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Taking a hint auto-placed the suggested tiles and then called recompute(), which round-trips a debounced evaluate for that exact placement. The hint is the engine's own top-ranked, fully scored legal move, so its move already carries the score, words and direction an evaluate would return — the second call was pure duplicate work and added a visible disabled->enabled flicker on the submit button over slow links. Seed the move preview directly from the hint move via previewFromHint and cancel any pending evaluate timer so a stale one cannot clobber it. A later manual edit re-arms recompute() as before, so rearranged tiles are re-evaluated normally. Client-only; no backend, wire or schema change.
1755 lines
69 KiB
Svelte
1755 lines
69 KiB
Svelte
<script lang="ts">
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import { onDestroy, onMount, untrack } from 'svelte';
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import Screen from '../components/Screen.svelte';
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import TabBar from '../components/TabBar.svelte';
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import TapConfirm from '../components/TapConfirm.svelte';
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import Modal from '../components/Modal.svelte';
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import Board from './Board.svelte';
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import Rack from './Rack.svelte';
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import { gateway } from '../lib/gateway';
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import { navigate } from '../lib/router.svelte';
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import { app, handleError, showToast, markChatRead, seedChatUnread } from '../lib/app.svelte';
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import { connection } from '../lib/connection.svelte';
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import { GatewayError } from '../lib/client';
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import { t, type MessageKey } from '../lib/i18n/index.svelte';
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import type { EvalResult, MoveRecord, MoveResult, StateView, Tile } from '../lib/model';
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import { lastMoveCells, replay } from '../lib/board';
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import { historyGrid } from '../lib/history';
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import { centre, premiumGrid } from '../lib/premiums';
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import { variantNameKey } from '../lib/variants';
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import { alphabetLetters, hasAlphabet } from '../lib/alphabet';
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import { hintsLeft } from '../lib/hints';
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import { shareOrDownloadGcg } from '../lib/share';
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import { getCachedGame, setCachedGame, setCachedDraft, type CachedGame } from '../lib/gamecache';
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import { patchLobbyGame } from '../lib/lobbycache';
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import { applyGameOver, applyMoveDelta, applyOpponentJoined, type DeltaResult } from '../lib/gamedelta';
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import { telegramClosingConfirmation, telegramHaptic } from '../lib/telegram';
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import {
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BLANK,
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newPlacement,
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place,
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placementFromHint,
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previewFromHint,
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rackView,
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recallAt,
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recallToSlot,
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reorderIndices,
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reset,
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toSubmit,
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type Placement,
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} from '../lib/placement';
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import { liveDraftTiles, parseDraft, serializeDraft, validRackOrder } from '../lib/draft';
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let { id }: { id: string } = $props();
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let view = $state<StateView | null>(null);
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let moves = $state<MoveRecord[]>([]);
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let placement = $state<Placement>(newPlacement([]));
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let preview = $state<EvalResult | null>(null);
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let busy = $state(false);
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let zoomed = $state(false);
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let selected = $state<number | null>(null);
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let focus = $state<{ row: number; col: number } | null>(null);
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// Bumped to ask the board to scroll to `focus` even when the zoom state does not change — the
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// hint recentring an already-zoomed board on the word it just played (a plain focus change is
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// deliberately ignored by the board so placing/dragging tiles never jumps it).
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let recenter = $state(0);
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// A stable id per rack slot, permuted together with the letters on shuffle, so the rack
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// tiles fly to their new positions (Rack's hop animation) instead of relabelling in place.
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let rackIds = $state<number[]>([]);
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let shuffling = $state(false);
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let historyOpen = $state(false);
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let blankPrompt = $state<{ rackIndex: number; row: number; col: number } | null>(null);
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let exchangeOpen = $state(false);
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let exchangeSel = $state<number[]>([]);
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let resignOpen = $state(false);
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let drag = $state<{ letter: string; blank: boolean; x: number; y: number; touch: boolean } | null>(null);
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// Landscape (wide) layout: when the viewport is wider than tall the game switches to a
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// two-column layout — the board fills the right side as a square fitted to the height (no
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// zoom), while the rack, status, scores, the always-open history and the controls stack in a
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// left panel. A plain matchMedia flag (like isCoarse below) drives it; the portrait layout is
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// unchanged. The wiring effect is below, after isCoarse.
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let landscape = $state(false);
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// The history is shown either because the player opened the drawer (portrait) or always in
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// landscape, where it is docked open in the left panel. Gates the per-seat add-friend
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// affordance and its confirm reset so both work regardless of layout.
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const historyShown = $derived(historyOpen || landscape);
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// A nonce bumped to replay the 💬 fade-blink each time the history is shown with unread chat.
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let chatBlink = $state(0);
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// Opening the move history counts as reading the chat (even without entering it): when the
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// history is shown with unread present, play the 💬 fade-blink (a two-cycle nudge) and mark the
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// chat read. In landscape the history is docked open, so a message arriving while it is visible
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// blinks and is read at once. markChatRead clears the flag (and acks the backend), so this
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// settles after one pass and re-fires only when a new message raises unread again.
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$effect(() => {
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if (historyShown && app.chatUnread[id]) {
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chatBlink++;
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markChatRead(id);
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}
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});
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const variant = $derived(view?.game.variant ?? 'scrabble_en');
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const board = $derived(replay(moves));
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const premium = $derived(premiumGrid(variant));
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const ctr = $derived(centre(variant));
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const pendingMap = $derived(
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new Map(
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placement.pending
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.filter((p) => !(draggingPend && p.row === draggingPend.row && p.col === draggingPend.col))
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.map((p) => [`${p.row},${p.col}`, { letter: p.letter, blank: p.blank }]),
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),
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);
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// The recent-move highlight tracks the LAST move overall (not the last word): a play
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// highlights its tiles, a trailing pass/exchange shows nothing — so the board never lights
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// up the opponent's old word after our own pass. It is event-driven (refreshRecent), set
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// only on a real game event (open/refresh, opponent move, our own committed move) and
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// dismissed the moment we start composing, so recalling a just-placed tile never
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// re-triggers it. recentFlash plays the one-off flash when the opponent just moved and it
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// is now our turn.
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let recent = $state<Set<string>>(new Set());
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let recentFlash = $state(false);
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function refreshRecent() {
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const v = view;
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if (!v || v.game.status === 'finished') {
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recent = new Set();
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recentFlash = false;
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return;
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}
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recent = lastMoveCells(moves);
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const last = moves.length ? moves[moves.length - 1] : null;
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recentFlash = !!last && last.action === 'play' && last.player !== v.seat && v.game.toMove === v.seat;
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}
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$effect(() => {
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// Composing dismisses the highlight until the next event refreshes it (so recalling the
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// tiles we just placed leaves the board cleared, not re-lit).
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if (placement.pending.length > 0) {
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recent = new Set();
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recentFlash = false;
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}
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});
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const slots = $derived(rackView(placement));
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const rackSlots = $derived(slots.map((s) => ({ ...s, id: rackIds[s.index] ?? s.index })));
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// 'open' is an auto-match game still waiting for an opponent: the starter may move on their
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// turn just like an active game, so "playable" covers both; only 'finished' is over.
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const waitingForOpponent = $derived(!!view && view.game.status === 'open');
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const playable = $derived(!!view && (view.game.status === 'active' || view.game.status === 'open'));
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const isMyTurn = $derived(!!view && playable && view.game.toMove === view.seat);
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const gameOver = $derived(!!view && view.game.status === 'finished');
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// The hint badge: this game's allowance remaining plus the LIVE global wallet. Reading the
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// wallet from the profile (not the per-game view snapshot) keeps it correct after a wallet
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// hint was spent in another game (see lib/hints).
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const hintCount = $derived(hintsLeft(view, app.profile?.hintBalance ?? 0));
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// RACK_SIZE mirrors the engine's rules.RackSize (7 for every current variant). The exchange
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// gate is only a UX guard: the backend stays the source of truth and rejects an under-supplied
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// exchange regardless (engine rejects when bag.Len() < rules.RackSize).
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const RACK_SIZE = 7;
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// Exchange is legal only while the bag still holds a full rack; below that the player may pass
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// but not swap, so the merged Exchange/Pass dialog offers pass alone there.
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const canExchange = $derived((view?.bagLen ?? 0) >= RACK_SIZE);
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// The seat whose move the history grid awaits with a "thinking…" placeholder: the player to
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// move while the game is active, but never the viewer themselves (their own pending cell
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// stays empty) and never on a finished game.
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const thinkingSeat = $derived(
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!view || gameOver || view.game.toMove === view.seat ? null : view.game.toMove,
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);
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// moveActionLabel localizes a non-play move's history label (pass/exchange/resign/timeout);
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// an unknown action (forward-compat for the MoveAction string union) falls back to its raw
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// wire string.
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const MOVE_LABELS = new Set(['pass', 'exchange', 'resign', 'timeout']);
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function moveActionLabel(action: string): string {
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return MOVE_LABELS.has(action) ? t(`move.${action}` as MessageKey) : action;
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}
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// syncWallet adopts the server's authoritative hint-wallet balance into the global profile.
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// The wallet is global, so keeping it live here (rather than per-game) is what stops the hint
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// badge from going stale when a wallet hint was spent in another game.
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function syncWallet(walletBalance: number) {
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if (app.profile) app.profile.hintBalance = walletBalance;
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}
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async function load() {
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try {
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// Ask for the alphabet table only on a per-variant cache miss (the first open of a
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// game whose variant the client has not cached yet); steady-state polls omit it.
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const includeAlphabet = !view || !hasAlphabet(view.game.variant);
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// Fetch the saved draft alongside state and history (best-effort) so the composition is
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// applied in the same tick the board appears — never as a second, visible rack→board step.
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const [st, hist, draft] = await Promise.all([
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gateway.gameState(id, includeAlphabet),
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gateway.gameHistory(id),
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gateway.draftGet(id).catch(() => ''),
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]);
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view = st;
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syncWallet(st.walletBalance);
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// Seed the unread flag from the authoritative state (the live stream only raises it).
