@energy8platform/game-engine 0.29.0 → 0.31.0
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/dist/host.cjs.js +266 -63
- package/dist/host.cjs.js.map +1 -1
- package/dist/host.d.ts +52 -2
- package/dist/host.esm.js +266 -63
- package/dist/host.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/host/buildConfig.ts +3 -2
- package/src/host/createSlotGame.ts +274 -65
- package/src/host/runRound.ts +75 -14
- package/src/host/sceneController.ts +10 -2
- package/src/host/types.ts +24 -1
package/dist/host.cjs.js
CHANGED
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@@ -2270,10 +2270,19 @@ async function createSlotGame(opts) {
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availableClose: false,
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title: shell.t('Something went wrong'),
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body: shell.t(message),
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actions: [
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-
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actions: [
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{
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title: shell.t('Reload'),
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on: () => {
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try {
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location.reload();
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}
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catch {
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/* non-browser */
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}
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},
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},
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],
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});
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return;
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}
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@@ -2403,7 +2412,9 @@ async function createSlotGame(opts) {
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const { lookupCurrency } = await import('@energy8platform/stake-bridge');
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currencyMeta = lookupCurrency(opts.model.spec.currency);
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}
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-
catch {
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catch {
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/* stake-bridge not installed — resolveCurrency falls back to the code */
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}
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}
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const runtime = {
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balance,
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@@ -2430,7 +2441,11 @@ async function createSlotGame(opts) {
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// pixi-shell mounts its root onto the engine's unscaled, screen-space UI layer (above the
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// scaled world/scene root) so the control bar fills the real screen, not the letterboxed game.
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// The host adds the mount target (`app`) + parent; buildShellConfig produces everything else.
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-
const pixiShellCfg = {
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const pixiShellCfg = {
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...buildShellConfig(opts.shell, opts.model, runtime),
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app: game.app,
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parent: game.uiLayer,
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};
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// The game may swap in its own shell (a custom renderer over the same core) via shellFactory;
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// default is the built-in Pixi shell. The host drives whichever it gets through the Shell contract.
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shell = (opts.shellFactory ?? createPixiShell)(pixiShellCfg);
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@@ -2443,10 +2458,15 @@ async function createSlotGame(opts) {
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// async win credit (/wallet/end-round, after the final ack) paints when it lands. `balanceGate`
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// is the single source for both the displayed balance and `ensureAffordable`.
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const balanceGate = createBalanceGate((b) => shell.setBalance(b), balance);
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-
ps?.on('balanceUpdate', (d) => {
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ps?.on('balanceUpdate', (d) => {
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balanceGate.onBalance(d.balance);
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});
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// Live turbo level (0..3) — read fresh on each ctx.turbo access so a mid-round toggle is honoured.
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let currentTurbo = shell.state.turbo;
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shell.on('turboChange', (level) => {
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shell.on('turboChange', (level) => {
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currentTurbo = level;
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gameScene()?.onTurboChanged?.(level);
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});
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// Double-tap-to-skip is a game-level option (default on), set once via createSlotGame({ skipGesture }).
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const skipEnabled = opts.skipGesture ?? true;
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// Shell settings → engine state. Sound/volume map onto the AudioManager.
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@@ -2483,21 +2503,38 @@ async function createSlotGame(opts) {
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sceneApi = {
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audio: createSceneAudio(game.audio),
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overlay: overlayCtl.overlay,
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-
shell: {
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shell: {
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get safeArea() {
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return shell.safeArea;
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},
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},
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formatAmount: (v) => shell.formatWin(v),
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get bet() {
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-
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-
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get bet() {
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return currentBet;
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},
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get mode() {
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return opts.model.modeMap['spin'] ?? 'BASE';
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},
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get turbo() {
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return currentTurbo;
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},
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};
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const roleOf = (action) => opts.model.spec.actions[action]?.role;
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const isBonusAction = (action) => roleOf(action) === 'free';
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// Per-SEGMENT mode string. modeMap intentionally excludes `free` actions (they'd pollute the
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// Game-Info modes table), so a free segment falls back to its spec `mode` (or the action key).
