clay-borg/workplans/CB-WP-0024-the-table-you-can-watch.md
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CB-WP-0024/0025: what play reported, split into a renderer and a search
Five remarks from the maintainer's test games, checked against the code
before being written down — two had already reached ground-game on wrong
premises, so a claim now names the line that makes it true.

Three of the five turned out to be data the projection already carries,
drawn as text: solution_deck_len, solution_discard, and OutcomeView's
personal/mastery/winners. One control (`close — I have read this`) is
labelled as a reading but shuts the server down, and leaves a live-looking
page pointing at a dead port. One number does not exist at all: table.rs
loops run_game and keeps only the last summary.

CB-WP-0024 (S, chaos d8=6, declaration 7 of window 2) — the piles and the
other seats' plays as objects on the table, the ending control saying what
it does, and a tally that survives "play again".

CB-WP-0025 (L, chaos d8=6, declaration 8) — "could we have won" and "how
hard is this" are the same search asked twice. Tier L because the
information boundary is the whole design problem: a solver reading
GroundState sees the deck the rules hide, and would tell the maintainer he
could have won by playing a card he had no way to know was there. Also
unblocks GROUND-WP-0005, active with both tasks waiting on a measured
difficulty baseline.

Also: CB-WP-0022 T07's evidence file moves to CB-EV-0021 — CB-WP-0023
shipped CB-EV-0020 first.

loop-lint: no findings.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 12:59:08 +02:00

8.3 KiB
Raw Blame History

id kind title status
CB-WP-0024 product The table you can watch: the piles, the other seats' moves, the score that carries ready

Purpose

structural tier  S   (renders state the projection already carries, inside
                      cb-render-html and cb-play — no new port, no canonical
                      interface, no dependency)
chaos            d8 = 6  → no override
declared tier    S

Declaration 7 of chaos window 2.

Five remarks from play, and what is actually true of each

The maintainer played several games and reported five things. Four are this pass. Each was checked against the code before being written down, because two findings have already reached ground-game on wrong premises (CB-WP-0023 T01, GROUND-WP-0004 T02) and the rule now is that a claim names the line that makes it true.

# reported what the code says
1 "the button next to new game says 'I need to read this' — why? the UI is not closing" doc.rs:825 renders close — I have read this. hotseat.rs:248 reads it as shut the server down. The label describes a reading; the control ends a process. And nothing closes: a page cannot close a tab it did not open, so the tab sits there showing a dead game against a dead port.
4 "following the other players is only possible in the log" Wrong by degree, not in kind. player_card (doc.rs:385) draws each seat, and selections are Shown for every seat once step != Select (view.rs) — so the data is there and is being drawn as words. What is missing is that a seat's play is not drawn as a card on the table.
4b "visualise the draw stack and the discard stack" Both already project: solution_deck_len and solution_discard (view.rs). body() prints them as one line of text (doc.rs:575). Nothing is missing from the model; the whole gap is rendering.
5 "if we calculate scores, show them — and a cumulative score over several games" Per-game scores exist and are already drawn: OutcomeView.personal, .mastery, .winners, .total/.threshold (doc.rs:582628). Cumulative does not exist at all: table.rs:241 loops run_game and returns only the last summary.

Remarks 2 (how could we have won) and 3 (difficulty) are not this pass — they need a search and a measurement, not a renderer. They are CB-WP-0025.

So this pass is smaller than the remarks make it sound. One control is mislabelled, one number is missing, and three things that already project are being written as text where a picture would read better. That is why it is S: no new state leaves the aggregate, and view.rs gains nothing except where task T04 says so explicitly.

Task: the ending control says what it does, and the page acts on it

id: CB-WP-0024-T01
status: todo
priority: high

Two defects behind one button.

The label lies about the mechanism. done does not mean I have read this; it means stop serving. Rename it to what it does — the session ends, the process exits — and drop the first-person reading claim. The data-drop key stays done: hotseat.rs:248 matches on the body and the tests in hotseat.rs:524 drive it.