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seedChatUnread(id, st.game.unreadChat);
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moves = hist.moves;
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setCachedGame(id, st, hist.moves, draft);
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// Mirror the fresh status into the lobby snapshot so returning there shows it without a
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// stale flash before the lobby's own background refresh lands.
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patchLobbyGame(st.game);
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selected = null;
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applyDraft(st, draft);
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recompute();
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refreshRecent();
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} catch (e) {
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handleError(e);
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}
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}
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let draftSaveTimer: ReturnType<typeof setTimeout> | null = null;
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// scheduleDraftSave persists the composition (rack order + pending tiles) after a short
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// debounce; best-effort, so a failed save never interrupts play. The cache is updated at once
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// so leaving and re-entering the game in the same session paints the latest composition.
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function scheduleDraftSave() {
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const json = serializeDraft(rackIds, placement.pending);
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setCachedDraft(id, json);
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if (draftSaveTimer) clearTimeout(draftSaveTimer);
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draftSaveTimer = setTimeout(() => {
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void gateway.draftSave(id, json).catch(() => {});
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}, 500);
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}
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// applyDraft restores the player's saved composition over a freshly loaded state: the rack
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// order (when still a valid permutation of the rack) and the board tiles whose cell is still
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// free. It takes the already-fetched draft JSON (load and the warm onMount supply it), so the
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// composition is applied synchronously — no extra fetch, no second rack→board step.
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function applyDraft(st: StateView, draftJson: string) {
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let order = st.rack.map((_, i) => i);
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let tiles: Tile[] = [];
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const parsed = parseDraft(draftJson);
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if (parsed) {
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order = validRackOrder(parsed.rackOrder, st.rack.length) ?? order;
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const committed = replay(moves);
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tiles = liveDraftTiles(parsed.tiles, (r, c) => !!committed[r]?.[c]);
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}
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rackIds = order;
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const rack = order.map((i) => st.rack[i]);
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placement = tiles.length ? placementFromHint(tiles, rack) : newPlacement(rack);
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}
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onMount(() => {
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// Guard against an accidental swipe-close losing the open game (Telegram).
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telegramClosingConfirmation(true);
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// Render instantly from the cache (a game opened before), then refresh in the
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// background. A cold open shows the loading state until load() resolves.
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const cached = getCachedGame(id);
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if (cached) {
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view = cached.view;
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moves = cached.moves;
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// Apply the cached draft synchronously so a warm/preloaded open paints the pending tiles
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// already on the board (no full-rack-then-jump). load() then refreshes in the background.
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applyDraft(cached.view, cached.draft ?? '');
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refreshRecent();
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}
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void load();
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void loadFriends();
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void loadBlocked();
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});
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// cacheSnapshot returns the open game's current state as a CachedGame for the delta reducers.
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function cacheSnapshot(): CachedGame | undefined {
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return view ? { view, moves } : undefined;
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}
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// applyDelta adopts a reducer result: an advanced cache renders the move with no fetch; a
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// flagged refetch falls back to a full load() (a gap, our own move's new rack, or a missing
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// payload — see lib/gamedelta).
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function applyDelta(res: DeltaResult): void {
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if (res.cache) {
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view = res.cache.view;
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moves = res.cache.moves;
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setCachedGame(id, view, moves);
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recompute();
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refreshRecent();
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} else if (res.refetch) {
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void load();
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}
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}
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$effect(() => {
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const e = app.lastEvent;
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if (!e) return;
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// Depend only on app.lastEvent: process each event once. The branches below READ and WRITE
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// view/moves/placement, so tracking those reads would re-run this effect from its own
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// `view = …` write — with app.lastEvent unchanged it re-enters the same branch, a tight loop.
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// opponent_moved self-limits via the delta's move-count idempotency, but opponent_joined (and
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// game_over) do not, so an opponent joining froze the whole game screen. (Tracking placement
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// likewise re-fired the handler on every tile a player placed.) untrack scopes the body's reads
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// out of the effect's dependencies.
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untrack(() => {
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if (e.kind === 'opponent_moved' && e.gameId === id) {
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// While composing, reload so a draft overlapping the new move is reconciled; otherwise apply
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// the move as a delta with no fetch.
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if (placement.pending.length > 0) void load();
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else applyDelta(applyMoveDelta(cacheSnapshot(), { move: e.move, game: e.game, bagLen: e.bagLen }));
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} else if (e.kind === 'your_turn' && e.gameId === id) {
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// The opponent_moved delta carries the new state; your_turn only confirms the turn. Refetch
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// only if we missed the move (our cached count trails the event's).
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if (view && e.moveCount > view.game.moveCount) void load();
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} else if (e.kind === 'game_over' && e.gameId === id) {
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applyDelta(applyGameOver(cacheSnapshot(), e.game));
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} else if (e.kind === 'opponent_joined' && e.gameId === id && e.state) {
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// The opponent took the empty seat: adopt the new participants and status in place,
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// leaving the board, rack and any pending placement untouched (no refetch, no flicker).
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const r = applyOpponentJoined(cacheSnapshot(), e.state);
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if (r) {
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view = r.view;
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setCachedGame(id, r.view, r.moves);
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}
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} else if (e.kind === 'notify' && (e.sub === 'friend_added' || e.sub === 'friend_declined')) {
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// A request the player sent was answered: re-derive the in-game "add friend" state.
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void loadFriends();
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} else if (e.kind === 'notify' && (e.sub === 'user_blocked' || e.sub === 'user_unblocked')) {
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// A block/unblock applied (this or another of the viewer's sessions): reconcile the
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// blocked set — and the friend set, since a block hides a blocked friend — in place.
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void loadBlocked();
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void loadFriends();
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}
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});
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});
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// The live-event hub is best-effort and never replays (see lib/app.svelte.ts): an event dropped
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// while the stream is down — or shed from a full subscriber buffer — is gone for good.
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// opponent_moved and game_over self-heal via the next event's move-count gap check, but
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// opponent_joined has no follow-up event, so the open-game wait needs its own recovery. Two
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// fallbacks, mirroring the matchmaking poll PR #51 moved in here from the lobby:
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// (A) On a stream reconnect (alive false -> true) refetch once to catch up on anything missed
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// while it was down. The common case is a mobile suspend that drops the stream, the opponent
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// joining during it, then a silent resume; this also rescues a missed opponent_moved/game_over.
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let wasStreamAlive = app.streamAlive;
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$effect(() => {
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const alive = app.streamAlive;
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if (alive && !wasStreamAlive) void load();
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wasStreamAlive = alive;
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});
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// (B) While still waiting for an opponent with the stream down, the opponent_joined push cannot
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// reach us at all; poll the game state until the seat fills (then waitingForOpponent flips and
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// the timer is torn down) or the stream returns and (A) takes over.
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$effect(() => {
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if (!waitingForOpponent || app.streamAlive) return;
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const timer = setInterval(() => void load(), 2500);
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return () => clearInterval(timer);
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});
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// (C) Returning to the foreground without the stream having dropped (so (A) does not fire) may
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// still have missed an event shed from a full hub buffer while suspended; refetch once per resync.
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let lastResync = app.resync;
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$effect(() => {
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const r = app.resync;
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if (r !== lastResync) {
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lastResync = r;
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void load();
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}
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});
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function isCoarse(): boolean {
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return typeof matchMedia !== 'undefined' && matchMedia('(pointer: coarse)').matches;
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}
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// Track the viewport orientation to drive the landscape layout switch (see `landscape`). The
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// listener is torn down when the screen unmounts; falls back to portrait where matchMedia is
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// unavailable.
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$effect(() => {
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if (typeof matchMedia === 'undefined') return;
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const mq = matchMedia('(orientation: landscape)');
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const update = () => (landscape = mq.matches);
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update();
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mq.addEventListener('change', update);
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return () => mq.removeEventListener('change', update);
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});
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// --- tile placement: pointer drag + tap ---
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// A drag carries its source: a rack slot (lift a tile onto the board) or a pending
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// board cell (drag the tile back to the rack). downInfo also holds the press origin,
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// for the movement threshold that distinguishes a drag from a tap.
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type DragSrc = { from: 'rack'; index: number } | { from: 'board'; row: number; col: number };
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let downInfo: { src: DragSrc; x0: number; y0: number } | null = null;
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let dragMoved = false;
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let swallowClick = false;
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let hoverKey = '';
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let hoverTimer: ReturnType<typeof setTimeout> | null = null;
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// The empty board cell the dragged tile is currently aimed at, highlighted as a drop
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// target while carrying a tile over the board. Null over an occupied cell.
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let dropTarget = $state<{ row: number; col: number } | null>(null);
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// Rack reordering: while a rack tile is dragged, reorderDragId is its stable id
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// (so the rack hides it — the ghost stands in) and reorderTo is the drop slot over the rack
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// (a gap opens there). Only when no tiles are pending, so the order is a clean permutation.
