Shared leaderboard, a games hub, AGPL, and two new street conditions

The high score table moves out of the browser and into a service, so
every player is on one board. It is a Node process with SQLite, no build
step and no native modules - node:sqlite ships with the runtime and Node
runs the TypeScript directly.

Everything in a request is treated as hostile: names forced to a
printable subset, every number range-checked, and scores refused if they
could not have happened in the days claimed. Bodies capped, submissions
rate limited per address. It still cannot prove a score is real, and
server/README.md says so plainly rather than implying otherwise.

The game degrades properly without it: the board says it cannot reach
town, posting happens behind the closing standings, and play is
untouched.

Deployment is three containers behind the host's nginx - the hub at /,
the game at /lemonade/, the scores service at /api/ - so the game keeps
its own container and a second game is just another service.

Licensing: AGPL-3.0-or-later, Affero because the leaderboard is a network
service. NOTICE.md credits Bob Jamison and Charlie Kellner, records that
this is clean-room work, and is honest about the one thing it is not:
some on-screen wording is quoted from the original and cannot be
licensed by us.

The street can now get better as well as worse. The summer fair brings
the town out and lifts what they will pay; a rival on the next corner
takes a share and lingers. Both show in the art and in the crowd. Over
500 seasons a player who reads the briefing survives every time and
finishes around $25.80; one who ignores it goes broke 70% of the time.
This commit is contained in:
2026-09-08 16:17:47 -07:00
parent 7fcb863771
commit 8a5d0cb6df
30 changed files with 1824 additions and 130 deletions
+6
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@@ -452,6 +452,12 @@ html[data-skin='modern'] .statusbar {
.cel-sign { font-size: 21px; fill: #d1483f; letter-spacing: 0.5px; }
.cel-price { font-size: 12px; fill: #5a3ea8; }
.cel-bunting { animation: cel-bunting 5s ease-in-out infinite alternate; }
@keyframes cel-bunting {
from { transform: translateY(0) rotate(-0.4deg); }
to { transform: translateY(3px) rotate(0.4deg); }
}
.cel-rays { animation: cel-spin 72s linear infinite; }
@keyframes cel-spin { to { transform: rotate(360deg); } }
+45 -31
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@@ -5,16 +5,16 @@ import { synth } from './audio/synth'
import { WEATHER } from './game/constants'
import { dollars, randomSeed, rollDay, simulate } from './game/engine'
import { makeRng, type Rng } from './game/rng'
import { HIGH_SCORE_KEY, addScores, loadScores, type Score } from './game/highscores'
import { fetchScores, submitScores, type Score } from './game/highscores'
import { activePlayers, initialState, reducer } from './game/reducer'
import type { Decision } from './game/types'
import type { CarryOver, Decision } from './game/types'
import { useSkin } from './skin'
import { BootScreen } from './components/BootScreen'
import { BriefingScreen } from './components/BriefingScreen'
import { Btn, Crt, Fit } from './components/Crt'
import { DecideScreen } from './components/DecideScreen'
import { GameOverScreen } from './components/GameOverScreen'
import { HighScoreScreen } from './components/HighScoreScreen'
import { HighScoreScreen, type BoardState } from './components/HighScoreScreen'
import { IntroScreen } from './components/IntroScreen'
import { ReportScreen } from './components/ReportScreen'
import { TradingScreen } from './components/TradingScreen'
@@ -30,7 +30,8 @@ export default function App() {
const [sfx, setSfx] = useState(true)
const started = useRef(false)
const { skin, toggle: toggleSkin } = useSkin()
const [scores, setScores] = useState<Score[]>(loadScores)
const [scores, setScores] = useState<Score[]>([])
const [boardState, setBoardState] = useState<BoardState>('loading')
const [freshScores, setFreshScores] = useState<string[]>([])
const active = activePlayers(state)
@@ -65,17 +66,15 @@ export default function App() {
synth.setSfx(sfx)
}, [sfx])
/**
* Two tabs in one browser share localStorage. Nothing else is shared - the
* game itself lives entirely in the page - but the table should not go
* stale just because the other tab finished a season first.
