@dreamboard-games/sdk 0.5.0-alpha.17 → 0.5.0-alpha.18

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -553,3 +553,41 @@ fits uses `{ scrub: true }`: a sliding finger reports each move through
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  `{ dragDirection: "any" }` with `touch-action: none` to drag toward a hand below
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  or beside them. This classifies pointer intent only; submit an authored interaction
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  through the bound game to enforce its rules, without selecting a hidden card ID.
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+
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+ ### Local card groups and marquee selection
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+
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+ `cardSelectionFeature` holds a local list of projected card IDs, separate from
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+ interaction drafts. Authors decide which zones allow selection and how to draw
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+ it. Selection clears on an authoritative frame or source/perspective change.
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+
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+ ```ts
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+ features(core, context) {
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+ const selection = cardSelectionFeature(core, context);
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+ return {
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+ selection,
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+ drag: dragFeature(core, context, {
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+ getSelection(cardId) {
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+ const ids = selection.root.cardSelection.cardIds;
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+ return ids.includes(cardId) ? ids : undefined;
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+ },
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+ }),
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+ };
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+ }
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+ ```
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+
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+ Use `game.cardSelection.set(ids)`, `.toggle(id)` and `.clear()` for authored
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+ controls. A selected group can drop only onto an interaction with a `many(...)`
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+ card input that admits the entire group. Dropping submits that input once in
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+ selection order, replacing its draft; it never submits a sequence of single-card
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+ moves. The reducer remains responsible for validating and applying the group
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+ atomically. An unselected card retains ordinary single-card draft behavior.
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+ `useDragOverlay().cardIds` identifies all lifted cards; `cardId` is the anchor.
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+
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+ `useMarqueeSelection` from `/react` is an opt-in mouse/pen background gesture.
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+ Pass `enabled`, `getCards: () => [{ id, element }]`, and
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+ `onSelect: (ids, additive) => ...`; spread its `props` on the selectable area.
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+ It reports intersecting cards on release and viewport `bounds` for an authored
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+ fixed-position overlay. Shift requests additive selection; Escape, pointer
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+ cancellation, blur or disabling the area cancels. Buttons, inputs and card
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+ controls keep their own gestures, and touch retains scrolling. A background
