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No commits in common. "4550b1d66a1ea4e02b2d594ebc317f88007d02e0" and "4a07c41f7ce29c39a3c5a2a8164fbfbe0b74cd5b" have entirely different histories.
4550b1d66a
...
4a07c41f7c
5 changed files with 96 additions and 197 deletions
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@ -249,15 +249,12 @@ body {
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}
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/* ── Game container ─────────────────────────────────────────────────── */
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/* No width: 100% — let it size to content (the board wrapper, ~832px).
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This keeps the board pinned at the same horizontal position whether or
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not the side panel is visible, and aligns the status bar / score panels
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with the board rather than with the viewport edge. */
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.game-container {
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display: flex;
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flex-direction: column;
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align-items: center;
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gap: 0.6rem;
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width: 100%;
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}
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/* ── Language switcher (in-game) ────────────────────────────────────── */
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@ -328,25 +325,17 @@ body {
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}
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/* ── Player score panel ─────────────────────────────────────────────── */
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/* Horizontal banner: name on the left, score bars expanding to fill the
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board width — no more empty right half on large screens. */
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.player-score-panel {
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background: var(--ui-parchment);
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border-radius: 5px;
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padding: 0.45rem 1.25rem;
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padding: 0.45rem 1rem;
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font-size: 0.88rem;
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box-shadow: 0 2px 6px rgba(0,0,0,0.25);
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width: 100%;
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border-top: 2px solid var(--ui-gold-dark);
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display: flex;
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align-items: center;
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gap: 1.5rem;
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}
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.player-score-header {
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flex-shrink: 0;
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min-width: 90px;
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}
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.player-score-header { margin-bottom: 0.35rem; }
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.player-name {
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font-family: var(--font-display);
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@ -356,28 +345,25 @@ body {
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letter-spacing: 0.02em;
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}
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/* Bars sit side-by-side (points | holes) filling remaining width */
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.score-bars { display: flex; flex-direction: row; gap: 1.5rem; flex: 1; align-items: center; }
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.score-bars { display: flex; flex-direction: column; gap: 5px; }
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.score-bar-row {
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display: flex;
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align-items: center;
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gap: 0.5rem;
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flex: 1;
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}
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.score-bar-label {
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font-size: 0.75rem;
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color: #665544;
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width: 3rem;
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width: 3.5rem;
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text-align: right;
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flex-shrink: 0;
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}
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/* ── Points bar ─────────────────────────────────────────────────────── */
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.score-bar {
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flex: 1;
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max-width: 220px;
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width: 140px;
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height: 8px;
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background: rgba(0,0,0,0.1);
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border-radius: 4px;
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@ -438,21 +424,18 @@ body {
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}
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/* ── Board + side panel ─────────────────────────────────────────────── */
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/* .board-and-panel is sized to the board wrapper only; the side panel is
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positioned absolutely so it floats to the right without pushing the
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board and breaking its horizontal alignment. */
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.board-and-panel {
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position: relative;
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display: flex;
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flex-direction: row;
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align-items: flex-start;
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gap: 1rem;
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}
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.side-panel {
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position: absolute;
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left: calc(100% + 1rem);
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top: 0;
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display: flex;
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flex-direction: column;
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gap: 0.65rem;
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width: 200px;
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min-width: 160px;
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padding-top: 0.15rem;
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}
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@ -802,15 +785,13 @@ body {
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.board-quarter .field.zone-petit:nth-child(even),
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.board-quarter .field.zone-grand:nth-child(even) { --fc: var(--field-ivory); }
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/* Opponent's grand-jan — deep slate-blue / silvery-green ivory.
