@energy8platform/platform-core 0.20.0 → 0.21.0

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+ Copyright 2016 The Inter Project Authors (https://github.com/rsms/inter) Inter-Italic[opsz,wght].ttf: Copyright 2016 The Inter Project Authors (https://github.com/rsms/inter)
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+
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+ This Font Software is licensed under the SIL Open Font License, Version 1.1.
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+ This license is copied below, and is also available with a FAQ at:
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+ http://scripts.sil.org/OFL
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+
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+
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+ -----------------------------------------------------------
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+ SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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+ -----------------------------------------------------------
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+
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+ PREAMBLE
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+ The goals of the Open Font License (OFL) are to stimulate worldwide
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+ development of collaborative font projects, to support the font creation
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+ efforts of academic and linguistic communities, and to provide a free and
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+ open framework in which fonts may be shared and improved in partnership
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+ with others.
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+
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+ The OFL allows the licensed fonts to be used, studied, modified and
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+ redistributed freely as long as they are not sold by themselves. The
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+ fonts, including any derivative works, can be bundled, embedded,
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+ redistributed and/or sold with any software provided that any reserved
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+ names are not used by derivative works. The fonts and derivatives,
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+ however, cannot be released under any other type of license. The
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+ requirement for fonts to remain under this license does not apply
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+ to any document created using the fonts or their derivatives.
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+
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+ DEFINITIONS
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+ "Font Software" refers to the set of files released by the Copyright
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+ Holder(s) under this license and clearly marked as such. This may
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+ include source files, build scripts and documentation.
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+
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+ "Reserved Font Name" refers to any names specified as such after the
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+ copyright statement(s).
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+
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+ "Original Version" refers to the collection of Font Software components as
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+ distributed by the Copyright Holder(s).
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+
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+ "Modified Version" refers to any derivative made by adding to, deleting,
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+ or substituting -- in part or in whole -- any of the components of the
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+ Original Version, by changing formats or by porting the Font Software to a
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+ new environment.
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+
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+ "Author" refers to any designer, engineer, programmer, technical
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+ writer or other person who contributed to the Font Software.
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+
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+ PERMISSION & CONDITIONS
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+ Permission is hereby granted, free of charge, to any person obtaining
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+ a copy of the Font Software, to use, study, copy, merge, embed, modify,
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+ redistribute, and sell modified and unmodified copies of the Font
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+ Software, subject to the following conditions:
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+
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+ 1) Neither the Font Software nor any of its individual components,
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+ in Original or Modified Versions, may be sold by itself.
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+
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+ 2) Original or Modified Versions of the Font Software may be bundled,
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+ redistributed and/or sold with any software, provided that each copy
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+ contains the above copyright notice and this license. These can be
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+ included either as stand-alone text files, human-readable headers or
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+ in the appropriate machine-readable metadata fields within text or
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+ binary files as long as those fields can be easily viewed by the user.
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+
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+ 3) No Modified Version of the Font Software may use the Reserved Font
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+ Name(s) unless explicit written permission is granted by the corresponding
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+ Copyright Holder. This restriction only applies to the primary font name as
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+ presented to the users.
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+
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+ 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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+ Software shall not be used to promote, endorse or advertise any
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+ Modified Version, except to acknowledge the contribution(s) of the
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+ Copyright Holder(s) and the Author(s) or with their explicit written
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+ permission.
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+
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+ 5) The Font Software, modified or unmodified, in part or in whole,
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+ must be distributed entirely under this license, and must not be
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+ distributed under any other license. The requirement for fonts to
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+ remain under this license does not apply to any document created
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+ using the Font Software.
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+
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+ TERMINATION
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+ This license becomes null and void if any of the above conditions are
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+ not met.
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+
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+ DISCLAIMER
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+ THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+ EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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+ OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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+ COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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+ INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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+ DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+ FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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+ OTHER DEALINGS IN THE FONT SOFTWARE.