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+ click reports an empty selection. The hook supplies no styling or bulk-action UI.
@@ -941,6 +941,8 @@ var Controller = class {
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  routeTarget: (target, options2) => this.routeTarget(target, options2),
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  getCanDropCard: (cardId, target) => this.prepareCardDrop(cardId, target) !== void 0,
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  routeCardDrop: (cardId, target) => this.routeCardDrop(cardId, target),
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+ getCanDropCardGroup: (cardIds, target) => !!this.prepareCardDrop(cardIds, target),
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+ routeCardGroupDrop: (cardIds, target) => this.routeCardDrop(cardIds, target),
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  invalidate: () => {
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  if (!this.disposed) this.refresh();
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  }
@@ -1350,9 +1352,13 @@ var Controller = class {
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  if (match)
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  this.select(match.interaction.key, match.input.key, target.value);
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  }
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- prepareCardDrop(cardId, target) {
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+ prepareCardDrop(cards, target) {
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  if (this.disposed || this.sourceState.request || this.pending || this.sourceState.connection !== "ready")
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  return;
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+ const group = typeof cards !== "string";
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+ const cardIds = group ? cards : [cards];
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+ const cardId = cardIds[0];
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+ if (!cardId || new Set(cardIds).size !== cardIds.length) return;
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  const card = this.store.get().cards.find(cardId);
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  const interaction = card?.routes.find(
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  (route) => route.key === target.interactionKey
@@ -1360,7 +1366,11 @@ var Controller = class {
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  if (!interaction?.currentLifetime() || !interaction.getIsAvailable())
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  return;
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  const cardInput = interaction.findInput(target.cardInputKey);
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- if (!cardInput || cardInput.descriptor.domain.type !== "cardTarget" || !cardInput.getIsEligible(cardId))
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+ if (!cardInput || cardInput.descriptor.domain.type !== "cardTarget" || (group ? !isManyInput(cardInput.descriptor) || !inputValueInDomain(
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+ cardInput.descriptor.domain,
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+ cardIds,
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+ cardInput.descriptor.domain.selection
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+ ) : !cardInput.getIsEligible(cardId)))
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  return;
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  const input = target.kind === "interaction" ? void 0 : interaction.findInput(target.inputKey);
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  if (target.kind !== "interaction" && (!input || !(target.kind === "position" ? input.descriptor.domain.type === "zonePosition" : matchesBoardTarget(input.descriptor, target)) || !input.getIsEligible(target.value)))
@@ -1376,7 +1386,11 @@ var Controller = class {
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  };
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  const chosen = next[cardInput.key];
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  const alreadyChosen = !input && isManyInput(cardInput.descriptor) && Array.isArray(chosen) && chosen.includes(cardId);
