'Destroys all magical stones an opponent is CARRYING' — the owner's ruling: a stone hidden in the hand is a secret card, not a carried stone. Only displayed stones burn; the old all-hand burning also leaked hidden information by announcing cards nobody knew existed. Earlier games replay their broader fire. All 42 production ledgers verified before deploy. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
553 lines
21 KiB
TypeScript
553 lines
21 KiB
TypeScript
// Game rooms: the server is the authority. Each room holds one GameState and
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// the append-only command log (the seed + log IS the game — the basis for
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// replays, async play, and crash recovery). Every join, start, and command is
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// persisted; on boot, rooms are rebuilt by replaying their files.
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import { createHash, randomBytes, randomInt, timingSafeEqual } from "node:crypto";
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import {
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applyCommand,
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automatonCommand,
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automatonFallback,
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AUTOMATON_STYLES,
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AUTOMATON_TIERS,
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createGame,
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redactEvent,
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viewFor,
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type AutomatonStyle,
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type AutomatonTier,
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type Command,
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type GameEvent,
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type GameState,
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type GameView,
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type PlayerId,
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} from "@wizwar/engine";
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import { appendLine, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
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import { recordRoom } from "./stats";
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export interface LoggedCommand {
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seq: number;
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playerId: PlayerId;
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command: Command;
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at: string; // ISO timestamp (server-side wall clock; not used by the engine)
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}
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export interface Room {
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id: string;
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hostId: PlayerId;
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players: PlayerId[]; // join order
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/** Per-player secret HASHES: reclaiming a seat requires the raw token. */
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tokens: Map<PlayerId, string>;
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seed: number;
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expansion: boolean;
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/** Lobby standee choices (colorIndex 0-5), by player. */
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colorChoices: Map<PlayerId, number>;
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createdAt: string;
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state: GameState | null; // null until started
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log: LoggedCommand[];
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events: GameEvent[]; // full history (unredacted — redact per recipient)
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/** Table talk, persisted with the room (public to all seats). */
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chat: { player: PlayerId; text: string; at: string }[];
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/** Seats the server itself plays: temperament, tier, and secrecy. */
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bots: Map<PlayerId, { style: AutomatonStyle; secret: boolean; tier: AutomatonTier }>;
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}
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const rooms = new Map<string, Room>();
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/** Rules revision new games are dealt under (stored games keep their own). */
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const RULES_REV = 33;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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/** Tokens live hashed at rest (memory and disk); clients hold the raw form. */
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function hashToken(raw: string): string {
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return createHash("sha256").update(raw).digest("hex");
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}
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/** Public seat check for protocol handlers (timing-safe under the hood). */
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export function seatTokenValid(room: Room, playerId: PlayerId, raw: string | null): boolean {
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return tokenMatches(room, playerId, raw);
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}
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function tokenMatches(room: Room, playerId: PlayerId, raw: string | null): boolean {
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if (!raw) return false;
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const stored = room.tokens.get(playerId);
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if (!stored) return false;
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const a = Buffer.from(stored, "hex");
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const b = Buffer.from(hashToken(raw), "hex");
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return a.length === b.length && timingSafeEqual(a, b);
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}
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function makeRoomCode(): string {
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let code = "";
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for (let i = 0; i < 4; i++) {
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code += ROOM_CODE_ALPHABET[randomInt(ROOM_CODE_ALPHABET.length)];
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}
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// The disk check covers rooms that exist on file but failed to restore —
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// reusing such a code would append a new game into the orphaned file.
