Initial commit.

This commit is contained in:
Greyson Parrelli
2026-07-22 23:07:29 -04:00
commit 612a4e6227
38 changed files with 6106 additions and 0 deletions
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# Copy to .env and adjust as needed. Real environment variables win over
# values in this file.
# Directory holding the SQLite database (created if missing).
DATA_DIR=data
# HTTP port for the server.
PORT=8080
# Built frontend to serve. Leave as-is unless you move the build output.
STATIC_DIR=web/dist
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/bin/
/data/
.env
# frontend
web/node_modules/
web/dist/
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# Super Auto Pets: The Board Game — Online
A web app for playing the Super Auto Pets board game remotely. 1v1 for now;
the engine is built to grow to more players.
## Stack
- **Backend**: Go (stdlib-first). Pure game engine in `internal/game`,
WebSocket sync via `coder/websocket`, persistence as JSON blobs in SQLite
(`modernc.org/sqlite`, no cgo).
- **Frontend**: React + Vite + TypeScript in `web/`. DOM/CSS card rendering
and battle animations.
- **Tasks**: [mise](https://mise.jdx.dev) (`mise.toml`).
## Quick start
```sh
mise run install-web # once: npm install
mise run serve # build frontend + server, run on :8080
```
Open http://localhost:8080, host a game, and join from another browser (or
incognito window) with the 5-letter code.
### Development
```sh
mise run dev # Go server on :8080 + Vite hot reload on :5173
mise run test # Go tests (game engine)
mise run check # go vet + frontend type-check
```
During development open the Vite URL (http://localhost:5173); it proxies
`/api` (including the WebSocket) to the Go server.
## Configuration
Set via environment or a `.env` file (see `.env.example`):
| Variable | Default | Purpose |
| ------------ | ---------- | ------------------------------------ |
| `DATA_DIR` | `data` | Directory holding the SQLite DB |
| `PORT` | `8080` | HTTP port |
| `STATIC_DIR` | `web/dist` | Built frontend to serve |
## Rules implemented
Six rounds, each with its own shop tier deck. Per round:
1. **Shop** — each player has 3 coins and players alternate actions, 1 coin
each: **buy** one of 4 face-up cards; **discard** any number of hand cards
(each becomes an 🍎 apple, +1 power food); or **trade in** 3 same-suit pets
to pick 1 of the top 2 cards of the next tier's deck (the other goes under
that deck). Passing forfeits remaining coins.
2. **Cleanup** — anyone holding more than 5 pets must discard down to 5
(discards become apples).
3. **Arrange** — players secretly order their decks. Food cards apply to the
next pet after them; trailing foods are wasted.
4. **Battle** — automatic. Front pets simultaneously deal their full power to
each other as damage markers; a pet with markers ≥ power dies (attack
power never drops while wounded). Last player with pets standing wins the
round: 1 trophy for rounds 15, 2 trophies for round 6. Draws award
nothing.
Most trophies after round 6 wins. Pet effects are not yet implemented (the
card model carries an `effect` field for when they land).
## Layout
```
cmd/server/ entrypoint
internal/game/ rules engine (pure, fully tested)
internal/server/ HTTP + WebSocket rooms
internal/store/ SQLite persistence
internal/env/ .env loading
web/ React frontend
```
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// Command server runs the Super Auto Pets board game server: game API,
// WebSocket sync, and the built web frontend.
package main
import (
"context"
"errors"
"log/slog"
"net/http"
"os"
"os/signal"
"syscall"
"time"
"github.com/greyson/super-auto-pets-board-game/internal/env"
"github.com/greyson/super-auto-pets-board-game/internal/server"
"github.com/greyson/super-auto-pets-board-game/internal/store"
)
func main() {
if err := env.Load(".env"); err != nil {
slog.Error("failed to read .env", "err", err)
os.Exit(1)
}
dataDir := env.Get("DATA_DIR", "data")
port := env.Get("PORT", "8080")
staticDir := env.Get("STATIC_DIR", "web/dist")
st, err := store.Open(dataDir)
if err != nil {
slog.Error("failed to open store", "err", err)
os.Exit(1)
}
defer st.Close()
if _, err := os.Stat(staticDir); err != nil {
slog.Warn("static dir missing; only the API will be served", "dir", staticDir)
staticDir = ""
}
srv := &http.Server{
Addr: ":" + port,
Handler: server.New(st, staticDir).Handler(),
}
go func() {
slog.Info("listening", "addr", "http://localhost:"+port, "dataDir", dataDir)
if err := srv.ListenAndServe(); err != nil && !errors.Is(err, http.ErrServerClosed) {
slog.Error("server failed", "err", err)
os.Exit(1)
}
}()
stop := make(chan os.Signal, 1)
signal.Notify(stop, os.Interrupt, syscall.SIGTERM)
<-stop
slog.Info("shutting down")
ctx, cancel := context.WithTimeout(context.Background(), 5*time.Second)
defer cancel()
srv.Shutdown(ctx)
}
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module github.com/greyson/super-auto-pets-board-game
go 1.25.5
require (
github.com/coder/websocket v1.8.15
modernc.org/sqlite v1.54.0
)
require (
github.com/dustin/go-humanize v1.0.1 // indirect
github.com/google/uuid v1.6.0 // indirect
github.com/mattn/go-isatty v0.0.20 // indirect
github.com/ncruces/go-strftime v1.0.0 // indirect
github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec // indirect
golang.org/x/sys v0.46.0 // indirect
modernc.org/libc v1.74.1 // indirect
modernc.org/mathutil v1.7.1 // indirect
modernc.org/memory v1.11.0 // indirect
)
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github.com/coder/websocket v1.8.15 h1:6B2JPeOGlpff2Uz6vOEH1Vzpi0iUz20A+lPVhPHtNUA=
