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