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+ import type { BonusOption } from './types';
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+
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+ /** The single brand accent (purple). The bar accent default (theme.ts) and the buy-a-bonus
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+ * card default both derive from this, so a rebrand only touches one constant. */
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+ export const BRAND_ACCENT = '#8b5cf6';
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+
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+ /** Type-default accents for bonus options. A per-option `accentColor` overrides these. */
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+ export const ACCENT_BONUS = BRAND_ACCENT; // brand purple — buy a bonus round
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+ export const ACCENT_FEATURE = '#f0b429'; // gold — activate a base-game feature (e.g. Ante)
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+
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+ /** The accent a card/button/bet-tint uses: explicit override, else the type default. */
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+ export function effectiveAccent(b: Pick<BonusOption, 'type' | 'accentColor'>): string {
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+ return b.accentColor ?? (b.type === 'feature' ? ACCENT_FEATURE : ACCENT_BONUS);
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+ }
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+
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+ /** Readable text colour for a solid accent button: dark on light accents, white on dark.
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+ * Only #rgb / #rrggbb are measured; anything else (named, var(), etc.) → white. */
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+ export function contrastText(accent: string): string {
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+ const rgb = parseHex(accent);
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+ if (!rgb) return '#ffffff';
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+ // Relative luminance (sRGB, perceptual-ish). >0.6 → use dark ink.
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+ const lum = (0.299 * rgb[0] + 0.587 * rgb[1] + 0.114 * rgb[2]) / 255;
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+ return lum > 0.6 ? '#1a1205' : '#ffffff';
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+ }
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+
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+ function parseHex(hex: string): [number, number, number] | null {
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+ const m = /^#?([0-9a-f]{3}|[0-9a-f]{6})$/i.exec(hex.trim());
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+ if (!m) return null;
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+ let h = m[1];
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+ if (h.length === 3) h = h[0] + h[0] + h[1] + h[1] + h[2] + h[2];
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+ return [parseInt(h.slice(0, 2), 16), parseInt(h.slice(2, 4), 16), parseInt(h.slice(4, 6), 16)];
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+ }
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+ import type { GameShell } from '../GameShell';
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+ import { formatCurrency } from '../format';
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+ import { stepBet, nextTurbo } from '../state';
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+ import { effectiveAccent, contrastText } from '../colors';
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+ import { icon, type IconName } from './icons';
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+ import { twoLine } from './primitives';
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+
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+ /** A floating labelled money readout (balance/win/bet). */
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+ function readout(ge: string, label: string, value: string): HTMLElement {
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+ const el = document.createElement('div');
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+ el.dataset.ge = ge;
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+ el.className = `ge-rd ge-${ge}`;
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+ el.innerHTML = `<span class="ge-lbl">${label}</span>`;
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+ el.append(document.createTextNode(value));
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+ return el;
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+ }
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+
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+ // Resting icon is turbo1 (1 line, grey via .ge-iconbtn); engaging turbo adds the
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+ // .ge-active class which paints it white. Higher levels add more speed lines.
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+ // level: 0 → turbo1 (grey), 1 → turbo1 (white), 2 → turbo2, 3 → turbo3.
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+ function turboIcon(level: number): IconName {
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+ return (['turbo1', 'turbo1', 'turbo2', 'turbo3'] as const)[Math.max(0, Math.min(3, level))];
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+ }
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+
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+ /** A borderless icon button. */
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+ function iconBtn(ge: string, name: IconName, onClick: () => void, active = false): HTMLButtonElement {
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+ const b = document.createElement('button');
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+ b.className = `ge-iconbtn${active ? ' ge-active' : ''}`;
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+ b.dataset.ge = ge;
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+ b.innerHTML = icon(name);
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+ b.addEventListener('click', () => { if (!b.disabled) onClick(); });
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+ return b;
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+ }
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+
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+ export function renderBottomBar(shell: GameShell): HTMLElement {
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+ const { state, config } = shell;
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+ const fmt = (n: number) => formatCurrency(n, config.currency);
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+ const mobile = shell.layout === 'mobile';
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+ const bar = document.createElement('div');
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+ bar.className = 'ge-shell-bottom';
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+ bar.dataset.geMode = state.mode;
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+
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+ // menu icon button (always)
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+ const menu = iconBtn('menu', 'menu', () => shell.openMenu());
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+
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+ // All three modes share the base plaque layout. FS/replay hide the controls that
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+ // don't apply; FS puts the spins counter in the centre pill (where WIN normally is).