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return rooms.has(code) || roomFileExists(code) ? makeRoomCode() : code;
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}
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export function roomCount(): number {
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return rooms.size;
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}
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/** Every restored, still-running room — so boot can wake their bot pumps. */
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export function runningRooms(): Room[] {
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return [...rooms.values()].filter((r) => r.state && r.state.phase === "playing");
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}
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export function createRoom(hostId: PlayerId): { room: Room; token: string } {
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const token = randomBytes(16).toString("hex");
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const room: Room = {
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id: makeRoomCode(),
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hostId,
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players: [hostId],
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tokens: new Map([[hostId, hashToken(token)]]),
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seed: randomInt(0, 0xffffffff),
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expansion: false,
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colorChoices: new Map(),
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createdAt: new Date().toISOString(),
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state: null,
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log: [],
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events: [],
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chat: [],
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bots: new Map(),
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};
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rooms.set(room.id, room);
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recordRoom(room);
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appendLine(room.id, {
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kind: "meta",
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id: room.id,
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hostId,
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hostTokenHash: hashToken(token),
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seed: room.seed,
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createdAt: new Date().toISOString(),
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});
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return { room, token };
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}
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export function getRoom(id: string): Room | undefined {
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return rooms.get(id.toUpperCase());
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}
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export function joinRoom(
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room: Room,
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playerId: PlayerId,
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token: string | null,
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): { token: string } | { error: string } {
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if (room.players.includes(playerId)) {
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// Reclaiming an existing seat requires that seat's secret.
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if (tokenMatches(room, playerId, token)) return { token: token! };
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return { error: "that wizard name is taken in this room" };
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}
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if (room.state) return { error: "game already started" };
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if (room.players.length >= 6) return { error: "room is full" };
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const fresh = randomBytes(16).toString("hex");
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room.players.push(playerId);
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room.tokens.set(playerId, hashToken(fresh));
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appendLine(room.id, { kind: "join", name: playerId, tokenHash: hashToken(fresh) });
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recordRoom(room);
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return { token: fresh };
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}
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/** Everyone gets their chosen standee; the undecided get the first free one. */
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export function resolveColors(room: Room): number[] {
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const taken = new Set<number>();
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const resolved: number[] = [];
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for (const p of room.players) {
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const choice = room.colorChoices.get(p);
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if (choice !== undefined && !taken.has(choice)) {
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resolved.push(choice);
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taken.add(choice);
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} else {
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const free = [0, 1, 2, 3, 4, 5].find((c) => !taken.has(c))!;
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resolved.push(free);
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taken.add(free);
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}
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}
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return resolved;
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}
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export function pickColor(room: Room, playerId: PlayerId, color: number): string | null {
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if (room.state) return "the game has started — your robes are dyed";
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if (!room.players.includes(playerId)) return "you hold no seat in this room";
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if (!Number.isInteger(color) || color < 0 || color > 5) return "no such wizard";
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for (const [other, c] of room.colorChoices) {
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if (other !== playerId && c === color) return "that wizard has been claimed";
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}
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room.colorChoices.set(playerId, color);
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return null;
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}
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function startInMemory(room: Room, expansion: boolean, colors?: number[], deckRev?: number): { events: GameEvent[] } | { error: string } {
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const n = room.players.length;
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if (n < 2 || n > 6) return { error: "supported player counts: 2 to 6" };
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const { state, events } = createGame({
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playerIds: room.players,
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seed: room.seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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...(colors ? { colors } : {}),
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...(deckRev ? { deckRev } : {}),
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});
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room.expansion = expansion;
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room.state = state;
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room.events.push(...events);
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return { events };
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}
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export function startGame(room: Room, expansion: boolean): { events: GameEvent[] } | { error: string } {
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if (room.state) return { error: "already started" };
