Release v1.15.0 — in-game UX + wallet redesign + WAL-alert fix #243

Merged
developer merged 8 commits from development into master 2026-07-10 16:15:21 +00:00
13 changed files with 111 additions and 36 deletions
Showing only changes of commit bf46b9492d - Show all commits
@@ -8,6 +8,7 @@
<li><b>Dictionary</b> {{.DictVersion}}</li>
<li><b>Status</b> {{.Status}}{{if .EndReason}} ({{.EndReason}}){{end}}</li>
<li><b>AI game</b> {{if .VsAI}}🤖 yes{{else}}no{{end}}</li>
<li><b>Word rule</b> {{if .MultipleWordsPerTurn}}multiple words per turn{{else}}single word per turn{{end}}</li>
<li><b>Players</b> {{.Players}}</li>
<li><b>To move</b> seat {{.ToMove}}</li>
<li><b>Moves</b> {{.MoveCount}}</li>
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@@ -348,8 +348,12 @@ type GameDetailView struct {
UpdatedAt string
FinishedAt string
// VsAI marks an honest-AI game (shown as a 🤖 flag in the summary).
VsAI bool
Seats []SeatRow
VsAI bool
// MultipleWordsPerTurn is the game's cross-word rule: true = standard Scrabble (every cross-word
// is validated and scored), false = the single-word rule (only the main word along the play
// direction counts). Shown in the summary so an operator can tell the rule at a glance.
MultipleWordsPerTurn bool
Seats []SeatRow
// HasRobot is true when any seat is a robot, gating the robot-target caption;
// RobotTargetPct is the configured global play-to-win rate, in percent.
HasRobot bool
@@ -566,6 +566,7 @@ func (s *Server) consoleGameDetail(c *gin.Context) {
Status: g.Status, Players: g.Players, ToMove: g.ToMove, EndReason: g.EndReason,
MoveCount: g.MoveCount, CreatedAt: fmtTime(g.CreatedAt), UpdatedAt: fmtTime(g.UpdatedAt),
FinishedAt: fmtTimePtr(g.FinishedAt), VsAI: g.VsAI,
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
}
// Resolve seats and detect robot seats; capture the human opponent's timezone, which
// anchors the robot's sleep window for the next-move ETA.
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@@ -211,8 +211,9 @@ tile that extends
an existing word (down a column or across a row) is accepted. A play is validated
against the game's dictionary at submit time and scored; an unlimited preview shows
**on the board itself** whether the tentative move is legal — the staged tiles turn a light
green once they form a word, a shade darker on the board tiles the word runs through, or a
calm pink when they form none — and an **orange badge** on the main word carries the move's
green once they form a word, a shade darker on the board tiles the word runs through (in a
one-word-per-turn game only the main word), or a calm pink when they form none — and an
**orange badge** on the main word carries the move's
score. The confirm control is offered only once the move is legal. The preview is
computed **on-device** for an instant response once the game's dictionary has loaded — a
brief warm-up shows on the first open otherwise — and falls back to the server whenever the
+3 -2
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@@ -219,8 +219,9 @@ e-mail) либо ввод фразы. Активные игры форфейтя
слово (по столбцу или по строке), принимается. Ход проверяется по словарю партии при
сдаче и считается; безлимитный предпросмотр показывает **прямо на доске**, допустим ли
предполагаемый ход: выложенные фишки становятся светло-зелёными, когда образуют слово
(и чуть темнее — фишки доски, через которые проходит слово), или спокойно-розовыми,
когда слова нет, — а **оранжевый бейдж** на основном слове несёт очки хода. Кнопка
(и чуть темнее — фишки доски, через которые проходит слово; в партии «одно слово за ход»
подсвечивается только основное слово), или спокойно-розовыми, когда слова нет, — а
**оранжевый бейдж** на основном слове несёт очки хода. Кнопка
подтверждения появляется только когда ход допустим. Предпросмотр считается **на устройстве**
и отвечает мгновенно, как только словарь партии загружен — иначе при первом открытии показывается
короткий прогрев, — и уходит на сервер, если локальный словарь недоступен. Инструмент проверки слова безлимитный и
+6 -4
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@@ -249,7 +249,8 @@ e2e and the screenshots.
width in both layouts, so the tiles are square and as large as the row allows (the confirm ✅ takes
the fixed 7th slot while a play is staged).