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- if (!alreadyChosen)
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+ if (group) {
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+ next[cardInput.key] = [...cardIds];
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+ if (input && target.kind !== "interaction")
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+ next[input.key] = target.value;
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+ } else if (!alreadyChosen)
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  routeCardInputIntent(
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  {
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  getDraft: () => next,
@@ -1394,14 +1408,14 @@ var Controller = class {
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  dropTarget: input && target.kind !== "interaction" ? { inputKey: input.key, value: target.value } : void 0
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  }
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  );
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- if (params && (!interaction.getIsAvailable(next) || !interaction.getIsReady(next)))
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+ if ((params || group) && (!interaction.getIsAvailable(next) || !interaction.getIsReady(next)))
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  return;
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  return {
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  interaction,
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  next,
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- alreadyChosen,
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+ alreadyChosen: group ? false : alreadyChosen,
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  // A bound area or an insertion point names the whole move of one card.
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- submitBound: (params !== void 0 || target.kind === "position") && !isManyInput(cardInput.descriptor)
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+ submitBound: group || (params !== void 0 || target.kind === "position") && !isManyInput(cardInput.descriptor)
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  };
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  }
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  routeCardDrop(cardId, target) {
@@ -1775,4 +1789,4 @@ export {
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  createGestureRecognizer,
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  magneticDropPoint
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  };
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- //# sourceMappingURL=chunk-ECLANZFV.js.map
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+ //# sourceMappingURL=chunk-HVNA4RAM.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(id: string):\n | {\n readonly zone: string;\n readonly hostId: string;\n getInteractions(): readonly RuntimeInteraction[];\n }\n | 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 getCanDropCard(cardId: string, target: RuntimeDropTarget): boolean;\n routeCardDrop(cardId: string, target: RuntimeDropTarget): void;\n getCanDropCardGroup(\n cardIds: readonly string[],\n target: RuntimeDropTarget,\n ): boolean;\n routeCardGroupDrop(\n cardIds: readonly string[],\n target: RuntimeDropTarget,\n ): 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 { zonePositions } from \"../shared/position-target.js\";\nimport { 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(params?: Values) {\n return (event?: NativeEvent) => {\n event?.preventDefault();\n this.owner.handle(() => this.submit(params));\n };\n }\n getSubmitProps(params?: Values) {\n const disabled =\n !this.getIsAvailable(params) ||\n !this.getIsReady(params) ||\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(params),\n \"data-disabled\": disabled,\n onClick: this.getSubmitHandler(params),\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 // A point reads by the card it goes before, as players say it.\n if (domain.type === \"zonePosition\")\n for (const value of zonePositions(domain.zones)) {\n const zone = snapshot?.frame.zones[value.zoneId]?.