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let reorderDragId = $state<number | null>(null);
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let reorderTo = $state<number | null>(null);
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// While a placed (pending) board tile is dragged to relocate it, draggingPend is its cell —
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// hidden from the board (the ghost stands in) like a lifted rack tile.
|
|
let draggingPend = $state<{ row: number; col: number } | null>(null);
|
|
// A board tile dragged over the rack (a recall in progress, the rack showing a drop gap): the
|
|
// move's ✅ confirm and its preview caption are hidden so they don't sit over the opening gap;
|
|
// they return the moment the tile is dragged back out over the board.
|
|
const recallOverRack = $derived(draggingPend != null && reorderTo != null);
|
|
|
|
let dragPointerId = -1;
|
|
function beginDrag(src: DragSrc, e: PointerEvent) {
|
|
downInfo = { src, x0: e.clientX, y0: e.clientY };
|
|
dragMoved = false;
|
|
dragPointerId = e.pointerId;
|
|
window.addEventListener('pointermove', onWinMove);
|
|
window.addEventListener('pointerup', onWinUp);
|
|
window.addEventListener('pointerdown', onExtraPointer);
|
|
}
|
|
// A second finger touching down turns the gesture into a pinch (Board handles it), so any
|
|
// drag started by the first finger — e.g. a pinch that began on a pending tile — is aborted.
|
|
// The starting pointer's own event also bubbles here, so ignore it by id.
|
|
function onExtraPointer(e: PointerEvent) {
|
|
if (downInfo && e.pointerId !== dragPointerId) cancelDrag();
|
|
}
|
|
function cancelDrag() {
|
|
window.removeEventListener('pointermove', onWinMove);
|
|
window.removeEventListener('pointerup', onWinUp);
|
|
window.removeEventListener('pointerdown', onExtraPointer);
|
|
boardPointers.delete(dragPointerId); // see onWinUp: don't leave a stale boardwrap pointer
|
|
clearHover();
|
|
clearReorder();
|
|
downInfo = null;
|
|
dragMoved = false;
|
|
drag = null;
|
|
}
|
|
function onRackDown(e: PointerEvent, index: number) {
|
|
// Tiles may be arranged on the opponent's turn too: only placement is
|
|
// relaxed — the preview and Make-move stay your-turn-only, so an off-turn draft is
|
|
// position-only (never scored or submitted).
|
|
if (busy || gameOver) return;
|
|
beginDrag({ from: 'rack', index }, e);
|
|
}
|
|
// A placed (pending) tile can be dragged to relocate it on the board or back to the rack —
|
|
// works zoomed too (the tile has touch-action:none, so its drag wins over the board pan).
|
|
function onBoardDown(e: PointerEvent, row: number, col: number) {
|
|
if (busy || gameOver) return;
|
|
beginDrag({ from: 'board', row, col }, e);
|
|
}
|
|
function cellUnder(x: number, y: number): { row: number; col: number } | null {
|
|
const el = (document.elementFromPoint(x, y) as HTMLElement | null)?.closest('[data-cell]') as
|
|
| HTMLElement
|
|
| null;
|
|
if (!el?.dataset.row || !el.dataset.col) return null;
|
|
return { row: Number(el.dataset.row), col: Number(el.dataset.col) };
|
|
}
|
|
function clearHover() {
|
|
if (hoverTimer) clearTimeout(hoverTimer);
|
|
hoverTimer = null;
|
|
hoverKey = '';
|
|
dropTarget = null;
|
|
}
|
|
function clearReorder() {
|
|
reorderDragId = null;
|
|
reorderTo = null;
|
|
draggingPend = null;
|
|
}
|
|
// overRack reports whether y is within the rack's row (a small margin makes the target
|
|
// forgiving); rackTilesUnderX is the insertion slot for the pointer among the shown tiles.
|
|
function overRack(y: number): boolean {
|
|
const r = (document.querySelector('[data-rack]') as HTMLElement | null)?.getBoundingClientRect();
|
|
return !!r && y >= r.top - 24 && y <= r.bottom + 24;
|
|
}
|
|
function dropSlotAt(x: number): number {
|
|
const tiles = Array.from(document.querySelectorAll('[data-rack] .tile')) as HTMLElement[];
|
|
for (let i = 0; i < tiles.length; i++) {
|
|
const r = tiles[i].getBoundingClientRect();
|
|
if (x < r.left + r.width / 2) return i;
|
|
}
|
|
return tiles.length;
|
|
}
|
|
// reorderRack moves the rack tile at fromIndex to the drop slot, permuting the rack and
|
|
// its stable ids. Only valid with no pending tiles (the rack is then a clean permutation).
|
|
function reorderRack(fromIndex: number, toSlot: number) {
|
|
if (placement.pending.length > 0) return;
|
|
const order = reorderIndices(placement.rack.length, fromIndex, toSlot);
|
|
rackIds = order.map((i) => rackIds[i] ?? i);
|
|
placement = newPlacement(order.map((i) => placement.rack[i]));
|
|
selected = null;
|
|
scheduleDraftSave();
|
|
}
|
|
function onWinMove(e: PointerEvent) {
|
|
if (!downInfo) return;
|
|
if (!dragMoved && Math.hypot(e.clientX - downInfo.x0, e.clientY - downInfo.y0) > 6) {
|
|
dragMoved = true;
|
|
const src = downInfo.src;
|
|
const letter =
|
|
src.from === 'rack' ? placement.rack[src.index] : pendingMap.get(`${src.row},${src.col}`)?.letter ?? '';
|
|
drag = { letter, blank: letter === BLANK, x: e.clientX, y: e.clientY, touch: e.pointerType === 'touch' };
|
|
// A rack tile is lifted out of the rack while dragged (the ghost stands in for it); a
|
|
// placed board tile is likewise lifted off its cell while relocated.
|
|
reorderDragId = src.from === 'rack' ? rackIds[src.index] ?? null : null;
|
|
draggingPend = src.from === 'board' ? { row: src.row, col: src.col } : null;
|
|
// No zoom on drag start: the player may still change their mind. Holding the tile
|
|
// over a cell for ~1s auto-zooms there (hover-hold below); a drop also zooms+centres.
|
|
}
|
|
if (!drag) return;
|
|
drag = { ...drag, x: e.clientX, y: e.clientY };
|
|
const c = cellUnder(e.clientX, e.clientY);
|
|
// Preview where the drop lands: a drop-target ring on a free board cell, or — for a
|
|
// rack-source drag over the rack with no pending tiles — a reorder gap at that slot.
|
|
if (c) {
|
|
dropTarget = !board[c.row]?.[c.col] && !pendingMap.has(`${c.row},${c.col}`) ? c : null;
|
|
reorderTo = null;
|
|
} else if (
|
|
overRack(e.clientY) &&
|
|
// A rack-source reorder (only with a clean, pending-free rack) or a board tile dragged
|
|
// back to the rack — both preview the drop slot as a gap the dropped tile will fill.
|
|
((reorderDragId != null && placement.pending.length === 0) || draggingPend != null)
|
|
) {
|
|
reorderTo = dropSlotAt(e.clientX);
|
|
dropTarget = null;
|
|
} else {
|
|
dropTarget = null;
|
|
reorderTo = null;
|
|
}
|
|
const ck = c ? `${c.row},${c.col}` : '';
|
|
if (ck !== hoverKey) {
|
|
hoverKey = ck;
|
|
if (hoverTimer) clearTimeout(hoverTimer);
|
|
hoverTimer =
|
|
c && !zoomed
|
|
? setTimeout(() => {
|
|
// Still holding the tile over this cell: magnify into it. Only the first
|
|
// (zoom-in) hold centres; once zoomed we never move the board on hover.
|
|
if (drag && isCoarse() && !zoomed) {
|
|
focus = c;
|
|
zoomed = true;
|
|
telegramHaptic('light');
|
|
}
|
|
}, 700)
|
|
: null;
|
|
}
|
|
}
|
|
function onWinUp(e: PointerEvent) {
|
|
window.removeEventListener('pointermove', onWinMove);
|
|
window.removeEventListener('pointerup', onWinUp);
|
|
window.removeEventListener('pointerdown', onExtraPointer);
|
|
// A board-tile drag also registered this pointer on the boardwrap (the tile sits inside it),
|
|
// but it can be released off the boardwrap (e.g. a recall dropped on the rack), where the
|
|
// boardwrap's own pointerup never fires. Reconcile it here so no stale id is left to make the
|
|
// next swipe read as multi-touch and kill the shuffle / history-pull gesture.
|
|
boardPointers.delete(e.pointerId);
|
|
clearHover();
|
|
const di = downInfo;
|
|
downInfo = null;
|
|
if (drag && dragMoved && di) {
|
|
drag = null;
|
|
const onRack = !!(document.elementFromPoint(e.clientX, e.clientY) as HTMLElement | null)?.closest('[data-rack]');
|
|
const cell = cellUnder(e.clientX, e.clientY);
|
|
const to = reorderTo;
|
|
if (di.src.from === 'rack' && cell) {
|
|
attemptPlace(di.src.index, cell.row, cell.col);
|
|
} else if (di.src.from === 'rack' && onRack && to != null) {
|
|
// Dropped a rack tile back onto the rack → reorder it to the drop slot.
|
|
reorderRack(di.src.index, to);
|
|
} else if (di.src.from === 'board' && cell) {
|
|
// Dropped a placed tile on another board cell → relocate it there.
|
|
relocatePending(di.src.row, di.src.col, cell.row, cell.col);
|
|
} else if (di.src.from === 'board' && onRack) {
|
|
// Dropped a placed tile back onto the rack → recall it to the drop slot the player aimed
|
|
// at (drag-to-position), or to its original slot when the drop is not over a gap.
|
|
if (to != null) {
|
|
const res = recallToSlot(placement, di.src.row, di.src.col, to);
|
|
rackIds = res.order.map((i) => rackIds[i] ?? i);
|
|
placement = res.placement;
|
|
} else {
|
|
placement = recallAt(placement, di.src.row, di.src.col);
|
|
}
|
|
selected = null;
|
|
recompute();
|
|
scheduleDraftSave();
|
|
}
|
|
swallowClick = true;
|
|
setTimeout(() => (swallowClick = false), 60);
|
|
} else if (di && di.src.from === 'rack') {
|
|
selected = selected === di.src.index ? null : di.src.index;
|
|
drag = null;
|
|
} else {
|
|
drag = null;
|
|
}
|
|
clearReorder();
|
|
}
|
|
onDestroy(() => {
|
|
window.removeEventListener('pointermove', onWinMove);
|
|
window.removeEventListener('pointerup', onWinUp);
|
|
window.removeEventListener('pointerdown', onExtraPointer);
|
|
clearHover();
|
|
clearReorder();
|
|
// Flush a pending draft save so leaving mid-composition still persists it.
|
|
if (draftSaveTimer) {
|
|
clearTimeout(draftSaveTimer);
|
|
void gateway.draftSave(id, serializeDraft(rackIds, placement.pending)).catch(() => {});
|
|
}
|
|
telegramClosingConfirmation(false);
|
|
});
|
|
|
|
function onCell(row: number, col: number) {
|
|
if (swallowClick) return;
|
|
// A pending tile is recalled by a double-tap or by dragging it back to the rack, not
|
|
// by a single tap (which recalled too easily).
