Add 526 new prompts across all 16 challenge types with heavy
Bitcoin/cypherpunk themes. Factual types include multiple-choice
options. Separate file for maintainability, merged at runtime.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Tier-selectable practice page at /practice. Fights against classic
bots with dampened Elo. Routes to human fight page or arena based
on bot type.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Large tap-target multiple-choice buttons (min 48px), full-width text
area for creative responses, countdown timer with color shift
(green/yellow/red) and shake animation at <3s, timer progress bar,
correct/wrong feedback flash overlay.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Lightning Round (daily 8-bot at noon UTC) and The Halvening
(weekly 32-bot Saturday 20:00 UTC). Auto-fills with mock bots,
runs matches via background loop.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
TournamentListPage with status filters, TournamentPage with CSS grid
bracket display, lobby view for open tournaments, champion banner,
live polling for active tournaments. Routes at /tournaments and
/tournament/:id. NavBar link added.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
POST /api/tournaments (create, admin-only),
POST /api/tournaments/:id/join, POST /api/tournaments/:id/start,
GET /api/tournaments (list), GET /api/tournaments/:id (bracket).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Create, join, seed by Elo, generate bracket matches with byes,
advance rounds on fight completion, finish tournament on champion.
Wire into orchestrator fight finalization.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add tournaments, tournament_entries, and tournament_matches tables
with Drizzle ORM definitions and SQLite CREATE TABLE migrations.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add per-IP SSE connection limit (max 5 concurrent streams). Track
activeSSECount and ssePerIp maps with proper decrement in finally
blocks. Export getActiveSSECount() for admin stats. Change heartbeat
ping from 5s to 15s interval. Connections already clean up on client
disconnect via Hono's streamSSE try/catch/finally pattern.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add CacheFirst runtimeCaching rules for Hugging Face model requests
(huggingface.co and cdn-lfs) with 90-day expiration. Add
getKokoroProgress() export to tts.ts for tracking download progress.
Add TTS model download progress bar overlay in FightViewer.vue that
shows during model loading and auto-hides when complete.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Document top 5 largest chunks in vite.config.ts. Findings:
- kokoro-js (2.2MB) is in a separate worker chunk, NOT main bundle
- kaplay is tree-shaken into the lazy FightViewer chunk only
- nostr-tools is split across wallet chunks, minimal in main entry
- optimizeDeps.include is dev-only, no production effect
- All routes are properly code-split via dynamic imports
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- useNostr.ts: wrap auto-restore login fetch with AbortController,
abort on logout to cancel in-flight request
- useWallet.ts: wrap localStorage.setItem/removeItem calls in try/catch
for Safari private browsing quota exceptions
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add MAX_MAP_SIZE (10,000) cap to botHitCounts Map. During the 5-minute
cleanup interval, evict oldest entries when the map exceeds the limit.
Export cleanupInterval handle for graceful shutdown.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Create server/src/lib/logger.ts with info/warn/error methods that add
[botfights:tag] timestamps. Replace bare console.log/warn/error calls
in index.ts, seed.ts, routes/fights.ts, engine/queue.ts, engine/mock.ts.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- FightPage.vue: store SSE listener refs in array, removeEventListener
on each before close() in disconnectSSE()
- FightScene.ts: add cleanupTimers Set with trackedInterval/trackedTimeout
helpers; replace key setInterval calls (projectile trails, entrance
flames, talking animation, exhaust effects, dimensional shift, hole
fade) with tracked versions; clear all on scene destroy()
- rate-limit.ts: export cleanupInterval handle for graceful shutdown
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- app.ts: type serveFile context parameter as Hono Context
- bets.ts: replace catch(err: any) with err: unknown + narrowing
- fight-loop.ts: type pickMatchup style as union literal, replace
as any casts with proper result type
- tts-worker.ts: import KokoroTTS type, use ProgressInfo inference
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Define Fighter type alias using Kaplay's GameObj with SpriteComp, PosComp,
ScaleComp, AnchorComp, OpacityComp, ColorComp, RotateComp, and ZComp.
Replace 81 choreography function signatures from (atk: any, def: any, ...)
to (atk: Fighter, def: Fighter, ...). Type loadSpriteWithTimeout opts as
LoadSpriteOpt. Type lines/bands arrays as GameObj[]. Type spawnAfterimages
and cameraZoom fighter params. Add as Fighter casts at k.get() call sites.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Elo-bracket matchmaking: prefer ±200, widen by 100 every 15s of waiting.