[value.hostId];\n const id = zone?.cardIds[value.index];\n const name = id === undefined ? undefined : zone?.cardViewsById[id]?.name;\n const place =\n id === undefined\n ? \"At the end\"\n : `Before ${name || `card ${value.index + 1}`}`;\n targetLabels.set(\n inputValueKey(value),\n domain.zones.length === 1\n ? place\n : `${value.zoneId} (${value.hostId}): ${place}`,\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 if (domain.type === \"zonePosition\") return zonePositions(domain.zones);\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 getCanDropCard: (cardId, target) =>\n this.prepareCardDrop(cardId, target) !== undefined,\n routeCardDrop: (cardId, target) => this.routeCardDrop(cardId, target),\n getCanDropCardGroup: (cardIds, target) =>\n !!this.prepareCardDrop(cardIds, target),\n routeCardGroupDrop: (cardIds, target) =>\n this.routeCardDrop(cardIds, 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) {\n // A frame that conceals a submitted card prunes it from the draft; that\n // is not an edit, so the submission still resets its own draft.\n const operation = this.pending;\n const submitted =\n operation?.draftRevision !== undefined &&\n (this.revisions.get(operation.key) ?? 0) === operation.draftRevision;\n this.writeDrafts(Object.freeze(next));\n if (submitted)\n operation.draftRevision = this.revisions.get(operation.key);\n }\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 prepareCardDrop(\n cards: string | readonly string[],\n target: RuntimeDropTarget,\n ) {\n if (\n this.disposed ||\n this.sourceState.request ||\n this.pending ||\n this.sourceState.connection !== \"ready\"\n )\n return;\n const group = typeof cards !== \"string\";\n const cardIds = group ? cards : [cards];\n const cardId = cardIds[0];\n if (!cardId || new Set(cardIds).size !== cardIds.length) 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 (group\n ? !isManyInput(cardInput.descriptor) ||\n !inputValueInDomain(\n cardInput.descriptor.domain,\n cardIds,\n cardInput.descriptor.domain.selection,\n )\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 !(target.kind === \"position\"\n ? input.descriptor.domain.type === \"zonePosition\"\n : matchesBoardTarget(input.descriptor, target)) ||\n !input.getIsEligible(target.value))\n )\n return;\n const params = target.kind === \"interaction\" ? target.params : undefined;\n if (\n params &&\n Object.keys(params).some(\n (key) => key === cardInput.key || !interaction.findInput(key),\n )\n )\n return;\n let next: Record<string, unknown> = {\n ...this.drafts()[interaction.key],\n ...params,\n };\n const chosen = next[cardInput.key];\n // Dropping adds a card; it never toggles an already chosen card back out.\n const alreadyChosen =\n !input &&\n isManyInput(cardInput.descriptor) &&\n Array.isArray(chosen) &&\n chosen.includes(cardId);\n if (group) {\n next[cardInput.key] = [...cardIds];\n if (input && target.kind !== \"interaction\")\n next[input.key] = target.value;\n } else if (!alreadyChosen)\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 if (\n (params || group) &&\n (!interaction.getIsAvailable(next as Values) ||\n !interaction.getIsReady(next as Values))\n )\n return;\n return {\n interaction,\n next,\n alreadyChosen: group ? false : alreadyChosen,\n // A bound area or an insertion point names the whole move of one card.\n submitBound:\n group ||\n ((params !== undefined || target.kind === \"position\") &&\n !isManyInput(cardInput.descriptor)),\n };\n }\n routeCardDrop(cardId: string | readonly string[], target: RuntimeDropTarget) {\n const prepared = this.prepareCardDrop(cardId, target);\n if (!prepared) return;\n const { interaction, next, alreadyChosen, submitBound } = prepared;\n if (\n !alreadyChosen ||\n (target.kind === \"interaction\" && target.params !== undefined)\n )\n this.writeDraft(interaction.key, next as Values);\n this.activate(interaction.key);\n const current = this.current(interaction.key);\n if (\n !alreadyChosen &&\n current &&\n (submitBound || 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 ? 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[]), 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 ? 