feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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Functional: the in-game add-friend handshake aimed at an auto-match opponent who is secretly a pooled robot now records the request per (game, seat) in a new robot_friend_requests table -- never against the shared robot account -- mirroring the robot_blocks pattern. The shared account stays out of friendships, the "requested" state is pinned to the seat (not leaked across the player's other games), the robot ignores it, and a background reaper drops the row 7 days after its game finishes. The outgoing-requests list carries these per-game rows so the seat control stays disabled across reloads. No withdraw UI, per owner decision. Cosmetics: - Lobby: an in-progress game tints the viewer's own score number green when leading or tied, red when trailing (reusing --ok/--danger); scores now render in seat-number order, matching the over-the-board scoreboard. - Stats: the per-variant best move is laid out on two lines -- the variant label, then the score (right-aligned in its column) and the word tiles (left-aligned) below it. - Dark theme: the played-tile background is a touch darker so a player-placed tile reads with more contrast (light theme unchanged). Docs (ARCHITECTURE, FUNCTIONAL + _ru mirror, backend README, UI_DESIGN) updated in the same change.
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@@ -207,7 +207,10 @@ Blocking an **auto-match opponent who is secretly a robot** behaves the same in
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(struck name, hidden composer) and lists the blocked opponent under the name you saw, but is
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recorded only against that game — the disguise holds, the shared robot is never globally
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blocked, and the matchmaker keeps pairing you with robots (so you can never block yourself out
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of opponents). Per-game chat is for quick reactions: messages are short
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of opponents). Sending the 🤝 to such a **disguised robot** likewise records the request only
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against that game (pinned to the seat, so it stays *sent* there without touching that robot in
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your other games); the robot **ignores it**, the request never appears in **Settings → Friends**,
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and it drops automatically about a week after the game ends. Per-game chat is for quick reactions: messages are short
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(up to 60 characters) and may not contain links, email addresses or phone numbers,
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even disguised. You may send **one message per turn, on your own turn**; once it is sent
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the field gives way to a short caption until your next turn. Nudge the player whose turn
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