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+ const isBase = state.mode === 'base';
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+ const isFS = state.mode === 'freeSpins';
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+
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+ const balance = readout('balance', shell.t('Balance'), fmt(state.balance));
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+ // With a feature active (e.g. Ante) the BET readout shows the effective stake, tinted with
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+ // the feature accent; the base state.bet is unchanged and returns once the feature is off.
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+ const feature = state.activeFeature;
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+ const betShown = feature ? state.bet * feature.priceMultiplier : state.bet;
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+ const betValue = readout('bet-value', shell.t('Bet'), fmt(betShown));
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+ if (feature) { betValue.classList.add('ge-bet-feature'); betValue.style.color = effectiveAccent(feature); }
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+ const turbo = config.features.turbo > 0
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+ ? iconBtn('turbo', turboIcon(state.turbo), () => onTurbo(shell), state.turbo > 0) : null;
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+
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+ // interactive controls — base mode only
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+ let betDown: HTMLElement | null = null, betUp: HTMLElement | null = null;
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+ let spin: HTMLElement | null = null, auto: HTMLElement | null = null, buy: HTMLElement | null = null;
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+ if (isBase) {
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+ betDown = iconBtn('bet-down', 'minus', () => onBet(shell, -1));
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+ betUp = iconBtn('bet-up', 'plus', () => onBet(shell, 1));
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+ betValue.classList.add('ge-betbtn'); // tap the stake → bet picker
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+ betValue.addEventListener('click', () => { if (!betLocked(shell)) shell.openBetPicker(); });
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+ spin = spinButton(shell);
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+ auto = config.features.autoplay ? autoButton(shell) : null;
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+ buy = config.features.buyBonus !== false ? buyBtn(shell) : null;
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+ }
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+
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+ const winEl = state.win > 0 ? readout('win', shell.t('Win'), fmt(state.win)) : null;
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+ // FS readouts — the spins counter plus the accumulated/last win for the round.
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+ const fsCounter = isFS ? readout('fs-counter', shell.t('Free spins'), `${state.freeSpins.current} / ${state.freeSpins.total}`) : null;
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+ const fsTotalWin = isFS ? readout('fs-totalwin', shell.t('Total win'), fmt(state.freeSpins.totalWin)) : null;
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+ const fsLastWin = isFS ? readout('fs-lastwin', shell.t('Last win'), fmt(state.freeSpins.lastWin)) : null;
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+
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+ if (mobile) {
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+ // rows: [balance · win/(FS last+total)] · [menu · auto · (spin | FS counter) · turbo · buy] · [− bet +]
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+ bar.appendChild(plaque('ge-m-top ge-pl ge-pl-glass', compact([balance, winEl, fsLastWin, fsTotalWin])));
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+ const center = isBase ? spin : fsCounter;
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+ bar.appendChild(plaque('ge-m-controls ge-pl-dark', compact([menu, auto, center, turbo, buy])));
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+ bar.appendChild(plaque('ge-m-bet ge-pl ge-pl-dark', compact([betDown, betValue, betUp])));
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+ } else {
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+ // LEFT: [menu] ⊐ BUY BONUS coin ⊏ [balance]
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+ const menuPlaque = plaque('ge-pl ge-pl-dark ge-pl-menu', [menu]);
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+ const balPlaque = plaque('ge-pl ge-pl-glass ge-pl-bal', [balance]);
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+ const left = zone('ge-zone-left ge-zone-plaques', ...compact([menuPlaque, buy, balPlaque]));
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+
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+ // RIGHT: [bet (+ step)] · |divider| · [auto · SPIN · turbo]
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+ const betKids: HTMLElement[] = [betValue];
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+ if (betUp && betDown) {
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+ const step = document.createElement('div'); step.className = 'ge-betstep'; step.append(betUp, betDown);
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+ betKids.push(step);
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+ }
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+ const betPlaque = plaque('ge-pl ge-pl-dark ge-pl-bet', betKids);
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+ const divider = document.createElement('div'); divider.className = 'ge-pl-divider';
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+ const spinWrap = document.createElement('div'); spinWrap.className = 'ge-spinwrap ge-pl-dark';
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+ spinWrap.append(...compact([auto, spin, turbo]));
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+ const right = zone('ge-zone-right ge-zone-plaques', betPlaque, divider, spinWrap);
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+
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+ // MIDDLE: FS → last win · counter · total win plaque; base/replay → WIN pill (lifts on overflow)
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+ let middle: HTMLElement | null = null;
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+ if (isFS) middle = plaque('ge-pl ge-pl-glass ge-fscount', compact([fsLastWin, fsCounter, fsTotalWin]));