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// This is what distinguishes nested bonuses (FREESPINS vs ADVENTURE) at the transition boundary.
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const segmentModeOf = (action) => opts.model.spec.actions[action]?.mode ?? opts.model.modeMap[action] ?? action.toUpperCase();
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// The signal-less context. runRound injects a per-segment `signal` (for skip); resumeDrain
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// attaches its own. So makeContext returns everything BUT `signal`.
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const makeContext = (action) => ({
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bet: currentBet,
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action,
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mode:
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mode: segmentModeOf(action),
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formatAmount: (v) => shell.formatWin(v),
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get turbo() {
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get turbo() {
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return currentTurbo;
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},
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});
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// Play-error + connection handling. A play rejection is classified into a player-facing modal
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// (ACTIVE_SESSION_EXISTS → Reload, etc.) instead of a misleading reconnect overlay; the reconnect
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@@ -2513,11 +2550,27 @@ async function createSlotGame(opts) {
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title: shell.t(v.title),
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body: shell.t(v.body),
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actions: v.reload
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-
? [
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-
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? [
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{
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title: shell.t('Reload'),
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on: () => {
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try {
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window.location.reload();
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}
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catch {
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/* non-browser */
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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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title: shell.t('OK'),
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on: () => {
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playErrorOpen = false;
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},
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},
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],
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});
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};
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ps?.on('connectionStateChanged', (s) => {
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@@ -2546,7 +2599,10 @@ async function createSlotGame(opts) {
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const skip = createDoubleTapSkip({
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enabled: () => skipEnabled,
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active: () => presenting,
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-
onSkip: () => {
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onSkip: () => {
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currentSegmentAbort?.abort();
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gameScene()?.onSkip?.();
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},
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});
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// Listen for taps on the scene root (game.worldRoot — the scaled scene container). The shell
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// lives on the sibling uiLayer, so its bar taps never reach worldRoot — taps here are the play area.
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@@ -2576,54 +2632,133 @@ async function createSlotGame(opts) {
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gameScene()?.onResume?.();
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},
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});
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/** Push a bonus segment's readout to the shell bar. Default (no `opts.bonus`) = the free-spins
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* counter (label 'Free spins', value current/total). With `opts.bonus`, the game supplies the
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* label + value string (adventure / hold-and-spin / respins) and we drive the generic 'bonus'
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* hero instead — the shell stays free of any per-game bonus concept. */
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const applyBonusReadout = (result, view, mode) => {
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const b = opts.bonus;
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if (!b) {
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shell.setFreeSpins(view);
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return;
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}
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const label = typeof b.label === 'function' ? b.label(mode) : (b.label ?? 'Free spins');
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const value = b.readout
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? b.readout(result, { view, mode })
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: view.current == null
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? String(view.total)
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: `${view.current} / ${view.total}`;
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shell.setBonus({ label, value, totalWin: view.totalWin });
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};
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/** The mode entered via setMode for a bonus — 'bonus' when the game customises the readout,
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* else 'freeSpins' (the back-compat default the shell already renders). */
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const bonusShellMode = opts.bonus ? 'bonus' : 'freeSpins';
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/** Apply an authoritative book override (freeSpins.total/remaining) onto an accumulated view —
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* the host counts by default, but if the book resends the count (e.g. a resumed parent after a
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* nested sub-bonus) that wins. */
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const overrideView = (view, fs) => {
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if (!fs)
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return view;
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const total = fs.total ?? view.total;
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const current = fs.remaining != null ? Math.max(0, total - fs.remaining) : view.current;
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return { current, total, totalWin: view.totalWin };
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};
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/** A per-round stack of active bonus levels driving the shell bar as levels push/pop. Supports
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* NESTED bonuses (e.g. free spins → adventure → free spins): each level keeps its own counter,
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* so a resumed parent restores its remaining count. A single-bonus round pushes once and
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2669
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* unwinds once — byte-identical to the pre-nesting behaviour. */
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const createBonusStack = (scene) => {
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2671
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const stack = [];
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return {
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2673
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inBonus: () => stack.length > 0,
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2674
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/** A bonus level becomes active — a fresh push, or a resumed parent (already on the stack). */
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2675
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async enter(mode, trigger, ctx, resumed) {
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if (resumed) {
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const lvl = stack[stack.length - 1]; // the parent stayed on the stack; the child popped
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2678
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lvl.view = overrideView(lvl.view, trigger.freeSpins);
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applyBonusReadout(trigger, lvl.view, lvl.mode);
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}
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else {
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const counter = createFreeSpinsCounter();
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const view = overrideView(counter.enter(trigger.freeSpins?.awarded ?? trigger.freeSpins?.total ?? 0), trigger.freeSpins);
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stack.push({ mode, counter, view });
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2685
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if (stack.length === 1)
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shell.setMode(bonusShellMode); // base → bonus
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2687
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applyBonusReadout(trigger, view, mode);
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2688
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+
}
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2689
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+
// ctx.mode is overridden to the mode being ENTERED so the scene reads the right level.
