@dreamboard-games/sdk 0.5.0-alpha.12 → 0.5.0-alpha.14

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package/README.md CHANGED
@@ -349,13 +349,82 @@ install the React adapter. The `/react` entry delegates selectors to that packag
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  the application bundler resolves its supported React subscription dependencies.
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  `/react` classifies each card press as a tap, hold, drag or browse. Enable
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- `dragFeature`, export `useCardGesture`, `useDropArea` and `useDragOverlay` from the
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+ `dragFeature`, export `useCardGesture`, `useActiveCard`, `useDropArea` and `useDragOverlay` from the
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  binding, and use the copied Hand and BoardTargets components or your own renderer.
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  The SDK prescribes no layout. Headless `game.drag` remains browser-free and handles
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- atomic domain routing. `fanLayout` computes arc positions for a hand, and
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+ atomic domain routing. `fanLayout` computes arc positions for a hand,
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+ `handFan` adds a focused, readable card with configurable presets and timing,
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+ and
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  `originsFeature` adds `card.getOrigin()` so a newly shown card can animate from
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  the zone or player it came from.
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+ ## Opt-in game shortcuts
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+
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+ Install `shortcutsFeature` in the same `createGameHook<Definition>()` binding as
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+ other features, and export its inferred `useGameShortcuts` and
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+ `useShortcutTarget` and `useShortcutHints` hooks. A child inside the bound `GameProvider` installs the
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+ app's bindings once:
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+
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+ ```tsx
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+ function AppShortcuts() {
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+ useGameShortcuts({
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+ bindings: [
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+ {
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+ keys: ["1", "2", "3", "4", "5", "6", "7", "8", "9"],
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+ label: "Draw cards",
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+ target: "zone",
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+ zoneId: "deck",
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+ interaction: "play.draw",
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+ inputs: ({ key }) => ({ count: Number(key) }),
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+ },
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+ {
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+ keys: ["f"],
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+ label: "Flip card",
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+ target: "card",
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+ input: "card",
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+ interaction: "play.flip",
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+ inputs: ({ target }) => ({ card: target.value }),
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+ },
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+ ],
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+ });
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+ return null;
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+ }
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+ ```
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+
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+ These interaction and input names are examples from an authored reducer. The
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+ binding's discriminated types derive from that reducer: interaction names,
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+ input keys, target kinds, and every required payload field must match. A game
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+ that exposes a counted draw submits one `count` payload; shortcuts never repeat
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+ a draw-one action. No actions or keys are supplied by default.
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+
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+ Card controls using `useCardGesture` share its canonical pointer and keyboard
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+ focus. Zone controls spread
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+ `useShortcutTarget({ kind: "zone", zoneId: "deck", hostId: "table" }).props`;
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+ `hostId` must be the actual host allowed by that zone's attachment. Selectable
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+ board and tile controls can use the same hook with their canonical
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+ `SelectionTarget`. Hidden cards retain their opaque seat references.
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+
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+ Keys are exact browser `event.key` strings. The adapter ignores held repeats,
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+ composition, editing controls, modifier combinations, and open modal or menu
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+ surfaces. It prevents the browser default only when a single eligible binding
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+ handles the key. Source and seat changes clear the gesture target; unmounting
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+ removes the listener and binding hints.
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+
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+ Input factories must be pure: eligibility and hints evaluate them against the
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+ current projected domains. `game.shortcuts.getHints(target)` returns only
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+ currently usable, unambiguous keys with their labels and typed interaction
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+ names, for menus or help. `useShortcutHints(target)` reads those hints reactively
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+ and returns no hints when the feature is absent. The mounted
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+ `useGameShortcuts` hook returns `{ target, hints }` for a reserved help/status
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+ area. Rejected actions and transport failures use the binding's existing
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+ `onError` handler; callbacks from an old source, seat, or unmounted child are
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+ ignored. `game.shortcuts.handle(key, target)` uses the same
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+ atomic `interaction.submit(params)` path available to authored action buttons.
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+ Explicit params are validated against the current projected descriptor without
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+ mutating drafts. Existing `submit()` continues to submit the interaction draft
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+ and defaults; both forms share availability and in-flight lifecycle barriers.
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+ The headless feature installs no DOM listeners.
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+
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  ## Local development and tests
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  `localSource(game, { players, seed, as, options })` executes the production reducer
@@ -324,8 +324,9 @@ var InteractionObject = class {
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  getAvailability() {
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  return this.descriptor.availability;
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  }
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- getIsAvailable() {
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- return this.descriptor.availability.status === "available";
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+ getIsAvailable(params) {
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+ const descriptor = params === void 0 ? this.descriptor : this.owner.descriptorFor(this.descriptor, params);
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+ return descriptor.availability.status === "available";
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  }
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  getUnavailableReason() {
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  return this.descriptor.availability.status === "available" ? null : this.descriptor.availability.reason;
@@ -349,11 +350,14 @@ var InteractionObject = class {
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  getInputs() {
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  return this.inputObjects;
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  }
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- readiness() {
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- return getInteractionDraftReadiness(this.descriptor, this.draft);
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+ readiness(params = this.draft) {
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+ return getInteractionDraftReadiness(
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+ this.owner.descriptorFor(this.descriptor, params),
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+ params
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+ );
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  }
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- getIsReady() {
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- return this.readiness().ready;
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+ getIsReady(params) {
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+ return this.readiness(params).ready;
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  }
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  getMissingInputs() {
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  return this.readiness().missingInputs;
@@ -364,8 +368,8 @@ var InteractionObject = class {
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  currentLifetime() {