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+ else if (winEl) { winEl.classList.add('ge-winpill'); middle = winEl; }
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+ bar.append(...compact([left, middle, right]));
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+ }
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+
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+ applyBusy(shell, bar);
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+ return bar;
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+ }
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+
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+ function zone(cls: string, ...children: HTMLElement[]): HTMLElement {
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+ const z = document.createElement('div');
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+ z.className = `ge-zone ${cls}`;
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+ z.append(...children);
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+ return z;
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+ }
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+ /** A rounded background panel ("plaque") grouping a set of controls. */
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+ function plaque(cls: string, children: HTMLElement[]): HTMLElement {
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+ const d = document.createElement('div');
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+ d.className = cls;
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+ d.append(...children);
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+ return d;
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+ }
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+ function compact(items: (HTMLElement | null)[]): HTMLElement[] { return items.filter((x): x is HTMLElement => x !== null); }
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+
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+ function buyBtn(shell: GameShell): HTMLButtonElement {
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+ const buy = document.createElement('button');
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+ buy.className = 'ge-shell-buybonus'; buy.dataset.ge = 'buybonus';
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+ const feature = shell.state.activeFeature;
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+ if (feature) {
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+ // A feature is active → this button turns into DISABLE (tinted with the feature accent).
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+ const accent = effectiveAccent(feature);
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+ buy.classList.add('ge-disable');
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+ buy.innerHTML = `<span>${shell.t('DISABLE')}</span>`;
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+ buy.style.background = accent; buy.style.color = contrastText(accent);
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+ buy.addEventListener('click', () => { if (!buy.disabled) shell.deactivateFeature(); });
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+ } else {
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+ buy.innerHTML = `<span>${twoLine(shell.t('BUY BONUS'))}</span>`;
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+ buy.addEventListener('click', () => { if (!buy.disabled) shell.openBuyBonus(); });
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+ }
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+ return buy;
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+ }
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+
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+ function onBet(shell: GameShell, dir: 1 | -1): void {
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+ if (shell.state.busy) return;
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+ const next = stepBet(shell.state, dir);
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+ if (next !== shell.state.bet) { shell.state.bet = next; shell.emit('betChange', next); shell.render(); }
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+ }
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+ function onTurbo(shell: GameShell): void {
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+ const next = nextTurbo(shell.state.turbo, shell.config.features.turbo);
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+ shell.state.turbo = next; shell.emit('turboChange', next); shell.render();
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+ }
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+ function betLocked(shell: GameShell): boolean {
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+ return shell.state.busy || shell.state.autoplay.active;
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+ }
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+
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+ /** SPIN disc — rotates while busy; becomes a STOP + countdown while autoplay runs. */
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+ function spinButton(shell: GameShell): HTMLButtonElement {
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+ const { state } = shell;
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+ const sp = document.createElement('button');
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+ sp.className = 'ge-shell-spin'; sp.dataset.ge = 'spin';
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+ if (state.autoplay.active) {
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+ sp.classList.add('ge-stop');
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+ const rem = state.autoplay.remaining;
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+ const label = Number.isFinite(rem) ? String(rem) : '∞';
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+ sp.innerHTML = `<span class="ge-spin-stop">${icon('stop')}</span><span class="ge-spin-count">${label}</span>`;
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+ sp.addEventListener('click', () => { if (!sp.disabled) stopAutoplay(shell); });
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+ } else {
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+ sp.innerHTML = icon('spin');
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+ if (state.busy) sp.classList.add('ge-spinning');
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+ sp.addEventListener('click', () => { if (!sp.disabled) shell.emit('spin'); });
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+ }
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+ return sp;