github.com/coder/websocket v1.8.15/go.mod h1:NX3SzP+inril6yawo5CQXx8+fk145lPDC6pumgx0mVg=
github.com/dustin/go-humanize v1.0.1 h1:GzkhY7T5VNhEkwH0PVJgjz+fX1rhBrR7pRT3mDkpeCY=
github.com/dustin/go-humanize v1.0.1/go.mod h1:Mu1zIs6XwVuF/gI1OepvI0qD18qycQx+mFykh5fBlto=
github.com/google/pprof v0.0.0-20250317173921-a4b03ec1a45e h1:ijClszYn+mADRFY17kjQEVQ1XRhq2/JR1M3sGqeJoxs=
github.com/google/pprof v0.0.0-20250317173921-a4b03ec1a45e/go.mod h1:boTsfXsheKC2y+lKOCMpSfarhxDeIzfZG1jqGcPl3cA=
github.com/google/uuid v1.6.0 h1:NIvaJDMOsjHA8n1jAhLSgzrAzy1Hgr+hNrb57e+94F0=
github.com/google/uuid v1.6.0/go.mod h1:TIyPZe4MgqvfeYDBFedMoGGpEw/LqOeaOT+nhxU+yHo=
github.com/hashicorp/golang-lru/v2 v2.0.7 h1:a+bsQ5rvGLjzHuww6tVxozPZFVghXaHOwFs4luLUK2k=
github.com/hashicorp/golang-lru/v2 v2.0.7/go.mod h1:QeFd9opnmA6QUJc5vARoKUSoFhyfM2/ZepoAG6RGpeM=
github.com/mattn/go-isatty v0.0.20 h1:xfD0iDuEKnDkl03q4limB+vH+GxLEtL/jb4xVJSWWEY=
github.com/mattn/go-isatty v0.0.20/go.mod h1:W+V8PltTTMOvKvAeJH7IuucS94S2C6jfK/D7dTCTo3Y=
github.com/ncruces/go-strftime v1.0.0 h1:HMFp8mLCTPp341M/ZnA4qaf7ZlsbTc+miZjCLOFAw7w=
github.com/ncruces/go-strftime v1.0.0/go.mod h1:Fwc5htZGVVkseilnfgOVb9mKy6w1naJmn9CehxcKcls=
github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec h1:W09IVJc94icq4NjY3clb7Lk8O1qJ8BdBEF8z0ibU0rE=
github.com/remyoudompheng/bigfft v0.0.0-20230129092748-24d4a6f8daec/go.mod h1:qqbHyh8v60DhA7CoWK5oRCqLrMHRGoxYCSS9EjAz6Eo=
golang.org/x/mod v0.37.0 h1:vF1DjpVEshcIqoEaauuHebaLk1O1forxjxBaVn884JQ=
golang.org/x/mod v0.37.0/go.mod h1:m8S8VeM9r4dzDwjrKO0a1sZP3YjeMamRRlD+fmR2Q/0=
golang.org/x/sync v0.21.0 h1:HLII4xRRTtCRkxYp4HNFF0Js/Og6q2i++KXbg0gHCwM=
golang.org/x/sync v0.21.0/go.mod h1:9xrNwdLfx4jkKbNva9FpL6vEN7evnE43NNNJQ2LF3+0=
golang.org/x/sys v0.6.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.46.0 h1:noSf2Fq6F8DBgS+LysIkx7rIExoNHJsxOAtPp4rthXw=
golang.org/x/sys v0.46.0/go.mod h1:4GL1E5IUh+htKOUEOaiffhrAeqysfVGipDYzABqnCmw=
golang.org/x/tools v0.47.0 h1:7Kn5x/d1svx/PzryTsqeoZN4TZwqeH5pGWjefhLi/1Q=
golang.org/x/tools v0.47.0/go.mod h1:dFHnyTvFWY212G+h7ZY4Vsp/K3U4/7W9TyVaAul8uCA=
modernc.org/cc/v4 v4.29.0 h1:CXgwL8cvxmyzBQZzbSl/6xFtMCryb6u8IOqDci39cgc=
modernc.org/cc/v4 v4.29.0/go.mod h1:OnovgIhbbMXMu1aISnJ0wvVD1KnW+cAUJkIrAWh+kVI=
modernc.org/ccgo/v4 v4.34.6 h1:sBgfIwyN0TQ9C5hwIeuqyeAKyMWnbvj2fvpF4L11uzU=
modernc.org/ccgo/v4 v4.34.6/go.mod h1:SZ8YcN9NG7XVsQYdm6jYBvi8PQP1qi+kqB6OhjqI3Fk=
modernc.org/fileutil v1.4.0 h1:j6ZzNTftVS054gi281TyLjHPp6CPHr2KCxEXjEbD6SM=
modernc.org/fileutil v1.4.0/go.mod h1:EqdKFDxiByqxLk8ozOxObDSfcVOv/54xDs/DUHdvCUU=
modernc.org/gc/v2 v2.6.5 h1:nyqdV8q46KvTpZlsw66kWqwXRHdjIlJOhG6kxiV/9xI=
modernc.org/gc/v2 v2.6.5/go.mod h1:YgIahr1ypgfe7chRuJi2gD7DBQiKSLMPgBQe9oIiito=
modernc.org/gc/v3 v3.1.4 h1:2g65LGVSmFQrXeITAw97x7hCRvZFcyE1uDP+7Vng7JI=
modernc.org/gc/v3 v3.1.4/go.mod h1:HFK/6AGESC7Ex+EZJhJ2Gni6cTaYpSMmU/cT9RmlfYY=
modernc.org/goabi0 v0.2.0 h1:HvEowk7LxcPd0eq6mVOAEMai46V+i7Jrj13t4AzuNks=
modernc.org/goabi0 v0.2.0/go.mod h1:CEFRnnJhKvWT1c1JTI3Avm+tgOWbkOu5oPA8eH8LnMI=
modernc.org/libc v1.74.1 h1:bdR4VTKFMC4966QSNZ05XLGI/VwzVa2kTUX51Dm0riQ=
modernc.org/libc v1.74.1/go.mod h1:uH4t5bOx3G3g9Xcmj10YKlTcVISlRDwv8VoQJG9n8Os=
modernc.org/mathutil v1.7.1 h1:GCZVGXdaN8gTqB1Mf/usp1Y/hSqgI2vAGGP4jZMCxOU=
modernc.org/mathutil v1.7.1/go.mod h1:4p5IwJITfppl0G4sUEDtCr4DthTaT47/N3aT6MhfgJg=
modernc.org/memory v1.11.0 h1:o4QC8aMQzmcwCK3t3Ux/ZHmwFPzE6hf2Y5LbkRs+hbI=
modernc.org/memory v1.11.0/go.mod h1:/JP4VbVC+K5sU2wZi9bHoq2MAkCnrt2r98UGeSK7Mjw=
modernc.org/opt v0.2.0 h1:tGyef5ApycA7FSEOMraay9SaTk5zmbx7Tu+cJs4QKZg=
modernc.org/opt v0.2.0/go.mod h1:03fq9lsNfvkYSfxrfUhZCWPk1lm4cq4N+Bh//bEtgns=
modernc.org/sortutil v1.2.1 h1:+xyoGf15mM3NMlPDnFqrteY07klSFxLElE2PVuWIJ7w=
modernc.org/sortutil v1.2.1/go.mod h1:7ZI3a3REbai7gzCLcotuw9AC4VZVpYMjDzETGsSMqJE=
modernc.org/sqlite v1.54.0 h1:JCxR4qwkJvOaqAoYcgDoO25Nc+ROg6EJ2LfBVzdrgog=
modernc.org/sqlite v1.54.0/go.mod h1:4ntCLuNmnH8+GNqjka1wNg7KJd5/Hi5FYp8K+XQ7GZw=
modernc.org/strutil v1.2.1 h1:UneZBkQA+DX2Rp35KcM69cSsNES9ly8mQWD71HKlOA0=
modernc.org/strutil v1.2.1/go.mod h1:EHkiggD70koQxjVdSBM3JKM7k6L0FbGE5eymy9i3B9A=
modernc.org/token v1.1.0 h1:Xl7Ap9dKaEs5kLoOQeQmPWevfnk/DM5qcLcYlA8ys6Y=
modernc.org/token v1.1.0/go.mod h1:UGzOrNV1mAFSEB63lOFHIpNRUVMvYTc6yu1SMY/XTDM=
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// Package env provides .env file loading and typed lookups using only the
// standard library.
package env
import (
"bufio"
"os"
"strings"
)
// Load reads KEY=VALUE pairs from the given file into the process
// environment. Existing environment variables win over file values. A
// missing file is not an error, so .env stays optional.
func Load(path string) error {
f, err := os.Open(path)
if err != nil {
if os.IsNotExist(err) {
return nil
}
return err
}
defer f.Close()
scanner := bufio.NewScanner(f)
for scanner.Scan() {
line := strings.TrimSpace(scanner.Text())
if line == "" || strings.HasPrefix(line, "#") {
continue
}
key, value, ok := strings.Cut(line, "=")
if !ok {
continue
}
key = strings.TrimSpace(strings.TrimPrefix(key, "export "))
value = strings.TrimSpace(value)
if len(value) >= 2 {
if (value[0] == '"' && value[len(value)-1] == '"') ||
(value[0] == '\'' && value[len(value)-1] == '\'') {
value = value[1 : len(value)-1]
}
}
if _, exists := os.LookupEnv(key); !exists {
os.Setenv(key, value)
}
}
return scanner.Err()
}
// Get returns the environment variable or a default.
func Get(key, fallback string) string {
if v := os.Getenv(key); v != "" {
return v
}
return fallback
}
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package game
// BattleUnit is a pet on the battle line with its attached foods applied.
