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24 Commits

Author SHA1 Message Date
c4da8c942e Fix weather draft and deploy setup 2026-04-29 12:00:56 -04:00
f071837ed6 more card rule tweaks 2026-04-10 16:13:45 -04:00
856f0049b7 fix draft ui 2026-04-10 16:12:41 -04:00
30e3f88b21 Refine setup and draft interactions 2026-04-10 13:36:43 -04:00
e11264168c Fix: ensure board cells stay square so circles don't become ovals 2026-04-09 17:45:09 -04:00
1cc85397bd Add weather rules and streamline setup 2026-04-09 17:42:19 -04:00
8b50482621 Fix score-card padding in responsive media query 2026-04-09 17:42:14 -04:00
f866ce02cb Fix: increase player card padding and ensure cell nodes stay circular 2026-04-09 14:56:18 -04:00
ad055d3ae4 Restore missing layout CSS that was accidentally deleted 2026-04-09 14:23:09 -04:00
f5ffb211cf Add debug console logs to find startup issues 2026-04-09 14:07:34 -04:00
6c47b3e288 Redesign setup modal with organized sections and improved layout 2026-04-09 13:33:57 -04:00
b4de9d112b Remove 16:9 aspect ratio constraint - fill available viewport space instead 2026-04-09 13:24:43 -04:00
94c619ce7c Rewrite layout with CSS Grid framework - predictable areas for gameboard, sidebar, and bottom bar 2026-04-09 13:20:20 -04:00
977481936c Fix board sizing to fill available width instead of being height-constrained 2026-04-09 13:11:34 -04:00
c85d7a8fc1 Optimize board sizing for constrained 16:9 container - reduce gaps and padding 2026-04-09 13:01:45 -04:00
170db88c5b Fix CSS to work within 16:9 constrained container - replace viewport units with relative units 2026-04-09 12:03:45 -04:00
2e08b6e66a Add health check to ensure Docker Swarm stops old containers after new one is healthy 2026-04-09 09:44:56 -04:00
8c302ed55a Add 16:9 aspect ratio container optimized for TV fullscreen with browser chrome compensation 2026-04-09 09:31:42 -04:00
98c19ca262 Add explicit start command to nixpacks.toml to override nginx default 2026-04-09 09:19:04 -04:00
7ef736be64 Fix: use port 80 instead of 3000 for dokploy static site 2026-04-09 09:06:55 -04:00
d61b8de6b7 refactor 2026-04-09 09:00:25 -04:00
5b44762fbb Fix nixpacks build: add start script and configure build phase 2026-04-09 08:50:24 -04:00
a99a1f32e3 big version with draft order and weather cards 2026-04-08 17:46:42 -04:00
4034ca55cf ts refactor 2026-04-08 16:44:16 -04:00
18 changed files with 5893 additions and 2194 deletions

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@@ -4,7 +4,7 @@
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Canopy</title>
<script type="module" src="/src/main.js"></script>
<script type="module" src="/src/main.ts"></script>
</head>
<body>
<div id="app"></div>

11
nixpacks.toml Normal file
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[phases.build]
cmds = ["npm run build"]
[start]
cmd = "serve dist -l 80 -s"
[healthcheck]
cmd = "curl -f http://localhost:80/ || exit 1"
interval = "10s"
timeout = "5s"
retries = 3

975
package-lock.json generated

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@@ -6,9 +6,15 @@
"scripts": {
"dev": "vite",
"build": "vite build",
"preview": "vite preview"
"preview": "vite preview",
"start": "serve dist -l 80 -s",
"typecheck": "tsc --noEmit"
},
"devDependencies": {
"typescript": "^6.0.2",
"vite": "^5.4.19"
},
"dependencies": {
"serve": "^14.2.6"
}
}

16
src/engine/constants.ts Normal file
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import type { PlayerPalette } from "./types";
export const STARTING_POINTS = 3;
export const ROOT_SHIFT_COST = 1;
export const ROUND_ANIMATION_SUN_MS = 900;
export const ROUND_ANIMATION_BRANCH_MS = 1200;
export const ROUND_ANIMATION_BONUS_MS = 900;
export const PLAYER_PALETTE: PlayerPalette[] = [
{ name: "Coral", primary: "#ff6b8a", glow: "rgba(255, 107, 138, 0.35)" },
{ name: "Aqua", primary: "#4de0ff", glow: "rgba(77, 224, 255, 0.35)" },
{ name: "Amber", primary: "#ffbf47", glow: "rgba(255, 191, 71, 0.35)" },
{ name: "Mint", primary: "#6fffb0", glow: "rgba(111, 255, 176, 0.35)" },
{ name: "Violet", primary: "#b28dff", glow: "rgba(178, 141, 255, 0.35)" },
{ name: "Rose", primary: "#ff8dbf", glow: "rgba(255, 141, 191, 0.35)" },
];