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const colors = resolveColors(room);
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const result = startInMemory(room, expansion, colors, RULES_REV);
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if ("error" in result) return result;
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appendLine(room.id, { kind: "start", expansion, colors, deckRev: RULES_REV });
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recordRoom(room);
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return result;
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}
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export function runCommand(
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room: Room,
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playerId: PlayerId,
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command: Command,
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): { events: GameEvent[] } | { error: string } {
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if (!room.state) return { error: "game not started" };
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const result = applyCommand(room.state, playerId, command);
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if (!result.ok) return { error: result.error };
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room.state = result.state;
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const logged: LoggedCommand = {
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seq: room.log.length,
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playerId,
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command,
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at: new Date().toISOString(),
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};
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room.log.push(logged);
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room.events.push(...result.events);
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appendLine(room.id, { kind: "command", ...logged });
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if (room.state.phase === "finished") recordRoom(room);
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return { events: result.events };
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}
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const CHAT_MAX_LENGTH = 300;
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const CHAT_KEEP = 500;
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export function addChat(room: Room, playerId: PlayerId, rawText: string): { text: string; at: string } | { error: string } {
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if (!room.players.includes(playerId)) return { error: "you hold no seat in this room" };
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const text = rawText.replace(/[\u0000-\u001f\u007f]/g, " ").trim().slice(0, CHAT_MAX_LENGTH);
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if (!text) return { error: "say something" };
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const at = new Date().toISOString();
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room.chat.push({ player: playerId, text, at });
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if (room.chat.length > CHAT_KEEP) room.chat.splice(0, room.chat.length - CHAT_KEEP);
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// Talk takes its place in the chronicle where it was said, so rejoining
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// players see it interwoven with the action, not sunk to the bottom.
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room.events.push({ type: "tableTalk", player: playerId, text });
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appendLine(room.id, { kind: "chat", player: playerId, text, at });
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return { text, at };
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}
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const AUTOMATON_NAMES = ["Automaton", "Automaton II", "Automaton III", "Automaton IV", "Automaton V"];
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/** Seat a clockwork wizard (host's choice, before the game starts). */
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export function addAutomaton(
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room: Room,
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styleWanted?: string,
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tierWanted?: string,
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): { name: PlayerId } | { error: string } {
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if (room.state) return { error: "the game has started" };
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if (room.players.length >= 6) return { error: "room is full" };
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const name = AUTOMATON_NAMES.find((n) => !room.players.includes(n));
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if (!name) return { error: "the workshop is empty" };
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const known = AUTOMATON_STYLES.includes(styleWanted as AutomatonStyle);
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const style: AutomatonStyle = known
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? (styleWanted as AutomatonStyle)
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: AUTOMATON_STYLES[randomInt(AUTOMATON_STYLES.length)]!;
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const secret = !known; // the mystery machine keeps its mood to itself
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const tier: AutomatonTier = AUTOMATON_TIERS.includes(tierWanted as AutomatonTier)
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? (tierWanted as AutomatonTier)
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: "adept";
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room.players.push(name);
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room.bots.set(name, { style, secret, tier });
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appendLine(room.id, { kind: "join", name, bot: true, style, tier, ...(secret ? { secret: true } : {}) });
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return { name };
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}
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/** Whose input does the maze want right now? */
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function actingSeat(room: Room): PlayerId | null {
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const s = room.state;
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if (!s || s.phase !== "playing") return null;
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return (
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s.wardPending?.ownerId ??
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s.stack?.waitingOn ??
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s.pendingDiscard ??
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s.chaosPending?.queue[0] ??
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s.outOfTurnWindow?.playerId ??
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s.players[s.turn.activeIndex]!.id
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);
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}
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/**
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* One automaton command, if the maze is waiting on clockwork. Null when a
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* human holds the floor (or the game is over, or the clockwork is wedged).
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*/
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export function driveOneAutomaton(room: Room): { seat: PlayerId; events: GameEvent[] } | null {
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const seat = actingSeat(room);
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if (!seat || !room.bots.has(seat)) return null;
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const view = viewFor(room.state!, seat);
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const bot = room.bots.get(seat);
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const chosen = automatonCommand(view, bot?.style, bot?.tier);
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let r = runCommand(room, seat, chosen ?? automatonFallback(view, bot?.tier));
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if ("error" in r) {
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// A refused choice retries with the fallback — unless the fallback IS
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// what just failed — then burns down the ladder to endTurn and pass.