// Power (attack) is unaffected by damage; a unit dies when Damage >= Power.
type BattleUnit struct {
Card Card `json:"card"`
Foods []Card `json:"foods"`
Bonus int `json:"bonus"` // total power added by foods
Damage int `json:"damage"` // damage markers accumulated this battle
}
func (u *BattleUnit) Power() int { return u.Card.Power + u.Bonus }
func (u *BattleUnit) Alive() bool { return u.Damage < u.Power() }
// BattleEvent is one step of the battle, in order, for clients to animate.
type BattleEvent struct {
Type string `json:"type"` // "clash"
// Indexes into the initial lineups (per seat) of the two front pets.
Units []int `json:"units"` // one entry per seat
// Damage each front pet has accumulated after the clash, per seat.
Damage []int `json:"damage"`
// Whether each front pet died in the clash, per seat.
Died []bool `json:"died"`
}
// BattleResult is the full, public record of one round's battle.
type BattleResult struct {
Round int `json:"round"`
Lineups [][]BattleUnit `json:"lineups"` // initial lineups per seat
WastedFood [][]Card `json:"wastedFoods"` // foods with no pet beneath them, per seat
Events []BattleEvent `json:"events"`
WinnerSeat int `json:"winnerSeat"` // -1 = draw
Trophies int `json:"trophies"` // awarded to the winner
}
// buildLineup walks a deck top-to-bottom, attaching each run of foods to the
// next pet below it. Foods after the last pet affect nothing and are wasted.
func buildLineup(deck []Card) (units []BattleUnit, wasted []Card) {
var pendingFoods []Card
for _, c := range deck {
if c.IsFood() {
pendingFoods = append(pendingFoods, c)
continue
}
u := BattleUnit{Card: c, Foods: pendingFoods}
for _, f := range pendingFoods {
if f.Food == FoodApple {
u.Bonus++
}
}
pendingFoods = nil
units = append(units, u)
}
return units, pendingFoods
}
// resolveBattle simulates the battle from the players' arranged decks,
// records the event log, awards trophies, and moves to PhaseBattle.
//
// Combat: the two front pets deal their full Power to each other
// simultaneously as damage markers. A pet with Damage >= Power dies. Since
// remaining health never exceeds Power, at least one pet dies every clash,
// so the loop always terminates (until effects say otherwise).
func (g *Game) resolveBattle() {
res := &BattleResult{
Round: g.Round,
Lineups: make([][]BattleUnit, len(g.Players)),
WastedFood: make([][]Card, len(g.Players)),
WinnerSeat: -1,
}
live := make([][]BattleUnit, len(g.Players)) // working copies
front := make([]int, len(g.Players)) // index of each seat's front pet
for _, p := range g.Players {
units, wasted := buildLineup(p.Deck)
res.Lineups[p.Seat] = units
res.WastedFood[p.Seat] = wasted
live[p.Seat] = append([]BattleUnit(nil), units...)
}
// Two-player combat. Effects and >2 player battle formats come later;
// the surrounding state (lineups, events) is already per-seat.
a, b := 0, 1
for front[a] < len(live[a]) && front[b] < len(live[b]) {
ua, ub := &live[a][front[a]], &live[b][front[b]]
ua.Damage += ub.Power()
ub.Damage += ua.Power()
ev := BattleEvent{
Type: "clash",
Units: []int{front[a], front[b]},
Damage: []int{ua.Damage, ub.Damage},
Died: []bool{!ua.Alive(), !ub.Alive()},
}
res.Events = append(res.Events, ev)
if !ua.Alive() {
front[a]++
}
if !ub.Alive() {
front[b]++
}
}
trophies := 1
if g.Round == MaxRounds {
trophies = 2
}
switch {
case front[a] < len(live[a]):
res.WinnerSeat = a
case front[b] < len(live[b]):
res.WinnerSeat = b
}
if res.WinnerSeat >= 0 {
res.Trophies = trophies
g.Players[res.WinnerSeat].Trophies += trophies
}
g.Battle = res
g.Phase = PhaseBattle
for _, p := range g.Players {
p.Ready = false
}
}
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package game
import "testing"
// testGame builds a started 2-player game without going through the lobby.
func testGame(t *testing.T) (*Game, *Player, *Player) {
t.Helper()
g := New()
p1, err := g.AddPlayer("Alice")
if err != nil {
t.Fatal(err)
}
p2, err := g.AddPlayer("Bob")
if err != nil {
t.Fatal(err)
}
if g.Phase != PhaseShop {
t.Fatalf("expected shop phase after both players join, got %s", g.Phase)
}
return g, p1, p2
}
func (g *Game) pet(name string, power int) Card {
return Card{ID: g.newCardID(), Kind: KindPet, Name: name, Tier: 1, Power: power, Suit: SuitSun}
}
// forceBattle sets both decks, arranges them in current order, and resolves.
func forceBattle(t *testing.T, g *Game, d1, d2 []Card) *BattleResult {
t.Helper()
g.Players[0].Deck = d1
g.Players[1].Deck = d2
g.Phase = PhaseArrange
g.Players[0].Ready = false
g.Players[1].Ready = false
for _, p := range g.Players {
ids := make([]string, len(p.Deck))
for i, c := range p.Deck {
ids[i] = c.ID
}
if err := g.SubmitOrder(p.ID, ids); err != nil {
t.Fatal(err)
}
}
if g.Phase != PhaseBattle {
t.Fatalf("expected battle phase, got %s", g.Phase)
}
return g.Battle
}
// The worked example from the rules: a 3-power pet fights a 5-power pet. The
// 3 dies, the 5 survives with 3 damage markers (2 health left, 5 attack).
// Then a 2-power pet trades with it: both die.
func TestBattleDamageMarkers(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.pet("Three", 3), g.pet("Two", 2)},
[]Card{g.pet("Five", 5)},
)
if len(res.Events) != 2 {
t.Fatalf("expected 2 clashes, got %d", len(res.Events))
}
first := res.Events[0]
if !first.Died[0] || first.Died[1] {
t.Fatalf("first clash: 3-power should die, 5-power should survive: %+v", first)
}
if first.Damage[1] != 3 {
t.Fatalf("5-power pet should carry 3 damage, has %d", first.Damage[1])
}
second := res.Events[1]
if !second.Died[0] || !second.Died[1] {
t.Fatalf("second clash: both should die (5 attack kills the 2; 3+2 damage kills the 5): %+v", second)
}
if res.WinnerSeat != -1 {
t.Fatalf("battle should be a draw, winner=%d", res.WinnerSeat)
}
if g.Players[0].Trophies != 0 || g.Players[1].Trophies != 0 {
t.Fatal("no trophies on a draw")
}
}
func TestBattleEqualPowerBothDie(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.pet("A", 4)},
[]Card{g.pet("B", 4)},
)
ev := res.Events[0]
if !ev.Died[0] || !ev.Died[1] {
t.Fatalf("equal power pets should both die: %+v", ev)
}
if res.WinnerSeat != -1 {
t.Fatal("expected a draw")
}
}
func TestBattleWinnerGetsTrophy(t *testing.T) {
g, _, p2 := testGame(t)
res := forceBattle(t, g,
[]Card{g.pet("Small", 1)},
[]Card{g.pet("Big", 5)},
)
if res.WinnerSeat != 1 {
t.Fatalf("seat 1 should win, got %d", res.WinnerSeat)
}
if res.Trophies != 1 || p2.Trophies != 1 {
t.Fatalf("round 1 win should award 1 trophy, got %d/%d", res.Trophies, p2.Trophies)
}
}
func TestBattleFinalRoundWorthTwoTrophies(t *testing.T) {
g, _, p2 := testGame(t)
g.Round = MaxRounds
res := forceBattle(t, g,
[]Card{g.pet("Small", 1)},
[]Card{g.pet("Big", 5)},
)
if res.Trophies != 2 || p2.Trophies != 2 {
t.Fatalf("final round win should award 2 trophies, got %d/%d", res.Trophies, p2.Trophies)
}
}
// Foods stack onto the next pet beneath them; each apple adds 1 power.
