dice.ts 415 -> 93 and badges.ts 369 -> 111, with the literal tables in
six new modules. Every previously exported name is still exported from
the same path, so no importer or test changed.
Two import cycles on the way, both of which tsc and eslint called clean
and which only showed up as a runtime TypeError when 11 test files
failed with "Cannot read properties of undefined (reading tin)".
HEADSTART_POINTS now has its own module so both halves of the badge
table can use it at init time.
288 tests passing before and after, coverage still 100% on all four
metrics with the new modules measured.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011w2Pj4Ek3ZNMQVYcFHgXDY
deploy_build.sh has two entry points — setup_kcd2_dice_solver.sh calls it
directly, and the post-commit hook starts a unit that runs it — and nothing
serialised them.
When they overlap, the second run's `vite build --emptyOutDir` truncates
dist.staging while the first run's rsync is still reading it. rsync exits 24,
`set -e` aborts before assert_mount_live, and dist/ is left holding a fresh
index.html that references assets which never arrived, with the previous
bundle's files already deleted by --delete-after.
Nothing downstream notices, which is what makes it worth fixing rather than
tolerating: `try_files {path} /index.html` answers the missing chunks with the
SPA HTML, so the browser is handed HTML where it expects JavaScript and no 404
reaches any log (verified against the live site: /assets/does-not-exist.js
returns 200 text/html). The hook's `|| true` then swallows the unit failure, so
the commit succeeds and the site is quietly broken.
Reproduced with a throttled rsync: rc=24, live left with index.html and two of
six chunks. With flock, two concurrent runs each publish a complete bundle.
Also tightened assert_mount_live, which announced success in three cases where
it had verified nothing: docker absent, container not running, and a failed
`docker exec` — the last because docker reports OCI runtime errors on stdout,
so `2>/dev/null` does not suppress them and the guard's non-empty test passed
on a 184-byte error string. It now requires an actual inode and says plainly
when the mount was not verified.
Found by the working-diff review these same changes had skipped.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The solver only ran behind ./run.sh, had one media query in the whole
stylesheet, and kept the inventory in a 46vh scroll box that showed maybe a
third of the 43 dice. Setting it up on the PC did nothing for the phone.
Deployment
dice.kuhy.duckdns.org, behind the existing gitea-caddy edge. DuckDNS already
wildcards *.kuhy.duckdns.org (checked against 1.1.1.1 and 8.8.8.8), so no
dashboard step. deploy_build.sh builds to dist.staging and rsyncs into dist/
with --delete-after --delay-updates; plain --delete removes stale assets
before writing the new ones, which 404s a client mid-load. A post-commit hook
starts a MemorySwapMax=0 systemd user unit, so a rebuild can neither slow a
commit nor thrash zram.
Three traps found by driving the live URL in a browser rather than curling it:
a site address of "127.0.0.1:8089" reads as a HOSTNAME, so Caddy enabled
auto-HTTPS and started an HTTP->HTTPS redirect listener that bound *:80 next
to the edge -- SO_REUSEPORT would then split inbound HTTP and intermittently
break ACME for every domain here. The same address also made a Host matcher,
so the edge's forwarded Host matched nothing and served an empty 200 while the
local health check passed. And watching dist/'s own inode could never detect a
detached bind mount: rsync into an existing directory never changes it. Each
now has a guard that asserts positively rather than failing open.
Dice list
All 43 on screen at every width, no inner scrollbar. Column count and size
tier are chosen together from a container query on the panel -- not the
viewport, which mispredicts by 2x at the point the columns split. Two
invariants govern it: the list fits above the fold, and the name column stays
wide enough to tell Painter's die B, G and R apart. The left column holds the
grid alone, so it is sized to fill the height it owns: one --die-row value
drives the type, buttons and bar strip, giving a 52px row and 44px buttons on
a 1296px-tall screen and 20px rows on a phone.
