Add Loom Rescue first playable slice#1
Conversation
📝 WalkthroughWalkthroughAdds a complete "Loom Rescue" vertical slice: data libraries and 15 FTUE levels, seeded daily level generator, a puzzle engine with validation/solver/undo/hint, a single-page client app with SVG board rendering and persistence, styles, tests, README, HTML entry, package metadata, and a GH Actions preview/deploy workflow. ChangesLoom Rescue Game Implementation
Sequence DiagramsequenceDiagram
participant Player
participant UI as App/UI
participant Engine
participant State
participant Storage as LocalStorage
Player->>UI: Open app / Select level
UI->>Engine: createRuntime(level)
Engine-->>UI: runtime (bundles, pins, guides, crossings)
UI->>State: createInitialState(level)
State-->>UI: initial puzzle state
UI->>Engine: validateLevel(level)
Engine-->>UI: validation report
UI->>UI: render board + controls
Player->>UI: Pull bundle / Lift pin
UI->>Engine: evaluateBundle/evaluatePin(action)
Engine-->>UI: legality {ok,reason}
alt legal
UI->>Engine: applyAction(action)
Engine->>State: mutate (removed, knots, fail/completed)
Engine-->>UI: updated state + message
UI->>Storage: saveProgress(progress)
UI->>UI: render()
UI-->>Player: show result / modal
else illegal
UI-->>Player: show blocker reason
end
Player->>UI: Hint / Undo / Restart
UI->>Engine: collectLegalActions/findHint/undoAction/restartLevel
Engine-->>UI: hint / restored state / fresh state
UI->>UI: render()
UI-->>Player: updated view
Estimated Code Review Effort🎯 4 (Complex) | ⏱️ ~60 minutes Poem
🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✏️ Tip: You can configure your own custom pre-merge checks in the settings. ✨ Finishing Touches📝 Generate docstrings
🧪 Generate unit tests (beta)
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Actionable comments posted: 3
🧹 Nitpick comments (1)
loom-rescue/README.md (1)
26-27: ⚡ Quick winClarify “two-knot daily failure tuning” wording for non-authors.
That phrase reads like internal tuning criteria, but the README doesn’t define what “two-knot” refers to (a rule case? a specific board state? a threshold?). A brief parenthetical would make this much easier for contributors/QA to act on.
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@loom-rescue/README.md` around lines 26 - 27, Update the ambiguous phrase "two-knot daily failure tuning" by adding a short parenthetical definition so non-authors understand it (e.g., indicate whether it refers to a rule case, a board state, or a numeric threshold); locate the exact string "two-knot daily failure tuning" in the README and append a concise clarification like "(i.e., a [rule/threshold/board-state] defined as ...)" or replace the phrase with an explicit term and brief explanation so QA and contributors can act on it.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In `@loom-rescue/src/app.js`:
- Around line 235-250: Pins are currently rendered as non-focusable SVG <g>
elements (see the template building the "pin-node" group and evaluatePin usage)
and only respond to mouse clicks, blocking keyboard users; fix by making each
pin focusable and accessible: add tabindex="0", role="button", and an
appropriate aria-label/aria-pressed on the <g> (or child) in the pin render
template, and update the global click delegation logic to also listen for
keydown events (Enter/Space) and invoke the same handler when data-action="pin"
and data-id match; apply the same changes to the other pin rendering block (the
similar code region around the second occurrence) so keyboard activation mirrors
mouse clicks.
In `@loom-rescue/src/engine.js`:
- Around line 328-367: In applyAction, avoid mutating terminal states by
short-circuiting bundle handling when state.failed or state.completed is true:
in the applyAction function (before calling evaluateBundle or before
incrementing knots), detect if state.failed || state.completed and immediately
return state (unchanged) or a shallow copy that preserves
history/message/hintAction exactly; do not call evaluateBundle, do not increment
knots, and do not alter completed/failed/history/message. Ensure the check
references applyAction, state.failed, state.completed, evaluateBundle, knots and
prevents the existing branch that increments knots and resets completed from
running for terminal states.
