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
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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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@@ -29,6 +29,7 @@ import type {
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LinkResult,
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MatchResult,
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MoveResult,
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OutgoingList,
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Profile,
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ProfileUpdate,
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PushEvent,
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@@ -527,10 +528,11 @@ export class MockGateway implements GatewayClient {
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async friendsIncoming(): Promise<AccountRef[]> {
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return this.incoming.map((f) => ({ ...f }));
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}
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async friendsOutgoing(): Promise<AccountRef[]> {
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return this.outgoing.map((f) => ({ ...f }));
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async friendsOutgoing(): Promise<OutgoingList> {
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// The mock models human outgoing requests only (no disguised robots); robots stays empty.
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return { requests: this.outgoing.map((f) => ({ ...f })), robots: [] };
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}
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async friendRequest(accountId: string): Promise<void> {
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async friendRequest(accountId: string, _gameId?: string): Promise<void> {
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// The real backend requires a shared game; the mock records the outgoing request so
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// the game's "add to friends" item reads as sent across reloads.
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if (!this.outgoing.some((o) => o.accountId === accountId)) {
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