Show completed core actions and summarize notice bursts

Tag committed ordinary movement, shipping, revival, collection, battle,
native Guild transport and HMS relocation for the existing house notices
and optional sounds. Keep pending and canceled actions free of false
completion notices and preserve richer Smuggler and card-specific labels.

Bound feedback to three 1.5-second notices including the active notice.
Summarize older pending events with an exact count and retain individual
chronicle entries. Consume stale, duplicate, muted and hidden updates
without replay; clear visible and queued feedback when the page hides.
These changes add log metadata and cosmetic presentation only.

Validation: types, lint, 5137 offline tests and production build passed.
Independent review resolved one duplicate Smuggler notice. Nine engine
regressions and six queue/cursor/component tests cover the new behavior.
Two Basic/Advanced four-player games completed with 821 legal actions,
21 JSON restores and zero rejected actions; no AI tuning was done.

Browser QA 76CMLL8Z used genuine Basic setup and private real-action batches.
A seven-event burst displayed Revival plus four earlier actions, then
drained. Chronicle navigation and silent toggle/refresh were checked;
refresh kept the saved row identical. Phone notice bounds fit without
overflow. Transient phone text and actual background visibility were not
captured; screenshot and full visual acceptance remain open.
All 1,585 prior rooms, 3,353 seats and auxiliary records stayed unchanged.
One QA room and human seat were added; no reset, restart or automation.
This commit is contained in:
Quintine committed 2026-09-21 16:06:35 +10:00
1 parent 7136c8dd19
commit a3bc0ac837
12 files changed
+495 -48

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@@ -9889,6 +9889,7 @@ function finishMovedGroup(g: Game, move: CompletedMovement) {
move.noField
? `${p.name} moved a concealed No-Field${n > 1 ? ` with ${n - 1} physical forces` : ''} from ${territory(origin).name} to ${territory(to).name}. Its value remains concealed.`
: `${p.name} moved ${n} forces from ${movementOrigins(move).map(source => territory(source).name).join(' and ')} to ${territory(to).name}.`,
{ faction: p.faction, name: 'Movement' },
);
intrusion(g, p, to);
if (movementOrigins(move).some(source => source !== to)) openTerritoryEntry(g, p, to, s, n, elite, 'movement');
@@ -13445,6 +13446,7 @@ function commitCollection(
log(
g,
`${faction(p.faction).name} collected ${receipt.collected} spice.`,
{ faction: p.faction, name: 'Spice collection' },
);
}
for (const effect of discovery.effects) {
@@ -15851,7 +15853,7 @@ function resolveBattle(g: Game) {
: `${faction(winner!.faction).name} won in ${combatLocationName(g, b.territory)} (${av}–${dv}${av === dv ? (strongholdEffect(g, winner!.id) === 'habbanya_ridge_sietch' ? ', Habbanya Stronghold advantage wins ties' : ', aggressor wins ties') : ''}).`,
stoneResult
? { faction: (isStoneBurner(aw) ? a : d).faction, name: 'Stone Burner' }
: undefined,
: { faction: winner!.faction, name: 'Battle' },
);
}
if (jacurutuIncome?.kind === 'income' && jacurutuIncome.amount > 0) {
@@ -17215,14 +17217,15 @@ function finishRevival(
`${rule.name} accrued ${token.spice} spice for ${getPlayer(g, income.owner).name}, payable at phase end.`,
);
}
log(g, `${p.name} revived ${n} forces.${g.homeworlds ? ` ${revival.free} were free; ${n - revival.free} were paid. ${payer.name} paid ${revival.cost} spice. Future revival requests use the resulting Homeworld population.` : ''}`);
log(g, `${p.name} revived ${n} forces.${g.homeworlds ? ` ${revival.free} were free; ${n - revival.free} were paid. ${payer.name} paid ${revival.cost} spice. Future revival requests use the resulting Homeworld population.` : ''}`,
{ faction: p.faction, name: 'Revival' });
stageHomeworldRevivalReturn(g, p, source, group, deploymentGrant);
} else {
if (revival.kind === 'kwisatz') {
p.kwisatz!.dead = false;
p.kwisatz!.revivalCycle =
Math.max(p.revivalCycle, p.kwisatz!.revivalCycle ?? 1) + 1;
log(g, `${p.name} revived Kwisatz Haderach.`);
log(g, `${p.name} revived Kwisatz Haderach.`, { faction: p.faction, name: 'Revival' });
} else {
const leader = g.players
.flatMap((owner) => owner.leaders)
@@ -17242,6 +17245,7 @@ function finishRevival(
log(
g,
`${p.name} revived ${leader.name}${revival.kind === 'foreignGhola' ? ' as a ghola' : ''}.`,
{ faction: p.faction, name: 'Revival' },
);
}
p.leaderRevived = true;
@@ -19092,7 +19096,7 @@ function commitShipment(g: Game, shipment: PendingShipment) {
: `${p.name} shipped ${n} forces to ${territory(to).name}, sector ${s}.${shipment.guildSecretEvent ? ` Guild Secret Ally is spent; Guild shipping prices cost ${cost} spice paid to the bank.` : ''}${shipment.nexusEvent ? ` Richese Secret Ally priced the ${n} physical forces as one: ${cost} spice.` : ''}${homeworldOrigins ? ` Homeworld sources: ${homeworldOrigins}. Total shipment cost: ${cost} spice.` : ''}`,
shipment.noField || shipment.alliedNoField
? { faction: 'richese', name: 'No-Field shipment' }
: shipment.guildSecretEvent ? {faction:'guild',name:'Secret Ally shipment'} : shipment.nexusEvent ? {faction:'richese',name:'Secret Ally shipment'} : undefined,
: shipment.guildSecretEvent ? {faction:'guild',name:'Secret Ally shipment'} : shipment.nexusEvent ? {faction:'richese',name:'Secret Ally shipment'} : shipment.smuggler ? undefined : { faction: p.faction, name: 'Shipment' },
);
if (shipment.smuggler) log(g,
`${p.name}'s Smuggler included one free accompanying force: ${n} physical forces left reserves, priced as ${n - 1} for ${cost} spice. The destination was empty before arrival.`,
@@ -19181,6 +19185,7 @@ function relocateMobileStronghold(
log(
g,
`${p.name} moved the Hidden Mobile Stronghold to ${territory(loc.territory).name}, sector ${loc.sector}, collecting ${collected} spice.`,
{ faction: p.faction, name: 'Hidden Mobile Stronghold' },
);
}
function choamWorthlessBlocked(g: Game, card: string) {
@@ -23829,7 +23834,7 @@ function applyActionInner(
p.shipped = true;
g.karamaShipping = null;
log(g, `${p.name} used Guild transport for ${n} forces.${guildSecretEvent ? ` Guild Secret Ally is spent; ${cost} spice was paid to the bank. Their ordinary movement remains available.` : ''}`,
guildSecretEvent ? {faction:'guild',name:'Secret Ally transport'} : undefined);
guildSecretEvent ? {faction:'guild',name:'Secret Ally transport'} : { faction: p.faction, name: 'Guild transport' });
if (to !== 'reserves') {
intrusion(g, p, to);
if (origin !== to)