chiark / gitweb /
Ian Jackson [Mon, 18 Apr 2022 15:20:46 +0000 (16:20 +0100)]
Multigrab: allow to multigrab occulters
I don't expect any pieces to exist that can both be active occulter,
and multigrab. But if it does it should probably do the thing, rather
than mysteriously not work. And this simplifies the code.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 15:17:50 +0000 (16:17 +0100)]
JS: Add a comment about PieceInfo vs SessionPieceLoadJson
I made a bug due to not realising this needed to be updated too.
Maybe at some point the common bits should be combined, at least on
the Rust side.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 11:38:14 +0000 (12:38 +0100)]
Currency: Declare to be multigrab
We don't actually implement the PieceTrait method, so that just
returns Inapplicable. Ie, after this you can try to multiselect a
banknote but you get
Problem manipulating piece: UI operation not valid in the curret piece state
in the log.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 12:20:30 +0000 (13:20 +0100)]
JS: Implement multigrab
Check the multigrab boolean, and if appropriate make a single
multigrab API call rather than trying to grab multiple pieces.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 12:00:56 +0000 (13:00 +0100)]
Plumbing for "multigrab" piece API call
We can now pass this through to a piece.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 11:22:24 +0000 (12:22 +0100)]
Elide angle in game save file, when it's just North
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 11:02:11 +0000 (12:02 +0100)]
Elide some fields from save game state where we can
This saves writing out the field names as well as just the vslues.
We would like to do this for the updates sent to the client, but that
would really depend on the JS nullable coalesce operator "??" which is
not available the version of typescript I'm using, nor our ES
compatibility target. Newer typescript would do a polyfill but that
maybe wouldn't be super-fast? So postpone that.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 10:59:42 +0000 (11:59 +0100)]
Fix type of PreparedPieceState.held in the JS
I was comparing the JS and Rust versions, and spotted this
discrepancy.
In fact it is assigned to internal fields and variables which are all
nullable, so there is no other code change needed.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 10:42:26 +0000 (11:42 +0100)]
Provide is_default() function
We're going to use this to elide some fields from the game save state.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 09:10:37 +0000 (10:10 +0100)]
Provide and plumb multigtab piece property from Rust to JS
Currently nothing sets this (on the Rust side) nor uses it (on the JS
side).
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 12:20:17 +0000 (13:20 +0100)]
script: Add a missing comma in a type definition
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 09:18:00 +0000 (10:18 +0100)]
Add "p" argument to mouse_clicked_one
Almost the callers have it and the one that doesn't (mouse_find_clicked)
is about to need it in another of its branches.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 10:20:12 +0000 (11:20 +0100)]
Move special rendering instructions to PieceSpecialProperties
This gets rid of an ipc method (meaning we get rid of one method call
during piece rendering) and is also more principled, than a call which
might conceivably give different answers at different times.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 10:12:56 +0000 (11:12 +0100)]
Add special field to SpecLoaded
This is currently empty.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 10:07:55 +0000 (11:07 +0100)]
split PieceSpecLoaded
We are goint to want to add a field to only the non-inert version, so
this generic is not applicable any more.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 12:08:44 +0000 (13:08 +0100)]
api: Introduce and use ApiPieceOpArgs::pri
We're going to have a new call site, too.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 12:01:34 +0000 (13:01 +0100)]
api: Replace open-coded calculation with call to fully_visible
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 00:07:42 +0000 (01:07 +0100)]
ui: Disable pointer events on text in dice and currency
Otherwise you can end up with bits of the displayed text (currency
value, or die face) selected.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Mon, 18 Apr 2022 00:02:15 +0000 (01:02 +0100)]
ui: Break out HTML_TEXT_LABEL_ELEM_START from clock.rs
We actually need this in other places too.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 23:54:56 +0000 (00:54 +0100)]
currency: Tweaks to rendering
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 23:28:17 +0000 (00:28 +0100)]
currency: Add one to the demo game
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 22:05:30 +0000 (23:05 +0100)]
currency: Initial skeleton
Can render, but no special behaviours.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 23:12:43 +0000 (00:12 +0100)]
ui: Improve a comment and make it a doc comment
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 23:06:15 +0000 (00:06 +0100)]
Fix another HTML syntax error
Define the type of `otherwise`, to be an Html variant. And pass
HtmlStr values. Otherwise the HTML gets re-escaped, leading to a
xyntax error.
