v0.3.0 — playtest fixes, two new rules, and §7 enforced
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+12
-2
@@ -120,6 +120,9 @@ function start(): void {
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const saved = load();
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if (saved && requested === null) {
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game = fromSave(saved);
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// Restoring replays the whole history, which re-records every draw along the way. Nothing on
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// this screen is news to the player who left it there, so the "new card" badge starts clear.
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game.justDrawn = null;
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} else {
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// A seed in the URL makes a game shareable and reproducible: same link, same deal.
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const seed = requested !== null ? Number(requested) || 1 : Math.floor(Math.random() * 1e9);
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@@ -290,8 +293,12 @@ function render(): void {
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const fig = h.shapes.length
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? ` data-tip-html="${esc(h.shapes.map((l) => piecePreview(l, h.name)).join(''))}"`
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: '';
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// The card just drawn, badged so it can be told from the two beside it. It stands until
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// another draw replaces it, rather than flashing once — the question a player asks looking
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// at the row is "which of these is new", not "did something happen".
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const fresh = h.cardId === game.justDrawn;
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return (
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`<div class="handcard${canPlay ? '' : ' unplayable'}${picked ? ' picked' : ''}"${fig}` +
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`<div class="handcard${canPlay ? '' : ' unplayable'}${picked ? ' picked' : ''}${fresh ? ' fresh' : ''}"${fig}` +
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`${h.what ? ` data-tip="${esc(h.what)}"` : ''} tabindex="0">` +
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`<b>${esc(h.name)}</b>` +
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`<div class="cardacts">` +
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@@ -469,9 +476,12 @@ function renderUndo(): void {
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selected = null;
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mode = null;
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pendingAt = null;
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// The rebuilt game replays its own cues from the beginning; none of them are news.
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// The rebuilt game replays its own cues from the beginning; none of them are news. `justDrawn`
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// goes with them: replaying the history re-records every draw, so it would badge whichever card
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// the replay happened to end on rather than one the player just turned over.
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game.cues.length = 0;
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game.scheduled = null;
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game.justDrawn = null;
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// A phase change is announced by comparing against the last frame drawn. Stepping BACK into a
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// different phase is not that event, so the banner is suppressed rather than fired backwards.
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lastPhase = null;
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