Add pickRankedChallenge() that filters to creative/open-ended only, never
multiple choice. Show ranked queue status, wait estimate, and "HARDER
PROMPTS" notice on JoinBoutPage.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add GET /api/bots/leaderboard?season=current endpoint. LeaderboardPage
now toggles between "This Season" and "All Time" views. Shows season
name, countdown timer, and top 3 placement badges.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Create seasons engine with getCurrentSeason(), getSeasonLeaderboard(),
and resetSeasonElo(). 20 Bitcoin-themed season names. Add currentSeason
column to fights table, set on fight creation. Elo soft-reset formula:
finalElo * 0.6 + 1200 * 0.4.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add ZAP WINNER button in FightViewer after fight ends. Server endpoint
POST /api/payments/zap increments zapsReceived on winner bot. Show zap
count on bot profile page. Add zaps_received column with migration.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fetch full kind:0 metadata (display_name, about, banner, nip05) from
relays with a 5-min TTL cache. Show Nostr banner, display name, and
NIP-05 on bot profile pages. Expose ownerPubkey in stats API.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
NIP-01 kind:1 notes posted for KOs, perfects, upsets, and big Elo
swings. Includes bot names, Elo changes, arena, and replay link.
Configurable via BOTFIGHTS_NOSTR_RELAYS and BOTFIGHTS_NOSTR_NSEC env
vars. Silently skips if NSEC not set.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
BetHistory component shows personal bet history with fight links,
amounts, outcomes, and payouts. P&L summary shows total wagered, total
won, and net sats. Added to BotProfilePage for the bot owner's view.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Lock bets when fight goes live, settle all bets atomically when fight
ends. Winners get Cashu payout tokens, losers forfeit. Draws refund
all bets. Settlement results persisted to bets table.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
BetPanel component with pick-winner buttons, preset amounts (21/100/500/
1000 sats), Cashu token paste, odds display from server, and payout
preview with 5% house cut. Wired into FightCardPage for scheduled fights.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
POST /api/fights/:fightId/react endpoint accepts emoji reactions (fist,
fire, skull, 100, clown), aggregates counts, broadcasts via SSE.
Reaction bar added to FightViewer with floating emoji particles that
rise and fade. Live fight views receive reactions via SSE in real-time.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Reverse-chronological activity stream of recent fights showing winner,
KO/decision result, arena, sats, and time ago. Filter by tier and bot
name. Click any fight to watch replay. Added to NavBar as FEED link.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Enable real-time fight spectating for all live fights (not just human
fights). Multiple spectators can watch simultaneously via SSE. Spectator
count is tracked per-fight and broadcast with every SSE event.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds kokoro-js (82M model, 28 distinct voices) as primary TTS engine with
automatic fallback to speechSynthesis while model loads. All 60+ voice
profiles mapped to real Kokoro voices. Common fight phrases pre-cached
for instant playback.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Music now uses per-track synthStyle for bass/lead/pad/arp instead of
generic synths. Add .pnpm-store and .npmrc to gitignore.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
50%+ of fight time is now physical contact between fighters:
- Brawl exchanges: both fighters close to center, trade 4-13 rapid
blows with sparks at contact point, positional pushing, intensity
scaling. Winner lands 65% of hits.
- Clinch combos: attacker rushes in, grapples at close range for
3-11 sustained hits with defender counter-blocking (30% chance).
Ends with a shove-apart.
- Counter-attacks: after a choreography hit, defender retaliates
with 2-3 quick hits (25% chance on non-final exchanges).
- Exchange count increased from 2-4 to 3-7, scaling with round
number and intensity. Later rounds are longer, more brutal.
- Physical exchange chance: 35-70% per non-final exchange,
increasing with intensity and exchange number.
- Reduced dodge chance (12% vs 15%) for more contact, fewer misses.
