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.
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If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.
+82
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@@ -0,0 +1,82 @@
# Notice, credits and provenance
## What this is
An independent reimplementation of the lemonade-stand business simulation that
went round schools and home computers from the 1970s onward, written from
scratch in TypeScript in 2026.
## Credit where it is due
- **Bob Jamison**, Minnesota Educational Computing Consortium (MECC), 1973 —
wrote the original *Lemonade Stand* for time-shared systems.
- **Charlie Kellner**, 1979 — wrote the Apple II version that most people
actually remember, distributed by Apple Computer.
- Every magazine and type-in book that carried a listing of it, which is how a
lot of us first met the thing.
This project is not affiliated with, endorsed by, or connected to MECC, its
successors, or Apple. No original source code was used, consulted or copied.
## How this code came to exist
Clean-room, and worth being specific about because it is what makes the licence
below meaningful:
- **The simulation is ours.** The demand curve, the weather profiles, the sign
returns and the event probabilities in `src/game/constants.ts` are a
reconstruction, tuned by running several hundred headless seasons until the
game *behaved* the way it is remembered. It is not the original arithmetic,
and it is documented as a reconstruction in the source.
- **The rules are not ours to own.** Buy glasses, buy signs, set a price, read
the weather — game mechanics are ideas rather than expression, and nobody
gets to fence them off. We use them freely and so may you.
- **The artwork and the music are ours.** Every pixel is SVG drawn in code and
every note is generated by the synth in `src/audio/`. There are no imported
assets of any kind.
## The one place we are standing on someone else's work
Some **on-screen wording** is reproduced from the original from memory, because
it is the part people remember word for word:
| Where | Text |
| --- | --- |
| `IntroScreen.tsx` | "HI! WELCOME TO LEMONSVILLE, CALIFORNIA!" and the paragraph after it |
| `ReportScreen.tsx` | "$$ LEMONSVILLE DAILY FINANCIAL REPORT $$" |
| `TradingScreen.tsx` | the thunderstorm message |
| `BriefingScreen.tsx` | the street-crew and heat-wave messages |
Short functional labels (`GLASSES SOLD`, `WEATHER REPORT: SUNNY`) are hard to
express any other way and are not really anyone's creative property. The longer
passages are a different matter: they are someone's writing, quoted here as
homage rather than authored by us. We cannot license what we did not write, so
that wording is **not** covered by this project's licence and is used on a
fair-use/de-minimis footing.
If that footing is not comfortable for a given use, the fix is small and
self-contained: rewrite those few strings in your own voice. Nothing else in
the project depends on them.
The name *Lemonade Stand* is descriptive and is used descriptively. It is not
claimed as a mark of this project.
## Licence
Copyright (C) 2026 John Coffey.
This program is free software: you can redistribute it and/or modify it under
the terms of the **GNU Affero General Public License** as published by the Free
Software Foundation, either version 3 of the License, or (at your option) any
later version — see [LICENSE](LICENSE).
AGPL rather than plain GPL because the leaderboard is a network service: §13
means anyone who runs a modified copy of this for other people over a network
has to offer them its source. Running the game without the scores service is
entirely supported and imposes nothing extra.
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU Affero General Public License for more details.
*None of the above is legal advice.*
+58 -22
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@@ -38,6 +38,9 @@ pocket money.
glass you made. glass you made.
- Street crews close the road now and then, and they tend to stay for a - Street crews close the road now and then, and they tend to stay for a
second day. second day.
- The summer fair brings half the town past your stand, in a spending mood.
- A rival sometimes sets up on the next corner and takes a share of the
street until they get bored and move on.
- Signs work, but with sharp diminishing returns — the fourth one barely - Signs work, but with sharp diminishing returns — the fourth one barely
earns its 15 cents. earns its 15 cents.
@@ -50,21 +53,20 @@ as long as you like; **RETIRE** closes the books and shows the standings.
## High scores ## High scores
Retiring writes every player's closing balance to a top-ten table kept in One board, shared by everybody. Retiring posts every player's closing balance
`localStorage`, reachable from the title screen and from the standings. Runs to the scores service, and the top 50 comes back ranked best first — ties break
from the summer you just finished are picked out in yellow. Ties break on the on the shorter season, then the earlier date. Runs from the summer you just
shorter season, then on the earlier date. finished are picked out in yellow.
There is no way to clear the table. A stand leaves the list only by being There is no way to clear it. A stand leaves the list only by being pushed off
pushed off the bottom by a better one, so a good summer stands until somebody the bottom by a better one, so a good summer stands until somebody beats it.
beats it.
The table is per-browser, not per-device, and it is the one piece of state the The board lives in `server/`, not in the browser, so it is the one part of the
game keeps between visits. Anything already in storage can be edited by hand, game that needs a line out. With the service unreachable the game plays exactly
so every field is validated on the way back in and malformed rows are dropped as normal and the board says so plainly rather than breaking; posting happens
rather than trusted. If storage is unavailable — a private window, or a browser behind the closing standings, so a slow network never holds up the end of a
set to block site data — the game plays normally and the table simply stays season. See [server/README.md](server/README.md) for the API, the validation
empty. and what a board with no accounts can and cannot promise.
## How it is put together ## How it is put together
@@ -110,8 +112,9 @@ than the tube, `Fit` scales it down rather than clipping or scrolling it.
### The people on the street ### The people on the street
How many figures walk on is driven by trade, not decoration. Before you have How many figures walk on is driven by trade, not decoration. Before you have
priced anything it comes from the forecast — a hot day fills the pavement, road priced anything it comes from the forecast and the day's conditions — a hot day
works empty it, a downpour leaves one soul hurrying past under an umbrella. or the fair fills the pavement, road works and a rival empty it, a downpour
leaves one soul hurrying past under an umbrella.
Once the day has traded it comes from the glasses that actually crossed the Once the day has traded it comes from the glasses that actually crossed the
counter, so the report shows you the crowd you earned. In a heat wave they fan counter, so the report shows you the crowd you earned. In a heat wave they fan
themselves. themselves.
@@ -133,11 +136,44 @@ not stutter when React re-renders. `MUSIC` and `SOUND` toggle independently.
## Two people, two browsers ## Two people, two browsers
There is no server and no shared state: the whole game is a static bundle and The game itself is a static bundle and lives entirely in the page. Two people
lives entirely in the page. Two people on two machines, two browsers, or two on two machines, two browsers or two profiles play completely independent
profiles are completely independent — different seeds, different weather, games — different seeds, different weather, different books. Nothing about a
different books. season is shared or synchronised.
The one thing two tabs in the *same* browser profile share is `localStorage`, The only thing they have in common is the leaderboard they both post to at the
which holds the high score table and the skin. They stay in step: each tab end. The skin preference is the one thing still kept in the browser.
listens for the other's writes and refreshes rather than going stale.