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  return this.source === this.owner.options.source && this.epoch === this.owner.epoch && !this.owner.disposed;
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  }
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- submit() {
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- return this.currentLifetime() ? this.owner.submit(this.key, false) : Promise.resolve({ accepted: false, errorCode: "CLOSED" });
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+ submit(params) {
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+ return this.currentLifetime() ? this.owner.submit(this.key, false, params) : Promise.resolve({ accepted: false, errorCode: "CLOSED" });
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  }
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  cancel() {
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  return this.currentLifetime() ? this.owner.submit(this.key, true) : Promise.resolve({ accepted: false, errorCode: "CLOSED" });
@@ -1129,13 +1133,13 @@ var Controller = class {
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  }
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  );
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  }
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- async submit(key, cancel) {
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+ async submit(key, cancel, params) {
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  const source = this.options.source;
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  const interaction = this.current(key);
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  if (this.disposed || this.sourceState.connection !== "ready" || this.sourceState.request || this.pending)
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  return { accepted: false, errorCode: "BUSY" };
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  if (!interaction) return { accepted: false, errorCode: "UNAVAILABLE" };
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- if (cancel ? !interaction.getStep()?.canCancel : !interaction.getIsAvailable() || !interaction.getIsReady())
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+ if (cancel ? !interaction.getStep()?.canCancel : !interaction.getIsAvailable(params) || !interaction.getIsReady(params))
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  return { accepted: false, errorCode: "UNAVAILABLE" };
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  if (!("submit" in source) || !("cancel" in source))
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  return { accepted: false, errorCode: "READ_ONLY" };
@@ -1143,8 +1147,7 @@ var Controller = class {
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  const operation = {
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  source,
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  key,
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- draft: this.drafts()[key] ?? EMPTY,
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- revision: this.revisions.get(key) ?? 0,
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+ draftRevision: params === void 0 ? this.revisions.get(key) ?? 0 : void 0,
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  version: this.sourceState.snapshot.version,
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  epoch: this.epoch,
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  accepted: false,
@@ -1154,7 +1157,7 @@ var Controller = class {
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  try {
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  const result = await (cancel ? commandSource.cancel(interaction.id) : commandSource.submit(
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  interaction.id,
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- interaction.readiness().values
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+ interaction.readiness(params).values
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  ));
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  if (this.pending !== operation) return result;
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  if (!result.accepted) {
@@ -1185,7 +1188,7 @@ var Controller = class {
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  if (this.sourceState.connection !== "ready" || (this.sourceState.snapshot?.version ?? -1) <= operation.version)
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  return;
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  this.pending = null;
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- if ((this.revisions.get(operation.key) ?? 0) === operation.revision)
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+ if (operation.draftRevision !== void 0 && (this.revisions.get(operation.key) ?? 0) === operation.draftRevision)
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  this.reset(operation.key);
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  else this.refresh();
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  }
@@ -1708,4 +1711,4 @@ export {
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  createGestureRecognizer,
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  magneticDropPoint
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  };
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- //# sourceMappingURL=chunk-2IGXAYW4.js.map
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+ //# sourceMappingURL=chunk-W5G6VMMQ.js.map
@@ -0,0 +1 @@
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+ {"version":3,"sources":["../src/headless/runtime-features.ts","../src/headless/input-control.ts","../src/headless/instance.ts","../src/headless/interaction-inputs.ts","../src/headless/interaction-router.ts","../src/headless/gesture.ts","../src/headless/drop-targets.ts"],"sourcesContent":["import type { SeatBoardTopology } from \"../shared/seat-topology-schema.js\";\nimport type { ActionProps } from \"./model.js\";\nimport type { InputDomain } from \"../shared/protocol/frame.js\";\nimport type { RuntimeJson } from \"../shared/runtime-json.js\";\nimport type {\n GameSource,\n SourceSnapshot,\n SourceState,\n SubmitResult,\n} from \"./sources/types.js\";\nimport type {\n RuntimeSelectionTarget,\n RuntimeDropTarget,\n RuntimeTargetOptions,\n} from \"./targets.js\";\n\n/** Internal operations over admitted projections; never a game facade widened to unknown. */\nexport const runtimeFeatures = Symbol(\"runtimeFeatures\");\nexport interface RuntimeInput {\n readonly key: string;\n readonly kind: import(\"./model.js\").InteractionInputDescriptor[\"kind\"];\n getDomain(): InputDomain;\n getIsEligible(value: RuntimeJson): boolean;\n getIsSelected(value: RuntimeJson): boolean;\n getTargetProps(value: RuntimeJson): ActionProps;\n}\nexport interface RuntimeInteraction {\n readonly key: string;\n getIsAvailable(params?: Readonly<Record<string, RuntimeJson>>): boolean;\n getIsReady(params?: Readonly<Record<string, RuntimeJson>>): boolean;\n getStatus(): \"open\" | \"submitting\" | \"submitted\";\n submit(params?: Readonly<Record<string, RuntimeJson>>): Promise<SubmitResult>;\n getInputs(): readonly RuntimeInput[];\n}\nexport interface RuntimeFeatureSnapshot {\n readonly view: unknown;\n readonly snapshot: SourceSnapshot | null;\n readonly connection: SourceState[\"connection\"];\n readonly request: SourceState[\"request\"];\n readonly interactions: { list(): readonly RuntimeInteraction[] };\n readonly zones: {\n find(id: string, hostId: string): { readonly count: number } | undefined;\n };\n readonly cards: {\n find(\n id: string,\n ): { getInteractions(): readonly RuntimeInteraction[] } | undefined;\n };\n}\nexport interface RuntimeFeatureGame extends RuntimeFeatureSnapshot {\n getSnapshot(): RuntimeFeatureSnapshot;\n getOptions(): { readonly source: GameSource };\n subscribe(listener: () => void): () => void;\n}\nexport interface RuntimeBoard {\n readonly id: string;\n readonly data: SeatBoardTopology;\n readonly game: RuntimeFeatureGame;\n}\nexport interface RuntimeCollection<Value> {\n get(id: string): Value;\n find(id: string): Value | undefined;\n getAll(): readonly Value[];\n}\nexport interface RuntimeFeatureContext {\n readonly game: RuntimeFeatureGame;\n getBoards(): Readonly<Record<string, SeatBoardTopology>>;\n createBoard(data: SeatBoardTopology): RuntimeBoard;\n routeTarget(\n target: RuntimeSelectionTarget,\n options?: RuntimeTargetOptions,\n ): void;\n routeCardDrop(cardId: string, target: RuntimeDropTarget): void;\n invalidate(): void;\n}\n","import type { ActionProps } from \"./model.js\";\nimport type { InputDomain } from \"../shared/protocol/frame.js\";\nimport type { RuntimeJson } from \"../shared/runtime-json.js\";\n\ntype Domain<Type extends InputDomain[\"type\"]> = Extract<\n InputDomain,\n { type: Type }\n>;\ntype Editable<Value> = {\n readonly value: Value;\n readonly setValue: (value: Value) => void;\n};\ntype Control<Type extends \"boundedNumber\" | \"resourceMap\", Value> = {\n readonly type: Type;\n readonly domain: Domain<Type>;\n} & (\n | ({ readonly mode: \"single\" } & Editable<Value | undefined>)\n | ({ readonly mode: \"many\" } & Editable<Value[]>)\n);\nexport interface InputTargetOption<Value = RuntimeJson> {\n readonly value: Value;\n readonly label: string;\n readonly selected: boolean;\n readonly props: ActionProps;\n}\n/** A captured, descriptor-driven editor. Its handlers retain the input's lifetime. */\nexport type InputControl = {\n readonly key: string;\n readonly disabled: boolean;\n readonly props: {\n readonly disabled: boolean;\n readonly [key: `data-${string}`]: string | number | boolean | undefined;\n };\n} & (\n | Control<\"boundedNumber\", number>\n | Control<\"resourceMap\", Record<string, number>>\n | { readonly type: \"targets\"; readonly options: readonly InputTargetOption[] }\n);\n\ninterface ControlInput {\n readonly key: string;\n getDomain(): InputDomain;\n getValue(): RuntimeJson | undefined;\n setValue(value: RuntimeJson): void;\n clear(): void;\n getTargetOptions(): readonly InputTargetOption[];\n}\n/** Drafts can contain incomplete edits, so normalize only the displayed field values. */\nfunction resourceValue(\n domain: Domain<\"resourceMap\">,\n value: RuntimeJson | undefined,\n): Record<string, number> {\n const record =\n value !