- AuthScreen gated the code-entry step on devCode != null, so with real SMS
(no devCode) it got stuck after "send". Gate on a `sent` flag instead; add
sending state, send-failure message, "code sent" hint, change-number, and
raise the code input cap to 6 (codes are 5 digits).
- signOut now resets the store to a fresh guest profile, and the SignalR
service clears its cachedProfile — so the previous user's name/avatar no
longer linger after logout.
- i18n: auth.sending / sendFailed / codeSent / invalidPhone / changeNumber.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Photo upload:
- Lower the custom profile-photo gate from level 25 to level 3 (client const +
i18n hint + server gate in ProfileService.Update). The level-25 "Expert" title
is unrelated and unchanged.
Report a player:
- New ReportReason type + service.reportUser(targetId, reason, details?).
- Report entry points: a "گزارش تخلف" button + reason picker (nudity / insult /
other) in the public-profile modal, and a flag button in the chat header
(reports the peer for an insulting chat) with a confirmation toast.
- Mock records reports to localStorage; SignalR POSTs /api/report.
- Server: POST /api/report → ProfileService.ReportUser stores the report in the
write-only ledger (kind="report", ref="{targetId}|{reason}|{details}") so no
schema change is needed (server uses EnsureCreated, not migrations).
- i18n: report.* keys (fa + en).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- New searchable city picker (src/lib/iran-cities.ts, ~60 Iranian cities,
fa/en search) shown as a gold reward card at the top of the profile Basic tab.
- First time a non-empty city is set, the player earns 500 coins (CITY_REWARD),
granted server-authoritatively. Collapses to a compact summary afterwards with
a "change city" option (no re-reward).
- Frontend: UserProfile.city + cityRewardClaimed; mock-service grants on first
set; session/service updateProfile accept `city`; celebratory toast + sfx.
- Backend (.NET): ProfileDto.City/CityRewardClaimed (JSON blob → no migration);
ProfileService.Update grants +500 once and writes a "city" ledger entry.
- i18n: city.* keys (fa + en).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- PostMatchRewardsModal: short-height (landscape) compaction so the win/forfeit
result fits without overflow (smaller emoji/coins/padding, max-h 94dvh, wider).
- Chat: emoji/sticker picker (owned reactions) — tap to send; hidden on focus.
- Unread messages: online-store now tracks a total `unread` (from
listConversations); NavRail Friends icon shows a badge (unread + requests),
refreshed every 12s on every screen; Friends «پیامها» tab badged too.
(Per-conversation unread badges already existed.)
- Remove "XP گران است" / "XP is expensive" from shop.xpHint.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- NavRail: vertically center items in the side rail (was top-aligned).
- ScreenHeader: showXp defaults off — the level/XP bar no longer clutters every
sub-page (it lives on Home's chip + the Profile page).
- Shop: category tabs (avatars / fronts / backs / reactions / stickers / titles
/ XP) so only one category shows at a time — no more endless scroll.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rebuild HomeScreen to UNO's home layout: top bar (avatar+coins) + 3 big glossy
3D mode cards in the center (Online[gold,live-count badge] / vs-Computer[teal] /
Private Room[violet]) + a bottom icon nav bar (NavRail bottom variant, drops the
redundant home item). Speed toggle + language sit in a slim controls row. Online
card shows live player count; room card creates a private room then enters it.
New menu.room/menu.roomDesc i18n.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rebuild ScreenShell into a UNO-style app shell: a persistent NavRail (vertical
side rail in landscape, bottom tab bar in portrait — Home/Profile/Shop/Friends/
Leaderboard/Achievements, active highlighted gold) + a content panel that owns
its own scroll so the page never scrolls as a whole and uses the width in
landscape. Reskins all 10 menu screens at once. Transient screens (auth,
matchmaking, room) opt out via hideNav. New nav.home i18n key.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Move orientation lock + RotatePrompt to app root → whole app is landscape-
first now (UNO-style), not just the game. Generalized rotate copy.