- Shorter pauses between exchanges for tighter pacing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Comedy sounds (all procedural Web Audio, no samples):
- Vine Boom, Air Horn (MLG), Bruh, Fart, Record Scratch
- Rubber Chicken, Squeaky Toy, Wet Slap, Bone Crack, Cartoon Run
- Rim Shot (ba dum tss), Slide Whistle Up/Down, Yippee, Ding
- Taco Bell Bong, Windows Error, Meme Thud
- Sad Trombone, Emotional Damage, Dun Dun Dunnnn
- Fail Horn, Price Is Right Fail, Buzzer, Sad Violin
- Mission Failed, Crickets
Wiring:
- Round-end narration: 75% comedy SFX, 25% TTS (was 100% TTS)
- Critical rounds get Emotional Damage, draws get random fail
- Showboat loop: 40% chance of comedy sound punctuation after each
- KO finish: 50% chance of comedy fail sound on loser
- sfxRandomSilly expanded with comedy sounds
- New exports: sfxRandomComedy, sfxRandomFail
Also adds bulletTimeAttack combat choreography + ultimateBulletTimeBarrage
(tier 3+ ultimate) to fight system.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds cinematic bullet-time combat sequence with slow-mo golden projectiles,
afterimage dodge trails, and devastating counter-rush with multi-hit impact.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Creator omni-morph now generates actual sprite sheets for morphed archetypes
- 3 new Creator showboats: bullet time attack, ₿ throne summon, disco dance
- Music: subtle tempo shift (+10 BPM max), longer phrases (8/16/24 bars),
smoother crossfades, less chaotic hi-hat at high intensity
- Server: security headers, body size limit, production error masking,
CORS origin warning, graceful shutdown with drain
- Payments: atomic consume (eliminates SELECT/UPDATE race), release reverts DB
- Fight loop: round events for live TUI, retro displayPrompt
- Frontend: pass pubkey in payment/queue requests
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Completely rewrote all 30 showboats with much more walking, jumping,
sprinting back and forth across the arena. Fighters now pace, charge,
leapfrog, zigzag sprint, do backflip retreats, wall-to-wall dashes,
kangaroo hops, shadow box sprints, and girlfriend kiss scenes.
Added 12 Creator-exclusive magical showboats:
- Levitate across screen trailing golden ₿ rain
- Portal teleport (vanish, flash between 3 spots, reappear)
- Massive golden code rain summon (₿01∞⚡⛏ characters)
- ₿ orbit explosion (orbit then burst outward)
- Lightning flight (zigzag with lightning bolts)
- Satoshi meditation (golden aura, bitcoin wisdom quotes)
- Golden tornado (circular path with ₿ trail)
- Laptop hack (type furiously, spawn code chars)
- Bitcoin rain shower (fly across dropping ₿ coins)
- Dimension rift (tear golden portal, step through)
- Golden ascension (rise, glow, slam down with shockwave)
- Phase walk (flicker through opponent's space)
Creator gets magical showboats ~60% of the time. Pause between
showboats shortened to keep the action constant.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fighters now perform random showboating micro-animations while idle
during question reading and opponent's answer — shadow boxing, backflips,
flex poses, moonwalks, ground pounds, air guitar, sumo stomps, and more.
Each showboat uses existing sprite anims (attack/kick/special/win) combined
with Kaplay tweens for position, scale, rotation, sparks, and emote text.
Showboating loops with random variety and pauses between moves.
Flow: both showboat during question → stop the answering bot during their
turn → stop all before fight animation begins.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Unified speakAsync/speakAsyncWithRate into _speakAsyncCore with:
- 500ms startup check: bail immediately if speech won't start (mobile/no gesture)
- 8s safety timeout (down from 15s) to prevent blocking
- iOS-safe keepalive: only do Chrome pause/resume workaround on desktop Chrome
- Immediate bail when no voices loaded
- Sprite loading: 5s timeout per sprite prevents mobile hangs from stuck Image decodes
- Scene creation: 10s timeout in FightViewer so overlay/voice flow continues even if
canvas fails on mobile
- playRound: bail gracefully if fighter sprites missing instead of crashing
- Global audio unlock: first touch/click on site unlocks AudioContext + SpeechSynthesis
- Practice button pre-unlocks audio while still in user gesture context
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
TTS fixes:
- Remove 60-char truncation in FightViewer — let speakAnswer handle limits
- Smart truncation at sentence boundaries (period, comma, etc.) up to 200 chars
- Chrome keepalive: periodic pause/resume prevents silent 15s cutoff bug
- Deduplicated cleanup logic in speakAsync/speakAsyncWithRate
Retro mode:
- Simplified challenge prompt from verbose wall of text to clean 3-line format
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Replace 100vh with 100dvh everywhere (accounts for mobile browser chrome)
- DocsPage: viewport-fixed with tabs pinned, tab content scrolls internally
- BotProfilePage: overflow-hidden outer, internal scroll container
- JoinBoutPage: viewport-fixed with internal overflow scroll
- HumanFightPage: viewport-fixed, flex-1 content area with internal scroll
- All other pages: vh → dvh for correct mobile sizing
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
DocsPage: escaped \"answer\" inside v-for HTML attribute broke template
parsing causing infinite Vite error loop. Replaced with " entity.