## Deploying
Three containers behind the host's nginx, which does TLS and routing and serves
nothing off disk:
| Path | Container | What it is |
| ----------- | ----------------- | -------------------------- |
| `/` | `games-hub` | the list of games |
| `/lemonade/`| `lemonade-web` | this game, a static bundle |
| `/api/` | `lemonade-scores` | the shared leaderboard |
```bash
docker compose -f deploy/compose.yml up -d --build
```
`deploy/nginx-host.conf.example` is the host-side server block. The game's
asset paths are baked in at build time, so `BASE_PATH` in the compose file has
to match the path nginx proxies it to. Only the scores container writes
anything: a named volume holding the SQLite database, which is the one piece of
state that must survive a redeploy.
## Licence
AGPL-3.0-or-later — see [LICENSE](LICENSE).
Affero rather than plain GPL because the leaderboard is a network service:
anyone running a modified copy of it for other people has to offer them the
source. Running the game on its own imposes nothing extra.
The simulation, the artwork and the music are original work. The game's *rules*
are not anyone's property, and some of the on-screen wording is quoted from the
1979 original as homage rather than authored here. [NOTICE.md](NOTICE.md) sets
out exactly what came from where, and credits the people who wrote it first.
+73
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@@ -0,0 +1,73 @@
# games.jcoffey.dev
#
# Three containers, one domain. The host's nginx does TLS and routes paths to
# them; nothing is served off the host's disk.
#
# / -> games-hub the list of games
# /lemonade/ -> lemonade-web the game, a static bundle
# /api/ -> lemonade-scores the shared leaderboard
#
# Run from the repository root:
# docker compose -f deploy/compose.yml up -d --build
services:
games-hub:
build:
context: ..
dockerfile: hub/Dockerfile
image: games-hub:latest
container_name: games-hub
restart: unless-stopped
ports:
- '127.0.0.1:5186:8080'
read_only: true
tmpfs:
- /tmp
- /var/cache/nginx
- /var/run
security_opt:
- no-new-privileges:true
lemonade-web:
build:
context: ..
dockerfile: web/Dockerfile
args:
# Must match the path the host proxies, or asset URLs will be wrong.
BASE_PATH: /lemonade/
image: lemonade-web:latest
container_name: lemonade-web
restart: unless-stopped
ports:
- '127.0.0.1:5185:8080'
read_only: true
tmpfs:
- /tmp
- /var/cache/nginx
- /var/run
security_opt:
- no-new-privileges:true
lemonade-scores:
build:
context: ../server
dockerfile: Dockerfile
image: lemonade-scores:latest
container_name: lemonade-scores
restart: unless-stopped
ports:
- '127.0.0.1:5184:5184'
environment:
TRUST_PROXY: '1'
DB_PATH: /data/scores.db
# The only writable path, and the only state that must survive a redeploy.
volumes:
- lemonade-scores-data:/data
read_only: true
tmpfs:
- /tmp
security_opt:
- no-new-privileges:true
volumes:
lemonade-scores-data:
+50
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@@ -0,0 +1,50 @@
# Host-side nginx for games.jcoffey.dev. TLS, logging and proxying only -
# nothing is read from disk here, every path goes to a container.
#
# Copy into the host's sites-available, adjust the certificate paths, then
# `nginx -t && systemctl reload nginx`.
server {
listen 443 ssl http2;
listen [::]:443 ssl http2;
server_name games.jcoffey.dev;
ssl_certificate /etc/letsencrypt/live/games.jcoffey.dev/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/games.jcoffey.dev/privkey.pem;
access_log /var/log/nginx/games.jcoffey.dev.access.log;
error_log /var/log/nginx/games.jcoffey.dev.error.log;
# The leaderboard. TRUST_PROXY=1 in the container means it reads the
# forwarded address, so the rate limit applies per player rather than
# counting every submission as coming from nginx.
location /api/ {
proxy_pass http://127.0.0.1:5184;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header X-Forwarded-Proto $scheme;
}
location /lemonade/ {
proxy_pass http://127.0.0.1:5185/;
proxy_set_header Host $host;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header X-Forwarded-Proto $scheme;
}
# Everything else is the list of games.
location / {
proxy_pass http://127.0.0.1:5186;
proxy_set_header Host $host;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header X-Forwarded-Proto $scheme;
}
}
server {
listen 80;
listen [::]:80;
server_name games.jcoffey.dev;
return 301 https://$host$request_uri;
}
+8
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@@ -0,0 +1,8 @@
# The front door for games.jcoffey.dev. Static, no build step: adding a game is
# one more card in index.html.
FROM nginx:alpine
COPY hub/nginx.conf /etc/nginx/conf.d/default.conf
COPY hub/public /usr/share/nginx/html
EXPOSE 8080
HEALTHCHECK --interval=30s --timeout=3s --retries=3 \
CMD wget -qO- http://127.0.0.1:8080/healthz >/dev/null || exit 1
+15
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@@ -0,0 +1,15 @@
server {
listen 8080;
server_name _;
root /usr/share/nginx/html;
location / {
try_files $uri $uri/ /index.html;
add_header Cache-Control "no-cache";
}
location = /healthz {
access_log off;
return 200 "ok\n";
}
}
+9
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@@ -0,0 +1,9 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 32 32" shape-rendering="crispEdges">
<rect width="32" height="32" fill="#2b45b8"/>
<rect x="6" y="4" width="20" height="3" fill="#d24b3e"/>
<rect x="6" y="7" width="20" height="3" fill="#f2f6ff"/>
<rect x="10" y="12" width="12" height="12" fill="#f7de5a"/>
<rect x="12" y="10" width="8" height="2" fill="#e0a92b"/>
<rect x="22" y="15" width="3" height="5" fill="#e0a92b"/>
<rect x="6" y="25" width="20" height="3" fill="#8a5a2b"/>
</svg>

After

Width:  |  Height:  |  Size: 505 B

+163
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@@ -0,0 +1,163 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, initial-scale=1" />
<meta name="theme-color" content="#1d1136" />
<title>Games · jcoffey.dev</title>
<meta
name="description"
content="Small browser games. No accounts, no tracking, no installs — just open one and play."
