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Distinct prestige rank emblems, level-up rewards in the reveal, and XP bar polish - #5786

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levels-polish
Oct 12, 2026
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iiamlewis merged 19 commits into
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levels-polish

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@iiamlewis iiamlewis commented Oct 4, 2026 •

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Resolves #5785

Stacked on #5775, the top of the levels stack (#5726 → #5734 → #5774 → #5775). The base is that PR's branch, so this diff shows only this change. It changes code first added in #5726, but is kept separate so that PR's review isn't disturbed. Part of #5760.

Description:

Five pieces of polish for the end-of-game XP reveal and the level badges, all approved from mockups and prototype clips.

1. A colour and outline for every prestige rank

Today ranks come in groups of three that look nearly identical, e.g. P4 → P5 only adds a gem. Now every rank has its own colour and silhouette:

Rank Colour Outline
P1 bronze plain
P2 silver four points
P3 jade laurel
P4 sapphire eight-point star
P5 amethyst wings, double rim, star and glow
P6 crimson tiara
P7 ember compass rays
P8 gold sun
P9 diamond crystal
P10 prismatic rays, big wings, star and glow
  • Telling ranks apart: neighbouring ranks differ in outline as well as colour, so colour-blind players can still tell them apart.
  • Milestones: P5 and P10 are the only winged, glowing ranks, marking the middle and final milestones.
  • The frame inside the emblem: once a player has prestiged, the inner level frame keeps its level-band shape but takes the rank's colour, so each badge reads as one colour. The number stays white, and P0 is unchanged.
  • Legend: gets a stronger crown, with a gold sunburst halo, gems on the points and a glow.
  • P tab and spacing: the P tab is tinted to the rank, and winged ranks get a 12% side margin so the wings never touch a name.
  • In code:
    • Progression.ts replaces PrestigeTier / prestigeTier() with a per-rank table and prestigeStyle(p), plus prestigeAccent(p).
    • levelBadgeAccent() and the prestige ceremony's colours use the rank colour.
    • data-prestige-tier now holds the rank id.
  • Share cards: the share card's emblem art has the matching change in openfrontio/infra#901.

2. The XP bar's leading edge glows while it fills

While the bar fills, its front edge glows and a sheen runs along the fill. It uses ::after / ::before, moved by transform only. It shows only while barAnimate is on, and it's off under reduced motion.

3. A game's level rewards, shown and claimed in the reveal

When the confirmed result (never the provisional one) levels you up, a row shows what those levels paid. It reads rewards / flares from GET /users/@me/xp/:gameId (openfrontio/infra#907, #911):

  • One level: "Level 47 reward +100 Caps".
  • Several levels: "Levels 45–47 +300 Caps (3 × 100)".
  • A milestone: "Level 50 rewards +100 Caps +25 Plutonium".
  • A cosmetic unlocked: "Unlocked · Firebird Trail · Boat trail · in your Locker" wipes into the milestone card. On phones it wraps under it.

How the row behaves:

  • Arrival: it rises in after the level-up lands, and its amounts count up.
  • Claim: it claims only this game's reward ids. It shows "Claiming", then "✓ Claimed" with the balance counting up.
    • On failure: an inline error, and a retry claims only what didn't go through.
    • If the rewards were already claimed, it opens in the claimed state.
  • Account refresh: after a game that unlocked a cosmetic, /users/@me is refreshed so the Locker shows it.
  • Reduced motion: the final state, without animation.
  • Code: GameRewards.ts (sums, claiming, unlock lookup) and GameXpRewardSchema / GameXpFlareSchema. The new fields are optional, so an older API still parses.

4. The nav's XP bar catches up after a game

When a refreshed /users/@me shows more XP, the account menu's bar fills to the end, the badge pops as the new level lands, the bar resets, then it grows to the new progress.

  • When it animates: only when XP went up, the menu is on screen, the page is visible and reduced motion is off. First load, a prestige and anything else snap straight to the new value.
  • Overlap fix: the badge and avatar now sit in their own row, with the bar only under them. The avatar is 28px while there's a bar, and the email badge moved to the icon's top corner. The 32px avatar used to reach 3px down into the bar. That overlap was already on Show player levels and the XP each game earns #5726.

5. Reduced motion on the "calculating" spinner

The reveal's spinner now has motion-reduce:animate-none.

New en.json keys

All under progression:

  • rewards_balance
  • rewards_balance_caps
  • rewards_claimed
  • rewards_claiming
  • rewards_each
  • rewards_level_many
  • rewards_level_one
  • rewards_levels
  • unlock_in_locker
  • unlocked
  • unlocked_cosmetic

Screenshots

From this branch at 2x, using the real components. The player and rewards are sample data (Wonder / wonder01). The 24px and 28px rows are mock rows holding the real <level-badge>, because the lobby and leaderboard rows with badges aren't on this stack.

Every rank at 24 / 28 / 64 px:

Prestige emblems P0 to P10 and Legend at three sizes

In list rows and the compact profile card, then the full profile card:

Emblems in list rows and compact profile cards Emblems on full profile cards

The bar's leading edge while it fills:

clip-bar-edge.mp4

Rewards: one level, several levels, a milestone with an unlock, and claimed:

Level 47 reward row Levels 45 to 47 reward row Level 50 milestone with an unlocked cosmetic and rewards Rewards claimed with the new balance

The full reveal to level 50, the unlock, the rewards row and a Claim:

clip-rewards-claim.mp4

Phone, milestone:

Milestone rewards on a phone

Nav menu at rest, then catching up after a game:

Nav account menu with the XP bar under the badge and avatar
clip-nav-catchup-v2.mp4

Testing

New:

  • GameXpRewards.test.ts (18 tests):
    • result only;
    • one, several and milestone;
    • the unlock;
    • Claim calls only this game's ids;
    • claimed, failure and retry, and already claimed;
    • mid-reveal clicks;
    • reduced motion.
  • NavAccountCatchUp.test.ts: when it animates or snaps, the fill → pop → reset → grow sequence, the fallback, and the layout (bar inside the badge-and-avatar row; the avatar node is kept).

Updated:

  • LevelBadge.test.ts: per-rank outlines and colours, frame tint only once prestiged, tab tint, winged margin, Legend crown.
  • GameXpPanelReveal.test.ts: the bar edge class and the spinner.
  • ProgressionSchemas.test.ts.
  • WinModalXp.test.ts.

Results: npx tsc --noEmit and npm run lint are clean. The translation tests and all of tests/client (277 files, 3,574 tests) pass.

Performance: draw each badge look once (2026-10-05, f09b2aac9)

Benchmarks showed the per-rank emblems made long badge lists slow to draw the first time. Each look (rank, level band, digit count, size class) is now built once as a cached template and cloned per badge. The P10 gradient is one shared definition, not one per badge. <level-badge>'s API is unchanged.