== null && typeof value === \"object\" && !Array.isArray(value)\n ? value\n : {};\n return Object.fromEntries(\n domain.resources.map((resource) => {\n const amount = record[resource.resourceId];\n return [resource.resourceId, typeof amount === \"number\" ? amount : 0];\n }),\n );\n}\nexport function createInputControl(\n input: ControlInput,\n props: InputControl[\"props\"],\n): InputControl {\n const domain = input.getDomain();\n const current = input.getValue();\n const common = { key: input.key, disabled: props.disabled, props };\n if (domain.type === \"boundedNumber\") {\n if (domain.selection?.mode === \"many\")\n return {\n ...common,\n type: \"boundedNumber\",\n domain,\n mode: \"many\",\n value: Array.isArray(current)\n ? current.filter(\n (value): value is number => typeof value === \"number\",\n )\n : [],\n setValue: (value) => input.setValue(value),\n };\n return {\n ...common,\n type: \"boundedNumber\",\n domain,\n mode: \"single\",\n value: typeof current === \"number\" ? current : undefined,\n setValue: (value) =>\n value === undefined ? input.clear() : input.setValue(value),\n };\n }\n if (domain.type === \"resourceMap\") {\n if (domain.selection?.mode === \"many\")\n return {\n ...common,\n type: \"resourceMap\",\n domain,\n mode: \"many\",\n value: Array.isArray(current)\n ? current.map((value) => resourceValue(domain, value))\n : [],\n setValue: (value) => input.setValue(value),\n };\n return {\n ...common,\n type: \"resourceMap\",\n domain,\n mode: \"single\",\n value: current === undefined ? undefined : resourceValue(domain, current),\n setValue: (value) =>\n value === undefined ? input.clear() : input.setValue(value),\n };\n }\n return { ...common, type: \"targets\", options: input.getTargetOptions() };\n}\n","import { BoardProjectionSchema } from \"../shared/seat-topology-schema.js\";\nimport type { ProjectedTile } from \"../shared/seat-topology-schema.js\";\nimport type { SeatTileRef } from \"../shared/domain/seat-reference.js\";\nimport type { SeatBoardTopology } from \"../shared/seat-topology-schema.js\";\nimport type { ViewCard } from \"../shared/domain/cards.js\";\nimport {\n runtimeFeatures,\n type RuntimeFeatureContext,\n type RuntimeCollection,\n} from \"./runtime-features.js\";\nimport type { ReadonlyData } from \"./model.js\";\nimport { createInputControl } from \"./input-control.js\";\nimport { requireLookup } from \"../shared/lookup.js\";\nimport type {\n RuntimeBoardTarget,\n RuntimeSelectionTarget,\n RuntimeTargetOptions,\n RuntimeDropTarget,\n} from \"./targets.js\";\nimport { immutableCopy } from \"../shared/immutable.js\";\nimport { createStore } from \"@tanstack/store\";\nimport {\n inputTargetInDomain,\n inputValueKey,\n inputValueInDomain,\n} from \"../shared/input-domain.js\";\nimport {\n getInteractionDraftReadiness,\n routeInteractionTarget,\n routeCardInputIntent,\n shouldAutoSubmitInteraction,\n} from \"./interaction-router.js\";\nimport {\n inputSelection,\n isManyInput,\n isManyTargetSelectable,\n} from \"./interaction-inputs.js\";\nimport type { RuntimeJson } from \"../shared/runtime-json.js\";\nimport type {\n Features,\n FeatureContext,\n GameInstance,\n CoreInstance,\n InstanceOptions,\n GameSource,\n SourceState,\n SourceSnapshot,\n SubmitResult,\n InteractionDescriptor,\n InteractionInputDescriptor,\n NativeEvent,\n} from \"./model.js\";\n\ntype Values = Readonly<Record<string, RuntimeJson>>;\ntype DraftMap = Readonly<Record<string, Values | undefined>>;\ntype RuntimeLocalState = { drafts: DraftMap; activeInteraction: string | null };\n/** Concrete controller options; game-specific keys are bound by createGameInstance. */\ntype RuntimeOptions = {\n readonly source: GameSource;\n readonly initialState?: Partial<RuntimeLocalState>;\n readonly state?: Partial<RuntimeLocalState>;\n readonly onDraftsChange?: (drafts: DraftMap) => void;\n readonly onActiveInteractionChange?: (key: string | null) => void;\n readonly onError?: (error: unknown) => void;\n readonly debug?: boolean;\n};\nconst EMPTY: Values = Object.freeze({});\nconst EMPTY_DRAFTS: DraftMap = Object.freeze({});\nconst equalValue = (a: unknown, b: unknown) =>\n Object.is(a, b) ||\n (typeof a === \"object\" &&\n typeof b === \"object\" &&\n inputValueKey(a) === inputValueKey(b));\nfunction inDomain(\n input: InteractionInputDescriptor,\n value: unknown,\n partial = false,\n) {\n return inputValueInDomain(input.domain, value, input.domain.selection, {\n ignoreMinimum: partial,\n });\n}\nfunction matchesBoardTarget(\n input: InteractionInputDescriptor,\n target: RuntimeBoardTarget,\n) {\n const domain = input.domain;\n return (\n domain.type === \"boardTarget\" &&\n domain.valueKind === target.valueKind &&\n domain.targetKind === target.kind &&\n (domain.valueKind === \"board-id\" && target.valueKind === \"board-id\"\n ? domain.boardId === target.boardId\n : domain.valueKind === \"board-space\" &&\n target.valueKind === \"board-space\" &&\n domain.eligibleTargets.some(\n (candidate) => candidate.boardId === target.value.boardId,\n ))\n );\n}\nfunction immutableValues(value: Values): Values {\n return immutableCopy(value);\n}\nfunction data(\n action: string,\n interaction: string,\n input?: string,\n value?: RuntimeJson,\n) {\n return {\n \"data-action\": action,\n \"data-interaction\": interaction,\n ...(input ? { \"data-input\": input } : {}),\n ...(value === undefined\n ? {}\n : {\n \"data-value\":\n typeof value === \"string\" ? value : JSON.stringify(value),\n }),\n };\n}\nexport class AmbiguousTargetError extends Error {\n constructor(id: string) {\n super(\n `Target '${id}' belongs to more than one eligible input. Choose an interaction and input explicitly.`,\n );\n this.name = \"AmbiguousTargetError\";\n }\n}\n\nclass InteractionObject {\n readonly key: string;\n readonly id: string;\n readonly phase: string;\n readonly label: string;\n readonly help?: string;\n readonly kind: \"inputs\" | \"steps\";\n readonly inputObjects: readonly InputObject[];\n readonly seat: number;\n readonly draft: Values;\n readonly draftIdentity: Values;\n readonly source: GameSource;\n readonly epoch: number;\n constructor(\n readonly owner: Controller,\n readonly descriptor: InteractionDescriptor,\n draft: Values,\n readonly status: \"open\" | \"submitting\" | \"submitted\",\n readonly connected: boolean,\n ) {\n this.seat =\n descriptor.actorSeat ??\n owner.sourceState.snapshot?.players.findIndex(\n (player) => player.playerId === owner.sourceState.snapshot?.me,\n ) ??\n -1;\n this.draftIdentity = draft;\n this.draft = immutableValues(draft);\n this.source = owner.options.source;\n this.epoch = owner.epoch;\n this.key = descriptor.interactionKey;\n this.id = descriptor.interactionId;\n this.phase = descriptor.phaseName;\n this.label = descriptor.label;\n this.help = descriptor.help;\n this.kind = descriptor.step ? \"steps\" : \"inputs\";\n this.inputObjects = Object.freeze(\n descriptor.inputs.map((input) =>\n owner.object(\"input\", new InputObject(this, input)),\n ),\n );\n }\n get game() {\n return this.owner.instance;\n }\n getAvailability() {\n return this.descriptor.availability;\n }\n getIsAvailable(params?: Values) {\n const descriptor =\n params === undefined\n ? this.descriptor\n : this.owner.descriptorFor(this.descriptor, params);\n return descriptor.availability.status === \"available\";\n }\n getUnavailableReason() {\n return this.descriptor.availability.status === \"available\"\n ? null\n : this.descriptor.availability.reason;\n }\n getStep() {\n return this.descriptor.step ?? null;\n }\n getStepIndex() {\n return this.descriptor.step?.index ?? null;\n }\n getInput(key: string) {\n return requireLookup(\n this.findInput(key),\n `Input in interaction ${this.key}`,\n key,\n );\n }\n findInput(key: string) {\n return this.inputObjects.find((input) => input.key === key);\n }\n getInputs() {\n return this.inputObjects;\n }\n readiness(params = this.draft) {\n return getInteractionDraftReadiness(\n this.owner.descriptorFor(this.descriptor, params),\n params,\n );\n }\n getIsReady(params?: Values) {\n return this.readiness(params).ready;\n }\n getMissingInputs() {\n return this.readiness().missingInputs;\n }\n getStatus() {\n return this.status;\n }\n currentLifetime() {\n return (\n this.source === this.owner.options.source &&\n this.epoch === this.owner.epoch &&\n !this.owner.disposed\n );\n }\n submit(params?: Values) {\n return this.currentLifetime()\n ? this.owner.submit(this.key, false, params)\n : Promise.resolve({ accepted: false as const, errorCode: \"CLOSED\" });\n }\n cancel() {\n return this.currentLifetime()\n ? this.owner.submit(this.key, true)\n : Promise.resolve({ accepted: false as const, errorCode: \"CLOSED\" });\n }\n reset() {\n if (this.currentLifetime()) this.owner.reset(this.key);\n }\n activate() {\n if (this.currentLifetime()) this.owner.activate(this.key);\n }\n getSubmitHandler() {\n return (event?: NativeEvent) => {\n event?.preventDefault();\n this.owner.handle(() => this.submit());\n };\n }\n getSubmitProps() {\n const disabled =\n !this.getIsAvailable() ||\n !this.getIsReady() ||\n this.status !== \"open\" ||\n !this.connected;\n return {\n ...data(\"submit\", this.key),\n \"data-seat\": this.seat,\n type: \"button\" as const,\n disabled,\n \"data-ready\": this.getIsReady(),\n \"data-disabled\": disabled,\n onClick: this.getSubmitHandler(),\n };\n }\n}\nfunction createInputTargetLabels(\n domain: InteractionInputDescriptor[\"domain\"],\n snapshot: SourceSnapshot | null,\n boards: Readonly<Record<string, SeatBoardTopology>>,\n): ReadonlyMap<string, string> {\n const targetLabels = new Map<string, string>();\n const hosts = Object.values(snapshot?.frame.zones ?? {}).flatMap((zones) =>\n Object.values(zones),\n );\n if (domain.type === \"cardTarget\") {\n domain.eligibleTargets.forEach((id, index) => {\n const card = hosts\n .map((zone) => zone.cardViewsById[id])\n .find((card) => card !== undefined);\n targetLabels.set(\n inputValueKey(id),\n card ? card.name || `Card ${index + 1}` : `Card back ${index + 1}`,\n );\n });\n }\n if (domain.type === \"tileTarget\" || domain.type === \"boardTarget\") {\n if (domain.type === \"tileTarget\") {\n const presentations = [\n ...hosts.flatMap((zone) => zone.tiles),\n ...Object.values(boards).flatMap((board) =>\n board.layout === \"generic\" ? [] : board.tiles,\n ),\n ];\n domain.eligibleTargets.forEach((ref, index) => {\n const tile = presentations.find((tile) => tile.ref === ref);\n targetLabels.set(\n inputValueKey(ref),\n tile?.disclosure === \"visible\"\n ? tile.name || `Tile ${index + 1}`\n : `Tile back ${index + 1}`,\n );\n });\n } else {\n domain.eligibleTargets.forEach((value, index) => {\n const boardId =\n typeof value === \"string\"\n ? domain.valueKind === \"board-id\"\n ? domain.boardId\n : undefined\n : value.boardId;\n const id = typeof value === \"string\" ? value : value.spaceId;\n const board = boardId === undefined ? undefined : boards[boardId];\n const name =\n domain.targetKind === \"space\"\n ? board?.spaces[id]?.name\n : board && board.layout !== \"generic\"\n ? (domain.targetKind === \"edge\"\n ? board.edges\n : board.vertices\n ).find((target) => target.id === id)?.label\n : undefined;\n const kind =\n domain.targetKind === \"space\"\n ? \"Space\"\n : domain.targetKind === \"edge\"\n ? \"Edge\"\n : \"Vertex\";\n targetLabels.set(inputValueKey(value), name || `${kind} ${index + 1}`);\n });\n }\n }\n return targetLabels;\n}\nclass InputObject {\n readonly targetLabels: ReadonlyMap<string, string>;\n readonly snapshot: SourceSnapshot | null;\n readonly key: string;\n readonly kind: InteractionInputDescriptor[\"kind\"];\n constructor(\n readonly interaction: InteractionObject,\n readonly descriptor: InteractionInputDescriptor,\n ) {\n this.key = descriptor.key;\n this.kind = descriptor.kind;\n const snapshot = interaction.owner.sourceState.snapshot;\n this.snapshot = snapshot;\n this.targetLabels = createInputTargetLabels(\n descriptor.domain,\n snapshot,\n descriptor.domain.type === \"tileTarget\" ||\n descriptor.domain.type === \"boardTarget\"\n ? interaction.owner.getBoardProjections(snapshot?.frame.view)\n : {},\n );\n }\n currentLifetime() {\n return (\n this.interaction.currentLifetime() &&\n (this.descriptor.domain.type !