/>
<link rel="icon" href="/favicon.svg" type="image/svg+xml" />
<style>
:root {
--ink: #241640;
--cream: #fff6e6;
--lemon: #ffd93d;
--pink: #ff5d8f;
--teal: #2ec4b6;
--dim: #b9a9e0;
color-scheme: dark;
}
* { box-sizing: border-box; }
body {
margin: 0;
min-height: 100dvh;
padding: clamp(24px, 6vw, 72px) clamp(16px, 5vw, 40px);
background:
radial-gradient(90% 60% at 15% 0%, rgba(255, 93, 143, 0.28) 0%, transparent 60%),
radial-gradient(80% 60% at 90% 15%, rgba(46, 196, 182, 0.24) 0%, transparent 55%),
radial-gradient(120% 90% at 50% 100%, #3a2168 0%, #1d1136 55%, #0e0820 100%);
background-attachment: fixed;
color: var(--cream);
font-family: ui-rounded, "Nunito", "Avenir Next", "Segoe UI", system-ui, sans-serif;
display: flex;
justify-content: center;
}
main { width: min(760px, 100%); }
header { margin-bottom: clamp(28px, 6vw, 48px); }
h1 {
margin: 0;
font-size: clamp(2.4rem, 9vw, 4rem);
font-weight: 900;
letter-spacing: -0.03em;
line-height: 0.95;
color: var(--lemon);
-webkit-text-stroke: 3px var(--ink);
paint-order: stroke fill;
text-shadow: 6px 6px 0 var(--ink);
}
header p {
margin: 1.1rem 0 0;
max-width: 44ch;
color: var(--dim);
font-size: clamp(1rem, 2.6vw, 1.15rem);
line-height: 1.55;
}
ul { list-style: none; margin: 0; padding: 0; display: grid; gap: 20px; }
.game {
display: block;
padding: clamp(18px, 4vw, 28px);
border: 3px solid var(--ink);
border-radius: 22px;
background: linear-gradient(165deg, #5a3a9e 0%, #3c2470 100%);
box-shadow: 7px 7px 0 var(--ink);
color: inherit;
text-decoration: none;
transition: transform 120ms ease, box-shadow 120ms ease;
}
.game:hover, .game:focus-visible {
transform: translate(-3px, -3px);
box-shadow: 10px 10px 0 var(--ink);
outline: none;
}
.game:active { transform: translate(3px, 3px); box-shadow: 3px 3px 0 var(--ink); }
.game h2 {
margin: 0;
font-size: clamp(1.5rem, 4.5vw, 2rem);
font-weight: 900;
letter-spacing: -0.02em;
}
.game p { margin: 0.6rem 0 0; color: var(--dim); line-height: 1.55; max-width: 52ch; }
.tags { margin-top: 1rem; display: flex; flex-wrap: wrap; gap: 8px; }
.tags span {
font-size: 0.78rem;
font-weight: 800;
letter-spacing: 0.06em;
text-transform: uppercase;
padding: 0.28em 0.8em;
border-radius: 999px;
border: 2px solid var(--ink);
background: var(--lemon);
color: var(--ink);
}
.tags span.alt { background: var(--teal); }
.tags span.alt2 { background: var(--pink); color: var(--cream); }
footer {
margin-top: clamp(36px, 8vw, 64px);
color: var(--dim);
font-size: 0.9rem;
line-height: 1.7;
}
footer a { color: var(--lemon); }
@media (prefers-reduced-motion: reduce) {
.game { transition: none; }
}
</style>
</head>
<body>
<main>
<header>
<h1>Games</h1>
<p>
Small browser games. Nothing to install, no account to make, and no
tracking — open one and play.
</p>
</header>
<ul>
<li>
<a class="game" href="/lemonade/">
<h2>Lemonade Stand</h2>
<p>
The 1979 business sim, rebuilt. Read the weather, buy your glasses,
price the jug and hope it doesn't rain. Play it as the Atari left
it, or in a cel-shaded remaster with a funk band — same rules
either way.
</p>
<div class="tags">
<span>1&ndash;4 players</span>
<span class="alt">Leaderboard</span>
<span class="alt2">Remastered</span>
</div>
</a>
</li>
</ul>
<footer>
<p>
Free software, AGPL-3.0-or-later. Built by John Coffey.
</p>
</footer>
</main>
</body>
</html>
+9 -4
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@@ -1,13 +1,15 @@
{ {
"name": "lemonade", "name": "lemonade-stand",
"private": true, "private": true,
"version": "0.0.0", "version": "1.0.0",
"type": "module", "type": "module",
"scripts": { "scripts": {
"dev": "vite", "dev": "vite",
"build": "tsc -b && vite build", "build": "tsc -b && vite build",
"lint": "oxlint", "lint": "oxlint",
"preview": "vite preview" "preview": "vite preview",
"scores": "node --watch server/src/index.ts",
"dev:all": "node scripts/dev-all.mjs"
}, },
"dependencies": { "dependencies": {
"react": "^19.2.8", "react": "^19.2.8",
@@ -21,5 +23,8 @@
"oxlint": "^1.79.0", "oxlint": "^1.79.0",
"typescript": "~6.0.2", "typescript": "~6.0.2",
"vite": "^8.2.2" "vite": "^8.2.2"
} },
"description": "A browser recreation of the Atari 8-bit BASIC classic, with a cel-shaded remaster.",
"license": "AGPL-3.0-or-later",
"author": "John Coffey"
} }
+17
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@@ -0,0 +1,17 @@
// Runs the game and the scores service together, so `npm run dev:all` is all
// you need for a working leaderboard on localhost.
import { spawn } from 'node:child_process'
const children = [
spawn('npm', ['run', 'scores'], { stdio: 'inherit', shell: false }),
spawn('npm', ['run', 'dev'], { stdio: 'inherit', shell: false }),
]
const stop = () => {
for (const c of children) c.kill('SIGTERM')
process.exit(0)
}
process.on('SIGINT', stop)
process.on('SIGTERM', stop)
for (const c of children) c.on('exit', stop)
+22
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@@ -0,0 +1,22 @@
# node:sqlite is built into the runtime and the server runs straight from
# TypeScript, so there is no build stage, no compiler and no native module.
FROM node:26-alpine
ENV NODE_ENV=production \
PORT=5184 \
DB_PATH=/data/scores.db \
TRUST_PROXY=1
WORKDIR /app
COPY src ./src
# The database is the only writable path; everything else can stay read-only.
RUN mkdir -p /data && chown -R node:node /data
USER node
VOLUME ["/data"]
EXPOSE 5184
HEALTHCHECK --interval=30s --timeout=3s --start-period=5s --retries=3 \
CMD node -e "fetch('http://127.0.0.1:5184/api/health').then(r=>process.exit(r.ok?0:1)).catch(()=>process.exit(1))"
CMD ["node", "src/index.ts"]
+71
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@@ -0,0 +1,71 @@
# Lemonade scores service
The leaderboard everybody shares. A single Node process with SQLite, no build
step and no native modules: `node:sqlite` ships with the runtime and Node runs
the TypeScript directly.