// Trailing foods with no pet under them are wasted.
func TestBattleApplesBuffNextPet(t *testing.T) {
g, _, _ := testGame(t)
apple1, apple2, apple3 := g.newApple(), g.newApple(), g.newApple()
res := forceBattle(t, g,
[]Card{apple1, apple2, g.pet("Buffed", 3), apple3}, // 3+2=5 power; apple3 wasted
[]Card{g.pet("Enemy", 5)},
)
u := res.Lineups[0][0]
if u.Bonus != 2 || u.Power() != 5 {
t.Fatalf("expected 2 apples for 5 total power, got bonus=%d power=%d", u.Bonus, u.Power())
}
if len(res.WastedFood[0]) != 1 || res.WastedFood[0][0].ID != apple3.ID {
t.Fatalf("trailing apple should be wasted: %+v", res.WastedFood[0])
}
if res.WinnerSeat != -1 {
t.Fatal("5 vs 5 should draw")
}
}
// A player with an empty lineup loses immediately with zero clashes.
func TestBattleEmptyLineupLoses(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.pet("Solo", 1)},
[]Card{g.newApple()}, // food only, no pets
)
if len(res.Events) != 0 {
t.Fatalf("expected no clashes, got %d", len(res.Events))
}
if res.WinnerSeat != 0 {
t.Fatalf("seat 0 should win by default, got %d", res.WinnerSeat)
}
}
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package game
import "fmt"
// Suit is the trade-in symbol printed on pet cards. Three pets of the same
// suit can be traded for a pick of the next tier's deck.
type Suit string
const (
SuitSun Suit = "sun"
SuitMoon Suit = "moon"
SuitStar Suit = "star"
SuitLeaf Suit = "leaf"
)
var suits = []Suit{SuitSun, SuitMoon, SuitStar, SuitLeaf}
// CardKind distinguishes pets from foods.
type CardKind string
const (
KindPet CardKind = "pet"
KindFood CardKind = "food"
)
// Food identifiers. Only apples exist for now; more foods come later.
const FoodApple = "apple"
// Card is a single physical card instance. IDs are unique per game.
type Card struct {
ID string `json:"id"`
Kind CardKind `json:"kind"`
Name string `json:"name"`
Tier int `json:"tier"`
Power int `json:"power,omitempty"`
Suit Suit `json:"suit,omitempty"`
// Effect is display text for the pet's ability. Effects are not yet
// implemented mechanically; the field keeps card data forward-compatible.
Effect string `json:"effect,omitempty"`
Food string `json:"food,omitempty"`
}
func (c Card) IsPet() bool { return c.Kind == KindPet }
func (c Card) IsFood() bool { return c.Kind == KindFood }
// petTemplate is the printed definition of a pet; each template appears as
// multiple card copies in its tier's shop deck.
type petTemplate struct {
Name string
Power int
}
const copiesPerPet = 2
// petTiers defines the shop decks. Index 0 is tier 1 (round 1) through
// index 5 for tier 6 (round 6). Suits are assigned round-robin per tier so
// every tier contains every suit.
var petTiers = [MaxRounds][]petTemplate{
{ // Tier 1
{"Ant", 1}, {"Cricket", 1}, {"Fish", 2}, {"Horse", 1},
{"Beaver", 2}, {"Otter", 1}, {"Pig", 3}, {"Mosquito", 2},
},
{ // Tier 2
{"Crab", 3}, {"Swan", 2}, {"Hedgehog", 3}, {"Peacock", 4},
{"Flamingo", 3}, {"Rat", 2}, {"Shrimp", 2}, {"Spider", 3},
},
{ // Tier 3
{"Dog", 4}, {"Badger", 4}, {"Camel", 3}, {"Giraffe", 3},
{"Kangaroo", 4}, {"Ox", 5}, {"Rabbit", 3}, {"Sheep", 4},
},
{ // Tier 4
{"Skunk", 5}, {"Hippo", 6}, {"Bison", 6}, {"Deer", 4},
{"Squirrel", 4}, {"Whale", 5}, {"Worm", 4}, {"Penguin", 5},
},
{ // Tier 5
{"Scorpion", 5}, {"Rhino", 7}, {"Monkey", 6}, {"Cow", 6},
{"Seal", 6}, {"Shark", 7}, {"Turkey", 5}, {"Crocodile", 8},
},
{ // Tier 6
{"Leopard", 8}, {"Boar", 9}, {"Fly", 7}, {"Gorilla", 9},
{"Mammoth", 10}, {"Snake", 8}, {"Tiger", 9}, {"Dragon", 10},
},
}
// newCardID mints a unique card ID within the game.
func (g *Game) newCardID() string {
g.NextCardID++
return fmt.Sprintf("c%d", g.NextCardID)
}
// buildShopDecks creates all six tier decks (unshuffled).
func (g *Game) buildShopDecks() {
g.ShopDecks = make([][]Card, MaxRounds)
for tierIdx, templates := range petTiers {
deck := make([]Card, 0, len(templates)*copiesPerPet)
for i, t := range templates {
for range copiesPerPet {
deck = append(deck, Card{
ID: g.newCardID(),
Kind: KindPet,
Name: t.Name,
Tier: tierIdx + 1,
Power: t.Power,
Suit: suits[i%len(suits)],
})
}
}
g.ShopDecks[tierIdx] = deck
}
}
// newApple mints an apple food card (from discarding, etc.).
func (g *Game) newApple() Card {
return Card{
ID: g.newCardID(),
Kind: KindFood,
Name: "Apple",
Food: FoodApple,
}
}
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package game
import (
"crypto/rand"
"encoding/hex"
"errors"
"fmt"
"math/big"
"slices"
)
// Tunable rules. The engine supports any player count >= 2; MinPlayers /
// MaxPlayers gate when a lobby can start (2 for now, more later).
const (
MaxRounds = 6
CoinsPerRound = 3
ShopRowSize = 4
MaxPets = 5
TradeInCount = 3
MinPlayers = 2
MaxPlayers = 2
)
// Phase is the game's top-level state.
type Phase string
const (
PhaseLobby Phase = "lobby" // waiting for players
PhaseShop Phase = "shop" // players take turns spending coins
PhaseCleanup Phase = "cleanup" // forced discard down to MaxPets pets
PhaseArrange Phase = "arrange" // players order their decks for battle
PhaseBattle Phase = "battle" // battle resolved; players review the log
PhaseGameOver Phase = "gameover" // all rounds played
)
// Player holds everything about one seat. All fields are exported so a Game
// serializes to JSON for persistence.
type Player struct {
ID string `json:"id"`
Token string `json:"token"` // secret; never sent in views
Name string `json:"name"`
Seat int `json:"seat"`
Coins int `json:"coins"`
Deck []Card `json:"deck"`
Trophies int `json:"trophies"`
Ready bool `json:"ready"` // arrange submitted / battle acknowledged
Connected bool `json:"connected"`
}
// PetCount counts pet cards in the player's deck.
func (p *Player) PetCount() int {
n := 0
for _, c := range p.Deck {
if c.IsPet() {
n++
}
}
return n
}
func (p *Player) cardIndex(cardID string) int {
return slices.IndexFunc(p.Deck, func(c Card) bool { return c.ID == cardID })
}
// PendingTrade is an in-progress trade-in: the trading player has paid and
// must now pick one of two revealed cards from the next tier's deck.
type PendingTrade struct {
PlayerID string `json:"playerId"`
Tier int `json:"tier"` // 1-based tier the options came from
Options [2]Card `json:"options"`
}
// Game is the complete authoritative state. It is a pure state machine: no
// goroutines, no clocks, no I/O. Callers are responsible for locking.