== \"tileTarget\" ||\n this.snapshot === this.interaction.owner.sourceState.snapshot)\n );\n }\n get game() {\n return this.interaction.game;\n }\n get domainType() {\n return this.descriptor.domain.type;\n }\n get selectionMode() {\n return isManyInput(this.descriptor) ? \"many\" : \"single\";\n }\n getTargetOptions() {\n const domain = this.getDomain();\n return this.getEligibleTargets().map((value) => ({\n value,\n label:\n this.targetLabels.get(inputValueKey(value)) ??\n (domain.type === \"choice\" || domain.type === \"choiceList\"\n ? domain.choices.find((choice) => Object.is(choice.value, value))\n ?.label\n : undefined) ??\n (value === null\n ? \"None\"\n : typeof value === \"object\"\n ? JSON.stringify(value)\n : String(value)),\n selected: this.getIsSelected(value),\n props: this.getTargetProps(value),\n }));\n }\n getDomain() {\n return this.descriptor.domain;\n }\n getValue(): RuntimeJson | undefined {\n return (\n this.interaction.draft[this.key] ??\n (Object.hasOwn(this.interaction.draft, this.key)\n ? null\n : this.descriptor.defaultValue)\n );\n }\n setValue(value: RuntimeJson) {\n if (!this.currentLifetime()) return;\n this.interaction.owner.setInput(this.interaction.key, this.key, value);\n }\n clear() {\n if (!this.currentLifetime()) return;\n this.interaction.owner.clearInput(this.interaction.key, this.key);\n }\n getIsReady() {\n const descriptor = {\n ...this.interaction.descriptor,\n inputs: [this.descriptor],\n };\n return getInteractionDraftReadiness(descriptor, {\n [this.key]: this.getValue(),\n }).ready;\n }\n getEligibleTargets(): readonly RuntimeJson[] {\n const domain = this.descriptor.domain;\n if (\n domain.type === \"cardTarget\" ||\n domain.type === \"boardTarget\" ||\n domain.type === \"tileTarget\"\n )\n return domain.eligibleTargets;\n if (domain.type === \"choice\" || domain.type === \"choiceList\")\n return domain.choices\n .filter((choice) => !choice.disabled)\n .map((choice) => choice.value);\n return [];\n }\n getIsEligible(value: RuntimeJson) {\n const input = this.descriptor;\n return (\n inputTargetInDomain(input.domain, value) &&\n isManyTargetSelectable(input, this.getValue(), value)\n );\n }\n getIsSelected(value: RuntimeJson) {\n const current = this.getValue();\n return isManyInput(this.descriptor) && Array.isArray(current)\n ? current.some((item) => equalValue(item, value))\n : equalValue(current, value);\n }\n getSelectHandler(value: RuntimeJson) {\n return () => {\n if (this.currentLifetime())\n this.interaction.owner.select(this.interaction.key, this.key, value);\n };\n }\n getTargetProps(value: RuntimeJson) {\n const eligible = this.getIsEligible(value);\n const disabled =\n !eligible ||\n !this.interaction.getIsAvailable() ||\n this.interaction.status !== \"open\" ||\n !this.interaction.connected;\n return {\n ...data(\"select\", this.interaction.key, this.key, value),\n \"data-seat\": this.interaction.seat,\n type: \"button\" as const,\n disabled,\n \"data-eligible\": eligible,\n \"data-selected\": this.getIsSelected(value),\n \"data-disabled\": disabled,\n onClick: () => this.getSelectHandler(value)(),\n };\n }\n getControl() {\n const disabled =\n !this.interaction.getIsAvailable() ||\n this.interaction.status !== \"open\" ||\n !this.interaction.connected;\n return createInputControl(this, {\n ...data(\"option\", this.interaction.key, this.key),\n \"data-seat\": this.interaction.seat,\n disabled,\n \"data-disabled\": disabled,\n });\n }\n}\nclass CardObject {\n readonly epoch: number;\n readonly seat: number;\n readonly view: ReadonlyData<ViewCard> | null;\n readonly hidden: boolean;\n readonly backImage: string | null;\n constructor(\n readonly owner: Controller,\n readonly id: string,\n readonly zone: string,\n readonly hostId: string,\n readonly index: number,\n view: ReadonlyData<ViewCard> | undefined,\n backImage: string | undefined,\n readonly routes: readonly InteractionObject[],\n ) {\n this.epoch = owner.epoch;\n this.seat =\n owner.sourceState.snapshot?.players.findIndex(\n (player) => player.playerId === owner.sourceState.snapshot?.me,\n ) ?? -1;\n this.view = view ?? null;\n this.hidden = this.view === null;\n this.backImage = backImage ?? null;\n }\n get game() {\n return this.owner.instance;\n }\n getInteractions() {\n return this.routes;\n }\n getIsEligible() {\n return this.routes.some((route) => route.getIsAvailable());\n }\n getIsSelected() {\n return this.routes.some((route) =>\n route\n .getInputs()\n .some(\n (input) =>\n input.descriptor.domain.type === \"cardTarget\" &&\n input.getIsSelected(this.id),\n ),\n );\n }\n getCanSelect(options?: RuntimeTargetOptions) {\n return this.routes.some(\n (route) =>\n route.getIsAvailable() &&\n (!options?.interaction || route.key === options.interaction) &&\n route.status === \"open\" &&\n route.connected &&\n route\n .getInputs()\n .some(\n (input) =>\n input.descriptor.domain.type === \"cardTarget\" &&\n (!options?.input || input.key === options.input) &&\n input.getIsEligible(this.id),\n ),\n );\n }\n select(options?: RuntimeTargetOptions) {\n if (this.epoch !== this.owner.epoch || this.owner.disposed) return;\n this.owner.selectCard(this.id, options);\n }\n getSelectHandler(options?: RuntimeTargetOptions) {\n return () => this.select(options);\n }\n getProps(options?: RuntimeTargetOptions) {\n return {\n type: \"button\" as const,\n disabled: !this.getCanSelect(options),\n \"data-action\": \"select\",\n \"data-value\": this.id,\n \"data-interaction\": options?.interaction,\n \"data-input\": options?.input,\n \"data-eligible\": this.getIsEligible(),\n \"data-selected\": this.getIsSelected(),\n \"data-disabled\": !this.getCanSelect(options),\n \"data-hidden\": this.hidden,\n \"data-seat\": this.seat,\n onClick: this.getSelectHandler(options),\n };\n }\n}\nclass TileObject {\n readonly epoch: number;\n readonly snapshot: SourceSnapshot | null;\n constructor(\n readonly owner: Controller,\n readonly data: ProjectedTile,\n readonly zone: string,\n readonly hostId: string,\n readonly index: number,\n readonly routes: readonly InteractionObject[],\n ) {\n this.epoch = owner.epoch;\n this.snapshot = owner.sourceState.snapshot;\n }\n get ref() {\n return this.data.ref;\n }\n get game() {\n return this.owner.instance;\n }\n getInteractions() {\n return this.routes;\n }\n getIsEligible() {\n return this.routes.some((route) =>\n route\n .getInputs()\n .some(\n (input) =>\n input.descriptor.domain.type === \"tileTarget\" &&\n input.getIsEligible(this.ref),\n ),\n );\n }\n getIsSelected() {\n return this.routes.some((route) =>\n route\n .getInputs()\n .some(\n (input) =>\n input.descriptor.domain.type === \"tileTarget\" &&\n input.getIsSelected(this.ref),\n ),\n );\n }\n getCanSelect(options?: RuntimeTargetOptions) {\n return this.routes.some(\n (route) =>\n route.getIsAvailable() &&\n (!options?.interaction || route.key === options.interaction) &&\n route\n .getInputs()\n .some(\n (input) =>\n input.descriptor.domain.type === \"tileTarget\" &&\n (!options?.input || input.key === options.input) &&\n !input.getTargetProps(this.ref).disabled,\n ),\n );\n }\n select(options?: RuntimeTargetOptions) {\n if (\n this.owner.disposed ||\n this.epoch !== this.owner.epoch ||\n this.snapshot !== this.owner.sourceState.snapshot\n )\n return;\n this.owner.routeTarget({ kind: \"tile\", value: this.ref }, options);\n }\n getSelectHandler(options?: RuntimeTargetOptions) {\n return () => this.select(options);\n }\n getTargetProps(options?: RuntimeTargetOptions) {\n const disabled = !this.getCanSelect(options);\n return {\n type: \"button\" as const,\n disabled,\n \"data-action\": \"select\",\n \"data-value\": this.ref,\n \"data-interaction\": options?.interaction,\n \"data-input\": options?.input,\n \"data-eligible\": this.getIsEligible(),\n \"data-selected\": this.getIsSelected(),\n \"data-disabled\": disabled,\n \"data-hidden\": this.data.disclosure === \"concealed\",\n onClick: this.getSelectHandler(options),\n };\n }\n}\nclass ZoneObject {\n constructor(\n readonly owner: Controller,\n readonly id: string,\n readonly hostId: string,\n readonly cards: readonly CardObject[],\n readonly tiles: readonly TileObject[],\n ) {}\n get game() {\n return this.owner.instance;\n }\n get count() {\n return this.cards.length + this.tiles.length;\n }\n getIsEmpty() {\n return this.count === 0;\n }\n getTiles() {\n return this.tiles;\n }\n getTile(ref: SeatTileRef) {\n return requireLookup(this.findTile(ref), `Tile in zone ${this.id}`, ref);\n }\n findTile(ref: SeatTileRef) {\n return this.tiles.find((tile) => tile.ref === ref);\n }\n getCard(id: string) {\n return requireLookup(this.findCard(id), `Card in zone ${this.id}`, id);\n }\n findCard(id: string) {\n return this.cards.find((card) => card.id === id);\n }\n getCards(options?: { sort?: (a: CardObject, b: CardObject) => number }) {\n return options?.sort ? [...this.cards].sort(options.sort) : this.cards;\n }\n}\nclass PlayerObject {\n readonly id: string;\n readonly name: string;\n readonly color?: string;\n constructor(\n readonly owner: Controller,\n summary: SourceSnapshot[\"players\"][number],\n readonly index: number,\n readonly isMe: boolean,\n readonly active: boolean,\n ) {\n this.id = summary.playerId;\n this.name = summary.displayName;\n this.color = summary.color;\n }\n get game() {\n return this.owner.instance;\n }\n}\nclass PhaseObject {\n constructor(readonly current: string | null) {}\n is(name: string) {\n return this.current === name;\n }\n switch<R>(routes: Record<string, () => R>): R | null {\n return this.current === null ? null : routes[this.current]();\n }\n}\n\ninterface RuntimeModel {\n readonly snapshot: SourceSnapshot | null;\n readonly view: SourceSnapshot[\"frame\"][\"view\"] | null;\n readonly version: number | null;\n readonly connection: SourceState[\"connection\"];\n readonly request: SourceState[\"request\"];\n readonly failure: SourceState[\"failure\"];\n readonly state: {\n readonly drafts: DraftMap;\n readonly activeInteraction: string | null;\n };\n readonly phase: PhaseObject;\n readonly turn: {\n readonly activePlayerIds: readonly string[];\n readonly currentPlayerId: string | null;\n readonly order: readonly string[];\n readonly isMine: boolean;\n };\n readonly me: {\n readonly id: string;\n readonly player: PlayerObject;\n getCanAct(): boolean;\n } | null;\n readonly players: RuntimeCollection<PlayerObject> & {\n readonly order: readonly string[];\n next(id: string): PlayerObject;\n };\n readonly interactions: {\n get(key: string): InteractionObject;\n find(key: string): InteractionObject | undefined;\n list(): readonly InteractionObject[];\n listAvailable(): readonly InteractionObject[];\n };\n readonly inputs: {\n get(key: string, name: string): InputObject;\n find(key: string, name: string): InputObject | undefined;\n };\n readonly zones: {\n get(id: string, hostId: string): ZoneObject;\n find(id: string, hostId: string): ZoneObject | undefined;\n getAll(): readonly ZoneObject[];\n };\n readonly cards: Pick<RuntimeCollection<CardObject>, \"get\" | \"find\">;\n readonly events: { readonly recent: SourceSnapshot[\"frame\"][\"events\"] };\n}\ninterface RuntimeCore extends RuntimeModel {\n readonly store: Pick<\n ReturnType<typeof createStore<RuntimeModel>>,\n \"get\" | \"subscribe\"\n >;\n getSnapshot(): RuntimeModel;\n getOptions(): RuntimeOptions;\n setOptions(options: RuntimeOptions): void;\n subscribe(listener: () => void): () => void;\n dispose(): void;\n assertCoverage(): void;\n}\ninterface RuntimeContext extends Omit<\n RuntimeFeatureContext,\n \"game\" | \"getBoards\"\n> {\n readonly [runtimeFeatures]: RuntimeFeatureContext;\n}\n\nclass Controller {\n readonly boardProjections = new WeakMap<\n object,\n Readonly<Record<string, SeatBoardTopology>>\n >();\n getBoardProjections(\n view: unknown,\n ): Readonly<Record<string, SeatBoardTopology>> {\n if (view === null || typeof view !