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+ }
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+
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+ /** Autoplay icon button — opens the count picker; glows accent while running. */
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+ function autoButton(shell: GameShell): HTMLButtonElement {
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+ const active = shell.state.autoplay.active;
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+ const b = iconBtn('autoplay', 'autoplay', () => onAutoplay(shell), active);
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+ if (active) b.classList.add('ge-glow');
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+ return b;
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+ }
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+
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+ function onAutoplay(shell: GameShell): void {
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+ if (shell.state.autoplay.active) stopAutoplay(shell);
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+ else shell.openAutoplayPicker();
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+ }
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+ function stopAutoplay(shell: GameShell): void {
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+ shell.state.autoplay = { active: false, remaining: 0 };
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+ shell.emit('autoplayStop');
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+ shell.render();
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+ }
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+
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+ function applyBusy(shell: GameShell, bar: HTMLElement): void {
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+ const { busy } = shell.state;
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+ const auto = shell.state.autoplay.active;
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+ const lockBet = busy || auto;
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+ const disable = (ge: string, off: boolean) => {
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+ const el = bar.querySelector(`[data-ge="${ge}"]`) as HTMLButtonElement | null;
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+ if (el) el.disabled = off;
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+ };
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+ // also disable the stepper that's already at the end of the bet range
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+ const i = shell.state.availableBets.indexOf(shell.state.bet);
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+ disable('bet-up', lockBet || i >= shell.state.availableBets.length - 1);
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+ disable('bet-down', lockBet || i <= 0);
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+ disable('spin', busy && !auto); // keep the STOP disc clickable through autoplay
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+ disable('autoplay', busy && !auto); // keep autoplay (stop) clickable through autoplay
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+ const betVal = bar.querySelector('[data-ge="bet-value"]') as HTMLElement | null;
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+ if (betVal) betVal.classList.toggle('ge-disabled', lockBet);
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+ const buy = bar.querySelector('[data-ge="buybonus"]') as HTMLButtonElement | null;
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+ // disabled for the whole autoplay run (not just per-spin busy) so it doesn't flicker/pulse
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+ if (buy) buy.disabled = busy || auto || !shell.state.buyBonusEnabled;
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+ }
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+ import type { GameShell } from '../GameShell';
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+ import type { BonusOption } from '../types';
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+ import { formatCurrency } from '../format';
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+ import { stepBet } from '../state';
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+ import { effectiveAccent, contrastText } from '../colors';
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+ import { createOverlay, createCardModal } from './primitives';
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+ import { icon, type IconName } from './icons';
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+
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+ /** Buy-bonus overlay — a grid of art-forward cards, one per option. */
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+ export function openBuyBonusOverlay(shell: GameShell): HTMLElement | null {
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+ const bonuses = shell.config.features.buyBonus;
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+ if (bonuses === false || bonuses.length === 0) return null;
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+
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+ const { root, body } = createOverlay({ title: shell.t('Buy bonus'), onClose: () => root.remove() });
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+ root.dataset.ge = 'buybonus-overlay';
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+ // Re-render the grid whenever the bet changes so every card's price stays live.
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+ const renderGrid = () => {
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+ body.innerHTML = '';
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+ const grid = document.createElement('div'); grid.className = 'ge-bb-grid';
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+ for (const bonus of bonuses) grid.appendChild(buildCard(shell, bonus, root));
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+ body.appendChild(grid);
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+ };
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+ renderGrid();
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+ root.appendChild(buildBetBar(shell, renderGrid)); // thin bottom footer, only as tall as the pill
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+ return root;
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+ }
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+
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+ /** Bet control — a compact −/+ pill around the live stake, in a thin footer at the screen bottom.