type Game struct {
ID string `json:"id"`
Code string `json:"code"`
Phase Phase `json:"phase"`
Round int `json:"round"` // 1-based
Players []*Player `json:"players"`
ShopDecks [][]Card `json:"shopDecks"` // index 0 = tier 1
ShopRow []Card `json:"shopRow"` // empty ID = empty slot
Turn int `json:"turn"` // seat with the current shop turn
Pending *PendingTrade `json:"pending,omitempty"`
Battle *BattleResult `json:"battle,omitempty"` // most recent battle
NextCardID int `json:"nextCardId"`
WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie
}
var (
ErrNotYourTurn = errors.New("not your turn")
ErrWrongPhase = errors.New("action not allowed in this phase")
ErrNoCoins = errors.New("no coins remaining")
ErrInvalidAction = errors.New("invalid action")
)
func randomID(n int) string {
b := make([]byte, n)
if _, err := rand.Read(b); err != nil {
panic(err)
}
return hex.EncodeToString(b)
}
func randomCode() string {
const letters = "ABCDEFGHJKMNPQRSTUVWXYZ23456789" // no easily-confused chars
code := make([]byte, 5)
for i := range code {
n, err := rand.Int(rand.Reader, big.NewInt(int64(len(letters))))
if err != nil {
panic(err)
}
code[i] = letters[n.Int64()]
}
return string(code)
}
func randInt(n int) int {
v, err := rand.Int(rand.Reader, big.NewInt(int64(n)))
if err != nil {
panic(err)
}
return int(v.Int64())
}
func shuffle[T any](s []T) {
for i := len(s) - 1; i > 0; i-- {
j := randInt(i + 1)
s[i], s[j] = s[j], s[i]
}
}
// New creates a game in the lobby phase with its shop decks built and
// shuffled. All later "randomness" is just drawing from these decks, so the
// state is fully deterministic (and serializable) after this point.
func New() *Game {
g := &Game{
ID: randomID(16),
Code: randomCode(),
Phase: PhaseLobby,
WinnerSeat: -1,
}
g.buildShopDecks()
for i := range g.ShopDecks {
shuffle(g.ShopDecks[i])
}
return g
}
// AddPlayer seats a new player during the lobby phase and returns them (with
// their secret token). The game starts automatically once full.
func (g *Game) AddPlayer(name string) (*Player, error) {
if g.Phase != PhaseLobby {
return nil, fmt.Errorf("%w: game already started", ErrWrongPhase)
}
if len(g.Players) >= MaxPlayers {
return nil, errors.New("game is full")
}
if name == "" {
name = fmt.Sprintf("Player %d", len(g.Players)+1)
}
p := &Player{
ID: randomID(8),
Token: randomID(16),
Name: name,
Seat: len(g.Players),
}
g.Players = append(g.Players, p)
if len(g.Players) == MaxPlayers {
g.start()
}
return p, nil
}
// PlayerByID returns the player, or nil.
func (g *Game) PlayerByID(id string) *Player {
for _, p := range g.Players {
if p.ID == id {
return p
}
}
return nil
}
func (g *Game) start() {
g.Round = 1
g.startShopRound()
}
// startShopRound resets coins, deals the shop row from this round's tier
// deck, and rotates the starting player.
func (g *Game) startShopRound() {
g.Phase = PhaseShop
g.Pending = nil
for _, p := range g.Players {
p.Coins = CoinsPerRound
p.Ready = false
}
g.ShopRow = make([]Card, ShopRowSize)
for i := range g.ShopRow {
g.ShopRow[i] = g.drawFromTier(g.Round)
}
g.Turn = (g.Round - 1) % len(g.Players)
}
// drawFromTier pops the top card of the given tier's deck (1-based tier).
// Returns a zero Card if the deck is empty.
func (g *Game) drawFromTier(tier int) Card {
deck := g.ShopDecks[tier-1]
if len(deck) == 0 {
return Card{}
}
top := deck[0]
g.ShopDecks[tier-1] = deck[1:]
return top
}
// requireShopTurn validates that playerID may act in the shop right now.
func (g *Game) requireShopTurn(playerID string) (*Player, error) {
if g.Phase != PhaseShop {
return nil, ErrWrongPhase
}
p := g.PlayerByID(playerID)
if p == nil {
return nil, errors.New("unknown player")
}
if g.Players[g.Turn].ID != playerID {
return nil, ErrNotYourTurn
}
if g.Pending != nil {
return nil, fmt.Errorf("%w: finish your trade first", ErrInvalidAction)
}
if p.Coins <= 0 {
return nil, ErrNoCoins
}
return p, nil
}
// Buy spends one coin to take the card at rowIdx into the player's deck.
// The slot refills from the current round's tier deck.
func (g *Game) Buy(playerID string, rowIdx int) error {
p, err := g.requireShopTurn(playerID)
if err != nil {
return err
}
if rowIdx < 0 || rowIdx >= len(g.ShopRow) || g.ShopRow[rowIdx].ID == "" {
return fmt.Errorf("%w: no card in that shop slot", ErrInvalidAction)
}
p.Coins--
p.Deck = append(p.Deck, g.ShopRow[rowIdx])
g.ShopRow[rowIdx] = g.drawFromTier(g.Round)
g.advanceShopTurn()
return nil
}
// Discard spends one coin to convert any number (>=1) of the player's cards
// into that many apples.
func (g *Game) Discard(playerID string, cardIDs []string) error {
p, err := g.requireShopTurn(playerID)
if err != nil {
return err
}
if len(cardIDs) == 0 {
return fmt.Errorf("%w: choose at least one card to discard", ErrInvalidAction)
}
if err := g.convertToApples(p, cardIDs); err != nil {
return err
}
p.Coins--
g.advanceShopTurn()
return nil
}
// convertToApples removes the given cards from p's deck and adds one apple
// per removed card. It validates before mutating.
func (g *Game) convertToApples(p *Player, cardIDs []string) error {
if hasDuplicates(cardIDs) {
return fmt.Errorf("%w: duplicate card", ErrInvalidAction)
}
for _, id := range cardIDs {
if p.cardIndex(id) < 0 {
return fmt.Errorf("%w: card not in your deck", ErrInvalidAction)
}
}
for _, id := range cardIDs {
p.Deck = slices.Delete(p.Deck, p.cardIndex(id), p.cardIndex(id)+1)
}
for range cardIDs {
p.Deck = append(p.Deck, g.newApple())
}
return nil
}
// TradeStart spends one coin and three same-suit pets from the player's deck
// to reveal the top two cards of the next tier's deck. The player must then
// call TradeChoose before anything else happens.
func (g *Game) TradeStart(playerID string, cardIDs []string) error {
p, err := g.requireShopTurn(playerID)
if err != nil {
return err
}
if g.Round >= MaxRounds {
return fmt.Errorf("%w: no higher tier to trade into", ErrInvalidAction)
}
if len(cardIDs) != TradeInCount || hasDuplicates(cardIDs) {
return fmt.Errorf("%w: trade in exactly %d cards", ErrInvalidAction, TradeInCount)
}
var suit Suit
for i, id := range cardIDs {
idx := p.cardIndex(id)
if idx < 0 {
return fmt.Errorf("%w: card not in your deck", ErrInvalidAction)
}
c := p.Deck[idx]
if !c.IsPet() {
return fmt.Errorf("%w: only pets have suits", ErrInvalidAction)
}
if i == 0 {
suit = c.Suit
} else if c.Suit != suit {
return fmt.Errorf("%w: cards must share a suit", ErrInvalidAction)
}
}
nextTier := g.Round + 1
if len(g.ShopDecks[nextTier-1]) < 2 {
return fmt.Errorf("%w: next tier deck is exhausted", ErrInvalidAction)
}
// Validated; commit.
for _, id := range cardIDs {
p.Deck = slices.Delete(p.Deck, p.cardIndex(id), p.cardIndex(id)+1)
}
p.Coins--
g.Pending = &PendingTrade{
PlayerID: playerID,
Tier: nextTier,
Options: [2]Card{g.drawFromTier(nextTier), g.drawFromTier(nextTier)},
}
return nil
}
// TradeChoose resolves a pending trade: pick (0 or 1) joins the player's
// deck, the other goes to the bottom of its tier deck.