- Home: portrait unchanged; in landscape it becomes a 2-column app layout
(col A = branding + play actions, col B = tiles + footer) that fits the
short height with no scroll (landscape: Tailwind variants, overflow-hidden).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Hokm plays best wide (UNO-style). On phones held in portrait, the game screen
shows a "rotate your phone" overlay (with a play-anyway escape hatch so OS
rotation-lock can't trap anyone). Best-effort screen.orientation.lock('landscape')
on Android/PWA; iOS/desktop reject it harmlessly. i18n rotate.* (fa+en).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each notification now navigates to its related screen when tapped (toast or
list): friend_request/invite -> Friends, achievement/reward -> Achievements,
daily -> opens the daily-reward modal, coin-purchase success -> Shop. An
explicit per-notification 'route' overrides the kind default.
List rows are swipeable (drag aside) and have an X to dismiss individually,
plus a Clear-all button; the toast can be flicked up to dismiss or tapped to
open. New store actions: markRead/remove/clearAll + openNotification navigator.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
No more earned-only (rank/wins) cosmetics — every avatar, card back/front,
reaction & sticker pack now has a coin price. Rank/wins/achievement become
purchase requirements (coin · coin+rank · coin+rank+achievement), enforced
client (mock + ShopScreen lock label) and server (ProfileService.ItemGate,
keyed by kind:id). Ownership = default + purchased only.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds ~100 new purchasable gifts that are LOCKED until a level/rating gate is met,
then buyable with coins — value scales with the gate:
- 45 gift avatars (types.ts), 35 gift titles + 20 gift card backs (gamification.ts),
all reusing existing renderers. Tier (1-5) encoded in the id (-t<n>-).
- Gate model: GIFT_TIERS (shared) → reqLevel/reqRating on AvatarDef/TitleDef/
CardBackDef + ShopItem. Tiers: t1 free, t2 Lv10, t3 Lv20, t4 Lv35, t5 Rating1700.
- Shop UI: locked cards dim + show the requirement (Lock + "Level 20"), buy
disabled until met; mock buyItem enforces it offline.
- Server enforces generically — ProfileService parses the tier from the id and
checks the player's level/rating (no 100-entry mirror). Mirrors GIFT_TIERS.
- i18n shop.reqLevel/reqRating (fa+en).
Verified: tsc + sim + next build + dotnet build all pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- One running game per player: server rejects a 2nd matchmake while in a live
room (re-syncs the existing game); client guards Home vs-computer + Lobby
random/create — resumes the running match + notifies instead of starting another
(game-store hasActiveMatch()).
- Background music is now selectable: santoor (سنتی, calm Persian loop) and
playful (bouncy UNO-like) — sound.ts TRACKS + setMusicTrack (persisted),
sound-store musicTrack, picker in Profile → Audio. i18n added.
- Production config for bargevasat.ir (prepare-only; no live deploy):
appsettings.Production.example (CORS + ZarinPal + IAB to the domain),
docker-compose.caddy.yml + Caddyfile (auto-HTTPS reverse proxy
bargevasat.ir→web, api.bargevasat.ir→server), ENV_FILE PRODUCTION block,
PRODUCTION.md go-live + Cafe Bazaar publish/IAB checklist. Fixed IAB package
name to match Capacitor appId (com.bargevasat.app).
Verified: tsc + next build + dotnet build all pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- MatchIntroOverlay: UNO-style pre-game reveal — the 4 seats animate into the
table (with "?" placeholders until each player's data streams in for live
matches), a 3-2-1-GO countdown, then the table shows. Wired via game-store
matchIntroPending/consumeIntro, rendered online-only in GameScreen.
- Fix: intro.found / intro.getReady / intro.go existed only in the Persian dict;
added the English strings (would have shown raw keys to EN users).
- Checkpoint of the in-progress UI/social batch (CoinsPill, shop titles section,
friend-request rate limit, etc.) — all green.
Verified: tsc + next build + scripts/sim.ts + dotnet build server/Hokm.slnx all pass.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Forfeit penalty reworked (client + server gamification, in sync):
- Surrendering team loses DOUBLE the entry coins; winner takes the stake.
- Forfeiter earns NO XP. No kot is applied or mentioned anymore.
- MatchSummary/Dto carry a `forfeit` flag; GameRoom.FinalizeForfeit →
ApplyRewardsAsync(team) with Forfeit=true (dropped the kot path).
- Forfeit confirm dialogs now alert the real penalty (double coins, no XP).
End-of-game roster: SeatPlayerDto/ServerSeatPlayer + game-store SeatPlayer gain
userId/isBot. New <MatchPlayersList> lists everyone at the table on the final
screen (PostMatchRewardsModal + AI MatchOverlay) with a tactile "Add" button to
send a friend request to real (non-bot, non-self) players ("Sent" after).