*/
useEffect(() => {
const onStorage = (e: StorageEvent) => {
if (e.key === HIGH_SCORE_KEY || e.key === null) setScores(loadScores())
/** The board lives in town, so it is fetched rather than remembered. */
const loadBoard = useCallback(async () => {
setBoardState('loading')
try {
setScores(await fetchScores())
setBoardState('ready')
} catch {
setBoardState('error')
}
window.addEventListener('storage', onStorage)
return () => window.removeEventListener('storage', onStorage)
}, [])
const blip = useCallback(() => synth.blip(), [])
@@ -101,8 +100,8 @@ export default function App() {
// -------------------------------------------------------------- handlers
const beginDay = useCallback(
(day: number, streetCrewYesterday: boolean) => {
const conditions = rollDay(day, rng.current, streetCrewYesterday)
(day: number, yesterday: CarryOver) => {
const conditions = rollDay(day, rng.current, yesterday)
dispatch({ type: 'BEGIN_DAY', conditions })
if (conditions.heatWave) synth.heat()
else if (conditions.weather === 'sunny') synth.sunshine()
@@ -114,7 +113,7 @@ export default function App() {
wake()
synth.select()
dispatch({ type: 'START', names })
beginDay(1, false)
beginDay(1, { streetCrew: false, rival: false })
}
const submit = (decision: Decision) => {
@@ -140,27 +139,36 @@ export default function App() {
const nextDay = () => {
synth.select()
dispatch({ type: 'NEXT_DAY' })
beginDay(state.day + 1, state.streetCrewYesterday)
beginDay(state.day + 1, state.yesterday)
}
/** Close the books: everyone who traded gets a line in the table. */
/**
* Close the books. The standings show straight away; posting to the town
* board happens behind them, so a slow or missing line out never holds the
* end of a season hostage.
*/
const retire = () => {
synth.fanfare()
const glassesFor = (id: number) =>
state.history.reduce((n, r) => (r.playerId === id ? n + r.glassesSold : n), 0)
const { table, added } = addScores(
state.players.map((p) => ({
name: p.name,
assets: p.assets,
days: p.bankruptDay ?? state.day,
glasses: glassesFor(p.id),
seed: state.seed,
broke: p.bankrupt,
})),
)
setScores(table)
setFreshScores(added)
const entries = state.players.map((p) => ({
name: p.name,
assets: p.assets,
days: p.bankruptDay ?? state.day,
glasses: glassesFor(p.id),
seed: state.seed,
broke: p.bankrupt,
}))
dispatch({ type: 'RETIRE' })
setBoardState('loading')
submitScores(entries)
.then(({ ids, scores: table }) => {
setScores(table)
setFreshScores(ids)
setBoardState('ready')
})
.catch(() => setBoardState('error'))
}
const restart = () => {
@@ -174,6 +182,7 @@ export default function App() {
wake()
synth.select()
dispatch({ type: 'SHOW_SCORES' })
if (boardState !== 'ready') void loadBoard()
}
// ---------------------------------------------------------------- render
@@ -317,11 +326,16 @@ export default function App() {
{state.phase === 'scores' && (
<HighScoreScreen
scores={scores}
state={boardState}
highlight={freshScores}
onBack={() => {
synth.select()
dispatch({ type: 'CLOSE_SCORES' })
}}
onRetry={() => {
synth.select()
void loadBoard()
}}
/>
)}
</Fit>
+16
View File
@@ -39,6 +39,22 @@ export function BriefingScreen({
<Line className="warn">STREET.</Line>
</>
)}
{conditions.festival && (
<>
<Line />
<Line className="accent">THE SUMMER FAIR IS ON TODAY. HALF</Line>
<Line className="accent">THE TOWN WILL COME PAST, AND THEY</Line>
<Line className="accent">ARE OUT TO SPEND.</Line>
</>
)}
{conditions.rival && (
<>
<Line />
<Line className="warn">SOMEBODY HAS SET UP A STAND ON THE</Line>
<Line className="warn">NEXT CORNER. YOU WILL BE SPLITTING</Line>
<Line className="warn">THE STREET WITH THEM.</Line>
</>
)}
<Line />
<div className="row center">
<Btn kind="primary" onClick={onContinue}>
+38 -1
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@@ -86,7 +86,7 @@ export function CelScene({
traffic?: number
variant?: 'full' | 'strip'
}) {
const { weather, heatWave, streetCrew, storm } = conditions
const { weather, heatWave, streetCrew, festival, rival, storm } = conditions
const key = storm ? 'storm' : weather
const m = MOODS[key] ?? MOODS.sunny
const daylight = !storm && weather !== 'cloudy'
@@ -206,6 +206,19 @@ export function CelScene({
<rect x="0" y="252" width="640" height="8" fill={m.groundShade} opacity="0.5" />
<rect x="0" y="248" width="640" height="5" fill={INK} opacity="0.35" />
{/* --- the competition, small and further down the street ---- */}
{rival && (
