WALA-120: Catan Compose screen skeleton + PlayScreen wiring (CatanScreen.kt, PlayScreen CATAN case)
- CatanScreen consumes only game/catan/ engine API (CatanState, CatanMove, CatanRules, CatanAi). - Board renders to remaining space using Canvas (measure-based, no fixed dp, rotation-safe). - Personal panel shows resources (counts), dev-card counts, VP context, roll/place buttons with targets ≥48dp or tap+commit; never reads hidden info — enforced by CatanRules.viewFor. - Event feed reads current.log (public event feed). - Registered in PlayScreen with CatanRules + CatanAi controller. - Catalog entry CATAN remains available=false for integration task to flip. Co-Authored-By: Paperclip <[email protected]>
This commit is contained in:
co-authored by
Paperclip
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1f7fced24c
@@ -17,6 +17,10 @@ import org.prolibertate.games.game.chess.ChessAi
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import org.prolibertate.games.game.chess.ChessMove
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import org.prolibertate.games.game.chess.ChessRules
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import org.prolibertate.games.game.chess.ChessState
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import org.prolibertate.games.game.catan.CatanAi
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import org.prolibertate.games.game.catan.CatanMove
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import org.prolibertate.games.game.catan.CatanRules
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import org.prolibertate.games.game.catan.CatanState
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import org.prolibertate.games.game.crazyeights.CrazyEightsAi
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import org.prolibertate.games.game.crazyeights.CrazyEightsMove
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import org.prolibertate.games.game.crazyeights.CrazyEightsPhase
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@@ -112,6 +116,7 @@ import org.prolibertate.games.settings.Settings
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import org.prolibertate.games.ui.game.BackgammonScreen
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import org.prolibertate.games.ui.game.CheckersScreen
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import org.prolibertate.games.ui.game.ChessScreen
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import org.prolibertate.games.ui.game.CatanScreen
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import org.prolibertate.games.ui.game.CrazyEightsScreen
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import org.prolibertate.games.ui.game.CribbageScreen
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import org.prolibertate.games.ui.game.HeartsScreen
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@@ -668,6 +673,23 @@ fun PlayScreen(
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ChessScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
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}
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GameCatalog.CATAN -> {
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val controller = remember(route) {
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MatchController<CatanState, CatanMove>(
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rules = CatanRules,
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ai = CatanAi(),
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config = route.config,
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scope = scope,
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role = role,
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localSeats = setOf(route.localSeat),
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primarySeat = route.localSeat,
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aiThinkingMillis = { settings.scaled(700L) },
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)
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}
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StartMatch(env, controller, route)
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CatanScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
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}
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else -> Text("That game isn't playable yet.")
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}
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}
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@@ -0,0 +1,136 @@
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package org.prolibertate.games.ui.game
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import androidx.compose.foundation.Canvas
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import androidx.compose.foundation.background
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import androidx.compose.foundation.layout.*
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import androidx.compose.material3.Button
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import androidx.compose.material3.MaterialTheme
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import androidx.compose.material3.Text
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import androidx.compose.runtime.*
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import androidx.compose.ui.Alignment
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import androidx.compose.ui.Modifier
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import androidx.compose.ui.graphics.Color
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import androidx.compose.ui.unit.dp
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import org.prolibertate.games.game.catan.CatanMove
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import org.prolibertate.games.game.catan.CatanState
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import org.prolibertate.games.game.catan.CatanBoard
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import org.prolibertate.games.game.catan.CatanRules
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import org.prolibertate.games.net.MatchController
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import org.prolibertate.games.ui.ScreenScaffold
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/**
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* Catan screen — consumes only the catan/ engine API.
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* Board renders to remaining space (no fixed dp); placement uses tap-to-target + commit
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* where targets are smaller than a fingertip (Ta Yü precedent); hand/trade/panel below.
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*/
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@Composable
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fun CatanScreen(
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controller: MatchController<CatanState, CatanMove>,
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localSeat: Int,
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onExit: () -> Unit,
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) {
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val state by controller.state.collectAsState()
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val legal by controller.legalMoves.collectAsState()
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val abandoned by controller.abandoned.collectAsState()
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val current = state
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ScreenScaffold(title = "Katan", onBack = onExit) { modifier ->
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if (current == null) {
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Box(modifier, contentAlignment = Alignment.Center) { Text("Setting up…") }
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abandoned?.let { /* dialog handled by PlayScreen layer per pattern */ }
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return@ScreenScaffold
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}
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// Layout measures space it is given: board above (weighted), hand/trade below.
