Show the build, play from the keyboard, and clean up the ledger
Five things from the second playtest. A status line at the top of every screen: the game, the pack, your current title, and the version plus the commit it came from. `tools/stamp.js` writes the commit into src/build-info.js before serving and before building, so a distributed dist/theladder.html states exactly which commit produced it. An uncommitted working tree gets a `+` suffix — "4cab9fc+" is honest in a way a bare SHA would not be. The whole game is now playable on Enter. Every screen marks one control and the app focuses it after each render: the first *available* option while choosing, the next-turn button once the result is in, "keep going" on the retrospective. Tab and Shift+Tab reach the other options. Locked options needed no special handling — the browser's tab order already skips disabled controls, so they stay visible without being in the way. "What is notable? under What changed?" — two fixes. `notable` is the retrospective's own list of moments; a display rule can now say `inLedger: false` and it is left out, because "Notable — changed" tells nobody anything. Flags are the opposite and stay, but as sentences the pack supplies rather than as booleans: "The envelope is in your locker." instead of "the envelope: now true". Exported logs live in logs/, gitignored, and `npm run analyze` reads the newest one there when given no argument. A log records what a real person did turn by turn, including whatever they typed into the feedback box — committing one once would put it in the history for good. Version set to 0.3.0 on the reasoning that the engine was 0.1 and the interface 0.2; say if you want a different scheme and I will renumber. 119 tests. Reasoning in docs/DECISIONS.md §25-28. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VMSFHyVPitUoosW5wyEADj
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co-authored by
Claude Opus 5
parent
4cab9fc41e
commit
76072edf4e
+12
-3
@@ -10,13 +10,15 @@
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// because this is the moment a player has an opinion.
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import { h } from '../dom.js';
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import { statPanel, characterCard, changeList } from '../components.js';
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import { statPanel, characterCard, changeList, statusBar } from '../components.js';
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import { requirementText, turnHeading, upcomingUpkeep } from '../format.js';
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export function turnScreen(pack, state, schema, view, actions) {
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const heading = turnHeading(pack, state);
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return h('div', { class: 'screen screen--turn' },
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statusBar(pack, state),
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h('header', { class: 'hud' },
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h('div', { class: 'hud__where' },
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h('p', { class: 'hud__stage' }, pack.stages?.[state.stage]?.title ?? state.stage),
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@@ -78,6 +80,9 @@ function diary(pack, state) {
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function choosingView(pack, view, actions) {
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const { event, options } = view.turn;
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const visible = options.filter((o) => !o.hidden);
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// The first option a player can actually take gets the focus, so Enter plays
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// it and Tab walks to the others.
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const firstAvailable = visible.find((o) => o.available)?.option.id;
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return h('section', { class: 'scenario' },
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h('p', { class: 'scenario__text' }, event.description),
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@@ -86,6 +91,7 @@ function choosingView(pack, view, actions) {
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h('button', {
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class: `option${available ? '' : ' option--locked'}`,
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disabled: !available,
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dataset: option.id === firstAvailable ? { autofocus: 'true' } : {},
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onClick: available ? () => actions.onChoose(option.id) : null,
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},
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h('span', { class: 'option__label' }, option.label),
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@@ -114,8 +120,11 @@ function outcomeView(pack, view, actions) {
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feedbackWidget(view, actions),
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h('button', { class: 'button button--primary button--next', onClick: actions.onNext },
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`Next ${pack.turnUnit ?? 'turn'}`),
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h('button', {
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class: 'button button--primary button--next',
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dataset: { autofocus: 'true' },
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onClick: actions.onNext,
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}, `Next ${pack.turnUnit ?? 'turn'} →`),
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);
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}
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