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2690
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await scene.onEnterMode?.(trigger, { ...ctx, mode, resumed });
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2691
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},
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2692
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+
/** A bonus level ends — a nested pop back to its parent, or the last level back to base. */
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2693
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async exit(mode, last, ctx) {
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2694
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stack.pop();
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2695
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await scene.onExitMode?.(last, { ...ctx, mode });
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2696
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if (stack.length === 0) {
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shell.setMode('base');
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2698
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// Back in base the FS "Total win" block is gone, so WIN must carry the round's
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2699
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// CUMULATIVE total (what got credited) — not the last segment's per-spin delta.
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2700
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shell.setWin(last.totalWin);
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}
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2702
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// else: an intermediate pop; the following resume-enter (or next exit) re-paints the bar.
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2703
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},
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2704
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/** Advance the active level's counter with a settled segment. */
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2705
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settle(r) {
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2706
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if (stack.length === 0)
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2707
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return;
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2708
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const top = stack[stack.length - 1];
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2709
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top.view = overrideView(top.counter.spin(r.freeSpins?.awarded ?? 0, r.totalWin), r.freeSpins);
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2710
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applyBonusReadout(r, top.view, top.mode);
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2711
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},
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2712
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};
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2713
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};
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2579
2714
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/** Drive a full round (trigger + drain) against the current scene. HUD readouts (win + balance)
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* update only AFTER each onSpin(), per the HUD-timing requirement. */
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2581
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const playRound = (action) => {
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2717
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const scene = gameScene();
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2718
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if (!scene)
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return;
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2585
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-
// Per-round
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2586
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-
//
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2587
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-
//
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2588
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-
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2720
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// Per-round bonus stack: the shell enters bonus mode on the first level's push and shows the
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2721
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// active level's counter + cumulative win. The stack handles NESTED bonuses (free spins →
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2722
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// adventure → free spins); a single-bonus round pushes/unwinds once (unchanged).
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2723
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const bonus = createBonusStack(scene);
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2589
2724
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let prevWin = 0; // cumulative win up to the previous segment — the WIN readout shows the delta
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2590
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-
const fsCounter = createFreeSpinsCounter();
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2591
2725
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shell.setBusy(true); // block re-spin / spacebar while the round plays out
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2726
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presenting = true; // open the skip window for the whole play→drain
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2727
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// RETURN the promise: the replay modal awaits onReplay() and only reopens once the round's
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2594
2728
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// animation has finished — returning void would reopen it instantly, over a running animation.
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2595
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return runRound({
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2596
2730
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// Suppress the debit paint from play() until this segment's afterPresent (HUD timing).
