Put the pager back, and let any turn be played again
SP7 replaced the pager with chips, on the grounds that a chip could also offer "take this path" while a pager could only step. Driving it by hand said otherwise, and the reason is worth keeping: the chip meant two different things depending on where the reader was standing -- a real switch at the tip, a preview needing a second button above it further back. Two meanings in one control is what made the tree unusable. So: one control that does one thing. Stepping reads a take and nothing else, and it tells the server nothing, because reading is not a decision. The transcript below a take that is not live simply ends -- such a take is a leaf by construction, since whatever was played after the turn was played after the take that *is* live. The decision is made by writing, and `after_id` carries it. One step does reach the server and is still not a fork: a take with a story of its own lives on its own branch, so going there is a branch switch and only the server can say what is underneath. `branch_id` on the take is what tells the two apart without asking first. And a fork button on every turn but the opening. On the AI's it regenerates; on your own it opens the text so you can say something else. What the story made of the old take is kept, on the line it was written on. `selectVariant` and `forkFromAttempt` leave the client. Both endpoints stay -- tested, and `stand_on` is shared with the write path -- but the pager needs neither. 426 backend tests; lint and build clean. Not yet driven by hand: the frontend still has no test runner, so this needs the `--keep` fixture and eyes, exactly as SP7 did. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
This commit is contained in:
committed by
Parth
co-authored by
Claude Opus 5
parent
ea7336e5d3
commit
f9b836fc0b
+20
-8
@@ -105,10 +105,15 @@ export const api = {
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// attempts themselves are fetched when the reader actually pages through.
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listVariants: (advId, actionId) =>
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request(`/adventures/${advId}/actions/${actionId}/variants`),
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selectVariant: (advId, actionId, index) =>
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request(`/adventures/${advId}/actions/${actionId}/variant`, {
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method: 'POST', body: JSON.stringify({ index }),
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}),
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// The same endpoint under the name the pager uses. "Take" is what the UI
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// calls one of these now, and the vocabulary is worth keeping straight —
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// `variant` belongs to the pre-tree pair of columns SP8 drops.
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listTakes: (advId, actionId) =>
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request(`/adventures/${advId}/actions/${actionId}/variants`),
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// No `selectVariant` / `forkFromAttempt` here any more. Both endpoints still
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// exist and are tested, but the pager needs neither: stepping between takes
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// tells the server nothing, and what used to be "take this path" is now
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// whatever the reader writes next, carried by `after_id` on the turn itself.
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// The story tree (Phase 14). One request draws the whole shape however many
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// forks there are. The three that change it answer with the story as it now
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@@ -122,11 +127,18 @@ export const api = {
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}),
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deleteBranch: (advId, branchId) =>
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request(`/adventures/${advId}/branches/${branchId}`, { method: 'DELETE' }),
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// Take the story down one attempt. A fork only when it has to be: while the
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// attempts are still at the tip they are leaves, and the server switches.
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forkFromAttempt: (advId, actionId) =>
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request(`/adventures/${advId}/actions/${actionId}/fork`, { method: 'POST' }),
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// Play a turn again, differently (SP9). An AI turn regenerates; a player's
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// own takes the text given. Streams, because it is a turn like any other.
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//
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// Reaches any turn, not only the newest — which is the whole difference from
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// `retry`, and the reason the pager can offer this on every message.
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addTake: (advId, actionId, text, handlers, signal) =>
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streamSSE(`/adventures/${advId}/actions/${actionId}/takes`, { text }, handlers, signal),
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// `afterId` names the take the turn is played after. Omitted it means the
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// tip, which is every ordinary turn. Naming a take the story moved past is
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// what forks a branch — stepping between takes to read them does not, and
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// the server is never told about it.
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sendAction: (advId, payload, handlers, signal) =>
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streamSSE(`/adventures/${advId}/actions`, payload, handlers, signal),
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retry: (advId, handlers, signal) => streamSSE(`/adventures/${advId}/retry`, {}, handlers, signal),
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+32
-33
@@ -426,51 +426,50 @@ button:disabled { opacity: 0.45; cursor: default; transform: none; box-shadow: n
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}
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.story .action-tools button:hover { color: var(--text); }
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/* The attempts at one AI beat. Stays quiet until hovered — it's a footnote on
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the message, not part of the prose. */
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.attempts {
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/* The takes of one turn: ‹ 2/4 ›. Stays quiet until hovered — it's a footnote
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on the message, not part of the prose.