## API
| Method | Path | Purpose |
| ------ | -------------- | ------------------------------------------- |
| GET | `/api/health` | liveness, used by the container healthcheck |
| GET | `/api/scores` | the top 50, best first |
| POST | `/api/scores` | submit 14 players from one finished season |
```jsonc
// POST /api/scores
{ "entries": [ { "name": "ADA", "assets": 4635, "days": 12,
"glasses": 800, "seed": 1234, "broke": false } ] }
// 201 -> { "ids": ["17"], "scores": [ ...the new board... ] }
```
## What it does and does not guarantee
Everything in a request is treated as hostile. Names are forced to a printable
uppercase subset and cut to 12 characters. Every number must be an integer in
range, and a score is refused if it could not have happened: assets above
`$2.00 + $25 a day`, or glasses above 400 a day, are rejected as impossible for
the days claimed. Bodies are capped at 4 KB and submissions at 30 an hour per
address, which is why `TRUST_PROXY=1` matters behind nginx — otherwise every
request looks like it came from the proxy.
**It cannot prove a score is real.** There are no accounts and no signing, so
anyone willing to craft a request can post a plausible score under any name.
The checks stop nonsense and casual spam, not a determined forger. That is a
deliberate trade for a game with no sign-up; if the board ever needs to be
trustworthy it needs identities, which is a different piece of work.
Only the best 500 rows are kept; the rest are pruned on write.
## Running it
```bash
npm run scores # from the repo root, on :5184
npm run dev:all # game and scores service together
```
Environment: `PORT` (5184), `DB_PATH` (`./data/scores.db`), `TRUST_PROXY`
(`1` behind a proxy).
## Deploying
```bash
docker compose -f server/compose.yml up -d --build
```
The container is read-only apart from the named volume holding the database —
that volume is the one piece of state that must survive a redeploy. In front
of it, nginx terminates TLS and proxies `/api/` through:
```nginx
location /api/ {
proxy_pass http://127.0.0.1:5184;
proxy_set_header Host $host;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header X-Forwarded-Proto $scheme;
}
```
The game itself is a static bundle and needs no server; point it at another
origin with `VITE_SCORES_API=https://example.org/api` at build time, or serve
both from one origin and leave it on the default `/api`.
+181
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@@ -0,0 +1,181 @@
import { createServer, type IncomingMessage, type ServerResponse } from 'node:http'
import { DatabaseSync } from 'node:sqlite'
import { mkdirSync } from 'node:fs'
import { dirname } from 'node:path'
import { MAX_ENTRIES_PER_POST, validateBatch } from './validate.ts'
const PORT = Number(process.env.PORT ?? 5184)
const DB_PATH = process.env.DB_PATH ?? './data/scores.db'
/** Behind nginx the socket address is the proxy, so take the forwarded hop. */
const TRUST_PROXY = process.env.TRUST_PROXY === '1'
const BOARD_LIMIT = 50
/** Rows kept on disk. The board only ever shows the top of this. */
const KEEP_ROWS = 500
const MAX_BODY_BYTES = 4096
mkdirSync(dirname(DB_PATH), { recursive: true })
const db = new DatabaseSync(DB_PATH)
db.exec(`
PRAGMA journal_mode = WAL;
CREATE TABLE IF NOT EXISTS scores (
id INTEGER PRIMARY KEY AUTOINCREMENT,
name TEXT NOT NULL,
assets INTEGER NOT NULL,
days INTEGER NOT NULL,
glasses INTEGER NOT NULL,
seed INTEGER NOT NULL,
broke INTEGER NOT NULL,
created_at INTEGER NOT NULL
);
CREATE INDEX IF NOT EXISTS scores_rank
ON scores (assets DESC, days ASC, created_at ASC);
`)
const selectTop = db.prepare(
`SELECT id, name, assets, days, glasses, broke, created_at
FROM scores ORDER BY assets DESC, days ASC, created_at ASC LIMIT ?`,
)
const insertScore = db.prepare(
`INSERT INTO scores (name, assets, days, glasses, seed, broke, created_at)
VALUES (?, ?, ?, ?, ?, ?, ?)`,
)
const prune = db.prepare(
`DELETE FROM scores WHERE id NOT IN (
SELECT id FROM scores ORDER BY assets DESC, days ASC, created_at ASC LIMIT ?
)`,
)
// ---------------------------------------------------------------- throttle
interface Bucket {
count: number
resetAt: number
}
const posts = new Map<string, Bucket>()
const POST_WINDOW_MS = 60 * 60 * 1000
const POST_LIMIT = 30
function overPostLimit(ip: string): boolean {
const now = Date.now()
const b = posts.get(ip)
if (!b || now > b.resetAt) {
posts.set(ip, { count: 1, resetAt: now + POST_WINDOW_MS })
return false
}
b.count += 1
return b.count > POST_LIMIT
}
// Buckets are tiny, but a long-lived process should still not hoard them.
setInterval(() => {
const now = Date.now()
for (const [ip, b] of posts) if (now > b.resetAt) posts.delete(ip)
}, POST_WINDOW_MS).unref()
function clientIp(req: IncomingMessage): string {
if (TRUST_PROXY) {
const fwd = req.headers['x-forwarded-for']
const first = (Array.isArray(fwd) ? fwd[0] : fwd)?.split(',')[0]?.trim()
if (first) return first
}
return req.socket.remoteAddress ?? 'unknown'
}
// ------------------------------------------------------------------ replies
function send(res: ServerResponse, status: number, body: unknown) {
const payload = JSON.stringify(body)
res.writeHead(status, {
'content-type': 'application/json; charset=utf-8',
'cache-control': 'no-store',
// A public board with no cookies and no credentials.