In `@loom-rescue/styles.css`:
- Around line 645-649: The mobile rule groups .hero-card, .play-layout, and
.level-rail but .level-rail is a flex container so its grid-template-columns
setting is ignored; update that CSS block (the rule that currently lists
.hero-card, .play-layout, .level-rail) to keep grid-template-columns for
.hero-card and .play-layout but set .level-rail to use flex-direction: column
(or add a separate selector for .level-rail) so its children stack on narrow
screens.
---
Nitpick comments:
In `@loom-rescue/README.md`:
- Around line 26-27: Update the ambiguous phrase "two-knot daily failure tuning"
by adding a short parenthetical definition so non-authors understand it (e.g.,
indicate whether it refers to a rule case, a board state, or a numeric
threshold); locate the exact string "two-knot daily failure tuning" in the
README and append a concise clarification like "(i.e., a
[rule/threshold/board-state] defined as ...)" or replace the phrase with an
explicit term and brief explanation so QA and contributors can act on it.
🪄 Autofix (Beta)
Fix all unresolved CodeRabbit comments on this PR:
- Push a commit to this branch (recommended)
- Create a new PR with the fixes
ℹ️ Review info
⚙️ Run configuration
Configuration used: defaults
Review profile: CHILL
Plan: Pro
Run ID: 44e0fa25-04b8-4174-95bb-618f76dc1dd5
📒 Files selected for processing (9)
loom-rescue/README.mdloom-rescue/index.htmlloom-rescue/package.jsonloom-rescue/src/app.jsloom-rescue/src/daily.jsloom-rescue/src/data.jsloom-rescue/src/engine.jsloom-rescue/styles.cssloom-rescue/tests/engine.test.js
| const pins = appState.runtime.pins | ||
| .filter( | ||
| (pin) => | ||
| !isPinRemoved(appState.puzzle, pin.id) && | ||
| pin.blocks.some((bundleId) => !isBundleRemoved(appState.puzzle, bundleId)) | ||
| ) | ||
| .map((pin) => { | ||
| const evaluation = evaluatePin(appState.level, appState.puzzle, pin.id, appState.runtime); | ||
| const x = pin.cell.x * CELL_SIZE + CELL_SIZE / 2; | ||
| const y = pin.cell.y * CELL_SIZE + CELL_SIZE / 2; | ||
| return ` | ||
| <g class="pin-node ${evaluation.ok ? "is-ready" : "is-blocked"}" data-action="pin" data-id="${pin.id}" transform="translate(${x} ${y})"> | ||
| <circle r="22"></circle> | ||
| <text text-anchor="middle" y="7">PIN</text> | ||
| </g> | ||
| `; |
There was a problem hiding this comment.
Pin actions are mouse-only, which blocks keyboard completion.
Pins are rendered as clickable SVG groups and only wired through click delegation. Keyboard users have no equivalent way to trigger required pin lifts.
♿ Proposed fix (keyboard support for interactive SVG nodes)
- <g class="pin-node ${evaluation.ok ? "is-ready" : "is-blocked"}" data-action="pin" data-id="${pin.id}" transform="translate(${x} ${y})">
+ <g
+ class="pin-node ${evaluation.ok ? "is-ready" : "is-blocked"}"
+ data-action="pin"
+ data-id="${pin.id}"
+ role="button"
+ tabindex="0"
+ aria-label="Lift ${pin.name}"
+ transform="translate(${x} ${y})"
+ >
<circle r="22"></circle>
<text text-anchor="middle" y="7">PIN</text>
</g> root.addEventListener("click", (event) => {
const target = event.target.closest("[data-action]");
if (!target) {
return;
}
@@
if (action === "next-level") {
openNextLevel();
}
});
+
+root.addEventListener("keydown", (event) => {
+ const target = event.target;
+ if (!(target instanceof Element)) {
+ return;
+ }
+ const actionTarget = target.closest("[data-action]");
+ if (!actionTarget) {
+ return;
+ }
+ if (event.key === "Enter" || event.key === " ") {
+ event.preventDefault();
+ actionTarget.click();
+ }
+});Also applies to: 547-582
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In `@loom-rescue/src/app.js` around lines 235 - 250, Pins are currently rendered
as non-focusable SVG <g> elements (see the template building the "pin-node"
group and evaluatePin usage) and only respond to mouse clicks, blocking keyboard
users; fix by making each pin focusable and accessible: add tabindex="0",
role="button", and an appropriate aria-label/aria-pressed on the <g> (or child)
in the pin render template, and update the global click delegation logic to also
listen for keydown events (Enter/Space) and invoke the same handler when
data-action="pin" and data-id match; apply the same changes to the other pin
rendering block (the similar code region around the second occurrence) so
keyboard activation mirrors mouse clicks.
