v0.8.0 — the board replays what everyone else did, instead of arriving rearranged
TODO #13, #15 and #18 — Gitea#20 steps 2-4 pointed at a seated player's own screen. Every accepted intent, and every automatic phase that does anything, becomes an ordered presentation step. A bot's whole switching turn used to land in one push; now it arrives as a run of steps, the district panel follows whoever is acting, and a [N behind] … [Skip] row says how far the board is from the game. Solitaire runs the same path — one collector inside submit(), which both session kinds already funnel through — which is where its automatic phases finally get a visible beat. Dwell is assigned by kind: switching holds the screen, turn bookkeeping costs nothing, and the clock turning over earns the beat. Tunable per viewer without a rebuild, and off entirely at pace 0. Also: switching was the one class of action logging unattributed, and now names its train. Reasoning, measurements and the three things that turned out wrong are in CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01X6cF1iYvJ1kNmzYBzu4QX6
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Claude Opus 5
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@@ -24,12 +24,13 @@ import { impediments, narrate } from '../src/sim/narrate.ts';
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import { readFileSync, readdirSync } from 'node:fs';
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import { join } from 'node:path';
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import { actionMenu } from '../src/web/game.ts';
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import { newCollector } from '../src/sim/display-step.ts';
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import type { Game } from '../src/web/game.ts';
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/** The thin wrapper `actionMenu` expects, built directly around an already-created multi-player state
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* — `newGame` (game.ts) hardcodes one player, so it cannot construct this for a multi-seat game. */
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const wrap = (s: GameState): Game =>
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({ state: s, seed: s.seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null });
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({ state: s, seed: s.seed, history: [], log: [], cues: [], scheduled: null, justDrawn: null, announced: null, display: newCollector() });
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const competitive: GameConfig = {
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mode: 'competitive',
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