An effect of this is that the hollow diamond is actually hollow now.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 23:05:35 +0000 (00:05 +0100)]
Fix an HTML syntax error
Nothing seemed to be reporting this. I found it while looking for
another bug, which I'm about to fix now.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 23:05:13 +0000 (00:05 +0100)]
impl Default for &HtmlStr
We'll use this in a moment.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 22:46:15 +0000 (23:46 +0100)]
script.ts: Fix a uk spelling of "mitre"
CSS wants "miter". This was producing a message on the JS console.
I have a feeling some of the code here existed to work around not
being able to get mitre to work properly. but I CBA to look into that
now.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 22:34:24 +0000 (23:34 +0100)]
ui.rs: Bring another constants together here
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 22:26:55 +0000 (23:26 +0100)]
ui.rs: Bring a number of constants etc. together here
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 22:24:57 +0000 (23:24 +0100)]
Move 0.35 magic value for font y adjustment into a Rust constant
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 20:09:07 +0000 (21:09 +0100)]
serde_with_compat: Add some docs, since this is confusing
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 20:04:11 +0000 (21:04 +0100)]
cargo: Document private items by default
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 20:00:49 +0000 (21:00 +0100)]
serde_with_compat: Move to utils.rs where it belongs
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 18:24:50 +0000 (19:24 +0100)]
hidden cleanups: Introduce load_lilk
This more-centralises the interpretation of LOI and IOI variants.
Also add some commentary and rename create_coalesce. It doesn't
always create.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 17:11:44 +0000 (18:11 +0100)]
ilk mixing: Support non-mixing pieces
Allow us to handle an pieces which are occultable but which don't
participate in shuffling and displacement.
I. Introduce IOccultIlk enum. The old approach is the variant Mix.
This allows us to introduce a new approach Distinct.
II. Make Notch optional in Passive Replace the unconditional
OccultIlkOwningId in IPiece with a new enum IOccultIlk, and the
OccultIlkName in the return value from PieceSpec::load with a new enum
LOccultIlk.
III. Immediately use the new approach for dice, dropping all handling
of ilks. (Combining this into this commit avoids writing a bunch of
daft code that will be deleted right away.)
Consequences and ancillary changes:
* We need a new compatibility arrangement so we can load old
savefiles. This is a bit fiddly and involves some macro
trickery (which we will be moved to another file in due course).
* OccultIlks gets two new methods from_iilk and dispose_iilk for
handling IOccultIlk, rather than merely OccultIlkName.
(We're going to move creation in here too, shortly.)
* All existing pieces other than dice are still mixed by ilk.
Allowing this not to be the case ia a question for the future.
* Rename Passive.notch to Passive.permute_notch, for clarity
of its purpose.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 17:51:47 +0000 (18:51 +0100)]
hidden: style: Use if_let macro a couple more times
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 17:37:54 +0000 (18:37 +0100)]
hidden: style: Unwrap a binding
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 15:17:43 +0000 (16:17 +0100)]
ilks: Make ilk available earlier in passive calculation
The only functional effect is that some broken states now no longer
get occultated.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 17:41:09 +0000 (18:41 +0100)]
ilks: Refactoring of passive computation
Use if_chain instead of the outer if let. This is good because we're
going to want to add another condition.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 10:36:43 +0000 (11:36 +0100)]
ilk mixing: piece_pri: Hoist pri_occulted call
We are going to want to add a new branch to these conditionals, and
the new branch doesn't want this functionality.
No functional change.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 17:40:31 +0000 (18:40 +0100)]
hidden: style: Make get take &I and remove some pointles borrow calls
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 20:10:30 +0000 (21:10 +0100)]
dice test: demo game: Add a 2nd demo die
This lets us test occult mixing. Which in fact is not desirable. But
keep this to let us test it while we work on the problem, and
afterwards.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 20:03:22 +0000 (21:03 +0100)]
dice test: demo game: Add a demo die with occultation label
This lets us test how they occult. It turns out, not particularly
well...
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 12:51:38 +0000 (13:51 +0100)]
dice: Support occultation by label, for all 1-faced images
Right now we mix dice of all ilks. This is wrong. Dice shouldn't mix
at all. We're going to do that RSN.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 15:10:15 +0000 (16:10 +0100)]
hidden: Add another consistency check for pieces<->notches
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 13:32:25 +0000 (14:32 +0100)]
dice: Break out occ_label
We are going to want to call this for situations where we have an
OccultSpec but not an occultable image.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 20:00:44 +0000 (21:00 +0100)]
dice: Reorganise occultation handling
I was trying to support ilks properly. This code is in fact going to
be considerably simplified.