|
|
if (pendingMap.has(`${row},${col}`)) return;
|
|
if (selected != null) {
|
|
// A committed tile already sits here: keep the rack selection so a stray tap
|
|
// on an occupied cell doesn't cancel placement — wait for an empty cell.
|
|
if (board[row]?.[col]) return;
|
|
attemptPlace(selected, row, col);
|
|
selected = null;
|
|
}
|
|
}
|
|
function onRecall(row: number, col: number) {
|
|
placement = recallAt(placement, row, col);
|
|
selected = null;
|
|
recompute();
|
|
scheduleDraftSave();
|
|
}
|
|
// relocatePending moves a placed-but-unsubmitted tile from one board cell to another free one
|
|
// (a board→board drag), keeping its rack slot and any blank letter.
|
|
function relocatePending(fromRow: number, fromCol: number, toRow: number, toCol: number) {
|
|
const pt = placement.pending.find((p) => p.row === fromRow && p.col === fromCol);
|
|
if (!pt) return;
|
|
if ((fromRow === toRow && fromCol === toCol) || board[toRow]?.[toCol] || pendingMap.has(`${toRow},${toCol}`)) {
|
|
return;
|
|
}
|
|
let p = recallAt(placement, fromRow, fromCol);
|
|
p = place(p, pt.rackIndex, toRow, toCol, pt.blank ? pt.letter : undefined);
|
|
placement = p;
|
|
focus = { row: toRow, col: toCol };
|
|
recompute();
|
|
scheduleDraftSave();
|
|
}
|
|
function attemptPlace(index: number, row: number, col: number) {
|
|
if (board[row]?.[col]) return;
|
|
if (pendingMap.has(`${row},${col}`)) return;
|
|
focus = { row, col };
|
|
if (isCoarse() && !zoomed) zoomed = true;
|
|
if (placement.rack[index] === BLANK) {
|
|
blankPrompt = { rackIndex: index, row, col };
|
|
return;
|
|
}
|
|
placement = place(placement, index, row, col);
|
|
telegramHaptic('select');
|
|
recompute();
|
|
scheduleDraftSave();
|
|
}
|
|
function chooseBlank(letter: string) {
|
|
if (!blankPrompt) return;
|
|
placement = place(placement, blankPrompt.rackIndex, blankPrompt.row, blankPrompt.col, letter);
|
|
blankPrompt = null;
|
|
telegramHaptic('select');
|
|
recompute();
|
|
scheduleDraftSave();
|
|
}
|
|
|
|
let previewTimer: ReturnType<typeof setTimeout> | null = null;
|
|
function recompute() {
|
|
preview = null;
|
|
if (previewTimer) clearTimeout(previewTimer);
|
|
// Off-turn the composition is position-only: no score preview or evaluate.
|
|
if (!isMyTurn) return;
|
|
const sub = toSubmit(placement);
|
|
if (!sub) return;
|
|
previewTimer = setTimeout(async () => {
|
|
try {
|
|
preview = await gateway.evaluate(id, sub.tiles, variant);
|
|
} catch {
|
|
/* best-effort */
|
|
}
|
|
}, 250);
|
|
}
|
|
|
|
// applyMoveResult renders the actor's own just-committed move from the response — the move, the
|
|
// post-move game and the refilled rack — without a follow-up game.state + game.history.
|
|
function applyMoveResult(r: MoveResult) {
|
|
view = {
|
|
game: r.game,
|
|
seat: r.move.player,
|
|
rack: r.rack,
|
|
bagLen: r.bagLen,
|
|
// A move is not a hint, so the per-game allowance and the wallet are unchanged: carry both
|
|
// forward (their difference is the stable allowance; the badge adds the live wallet).
|
|
hintsRemaining: view?.hintsRemaining ?? 0,
|
|
walletBalance: view?.walletBalance ?? 0,
|
|
};
|
|
// The move result is an authoritative per-viewer view: a nudge the actor just answered by
|
|
// moving is already cleared server-side, so reconcile the unread flag from it.
|
|
seedChatUnread(id, r.game.unreadChat);
|
|
moves = [...moves, r.move];
|
|
// A committed move clears the actor's draft on the server, so clear the cached draft too;
|
|
// otherwise a same-session re-entry would briefly re-apply the now-stale composition.
|
|
setCachedGame(id, view, moves, '');
|
|
patchLobbyGame(r.game);
|
|
rackIds = r.rack.map((_, i) => i);
|
|
placement = newPlacement(r.rack);
|
|
selected = null;
|
|
recompute();
|
|
refreshRecent();
|
|
}
|
|
|
|
async function commit() {
|
|
const sub = toSubmit(placement);
|
|
if (!sub) return;
|
|
busy = true;
|
|
try {
|
|
applyMoveResult(await gateway.submitPlay(id, sub.tiles, variant));
|
|
telegramHaptic('success');
|
|
zoomed = false;
|
|
} catch (e) {
|
|
handleError(e);
|
|
} finally {
|
|
busy = false;
|
|
}
|
|
}
|
|
function resetPlacement() {
|
|
placement = reset(placement);
|
|
preview = null;
|
|
selected = null;
|
|
scheduleDraftSave();
|
|
}
|
|
|
|
async function doPass() {
|
|
busy = true;
|
|
try {
|
|
applyMoveResult(await gateway.pass(id));
|
|
} catch (e) {
|
|
handleError(e);
|
|
} finally {
|
|
busy = false;
|
|
}
|
|
}
|
|
async function doResign() {
|
|
resignOpen = false;
|
|
busy = true;
|
|
try {
|
|
applyMoveResult(await gateway.resign(id));
|
|
// Reveal the final board once the game is resigned: close the move-history drawer
|
|
// (portrait — the landscape dock is unaffected) and zoom out if it was magnified.
|
|
historyOpen = false;
|
|
zoomed = false;
|
|
} catch (e) {
|
|
handleError(e);
|
|
} finally {
|
|
busy = false;
|
|
}
|
|
}
|
|
async function doHint() {
|
|
try {
|
|
const h = await gateway.hint(id);
|
|
if (h.move.tiles.length && view) {
|
|
placement = placementFromHint(h.move.tiles, view.rack);
|
|
// Scroll the (zoomed) board to the hint's placement rather than the top-left:
|
|
// focus the centre of the laid tiles' bounding box.
|
|
const p = placement.pending;
|
|
if (p.length) {
|
|
const rows = p.map((tt) => tt.row);
|
|
const cols = p.map((tt) => tt.col);
|
|
focus = {
|
|
row: Math.round((Math.min(...rows) + Math.max(...rows)) / 2),
|
|
col: Math.round((Math.min(...cols) + Math.max(...cols)) / 2),
|
|
};
|
|
// Ask the board to scroll to the hint word. A zoom-out board zooms in (and centres) on
|
|
// the next line; this nonce also recentres a board that is already zoomed in, where the
|
|
// unchanged zoom state would otherwise leave it parked where the player was looking.
|
|
recenter++;
|
|
}
|
|
if (isCoarse()) zoomed = true;
|
|
view = { ...view, hintsRemaining: h.hintsRemaining, walletBalance: h.walletBalance };
|
|
syncWallet(h.walletBalance);
|
|
// The hint is the engine's own top-ranked, fully scored legal move: reuse it as the
|
|
// preview instead of a redundant evaluate (same engine call, same placement). Cancel any
|
|
// pending evaluate so a stale one cannot clobber it; a later manual edit re-arms recompute().
|
|
if (previewTimer) {
|
|
clearTimeout(previewTimer);
|
|
previewTimer = null;
|
|
}
|
|
preview = previewFromHint(h.move);
|
|
}
|
|
} catch (e) {
|
|
// The backend does not spend a hint when there is no move.
|
|
if (e instanceof GatewayError && e.code === 'no_hint_available') {
|
|
showToast(t('game.noHintOptions'), 'info');
|
|
} else {
|
|
handleError(e);
|
|
}
|
|
}
|
|
}
|
|
function shuffle() {
|
|
if (placement.pending.length > 0) return;
|
|
// Shuffle an index permutation, then apply it to both the letters and the slot ids so
|
|
// each tile keeps its id as it flies to a new position (driving Rack's hop animation).
|
|
const order = placement.rack.map((_, i) => i);
|
|
for (let i = order.length - 1; i > 0; i--) {
|
|
const j = Math.floor(Math.random() * (i + 1));
|
|
[order[i], order[j]] = [order[j], order[i]];
|
|
}
|
|
rackIds = order.map((i) => rackIds[i] ?? i);
|
|
placement = newPlacement(order.map((i) => placement.rack[i]));
|
|
selected = null;
|
|
shuffling = true;
|
|
setTimeout(() => (shuffling = false), 600);
|
|
// A short "shake": a few quick light taps rather than one.
|
|
for (let i = 0; i < 4; i++) setTimeout(() => telegramHaptic('light'), i * 55);
|
|
scheduleDraftSave();
|
|
}
|
|
function openExchange() {
|
|
resetPlacement();
|
|
exchangeSel = [];
|
|
exchangeOpen = true;
|
|
}
|
|
function toggleExch(i: number) {
|
|
exchangeSel = exchangeSel.includes(i) ? exchangeSel.filter((x) => x !== i) : [...exchangeSel, i];
|
|
}
|
|
async function doExchange() {
|
|
if (!view || exchangeSel.length === 0) return;
|
|
const tiles = exchangeSel.map((i) => view!.rack[i]);
|
|
exchangeOpen = false;
|
|
busy = true;
|
|
try {
|
|
applyMoveResult(await gateway.exchange(id, tiles, variant));
|
|
} catch (e) {
|
|
handleError(e);
|
|
} finally {
|
|
busy = false;
|
|
}
|
|
}
|
|
// confirmExchangeOrPass routes the merged dialog's confirm button: no tiles selected means a
|
|
// pass (a distinct game action), any selection means a tile exchange.