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A tap leaves selection to the native click; a hold\n * inspected the card; a browse handed sideways movement to native scrolling,\n * or scrubbed along a row.\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 /** A scrubbing finger moved while browsing. */\n browse?(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 /** Cards drag upward on touch; piles can be dragged toward any destination. */\n readonly dragDirection?: \"up\" | \"any\";\n /**\n * A browsing finger scrubs along its row instead of scrolling it: `browse`\n * reports every move, and turning upward still drags.\n */\n readonly scrub?: boolean;\n}\n\n/**\n * Classifies one press. A mouse drags in any direction and never holds. 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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 ? 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package/dist/index.d.ts CHANGED
@@ -1,5 +1,5 @@
1
- import { r as Features, J as InstanceOptions, n as CoreInstance, q as FeatureContext, G as GameInstance, C as Card, I as IdOf, am as Zone, a6 as SeatCardId, d as BoardCollection, h as BoardSpaceCollection, c as BoardBase, _ as RuntimeBoard, a5 as RuntimeTargetOptions, A as ActionProps, e as BoardDataOf, g as BoardSpace, ah as TargetOptions, p as DropTarget, ao as ZoneHostId } from './shortcuts-BKKRbmvs.js';
2
- export { a as AnyInput, b as AnyInteraction, B as Board, f as BoardDropTarget, i as BoardSpaceData, j as BoardSpaceId, k as BoardTarget, l as CardBase, m as CardDataOf, D as Drafts, o as DropAreaBinding, F as Feature, s as GameSnapshot, H as Hook, t as Input, u as InputBase, v as InputControl, w as InputDomainOf, x as InputKey, y as InputKind, z as InputTarget, E as InputTargetOption, K as Interaction, L as InteractionBase, M as InteractionDropTarget, N as InteractionKey, O as InteractionParams, P as InteractionShortcutBinding, Q as LocalShortcutBinding, R as LocalState, S as NativeEvent, T as Phase, U as PhaseName, V as PlacedTileDataOf, W as Player, X as PositionDropTarget, Y as ReadModel, Z as ReadonlyData, $ as RuntimeBoardDropTarget, a0 as RuntimeBoardTarget, a1 as RuntimeDropTarget, a2 as RuntimeInteractionDropTarget, a3 as RuntimePositionDropTarget, a4 as RuntimeSelectionTarget, a7 as SelectionTarget, a8 as ShortcutActivity, a9 as ShortcutBinding, aa as ShortcutHint, ab as ShortcutOptions, ac as ShortcutResult, ad as ShortcutTarget, ae as ShortcutZoneTarget, af as ShortcutsController, ag as TableOfGame, ai as Tile, aj as TileDataOf, ak as Turn, al as ViewOf, an as ZoneBase, ap as shortcutsFeature } from './shortcuts-BKKRbmvs.js';
1
+ import { r as Features, J as InstanceOptions, n as CoreInstance, q as FeatureContext, G as GameInstance, C as Card, I as IdOf, am as Zone, a6 as SeatCardId, d as BoardCollection, h as BoardSpaceCollection, c as BoardBase, _ as RuntimeBoard, a5 as RuntimeTargetOptions, A as ActionProps, e as BoardDataOf, g as BoardSpace, ah as TargetOptions, p as DropTarget, ao as ZoneHostId } from './shortcuts-BJz4NvjG.js';
2
+ export { a as AnyInput, b as AnyInteraction, B as Board, f as BoardDropTarget, i as BoardSpaceData, j as BoardSpaceId, k as BoardTarget, l as CardBase, m as CardDataOf, D as Drafts, o as DropAreaBinding, F as Feature, s as GameSnapshot, H as Hook, t as Input, u as InputBase, v as InputControl, w as InputDomainOf, x as InputKey, y as InputKind, z as InputTarget, E as InputTargetOption, K as Interaction, L as InteractionBase, M as InteractionDropTarget, N as InteractionKey, O as InteractionParams, P as InteractionShortcutBinding, Q as LocalShortcutBinding, R as LocalState, S as NativeEvent, T as Phase, U as PhaseName, V as PlacedTileDataOf, W as Player, X as PositionDropTarget, Y as ReadModel, Z as ReadonlyData, $ as RuntimeBoardDropTarget, a0 as RuntimeBoardTarget, a1 as RuntimeDropTarget, a2 as RuntimeInteractionDropTarget, a3 as RuntimePositionDropTarget, a4 as RuntimeSelectionTarget, a7 as SelectionTarget, a8 as ShortcutActivity, a9 as ShortcutBinding, aa as ShortcutHint, ab as ShortcutOptions, ac as ShortcutResult, ad as ShortcutTarget, ae as ShortcutZoneTarget, af as ShortcutsController, ag as TableOfGame, ai as Tile, aj as TileDataOf, ak as Turn, al as ViewOf, an as ZoneBase, ap as shortcutsFeature } from './shortcuts-BJz4NvjG.js';
3
3