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2597
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-
play: (a, b, rid) => {
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2731
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+
play: (a, b, rid) => {
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2732
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+
balanceGate.beginPlay();
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2733
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+
return slotPlay$1.play(a, b, rid);
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2734
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+
},
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2598
2735
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ack: slotPlay$1.ack,
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2599
2736
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scene,
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2600
2737
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context: makeContext,
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2601
|
-
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2738
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+
modeOf: segmentModeOf,
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2739
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+
isBonusAction,
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2602
2740
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// Hand the host the per-segment AbortController so a double-tap can skip the live segment.
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|
2603
|
-
beforeSegment: (ac) => {
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2741
|
+
beforeSegment: (ac) => {
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2742
|
+
currentSegmentAbort = ac;
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2743
|
+
},
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2604
2744
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onSpinStart: () => scene.onSpinStart?.(),
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2605
2745
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onSpinEnd: (last, ctx) => scene.onSpinEnd?.(last, ctx),
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2606
2746
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afterPresent: (r) => {
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2607
2747
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// WIN readout = THIS spin's win (cumulative delta); the cumulative total goes to the
|
|
2608
|
-
//
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|
2748
|
+
// bonus counter (totalWin) via settle(), not the WIN readout.
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2609
2749
|
shell.setWin(r.totalWin - prevWin);
|
|
2610
2750
|
prevWin = r.totalWin;
|
|
2611
2751
|
balanceGate.afterPresent();
|
|
2612
|
-
|
|
2613
|
-
shell.setFreeSpins(fsCounter.spin(r.freeSpins?.awarded ?? 0, r.totalWin));
|
|
2614
|
-
},
|
|
2615
|
-
onEnterMode: async (trigger, ctx) => {
|
|
2616
|
-
inBonus = true;
|
|
2617
|
-
shell.setMode('freeSpins');
|
|
2618
|
-
shell.setFreeSpins(fsCounter.enter(trigger.freeSpins?.awarded ?? trigger.freeSpins?.total ?? 0));
|
|
2619
|
-
await scene.onEnterMode?.(trigger, ctx);
|
|
2752
|
+
bonus.settle(r);
|
|
2620
2753
|
},
|
|
2621
|
-
|
|
2622
|
-
|
|
2623
|
-
|
|
2624
|
-
|
|
2625
|
-
|
|
2626
|
-
|
|
2754
|
+
onModeEnter: (mode, trigger, ctx, resumed) => bonus.enter(mode, trigger, ctx, resumed),
|
|
2755
|
+
onModeExit: (mode, last, ctx) => bonus.exit(mode, last, ctx),
|
|
2756
|
+
}, action)
|
|
2757
|
+
.catch(showPlayError)
|
|
2758
|
+
.finally(() => {
|
|
2759
|
+
presenting = false;
|
|
2760
|
+
shell.setBusy(false);
|
|
2761
|
+
});
|
|
2627
2762
|
};
|
|
2628
2763
|
/**
|
|
2629
2764
|
* Drain a recovered open round to completion and settle it. Plays EVERY remaining segment from
|
|
@@ -2637,7 +2772,9 @@ async function createSlotGame(opts) {
|
|
|
2637
2772
|
if (!scene || !ps)
|
|
2638
2773
|
return;
|
|
2639
2774
|
// A recovered drain isn't skippable (no live skip gesture wired to it), so it gets a stable,
|
|
2640
|
-
// never-aborted signal to satisfy onSpin's RenderContext.
|
|
2775
|
+
// never-aborted signal to satisfy onSpin's RenderContext. ctx carries the round identity (built
|
|
2776
|
+
// once from the trigger action) — recovery drains a single flat bonus using the bridge session
|
|
2777
|
+
// counts; the full per-level nesting is a LIVE-play concern (playRound).
|
|
2641
2778
|
const ctx = {
|
|
2642
2779
|
...makeContext(firstRaw.action ?? 'spin'),
|
|
2643
2780
|
signal: new AbortController().signal,
|
|
@@ -2658,17 +2795,17 @@ async function createSlotGame(opts) {
|
|
|
2658
2795
|
let inBonus = false;
|
|
2659
2796
|
let prevWin = 0; // cumulative win up to the previous segment — WIN readout shows the delta
|
|
2660
2797
|
const applySegment = async () => {
|
|
2661
|
-
// A recovered open round with remaining segments is a bonus → show
|
|
2798
|
+
// A recovered open round with remaining segments is a bonus → show bonus mode + counter.