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src/engine/rules-board.ts Normal file
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import { ROOT_SHIFT_COST } from "./constants";
import type { ColumnLeader, GameState, GrowTarget, NodeKey, Player, PlayerId, ShiftMove } from "./types";
import { keyFor, parseKey } from "./utils";
export function getNodeOwner(state: GameState, row: number, column: number): PlayerId | null {
return state.nodes.get(keyFor(row, column))?.ownerId ?? null;
}
export function buildParentMap(state: GameState) {
return new Map(state.edges.map((edge) => [keyFor(edge.to.row, edge.to.column), keyFor(edge.from.row, edge.from.column)]));
}
export function buildChildrenMap(state: GameState, ownerId: PlayerId | null = null) {
const childrenMap = new Map<NodeKey, NodeKey[]>();
state.edges.forEach((edge) => {
if (ownerId !== null && edge.ownerId !== ownerId) {
return;
}
const fromKey = keyFor(edge.from.row, edge.from.column);
const target = keyFor(edge.to.row, edge.to.column);
const entry = childrenMap.get(fromKey) ?? [];
entry.push(target);
childrenMap.set(fromKey, entry);
});
return childrenMap;
}
export function collectSubtreeKeys(state: GameState, rootKey: NodeKey, player: Player) {
const childrenMap = buildChildrenMap(state, player.id);
const subtree = new Set<NodeKey>([rootKey]);
const queue: NodeKey[] = [rootKey];
while (queue.length > 0) {
const current = queue.shift();
if (!current) {
continue;
}
(childrenMap.get(current) ?? []).forEach((childKey) => {
if (!subtree.has(childKey)) {
subtree.add(childKey);
queue.push(childKey);
}
});
}
return subtree;
}
export function getRootShiftMove(state: GameState, sourceKey: NodeKey, delta: number, player: Player): ShiftMove | null {
if (state.round !== 1 || player.growthPoints < ROOT_SHIFT_COST) {
return null;
}
const parentMap = buildParentMap(state);
const source = parseKey(sourceKey);
if (source.row !== state.config.rows - 1 || state.nodes.get(sourceKey)?.ownerId !== player.id || parentMap.has(sourceKey)) {
return null;
}
const subtree = collectSubtreeKeys(state, sourceKey, player);
const movedNodes: ShiftMove["movedNodes"] = [];
for (const nodeKey of subtree) {
const node = parseKey(nodeKey);
const targetColumn = node.column + delta;
if (targetColumn < 0 || targetColumn >= state.config.columns) {
return null;
}
const targetKey = keyFor(node.row, targetColumn);
if (!subtree.has(targetKey) && state.nodes.has(targetKey)) {
return null;
}
movedNodes.push({ fromKey: nodeKey, toKey: targetKey, row: node.row, fromColumn: node.column, toColumn: targetColumn });
}
const movedEdges = state.edges
.filter((edge) => subtree.has(keyFor(edge.from.row, edge.from.column)) && subtree.has(keyFor(edge.to.row, edge.to.column)))
.map((edge) => ({
before: {
from: { ...edge.from },
to: { ...edge.to },
ownerId: edge.ownerId,
},
after: {
from: { row: edge.from.row, column: edge.from.column + delta },
to: { row: edge.to.row, column: edge.to.column + delta },
ownerId: edge.ownerId,
},
}));
return {
type: "shift",
cost: ROOT_SHIFT_COST,
direction: delta < 0 ? "left" : "right",
movedNodes,
movedEdges,
undoKeys: movedNodes.map((node) => node.toKey),
selectKey: keyFor(source.row, source.column + delta),
};
}
export function playerHasRootShiftMove(state: GameState, player: Player) {
if (state.round !== 1 || player.growthPoints < ROOT_SHIFT_COST) {
return false;
}
return Array.from(state.nodes.entries()).some(([nodeKey, node]) => {
if (node.ownerId !== player.id) {
return false;
}
return Boolean(getRootShiftMove(state, nodeKey, -1, player) || getRootShiftMove(state, nodeKey, 1, player));
});
}
export function getLegalMovesForSource(state: GameState, sourceKey: NodeKey, player: Player): GrowTarget[] {
const columns = state.config.columns;
const { row, column } = parseKey(sourceKey);
if (player.id !== getNodeOwner(state, row, column) || row === 0) {
return [];
}
const moves: GrowTarget[] = [
{ row: row - 1, column, cost: 1, direction: "vertical" },
{ row: row - 1, column: column - 1, cost: 2, direction: "left" },
{ row: row - 1, column: column + 1, cost: 2, direction: "right" },
];
return moves.filter((move) => {
if (move.column < 0 || move.column >= columns) {
return false;
}
if (state.nodes.has(keyFor(move.row, move.column))) {
return false;
}
return move.cost <= player.growthPoints;
});
}
export function playerHasLegalMove(state: GameState, player: Player) {
if (player.growthPoints <= 0) {
return false;
}
return Array.from(state.nodes.entries()).some(([nodeKey, node]) => {
if (node.ownerId !== player.id) {
return false;
}
return getLegalMovesForSource(state, nodeKey, player).length > 0;
}) || playerHasRootShiftMove(state, player);
}
export function getColumnLeaders(state: GameState): ColumnLeader[] {
return Array.from({ length: state.config.columns }, (_, column) => {
for (let row = 0; row < state.config.rows; row += 1) {
const owner = getNodeOwner(state, row, column);
if (owner !== null) {
return { ownerId: owner, row, tied: false };
}
}
return { ownerId: null, row: null, tied: false };
});
}

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import type { GameState, InitiativeDraftState, PlayerId } from "./types";
export function getInitiativeGraceRounds(state: GameState) {
return Math.max(0, (state.config.columns / state.players.length) - state.players.length);
}
export function getSeatBonuses(state: GameState) {
const graceRounds = getInitiativeGraceRounds(state);
const firstSeatBonus = state.round - 1 < graceRounds ? 0 : 1;
return Array.from({ length: state.players.length }, (_, index) => (index === 0 ? firstSeatBonus : 0));
}
export function getRotatingBiddingOrder(state: GameState) {
const start = (state.initiativeAnchorPlayerId + state.round - 1) % state.players.length;
return Array.from({ length: state.players.length }, (_, index) => (start + index) % state.players.length);
}
export function getLowestGrowthBiddingOrder(state: GameState) {
const orderRank = new Map<PlayerId, number>(state.turnOrder.map((playerId, index) => [playerId, index]));
return [...state.players]
.sort((left, right) => {
if (left.lifetimeGrowthIncome !== right.lifetimeGrowthIncome) {
return left.lifetimeGrowthIncome - right.lifetimeGrowthIncome;
}
const leftRank = orderRank.get(left.id) ?? left.id;
const rightRank = orderRank.get(right.id) ?? right.id;
if (leftRank !== rightRank) {
return leftRank - rightRank;
}
return left.id - right.id;
})
.map((player) => player.id);
}
export function createInitiativeDraft(state: GameState): InitiativeDraftState {
const biddingOrder = state.config.biddingOrderRule === "lowest_growth_income"
? getLowestGrowthBiddingOrder(state)
: getRotatingBiddingOrder(state);
return {
biddingOrder,
biddingIndex: 0,
seatAssignments: Array.from({ length: state.players.length }, () => null),
seatBonuses: getSeatBonuses(state),
};
}
export function getSeatNumberForPlayer(draft: InitiativeDraftState, playerId: PlayerId) {
const seatIndex = draft.seatAssignments.findIndex((assignedPlayerId) => assignedPlayerId === playerId);
return seatIndex === -1 ? null : seatIndex + 1;
}