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if (chosen) r = runCommand(room, seat, automatonFallback(view, bot?.tier));
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if ("error" in r) r = runCommand(room, seat, { type: "endTurn", draw: 0 });
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if ("error" in r) r = runCommand(room, seat, { type: "pass" });
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if ("error" in r) {
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console.error(`automaton ${seat} wedged in ${room.id}: ${r.error}`);
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return null;
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}
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}
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return { seat, events: r.events };
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}
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export interface GameSummary {
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roomId: string;
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name: PlayerId;
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players: PlayerId[];
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started: boolean;
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finished: boolean;
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winner: PlayerId | null;
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activePlayerId: PlayerId | null;
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yourTurn: boolean;
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/** WHY it is your turn: a normal turn, or an out-of-turn demand. */
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attention: "turn" | "counteract" | "discard" | "interrupt" | null;
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round: number | null;
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lastMoveAt: string | null;
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/** Total table-talk messages; the client tracks which it has seen. */
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chatCount: number;
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}
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/** A seat-holder's one-line view of a room, for the lobby ledger. */
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export function summarize(room: Room, playerId: PlayerId): GameSummary {
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const s = room.state;
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const active = s && s.phase === "playing" ? s.players[s.turn.activeIndex]!.id : null;
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const waitingOn = s?.stack?.waitingOn ?? s?.pendingDiscard ?? s?.chaosPending?.queue[0] ?? s?.outOfTurnWindow?.playerId ?? null;
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const turnHolder = waitingOn ?? active;
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let attention: "turn" | "counteract" | "discard" | "interrupt" | null = null;
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if (s?.phase === "playing" && turnHolder === playerId) {
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attention =
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s.stack?.waitingOn === playerId ? "counteract"
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: s.chaosPending?.queue[0] === playerId ? "counteract"
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: s.pendingDiscard === playerId ? "discard"
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: s.outOfTurnWindow?.playerId === playerId ? "interrupt"
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: "turn";
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}
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return {
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roomId: room.id,
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name: playerId,
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players: [...room.players],
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started: s !== null,
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finished: s?.phase === "finished",
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winner: s?.winner ?? null,
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activePlayerId: active,
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yourTurn: s?.phase === "playing" && turnHolder === playerId,
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attention,
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round: s?.turn.round ?? null,
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lastMoveAt: room.log.length > 0 ? room.log[room.log.length - 1]!.at : null,
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chatCount: room.chat.length,
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};
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}
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export function viewForPlayer(room: Room, playerId: PlayerId): GameView | null {
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return room.state ? viewFor(room.state, playerId) : null;
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}
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export interface CatchUpStep {
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seq: number;
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actor: PlayerId;
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events: GameEvent[];
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view: GameView;
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/** Table talk uttered between the previous command and this one. */
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chat?: { player: PlayerId; text: string }[];
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}
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/**
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* Rebuild the game and capture a redacted view after each command from
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* `sinceSeq` on — the "what happened while you were away" reel.
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*/
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export function catchUpSteps(room: Room, playerId: PlayerId, sinceSeq: number, full = false): CatchUpStep[] | { error: string } {
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if (!room.state) return { error: "game not started" };
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if (!room.players.includes(playerId)) return { error: "you hold no seat in this room" };
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if (full && room.state.phase !== "finished") return { error: "full replays wait for the game to finish" };
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const MAX_STEPS = 200;
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const from = full ? 0 : Math.max(sinceSeq, room.log.length - MAX_STEPS);
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const { state: fresh } = createGame(room.state.config);
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let current = fresh;
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const steps: CatchUpStep[] = [];
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for (const entry of room.log) {
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const result = applyCommand(current, entry.playerId, entry.command);
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if (!result.ok) return { error: `replay diverged at seq ${entry.seq}` };
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current = result.state;
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if (entry.seq >= from) {
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const prevAt = entry.seq > 0 ? room.log[entry.seq - 1]!.at : "";
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const said = room.chat
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.filter((c) => c.at > prevAt && c.at <= entry.at)
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.map((c) => ({ player: c.player, text: c.text }));
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steps.push({
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seq: entry.seq,
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actor: entry.playerId,
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events: redactFor(result.events, playerId),
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view: viewFor(current, playerId),
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...(said.length > 0 ? { chat: said } : {}),
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});
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}
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}
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return steps;
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}
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export function redactFor(events: GameEvent[], playerId: PlayerId): GameEvent[] {
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return events.map((e) => redactEvent(e, playerId)).filter((e): e is GameEvent => e !== null);
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}
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// ---------------------------------------------------------------------------
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// Seat transfers: a spoken-word one-time code hands a seat to another device.
