Fix AI knock decisions and improve round-end animations

Fix dumb AI knocks (e.g. Maya knocking on 13 points) by adding opponent
threat checks and a hard cap of 10 to should_knock_early(). Remove dead
should_go_out_early() call whose return value was never used. Retune knock
chance tiers to be more conservative at higher projected scores.

On the client side, fix round-end reveal sequencing so the last player's
swap/discard animation plays before the reveal sequence starts, and prevent
re-renders from clobbering swap animations during reveals. Also make the
turn-pulse shake configurable via timing-config and target only cards.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
adlee-was-taken
2026-02-23 19:07:57 -05:00
parent 06b15f002d
commit 8d5b2ee655
4 changed files with 94 additions and 24 deletions

View File

@@ -220,6 +220,7 @@ class CardAnimations {
}
_animateDrawDeckCard(cardData, deckRect, holdingRect, onComplete) {
console.log('[DEBUG] _animateDrawDeckCard called with cardData:', cardData ? `${cardData.rank} of ${cardData.suit}` : 'NULL');
const deckColor = this.getDeckColor();
const animCard = this.createAnimCard(deckRect, true, deckColor);
animCard.dataset.animating = 'true'; // Mark as actively animating
@@ -228,6 +229,9 @@ class CardAnimations {
if (cardData) {
this.setCardContent(animCard, cardData);
// Debug: verify what was actually set on the front face
const front = animCard.querySelector('.draw-anim-front');
console.log('[DEBUG] Draw anim card front content:', front?.innerHTML);
}
this.playSound('draw-deck');
@@ -759,26 +763,28 @@ class CardAnimations {
const id = 'turnPulse';
this.stopTurnPulse(element);
// Quick shake animation
// Quick shake animation - target cards only, not labels
const T = window.TIMING?.turnPulse || {};
const cards = element.querySelectorAll(':scope > .pile-wrapper > .card, :scope > .pile-wrapper > .discard-stack');
const doShake = () => {
if (!this.activeAnimations.has(id)) return;
anime({
targets: element,
targets: cards.length ? cards : element,
translateX: [0, -6, 6, -4, 3, 0],
duration: 300,
duration: T.duration || 300,
easing: 'easeInOutQuad'
});
};
// Delay first shake by 5 seconds, then repeat every 2 seconds
// Delay first shake, then repeat at interval
const timeout = setTimeout(() => {
if (!this.activeAnimations.has(id)) return;
doShake();
const interval = setInterval(doShake, 2000);
const interval = setInterval(doShake, T.interval || 3000);
const entry = this.activeAnimations.get(id);
if (entry) entry.interval = interval;
}, 5000);
}, T.initialDelay || 5000);
this.activeAnimations.set(id, { timeout });
}