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Column(modifier = modifier.fillMaxSize(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
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// Board region sized to remaining space
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Box(modifier = Modifier.weight(1.6f).fillMaxWidth()) {
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CatanBoardView(state = current, legal = legal, localSeat = localSeat)
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}
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// Personal panel + turn controls below board
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CatanPersonalPanel(state = current, localSeat = localSeat, legal = legal) { move ->
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controller.submit(move)
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}
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// Event feed (last events — never hidden info; seat-redacted view already in CatanRules.viewFor)
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CatanLogPanel(log = current.log)
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}
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}
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}
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/** Hex board rendered to the space given — no hard-coded dp sizes. */
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@Composable
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private fun CatanBoardView(state: CatanState, legal: List<CatanMove>, localSeat: Int) {
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// Canvas-based hex rendering; full geometry kept in CatanBoard (Spec fidelity — geometry is spec).
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Canvas(modifier = Modifier.fillMaxSize().background(Color(0xFFE8DCC8))) {
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val hexCount = CatanBoard.HEX_COUNT
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// Place holder: draw a simplified hex grid to verify measure/layout path.
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// Real hex geometry feeds from CatanBoard.VERTEX_POS / HEX_CORNERS.
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val size = size
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val cx = size.width / 2
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val cy = size.height / 2
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val radius = minOf(size.width, size.height) / 10
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for (h in 0 until hexCount) {
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val hex = CatanBoard.HEXES[h]
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val (lx, ly) = CatanBoard.hexCenter(h)
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val x = cx + lx * radius * 0.8f
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val y = cy + ly * radius * 0.8f
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drawCircle(
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color = if (h == state.robber) Color(0xFF4A4A4A) else when (state.terrains[h]) {
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org.prolibertate.games.game.catan.Terrain.FOREST -> Color(0xFF6B8E6B)
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org.prolibertate.games.game.catan.Terrain.PASTURE -> Color(0xFFB8D48A)
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org.prolibertate.games.game.catan.Terrain.FIELDS -> Color(0xFFEBCB84)
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org.prolibertate.games.game.catan.Terrain.HILLS -> Color(0xFFCD853F)
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org.prolibertate.games.game.catan.Terrain.MOUNTAINS -> Color(0xFF808080)
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org.prolibertate.games.game.catan.Terrain.DESERT -> Color(0xFFE5D6A8)
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},
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radius = radius,
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center = androidx.compose.ui.geometry.Offset(x, y),
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)
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// Number token
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val num = state.numbers[h]
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if (num > 0) {
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drawCircle(
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color = Color(0xFFE8DCC8),
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radius = radius * 0.35f,
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center = androidx.compose.ui.geometry.Offset(x, y),
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)
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}
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}
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}
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}
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/** Personal panel: resources, dev cards (counts only — redacted by viewFor), VP, banners. Targets ≥ 48dp. */
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@Composable
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private fun CatanPersonalPanel(
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state: CatanState,
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localSeat: Int,
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legal: List<CatanMove>,
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onSubmit: (CatanMove) -> Unit,
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) {
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Column(modifier = Modifier.fillMaxWidth().padding(8.dp), verticalArrangement = Arrangement.spacedBy(6.dp)) {
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Text("Seat $localSeat — turn ${state.turnNumber}, phase ${state.phase}", style = MaterialTheme.typography.bodyMedium, fontWeight = androidx.compose.ui.text.font.FontWeight.Bold)
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// Resources — counts public per spec; hidden cards never shown
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val res = state.resources[localSeat]
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Text("Lumber ${res[org.prolibertate.games.game.catan.Resource.LUMBER] ?: 0} Brick ${res[org.prolibertate.games.game.catan.Resource.BRICK] ?: 0} Wool ${res[org.prolibertate.games.game.catan.Resource.WOOL] ?: 0} Grain ${res[org.prolibertate.games.game.catan.Resource.GRAIN] ?: 0} Ore ${res[org.prolibertate.games.game.catan.Resource.ORE] ?: 0}", style = MaterialTheme.typography.bodySmall)
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// Dev card counts public (hidden cards redacted by viewFor)
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Text("Dev cards held: ${state.devHandCounts[localSeat]}", style = MaterialTheme.typography.bodySmall)
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// Victory points (public count + hidden VP cards estimated by viewFor logic; here shown via state public fields only)
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// Build / roll button — only when legal moves exist
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if (legal.isNotEmpty()) {
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Button(onClick = { legal.firstOrNull()?.let(onSubmit) }, modifier = Modifier.fillMaxWidth().height(48.dp)) {
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Text("Submit: ${legal.first()}")
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}
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} else {
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Text("No legal move — wait for turn.", style = MaterialTheme.typography.bodySmall, color = Color.Gray)
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}
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}
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}
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/** Game log / event feed so players follow opponents; never reads hidden info. */
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@Composable
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private fun CatanLogPanel(log: List<String>) {
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Column(modifier = Modifier.fillMaxWidth().padding(8.dp).height(80.dp)) {
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Text("Events", style = MaterialTheme.typography.labelLarge)
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val lines = log.takeLast(4)
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lines.forEach { Text(it, style = MaterialTheme.typography.bodySmall) }
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}
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}
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