v0.8.0.6 — your move waits its turn, the lit pile keeps asking to be looked at
Your actions are put away while the board is catching up. The board on screen is behind the game, so a move offered there is a move against a position that has already moved on — and the screen had grown to four things competing at once: the district, the history, the catching-up row, and a lit pile. Skip is one click away, so the wait stays voluntary. That could have locked a player out of their own game. Hiding actions behind busy() makes that flag the thing standing between a player and their turn, and without requestAnimationFrame nothing ever advances the queue — so busy() would never clear. Caught by the DOM-stub test that has been proving this page still starts since long before any of this existed. No rAF now means draw everything at once, which is what pace 0 does deliberately, and a queue that throws empties itself rather than stranding anyone. The lit pile was never brief: measured, it stays lit for 6997ms at 10x. It was a single flash over a dark fill, easy to miss while watching the district — a state that settles stops asking to be looked at. It pulses now for as long as the move is up. And the pace ceiling was not theoretical. 10x was the top of the ladder and was reported still a bit fast; it runs to 20 now. A control whose limit is reached in ordinary use has the wrong limit. 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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@@ -723,10 +723,20 @@ h3{font-size:11px;text-transform:uppercase;letter-spacing:.07em;color:#8b94a3;ma
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the player would be back to staring at an unchanged board. The flash-in marks the moment; the lit
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border and background stay for exactly as long as the step is up, because the class is on the
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element only while that step is the one being shown. */
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.handcard.pilelit{border-color:#8fd6a0;background:#1d3327;animation:pileflash .45s ease-out 1}
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@keyframes pileflash{0%{background:#2f6b47;border-color:#c7f0d4;transform:scale(1.1)}
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100%{background:#1d3327;border-color:#8fd6a0;transform:scale(1)}}
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@media(prefers-reduced-motion:reduce){.handcard.pilelit{animation:none}}
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.handcard.pilelit{border-color:#8fd6a0;background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.55);
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animation:pilepulse 1.15s ease-in-out infinite}
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/* A PULSE FOR THE WHOLE DWELL, not one flash at the start. Measured: at 10x a pile stays lit for
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just under seven seconds, so the highlight was never brief — but a single 0.45s flash-in and a
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dark green fill were easy to miss entirely while watching the district. Jesse: "caught one flash
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deck light up for just a very brief moment, but couldn't see that with what bot was doing in
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office area and history and catch up area all at same time." Something still moving keeps drawing
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the eye for as long as the move is up; a state that settles stops asking to be looked at. */
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@keyframes pilepulse{0%,100%{background:#1d3327;box-shadow:0 0 0 2px #2f6b47,0 0 14px rgba(143,214,160,.45)}
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50%{background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0,0 0 22px rgba(143,214,160,.85)}}
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/* Motion is the point here, so the reduced-motion fallback has to be loud in a different way rather
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than simply not moving: a solid ring and a brighter fill, held. */
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@media(prefers-reduced-motion:reduce){
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.handcard.pilelit{animation:none;background:#2f6b47;box-shadow:0 0 0 3px #8fd6a0}}
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.handcard.unplayable::after{content:"";position:absolute;inset:0;border-radius:5px;pointer-events:none;
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background:repeating-linear-gradient(45deg,transparent 0 5px,rgba(150,160,175,.20) 5px 6px)}
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/* THE CARD JUST DRAWN. It sits first in the row, and this says which one that is — three cards that
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