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PLAN.md §16 phase 17, built on the org lead's answers of 2026-10-22, recorded as D75-D79 (count of record 79). - D75: core marketing pages describe what a game module adds in core's words. "Game intelligence" became "What a game module adds"; each game's own list moved to src/data/games/ and renders only on the new /modules/uo/ and /modules/rust/. /modules/ is a card per game. - The page-side capability check is per game (assertGameCoverage), the item phase 13 moved here. - D76: the homepage keeps its game screenshot, labelled. screens.mjs entries may carry `game` (D67); Screenshot.astro and the app grid print the game's name and mark the figure data-game. - D77: /app/ describes the Rust screens (released the same day). - D78: /runicnpc/, the standalone page, is in the header and footer; the narrow header was re-measured so five links keep two rows. - D79: checkTerms.mjs --built reads every built page's visible text after the build; game routes and data-game elements allow their game's words. Proven against ten plants. Still the twelfth check. - Re-read fixes: /architecture/'s "two machines is also the maximum", Discord "guild" on /integrations/, and collection.mjs against what Steam sign-in and the Rust module keep (PLAY_DATA_SAFETY.md regenerated; the Play answers are unchanged). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
111 lines
3.6 KiB
Plaintext
111 lines
3.6 KiB
Plaintext
---
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import { screenById, WEB, PHONE } from '../data/screens.mjs';
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import platform from '../data/platform.json';
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/**
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* One screenshot, as a figure with its caption. PLAN.md §13 phase 9, D4 / D44.
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*
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* -----------------------------------------------------------------------------------------
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* WHY THE PAGE PASSES AN ID AND NOTHING ELSE
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* -----------------------------------------------------------------------------------------
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* A marketing page and a documentation page show the same administration screen for
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* different reasons, and the thing they must not do is describe it differently. The alt
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* text and the caption therefore live with the capture in `screens.mjs`, next to the route
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* they came from, and a page asks for `admin-shard` rather than restating what is in it.
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*
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* It also means a re-capture cannot silently invalidate a caption: the sentence and the
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* frame it describes are edited in the same file.
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*
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* -----------------------------------------------------------------------------------------
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* WHY IT FAILS THE BUILD ON AN UNKNOWN ID
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* -----------------------------------------------------------------------------------------
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* The alternative is a page that renders a broken image, which looks like a deployment
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* problem rather than a typo and survives review. `checkScreens.mjs` covers the other
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* direction — a declared screen whose file is missing — so between them a screenshot is
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* either complete or the build stops.
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*/
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interface Props {
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/** An `id` from `src/data/screens.mjs`. */
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id: string;
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/** Suppress the caption where the surrounding prose already says it. */
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bare?: boolean;
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}
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const { id, bare = false } = Astro.props;
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const shot = screenById(id);
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if (!shot) {
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throw new Error(`Screenshot "${id}" is not declared in src/data/screens.mjs`);
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}
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const src = `/screens/${shot.id}.webp`;
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// Intrinsic size comes from the family rather than the entry: every capture in a family is
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// taken at one geometry (see screens.mjs), and `checkScreens.mjs` asserts the files really
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// are that size, so these attributes cannot drift from the pixels.
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const { width, height } = shot.family === 'web' ? WEB : PHONE;
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// D67: a game's screen says whose it is. The name comes from `platform.json`, as
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// GameExample's does, so the label cannot disagree with the tag the check reads.
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const game = shot.game ? platform.games[shot.game] : null;
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if (shot.game && !game) {
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throw new Error(`Screenshot "${id}" is tagged game "${shot.game}", which platform.json does not have`);
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}
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---
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<figure class="shot" data-game={shot.game}>
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<img
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src={src}
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alt={shot.alt}
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width={width}
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height={height}
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loading="lazy"
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decoding="async"
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/>
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{
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(game || !bare) && (
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<figcaption>
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{game && <span class="shot__game">{game.name}</span>}
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{!bare && shot.caption}
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</figcaption>
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)
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}
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</figure>
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<style>
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.shot {
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margin: 2rem 0;
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}
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.shot img {
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display: block;
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width: 100%;
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height: auto;
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border: 1px solid var(--line);
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border-radius: var(--radius-card);
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box-shadow: var(--shadow-card);
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}
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.shot figcaption {
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margin: 0.85rem 0 0;
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color: var(--dim);
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font-size: 0.9rem;
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line-height: 1.5;
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}
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/* The game's name, ahead of the caption (D67). Styled here rather than with the global
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chip, because the docs pages render this component without the marketing stylesheet. */
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.shot__game {
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display: inline-block;
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margin-right: 0.5rem;
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padding: 0.05rem 0.55rem;
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border: 1px solid var(--line);
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border-radius: var(--radius-pill);
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color: var(--muted);
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font-size: 0.76rem;
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letter-spacing: 0.04em;
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white-space: nowrap;
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}
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</style>
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