<g stroke={INK} strokeWidth="3" strokeLinejoin="round" opacity="0.9">
<ellipse cx="566" cy="256" rx="52" ry="6" fill={INK} opacity={m.shadow} stroke="none" />
<rect x="524" y="208" width="7" height="48" fill="#9A6435" />
<rect x="601" y="208" width="7" height="48" fill="#9A6435" />
<path d="M516 190 H616 V206 q-12 12 -25 0 q-12 12 -25 0 q-12 12 -25 0 q-12 12 -25 0 Z" fill="#4FC3F7" />
<rect x="512" y="184" width="108" height="9" rx="4" fill="#E0A867" />
<rect x="518" y="230" width="96" height="12" rx="3" fill="#E0A867" />
<rect x="524" y="242" width="84" height="16" rx="3" fill="#FFF6DC" />
</g>
)}
{/* --- the stand --------------------------------------------- */}
<g stroke={INK} strokeWidth="4" strokeLinejoin="round">
<ellipse cx="320" cy="286" rx="150" ry="13" fill={INK} opacity={m.shadow} stroke="none" />
@@ -280,6 +293,30 @@ export function CelScene({
</g>
</g>
{/* --- the fair ---------------------------------------------- */}
{festival && (
<g className="cel-bunting">
<path d="M-10 70 Q160 118 330 74 T670 84" fill="none" stroke={INK} strokeWidth="3" />
{Array.from({ length: 22 }, (_, i) => {
const t = i / 21
// Follows the same sag as the line above it.
const x = -10 + t * 680
const y = 70 + Math.sin(t * Math.PI * 2) * 6 + 34 * Math.sin(t * Math.PI)
const fill = ['#FF5D8F', '#FFD93D', '#2EC4B6', '#8E7DFF'][i % 4]
return (
<path
key={i}
d={`M${x - 8} ${y} L${x + 8} ${y} L${x} ${y + 17} Z`}
fill={fill}
stroke={INK}
strokeWidth="2.5"
strokeLinejoin="round"
/>
)
})}
</g>
)}
{/* --- the street ------------------------------------------- */}
{walkers.map((w) => (
<g
+33 -7
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@@ -2,17 +2,23 @@ import { dollars } from '../game/engine'
import { MAX_SCORES, type Score } from '../game/highscores'
import { Btn, Line } from './Crt'
export type BoardState = 'loading' | 'ready' | 'error'
const shortDate = (at: number) =>
new Date(at).toLocaleDateString(undefined, { day: '2-digit', month: 'short' }).toUpperCase()
export function HighScoreScreen({
scores,
state,
highlight,
onBack,
onRetry,
}: {
scores: Score[]
state: BoardState
highlight: string[]
onBack: () => void
onRetry: () => void
}) {
const fresh = new Set(highlight)
@@ -21,14 +27,32 @@ export function HighScoreScreen({
<Line className="center inv-line">$$ BEST STANDS IN LEMONSVILLE $$</Line>
<Line />
{scores.length === 0 ? (
{state === 'loading' && (
<>
<Line className="center dim">CALLING LEMONSVILLE</Line>
<Line className="center blink">&#9608;</Line>
</>
)}
{state === 'error' && (
<>
<Line className="center warn">CANNOT REACH LEMONSVILLE.</Line>
<Line />
<Line className="center dim">THE BOARD IS KEPT IN TOWN, NOT IN</Line>
<Line className="center dim">THIS BROWSER, SO IT NEEDS A LINE OUT.</Line>
</>
)}
{state === 'ready' && scores.length === 0 && (
<>
<Line className="center dim">NO STANDS HAVE CLOSED THEIR BOOKS YET.</Line>
<Line />
<Line className="center dim">RETIRE AT THE END OF A SUMMER TO</Line>
<Line className="center dim">TAKE A PLACE ON THIS LIST.</Line>
</>
) : (
)}
{state === 'ready' &&
scores.map((s, i) => (
<div className={`report-row score-row ${fresh.has(s.id) ? 'is-new' : ''}`} key={s.id}>
<span className="report-label">
@@ -41,17 +65,19 @@ export function HighScoreScreen({
</span>
<span className="report-value money">{dollars(s.assets)}</span>
</div>
))
)}
))}
<Line />
<Line className="center dim">TOP {MAX_SCORES}, KEPT IN THIS BROWSER.</Line>
<Line className="center dim">A STAND LEAVES ONLY BY BEING BEATEN.</Line>
<Line />
<Line className="center dim">
{state === 'ready'
? `TOP ${MAX_SCORES}, FROM EVERY STAND IN TOWN.`
: ' '}
</Line>
<div className="row center">
<Btn kind="primary" onClick={onBack}>
BACK
</Btn>
{state !== 'loading' && <Btn onClick={onRetry}>REFRESH</Btn>}
</div>
</div>
)
+22 -1
View File
@@ -110,7 +110,7 @@ function cloud(cx: number, cy: number, fill: string): Rect[] {
}
export function PixelScene({ conditions, price }: { conditions: DayConditions; price?: number }) {
const { weather, heatWave, streetCrew, storm } = conditions
const { weather, heatWave, streetCrew, festival, rival, storm } = conditions
const sky = useMemo(() => {
if (storm) return ['#2b3350', '#3d4468']
@@ -138,6 +138,27 @@ export function PixelScene({ conditions, price }: { conditions: DayConditions; p
rects.push({ x: 0, y: ROWS - 1, w: COLS, fill: PALETTE.e })
rects.push({ x: 0, y: ROWS - 2, w: COLS, fill: '#6fc258' })
if (festival) {
// A line of bunting strung above the stand.
