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scrabble-game/ui/src/lib/hints.ts
T
Ilia Denisov 82648a4398
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fix(game): show granted/bought hints in-game — finish the D31 wire removal
The in-game hint badge ignored the payments hint wallet: loading a game clobbered
app.profile.hintBalance with the deprecated StateView.wallet_balance (zeroed in the
D31 domain removal but left in the protocol as a dead 0, then synced over the real
balance at game load).

Finish the removal honestly. StateView carries the per-game allowance alone
(hints_remaining); the purchasable wallet lives solely on the profile and the client
adds it (lib/hints). Removed StateView.wallet_balance across every layer — backend
StateView/DTO, notify.PlayerState (live events), gateway StateResp + wire.StateView,
the client model/codec/mock/localgame — and dropped the now-unused wallet arg from
hintsRemaining. The FBS field is tombstoned `(deprecated)` (not deleted) so the vtable
slots after it stay stable across a rolling deploy; no accessor is generated. HintResult
keeps wallet_balance (the real post-spend payments balance the client adopts into the
profile). The StateView type no longer has walletBalance, so the clobber cannot return
without a compile error.

Tests: hintsRemaining (2-arg); hints.hintsLeft (allowance + live wallet, no strip); the
game state/hint integration (allowance-only HintsRemaining); gateway transcode; FBS regen.
2026-07-10 06:26:49 +02:00

46 lines
2.3 KiB
TypeScript

// Hint-count derivation, kept out of the .svelte component so it is unit-testable.
//
// The badge shows the per-game hint allowance remaining plus the player's global hint wallet. The
// view's hints_remaining is the per-game allowance alone; the wallet is global (shared across every
// game) and read live from the profile (payments), never the per-game snapshot — so a wallet hint
// spent in another game stays reflected here.
import type { StateView } from './model';
/**
* hintsLeft is the hint count for the badge: the per-game allowance remaining (view.hintsRemaining)
* plus the live global wallet balance (passed in from the profile, so it stays correct when a wallet
* hint was spent in another game since this view was fetched).
*/
export function hintsLeft(
view: Pick<StateView, 'hintsRemaining'> | null,
walletBalance: number,
): number {
if (!view) return 0;
return Math.max(0, view.hintsRemaining) + Math.max(0, walletBalance);
}
/** HINT_GATE_MS is the idle time a vs_ai player must be stuck on a turn before a hint unlocks. */
export const HINT_GATE_MS = 30 * 60 * 1000;
/**
* hintGateRemainingMs returns how long (in milliseconds) until a vs_ai game's idle hint unlocks — 0
* once it is available. It counts down from a MONOTONIC clock (performance.now()), so a client clock
* change cannot skew it: gateStartMono is performance.now() captured when the source's "seconds left"
* was received, gateLeftMs is that seconds-left in ms, and monoNow is performance.now() now; the
* remaining is gateLeftMs minus the monotonic time elapsed since the anchor. gateStartMono null means
* the gate is open (the human's first move, or a non-gated game). The duration comes from the source
* (the SERVER clock online, the device clock offline) and is re-fetched on every load, so the wait
* both persists across a relaunch and stays immune to a live clock change.
*/
export function hintGateRemainingMs(gateStartMono: number | null, gateLeftMs: number, monoNow: number): number {
if (gateStartMono === null) return 0;
return Math.max(0, gateLeftMs - (monoNow - gateStartMono));
}
/** hintLockMinutes rounds a remaining-milliseconds gap up to whole minutes for the "available in N
* min." toast, so a gate that is still closed never reads 0. */
export function hintLockMinutes(remainingMs: number): number {
return Math.ceil(remainingMs / 60000);
}