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src/engine/rules-scoring.ts Normal file
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import type {
EnergySimulation,
GameState,
NodeKey,
PlayerId,
RootBurst,
RoundAnimation,
} from "./types";
import { keyFor, parseKey, shuffleArray } from "./utils";
import { buildChildrenMap, buildParentMap } from "./rules-board";
function getColumnRegion(state: GameState, column: number) {
const third = state.config.columns / 3;
if (column < third) {
return "left";
}
if (column >= state.config.columns - third) {
return "right";
}
return "center";
}
function getLeafCounts(state: GameState) {
const childrenMap = buildChildrenMap(state);
const counts = state.players.map(() => 0);
Array.from(state.nodes.entries()).forEach(([nodeKey, node]) => {
if (!childrenMap.get(nodeKey)?.length) {
counts[node.ownerId] += 1;
}
});
return counts;
}
function getColumnPresence(state: GameState, column: number) {
const owners = new Set<PlayerId>();
for (let row = 0; row < state.config.rows; row += 1) {
const ownerId = state.nodes.get(keyFor(row, column))?.ownerId;
if (ownerId !== undefined) {
owners.add(ownerId);
}
}
return [...owners];
}
function addRoundedHalfBonus(scores: number[], counts: number[]) {
counts.forEach((count, playerId) => {
if (count > 0) {
scores[playerId] += Math.ceil(count * 0.5);
}
});
}
function applyColumnBaseEnergy(
state: GameState,
scores: number[],
ownerId: PlayerId,
playersPresent: PlayerId[],
) {
const contested = playersPresent.length > 1;
if (!contested) {
scores[ownerId] += 1;
return;
}
if (state.activeRoundEffects.includes("stalemate")) {
return;
}
if (state.activeRoundEffects.includes("split_light")) {
playersPresent.forEach((playerId) => {
scores[playerId] += 1;
});
return;
}
scores[ownerId] += 1;
}
function applyWeatherEffects(
state: GameState,
scores: number[],
energySimulation: EnergySimulation,
) {
if (state.activeRoundEffects.length === 0) {
return;
}
const leafCounts = getLeafCounts(state);
const childrenMap = buildChildrenMap(state);
const tallestLeaves = state.players.map(() => null as number | null);
Array.from(state.nodes.entries()).forEach(([nodeKey, node]) => {
const leafCount = leafCounts[node.ownerId];
if (leafCount <= 0) {
return;
}
if (childrenMap.get(nodeKey)?.length) {
return;
}
const { row } = parseKey(nodeKey);
const currentTallest = tallestLeaves[node.ownerId];
if (currentTallest === null || row < currentTallest) {
tallestLeaves[node.ownerId] = row;
}
});
state.activeRoundEffects.forEach((effectId) => {
if (effectId === "leaf_surge") {
leafCounts.forEach((count, playerId) => {
scores[playerId] += count;
});
return;
}
if (effectId === "branching_season") {
// Find the player with the most leaves
let maxLeaves = 0;
let playerWithMostLeaves = -1;
leafCounts.forEach((count, playerId) => {
scores[playerId] += Math.max(0, count - 1);
if (count > maxLeaves) {
maxLeaves = count;
playerWithMostLeaves = playerId;
}
});
// Give the player with most leaves 50% more energy (rounded down)
if (playerWithMostLeaves !== -1 && maxLeaves > 1) {
const bonus = Math.floor((maxLeaves - 1) * 0.5);
scores[playerWithMostLeaves] += bonus;
}
return;
}
if (effectId === "tall_reward" || effectId === "deep_roots") {
const bestRow = tallestLeaves.reduce<number | null>(
(currentBest, row) => {
if (row === null) {
return currentBest;
}
if (
(effectId === "deep_roots" &&
(currentBest === null || row > currentBest)) ||
(effectId === "tall_reward" &&
(currentBest === null || row < currentBest))
) {
return row;
}
return currentBest;
},
null,
);
if (bestRow !== null) {
tallestLeaves.forEach((row, playerId) => {
if (row === bestRow) {
scores[playerId] += effectId === "deep_roots" ? 4 : 2;
}
});
}
return;
}
if (effectId === "wide_reach") {
const maxScore = Math.max(...energySimulation.scores);
energySimulation.scores.forEach((score, playerId) => {
if (score === maxScore && maxScore > 0) {
scores[playerId] += 2;
}
});
return;
}
const westLightCounts = state.players.map(() => 0);
const eastLightCounts = state.players.map(() => 0);
const highNoonCounts = state.players.map(() => 0);
energySimulation.columns.forEach((column) => {
if (!column.intercepted || column.ownerId === null) {
return;
}
const region = getColumnRegion(state, column.column);
if (region === "left") {
westLightCounts[column.ownerId] += 1;
}
if (region === "right") {
eastLightCounts[column.ownerId] += 1;
}
if (region === "center") {
highNoonCounts[column.ownerId] += 1;
}
if (
effectId === "edge_bloom" &&
(column.column === 0 || column.column === state.config.columns - 1)
) {
scores[column.ownerId] += 1;
}
});
if (effectId === "west_light") {
addRoundedHalfBonus(scores, westLightCounts);
}
if (effectId === "east_light") {
addRoundedHalfBonus(scores, eastLightCounts);
}
if (effectId === "high_noon") {
addRoundedHalfBonus(scores, highNoonCounts);
}
});
}
export function buildEnergySimulation(state: GameState): EnergySimulation {
const parentMap = buildParentMap(state);
const columns = [];
const scores = state.players.map(() => 0);
for (let column = 0; column < state.config.columns; column += 1) {
let hitNodeKey: NodeKey | null = null;
for (let row = 0; row < state.config.rows; row += 1) {
const nodeKey = keyFor(row, column);
if (state.nodes.has(nodeKey)) {
hitNodeKey = nodeKey;
break;
}
}
if (!hitNodeKey) {
columns.push({
column,
terminalRow: state.config.rows - 1,
intercepted: false,
ownerId: null,
playersPresent: [],
hitNode: null,
rootKey: null,
branchNodes: [],
branchEdges: [],
});
continue;
}
const hitNode = parseKey(hitNodeKey);
const ownerId = state.nodes.get(hitNodeKey)?.ownerId as PlayerId;
const playersPresent = getColumnPresence(state, column);
const branchNodes = [hitNode];
const branchEdges = [];
let cursor = hitNodeKey;
while (parentMap.has(cursor)) {
const parentKey = parentMap.get(cursor) as NodeKey;
branchEdges.push({ from: parseKey(cursor), to: parseKey(parentKey) });
branchNodes.push(parseKey(parentKey));
cursor = parentKey;
}
applyColumnBaseEnergy(state, scores, ownerId, playersPresent);
columns.push({
column,
terminalRow: hitNode.row,
intercepted: true,
ownerId,
playersPresent,
hitNode,
rootKey: cursor,
branchNodes,
branchEdges,
});
}
const rootBurstMap = columns.reduce((map, column) => {
if (!column.intercepted || !column.rootKey) {
return map;
}
const entry = map.get(column.rootKey) ?? {
key: column.rootKey,
playerId: column.ownerId as PlayerId,
count: 0,
displayCount: 0,
};
entry.count += 1;
map.set(column.rootKey, entry);
return map;
}, new Map<NodeKey, RootBurst>());
const rootBursts: RootBurst[] = [...rootBurstMap.values()];
applyWeatherEffects(state, scores, { scores, columns, rootBursts });
const playerRootTotals = state.players.map(() => 0);
rootBursts.forEach((burst) => {
playerRootTotals[burst.playerId] += burst.count;
});
const playerLargestBurst = new Map<PlayerId, RootBurst>();
rootBursts.forEach((burst) => {
const current = playerLargestBurst.get(burst.playerId);
if (!current || burst.count > current.count) {
playerLargestBurst.set(burst.playerId, burst);
}
});
rootBursts.forEach((burst) => {
burst.displayCount = burst.count;
});
state.players.forEach((player) => {
const largestBurst = playerLargestBurst.get(player.id);
if (!largestBurst) {
return;
}
const extraEarned = scores[player.id] - playerRootTotals[player.id] + 1;
largestBurst.displayCount += extraEarned;
});
return {
scores,
columns,
rootBursts,
};
}
export function buildRoundAnimation(
state: GameState,
energySimulation: EnergySimulation,
sunbeamPlayerId: PlayerId | null,
diseaseKeys: NodeKey[],
): RoundAnimation {
const traces = energySimulation.columns
.filter((column) => column.intercepted)
.map((column) => ({
playerId: column.ownerId as PlayerId,
verticalCells: Array.from(
{ length: column.terminalRow + 1 },
(_, row) => ({ row, column: column.column }),
),
ray: {
x: ((column.column + 0.5) / state.config.columns) * 100,
y: ((column.terminalRow + 0.5) / state.config.rows) * 100,
},
rootKey: column.rootKey,
branchNodes: column.branchNodes,
}));
const bonusTrace =
sunbeamPlayerId === null
? null
: (traces.find((trace) => trace.playerId === sunbeamPlayerId) ?? null);
const bonusBurst = bonusTrace
? (energySimulation.rootBursts.find(
(burst) => burst.key === bonusTrace.rootKey,
) ?? null)
: null;
return {
phase: "sunlight",
columns: energySimulation.columns,
traces,
rootBursts: energySimulation.rootBursts,
sunbeamPlayerId,
bonusTrace,
bonusBurst,
diseaseKeys,
};
}
export function scoreColumns(state: GameState) {
const energySimulation = buildEnergySimulation(state);
const columnResults = energySimulation.columns.map((column) => ({
column: column.column,
ownerId: column.ownerId,
topRow: column.intercepted ? column.terminalRow : null,
tied: false,
}));
return { scores: energySimulation.scores, columnResults, energySimulation };
}
export function maybeRollSunbeam(state: GameState, scores: number[]) {
const nextGrowth = scores.map((score) => score + 1);
const { sunbeamChance } = state.randomEffects;
if (sunbeamChance <= 0 || Math.random() * 100 >= sunbeamChance) {
return {
nextGrowth,
event: null,
awardedPlayer: null,
};
}
const awardedPlayer = Math.floor(Math.random() * state.players.length);
nextGrowth[awardedPlayer] += 1;
return {
nextGrowth,
awardedPlayer,
event: `${state.players[awardedPlayer].name} caught a stray sunbeam and gains +1 growth next round.`,
};
}
export function maybeRollDisease(state: GameState) {
const { diseaseChance } = state.randomEffects;
if (diseaseChance <= 0 || Math.random() * 100 >= diseaseChance) {
return {
killedKeys: [],
event: null,
};
}
const childrenMap = buildChildrenMap(state);
const parentMap = buildParentMap(state);
const twigKeys = Array.from(state.nodes.keys()).filter((nodeKey) => {
const { row } = parseKey(nodeKey);
return (
row !== state.config.rows - 1 &&
!childrenMap.has(nodeKey) &&
parentMap.has(nodeKey)
);
});
if (twigKeys.length === 0) {
return {
killedKeys: [],
event: null,
};
}
const shuffled = shuffleArray(twigKeys);
const killCount = Math.min(
shuffled.length,
1 + Math.floor(Math.random() * Math.min(3, shuffled.length)),
);
const killedKeys = shuffled.slice(0, killCount);
return {
killedKeys,
event: `Disease spread through ${killCount} twig node${killCount === 1 ? "" : "s"} before the next round.`,
};
}

