Commit Graph
5 Commits
Author SHA1 Message Date
Quintine 91dcca46fb Connect ordinary bribe payments to player controls
Players can select a non-allied recipient and explicitly pay a whole-spice bribe
outside Mentat and open decision/response windows. The server derives private
payment limits from uncommitted spice and existing joint Truthtrance completion
checks on isolated copies. Target-specific Bureaucrat guards preserve supported
redirect/allow continuations. Reserved bids, sealed spending and incoming escrow
cannot be spent twice. No strategic AI negotiation or mode/publication changes.

The panel separates deferred incoming bribes from spendable supply, disables
stale/invalid selections and uses existing request/version fencing. The chronicle
now describes actual payment and next-Mentat spendability rather than a promise.
Internal guidance and the implementation checklist record this boundary. The
separate Emperor gift/Bureaucrat source ambiguity remains explicitly pending.

Independent review found no material issue. Focused tests cover out-of-turn
payment, JSON escrow/collection, private budgets, invalid targets/amounts,
phase/response gates, reserved bids, joint promises, supported redirection and
rendered controls. Existing Bureaucrat SQLite/all-four legal response tests pass.
The new HTTP test races duplicate submissions and verifies one debit, refreshed
private balances and stale/over-budget rejection.

Types, lint, all 4968 offline tests, production build and 49 HTTP tests
pass on stable source. Preliminary checks caught a typed fixture opener and
semantic-status/internal-link/template lint requirements and the new SSR test
needed the existing Vinext Link alias. All were corrected before the
final4 run. Browser QA used genuine fresh Basic setup with a human payer and
Easy AI recipient: 11 rejected by controls, 4 paid from10 leaving6, one public
payment entry and unchanged recipient spendable10 with4 in escrow after refresh.
Keyboard selection and amount access passed. At390px the panel fits with16px
text and44px-or-larger controls; linked rules and back navigation work. Screenshot
capture timed out; full visual/assistive and all-configuration acceptance remain
open. Browser transport loss was not injected; HTTP concurrency is separately
covered. This is playability evidence, not difficulty calibration.

All 1418 original rooms, 2991 seats and auxiliary rows are
unchanged. SQLite integrity and foreign keys pass. The healthy server was reused
without restart, migration, reset or recurring maintenance.

Private evidence: 20260921-bribe-controls.
Verified source tree: b9a8594c5dcd85f78974c9647f24f5f6eba60a38c9dcd2badcf4529d1e825ae1
2026-09-21 10:22:18 +10:00
Quintine 7814f740ef Add durable public and private table discussion
Humans can discuss plans publicly or message another human seat privately while
pending game decisions stay intact. The conversation panel provides plain text,
explicit recipient names and factions, saved history, private pagination and
exact retries through refresh. Human AI-control owners can still talk; bots do
not interpret messages or negotiate. Existing game actions execute agreements.

An additive indexed D1 message table stores discussion separately from game JSON,
versioning, readiness and bot continuation. Every read/insert checks active seat
credentials and membership; direct audiences and cursor lookups are filtered
before limiting. Public history has no private activity counts or sequential IDs.
Recovery/handover inherits seat history while fencing old credentials.

Independent review found two retry races: a rotation between a committed insert
and receipt read, and stale unmounted completion deleting a newer retry record.
Both are fixed with regressions. A prior uncertain retry stays pending on later
rejection. The nine focused offline cases and two HTTP cases cover production SQL,
concurrent/altered receipts, audience/cursor privacy, rotation/membership races,
actual saved-kit recovery and unchanged sealed setup state.

Types, lint, all 4963 offline tests, production build and 48 HTTP tests
pass on stable source. An initial check caught an invalid checklist status label;
that was corrected before the successful final2 verification.

Desktop browser checks send public/private messages, receive a peer reply, retain
private history after refresh and remove it on channel switch. Literal markup and
URLs remain text. Recipient and bystander API reads confirm the browser messages'
audiences. Screenshot capture was unavailable and the viewport override did not
take effect; mobile, full keyboard/visual and injected browser network-failure
acceptance remain open. No final rules, mode, AI or publication gate changes.

All 1373 pre-existing rooms, 2883 seats and auxiliary rows
are unchanged. SQLite integrity/foreign keys pass; migration 0007 adds messages
without replacing data. The healthy server was reused without restart.