  • Pixel-identical: the markup is identical for all 4,224 size × rank × level × Legend combinations, and screenshots of the lineup, the lobby and the profile cards have 0 differing pixels.
  • Timings (Chromium production build, 150 badged players, median of 5; measured on a loaded machine, so compare columns, not absolute values):
main before after
Lobby FFA render 2.8 ms 21.5 ms 11.9 ms
Lobby team render 4.4 ms 38.2 ms 23.8 ms
Lobby team, until the next frame 20.7 ms 130 ms 107 ms
Clan members 45.7 ms 76.6 ms 46.7 ms
  • Ruled out: a <use> sprite measured slower, because each <use> builds its own hidden copy.
  • What's left: most of the remaining first-paint cost is the browser laying out the SVG. A follow-up on Show level badges in the lobby list and in-game player panel #5763 fills badges in after the rows to remove that first-paint hitch.
  • Tests: LevelBadge.test.ts +6:
    • one shared gradient and no definitions per badge;
    • the gradient restored after the body is replaced, and inside shadow roots;
    • shared drawings with their own numbers;
    • redraws when level, rank or size changes.

Please complete the following:

  • I have added screenshots for all UI updates
  • I process any text displayed to the user through translateText() and I've added it to the en.json file
  • I have added relevant tests to the test directory

Please put your Discord username so you can be contacted if a bug or regression is found:

Iamlewis

🤖 Generated with Claude Code

iiamlewis and others added 6 commits October 4, 2026 19:17
Replaces the four shared prestige tiers (ring, double ring, sunburst,
radiant) and their rank gems with one style per rank, Heraldry: bronze
plain medal, silver four points, jade laurel, sapphire eight-point star,
amethyst wings, crimson tiara, ember compass rays, gold sun, diamond
crystal, prismatic rays and big wings. P5 and P10 are milestone ranks
with a star on top and a glow. Once prestiged, the inner level frame keeps
its band's shape but takes the rank's colours, and the P tab is tinted to
match; P0 is unchanged. Legend gets a gold sunburst halo, gems on the
crown's points and a stronger glow.

Winged ranks get side margin so the wings never touch the name beside
them. The prestige ceremony and the profile card's glow use the rank's own
colour.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
During the end-of-game reveal, while the bar is climbing its fill gets a
white-hot glow at its right edge and a sheen running along it, both
pseudo-elements on the fill (the sheen moves by transform). Only while
filling, and off under reduced motion. The "calculating" spinner also
stops spinning under reduced motion.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GET /users/@me/xp/:gameId now also says what the levels a game crossed
paid (`rewards`, each with its claim id and whether it is claimed) and
which cosmetics it unlocked (`flares`). Both are optional, and a malformed
list reads as absent rather than failing the result.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After the game's last level-up (and the milestone card, when there is
one), a rewards row rises in the way the source cards do, its amounts
counting up: "Level 47 reward +100 Caps", "Levels 45-47 +300 Caps
(3 x 100)", "Level 50 rewards +100 Caps +25 Plutonium". Its Claim button
claims only this game's rewards, shows a spinner while it works, then
"Claimed" with the new balance counting up from the old one, refreshes
/users/@me and emits rewards-changed like the rewards panel. A failed
claim shows an error and gives the button back; a retry claims only what
didn't go through. Rewards already claimed show as claimed. The button
works mid-reveal without skipping it.

A cosmetic the game unlocked wipes into the milestone (or Legend) card as
an "Unlocked" half with its preview, wrapping under the milestone on a
phone, or gets a card of its own. The win modal refreshes /users/@me after
such a game so the Locker shows it.

Server results only, never in the past-game summary; reduced motion shows
the final state.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The account trigger keeps the progress it last showed. When a refreshed
/users/@me raises it while the trigger is on screen, the page is visible
and motion is allowed, the bar animates there: within a level it grows to
the new width; across one it fills to the end, the level ticks over with a
pop of the badge, it empties without a transition and grows to the new
width. Otherwise, and on first load, it snaps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On the desktop trigger the XP bar ran along the pill's bottom edge, under
the badge, the avatar and the chevron, and the 32px avatar reached 3px
down into it. The badge and avatar now sit in a row of their own with the
bar in its bottom padding, spanning just the two, and the avatar is 28px
while there is a bar, leaving a 3px gap above it. The row is always
rendered (only its classes change), so the avatar and icons that
NavAccountButton drives are never re-created. The email badge moves to the
person icon's top corner, as on mobile. The mobile trigger already kept
the bar under the avatar and is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Brings in #5734, #5774 (reward track) and #5775 (with the Legend
ceremony's share row). Conflicts resolved as in the preview merge:
- PrestigeFlow: levels-polish's prestigeAccent(rank) colours, share row
  and publicId kept; the honeycomb and reduced-motion helper come from
  the shared Ceremony module (renderStyles); the titles stay white.
- GameXpPanel: both sides' imports (RewardsPanel, PlutoniumIcon,
  xpBonusText); the claim reset and catalog load stay in willUpdate
  without the removed compact mode; one updated() announces both the
  settled reveal and the Legend moment (the second copy of
  announceSettled the merge produced is dropped).
- WinModal, PlayerProfileModal: both sides kept (wantsProgressionTab and
  openCount).

GameXpRewards.test.ts no longer sets the compact mode #5726 removed: the
past-game check is made on <past-game-xp-card>, which replaced it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A full lobby draws 150 badges, and every one built its emblem from
scratch: dozens of nested Lit templates (laurel leaves, spikes, rays,
wings), the point lists recomputed, and a gradient of its own for the
prismatic rank. First paint of the roster went from ~4 ms to ~22 ms (FFA)
and ~7 ms to ~43 ms (team) against main.

Now the emblem's markup is built once per look (rank, level band, digit
count, nav/full size) and handed to Lit as one cached template, so every
later badge with that look is a single clone with its number and rank
tab filled in as ordinary escaped values. The prismatic gradient is
defined once per document (or shadow root) in a zero-size, never-hidden
<svg>, instead of once per P10 badge.

The drawing is unchanged: the rendered DOM matches the old one for every
size/rank/band/Legend combination, and screenshots of the lineup at
16-200 px (1x and 2x), the lobby roster and the profile card are
pixel-identical. Lobby first paint in Chromium: FFA render 21.5 -> 11.9
ms, team 38.2 -> 23.8 ms; most of what remains is the browser's own
style and layout of the SVG. A shared <symbol> sprite with <use> was
measured too and was slower to lay out than inline markup.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…els-polish

No textual conflicts. The XP section, the Legend ceremony and the
prestige flow are now fetched on demand; this branch's rewards row and
Claim, the XP bar's leading edge and the per-rank colours all live in
those modules and come along with them. WinModal keeps both the lazy
GameXpPanel import and invalidateUserMe after a game that unlocked
cosmetics, and the memoised LevelBadge is unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Brings #5775's merge of main's package split (#5805) into this branch.
Keeps both sides' imports in GameXpPanel, NavAccountMenu, WinModal and the
LevelBadge test on the new @openfront/* paths.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@openfrontio
openfrontio Bot had a problem deploying to staging October 9, 2026 13:38 Failure
iiamlewis and others added 2 commits October 9, 2026 14:50
Conflicts in XpBar.ts and LevelBadge.test.ts, resolved keeping both sides.
With clampPrestige no longer capping the rank, this branch's per-rank
styles need two follow-ups: prestigeStyle caps its index at MAX_PRESTIGE
(a rank past it draws as the last rank, not undefined), and the badge's
numeral tab shows the player's own rank rather than the style's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
# Conflicts:
#	src/client/components/XpBar.ts
Celant pushed a commit that referenced this pull request Oct 9, 2026
Resolves #5733

Stacked on #5726 (levels and the end-of-game XP reveal). The base is
that PR's branch, so this diff shows only this change. GitHub moves the
base to `main` once #5726 merges.