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Small and unemphatic on purpose. Stepping through takes reads them and does
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nothing else, so it should not carry the visual weight of a decision; the
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decision is made by writing, which happens in the composer below. */
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.take-pager {
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display: flex;
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align-items: center;
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gap: 6px;
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flex-wrap: wrap;
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gap: 2px;
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margin-top: 6px;
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font-family: var(--font-ui);
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opacity: 0.45;
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transition: opacity 0.15s;
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}
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.story .action:hover .attempts,
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.attempts:focus-within { opacity: 1; }
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.attempt-chip {
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padding: 3px 10px;
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font-size: 0.73rem;
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line-height: 1.5;
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border-radius: 999px;
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.story .action:hover .take-pager,
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.take-pager:focus-within { opacity: 1; }
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.take-pager button {
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width: 20px;
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height: 20px;
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padding: 0;
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font-size: 0.9rem;
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line-height: 1;
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color: var(--text-dim);
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background: transparent;
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border: 1px solid var(--border);
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border: 1px solid transparent;
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border-radius: 4px;
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}
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.attempt-chip:hover:not(:disabled) { color: var(--text); border-color: var(--border-bright); }
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.attempt-chip[aria-pressed="true"] {
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color: var(--bg);
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background: var(--accent);
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border-color: var(--accent);
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font-weight: 600;
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.take-pager button:hover:not(:disabled) {
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color: var(--text);
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border-color: var(--border-bright);
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}
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.attempt-chip:disabled { opacity: 0.35; cursor: default; }
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/* Dashed until hovered: taking a path the story moved past creates a branch,
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so it should not look like the same weight of click as browsing one. */
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.take-path {
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padding: 3px 10px;
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font-size: 0.73rem;
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line-height: 1.5;
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color: var(--accent);
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background: transparent;
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border: 1px dashed var(--accent-dim);
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.take-pager button:disabled { opacity: 0.3; cursor: default; }
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.take-count {
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min-width: 30px;
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text-align: center;
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font-size: 0.72rem;
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font-variant-numeric: tabular-nums;
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color: var(--text-dim);
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}
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.take-path:hover:not(:disabled) { color: var(--accent-bright); border-style: solid; }
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.take-path:disabled { opacity: 0.35; cursor: default; }
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.attempt-note {
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margin-left: 2px;
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/* Only while a take that isn't the live one is on screen: it says what the
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next thing typed will do, because that is the click that forks. */
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.take-note {
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margin-left: 6px;
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font-size: 0.72rem;
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font-style: italic;
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color: var(--accent-dim);
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+155
-104
@@ -952,48 +952,59 @@ function WorldStateDrawer({ advId, refreshKey }) {
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)
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}
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// The attempts at one turn, and the way onto one the story left behind.
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// The takes of one turn: ‹ 2/4 ›, and nothing else.
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//
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// This replaces the ‹ 2/3 › pager, and the reason is not that chips look
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// better: a pager can only step between attempts, and stepping has nothing to
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// say about the thing the tree makes possible — taking a path the story moved
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// past *and keeping both*. Every attempt is its own node now (SP4), so a chip
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// is a node, and "take this path" is a fork (SP5).
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// SP7 shipped chips instead, on the grounds that a pager can only step between
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// takes while a chip could also offer "take this path". Driving it by hand said
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// otherwise. The chip meant two different things depending on where the reader
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// was standing — a real switch at the tip, a preview needing a second button
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// above it — and two meanings in one control is what made the tree unusable.
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//
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// Two cases behind one control. While the turn is the tip its attempts are
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// still leaves, so choosing one is a switch and the server restores the state
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// that attempt produced. Once the story has moved past, choosing one is a
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// local preview — the turns after it were written as a continuation of
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// whatever is live — and taking it forks a branch.
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function AttemptChips({ advId, action, isLast, busy, preview, onPreview, onSwitched, onForked, onError }) {
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const [variants, setVariants] = useState(null)
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// So the pager comes back, and stepping is all it does. Stepping is free: it
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// tells the server nothing, because reading a take is not a decision. The
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// decision is made by *writing* below one, and that is where the branch is
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// created (SP9, `after_id`).
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//
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// One step still reaches the server, and it is not a fork either. A take that
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// has a story of its own lives on its own branch, so going there is a branch
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// switch — the story below has to change, and only the server can say to what.
