feat(social): per-game friend request to disguised robots + lobby/stats/tile cosmetics
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
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m25s
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
CI / gate (pull_request) Successful in 0s
CI / deploy (pull_request) Successful in 1m25s
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.
This commit is contained in:
@@ -12,6 +12,29 @@ export function isMyTurn(game: GameView, myId: string): boolean {
|
||||
return (game.status === 'active' || game.status === 'open') && !!me && game.toMove === me.seat;
|
||||
}
|
||||
|
||||
/**
|
||||
* scoreStanding colours the viewer's own score on an in-progress game: 'win' when leading or
|
||||
* tied (green), 'lose' when trailing (red). It is null for any game that is not active (open or
|
||||
* finished — finished games show the result emoji instead) or where myId is not seated against
|
||||
* an opponent, so the lobby leaves those numbers in the muted default.
|
||||
*/
|
||||
export function scoreStanding(game: GameView, myId: string): 'win' | 'lose' | null {
|
||||
if (game.status !== 'active') return null;
|
||||
const me = game.seats.find((s) => s.accountId === myId);
|
||||
if (!me) return null;
|
||||
const others = game.seats.filter((s) => s.accountId && s.accountId !== myId).map((s) => s.score);
|
||||
if (!others.length) return null;
|
||||
return me.score >= Math.max(...others) ? 'win' : 'lose';
|
||||
}
|
||||
|
||||
/**
|
||||
* orderedSeats returns a game's seats in seat-number order (matching the over-the-board
|
||||
* scoreboard), without mutating the source array.
|
||||
*/
|
||||
export function orderedSeats(game: GameView): GameView['seats'] {
|
||||
return [...game.seats].sort((a, b) => a.seat - b.seat);
|
||||
}
|
||||
|
||||
/** LobbyPhase is a game's lobby bucket — which of the three card sections it currently sits in. */
|
||||
export type LobbyPhase = 'mine' | 'theirs' | 'finished';
|
||||
|
||||
|
||||
Reference in New Issue
Block a user