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Commits
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a15d67e210 |
web: the muted text that was never muted, and the stylesheet fetched every time
Every text-[color:var(--ink)]/50, border-[color:var(--ink)]/10 and
bg-[color:var(--ink)]/5 in the templates compiled to nothing. Tailwind v3
cannot put an opacity on an arbitrary var() colour, so all 538 of them were
dropped from output.css without a word. Meta text rendered at full ink, card
borders fell back to Tailwind's default grey (bright white rings at night),
and the washes, backdrops and hover pills simply weren't there, on the news
site, the casino and the adventure pages alike.
The palette is now written once per phase and casino room as bare rgb
channels (--ink-rgb and friends), the plain vars are built from them, and
tailwind.config.js exposes ink, muted, accent, warn and card as real colours.
The classes are text-ink/80, border-ink/10, bg-accent/20 now, and they compile.
Restoring the intended opacities as-is would have traded flat for illegible:
ink at 50% measures 2.7 to 2.9:1 on the lit phases. So secondary text gets
its own colour, --muted, per phase and per casino room, taken as faint as it
can go while still clearing 4.5:1 on both the card and the page. Everything
that was ink at 35 to 70% is text-muted. The 20-30% ones are separators and
empty-cell dashes and stay faint.
The bg-theme-* chips carry white text everywhere they appear, and eight of
them measured 2.5 to 3.2:1. Same hues, taken just dark enough to pass (4.6 to
4.7:1). eu, lego and adventure already passed and are unchanged, and the
underline and border colours keep the old pastels since they carry no text.
Static files came out of the embedded FS with no Last-Modified, no ETag and
no Cache-Control, so every page view downloaded the stylesheet and every
script in full, and the service worker's "cheap 304" never happened. Each
file is hashed once now. Templates link through {{asset}}, which appends
?v=<hash>; a request naming the current hash is served immutable for a year,
and everything else gets the hash as its ETag and revalidates to a 304. The
service worker serves versioned URLs cache-first, drops older versions of the
same file as new ones land, and moves to cache v6.
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8db8845feb |
games: no mercy on the felt, and the bill that went to the wrong window
The engine has been able to play No Mercy since
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e6c1bd3b54 |
games: the poker table opens, and the bots go back to school
Phase 4. Hold'em, and it's the only table in the casino that is a session rather than a game: you buy in, play as many hands as you like, and leave with what's in front of you. So the live row spans hands and chips cross the border exactly twice. Everything in between is inside the engine. The bots move inside ApplyMove, as UNO's do, which is what keeps poker off a socket: shove all-in and the flop, turn, river, showdown and payout all come back in one response, as a script the felt plays back. The CFR policy the plan called "the single highest-value asset in either repo" was never read. Not once, in the whole life of the game: the trainer wrote its info-set keys under IP/OOP and the runtime looked them up under BTN/SB/BB, so every lookup missed and fell silently through to a pot-odds heuristic. Nothing looked broken, because a policy miss is not an error. And it was the wrong policy anyway — ten big blinds deep, trained on a tree where a call always ends the street, which is not poker. So the trainer is rewritten to play the real engine through the real reducer, at every stack depth the table deals, and the trainer and the table now build the key with the same function so they cannot drift apart again. A test fails if the bots stop finding themselves in it. Three money bugs, and the tests earned their keep. Chip conservation across a hundred sessions caught an uncalled bet that minted chips. A var-init ordering trap meant every card was identical, every showdown tied and every bot believed it held exactly 50% equity. And the browser caught the rake being silently zero — the tier said 5 meaning percent, the casino handed it 0.05 meaning a fraction, and integer division took the house's cut down to nothing. Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ |
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79c857023f |
games: a table of bots you have to beat to the last card
UNO, played for chips. You stake once, sit down against one to three bots, and going out first pays the table: 2.2x heads up, 3.6x against a full house. Anybody else going out first takes the stake. The table size is the tier, because it is the only dial UNO has. The bots move inside ApplyMove. A game with opponents is normally where you reach for a socket, and the plan says solo UNO must not — so one request plays your move and every bot turn behind it, and hands back the whole lap as a script the felt plays in order. The RNG is in the state rather than an argument to it: the bots choose and a spent deck reshuffles, so the engine needs randomness mid-game, and there is no generator alive across requests to pass in. The seed rides in the state and each step derives its own. The game still replays exactly as it fell. The zero value of Color is Wild, and that is the whole point of it: a wild played with the colour field missing from the JSON must be refused, not quietly played as a red one. It was red for an hour. The browser never sees a bot's card — not the deck, not a hand, not the face of a card a bot drew, which is most of the deck. Seats cross the wire as a name and a count. The multiples are measured, not guessed: playing the first legal card you hold wins 43/32/27% of the time against these bots, so the tiers price that to lose about 8% a game and leave good play worth roughly the house's edge. PeteFX.flyNode is the throw with the chip taken out of it, so a card can be thrown across the felt the same way. fly() is now that with a chip in it. Not yet driven in a browser, which in this room means not yet finished. Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ |
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c62d736223 | games: a ladder you climb against the clock | ||
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5ca056bf20 |
games: you buy the deck, and win it back a card at a time