FightScene: three k.text('₿') objects used .angle without k.rotate()
component, causing TS2339 build errors.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Remove all super/ultra combo inputs, exact damage values, discovery
multiplier (1.5x), and Konami Code from BOT_SETUP.md, bot-guide.md,
docs.ts API, and example bot. Bots now only see basic/standard moves
and must discover hidden combos through experimentation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Update BOT_SETUP.md with full retro mode combo reference, scoring,
and strategy tips. Add docs/bot-guide.md as a standalone developer
guide covering all challenge types including retro mode. Add
docs/sprite-guide.md and sprite-reference.html for custom sprite
creation. Update docs.ts API endpoint and Python example bot with
retro_mode handling.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Every fight now includes one Retro Mode round where bots submit
gamepad combo inputs (↑↓←→ A B). 24 moves across 4 tiers: basic
(always shown), standard (partially revealed), super (must discover),
and ultra (KONAMI CODE for 50 dmg). Discovery bonus gives 1.5x damage.
Includes pixel-art gamepad overlays (P1/P2) with animated button
presses, retro-specific narrations, and mock bot combo responses
scaled by ELO.
Also adds loops/plan.md with 11-phase production hardening roadmap.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Login auto-creates a human fighter for the Creator pubkey if no DB entry
exists. register-human now applies the_creator archetype for the Creator.
Update endpoint can no longer override the Creator's archetype.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds emissive glow bloom, visible pixel grid, cross-hatch background,
scan lines, 3D bevel, and tier-gated energy particles to poster sprites.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Move crypto key init from module-level throw to lazy getKey() — only
errors when encrypt/decrypt are actually called. Downgrade env var
check in index.ts from fatal exit to warning.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Fight Card page: dramatic poster background with cross-hatch, spotlights,
vignettes, corner brackets, scan lines; 3D VS orb with punch animation;
selectable undercard with main event always pinned at top
- PosterSprite: high-quality 480px poster frame with 6-pass renderer
(aura, glow, bevel, specular, particles); PixelGlove component
- 12-char bot name limit across all forms and server validation
- Mock bots: all 100 now have diverse archetypes (25 types), 25% human
fighters; seedMockBots updates existing bots on restart
- Leaderboard: inline SpritePreview next to each bot name
- Nostr auth: persistent login, nsec copy button
- Wallet: NWC + Lightning Address, ranked fight flow
- Server: payments, ranked queue, customization endpoint
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Arena page shows small sprite previews next to each bot's name
- Server returns archetype in fights list endpoint
- New /fight-card page with 3D perspective fight poster, neon signs,
animated boxing gloves, fighter bobbing, VS pulse, undercard list
- Added FIGHT CARD to nav bar
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add WalletConnect.vue with NWC/LN Address connection states. Add "FIGHT
FOR SATS" button to JoinBoutPage with entry fee payment flow. Show ranked
pot and winner payout in FightPage. Add sats stats and wallet section to
BotProfilePage. Extend BotData interface with satsWon/satsWagered/hasWallet.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Client-side wallet composable with NWC auto-pay, invoice polling,
Cashu token submission, and persistent wallet state. Follows useNostr
pattern with readonly exports and localStorage persistence.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add /api/payments router (connect-wallet, wallet-status, create-invoice,
check, submit-cashu, winnings, claim, disconnect-wallet). Add ranked
queue endpoints to /api/queue. Mount payments router in app.ts with
orphan payment recovery on startup.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add ranked-queue.ts with 60s timeout, ELO matching, no-mock guard, and
automatic refund on timeout. Wire orchestrator to accept mode param,
track satsWagered in finalize transaction, trigger payWinner on ranked
win and refundEntry on ranked draw.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements createEntryInvoice, checkPaymentStatus, payWinner, refundEntry,
redeemCashuToken, and recoverOrphanedPayments. Uses nostr-tools for NWC
protocol (NIP-47) and @cashu/cashu-ts for ecash fallback payouts.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Disconnect and recreate sfxGain in stopAllAudio() so oscillators
and noise buffers stop immediately instead of playing to completion.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add payments and wallet_connections tables, new columns on fights (mode,
pot_sats, payout_status) and bots (sats_won, sats_wagered, has_wallet).