== \"object\" || Array.isArray(view))\n return {};\n const cached = this.boardProjections.get(view);\n if (cached) return cached;\n const payload: unknown = Reflect.get(view, \"boards\");\n const boards =\n payload === undefined\n ? {}\n : immutableCopy(BoardProjectionSchema.parse(payload));\n this.boardProjections.set(view, boards);\n return boards;\n }\n epoch = 0;\n options: RuntimeOptions;\n localDrafts: DraftMap;\n localActive: string | null;\n disposed = false;\n readonly instance: RuntimeCore;\n readonly store: ReturnType<typeof createStore<RuntimeModel>>;\n readonly prototypes = {\n interaction: Object.create(InteractionObject.prototype) as object,\n input: Object.create(InputObject.prototype) as object,\n card: Object.create(CardObject.prototype) as object,\n zone: Object.create(ZoneObject.prototype) as object,\n board: {},\n };\n subscription: { unsubscribe(): void } | undefined;\n sourceState: SourceState;\n reportedFailures = new WeakMap<GameSource, Readonly<Error>>();\n pending: {\n source: GameSource;\n key: string;\n draftRevision: number | undefined;\n version: number;\n epoch: number;\n accepted: boolean;\n cancel: boolean;\n } | null = null;\n building: RuntimeModel | undefined;\n rootProperties = new Map<PropertyKey, PropertyDescriptor>();\n featureDisposals: (() => void)[] = [];\n warned = new Set<string>();\n invalidControlledState: RuntimeOptions[\"state\"] | undefined;\n observed = new Set<string>();\n revisions = new Map<string, number>();\n lastDrafts: DraftMap = EMPTY_DRAFTS;\n lastInteractions: readonly InteractionObject[] = [];\n lastSnapshotDrafts: DraftMap | undefined;\n trackDrafts() {\n const drafts = this.drafts();\n for (const key of new Set([\n ...Object.keys(this.lastDrafts),\n ...Object.keys(drafts),\n ]))\n if (this.lastDrafts[key] !== drafts[key])\n this.revisions.set(key, (this.revisions.get(key) ?? 0) + 1);\n this.lastDrafts = drafts;\n }\n constructor(\n options: RuntimeOptions,\n features?: (core: RuntimeCore, context: RuntimeContext) => Features,\n ) {\n this.options = options;\n this.localDrafts = options.initialState?.drafts ?? EMPTY_DRAFTS;\n this.localActive = options.initialState?.activeInteraction ?? null;\n this.sourceState = options.source.store.get();\n const current = () => this.building ?? this.store.get();\n const root: RuntimeCore = {\n get snapshot() {\n return current().snapshot;\n },\n get view() {\n return current().view;\n },\n get version() {\n return current().version;\n },\n get connection() {\n return current().connection;\n },\n get failure() {\n return current().failure;\n },\n get request() {\n return current().request;\n },\n get state() {\n return current().state;\n },\n get phase() {\n return current().phase;\n },\n get turn() {\n return current().turn;\n },\n get me() {\n return current().me;\n },\n get players() {\n return current().players;\n },\n get interactions() {\n return current().interactions;\n },\n get inputs() {\n return current().inputs;\n },\n get zones() {\n return current().zones;\n },\n get cards() {\n return current().cards;\n },\n get events() {\n return current().events;\n },\n store: {\n get: () => this.store.get(),\n subscribe: (listener: () => void) => this.store.subscribe(listener),\n },\n getSnapshot: () => this.building ?? this.store.get(),\n getOptions: () => this.options,\n setOptions: (next: RuntimeOptions) => this.setOptions(next),\n subscribe: (listener: () => void) => {\n const sub = this.store.subscribe(listener);\n return () => sub.unsubscribe();\n },\n dispose: () => this.dispose(),\n assertCoverage: () => this.assertCoverage(),\n };\n // Keep live projections out of enumeration, spreads, and serialization.\n for (const [key, descriptor] of Object.entries(\n Object.getOwnPropertyDescriptors(root),\n )) {\n if (descriptor.get) {\n Object.defineProperty(root, key, {\n enumerable: false,\n configurable: false,\n });\n }\n }\n Object.defineProperty(root, \"store\", {\n enumerable: false,\n configurable: false,\n writable: false,\n });\n this.instance = root;\n this.store = createStore(Object.freeze(this.build()));\n if (\"apply\" in options.source)\n Object.defineProperty(root, \"apply\", {\n value: (action: unknown) =>\n (\n this.options.source as GameSource & {\n apply(action: unknown): unknown;\n }\n ).apply(action),\n });\n if (\"explore\" in options.source)\n Object.defineProperty(root, \"explore\", {\n value: (...args: unknown[]) =>\n (\n this.options.source as GameSource & {\n explore(...args: unknown[]): unknown;\n }\n ).explore(...args),\n });\n const runtime: RuntimeFeatureContext = {\n game: this.instance,\n getBoards: () => this.getBoardProjections(this.instance.view),\n createBoard: (data: SeatBoardTopology) =>\n this.object(\"board\", {\n id: data.id,\n data: immutableCopy(data),\n game: this.instance,\n }),\n routeTarget: (target, options) => this.routeTarget(target, options),\n routeCardDrop: (cardId, target) => this.routeCardDrop(cardId, target),\n invalidate: () => {\n if (!this.disposed) this.refresh();\n },\n };\n const context: RuntimeContext = { ...runtime, [runtimeFeatures]: runtime };\n for (const feature of Object.values(\n features?.(this.instance, context) ?? {},\n )) {\n if (feature.root)\n for (const key of Reflect.ownKeys(feature.root)) {\n if (key in root || this.rootProperties.has(key))\n throw new Error(`Overlapping feature property '${String(key)}'.`);\n this.rootProperties.set(\n key,\n Object.getOwnPropertyDescriptor(feature.root, key)!,\n );\n Object.defineProperty(root, key, {\n get: (): unknown =>\n Reflect.get(this.building ?? this.store.get(), key),\n });\n }\n for (const hook of [\n \"interaction\",\n \"input\",\n \"zone\",\n \"card\",\n \"board\",\n ] as const)\n this.install(this.prototypes[hook], feature[hook]);\n if (feature.dispose) this.featureDisposals.push(feature.dispose);\n }\n this.refresh();\n this.subscribeSource();\n this.reportSourceFailure();\n }\n install(target: object, extension: object | undefined) {\n if (!extension) return;\n for (const key of Reflect.ownKeys(extension)) {\n if (\n key in target ||\n [\n \"game\",\n \"owner\",\n \"descriptor\",\n \"draft\",\n \"inputObjects\",\n \"status\",\n \"connected\",\n \"key\",\n \"id\",\n \"phase\",\n \"label\",\n \"help\",\n \"kind\",\n \"interaction\",\n \"view\",\n \"hidden\",\n \"zone\",\n \"index\",\n \"routes\",\n \"cards\",\n ].includes(String(key))\n )\n throw new Error(`Overlapping feature property '${String(key)}'.`);\n }\n Object.defineProperties(\n target,\n Object.getOwnPropertyDescriptors(extension),\n );\n }\n object<T extends object>(hook: keyof Controller[\"prototypes\"], value: T): T {\n Object.setPrototypeOf(value, this.prototypes[hook]);\n return Object.freeze(value);\n }\n drafts() {\n if (\n this.options.state &&\n this.options.state === this.invalidControlledState\n )\n return EMPTY_DRAFTS;\n return this.options.state?.drafts ?? this.localDrafts;\n }\n active() {\n if (\n this.options.state &&\n this.options.state === this.invalidControlledState\n )\n return null;\n return this.options.state?.activeInteraction !== undefined\n ? this.options.state.activeInteraction\n : this.localActive;\n }\n writeDrafts(next: DraftMap) {\n if (this.options.state?.drafts === undefined) this.localDrafts = next;\n this.options.onDraftsChange?.(next);\n this.refresh();\n }\n writeDraft(key: string, value: Values | undefined) {\n const drafts = this.drafts();\n const next = { ...drafts };\n if (value === undefined) delete next[key];\n else next[key] = immutableValues(value);\n this.writeDrafts(Object.freeze(next));\n }\n activate(key: string | null) {\n if (this.disposed || (key !== null && !this.current(key))) return;\n if (this.options.state?.activeInteraction === undefined)\n this.localActive = key;\n this.options.onActiveInteractionChange?.(key);\n this.refresh();\n }\n descriptorFor(base: InteractionDescriptor, draft: Values) {\n const zones = this.sourceState.snapshot?.frame.zones ?? {};\n for (const input of base.inputs) {\n const card = draft[input.key];\n if (input.domain.type !== \"cardTarget\" || typeof card !== \"string\")\n continue;\n for (const zone of Object.values(zones).flatMap((hosts) =>\n Object.values(hosts),\n )) {\n const route = zone.playableByCardId[card]?.find(\n (value) => value.interactionKey === base.interactionKey,\n );\n if (route) return route;\n }\n }\n return base;\n }\n current(key: string) {\n return this.store.get().interactions.find(key);\n }\n editable(key: string) {\n const interaction = this.current(key);\n return !this.disposed &&\n this.sourceState.connection === \"ready\" &&\n !this.sourceState.request &&\n interaction?.getIsAvailable()\n ? interaction\n : undefined;\n }\n setInput(key: string, inputKey: string, value: RuntimeJson) {\n const interaction = this.editable(key);\n if (!interaction?.findInput(inputKey)) return;\n this.writeDraft(key, { ...this.drafts()[key], [inputKey]: value });\n }\n clearInput(key: string, inputKey: string) {\n if (!this.editable(key)?.findInput(inputKey)) return;\n const value = { ...this.drafts()[key] };\n delete value[inputKey];\n this.writeDraft(key, value);\n }\n reset(key: string) {\n if (this.disposed) return;\n this.writeDraft(key, undefined);\n if (this.active() === key) this.activate(null);\n }\n select(\n key: string,\n inputKey: string,\n value: RuntimeJson,\n route?: InteractionObject,\n ) {\n const interaction = route ?? this.editable(key);\n if (\n route &&\n (!route.currentLifetime() ||\n !route.getIsAvailable() ||\n this.sourceState.connection !== \"ready\" ||\n this.sourceState.request ||\n this.pending)\n )\n return;\n const input = interaction?.findInput(inputKey);\n if (!interaction || !input?.getIsEligible(value)) return;\n if (\n isManyInput(input.descriptor) ||\n (typeof value === \"string\" &&\n (input.descriptor.domain.type === \"cardTarget\" ||\n input.descriptor.domain.type === \"boardTarget\" ||\n input.descriptor.domain.type === \"tileTarget\"))\n ) {\n let next: Record<string, unknown> = { ...this.drafts()[key] };\n routeInteractionTarget(\n {\n getDraft: () => next,\n setInput: (_key, k, v) => {\n next = { ...next, [k]: v };\n },\n clearInput: (_key, k) => {\n if (k) delete next[k];\n },\n },\n interaction.descriptor,\n { inputKey, value },\n );\n this.writeDraft(key, next as Values);\n } else this.setInput(key, inputKey, value);\n this.activate(key);\n const current = this.current(key);\n if (\n current &&\n Object.hasOwn(this.drafts()[key] ?? EMPTY, inputKey) &&\n shouldAutoSubmitInteraction(current.descriptor) &&\n current.getIsReady()\n )\n this.handle(() => this.submit(key, false));\n }\n selectCard(id: string, options?: RuntimeTargetOptions) {\n const card = this.store.get().cards.find(id);\n if (\n !card ||\n this.sourceState.request ||\n this.sourceState.connection !