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// A take on this branch is a leaf by construction: whatever was played after
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// this turn was played after the take that is live, so a take that is not live
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// has nothing under it and the transcript simply ends there.
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function TakePager({ advId, action, busy, preview, onPreview, onSwitchedBranch, onError }) {
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const [takes, setTakes] = useState(null)
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const [loading, setLoading] = useState(false)
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const count = action.variant_count
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const live = action.variant_index
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const count = action.take_count
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const live = action.take_index
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const current = preview ? preview.index : live
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async function show(next) {
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if (next === current || loading || busy) return
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async function step(delta) {
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const next = current + delta
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if (next < 0 || next >= count || loading || busy) return
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setLoading(true)
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try {
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if (isLast) {
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// Fetched once per message, then cached — walking back and forth through
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// the takes should not re-hit the server for a list that has not changed.
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const list = takes || await api.listTakes(advId, action.id)
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if (!takes) setTakes(list)
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const target = list[next]
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if (target.branch_id !== action.branch_id) {
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// It has a story of its own. Only the server knows what is under it.
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onPreview(null)
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onSwitchedBranch(await api.switchBranch(advId, target.branch_id))
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} else if (next === live) {
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onPreview(null)
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onSwitched(await api.selectVariant(advId, action.id, next))
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} else {
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// Fetched once per message, then cached — moving back and forth
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// between attempts shouldn't re-hit the server.
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const list = variants || await api.listVariants(advId, action.id)
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if (!variants) setVariants(list)
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onPreview(next === live ? null : {
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onPreview({
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actionId: action.id,
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index: next,
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// The attempt's own node id. A fork is addressed by the node being
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// taken, never by its ordinal — the group renumbers whenever an
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// attempt is added, and an ordinal held across that points at a
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// different take.
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attemptId: list[next].id,
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text: list[next].text,
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reasoning: list[next].reasoning,
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// The take's own node id, never its ordinal: the group renumbers
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// whenever a take is added, and an ordinal held across that points
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// at a different one. This is what `after_id` is given if the reader
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// writes from here.
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takeId: target.id,
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text: target.text,
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reasoning: target.reasoning,
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})
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}
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} catch (err) {
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@@ -1003,45 +1014,16 @@ function AttemptChips({ advId, action, isLast, busy, preview, onPreview, onSwitc
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}
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}
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async function take(attemptId) {
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if (loading || busy) return
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setLoading(true)
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try {
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const page = await api.forkFromAttempt(advId, attemptId)
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onPreview(null)
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onForked(page)
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} catch (err) {
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onError(err.message)
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} finally {
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setLoading(false)
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}
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}
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if (count < 2) return null
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return (
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<div className="attempts">
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{Array.from({ length: count }, (_, i) => (
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<button
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key={i}
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type="button"
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className="attempt-chip"
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aria-pressed={i === current}
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disabled={busy || loading}
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onClick={() => show(i)}
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title={i === live ? 'The take the story follows' : `Attempt ${i + 1}`}
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>
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take {i + 1}
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</button>
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))}
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{preview?.attemptId != null && (
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<button type="button" className="take-path" disabled={busy || loading}
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onClick={() => take(preview.attemptId)}>
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take this path ↗
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</button>
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)}
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<div className="take-pager">
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<button type="button" disabled={busy || loading || current === 0}
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onClick={() => step(-1)} title="The take before this one" aria-label="Previous take">‹</button>
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<span className="take-count" aria-live="polite">{current + 1}/{count}</span>
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<button type="button" disabled={busy || loading || current === count - 1}
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onClick={() => step(1)} title="The take after this one" aria-label="Next take">›</button>
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{preview && (
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<span className="attempt-note">
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the story continued from take {live + 1}
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</span>
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<span className="take-note">write below to keep this one</span>
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)}
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</div>
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)
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@@ -1524,8 +1506,12 @@ export default function Play() {
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// (currently "Update from scenario"), which no action count would reflect.
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const [stateKey, setStateKey] = useState(0)
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const [inspectActionId, setInspectActionId] = useState(null)
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// Read-only browsing of an earlier attempt at a past turn (see AttemptChips).
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// One at a time; null when every message is showing its active version.
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// Which take is being read, when it is not the live one (see TakePager).
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// One at a time; null when every message is showing the take the story tells.