|
|
async function confirmExchangeOrPass() {
|
|
if (exchangeSel.length === 0) {
|
|
exchangeOpen = false;
|
|
await doPass();
|
|
return;
|
|
}
|
|
await doExchange();
|
|
}
|
|
|
|
function resultText(): string {
|
|
if (!view) return '';
|
|
const me = view.game.seats[view.seat];
|
|
if (me?.isWinner) return t('game.won');
|
|
return view.game.seats.some((s) => s.isWinner) ? t('game.lost') : t('game.tied');
|
|
}
|
|
|
|
async function exportGcg() {
|
|
try {
|
|
await shareOrDownloadGcg(await gateway.exportGcg(id));
|
|
} catch (e) {
|
|
handleError(e);
|
|
}
|
|
}
|
|
|
|
// --- move history: open by tapping the score bar, close by tapping or swiping up the board ---
|
|
// The boardwrap surface drives two gestures, selected by `historyOpen`:
|
|
// - open: the slid board is inert (CSS pointer-events), so the whole board reads as a
|
|
// "tap or swipe up to close" surface and the stage cannot scroll instead of close. The
|
|
// tap closes on click; the swipe closes as soon as enough upward travel is seen, so it
|
|
// never depends on where a fast swipe's pointerup lands (which differs across engines).
|
|
// - closed: a downward "pull" opens the history, but only on the zoom-out board scrolled
|
|
// to its top — zoomed, the one-finger drag pans the board, and mid-scroll a downward drag
|
|
// is the stage's own vertical scroll (the conflict that once retired this open gesture).
|
|
// On that same closed, zoom-out board an upward swipe with no staged tiles shuffles the
|
|
// rack (a convenience mirror of the shuffle control).
|
|
// Both genuinely set `historyOpen` (closing no longer merely scrolls the slid board out of
|
|
// view, which left a stale-open state that made a follow-up score-bar tap "jump" the board).
|
|
let stageEl = $state<HTMLDivElement>();
|
|
let boardSwipe: { x: number; y: number; mode: 'open' | 'close' } | null = null;
|
|
// Active pointers on the board wrapper. A second finger is a pinch-zoom (Board owns it), not
|
|
// a swipe, so the open/close pull is armed and advanced only while a single pointer is down —
|
|
// otherwise a two-finger pinch-out also slid the history open.
|
|
const boardPointers = new Set<number>();
|
|
function toggleHistory() {
|
|
historyOpen = !historyOpen;
|
|
}
|
|
function closeHistoryByGesture() {
|
|
if (!historyOpen) return;
|
|
historyOpen = false;
|
|
boardSwipe = null;
|
|
// Swallow the click some browsers synthesise from a board tap, so it does not place a tile.
|
|
swallowClick = true;
|
|
setTimeout(() => (swallowClick = false), 120);
|
|
}
|
|
function openHistoryByGesture() {
|
|
if (historyOpen) return;
|
|
historyOpen = true;
|
|
boardSwipe = null;
|
|
// Swallow the click the opening pull may synthesise, so it neither places a tile nor
|
|
// immediately re-closes the panel via the boardwrap's tap-to-close.
|
|
swallowClick = true;
|
|
setTimeout(() => (swallowClick = false), 120);
|
|
}
|
|
function onBoardWrapDown(e: PointerEvent) {
|
|
if (landscape) return; // the history is docked open in landscape — no slide-drawer gesture
|
|
boardPointers.add(e.pointerId);
|
|
if (boardPointers.size > 1) {
|
|
boardSwipe = null; // multi-touch (a pinch) is never a swipe
|
|
return;
|
|
}
|
|
if (historyOpen) {
|
|
boardSwipe = { x: e.clientX, y: e.clientY, mode: 'close' };
|
|
return;
|
|
}
|
|
// Arm the open pull only where a downward drag is free to mean "reveal the history":
|
|
// the zoom-out board scrolled to its top, a touch pointer, no tile drag under way.
|
|
const onTile = !!(e.target as Element | null)?.closest?.('.cell.pending');
|
|
const atTop = (stageEl?.scrollTop ?? 0) <= 2;
|
|
boardSwipe =
|
|
!zoomed && atTop && !drag && !onTile && e.pointerType !== 'mouse'
|
|
? { x: e.clientX, y: e.clientY, mode: 'open' }
|
|
: null;
|
|
}
|
|
function onBoardWrapMove(e: PointerEvent) {
|
|
if (!boardSwipe || boardPointers.size > 1) return; // single-finger pull only
|
|
const dx = e.clientX - boardSwipe.x;
|
|
const dy = e.clientY - boardSwipe.y;
|
|
if (boardSwipe.mode === 'close') {
|
|
if (-dy > 32) closeHistoryByGesture(); // enough upward travel
|
|
} else if (dy > 40 && dy > Math.abs(dx) * 1.4) {
|
|
openHistoryByGesture(); // a clear, vertical-dominant downward pull
|
|
} else if (-dy > 40 && -dy > Math.abs(dx) * 1.4 && placement.pending.length === 0) {
|
|
// The same closed-board arm, opposite direction: a clear upward swipe on the zoom-out
|
|
// board with no staged tiles shuffles the rack (a convenience mirror of the shuffle
|
|
// control). Disarm and swallow the synthesised click so it cannot also place a tile.
|
|
shuffle();
|
|
boardSwipe = null;
|
|
swallowClick = true;
|
|
setTimeout(() => (swallowClick = false), 120);
|
|
}
|
|
}
|
|
function onBoardWrapUp(e: PointerEvent) {
|
|
boardPointers.delete(e.pointerId);
|
|
boardSwipe = null;
|
|
}
|
|
// A closed history clears every per-seat add-friend and block confirmation.
|
|
$effect(() => {
|
|
if (!historyShown) {
|
|
addConfirm = {};
|
|
blockConfirm = {};
|
|
}
|
|
});
|
|
|
|
// Friend state for the in-game "add friend" affordance (the 🤝 in each opponent's score
|
|
// card while the history is open), derived from the server so it is correct across reloads
|
|
// and live-updates when a request is answered: `friends` are the caller's accepted friends;
|
|
// `requested` are the addressees already requested (pending or declined — both block a
|
|
// re-send and disable the 🤝).
|
|
let friends = $state(new Set<string>());
|
|
let requested = $state(new Set<string>());
|
|
// `blocked` are the opponents the viewer has blocked: their 🤝 and ✖️ controls disappear and
|
|
// their name is struck. Derived from the server so it is correct across reloads and live-updates
|
|
// on a user_blocked / user_unblocked event. `blockedRobotSeats` are the seat indices of blocked
|
|
// disguised-robot opponents in THIS game (a robot block is recorded per game+seat, not by
|
|
// account, so it never touches the shared robot account or other games).
|
|
let blocked = $state(new Set<string>());
|
|
let blockedRobotSeats = $state(new Set<number>());
|
|
// Per-seat "confirming" flags for the 🤝 → ✅ and ✖️ → ✅ tap-to-confirm (TapConfirm writes them);
|
|
// while set, that seat's card shows "Add friend?" / "Block?" in place of the score, and the
|
|
// opposite control is hidden so the two never overlap. Reset when history closes.
|
|
let addConfirm = $state<Record<number, boolean>>({});
|
|
let blockConfirm = $state<Record<number, boolean>>({});
|
|
|
|
// loadFriends refreshes the friend/outgoing sets for a non-guest; guests have no social
|
|
// surfaces, so the sets stay empty. Best-effort — a failure leaves the previous sets.
|
|
async function loadFriends() {
|
|
if (app.profile?.isGuest) return;
|
|
try {
|
|
const [fl, out] = await Promise.all([gateway.friendsList(), gateway.friendsOutgoing()]);
|
|
friends = new Set(fl.map((f) => f.accountId));
|
|
requested = new Set(out.map((f) => f.accountId));
|
|
} catch {
|
|
/* best-effort */
|
|
}
|
|
}
|
|
|
|
// loadBlocked refreshes the blocked sets for a non-guest: blocked humans by account, plus the
|
|
// seats of any blocked disguised robots in this game. Best-effort.
|
|
async function loadBlocked() {
|
|
if (app.profile?.isGuest) return;
|
|
try {
|
|
const bl = await gateway.blocksList();
|
|
blocked = new Set(bl.blocked.map((b) => b.accountId));
|
|
blockedRobotSeats = new Set(bl.robots.filter((r) => r.gameId === id).map((r) => r.seat));
|
|
} catch {
|
|
/* best-effort */
|
|
}
|
|
}
|
|
|
|
// seatBlocked reports whether the viewer has blocked this seat — a human (by account) or a
|
|
// disguised robot (by this game's seat). It drives the struck name and hidden controls.
|
|
function seatBlocked(s: { accountId: string; seat: number }): boolean {
|
|
return blocked.has(s.accountId) || blockedRobotSeats.has(s.seat);
|
|
}
|
|
|
|
// addFriend and blockUser apply the new relationship optimistically (so the controls and score
|
|
// caption update the instant the confirm fires) and roll back to the prior state if the command
|
|
// fails to reach the server. The confirming user_blocked / user_added event then just reconciles
|
|
// the same state in place (no flicker).
|
|
async function addFriend(accountId: string) {
|
|
const had = requested.has(accountId);
|
|
requested = new Set([...requested, accountId]);
|
|
try {
|
|
await gateway.friendRequest(accountId);
|
|
showToast(t('friends.requestSent'));
|
|
} catch (e) {
|
|
if (!had) requested = new Set([...requested].filter((id) => id !== accountId));
|
|
handleError(e);
|
|
}
|
|
}
|
|
|
|
async function blockUser(s: { accountId: string; seat: number }) {
|
|
// Optimistically mark this seat blocked (covers the struck name + hidden controls for both a
|
|
// human and a disguised robot until the server confirms). The block carries the game id so a
|
|
// robot opponent is recorded as a per-game block; the user_blocked event then reconciles.
|
|
const hadSeat = blockedRobotSeats.has(s.seat);
|
|
blockedRobotSeats = new Set([...blockedRobotSeats, s.seat]);
|
|
try {
|
|
await gateway.block(s.accountId, id);
|
|
} catch (e) {
|
|
if (!hadSeat) blockedRobotSeats = new Set([...blockedRobotSeats].filter((x) => x !== s.seat));
|
|
handleError(e);
|
|
}
|
|
}
|
|
|
|
// seatName renders a seat's name: "you" for the viewer, the localized "searching for
|
|
// opponent" placeholder for an open game's still-empty seat (no account), otherwise the
|
|
// display name.
