feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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CI / changes (pull_request) Successful in 1s
CI / unit (pull_request) Successful in 9s
CI / integration (pull_request) Successful in 13s
CI / ui (pull_request) Successful in 54s
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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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@@ -26,9 +26,20 @@ type IncomingListResp struct {
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}
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// OutgoingListResp is the addressees the caller has already requested (a live pending
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// request or one the addressee declined) and cannot re-request.
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// request or one the addressee declined) and cannot re-request, plus the per-game
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// disguised-robot requests (not real accounts).
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type OutgoingListResp struct {
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Requests []AccountRefResp `json:"requests"`
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Requests []AccountRefResp `json:"requests"`
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Robots []RobotFriendReqResp `json:"robots"`
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}
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// RobotFriendReqResp is one per-game disguised-robot friend request: the row id, the game
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// name the player saw, and the game + seat it was sent in.
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type RobotFriendReqResp struct {
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ID string `json:"id"`
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DisplayName string `json:"display_name"`
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GameID string `json:"game_id"`
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Seat int `json:"seat"`
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}
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// FriendCodeResp is a freshly issued one-time friend code.
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@@ -137,10 +148,12 @@ type InvitationParams struct {
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// --- friends ---
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// SendFriendRequest sends a friend request to a played opponent.
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func (c *Client) SendFriendRequest(ctx context.Context, userID, targetID string) error {
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// SendFriendRequest sends a friend request to a played opponent. A non-empty gameID
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// marks an in-game request, so a disguised-robot opponent is recorded as a per-game
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// request; it is empty for any non-game path.
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func (c *Client) SendFriendRequest(ctx context.Context, userID, targetID, gameID string) error {
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return c.do(ctx, http.MethodPost, "/api/v1/user/friends/request", userID, "",
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map[string]string{"account_id": targetID}, nil)
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map[string]string{"account_id": targetID, "game_id": gameID}, nil)
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}
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// RespondFriendRequest accepts or declines an incoming request.
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