Show revealed battle components in one shared table area

Present public plans in physical attacker/defender order with exact force dials,
played leader portraits and printed strength, readable used-card faces and direct
inspectors. Keep Cheap Heroes, printed Worthless category, empty slots and late
rescue defense distinct. Preserve Banker, native bonus, KH, Stone Burner,
Poison Tooth and Diplomat details rather than treating printed values as scores.

Mount one shared display after the main grid so every viewer retains access
while another seat owns a post-reveal choice. Keyboard links focus the display
and pending controls. Render nothing before public revelation, select exact
used identities from the authorized projection, and consume no private insight
or hands. No game rule, saved field, endpoint, AI strategy or release gate changes.

Five new cases cover genuine sealed/revealed actions, stable order, used-card
privacy, JSON immutability, fractional dials, hero/Worthless/late/empty slots
and both seats during a real Diplomat decision. All28 related focused cases
passed before final rule-link adapter changes; types, lint, all 5017 offline
tests and production build pass on the final stable source. First broad run
caught plain rules-page anchors; next/link and test aliases correct this.
Independent privacy/layout review and final follow-up found no material issues.
No API/auth/persistence changes; HTTP tests and full game samples not repeated.

Browser QA creates a fresh human Emperor/Easy Harkonnen lobby with genuine
setup, then explicitly stages a conserved battle. Normal engine actions choose
battle and seal the opponent plan; human browser action seals dial2, Captain
Aramsham, Slip Tip and Shield. Public display absent beforehand and shows correct
both plans afterward. Leader/opponent-card inspection, Escape/focus return,
internal help, keyboard section links and refresh preserve the pending decision.
At390x844, client/scrollWidth375, stacked panels299px, rules16px and controls44px;
normal viewport restores1265px and two560.5px plans without horizontal overflow.
Screenshot capture timed out; full visual/screen-reader acceptance remains open.

All 1579 opening games, 3347 saved seats and auxiliary rows
remain identical. One isolated QA game adds one seat and one entry receipt.
Its room remains unchanged after human seal through inspection/help/refresh,
and its saved seat remains unchanged. SQLite integrity and foreign keys pass.
No server restart, migration, reset, recurring automation or calibration.

Record Basic Moritani plus the full Leader Skills deck as the next concrete
integration target, requiring coordinated profile guards and real Terror/death/
revival continuations. Existing rulings and mode gates stay explicit; the later
Tleilaxu revival-offer ordering issue remains a gated integration dependency.

Private evidence: 20260921-revealed-plans.
Verified source tree: 8d5496cdea0076aa1cdab4590e95fcaa677c9d2d8513190c2ce9ac6c90bb9196
This commit is contained in:
Quintine committed 2026-09-21 13:16:39 +10:00
1 parent de26aaf029
commit e7e16024b7
14 files changed
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@@ -1562,10 +1562,11 @@ export function GameTable({
</section>
)}
</section>
<aside className="action-panel">
<aside className="action-panel" id="table-decisions" tabIndex={-1}>
<div className="eyebrow">
{g.status === 'finished' ? 'FINAL OUTCOME' : 'YOUR NEXT DECISION'}
</div>
{g.battle?.revealed && <a className="battle-display-link" href="#revealed-battle-plans">Compare revealed battle plans</a>}
<PrivateBattlePlan game={g} />
<NexusCards game={g} act={act} busy={busy} />
<Recruits game={g} act={act} busy={busy} />
@@ -2605,7 +2606,6 @@ export function GameTable({
/>
) : g.decision.kind === 'stoneBurner' ? (
<>
<RevealedBattle game={g} />
<h3>Choose Stone Burner’s effect</h3>
<p className="muted">
Choose whether both leaders die or surviving leaders
@@ -2630,17 +2630,14 @@ export function GameTable({
</>
) : g.decision.kind === 'harassWithdraw' ? (
<>
<RevealedBattle game={g} />
<HarassWithdrawChoice key={g.decision.event} game={g} act={act} busy={busy} />
</>
) : g.decision.kind === 'diplomatDefense' ? (
<>
<RevealedBattle game={g} />
<DiplomatDefense game={g} act={act} busy={busy} />
</>
) : g.decision.kind === 'poisonTooth' ? (
<>
<RevealedBattle game={g} />
<p className="muted">
Choose after reviewing both plans. Activating attacks both
leaders, including yours. Chemistry as a defense protects;
@@ -2964,7 +2961,6 @@ export function GameTable({
</>
) : g.decision.kind === 'homeworldDefense' ? (
<>
<RevealedBattle game={g} />
<h3>Late poison defense</h3>
<p className="muted">
The Traitor window is complete. You may add Portable Snooper
@@ -4403,7 +4399,6 @@ export function GameTable({
strength in this battle.
</p>
)}
{g.battle.revealed && <RevealedBattle game={g} />}
<NexusInspectionHistory game={g} />
{(!g.battle.preLeader || g.battle.preLeader.closed) && (
<BattlePromises
@@ -4832,6 +4827,7 @@ export function GameTable({
)}
</aside>
</div>
<RevealedBattle game={g} />
{g.inflation && (
<p className="notice" role="status">
Inflation · {g.inflation.side === 'double' ? 'DOUBLE' : 'CANCEL'} ·{' '}