Commit Graph

30 Commits

Author SHA1 Message Date
soroush.asadi 2aac6257d6 fix(online): rotate server state to viewer's seat — non-seat-0 players can play
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The server is authoritative with ABSOLUTE seats and tells each client its own
seat via mySeat, but the client copied seats verbatim — so any player not at
absolute seat 0 had their hand at players[mySeat] while the table read players[0]
and "your turn" checked turn===0. Result: they couldn't play (server auto-played
after the timeout → "hang"), and the turn highlight was identical for everyone
instead of rotating per viewer.

Fix (client-only; server was correct): new viewerRot(mySeat) rotates every
seat-indexed value into the viewer's frame (viewer → local seat 0): players/hands,
turn, hakem, leadSeat, lastTrickWinner, currentTrick, hakemDraw, seat roster,
disconnectedSeat, and the team arrays (matchScore/roundTricks/lastRoundResult/
matchWinner — odd seats swap team order). Store mySeat and rotate reaction bubbles
too (they carried absolute seats).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-19 08:59:03 +03:30
soroush.asadi 4739018488 feat(avatars): show the uploaded profile photo everywhere
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Previously the uploaded profile photo only appeared in a few places (profile,
top bar, leaderboard, public profile); chat, friends, game table, match intro,
post-match roster and private rooms showed the emoji avatar only.

- carry avatarImage end-to-end:
  - server DTOs: FriendDto, SeatPlayerDto, RoomPlayerDto, MatchmakeRequest +
    Player/SeatSlot/PSeat; ResolveProfile now returns avatarImage; FriendDtoFor
    fills it from the profile.
  - client types: Friend, RoomSeat.player, MatchmakingState.players,
    ServerSeatPlayer, SeatPlayer (adds avatarId + avatarImage).
  - signalr-service: send my avatarImage on StartMatchmaking/CreatePrivateRoom;
    carry it through mapRoom.
  - game-store: applyServerState + newOnlineMatch + offline match now populate
    avatarId/avatarImage (seat 0 uses your own profile photo).
- render every avatar through the shared <Avatar> component (image → emoji
  fallback): ChatScreen, FriendsScreen (requests/friends/chats), GameTable
  seats, MatchIntroOverlay, MatchPlayersList, RoomScreen.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 08:17:27 +03:30
soroush.asadi d932dbbb52 feat(game): drag a card up to the board center to play it
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Playable hand cards are now draggable (Framer drag + dragSnapToOrigin): drag one
up toward the table center and release to play it; release short and it snaps
back. Tapping still plays as before. touch-action:none so the drag gesture works
on mobile without scrolling.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 08:52:40 +03:30
soroush.asadi e1e3a716a4 ui(game): minimal, smaller scoreboard
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Compact the in-game scoreboard to a single small pill: team label + score with
trick count inline in parens (e.g. "0 (3)"), a thin dot separator, and a tiny
target number — dropping the tall 3-line columns and large fonts. Frees more
HUD room and reads at a glance.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 08:18:37 +03:30
soroush.asadi 99b9ee5c91 fix(game): center played cards — bake -50% into Framer transform (RTL)
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Root cause: the trick cards used a Tailwind -translate-x-1/2 -translate-y-1/2 to
center on the felt, but Framer Motion owns `transform` (from x/y/scale), so that
centering class was clobbered. In RTL the auto-positioned card then anchored to
the right edge and the whole trick cross drifted left of center.

Fix: drop the size-0 anchor; position each card at left-1/2 top-1/2 and use
Framer `transformTemplate` to prepend translate(-50%,-50%) before the animated
translate(x,y) scale — so centering survives and the pile sits dead-center in
both LTR and RTL. Burst particles re-centered too.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 20:34:43 +03:30
soroush.asadi 7c6c9fcd90 fix(game): center the trick area in RTL (felt no longer overflows its container)
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The felt was w-[min(96vw,560px)] inside a p-3 flex container; on phones 96vw
exceeds the padded width, and an overflowing flex item under justify-center in
an RTL layout pins to the start (right) and overflows left — so the trick area
(centered on the felt) drifted off-center. Added max-w-full to cap the felt to
its container so justify-center truly centers it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 20:03:57 +03:30
soroush.asadi c287c7d62c ui(game): compact trump/speed badges on mobile so the scoreboard fits
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On narrow phones the top HUD crowded the scoreboard against the trump/speed
badges + action buttons. The badges now show icon/symbol-only on mobile (labels
hidden < sm) with tighter padding, freeing horizontal space so the scoreboard
renders cleanly. Buttons stay shrink-0; scoreboard keeps shrink min-w-0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 18:27:27 +03:30
soroush.asadi bc695bc8e9 feat: OTP rate limit, private-room invite UX, in-game UI fixes
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Auth / security
- Rate-limit real SMS OTP sends (dev mode unlimited): 60s resend cooldown,
  5 per phone/hour, 300/hour global backstop. OtpService.CheckAndRecordRate;
  POST /api/auth/otp/request returns 429 {error,retryAfter}; AuthScreen shows
  auth.rateLimited. Knobs in appsettings Sms (Sms__* env).