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// Ephemeral by design — a server restart voids pending codes, never seats.
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const TRANSFER_WORDS = [
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"ember", "troll", "dagger", "raven", "flagon", "goat", "wand", "rune",
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"moss", "torch", "skull", "frost", "amber", "wisp", "cellar", "gable",
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"onyx", "briar", "tome", "cinder", "gloom", "spiral", "hex", "mirror",
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"portal", "quill", "shade", "tusk", "vault", "wyrm", "zephyr", "idol",
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"anvil", "bramble", "crypt", "dusk", "fable", "grotto", "hollow", "ivory",
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"jinx", "keep", "lantern", "marsh", "nettle", "oath", "plume", "quartz",
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"relic", "sconce", "talon", "umber", "vellum", "warden", "yarrow", "zeal",
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"bastion", "chalice", "drake", "eaves", "fen", "gargoyle", "harrow", "imp",
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] as const; // 64 words; 4-word phrases = 64^4 = ~16.7M combinations (~24 bits)
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interface PendingTransfer {
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roomId: string;
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name: PlayerId;
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token: string;
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expiresAt: number;
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}
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const transfers = new Map<string, PendingTransfer>();
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const TRANSFER_TTL_MS = 10 * 60 * 1000;
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export function makeTransferCode(
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room: Room,
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playerId: PlayerId,
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rawToken: string | null,
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): { code: string; expiresAt: number } | { error: string } {
|
|
if (!tokenMatches(room, playerId, rawToken)) return { error: "you hold no seat in this room" };
|
|
const token = rawToken!;
|
|
// Sweep expired codes while we are here.
|
|
const now = Date.now();
|
|
for (const [code, t] of transfers) {
|
|
if (t.expiresAt < now) transfers.delete(code);
|
|
}
|
|
if (transfers.size >= 200) return { error: "too many transfers pending — try again in a few minutes" };
|
|
let code: string;
|
|
do {
|
|
code = Array.from({ length: 4 }, () => TRANSFER_WORDS[randomInt(TRANSFER_WORDS.length)]).join("-");
|
|
} while (transfers.has(code));
|
|
const expiresAt = now + TRANSFER_TTL_MS;
|
|
transfers.set(code, { roomId: room.id, name: playerId, token, expiresAt });
|
|
return { code, expiresAt };
|
|
}
|
|
|
|
// Brute-force backstop: too many failed claims globally voids every pending
|
|
// code (they cost nothing to re-mint) and cools the endpoint off.