The page does not change. After the POST the server replies closed and breaks its loop; the tab keeps showing a live-looking table with a play again control that now hits a closed port. Replace the page body on acknowledgement with a terminal state that says the session has ended and this tab can be closed — and disable play again at the same moment, because a control that can no longer work must not look like it can.

Controls:

  • a test asserts the acknowledged page no longer offers again — not just that it shows different words;
  • hotseat.rs's existing play_again_deals_a_second_game must still pass unchanged, or the key was renamed and the server was not told;
  • the label change must be mutation-visible: assert the rendered text, so reverting the wording turns a test red.

Task: the piles are objects on the table

id: CB-WP-0024-T02
status: todo
priority: high

Draw the draw stack and the discard stack as stacks, with their counts on top, replacing the text line at doc.rs:575. problem_svg and relations_svg are the precedent for how this repo draws — follow them rather than inventing a second idiom.

The maintainer asked for one thing the model does not yet do: when the draw stack runs out, the discard shows a shuffle. Before drawing that, establish whether it happens. Search the aggregate for the reshuffle: if solution_deck is refilled from solution_discard anywhere, render the moment; if it is not, that is a finding, not a rendering task — the deck can be exhausted and the rules do not say what then. Raise it through CB-WP-0022's register as underdetermined and report it to ground-game. Do not implement a reshuffle. Inventing rules is what CB-WP-0023 exists to stop.

Controls:

  • the drawn counts come from solution_deck_len and solution_discard.len(), asserted against the view, never recomputed;
  • a discard of zero cards renders as an empty pile, not as a missing one — an absent slot reads as "no discard exists in this game";
  • the shuffle question is answered in the task record with the line number that settles it, either way.

Task: what the other seats played, on the table

id: CB-WP-0024-T03
status: todo
priority: high

Each seat's revealed selection should be legible as a played card in that seat's area, not only as a sentence in selection_words and a line in the log. The log stays — it is the record, and CB-WP-0018 built it for a reason. This adds the picture, it does not replace the text.

The hiding rule is not negotiable and is not this pass's to touch. SelectionView::Hidden is what a face-down selection projects, and a_seat_never_sees_another_seats_face_down_selection asserts it on the serialized view. A rendering that draws something suggestive of the hidden choice — a suit tint, a differently-shaped back, anything varying with the hidden value — is a leak even though the model did not leak. Draw face-down as one identical back.

Controls:

  • a test renders a mid-Select view and asserts the HTML contains nothing that varies with another seat's hidden selection;
  • the same view after Reveal shows it — otherwise the assertion above passes for a renderer that draws nothing at all (this is the shape view.rs's own test already uses; copy it);
  • make sim still passes: 26 scenarios encode what the table looks like.

Task: the score that carries across games

id: CB-WP-0024-T04
status: todo
priority: medium

play (table.rs:219) already owns the session — one listener, a seed that advances, run_game in a loop — and throws away every summary but the last. Accumulate them and show the running tally on the ending page, beside the per-game outcome that is already drawn.

Decide what "cumulative" means before summing anything, and write the answer down. OutcomeView carries personal (per seat, i32), mastery, group_success and winners. Summing personal across games and counting winners across games are different games' worth of different answers, and the game is co-operative in a way that may make neither the right one. If the rules do not say, it is underdetermined: pick the one the code can defend, say in the UI which one is shown, and raise the question rather than silently canonising a choice.

Controls:

  • two games in one session produce a tally that is not either game's score alone — the weakest possible assertion, and the one that catches a tally reset by play again;
  • the tally survives the seed advance and resets only on a new process;
  • the per-game outcome block is unchanged, and a test says so.

Task: evidence

id: CB-WP-0024-T05
status: todo
priority: high

evidence/CB-EV-0022-*.md. Short — this is an S pass.

  • How many of the five remarks were already implemented, and what that says about the table's legibility versus its content. Three of five were data already in the view being drawn as text. That is a finding about rendering, and it is worth naming.
  • Whether the deck can be exhausted, as T02 settled it.
  • What the cumulative-score question turned out to be, and whether it went to ground-game.
  • Quote CB-WP-0023's cost by re-running the instrument.