Private rooms (invite)
- Cancel-invite button on pending seats; friend picker shows presence
  (online/offline/in-game, sorted online-first) and flags in-game players.
- Mock invite stays pending ~3.5s and a cancel truly stops the auto-accept
  (was a bug that re-seated cancelled invites).

In-game UI
- Scoreboard is compact + shrink-safe (no overflow on narrow screens).
- Played trick cards land dead-center (were ~2px off the corner anchor).

Plus the in-flight typing-indicator work (GameHub, ChatScreen).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-14 00:30:20 +03:30
soroush.asadi 53759be8b7 ui: raise in-game emoji button above the hand + gender = male/female/unknown
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- GameTable reactions button (and its tray) moved up from the bottom-right so it
  no longer overlaps the player's cards on mobile portrait.
- Gender options are now Male / Female / Unknown — removed "other" from the
  Gender type, GENDER_META, and the profile picker; the empty value renders as
  «نامشخص» / "Unknown".

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 08:59:15 +03:30
soroush.asadi 6c431fee3e portrait: lock orientation + portrait-optimized felt table
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- Lock the app to portrait: AndroidManifest screenOrientation="portrait" and PWA
  manifest orientation "portrait".
- GameTable felt now occupies the middle band (between top HUD and the hand) with
  portrait proportions (w<=560, tall) so the you/partner/opponents diamond fits a
  tall screen comfortably instead of a wide landscape ellipse.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 07:51:04 +03:30
soroush.asadi a7c0900c3b ui: unified rounded navbar everywhere, vertical home actions, no bot disconnect spam
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- NavRail: one rounded "pill" tab bar on every screen (matches home). ScreenShell
  lays out as a portrait column and floats the nav with margins + safe-area;
  dropped the landscape side-rail variant.
- Home: the three mode cards now stack vertically as full-width rows (portrait
  friendly) instead of a 3-up landscape row.
- Disconnect: removed the simulated random opponent "disconnect" in local games
  (DISCONNECT_CHANCE) and the in-game DisconnectBanner — bots/filled seats just
  auto-play their turn; no message, no pause. (Live reconnect grace still tracked
  internally but no longer shows a banner.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 01:12:26 +03:30
soroush.asadi c4513f7b0c Mobile: make in-game/post-match overlays scroll-safe on short screens
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- GameTable Backdrop (Hakem/Trump/Round/Match-over): scroll when taller than the
  viewport via overflow-y-auto + min-h-full centering — no more clipped panels.
- DailyRewardModal: cap height + scroll (was overflow-hidden, clipped the 7-day grid).
- PostMatchRewardsModal: max-h uses dvh (mobile chrome safe).
- ScreenShell: add overflow-x-hidden so a too-wide child can't scroll horizontally.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-08 07:46:20 +03:30
soroush.asadi fd7bef36d8 fix: never cache HTML shell (no more stale bundles); tidy trick offsets
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- nginx: serve the HTML shell with Cache-Control no-store so a new deploy (new
  chunk hashes) is picked up immediately — fixes the recurring stale-bundle
  "page couldn't load" at the source. Hashed /_next/static stays immutable.
- Trick offsets set to a clean symmetric cross.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 08:04:14 +03:30
soroush.asadi b0668e6e31 fix: center trick pile; add error boundary (surface post-buy crash)
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- Trick area: smaller offsets (±50/52) + retuned scale so the played pile sits
  centered in the felt instead of flung out to the side seats.
- ErrorBoundary around screens + overlays: a render error now shows a recoverable
  in-app message with the cause (and logs componentStack) instead of the browser's
  blank "page couldn't load" — helps pinpoint the post-purchase crash.