'access-control-allow-origin': '*',
'access-control-allow-methods': 'GET, POST, OPTIONS',
'access-control-allow-headers': 'content-type',
'access-control-max-age': '86400',
})
res.end(payload)
}
function readBody(req: IncomingMessage): Promise<string> {
return new Promise((resolve, reject) => {
let size = 0
const chunks: Buffer[] = []
req.on('data', (c: Buffer) => {
size += c.length
if (size > MAX_BODY_BYTES) {
reject(new Error('body too large'))
req.destroy()
return
}
chunks.push(c)
})
req.on('end', () => resolve(Buffer.concat(chunks).toString('utf8')))
req.on('error', reject)
})
}
// ------------------------------------------------------------------- routes
const board = () =>
(selectTop.all(BOARD_LIMIT) as Record<string, unknown>[]).map((r) => ({
id: String(r.id),
name: r.name as string,
assets: r.assets as number,
days: r.days as number,
glasses: r.glasses as number,
broke: r.broke === 1,
at: r.created_at as number,
}))
const server = createServer(async (req, res) => {
const url = new URL(req.url ?? '/', `http://${req.headers.host ?? 'localhost'}`)
const path = url.pathname.replace(/\/+$/, '') || '/'
if (req.method === 'OPTIONS') return send(res, 204, {})
if (path === '/api/health') return send(res, 200, { ok: true })
if (path === '/api/scores' && req.method === 'GET') {
return send(res, 200, { scores: board() })
}
if (path === '/api/scores' && req.method === 'POST') {
const ip = clientIp(req)
if (overPostLimit(ip)) return send(res, 429, { error: 'too many submissions' })
let parsed: unknown
try {
parsed = JSON.parse(await readBody(req))
} catch {
return send(res, 400, { error: 'invalid JSON' })
}
const check = validateBatch(parsed)
if (!check.ok) return send(res, 400, { error: check.why })
const now = Date.now()
const ids: string[] = []
for (const e of check.entries) {
const info = insertScore.run(e.name, e.assets, e.days, e.glasses, e.seed, e.broke ? 1 : 0, now)
ids.push(String(info.lastInsertRowid))
}
prune.run(KEEP_ROWS)
return send(res, 201, { ids, scores: board() })
}
send(res, 404, { error: 'not found' })
})
server.listen(PORT, () => {
console.log(`[scores] listening on :${PORT}, db ${DB_PATH}, max ${MAX_ENTRIES_PER_POST}/post`)
})
for (const sig of ['SIGINT', 'SIGTERM'] as const) {
process.on(sig, () => {
server.close(() => {
db.close()
process.exit(0)
})
})
}
+86
View File
@@ -0,0 +1,86 @@
/**
* Everything here treats the request body as hostile. A public leaderboard
* with no accounts cannot prove a score is real - what it can do is refuse
* anything impossible, keep names printable, and stop one client filling the
* table on its own.
*/
export interface Entry {
name: string
assets: number
days: number
glasses: number
seed: number
broke: boolean
}
export const MAX_ENTRIES_PER_POST = 4
export const NAME_MAX = 12
/** The simulation's best possible day is about $12.50; $25 leaves headroom. */
const MAX_CENTS_PER_DAY = 2500
const STARTING_ASSETS = 200
const MAX_GLASSES_PER_DAY = 400
const MAX_DAYS = 365
const isInt = (v: unknown, lo: number, hi: number): v is number =>
typeof v === 'number' && Number.isInteger(v) && v >= lo && v <= hi
/** Printable, uppercase, and short enough to fit the board. */
export function cleanName(raw: unknown): string {
if (typeof raw !== 'string') return 'ANON'
const cleaned = raw
.toUpperCase()
.replace(/[^A-Z0-9 .'-]/g, '')
.replace(/\s+/g, ' ')
.trim()
.slice(0, NAME_MAX)
return cleaned || 'ANON'
}
export type Validated = { ok: true; entry: Entry } | { ok: false; why: string }
export function validateEntry(raw: unknown): Validated {
if (typeof raw !== 'object' || raw === null) return { ok: false, why: 'not an object' }
const e = raw as Record<string, unknown>
if (!isInt(e.days, 1, MAX_DAYS)) return { ok: false, why: 'days out of range' }
if (!isInt(e.assets, 0, 10_000_00)) return { ok: false, why: 'assets out of range' }
if (!isInt(e.glasses, 0, MAX_DAYS * MAX_GLASSES_PER_DAY))
return { ok: false, why: 'glasses out of range' }
if (!isInt(e.seed, 0, 9_999_999)) return { ok: false, why: 'seed out of range' }
if (typeof e.broke !== 'boolean') return { ok: false, why: 'broke must be a boolean' }
// No stand can earn more than the simulation allows in the days it traded.
if (e.assets > STARTING_ASSETS + e.days * MAX_CENTS_PER_DAY)
return { ok: false, why: 'assets impossible for that many days' }
if (e.glasses > e.days * MAX_GLASSES_PER_DAY)
return { ok: false, why: 'glasses impossible for that many days' }
return {
ok: true,
entry: {
name: cleanName(e.name),
assets: e.assets,
days: e.days,
glasses: e.glasses,
seed: e.seed,
broke: e.broke,
},
}
}
export function validateBatch(raw: unknown): { ok: true; entries: Entry[] } | { ok: false; why: string } {
const list = Array.isArray(raw) ? raw : (raw as { entries?: unknown })?.entries
if (!Array.isArray(list)) return { ok: false, why: 'expected an array of entries' }
if (list.length === 0) return { ok: false, why: 'no entries' }
if (list.length > MAX_ENTRIES_PER_POST) return { ok: false, why: 'too many entries' }
const entries: Entry[] = []
for (const item of list) {
const v = validateEntry(item)
if (!v.ok) return v
entries.push(v.entry)
}
return { ok: true, entries }
}
+6
View File
@@ -452,6 +452,12 @@ html[data-skin='modern'] .statusbar {
.cel-sign { font-size: 21px; fill: #d1483f; letter-spacing: 0.5px; } .cel-sign { font-size: 21px; fill: #d1483f; letter-spacing: 0.5px; }
.cel-price { font-size: 12px; fill: #5a3ea8; } .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; } .cel-rays { animation: cel-spin 72s linear infinite; }
@keyframes cel-spin { to { transform: rotate(360deg); } } @keyframes cel-spin { to { transform: rotate(360deg); } }
+45 -31
View File
@@ -5,16 +5,16 @@ import { synth } from './audio/synth'
import { WEATHER } from './game/constants' import { WEATHER } from './game/constants'
import { dollars, randomSeed, rollDay, simulate } from './game/engine' import { dollars, randomSeed, rollDay, simulate } from './game/engine'
import { makeRng, type Rng } from './game/rng' 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 { activePlayers, initialState, reducer } from './game/reducer'
import type { Decision } from './game/types' import type { CarryOver, Decision } from './game/types'
import { useSkin } from './skin' import { useSkin } from './skin'
import { BootScreen } from './components/BootScreen' import { BootScreen } from './components/BootScreen'
import { BriefingScreen } from './components/BriefingScreen' import { BriefingScreen } from './components/BriefingScreen'
import { Btn, Crt, Fit } from './components/Crt' import { Btn, Crt, Fit } from './components/Crt'
import { DecideScreen } from './components/DecideScreen' import { DecideScreen } from './components/DecideScreen'
import { GameOverScreen } from './components/GameOverScreen' import { GameOverScreen } from './components/GameOverScreen'