|
|
function seatName(s: { accountId: string; displayName: string } | undefined): string {
|
|
if (!s) return '';
|
|
if (s.accountId === app.session?.userId) return t('common.you');
|
|
// An honest-AI game shows the robot opponent as 🤖, never its (pooled human-like) name.
|
|
if (view?.game.vsAi) return '🤖';
|
|
if (!s.accountId) return t('game.searchingForOpponent');
|
|
return s.displayName;
|
|
}
|
|
|
|
// turnLabel is the under-board status when it is not the viewer's turn: the opponent's name
|
|
// once they have joined, or a generic "opponent's turn" while the seat is still empty (waiting).
|
|
function turnLabel(): string {
|
|
if (view?.game.vsAi) return '🤖';
|
|
const s = view?.game.seats[view?.game.toMove ?? -1];
|
|
if (s && s.accountId && s.accountId !== app.session?.userId) return s.displayName;
|
|
return t('game.opponentsTurn');
|
|
}
|
|
|
|
// canAddFriend reports whether a seat shows the 🤝: a non-guest viewing a seated opponent
|
|
// (not the still-empty seat of an open game) who is not yet a friend (an already-requested
|
|
// opponent still shows it, but disabled).
|
|
function canAddFriend(s: { accountId: string; seat: number }): boolean {
|
|
// Never offer add-friend against an AI opponent, an existing friend, or a blocked player.
|
|
if (view?.game.vsAi) return false;
|
|
return (
|
|
!!s.accountId &&
|
|
!app.profile?.isGuest &&
|
|
s.accountId !== app.session?.userId &&
|
|
!friends.has(s.accountId) &&
|
|
!seatBlocked(s)
|
|
);
|
|
}
|
|
|
|
// canBlock reports whether a seat shows the ✖️ block control: like canAddFriend, but a friend
|
|
// may still be blocked (the block overrides the friendship), so it omits the friend exclusion.
|
|
// An already-blocked opponent hides it (both controls go, and the name is struck).
|
|
function canBlock(s: { accountId: string; seat: number }): boolean {
|
|
if (view?.game.vsAi) return false;
|
|
return !!s.accountId && !app.profile?.isGuest && s.accountId !== app.session?.userId && !seatBlocked(s);
|
|
}
|
|
</script>
|
|
|
|
<Screen
|
|
title={t(variantNameKey(variant))}
|
|
back="/"
|
|
growNav={!landscape}
|
|
column
|
|
scroll={false}
|
|
tabbar={landscape ? undefined : bottomBar}
|
|
>
|
|
{#if view}
|
|
{#if landscape}
|
|
<div class="game-land">
|
|
<div class="leftpane">
|
|
{@render scoreboardBlock()}
|
|
<div class="history land">{@render historyBody()}</div>
|
|
{@render statusBlock()}
|
|
{@render rackRow()}
|
|
<TabBar>{@render controlButtons()}</TabBar>
|
|
</div>
|
|
<div class="rightpane">{@render boardBlock()}</div>
|
|
</div>
|
|
{:else}
|
|
{@render scoreboardBlock()}
|
|
<div class="stage" class:histopen={historyOpen} bind:this={stageEl}>
|
|
{#if historyOpen}
|
|
<div class="history">{@render historyBody()}</div>
|
|
{/if}
|
|
{@render boardBlock()}
|
|
</div>
|
|
{@render statusBlock()}
|
|
{@render rackRow()}
|
|
{/if}
|
|
{:else}
|
|
<p class="loading">{t('common.loading')}</p>
|
|
{/if}
|
|
</Screen>
|
|
|
|
<!-- 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 scoreboardBlock()}
|
|
{#if view}
|
|
<!-- svelte-ignore a11y_no_static_element_interactions -->
|
|
<!-- svelte-ignore a11y_click_events_have_key_events -->
|
|
<div class="scoreboard" class:flat={landscape} onclick={landscape ? undefined : toggleHistory}>
|
|
{#if app.chatUnread[id]}<span class="unread-dot sbadge-dot"></span>{/if}
|
|
{#each view.game.seats as s (s.seat)}
|
|
<div class="seat" class:turn={view.game.toMove === s.seat && !gameOver} class:win={s.isWinner}>
|
|
<div class="nm" class:struck={seatBlocked(s)}>{seatName(s)}</div>
|
|
<div class="sc" class:blockprompt={blockConfirm[s.seat]}>
|
|
{#if blockConfirm[s.seat]}{t('game.blockShort')}{:else if addConfirm[s.seat]}{t('game.addFriendShort')}{:else}{s.score}{/if}
|
|
</div>
|
|
{#if historyShown && canBlock(s) && !addConfirm[s.seat]}
|
|
<span class="blockuser">
|
|
<TapConfirm
|
|
label={t('friends.blockFromGame')}
|
|
onConfirming={(v) => (blockConfirm[s.seat] = v)}
|
|
onconfirm={() => blockUser(s)}
|
|
>
|
|
<span class="fico">✖️</span>
|
|
</TapConfirm>
|
|
</span>
|
|
{/if}
|
|
{#if historyShown && canAddFriend(s) && !blockConfirm[s.seat]}
|
|
<span class="addfriend">
|
|
<TapConfirm
|
|
label={t('friends.addFromGame')}
|
|
disabled={requested.has(s.accountId)}
|
|
onConfirming={(v) => (addConfirm[s.seat] = v)}
|
|
onconfirm={() => addFriend(s.accountId)}
|
|
>
|
|
<span class="fico">🤝</span>
|
|
</TapConfirm>
|
|
</span>
|
|
{/if}
|
|
</div>
|
|
{/each}
|
|
</div>
|
|
{/if}
|
|
{/snippet}
|
|
|
|
{#snippet historyBody()}
|
|
{#if view}
|
|
<div class="hhead">
|
|
{#if gameOver}
|
|
{#if view.game.vsAi}
|
|
<!-- GCG export is not offered for a practice AI game; an empty slot keeps the comms
|
|
icon pinned right (the header is space-between). -->
|
|
<span aria-hidden="true"></span>
|
|
{:else}
|
|
<button class="hicon" onclick={exportGcg} aria-label={t('game.exportGcg')}>📤</button>
|
|
{/if}
|
|
{:else}
|
|
<button class="hicon" onclick={() => (resignOpen = true)} disabled={waitingForOpponent} aria-label={t('game.dropGame')}>🏁</button>
|
|
{/if}
|
|
{#if !view.game.multipleWordsPerTurn}<span class="oneword-label">{t('game.oneWordRule')}</span>{/if}
|
|
<!-- A finished AI game has no comms at all (no chat, and the dictionary closes with the
|
|
game), so the entry is dropped; an active AI game keeps it (it opens the dictionary). -->
|
|
{#if !(gameOver && view.game.vsAi)}
|
|
<button class="hicon" onclick={() => navigate(`/game/${id}/chat`)} aria-label={t('game.chat')}>
|
|
{#key chatBlink}<span class="chat-ico" class:blink={chatBlink > 0 && !app.reduceMotion}>💬</span>{/key}
|
|
</button>
|
|
{/if}
|
|
</div>
|
|
<div class="hgridwrap">
|
|
<div class="hgrid" style="grid-template-columns: repeat({view.game.seats.length}, 1fr)">
|
|
{#each historyGrid(moves, view.game.seats.length, thinkingSeat) as row}
|
|
{#each row as cell (cell.player)}
|
|
<div class="hcell">
|
|
{#if cell.kind === 'play'}
|
|
<span>{cell.words?.join(', ')} <span class="hsc">({cell.score})</span></span>
|
|
{:else if cell.kind === 'action'}
|
|
<span class="hsys">({moveActionLabel(cell.action ?? '')})</span>
|
|
{:else if cell.kind === 'thinking'}
|
|
<span class="hsys">{t('game.thinking')}</span>
|
|
{/if}
|
|
</div>
|
|
{/each}
|
|
{/each}
|
|
</div>
|
|
</div>
|
|
{#if view.game.endReason === 'aborted'}
|
|
<p class="horganizer">{t('game.abortedNote')}</p>
|
|
{/if}
|
|
{/if}
|
|
{/snippet}
|
|
|
|
{#snippet boardBlock()}
|
|
<!-- svelte-ignore a11y_no_static_element_interactions -->
|
|
<!-- svelte-ignore a11y_click_events_have_key_events -->
|
|
<div
|
|
class="boardwrap"
|
|
class:slid={historyOpen && !landscape}
|
|
onpointerdown={onBoardWrapDown}
|
|
onpointermove={onBoardWrapMove}
|
|
onpointerup={onBoardWrapUp}
|
|
onpointercancel={onBoardWrapUp}
|
|
onclick={() => {
|
|
if (!swallowClick) closeHistoryByGesture();
|
|
}}
|
|
>
|
|
<Board
|
|
{board}
|
|
{premium}
|
|
pending={pendingMap}
|
|
highlight={recent}
|
|
flash={recentFlash}
