@energy8platform/game-engine 0.30.0 → 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 +129 -33
- package/dist/host.cjs.js.map +1 -1
- package/dist/host.d.ts +10 -2
- package/dist/host.esm.js +129 -33
- package/dist/host.esm.js.map +1 -1
- package/package.json +1 -1
- package/src/host/createSlotGame.ts +99 -36
- package/src/host/runRound.ts +75 -14
- package/src/host/sceneController.ts +10 -2
package/dist/host.cjs.js
CHANGED
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@@ -2520,12 +2520,17 @@ async function createSlotGame(opts) {
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2520
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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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2523
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const isBonusAction = (action) => roleOf(action) === 'free';
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2524
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// Per-SEGMENT mode string. modeMap intentionally excludes `free` actions (they'd pollute the
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2525
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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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return currentTurbo;
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@@ -2648,19 +2653,75 @@ async function createSlotGame(opts) {
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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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* unwinds once — byte-identical to the pre-nesting behaviour. */
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const createBonusStack = (scene) => {
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const stack = [];
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return {
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inBonus: () => stack.length > 0,
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/** A bonus level becomes active — a fresh push, or a resumed parent (already on the stack). */
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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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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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if (stack.length === 1)
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shell.setMode(bonusShellMode); // base → bonus
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applyBonusReadout(trigger, view, mode);
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}
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// ctx.mode is overridden to the mode being ENTERED so the scene reads the right level.
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await scene.onEnterMode?.(trigger, { ...ctx, mode, resumed });
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},
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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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async exit(mode, last, ctx) {
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stack.pop();
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await scene.onExitMode?.(last, { ...ctx, mode });
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if (stack.length === 0) {
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shell.setMode('base');
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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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// CUMULATIVE total (what got credited) — not the last segment's per-spin delta.
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shell.setWin(last.totalWin);
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}
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// else: an intermediate pop; the following resume-enter (or next exit) re-paints the bar.
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},
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/** Advance the active level's counter with a settled segment. */
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settle(r) {
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if (stack.length === 0)
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return;
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const top = stack[stack.length - 1];
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top.view = overrideView(top.counter.spin(r.freeSpins?.awarded ?? 0, r.totalWin), r.freeSpins);
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applyBonusReadout(r, top.view, top.mode);
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},
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};
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};
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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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const playRound = (action) => {
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const scene = gameScene();
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if (!scene)
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return;
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2657
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-
// Per-round
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-
//
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2659
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-
//
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2660
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-
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2661
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-
let bonusMode = ''; // the mode string captured on bonus-enter, reused for each settled spin
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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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// active level's counter + cumulative win. The stack handles NESTED bonuses (free spins →
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// adventure → free spins); a single-bonus round pushes/unwinds once (unchanged).
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const bonus = createBonusStack(scene);
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let prevWin = 0; // cumulative win up to the previous segment — the WIN readout shows the delta
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-
const fsCounter = createFreeSpinsCounter();
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shell.setBusy(true); // block re-spin / spacebar while the round plays out
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presenting = true; // open the skip window for the whole play→drain
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// RETURN the promise: the replay modal awaits onReplay() and only reopens once the round's
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@@ -2674,7 +2735,8 @@ async function createSlotGame(opts) {
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ack: slotPlay$1.ack,
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scene,
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context: makeContext,
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-
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modeOf: segmentModeOf,
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isBonusAction,
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// Hand the host the per-segment AbortController so a double-tap can skip the live segment.
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beforeSegment: (ac) => {
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currentSegmentAbort = ac;
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@@ -2683,25 +2745,14 @@ async function createSlotGame(opts) {
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onSpinEnd: (last, ctx) => scene.onSpinEnd?.(last, ctx),
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afterPresent: (r) => {
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// WIN readout = THIS spin's win (cumulative delta); the cumulative total goes to the
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-
//
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// bonus counter (totalWin) via settle(), not the WIN readout.
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shell.setWin(r.totalWin - prevWin);
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prevWin = r.totalWin;
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balanceGate.afterPresent();
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-
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applyBonusReadout(r, fsCounter.spin(r.freeSpins?.awarded ?? 0, r.totalWin), bonusMode);
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-
},
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-
onEnterMode: async (trigger, ctx) => {
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inBonus = true;
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bonusMode = ctx.mode;
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shell.setMode(bonusShellMode);
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applyBonusReadout(trigger, fsCounter.enter(trigger.freeSpins?.awarded ?? trigger.freeSpins?.total ?? 0), bonusMode);
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await scene.onEnterMode?.(trigger, ctx);
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},
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onExitMode: async (last, ctx) => {
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inBonus = false;
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await scene.onExitMode?.(last, ctx);
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shell.setMode('base');
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bonus.settle(r);
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},
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onModeEnter: (mode, trigger, ctx, resumed) => bonus.enter(mode, trigger, ctx, resumed),
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onModeExit: (mode, last, ctx) => bonus.exit(mode, last, ctx),
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}, action)
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.catch(showPlayError)
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.finally(() => {
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@@ -2721,7 +2772,9 @@ async function createSlotGame(opts) {
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if (!scene || !ps)
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return;
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// A recovered drain isn't skippable (no live skip gesture wired to it), so it gets a stable,
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// never-aborted signal to satisfy onSpin's RenderContext.
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// never-aborted signal to satisfy onSpin's RenderContext. ctx carries the round identity (built
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// once from the trigger action) — recovery drains a single flat bonus using the bridge session
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// counts; the full per-level nesting is a LIVE-play concern (playRound).