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Previously #1e3d32 was nearly identical to the felt (#1d3d28); now using
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a clearly distinguishable cool blue that reads well against the green. */
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.board-quarter .field.zone-opponent:nth-child(odd) { --fc: #1a4f72; }
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.board-quarter .field.zone-opponent:nth-child(even) { --fc: #e5eadc; }
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/* Jan de retour — cooler: dark teal / silvery-green ivory */
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.board-quarter .field.zone-retour:nth-child(odd) { --fc: #1e3d32; }
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.board-quarter .field.zone-retour:nth-child(even) { --fc: #e5eadc; }
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/* Jan de retour — warmer: amber-brown / warm amber ivory */
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.board-quarter .field.zone-retour:nth-child(odd) { --fc: #6a2810; }
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.board-quarter .field.zone-retour:nth-child(even) { --fc: #f2dfa0; }
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/* Dernier jan — warmer: amber-brown / warm amber ivory */
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.board-quarter .field.zone-dernier:nth-child(odd) { --fc: #6a2810; }
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.board-quarter .field.zone-dernier:nth-child(even) { --fc: #f2dfa0; }
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/* ── Rest corner (§3) — before .clickable so green wins when interactive ── */
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.field.corner { --fc: var(--field-corner) !important; }
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@ -846,29 +827,6 @@ body {
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animation: exit-glow 2s ease-in-out infinite;
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}
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/* ── §6c — Jan hover field highlight ────────────────────────────────── */
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.field.jan-hovered {
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--fc: rgba(190, 140, 35, 0.8) !important;
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}
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/* ── §6e — Hit (battue) ripple ──────────────────────────────────────── */
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@keyframes hit-ripple {
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from { transform: translate(-50%, -50%) scale(0.4); opacity: 0.9; }
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to { transform: translate(-50%, -50%) scale(2.2); opacity: 0; }
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}
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.hit-ripple {
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position: absolute;
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left: 50%;
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width: 36px;
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height: 36px;
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border-radius: 50%;
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border: 2px solid rgba(200, 164, 72, 0.9);
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pointer-events: none;
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animation: hit-ripple 0.5s ease-out forwards;
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}
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.hit-ripple-top { top: 26px; }
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.hit-ripple-bot { bottom: 26px; }
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/* ── Interactive states — after .corner to take visual priority ─────── */
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.field.clickable {
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cursor: pointer;
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@ -891,10 +849,10 @@ body {
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font-variant-numeric: tabular-nums;
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}
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.board-quarter .field.zone-petit:nth-child(odd) .field-num,
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.board-quarter .field.zone-grand:nth-child(odd) .field-num,
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.board-quarter .field.zone-retour:nth-child(odd) .field-num,
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.board-quarter .field.zone-opponent:nth-child(odd) .field-num {
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.board-quarter .field.zone-petit:nth-child(odd) .field-num,
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.board-quarter .field.zone-grand:nth-child(odd) .field-num,
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.board-quarter .field.zone-retour:nth-child(odd) .field-num,
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.board-quarter .field.zone-dernier:nth-child(odd) .field-num {
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color: rgba(240,215,190,0.38);
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}
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@ -32,8 +32,8 @@ fn field_zone_class(field_num: u8) -> &'static str {
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match field_num {
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1..=6 => "zone-petit",
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7..=12 => "zone-grand",
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13..=18 => "zone-opponent",
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19..=24 => "zone-retour",
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13..=18 => "zone-retour",
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19..=24 => "zone-dernier",
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_ => "",
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}
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}
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@ -143,6 +143,7 @@ fn field_center(f: usize, is_white: bool) -> Option<(f32, f32)> {
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Some((x, y))
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}
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/// SVG `<g>` element drawing one arrow (shadow + gold) from `fp` to `tp`.
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fn arrow_svg(fp: (f32, f32), tp: (f32, f32)) -> AnyView {
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let (x1, y1) = fp;
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@ -262,9 +263,6 @@ pub fn Board(
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/// Checker moves to animate on mount (None when board unchanged).
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#[prop(default = None)]
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last_moves: Option<(CheckerMove, CheckerMove)>,
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/// Fields where a hit (battue) was scored this turn — show ripple animation.
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#[prop(default = vec![])]
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hit_fields: Vec<u8>,
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) -> impl IntoView {
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let board = view_state.board;
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let is_move_stage = view_state.active_mp_player == Some(player_id)
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@ -320,8 +318,6 @@ pub fn Board(
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(dx.abs() >= 1.0 || dy.abs() >= 1.0).then_some((dx, dy))
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})
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});
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// §6e — ripple on hit fields (battue).