But it will still make sense to split the interpretation of the spec
from the assembly of the Arc<dyn InertPieceImage> for the occulted
view. That will make it possible for the spec interpretation to
provide an occulted view in more situations.
In fact it appears that these plans are going to be postponed and not
done right now, but I'm keeping this refactoring.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 13:17:22 +0000 (14:17 +0100)]
dice: Break out OccultSpec (breaking change)
Earlier I wrote: We want to add an ilk here.
But this is no longer going to be true, because we are getting rid of
ilk mixing for dice. Nevertheless, this change is going in a roughly
good direction in spec API terms since it will allow us to add other
things to occult.
Notably, if we allow composition of a die image from a base and faces,
or if we allow specifying an occulted face image separately from the
face images.
And `occult_label` is just a bad pattern.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 13:16:59 +0000 (14:16 +0100)]
demo table: Move die
We're going to add another die
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 12:48:25 +0000 (13:48 +0100)]
Reduce proposed stability promise re management protocol
This will allow us not to worry about errors, which are otherwise
awkward.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 09:54:36 +0000 (10:54 +0100)]
dbgc: Remove a call in clock.rs
This looks like leftovers.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 09:54:15 +0000 (10:54 +0100)]
dbgc: Replace many calls in hidden.rs with trace_dbg
This looks like leftovers.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sun, 17 Apr 2022 10:02:05 +0000 (11:02 +0100)]
trace_dbg: Remove some use's.
This seems to generate spurious unused import warnings in some
situations. Perhaps because it constantly reimports ?
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:46:04 +0000 (12:46 +0100)]
dice js: Sort out the logging
Don't log every frame!
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:39:58 +0000 (12:39 +0100)]
dice js: Actually do the animation
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:38:20 +0000 (12:38 +0100)]
dice: Rename remprop parameter to wasm die_cooldown_path
Apparently I missed renaming this when I introduced the "rempprop"
name.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:38:14 +0000 (12:38 +0100)]
dice js: Obtain radius from the input dataset
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:31:08 +0000 (12:31 +0100)]
dice: Always provide the label text node
This will give us a way to tell which elements are part of the
cooldown clock and therefore need to be removed when it runs down.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:24:41 +0000 (12:24 +0100)]
dice js: Obtain information from the input dataset etc.
We want this all nicely in our JS object.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:36:14 +0000 (12:36 +0100)]
dice js: Break out die_request_animation
We're going to want to re-request animiation in the frame renderer,
obviously.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:27:14 +0000 (12:27 +0100)]
dice js: Make s.anim_id be possibly null
We might not have requested an animation frame. If so we shouldn't
cancel it. Nor, if we have already cancelled it, or if it has
occurred.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:15:57 +0000 (12:15 +0100)]
dice js: Initial plumbing of animiation
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 11:49:14 +0000 (12:49 +0100)]
js: Introduce SpecialRendering handling
This is the generic plumbing. We must implement at least a no-op for
Die right away, because otherwise we throw an exception during game
load.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 10:49:17 +0000 (11:49 +0100)]
js: Notice errors during start() and display them
Otherwise if the game is buggy, you can get a fundamentally broken and
unresponsive UI, and no indication that this isn't your fault.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 10:12:25 +0000 (11:12 +0100)]
dice: Change SpecialClientRendering representation
Making this an internally-tageed union is going to be nicer for the
JS, which then doesn't have to prat about with Object.keys(thing)[0]
etc.
And the special rendering is Die, not DieCooldown, since if dice get a
second kind of special rendering thta will have to be here too.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 00:20:41 +0000 (01:20 +0100)]
dice: overlay extractor: fix autogeneration comment
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 00:12:20 +0000 (01:12 +0100)]
dice: Support rolling
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 00:12:09 +0000 (01:12 +0100)]
fake-rng: Provide range() method
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 00:11:49 +0000 (01:11 +0100)]
dice: Break out check_permit_flip_roll
The "roll" ui operation is going to want this too.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Sat, 16 Apr 2022 00:10:53 +0000 (01:10 +0100)]
dice: Break out cooldown_start_value
The "roll" ui operation is going to want this too.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 23:31:50 +0000 (00:31 +0100)]
dice: Prevent flipping during cooldown
This involves a new hook for the piece trait.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 23:12:55 +0000 (00:12 +0100)]
flip: Use description after flip, not before
This makes the log messages about dice true.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 23:12:42 +0000 (00:12 +0100)]
dice: Actually display the labels
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 23:11:41 +0000 (00:11 +0100)]
dice: Add definite article to log entries
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 23:10:56 +0000 (00:10 +0100)]
dice: Rename iface from face
This is a mangled version of the requested face which we should only
use for the image, since it might be 0 even if there are many labels.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 22:51:15 +0000 (23:51 +0100)]
die: Adjust text size
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 22:40:31 +0000 (23:40 +0100)]
die: Prepare for extracting text template too (2)
Bracket our cooldown output all together.