Verified: tsc + next build clean; web rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 07:27:34 +03:30
soroush.asadi 12177d2a33 fix(mobile): smaller trick cards on phones; drop duplicate XP bar on Profile
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- Game table: played-card pile now uses sm cards on phones (vw<480) + slightly
  tighter scale, so the center trick no longer crowds/overlaps the side seats'
  avatars on a tall portrait screen.
- Profile: the screen showed two XP bars (the global header bar + the identity
  card's detailed bar). Hide the header bar on Profile (showXp=false).

Verified: tsc + next build clean; web rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 07:08:12 +03:30
soroush.asadi dcea0bc87c fix: auto-recover from stale-bundle chunk errors; responsive touch-ups
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- The "This page couldn't load" after a redeploy was a stale bundle: a tab open
  across a deploy requests JS chunks that no longer exist (ChunkLoadError). Added
  a global error/unhandledrejection guard that reloads once to fetch the fresh
  bundle (sessionStorage-guarded against loops, cleared after a healthy run).
- Reaction tray width → w-[min(270px,86vw)] so it never overflows narrow phones.

Verified: tsc + next build pass; web image rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-07 00:51:36 +03:30
soroush.asadi 03dfbe1e67 Match intro "players joining" loading screen + i18n fix; checkpoint
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- 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>
2026-06-06 21:58:54 +03:30
soroush.asadi cb27a16dc1 feat: UNO-style table, social hub, cosmetics, speed mode, store IAB
Game table & play
- UNO-style restyle: suit-aware bolder cards (+xl size), pulsing playable glow,
  big "YOUR TURN" pill, active-seat ring, trick-win particle burst, round
  confetti, match coin-rain.
- Per-league turn time via turnMsForStake: 15s starter/AI, 10s pro, 7s expert;
  mirrored server-side in GameRoom.TurnMs.
- Speed (Blitz) mode for vs-AI/private: 5s turns, race to 5, ~halved pacing.
- Matchmaking waits ~15s (randomized 12-18s) then fills bots; elapsed timer + hint.

Rewards / gifts
- Richer post-match modal (floating coins, XP bar), celebration overlay reveals
  the unlocked sticker pack, boosted daily rewards (client+server synced),
  themed 7-day daily with special day-7.

Social
- Public profile modal (identity, stats, achievement board) from leaderboard /
  friends / discover / end-of-game roster; rate-limited add-friend (10/hour).
- Social hub: Friends / Discover (player search + suggestions) / Messages inbox.
- Profile gender (shown in finder/profile) + social links with public/friends/
  hidden visibility, enforced server-side.

Cosmetics
- Distinct card backs: per-design pattern families (stripes/argyle/grid/dots/
  rays/scales/crosshatch/royal/filigree/gem) + luxury motifs (lib/cardBack.ts),
  consistent on table/shop/profile; +Peacock/Rose-Gold backs.
- Purchasable titles (shop Titles section); title shown under the seat on the
  table and in discover/public profile.
- 10 new sticker packs (banter/kol-kol, Persian trends, court cards, moods).
- Persistent level+XP bar on Home and every inner screen.

Payments
- Buy-coins gateway opens in a new tab (no SPA dead-end) + focus refresh.
- Store IAB scaffolding: Cafe Bazaar deep-link purchase + redirect-token capture,
  Myket native-bridge contract, server-side IabService.Verify for both stores,
  config-driven via Iab__* env. POST /api/coins/iab/verify (JWT).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 18:39:24 +03:30
soroush.asadi b739b503eb Forfeit = 2x coin loss + 0 XP (no kot); end-of-game roster + add friend
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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>
2026-06-05 10:40:14 +03:30
soroush.asadi 7499c222e9 Mobile UI polish pass (game-ui-design + mobile-app-ui-design)
CI/CD / CI - API (dotnet build + engine sim) (push) Failing after 1m40s
CI/CD / CI - Web (tsc + next build) (push) Failing after 1m19s
CI/CD / Deploy - local stack (db + server + web) (push) Has been skipped
Grounded in the two installed design skills:
- Safe-area insets (notch/home-bar): .safe-top/.safe-bottom/.safe-x helpers
  applied to the game-table HUD + bottom hand + reaction button, and to
  ScreenShell + HomeScreen (covers Profile/Shop/Leaderboard/etc.).
- Touch targets ≥44px: table HUD buttons (mute/forfeit/exit) and the reaction
  button now meet the 44/48px minimum.
- HUD readability: seat name/level labels (which float over the felt) get a
  text-shadow (.hud-shadow) and stronger contrast.

