Merge origin/dev into feature/cities-and-knights
Brings in open trade offers and counter-offers. Cities & Knights gets the same flow for goods: OfferGoods may be open to the table, CounterGoods answers an offer, and AcceptCounter / DismissCounters are shared with the base game. Co-Authored-By: Claude Sonnet 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_016eTor2tpxKb4dXbd8RqnvZ
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@@ -89,7 +89,8 @@ screen's UI state. The legal-move list stays the gate.
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| Seven | **Discard** dialog (forced); then taps a hex to move the robber; a victim dialog appears only if more than one player can be robbed |
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| Main turn | arms **Road / Settlement / City** and taps a highlighted spot; **Buy card**; **Play card**; **Trade**; **End turn** |
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| Road Building | taps highlighted edges, or **Done with roads** |
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| Offered a trade | **Accept / Decline** dialog (forced) |
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| Offered a trade | **Accept / Decline / Counter…** dialog (forced); *Counter…* opens a picker pre-filled with the mirror of the offer |
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| Counter-offers received | **Counter-offers** dialog: *Accept* beside the one to take, or *No deal* |
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| Game over | result dialog |
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Trade offers are free-form (two card multisets), so they are validated with
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@@ -165,6 +166,6 @@ Not done yet, in rough priority order:
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it does not say which hexes paid out, so that needs either a diff of two states
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or an engine addition.
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3. Art: terrain textures, resource and harbour icons, a real robber pawn.
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4. Open trade to the whole table and counter-offers (an engine limitation too).
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4. A timer or cancel button on offers (the engine has neither).
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5. A board that shows the *last* move (a faint highlight of what just changed).
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6. Landscape polish on large tablets; the right-hand panel scrolls but is plain.
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