|
|
2662
2799
|
if (!inBonus && !r.complete) {
|
|
2663
2800
|
inBonus = true;
|
|
2664
|
-
shell.setMode(
|
|
2801
|
+
shell.setMode(bonusShellMode);
|
|
2665
2802
|
}
|
|
2666
2803
|
if (animate)
|
|
2667
2804
|
await scene.onSpin(r, ctx);
|
|
2668
2805
|
if (inBonus) {
|
|
2669
2806
|
const v = fsView(raw, r.totalWin);
|
|
2670
2807
|
if (v)
|
|
2671
|
-
|
|
2808
|
+
applyBonusReadout(r, v, ctx.mode);
|
|
2672
2809
|
}
|
|
2673
2810
|
shell.setWin(r.totalWin - prevWin); // THIS spin's win, not the cumulative bonus total
|
|
2674
2811
|
prevWin = r.totalWin;
|
|
@@ -2678,12 +2815,20 @@ async function createSlotGame(opts) {
|
|
|
2678
2815
|
try {
|
|
2679
2816
|
await applySegment();
|
|
2680
2817
|
while (!r.complete && r.nextActions && r.nextActions.length > 0) {
|
|
2681
|
-
raw = (await ps.play({
|
|
2818
|
+
raw = (await ps.play({
|
|
2819
|
+
action: r.nextActions[0],
|
|
2820
|
+
bet: ctx.bet,
|
|
2821
|
+
roundId: r.roundId,
|
|
2822
|
+
}));
|
|
2682
2823
|
r = enrichRoundMeta(opts.normalize(raw), raw);
|
|
2683
2824
|
await applySegment();
|
|
2684
2825
|
}
|
|
2685
|
-
if (inBonus)
|
|
2826
|
+
if (inBonus) {
|
|
2686
2827
|
shell.setMode('base');
|
|
2828
|
+
// Same as playRound: on return to base the WIN readout must show the round's cumulative
|
|
2829
|
+
// total (r is the final drained segment), not the last segment's per-spin delta.
|
|
2830
|
+
shell.setWin(r.totalWin);
|
|
2831
|
+
}
|
|
2687
2832
|
}
|
|
2688
2833
|
finally {
|
|
2689
2834
|
shell.setBusy(false);
|
|
@@ -2691,8 +2836,12 @@ async function createSlotGame(opts) {
|
|
|
2691
2836
|
};
|
|
2692
2837
|
if (mode === 'base') {
|
|
2693
2838
|
let activeFeature = null;
|
|
2694
|
-
shell.on('featureActivate', ({ id }) => {
|
|
2695
|
-
|
|
2839
|
+
shell.on('featureActivate', ({ id }) => {
|
|
2840
|
+
activeFeature = id;
|
|
2841
|
+
});
|
|
2842
|
+
shell.on('featureDeactivate', ({ id: _id }) => {
|
|
2843
|
+
activeFeature = null;
|
|
2844
|
+
});
|
|
2696
2845
|
const { stakeForAction } = await Promise.resolve().then(function () { return shellConfig; });
|
|
2697
2846
|
// Guard a play: if the stake exceeds the balance, show a shell modal and DON'T play.