|
|
centre={ctr}
|
|
{zoomed}
|
|
{landscape}
|
|
{variant}
|
|
labelMode={app.boardLabels}
|
|
locale={app.locale}
|
|
{focus}
|
|
{recenter}
|
|
{dropTarget}
|
|
oncell={onCell}
|
|
ontogglezoom={(r, c) => { focus = { row: r, col: c }; if (!gameOver) zoomed = !zoomed; }}
|
|
onrecall={onRecall}
|
|
onpenddown={onBoardDown}
|
|
/>
|
|
</div>
|
|
{/snippet}
|
|
|
|
{#snippet statusBlock()}
|
|
{#if view}
|
|
<div class="status">
|
|
<span>{view.bagLen === 0 ? t('game.bagEmpty') : t('game.bag', { n: view.bagLen })}</span>
|
|
{#if gameOver}
|
|
<strong class="over">{resultText()}</strong>
|
|
{:else if placement.pending.length === 0}
|
|
<span class="turn-ind">{isMyTurn ? t('game.yourTurn') : turnLabel()}</span>
|
|
{/if}
|
|
<span class="scores">
|
|
{#if recallOverRack}{:else if preview}{preview.legal ? t('game.previewWords', { words: preview.words.join(', '), n: preview.score }) : t('game.previewIllegal')}{:else if !view.game.multipleWordsPerTurn}<span class="oneword" title={t('game.oneWordRule')}>1️⃣</span>{/if}
|
|
</span>
|
|
</div>
|
|
{/if}
|
|
{/snippet}
|
|
|
|
{#snippet rackRow()}
|
|
<!-- The footer is drawn even when the game is over (rack + controls), but inert:
|
|
a finished game shows the final rack greyed out and the controls disabled. -->
|
|
<div class="rack-row" class:inert={gameOver}>
|
|
<div class="rack-wrap">
|
|
<Rack
|
|
slots={rackSlots}
|
|
{variant}
|
|
{selected}
|
|
{landscape}
|
|
shuffling={shuffling && !app.reduceMotion}
|
|
draggingId={reorderDragId}
|
|
dropIndex={reorderTo}
|
|
ondown={onRackDown}
|
|
/>
|
|
</div>
|
|
{#if !gameOver && placement.pending.length > 0 && !recallOverRack}
|
|
<button class="make" onclick={commit} disabled={busy || !isMyTurn || !connection.online || !preview?.legal} aria-label={t('game.makeMove')}>✅</button>
|
|
{/if}
|
|
</div>
|
|
{/snippet}
|
|
|
|
{#snippet controlButtons()}
|
|
<button class="tab" disabled={busy || !isMyTurn || !connection.online} onclick={openExchange}>
|
|
<span class="sq">🔄</span><span class="lbl">{t('game.draw')}</span>
|
|
</button>
|
|
<TapConfirm
|
|
triggerClass="tab"
|
|
label={t('game.hint')}
|
|
disabled={busy || !isMyTurn || !connection.online || hintCount <= 0}
|
|
onconfirm={doHint}
|
|
>
|
|
<span class="sq">🛟{#if hintCount > 0}<span class="badge">{hintCount}</span>{/if}</span>
|
|
<span class="lbl">{t('game.hint')}</span>
|
|
</TapConfirm>
|
|
{#if placement.pending.length > 0}
|
|
<button class="tab" disabled={busy} onclick={resetPlacement}>
|
|
<span class="sq">↩️</span><span class="lbl">{t('game.reset')}</span>
|
|
</button>
|
|
{:else}
|
|
<button class="tab" disabled={busy || gameOver} onclick={shuffle}>
|
|
<span class="sq">🔀</span>
|
|
</button>
|
|
{/if}
|
|
{/snippet}
|
|
|
|
{#snippet bottomBar()}
|
|
{#if view}
|
|
<TabBar>{@render controlButtons()}</TabBar>
|
|
{/if}
|
|
{/snippet}
|
|
|
|
{#if drag}
|
|
<div class="ghost" class:touch={drag.touch} style="left:{drag.x}px; top:{drag.y}px">
|
|
<span>{drag.blank ? '' : drag.letter}</span>
|
|
</div>
|
|
{/if}
|
|
|
|
{#if blankPrompt}
|
|
<Modal title={t('game.chooseBlank')} onclose={() => (blankPrompt = null)}>
|
|
<div class="alpha">
|
|
{#each alphabetLetters(variant) as ch (ch)}
|
|
<button onclick={() => chooseBlank(ch)}>{ch}</button>
|
|
{/each}
|
|
</div>
|
|
</Modal>
|
|
{/if}
|
|
|
|
{#if exchangeOpen && view}
|
|
<Modal title={t('game.exchangeTitle')} 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)}>
|
|
{letter === BLANK ? '?' : letter}
|
|
</button>
|
|
{/each}
|
|
</div>
|
|
<button class="confirm" onclick={confirmExchangeOrPass}>
|
|
{exchangeSel.length === 0 ? t('game.passNoExchange') : t('game.exchangeConfirm', { n: exchangeSel.length })}
|
|
</button>
|
|
</Modal>
|
|
{/if}
|
|
|
|
{#if resignOpen}
|
|
<Modal title={t('game.confirmResign')} onclose={() => (resignOpen = false)}>
|
|
<div class="confirm-row">
|
|
<button class="cancel" onclick={() => (resignOpen = false)}>{t('common.cancel')}</button>
|
|
<button class="danger" onclick={doResign} disabled={!connection.online}>{t('game.dropGame')}</button>
|
|
</div>
|
|
</Modal>
|
|
{/if}
|
|
|
|
<style>
|
|
.scoreboard {
|
|
position: relative;
|
|
display: flex;
|
|
flex: none;
|
|
gap: 6px;
|
|
padding: 8px var(--pad);
|
|
background: var(--bg-elev);
|
|
cursor: pointer;
|
|
}
|
|
.seat {
|
|
position: relative;
|
|
flex: 1;
|
|
text-align: center;
|
|
padding: 5px 4px;
|
|
border-radius: var(--radius-sm);
|
|
/* inactive seats recede: they blend into the bar, slightly sunk */
|
|
background: transparent;
|
|
box-shadow: inset 0 1px 3px rgba(0, 0, 0, 0.18);
|
|
}
|
|
.seat .nm {
|
|
color: var(--text-muted);
|
|
}
|
|
.seat.turn {
|
|
/* the active seat pops: a raised, accented chip lifted clear of the bar */
|
|
background: var(--surface-2);
|
|
box-shadow:
|
|
0 2px 6px rgba(0, 0, 0, 0.3),
|
|
-3px 0 6px -2px rgba(0, 0, 0, 0.26),
|
|
3px 0 6px -2px rgba(0, 0, 0, 0.26);
|
|
position: relative;
|
|
z-index: 1;
|
|
}
|
|
.seat.turn .nm {
|
|
color: var(--accent);
|
|
}
|
|
.seat.win .sc {
|
|
color: var(--ok);
|
|
}
|
|
.nm {
|
|
font-size: 0.8rem;
|
|
color: var(--text-muted);
|
|
white-space: nowrap;
|
|
overflow: hidden;
|
|
text-overflow: ellipsis;
|
|
}
|
|
.sc {
|
|
font-weight: 700;
|
|
font-variant-numeric: tabular-nums;
|
|
}
|
|
.stage {
|
|
position: relative;
|
|
/* The board is the only part that scrolls vertically when the game does not fit;
|
|
the score bar, status, rack and tab bar stay put (#9). */
|
|
flex: 1 1 auto;
|
|
min-height: 0;
|
|
overflow-y: auto;
|
|
overflow-x: hidden;
|
|
}
|
|
/* While the history is open the stage must not scroll — a swipe up on the board closes
|
|
the panel instead of scrolling the slid board out from under it. */
|
|
.stage.histopen {
|
|
overflow: hidden;
|
|
}
|
|
.history {
|
|
position: absolute;
|
|
inset: 0 0 auto 0;
|
|
z-index: 2;
|
|
/* A fixed-height drawer matching the board's slid offset, so the bottom border
|
|
and its shadow pin to the board immediately instead of tracking the table as
|
|
moves accumulate. scrollbar-gutter reserves the scrollbar so the centred word
|
|
column does not jump left/right when the list overflows. */
|
|
height: 62%;
|
|
overflow: auto;
|
|
/* No iOS rubber-band inside the drawer: the moves list does not elastically bounce past its
|
|
ends (the document is already pinned; this stops the inner scroller's own bounce). */
|
|
overscroll-behavior: none;
|
|
scrollbar-gutter: stable;
|
|
background: var(--surface-2);
|
|
box-shadow: inset 0 -6px 10px -8px rgba(0, 0, 0, 0.5);
|
|
border-bottom: 1px solid var(--border);
|
|
}
|
|
/* The history is a ruled matrix: one column per seat (aligned under the score plaque), each
|
|
seat's moves filling its column top to bottom. The thin grid lines are the 1px gap showing
|
|
the border colour through the cells' surface fill; there is no outer frame (cells sit flush
|
|
to the grid edge — the .hhead border above and the .history border below close the table).
