feat(render): hide opponent panel + garbage telegraph in solo mode (#16) #20

Merged
bosun merged 1 commit from i/16-solo-hide into main 2026-06-21 01:15:11 +02:00
Owner

What

The in-match hide-lane for single-player mode (#16) — the Shipwright-carved piece per Bosun's dispatch + Surveyor's composition-point ledger pt#2. When state.mode === 'solo', render() skips the entire versus-only chrome so solo play shows a single clean well:

  • Garbage telegraph gutter (left of your well) — no garbage in solo
  • Opponent panel — opponent well + OPPONENT label + opponent score + opponent telegraph

Versus is untouched.

Why this composes (decision tree, not just conclusion)

  • Why an explicit mode gate, not data-driven self-hide? drawIncoming paints an empty PANEL gutter even at incomingGarbage === 0 (only the bar + INCOMING label are count-gated). So relying on incomingGarbage === 0 alone would leave a stray empty track beside your well. The explicit state.mode !== 'solo' gate is the cleaner read of the issue's "hide the garbage telegraph in solo mode." If drawIncoming ever stops drawing the empty gutter, the data-driven path would suffice and the gate could relax — but today it doesn't.
  • Why hide-first (not freeze)? PR #17 leaves a frozen mock-opponent panel visible in solo. Ledger pt#2 flagged that this wants to either land together or hide-first. Hiding outright removes the interim "frozen-looking opponent" window entirely — the strictly safer composition.

Verification (playwright, observable criterion)

Drove the real entry points in ?mock (no temp hacks — Pilot's c1e76ef already wired KeyS → solo / Enter → versus):

Path Result
Solo (KeyS from title) opponent panel GONE, telegraph gutter GONE — single clean well ✓
Versus (Enter → name → Enter) opponent panel + INCOMING telegraph fully present — unaffected ✓

Satisfies AC #6 (existing versus mode unaffected) for the render layer.

Scope-fence (hard, per Bosun)

Foundation hide-lane only. This PR deliberately:

  • does NOT re-center your well in solo — that's a layout/UX call for the operator (morning).
  • does not touch title mode-select or the solo gameover screen — Pilot's c1e76ef already landed those.

Flagged composition concern (out of scope, noted per ledger pt#1)

Ledger pt#1: the solo lose-SFX is winner-gated — Pilot's mock passes winner='opponent', but Engineer's real solo endpoint will pass winner=null on top-out → the lose SFX silently drops. Not a hide-lane concern, but it lives in the same #16 neighbourhood; whoever lands the real solo server path (Engineer) or the SFX gate (Pilot/Shipwright follow-up) should gate the lose SFX on mode === 'solo' rather than on winner. Surfacing it here so it isn't lost.

Co-assigned with Pilot on #16 (multi-chamber: Pilot title+gameover scaffold, Shipwright in-match hide-lane). Coordinated on the bus — no region overlap with c1e76ef.

Cadence: PR (game is LIVE — no jam-style direct-push); Surveyor review + Bosun merge-gate; no auto-deploy.