## Description:

Profile cards for every player, and the prestige flow for players at
level 100: a confirmation screen you hold to confirm, then a full-screen
ceremony. As with #5726, nothing shows unless the API returns progress.
The prestige endpoint (`POST /users/@me/prestige`) is being built in the
infra repo.

### Profile cards

- **Full card:** heads the Stats tab of your account and of public
player profiles. It shows the badge, clan tag, name, prestige and level,
a segmented XP bar and lifetime XP. Games and wins stay in the stats
below it, not repeated on the card.
- **Compact card:** a single row at the top of the Account tab, above
the existing account settings and creator code.
- **Prestige button:** at level 100 your own card shows a pulsing
Prestige button. It never shows on someone else's profile.
- **Public XP bar:** the public card draws the XP bar from two new
optional fields on the public progress response (`xpInLevel`,
`xpForNext`). Without them it shows the level and leaves the bar out.

### Prestige confirmation

- **Layout:** full screen on the menu's world map, with the honeycomb
shimmering, rather than a dialog over the page:
  - "ENTER PRESTIGE N" over the new rank's emblem;
- the prestige track (P1 to P10, then Legend): ranks you've earned are
lit, the one you're entering is raised, the rest are dimmed;
- unlock tiles: the new emblem, the Caps bonus, and an exclusive
cosmetic at ranks 1, 5 and 10;
- one line on what's kept ("You go back to level 1. You keep your
lifetime stats, XP and cosmetics.") and "This can't be undone".
- **Hold to prestige:** the button fills over 1.5 seconds while held,
and the label changes to "Keep holding…". Letting go early empties it
and sends nothing; a click does nothing. Space and Enter work the same
way, and a long press on mobile doesn't open the context menu.
- **Idempotent:** each opening of the confirmation gets its own
`Idempotency-Key`. A retry after a failure reuses it, and a second hold
while the first is in flight sends nothing.
- **Errors:** a failed request leaves the player where they were, with
"Couldn't prestige. Nothing has changed, so try again."

### Ceremony

- The confirmation cuts straight into it on the same background. The
cyan honeycomb, traced onto the background image's own hex lines, pulses
in toward the level-100 badge as it charges and shakes.
- The badge shatters with a flash and shockwave, and the honeycomb
bursts outward.
- The new emblem forms out of the flash, "PRESTIGE N" slams in, then
Continue.
- Clicking anywhere skips to the end. Reduced motion goes straight
there.
- The account page updates behind it: the new rank, any rewards granted,
and the cached `/users/@me` dropped.

### Media

**Prestige, start to finish (1920×1080).** Account tab at P3 level 100 →
Prestige → hold to confirm → ceremony → back on the Account tab at P4
level 1.


https://github.com/user-attachments/assets/df99b662-bca6-46fd-a1fc-b1e9e572f10a

**Account tab: the compact card.**

<img width="960" alt="Account tab with the compact profile card"
src="https://github.com/user-attachments/assets/5534f8fe-bef6-4c7c-a494-36a3810ab417"
/>

**Stats tab: the full card above the stats.**

<img width="960" alt="Stats tab with the full profile card"
src="https://github.com/user-attachments/assets/4a1a5a03-52f3-474d-a0ec-da5f63013e76"
/>

**A public profile.**

<img width="960" alt="Public profile with the full profile card"
src="https://github.com/user-attachments/assets/770abeda-421e-40c2-b2b6-09833afae2fe"
/>

**The confirmation on mobile (P4 → P5, with the cosmetic tile).**

<img width="300" alt="Prestige confirmation on mobile"
src="https://github.com/user-attachments/assets/93a52423-a1b2-4059-a9ba-77874c48b5e9"
/>

The progress values and the prestige response are sample data fed to the
page; the API is not deployed yet.

### Testing

- **New tests** cover:
- the profile card in both variants: no card without progress, the XP
bar and its absence, and the Prestige button only on your own card at
level 100;
- the confirmation: title, unlock tiles (and the cosmetic only at ranks
1, 5 and 10), the track's earned, next and locked ranks, and no lifetime
XP figure;
- holding: a click and a short press do nothing and empty the bar, a
full hold prestiges, the keyboard works, and two holds send one request;
  - failure and retry with the same idempotency key;
  - the ceremony's beats, skipping, and Continue;
  - the account and profile modals with the cards.
- **Full suite:** 7,089 passed.
- The only failures are the `UpdateRegister` tests, which shell out to
`update.sh` and fail the same way on Windows without this change.
- **Checks:** `tsc`, oxlint, eslint and prettier are clean.

### Added (2026-10-04): real prestige rewards, a smoother prestige,
profile card pulses and the Legend ceremony

All of these were approved from mockups and prototype clips. This also
merges #5726's latest work: the past-game XP card and the narrow-bar
fix.

- **The confirm screen shows the real rewards:**
- The Caps tile reads `prestige.caps` from `GET
/public/progression/config` (2,500).
- An exclusive-cosmetic tile ("Solar Corona · Nuke explosion effect · P5
only") appears only when the config's `flares[]` has a prestige reward
for the next rank. This replaces the hard-coded `COSMETIC_RANKS`.
  - Without a config, the tiles fall back as before.
- `ProgressionConfigSchema` gains `levels[].caps/plutonium`,
`levelRewards`, `prestige.caps` and `flares[]`. All are tolerant, so an
older API still parses.
- **You hold your own badge, then the new rank appears:**
- The confirm screen's emblem is the player's current badge, e.g. P4 at
level 100.
- While held, it grows, brightens and glows, through a registered
`--hold` property, and trembles past 75%.
- When the hold completes, the confirm UI slides away, and the same
badge glides to the centre still charging. The tremble becomes the
ceremony's shake, and the honeycomb carries on without restarting.
- At the flash, the old badge shatters and the new rank's emblem is
revealed. The flash lands at hold completion + 2.2 s, or when the server
answers, whichever is later.
- On failure the move reverses and the error shows. Under reduced motion
it crossfades.
- **Prestige titles are white for every rank** ("ENTER PRESTIGE 5", and
the "PRESTIGE 5" slam). The rank colour stays on the glow, shockwave and
shards.
- **Profile card opening** (full card only, once per open):
  - The badge settles, the bar fills, and a sheen crosses the card.
- Two rings of blue light run through the card's own hex pattern,
clipped to the card. Only a mask animates, and the layer is removed
afterwards.
- It's off under reduced motion, on a hidden page and inside an iframe.
- **A Legend's profile card:**
  - a thin gold edge and a gold pattern;
  - a gentle gold ring every 3.6 s, about 30 s in total, then removed;
  - the Legend line shimmers once.
- **Full-screen Legend ceremony** (`LegendCeremony.ts`), played when the
confirmed end-of-game result (never the provisional one) makes a player
a Legend:
  - **The sequence:**
    - dim;
- the P10 emblem charges, with gold rays and the honeycomb pulsing gold;
    - it implodes;
- the crown drops: flash, shockwaves, a gold wave across the honeycomb;
    - "LEGEND" slams in;
    - "The top of the track · {xp} lifetime XP · {date}";
    - Continue.
- **Controls:** any click or key skips to the end, and Continue returns
to the end-of-game popup.
- **Once per account and reduced motion:** it plays once per account (a
`localStorage` flag). Reduced motion shows the final state.
- **Shared code:** the honeycomb, backdrop, flash, shockwave and slam
now live in `Ceremony.ts`, shared by both ceremonies.
- **The Legend share row** comes with the merge into #5775, where
`<profile-share>` lives.
- **The Prestige button's glow** is now an opacity animation on a glow
layer, replacing an endless `box-shadow` repaint.