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//
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// Purely local: the server is not told, because reading a take is not a
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// decision. It becomes one when something is written below it, and that is
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// what `after_id` carries.
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const [preview, setPreview] = useState(null)
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// The transcript is a window on the story, not the whole of it: the page
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// load brings the newest page and older ones arrive as the reader scrolls
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@@ -1554,6 +1540,15 @@ export default function Play() {
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() => actions.find((a) => a.type === 'start' || a.type === 'ai')?.id ?? null,
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[actions],
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)
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// Where the transcript stops while a take that is not the live one is being
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// read. Such a take is a leaf by construction — whatever was played after
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// this turn was played after the take that *is* live — so there is nothing
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// under it, and showing the rest would attach one line's story to another's
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// text. -1 while nothing is being previewed, which is the ordinary case.
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const previewCutoff = useMemo(
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() => (preview ? actions.findIndex((a) => a.id === preview.actionId) : -1),
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[preview, actions],
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)
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// send() sets streaming to '' before the request goes out; reasoningStream
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// stays null until reasoning tokens (if any) arrive. Both still at those
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// values means the request is in flight with nothing to show yet.
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@@ -1746,14 +1741,28 @@ export default function Play() {
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function send(type = mode) {
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const text = input.trim()
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// Where the reader is standing. Stepping to a take the story moved past
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// told the server nothing; this is the moment it has to be told, and it is
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// the moment the branch is made (SP9).
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const after_id = preview?.takeId
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// The window below belongs to the line being left, so it is re-read rather
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// than appended to — same reasoning as `addTake`.
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const run = (payload) => runTurn(async (signal) => {
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try {
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await api.sendAction(id, payload, handleEvent, signal)
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} finally {
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if (after_id) await resync()
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}
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})
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setPreview(null)
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if (type === 'continue') {
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// Continue never consumes typed text — leave it in the box.
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runTurn((signal) => api.sendAction(id, { type: 'continue', text: '' }, handleEvent, signal))
|
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run({ type: 'continue', text: '', after_id })
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return
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}
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const payload = { type: text ? type : 'continue', text }
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const payload = { type: text ? type : 'continue', text, after_id }
|
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setInput('')
|
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runTurn((signal) => api.sendAction(id, payload, handleEvent, signal))
|
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run(payload)
|
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}
|
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|
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function retry() {
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@@ -1813,8 +1822,14 @@ export default function Play() {
|
||||
})
|
||||
|
||||
async function saveEdit() {
|
||||
const { id: actionId, text } = editing
|
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const { id: actionId, text, fork } = editing
|
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setEditing(null)
|
||||
if (fork) {
|
||||
// Not an edit at all: the turn is played again with this text, and what
|
||||
// the story made of the old text is kept on the line it was written on.
|
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addTake(actionId, text)
|
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return
|
||||
}
|
||||
try {
|
||||
const updated = await api.updateAction(id, actionId, text)
|
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setActions((prev) => prev.map((a) => (a.id === actionId ? updated : a)))
|
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@@ -1823,6 +1838,42 @@ export default function Play() {
|
||||
}
|
||||
}
|
||||
|
||||
// Play a turn again, differently. Anywhere in the story, either kind of node.
|
||||
//
|
||||
// The transcript is re-read rather than appended to, which is the difference
|
||||
// from an ordinary turn: a take above the tip leaves the line it was on and
|
||||
// the whole window below it belongs to a story this branch no longer tells.
|
||||
// `handleEvent` appends the new node as it streams; the resync afterwards is
|
||||
// what drops everything that is no longer under it.
|
||||
function addTake(actionId, text) {
|
||||
setPreview(null)
|
||||
runTurn(async (signal) => {
|
||||
try {
|
||||
await api.addTake(id, actionId, text, handleEvent, signal)
|
||||
} finally {
|
||||
await resync()
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
// Re-read the newest window from the server.
|
||||
//
|
||||
// For a turn that left the line it was on: `handleEvent` appends the new node
|
||||
// as it streams, and everything already on screen below the take belongs to a
|
||||
// story this branch no longer tells. Only the server can say what replaces
|
||||
// it. A failed resync leaves the transcript stale rather than wrong, so it is
|
||||
// swallowed — the next page load settles it.