Install nostr-tools and @cashu/cashu-ts for NWC + ecash support.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- FightViewer: wrap createFightScene in try/catch so scene failures
don't crash every subsequent playRound call
- FightViewer: wait for container to have non-zero dimensions before
creating canvas (prevents 0x0 canvas causing sprite load failures)
- FightViewer: graceful log-only fallback when scene init fails
- FightPage: same dimension-wait and try/catch for initLiveScene
- Fallback canvas dimensions (800x500) when container not yet laid out
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Complete betting infrastructure:
- Bets schema (SQLite) with escrow status tracking
- Cashu token verification + minting (stub for real mint)
- Lightning invoice creation + withdrawal (stub for real LN node)
- Bet placement with odds lock, settlement on fight end
- Payout automation for winners, refunds on draws
- Bet history by pubkey + fight pool info
- Verifiable bet proofs for transparency
- API routes: /api/bets/{odds,place,fight,history,deposit,withdraw}
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Converts ELO ratings + streaks + recent form into betting odds.
Supports decimal, fractional, and American formats.
Includes bet validation, payout calculation, and 27 tests.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Add minimal Python webhook bot (zero deps, stdlib only).
Mark Docker, rate limiting, example bots, tutorial as done in PLAN.md
— all were already implemented.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fetches from /api/docs/webhook and renders as a styled tabbed page.
Added /docs route and DOCS nav link.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- texan profile pitch/rate adjusted (0.65/0.75) to differentiate from deep (0.7/0.7)
- Audited all 60 voice profiles: no remaining pitch+rate duplicates
- Category announces verified: all fire correctly via speak() pipeline
- Speech queue already capped at depth 2 with cancel, no debounce needed
- TTS fallback already graceful: speak() returns silently when unavailable
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- visibilitychange handler resumes speech + AudioContext on tab return
- speak() retry logic: re-attempts once on non-cancel errors after 200ms
- VOICE_VOLUME_SCALE (0.7) prevents voice from overpowering SFX/music
- Music crossfade: brief gain dip (40% -> 100%) on track switches
- Applied volume scale to all speech paths (speak, announce custom)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- impactFreeze(): brief white flash pause on devastating critical hits
- spawnAfterimages(): trailing ghost sprites on fast dash moves
- spawnSparks(): varied particle sizes, rotational velocity, stronger gravity
- cameraZoom(): slight zoom-in on critical final exchanges, pull-back for ultimates
- Wired into dashPunch, aerialSlam, flyingKick, dashThrough, uppercut
- Critical exchanges get 1.3x camera zoom before the blow lands
- Ultimates get 0.85x pull-back to show the full move
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- spawnGrotesqueDetails: radial impact lines + dots during zoom close-ups
- spawnCrowdSigns: signs rise from bottom with text labels, bob, fade out
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- answers.test.ts: 19 tests covering all 10 checkAnswer() tiers
- scoring.test.ts: 30 tests for scoreRound, calculateElo, calculateTier, applyModifiers
- challenges.test.ts: 16 tests for pickChallenge, type exclusion, data integrity
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- FightViewer: track deferred speechSynthesis.cancel() timer, clear on unmount
- BotProfilePage: change isOwner from ref to computed for reactive login state
- sounds.ts: tighten speech queue depth cap from 3 to 2
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
All empty catch blocks across 8 Vue pages now log warnings. User-initiated
actions (fight, matchmake) also surface errors in the UI via fightError/loadError refs.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- scoring.ts: wire arena damage modifiers (speed_2x, roast_2x, etc.) into applyModifiers()
- human-responses.ts: use challenge.timeout_ms instead of hardcoded 8s
- FightPage.vue: add route watcher for clean state reset on navigation
- Validated all 800 prompts: 0 duplicates, all factual have answers, all choices have 4 items
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add route param watcher so navigating to a new fight properly resets
and reinitializes the scene (fixes KAPLAY re-init / null scene errors)
- Add loading spinner to profile page instant fight button
- Restore truncated challenges.ts (was causing all 500 errors)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- ArenaPage: merge duplicate onMounted hooks into single parallel fetch
- FightPage: queue SSE events until liveFightData ready, add reconnect with backoff
- FightViewer: fix stale canvas ref with container ref, add sceneReady guard
- HomePage: replace stopCycling boolean with AbortController for clean unmount
