v0.7.0 — four game types, a lobby you can read and leave, and a multiplayer game that makes a sound
The multiplayer set-up, the lobby, the start of a game, and four signals a remote client had never been sent. Reasoning, the preset table and what was verified how: CHANGELOG.md. - Co-op, Competitive, Cutthroat, Solitaire and Custom, on both screens, from one shared block — they had drifted, and each was missing a question the other asked. - A player reads the whole rule set before taking a seat, may leave a lobby or a running game, and keeps a seat across a reload. The host may clear a chair. The browser remembers every game it is in, not just the last one. - The start of a game is drawn: a handoff beat, an announcement, the code and type in the header. - Sound, the timetable flash, announcements and the just-drawn badge now reach a remote client; justDrawn goes to the seat that drew it and nobody else. - Played on StartOS, which found the rest: an Extra belongs to the player who played it, the board never named the Superintendent, bot seats were reported as absent players, and rule section numbers are out of every string a player reads. Also carries the previous session's Heavy Grade documentation work — asked again, answer unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016JczK5i33ZNSf2PtzZqdhS
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co-authored by
Claude Opus 5
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@@ -50,7 +50,12 @@ export type Lobby = {
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};
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export type CreateResult = { lobby: Lobby; session: PlayerSession };
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export type JoinResult = { ok: true; lobby: Lobby; session: PlayerSession } | { ok: false; code: 'LOBBY_FULL' | 'ALREADY_STARTED' };
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export type JoinResult =
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| { ok: true; lobby: Lobby; session: PlayerSession }
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| { ok: false; code: 'LOBBY_FULL' | 'ALREADY_STARTED' | 'NAME_TAKEN' };
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/** `empty` when the last human has gone — the caller drops the lobby rather than leaving a table of
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* bots waiting for a host who no longer exists. */
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export type LeaveResult = { lobby: Lobby; empty: boolean };
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export type StartResult = { ok: true; playerNames: string[]; botSeats: PlayerIndex[] } | { ok: false; code: 'NOT_HOST' | 'BAD_PLAYER_COUNT' };
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/**
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@@ -140,6 +145,19 @@ export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
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const seatIndex = lobby.seats.findIndex((s) => s === null);
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if (seatIndex < 0) return { ok: false, code: 'LOBBY_FULL' };
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/**
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* TWO PLAYERS CANNOT SHARE A NAME (2026-08-23).
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*
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* The name is not decoration: it labels the district on the Division map, it is what the turn
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* chart means by "waiting on Jesse", and `record()` puts it in front of every line that player
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* causes. Two identical names make all three ambiguous, and there is no way to fix it once the
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* game starts — the names are locked into the session at `Lobby.Start`. Refused rather than
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* silently suffixed: a player should play under the name they chose, or be told to choose again.
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*/
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const wanted = displayName.trim().toLowerCase();
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const clash = lobby.seats.some((s) => s?.kind === 'human' && s.displayName.trim().toLowerCase() === wanted);
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if (clash) return { ok: false, code: 'NAME_TAKEN' };
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const token = randomUUID();
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const session: PlayerSession = { token, gameId: lobby.gameId, player: seatIndex, displayName };
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const seats = [...lobby.seats];
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@@ -151,6 +169,35 @@ export function joinLobby(lobby: Lobby, displayName: string): JoinResult {
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};
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}
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/**
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* GIVING UP A SEAT — a player leaving, or the host clearing somebody out of a chair.
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*
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* There was no way out of a lobby at all before 2026-08-23: a mis-join or a player who wandered off
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* wedged the table, because Start needs every chair filled and `setBotSeat` refuses to touch an
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* occupied human seat. One function serves both, since they differ only in whose seat is named, and
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* `http.ts` is what checks that a caller naming somebody else's seat is the host.
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*
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* Host rights move exactly as they do on a dropped connection (`reassignHost`), and the caller is
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* told when the last human has gone so the lobby can be dropped rather than left orphaned.
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*/
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export function leaveLobby(lobby: Lobby, token: string, seat?: PlayerIndex): LeaveResult {
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const index =
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seat === undefined ? lobby.seats.findIndex((s) => s?.kind === 'human' && s.token === token) : seat;
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const occupant = index >= 0 ? (lobby.seats[index] ?? null) : null;
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if (index < 0 || occupant?.kind !== 'human') return { lobby, empty: false };
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const seats = [...lobby.seats];
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seats[index] = null;
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const departing = occupant.token;
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const withoutThem: Lobby = {
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...lobby,
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seats,
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joinOrder: lobby.joinOrder.filter((t) => t !== departing),
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};
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const empty = !seats.some((s) => s?.kind === 'human');
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return { lobby: reassignHost(withoutThem, departing), empty };
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}
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/** Host-only in effect (`http.ts` checks the caller's token against `hostToken` before calling
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* this) — marks an empty seat as bot-filled, or clears one back to empty. Never touches an occupied
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* human seat; the host removes a person by them leaving, not by overwriting their seat. */
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