for (let x = 2; x < COLS - 2; x += 2) {
rects.push({ x, y: 3 + (x % 4 === 0 ? 0 : 1), w: 1, fill: x % 4 === 0 ? PALETTE.r : PALETTE.Y })
}
}
if (rival) {
// A smaller stand further down the street.
rects.push(
{ x: 33, y: 13, w: 6, fill: PALETTE.c },
{ x: 33, y: 14, w: 6, fill: PALETTE.w },
{ x: 33, y: 15, w: 1, fill: PALETTE.n },
{ x: 38, y: 15, w: 1, fill: PALETTE.n },
{ x: 33, y: 16, w: 6, fill: PALETTE.n },
{ x: 33, y: 17, w: 6, fill: PALETTE.w },
{ x: 33, y: 18, w: 1, fill: PALETTE.n },
{ x: 38, y: 18, w: 1, fill: PALETTE.n },
)
}
if (streetCrew) {
// A pair of road cones and a barrier where the customers used to walk.
for (const cx of [2, 36]) {
+2
View File
@@ -41,7 +41,9 @@ export function ReportScreen({
const events = [
WEATHER[conditions.weather].label,
conditions.heatWave ? 'HEAT WAVE' : null,
conditions.festival ? 'SUMMER FAIR' : null,
conditions.streetCrew ? 'STREET CREWS' : null,
conditions.rival ? 'RIVAL STAND' : null,
conditions.storm ? 'THUNDERSTORM' : null,
]
.filter(Boolean)
+5
View File
@@ -63,6 +63,11 @@ export const HEAT_WAVE_TRAFFIC = 1.5
export const HEAT_WAVE_CEILING = 1.25
/** Street crews close the road; a handful of regulars still find you. */
export const STREET_CREW_TRAFFIC = 0.2
/** A fair or a parade: the whole town is out, and out to spend. */
export const FESTIVAL_TRAFFIC = 1.9
export const FESTIVAL_CEILING = 1.2
/** A stand on the next corner takes a little under half the street. */
export const RIVAL_TRAFFIC = 0.58
/** Signs: +20% for the first, tailing off to a hard ceiling near +50%. */
export function signFactor(signs: number): number {
+29 -6
View File
@@ -1,6 +1,9 @@
import {
FESTIVAL_CEILING,
FESTIVAL_TRAFFIC,
HEAT_WAVE_CEILING,
HEAT_WAVE_TRAFFIC,
RIVAL_TRAFFIC,
STREET_CREW_TRAFFIC,
SIGN_COST,
WEATHER,
@@ -9,14 +12,14 @@ import {
signFactor,
} from './constants'
import { chance, type Rng } from './rng'
import type { DayConditions, DayResult, Decision, Player, Weather } from './types'
import type { CarryOver, DayConditions, DayResult, Decision, Player, Weather } from './types'
/**
* Roll the weather and the day's events. The storm is decided here but must
* not be shown to the player until their money is committed - that is the
* whole cruelty of a cloudy day.