import { HighScoreScreen } from './components/HighScoreScreen' import { HighScoreScreen, type BoardState } from './components/HighScoreScreen'
import { IntroScreen } from './components/IntroScreen' import { IntroScreen } from './components/IntroScreen'
import { ReportScreen } from './components/ReportScreen' import { ReportScreen } from './components/ReportScreen'
import { TradingScreen } from './components/TradingScreen' import { TradingScreen } from './components/TradingScreen'
@@ -30,7 +30,8 @@ export default function App() {
const [sfx, setSfx] = useState(true) const [sfx, setSfx] = useState(true)
const started = useRef(false) const started = useRef(false)
const { skin, toggle: toggleSkin } = useSkin() 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 [freshScores, setFreshScores] = useState<string[]>([])
const active = activePlayers(state) const active = activePlayers(state)
@@ -65,17 +66,15 @@ export default function App() {
synth.setSfx(sfx) synth.setSfx(sfx)
}, [sfx]) }, [sfx])
/** /** The board lives in town, so it is fetched rather than remembered. */
* Two tabs in one browser share localStorage. Nothing else is shared - the const loadBoard = useCallback(async () => {
* game itself lives entirely in the page - but the table should not go setBoardState('loading')
* stale just because the other tab finished a season first. try {
*/ setScores(await fetchScores())
useEffect(() => { setBoardState('ready')
const onStorage = (e: StorageEvent) => { } catch {
if (e.key === HIGH_SCORE_KEY || e.key === null) setScores(loadScores()) setBoardState('error')
} }
window.addEventListener('storage', onStorage)
return () => window.removeEventListener('storage', onStorage)
}, []) }, [])
const blip = useCallback(() => synth.blip(), []) const blip = useCallback(() => synth.blip(), [])
@@ -101,8 +100,8 @@ export default function App() {
// -------------------------------------------------------------- handlers // -------------------------------------------------------------- handlers
const beginDay = useCallback( const beginDay = useCallback(
(day: number, streetCrewYesterday: boolean) => { (day: number, yesterday: CarryOver) => {
const conditions = rollDay(day, rng.current, streetCrewYesterday) const conditions = rollDay(day, rng.current, yesterday)
dispatch({ type: 'BEGIN_DAY', conditions }) dispatch({ type: 'BEGIN_DAY', conditions })
if (conditions.heatWave) synth.heat() if (conditions.heatWave) synth.heat()
else if (conditions.weather === 'sunny') synth.sunshine() else if (conditions.weather === 'sunny') synth.sunshine()
@@ -114,7 +113,7 @@ export default function App() {
wake() wake()
synth.select() synth.select()
dispatch({ type: 'START', names }) dispatch({ type: 'START', names })
beginDay(1, false) beginDay(1, { streetCrew: false, rival: false })
} }
const submit = (decision: Decision) => { const submit = (decision: Decision) => {
@@ -140,27 +139,36 @@ export default function App() {
const nextDay = () => { const nextDay = () => {
synth.select() synth.select()
dispatch({ type: 'NEXT_DAY' }) 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 = () => { const retire = () => {
synth.fanfare() synth.fanfare()
const glassesFor = (id: number) => const glassesFor = (id: number) =>
state.history.reduce((n, r) => (r.playerId === id ? n + r.glassesSold : n), 0) state.history.reduce((n, r) => (r.playerId === id ? n + r.glassesSold : n), 0)
const { table, added } = addScores( const entries = state.players.map((p) => ({
state.players.map((p) => ({ name: p.name,
name: p.name, assets: p.assets,
assets: p.assets, days: p.bankruptDay ?? state.day,
days: p.bankruptDay ?? state.day, glasses: glassesFor(p.id),
glasses: glassesFor(p.id), seed: state.seed,
seed: state.seed, broke: p.bankrupt,
broke: p.bankrupt, }))
})),
)
setScores(table)
setFreshScores(added)
dispatch({ type: 'RETIRE' }) dispatch({ type: 'RETIRE' })
setBoardState('loading')
submitScores(entries)
.then(({ ids, scores: table }) => {
setScores(table)
setFreshScores(ids)
setBoardState('ready')
})
.catch(() => setBoardState('error'))
} }
const restart = () => { const restart = () => {
@@ -174,6 +182,7 @@ export default function App() {
wake() wake()
synth.select() synth.select()
dispatch({ type: 'SHOW_SCORES' }) dispatch({ type: 'SHOW_SCORES' })
if (boardState !== 'ready') void loadBoard()
} }
// ---------------------------------------------------------------- render // ---------------------------------------------------------------- render
@@ -317,11 +326,16 @@ export default function App() {
{state.phase === 'scores' && ( {state.phase === 'scores' && (
<HighScoreScreen <HighScoreScreen
scores={scores} scores={scores}
state={boardState}
highlight={freshScores} highlight={freshScores}
onBack={() => { onBack={() => {
synth.select() synth.select()
dispatch({ type: 'CLOSE_SCORES' }) dispatch({ type: 'CLOSE_SCORES' })
}} }}
onRetry={() => {
synth.select()
void loadBoard()
}}
/> />
)} )}
</Fit> </Fit>
+16
View File
@@ -39,6 +39,22 @@ export function BriefingScreen({
<Line className="warn">STREET.</Line> <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 /> <Line />
<div className="row center"> <div className="row center">
<Btn kind="primary" onClick={onContinue}> <Btn kind="primary" onClick={onContinue}>
+38 -1
View File
@@ -86,7 +86,7 @@ export function CelScene({
traffic?: number traffic?: number
variant?: 'full' | 'strip' variant?: 'full' | 'strip'
}) { }) {
const { weather, heatWave, streetCrew, storm } = conditions const { weather, heatWave, streetCrew, festival, rival, storm } = conditions
const key = storm ? 'storm' : weather const key = storm ? 'storm' : weather
const m = MOODS[key] ?? MOODS.sunny const m = MOODS[key] ?? MOODS.sunny
const daylight = !storm && weather !== 'cloudy' 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="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" /> <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 --------------------------------------------- */} {/* --- the stand --------------------------------------------- */}
<g stroke={INK} strokeWidth="4" strokeLinejoin="round"> <g stroke={INK} strokeWidth="4" strokeLinejoin="round">
<ellipse cx="320" cy="286" rx="150" ry="13" fill={INK} opacity={m.shadow} stroke="none" /> <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>
</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 ------------------------------------------- */} {/* --- the street ------------------------------------------- */}
{walkers.map((w) => ( {walkers.map((w) => (
<g <g
+33 -7
View File
@@ -2,17 +2,23 @@ import { dollars } from '../game/engine'
import { MAX_SCORES, type Score } from '../game/highscores' import { MAX_SCORES, type Score } from '../game/highscores'
import { Btn, Line } from './Crt' import { Btn, Line } from './Crt'
