v0.4.8 — the Limits bound the whole district, the nine spots really are nine, and an action points at its square

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YQAJ4dND7enLj54eLyiF2C
This commit is contained in:
Jesse
2026-08-19 13:38:06 -04:00
co-authored by Claude Opus 5
parent 9f3b92d08e
commit 461c4d9bac
25 changed files with 3264 additions and 4524 deletions
+57 -5
View File
@@ -301,7 +301,7 @@ function render(): void {
: 'ATTACH TO THIS CARD';
return [{ row: cell.row, col: cell.col, label }];
});
grid.innerHTML = officeSvg(f.cells, f.runningRow, ghostCoords, legalCaps);
grid.innerHTML = officeSvg(f.cells, f.runningRow, ghostCoords, legalCaps, f.limits);
// Highlighting rides on top of the drawing: outline the legal squares and make them clickable.
for (const [key, list] of spotsAt) {
@@ -650,6 +650,51 @@ function renderDistrict(f: Frame): void {
};
}
/**
* The square an action button acts on, as an attribute the board can be matched against.
*
* `null` for the actions that act on no square at all — ending a turn, drawing a card, a train card
* that goes to the timetable — so those buttons carry nothing and highlight nothing.
*/
function cellRef(coord: { row: number; col: number } | null | undefined): string {
return coord ? ` data-square="${coord.row},${coord.col}"` : '';
}
/**
* POINT AT THE SQUARE THE BUTTON MEANS.
*
* The action list is a column of sentences that differ by a coordinate — "(1,3)" against "(-1,3)" —
* and the board is right beside it saying nothing about which one is which. Hovering a button now
* lights its square up, so the check happens with the eye rather than by reading two numbers off a
* button and finding them on a map. Reported by Jesse: recoverable in solitaire, where Undo is a
* click; a disaster in multiplayer, where it is not.
*
* ON FOCUS AS WELL AS HOVER, so tabbing through the list works the same way as pointing at it — the
* keyboard route is not a lesser one.
*
* BOTH KINDS OF SQUARE. A played card is a `data-cell`; a square being placed ONTO is an empty
* `data-ghost` target, which is precisely the case where the player is choosing between coordinates.
* Matching only one of the two would leave the most mistake-prone moment unhelped.
*/
function wirePointing(node: HTMLElement, key: string): void {
const grid = $('grid');
const marks = (): Element[] =>
[
grid.querySelector(`g[data-cell="${key}"]`),
grid.querySelector(`g[data-ghost="${key}"]`),
].filter((g): g is Element => g !== null);
const on = (): void => {
for (const g of marks()) g.classList.add('bs-point');
};
const off = (): void => {
for (const g of marks()) g.classList.remove('bs-point');
};
node.onmouseenter = on;
node.onmouseleave = off;
node.onfocus = on;
node.onblur = off;
}
function renderActions(
menu: Menu,
f: Frame,
@@ -694,14 +739,19 @@ function renderActions(
* the same card in hand explained itself perfectly — reported on "Realignment on Mainline card 3",
* which had neither a name for the card it meant nor a word about what it would do.
*/
const actionButton = (a: { index: number; label: string; tip?: string }): string => {
const actionButton = (a: {
index: number;
label: string;
tip?: string;
coord?: { row: number; col: number };
}): string => {
const { label, index } = a;
const cut = label.indexOf(' — ');
const head = cut > 0 ? label.slice(0, cut) : label;
// The menu resolved the card's description server-side, so the page never needs the state.
const rest = cut > 0 ? label.slice(cut + 3) : (a.tip ?? '');
return (
`<button class="act" data-i="${index}"${rest ? ` data-tip="${esc(rest)}"` : ''}>${esc(head)}</button>`
`<button class="act" data-i="${index}"${cellRef(a.coord)}${rest ? ` data-tip="${esc(rest)}"` : ''}>${esc(head)}</button>`
);
};
@@ -748,7 +798,7 @@ function renderActions(
f.moves
.map(
(m) =>
`<button class="act crew${m.trayId === chosen?.trayId ? ' on' : ''}" data-crew="${esc(m.trayId)}" ` +
`<button class="act crew${m.trayId === chosen?.trayId ? ' on' : ''}" data-crew="${esc(m.trayId)}"${cellRef(m.from)} ` +
`data-tip="Draw this crew's reachable squares on the board, and show its moves below. ${esc(m.label)} is standing at (${m.from.row}, ${m.from.col}) with ${m.to.length} square${m.to.length === 1 ? '' : 's'} it can reach.">` +
`${esc(m.label)} <span class="dim">(${m.from.row}, ${m.from.col})</span></button>`,
)
@@ -847,7 +897,7 @@ function renderActions(
? ` data-tip-html="${esc(piecePreview(sp.links, item.subject))}"`
: '';
return (
`<button class="act" data-i="${sp.index}"${fig}` +
`<button class="act" data-i="${sp.index}"${fig}${cellRef(sp.coord)}` +
` data-tip="${esc(`${item.subject} — ${sp.label}`)}">${esc(sp.label)}</button>`
);
})
@@ -882,6 +932,8 @@ function renderActions(
render();
}
: () => apply(Number(node.dataset['i']));
const square = node.dataset['square'];
if (square) wirePointing(node, square);
}
}