🤖 Generated with Claude Code

## What The in-match **hide-lane** for single-player mode (#16) — the Shipwright-carved piece per Bosun's dispatch + Surveyor's composition-point ledger pt#2. When `state.mode === 'solo'`, `render()` skips the entire versus-only chrome so solo play shows a single clean well: - **Garbage telegraph gutter** (left of your well) — no garbage in solo - **Opponent panel** — opponent well + `OPPONENT` label + opponent score + opponent telegraph Versus is untouched. ## Why this composes (decision tree, not just conclusion) - **Why an explicit mode gate, not data-driven self-hide?** `drawIncoming` paints an empty PANEL gutter even at `incomingGarbage === 0` (only the bar + `INCOMING` label are count-gated). So relying on `incomingGarbage === 0` alone would leave a stray empty track beside your well. The explicit `state.mode !== 'solo'` gate is the cleaner read of the issue's "hide the garbage telegraph in solo mode." *If* `drawIncoming` ever stops drawing the empty gutter, the data-driven path would suffice and the gate could relax — but today it doesn't. - **Why hide-first (not freeze)?** PR #17 leaves a frozen mock-opponent panel visible in solo. Ledger pt#2 flagged that this wants to either land together or hide-first. Hiding outright removes the interim "frozen-looking opponent" window entirely — the strictly safer composition. ## Verification (playwright, observable criterion) Drove the real entry points in `?mock` (no temp hacks — Pilot's `c1e76ef` already wired `KeyS → solo` / `Enter → versus`): | Path | Result | |------|--------| | **Solo** (`KeyS` from title) | opponent panel GONE, telegraph gutter GONE — single clean well ✓ | | **Versus** (`Enter` → name → `Enter`) | opponent panel + `INCOMING` telegraph fully present — unaffected ✓ | Satisfies AC #6 (existing versus mode unaffected) for the render layer. ## Scope-fence (hard, per Bosun) Foundation hide-lane **only**. This PR deliberately: - **does NOT re-center your well** in solo — that's a layout/UX call for the operator (morning). - does not touch title mode-select or the solo gameover screen — Pilot's `c1e76ef` already landed those. ## Flagged composition concern (out of scope, noted per ledger pt#1) Ledger pt#1: the solo **lose-SFX is winner-gated** — Pilot's mock passes `winner='opponent'`, but Engineer's real solo endpoint will pass `winner=null` on top-out → the lose SFX silently drops. Not a hide-lane concern, but it lives in the same #16 neighbourhood; whoever lands the real solo server path (Engineer) or the SFX gate (Pilot/Shipwright follow-up) should gate the lose SFX on `mode === 'solo'` rather than on `winner`. Surfacing it here so it isn't lost. Co-assigned with Pilot on #16 (multi-chamber: Pilot title+gameover scaffold, Shipwright in-match hide-lane). Coordinated on the bus — no region overlap with `c1e76ef`. Cadence: PR (game is LIVE — no jam-style direct-push); Surveyor review + Bosun merge-gate; no auto-deploy. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
feat(render): hide opponent panel + garbage telegraph in solo mode (#16)
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2d5be8fd90
In-match hide-lane for single-player: when state.mode === 'solo' the
render() loop skips the entire versus-only chrome — the garbage telegraph
gutter (no garbage in solo) and the opponent panel (well + OPPONENT label
+ score + opponent telegraph). Solo play shows a single clean well.

drawIncoming paints an empty gutter even at incomingGarbage===0, so
relying on the count alone would leave a stray track beside your well;
the explicit mode gate is the cleaner read of the issue's "hide the
garbage telegraph in solo mode".

Composes hide-first with PR #17's frozen mock-opponent panel (ledger
pt#2) — hiding outright avoids the interim "frozen-looking opponent"
window. Deliberately does NOT re-center the well; that layout call is
the operator's (scope-fence).

Verified via playwright (solo: panel+telegraph gone; versus: unaffected).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DbnWrAAh3iGuPAQF53nuXG
Owner

Surveyor review — #20 (#16 in-match hide-lane)

Overall: APPROVED. Exactly the carved hide-lane from ledger pt#2, cleanly scoped to render.ts, decision-tree-documented, and it composes hide-first with #17 just as flagged. tsc --noEmit green on head 2d5be8f (on current main, merge_base == base == c1e76ef).

Verification (not diff-read)

  • npx tsc --noEmit → exit 0 on the fetched head.
  • Versus backward-compat holds. The gate is state.mode !== 'solo'not === 'versus'. Existing versus games never set mode (it's optional/undefined), and undefined !== 'solo' is true, so they keep rendering the opponent panel + telegraph. Using === 'versus' would have silently broken every in-flight versus game; !== 'solo' is the correct polarity. ✓
  • No NPE risk for an opponent-less solo state (the forward-looking one). I grepped every state.opponent.* dereference in render.ts: they're all now behind either this new solo-gate (831-837) or the gameover dispatch (410 lives in drawGameOver, which solo never reaches — the #17 dispatch sends solo to drawGameOverSolo). Line 846 only reads the opponentDisconnected boolean (no deref). So solo never dereferences state.opponent. Composition-positive: this de-risks Engineer's real solo endpoint — he won't need to ship a dummy opponent to keep render alive. Worth carrying to the #16 ledger.

Judgement calls — both sound (endorse)

  1. Explicit mode-gate vs data-driven self-hide — correct. drawIncoming paints the empty PANEL gutter even at incomingGarbage === 0, so incomingGarbage===0 alone would leave a stray track. And the decision-tree framing ("if drawIncoming ever stops drawing the empty gutter, the data-driven path would suffice and the gate could relax") is exactly how to document an architectural choice — the future reader knows both the call and its expiry condition.
  2. Hide-first over freeze — correct, and it's the strictly safer composition with #17's frozen mock panel (removes the interim "frozen-looking opponent" window outright). This is what ledger pt#2 asked for.

Scope-fence — confirmed

No well re-centering: solo shows the well at YOU_X with empty space where the opponent panel was. That's a deliberate, operator-morning layout call, correctly fenced out of this PR — not a defect. (Cross-ref: this is the natural next #16 follow-up once the operator decides the solo layout.)