*/
export function rollDay(day: number, rng: Rng, streetCrewYesterday: boolean): DayConditions {
export function rollDay(day: number, rng: Rng, yesterday: CarryOver): DayConditions {
const roll = rng()
let weather: Weather
if (roll < 0.5) weather = 'sunny'
@@ -29,9 +32,22 @@ export function rollDay(day: number, rng: Rng, streetCrewYesterday: boolean): Da
const heatWave = weather === 'hot' && chance(rng, 0.35)
const storm = weather === 'cloudy' && chance(rng, 0.25)
// Road works run for two days once they start, and never on day 1 or 2.
const streetCrew = day > 2 && (streetCrewYesterday ? chance(rng, 0.5) : chance(rng, 0.12))
const streetCrew = day > 2 && (yesterday.streetCrew ? chance(rng, 0.5) : chance(rng, 0.12))
// Nobody holds a fair on a dug-up street, or in the rain.
const festival = day > 1 && !streetCrew && !storm && chance(rng, 0.1)
// A rival sets up once there is business worth taking, and lingers.
const rival = day > 3 && (yesterday.rival ? chance(rng, 0.6) : chance(rng, 0.14))
return { day, weather, heatWave, streetCrew, storm, costPerGlass: costPerGlass(day) }
return {
day,
weather,
heatWave,
streetCrew,
festival,
rival,
storm,
costPerGlass: costPerGlass(day),
}
}
/** The most glasses a player can pay for today, given signs already planned. */
@@ -59,6 +75,11 @@ export function simulate(
ceiling *= HEAT_WAVE_CEILING
}
if (cond.streetCrew) traffic *= STREET_CREW_TRAFFIC
if (cond.festival) {
traffic *= FESTIVAL_TRAFFIC
ceiling *= FESTIVAL_CEILING
}
if (cond.rival) traffic *= RIVAL_TRAFFIC
const demand =
traffic *
@@ -99,8 +120,10 @@ export function streetBusyness(cond: DayConditions): number {
if (cond.storm) return 0.18
const base = WEATHER[cond.weather].traffic / 140
const heat = cond.heatWave ? 1.35 : 1
const crew = cond.streetCrew ? 0.2 : 1
return Math.max(0, Math.min(1, base * heat * crew))
const crew = cond.streetCrew ? STREET_CREW_TRAFFIC : 1
const fair = cond.festival ? 1.6 : 1
const rival = cond.rival ? RIVAL_TRAFFIC : 1
return Math.max(0, Math.min(1, base * heat * crew * fair * rival))
}
/** How busy it actually was, from the glasses that crossed the counter. */
+48 -53
View File
@@ -1,6 +1,14 @@
export const HIGH_SCORE_KEY = 'lemonade.highscores.v1'
const KEY = HIGH_SCORE_KEY
export const MAX_SCORES = 10
/**
* The leaderboard is one table shared by everybody, held by the scores
* service rather than the browser. Nothing about it is trusted on the way in:
* the server decides what is plausible, and the client re-checks the shape of
* whatever comes back before putting it on screen.
*/
const BASE = (import.meta.env.VITE_SCORES_API ?? '/api').replace(/\/+$/, '')
const TIMEOUT_MS = 8000
export const MAX_SCORES = 50
export interface Score {
id: string
@@ -9,15 +17,14 @@ export interface Score {
assets: number
days: number
glasses: number
seed: number
/** Epoch milliseconds, for the tie-break and the date column. */
at: number
broke: boolean
}
export type NewScore = Omit<Score, 'id' | 'at'>
const isScore = (v: unknown): v is Score => {
/** Rows arrive over the network, so every field is checked before use. */
function isScore(v: unknown): v is Score {
if (typeof v !== 'object' || v === null) return false
const s = v as Record<string, unknown>
return (
@@ -26,58 +33,46 @@ const isScore = (v: unknown): v is Score => {
Number.isFinite(s.assets) &&
Number.isFinite(s.days) &&
Number.isFinite(s.glasses) &&
Number.isFinite(s.seed) &&
Number.isFinite(s.at) &&
typeof s.broke === 'boolean'
)
}
const rank = (a: Score, b: Score) => b.assets - a.assets || a.days - b.days || a.at - b.at
const parseBoard = (body: unknown): Score[] => {
const rows = (body as { scores?: unknown })?.scores
if (!Array.isArray(rows)) return []
return rows
.filter(isScore)
.map((s) => ({ ...s, name: s.name.slice(0, 12) }))
.slice(0, MAX_SCORES)
}
/**
* Anything already in storage was written by someone who can edit it freely,
* so every field is checked before it is trusted.