|
|
2698
2847
|
const ensureAffordable = (action) => {
|
|
@@ -2712,7 +2861,10 @@ async function createSlotGame(opts) {
|
|
|
2712
2861
|
return;
|
|
2713
2862
|
void playRound(action);
|
|
2714
2863
|
});
|
|
2715
|
-
shell.on('betChange', (bet) => {
|
|
2864
|
+
shell.on('betChange', (bet) => {
|
|
2865
|
+
currentBet = bet;
|
|
2866
|
+
gameScene()?.onBetChanged?.(bet);
|
|
2867
|
+
});
|
|
2716
2868
|
shell.on('buyBonusSelect', ({ id }) => {
|
|
2717
2869
|
if (!ensureAffordable(id))
|
|
2718
2870
|
return;
|
|
@@ -2743,7 +2895,7 @@ async function createSlotGame(opts) {
|
|
|
2743
2895
|
resumeOffered = true;
|
|
2744
2896
|
let snap = null;
|
|
2745
2897
|
try {
|
|
2746
|
-
snap = await ps?.getState() ?? null;
|
|
2898
|
+
snap = (await ps?.getState()) ?? null;
|
|
2747
2899
|
}
|
|
2748
2900
|
catch {
|
|
2749
2901
|
snap = null;
|
|
@@ -2756,13 +2908,25 @@ async function createSlotGame(opts) {
|
|
|
2756
2908
|
body: shell.t('You have an unfinished round. Continue it or finish it now?'),
|
|
2757
2909
|
actions: [
|
|
2758
2910
|
// Continue: replay the round from the start with animation, then settle.
|
|
2759
|
-
{
|
|
2911
|
+
{
|
|
2912
|
+
title: shell.t('Continue'),
|
|
2913
|
+
on: () => {
|
|
2914
|
+
void resumeDrain(snap, true);
|
|
2915
|
+
},
|
|
2916
|
+
},
|
|
2760
2917
|
// Finish: fast-forward the remaining segments (no animation) to settle the win now.
|
|
2761
|
-
{
|
|
2918
|
+
{
|
|
2919
|
+
title: shell.t('Finish'),
|
|
2920
|
+
on: () => {
|
|
2921
|
+
void resumeDrain(snap, false);
|
|
2922
|
+
},
|
|
2923
|
+
},
|
|
2762
2924
|
],
|
|
2763
2925
|
});
|
|
2764
2926
|
};
|
|
2765
|
-
game.scenes.on('change', () => {
|
|
2927
|
+
game.scenes.on('change', () => {
|
|
2928
|
+
void offerResume();
|
|
2929
|
+
});
|
|
2766
2930
|
void offerResume();
|
|
2767
2931
|
}
|
|
2768
2932
|
else {
|
|
@@ -3229,36 +3393,75 @@ var slotPlay = /*#__PURE__*/Object.freeze({
|
|
|
3229
3393
|
enrichRoundMeta: enrichRoundMeta
|
|
3230
3394
|
});
|
|
3231
3395
|
|
|
3396
|
+
/**
|
|
3397
|
+
* Pure: given the CURRENT bonus-mode stack (bottom→top) and the next segment's target mode
|
|
3398
|
+
* (null = a base segment / round end), decide which levels to exit and whether a level enters.
|
|
3399
|
+
*
|
|
3400
|
+
* - target null → unwind everything (exit all, top-first).
|
|
3401
|
+
* - target === top → same level, no transition.
|
|
3402
|
+
* - target already deeper → RESUME: exit the levels above it; it re-activates (resumed).
|
|
3403
|
+
* - target not on the stack → PUSH: a fresh level enters.
|
|
3404
|
+
*
|
|
3405
|
+
* The caller owns the actual stack array and applies the plan (pop per `exit`, push when
|
|
3406
|
+
* `enter && !resumed`).