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import type { GameState, PlayerId, WeatherCardDefinition, WeatherCardId, WeatherDraftState, WeatherOfferPair } from "./types";
import { shuffleArray } from "./utils";
export const WEATHER_CARDS: WeatherCardDefinition[] = [
{ id: "leaf_surge", title: "Leaf Surge", description: "Each leaf gives +1." },
{ id: "branching_season", title: "Branching Season", description: "Each leaf after your first gives +1. Player with most branches gets 50% more energy (rounded down)." },
{ id: "storehouse", title: "Storehouse", description: "Banked energy is safe but earns no interest. Lose 1 banked energy (min 0)." },
{ id: "compound_interest", title: "Compound Interest", description: "Gain 20% interest on all banked energy (rounded down)." },
{ id: "sun_ladder", title: "Sun Ladder", description: "Your first 3 vertical growths cost 0." },
{ id: "west_light", title: "West Light", description: "Left third energy gets +50%, rounded up." },
{ id: "east_light", title: "East Light", description: "Right third energy gets +50%, rounded up." },
{ id: "high_noon", title: "High Noon", description: "Center third energy gets +50%, rounded up." },
{ id: "edge_bloom", title: "Edge Bloom", description: "Edge columns give +1." },
{ id: "wide_reach", title: "Wide Reach", description: "Most columns gets +2." },
{ id: "tall_reward", title: "Tall Reward", description: "Tallest leaf on the board gives +2." },
{ id: "deep_roots", title: "Deep Roots", description: "Shortest plant receives +4 energy." },
{ id: "stalemate", title: "Stalemate", description: "Contested columns give no energy." },
{ id: "split_light", title: "Split Light", description: "Contested columns give 1 energy to each player there." },
];
export const WEATHER_CARD_LOOKUP = new Map<WeatherCardId, WeatherCardDefinition>(
WEATHER_CARDS.map((card) => [card.id, card]),
);
export const WEATHER_OFFER_PAIRS: WeatherOfferPair[] = [
{ id: "growth_mix", options: ["leaf_surge", "branching_season"] },
{ id: "banking_mix", options: ["storehouse", "compound_interest"] },
{ id: "tempo", options: ["sun_ladder", "edge_bloom"] },
{ id: "side_bias", options: ["west_light", "east_light"] },
{ id: "shape", options: ["high_noon", "wide_reach"] },
{ id: "height", options: ["tall_reward", "deep_roots"] },
{ id: "contest_soft", options: ["stalemate", "split_light"] },
];
export function createWeatherDraft(state: GameState): WeatherDraftState {
const rowSize = Math.min(WEATHER_OFFER_PAIRS.length, state.config.weatherDraftCount);
// Rotate draft order based on round number to ensure fairness
const rotatedOrder = [...state.turnOrder];
const rotation = (state.round - 1) % state.turnOrder.length;
if (rotation > 0) {
const start = rotatedOrder.splice(0, rotation);
rotatedOrder.push(...start);
}
return {
playerOrder: rotatedOrder,
draftIndex: 0,
offers: shuffleArray(WEATHER_OFFER_PAIRS).slice(0, rowSize),
drafted: [],
banned: [],
locked: [],
};
}
export function getCurrentWeatherPlayerId(draft: WeatherDraftState) {
return draft.playerOrder[draft.draftIndex] as PlayerId;
}
export function isWeatherCardAvailable(draft: WeatherDraftState, offerId: string, cardId: WeatherCardId) {
const offer = draft.offers.find((entry) => entry.id === offerId);
if (!offer) {
return false;
}
return offer.options.includes(cardId)
&& !draft.banned.includes(cardId)
&& !draft.drafted.includes(cardId)
&& !draft.locked.includes(cardId);
}
export function isWeatherOfferResolved(draft: WeatherDraftState, offerId: string) {
const offer = draft.offers.find((entry) => entry.id === offerId);
if (!offer) {
return true;
}
return offer.options.some((cardId) => draft.banned.includes(cardId) || draft.drafted.includes(cardId));
}
export function getWeatherCard(cardId: WeatherCardId) {
return WEATHER_CARD_LOOKUP.get(cardId) ?? null;
}