**New `en.json` keys:**
- `legend_ceremony.continue`
- `legend_ceremony.label`
- `legend_ceremony.lifetime_xp`
- `legend_ceremony.top_of_track`
- `prestige.caps`
- `prestige.exclusive`
- `prestige.exclusive_untyped`

`prestige.gain_cosmetic` is removed.

**Screenshots and clips** (sample data, Wonder / wonder01). The confirm
screen and the hold clip were captured from this branch merged with
#5786, which carries the new per-rank emblems. On this branch alone, the
badges use the older art.

<img width="1000" alt="Prestige confirm going to P5 with the Caps and
exclusive tiles"
src="https://github.com/user-attachments/assets/84de953a-52a5-488d-b769-92cb1a69cec2"
/>

The hold, handoff, shatter and P5 reveal:


https://github.com/user-attachments/assets/fead94dd-708a-4337-9f96-cfa498eb10aa

The profile card opening with the blue pulse:


https://github.com/user-attachments/assets/143e9895-bb5b-4e48-b310-b6814ecf7b7b

A Legend's profile card, then its gold pulse:

<img width="700" alt="Legend profile card, desktop"
src="https://github.com/user-attachments/assets/2eedd285-eabc-47ef-8e34-4fab35058dff"
/> <img width="300" alt="Legend profile card, phone"
src="https://github.com/user-attachments/assets/bb3ea005-cde7-4426-ba0b-8189312d34e6"
/>


https://github.com/user-attachments/assets/4a99b4a0-dd69-463d-8726-09205b9cca7d

The Legend ceremony, from the end-of-game reveal reaching level 100:


https://github.com/user-attachments/assets/9fb5fed1-2835-4735-8866-bf10a8084676

**Testing for these additions:**
- `PrestigeFlow.test.ts`:
  - tiles with and without a prestige flare, and Caps from the config;
  - which badge is held and which is revealed;
- the handoff stages, a slow answer, failure reversal and reduced
motion;
  - white titles.
- `ProfileCard.test.ts`: the pulse only on the full card, not under
reduced motion or on a hidden page, removed after it plays, once per
open, gold for a Legend.
- `LegendCeremony.test.ts`: the beats, skipping, Escape, Continue,
reduced motion and the seen flag.
- `WinModalXp.test.ts`: the ceremony only on a confirmed Legend result,
once per account.
- `FlareCosmetic.test.ts` and `ProgressionSchemas.test.ts`.

**Results:** `tsc` and lint are clean, and `tests/client` passes (270
files, 3,508 tests).

### Performance: load the levels screens on demand (2026-10-05)

Benchmarks against main showed the levels UI added 9.4% (67 KB gzipped)
to the startup download. Screens most sessions never open now load when
they're needed:

- **Prestige flow** (and the shared `Ceremony` code): downloads as soon
as the Prestige button appears. If the download fails, pressing it shows
an alert (`prestige.load_failed`) and the next press retries.
- **Legend ceremony:** downloads at game end, only for players on their
last prestige run. If it isn't ready by the level-100 moment, the
in-card Legend pop plays, and the account isn't marked as having seen
it.
- **End-of-game XP section:** downloads when the game starts, so the
reveal never waits.
- **Past-game XP card:** downloads with its XP record.
- **Reward track** (#5774): downloads when the Progression tab first
opens, in parallel with that tab's data. If it fails, the tab shows
without the track.

Two build fixes go with this:
- `FlareCosmetic.ts` now imports `Cosmetics` / `CosmeticPresentation` /
`CosmeticPreview` statically. They were in the startup bundle anyway,
and this removes three `INEFFECTIVE_DYNAMIC_IMPORT` warnings.
- `vite.config.ts` keeps everything on the startup import chain in the
entry chunk, so the bundler no longer splits extra startup files. On
main it builds byte-identical chunks.

**Results:**

| Startup JS + CSS | main | before | after |
|---|---|---|---|
| gzip | 709 KB | 775 KB (+9.4%) | 741 KB (+4.6%) |
| Startup files | 4 | 5 | 4 |
| Play ready at 20 Mbps / 40 ms | 1,122 ms | 1,137 ms | 1,130 ms |

Unthrottled page load is within noise. The prestige, Legend, level-up,
Claim and reward-track scenarios pass on the lazy production build.

**Tests:**
- `WinModalXp`: the ceremony fallback, and downloading only for possible
Legends.
- `AccountModalPrestige`: the load on press, and the failure alert.
- `RewardTrack`: no track when it fails to load, and the parallel
download.
- `tsc`, lint and `tests/client` pass.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Iamlewis

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Brings in origin/main (#5734 and #5763 squashed) and the profile modal's
explicit-tab fix.

LevelBadge.ts: kept this branch's badge (prestige styles, shared defs,
winged margin) and added main's staggered drawing from #5763; the waiting
placeholder also reserves the wings' margin so nothing moves when drawn.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Base automatically changed from profile-page to profile-progression October 12, 2026 12:05
@iiamlewis
iiamlewis merged commit 51c5cbc into profile-progression Oct 12, 2026
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@iiamlewis
iiamlewis deleted the levels-polish branch October 12, 2026 12:05
@github-project-automation github-project-automation Bot moved this from Triage to Complete in OpenFront Release Management Oct 12, 2026
@iiamlewis

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Folded into #5774 (GitHub shows this one as merged because its commits are now in #5774's branch). Kept: the glowing XP bar edge, the level rewards row with Claim and the Unlocked card, the nav XP bar catch-up and the spinner reduced-motion fix. Dropped: the per-rank prestige emblems and the cached-template speed-up that came with them. The designer has replaced that emblem design with a unit-icon one, which will come as its own PR, so #5774's badges are main's current ones (LevelBadge.ts is identical to main). Review continues on #5774.

🤖 Generated with Claude Code

evanpelle pushed a commit that referenced this pull request Oct 12, 2026
…ing, and end-of-game rewards (#5774)

Resolves #5772
Resolves #5773
Part of #5785 and #5760.

This PR now combines three that were stacked on each other, so they can
be reviewed and merged as one: the Progression tab and reward track (was
this PR), profile links and sharing (was #5775), and the end-of-game
rewards and XP polish (was #5786, minus its prestige emblems; see
below). Every part has been reviewed in its own PR already; the history
is kept, with each part's commits as they were.

## What was dropped while combining

- **The per-rank prestige emblems** from #5786 (a colour and outline for
every rank, P1 bronze to P10 prismatic, winged P5/P10). The designer has
replaced that direction with a new unit-icon design, which will come as
its own PR. Badges here are main's current ones: `LevelBadge.ts` and its
tests are identical to `main`. The cached-template speed-up that only
existed to offset those emblems' drawing cost went with them.
- **Kept for the rollout:** the reward track still hides itself when the
config has no per-level amounts, and the owner still sees the visitor
view when level rewards don't say their level. This client can reach
players before the API that sends those fields is deployed (2419c2b
restores both after an earlier cleanup removed them).
- **Duplicates:** one shared `claimRewards()` (`RewardClaims.ts`) now
does the claiming for both the reward track's Claim all and the
end-of-game rewards row; one reward-amount parser; one set of section
styles.
- **Stale bits:** a comment saying search visibility wasn't supported
yet (it is, in #5771), and a reward-track test fixture still using the
old Plutonium cadence (now every 25 levels).

