at.turtleme.game.reelIn

End a run of strikes early and start the rest. Every way a run can end costs the same minute — running out of strikes, letting the line sit, filling the inventory, reeling in, walking away — because any of them left free would be the strike limit handed back for a click. A run that had already ended by itself, its line left sitting through its idle passes, rests from when it ended rather than from the reeling. Reeling in when there is no run does nothing. Requires an atproto service auth token addressed to did:web:turtleme.at#turtle_game and naming this method, so a token issued for one call cannot be spent on another.

Repository @turtleme.at did:plc:f4h4tl43o4vx4hv2xps6siuz namespace authority
Details · procedure
Kindprocedure
Authoritygame.turtleme.at
Indexed

Procedure

procedure · POST

Output

application/json

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Lexicons whose schemas describe something close to this one. Check them before publishing a new one that overlaps.

  • Cast out and start a run of strikes. The reply carries the seed every window of the run is drawn from, so the page can render the bar without being able to widen it or move the gold sliver. A cast while the water is still resting is refused. A cast while a run is still being played hands that run back, streak, strikes left and all, rather than starting another, so a page that lost sight of a run carries on with it and leaving a cast hanging is still not a way to fish without ever resting. A run

  • Up anchor and leave the shoal where it lies. Nothing comes aboard, because a board pays the whole shoal or it pays nothing, and the water wants the same wait it would after any other ending. Requires an atproto service auth token addressed to did:web:turtleme.at#turtle_game and naming this method, so a token issued for one call cannot be spent on another.

  • Haul the drift net in, banking whatever elapsed time earned. Hauling an empty net costs nothing and earns nothing. Requires an atproto service auth token addressed to did:web:turtleme.at#turtle_game and naming this method, so a token issued for one call cannot be spent on another.

  • Stand over a fishing spot. Casting at one that has not yet wandered off does not move it, the same way setting a net that is already out does not restart it. When a spot leaves is drawn from the moment it arrived, so the page and turtle meat work out the same answer and neither has to tell the other. Requires an atproto service auth token addressed to did:web:turtleme.at#turtle_game and naming this method, so a token issued for one call cannot be spent on another.

  • Strike at the marker. The caller says how far into the cast the finger came down, in milliseconds, and nothing else: where the marker was at that moment, which of the run's windows it had laid down on the way, how wide that window is and where the sliver sits in it are all worked out by turtle meat from the run's own seed and the clock it started on. The moment itself is the one thing no server can see, and it is held between the run's elapsed time, past which nothing has happened yet, and the s