== \"ready\"\n )\n return;\n const candidates = card.routes.flatMap((interaction) => {\n if (\n !interaction.getIsAvailable() ||\n !interaction.currentLifetime() ||\n (options?.interaction && interaction.key !== options.interaction)\n )\n return [];\n return interaction\n .getInputs()\n .filter(\n (input) =>\n input.descriptor.domain.type === \"cardTarget\" &&\n (!options?.input || input.key === options.input) &&\n input.getIsEligible(id),\n )\n .map((input) => ({ interaction, input }));\n });\n if (candidates.length > 1) throw new AmbiguousTargetError(id);\n const candidate = candidates[0];\n if (candidate)\n this.select(\n candidate.interaction.key,\n candidate.input.key,\n id,\n candidate.interaction,\n );\n }\n handle(submit: () => Promise<SubmitResult>) {\n const source = this.options.source;\n const active = () => !this.disposed && this.options.source === source;\n void submit().then(\n (result) => {\n if (active() && !result.accepted)\n this.options.onError?.(\n new Error(result.message ?? result.errorCode, { cause: result }),\n );\n },\n (error) => {\n if (!active()) return;\n const state = source.store.get();\n if (state.failure === error || state.connection === \"closed\") return;\n this.options.onError?.(error);\n },\n );\n }\n async submit(\n key: string,\n cancel: boolean,\n params?: Values,\n ): Promise<SubmitResult> {\n const source = this.options.source;\n const interaction = this.current(key);\n if (\n this.disposed ||\n this.sourceState.connection !== \"ready\" ||\n this.sourceState.request ||\n this.pending\n )\n return { accepted: false, errorCode: \"BUSY\" };\n if (!interaction) return { accepted: false, errorCode: \"UNAVAILABLE\" };\n if (\n cancel\n ? !interaction.getStep()?.canCancel\n : !interaction.getIsAvailable(params) || !interaction.getIsReady(params)\n )\n return { accepted: false, errorCode: \"UNAVAILABLE\" };\n if (!(\"submit\" in source) || !(\"cancel\" in source))\n return { accepted: false, errorCode: \"READ_ONLY\" };\n const commandSource = source as GameSource & {\n submit(id: string, params: RuntimeJson): Promise<SubmitResult>;\n cancel(id: string): Promise<SubmitResult>;\n };\n const operation = {\n source,\n key,\n draftRevision:\n params === undefined ? (this.revisions.get(key) ?? 0) : undefined,\n version: this.sourceState.snapshot.version,\n epoch: this.epoch,\n accepted: false,\n cancel,\n };\n this.pending = operation;\n try {\n const result = await (cancel\n ? commandSource.cancel(interaction.id)\n : commandSource.submit(\n interaction.id,\n interaction.readiness(params).values as RuntimeJson,\n ));\n if (this.pending !== operation) return result;\n if (!result.accepted) {\n this.pending = null;\n this.refresh();\n return result;\n }\n operation.accepted = true;\n this.finishBarrier();\n return result;\n } catch (error) {\n if (this.pending === operation) {\n this.pending = null;\n this.refresh();\n }\n throw error;\n }\n }\n finishBarrier() {\n const operation = this.pending;\n if (\n !operation?.accepted ||\n this.sourceState.request ||\n operation.source !== this.options.source ||\n operation.epoch !== this.epoch\n )\n return;\n if (\n this.sourceState.connection === \"closed\" ||\n this.sourceState.connection === \"failed\"\n ) {\n this.pending = null;\n this.refresh();\n return;\n }\n if (\n this.sourceState.connection !== \"ready\" ||\n (this.sourceState.snapshot?.version ?? -1) <= operation.version\n )\n return;\n this.pending = null;\n if (\n operation.draftRevision !== undefined &&\n (this.revisions.get(operation.key) ?? 0) === operation.draftRevision\n )\n this.reset(operation.key);\n else this.refresh();\n }\n reportSourceFailure() {\n const failure = this.sourceState.failure;\n if (\n !failure ||\n !this.options.onError ||\n this.reportedFailures.get(this.options.source) === failure\n )\n return;\n this.reportedFailures.set(this.options.source, failure);\n this.options.onError?.(failure);\n }\n subscribeSource() {\n const source = this.options.source;\n this.subscription = source.store.subscribe(() => {\n if (this.disposed || this.options.source !== source) return;\n const next = source.store.get();\n const previousSnapshot = this.sourceState.snapshot;\n this.sourceState = next;\n if (\n previousSnapshot &&\n next.snapshot &&\n previousSnapshot.me !== next.snapshot.me\n ) {\n this.epoch++;\n this.invalidControlledState = this.options.state;\n this.pending = null;\n this.localDrafts = EMPTY_DRAFTS;\n this.localActive = null;\n this.options.onDraftsChange?.({});\n this.options.onActiveInteractionChange?.(null);\n }\n this.reconcile();\n this.refresh();\n this.finishBarrier();\n this.reportSourceFailure();\n });\n }\n setOptions(next: RuntimeOptions) {\n if (this.disposed) throw new Error(\"Game instance is disposed.\");\n const changed = next.source !== this.options.source;\n if (changed) {\n this.epoch++;\n this.subscription?.unsubscribe();\n this.options.source.dispose();\n this.pending = null;\n }\n this.options = next;\n if (changed) {\n this.invalidControlledState = next.state;\n this.localDrafts = EMPTY_DRAFTS;\n this.localActive = null;\n this.sourceState = next.source.store.get();\n this.options.onDraftsChange?.({});\n this.options.onActiveInteractionChange?.(null);\n this.subscribeSource();\n }\n this.reconcile();\n this.refresh();\n this.reportSourceFailure();\n }\n reconcile() {\n const snapshot = this.sourceState.snapshot;\n if (!snapshot) return;\n const drafts = this.drafts();\n let changed = false;\n const next: Record<string, Values | undefined> = { ...drafts };\n for (const [key, values] of Object.entries(drafts)) {\n if (!values) continue;\n const base = snapshot.frame.availableInteractions.find(\n (value) => value.interactionKey === key,\n );\n if (!base) {\n if (this.pending?.key !== key) {\n delete next[key];\n changed = true;\n }\n continue;\n }\n const descriptor = this.descriptorFor(base, values);\n const kept = { ...values };\n let fieldChanged = false;\n for (const [name, value] of Object.entries(values)) {\n const input = descriptor.inputs.find((input) => input.key === name);\n if (!input && this.pending?.key === key) continue;\n const selection = input && inputSelection(input);\n if (input && selection?.mode === \"many\" && Array.isArray(value)) {\n const eligible = value.filter((item) =>\n inputTargetInDomain(input.domain, item),\n );\n const max = selection.max;\n const retained =\n max === undefined ? eligible : eligible.slice(0, max);\n if (retained.length !== value.length) {\n kept[name] = retained;\n changed = true;\n fieldChanged = true;\n }\n continue;\n }\n if (!input || !inDomain(input, value, true)) {\n delete kept[name];\n changed = true;\n fieldChanged = true;\n }\n }\n if (fieldChanged) next[key] = immutableValues(kept);\n }\n if (changed) this.writeDrafts(Object.freeze(next));\n const active = this.active();\n if (\n active &&\n !snapshot.frame.availableInteractions.some(\n (value) => value.interactionKey === active,\n )\n )\n this.activate(null);\n }\n dispose() {\n if (this.disposed) return;\n this.disposed = true;\n this.featureDisposals.forEach((dispose) => dispose());\n this.subscription?.unsubscribe();\n this.pending = null;\n this.options.source.dispose();\n this.sourceState = this.options.source.store.get();\n this.refresh();\n }\n assertCoverage() {\n const missing =\n this.sourceState.snapshot?.frame.availableInteractions\n .filter(\n (d) =>\n d.availability.status === \"available\" &&\n !this.observed.has(d.interactionKey),\n )\n .map((d) => d.interactionKey) ?? [];\n if (missing.length)\n throw new Error(`Interactions not read: ${missing.join(\", \")}`);\n }\n routeTarget(target: RuntimeSelectionTarget, options?: RuntimeTargetOptions) {\n if (target.kind === \"card\") {\n this.selectCard(target.value, options);\n return;\n }\n const candidates = this.lastInteractions.flatMap((interaction) =>\n interaction\n .getInputs()\n .filter(\n (input) =>\n (target.kind === \"tile\"\n ? input.descriptor.domain.type === \"tileTarget\"\n : matchesBoardTarget(input.descriptor, target)) &&\n input.getIsEligible(target.value) &&\n interaction.getIsAvailable() &&\n (!options?.interaction ||\n interaction.key === options.interaction) &&\n (!options?.input || input.key === options.input),\n )\n .map((input) => ({ interaction, input })),\n );\n if (candidates.length > 1)\n throw new AmbiguousTargetError(JSON.stringify(target.value));\n const match = candidates[0];\n if (match)\n this.select(match.interaction.key, match.input.key, target.value);\n }\n routeCardDrop(cardId: string, target: RuntimeDropTarget) {\n if (\n this.disposed ||\n this.sourceState.request ||\n this.pending ||\n this.sourceState.connection !== \"ready\"\n )\n return;\n const card = this.store.get().cards.find(cardId);\n const interaction = card?.routes.find(\n (route) => route.key === target.interactionKey,\n );\n if (!interaction?.currentLifetime() || !interaction.getIsAvailable())\n return;\n const cardInput = interaction.findInput(target.cardInputKey);\n if (\n !cardInput ||\n cardInput.descriptor.domain.type !== \"cardTarget\" ||\n !cardInput.getIsEligible(cardId)\n )\n return;\n const input =\n target.kind === \"interaction\"\n ? undefined\n : interaction.findInput(target.inputKey);\n if (\n target.kind !== \"interaction\" &&\n (!input ||\n !matchesBoardTarget(input.descriptor, target) ||\n !input.getIsEligible(target.value))\n )\n return;\n let next: Record<string, unknown> = { ...this.drafts()[interaction.key] };\n const chosen = next[cardInput.key];\n // Dropping adds a card; it never toggles an already chosen card back out.\n if (\n !input &&\n isManyInput(cardInput.descriptor) &&\n Array.isArray(chosen) &&\n chosen.includes(cardId)\n ) {\n this.activate(interaction.key);\n return;\n }\n routeCardInputIntent(\n {\n getDraft: () => next,\n setInput: (_key, key, value) => {\n next = { ...next, [key]: value };\n },\n clearInput: (_key, key) => {\n if (key) delete next[key];\n },\n },\n interaction.descriptor,\n {\n cardId,\n cardInputKey: cardInput.key,\n dropTarget:\n input && target.kind !== \"interaction\"\n ? { inputKey: input.key, value: target.value }\n : undefined,\n },\n );\n this.writeDraft(interaction.key, next as Values);\n this.activate(interaction.key);\n const current = this.current(interaction.key);\n if (\n current &&\n shouldAutoSubmitInteraction(current.descriptor) &&\n current.getIsReady()\n )\n this.handle(() => current.submit());\n }\n warnUnread() {\n const environment =\n (import.meta as { env?: { DEV?: boolean } }).env?.DEV ??\n (globalThis as { process?: { env?: { NODE_ENV?: string } } }).process?.env\n ?.NODE_ENV === \"development\";\n if (!