Verified: tsc + next build clean; web image rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-05 06:38:46 +03:30
soroush.asadi dfb1deee8c Leaderboard avatar+level+XP bar; mobile table overlap fixes
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Leaderboard: each row now shows the player avatar (photo or emoji) with a level
badge ring and a progress-to-next-level bar (LeaderboardEntry gained
levelProgress + avatarImage; mock fills real XP for you, random for others).

Mobile table: the played-card pile now scales inward on narrow screens so it no
longer overlaps the opponents' side stacks (trickScale by viewport); seat
avatars render above the stacks (z-20) so the side player isn't hidden; side
hands nudged to the edges + top hand raised slightly on phones.

Verified: tsc + next build clean; web image rebuilt on :1500.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 23:07:51 +03:30
soroush.asadi b66e7f77a5 100+ achievements, forfeit, leagues floor, bot humanize, 95k starter
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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>
2026-06-04 22:47:36 +03:30
soroush.asadi fe136f7ee4 Auth: email/Google "coming soon"; mobile polish pass on the table
- 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>
2026-06-04 16:11:30 +03:30
soroush.asadi 0b376aec16 Fix mobile: compress card fan to fit any screen; kill horizontal overflow
- PlayerHand measures viewport and compresses the fan (responsive card size +
  dynamic overlap) so all 13 cards are visible and tappable on phones — no
  off-screen cards, no horizontal scroll; added tap feedback
- globals: html/body overflow-x hidden + overscroll-behavior none

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 16:00:00 +03:30
soroush.asadi 0a3ffa6314 Fix: in-game mute button now mutes background music too
HUD mute is a master toggle (sound effects + music) via sound-store.toggleAll;
icon reflects fully-muted state.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 12:46:51 +03:30
soroush.asadi ae239f4c51 Split card design into front+back, add sound effects & background music
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>
2026-06-04 11:49:19 +03:30
soroush.asadi db4eade619 Add designed sticker packs (SVG art) to the reactions system
- 15 hand-designed inline-SVG stickers (faces, Hokm: حکم/کُت/crown/ace,
  Persian: chai/آفرین/rose, taunts: clown/zzz/ضعیف) in components/online/Sticker.tsx
- Sticker packs: faces (free), hokm (earned @rating 1300), persian & taunt (buy)
- In-game tray now tabbed Emoji | Stickers; stickers broadcast as "sticker:<id>"
  and render as large animated bubbles per seat
- Shop sells sticker packs; profile.ownedStickerPacks; gamification helpers
  ownedStickers/ownedStickerPackIds; mock opponents send stickers too

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 11:15:28 +03:30
soroush.asadi f9425dea01 Add reactions (Sheklak), fix hakem card visibility during trump choice
- 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>
2026-06-04 11:02:25 +03:30
soroush.asadi 13ec0d4300 Turn timer + auto-play, disconnect/reconnect, cosmetics, queue & paid plan
- Turn timer (20s) for play/trump; system auto-plays a smart move on timeout
- Disconnect handling (mock): wait-for-return countdown, system covers turns
- Cosmetics: titles, card-back styles, custom profile-image upload, badges;
  pickers in Profile; shop sells card styles; reward modal shows new titles
- Paid plan (pro): free players queue when server busy, pro skips; upgrade flow
- OnlineService extended (upgradePlan, richer profile patch); mock implements
  queue + plans; gamification adds TITLES + CARD_STYLES

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:49:54 +03:30
soroush.asadi e2d0a602b6 Build Hokm card game: offline vs-AI + online social/gamification (mock backend)
- Pure-TS Hokm engine (deal, hakem, trump, tricks, scoring, Kot) + AI bots
- Persian-luxury RTL UI (Next 16 / React 19 / Tailwind v4 / Framer Motion / Zustand)
- Online platform behind OnlineService seam (mock now, .NET SignalR later):
  auth (phone OTP + email/Google), profiles, friends, private rooms with
  partner pick, ranked matchmaking, leaderboard, shop
- Gamification: ranks/leagues, coins, XP/levels, daily rewards, achievements
- i18n fa/en, PWA manifest, engine + gamification sims

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 10:11:00 +03:30