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import { PLAYER_PALETTE, STARTING_POINTS } from "./constants";
import type { GameState, Player, SetupState } from "./types";
import { keyFor } from "./utils";
export function createDefaultPaletteOrder(playerCount: number) {
return Array.from({ length: playerCount }, (_, index) => index % PLAYER_PALETTE.length);
}
function getMinimumColumnsForEvenSpacing(playerCount: number, minColumns: number): number {
// We need columns to be divisible by (playerCount + 1) for even spacing
// Each player needs at least 1 column, so minimum is playerCount
// But for even spacing from edges, we need: columns % (playerCount + 1) === 0
const spacingDivisor = playerCount + 1;
// Start from at least minColumns or playerCount (whichever is larger)
let columns = Math.max(minColumns, playerCount);
// Increase columns until it's divisible by (playerCount + 1)
while (columns % spacingDivisor !== 0) {
columns += 1;
}
return columns;
}
export function createDefaultSeedInputs(playerCount: number, columns: number, startingNodesPerPlayer: number) {
// Calculate spacing to place players equidistant from each other and edges
// Formula: space = columns / (playerCount + 1)
// This ensures equal spacing between players and from edges
const spacing = columns / (playerCount + 1);
return Array.from({ length: playerCount }, (_, playerId) => {
const playerCenter = Math.round((playerId + 1) * spacing);
// For multiple seeds per player, spread them around the center
if (startingNodesPerPlayer === 1) {
return String(playerCenter + 1);
}
// For multiple seeds, alternate left and right from center
const positions = [];
for (let i = 0; i < startingNodesPerPlayer; i++) {
// Alternate: 0, +1, -1, +2, -2, etc.
const offset = i === 0 ? 0 : (i % 2 === 1 ? Math.ceil(i / 2) : -Math.ceil(i / 2));
const pos = Math.max(1, Math.min(columns, playerCenter + offset + 1));
positions.push(pos);
}
return positions.join(", ");
});
}
function pickNearestOpenColumn(preferredColumn: number, columns: number, usedColumns: Set<number>) {
if (!usedColumns.has(preferredColumn)) {
return preferredColumn;
}
for (let distance = 1; distance < columns; distance += 1) {
const left = preferredColumn - distance;
if (left >= 0 && !usedColumns.has(left)) {
return left;
}
const right = preferredColumn + distance;
if (right < columns && !usedColumns.has(right)) {
return right;
}
}
return preferredColumn;
}
export function createRandomizedSeedInputs(playerCount: number, columns: number, startingNodesPerPlayer: number) {
const zoneWidth = columns / playerCount;
const usedColumns = new Set<number>();
return Array.from({ length: playerCount }, (_, playerId) => {
const picks: number[] = [];
for (let seedIndex = 0; seedIndex < startingNodesPerPlayer; seedIndex += 1) {
const localRatio = (seedIndex + 1) / (startingNodesPerPlayer + 1);
const center = (playerId + localRatio) * zoneWidth;
const subZoneWidth = zoneWidth / (startingNodesPerPlayer + 1);
const maxJitter = Math.max(0.35, Math.min(zoneWidth * 0.22, subZoneWidth * 0.42));
const jitter = (Math.random() * 2 - 1) * maxJitter;
const preferredColumn = Math.max(0, Math.min(columns - 1, Math.round(center + jitter - 0.5)));
const chosenColumn = pickNearestOpenColumn(preferredColumn, columns, usedColumns);
usedColumns.add(chosenColumn);
picks.push(chosenColumn + 1);
}
return picks.sort((left, right) => left - right).join(", ");
});
}
export function getMaxStartingNodesPerPlayer(playerCount: number, columns: number) {
return Math.max(1, Math.floor(columns / playerCount));
}
export function createSetupState(
playerCount = 2,
playerNames: string[] | null = null,
columns = 18,
rows = 16,
startingNodesPerPlayer = 1,
sunbeamChance = 0,
diseaseChance = 0,
seedInputs: string[] | null = null,
paletteOrder: number[] | null = null,
initiativeMode: SetupState["initiativeMode"] = "fixed",
biddingOrderRule: SetupState["biddingOrderRule"] = "rotating",
weatherDraftEnabled = true,
weatherDraftCount = playerCount,
bankingEnabled = true,
winCondition: SetupState["winCondition"] = "rounds",
maxRounds = 12,
topLeafTarget = 4,
): SetupState {
// Adjust columns to ensure even spacing between players and edges
const adjustedColumns = getMinimumColumnsForEvenSpacing(playerCount, columns);
const clampedSeeds = Math.min(startingNodesPerPlayer, getMaxStartingNodesPerPlayer(playerCount, adjustedColumns));
const defaults = createDefaultSeedInputs(playerCount, adjustedColumns, clampedSeeds);
const paletteDefaults = createDefaultPaletteOrder(playerCount);
return {
playerCount,
playerNames: Array.from({ length: playerCount }, (_, index) => playerNames?.[index] ?? `Player ${index + 1}`),
columns: adjustedColumns,
rows,
startingNodesPerPlayer: clampedSeeds,
sunbeamChance,
diseaseChance,
seedInputs: Array.from({ length: playerCount }, (_, index) => seedInputs?.[index] ?? defaults[index]),
paletteOrder: Array.from({ length: playerCount }, (_, index) => paletteOrder?.[index] ?? paletteDefaults[index]),
initiativeMode,
biddingOrderRule,
weatherDraftEnabled,
weatherDraftCount: Math.max(1, weatherDraftCount),
bankingEnabled,
winCondition,
maxRounds,
topLeafTarget: Math.max(1, Math.min(adjustedColumns, topLeafTarget)),
};
}
export function createPlayers(
playerCount: number,
paletteOrder = createDefaultPaletteOrder(playerCount),
playerNames: string[] = Array.from({ length: playerCount }, (_, index) => `Player ${index + 1}`),
): Player[] {
return Array.from({ length: playerCount }, (_, index) => {
const palette = PLAYER_PALETTE[paletteOrder[index] % PLAYER_PALETTE.length];
return {
id: index,
name: playerNames[index] ?? `Player ${index + 1}`,
color: palette.primary,
glow: palette.glow,
totalScore: 0,
roundScore: 0,
growthPoints: STARTING_POINTS,
bankedPoints: 0,
bonusPoints: 0,
lifetimeGrowthIncome: STARTING_POINTS,
passed: false,
};
});
}
export function normalizeSeedInputs(setup: SetupState) {
const assigned = new Set<number>();
const fallback = createDefaultSeedInputs(setup.playerCount, setup.columns, setup.startingNodesPerPlayer)
.map((input) => input.split(",").map((part) => Number(part.trim()) - 1));
return Array.from({ length: setup.playerCount }, (_, playerId) => {
const requested = (setup.seedInputs[playerId] ?? "")
.split(",")
.map((part) => Number.parseInt(part.trim(), 10) - 1)
.filter((column) => Number.isInteger(column) && column >= 0 && column < setup.columns);
const uniqueColumns: number[] = [];
requested.forEach((column) => {
if (!assigned.has(column) && uniqueColumns.length < setup.startingNodesPerPlayer) {
assigned.add(column);
uniqueColumns.push(column);
}
});
fallback[playerId].forEach((column) => {
if (!assigned.has(column) && uniqueColumns.length < setup.startingNodesPerPlayer) {
assigned.add(column);
uniqueColumns.push(column);
}
});
for (let column = 0; column < setup.columns && uniqueColumns.length < setup.startingNodesPerPlayer; column += 1) {
if (!assigned.has(column)) {
assigned.add(column);
uniqueColumns.push(column);
}
}
return uniqueColumns;
});
}
export function createInitialState(setup: SetupState): GameState {
const playerPaletteOrder = [...setup.paletteOrder];
const players = createPlayers(setup.playerCount, playerPaletteOrder, setup.playerNames);
const turnOrder = players.map((player) => player.id);
const nodes = new Map();
const edges = [];
const seedColumnsByPlayer = normalizeSeedInputs(setup);
seedColumnsByPlayer.forEach((seedColumns, index) => {
seedColumns.forEach((column) => {
nodes.set(keyFor(setup.rows - 1, column), { ownerId: index });
});
});
return {
config: {
columns: setup.columns,
rows: setup.rows,
playerCount: setup.playerCount,
startingNodesPerPlayer: setup.startingNodesPerPlayer,
playerPaletteOrder,
initiativeMode: setup.initiativeMode,
biddingOrderRule: setup.biddingOrderRule,
weatherDraftEnabled: setup.weatherDraftEnabled,
weatherDraftCount: setup.weatherDraftCount,
bankingEnabled: setup.bankingEnabled,
winCondition: setup.winCondition,
maxRounds: setup.maxRounds,
topLeafTarget: setup.topLeafTarget,
},
players,
nodes,
edges,
round: 1,
activePlayerId: turnOrder[0],
turnOrder,
phase: setup.initiativeMode === "bid" ? "initiative" : "turn",
turnMoves: [],
selectedSource: null,
availableTargets: [],
animation: null,
initiativeAnchorPlayerId: Math.floor(Math.random() * players.length),
initiativeDraft: null,
weatherDraft: null,
activeRoundEffects: [],
randomEffects: {
sunbeamChance: setup.sunbeamChance,
diseaseChance: setup.diseaseChance,
},
gameOver: false,
history: [
`Round 1 begins on a ${setup.columns}x${setup.rows} board with ${setup.startingNodesPerPlayer} starting node${setup.startingNodesPerPlayer === 1 ? "" : "s"} each.`,
"Turn order uses the setup order unless changed by initiative drafting.",
],
roundSummary: null,
};
}