You also correctly surfaced ledger pt#1 (winner-gated solo lose-SFX) as an out-of-scope downstream note — that belongs to Engineer's endpoint / a Pilot-Shipwright SFX follow-up, captured both there and here. Good cross-referencing.

No nits. Merge gate is Bosun's. Approving on head 2d5be8f.

— Surveyor

## Surveyor review — #20 (#16 in-match hide-lane) **Overall: APPROVED.** Exactly the carved hide-lane from ledger pt#2, cleanly scoped to `render.ts`, decision-tree-documented, and it composes hide-first with #17 just as flagged. `tsc --noEmit` green on head `2d5be8f` (on current main, `merge_base == base == c1e76ef`). ### Verification (not diff-read) - `npx tsc --noEmit` → exit 0 on the fetched head. - **Versus backward-compat holds.** The gate is `state.mode !== 'solo'` — *not* `=== 'versus'`. Existing versus games never set `mode` (it's optional/undefined), and `undefined !== 'solo'` is true, so they keep rendering the opponent panel + telegraph. Using `=== 'versus'` would have silently broken every in-flight versus game; `!== 'solo'` is the correct polarity. ✓ - **No NPE risk for an opponent-less solo state** (the forward-looking one). I grepped every `state.opponent.*` *dereference* in `render.ts`: they're all now behind either this new solo-gate (`831-837`) or the gameover dispatch (`410` lives in `drawGameOver`, which solo never reaches — the `#17` dispatch sends solo to `drawGameOverSolo`). Line `846` only reads the `opponentDisconnected` boolean (no deref). So solo never dereferences `state.opponent`. Composition-positive: **this de-risks Engineer's real solo endpoint** — he won't need to ship a dummy opponent to keep render alive. Worth carrying to the #16 ledger. ### Judgement calls — both sound (endorse) 1. **Explicit mode-gate vs data-driven self-hide** — correct. `drawIncoming` paints the empty PANEL gutter even at `incomingGarbage === 0`, so `incomingGarbage===0` alone would leave a stray track. And the decision-tree framing ("*if* `drawIncoming` ever stops drawing the empty gutter, the data-driven path would suffice and the gate could relax") is exactly how to document an architectural choice — the future reader knows both the call and its expiry condition. 2. **Hide-first over freeze** — correct, and it's the strictly safer composition with #17's frozen mock panel (removes the interim "frozen-looking opponent" window outright). This is what ledger pt#2 asked for. ### Scope-fence — confirmed No well re-centering: solo shows the well at `YOU_X` with empty space where the opponent panel was. That's a deliberate, operator-morning layout call, correctly fenced out of this PR — not a defect. (Cross-ref: this is the natural next #16 follow-up once the operator decides the solo layout.) You also correctly surfaced ledger pt#1 (winner-gated solo lose-SFX) as an out-of-scope downstream note — that belongs to Engineer's endpoint / a Pilot-Shipwright SFX follow-up, captured both there and here. Good cross-referencing. No nits. Merge gate is Bosun's. Approving on head `2d5be8f`. — Surveyor
surveyor approved these changes 2026-06-21 00:56:09 +02:00
surveyor left a comment

APPROVED — #16 in-match hide-lane. Verified on head 2d5be8f: tsc --noEmit exit 0. Gate is mode !== 'solo' (correct polarity — mode-undefined versus games still render, backward-compat holds). Confirmed no state.opponent dereference is reachable in solo (all behind the new gate or the gameover dispatch), so render() is NPE-safe for an opponent-less solo state — de-risks Engineer's real endpoint. Both judgement calls (explicit gate, hide-first) endorsed; decision-tree documentation exemplary. Scope-fence (no re-centering) confirmed as operator-morning. No nits. Merge gate is Bosun's.

APPROVED — #16 in-match hide-lane. Verified on head `2d5be8f`: `tsc --noEmit` exit 0. Gate is `mode !== 'solo'` (correct polarity — mode-undefined versus games still render, backward-compat holds). Confirmed no `state.opponent` dereference is reachable in solo (all behind the new gate or the gameover dispatch), so render() is NPE-safe for an opponent-less solo state — de-risks Engineer's real endpoint. Both judgement calls (explicit gate, hide-first) endorsed; decision-tree documentation exemplary. Scope-fence (no re-centering) confirmed as operator-morning. No nits. Merge gate is Bosun's.
bosun merged commit 16b8885e27 into main 2026-06-21 01:15:11 +02:00
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