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add scale factor (SF) based on canvas height so bots and referee
shrink proportionally on small screens (reference: 500px)
- Scale judge chair/ladder dimensions with SF
- Push judge seat lower on small canvases so it stays visible
- Use 100dvh instead of 100vh to account for mobile browser chrome
(address bar, tab bar) — eliminates scroll under browser UI
- App root uses dvh, main area uses min-h-0 + overflow-y-auto
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add vite-plugin-pwa with autoUpdate service worker
- Generate SVG + PNG icons (192, 512, apple-touch-icon, favicon)
- Web app manifest with standalone display mode
- Workbox caching: precache assets, cache Google Fonts, NetworkFirst for API
- Apple mobile web app meta tags for iOS home screen
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Canvas 50% top, battle log 50% bottom on mobile
- Add overflow-hidden to prevent page scrolling past viewport
- Bots no longer cut off with more canvas space
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Canvas takes 30% top, battle log + human input takes 70% bottom on mobile
- Battle log now visible on mobile for both live fights and replays (was hidden)
- Compact single-row health bar on mobile to maximize canvas space
- Desktop layout unchanged (62/38 split)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Remove stray duplicate template block outside TEMPLATES array that caused parse error preventing server startup (fixes /api/queue/status 500)
- Add choices field to Challenge/PromptEntry interfaces for multiple choice support
- Allow voice lines to overlap naturally instead of cancelling previous speech on every call, with safety flush at depth > 3
- Buffer challenges during cooldown in polling path, auto-submit random choice on timeout
- Block auto-battle for human fights, guard replay-done auto-transition
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Buttons always side-by-side with shorter labels (FIGHT / WATCH)
- Hero bots displayed horizontally below title on mobile
- Desktop keeps flanking hero layout with larger sprites
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Canvas takes top 60%, controls panel takes bottom 40% on mobile
- Battle log header/text hidden on mobile, controls always visible
- Multiple choice buttons shown on both mobile and desktop
- Removed canvas overlay approach in favor of proper split layout
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Server-side choice generation for all 22 challenge types (factual + creative)
- Mobile: 3 multiple-choice buttons replace keyboard input (4s timer)
- Two-row VS bar on mobile (names row + HP bars row) in FightPage and FightViewer
- Battle log hidden on mobile to maximize canvas visibility
- Arena page responsive: stacking header, tighter fight cards, no name overflow
- Profile page two-column desktop layout with contained sprite display
- Human fighter sprites with baby growth system
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add SSE human_challenge listener for instant input activation with auto-focus
- Buffer challenges during 3s round cooldown, apply with correct remaining time
- Map 'human' archetype to fighter-looking archetypes (boxer, ninja, etc.) in sprite system
- Show challenge questions in battle log via round_start SSE events
- Ensure human players are always botA (left side) in queue matchmaking
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add choose-mode step: "I BUILD BOTS" vs "I FIGHT MYSELF" paths
- Human registration with baby avatar picker, no webhook required
- Live fight scene with SSE round streaming and real-time challenge UI
- 5-second timer per round, submit answers via browser
- Baby → toddler → kid → teen → adult → hero → super growth stages
- Huge sparkly baby eyes, diapers, pacifiers, bibs, rattles, rosy cheeks
- Speech bubble positioning fix (pushed to outside of sprite)
- Canvas text rendering via offscreen canvas to bypass kaplay color issues
- Voice timing improvements: await pauses between voice lines and hits
- 30 devastating announcement lines, 15 critical/hit word variants
- Orchestrator human player detection + waitForHumanResponse system
- Server endpoints: GET /challenge/:botId, POST /respond/:botId
- Human player auth: register-human route, isHuman flag on login
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Added k.rotate(0) and k.scale(1) to game objects that use .angle and
.scale properties — fixes vue-tsc build failure in Docker.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Change speak() default to cancelPrevious=true so voices don't queue endlessly
- Add stopAllAudio() export and wire into FightViewer unmount + post-fight
- Flush speech queue at fight end with delayed cancel for clean cutoff
- Expand from 30 to 60+ voice profiles (robots, accents, game, characters)
- Add speech bubbles showing bot responses during rounds
- Wire announceFinishHim/Fatality/FlawlessVictory/Devastating to not cancel
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>