feat(ui): single-word rule indicators + auto-match select redesign
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Surface the per-game "single word" rule to the client and refine the
random-opponent New Game screen.

- Wire: thread multiple_words_per_turn into the GameView and Invitation
  FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both
  the backend push-event and gateway REST paths.
- In-game indicators (single-word games only): a small 1 in the status bar's
  score-preview slot (yields to the live preview) and a centred "One word per
  turn" label in the history-drawer header. Standard games show neither.
- Invitation card gains a "One word per turn" line for single-word invitations.
- Auto-match redesign: variant plaques are mutually-exclusive selects (highlight
  on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom
  "Start game" button (disabled until a variant is chosen) confirms. The rule
  toggle appears once a Russian variant is selected.
- Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a
  single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
This commit is contained in:
Ilia Denisov
2026-06-12 10:28:29 +02:00
parent b56a45f0e0
commit 0b57400c6f
29 changed files with 364 additions and 216 deletions
+27 -12
View File
@@ -126,15 +126,19 @@ func (rcv *Invitation) MutateHintsPerPlayer(n int32) bool {
return rcv._tab.MutateInt32Slot(16, n)
}
func (rcv *Invitation) DropoutTiles() []byte {
func (rcv *Invitation) MultipleWordsPerTurn() bool {
o := flatbuffers.UOffsetT(rcv._tab.Offset(18))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
return rcv._tab.GetBool(o + rcv._tab.Pos)
}
return nil
return false
}
func (rcv *Invitation) Status() []byte {
func (rcv *Invitation) MutateMultipleWordsPerTurn(n bool) bool {
return rcv._tab.MutateBoolSlot(18, n)
}
func (rcv *Invitation) DropoutTiles() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(20))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
@@ -142,7 +146,7 @@ func (rcv *Invitation) Status() []byte {
return nil
}
func (rcv *Invitation) GameId() []byte {
func (rcv *Invitation) Status() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(22))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
@@ -150,8 +154,16 @@ func (rcv *Invitation) GameId() []byte {
return nil
}
func (rcv *Invitation) ExpiresAtUnix() int64 {
func (rcv *Invitation) GameId() []byte {
o := flatbuffers.UOffsetT(rcv._tab.Offset(24))
if o != 0 {
return rcv._tab.ByteVector(o + rcv._tab.Pos)
}
return nil
}
func (rcv *Invitation) ExpiresAtUnix() int64 {
o := flatbuffers.UOffsetT(rcv._tab.Offset(26))
if o != 0 {
return rcv._tab.GetInt64(o + rcv._tab.Pos)
}
@@ -159,11 +171,11 @@ func (rcv *Invitation) ExpiresAtUnix() int64 {
}
func (rcv *Invitation) MutateExpiresAtUnix(n int64) bool {
return rcv._tab.MutateInt64Slot(24, n)
return rcv._tab.MutateInt64Slot(26, n)
}
func InvitationStart(builder *flatbuffers.Builder) {
builder.StartObject(11)
builder.StartObject(12)
}
func InvitationAddId(builder *flatbuffers.Builder, id flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(0, flatbuffers.UOffsetT(id), 0)
@@ -189,17 +201,20 @@ func InvitationAddHintsAllowed(builder *flatbuffers.Builder, hintsAllowed bool)
func InvitationAddHintsPerPlayer(builder *flatbuffers.Builder, hintsPerPlayer int32) {
builder.PrependInt32Slot(6, hintsPerPlayer, 0)
}
func InvitationAddMultipleWordsPerTurn(builder *flatbuffers.Builder, multipleWordsPerTurn bool) {
builder.PrependBoolSlot(7, multipleWordsPerTurn, false)
}
func InvitationAddDropoutTiles(builder *flatbuffers.Builder, dropoutTiles flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(7, flatbuffers.UOffsetT(dropoutTiles), 0)
builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(dropoutTiles), 0)
}
func InvitationAddStatus(builder *flatbuffers.Builder, status flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(8, flatbuffers.UOffsetT(status), 0)
builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(status), 0)
}
func InvitationAddGameId(builder *flatbuffers.Builder, gameId flatbuffers.UOffsetT) {
builder.PrependUOffsetTSlot(9, flatbuffers.UOffsetT(gameId), 0)
builder.PrependUOffsetTSlot(10, flatbuffers.UOffsetT(gameId), 0)
}
func InvitationAddExpiresAtUnix(builder *flatbuffers.Builder, expiresAtUnix int64) {
builder.PrependInt64Slot(10, expiresAtUnix, 0)
builder.PrependInt64Slot(11, expiresAtUnix, 0)
}
func InvitationEnd(builder *flatbuffers.Builder) flatbuffers.UOffsetT {
return builder.EndObject()