func (g *Game) TradeChoose(playerID string, pick int) error {
if g.Phase != PhaseShop || g.Pending == nil || g.Pending.PlayerID != playerID {
return fmt.Errorf("%w: no trade waiting on you", ErrInvalidAction)
}
if pick != 0 && pick != 1 {
return fmt.Errorf("%w: pick 0 or 1", ErrInvalidAction)
}
p := g.PlayerByID(playerID)
chosen, other := g.Pending.Options[pick], g.Pending.Options[1-pick]
p.Deck = append(p.Deck, chosen)
tierIdx := g.Pending.Tier - 1
g.ShopDecks[tierIdx] = append(g.ShopDecks[tierIdx], other)
g.Pending = nil
g.advanceShopTurn()
return nil
}
// Pass forfeits the player's remaining coins and ends their shopping.
func (g *Game) Pass(playerID string) error {
p, err := g.requireShopTurn(playerID)
if err != nil {
return err
}
p.Coins = 0
g.advanceShopTurn()
return nil
}
// advanceShopTurn hands the turn to the next player who still has coins, or
// moves the game onward when everyone is spent.
func (g *Game) advanceShopTurn() {
for i := 1; i <= len(g.Players); i++ {
seat := (g.Turn + i) % len(g.Players)
if g.Players[seat].Coins > 0 {
g.Turn = seat
return
}
}
g.endShop()
}
// endShop moves to forced discard if anyone is over the pet limit, otherwise
// straight to arranging.
func (g *Game) endShop() {
over := false
for _, p := range g.Players {
p.Ready = p.PetCount() <= MaxPets
if !p.Ready {
over = true
}
}
if over {
g.Phase = PhaseCleanup
return
}
g.beginArrange()
}
// CleanupDiscard performs the forced end-of-shop discard: the player must
// convert exactly their excess pets into apples.
func (g *Game) CleanupDiscard(playerID string, cardIDs []string) error {
if g.Phase != PhaseCleanup {
return ErrWrongPhase
}
p := g.PlayerByID(playerID)
if p == nil {
return errors.New("unknown player")
}
excess := p.PetCount() - MaxPets
if excess <= 0 {
return fmt.Errorf("%w: you are not over the pet limit", ErrInvalidAction)
}
if len(cardIDs) != excess {
return fmt.Errorf("%w: discard exactly %d pets", ErrInvalidAction, excess)
}
for _, id := range cardIDs {
idx := p.cardIndex(id)
if idx < 0 || !p.Deck[idx].IsPet() {
return fmt.Errorf("%w: pick pets from your deck", ErrInvalidAction)
}
}
if err := g.convertToApples(p, cardIDs); err != nil {
return err
}
p.Ready = true
if g.allReady() {
g.beginArrange()
}
return nil
}
func (g *Game) allReady() bool {
for _, p := range g.Players {
if !p.Ready {
return false
}
}
return true
}
func (g *Game) beginArrange() {
g.Phase = PhaseArrange
for _, p := range g.Players {
p.Ready = false
}
}
// SubmitOrder records the player's battle ordering (a permutation of their
// deck's card IDs, top of deck first). When everyone has submitted, the
// battle resolves.
func (g *Game) SubmitOrder(playerID string, orderedIDs []string) error {
if g.Phase != PhaseArrange {
return ErrWrongPhase
}
p := g.PlayerByID(playerID)
if p == nil {
return errors.New("unknown player")
}
if p.Ready {
return fmt.Errorf("%w: order already submitted", ErrInvalidAction)
}
if len(orderedIDs) != len(p.Deck) || hasDuplicates(orderedIDs) {
return fmt.Errorf("%w: order must include each of your cards exactly once", ErrInvalidAction)
}
ordered := make([]Card, 0, len(p.Deck))
for _, id := range orderedIDs {
idx := p.cardIndex(id)
if idx < 0 {
return fmt.Errorf("%w: card not in your deck", ErrInvalidAction)
}
ordered = append(ordered, p.Deck[idx])
}
p.Deck = ordered
p.Ready = true
if g.allReady() {
g.resolveBattle()
}
return nil
}
// AcknowledgeBattle marks the player done reviewing the battle. When all
// players acknowledge, the next round starts (or the game ends).
func (g *Game) AcknowledgeBattle(playerID string) error {
if g.Phase != PhaseBattle {
return ErrWrongPhase
}
p := g.PlayerByID(playerID)
if p == nil {
return errors.New("unknown player")
}
p.Ready = true
if !g.allReady() {
return nil
}
if g.Round >= MaxRounds {
g.finish()
return nil
}
g.Round++
g.startShopRound()
return nil
}
func (g *Game) finish() {
g.Phase = PhaseGameOver
best, bestSeat, tie := -1, -1, false
for _, p := range g.Players {
switch {
case p.Trophies > best:
best, bestSeat, tie = p.Trophies, p.Seat, false
case p.Trophies == best:
tie = true
}
}
if tie {
g.WinnerSeat = -1
} else {
g.WinnerSeat = bestSeat
}
}
func hasDuplicates(ids []string) bool {
seen := make(map[string]struct{}, len(ids))
for _, id := range ids {
if _, ok := seen[id]; ok {
return true
}
seen[id] = struct{}{}
}
return false
}
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package game
import (
"testing"
)
func deckIDs(p *Player, filter func(Card) bool) []string {
var ids []string
for _, c := range p.Deck {
if filter == nil || filter(c) {
ids = append(ids, c.ID)
}
}
return ids
}
func current(g *Game) *Player { return g.Players[g.Turn] }
func TestLobbyStartsWhenFull(t *testing.T) {
g := New()
if g.Phase != PhaseLobby {
t.Fatalf("new game should be in lobby, got %s", g.Phase)
}
if _, err := g.AddPlayer("Alice"); err != nil {
t.Fatal(err)
}
if g.Phase != PhaseLobby {
t.Fatal("game should wait for second player")
}
if _, err := g.AddPlayer("Bob"); err != nil {
t.Fatal(err)
}
if g.Phase != PhaseShop || g.Round != 1 {
t.Fatalf("game should start round 1 shop, got phase=%s round=%d", g.Phase, g.Round)
}
if _, err := g.AddPlayer("Carol"); err == nil {
t.Fatal("third player should be rejected while MaxPlayers=2")
}
for _, p := range g.Players {
if p.Coins != CoinsPerRound {
t.Fatalf("player should start with %d coins", CoinsPerRound)
}
}
if len(g.ShopRow) != ShopRowSize {
t.Fatalf("shop row should have %d cards", ShopRowSize)
}
for _, c := range g.ShopRow {
if c.Tier != 1 {
t.Fatalf("round 1 shop should deal tier 1 cards, got tier %d", c.Tier)
}
}
}
func TestBuyTakesCardAndRefills(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
want := g.ShopRow[0]
deckBefore := len(g.ShopDecks[0])
if err := g.Buy(p.ID, 0); err != nil {
t.Fatal(err)
}
if p.Coins != CoinsPerRound-1 {
t.Fatalf("buy should cost 1 coin, coins=%d", p.Coins)
}
if len(p.Deck) != 1 || p.Deck[0].ID != want.ID {
t.Fatalf("bought card should be in deck")
}
if g.ShopRow[0].ID == "" || g.ShopRow[0].ID == want.ID {
t.Fatal("shop slot should refill with a new card")
}
if len(g.ShopDecks[0]) != deckBefore-1 {
t.Fatal("refill should come from the tier deck")
}
if current(g).ID == p.ID {
t.Fatal("turn should pass after an action")
}
}
func TestTurnValidation(t *testing.T) {
g, _, _ := testGame(t)
other := g.Players[(g.Turn+1)%2]
if err := g.Buy(other.ID, 0); err == nil {
t.Fatal("acting out of turn should fail")
}
}
func TestDiscardConvertsToApples(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
if err := g.Buy(p.ID, 0); err != nil {
t.Fatal(err)
}
// Skip opponent back to p.