Verified: tsc + sim + dotnet + next build clean; stack rebuilt :1500/:1505.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- New global celebration system: celebration-store (queue) + CelebrationOverlay
(animated: count-up XP, filling bar, level-up pop, achievement cards; plays
levelUp/award sounds; tap or auto-dismiss). Rendered in page.tsx.
- Shop: every purchase now celebrates — XP packs animate XP gain + level-up,
cosmetics show a "purchased!" pop. Newly-unlocked achievements (diffed from
the profile before/after) animate too.
- XP purchases now actually evaluate achievements: gamification.evaluateAchievements
(client) + Gamification.EvaluateAchievements (server, called in ShopBuy xp path)
unlock level milestones + grant their coins.
Verified live: buying XP took L1→L5, unlocked level_5 server-side and credited its
reward. tsc + dotnet + next build clean; images rebuilt :1500/:1505.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Answers "what's in this pack / how much XP": shop items now carry contents
(sticker ids / emojis), xp amount, and a fa/en description. Cards are tactile
(press-3d), show the artwork + name + a quick hint (item count or +XP) + price,
with an owned check badge. Tapping a card opens a detail sheet that shows the
full contents (every sticker/emoji rendered), the XP granted, a description,
and a Buy button (gold when affordable, "need coins" otherwise).
Verified: tsc + next build clean; web rebuilt :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- XP packs in the store (coin-priced, intentionally expensive): xp1 200/5k,
xp2 600/12k, xp3 1500/25k. Consumable (grant XP, can level up) — server
ShopBuy handles kind "xp" via an authoritative XpPacks map + Gamification.GrantXp;
mock mirrors. New shop section + shop.xp/xpHint i18n.
- Every game grants XP and the WINNER earns 2x: matchXp is now
base*(won?2:1)*leagueFactor (was a flat +80 win bonus). Mirrored server-side.
- Premium (pro) perks: 1.5x XP multiplier (applied in applyMatchResult /
ApplyMatch by plan), plus animated shimmering gold chat bubbles for your own
messages (premium-chat CSS; ChatScreen gates on plan).
Verified: tsc + next + dotnet build clean; sim passes; live server — buying xp2
took L1→L3 and deducted 12k coins under the new curve. Images rebuilt :1500/:1505.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Achievements: generator-driven, now 100+ across 7 categories (added Rulership)
mirrored client + server with identical ids/goals/coins. New tracked stats:
hakemRounds (be the hakem — incl. "7× Hakem"), roundsWon, plus losses metric.
Custom achievement-only sticker packs (Rulership 👑, Firestorm 🔥) with new
inline-SVG art (crown-gold, seven-zip, streak-fire), unlocked by hakem_7 /
streak_10. Server GameRoom tallies hakem rounds per seat + rounds won per team;
client tallies the same for vs-computer/private games (dealId-deduped).
Forfeit (surrender): a player can request forfeit; if the teammate is a bot it
auto-confirms, otherwise the human teammate gets a confirm/decline prompt
(20s timeout). Result: forfeiting with ≥1 round won = normal loss; 0 rounds = Kot.
Wired client↔server over the hub (RequestForfeit/ConfirmForfeit/DeclineForfeit
+ "forfeit" event); offline/vs-computer ends immediately in the store. Flag
button + confirm dialogs in the table.
Online count: never shows below 50 — live service floors the real count with a
drifting believable number (mock base lowered to ~50–170).
Matchmaking: real players get a longer priority window (9s) before bots fill;
bots now occasionally react after winning a trick (humanize).
Coins: starter pack is 95,000 Toman (50k coins); packs rescaled up (server + mock).
Verified: dotnet build + tsc + next build clean; sim unlocks 57 achievements/500
matches; live server: starter=95000, a 7-hakem win unlocks hakem_7 + wins_1 with
hakemRounds/roundsWon persisted. Images rebuilt on :1500/:1505.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Achievements (client + server mirror, metric-driven so the list is one source):
- 37 achievements across 6 categories (Victories, Kot, Streaks, Levels, Ranks,
Veterancy) incl. 7–0 sweeps, kot milestones (1/5/10/25/50/100), win streaks
(3/5/10/15), level milestones every 5 (5..50), rank floors, games/tricks.