| export function applyAction(level, state, action, runtime = createRuntime(level)) { | ||
| if (action.type === "pin") { | ||
| const evaluation = evaluatePin(level, state, action.id, runtime); | ||
| if (!evaluation.ok) { | ||
| return { | ||
| ...state, | ||
| message: evaluation.reason, | ||
| hintAction: null | ||
| }; | ||
| } | ||
|
|
||
| const pin = runtime.pinMap.get(action.id); | ||
| const nextState = { | ||
| ...state, | ||
| removedPins: [...state.removedPins, action.id], | ||
| history: [...state.history, snapshotState(state)], | ||
| message: `${pin.name} lifts away.`, | ||
| hintAction: null | ||
| }; | ||
| return finalizeProgress(level, nextState); | ||
| } | ||
|
|
||
| const evaluation = evaluateBundle(level, state, action.id, runtime); | ||
| const bundle = runtime.bundleMap.get(action.id); | ||
|
|
||
| if (!evaluation.ok) { | ||
| const knots = state.knots + 1; | ||
| const failed = knots >= level.failLimit; | ||
| return { | ||
| ...state, | ||
| knots, | ||
| failed, | ||
| completed: false, | ||
| history: [...state.history, snapshotState(state)], | ||
| hintAction: null, | ||
| message: failed | ||
| ? `${evaluation.reason} Knot ${knots}/${level.failLimit}. The weave locks shut.` | ||
| : `${evaluation.reason} Knot ${knots}/${level.failLimit}.` | ||
| }; | ||
| } |
There was a problem hiding this comment.
Prevent terminal-state mutation in applyAction.
When state.failed or state.completed is true, invalid bundle actions still increment knots (Line 354) and can reset completed (Line 360). This corrupts terminal state semantics.
🛠️ Proposed fix
export function applyAction(level, state, action, runtime = createRuntime(level)) {
+ if (state.failed || state.completed) {
+ return {
+ ...state,
+ message: "The level is no longer active.",
+ hintAction: null
+ };
+ }
+
if (action.type === "pin") {
const evaluation = evaluatePin(level, state, action.id, runtime);
if (!evaluation.ok) {
return {
...state,🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In `@loom-rescue/src/engine.js` around lines 328 - 367, In applyAction, avoid
mutating terminal states by short-circuiting bundle handling when state.failed
or state.completed is true: in the applyAction function (before calling
evaluateBundle or before incrementing knots), detect if state.failed ||
state.completed and immediately return state (unchanged) or a shallow copy that
preserves history/message/hintAction exactly; do not call evaluateBundle, do not
increment knots, and do not alter completed/failed/history/message. Ensure the
check references applyAction, state.failed, state.completed, evaluateBundle,
knots and prevents the existing branch that increments knots and resets
completed from running for terminal states.
| .hero-card, | ||
| .play-layout, | ||
| .level-rail { | ||
| grid-template-columns: 1fr; | ||
| } |
There was a problem hiding this comment.
Fix ineffective mobile rule on .level-rail.
Line 647 applies grid-template-columns to .level-rail, but .level-rail is a flex container, so this rule is ignored. Add a flex-direction change here to actually stack content on narrow screens.
💡 Proposed fix
`@media` (max-width: 980px) {
body {
padding: 14px;
}
.hero-card,
- .play-layout,
- .level-rail {
+ .play-layout {
grid-template-columns: 1fr;
}
- .level-rail,
+ .level-rail,
.daily-rail {
align-items: stretch;
}
+ .level-rail {
+ flex-direction: column;
+ }
+
.daily-rail {
flex-direction: column;
}🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In `@loom-rescue/styles.css` around lines 645 - 649, The mobile rule groups
.hero-card, .play-layout, and .level-rail but .level-rail is a flex container so
its grid-template-columns setting is ignored; update that CSS block (the rule
that currently lists .hero-card, .play-layout, .level-rail) to keep
grid-template-columns for .hero-card and .play-layout but set .level-rail to use
flex-direction: column (or add a separate selector for .level-rail) so its
children stack on narrow screens.
|
Loom Rescue preview deployed. URL: https://NightProgrammers.github.io/games/previews/pr-1/ If this is the first deployment, enable GitHub Pages once in repository settings and point it at the |
There was a problem hiding this comment.