  import { I as InteractionDescriptor, b as GameplayBasis, e as PluginSessionDescriptor, c as PluginGameplayFrame, G as GameSource, g as SourceSnapshot, C as CommandSource, P as PlayerId, R as ReducerSeatProjectionBundle } from './types-DU9GGPt6.js';
4
4
  export { A as ActionInteractionDescriptor, a as ApplySource, d as PluginPlayerSummary, S as SimultaneousPhaseSnapshot, f as SourceRequest, h as SourceState, i as SubmitResult, Z as ZoneHandlesSnapshot } from './types-DU9GGPt6.js';
5
5
  import * as z from 'zod';
@@ -1439,6 +1439,7 @@ declare function boardFeature<G>(_game: CoreInstance<G>, context: FeatureContext
1439
1439
 
1440
1440
  interface DragState<G> {
1441
1441
  readonly cardId: SeatCardId<G>;
1442
+ readonly cardIds: readonly SeatCardId<G>[];
1442
1443
  readonly target: DropTarget<G> | null;
1443
1444
  }
1444
1445
  interface DragController<G> {
@@ -1456,7 +1457,9 @@ interface DragController<G> {
1456
1457
  * interaction has a board input, otherwise on an area that runs the
1457
1458
  * interaction. Gestures, hit-testing and feedback belong to /react.
1458
1459
  */
1459
- declare function dragFeature<G>(_game: CoreInstance<G>, context: FeatureContext<G>): {
1460
+ declare function dragFeature<G>(_game: CoreInstance<G>, context: FeatureContext<G>, options?: {
1461
+ readonly getSelection: (cardId: SeatCardId<G>, options?: TargetOptions<G>) => readonly SeatCardId<G>[] | undefined;
1462
+ }): {
1460
1463
  readonly root: {
1461
1464
  readonly drag: DragController<G>;
1462
1465
  };
@@ -5157,4 +5160,18 @@ declare function parsePluginGameplayFrame(value: unknown): PluginGameplayFrame;
5157
5160
  declare function parseHostToPluginEnvelope(value: unknown): PluginProtocolEnvelope<HostToPluginPayload>;
5158
5161
  declare function parsePluginToHostEnvelope(value: unknown): PluginProtocolEnvelope<PluginToHostPayload>;
5159
5162
 
5160
- export { ActionProps, type ActionSetVersionInput, AmbiguousTargetError, AuthAcceptedFrameSchema, AuthConnectFrameSchema, AuthRefreshFrameSchema, BoardBase, BoardCollection, BoardDataOf, BoardEdgeId, type BoardFeature, type BoardLayoutOptions, type BoardLayoutTile, BoardSpace, BoardSpaceCollection, BoardVertexId, type CancelInteractionCommand, CancelInteractionCommandSchema, Card, type CardOrigin, type ClientGameplayFrame, ClientGameplayFrameSchema, CommandSource, CoreInstance, DREAMBOARD_PLUGIN_PROTOCOL, DREAMBOARD_PLUGIN_PROTOCOL_VERSION, DREAMBOARD_SDK_PACKAGES, DREAMBOARD_SDK_PACKAGE_SET, DREAMBOARD_SDK_VERSION, type DragController, type DragState, type DreamboardSdkPackageName, type DreamboardSdkPackageSet, DropTarget, type FanCard, type FanLayout, type FanOptions, FeatureContext, Features, GESTURE_THRESHOLDS, GameEventDetailSchema, GameEventSchema, GameInstance, GameOutcomeSchema, GameSource, GameplayBackpressureFrameSchema, GameplayBackpressureOperationSchema, GameplayBackpressureReasonSchema, GameplayBasis, GameplayBasisSchema, GameplayCloseCode, type GameplayCredential, GameplayCredentialSchema, type GestureCallbacks, type GestureKind, type GestureOptions, type GesturePointer, type GestureRecognizer, type HandController, type HandFan, type HandFanInput, type HandFanOptions, type HandFanPose, type HandOptions, type HandSort, type HostToPluginEnvelope, HostToPluginEnvelopeSchema, type HostToPluginPayload, HostToPluginPayloadSchema, IdOf, InstanceOptions, InteractionDescriptor, type InteractionResult, InteractionResultSchema, type MaterializePluginGameplayFrameInput, type PanZoomOptions, PlayerId, PluginGameplayFrame, PluginGameplayFrameSchema, PluginPlayerSummarySchema, type PluginProtocolEnvelope, PluginSessionDescriptor, PluginSessionDescriptorSchema, type PluginToHostEnvelope, PluginToHostEnvelopeSchema, type PluginToHostPayload, PluginToHostPayloadSchema, ReducerSeatProjectionBundle, RuntimeJson, RuntimeTargetOptions, SeatBoardTopology, SeatCardId, SeatFrameSchema, SeatProjectionBundleSchema, SeatSpaceRef, SeatTileRef, type ServerGameplayFrame, ServerGameplayFrameSchema, SessionResumeFrameSchema, SessionSnapshotFrameSchema, SimultaneousPhaseSnapshotSchema, SourceSnapshot, type SubmitInteractionCommand, SubmitInteractionCommandSchema, SystemActionEventSchema, TargetOptions, type ViewportSurface, type ViewportTransform, type WheelInput, Zone, ZoneHandlesSnapshotSchema, ZoneHostId, boardFeature, canonicalizePluginRuntimeJson, computePluginActionSetVersion, createGameInstance, createGestureRecognizer, createPluginProtocolEnvelopeSchema, cssEasing, digestPluginCommandRequest, digestPluginGameplayFrame, digestPluginRuntimeJson, dragFeature, encodeCanonicalPluginRuntimeJson, exponentialOut, fanLayout, handFan, handFanPresets, handFanTiming, handFeature, hostSource, iframeSource, liftFanCard, magneticDropPoint, materializePluginGameplayFrame, originsFeature, panZoomFeature, parseHostToPluginEnvelope, parsePluginGameplayFrame, parsePluginSessionDescriptor, parsePluginToHostEnvelope, staticSource };