- New AchievementsScreen with category tabs, progress bars, coin + sticker-unlock
badges, and unlocked/locked states; summary header (unlocked count + coins).
- Some achievements unlock sticker packs: Seven–Zip→Hokm, 25 Kots→Taunts,
100 Wins→Persian (ownedStickerPackIds now also honors profile.unlocked).
- Prestige titles added: Expert, Professional, Captain, Leader (+ existing).
- Tracks new stat shutoutWins; MatchSummary.shutout (7–0). Profile shows a
6-item preview + "view all" link.
Leagues: 3 ranked entry tiers — Starter (100, lvl1), Pro (500, lvl10),
Expert (1000, lvl20). Higher league stakes more, so wins/losses swing bigger;
kot bonus now scales to the stake (40%). OnlineLobby shows league cards with
level gating.
Profile photo upload gated to level 25 (client button + server Update guard).
Win animation: PostMatchRewardsModal now shows an animated coins-won count-up
hero on a win.
Verified: dotnet build + tsc + next build clean; sim unlocks 26 achievements
over 500 matches; live server grants first_win/first_kot/shutout_1 and pays
2050 coins on an expert-league shutout+kot win. Images rebuilt on :1500/:1505.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Leaving the table (back button, browser/hardware back) no longer resets the
game — it minimizes it and stays resumable:
- game-store: add `paused` + minimize()/resume(). Single-player (AI) matches
pause their local timers so nothing happens while away; live (server-run)
matches keep streaming via the still-active subscription (the .NET GameRoom
already runs the match to completion and re-broadcasts state on reconnect).
- GameScreen: an unmount effect minimizes any in-progress match no matter how
you leave; only a finished match (reward dismissed) tears down.
- ResumeGameBar: floating "return to game" pill shown from any screen while a
match is alive, or while a finished match still has an unseen reward.
- page.tsx: after a full reload, re-enter live mode (minimized) when the server
re-broadcasts state, and notify when a match you left finishes while away.
Verified: tsc + next build clean; web image rebuilt and serving on :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Coins only matter for ranked: free games (vs computer / private friend rooms)
cost nothing; random ranked requires an entry (stake), gated by balance →
routes to buy-coins when short
- Buy Coins page (CoinPack/getCoinPacks/buyCoins; mock credits now, real
Zarinpal/IDPay TODO); TopBar coins → buy; lobby create-room is Free
- Friends: removed instant red ✕ delete; UserMinus → inline confirm before remove
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- AuthScreen: phone+OTP is the only active method; email & Google shown as
disabled "coming soon" buttons (until SMTP/Gmail are configured)
- GameTable responsive: compact scoreboard, smaller seat avatars, and
turn-indicator/timer positions tuned for small screens
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Name + tagline («بازی حکم آنلاین») across i18n (app.title/subtitle),
layout metadata, PWA manifest, app icon, package name, server health
- Gameplay term «حکم» unchanged; repo/folder stay hokm/HokmPlay
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- OnlineService.getOnlineCount(); mock random-walks a believable number,
SignalrService reads GET /api/stats/online (server tracks hub connections)
- Home screen badge with pulsing dot, polls every 8s, localized digits
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Card design:
- Separate cardFront + cardBack (each own/equip independently)
- Fronts: classic (free), ivory/rosegold (buy), parchment/mint (earned)
- Backs: classic (free), sapphire/emerald (buy), ruby/royal (earned)
- PlayingCard `front` prop; table applies front to all faces, back to opponents
- Profile has front + back pickers; shop has both sections
Audio:
- Web Audio synth engine (no asset files): SFX for card/deal/trump/trick,
win/lose, message, notify, award, levelup, purchase, kot + ambient music
- Toggles in profile (Audio) + mute button in game HUD; prefs persisted
- Wired across game-store, rewards, daily, shop, chat
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Reactions/emotes in-game: tray of owned emojis + animated per-seat bubbles
(feature named "شکلک / Sheklak"). Packs: starter (free), champion/legend
(earned by rating/wins), emotions/taunt (purchasable in shop)
- OnlineService.sendReaction/onReaction; mock echoes you + random opponents
- Fix: human hakem's 5 cards were blurred behind the trump-chooser overlay —
raise hand to z-50 during choosing-trump so cards stay readable
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>