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+ * Stepping repaints the value, re-prices the cards, and updates the control bar. */
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+ function buildBetBar(shell: GameShell, onChange: () => void): HTMLElement {
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+ const bar = document.createElement('div'); bar.className = 'ge-bb-betbar';
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+ const pill = document.createElement('div'); pill.className = 'ge-bb-betpill';
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+ const val = document.createElement('div'); val.className = 'ge-bb-betval';
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+ const down = stepButton('bb-bet-down', 'minus');
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+ const up = stepButton('bb-bet-up', 'plus');
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+ // Mirror the control bar: disable a stepper at the end of the bet range, and lock both
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+ // while busy — so changing the stake behaves identically here and on the bottom bar.
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+ const paint = () => {
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+ val.innerHTML = `<span>${shell.t('Bet')}</span><b>${formatCurrency(shell.state.bet, shell.config.currency)}</b>`;
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+ const i = shell.state.availableBets.indexOf(shell.state.bet);
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+ down.disabled = shell.state.busy || i <= 0;
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+ up.disabled = shell.state.busy || i >= shell.state.availableBets.length - 1;
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+ };
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+ const step = (dir: 1 | -1) => () => {
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+ const next = stepBet(shell.state, dir);
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+ if (next === shell.state.bet) return;
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+ shell.state.bet = next; shell.emit('betChange', next); shell.render();
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+ paint(); onChange();
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+ };
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+ down.addEventListener('click', step(-1));
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+ up.addEventListener('click', step(1));
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+ paint();
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+ pill.append(down, val, up);
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+ bar.appendChild(pill);
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+ return bar;
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+ }
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+
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+ function stepButton(ge: string, name: IconName): HTMLButtonElement {
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+ const b = document.createElement('button');
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+ b.className = 'ge-bb-betstep'; b.dataset.ge = ge; b.innerHTML = icon(name);
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+ return b;
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+ }
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+
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+ /** A grid card: title → thumbnail → description → volatility → price → full-bleed CTA.
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+ * Clicking (when affordable) opens the confirmation modal. */
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+ function buildCard(shell: GameShell, bonus: BonusOption, overlay: HTMLElement): HTMLElement {
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+ const accent = effectiveAccent(bonus);
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+ const card = document.createElement('div');
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+ card.className = 'ge-bonus-card'; card.dataset.ge = `bonus-card-${bonus.id}`;
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+ card.style.setProperty('--card-acc', accent);
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+ card.style.setProperty('--card-ink', contrastText(accent));
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+ card.appendChild(cardBody(shell, bonus));
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+
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+ const cta = document.createElement('button');
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+ cta.className = 'ge-bonus-cta'; cta.dataset.ge = `bonus-cta-${bonus.id}`;
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+ cta.textContent = shell.t(actionLabel(bonus));
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+ card.appendChild(cta);
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+
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+ const enabled = isAffordable(shell, bonus);
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+ if (!enabled) {
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+ card.classList.add('ge-bonus-off');
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+ cta.disabled = true;
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+ } else {
84
+ // Stack the confirm on top of the overlay grid (cancel returns to the grid).