5163
+ interface CardSelectionController<G> {
5164
+ readonly cardIds: readonly SeatCardId<G>[];
5165
+ set(cardIds: readonly SeatCardId<G>[]): void;
5166
+ toggle(cardId: SeatCardId<G>): void;
5167
+ clear(): void;
5168
+ }
5169
+ /** Local presentation selection, separate from interaction drafts. Authors choose selectable zones. */
5170
+ declare function cardSelectionFeature<G>(game: CoreInstance<G>, context: FeatureContext<G>): {
5171
+ root: {
5172
+ readonly cardSelection: CardSelectionController<G>;
5173
+ };
5174
+ dispose(): void;
5175
+ };
5176
+
5177
+ export { ActionProps, type ActionSetVersionInput, AmbiguousTargetError, AuthAcceptedFrameSchema, AuthConnectFrameSchema, AuthRefreshFrameSchema, BoardBase, BoardCollection, BoardDataOf, BoardEdgeId, type BoardFeature, type BoardLayoutOptions, type BoardLayoutTile, BoardSpace, BoardSpaceCollection, BoardVertexId, type CancelInteractionCommand, CancelInteractionCommandSchema, Card, type CardOrigin, type CardSelectionController, type ClientGameplayFrame, ClientGameplayFrameSchema, CommandSource, CoreInstance, DREAMBOARD_PLUGIN_PROTOCOL, DREAMBOARD_PLUGIN_PROTOCOL_VERSION, DREAMBOARD_SDK_PACKAGES, DREAMBOARD_SDK_PACKAGE_SET, DREAMBOARD_SDK_VERSION, type DragController, type DragState, type DreamboardSdkPackageName, type DreamboardSdkPackageSet, DropTarget, type FanCard, type FanLayout, type FanOptions, FeatureContext, Features, GESTURE_THRESHOLDS, GameEventDetailSchema, GameEventSchema, GameInstance, GameOutcomeSchema, GameSource, GameplayBackpressureFrameSchema, GameplayBackpressureOperationSchema, GameplayBackpressureReasonSchema, GameplayBasis, GameplayBasisSchema, GameplayCloseCode, type GameplayCredential, GameplayCredentialSchema, type GestureCallbacks, type GestureKind, type GestureOptions, type GesturePointer, type GestureRecognizer, type HandController, type HandFan, type HandFanInput, type HandFanOptions, type HandFanPose, type HandOptions, type HandSort, type HostToPluginEnvelope, HostToPluginEnvelopeSchema, type HostToPluginPayload, HostToPluginPayloadSchema, IdOf, InstanceOptions, InteractionDescriptor, type InteractionResult, InteractionResultSchema, type MaterializePluginGameplayFrameInput, type PanZoomOptions, PlayerId, PluginGameplayFrame, PluginGameplayFrameSchema, PluginPlayerSummarySchema, type PluginProtocolEnvelope, PluginSessionDescriptor, PluginSessionDescriptorSchema, type PluginToHostEnvelope, PluginToHostEnvelopeSchema, type PluginToHostPayload, PluginToHostPayloadSchema, ReducerSeatProjectionBundle, RuntimeJson, RuntimeTargetOptions, SeatBoardTopology, SeatCardId, SeatFrameSchema, SeatProjectionBundleSchema, SeatSpaceRef, SeatTileRef, type ServerGameplayFrame, ServerGameplayFrameSchema, SessionResumeFrameSchema, SessionSnapshotFrameSchema, SimultaneousPhaseSnapshotSchema, SourceSnapshot, type SubmitInteractionCommand, SubmitInteractionCommandSchema, SystemActionEventSchema, TargetOptions, type ViewportSurface, type ViewportTransform, type WheelInput, Zone, ZoneHandlesSnapshotSchema, ZoneHostId, boardFeature, canonicalizePluginRuntimeJson, cardSelectionFeature, computePluginActionSetVersion, createGameInstance, createGestureRecognizer, createPluginProtocolEnvelopeSchema, cssEasing, digestPluginCommandRequest, digestPluginGameplayFrame, digestPluginRuntimeJson, dragFeature, encodeCanonicalPluginRuntimeJson, exponentialOut, fanLayout, handFan, handFanPresets, handFanTiming, handFeature, hostSource, iframeSource, liftFanCard, magneticDropPoint, materializePluginGameplayFrame, originsFeature, panZoomFeature, parseHostToPluginEnvelope, parsePluginGameplayFrame, parsePluginSessionDescriptor, parsePluginToHostEnvelope, staticSource };