(this.options.debug ?? environment)) return;\n queueMicrotask(() => {\n if (this.disposed) return;\n for (const descriptor of this.sourceState.snapshot?.frame\n .availableInteractions ?? []) {\n const key = descriptor.interactionKey;\n if (\n descriptor.availability.status === \"available\" &&\n !this.observed.has(key) &&\n !this.warned.has(key)\n ) {\n this.warned.add(key);\n console.warn(`Available interaction '${key}' has not been read.`);\n }\n }\n });\n }\n build(previous?: RuntimeModel): RuntimeModel {\n this.trackDrafts();\n const { snapshot, connection, request, failure } = this.sourceState;\n const old = previous?.snapshot;\n const drafts = this.drafts();\n const active = this.active();\n const sameSnapshot = snapshot === old;\n const sameActors = sameSnapshot;\n const summaries = snapshot?.players ?? [];\n const activeIds = snapshot?.frame.flow.activePlayers ?? [];\n const playerObjects =\n sameActors && previous\n ? previous.players.getAll()\n : Object.freeze(\n summaries.map((player, index) =>\n Object.freeze(\n new PlayerObject(\n this,\n player,\n index,\n player.playerId === snapshot?.me,\n activeIds.includes(player.playerId),\n ),\n ),\n ),\n );\n const players =\n sameActors && previous\n ? previous.players\n : {\n order: Object.freeze(playerObjects.map((p) => p.id)),\n get: (id: string) =>\n requireLookup(\n playerObjects.find((p) => p.id === id),\n \"Player\",\n id,\n ),\n find: (id: string) => playerObjects.find((p) => p.id === id),\n getAll: () => playerObjects,\n next: (id: string) => {\n const index = playerObjects.findIndex((p) => p.id === id);\n return requireLookup(\n index < 0\n ? undefined\n : playerObjects[(index + 1) % playerObjects.length],\n \"Next player after\",\n id,\n );\n },\n };\n const me =\n sameActors && previous\n ? previous.me\n : snapshot\n ? {\n id: snapshot.me,\n player: players.get(snapshot.me),\n getCanAct: () =>\n snapshot.frame.availableInteractions.some(\n (value) => value.availability.status === \"available\",\n ),\n }\n : null;\n const descriptors = snapshot?.frame.availableInteractions ?? [];\n const interactionObjects = descriptors.map((base) => {\n const key = base.interactionKey;\n const draft = drafts[key] ?? EMPTY;\n const descriptor = this.descriptorFor(base, draft);\n const status =\n request || this.pending\n ? request?.interactionId === descriptor.interactionId &&\n request.phase === \"awaiting-frame\"\n ? \"submitted\"\n : \"submitting\"\n : \"open\";\n const oldObject = this.lastInteractions.find(\n (value) => value.key === key,\n );\n return oldObject?.descriptor === descriptor &&\n oldObject.epoch === this.epoch &&\n oldObject.source === this.options.source &&\n oldObject.draftIdentity === draft &&\n oldObject.status === status &&\n oldObject.connected === (connection === \"ready\")\n ? oldObject\n : this.object(\n \"interaction\",\n new InteractionObject(\n this,\n descriptor,\n draft,\n status,\n connection === \"ready\",\n ),\n );\n });\n const interactionsSame =\n previous &&\n interactionObjects.length === this.lastInteractions.length &&\n interactionObjects.every(\n (value, index) => value === this.lastInteractions[index],\n );\n this.lastInteractions = Object.freeze(interactionObjects);\n const interactions = interactionsSame\n ? previous.interactions\n : {\n get: (key: string) => {\n this.observed.add(key);\n return requireLookup(\n interactionObjects.find((value) => value.key === key),\n \"Interaction\",\n key,\n );\n },\n find: (key: string) => {\n this.observed.add(key);\n return interactionObjects.find((value) => value.key === key);\n },\n list: () => {\n interactionObjects.forEach((value) => this.observed.add(value.key));\n return Object.freeze(interactionObjects);\n },\n listAvailable: () => {\n const available = interactionObjects.filter((value) =>\n value.getIsAvailable(),\n );\n available.forEach((value) => this.observed.add(value.key));\n return Object.freeze(available);\n },\n };\n const inputs =\n interactionsSame && previous\n ? previous.inputs\n : {\n get: (key: string, name: string) =>\n requireLookup(\n interactions.find(key)?.findInput(name),\n `Input in interaction ${key}`,\n name,\n ),\n find: (key: string, name: string) =>\n interactions.find(key)?.findInput(name),\n };\n const zonesSame = sameSnapshot && interactionsSame && previous;\n const zones = zonesSame\n ? previous.zones\n : (() => {\n const objects = Object.entries(snapshot?.frame.zones ?? {}).flatMap(\n ([id, hosts]) =>\n Object.entries(hosts).map(([hostId, zone]) =>\n this.object(\n \"zone\",\n new ZoneObject(\n this,\n id,\n hostId,\n Object.freeze(\n zone.cardIds.map((cardId, index) =>\n this.object(\n \"card\",\n new CardObject(\n this,\n cardId,\n id,\n hostId,\n index,\n zone.cardViewsById[cardId],\n zone.cardBacksById[cardId],\n Object.freeze(\n (zone.playableByCardId[cardId] ?? []).map(\n (descriptor) =>\n this.object(\n \"interaction\",\n new InteractionObject(\n this,\n descriptor,\n drafts[descriptor.interactionKey] ??\n EMPTY,\n request || this.pending\n ? \"submitting\"\n : \"open\",\n connection === \"ready\",\n ),\n ),\n ),\n ),\n ),\n ),\n ),\n ),\n Object.freeze(\n zone.tiles.map(\n (tile, index) =>\n new TileObject(\n this,\n tile,\n id,\n hostId,\n index,\n Object.freeze(\n interactionObjects.filter((interaction) =>\n interaction\n .getInputs()\n .some(\n (input) =>\n input.descriptor.domain.type ===\n \"tileTarget\" &&\n input.getIsEligible(tile.ref),\n ),\n ),\n ),\n ),\n ),\n ),\n ),\n ),\n ),\n );\n const find = (id: string, hostId: string) =>\n objects.find((zone) => zone.id === id && zone.hostId === hostId);\n return {\n get: (id: string, hostId: string) =>\n requireLookup(find(id, hostId), \"Zone\", id),\n find,\n getAll: () => Object.freeze(objects),\n };\n })();\n const cards = zonesSame\n ? previous.cards\n : {\n get: (id: string) =>\n requireLookup(\n zones\n .getAll()\n .map((zone) => zone.findCard(id))\n .find((card) => card !== undefined),\n \"Card\",\n id,\n ),\n find: (id: string) =>\n zones\n .getAll()\n .map((zone) => zone.findCard(id))\n .find((card) => card !== undefined),\n };\n const capturedState =\n this.lastSnapshotDrafts === drafts &&\n previous?.state.activeInteraction === active\n ? previous.state\n : immutableCopy({ drafts, activeInteraction: active });\n this.lastSnapshotDrafts = drafts;\n for (const value of [players, me, interactions, inputs, zones, cards])\n if (value) Object.freeze(value);\n const model: RuntimeModel = {\n snapshot,\n view: snapshot?.frame.view ?? null,\n version: snapshot?.version ?? null,\n connection,\n request,\n failure,\n state: capturedState,\n phase:\n sameSnapshot && previous\n ? previous.phase\n : Object.freeze(\n new PhaseObject(snapshot?.frame.flow.currentPhase ?? null),\n ),\n turn:\n sameSnapshot && previous\n ? previous.turn\n : Object.freeze({\n activePlayerIds: activeIds,\n currentPlayerId: activeIds.length === 1 ? activeIds[0] : null,\n order: players.order,\n isMine: snapshot ? activeIds.includes(snapshot.me) : false,\n }),\n me,\n players,\n interactions,\n inputs,\n zones,\n cards,\n events:\n sameSnapshot && previous\n ? previous.events\n : Object.freeze({\n recent: snapshot?.frame.events ?? Object.freeze([]),\n }),\n };\n this.building = model;\n try {\n for (const [key, descriptor] of this.rootProperties)\n Object.defineProperty(model, key, {\n value: descriptor.get\n ? descriptor.get.call(this.instance)\n : descriptor.value,\n enumerable: true,\n });\n } finally {\n this.building = undefined;\n }\n return model;\n }\n refresh() {\n if (!this.store) return;\n this.store.setState((previous) => Object.freeze(this.build(previous)));\n this.warnUnread();\n }\n}\nexport function createGameInstance<G>() {\n return function <\n const F extends Features = Record<never, never>,\n S extends GameSource = GameSource,\n >(\n options: InstanceOptions<G, S> & {\n features?: (core: CoreInstance<G>, context: FeatureContext<G>) => F;\n },\n ): GameInstance<G, F, S> {\n // Composition boundary: callers bind this source and feature callbacks to G.\n // Runtime classes keep concrete descriptor contracts; only this facade exposes G/F.\n const controller = new Controller(\n options as RuntimeOptions,\n options.features as\n ((core: RuntimeCore, context: RuntimeContext) => Features) | undefined,\n );\n // eslint-disable-next-line no-restricted-syntax -- Controller construction binds this source and feature map to the public G/F/S facade.\n return controller.instance as unknown as GameInstance<G, F, S>;\n };\n}\n","import type {\n InteractionDescriptor,\n InteractionInputDescriptor,\n InputSelection,\n} from \"../shared/protocol/frame.js\";\nimport { inputDomainErrors, inputValueKey } from \"../shared/input-domain.js\";\nimport type { RuntimeJson } from \"../shared/runtime-json.js\";\n\nexport function interactionInputKeys(\n descriptor: Pick<InteractionDescriptor, \"inputs\">,\n): string[] {\n return descriptor.inputs.map((input) => input.key);\n}\n\nexport function applyInteractionInputDefaults<\n Params extends Record<string, unknown>,\n>(\n descriptor: Pick<InteractionDescriptor, \"inputs\" | \"step\">,\n params: Readonly<Partial<Params>>,\n): Partial<Params> {\n const next: Record<string, unknown> = descriptor.step\n ? Object.fromEntries(\n Object.entries(params).filter(([key]) =>\n descriptor.inputs.some((input) => input.key === key),\n ),\n )\n : { ...params };\n for (const input of descriptor.inputs) {\n if (next[input.key] !== undefined) continue;\n if (!(\"defaultValue\" in input)) continue;\n next[input.key] = input.defaultValue;\n }\n return next as Partial<Params>;\n}\n\nexport function validateInteractionInputDomains(\n descriptor: Pick<InteractionDescriptor, \"inputs\">,\n params: Readonly<Record<string, unknown>>,\n): Partial<Record<string, readonly string[]>> {\n const fieldErrors: Record<string, string[]> = {};\n\n for (const rawInput of descriptor.inputs) {\n const input = rawInput;\n const value = params[input.key];\n if (value === undefined) continue;\n for (const error of inputDomainErrors(\n input.domain,\n value,\n input.domain.selection,\n ))\n pushFieldError(fieldErrors, input.key, error);\n }\n\n return fieldErrors;\n}\n\nexport function isInputValueReady(\n input: InteractionInputDescriptor,\n value: unknown,\n): boolean {\n if (value === undefined) return false;\n if (value === null)\n return (\n input.domain.type === \"choice\" &&\n (input.domain.choices ?? []).some(\n (choice) => choice.value === null && !choice.disabled,\n )\n );\n const selection = inputSelection(input);\n if (selection?.mode !== \"many\") return true;\n return Array.isArray(value) && value.length >= selection.min;\n}\n\nexport function isManyInput(input: InteractionInputDescriptor): boolean {\n return inputSelection(input)?.mode === \"many\";\n}\n\nexport function toggleManyValue(\n current: unknown,\n value: RuntimeJson,\n selection: InputSelection,\n): RuntimeJson[] {\n if (selection.mode !== \"many\") return [value];\n const previous = Array.isArray(current) ? (current as RuntimeJson[]) : [];\n const existing = previous.findIndex((item) => sameValue(item, value));\n if (existing >= 0) {\n return previous.filter((item) => !sameValue(item, value));\n }\n if (selection.max !== undefined && previous.length >= selection.max) {\n return previous;\n }\n return [...previous, value];\n}\n\nexport function isManyTargetSelectable(\n input: InteractionInputDescriptor,\n current: unknown,\n targetId: RuntimeJson,\n): boolean {\n const selection = inputSelection(input);\n if (selection?.mode !