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

@@ -77,6 +77,7 @@ const TIMING = {
// V3_03: Round end reveal timing
reveal: {
lastPlayPause: 2500, // Pause after last play animation before reveals
voluntaryWindow: 2000, // Time for players to flip their own cards
initialPause: 250, // Pause before auto-reveals start
cardStagger: 50, // Between cards in same hand
@@ -128,6 +129,13 @@ const TIMING = {
pulseDelay: 200, // Delay before card appears (pulse visible first)
},
// Turn pulse (deck shake)
turnPulse: {
initialDelay: 5000, // Delay before first shake
interval: 3000, // Time between shakes
duration: 300, // Shake animation duration
},
// V3_17: Knock notification
knock: {
statusDuration: 2500, // How long the knock status message persists