Solitaire, Vegas rules — the only shape solitaire has ever had as a gambling game. You don't win or lose the deal: the stake buys the deck outright, and every card you get home to a foundation pays a fifty-second of the tier's multiple back. Cash the board whenever you like and keep what you've banked, so a board that has gone dead is a decision rather than a wall. No undo: the stake is spent the moment the deck is bought, and an undo would be a way to walk a losing board backwards until it wins. Three deals, and the two dials are the whole difficulty of Klondike. Patient draws one with unlimited passes and pays 1.4x, so it takes 38 cards home to get square. Vegas draws three, three times round, 2.2x, square at 24. Cutthroat draws three and gives you one pass, 3.4x, square at 16 — most of those boards never clear, and you're ahead long before they would. internal/games/klondike is the same pure reducer as the other two, and Pays() is one function for the same reason hangman's is. Two fuzzers hold the deck together: no sequence of moves can lose or duplicate a card, and the board stays well-formed. They earned their keep immediately — the first thing they caught was a recycle that reversed the waste. It flips as a block, so the card drawn first comes out first, and reversing it would have dealt a different game on every pass and quietly broken the seed in the audit log. The browser never sees the stock or a face-down card, which here is most of the deck rather than blackjack's one hole card: a column sends how many cards are under it, never which. The table re-renders and animates the difference. Blackjack plays back a script because a hand only ever grows at one end; solitaire moves runs from anywhere to anywhere and an auto-finish moves eleven cards at once, so a script of "append this card there" would be a second engine over here and it would be the one that's wrong. Instead the board on screen is always exactly the board the server says exists, and each card is played from where it just was to where it now is. The events supply only what a diff can't: where a newly-revealed card came from, and what the board is worth. The rules are mirrored in JS on purpose, and only to light up the columns a held card can go to. Being shown where a card goes is the game teaching you; being told no after you commit is the game scolding you. The server still decides, and a disagreement snaps the board back to what it says. Two things came out into the open rather than being copied, which is the rule this room runs on: casino-cards.js (the deck — faces, pips, the flip) and PeteFX.spot() (the pile of chips and the number under it, which now owns the rule that the number is a readout of the pile). Blackjack uses both. Not yet driven in a browser. |
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fe2195e85f |
games: a gallows you can bet on
Hangman, and it plays for chips — which the plan had down as a free game, on the grounds that trivia has no euro coupling in gogobee. But a free game in a casino reads as a demo, so it stakes like everything else. The idea that makes it a casino game rather than hangman with a wager stapled on: the gallows is the payout meter. A wrong guess draws a limb *and* takes a tenth off what a win is worth, because those are the same event and showing them as one is the entire reason to bet on this. Short phrases pay 2.6x (fewer letters, less to go on), long ones 1.6x — the floor is 1x, so a win never hands back less than the stake, and the rake still comes out of winnings only. State.Pays() is the number the felt quotes and the number settle() lands on. They were briefly two sums, and the table spent an afternoon advertising a pre-rake payout it didn't honour. Two things the storage layer had already decided for us, and one it hadn't: game_live_hands is keyed on the player, so "one game at a time" holds across games for free (a live hangman 409s a blackjack deal, stake intact). But table() unmarshalled every live row as a blackjack hand, which does not fail on a hangman row — it quietly yields an empty hand. It dispatches on the game now. commit() is the settle path both games share, and casinoRoutes() the one route list, since the dev rig wires its own mux and a second copy is a copy that stops including the newest game. Driven in a browser, win and loss: 200 at 2.34x paid 455 and the bar landed on it; six wrong took the stake and no more; a reload mid-phrase brought back the board, the limbs, the multiple, the spent keys and the chips on the spot. The browser found the two bugs a Go test can't — a lives counter under the house rack, and a word wrapping early because the rack's clearance was on the whole column instead of the one row beside it. |
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8ec13eab5b |
games: the casino moves out, and gets a clock of its own
The tables were living in the news app's shell: Pete's face in the header and the footer, the channel nav, search, the reader, the weather canvas, the PWA. A casino is not a news page with a felt on it. So it gets its own layout. What carries over is the design language — the four palette vars, Fredoka/Nunito, the fat rounded cards, the dropped shadow. What doesn't is every control it has no use for. gamesPage stops embedding the news pageData, which is what keeps the furniture from drifting back one convenient field at a time. It keeps a clock, but tells a different joke with it: Casinopolis by day, Casino Night Zone from six, palette and felt and the sign over the door all changing together. The rule lives in roomAt() for the first paint and again in the browser, so a player abroad gets their own evening. And the cards are cards now — corner indices in both corners, the bottom one upside down as printed, pips on the three-by-seven grid every real deck has used for four hundred years, courts as a letter with the suit over each shoulder. Driven in a real browser, both rooms, dealt through to a payout. |
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c69fbb63db |
games: a blackjack table you can actually sit down at
The engine, the escrow and the wire were all in place; nothing had a browser on the end of it. This is that end: a lobby, a table, and the five endpoints between them. The browser holds no game. It sends intents and gets back a view — the cards it is entitled to see, and the script of how they arrived, one event per card off the shoe. The dealer's hole card is not in the payload at all until the reveal, because a field the client is told to ignore is a field somebody reads in devtools. The shoe lives in game_live_hands, which also means a redeploy mid-hand no longer costs a player their stake: the hand is still there when they come back. The money is ordered so nothing can be spent twice. The stake leaves the stack in the same statement that checks it exists, before a card is dealt. Every new hand is seated with a plain INSERT, so a double-clicked Deal is decided by the primary key rather than by a read that raced — it loses, gets its chips back, and the hand in progress is untouched. A double takes its raise up front and hands it straight back if the engine refuses the move. Cards are dealt rather than swapped in — they fly out of the shoe and turn over, which was a requirement and not a flourish. The faces and the chips are still plain; that's next. |