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let is_hit_field = hit_fields.contains(&field_num);
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view! {
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<div
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id={format!("field-{field_num}")}
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@ -376,21 +372,6 @@ pub fn Board(
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}
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}
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// §6c: highlight fields touched by the hovered jan
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if let Some(hm) = hovered_moves {
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let pairs = hm.get();
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let f = field_num as usize;
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let highlighted = pairs.iter().any(|(m1, m2)| {
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(m1.get_from() != 0 && m1.get_from() == f)
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|| (m1.get_to() != 0 && m1.get_to() == f)
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|| (m2.get_from() != 0 && m2.get_from() == f)
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|| (m2.get_to() != 0 && m2.get_to() == f)
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});
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if highlighted {
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cls.push_str(" jan-hovered");
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}
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}
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cls
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}
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on:click=move |_| {
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@ -442,14 +423,7 @@ pub fn Board(
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let moves = staged_moves.get();
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let val = displayed_value(board, &moves, is_white, field_num);
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let count = val.unsigned_abs();
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// §6e — ripple on hit (battue) fields; must be inside the
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// reactive closure so Leptos uses the same direct rendering
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// path as .arriving (avoids node-move that resets animation).
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let ripple = is_hit_field.then(|| {
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let cls = if is_top_row { "hit-ripple hit-ripple-top" } else { "hit-ripple hit-ripple-bot" };
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view! { <div class=cls></div> }.into_any()
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});
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let stack = (count > 0).then(|| {
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(count > 0).then(|| {
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let color = if val > 0 { "white" } else { "black" };
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let display_n = (count as usize).min(4);
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// outermost index: last for top rows, first for bottom rows.
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@ -474,9 +448,8 @@ pub fn Board(
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<div class=format!("checker {color}")>{label}</div>
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}.into_any()
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}).collect();
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view! { <div class="checker-stack">{chips}</div> }.into_any()
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});
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(ripple, stack)
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view! { <div class="checker-stack">{chips}</div> }
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})
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}}
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</div>
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}
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@ -514,6 +487,7 @@ pub fn Board(
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}
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};
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let (tl, tr, bl, br) = if is_white {
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(&TOP_LEFT_W, &TOP_RIGHT_W, &BOT_LEFT_W, &BOT_RIGHT_W)
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} else {
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@ -522,9 +496,9 @@ pub fn Board(
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// Zone label pairs (top-left, top-right, bot-left, bot-right) per perspective.
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let (label_tl, label_tr, label_bl, label_br) = if is_white {
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("", "jan de retour", "grand jan", "petit jan")
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("jan de retour", "dernier jan", "grand jan", "petit jan")
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} else {
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("petit jan", "grand jan", "jan de retour", "")
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("petit jan", "grand jan", "dernier jan", "jan de retour")
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};
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view! {
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@ -2,7 +2,7 @@ use std::collections::VecDeque;
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use futures::channel::mpsc::UnboundedSender;
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use leptos::prelude::*;
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use trictrac_store::{Board as StoreBoard, CheckerMove, Color, Dice as StoreDice, Jan, MoveRules};
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use trictrac_store::{Board as StoreBoard, CheckerMove, Color, Dice as StoreDice, MoveRules};
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use crate::app::{GameUiState, NetCommand, PauseReason};
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use crate::i18n::*;
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@ -121,39 +121,6 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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let last_moves = state.last_moves;
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// §6e — fields where a battue (hit) was scored; ripple animation shown there.
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let hit_fields: Vec<u8> = {
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let is_hit_jan = |jan: &Jan| matches!(
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jan,
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Jan::TrueHitSmallJan
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| Jan::TrueHitBigJan
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| Jan::TrueHitOpponentCorner
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| Jan::FalseHitSmallJan
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| Jan::FalseHitBigJan
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);
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let mut fields: Vec<u8> = vec![];
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for event_opt in [&my_scored_event, &opp_scored_event] {
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if let Some(event) = event_opt {
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for entry in &event.jans {
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if is_hit_jan(&entry.jan) {
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for (m1, m2) in &entry.moves {
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for m in [m1, m2] {
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let to = m.get_to() as u8;
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if to != 0 && !fields.contains(&to) {
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fields.push(to);
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}
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}
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}
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}
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}
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}
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}
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if !fields.is_empty() {
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leptos::logging::log!("[6e] hit_fields = {:?}", fields);
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}
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fields
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};
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// ── Capture for closures ───────────────────────────────────────────────────
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let stage = vs.stage.clone();
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let turn_stage = vs.turn_stage.clone();
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@ -250,7 +217,6 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
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bar_is_move=is_move_stage
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bar_is_double=is_double_dice
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last_moves=last_moves
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hit_fields=hit_fields
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/>
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// ── Side panel (scoring panels only) ─────────────────────────
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@ -37,7 +37,7 @@ The board body between triangles becomes visible as the wood/felt surface — th
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**Proposals**:
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### 2a. Zone labels
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Add thin labels (`"petit jan"`, `"grand jan"`, `"jan de retour"`) beneath the board-row (or as a subtle strip above/below the quarter). These should use the serif font at very small size and low opacity — decorative, not noisy.
