Files
Dune/docs/ACTION_FEEDBACK.md
Quintine a3bc0ac837 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.
2026-09-21 16:06:35 +10:00

3.4 KiB

Completed-action feedback

The existing optional house-colored notice now covers ordinary completed shipments, ground movement, force and leader revival, spice collection, battle results, native Guild transport and Hidden Mobile Stronghold relocation. Existing card-specific and faction-specific labels remain where they give more context. These notices describe committed results. Declaring a shipment or waiting for a response does not announce that the shipment has already happened.

The server adds only a public faction and short action name to the existing chronicle entry. No private card identity, plan, force denomination or balance is added to the notice. Rules, choices, payments, force custody and server AI pacing are unchanged. The optional sound system already consumes these tags; its separate mute and volume settings still apply.

Bursts, refresh and controls

Each notice lasts 1.5 seconds and does not intercept pointer or keyboard input. The queue holds at most three notices including the visible one. When more actions arrive, older pending notices merge into a count beside the most recent action in that group; their individual details remain in the table chronicle. A new burst never replaces the currently displayed notice. After arrivals stop, the visible notice and pending queue finish within 4.5 seconds, rather than retaining minutes of old events.

Initial and restored snapshots establish a silent baseline. Already-seen events do not replay. Events received while notices are off or the page is hidden are consumed silently. Hiding the page clears any visible or queued notice. The Automatic action notices toggle remains cosmetic; it cannot submit a game action or change a saved decision. Reduced motion removes the fade.

Verification boundary

tests/action-notice-queue.test.tsx checks small updates, a full 250-entry burst, successive bursts during an active notice, exact represented counts and the initial nonblocking output, plus stale/duplicate sequence handling and silent consumption without replay. tests/completed-action-events.test.ts exercises committed results and pending/canceled paths. Private checkpoint evidence records the browser checks and final source-bound verification.

Browser QA used genuine Basic Atreides/Harkonnen/Emperor setup. Private batches advanced only that QA room through real engine actions, preserving card/force custody and seat controllers. A seven-event burst displayed the Emperor's Revival with four earlier completed actions, then drained. The chronicle remained usable and the notice had no pointer interception. A disabled notice control stayed empty as new chronicle entries arrived; re-enabling and refreshing left it empty. Refresh retained the exact saved game row. At a 390-pixel viewport, the notice container was 343 pixels within a 375-pixel document without horizontal overflow; transient mobile text was not captured. The viewport was reset afterward.

The provider reports background tabs as visible, so an actual background-page transition was not exercised. The cursor tests and handler review cover that branch; the automated component test does not mount timers. Existing screenshot capture failures leave full visual acceptance open.

This extends functional feedback; complete animation design, every successful power tag and full visual/device acceptance remain unfinished. It does not remove any additional player decision or resolve pending rules interpretations.