- **Highlights**: while composing a play the staged tiles are **tinted by legality** — a light
green once they form a word (a shade darker on the committed board tiles the word runs through),
green once they form a word (a shade darker on the committed board tiles the word runs through
in a **single-word game** only the main word lights up, since the engine ignores cross words),
a calm pink when they form none — and an **orange score badge** sits on a corner of the main
word's tile, its digit sized like a tile's point value (so it scales with the zoom) and clamped
to stay on the board. Off-turn or with no preview the staged tiles keep the plain pending fill.
@@ -286,9 +287,10 @@ e2e and the screenshots.
remains), 🛟 Hint (with a remaining-count badge, disabled at zero); 🔀 Shuffle (no label,
no confirm), which
**animates** — tiles hop along a low parabola to their new slots (duration scaled by the
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. Whose turn it
is — or the viewer's result once the game ends — shows in a **thin strip above the score
plaques**; the tentative move's score rides the board badge (above), not an under-board caption.
distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. A **thin strip
above the score plaques** reads, while composing a legal play, the formed word(s) and the move
score ("WORD+WORD = N"); otherwise whose turn it is, or the viewer's result once the game ends. The
move score also rides the board badge (above), never an under-board caption.
The screen **title** is the variant's
display name (Scrabble / Скрэббл / Erudite / Эрудит), not a constant "Scrabble".
+23 -1
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@@ -3,12 +3,16 @@
let {
title = '',
titleAside = '',
onclose,
overlayKeyboard = false,
bottomSheet = false,
children,
}: {
title?: string;
/** Optional secondary text pinned to the right of the title row, in a lighter (non-bold)
* muted style — e.g. the bag count beside the "Exchange or pass" title. */
titleAside?: string;
onclose?: () => void;
overlayKeyboard?: boolean;
bottomSheet?: boolean;
@@ -65,7 +69,12 @@
style:--kb={bottomSheet ? `${kb}px` : null}
onclick={(e) => e.stopPropagation()}
>
{#if title}<h2>{title}</h2>{/if}
{#if title}
<div class="titlerow">
<h2>{title}</h2>
{#if titleAside}<span class="aside">{titleAside}</span>{/if}
</div>
{/if}
{@render children?.()}
</div>
</div>
@@ -121,8 +130,21 @@
max-height: 86dvh;
overflow: auto;
}
.titlerow {
display: flex;
justify-content: space-between;
align-items: baseline;
gap: 8px;
}
h2 {
margin: 0 0 10px;
font-size: 1.05rem;
}
/* Secondary title-row text (e.g. the bag count): lighter and muted so the title still leads. */
.aside {
font-weight: 400;
font-size: 0.9rem;
color: var(--text-muted);
white-space: nowrap;
}
</style>
+3 -1
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@@ -85,7 +85,9 @@
color: var(--accent-text);
border-radius: 999px;
min-width: 15px;
padding: 0 3px;
/* Enough horizontal room that a two/three-digit count (e.g. the bag count) does not touch the
pill's rounded ends. */
padding: 0 5px;
line-height: 1.4;
text-align: center;
}
+21 -5
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@@ -490,7 +490,9 @@
// rack (recallOverRack), so the highlight and badge clear the instant a recall begins.