Private evidence: 20260921-table-talk.
Verified source tree: 236dd55b6c15d55dbced735be67427e5fbd7fa348d583f119e67a03894ec21b0
2026-09-21 09:52:31 +10:00
Quintine b9718acda8 Configure existing AI seats in the lobby
Let the host change an existing permanent AI seat's difficulty, faction and player circle without removing and readding it. Shared strict validation limits configuration to the authenticated host in the lobby, existing profiles, enabled available factions and unoccupied circles. Preserve seat identity and initialize changed faction rosters consistently. Changes reset human readiness, keep bots ready and explain the changed fields in public history.

Use existing AI strategies without calibration or strength changes. Full AI development waits for all non-AI game features; the goal retains the three adjacent 75% targets, mandatory Git checkpoints and selective subagents without a usage cutoff. No mode or publication gate opens.

Independent implementation and review cover the quote, engine, controls and persistence tests. Types, lint, 4916 offline tests, production build and 46 HTTP checks pass on stable final source. Ten new offline cases cover all factions/profiles, strict guards, roster/identity, immutable rejection, restart/privacy and both configuration-versus-start race outcomes. HTTP verifies authentication, host authority, CSRF, stale/future requests, private views and saved settings. Identical direct actions preserve players/readiness/history but retain the generic action store's version increment; controls suppress them.

Browser QA changed difficulty, faction and circle, verified readiness reset and history, restored settings after refresh and used keyboard selection. Expanded mobile cards were widened after discovering cramped controls; measured selects/buttons are 272 by 44 pixels at a 390-pixel viewport without document overflow. Desktop controls measure 169 by 44 pixels. Screenshot capture timed out, so screenshot-based visual acceptance remains unverified. Configuration controls disappear after starting and saved AI settings persist in setup. The final source rerun follows a preliminary run invalidated by the mobile/readability edits.

All 1262 original rooms, 2644 seats and every prior recovery/entry/handover/delegation/migration row remain unchanged. SQLite integrity and foreign keys pass. No database reset, migration, server restart, usage check or automation was performed. Broader rules, components, durable unattended continuation and final AI acceptance remain unfinished.

Verified source tree: 8c1baf4602d000ee37f081b2a03f8a87e89a63ef14a7121f24268c575a1ac281
2026-09-20 16:57:38 +10:00
Quintine bfa24b0c4a Add optional local table sound controls
Connect browser-local mute, keyboard volume and a test sample with short original Web Audio cues for public phase/status/turn changes and tagged automatic actions. Audio consumes only projected sequences and public phase identity, with no game actions, private eligibility checks, media requests or saved-game writes. Preferences default off at 35%, survive refresh and synchronize across same-origin tabs.

Silent initial snapshots, stale sequence rejection, batch priority and a 700ms cooldown avoid historical replay and queued bursts. User gestures unlock audio; hidden tabs stay silent. Mute, backgrounding and unmount stop active voices, pending unlocks are cancelled, and unavailable audio remains cosmetic. Existing automatic visual notices and AI pacing remain independent.

Six focused regressions cover cursor consumption, phase priority, room changes, bounded volume and voices, unlock cancellation, disposal, unavailable audio and accessible initial controls. Independent review found a mobile panel overflow; the corrected panel stayed inside the viewport in DOM measurements. Browser controls verified enable/mute, keyboard volume, zero-volume disabling, refresh restoration and cross-tab preference updates. Preferences were restored to off/35%. Physical output and screenshot acceptance remain unverified because screenshot capture timed out. Broader event coverage and final sound design remain unfinished.

Types, lint and 4856 offline tests plus production build pass on the unchanged source fingerprint below. The first broad check found the accessibility linter's semantic-output requirement; the status element was corrected before the final checks. HTTP/AI calibration runs were not repeated for this cosmetic-only change.

All 1,072 saved games, 2,243 seats and original recovery/entry/handover records match the pre-outage backup; SQLite quick-check and foreign keys pass. The responding server and isolated browser seat were reused after the latest outage, without resetting games or creating automation. Mode and publication gates remain closed.

Verified source tree: da84d2cc4ed5b0face56afb034857b85c52708e11d86ff3f1cb3c8abdeee99d0
2026-09-20 11:15:43 +10:00
Quintine 8c709fb52f Initial commit 2026-09-08 07:37:52 +10:00