== \"many\") return true;\n const currentValues = Array.isArray(current)\n ? (current as RuntimeJson[])\n : [];\n if (currentValues.some((item) => sameValue(item, targetId))) return true;\n return selection.max === undefined || currentValues.length < selection.max;\n}\n\nexport function hasInteractionFieldErrors(\n fieldErrors: Partial<Record<string, readonly string[]>>,\n): boolean {\n return Object.values(fieldErrors).some(\n (messages) => (messages?.length ?? 0) > 0,\n );\n}\n\nexport function inputByKey(\n descriptor: Pick<InteractionDescriptor, \"inputs\">,\n key: string,\n): InteractionInputDescriptor | undefined {\n return descriptor.inputs.find((input) => input.key === key);\n}\n\nexport function inputSelection(\n input: InteractionInputDescriptor,\n): InputSelection | undefined {\n if (input.domain.selection) return input.domain.selection;\n // choiceList is already an array domain; expose its selection bounds for toggling and reconciliation.\n if (input.domain.type === \"choiceList\")\n return {\n mode: \"many\",\n min: input.domain.min ?? 0,\n max: input.domain.max ?? input.domain.choices.length,\n };\n return undefined;\n}\n\nfunction pushFieldError(\n fieldErrors: Record<string, string[]>,\n key: string,\n message: string,\n): void {\n fieldErrors[key] = [...(fieldErrors[key] ?? []), message];\n}\n\nfunction sameValue(left: RuntimeJson, right: RuntimeJson): boolean {\n return inputValueKey(left) === inputValueKey(right);\n}\n","import type { InteractionDescriptor } from \"../shared/protocol/frame.js\";\nimport {\n applyInteractionInputDefaults,\n hasInteractionFieldErrors,\n inputByKey,\n interactionInputKeys,\n inputSelection,\n isInputValueReady,\n toggleManyValue,\n validateInteractionInputDomains,\n} from \"./interaction-inputs.js\";\nimport type { RuntimeJson } from \"../shared/runtime-json.js\";\n\nexport interface InteractionDraftMutation {\n key: string;\n value: unknown;\n}\n\nexport interface InteractionDraftReadiness {\n values: Record<string, unknown>;\n missingInputs: readonly string[];\n fieldErrors: Partial<Record<string, readonly string[]>>;\n ready: boolean;\n}\n\nexport interface RoutedInteractionTarget {\n inputKey: string;\n value: RuntimeJson;\n extraInputs?: Record<string, unknown>;\n}\n\nexport interface RoutedCardInputIntent {\n cardInputKey: string;\n cardId: string;\n dropTarget?: {\n inputKey: string;\n value: RuntimeJson;\n };\n}\n\nexport interface RoutedInteractionTargetResult {\n params: Record<string, unknown>;\n readiness: InteractionDraftReadiness;\n}\n\nexport function applyInteractionDraftMutation(\n store: DraftStore,\n descriptor: InteractionDescriptor,\n mutations: readonly InteractionDraftMutation[],\n): Record<string, unknown> {\n const originalDraft: Record<string, unknown> = {\n ...store.getDraft(descriptor.interactionKey),\n };\n const nextDraft: Record<string, unknown> = {\n ...originalDraft,\n };\n\n const currentKeys = new Set(interactionInputKeys(descriptor));\n for (const { key, value } of mutations) {\n if (!descriptor.step || currentKeys.has(key)) nextDraft[key] = value;\n }\n if (descriptor.step) {\n for (const key of Object.keys(nextDraft))\n if (!currentKeys.has(key)) delete nextDraft[key];\n }\n\n const allKeys = new Set([\n ...Object.keys(originalDraft),\n ...Object.keys(nextDraft),\n ]);\n for (const key of allKeys) {\n if (!(key in nextDraft)) {\n store.clearInput(descriptor.interactionKey, key);\n continue;\n }\n if (originalDraft[key] !== nextDraft[key]) {\n store.setInput(descriptor.interactionKey, key, nextDraft[key]);\n }\n }\n\n return nextDraft;\n}\n\nexport function getInteractionDraftReadiness(\n descriptor: InteractionDescriptor,\n draft: Readonly<Record<string, unknown>>,\n): InteractionDraftReadiness {\n const values = applyInteractionInputDefaults<Record<string, unknown>>(\n descriptor,\n draft,\n ) as Record<string, unknown>;\n const missingInputs = interactionInputKeys(descriptor).filter((key) => {\n const input = inputByKey(descriptor, key);\n const value = values[key];\n return input\n ? !isInputValueReady(input, value)\n : value === null || value === undefined;\n });\n const fieldErrors = validateInteractionInputDomains(descriptor, values);\n return {\n values,\n missingInputs,\n fieldErrors,\n ready:\n missingInputs.length === 0 && !hasInteractionFieldErrors(fieldErrors),\n };\n}\n\nexport function routeInteractionTarget(\n store: DraftStore,\n descriptor: InteractionDescriptor,\n target: RoutedInteractionTarget,\n): RoutedInteractionTargetResult {\n const input = inputByKey(descriptor, target.inputKey);\n const currentDraft = store.getDraft(descriptor.interactionKey);\n const selection = input ? inputSelection(input) : undefined;\n const targetValue =\n selection?.mode === \"many\"\n ? toggleManyValue(\n currentDraft[target.inputKey] ?? input?.defaultValue,\n target.value,\n selection,\n )\n : target.value;\n const params = applyInteractionDraftMutation(store, descriptor, [\n ...Object.entries(target.extraInputs ?? {}).map(([key, value]) => ({\n key,\n value,\n })),\n { key: target.inputKey, value: targetValue },\n ]);\n return {\n params,\n readiness: getInteractionDraftReadiness(descriptor, params),\n };\n}\n\nexport function routeCardInputIntent(\n store: DraftStore,\n descriptor: InteractionDescriptor,\n intent: RoutedCardInputIntent,\n): RoutedInteractionTargetResult {\n return routeInteractionTarget(store, descriptor, {\n inputKey: intent.cardInputKey,\n value: intent.cardId,\n extraInputs: intent.dropTarget\n ? { [intent.dropTarget.inputKey]: intent.dropTarget.value }\n : undefined,\n });\n}\n\nexport function shouldAutoSubmitInteraction(\n descriptor: InteractionDescriptor,\n): boolean {\n return (\n descriptor.commit.mode === \"autoWhenReady\" &&\n !descriptor.inputs.some((input) => input.domain.selection?.mode === \"many\")\n );\n}\n\ninterface DraftStore {\n getDraft(key: string): Record<string, unknown>;\n setInput(interaction: string, key: string, value: unknown): void;\n clearInput(interaction: string, key: string): void;\n}\n","import type { Point } from \"./features/pointer-session.js\";\n\n/** Measured with emulated touch; confirm on physical devices before changing. */\nexport const GESTURE_THRESHOLDS = Object.freeze({\n /** Movement, in CSS pixels, before a press becomes a drag or a browse. */\n slop: 8,\n /** A touch or pen held this long without moving inspects the card. */\n holdMs: 350,\n /** A mouse resting on a card this long inspects it. */\n hoverMs: 250,\n /** A finger drags when upward travel exceeds this multiple of sideways travel. */\n axisBias: 1.25,\n});\n\nexport interface GesturePointer {\n readonly pointerId: number;\n readonly pointerType: string;\n readonly clientX: number;\n readonly clientY: number;\n}\n\n/**\n * How a press ended. A tap leaves selection to the native click; a hold\n * inspected the card; a browse handed sideways movement to native scrolling.\n */\nexport type GestureKind = \"tap\" | \"hold\" | \"drag\" | \"browse\";\n\nexport interface GestureCallbacks {\n /** A touch or pen stayed still for `holdMs`. */\n hold(): void;\n /** Return false when the card cannot be dragged; the press then browses. */\n dragStart(origin: Point): boolean;\n dragMove(point: Point): void;\n /** The pointer lifted. */\n end(kind: GestureKind, point: Point): void;\n /** The browser or the caller cancelled. A cancelled drag never drops. */\n cancel(kind: GestureKind): void;\n}\n\nexport interface GestureRecognizer {\n move(event: GesturePointer): void;\n up(event: GesturePointer): void;\n cancel(event?: Pick<GesturePointer, \"pointerId\">): void;\n}\n\nexport interface GestureOptions {\n /** Hands keep sideways scrolling; piles can be dragged toward any destination. */\n readonly dragDirection?: \"up\" | \"any\";\n}\n\n/**\n * Classifies one press. A mouse drags in any direction and never holds. A\n * finger drags upward, browses sideways and holds when still, so cards can use\n * `touch-action: pan-x` and keep native sideways scrolling.\n */\nexport function createGestureRecognizer(\n down: GesturePointer,\n callbacks: GestureCallbacks,\n options: GestureOptions = {},\n): GestureRecognizer {\n const origin = { x: down.clientX, y: down.clientY };\n const mouse = down.pointerType === \"mouse\";\n let kind: GestureKind = \"tap\";\n let finished = false;\n const holdTimer = mouse\n ? undefined\n : setTimeout(() => {\n kind = \"hold\";\n callbacks.hold();\n }, GESTURE_THRESHOLDS.holdMs);\n const point = (event: GesturePointer) => ({\n x: event.clientX,\n y: event.clientY,\n });\n const ours = (event?: Pick<GesturePointer, \"pointerId\">) =>\n !finished && (!event || event.pointerId === down.pointerId);\n function finish() {\n finished = true;\n clearTimeout(holdTimer);\n }\n return {\n move(event) {\n if (!ours(event)) return;\n if (kind === \"drag\") return callbacks.dragMove(point(event));\n const dx = event.clientX - origin.x;\n const dy = event.clientY - origin.y;\n if (kind !== \"tap\" || Math.hypot(dx, dy) < GESTURE_THRESHOLDS.slop)\n return;\n clearTimeout(holdTimer);\n const lifts =\n mouse ||\n options.dragDirection === \"any\" ||\n -dy > GESTURE_THRESHOLDS.axisBias * Math.abs(dx);\n if (lifts && callbacks.dragStart(origin)) {\n kind = \"drag\";\n callbacks.dragMove(point(event));\n } else kind = \"browse\";\n },\n up(event) {\n if (!ours(event)) return;\n finish();\n callbacks.end(kind, point(event));\n },\n cancel(event) {\n if (!ours(event)) return;\n finish();\n callbacks.cancel(kind);\n },\n };\n}\n\n/** Magnetic rectangular UI targets. A wider exit band prevents edge flicker.\n * Call only for eligible targets; SVG board spaces keep native hit testing. */\nexport function magneticDropPoint(\n point: Point,\n box: { x: number; y: number; width: number; height: number },\n retained: boolean,\n coarse: boolean,\n): Point | null {\n const radius = coarse ? (retained ? 52 : 28) : retained ? 36 : 18;\n if (box.width <= 0 || box.height <= 0) return null;\n const x = Math.max(box.x, Math.min(point.x, box.x + box.width));\n const y = Math.max(box.y, Math.min(point.y, box.y + box.height));\n return Math.hypot(point.x - x, point.y - y) <= radius ? { x, y } : null;\n}\n","import { inputValueKey } from \"../shared/input-domain.js\";\nimport type { RuntimeDropTarget } from \"./targets.js\";\n\n/** Targets are rebuilt with every frame; compare their route and destination. */\nexport function isSameDropTarget(\n left: RuntimeDropTarget,\n right: RuntimeDropTarget,\n): boolean {\n if (\n left.interactionKey !== right.interactionKey ||\n left.cardInputKey !== right.cardInputKey\n )\n return false;\n if (left.kind === \"interaction\" || right.kind === \"interaction\")\n return left.kind === right.kind;\n return (\n left.kind === right.kind &&\n left.valueKind === right.valueKind &&\n inputValueKey(left.value) === inputValueKey(right.value) &&\n (left.valueKind !== \"board-id\" ||\n (right.valueKind === \"board-id\" && left.boardId === right.boardId)) &&\n left.inputKey === right.inputKey\n 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