const EMPTY_FORMED = new Set<string>();
const formedGeom = $derived(
preview?.legal && !recallOverRack ? formedGeometry(board, placement.pending) : null,
preview?.legal && !recallOverRack
? formedGeometry(board, placement.pending, !!view?.game.multipleWordsPerTurn)
: null,
);
const formedCells = $derived(formedGeom?.cells ?? EMPTY_FORMED);
const boardBadge = $derived(
@@ -1522,13 +1524,16 @@
<!-- Reusable game-screen pieces, arranged differently by the portrait and landscape branches
above so the markup and logic stay single-sourced (see the {#if landscape} split). -->
{#snippet turnStrip()}
<!-- A thin line above the score plaques: whose turn it is during play, or the viewer's
result once the game ends. A hotseat game shows its result as per-seat medals on the
<!-- A thin line above the score plaques: while composing a legal play it reads the formed
word(s) and the move score ("WORD+WORD = N"); otherwise whose turn it is during play, or the
viewer's result once the game ends. A hotseat game shows its result as per-seat medals on the
plaques (2-4 local players have no single "you"), so the strip is hidden when it is over. -->
{#if view && !(gameOver && view.game.hotseat)}
<div class="turnstrip" class:result={gameOver}>
{#if gameOver}
{resultText()}
{:else if preview?.legal && !recallOverRack}
{preview.words.map((w) => w.toUpperCase()).join('+')} = {preview.score}
{:else}
{view.game.hotseat ? t('hotseat.turnOf', { name: hotseatName(view.game.toMove) }) : isMyTurn ? t('game.yourTurn') : turnLabel()}
{/if}
@@ -1764,7 +1769,11 @@
{/if}
{#if exchangeOpen && view}
<Modal title={t('game.exchangeTitle')} onclose={() => (exchangeOpen = false)}>
<Modal
title={t('game.exchangeTitle')}
titleAside={view.bagLen === 0 ? t('game.bagEmpty') : t('game.bagCount', { n: view.bagLen })}
onclose={() => (exchangeOpen = false)}
>
<div class="exch">
{#each view.rack as letter, i (i)}
<button class="etile" class:sel={exchangeSel.includes(i)} disabled={!canExchange} onclick={() => toggleExch(i)}>
@@ -1917,7 +1926,9 @@
play, accented for the viewer's win/lose result once the game ends. */
.turnstrip {
flex: none;
padding: 4px var(--pad);
/* A smaller bottom pad than top: the score plaques below carry their own top padding, so an
even strip read as too tall with the text pushed up. */
padding: 4px var(--pad) 2px;
text-align: center;
font-size: 0.85rem;
font-weight: 600;
@@ -2049,6 +2060,11 @@
pointer-events: none;
opacity: 0.55;
}
/* Landscape: the rack sits directly under the docked history (no board between them), so give it a
small gap above; portrait gets its spacing from the board's own padding. */
.game-land .rack-row {
padding-top: 6px;
}
.rack-wrap {
flex: 1;
min-width: 0;
+18 -5
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@@ -20,14 +20,14 @@ const cells = (g: ReturnType<typeof formedGeometry>) => [...(g?.cells ?? new Set
describe('formedGeometry', () => {
it('returns null with nothing staged', () => {
expect(formedGeometry(board(), [])).toBeNull();
expect(formedGeometry(board(), [], true)).toBeNull();
});
it('finds a fresh horizontal word with no cross words', () => {
const g = formedGeometry(board(), [
{ row: 7, col: 7 },
{ row: 7, col: 8 },
]);
], true);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['7,7', '7,8']);
});
@@ -36,14 +36,14 @@ describe('formedGeometry', () => {
const g = formedGeometry(board(), [
{ row: 7, col: 7 },
{ row: 8, col: 7 },
]);
], true);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'V', len: 2 });
expect(cells(g)).toEqual(['7,7', '8,7']);
});
it('extends a committed tile into the main word (committed cell in the set)', () => {
// A committed A at (7,7); a lone tile to its right forms the two-letter main word.
const g = formedGeometry(board([[7, 7, 'A']]), [{ row: 7, col: 8 }]);
const g = formedGeometry(board([[7, 7, 'A']]), [{ row: 7, col: 8 }], true);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['7,7', '7,8']);
});
@@ -54,11 +54,23 @@ describe('formedGeometry', () => {
const g = formedGeometry(board([[6, 8, 'X'], [8, 8, 'Y']]), [
{ row: 7, col: 7 },
{ row: 7, col: 8 },
]);
], true);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['6,8', '7,7', '7,8', '8,8']);
});
it('omits cross words under the single-word rule (multipleWords = false)', () => {
// The same board as the cross-word case, but a single-word game: the engine ignores the vertical
// X-_-Y run (and it need not be a real word), so the geometry must highlight only the main
// (horizontal) word — the reported "БО lights up green in a one-word game" bug.
const g = formedGeometry(board([[6, 8, 'X'], [8, 8, 'Y']]), [
{ row: 7, col: 7 },
{ row: 7, col: 8 },
], false);
expect(g?.main).toEqual({ row: 7, col: 7, dir: 'H', len: 2 });
expect(cells(g)).toEqual(['7,7', '7,8']);
});
it('takes the longer axis as the main word for a lone connecting tile', () => {
// (7,8) joins a length-3 horizontal (cols 6-8) and a length-4 vertical (rows 5-8): the vertical
// is longer, so it is the main word and the horizontal becomes a cross word.