Actionable comments posted: 3
🧹 Nitpick comments (1)
loom-rescue/src/engine.js (1)
485-548: ⚡ Quick winValidate authored coordinates against
BOARDbounds.
validateLevel()checks references and path membership, but it never rejects out-of-range bundle points or off-board pin/guide/crossing cells. A typo likex: 6ory: -1can still pass these checks and just render outside the board. Since this validator is the safety net for data-driven content, it should fail those levels explicitly.🧭 Suggested guard
+ const inBounds = ({ x, y }) => + Number.isInteger(x) && + Number.isInteger(y) && + x >= 0 && + x < runtime.board.cols && + y >= 0 && + y < runtime.board.rows; + const bundleIds = new Set(); for (const bundle of runtime.bundles) { + if (!bundle.points.every(inBounds)) { + issues.push(`Bundle ${bundle.id} leaves the board.`); + } if (bundleIds.has(bundle.id)) { issues.push(`Duplicate bundle id ${bundle.id}.`); } @@ const pinIds = new Set(); for (const pin of runtime.pins) { + if (!inBounds(pin.cell)) { + issues.push(`Pin ${pin.id} is placed outside the board.`); + } if (pinIds.has(pin.id)) { issues.push(`Duplicate pin id ${pin.id}.`); } @@ for (const guide of runtime.guides) { + if (!guide.cells.every(inBounds)) { + issues.push(`Guide ${guide.id} leaves the board.`); + } for (const bundleId of guide.bundleIds) { @@ for (const crossing of runtime.crossings) { + if (!inBounds(crossing.cell)) { + issues.push(`Crossing ${crossing.id} is placed outside the board.`); + } if (!runtime.bundleMap.has(crossing.over) || !runtime.bundleMap.has(crossing.under)) {🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed. In `@loom-rescue/src/engine.js` around lines 485 - 548, Add explicit bounds checks against runtime.board for all authored coordinates: in the bundle loop (where inferBundleEdge is called) validate every bundle.points coordinate is within 0 <= x < runtime.board.width and 0 <= y < runtime.board.height and push an issue like `Bundle ${bundle.id} has out-of-bounds point ${cellKey(point)}`; in the pin loop validate pin.cell similarly before using cellKey(pin.cell) and reject pins with out-of-range cells; in the guide loop validate each guide.cells entry before comparing with runtime.pathCellSets and report `Guide ${guide.id} has out-of-bounds cell ${cellKey(cell)}`; and in the crossing loop validate crossing.cell before checking overPath/underPath and report out-of-range crossings — use the existing runtime.board dimensions and reuse cellKey for clear, consistent messages.
🤖 Prompt for all review comments with AI agents
Verify each finding against the current code and only fix it if needed.
Inline comments:
In @.github/workflows/loom-rescue-preview.yml:
- Around line 65-73: The template literal assigned to the body variable (with
marker = "<!-- loom-rescue-preview -->") contains leading indentation that gets
preserved and causes the PR comment to render as a code block; remove the extra
leading spaces inside the template literal so the text lines start at column 0
(or build the string using concatenation/join on an array of unindented lines)
so the comment renders as normal prose and links rather than an indented
Markdown block.
In `@loom-rescue/src/app.js`:
- Around line 53-55: The saveProgress() function currently calls
localStorage.setItem(...) without guarding against exceptions; wrap the
persistence call in a try/catch inside saveProgress() so storage failures are
swallowed (or logged) and do not propagate, ensuring recordWin() can complete
UI/state updates even if setItem throws; reference the saveProgress() function
(and callers like recordWin()) and ensure any caught error is non-fatal (e.g.,
console.warn or appLogger.warn) and does not rethrow.
