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1b7efd5107
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4597b31f5c
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4597b31f5c | |
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87d0e5327a | |
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cca6f54fa6 |
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@ -172,14 +172,17 @@ export default class KiitosGame extends Phaser.Scene {
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}).setOrigin(0.5).setDepth(D.centerTxt);
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this.roundObjs.push(this.promptTxt);
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// seat panels (AIs across the top arc, human bottom-left summary)
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// seat panels
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// Opponent 1: left of the playfield, above the player's panel (with padding)
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// Opponent 2: right of the playfield, vertically parallel with opponent 1
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// Opponent 3: right of the playfield, vertically parallel with the player's panel
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// and horizontally parallel with opponent 2
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this.seatPanels = {};
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const ais = this.seats.filter((s) => !s.isHuman);
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ais.forEach((s, i) => {
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const x = 360 + i * 420;
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this.seatPanels[s.id] = this.buildSeatPanel(s, x, 250);
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});
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this.seatPanels['player'] = this.buildSeatPanel(this.seats[0], 200, 760);
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this.seatPanels[ais[0]?.id] = this.buildSeatPanel(ais[0], 180, 350);
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this.seatPanels[ais[1]?.id] = this.buildSeatPanel(ais[1], 1740, 350);
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this.seatPanels[ais[2]?.id] = this.buildSeatPanel(ais[2], 1740, 760);
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this.seatPanels['player'] = this.buildSeatPanel(this.seats[0], 180, 760);
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// Hand cards (top-level so drag coordinates map straight to world space) and
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// drop slots are tracked in their own arrays, rebuilt each render.
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@ -634,6 +637,7 @@ export default class KiitosGame extends Phaser.Scene {
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const built = this.logic.center.built;
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if (this._humanForced) return this._rowStartX + built.length * this._rowStep;
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if (!built.length) return GAME_WIDTH / 2;
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if (insertIndex === built.length) return this._rowStartX + built.length * this._rowStep;
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return this._rowStartX + (insertIndex - 0.5) * this._rowStep;
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}
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