workspace layout: two empty panels left, the game right
The arrangement the rest of the app uses for controls beside a surface, and the same shape as Atelier's. 25/75 rather than Atelier's 30/70, because the board is drawn at a whole-number scale and a quarter of the width is enough to drop it a step. The left panels are `appType: null`, which is the framework's empty-panel state rather than a missing app. That distinction is load-bearing here: PluginScreen passes `appTypes.allowed` built from the plugin's own panel keys, and this plugin has exactly one. Anything not on that list is rewritten to the fallback — so if `null` were not explicitly allowed by `normalizeLayout`, this layout would render three Minesweepers. It is allowed, and there is a test for it. The screen is `locked`, so an empty panel renders as a plain bordered box with no app picker. That is the intended look until something goes in them. The game panel keeps the id `minesweeper` it had as a single panel, so any per-panel state keyed on it survives. Checked before writing it: no persisted layout exists for this screen in `user_state`, so the new default actually applies rather than being shadowed by a saved one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
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import type { LayoutNode } from 'officerdev';
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import type { LayoutNode } from 'officerdev';
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// One panel. The game is one fixed-size stage and there is nothing to put beside it — a split here
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// Two panels stacked on the left, the game on the right — the same arrangement Atelier uses, and the one
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// would be a second panel of empty space.
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// the rest of the app reads as "controls beside a surface".
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//
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// The left column is EMPTY on purpose. `appType: null` is a state of the framework rather than a missing
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// app, and `normalizeLayout` allows it explicitly, so these survive the plugin's own allow-list instead of
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// being rewritten to the fallback — which on a one-panel plugin would have rendered three Minesweepers.
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// The screen is `locked`, so an empty panel here is a plain bordered box with no app picker. That is the
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// intended look until something goes in them.
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//
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// The game panel keeps the id `minesweeper` it had when this was a single panel, so any per-panel state
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// already keyed on it survives the change.
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export const defaultLayout: LayoutNode = {
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export const defaultLayout: LayoutNode = {
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type: 'panel',
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type: 'group',
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id: 'minesweeper',
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id: 'minesweeper-root',
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appType: 'minesweeper',
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direction: 'horizontal',
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children: [
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{
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node: {
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type: 'group',
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id: 'minesweeper-side',
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direction: 'vertical',
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children: [
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{ node: { type: 'panel', id: 'minesweeper-side-top', appType: null }, size: 50 },
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{ node: { type: 'panel', id: 'minesweeper-side-bottom', appType: null }, size: 50 },
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],
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},
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// 25 rather than Atelier's 30: the board is drawn at a whole-number scale, so the panel losing a
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// quarter of its width can drop it a step. 75% of a typical panel still clears 2x.
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size: 25,
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},
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{ node: { type: 'panel', id: 'minesweeper', appType: 'minesweeper' }, size: 75 },
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],
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};
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};
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