- Around line 647-650: The UI currently uses appState.validation.ok to display
"This board validates from data with one legal solution path available.", which
incorrectly claims uniqueness; change the conditional text in the info card (the
code controlling appState.validation.ok and the validator-copy paragraph that
uses renderSolutionSequence()) to a neutral phrasing such as "Board passes
validation; a solution path was found." or "Board validated; at least one legal
solution path found." so it no longer asserts there is exactly one legal path.
---
Nitpick comments:
In `@loom-rescue/src/engine.js`:
- Around line 485-548: Add explicit bounds checks against runtime.board for all
authored coordinates: in the bundle loop (where inferBundleEdge is called)
validate every bundle.points coordinate is within 0 <= x < runtime.board.width
and 0 <= y < runtime.board.height and push an issue like `Bundle ${bundle.id}
has out-of-bounds point ${cellKey(point)}`; in the pin loop validate pin.cell
similarly before using cellKey(pin.cell) and reject pins with out-of-range
cells; in the guide loop validate each guide.cells entry before comparing with
runtime.pathCellSets and report `Guide ${guide.id} has out-of-bounds cell
${cellKey(cell)}`; and in the crossing loop validate crossing.cell before
checking overPath/underPath and report out-of-range crossings — use the existing
runtime.board dimensions and reuse cellKey for clear, consistent messages.
🪄 Autofix (Beta)
Fix all unresolved CodeRabbit comments on this PR:
- Push a commit to this branch (recommended)
- Create a new PR with the fixes
ℹ️ Review info
⚙️ Run configuration
Configuration used: defaults
Review profile: CHILL
Plan: Pro
Run ID: 14f22731-19b0-41e8-a0a1-9cbe7949d158
📒 Files selected for processing (9)
.github/workflows/loom-rescue-preview.ymlloom-rescue/README.mdloom-rescue/package.jsonloom-rescue/src/app.jsloom-rescue/src/daily.jsloom-rescue/src/data.jsloom-rescue/src/engine.jsloom-rescue/styles.cssloom-rescue/tests/engine.test.js
✅ Files skipped from review due to trivial changes (1)
- loom-rescue/README.md
🚧 Files skipped from review as they are similar to previous changes (2)
- loom-rescue/package.json
- loom-rescue/tests/engine.test.js
| const marker = "<!-- loom-rescue-preview -->"; | ||
| const body = `${marker} | ||
| Loom Rescue preview deployed. | ||
|
|
||
| URL: ${process.env.PREVIEW_URL} | ||
| Commit: ${context.sha.slice(0, 7)} | ||
| Path: \`${process.env.PREVIEW_DIR}/\` | ||
|
|
||
| If this is the first deployment, enable GitHub Pages once in repository settings and point it at the \`gh-pages\` branch.`; |
There was a problem hiding this comment.
Build the PR comment body without leading indentation.
Those spaces are preserved inside the template literal, so the bot comment renders as an indented Markdown code block instead of normal prose/links.
📝 Suggested fix
- const body = `${marker}
- Loom Rescue preview deployed.
-
- URL: ${process.env.PREVIEW_URL}
- Commit: ${context.sha.slice(0, 7)}
- Path: \`${process.env.PREVIEW_DIR}/\`
-
- If this is the first deployment, enable GitHub Pages once in repository settings and point it at the \`gh-pages\` branch.`;
+ const body = [
+ marker,
+ "Loom Rescue preview deployed.",
+ "",
+ `URL: ${process.env.PREVIEW_URL}`,
+ `Commit: ${context.sha.slice(0, 7)}`,
+ `Path: \`${process.env.PREVIEW_DIR}/\``,
+ "",
+ "If this is the first deployment, enable GitHub Pages once in repository settings and point it at the `gh-pages` branch."
