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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@@ -12,7 +12,7 @@
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import { badgeKind } from '../lib/unread';
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import { getLobby, setLobby } from '../lib/lobbycache';
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import { preloadGames } from '../lib/preload';
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import { gamePhase, groupGames, shouldBlink, type LobbyPhase } from '../lib/lobbysort';
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import { gamePhase, groupGames, orderedSeats, scoreStanding, shouldBlink, type LobbyPhase } from '../lib/lobbysort';
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import type { AccountRef, GameView, Invitation } from '../lib/model';
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let games = $state<GameView[]>([]);
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@@ -130,11 +130,6 @@
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.map((s) => s.displayName)
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.join(', ');
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}
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function scoreline(g: GameView): string {
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const me = g.seats.find((s) => s.accountId === myId);
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const opp = g.seats.filter((s) => s.accountId !== myId).map((s) => s.score);
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return `${me?.score ?? 0} : ${opp.join(', ')}`;
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}
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// Hiding a finished game. The delete action sits behind each finished row and is
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// revealed by swiping the row left (touch) or tapping its kebab (any pointer); the action is
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@@ -271,7 +266,14 @@
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<span class="who-name">{opponents(g) || '—'}</span>
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{#if badge}<span class="unread-dot" class:nudge={badge === 'nudge'}></span>{/if}
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</span>
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<span class="sub">{scoreline(g)}</span>
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<span class="sub scoreline"
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>{#each orderedSeats(g) as s, i (s.seat)}{#if i > 0}<span class="sep"> : </span
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>{/if}<span
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class="num"
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class:win={s.accountId === myId && scoreStanding(g, myId) === 'win'}
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class:lose={s.accountId === myId && scoreStanding(g, myId) === 'lose'}>{s.score}</span
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>{/each}</span
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>
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</span>
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<!-- Re-key on the per-card blink nonce so a repeat blink restarts the fade. -->
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{#key blinkNonce.get(g.id) ?? 0}
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@@ -476,6 +478,14 @@
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font-size: 0.85rem;
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color: var(--text-muted);
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}
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/* The viewer's own number on an in-progress game: green when leading or tied, red when
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losing. Other numbers and the separators keep the muted .sub colour; no bold. */
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.num.win {
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color: var(--ok);
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}
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.num.lose {
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color: var(--danger);
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}
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.emoji {
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font-size: 1.35rem;
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line-height: 1;
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