if err := g.Buy(current(g).ID, 0); err != nil {
t.Fatal(err)
}
if err := g.Discard(p.ID, deckIDs(p, Card.IsPet)); err != nil {
t.Fatal(err)
}
if p.Coins != CoinsPerRound-2 {
t.Fatalf("discard should cost 1 coin, coins=%d", p.Coins)
}
if p.PetCount() != 0 || len(p.Deck) != 1 || p.Deck[0].Food != FoodApple {
t.Fatalf("discarded pet should become an apple: %+v", p.Deck)
}
}
func TestTradeInThreeMatchingSuits(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
// Hand p three same-suit tier-1 pets directly.
for range 3 {
c := g.pet("Fodder", 1)
c.Suit = SuitMoon
p.Deck = append(p.Deck, c)
}
nextDeckBefore := len(g.ShopDecks[1])
if err := g.TradeStart(p.ID, deckIDs(p, nil)); err != nil {
t.Fatal(err)
}
if g.Pending == nil || g.Pending.Tier != 2 {
t.Fatalf("trade should reveal two tier-2 cards: %+v", g.Pending)
}
if len(p.Deck) != 0 {
t.Fatal("traded cards should leave the deck")
}
if current(g).ID != p.ID {
t.Fatal("turn should not pass until the trade is chosen")
}
if err := g.Buy(p.ID, 0); err == nil {
t.Fatal("other actions should be blocked while a trade is pending")
}
chosen := g.Pending.Options[0]
rejected := g.Pending.Options[1]
if err := g.TradeChoose(p.ID, 0); err != nil {
t.Fatal(err)
}
if len(p.Deck) != 1 || p.Deck[0].ID != chosen.ID {
t.Fatal("chosen card should join the deck")
}
deck2 := g.ShopDecks[1]
if len(deck2) != nextDeckBefore-1 {
t.Fatalf("tier 2 deck should be down exactly one card, was %d now %d", nextDeckBefore, len(deck2))
}
if deck2[len(deck2)-1].ID != rejected.ID {
t.Fatal("rejected card should go to the bottom of the tier deck")
}
if p.Coins != CoinsPerRound-1 {
t.Fatalf("trade should cost 1 coin, coins=%d", p.Coins)
}
}
func TestTradeRequiresMatchingSuit(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
a, b, c := g.pet("A", 1), g.pet("B", 1), g.pet("C", 1)
a.Suit, b.Suit, c.Suit = SuitSun, SuitSun, SuitMoon
p.Deck = append(p.Deck, a, b, c)
if err := g.TradeStart(p.ID, []string{a.ID, b.ID, c.ID}); err == nil {
t.Fatal("mismatched suits should be rejected")
}
if len(p.Deck) != 3 || p.Coins != CoinsPerRound {
t.Fatal("failed trade must not mutate state")
}
}
func TestTradeBlockedOnFinalRound(t *testing.T) {
g, _, _ := testGame(t)
g.Round = MaxRounds
p := current(g)
for range 3 {
c := g.pet("Fodder", 1)
c.Suit = SuitMoon
p.Deck = append(p.Deck, c)
}
if err := g.TradeStart(p.ID, deckIDs(p, nil)); err == nil {
t.Fatal("trading should be impossible in the final round")
}
}
// spendAllCoins has both players pass until the shop ends.
func spendAllCoins(t *testing.T, g *Game) {
t.Helper()
for g.Phase == PhaseShop {
if err := g.Pass(current(g).ID); err != nil {
t.Fatal(err)
}
}
}
func TestShopEndsIntoArrange(t *testing.T) {
g, _, _ := testGame(t)
spendAllCoins(t, g)
if g.Phase != PhaseArrange {
t.Fatalf("shop should end into arrange when no one is over the pet limit, got %s", g.Phase)
}
}
func TestForcedDiscardOverPetLimit(t *testing.T) {
g, p1, _ := testGame(t)
for range MaxPets + 2 {
p1.Deck = append(p1.Deck, g.pet("Extra", 1))
}
spendAllCoins(t, g)
if g.Phase != PhaseCleanup {
t.Fatalf("player with %d pets must be forced to discard, got phase %s", MaxPets+2, g.Phase)
}
// Wrong count rejected.
if err := g.CleanupDiscard(p1.ID, deckIDs(p1, Card.IsPet)[:1]); err == nil {
t.Fatal("must discard exactly the excess")
}
if err := g.CleanupDiscard(p1.ID, deckIDs(p1, Card.IsPet)[:2]); err != nil {
t.Fatal(err)
}
if p1.PetCount() != MaxPets {
t.Fatalf("expected %d pets after cleanup, got %d", MaxPets, p1.PetCount())
}
apples := 0
for _, c := range p1.Deck {
if c.Food == FoodApple {
apples++
}
}
if apples != 2 {
t.Fatalf("discarded pets should become apples, got %d", apples)
}
if g.Phase != PhaseArrange {
t.Fatalf("cleanup should flow into arrange, got %s", g.Phase)
}
}
func TestArrangeRejectsBadPermutation(t *testing.T) {
g, p1, _ := testGame(t)
p1.Deck = append(p1.Deck, g.pet("A", 1), g.pet("B", 2))
spendAllCoins(t, g)
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[0].ID}); err == nil {
t.Fatal("partial order should be rejected")
}
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[0].ID, p1.Deck[0].ID}); err == nil {
t.Fatal("duplicate IDs should be rejected")
}
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[1].ID, p1.Deck[0].ID}); err != nil {
t.Fatal(err)
}
if p1.Deck[0].Name != "B" {
t.Fatal("submitted order should be applied to the deck")
}
}
// Full game: six rounds of pass-through shops and battles, trophy totals,
// and game over with a winner.
func TestFullGameFlow(t *testing.T) {
g, p1, p2 := testGame(t)
p1.Deck = append(p1.Deck, g.pet("Champ", 9))
p2.Deck = append(p2.Deck, g.pet("Chump", 1))
for round := 1; round <= MaxRounds; round++ {
if g.Round != round || g.Phase != PhaseShop {
t.Fatalf("expected shop of round %d, got round %d phase %s", round, g.Round, g.Phase)
}
if g.Turn != (round-1)%len(g.Players) {
t.Fatalf("round %d should rotate the starting player, turn=%d", round, g.Turn)
}
for _, c := range g.ShopRow {
if c.ID != "" && c.Tier != round {
t.Fatalf("round %d shop dealt tier %d card", round, c.Tier)
}
}
spendAllCoins(t, g)
for _, p := range g.Players {
if err := g.SubmitOrder(p.ID, deckIDs(p, nil)); err != nil {
t.Fatal(err)
}
}
if g.Phase != PhaseBattle {
t.Fatalf("expected battle after both arrange, got %s", g.Phase)
}
if g.Battle.WinnerSeat != p1.Seat {
t.Fatalf("round %d: seat 0 should win", round)
}
for _, p := range g.Players {
if err := g.AcknowledgeBattle(p.ID); err != nil {
t.Fatal(err)
}
}
}
if g.Phase != PhaseGameOver {
t.Fatalf("game should be over after %d rounds, got %s", MaxRounds, g.Phase)
}
// 1 trophy for rounds 1-5, 2 for round 6.