I did it the other way because I had forgotten that the output order
is controlled by the script, not the input.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 22:30:44 +0000 (23:30 +0100)]
die: Prepare for extracting text template too
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 21:37:58 +0000 (22:37 +0100)]
die: Hack about at SVG to make a nicer template for label
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 21:31:26 +0000 (22:31 +0100)]
dice: Add labels to demo game
But they don't display yet...
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 19:58:00 +0000 (20:58 +0100)]
dice: Add cross-referencing notes and comments
This may help us find things in future. Used inkscape's "document
properties", "metadata" pane, and then manually moved the new metadata
tag nearer to the top of the svg file.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 19:46:06 +0000 (20:46 +0100)]
dice: Fix cooldown radius
This looks good now.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 19:34:49 +0000 (20:34 +0100)]
Provide cooldown timer stroke width to Rust
We now have this in two places which is a bit poor, but we already
have some duplication between die.svg and the Rust code - eg, the path
generation which was just c&p.
I have left a comment. And arranged to filter it out for distribution.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 19:36:08 +0000 (20:36 +0100)]
Provide select stroke width to Rust
We now have this in two places which is a bit poor, but I don't fancy
plumbing it into the ts machinery.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 19:17:57 +0000 (20:17 +0100)]
dice: Use bespoke outline path for surround (selection)
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 19:06:57 +0000 (20:06 +0100)]
OutlineTrait: Document outline_path
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 19:06:49 +0000 (20:06 +0100)]
dice: Fix a radius/diameter confusion
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 19:38:25 +0000 (20:38 +0100)]
die svg: Shrinking by 10: Change window
Just asked inkscape to recenter the view.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 18:43:29 +0000 (19:43 +0100)]
die svg: Shrinking by 10: Reduce die box size
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 18:39:20 +0000 (19:39 +0100)]
die svg: Shrinking by 10: Reduce stroke widths
We don't have anything to rescale the elements we extract for use as
the cooldown timer, so we need to get the linewidths as we finally
want them.
In this commit we mostly do the stroke widths and the circle size.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 18:34:51 +0000 (19:34 +0100)]
dice: Adjust sizes, wip
Adjust the strokes of the circles using inkscape.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 12:46:53 +0000 (13:46 +0100)]
dice: Add a test die to the demo game
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 17:54:00 +0000 (18:54 +0100)]
dice: Cooldown template: Add header about autogeneration
This may help avoid editing it manuallly...
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 17:43:31 +0000 (18:43 +0100)]
dice: Make moveable
Don't bake into the piece implementation that these aren't moveable.
If this is desired, it can be part of the game spec.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 12:47:06 +0000 (13:47 +0100)]
dice: Sort out defaults
* Abolish the separate DEFAULT_COOLDOWN constant. This seems otiose.
* Clarify what the radius scale is supposed to mean
* Provide a default radius scale
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 12:46:58 +0000 (13:46 +0100)]
test.table.toml: Add a currently-working rune
Many of the others are obsolete but I don't want to take the time now
to clean them up.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 12:14:24 +0000 (13:14 +0100)]
dice: Start a cooldown the first time a die is added to the game
This is useful for testing. It also means you can't just add a die
showing what you want using the game management interface...
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 12:20:59 +0000 (13:20 +0100)]
Provide InternalError::FutureInstantOutOfRange
The dice itself wants to sometimes do this conversion (notably, on
initial piece load), and if it's out of range that's implausible.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 12:12:16 +0000 (13:12 +0100)]
dice: Always use a circular Outline and adjust radiii
The circular outline will go nicely with the cooldown timer.
The radius etc. is still not quite right.
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
Ian Jackson [Fri, 15 Apr 2022 12:04:37 +0000 (13:04 +0100)]
dice: Set cooldown_expiry to None when we can
This will avoid pointless calls to Instant::now, which would otherwise
be needed to discover that the cooldown time has expired (perhaps long
ago).
Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>