|
|
The wrapper's horizontal padding matches the scoreboard so the columns line up under the
|
|
plaques. */
|
|
.hgridwrap {
|
|
padding: 8px var(--pad);
|
|
}
|
|
.hgrid {
|
|
display: grid;
|
|
gap: 1px;
|
|
background: var(--border);
|
|
font-size: 0.9rem;
|
|
}
|
|
.hcell {
|
|
display: grid;
|
|
place-items: center;
|
|
text-align: center;
|
|
min-height: 1.7em;
|
|
padding: 6px 8px;
|
|
background: var(--surface-2);
|
|
overflow-wrap: anywhere;
|
|
}
|
|
/* Secondary annotations within a cell — the parenthesised move score, a non-play action
|
|
label, the awaited "thinking…" — read muted, like the old running-total/system labels. */
|
|
.hsc,
|
|
.hsys {
|
|
color: var(--text-muted);
|
|
}
|
|
.hsc {
|
|
font-variant-numeric: tabular-nums;
|
|
}
|
|
/* The impersonal organizer note closing an aborted (un-replayable) game, under the grid. */
|
|
.horganizer {
|
|
margin: 0;
|
|
padding: 8px var(--pad);
|
|
color: var(--text-muted);
|
|
font-size: 0.85rem;
|
|
font-style: italic;
|
|
text-align: center;
|
|
}
|
|
.boardwrap {
|
|
padding: 6px;
|
|
transition: transform 0.3s ease;
|
|
}
|
|
.boardwrap.slid {
|
|
transform: translateY(62%);
|
|
}
|
|
/* The slid board is inert: the whole surface reads as "tap or swipe up to close". */
|
|
.boardwrap.slid :global(.viewport) {
|
|
pointer-events: none;
|
|
}
|
|
.status {
|
|
display: flex;
|
|
flex: none;
|
|
align-items: center;
|
|
justify-content: space-between;
|
|
padding: 2px var(--pad) 6px;
|
|
color: var(--text-muted);
|
|
font-size: 0.85rem;
|
|
}
|
|
.turn-ind {
|
|
font-weight: 600;
|
|
color: var(--text);
|
|
}
|
|
.over {
|
|
color: var(--accent);
|
|
}
|
|
.scores {
|
|
font-weight: 600;
|
|
color: var(--ok);
|
|
min-width: 64px;
|
|
text-align: right;
|
|
}
|
|
.oneword {
|
|
font-size: 0.95rem;
|
|
}
|
|
/* The single-word-rule label centred in the history header between its two icons. */
|
|
.oneword-label {
|
|
flex: 1;
|
|
text-align: center;
|
|
font-size: 0.78rem;
|
|
font-weight: 600;
|
|
color: var(--text-muted);
|
|
white-space: nowrap;
|
|
}
|
|
.rack-row {
|
|
position: relative;
|
|
display: flex;
|
|
flex: none;
|
|
align-items: stretch;
|
|
padding: 0 var(--pad) 6px;
|
|
}
|
|
.rack-row.inert {
|
|
pointer-events: none;
|
|
opacity: 0.55;
|
|
}
|
|
.rack-wrap {
|
|
flex: 1;
|
|
min-width: 0;
|
|
}
|
|
/* A borderless icon button (like the tab bar), not a filled accent button — and disabled
|
|
while the pending word is known to be illegal. It is an overlay, NOT a flex sibling of the
|
|
rack: the rack keeps the full row width with a fixed tile size (no reflow or tile resize
|
|
when a tile is staged), and the button is absolutely pinned over the slots a staged tile
|
|
frees on the right. Its right edge sits at var(--pad) — directly under the right edge of the
|
|
preview caption above (.status shares that padding). */
|
|
.make {
|
|
position: absolute;
|
|
right: var(--pad);
|
|
top: 0;
|
|
bottom: 6px;
|
|
width: 56px;
|
|
background: none;
|
|
color: var(--text);
|
|
border: none;
|
|
display: grid;
|
|
place-items: center end;
|
|
font-size: 1.8rem;
|
|
}
|
|
.make:disabled {
|
|
opacity: 0.4;
|
|
}
|
|
/* The move-history header: leave (active) / export (finished) on the left, comms on the
|
|
right, icon-only. Sticky so it stays atop the scrolling move list. */
|
|
.hhead {
|
|
position: sticky;
|
|
top: 0;
|
|
z-index: 1;
|
|
display: flex;
|
|
align-items: center;
|
|
justify-content: space-between;
|
|
padding: 4px 8px;
|
|
background: var(--surface-2);
|
|
border-bottom: 1px solid var(--border);
|
|
}
|
|
.hicon {
|
|
position: relative;
|
|
background: none;
|
|
border: none;
|
|
color: var(--text);
|
|
font-size: 1.3rem;
|
|
line-height: 1;
|
|
padding: 4px 8px;
|
|
border-radius: var(--radius-sm);
|
|
}
|
|
.hicon:active {
|
|
background: var(--bg-elev);
|
|
}
|
|
/* The 🤝 add-friend control: pinned to the seat's right edge so the centred name and
|
|
score never shift; the TapConfirm inside swaps it for a fading ✅ on tap. */
|
|
.addfriend {
|
|
position: absolute;
|
|
right: 2px;
|
|
top: 50%;
|
|
transform: translateY(-50%);
|
|
font-size: 1.15rem;
|
|
}
|
|
/* The ✖️ block control mirrors add-friend on the seat's left edge. */
|
|
.blockuser {
|
|
position: absolute;
|
|
left: 2px;
|
|
top: 50%;
|
|
transform: translateY(-50%);
|
|
font-size: 1.15rem;
|
|
}
|
|
.fico {
|
|
line-height: 1;
|
|
}
|
|
/* A blocked opponent's name is struck through. */
|
|
.nm.struck {
|
|
text-decoration: line-through;
|
|
}
|
|
/* The "Block?" confirm caption replaces the score in the danger colour (theme-aware). */
|
|
.sc.blockprompt {
|
|
color: var(--danger);
|
|
}
|
|
/* The unread-chat dot on the score bar's corner; the history's 💬 icon fade-blinks (two cycles)
|
|
when the history is opened with unread present, rather than carrying a count badge. */
|
|
.unread-dot {
|
|
width: 8px;
|
|
height: 8px;
|
|
border-radius: 50%;
|
|
background: var(--danger);
|
|
}
|
|
.sbadge-dot {
|
|
position: absolute;
|
|
top: 4px;
|
|
right: 6px;
|
|
}
|
|
.chat-ico {
|
|
display: inline-block;
|
|
line-height: 1;
|
|
}
|
|
.chat-ico.blink {
|
|
animation: chat-blink 1s ease-in-out 2;
|
|
}
|
|
@keyframes chat-blink {
|
|
0%,
|
|
100% {
|
|
opacity: 1;
|
|
}
|
|
50% {
|
|
opacity: 0;
|
|
}
|
|
}
|
|
.loading {
|
|
text-align: center;
|
|
color: var(--text-muted);
|
|
padding: 40px;
|
|
}
|
|
.ghost {
|
|
position: fixed;
|
|
width: 40px;
|
|
height: 40px;
|
|
transform: translate(-50%, -50%);
|
|
background: var(--tile-pending);
|
|
color: var(--tile-text);
|
|
border-radius: 5px;
|
|
display: grid;
|
|
place-items: center;
|
|
font-weight: 700;
|
|
font-size: 1.3rem;
|
|
box-shadow: var(--shadow);
|
|
pointer-events: none;
|
|
z-index: 60;
|
|
}
|
|
/* On touch the finger covers the tile, so enlarge the drag ghost ~1.5x. */
|
|
.ghost.touch {
|
|
transform: translate(-50%, -50%) scale(1.5);
|
|
}
|
|
.alpha {
|
|
display: grid;
|
|
grid-template-columns: repeat(6, 1fr);
|
|
gap: 6px;
|
|
}
|
|
.alpha button {
|
|
aspect-ratio: 1;
|
|
border: 1px solid var(--border);
|
|
background: var(--surface);
|
|
color: var(--text);
|
|
border-radius: var(--radius-sm);
|
|
font-weight: 700;
|
|
}
|
|
.exch {
|
|
display: grid;
|
|
grid-template-columns: repeat(7, 1fr);
|
|
gap: 6px;
|
|
margin-bottom: 12px;
|
|
}
|
|
.etile {
|
|
aspect-ratio: 1;
|
|
border: 1px solid var(--border);
|
|
background: var(--tile-bg);
|
|
color: var(--tile-text);
|
|
border-radius: 5px;
|
|
font-weight: 700;
|
|
}
|
|
.etile.sel {
|
|
outline: 3px solid var(--accent);
|
|
outline-offset: -3px;
|
|
}
|
|
.confirm {
|
|
width: 100%;
|
|
padding: 11px;
|
|
background: var(--accent);
|
|
color: var(--accent-text);
|
|
border: none;
|
|
border-radius: var(--radius-sm);
|
|
font-weight: 700;
|
|
}
|
|
.confirm:disabled {
|
|
opacity: 0.5;
|
|
}
|
|
.confirm-row {
|
|
display: flex;
|
|
gap: 8px;
|
|
}
|
|
.confirm-row button {
|
|
flex: 1;
|
|
padding: 11px;
|
|
border-radius: var(--radius-sm);
|
|
border: 1px solid var(--border);
|
|
background: var(--surface);
|
|
color: var(--text);
|
|
font-weight: 600;
|
|
}
|
|
.danger {
|
|
background: var(--danger) !important;
|
|
color: #fff !important;
|
|
border-color: var(--danger) !important;
|
|
}
|
|
|
|
/* --- Landscape (wide) layout ------------------------------------------------------------
|
|
When the viewport is wider than tall the game lays out as two columns: a left panel (rack,
|
|
status, scores, the always-open history, the controls) and the board on the right, fitted
|
|
to the available height as a square (no zoom). All the portrait styles above are untouched;
|
|
these rules apply only inside the landscape branch's `.game-land` wrapper. */
|
|
.game-land {
|
|
flex: 1 1 auto;
|
|
min-height: 0;
|
|
display: grid;
|
|
grid-template-columns: clamp(260px, 32%, 360px) 1fr;
|
|
gap: 4px;
|
|
/* The left-column children carry their own horizontal --pad (matching portrait), so the
|
|
grid only pads its right edge; the board centres in the right pane. */
|
|
padding: 4px var(--pad) 6px 0;
|
|
overflow: hidden;
|
|
}
|
|
.leftpane {
|
|
display: flex;
|
|
flex-direction: column;
|
|
min-height: 0;
|
|
}
|
|
.rightpane {
|
|
/* A size container spanning the whole right area: the board (Board.svelte's .viewport.land)
|
|
fills it and fits the square board by HEIGHT via min(100cqw,100cqh); on zoom-in the board
|
|
grows past the pane and pans within it, occupying the full width up to the left panel. The
|
|
board has the lowest priority, so the pane shrinks the board (by width) when narrow. */
|
|
container-type: size;
|
|
display: grid;
|
|
min-width: 0;
|
|
min-height: 0;
|
|
}
|
|
.rightpane .boardwrap {
|
|
padding: 0;
|
|
width: 100%;
|
|
height: 100%;
|
|
min-width: 0;
|
|
min-height: 0;
|
|
}
|
|
/* The history docked open in the left panel: a normal flex child that fills the remaining
|
|
height and scrolls, its sticky header staying pinned — no slide-down drawer, no transform. */
|
|
.history.land {
|
|
position: static;
|
|
height: auto;
|
|
flex: 1 1 auto;
|
|
min-height: 0;
|
|
box-shadow: none;
|
|
/* Sits between the score plaques (above) and the status/rack/controls (below): rule it off on
|
|
both edges (the base rule already draws the bottom border). */
|
|
border-top: 1px solid var(--border);
|
|
}
|
|
/* The score plaques do not toggle the history in landscape (it is always open). */
|
|
.scoreboard.flat {
|
|
cursor: default;
|
|
}
|
|
</style>
|