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Add thin labels (`"petit jan"`, `"grand jan"`, `"jan de retour"`, `"dernier jan"`) beneath the board-row (or as a subtle strip above/below the quarter). These should use the serif font at very small size and low opacity — decorative, not noisy.
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### 2b. Field color shift per zone
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The physical game uses alternating colors within each quarter, but different quarters can use slightly different base hues:
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|
|
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@ -2,66 +2,67 @@
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|||
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This table maps the French game terminology to the English terms used in this codebase (primarily the `store` crate). Where a code identifier exists, it is shown in `monospace`.
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| French | English (code) | Notes |
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| -------------------------------------- | -------------------- | -------------------------------------------------------------------------------------------------------- |
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| tablier | board | `Board` |
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| case / flèche | field | `Field` (1–24, 0 = exit); "flèche" (arrow) and "case" both refer to a field/point |
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| demi-case | half-field | A field occupied by exactly one checker |
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| dame | checker | `Checker`; a playing piece |
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| talon | stack | The starting pile of 15 checkers before they are deployed |
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| coin de repos / coin | rest corner / corner | `corner`; field 12 (White) or 13 (Black) |
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| bande de départ | starting rail | The side rail where stacks start; holds the pegs and flag |
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| bande de sortie | exit rail | Same rail, used as an extra field value during exit |
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| petit jan | small jan | Fields 1–6; `is_field_in_small_jan` |
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| grand jan | big jan | Fields 7–12 (White's side, opponent's near zone) |
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| jan de retour | return jan | Fields 19–24; same fields as opponent's small jan ; where checkers gather before exiting; `last quarter` |
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| table des petits jans | small jan table | The board half containing both players' small jans (fields 1–12) |
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| table des grands jans | big jan table | The board half containing both players' big jans (fields 13–24) |
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| plein (d'un jan) | filled (jan) | All 6 fields of a jan hold ≥ 2 checkers |
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| remplir | fill | Scoring event: completing the fill of a jan; `FilledQuarter` |
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| conserver | conserve | Scoring event: maintaining a filled jan without breaking it; `FilledQuarter` |
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| jan de récompense — battre à vrai | true hit | `TrueHitSmallJan`, `TrueHitBigJan`, `TrueHitOpponentCorner` |
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| jan de récompense — battre à faux | false hit | `FalseHitSmallJan`, `FalseHitBigJan` |
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| batterie du coin | corner hit | `TrueHitOpponentCorner`; hitting the opponent's empty rest corner |
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| jan-qui-ne-peut / impuissance | helpless man | `HelplessMan`; a die value that cannot be played (penalty for opponent) |
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| jan de deux tables | two tables jan | `TwoTables` |
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| contre-jan de deux tables | contre two tables | `ContreTwoTables` |
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| jan de mézéas | mezeas jan | `Mezeas` |
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| contre-jan de mézéas | contre mezeas | `ContreMezeas` |
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| jan de six tables / jan de trois coups | six tables jan | `SixTables`; also called "three-roll jan" |