Three safe-design rules are broken inside .die-list deliberately: sub-16px
body text, square icon buttons, sub-8px intra-cell gaps. 43 items with a name,
a chart and a counter in one viewport is arithmetically incompatible with 16px.
Import / export
A file, the clipboard, or a link carrying the inventory in the URL fragment.
One validator behind all four entry points including localStorage; it keeps
what it can and reports what it dropped, so a die added in a later game patch
costs you that entry, not the inventory. A link never silently overwrites what
is saved here -- it offers Keep or Discard, and only a link that actually
carries dice is applied at all, because one encoding a count of zero parsed
cleanly, blanked the screen, disabled Clear and left Keep writing the emptiness
over the visitor's own loadout.
session_autopsy
parse.py (551) and report.py (504) were over the repo's 500-line limit, so
test_file_length has been failing on main since 5ffd035. Extracted TurnTracker
and the two candidate-cell helpers. Report output is byte-identical on real
data apart from its timestamp, checked against HEAD in a worktree.
Verified: 288 TS tests and 911 Python tests, 100% coverage both, lint and
pre-commit clean, 8 viewports measured on the live HTTPS site, solver confirmed
through the real module worker.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The mapping was marked UNVERIFIED because no published source states which pip
the grinning face covers. The player, who owns the game, confirmed it is the one
— the same face the Devil's head die replaces. So the die carries no plain single
pip at all, which is exactly why picking the joker alone counts as a 1.
Comment and README only; wildcardFaces was already [1]. The uniform side weights
stay flagged as the one remaining assumption, since nothing publishes them.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The wiki's dice-effect row for Balatro's die is `{{Dice effect|d|d|d|d|d|d}}`
— six *unfilled placeholder* cells that render as "d%". A previous pass read
those six `d`s as six wildcard faces, which made the die resolve every throw in
the player's favour: EV 8000, bust 0%, and the solver forced it into every
loadout it could. Only one face is the joker (Jimbo's grinning face, visible on
the item icon), and no source publishes the die's side weights at all.
The two joker faces also do not score alike, and the scorer was treating them as
one thing. Per the wiki, a Devil's head "matches any combination but never
scores on its own", while Balatro's joker counts as a 1 when picked alone. So
there are now two substitute slots: a Devil's head is spent inside the
combination it completes rather than resolved to a plain face, which is what
stops it being held as a lone 1. Hands with no substitute keep the original
single-pass code path.
Balatro's die: EV 8000 -> 771.2, bust 0% -> 3.09%; a lone devil's head scores
100 -> 0 and is no longer a legal hold. The two dice now tie exactly on a single
throw of six and differ only mid-turn (813.7 vs 808.3 points per turn), which is
where "may be held alone" actually pays.
Which pip the joker replaces is unpublished; the 1 is assumed, matching the
Devil's head die the game compares it to, and marked UNVERIFIED in the data.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Fixes every violation in DESIGN_AUDIT_TODO.md's kcd2_dice_solver section:
15px root font-size (root cause of both the sub-16px body-text floor and
the off-grid rem spacing scale), 2 hardcoded tier colors bypassing the
custom-property system (also separates their brightness from --accent/
--good, and removes an accidental cool tint from tier-silver), the
largest text widening tracking instead of tightening it, near-invisible
border contrast (~1.4:1 -> >=3:1 against both bg and panel), inconsistent
ad-hoc border-radii collapsed into a 2-step scale with nested elements
using the smaller radius, and two off-ratio button paddings corrected to
an exact 2x.
Verified: lint clean, 210/210 tests at 100% coverage, production build,
re-verified identical in an isolated worktree at HEAD (narrowly staged
around this monorepo's unrelated dirty state), and pixel-checked via a
real `vite preview` production build through a headless-Chrome screenshot.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The Vite/React/TS dice solver had no git history yet. Commit it alongside
a run.sh that ensures Node/pnpm are present, installs deps, and starts
the dev server with a single command.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>