Boti: pauza pred vedenim kopky, spravne poradie broadcastov po tahu
Bot doteraz vedel zahodit prvu kartu novej kopky uz po BOT_MOVE_DELAY_SECONDS (0.8s), zatial co frontend zmetaciu animaciu predoslej kopky prehraval 1650ms -- karta tak "vyletela" uprostred zmetania. _run_bot_turns teraz pri vedeni novej kopky caka TRICK_SWEEP_SECONDS (1.7s), zhodne s SETTLE_MS+ COLLECT_MS v GameTable.tsx. _run_bot_turns tiez posielal player_cards PRED game_status (opacne ako human play_card handler) -- pri prechode do noveho kola tak klient dostal novu ruku skor, nez vedel, ze zacalo nove kolo, a fixne ju hned zobrazil. Poradie broadcastov je teraz zhodne s human handlerom. GameTable/Hand: ruka noveho kola sa zobrazi az po dobehnuti zmetacej animacie poslednej kopky predchadzajuceho kola (displayedHand + freeze efekt), a Hand.tsx rezervuje fixny priestor pre karty aj ked je ruka docasne prazdna, aby layout neposkakoval. tests/test_bots.py: nulovanie TRICK_SWEEP_SECONDS v setUpClass, aby testy zostali rychle. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -15,7 +15,7 @@ import Standings from '../components/Standings';
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import PlayerCircle from '../components/PlayerCircle';
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import FaceDownCards from '../components/FaceDownCards';
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import GameOver from './GameOver';
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import type { PlayerInfo, StashData } from '../types';
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import type { Hand as HandCards, PlayerInfo, StashData } from '../types';
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// A completed trick stays face-up for SETTLE_MS (so the last card visibly joins
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// the pile), then is swept towards the winner over COLLECT_MS.
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@@ -72,6 +72,37 @@ export default function GameTable() {
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};
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}, [previousStashKey]);
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// A just-completed trick that hasn't been swept away yet always wins the centre
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// — even once the winner has already led the next trick. The engine reveals that
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// lead card (and, at a round boundary, the next bidding phase) the instant the
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// 4th card lands, so without holding the pile here the sweep would be cut off
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// after every trick. Reading `previousStash` synchronously (rather than a state
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// set in an effect) also means the pile never blinks to empty on the frame the
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// 4th card lands — the last card simply joins the three already there, then the
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// whole pile is collected before the next trick takes over.
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const finishing = previousStashKey !== null && previousStashKey !== dismissedKey;
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// The new round's dealt hand arrives (via `player_cards`) the instant the last
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// trick of the previous round is played, but the centre oval is still sweeping
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// that trick away — hold an empty hand on screen (the previous round's last card
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// really was just played, the engine just never broadcasts that "0 cards" beat on
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// its own since it deals the new round in the same step) until the sweep finishes,
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// so the new cards don't appear before the previous round has visibly wrapped up.
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// Mid-round plays (round number unchanged) still update instantly, since that's
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// just the player's own card leaving their hand, not a fresh deal.
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const [displayedHand, setDisplayedHand] = useState<HandCards>(hand);
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const lastAppliedRoundRef = useRef<number | null>(gameStatus?.round_number ?? null);
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useEffect(() => {
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if (!gameStatus) return;
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const isNewRound = gameStatus.round_number !== lastAppliedRoundRef.current;
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if (isNewRound && finishing) {
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setDisplayedHand({}); // last card of the previous round is gone; new deal waits
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return;
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}
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lastAppliedRoundRef.current = gameStatus.round_number;
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setDisplayedHand(hand);
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}, [hand, gameStatus, finishing]);
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if (!gameStatus || !myPlayer) {
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return <p className="text-center text-green-dim pt-20 font-serif italic">Načítava sa…</p>;
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}
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@@ -95,15 +126,6 @@ export default function GameTable() {
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const myTurnToPlay = isPlayPhase && active_player === myOrder;
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const activeCards = active_stash ? Object.keys(active_stash.cards).length : 0;
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// A just-completed trick that hasn't been swept away yet always wins the centre
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// — even once the winner has already led the next trick. The engine reveals that
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// lead card (and, at a round boundary, the next bidding phase) the instant the
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// 4th card lands, so without holding the pile here the sweep would be cut off
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// after every trick. Reading `previousStash` synchronously (rather than a state
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// set in an effect) also means the pile never blinks to empty on the frame the
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// 4th card lands — the last card simply joins the three already there, then the
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// whole pile is collected before the next trick takes over.
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const finishing = previousStashKey !== null && previousStashKey !== dismissedKey;
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const displayedStash: StashData | null = finishing
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? previousStash
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: activeCards > 0 && active_stash
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@@ -121,7 +143,7 @@ export default function GameTable() {
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const canPlayNow = myTurnToPlay && !finishing;
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const playableKeys = canPlayNow && active_stash
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? computePlayable(hand, active_stash.cards[String(active_stash.first_player)]?.color ?? null)
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? computePlayable(displayedHand, active_stash.cards[String(active_stash.first_player)]?.color ?? null)
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: undefined;
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const activePlayerName = displayName(players.find((p) => p.order === active_player)?.name);
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@@ -244,7 +266,7 @@ export default function GameTable() {
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);
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const handArea = (
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<Hand hand={hand} myTurn={canPlayNow} isPlayPhase={isPlayPhase} playableKeys={playableKeys} desktop={desktop} />
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<Hand hand={displayedHand} myTurn={canPlayNow} isPlayPhase={isPlayPhase} playableKeys={playableKeys} desktop={desktop} />
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);
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// ── DESKTOP LAYOUT ───────────────────────────────────────────────
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