@@ -71,6 +83,7 @@ describe('formedGeometry', () => {
[8, 8, 'E'],
]),
[{ row: 7, col: 8 }],
true,
);
expect(g?.main).toEqual({ row: 5, col: 8, dir: 'V', len: 4 });
expect(cells(g)).toEqual(['5,8', '6,8', '7,6', '7,7', '7,8', '8,8']);
+24 -14
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@@ -77,12 +77,19 @@ function span(
* formedGeometry derives the composed play's word geometry from the board and the staged tiles.
* It returns the main word (the maximal run along the play axis through the staged tiles) and the
* set of every cell the main word and each cross word (a perpendicular run of two or more cells
* through a staged tile) cover. It returns null when nothing is staged, or when the staged tiles
* are not on a single line — a shape only an illegal play produces, which the caller never asks
* about (it is invoked only for a legal preview). The play axis is fixed by the staged tiles when
* two or more are colinear; a lone tile takes whichever axis forms the longer word.
* through a staged tile) cover. Under the **single-word rule** (multipleWords = false) cross words
* are omitted, matching the engine, which ignores them entirely — a perpendicular run there is
* neither validated nor scored (and need not even be a real word), so highlighting it would be
* misleading. It returns null when nothing is staged, or when the staged tiles are not on a single
* line — a shape only an illegal play produces, which the caller never asks about (it is invoked
* only for a legal preview). The play axis is fixed by the staged tiles when two or more are
* colinear; a lone tile takes whichever axis forms the longer word.
*/
export function formedGeometry(board: Board, pending: readonly Cell[]): FormedGeometry | null {
export function formedGeometry(
board: Board,
pending: readonly Cell[],
multipleWords: boolean,
): FormedGeometry | null {
if (pending.length === 0) return null;
const filled = filledPredicate(board, pending);
const first = pending[0];
@@ -115,15 +122,18 @@ export function formedGeometry(board: Board, pending: readonly Cell[]): FormedGe
}
// Cross words: the perpendicular run through each staged tile, kept only when it is a real word
// (two or more cells).
const cross: Dir = dir === 'H' ? 'V' : 'H';
for (const p of pending) {
const cs = span(filled, cross, p.row, p.col);
if (cs.len < 2) continue;
if (cross === 'H') {
for (let c = cs.start; c < cs.start + cs.len; c++) cells.add(key(p.row, c));
} else {
for (let r = cs.start; r < cs.start + cs.len; r++) cells.add(key(r, p.col));
// (two or more cells). Skipped under the single-word rule, where the engine ignores cross words,
// so a perpendicular run must not be highlighted as if it were a formed word.
if (multipleWords) {
const cross: Dir = dir === 'H' ? 'V' : 'H';
for (const p of pending) {
const cs = span(filled, cross, p.row, p.col);
if (cs.len < 2) continue;
if (cross === 'H') {
for (let c = cs.start; c < cs.start + cs.len; c++) cells.add(key(p.row, c));
} else {
for (let r = cs.start; r < cs.start + cs.len; r++) cells.add(key(r, p.col));
}
}
}
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@@ -87,6 +87,7 @@ export const en = {
'onboarding.gameRack': 'Pick a tile and place it on the board', // rack
'game.bag': '{n} in the bag',
'game.bagCount': 'In the bag: {n}',
'game.bagEmpty': 'Bag is empty',
'game.hints': 'Hints {n}',
'game.yourTurn': 'Your turn',
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@@ -87,6 +87,7 @@ export const ru: Record<MessageKey, string> = {
'onboarding.gameRack': 'Выбирайте фишку и ставьте на доску', // rack
'game.bag': '{n} в мешке',
'game.bagCount': 'В мешке: {n}',
'game.bagEmpty': 'Мешок пуст',
'game.hints': 'Подсказки {n}',
'game.yourTurn': 'Ваш ход',