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export type PlayerId = number;
export type NodeKey = `${number}:${number}`;
export type PlayerPalette = {
name: string;
primary: string;
glow: string;
};
export type Position = {
row: number;
column: number;
};
export type SetupState = {
playerCount: number;
playerNames: string[];
columns: number;
rows: number;
startingNodesPerPlayer: number;
sunbeamChance: number;
diseaseChance: number;
seedInputs: string[];
paletteOrder: number[];
initiativeMode: "fixed" | "bid";
biddingOrderRule: "rotating" | "lowest_growth_income";
weatherDraftEnabled: boolean;
weatherDraftCount: number;
bankingEnabled: boolean;
winCondition: "rounds" | "top_leaves";
maxRounds: number;
topLeafTarget: number;
};
export type Player = {
id: PlayerId;
name: string;
color: string;
glow: string;
totalScore: number;
roundScore: number;
growthPoints: number;
bankedPoints: number;
bonusPoints: number;
lifetimeGrowthIncome: number;
passed: boolean;
};
export type GameConfig = {
columns: number;
rows: number;
playerCount: number;
startingNodesPerPlayer: number;
playerPaletteOrder: number[];
initiativeMode: SetupState["initiativeMode"];
biddingOrderRule: SetupState["biddingOrderRule"];
weatherDraftEnabled: boolean;
weatherDraftCount: number;
bankingEnabled: boolean;
winCondition: SetupState["winCondition"];
maxRounds: number;
topLeafTarget: number;
};
export type NodeState = {
ownerId: PlayerId;
};
export type Edge = {
from: Position;
to: Position;
ownerId: PlayerId;
};
export type GrowDirection = "vertical" | "left" | "right";
export type GrowTarget = Position & {
cost: number;
direction: GrowDirection;
};
export type ShiftMove = {
type: "shift";
cost: number;
direction: "left" | "right";
movedNodes: Array<{
fromKey: NodeKey;
toKey: NodeKey;
row: number;
fromColumn: number;
toColumn: number;
}>;
movedEdges: Array<{
before: Edge;
after: Edge;
}>;
undoKeys: NodeKey[];
selectKey: NodeKey;
};
export type GrowMove = {
type: "grow";
from: Position;
to: Position;
cost: number;
targetKey: NodeKey;
undoKeys: NodeKey[];
selectKey: NodeKey;
};
export type TurnMove = GrowMove | ShiftMove;
export type ColumnEnergy = {
column: number;
terminalRow: number;
intercepted: boolean;
ownerId: PlayerId | null;
playersPresent: PlayerId[];
hitNode: Position | null;
rootKey: NodeKey | null;
branchNodes: Position[];
branchEdges: Array<{ from: Position; to: Position }>;
};
export type RootBurst = {
key: NodeKey;
playerId: PlayerId;
count: number;
displayCount: number;
};
export type EnergySimulation = {
scores: number[];
columns: ColumnEnergy[];
rootBursts: RootBurst[];
};
export type RoundAnimationTrace = {
playerId: PlayerId;
verticalCells: Position[];
ray: { x: number; y: number };
rootKey: NodeKey | null;
branchNodes: Position[];
};
export type RoundAnimation = {
phase: "sunlight" | "branches" | "bonus" | "events";
columns: ColumnEnergy[];
traces: RoundAnimationTrace[];
rootBursts: RootBurst[];
sunbeamPlayerId: PlayerId | null;
bonusTrace: RoundAnimationTrace | null;
bonusBurst: RootBurst | null;
diseaseKeys: NodeKey[];
};
export type ColumnResult = {
column: number;
ownerId: PlayerId | null;
topRow: number | null;
tied: boolean;
};
export type RoundSummary = {
scores: number[];
columnResults: ColumnResult[];
event: string | null;
};
export type ScoreSnapshot = {
projectedIncome: number;
growthPoints: number;
bankedPoints: number;
lifetimeGrowthIncome: number;
};
export type ColumnLeader = {
ownerId: PlayerId | null;
row: number | null;
tied: boolean;
};
export type RandomEffects = {
sunbeamChance: number;
diseaseChance: number;
};
export type GamePhase = "initiative" | "turn" | "round_end" | "game_over";
export type WeatherCardId =
| "leaf_surge"
| "branching_season"
| "storehouse"
| "compound_interest"
| "sun_ladder"
| "west_light"
| "east_light"
| "high_noon"
| "edge_bloom"
| "wide_reach"
| "tall_reward"
| "deep_roots"
| "stalemate"
| "split_light";
export type WeatherCardDefinition = {
id: WeatherCardId;
title: string;
description: string;
};
export type WeatherOfferPair = {
id: string;
options: [WeatherCardId, WeatherCardId];
};
export type InitiativeDraftState = {
biddingOrder: PlayerId[];
biddingIndex: number;
seatAssignments: Array<PlayerId | null>;
seatBonuses: number[];
};
export type WeatherDraftState = {
playerOrder: PlayerId[];
draftIndex: number;
offers: WeatherOfferPair[];
drafted: WeatherCardId[];
banned: WeatherCardId[];
locked: WeatherCardId[];
};
export type GameState = {
config: GameConfig;
players: Player[];
nodes: Map<NodeKey, NodeState>;
edges: Edge[];
round: number;
activePlayerId: PlayerId;
turnOrder: PlayerId[];
phase: GamePhase | "weather";
turnMoves: TurnMove[];
selectedSource: NodeKey | null;
availableTargets: GrowTarget[];
animation: RoundAnimation | null;
initiativeAnchorPlayerId: PlayerId;
initiativeDraft: InitiativeDraftState | null;
weatherDraft: WeatherDraftState | null;
activeRoundEffects: WeatherCardId[];
randomEffects: RandomEffects;
gameOver: boolean;
history: string[];
roundSummary: RoundSummary | null;
};

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import type { NodeKey, Position } from "./types";
export function keyFor(row: number, column: number): NodeKey {
return `${row}:${column}`;
}
export function parseKey(key: string): Position {
const [row, column] = key.split(":").map(Number);
return { row, column };
}
export function hexToRgb(hex: string) {
const value = hex.replace("#", "");
const normalized = value.length === 3 ? value.split("").map((part) => part + part).join("") : value;
const int = Number.parseInt(normalized, 16);
return {
r: (int >> 16) & 255,
g: (int >> 8) & 255,
b: int & 255,
};
}
export function tint(hex: string, alpha = 0.16) {
const { r, g, b } = hexToRgb(hex);
return `rgba(${r}, ${g}, ${b}, ${alpha})`;
}
export function wait(milliseconds: number) {
return new Promise<void>((resolve) => window.setTimeout(resolve, milliseconds));
}
export function shuffleArray<T>(items: T[]) {
const next = [...items];
for (let index = next.length - 1; index > 0; index -= 1) {
const swapIndex = Math.floor(Math.random() * (index + 1));
[next[index], next[swapIndex]] = [next[swapIndex], next[index]];
}
return next;
}

