feat: sparser robot nudges, typed unread badge, lobby unread bump
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Three owner-requested polish changes: - robot: replace the lengthening 60-90 min -> 6 h proactive-nudge ramp with a flat uniform 9-12 h wait before every nudge; the existing sleep-window gate still skips and defers a nudge that would land in the robot's night. - ui: colour the lobby/in-game unread dot by type -- the regular danger colour when a chat message is unread, a softer amber (--warn) when only nudges are. Adds a per-viewer unread_messages flag (chat_messages.kind='message') across the backend DTO, FlatBuffers wire, gateway transcode and the UI store. - ui: float games with any unread notification to the top of the lobby's your-turn and opponent-turn sections (finished keeps its order), reusing the existing unread_chat flag. Docs (ARCHITECTURE 7, FUNCTIONAL + _ru) updated. No DB migration; the new wire field is backward-compatible.
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import { describe, expect, it } from 'vitest';
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import { badgeKind } from './unread';
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describe('badgeKind', () => {
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it('shows nothing when nothing is unread', () => {
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expect(badgeKind(false, false)).toBeNull();
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// message without unread is inconsistent input; the unread guard still wins.
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expect(badgeKind(false, true)).toBeNull();
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});
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it('is a nudge badge when only nudges are unread', () => {
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expect(badgeKind(true, false)).toBe('nudge');
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});
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it('is a message badge when a real message is unread', () => {
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expect(badgeKind(true, true)).toBe('message');
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});
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});
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