export type BoardState = 'loading' | 'ready' | 'error'
const shortDate = (at: number) => const shortDate = (at: number) =>
new Date(at).toLocaleDateString(undefined, { day: '2-digit', month: 'short' }).toUpperCase() new Date(at).toLocaleDateString(undefined, { day: '2-digit', month: 'short' }).toUpperCase()
export function HighScoreScreen({ export function HighScoreScreen({
scores, scores,
state,
highlight, highlight,
onBack, onBack,
onRetry,
}: { }: {
scores: Score[] scores: Score[]
state: BoardState
highlight: string[] highlight: string[]
onBack: () => void onBack: () => void
onRetry: () => void
}) { }) {
const fresh = new Set(highlight) const fresh = new Set(highlight)
@@ -21,14 +27,32 @@ export function HighScoreScreen({
<Line className="center inv-line">$$ BEST STANDS IN LEMONSVILLE $$</Line> <Line className="center inv-line">$$ BEST STANDS IN LEMONSVILLE $$</Line>
<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 className="center dim">NO STANDS HAVE CLOSED THEIR BOOKS YET.</Line>
<Line /> <Line />
<Line className="center dim">RETIRE AT THE END OF A SUMMER TO</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> <Line className="center dim">TAKE A PLACE ON THIS LIST.</Line>
</> </>
) : ( )}
{state === 'ready' &&
scores.map((s, i) => ( scores.map((s, i) => (
<div className={`report-row score-row ${fresh.has(s.id) ? 'is-new' : ''}`} key={s.id}> <div className={`report-row score-row ${fresh.has(s.id) ? 'is-new' : ''}`} key={s.id}>
<span className="report-label"> <span className="report-label">
@@ -41,17 +65,19 @@ export function HighScoreScreen({
</span> </span>
<span className="report-value money">{dollars(s.assets)}</span> <span className="report-value money">{dollars(s.assets)}</span>
</div> </div>
)) ))}
)}
<Line /> <Line />
<Line className="center dim">TOP {MAX_SCORES}, KEPT IN THIS BROWSER.</Line> <Line className="center dim">
<Line className="center dim">A STAND LEAVES ONLY BY BEING BEATEN.</Line> {state === 'ready'
<Line /> ? `TOP ${MAX_SCORES}, FROM EVERY STAND IN TOWN.`
: ' '}
</Line>
<div className="row center"> <div className="row center">
<Btn kind="primary" onClick={onBack}> <Btn kind="primary" onClick={onBack}>
BACK BACK
</Btn> </Btn>
{state !== 'loading' && <Btn onClick={onRetry}>REFRESH</Btn>}
</div> </div>
</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 }) { 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(() => { const sky = useMemo(() => {
if (storm) return ['#2b3350', '#3d4468'] 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 - 1, w: COLS, fill: PALETTE.e })
rects.push({ x: 0, y: ROWS - 2, w: COLS, fill: '#6fc258' }) 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) { if (streetCrew) {
// A pair of road cones and a barrier where the customers used to walk. // A pair of road cones and a barrier where the customers used to walk.
for (const cx of [2, 36]) { for (const cx of [2, 36]) {
+2
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@@ -41,7 +41,9 @@ export function ReportScreen({
const events = [ const events = [
WEATHER[conditions.weather].label, WEATHER[conditions.weather].label,
conditions.heatWave ? 'HEAT WAVE' : null, conditions.heatWave ? 'HEAT WAVE' : null,
conditions.festival ? 'SUMMER FAIR' : null,
conditions.streetCrew ? 'STREET CREWS' : null, conditions.streetCrew ? 'STREET CREWS' : null,
conditions.rival ? 'RIVAL STAND' : null,
conditions.storm ? 'THUNDERSTORM' : null, conditions.storm ? 'THUNDERSTORM' : null,
] ]
.filter(Boolean) .filter(Boolean)
+5
View File
@@ -63,6 +63,11 @@ export const HEAT_WAVE_TRAFFIC = 1.5
export const HEAT_WAVE_CEILING = 1.25 export const HEAT_WAVE_CEILING = 1.25
/** Street crews close the road; a handful of regulars still find you. */ /** Street crews close the road; a handful of regulars still find you. */
export const STREET_CREW_TRAFFIC = 0.2 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%. */ /** Signs: +20% for the first, tailing off to a hard ceiling near +50%. */
export function signFactor(signs: number): number { export function signFactor(signs: number): number {
+29 -6
View File
@@ -1,6 +1,9 @@
import { import {
FESTIVAL_CEILING,
FESTIVAL_TRAFFIC,
HEAT_WAVE_CEILING, HEAT_WAVE_CEILING,
HEAT_WAVE_TRAFFIC, HEAT_WAVE_TRAFFIC,
RIVAL_TRAFFIC,
STREET_CREW_TRAFFIC, STREET_CREW_TRAFFIC,
SIGN_COST, SIGN_COST,
WEATHER, WEATHER,
@@ -9,14 +12,14 @@ import {
signFactor, signFactor,
} from './constants' } from './constants'
import { chance, type Rng } from './rng' 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 * 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 * not be shown to the player until their money is committed - that is the
* whole cruelty of a cloudy day. * 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() const roll = rng()
let weather: Weather let weather: Weather
if (roll < 0.5) weather = 'sunny' 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 heatWave = weather === 'hot' && chance(rng, 0.35)
const storm = weather === 'cloudy' && chance(rng, 0.25) const storm = weather === 'cloudy' && chance(rng, 0.25)
// Road works run for two days once they start, and never on day 1 or 2. // 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. */ /** The most glasses a player can pay for today, given signs already planned. */
@@ -59,6 +75,11 @@ export function simulate(
ceiling *= HEAT_WAVE_CEILING ceiling *= HEAT_WAVE_CEILING
} }
if (cond.streetCrew) traffic *= STREET_CREW_TRAFFIC if (cond.streetCrew) traffic *= STREET_CREW_TRAFFIC
if (cond.festival) {
traffic *= FESTIVAL_TRAFFIC
ceiling *= FESTIVAL_CEILING
}
if (cond.rival) traffic *= RIVAL_TRAFFIC
const demand = const demand =
traffic * traffic *
@@ -99,8 +120,10 @@ export function streetBusyness(cond: DayConditions): number {
if (cond.storm) return 0.18 if (cond.storm) return 0.18
const base = WEATHER[cond.weather].traffic / 140 const base = WEATHER[cond.weather].traffic / 140
const heat = cond.heatWave ? 1.35 : 1 const heat = cond.heatWave ? 1.35 : 1
const crew = cond.streetCrew ? 0.2 : 1 const crew = cond.streetCrew ? STREET_CREW_TRAFFIC : 1
return Math.max(0, Math.min(1, base * heat * crew)) 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. */ /** 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 * The leaderboard is one table shared by everybody, held by the scores
export const MAX_SCORES = 10 * 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 { export interface Score {
id: string id: string
@@ -9,15 +17,14 @@ export interface Score {
assets: number assets: number
days: number days: number
glasses: number glasses: number
seed: number
/** Epoch milliseconds, for the tie-break and the date column. */
at: number at: number
broke: boolean broke: boolean
} }