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| sortie (première) | first player to exit | `FirstPlayerToExit` |
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| sortie (nombre sortant) | exit (exact exit) | Moving a checker off the board with an exact die value |
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||||
| nombre excédant | overflow number | Die value exceeding the checker's distance to the exit rail |
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| nombre défaillant | failing number | A die value that cannot be played within the jan |
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| tout d'une | chained move | `chained move`; one checker playing both dice successively |
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| repos (case de repos) | rest (resting field) | An intermediate field where a checker pauses in a chained move |
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| doublet | double | `is_double`; both dice show the same value |
|
||||
| dé / dés | die / dice | `Dice` |
|
||||
| cornet | dice cup | — |
|
||||
| par puissance | by puissance | `is_move_by_puissance`; taking own corner using opponent's empty corner as virtual step |
|
||||
| par effet | by effect | `can_take_corner_by_effect`; taking own corner by normal die values |
|
||||
| d'emblée | simultaneously | Two checkers entering (or leaving) the corner at the same time |
|
||||
| dédoubler | unstack corner | Using one of the two corner-holding checkers (forbidden for corner exits) |
|
||||
| trou / jeu | hole | `holes`; 12 points = 1 hole; the primary scoring unit |
|
||||
| fichet | peg | Physical marker tracking holes won along the board edge |
|
||||
| jeton | token | Physical marker tracking points within a game (0–12) |
|
||||
| pavillon | flag | The bredouille marker taken by the second player to score |
|
||||
| bredouille | bredouille | `can_bredouille`; winning a hole while opponent scored nothing |
|
||||
| petite bredouille | small bredouille | Winning a round (marqué) with ≥ 6 consecutive holes |
|
||||
| grande bredouille | big bredouille | `can_big_bredouille`; winning a round with ≥ 12 consecutive holes |
|
||||
| relevé | new setting | Resetting checkers to their stacks after a hole or exit |
|
||||
| primauté | first-move privilege | The right to roll first, held by the player who exited or left first |
|
||||
| s'en aller | leave / go | `Go` event; choosing to start a new setting after winning a hole |
|
||||
| tenir | stay / hold | Choosing to continue after winning a hole instead of leaving |
|
||||
| marqué | round | A scoring round in the "partie à écrire" |
|
||||
| partie ordinaire | ordinary game | First to 12 holes wins |
|
||||
| partie à écrire | scored game | Multi-round game played for tokens |
|
||||
| à la chouette | chouette | Three- or four-player format |
|
||||
| refait | replay | A drawn round (equal holes) that must be replayed |
|
||||
| consolation | consolation | Bonus tokens paid to the winner and, in 3-player games, the non-playing player |
|
||||
| postillon | postillon | The first "double bet" in final payment settlement |
|
||||
| école | school | `schools`; a penalty for a marking error; opponent scores the missed points |
|
||||
| fausse case | false move | Playing a checker to the wrong field |
|
||||
| fausse école | false school | Incorrectly claiming or marking a school penalty |
|
||||
| augmentation d'école | school escalation | Back-and-forth dispute over a school penalty |
|
||||
| pile de misère | misery pile | A special scoring configuration (not yet implemented in the codebase) |
|
||||
| French | English (code) | Notes |
|
||||
|---|---|---|
|
||||
| tablier | board | `Board` |
|
||||
| case / flèche | field | `Field` (1–24, 0 = exit); "flèche" (arrow) and "case" both refer to a field/point |
|
||||
| demi-case | half-field | A field occupied by exactly one checker |
|
||||
| dame | checker | `Checker`; a playing piece |
|
||||
| talon | stack | The starting pile of 15 checkers before they are deployed |
|
||||
| coin de repos / coin | rest corner / corner | `corner`; field 12 (White) or 13 (Black) |
|
||||
| bande de départ | starting rail | The side rail where stacks start; holds the pegs and flag |
|
||||
| bande de sortie | exit rail | Same rail, used as an extra field value during exit |
|
||||
| petit jan | small jan | Fields 1–6; `is_field_in_small_jan` |
|
||||
| grand jan | big jan | Fields 7–12 (White's side, opponent's near zone) |
|
||||
| jan de retour | return jan | Fields 13–18; same fields as opponent's small jan |
|
||||
| dernier jan / jan de retour | last jan / last quarter | Fields 19–24; where checkers gather before exiting; `last quarter` |
