ui/phase-26: history mode (turn navigator + read-only banner)
Split GameStateStore into currentTurn (server's latest) and viewedTurn (displayed snapshot) so history excursions don't corrupt the resume bookmark or the live-turn bound. Add viewTurn / returnToCurrent / historyMode rune, plus a game-history cache namespace that stores past-turn reports for fast re-entry. OrderDraftStore.bindClient takes a getHistoryMode getter and short-circuits add / remove / move while the user is viewing a past turn; RenderedReportSource skips the order overlay in the same case. Header replaces the static "turn N" with a clickable triplet (TurnNavigator), the layout mounts HistoryBanner under the header, and visibility-refresh is a no-op while history is active. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,8 +1,10 @@
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<!--
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Top header for the in-game shell. Composes the in-game ID strip
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(race name @ game name, turn N), view dropdown / hamburger, and the
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account menu. The sidebar-toggle slot to its left appears only on
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tablet viewports (768–1024 px) and is wired by `+layout.svelte`.
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(race name @ game name) followed by the Phase 26 turn navigator (a
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`← Turn N →` triplet with a popover of every turn), the view
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dropdown / hamburger, and the account menu. The sidebar-toggle slot
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to its left appears only on tablet viewports (768–1024 px) and is
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wired by `+layout.svelte`.
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The race name is read from the engine's `Report.race`, the game
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name from the lobby's `GameSummary.gameName`. While either piece
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@@ -22,6 +24,7 @@ absent until Phase 24 wires push-event state.
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} from "$lib/game-state.svelte";
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import ViewMenu from "./view-menu.svelte";
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import AccountMenu from "./account-menu.svelte";
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import TurnNavigator from "./turn-navigator.svelte";
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type Props = {
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gameId: string;
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@@ -44,27 +47,14 @@ absent until Phase 24 wires push-event state.
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const name = gameState?.gameName ?? "";
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return name === "" ? i18n.t("game.shell.unknown") : name;
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});
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const turn = $derived.by(() => {
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const report = gameState?.report;
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return report === null || report === undefined
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? i18n.t("game.shell.unknown")
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: String(report.turn);
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});
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const headline = $derived(
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i18n.t("game.shell.headline", {
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race: raceName,
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game: gameName,
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turn,
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}),
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);
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</script>
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<header class="game-shell-header" data-testid="game-shell-header">
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<div class="left">
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<span class="headline" data-testid="game-shell-headline">
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{headline}
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<div class="left" data-testid="game-shell-headline">
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<span class="identity" data-testid="game-shell-identity">
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{raceName} @ {gameName}
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</span>
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<TurnNavigator />
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</div>
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<div class="right">
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<button
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@@ -106,7 +96,7 @@ absent until Phase 24 wires push-event state.
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gap: 0.75rem;
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min-width: 0;
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}
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.headline {
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.identity {
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font-weight: 500;
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white-space: nowrap;
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overflow: hidden;
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@@ -0,0 +1,80 @@
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<!--
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Phase 26 read-only banner. Renders directly under the shell header
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whenever the user is viewing a past turn (`gameState.historyMode`).
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Carries the turn number and a "Return to current turn" action that
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delegates to `gameState.returnToCurrent()`. The banner is invisible
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in live mode so the active-view chrome keeps its full vertical
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budget.
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-->
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<script lang="ts">
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import { getContext } from "svelte";
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import { i18n } from "$lib/i18n/index.svelte";
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import {
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GAME_STATE_CONTEXT_KEY,
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type GameStateStore,
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} from "$lib/game-state.svelte";
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const gameState = getContext<GameStateStore | undefined>(
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GAME_STATE_CONTEXT_KEY,
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);
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const viewedTurn = $derived(gameState?.viewedTurn ?? 0);
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const visible = $derived(gameState?.historyMode === true);
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function onReturn(): void {
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void gameState?.returnToCurrent();
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}
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</script>
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{#if visible}
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<aside class="history-banner" data-testid="history-banner" role="status">
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<span class="message">
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{i18n.t("game.shell.history.viewing", { turn: String(viewedTurn) })}
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</span>
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<button
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type="button"
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class="return"
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data-testid="history-banner-return"
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onclick={onReturn}
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>
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{i18n.t("game.shell.history.return_to_current")}
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</button>
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</aside>
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{/if}
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<style>
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.history-banner {
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position: sticky;
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top: 3rem;
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z-index: 35;
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display: flex;
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align-items: center;
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gap: 0.75rem;
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padding: 0.4rem 0.9rem;
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background: #2a2438;
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color: #efe9c8;
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border-bottom: 1px solid #45375a;
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font-family: system-ui, sans-serif;
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font-size: 0.9rem;
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}
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.message {
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flex: 1;
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min-width: 0;
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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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}
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.return {
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font: inherit;
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padding: 0.25rem 0.65rem;
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background: transparent;
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color: inherit;
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border: 1px solid #6c5a8a;
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border-radius: 4px;
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cursor: pointer;
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white-space: nowrap;
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}
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.return:hover {
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background: #3a3050;
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}
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</style>
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@@ -0,0 +1,263 @@
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<!--
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Phase 26 header turn navigator. Replaces the Phase 11 inline turn
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number with a `← Turn N →` triplet. The arrows step ±1 (disabled at
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boundaries `0` and `currentTurn`), the middle button opens a popover
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listing every turn `Turn #0`…`Turn #currentTurn` with the current row
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tagged. No free-text input — every reachable turn is in the list, so
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there is nothing to validate.
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Desktop and mobile share the same component: an absolute-positioned
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popover anchored to the trigger on desktop becomes a fixed full-width
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drawer below the 768 px breakpoint, mirroring `view-menu.svelte`.
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Selecting a row calls `gameState.viewTurn(N)`; the row that matches
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`currentTurn` delegates to `gameState.returnToCurrent()` so the
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"leave history" path always flows through one method.
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-->
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<script lang="ts">
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import { getContext, onMount } from "svelte";
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import { i18n } from "$lib/i18n/index.svelte";
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import {
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GAME_STATE_CONTEXT_KEY,
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type GameStateStore,
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} from "$lib/game-state.svelte";
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const gameState = getContext<GameStateStore | undefined>(
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GAME_STATE_CONTEXT_KEY,
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);
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let open = $state(false);
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let rootEl: HTMLDivElement | null = $state(null);
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const currentTurn = $derived(gameState?.currentTurn ?? 0);
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const viewedTurn = $derived(gameState?.viewedTurn ?? 0);
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const ready = $derived(gameState?.status === "ready");
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const canPrev = $derived(ready && viewedTurn > 0);
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const canNext = $derived(ready && viewedTurn < currentTurn);
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// Until the boot completes the store has no report, so the
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// counter falls back to the same `?` placeholder Phase 11 used in
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// the static headline. Avoids briefly flashing `turn 0` while the
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// lobby / report calls are in flight.
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const turnText = $derived(
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ready ? String(viewedTurn) : i18n.t("game.shell.unknown"),
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);
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// Descending list newest → oldest. The popover stays compact for
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// short games and scrolls for long ones; the current-turn row is
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// pinned at the top with an explicit badge so the affordance to
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// jump back is always reachable without scrolling.
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const turns = $derived.by(() => {
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if (!ready) return [] as number[];
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const out: number[] = [];
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for (let i = currentTurn; i >= 0; i--) {
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out.push(i);
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}
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return out;
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});
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function toggleOpen(): void {
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if (!ready) return;
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open = !open;
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}
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async function goToTurn(turn: number): Promise<void> {
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open = false;
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if (gameState === undefined) return;
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if (turn === gameState.currentTurn) {
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await gameState.returnToCurrent();
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return;
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}
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await gameState.viewTurn(turn);
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}
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async function step(delta: number): Promise<void> {
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if (gameState === undefined) return;
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const next = viewedTurn + delta;
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if (next < 0 || next > currentTurn) return;
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if (next === gameState.currentTurn) {
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await gameState.returnToCurrent();
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return;
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}
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await gameState.viewTurn(next);
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}
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function onKeyDown(event: KeyboardEvent): void {
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if (event.key === "Escape" && open) {
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open = false;
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}
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}
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onMount(() => {
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const handleClick = (event: MouseEvent): void => {
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if (!open || rootEl === null) return;
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const target = event.target;
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if (target instanceof Node && rootEl.contains(target)) return;
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open = false;
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};
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document.addEventListener("click", handleClick, true);
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document.addEventListener("keydown", onKeyDown);
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return () => {
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document.removeEventListener("click", handleClick, true);
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document.removeEventListener("keydown", onKeyDown);
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};
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});
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</script>
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<div class="turn-navigator" bind:this={rootEl} data-testid="turn-navigator">
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<button
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type="button"
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class="step"
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data-testid="turn-navigator-prev"
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aria-label={i18n.t("game.shell.turn.prev")}
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disabled={!canPrev}
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onclick={() => void step(-1)}
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>
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←
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</button>
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<button
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type="button"
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class="trigger"
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data-testid="turn-navigator-trigger"
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aria-haspopup="menu"
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aria-expanded={open}
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aria-label={open
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? i18n.t("game.shell.turn.close_navigator")
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: i18n.t("game.shell.turn.open_navigator")}
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disabled={!ready}
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onclick={toggleOpen}
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>
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{i18n.t("game.shell.turn.label", { turn: turnText })}
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</button>
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<button
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type="button"
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class="step"
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data-testid="turn-navigator-next"
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aria-label={i18n.t("game.shell.turn.next")}
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disabled={!canNext}
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onclick={() => void step(1)}
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>
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→
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</button>
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{#if open}
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<div class="surface" role="menu" data-testid="turn-navigator-list">
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{#each turns as turn (turn)}
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<button
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type="button"
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role="menuitem"
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class="row"
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class:viewed={turn === viewedTurn}
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data-testid={`turn-navigator-item-${turn}`}
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onclick={() => void goToTurn(turn)}
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>
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<span class="label">
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{i18n.t("game.shell.turn.list_item", { turn: String(turn) })}
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</span>
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{#if turn === currentTurn}
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<span class="badge" data-testid="turn-navigator-current-badge">
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{i18n.t("game.shell.history.current_badge")}
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</span>
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{/if}
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</button>
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{/each}
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</div>
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{/if}
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</div>
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<style>
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.turn-navigator {
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position: relative;
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display: inline-flex;
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align-items: stretch;
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gap: 0.25rem;
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}
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.step,
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.trigger {
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font: inherit;
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font-size: 1rem;
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padding: 0.25rem 0.55rem;
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background: transparent;
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color: inherit;
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border: 1px solid #2a3150;
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border-radius: 4px;
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cursor: pointer;
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line-height: 1;
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}
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.step:hover:not(:disabled),
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.trigger:hover:not(:disabled) {
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background: #1c2238;
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}
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.step:disabled,
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.trigger:disabled {
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opacity: 0.4;
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cursor: not-allowed;
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}
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.trigger {
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min-width: 5rem;
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font-weight: 500;
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}
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.surface {
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position: absolute;
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top: calc(100% + 0.25rem);
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left: 0;
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min-width: 10rem;
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max-height: 18rem;
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overflow-y: auto;
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display: flex;
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flex-direction: column;
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background: #14182a;
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border: 1px solid #2a3150;
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border-radius: 6px;
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box-shadow: 0 6px 18px rgba(0, 0, 0, 0.4);
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z-index: 50;
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}
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.row {
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display: flex;
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align-items: center;
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justify-content: space-between;
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gap: 0.75rem;
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text-align: left;
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font: inherit;
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padding: 0.4rem 0.75rem;
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background: transparent;
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color: inherit;
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border: 0;
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cursor: pointer;
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}
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.row:hover {
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background: #1c2238;
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}
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.row.viewed {
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font-weight: 600;
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background: #1a2040;
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}
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.label {
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flex: 1;
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min-width: 0;
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overflow: hidden;
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text-overflow: ellipsis;
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white-space: nowrap;
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}
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.badge {
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flex: 0 0 auto;
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font-size: 0.75rem;
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text-transform: uppercase;
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letter-spacing: 0.04em;
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padding: 0.05rem 0.4rem;
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background: #2a3150;
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color: #d8def0;
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border-radius: 999px;
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}
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@media (max-width: 767.98px) {
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.surface {
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position: fixed;
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top: 3rem;
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right: 0;
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left: 0;
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min-width: 0;
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max-height: calc(100vh - 3rem);
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border-radius: 0;
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border-left: 0;
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border-right: 0;
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}
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}
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</style>
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Reference in New Issue
Block a user