|
|
let failedClaims = 0;
|
|
let failWindowStart = 0;
|
|
const FAIL_WINDOW_MS = 10 * 60 * 1000;
|
|
const FAIL_LIMIT = 30;
|
|
|
|
export function claimTransferCode(code: string): { roomId: string; name: PlayerId; token: string } | { error: string } {
|
|
const now = Date.now();
|
|
if (now - failWindowStart > FAIL_WINDOW_MS) {
|
|
failWindowStart = now;
|
|
failedClaims = 0;
|
|
}
|
|
if (failedClaims >= FAIL_LIMIT) {
|
|
return { error: "too many failed claims — transfers are cooling off, mint a fresh phrase" };
|
|
}
|
|
const normalized = code.trim().toLowerCase().replace(/\s+/g, "-");
|
|
const t = transfers.get(normalized);
|
|
if (!t || t.expiresAt < now) {
|
|
failedClaims++;
|
|
if (failedClaims >= FAIL_LIMIT) transfers.clear();
|
|
return { error: "that transfer phrase is unknown or has expired" };
|
|
}
|
|
transfers.delete(normalized); // one-time
|
|
const room = rooms.get(t.roomId);
|
|
if (!room || !tokenMatches(room, t.name, t.token)) return { error: "that seat no longer exists" };
|
|
return { roomId: t.roomId, name: t.name, token: t.token };
|
|
}
|
|
|
|
/** Rebuild every persisted room by replaying its file. */
|
|
export function loadPersistedRooms(): void {
|
|
ensureDataDir();
|
|
let restored = 0;
|
|
for (const [id, lines] of readAllRooms()) {
|
|
try {
|
|
const meta = lines[0] as Extract<RoomLine, { kind: "meta" }>;
|
|
const hostHash = meta.hostTokenHash ?? (meta.hostToken ? hashToken(meta.hostToken) : null);
|
|
if (!hostHash) throw new Error("meta line has no host token");
|
|
const room: Room = {
|
|
id,
|
|
hostId: meta.hostId,
|
|
players: [meta.hostId],
|
|
tokens: new Map([[meta.hostId, hostHash]]),
|
|
seed: meta.seed,
|
|
expansion: false,
|
|
colorChoices: new Map(),
|
|
createdAt: meta.createdAt,
|
|
state: null,
|
|
log: [],
|
|
events: [],
|
|
chat: [],
|
|
bots: new Map(),
|
|
};
|
|
for (const line of lines.slice(1)) {
|
|
if (line.kind === "join") {
|
|
if (line.bot) {
|
|
room.players.push(line.name);
|
|
room.bots.set(line.name, {
|
|
style: (line.style as AutomatonStyle) ?? "hunter",
|
|
secret: line.secret === true,
|
|
// Tier-less join lines predate tiers, when every automaton
|
|
// played the full repertoire — not the "adept" lobby default.
|
|
tier: (line.tier as AutomatonTier) ?? "archmage",
|
|
});
|
|
} else {
|
|
const joinHash = line.tokenHash ?? (line.token ? hashToken(line.token) : null);
|
|
if (!joinHash) throw new Error("join line has no token");
|
|
room.players.push(line.name);
|
|
room.tokens.set(line.name, joinHash);
|
|
}
|
|
} else if (line.kind === "start") {
|
|
const r = startInMemory(room, line.expansion, line.colors, line.deckRev);
|
|
if ("error" in r) throw new Error(`replay start failed: ${r.error}`);
|
|
} else if (line.kind === "chat") {
|
|
// File order preserves the interleaving with commands.
|
|
room.chat.push({ player: line.player, text: line.text, at: line.at });
|
|
room.events.push({ type: "tableTalk", player: line.player, text: line.text });
|
|
} else if (line.kind === "command") {
|
|
if (!room.state) throw new Error("command before start in log");
|
|
const result = applyCommand(room.state, line.playerId, line.command as Command);
|
|
if (!result.ok) throw new Error(`replay failed at seq ${line.seq}: ${result.error}`);
|
|
room.state = result.state;
|
|
room.log.push({ seq: line.seq, playerId: line.playerId, command: line.command as Command, at: line.at });
|
|
room.events.push(...result.events);
|
|
}
|
|
}
|
|
rooms.set(id, room);
|
|
recordRoom(room);
|
|
restored++;
|
|
} catch (e) {
|
|
console.error(`could not restore room ${id}:`, e);
|
|
}
|
|
}
|
|
if (restored > 0) console.log(`restored ${restored} room(s) from disk`);
|
|
}
|