|
||||
| table des petits jans | small jan table | The board half containing both players' small jans (fields 1–12) |
|
||||
| table des grands jans | big jan table | The board half containing both players' big jans (fields 13–24) |
|
||||
| plein (d'un jan) | filled (jan) | All 6 fields of a jan hold ≥ 2 checkers |
|
||||
| remplir | fill | Scoring event: completing the fill of a jan; `FilledQuarter` |
|
||||
| conserver | conserve | Scoring event: maintaining a filled jan without breaking it; `FilledQuarter` |
|
||||
| jan de récompense — battre à vrai | true hit | `TrueHitSmallJan`, `TrueHitBigJan`, `TrueHitOpponentCorner` |
|
||||
| jan de récompense — battre à faux | false hit | `FalseHitSmallJan`, `FalseHitBigJan` |
|
||||
| batterie du coin | corner hit | `TrueHitOpponentCorner`; hitting the opponent's empty rest corner |
|
||||
| jan-qui-ne-peut / impuissance | helpless man | `HelplessMan`; a die value that cannot be played (penalty for opponent) |
|
||||
| jan de deux tables | two tables jan | `TwoTables` |
|
||||
| contre-jan de deux tables | contre two tables | `ContreTwoTables` |
|
||||
| jan de mézéas | mezeas jan | `Mezeas` |
|
||||
| contre-jan de mézéas | contre mezeas | `ContreMezeas` |
|
||||
| jan de six tables / jan de trois coups | six tables jan | `SixTables`; also called "three-roll jan" |
|
||||
| sortie (première) | first player to exit | `FirstPlayerToExit` |
|
||||
| sortie (nombre sortant) | exit (exact exit) | Moving a checker off the board with an exact die value |
|
||||
| nombre excédant | overflow number | Die value exceeding the checker's distance to the exit rail |
|
||||
| nombre défaillant | failing number | A die value that cannot be played within the jan |
|
||||
| tout d'une | chained move | `chained move`; one checker playing both dice successively |
|
||||
| repos (case de repos) | rest (resting field) | An intermediate field where a checker pauses in a chained move |
|
||||
| doublet | double | `is_double`; both dice show the same value |
|
||||
| dé / dés | die / dice | `Dice` |
|
||||
| cornet | dice cup | — |
|
||||
| par puissance | by puissance | `is_move_by_puissance`; taking own corner using opponent's empty corner as virtual step |
|
||||
| par effet | by effect | `can_take_corner_by_effect`; taking own corner by normal die values |
|
||||
| d'emblée | simultaneously | Two checkers entering (or leaving) the corner at the same time |
|
||||
| dédoubler | unstack corner | Using one of the two corner-holding checkers (forbidden for corner exits) |
|
||||
| trou / jeu | hole | `holes`; 12 points = 1 hole; the primary scoring unit |
|
||||
| fichet | peg | Physical marker tracking holes won along the board edge |
|
||||
| jeton | token | Physical marker tracking points within a game (0–12) |
|
||||
| pavillon | flag | The bredouille marker taken by the second player to score |
|
||||
| bredouille | bredouille | `can_bredouille`; winning a hole while opponent scored nothing |
|
||||
| petite bredouille | small bredouille | Winning a round (marqué) with ≥ 6 consecutive holes |
|
||||
| grande bredouille | big bredouille | `can_big_bredouille`; winning a round with ≥ 12 consecutive holes |
|
||||
| relevé | new setting | Resetting checkers to their stacks after a hole or exit |
|
||||
| primauté | first-move privilege | The right to roll first, held by the player who exited or left first |
|
||||
| s'en aller | leave / go | `Go` event; choosing to start a new setting after winning a hole |
|
||||
| tenir | stay / hold | Choosing to continue after winning a hole instead of leaving |
|
||||
| marqué | round | A scoring round in the "partie à écrire" |
|
||||
| partie ordinaire | ordinary game | First to 12 holes wins |
|
||||
| partie à écrire | scored game | Multi-round game played for tokens |
|
||||
| à la chouette | chouette | Three- or four-player format |
|
||||
| refait | replay | A drawn round (equal holes) that must be replayed |
|
||||
| consolation | consolation | Bonus tokens paid to the winner and, in 3-player games, the non-playing player |
|
||||
| postillon | postillon | The first "double bet" in final payment settlement |
|
||||
| école | school | `schools`; a penalty for a marking error; opponent scores the missed points |
|
||||
| fausse case | false move | Playing a checker to the wrong field |
|
||||
| fausse école | false school | Incorrectly claiming or marking a school penalty |
|
||||
| augmentation d'école | school escalation | Back-and-forth dispute over a school penalty |
|
||||
| pile de misère | misery pile | A special scoring configuration (not yet implemented in the codebase) |
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue