the
top-down board reduced to a keymap beneath it, with the control hint
in the pane's corner. Typing in chat is never hijacked.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 00:02:16 -04:00
Eric WagonerandClaude Fable 5 c7109fcddf The pane sits square on the board's shoulders
Eric's layout call: the first-person pane wears exactly the board's
width, directly above it. A shrink-wrapped column stacks the two, with
the pane held out of the intrinsic sizing (width:0, min-width:100%) so
the BOARD alone decides how wide the column is; the canvas keeps its
aspect as it scales.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 23:46:20 -04:00
Eric WagonerandClaude Fable 5 e6ef5f6315 First person comes to the living table (branch work)
A pane above the board plays the game through your own eyes while you
play it — the board below stays the tactical truth. One new module,
fpv/director.ts, extracts the reel's directorial instincts (the aim
ladder, the hurl test, the glide gatherer) so the replay and the live
pane share one eye and can never drift; Replay is refactored onto it
unchanged. LiveFirstPerson.svelte feeds the shared FirstPerson
renderer from the live event stream: every batch plays through the
same fx pipeline as the instant replay — projectiles, door swings,
conjurations growing — while the camera walks your strides, turns to
your aims and to actors in your sight, cuts away (with your own body
in frame) to deeds beyond it, and never idles nose-to-brick. Bodies
glide between server views. A ✕ hides the pane; the liveFp preference
(on by default) brings it back.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 23:29:03 -04:00