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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@@ -532,11 +532,24 @@ table IncomingRequestList {
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requests:[AccountRef];
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}
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// RobotFriendRef is one per-game friend request to a disguised-robot opponent: a
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// per-game record (not a real account) carrying the game name the player saw and the
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// game/seat it was sent in, so the in-game card can re-mark that seat as already
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// requested. Its id is the robot_friend_requests row.
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table RobotFriendRef {
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id:string;
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display_name:string;
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game_id:string;
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seat:int;
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}
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// OutgoingRequestList is the accounts the caller has already requested and cannot
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// (re-)request: a live pending request or one the addressee declined. The game's
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// "add to friends" item reads it to stay disabled across reloads.
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// "add to friends" item reads it to stay disabled across reloads. robots are the
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// per-game disguised-robot requests (not real accounts), added trailing.
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table OutgoingRequestList {
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requests:[AccountRef];
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robots:[RobotFriendRef];
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}
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// FriendCode is a freshly issued one-time add-a-friend code (returned once).
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