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const ctx = {
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...makeContext(firstRaw.action ?? 'spin'),
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signal: new AbortController().signal,
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@@ -2742,7 +2795,7 @@ async function createSlotGame(opts) {
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2742
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let inBonus = false;
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let prevWin = 0; // cumulative win up to the previous segment — WIN readout shows the delta
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const applySegment = async () => {
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2745
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// A recovered open round with remaining segments is a bonus → show
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// A recovered open round with remaining segments is a bonus → show bonus mode + counter.
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2746
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if (!inBonus && !r.complete) {
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2747
2800
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inBonus = true;
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shell.setMode(bonusShellMode);
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@@ -2770,8 +2823,12 @@ async function createSlotGame(opts) {
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2770
2823
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r = enrichRoundMeta(opts.normalize(raw), raw);
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2771
2824
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await applySegment();
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2772
2825
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}
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2773
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-
if (inBonus)
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2826
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if (inBonus) {
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2774
2827
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shell.setMode('base');
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2828
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// Same as playRound: on return to base the WIN readout must show the round's cumulative
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2829
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// total (r is the final drained segment), not the last segment's per-spin delta.
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2830
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shell.setWin(r.totalWin);
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2831
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}
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2832
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}
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2776
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finally {
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2834
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shell.setBusy(false);
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@@ -3336,36 +3393,75 @@ var slotPlay = /*#__PURE__*/Object.freeze({
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enrichRoundMeta: enrichRoundMeta
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3337
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});
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3338
3395
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3396
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+
/**
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3397
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* Pure: given the CURRENT bonus-mode stack (bottom→top) and the next segment's target mode
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3398
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* (null = a base segment / round end), decide which levels to exit and whether a level enters.
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3399
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*
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3400
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* - target null → unwind everything (exit all, top-first).
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3401
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* - target === top → same level, no transition.
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3402
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* - target already deeper → RESUME: exit the levels above it; it re-activates (resumed).
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3403
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* - target not on the stack → PUSH: a fresh level enters.
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3404
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*
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3405
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* The caller owns the actual stack array and applies the plan (pop per `exit`, push when
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3406
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* `enter && !resumed`).
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3407
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*/
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3408
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+
function planTransition(stack, target) {
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3409
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if (target == null)
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3410
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return { exit: [...stack].reverse(), enter: null };
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3411
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+
if (stack.length > 0 && stack[stack.length - 1] === target)
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3412
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return { exit: [], enter: null };
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3413
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const depth = stack.lastIndexOf(target);
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3414
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if (depth >= 0)
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3415
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return { exit: stack.slice(depth + 1).reverse(), enter: { mode: target, resumed: true } };
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3416
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return { exit: [], enter: { mode: target, resumed: false } };
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3417
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}
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3339
3418
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async function runRound(deps, action) {
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3340
3419
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deps.onSpinStart?.();
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3341
3420
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const ctxBet = deps.context(action).bet;
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3421
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+
const modeOf = deps.modeOf ?? ((a) => a.toUpperCase());
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3422
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const isBonus = deps.isBonusAction ?? (() => false);
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3342
3423
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const segment = async (a, roundId) => {
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3343
3424
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const ac = new AbortController();
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3344
3425
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deps.beforeSegment?.(ac);
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3345
3426
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const r = await deps.play(a, ctxBet, roundId);
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3427
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+
// ctx carries the ROUND identity (built from the round action), stable across drained segments.
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3346
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const ctx = { ...deps.context(action), signal: ac.signal };
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3347
3429
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await deps.scene.onSpin(r, ctx);
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3348
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deps.ack();
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3349
3431
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deps.afterPresent?.(r);
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3350
3432
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return { r, ctx };
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3351
3433
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};
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3434
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+
// Active bonus-mode levels (bottom→top). Empty in the base game.
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3435
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const stack = [];
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3436
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// Emit the exits/enter to move the stack toward `nextAction` (null → unwind to base). Called
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3437
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// BEFORE the target segment presents, with the CURRENT (triggering) r/ctx — mirrors the classic
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3438
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// onEnterMode(trigger) timing so the host reads awarded spins off the segment that granted them.
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3439
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const transition = async (nextAction, r, ctx) => {
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3440
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const target = nextAction != null && isBonus(nextAction) ? modeOf(nextAction) : null;
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3441
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const plan = planTransition(stack, target);
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3442
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+
for (const mode of plan.exit) {
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3443
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stack.pop();
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3444
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await deps.onModeExit?.(mode, r, ctx);
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3445
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+
}
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3446
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+
if (plan.enter) {
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3447
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+
if (!plan.enter.resumed)
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3448
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stack.push(plan.enter.mode);
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3449
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+
await deps.onModeEnter?.(plan.enter.mode, r, ctx, plan.enter.resumed);
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3450
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+
}
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3451
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+
};
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3352
3452
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let { r, ctx } = await segment(action, undefined);
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3353
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-
let inMode = false;
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3354
3453
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while (!r.complete && r.nextActions && r.nextActions.length > 0) {
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3355
3454
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const next = r.nextActions[0];
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3356
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-
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3357
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-
inMode = true;
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3358
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-
await deps.onEnterMode?.(r, ctx);
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3359
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-
}
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3455
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+
await transition(next, r, ctx);
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3360
3456
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({ r, ctx } = await segment(next, r.roundId));
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3361
3457
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}
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3362
|
-
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|
3363
|
-
await deps.onExitMode?.(r, ctx);
|
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3458
|
+
await transition(null, r, ctx); // round end: unwind any remaining levels to base
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3364
3459
|
deps.onSpinEnd?.(r, ctx);
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3365
3460
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}
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3366
3461
|
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3367
3462
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var runRound$1 = /*#__PURE__*/Object.freeze({
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3368
3463
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__proto__: null,
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3464
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+
planTransition: planTransition,
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3369
3465
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runRound: runRound
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3370
3466
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});
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3371
3467
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