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:root {
color-scheme: dark;
font-family: Inter, ui-sans-serif, system-ui, -apple-system, BlinkMacSystemFont, "Segoe UI", sans-serif;
background:
radial-gradient(circle at top, rgba(48, 72, 104, 0.35), transparent 42%),
linear-gradient(180deg, #0b1220 0%, #070b13 100%);
color: #f4f7fb;
}
* {
box-sizing: border-box;
}
body {
margin: 0;
min-height: 100vh;
background: transparent;
}
button,
input {
font: inherit;
}
input[type="number"],
input[type="text"] {
width: 100%;
min-height: 2.8rem;
padding: 0.7rem 0.85rem;
border-radius: 0.9rem;
border: 1px solid rgba(255, 255, 255, 0.12);
background: rgba(255, 255, 255, 0.05);
color: #f4f7fb;
}
button {
border: 0;
cursor: pointer;
}
#app {
min-height: 100vh;
}
.layout {
min-height: 100vh;
padding: 1rem;
display: flex;
flex-direction: column;
gap: 0.85rem;
}
.scoreboard {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(220px, 1fr));
gap: 0.75rem;
}
.scoreboard--bottom {
align-items: end;
}
.score-card {
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 1.25rem;
padding: 0.8rem 1rem;
background: linear-gradient(180deg, rgba(255, 255, 255, 0.08), rgba(255, 255, 255, 0.02));
box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.06);
}
.score-card.active {
border-color: color-mix(in srgb, var(--player-color) 55%, white);
box-shadow: 0 0 0 1px rgba(255, 255, 255, 0.08), 0 0 24px var(--player-glow);
}
.score-card__head,
.score-card__numbers,
.panel__title-row,
.button-row,
.setup-grid,
.toggle-row,
.active-turn {
display: flex;
align-items: center;
}
.score-card__head,
.panel__title-row,
.button-row,
.toggle-row {
justify-content: space-between;
}
.score-card__head h2,
.panel h1,
.panel h2,
.active-turn h2 {
margin: 0;
}
.score-card__numbers {
margin-top: 0.65rem;
gap: 1rem;
}
.score-card__numbers div {
display: grid;
gap: 0.15rem;
}
.score-card__numbers span,
.eyebrow,
label span,
.log-list p,
.status-panel p,
.active-turn p {
color: rgba(231, 238, 247, 0.72);
}
.score-card__numbers strong {
font-size: 1.35rem;
}
.score-value {
display: inline-block;
}
.score-value.changed {
animation: score-pop 0.7s ease;
}
.player-dot {
width: 0.95rem;
height: 0.95rem;
border-radius: 999px;
background: var(--player-color);
box-shadow: 0 0 18px var(--player-glow);
}
.game-area {
flex: 1;
display: grid;
grid-template-columns: minmax(0, 1.9fr) minmax(320px, 0.85fr);
gap: 0.85rem;
min-height: 0;
align-items: start;
}
.board-shell,
.panel {
border-radius: 1.5rem;
border: 1px solid rgba(255, 255, 255, 0.08);
background: rgba(9, 16, 29, 0.72);
backdrop-filter: blur(20px);
}
.board-shell {
min-height: 0;
padding: 0.8rem;
}
.board {
position: relative;
width: 100%;
height: auto;
max-height: calc(100vh - 10.5rem);
aspect-ratio: var(--board-columns) / var(--board-rows);
display: grid;
gap: 0.32rem;
margin: 0 auto;
}
.board__lines {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
pointer-events: none;
filter: drop-shadow(0 0 8px rgba(255, 255, 255, 0.18));
z-index: 1;
}
.board__fx {
position: absolute;
inset: 0;
width: 100%;
height: 100%;
pointer-events: none;
z-index: 4;
}
.cell {
position: relative;
background: rgba(255, 255, 255, 0.03);
border-radius: 0.8rem;
border: 1px solid rgba(255, 255, 255, 0.05);
overflow: hidden;
z-index: 2;
}
.cell__shade {
position: absolute;
inset: 0;
background: linear-gradient(180deg, rgba(255, 255, 255, 0.03), var(--column-tint));
}
.cell__root-ring {
position: absolute;
inset: 18% 18%;
border: 1px dashed rgba(255, 255, 255, 0.28);
border-radius: 999px;
}
.cell__node,
.cell__target-label {
position: absolute;
inset: 50% auto auto 50%;
transform: translate(-50%, -50%);
}
.cell__node {
width: min(2.5vw, 1.6rem);
height: min(2.5vw, 1.6rem);
min-width: 1rem;
min-height: 1rem;
border-radius: 50%;
background: var(--node-color);
box-shadow: 0 0 0 0.2rem rgba(255, 255, 255, 0.06), 0 0 1.2rem var(--node-glow);
}
.cell.selected {
border-color: rgba(255, 255, 255, 0.55);
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.22);
}
.cell.pending {
border-color: rgba(255, 255, 255, 0.28);
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.12), 0 0 18px rgba(255, 255, 255, 0.08);
}
.cell.pending .cell__node {
box-shadow: 0 0 0 0.22rem rgba(255, 255, 255, 0.08), 0 0 1.4rem var(--node-glow), 0 0 2rem rgba(255, 255, 255, 0.08);
}
.board__drop-layer {
position: absolute;
inset: 0;
pointer-events: none;
overflow: hidden;
z-index: 5;
}
.board__energy-layer {
position: absolute;
inset: 0;
pointer-events: none;
z-index: 4;
}
.board__energy-cell {
position: absolute;
border-radius: 0.8rem;
background:
radial-gradient(circle at 50% 50%, rgba(255, 255, 255, 0.95), color-mix(in srgb, var(--flash-color) 70%, #ffe08a) 34%, rgba(255, 224, 138, 0.18) 72%, transparent 100%),
linear-gradient(180deg, rgba(255, 255, 255, 0.18), transparent);
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.12), 0 0 18px color-mix(in srgb, var(--flash-color) 55%, #ffe08a);
opacity: 0;
}
.board__energy-cell--sunlight {
inset: 12%;
background:
linear-gradient(180deg, rgba(255, 244, 214, 0.05), rgba(255, 244, 214, 0.008)),
radial-gradient(circle at 50% 50%, rgba(255, 242, 196, 0.11), color-mix(in srgb, var(--flash-color) 10%, #ffe3a3) 42%, rgba(255, 221, 128, 0.03) 72%, transparent 100%);
box-shadow: inset 0 0 0 1px rgba(255, 245, 224, 0.02), 0 0 6px color-mix(in srgb, var(--flash-color) 8%, #ffe3a3);
}
.board--sunlight .board__energy-cell--sunlight,
.board--branches .board__energy-cell,
.board--bonus .board__energy-cell--bonus {
animation: energy-cell-flash 0.48s ease forwards;
animation-delay: var(--flash-delay, 0ms);
}
.board__energy-cell--bonus {
box-shadow: inset 0 0 0 1px rgba(255, 255, 255, 0.18), 0 0 22px rgba(255, 216, 94, 0.9);
}
.board--bonus .board__drop--bonus {
animation: sunlight-drop 0.85s cubic-bezier(0.2, 0.7, 0.2, 1) forwards;
}
.board__drop-core,
.board__drop-spark {
position: absolute;
inset: 0;
border-radius: 999px;
}
.board__drop-core {
background: radial-gradient(circle at 35% 30%, rgba(255, 255, 255, 0.98), color-mix(in srgb, var(--drop-color) 72%, #ffe38a) 45%, rgba(255, 227, 138, 0.18) 100%);