*/
export function loadScores(): Score[] {
try {
const raw = window.localStorage.getItem(KEY)
if (!raw) return []
const parsed: unknown = JSON.parse(raw)
if (!Array.isArray(parsed)) return []
return parsed
.filter(isScore)
.map((s) => ({ ...s, name: s.name.slice(0, 12).toUpperCase() }))
.sort(rank)
.slice(0, MAX_SCORES)
} catch {
// Private windows, blocked site data, or corrupt JSON: play without a table.
return []
async function call(path: string, init?: RequestInit): Promise<unknown> {
const res = await fetch(`${BASE}${path}`, {
...init,
signal: AbortSignal.timeout(TIMEOUT_MS),
headers: { 'content-type': 'application/json', ...(init?.headers ?? {}) },
})
const body: unknown = await res.json().catch(() => null)
if (!res.ok) {
const why = (body as { error?: string })?.error
throw new Error(why ?? `scores service returned ${res.status}`)
}
return body
}
export async function fetchScores(): Promise<Score[]> {
return parseBoard(await call('/scores'))
}
/** Posts a whole table's worth of players at once and returns the new board. */
export async function submitScores(
entries: NewScore[],
): Promise<{ ids: string[]; scores: Score[] }> {
const body = await call('/scores', { method: 'POST', body: JSON.stringify({ entries }) })
const ids = (body as { ids?: unknown })?.ids
return {
ids: Array.isArray(ids) ? ids.filter((i): i is string => typeof i === 'string') : [],
scores: parseBoard(body),
}
}
function persist(scores: Score[]): void {
try {
window.localStorage.setItem(KEY, JSON.stringify(scores))
} catch {
// Nothing to do - the run still shows in the table until the tab closes.
}
}
const newId = () =>
typeof crypto !== 'undefined' && 'randomUUID' in crypto
? crypto.randomUUID()
: `${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 10)}`
/**
* Returns the saved table and the ids of the entries this call added. The
* table only ever loses a row by being pushed past MAX_SCORES by a better
* one - there is no way to clear it.
*/
export function addScores(entries: NewScore[]): { table: Score[]; added: string[] } {
const at = Date.now()
const fresh: Score[] = entries.map((e) => ({ ...e, id: newId(), at }))
const table = [...loadScores(), ...fresh].sort(rank).slice(0, MAX_SCORES)
persist(table)
const kept = new Set(table.map((s) => s.id))
return { table, added: fresh.filter((s) => kept.has(s.id)).map((s) => s.id) }
}
+8 -5
View File
@@ -1,6 +1,6 @@
import { STARTING_ASSETS } from './constants'
import { isBankrupt } from './engine'
import type { DayConditions, DayResult, Decision, Phase, Player } from './types'
import type { CarryOver, DayConditions, DayResult, Decision, Phase, Player } from './types'
export interface GameState {
phase: Phase
@@ -13,8 +13,8 @@ export interface GameState {
decisions: Record<number, Decision>
results: DayResult[]
history: DayResult[]
/** True while road works were in progress yesterday, so they can run on. */
streetCrewYesterday: boolean
/** Conditions in force yesterday, so the ones that persist can run on. */
yesterday: CarryOver
retired: boolean
/** Where the high score table was opened from, so BACK can return there. */
scoresReturn: Phase
@@ -30,7 +30,7 @@ export const initialState = (seed: number, phase: Phase = 'boot'): GameState =>
decisions: {},
results: [],
history: [],
streetCrewYesterday: false,
yesterday: { streetCrew: false, rival: false },
retired: false,
scoresReturn: 'title',
})
@@ -117,7 +117,10 @@ export function reducer(state: GameState, action: Action): GameState {
phase: 'trading',
results: action.results,
history: [...state.history, ...action.results],
streetCrewYesterday: state.conditions?.streetCrew ?? false,
yesterday: {
streetCrew: state.conditions?.streetCrew ?? false,
rival: state.conditions?.rival ?? false,
},
players: state.players.map((p) => {
const r = byId.get(p.id)
if (!r) return p
+11
View File
@@ -20,12 +20,23 @@ export interface DayConditions {
day: number
weather: Weather
heatWave: boolean
/** Road works. The street empties and they tend to stay a second day. */
streetCrew: boolean
/** A town event: half of Lemonsville walks past, and in a spending mood. */
festival: boolean
/** Somebody else has set up on the next corner and takes a share. */
rival: boolean
/** Only ever true on a cloudy day, and only revealed after decisions are locked in. */
storm: boolean
costPerGlass: number
}
/** Conditions that run on into tomorrow rather than being rolled fresh. */
export interface CarryOver {
streetCrew: boolean
rival: boolean
}
export interface DayResult {
playerId: number
decision: Decision