Keep the Persian-luxury palette, adopt casual card-game UX:
- New .press-3d primitive (solid underside that compresses on tap, reduced-motion
aware) for tactile buttons.
- Home: a large glowing hero "Play online" button (Play icon + chevron), a
tactile vs-computer card, and chunkier mode tiles with color-tinted icon chips
(teal/sky/gold/rose). All handlers + i18n unchanged.
Verified: tsc + next build clean; web rebuilt :1500.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
- 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>
Pipeline (.gitea/workflows/ci-cd.yml), all images/packages via Nexus mirror:
- CI api-build: dotnet restore/build server/Hokm.slnx + run Hokm.Sim (rules).
- CI web-check: npm install + tsc --noEmit + next build (static export).
- deploy (self-hosted): pre-deploy pg_dump backup, rollback image tag, build,
bring up db -> server -> web with stop+rm+up --no-deps (no force-recreate,
no bare compose down), health-wait each, prune.
Local stack (docker-compose.yml), ports in 1500-1600 so it coexists with manual
dev on 3000/5005: web :1500 (nginx static) -> server :1505 (.NET) -> db :1510
(postgres, named volume + backups). Dockerfiles: server (.NET, NuGet via
nuget.docker.config, binds 0.0.0.0, busybox wget healthcheck) + web (Next static
export -> nginx, NEXT_PUBLIC_* baked as build args). nginx.conf SPA fallback.
Config: server CORS is now config-driven (Cors__Origins) so the deployed web
origin is allowed without code edits. deploy/ENV_FILE.example documents the
Gitea ENV_FILE secret; DEPLOY.md covers setup/run/LAN-IP/rollback/migrations.
Fonts: switch Vazirmatn + Plus Jakarta Sans from next/font/google (build-time
Google fetch -> fails on the Iran CI runner) to self-hosted @fontsource-variable
packages. Build is offline and ~3x faster; 7 woff2 emitted into out/.
Verified locally: dotnet build slnx + Hokm.Sim (300 matches, exit 0); tsc clean;
next build clean with self-hosted fonts.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>