box-shadow: 0 0 18px color-mix(in srgb, var(--drop-color) 40%, #ffe38a), 0 0 32px rgba(255, 236, 174, 0.65);
}
.board__drop-spark {
inset: 35%;
border: 1px solid rgba(255, 248, 220, 0.95);
opacity: 0.9;
}
.board__drop-spark--a { transform: translate(-0.8rem, -0.15rem) scale(0.55); }
.board__drop-spark--b { transform: translate(0.75rem, -0.1rem) scale(0.45); }
.board__drop-spark--c { transform: translate(0.1rem, -0.75rem) scale(0.35); }
.board__root-burst,
.board__disease-mark,
.board__sunbeam-burst {
opacity: 0;
}
.board__root-burst circle,
.board__sunbeam-burst {
fill: color-mix(in srgb, var(--burst-color, #ffd85e) 70%, white);
stroke: rgba(255, 255, 255, 0.65);
stroke-width: 0.35;
}
.board__root-burst text {
fill: #08111c;
font-size: 2.1px;
font-weight: 800;
}
.board__disease-mark circle {
fill: rgba(162, 255, 142, 0.2);
stroke: rgba(162, 255, 142, 0.9);
stroke-width: 0.35;
}
.board__disease-mark path {
stroke: rgba(162, 255, 142, 1);
stroke-width: 0.5;
stroke-linecap: round;
}
.board--branches .board__root-burst,
.board--events .board__root-burst,
.board--events .board__disease-mark,
.board--bonus .board__sunbeam-burst,
.board--events .board__sunbeam-burst {
animation: pop-fade 0.8s ease forwards;
animation-delay: var(--trace-delay, 0ms);
}
.board__sunbeam-burst text {
fill: #08111c;
font-size: 2.1px;
font-weight: 800;
}
.cell.target {
border-color: rgba(255, 255, 255, 0.22);
background: rgba(255, 255, 255, 0.05);
}
.cell.target:hover {
transform: translateY(-1px);
}
.cell__target-label {
width: 2rem;
height: 2rem;
display: grid;
place-items: center;
border-radius: 999px;
background: rgba(255, 255, 255, 0.09);
border: 1px solid rgba(255, 255, 255, 0.18);
font-weight: 700;
}
.sidebar {
display: flex;
flex-direction: column;
gap: 1rem;
}
.panel {
padding: 1rem;
}
.controls-panel {
display: grid;
gap: 0.8rem;
}
.panel__actions {
display: flex;
gap: 0.55rem;
}
.modal-backdrop {
position: fixed;
inset: 0;
display: grid;
place-items: center;
padding: 1.25rem;
background: rgba(3, 8, 16, 0.72);
backdrop-filter: blur(14px);
z-index: 20;
}
.modal {
width: min(1180px, 100%);
max-height: min(92vh, 980px);
overflow: auto;
}
.modal-setup-grid,
.modal-grid {
display: grid;
gap: 0.9rem;
}
.modal-setup-grid {
grid-template-columns: repeat(auto-fit, minmax(180px, 1fr));
}
.modal-grid {
margin-top: 0.9rem;
grid-template-columns: repeat(2, minmax(0, 1fr));
}
.modal-actions {
margin-top: 0.9rem;
justify-content: flex-end;
}
.eyebrow {
margin: 0 0 0.3rem;
font-size: 0.82rem;
letter-spacing: 0.12em;
text-transform: uppercase;
}
.setup-grid {
gap: 1rem;
align-items: end;
}
.setup-grid label {
flex: 1;
display: grid;
gap: 0.35rem;
}
.seed-editor {
display: grid;
gap: 0.65rem;
padding: 0.8rem;
border-radius: 1rem;
background: rgba(255, 255, 255, 0.03);
border: 1px solid rgba(255, 255, 255, 0.06);
}
.seed-row {
display: grid;
gap: 0.35rem;
}
.order-row,
.order-row__label,
.order-row__actions {
display: flex;
align-items: center;
}
.order-row {
justify-content: space-between;
gap: 0.75rem;
}
.order-row__label {
gap: 0.6rem;
font-weight: 600;
}
.order-row__actions {
gap: 0.4rem;
}
.mini-button {
min-height: 2rem;
padding: 0.35rem 0.65rem;
border-radius: 0.7rem;
background: rgba(255, 255, 255, 0.08);
color: #f4f7fb;
border: 1px solid rgba(255, 255, 255, 0.1);
font-weight: 600;
}
.seed-help {
margin: 0;
color: rgba(231, 238, 247, 0.72);
}
.randomize-button {
width: 100%;
}
input[type="range"] {
width: 100%;
}
.active-turn {
flex-direction: column;
align-items: flex-start;
gap: 0.35rem;
padding: 0.8rem;
border-radius: 1rem;
background: linear-gradient(135deg, color-mix(in srgb, var(--player-color) 22%, rgba(255, 255, 255, 0.04)), rgba(255, 255, 255, 0.04));
border: 1px solid color-mix(in srgb, var(--player-color) 35%, rgba(255, 255, 255, 0.08));
}
.root-shift-row {
display: flex;
gap: 0.55rem;
flex-wrap: wrap;
}
.root-shift-button {
min-height: 2.2rem;
}
.button-row {
gap: 0.75rem;
}
.button-row button,
.ghost-button {
min-height: 2.7rem;
padding: 0.65rem 0.9rem;
border-radius: 0.95rem;
background: #f4f7fb;
color: #0a1020;
font-weight: 700;
}
.ghost-button,
#finish-game {
background: rgba(255, 255, 255, 0.08);
color: #f4f7fb;
border: 1px solid rgba(255, 255, 255, 0.1);
}
button:disabled {
opacity: 0.45;
cursor: not-allowed;
}
.log-list {
display: grid;
gap: 0.55rem;
max-height: 18vh;
overflow: auto;
}
.log-list p,
.status-panel p,
.active-turn p {
margin: 0;
}
.event-note {
color: #ffd577;
}
@keyframes sunlight-drop {
0% {
opacity: 0;
top: -0.9rem;
transform: scale(0.65);
}
12% {
opacity: 1;
}
85% {
opacity: 1;
top: calc(var(--drop-end) - 0.55rem);
transform: scale(1);
}
100% {
opacity: 0;
top: calc(var(--drop-end) - 0.55rem);
transform: scale(1.25);
}
}
@keyframes pop-fade {
0% {
opacity: 0;
transform: scale(0.65);
}
25% {
opacity: 1;
transform: scale(1);
}
100% {
opacity: 1;
transform: scale(1);
}
}
@keyframes energy-cell-flash {
0% {
opacity: 0;
}
20% {
opacity: 0.98;
}
100% {
opacity: 0;
}
}
@keyframes score-pop {
0% {
transform: scale(0.88);
color: #fff7d6;
text-shadow: 0 0 0 rgba(255, 235, 153, 0);
}
35% {
transform: scale(1.18);
color: #ffe480;
text-shadow: 0 0 16px rgba(255, 228, 128, 0.9);
}
100% {
transform: scale(1);
color: inherit;
text-shadow: 0 0 0 rgba(255, 235, 153, 0);
}
}
@media (max-width: 1100px) {
.game-area {
grid-template-columns: 1fr;
}
.modal-grid {
grid-template-columns: 1fr;
}
.board {
max-height: none;
width: 100%;
}
}
@media (max-width: 720px) {
.layout {
padding: 1rem;
}
.scoreboard {
grid-template-columns: repeat(2, minmax(0, 1fr));
}
.score-card__numbers {
gap: 1rem;
}
.cell__node {
width: 1rem;
height: 1rem;
}
}

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declare module "*.css";

16
tsconfig.json Normal file
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{
"compilerOptions": {
"target": "ES2022",
"useDefineForClassFields": true,
"module": "ESNext",
"moduleResolution": "Bundler",
"lib": ["ES2022", "DOM", "DOM.Iterable"],
"allowJs": false,
"skipLibCheck": true,
"strict": false,
"noEmit": true,
"isolatedModules": true,
"esModuleInterop": true
},
"include": ["src"]
}