|
|
3407
|
+
*/
|
|
3408
|
+
function planTransition(stack, target) {
|
|
3409
|
+
if (target == null)
|
|
3410
|
+
return { exit: [...stack].reverse(), enter: null };
|
|
3411
|
+
if (stack.length > 0 && stack[stack.length - 1] === target)
|
|
3412
|
+
return { exit: [], enter: null };
|
|
3413
|
+
const depth = stack.lastIndexOf(target);
|
|
3414
|
+
if (depth >= 0)
|
|
3415
|
+
return { exit: stack.slice(depth + 1).reverse(), enter: { mode: target, resumed: true } };
|
|
3416
|
+
return { exit: [], enter: { mode: target, resumed: false } };
|
|
3417
|
+
}
|
|
3232
3418
|
async function runRound(deps, action) {
|
|
3233
3419
|
deps.onSpinStart?.();
|
|
3234
3420
|
const ctxBet = deps.context(action).bet;
|
|
3421
|
+
const modeOf = deps.modeOf ?? ((a) => a.toUpperCase());
|
|
3422
|
+
const isBonus = deps.isBonusAction ?? (() => false);
|
|
3235
3423
|
const segment = async (a, roundId) => {
|
|
3236
3424
|
const ac = new AbortController();
|
|
3237
3425
|
deps.beforeSegment?.(ac);
|
|
3238
3426
|
const r = await deps.play(a, ctxBet, roundId);
|
|
3427
|
+
// ctx carries the ROUND identity (built from the round action), stable across drained segments.
|
|
3239
3428
|
const ctx = { ...deps.context(action), signal: ac.signal };
|
|
3240
3429
|
await deps.scene.onSpin(r, ctx);
|
|
3241
3430
|
deps.ack();
|
|
3242
3431
|
deps.afterPresent?.(r);
|
|
3243
3432
|
return { r, ctx };
|
|
3244
3433
|
};
|
|
3434
|
+
// Active bonus-mode levels (bottom→top). Empty in the base game.
|
|
3435
|
+
const stack = [];
|
|
3436
|
+
// Emit the exits/enter to move the stack toward `nextAction` (null → unwind to base). Called
|
|
3437
|
+
// BEFORE the target segment presents, with the CURRENT (triggering) r/ctx — mirrors the classic
|
|
3438
|
+
// onEnterMode(trigger) timing so the host reads awarded spins off the segment that granted them.
|
|
3439
|
+
const transition = async (nextAction, r, ctx) => {
|
|
3440
|
+
const target = nextAction != null && isBonus(nextAction) ? modeOf(nextAction) : null;
|
|
3441
|
+
const plan = planTransition(stack, target);
|
|
3442
|
+
for (const mode of plan.exit) {
|
|
3443
|
+
stack.pop();
|
|
3444
|
+
await deps.onModeExit?.(mode, r, ctx);
|
|
3445
|
+
}
|
|
3446
|
+
if (plan.enter) {
|
|
3447
|
+
if (!plan.enter.resumed)
|
|
3448
|
+
stack.push(plan.enter.mode);
|
|
3449
|
+
await deps.onModeEnter?.(plan.enter.mode, r, ctx, plan.enter.resumed);
|
|
3450
|
+
}
|
|
3451
|
+
};
|
|
3245
3452
|
let { r, ctx } = await segment(action, undefined);
|
|
3246
|
-
let inMode = false;
|
|
3247
3453
|
while (!r.complete && r.nextActions && r.nextActions.length > 0) {
|
|
3248
3454
|
const next = r.nextActions[0];
|
|
3249
|
-
|
|
3250
|
-
inMode = true;
|
|
3251
|
-
await deps.onEnterMode?.(r, ctx);
|
|
3252
|
-
}
|
|
3455
|
+
await transition(next, r, ctx);
|
|
3253
3456
|
({ r, ctx } = await segment(next, r.roundId));
|
|
3254
3457
|
}
|
|
3255
|
-
|
|
3256
|
-
await deps.onExitMode?.(r, ctx);
|
|
3458
|
+
await transition(null, r, ctx); // round end: unwind any remaining levels to base
|
|
3257
3459
|
deps.onSpinEnd?.(r, ctx);
|
|
3258
3460
|
}
|
|
3259
3461
|
|
|
3260
3462
|
var runRound$1 = /*#__PURE__*/Object.freeze({
|
|
3261
3463
|
__proto__: null,
|
|
3464
|
+
planTransition: planTransition,
|
|
3262
3465
|
runRound: runRound
|
|
3263
3466
|
});
|
|
3264
3467
|
|