Begin Wyrm from the game kit
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<script lang="ts">
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// A dialog of tabs: the about panel, how to play, the rules. The address
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// names it, so a plain link opens it: #rules opens the rules, #guide/notation
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// how to play at its notation. It closes with its button, a click outside
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// it, or Escape. The tab last read is the one it reopens on. `open` tells
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// the page whether it is showing.
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import { untrack, type Snippet } from 'svelte';
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import { goto } from '$app/navigation';
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import { page } from '$app/state';
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import Tabs, { type Tab } from './Tabs.svelte';
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let {
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address,
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title,
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label = title,
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tabs,
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intro,
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open = $bindable(false)
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}: { address: string; title: string; label?: string; tabs: Tab[]; intro?: Snippet; open?: boolean } = $props();
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let current = $state('');
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// The dialog is open exactly while the router's address names it. Opening, choosing a tab and
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// closing all navigate, so the address and the dialog cannot disagree.
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const [named, tab] = $derived.by(() => {
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const [name, t] = page.url.hash.slice(1).split('/');
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return [name === address, t] as const;
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});
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$effect(() => {
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open = named;
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});
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$effect(() => {
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if (named && tabs.some((t) => t.id === tab)) untrack(() => (current = tab));
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});
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// The address follows the chosen tab, so what is being read can be linked to.
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$effect(() => {
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if (named && current) untrack(() => current !== tab && show(current));
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});
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const bare = () => `${page.url.pathname}${page.url.search}`;
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const quietly = { replaceState: true, noScroll: true, keepFocus: true };
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function show(id: string) {
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goto(`${bare()}#${address}/${id}`, quietly);
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}
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function close() {
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goto(bare(), quietly);
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}
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function onKey(e: KeyboardEvent) {
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if (named && e.key === 'Escape') close();
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}
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</script>
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<svelte:window onkeydown={onKey} />
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{#if named}
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<div class="scrim anchored" role="presentation" onclick={(ev) => ev.target === ev.currentTarget && close()}>
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<div class="panel" role="dialog" aria-modal="true" aria-labelledby="{address}-title">
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<header>
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<h2 id="{address}-title">{title}</h2>
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<button type="button" class="close" aria-label="Close" onclick={close}>×</button>
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</header>
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<div class="body">
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{#if intro}<div class="intro">{@render intro()}</div>{/if}
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<Tabs {tabs} {label} bind:current />
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</div>
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</div>
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</div>
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{/if}
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<style>
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/* Its own backdrop: not every game has another dialog to share one with. */
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.scrim {
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position: fixed;
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inset: 0;
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z-index: 20;
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background: rgba(0, 0, 0, 0.55);
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display: grid;
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/* One row the window's height, so the dialog's max-height: 100% is a real limit and it scrolls within. */
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grid-template-rows: minmax(0, 1fr);
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place-items: center;
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padding: 16px;
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}
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/* Held near the top, not centered: a tab of another length must not move the tabs under the pointer. */
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.anchored {
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place-items: start center;
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padding-top: max(16px, 6vh);
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}
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/* min-width 0 all the way down, so wide content scrolls in place instead of widening the dialog past a phone's screen. */
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.panel {
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width: min(100%, 44rem);
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min-width: 0;
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max-height: 100%;
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display: flex;
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flex-direction: column;
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background: var(--slate);
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border: 1px solid var(--rule-strong);
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border-radius: 6px;
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padding: 1rem 1.4rem 1.2rem;
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}
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header {
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display: flex;
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align-items: baseline;
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justify-content: space-between;
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gap: 1rem;
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}
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h2 {
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font-size: 1.3rem;
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margin: 0 0 0.6rem;
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}
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.close {
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background: none;
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border: none;
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color: inherit;
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font-size: 1.5rem;
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line-height: 1;
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cursor: pointer;
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padding: 0.2rem 0.4rem;
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}
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.body {
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overflow: auto;
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min-height: 12rem;
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min-width: 0;
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}
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.intro {
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color: var(--bone-dim);
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}
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.body :global(a) {
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color: var(--frost);
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}
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.body :global(h3) {
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font-size: 1rem;
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font-style: italic;
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margin: 0.9rem 0 0.2rem;
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color: var(--bone);
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}
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.body :global(h3:first-child) {
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margin-top: 0;
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}
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/* The tab strip stays in view while a long tab scrolls beneath it. */
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.body :global([role='tablist']) {
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position: sticky;
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top: 0;
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z-index: 1;
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background: var(--slate);
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}
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</style>
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