---

# Part 1: Progression tab and reward track


A **Progression** tab on the player profile: prestige history, and the
date each milestone level was first reached in every prestige run.

#### The data

`GET /public/player/:publicId/progress` gains two optional fields on the
backend:
- `prestigeHistory: [{ rank, at }]`, ordered by rank;
- `milestones: [{ prestige, level, at }]`, for levels 10/25/50/75/100,
the first time reached per prestige run.

Both are added to `PublicProgressSchema` as
`.optional().catch(undefined)`, so older responses still parse and a
malformed list reads as absent rather than failing the whole profile.

#### The tab (`<profile-progression>`, `PlayerProfileModal.ts`)

- **Where:** after Clans, **only when the player has progress**.
- If it's asked for before progress arrives (a link or the last tab
used), the profile stays on Stats and switches once progress loads.
  - With no progress it stays on Stats.
- **Prestige history:**
- one tile per rank from 1 to the current prestige: a 36px badge (level
1 at that rank), "Prestige N" and the date;
- tiles are built from the current prestige, so a missing or partial
history still lists every rank, just without dates;
  - at prestige 0: "Hasn't prestiged yet".
- **Milestones:** grouped by run, newest first.
- The current run ("Current run · Prestige N", or "Current run" at
prestige 0) shows all five levels. Unreached ones are faded with "Not
yet", and a level passed without a record shows as reached without a
date.
- Earlier runs show what they reached; a first run at prestige 0 is
"First run".
- Entries above the current prestige and duplicates are dropped. Any
level the API records is shown, even one the client doesn't list, so a
milestone added server-side appears without a client change; the
client's list only adds the current run's "Not yet" slots.
- Legend: "Legend · Prestige 10", all five reached, and level 100 drawn
as the Legend badge.
- **Dates:** the client's usual `toLocaleDateString(undefined, { year,
month: "short", day })`. An unreadable date isn't shown.
- The XP each past game earned already shows in `GameStatsModal` (from
#5726), so nothing was needed there.

#### Popup tabs on narrow screens (`baseComponents/Modal.ts`)

With a fourth tab, the shared tab row wrapped onto a second line on
phones. Now:
- it stays on one row that **scrolls sideways when it doesn't fit**;
- it's still centred when it does fit: auto margins on the first and
last tab, which, unlike `justify-center`, never push a tab off the left
edge out of reach;
- the scrollbar is hidden;
- the active tab is scrolled into view when it changes.

This is shared, so every popup with tabs gets it; wide screens look the
same as before.

### Screenshots

From this branch's stack (the profile page PR on top), opened from a
real `/player/<id>` link at 2x. The profile is sample data given to the
popup, because the dev API has no such player.

**Desktop, Progression tab:** prestige history, then milestones per run
(the current run shows "Not yet" for 50/75/100).

<img width="1000" alt="Progression tab on desktop"
src="https://github.com/user-attachments/assets/c90abe7a-f94a-40d7-8331-a8f821ed6cc8"
/>

**Phone:** the tab row stays on one line and scrolls sideways, with
Progression scrolled into view.

<img width="320" alt="Progression tab on a phone, tab row scrolled"
src="https://github.com/user-attachments/assets/ea5907fd-fa6e-4ab1-bce0-bda97b6fbcbe"
/>

### Testing

- **Schema:** parsing with, without and with malformed
`prestigeHistory`/`milestones`.
- **Tab:** shown only with progress; the deferred switch when progress
arrives late.
- **History:** tiles, partial history, the prestige-0 empty state.
- **Milestones:** grouping by run, newest first; the current run's "Not
yet" slots; reached-without-record; dropped entries; dates; Legend.
- **Tab row:** one scrollable row (`flex-nowrap overflow-x-auto`,
non-shrinking tabs), and the active tab scrolled into view on change.
- **Results:** `tsc`, `npm run lint` and the translation tests pass. In
the full suite the only failures were the known `InventoryModal` /
`MainInitialize` timeouts, which pass on their own.

#### Added (2026-10-04): the reward track

A "Reward track · Prestige N" section now heads the Progression tab,
above prestige history and milestones. It shows what each level of the
current run pays. Approved from mockups ("Layout A", with the next
rank's reward inside the end card).

- **Run strip:** levels 1–100.
- A tick every 10 levels, green dots for Plutonium levels and a purple
diamond for cosmetic levels.
- A gold "You · 47" knob, and "100 → P{n+1}" (or "100 → Legend") at the
end. Past level 85 the two labels merge.
- A highlighted window shows the stretch in view. Tapping or dragging
the strip jumps the track there.
- **Track:** about 15 levels in view on desktop and about 6 on phone.
  - Arrow buttons sit in their own gutters, never over a level.
- Gold fill runs up to your level. Your level is the large badge with
"YOU".
- Each level shows its Caps and a status: claimed, ready to claim, or
locked.
  - Plutonium levels carry a "+25" chip.
- **Cosmetic tags:** each cosmetic level gets a compact tag on its
level: preview, name, type, plus "+25" if it also pays Plutonium. The
data comes from the progression config's `flares[]`: this run's level
rewards, plus every-run ones.
- **End card:** "After level 100 · Prestige {n+1} · 2,500 Caps".
- If the next rank has an exclusive cosmetic, its tag sits inside the
card.
- On a P10 run the card is Legend, "The top of the track", with the
Legend reward tag.
  - There's no tag when the next rank has no exclusive.
- **Claim bar** (your own profile only): "{n} level rewards to claim ·
+{caps} Caps · +{plutonium} Plutonium [Claim all]". The Plutonium part
only shows when it's above 0.
- **What it claims:** only this run's level rewards, never subscription
dailies or win Caps.
- **Afterwards:** `/users/@me` is refreshed and `rewards-changed` is
sent.
- **Where the status comes from:** `/users/@me` rewards, which now say
which level and prestige run they paid for (openfrontio/infra#907). A
passed level with no reward row counts as claimed.
- **Visitors** see the track without statuses or the claim bar, and the
strip reads "Level 47".
- **Pop-in:** everything in the tab (track, history and milestones) pops
in, one item after another, about 55 ms apart. Nothing shows before its
turn, and the next milestone gets a breathing dashed ring.
- It plays once per opening; switching back to the tab shows it at rest.
  - It's off under reduced motion.
- **Code:**
  - New `RewardTrack.ts` (the model functions and `<reward-track>`).
  - The client `RewardSchema` gains optional `level` / `prestige`.
- `FlareCosmetic.ts` can show a flare's own name and image until the
cosmetics catalog answers.
- The profile modal's opening counter is shared by every profile modal,
so no two openings share a key.