+ ].join("\n");📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| const marker = "<!-- loom-rescue-preview -->"; | |
| const body = `${marker} | |
| Loom Rescue preview deployed. | |
| URL: ${process.env.PREVIEW_URL} | |
| Commit: ${context.sha.slice(0, 7)} | |
| Path: \`${process.env.PREVIEW_DIR}/\` | |
| If this is the first deployment, enable GitHub Pages once in repository settings and point it at the \`gh-pages\` branch.`; | |
| const marker = "<!-- loom-rescue-preview -->"; | |
| const body = [ | |
| marker, | |
| "Loom Rescue preview deployed.", | |
| "", | |
| `URL: ${process.env.PREVIEW_URL}`, | |
| `Commit: ${context.sha.slice(0, 7)}`, | |
| `Path: \`${process.env.PREVIEW_DIR}/\``, | |
| "", | |
| "If this is the first deployment, enable GitHub Pages once in repository settings and point it at the `gh-pages` branch." | |
| ].join("\n"); |
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In @.github/workflows/loom-rescue-preview.yml around lines 65 - 73, The template
literal assigned to the body variable (with marker = "<!-- loom-rescue-preview
-->") contains leading indentation that gets preserved and causes the PR comment
to render as a code block; remove the extra leading spaces inside the template
literal so the text lines start at column 0 (or build the string using
concatenation/join on an array of unindented lines) so the comment renders as
normal prose and links rather than an indented Markdown block.
| function saveProgress() { | ||
| localStorage.setItem(STORAGE_KEY, JSON.stringify(appState.progress)); | ||
| } |
There was a problem hiding this comment.
Don't let persistence failures abort the win flow.
loadProgress() already treats storage as fallible, but saveProgress() does not. localStorage.setItem() can throw in quota-restricted or storage-disabled contexts, and recordWin() calls this on completion, so a successful clear can crash before progress and modal state finish updating.
💾 Suggested fix
function saveProgress() {
- localStorage.setItem(STORAGE_KEY, JSON.stringify(appState.progress));
+ try {
+ localStorage.setItem(STORAGE_KEY, JSON.stringify(appState.progress));
+ } catch {
+ // Non-blocking: gameplay should continue even if persistence is unavailable.
+ }
}🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In `@loom-rescue/src/app.js` around lines 53 - 55, The saveProgress() function
currently calls localStorage.setItem(...) without guarding against exceptions;
wrap the persistence call in a try/catch inside saveProgress() so storage
failures are swallowed (or logged) and do not propagate, ensuring recordWin()
can complete UI/state updates even if setItem throws; reference the
saveProgress() function (and callers like recordWin()) and ensure any caught
error is non-fatal (e.g., console.warn or appLogger.warn) and does not rethrow.
| <section class="info-card"> | ||
| <p class="info-card__label">Validator Notes</p> | ||
| <p class="validator-copy">${appState.validation.ok ? "This board validates from data with one legal solution path available." : "Validator warning."}</p> | ||
| <p class="validator-sequence">${renderSolutionSequence()}</p> |
There was a problem hiding this comment.
Avoid claiming the validator proved uniqueness.
validateLevel() only shows that the board passed checks and that a solve sequence was found. It does not prove there's exactly one legal path, and that wording is already contradicted by Level 13's "Multiple valid openings".
✏️ Suggested copy change
- <p class="validator-copy">${appState.validation.ok ? "This board validates from data with one legal solution path available." : "Validator warning."}</p>
+ <p class="validator-copy">${appState.validation.ok ? "This board validates from data with at least one legal solution path available." : "Validator warning."}</p>📝 Committable suggestion
‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.
| <section class="info-card"> | |
| <p class="info-card__label">Validator Notes</p> | |
| <p class="validator-copy">${appState.validation.ok ? "This board validates from data with one legal solution path available." : "Validator warning."}</p> | |
| <p class="validator-sequence">${renderSolutionSequence()}</p> | |
| <section class="info-card"> | |
| <p class="info-card__label">Validator Notes</p> | |
| <p class="validator-copy">${appState.validation.ok ? "This board validates from data with at least one legal solution path available." : "Validator warning."}</p> | |
| <p class="validator-sequence">${renderSolutionSequence()}</p> |
🤖 Prompt for AI Agents
Verify each finding against the current code and only fix it if needed.
In `@loom-rescue/src/app.js` around lines 647 - 650, The UI currently uses
appState.validation.ok to display "This board validates from data with one legal
solution path available.", which incorrectly claims uniqueness; change the
conditional text in the info card (the code controlling appState.validation.ok
and the validator-copy paragraph that uses renderSolutionSequence()) to a
neutral phrasing such as "Board passes validation; a solution path was found."
or "Board validated; at least one legal solution path found." so it no longer
asserts there is exactly one legal path.
Summary
loom-rescue/web prototype for the first playable vertical sliceValidation
npm testSummary by CodeRabbit