The save warning, the buttons, and a claim that was simply false
- The save warning is a warning: 15px, weight 500, bright amber on a deeper ground with a 5px rule down the side. (What Jesse was looking at is v0.7.8, where this line is still the small grey .ng-note — none of 0.7.9 has been deployed.) - The buttons read the same on both screens: "Continue saved game" and "Create new game". Solitaire said "Continue Existing Saved Game" and "Deal New Game", the lobby said "Create game" — three phrasings for two actions. - "Off in every game type" is deleted from the Optional rules note because it was not true. Checked against the presets rather than taken on trust: discardTimetabled (§6.2, a Timetabled train may be discarded) ships ON in all four types, not just Co-op. The note now says only what holds for all of them. Stays in the unshipped v0.7.9. 877 tests pass. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
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Claude Sonnet 5
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@@ -2152,14 +2152,14 @@ function commitNewGame(wired: WiredGameType, seedFieldValue: string): void {
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* to the screen that already asks these questions properly.
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*
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* Nothing is lost on the way: `render()` calls `save()` every frame, so the game in progress is
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* always on disk, and the setup screen offers "Continue Existing Saved Game" to come back to it.
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* always on disk, and the setup screen offers "Continue saved game" to come back to it.
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*/
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const newBtn = document.getElementById('newgame');
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if (newBtn) {
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newBtn.onclick = () => {
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showScreen('solitairesetup');
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// IN PLACE, not a navigation: the live session stays in memory, so the fields can open on the
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// rules actually being played and "Continue Existing Saved Game" is just showing the board
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// rules actually being played and "Continue saved game" is just showing the board
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// again rather than a reload and a replay.
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runSolitaireSetup(new URLSearchParams(), true, session.view());
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};
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