**New `en.json` keys:** all under `reward_track`:
- `after_level_100`, `caps_amount`, `claim_caps`, `claim_count`,
`claim_plutonium`;
- `earlier`, `later`;
- `key_claimed`, `key_locked`, `key_ready`;
- `legend_reward`, `legend_sub`, `levels_label`, `plus`,
`prestige_reward`;
- `strip_end_legend`, `strip_end_prestige`, `strip_label`,
`strip_level`, `strip_start`, `strip_value`, `strip_you`;
- `title`, `title_first_run`, `you`.

**Screenshots and clip** (built UI at 2x, sample data Wonder /
wonder01):

Your own profile at level 47, then scrolled to the end for P4 → P5 with
the Solar Corona tag. The 34px Solar Corona preview is the catalog's own
animated effect, caught between bursts:

<img width="1000" alt="Reward track at level 47 with the claim bar"
src="https://github.com/user-attachments/assets/dbc28ec4-c341-42b5-ab0c-68b4aa749b32"
/>
<img width="1000" alt="End of the track with the Prestige 5 card and its
reward tag"
src="https://github.com/user-attachments/assets/8f82db84-ad69-4b0d-930d-65b4a22a1fcd"
/>

A P10 run ending in Legend, then P3 → P4 with no exclusive:

<img width="1000" alt="End of a P10 run with the Legend card"
src="https://github.com/user-attachments/assets/9d8fa4e9-4b89-496c-8cb2-91bd40e53447"
/>
<img width="1000" alt="End card with no reward tag"
src="https://github.com/user-attachments/assets/48d10af3-fa6e-4305-8dfb-b0d8966e5529"
/>

Phone, then a visitor's view. The visitor still predates a last fix that
removed an empty status row, so the live track is about 16px shorter:

<img width="300" alt="Reward track on a phone"
src="https://github.com/user-attachments/assets/5b0b7325-ed67-493f-9ac9-8399233175b7"
/> <img width="700" alt="Reward track as a visitor sees it"
src="https://github.com/user-attachments/assets/d7cd4c35-c433-4203-a192-323c74621d5a"
/>

The pop-in, then a switch to Stats and back, which shows the tab at
rest:


https://github.com/user-attachments/assets/ec336d4b-ff99-49c1-8bad-0356dfd992e3

**Testing for these additions:**
- `RewardTrack.test.ts` (39 tests):
  - the strip markers, knob and merged label;
  - level status from the reward fields;
  - tags from run-specific and every-run flares;
  - the end card with an exclusive, without one, and the Legend card;
- Claim all claims only this run's level rewards, plus the failure path;
  - Plutonium hidden at 0;
  - the visitor view;
  - the removed text absent;
- the pop-in order, fill-mode `both`, and no replay on the same opening.
- `PlayerProfileProgressionTab.test.ts`: the tab pops in once per
opening, not when switching back.

**Results:**
- `tests/client`, plus the translation and `ApiSchemas` tests: 277
files, 3,726 passed.
- `tsc` and lint are clean.

#### Performance: load the levels screens on demand (2026-10-05)

Benchmarks against main showed the levels UI added 9.4% (67 KB gzipped)
to the startup download. Screens most sessions never open now load when
they're needed:

- **Prestige flow** (and the shared `Ceremony` code): downloads as soon
as the Prestige button appears. If the download fails, pressing it shows
an alert (`prestige.load_failed`) and the next press retries.
- **Legend ceremony:** downloads at game end, only for players on their
last prestige run. If it isn't ready by the level-100 moment, the
in-card Legend pop plays, and the account isn't marked as having seen
it.
- **End-of-game XP section:** downloads when the game starts, so the
reveal never waits.
- **Past-game XP card:** downloads with its XP record.
- **Reward track** (#5774): downloads when the Progression tab first
opens, in parallel with that tab's data. If it fails, the tab shows
without the track.

Two build fixes go with this:
- `FlareCosmetic.ts` now imports `Cosmetics` / `CosmeticPresentation` /
`CosmeticPreview` statically. They were in the startup bundle anyway,
and this removes three `INEFFECTIVE_DYNAMIC_IMPORT` warnings.
- `vite.config.ts` keeps everything on the startup import chain in the
entry chunk, so the bundler no longer splits extra startup files. On
main it builds byte-identical chunks.

**Results:**

| Startup JS + CSS | main | before | after |
|---|---|---|---|
| gzip | 709 KB | 775 KB (+9.4%) | 741 KB (+4.6%) |
| Startup files | 4 | 5 | 4 |
| Play ready at 20 Mbps / 40 ms | 1,122 ms | 1,137 ms | 1,130 ms |

Unthrottled page load is within noise. The prestige, Legend, level-up,
Claim and reward-track scenarios pass on the lazy production build.

**Tests:**
- `WinModalXp`: the ceremony fallback, and downloading only for possible
Legends.
- `AccountModalPrestige`: the load on press, and the failure alert.
- `RewardTrack`: no track when it fails to load, and the parallel
download.
- `tsc`, lint and `tests/client` pass.

---

# Part 2: Profile links and sharing


`openfront.io/player/<publicId>` now opens that player's profile
directly, so a shared link lands on a real page. The backend's link
previews make the same URL unfurl in Discord, X and WhatsApp with the
player's level and card.

#### Opening from a link (`ModalRouter.ts`, `Main.ts`)

- `ModalRouter` gains `registerPath()` and `routeFromPath()`;
`Main.handleUrl` tries the path just before the hash.
- **Accepted:** `/player/<id>`, with or without a trailing slash, behind
`/w<n>/` and `/v/<commit>/`, with an optional
`?tab=stats|games|clans|progression`.
- Ids must match `[A-Za-z0-9_-]{1,22}`; anything else is ignored. The
hash form (`#modal=profile&publicID=…`) still works.
- **While open from a path,** the URL keeps the path and tab changes are
written to `?tab=`.
- **Closing** (Back or Escape) goes home and replaces the URL with `/`
(or `/v/<pin>/` on a version-pinned page), so a reload doesn't reopen
it. Opening another popup in-app hands the URL back to the hash form.

#### Links (`utilities/PlayerProfileUrl.ts`)

- `playerProfileUrl()` is now `shareOrigin()/player/<id>`: the page's
own origin on the web, and the site origin in the desktop shell, the
same as lobby invite links.
- Callers: the profile header chip, the account "Share Profile" button,
and the nav account menu's copy action.
- The friends box also accepts a pasted `/player/<id>` link.

#### Share row (`components/ProfileShare.ts`)

Under the profile card:
- **Copy link:** copies the canonical URL, shows the app's "Copied!"
toast, and announces it through an sr-only `aria-live` status, since the
toast isn't a live region.
- **Share on X:** opens `https://x.com/intent/post?url=…&text=…` with
`noopener,noreferrer`. The desktop shell already sends https links to
the system browser.
- **Copy for Discord:** "Check out {name}'s profile on OpenFront", then
the link on the next line, so it pastes as a ready message; Discord
unfurls the link.
- **On touch devices with `navigator.share`:** one **Share** button
opens the native share sheet instead of the three. It's gated on touch
because desktop Chrome on Windows also exposes `navigator.share`. A
dismissed sheet does nothing; any other failure falls back to copying
the link.

#### "Player not found"

Replaces the old 📊 line with the approved design:
- a person-with-question-mark icon in a circle;
- "Player not found" and "We couldn't find a player at this link. It may
be mistyped, or the account may have been deleted.";
- the opened link, shown faintly, only when opened from a path;
- **Play OpenFront** (home) and **View leaderboard** (closes the profile
and opens the leaderboard): side by side from `sm` up, stacked on a
phone.