export type NewScore = Omit<Score, 'id' | 'at'> 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 if (typeof v !== 'object' || v === null) return false
const s = v as Record<string, unknown> const s = v as Record<string, unknown>
return ( return (
@@ -26,58 +33,46 @@ const isScore = (v: unknown): v is Score => {
Number.isFinite(s.assets) && Number.isFinite(s.assets) &&
Number.isFinite(s.days) && Number.isFinite(s.days) &&
Number.isFinite(s.glasses) && Number.isFinite(s.glasses) &&
Number.isFinite(s.seed) &&
Number.isFinite(s.at) && Number.isFinite(s.at) &&
typeof s.broke === 'boolean' 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)
}
/** async function call(path: string, init?: RequestInit): Promise<unknown> {
* Anything already in storage was written by someone who can edit it freely, const res = await fetch(`${BASE}${path}`, {
* so every field is checked before it is trusted. ...init,
*/ signal: AbortSignal.timeout(TIMEOUT_MS),
export function loadScores(): Score[] { headers: { 'content-type': 'application/json', ...(init?.headers ?? {}) },
try { })
const raw = window.localStorage.getItem(KEY) const body: unknown = await res.json().catch(() => null)
if (!raw) return [] if (!res.ok) {
const parsed: unknown = JSON.parse(raw) const why = (body as { error?: string })?.error
if (!Array.isArray(parsed)) return [] throw new Error(why ?? `scores service returned ${res.status}`)
return parsed }
.filter(isScore) return body
.map((s) => ({ ...s, name: s.name.slice(0, 12).toUpperCase() })) }
.sort(rank)
.slice(0, MAX_SCORES) export async function fetchScores(): Promise<Score[]> {
} catch { return parseBoard(await call('/scores'))
// Private windows, blocked site data, or corrupt JSON: play without a table. }
return []
/** Posts a whole table's worth of players at once and returns the new board. */
export async function submitScores(
entries: NewScore[],
): Promise<{ ids: string[]; scores: Score[] }> {
const body = await call('/scores', { method: 'POST', body: JSON.stringify({ entries }) })
const ids = (body as { ids?: unknown })?.ids
return {
ids: Array.isArray(ids) ? ids.filter((i): i is string => typeof i === 'string') : [],
scores: parseBoard(body),
} }
} }
function persist(scores: Score[]): void {
try {
window.localStorage.setItem(KEY, JSON.stringify(scores))
} catch {
// Nothing to do - the run still shows in the table until the tab closes.
}
}
const newId = () =>
typeof crypto !== 'undefined' && 'randomUUID' in crypto
? crypto.randomUUID()
: `${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 { STARTING_ASSETS } from './constants'
import { isBankrupt } from './engine' 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 { export interface GameState {
phase: Phase phase: Phase
@@ -13,8 +13,8 @@ export interface GameState {
decisions: Record<number, Decision> decisions: Record<number, Decision>
results: DayResult[] results: DayResult[]
history: DayResult[] history: DayResult[]
/** True while road works were in progress yesterday, so they can run on. */ /** Conditions in force yesterday, so the ones that persist can run on. */
streetCrewYesterday: boolean yesterday: CarryOver
retired: boolean retired: boolean
/** Where the high score table was opened from, so BACK can return there. */ /** Where the high score table was opened from, so BACK can return there. */
scoresReturn: Phase scoresReturn: Phase
@@ -30,7 +30,7 @@ export const initialState = (seed: number, phase: Phase = 'boot'): GameState =>
decisions: {}, decisions: {},
results: [], results: [],
history: [], history: [],
streetCrewYesterday: false, yesterday: { streetCrew: false, rival: false },
retired: false, retired: false,
scoresReturn: 'title', scoresReturn: 'title',
}) })
@@ -117,7 +117,10 @@ export function reducer(state: GameState, action: Action): GameState {
phase: 'trading', phase: 'trading',
results: action.results, results: action.results,
history: [...state.history, ...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) => { players: state.players.map((p) => {
const r = byId.get(p.id) const r = byId.get(p.id)
if (!r) return p if (!r) return p
+11
View File
@@ -20,12 +20,23 @@ export interface DayConditions {
day: number day: number
weather: Weather weather: Weather
heatWave: boolean heatWave: boolean
/** Road works. The street empties and they tend to stay a second day. */
streetCrew: boolean 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. */ /** Only ever true on a cloudy day, and only revealed after decisions are locked in. */
storm: boolean storm: boolean
costPerGlass: number costPerGlass: number
} }
/** Conditions that run on into tomorrow rather than being rolled fresh. */
export interface CarryOver {
streetCrew: boolean
rival: boolean
}
export interface DayResult { export interface DayResult {
playerId: number playerId: number
decision: Decision decision: Decision
+14
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@@ -3,5 +3,19 @@ import { defineConfig } from 'vite'
// https://vite.dev/config/ // https://vite.dev/config/
export default defineConfig({ export default defineConfig({
// The game is served under a path on games.jcoffey.dev, so asset URLs have
// to be built for it. Local development stays at the root.
base: process.env.BASE_PATH ?? '/',
plugins: [react()], plugins: [react()],
server: {
// The game talks to /api in every environment; in development that is the
// scores service on 5184, in production it is nginx in front of the
// container. Nothing in the client needs to know the difference.
proxy: {
'/api': {
target: process.env.SCORES_TARGET ?? 'http://localhost:5184',
changeOrigin: true,
},
},
},
}) })
+20
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@@ -0,0 +1,20 @@
# The game is a static bundle. It is built here and served by nginx, in its own
# container - it shares nothing with the scores service but the domain.
FROM node:26-alpine AS build
WORKDIR /app
COPY package.json package-lock.json ./
RUN npm ci
COPY tsconfig*.json vite.config.ts index.html ./
COPY public ./public
COPY src ./src
# Must match where the host proxies it, or the asset URLs will be wrong.
ARG BASE_PATH=/lemonade/
ENV BASE_PATH=${BASE_PATH}
RUN npm run build
FROM nginx:alpine
COPY web/nginx.conf /etc/nginx/conf.d/default.conf
COPY --from=build /app/dist /usr/share/nginx/html
EXPOSE 8080
HEALTHCHECK --interval=30s --timeout=3s --retries=3 \
CMD wget -qO- http://127.0.0.1:8080/healthz >/dev/null || exit 1
+22
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@@ -0,0 +1,22 @@
server {
listen 8080;
server_name _;
root /usr/share/nginx/html;
# Hashed filenames, so they can be cached hard.
location /assets/ {
expires 1y;
add_header Cache-Control "public, immutable";
try_files $uri =404;
}
location / {
try_files $uri $uri/ /index.html;
add_header Cache-Control "no-cache";
}
location = /healthz {
access_log off;
return 200 "ok\n";
}
}