|
||||
async function resync() {
|
||||
try {
|
||||
const adv = await api.getAdventure(id)
|
||||
setActions(adv.actions)
|
||||
setTotal(adv.action_count ?? adv.actions.length)
|
||||
setHasMore(adv.actions.length < (adv.action_count ?? adv.actions.length))
|
||||
// The branch, the script state and the world state can all have moved.
|
||||
setStateKey((k) => k + 1)
|
||||
} catch { /* stale beats wrong */ }
|
||||
}
|
||||
|
||||
async function removeAction(actionId) {
|
||||
try {
|
||||
await api.deleteAction(id, actionId)
|
||||
@@ -1891,6 +1942,8 @@ export default function Play() {
|
||||
</div>
|
||||
)}
|
||||
{actions.map((action, i) => {
|
||||
// Below the take being read there is nothing on this line yet.
|
||||
if (previewCutoff !== -1 && i > previewCutoff) return null
|
||||
const isPlayer = PLAYER_TYPES.includes(action.type)
|
||||
// A player action opens a new turn, so that's where the ornamental
|
||||
// break belongs — never above the very first line on the page.
|
||||
@@ -1926,36 +1979,19 @@ export default function Play() {
|
||||
{action.type === 'ai' && !previewing && (
|
||||
<StateChangeChips changes={action.world_changes} />
|
||||
)}
|
||||
{action.type === 'ai' && action.variant_count > 1 && (
|
||||
<AttemptChips
|
||||
advId={id}
|
||||
action={action}
|
||||
isLast={i === actions.length - 1}
|
||||
busy={busy}
|
||||
preview={previewing}
|
||||
onPreview={setPreview}
|
||||
onForked={adoptWindow}
|
||||
onSwitched={(updated) => {
|
||||
// Matched on the action we asked about, not on the one
|
||||
// that came back. Since the story tree made every
|
||||
// attempt its own row (phase 14 SP4), switching moves
|
||||
// the story onto a *different* row rather than
|
||||
// rewriting this one, so the reply carries a new id.
|
||||
setActions((prev) => prev.map(
|
||||
(a) => (a.id === action.id ? updated : a)))
|
||||
// Switching takes is not only a change of text. The
|
||||
// server puts back that attempt's script and world
|
||||
// state, withdraws the memory that hung off the
|
||||
// coordinate, and rewinds both cursors — none of which
|
||||
// the panels can see, because they key on
|
||||
// `actions.length` and the story is the same length it
|
||||
// was. Same class of bug as a branch switch, which
|
||||
// `adoptWindow` already bumps this for.
|
||||
setStateKey((k) => k + 1)
|
||||
}}
|
||||
onError={(message) => setToast({ text: message, isError: true })}
|
||||
/>
|
||||
)}
|
||||
{/* On every kind of node, not only the AI's: a player's own
|
||||
turn can be played again too (SP9), so it can have takes
|
||||
to step through. The pager draws nothing for a count of
|
||||
one, which is most turns. */}
|
||||
<TakePager
|
||||
advId={id}
|
||||
action={action}
|
||||
busy={busy}
|
||||
preview={previewing}
|
||||
onPreview={setPreview}
|
||||
onSwitchedBranch={adoptWindow}
|
||||
onError={(message) => setToast({ text: message, isError: true })}
|
||||
/>
|
||||
{!busy && (
|
||||
<span className="action-tools">
|
||||
{action.type === 'ai' && (
|
||||
@@ -1964,6 +2000,21 @@ export default function Play() {
|
||||
)}
|
||||
<button title="Edit"
|
||||
onClick={() => setEditing({ id: action.id, text: action.text })}>✎</button>
|
||||
{/* Play this turn again, differently. On the AI's turn
|
||||
that is a regeneration; on your own it opens the text
|
||||
so you can say something else. Either way the story
|
||||
that followed the old take is kept, on the line it
|
||||
was written on. */}
|
||||
{action.type !== 'start' && (
|
||||
<button
|
||||
title={action.type === 'ai'
|
||||
? 'Another take on this turn'
|
||||
: 'Say this differently, and keep both'}
|
||||
onClick={() => (action.type === 'ai'
|
||||
? addTake(action.id, '')
|
||||
: setEditing({ id: action.id, text: action.text, fork: true }))}
|
||||
>⑂</button>
|
||||
)}
|
||||
<button title="Delete" onClick={() => removeAction(action.id)}>✕</button>
|
||||
</span>
|
||||
)}
|
||||
|
||||
Reference in New Issue
Block a user