The old `player_profile.not_found` key is removed; the translation test
fails on unused keys.

#### Server (`src/server/PlayerProfileRoute.ts`)

- The master's SPA fallback already serves the app shell at a bare
`/player/<id>`.
- `/w<n>/player/<id>` reaches a worker, which returned 404, so
`registerPlayerProfileRoute` serves the shell there, in the
`GamePreviewRoute` style.
- The dev proxy bypass covers `/w<n>/player/` as well as `/w<n>/game/`.

### Screenshots

From this branch at 2x, opened from real `/player/<id>` links. The
profile is sample data given to the popup, because the dev API has no
such player. The not-found shots are the real failure path.

**Desktop:** the profile card and the share row. Signed-in and
signed-out viewers see the same page (the "New to OpenFront?" banner was
removed in a18d74e).

<img width="1000" alt="Profile page Stats tab with share buttons"
src="https://github.com/user-attachments/assets/57331d4c-cabd-4520-84cd-947ea8fd772c"
/>

**Desktop, Progression** (from #5774), opened with `?tab=progression`:

<img width="1000" alt="Profile page Progression tab"
src="https://github.com/user-attachments/assets/c90abe7a-f94a-40d7-8331-a8f821ed6cc8"
/>

**Player not found** (the real failure path, from `/player/aB3dE5fX`):

<img width="1000" alt="Player not found screen on desktop"
src="https://github.com/user-attachments/assets/1a4137ac-efaf-430c-9c5b-6b434761a793"
/>

**Phone:** Stats (the three share buttons collapse to a native Share
button on touch devices with share support; headless Chrome has none, so
the three show here), Progression, and Player not found with the buttons
stacked.

<img width="300" alt="Profile page on a phone"
src="https://github.com/user-attachments/assets/a978817d-5b2c-43ee-9081-a8b9d812d224"
/> <img width="300" alt="Progression tab on a phone"
src="https://github.com/user-attachments/assets/ea5907fd-fa6e-4ab1-bce0-bda97b6fbcbe"
/> <img width="300" alt="Player not found on a phone"
src="https://github.com/user-attachments/assets/f6e3c7f5-288b-41bd-87ba-f0c34065348e"
/>

#### Added: sharing level-up moments

Players can now share a milestone, Legend or a new prestige rank, using
the same Copy link / Share on X / Copy for Discord options as the
profile. The link is the profile with the moment, e.g.
`/player/wonder01?moment=level50`. openfrontio/infra#910 unfurls it as
that moment's celebration card.

- **End-of-game popup:**
- A "Share Level 50" or "Share Legend" button sits in the footer,
between Exit Game and Keep playing.
- It opens the three options as a menu above it. On a touch device with
a share sheet, it opens the share sheet directly.
- On phones it takes its own full-width row above the other two buttons.
- **When it shows:**
- only for the server's confirmed result, never the early estimate shown
when a player is eliminated;
  - only once the reveal has finished or been skipped;
  - only for a signed-in player with a public ID;
- only when the game reached a milestone (10, 25, 50, 75 or 100) or made
the player a Legend.

With several milestones in one game it shares the highest, and Legend
wins over any level.
- **Prestige ceremony:** a share row with a dark backing sits between
the title and Continue. Clicks on it don't close the ceremony.
- **Code:**
- `<profile-share>` defines its actions once and gains a `menu` layout.
The profile's own row works as before.
  - `MomentShare.ts` works out what to share.
  - `GameXpPanel` fires `xp-reveal-settled` when the reveal ends.
  - `PrestigeFlow` takes a `publicId`.
- **New `en.json` keys:** `progression.share_moment_level`,
`share_moment_legend`, `share_text_level`, `share_text_legend`,
`prestige.share_text`.

Screenshots from this branch at 2x. The XP results are sample data given
to the popup. In dev the link starts with the local origin; in
production it's `https://openfront.io`.

**Level 50, closed and open, and Legend:**

<img width="700" alt="Share Level 50 button in the end-of-game footer"
src="https://github.com/user-attachments/assets/4571dc04-eb2a-4d61-bca7-2e04fb589265"
/>
<img width="700" alt="Share menu open above the button"
src="https://github.com/user-attachments/assets/227a8b31-dfa2-4430-9e60-92cca0275ca8"
/>
<img width="700" alt="Share Legend with the menu open"
src="https://github.com/user-attachments/assets/42f5b09e-187f-4653-9640-b998a9bb1b50"
/>

**Phone, closed and open:**

<img width="300" alt="Share button on its own row on a phone"
src="https://github.com/user-attachments/assets/482570aa-51cd-42ad-8ff3-2aa29780211e"
/> <img width="300" alt="Share menu open on a phone"
src="https://github.com/user-attachments/assets/7a891971-5042-411e-bef5-9b80805ac0a0"
/>

**Prestige ceremony, desktop and phone:**

<img width="700" alt="Prestige ceremony with share row"
src="https://github.com/user-attachments/assets/3c05a8f9-cb7f-4e74-90ad-16abfb40bb28"
/>
<img width="300" alt="Prestige ceremony share row on a phone"
src="https://github.com/user-attachments/assets/496faa57-48ba-4ab4-b5e6-28c5f2d2b9c1"
/>

**Testing for these additions:**
- `MomentShare.test.ts`, plus 7 menu tests in `ProfileShare`, 8 in
`WinModalXp` and 3 in `PrestigeFlow`. They cover:
  - result-only, never for the early estimate;
  - hidden mid-reveal, signed out, or with no public ID;
  - the highest milestone chosen, and Legend over a level;
  - the link and text built correctly;
  - clicks on the ceremony's share row not closing it.
- All 3,528 client tests pass. `tsc` and lint are clean.

#### Added (2026-10-04): share ring on hover, and a share row on the
Legend ceremony

- **Share ring:**
- **The flash:** a quick yellow ring flashes around a share button when
the mouse moves onto it, or on keyboard focus (`:focus-visible`). It's
at full strength instantly, held for 80 ms, then fades over 320 ms while
growing to 1.04×.
- **When it plays:** once per hover; a hover while it's still playing is
ignored. It's never shown on touch devices (`(hover: hover) and
(pointer: fine)` only) or under reduced motion.
- **How it's drawn:** `ProfileShare` renders its own ring element and
plays it with `ring.animate(...)`. It's not a pseudo-element on the
trigger, because the trigger's `.win-action::after` is already its hover
streak.
- **Where it appears:** the end-of-game footer button, the prestige
ceremony's row and the profile page's row. The share buttons no longer
rise in; they're simply there.
- **The Legend ceremony** (from #5734) now has the share row between
"The top of the track…" and Continue, linking `?moment=legend` the same
way the prestige ceremony does.
- It stops clicks from reaching the ceremony, and doesn't show without a
public ID.
- Tab now cycles through the share buttons and Continue inside the
ceremony, with Continue still focused first.