85
+ card.addEventListener('click', () => { overlay.appendChild(buildConfirm(shell, bonus, overlay)); shell.fitModals(); });
86
+ }
87
+ return card;
88
+ }
89
+
90
+ /** The shared card interior (everything above the action area), reused by the confirm modal. */
91
+ function cardBody(shell: GameShell, bonus: BonusOption): HTMLElement {
92
+ const price = bonus.priceMultiplier * shell.state.bet;
93
+ const wrap = document.createElement('div'); wrap.className = 'ge-bonus-body';
94
+ wrap.innerHTML =
95
+ `<div class="ge-bonus-title">${bonus.title}</div>` +
96
+ `<div class="ge-bonus-thumb">${thumb(bonus)}</div>` +
97
+ `<div class="ge-bonus-desc">${bonus.description}</div>` +
98
+ `<div class="ge-bonus-spacer"></div>` +
99
+ (bonus.volatility ? `<div class="ge-bonus-vol">${volatility(bonus.volatility)}</div>` : '') +
100
+ `<div class="ge-bonus-price">${formatCurrency(price, shell.config.currency)}</div>`;
101
+ return wrap;
102
+ }
103
+
104
+ /** Confirmation modal — the shared card chrome (accent title heading, no ✕) with a bonus
105
+ * preview body and a full-bleed Cancel + action footer. */
106
+ function buildConfirm(shell: GameShell, bonus: BonusOption, overlay: HTMLElement): HTMLElement {
107
+ const accent = effectiveAccent(bonus);
108
+ const ui = createCardModal({ ge: 'bonus-confirm', title: bonus.title, accent, onClose: () => ui.root.remove() });
109
+
110
+ const price = bonus.priceMultiplier * shell.state.bet;
111
+ const preview = document.createElement('div'); preview.className = 'ge-confirm-preview';
112
+ preview.innerHTML =
113
+ `<div class="ge-bonus-thumb">${thumb(bonus)}</div>` +
114
+ `<div class="ge-bonus-desc">${bonus.description}</div>` +
115
+ (bonus.volatility ? `<div class="ge-bonus-vol">${volatility(bonus.volatility)}</div>` : '') +
116
+ `<div class="ge-bonus-price">${formatCurrency(price, shell.config.currency)}</div>`;
117
+ ui.body.appendChild(preview);
118
+
119
+ const actions = document.createElement('div'); actions.className = 'ge-modal-actions';
120
+ const cancel = document.createElement('button');
121
+ cancel.className = 'ge-modal-btn ge-modal-btn--ghost'; cancel.dataset.ge = 'bonus-confirm-cancel';
122
+ cancel.textContent = shell.t('Cancel');
123
+ cancel.addEventListener('click', () => ui.root.remove());
124
+ const buy = document.createElement('button');
125
+ buy.className = 'ge-modal-btn ge-modal-btn--accent'; buy.dataset.ge = 'bonus-confirm-buy';
126
+ buy.textContent = shell.t(actionLabel(bonus));
127
+ buy.style.color = contrastText(accent); // bg comes from --card-acc on the card
128
+ buy.addEventListener('click', () => {
129
+ // Re-check at click time: the confirm modal stays open across state changes, so a spin
130
+ // starting (busy), buy-bonus being disabled, or the balance dropping must block the purchase.
131
+ if (!isAffordable(shell, bonus)) return;
132
+ if (bonus.type === 'feature') shell.activateFeature(bonus);
133
+ else shell.emit('buyBonusSelect', { id: bonus.id });
134
+ ui.root.remove();
135
+ overlay.remove();
136
+ });
137
+ actions.append(cancel, buy);
138
+ ui.card.appendChild(actions);
139
+
140
+ return ui.root;
141
+ }
142
+
143
+ function thumb(bonus: BonusOption): string {
144
+ if (bonus.thumbnail) return `<img src="${bonus.thumbnail}" alt="${bonus.title}">`;
145
+ return `<span class="ge-bonus-thumb-ph">${icon('gift')}</span>`;
146
+ }
147
+
148
+ /** Volatility as five lightning bolts (the supplied SVG); `level` lit in the accent, rest dimmed. */
149
+ function volatility(level: number): string {
150
+ const n = Math.max(0, Math.min(5, level));
151
+ const bolt = icon('lightning');
152
+ return `<span class="ge-bonus-vol-on">${bolt.repeat(n)}</span>` +
153
+ `<span class="ge-bonus-vol-off">${bolt.repeat(5 - n)}</span>`;
154
+ }
155
+
156
+ function actionLabel(bonus: BonusOption): string {
157
+ return bonus.type === 'feature' ? 'Activate' : 'Buy';
158
+ }
159
+
160
+ function isAffordable(shell: GameShell, bonus: BonusOption): boolean {
161
+ if (shell.state.busy || !shell.state.buyBonusEnabled) return false;
162
+ return bonus.priceMultiplier * shell.state.bet <= shell.state.balance;
163
+ }