**Built UI, sample data:**

The share button in the end-of-game footer, hovered twice:


https://github.com/user-attachments/assets/ff34f99d-9e14-4b07-9929-0b23f29d7bf3

The Legend ceremony's final screen with the share row:

<img width="1000" alt="Legend ceremony final screen with Copy link,
Share on X and Copy for Discord"
src="https://github.com/user-attachments/assets/222e5512-937f-43d0-ae36-ce23aeea49a5"
/>

**Tests:**
- `ProfileShare.test.ts`: the ring element, one `animate` per hover with
the exact keyframes, a hover during playback ignored, focus-visible,
touch and pen ignored, nothing under reduced motion or a coarse pointer.
- `LegendCeremony.test.ts`: the row only at the end, between the line
and Continue; URL and text; clicks kept; no row without an ID; Tab
cycling.
- `WinModalXp.test.ts`: the `?moment=legend` URL.

**Results:** `tsc` and lint are clean, and `tests/client` passes
(3,654).

### Testing

- **New:**
- `PlayerProfilePage.test.ts`: path parsing in every form, invalid ids
ignored, opening on load, `?tab=` sync, closing resets the URL, the
not-found state;
  - `PlayerProfileUrl.test.ts`;
- `ProfileShare.test.ts`: copy calls the clipboard, X URL encoding, the
native share path and its fallback;
  - `tests/server/PlayerProfileRoute.test.ts`.
- **Updated:** `ShareBase`, `NavAccountMenu`,
`FriendsListPublicIdInput`, and the profile tests' mocks.
- **Results:** 63 tests pass in the 8 targeted files, plus the
translation tests. `tsc` and `npm run lint` are clean. In the full suite
the only failures were the known `InventoryModal` / `MainInitialize`
timeouts, which pass on their own.

---

# Part 3: End-of-game level rewards and XP polish

Approved from mockups and prototype clips.

### 1. The XP bar's leading edge glows while it fills

While the bar fills, its front edge glows and a sheen runs along the
fill. It uses `::after` / `::before`, moved by transform only. It shows
only while `barAnimate` is on, and it's off under reduced motion.

### 2. A game's level rewards, shown and claimed in the reveal

When the confirmed result (never the provisional one) levels you up, a
row shows what those levels paid. It reads `rewards` / `flares` from
`GET /users/@me/xp/:gameId` (openfrontio/infra#907, #911):
- **One level:** "Level 47 reward +100 Caps".
- **Several levels:** "Levels 45–47 +300 Caps (3 × 100)".
- **A milestone:** "Level 50 rewards +100 Caps +25 Plutonium".
- **A cosmetic unlocked:** "Unlocked · Firebird Trail · Boat trail · in
your Locker" wipes into the milestone card. On phones it wraps under it.

How the row behaves:
- **Arrival:** it rises in after the level-up lands, and its amounts
count up.
- **Claim:** it claims only this game's reward ids. It shows "Claiming",
then "✓ Claimed" with the balance counting up.
- On failure: an inline error, and a retry claims only what didn't go
through.
  - If the rewards were already claimed, it opens in the claimed state.
- **Account refresh:** after a game that unlocked a cosmetic,
`/users/@me` is refreshed so the Locker shows it.
- **Reduced motion:** the final state, without animation.
- **Code:** `GameRewards.ts` (sums, claiming, unlock lookup) and
`GameXpRewardSchema` / `GameXpFlareSchema`. The new fields are optional,
so an older API still parses.

### 3. The nav's XP bar catches up after a game

When a refreshed `/users/@me` shows more XP, the account menu's bar
fills to the end, the badge pops as the new level lands, the bar resets,
then it grows to the new progress.
- **When it animates:** only when XP went up, the menu is on screen, the
page is visible and reduced motion is off. First load, a prestige and
anything else snap straight to the new value.
- **Overlap fix:** the badge and avatar now sit in their own row, with
the bar only under them. The avatar is 28px while there's a bar, and the
email badge moved to the icon's top corner. The 32px avatar used to
reach 3px down into the bar. That overlap was already on #5726.

### 4. Reduced motion on the "calculating" spinner

The reveal's spinner now has `motion-reduce:animate-none`.

#### New `en.json` keys

All under `progression`:
- `rewards_balance`
- `rewards_balance_caps`
- `rewards_claimed`
- `rewards_claiming`
- `rewards_each`
- `rewards_level_many`
- `rewards_level_one`
- `rewards_levels`
- `unlock_in_locker`
- `unlocked`
- `unlocked_cosmetic`

#### Screenshots

From the branch at 2x with sample data (Wonder / wonder01). **These were
taken before the prestige emblems were dropped**, so any badge at
prestige 1 or above in them shows the old per-rank emblem; the shipped
badges are main's. Nothing else in them changed.

**The bar's leading edge while it fills:**


https://github.com/user-attachments/assets/88d2005b-98b5-481b-8aa0-b25d4132af0f

**Rewards: one level, several levels, a milestone with an unlock, and
claimed:**

<img width="700" alt="Level 47 reward row"
src="https://github.com/user-attachments/assets/4868b4f4-122c-48e3-91fb-f69db14137a9"
/>
<img width="700" alt="Levels 45 to 47 reward row"
src="https://github.com/user-attachments/assets/4adccdaa-c699-4a74-8de1-914237dfca3a"
/>
<img width="700" alt="Level 50 milestone with an unlocked cosmetic and
rewards"
src="https://github.com/user-attachments/assets/acecab8c-6cb2-4252-af4c-bf75a3a54cad"
/>
<img width="700" alt="Rewards claimed with the new balance"
src="https://github.com/user-attachments/assets/185c60e4-f23a-42ce-b63c-86b389d02b4b"
/>

**The full reveal to level 50, the unlock, the rewards row and a
Claim:**


https://github.com/user-attachments/assets/5fac69a5-4a22-4bee-bc2d-e8a5e29a7964

**Phone, milestone:**

<img width="300" alt="Milestone rewards on a phone"
src="https://github.com/user-attachments/assets/35481bec-8da1-415e-8ba7-6c62b20dc268"
/>

**Nav menu at rest, then catching up after a game:**

<img width="500" alt="Nav account menu with the XP bar under the badge
and avatar"
src="https://github.com/user-attachments/assets/9c4ed6f5-8495-46c7-902a-02e6c59ea0c4"
/>


https://github.com/user-attachments/assets/b5d63de2-43d6-4e3a-88d3-9efa565acfb3

#### Testing

**New:**
- `GameXpRewards.test.ts` (18 tests):
  - result only;
  - one, several and milestone;
  - the unlock;
  - Claim calls only this game's ids;
  - claimed, failure and retry, and already claimed;
  - mid-reveal clicks;
  - reduced motion.
- `NavAccountCatchUp.test.ts`: when it animates or snaps, the fill → pop
→ reset → grow sequence, the fallback, and the layout (bar inside the
badge-and-avatar row; the avatar node is kept).

**Updated:**
- `GameXpPanelReveal.test.ts`: the bar edge class and the spinner.
- `ProgressionSchemas.test.ts`.
- `WinModalXp.test.ts`.

**Results:** `npx tsc --noEmit` and `npm run lint` are clean. The
translation tests and all of `tests/client` (277 files, 3,574 tests)
pass.

---

## Checks after combining

- `npm run typecheck` and `npm run lint` pass.
- Full `npx vitest --run`: 8,200 passed; the only failures are the
Windows-only `UpdateRegister` tests, which fail on `main` too.
- New `tests/client/RewardClaims.test.ts` (6 tests) for the shared claim
helper, including a reward the API refuses as held (#5879).

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Iamlewis

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>

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