if p1.Trophies != 7 {
t.Fatalf("winner should have 7 trophies, got %d", p1.Trophies)
}
if g.WinnerSeat != p1.Seat {
t.Fatalf("winner seat should be %d, got %d", p1.Seat, g.WinnerSeat)
}
}
func TestViewHidesSecrets(t *testing.T) {
g, p1, p2 := testGame(t)
p1.Deck = append(p1.Deck, g.pet("Secret", 3))
v := g.ViewFor(p2.ID)
if v.YouSeat != p2.Seat {
t.Fatalf("view should identify the viewer's seat")
}
for _, pv := range v.Players {
if pv.Seat == p1.Seat && pv.Deck != nil {
t.Fatal("opponent deck contents must be hidden")
}
if pv.Seat == p1.Seat && pv.DeckSize != 1 {
t.Fatal("opponent deck size should be visible")
}
}
// Pending trade options hidden from the opponent.
for range 3 {
c := g.pet("Fodder", 1)
c.Suit = SuitLeaf
p1.Deck = append(p1.Deck, c)
}
g.Turn = p1.Seat
var fodder []string
for _, c := range p1.Deck {
if c.Name == "Fodder" {
fodder = append(fodder, c.ID)
}
}
if err := g.TradeStart(p1.ID, fodder); err != nil {
t.Fatal(err)
}
if opts := g.ViewFor(p2.ID).Pending.Options; opts[0].ID != "" || opts[1].ID != "" {
t.Fatal("trade options must be hidden from opponents")
}
if opts := g.ViewFor(p1.ID).Pending.Options; opts[0].ID == "" {
t.Fatal("trade options must be visible to the trader")
}
}
+85
View File
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package game
// PlayerView is what any player may know about a seat. Deck contents are
// only included for the viewer's own seat; opponents see counts.
type PlayerView struct {
ID string `json:"id"`
Name string `json:"name"`
Seat int `json:"seat"`
Coins int `json:"coins"`
Trophies int `json:"trophies"`
Ready bool `json:"ready"`
Connected bool `json:"connected"`
DeckSize int `json:"deckSize"`
PetCount int `json:"petCount"`
Deck []Card `json:"deck,omitempty"` // self only
}
// View is the full game state as seen by one player.
type View struct {
GameID string `json:"gameId"`
Code string `json:"code"`
Phase Phase `json:"phase"`
Round int `json:"round"`
MaxRounds int `json:"maxRounds"`
MaxPets int `json:"maxPets"`
YouSeat int `json:"youSeat"`
Turn int `json:"turn"`
ShopRow []Card `json:"shopRow"`
DeckCounts []int `json:"deckCounts"` // remaining shop cards per tier
Players []PlayerView `json:"players"`
// Pending is included for everyone so opponents see a trade is in
// progress, but the revealed options are only shown to the trader.
Pending *PendingTrade `json:"pending,omitempty"`
Battle *BattleResult `json:"battle,omitempty"`
WinnerSeat int `json:"winnerSeat"`
}
// ViewFor builds the state visible to the given player.
func (g *Game) ViewFor(playerID string) View {
v := View{
GameID: g.ID,
Code: g.Code,
Phase: g.Phase,
Round: g.Round,
MaxRounds: MaxRounds,
MaxPets: MaxPets,
YouSeat: -1,
Turn: g.Turn,
ShopRow: g.ShopRow,
WinnerSeat: g.WinnerSeat,
}
for _, deck := range g.ShopDecks {
v.DeckCounts = append(v.DeckCounts, len(deck))
}
for _, p := range g.Players {
pv := PlayerView{
ID: p.ID,
Name: p.Name,
Seat: p.Seat,
Coins: p.Coins,
Trophies: p.Trophies,
Ready: p.Ready,
Connected: p.Connected,
DeckSize: len(p.Deck),
PetCount: p.PetCount(),
}
if p.ID == playerID {
v.YouSeat = p.Seat
pv.Deck = p.Deck
}
v.Players = append(v.Players, pv)
}
if g.Pending != nil {
pending := *g.Pending
if pending.PlayerID != playerID {
pending.Options = [2]Card{} // hide the revealed cards
}
v.Pending = &pending
}
// Battle results (lineups, events) are public once resolved. Keep the
// battle around during the following shop phase too, so late joiners /
// reconnects can still see the last result.
v.Battle = g.Battle
return v
}
+186
View File
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// Package server exposes the game engine over HTTP + WebSockets. Each game
// lives in a "room": the authoritative Game state, a lock, and the set of
// connected clients. All mutations happen under the room lock and are
// persisted to the store before being broadcast.
package server
import (
"encoding/json"
"errors"
"log/slog"
"net/http"
"os"
"path/filepath"
"strings"
"sync"
"github.com/greyson/super-auto-pets-board-game/internal/game"
"github.com/greyson/super-auto-pets-board-game/internal/store"
)
// Server routes HTTP/WS traffic to game rooms.
type Server struct {
store *store.Store
staticDir string
mu sync.Mutex
rooms map[string]*room // by game ID
}
// New creates a server. staticDir is the built frontend to serve (may be
// empty or missing during backend-only development).
func New(st *store.Store, staticDir string) *Server {
return &Server{
store: st,
staticDir: staticDir,
rooms: make(map[string]*room),
}
}
// Handler builds the full route table.
func (s *Server) Handler() http.Handler {
mux := http.NewServeMux()
mux.HandleFunc("POST /api/games", s.handleCreate)
mux.HandleFunc("POST /api/join", s.handleJoin)
mux.HandleFunc("GET /api/ws", s.handleWS)
mux.HandleFunc("/", s.handleStatic)
return mux
}
// room is one live game plus its connections.
type room struct {
mu sync.Mutex
game *game.Game
conns map[*client]struct{}
}
// getRoom returns the room for a game ID, loading it from the store if it
// isn't in memory (e.g. after a server restart).
func (s *Server) getRoom(gameID string) (*room, error) {
s.mu.Lock()
defer s.mu.Unlock()
if r, ok := s.rooms[gameID]; ok {
return r, nil
}
g, err := s.store.Load(gameID)
if err != nil {
return nil, err
}
r := &room{game: g, conns: make(map[*client]struct{})}
s.rooms[gameID] = r
return r, nil
}
// getRoomByCode resolves a join code to a room.
func (s *Server) getRoomByCode(code string) (*room, error) {
code = strings.ToUpper(strings.TrimSpace(code))
s.mu.Lock()
for _, r := range s.rooms {
if r.game.Code == code {
s.mu.Unlock()
return r, nil
}
}
s.mu.Unlock()
g, err := s.store.LoadByCode(code)
if err != nil {
return nil, err
}
return s.getRoom(g.ID)
}
// persist saves the room's game; callers must hold r.mu.
func (s *Server) persist(r *room) {
if err := s.store.Save(r.game); err != nil {
slog.Error("failed to persist game", "game", r.game.ID, "err", err)
}
}
type joinResponse struct {
GameID string `json:"gameId"`
Code string `json:"code"`
PlayerID string `json:"playerId"`
Token string `json:"token"`
}
func (s *Server) handleCreate(w http.ResponseWriter, req *http.Request) {
var body struct {
Name string `json:"name"`
}
if err := json.NewDecoder(req.Body).Decode(&body); err != nil {
httpError(w, http.StatusBadRequest, "invalid JSON body")
return
}
g := game.New()
p, err := g.AddPlayer(strings.TrimSpace(body.Name))
if err != nil {
httpError(w, http.StatusBadRequest, err.Error())
return
}
r := &room{game: g, conns: make(map[*client]struct{})}
s.mu.Lock()
s.rooms[g.ID] = r
s.mu.Unlock()
r.mu.Lock()
s.persist(r)
r.mu.Unlock()
writeJSON(w, joinResponse{GameID: g.ID, Code: g.Code, PlayerID: p.ID, Token: p.Token})
}
func (s *Server) handleJoin(w http.ResponseWriter, req *http.Request) {
var body struct {
Code string `json:"code"`
Name string `json:"name"`
}
if err := json.NewDecoder(req.Body).Decode(&body); err != nil {
httpError(w, http.StatusBadRequest, "invalid JSON body")
return
}
r, err := s.getRoomByCode(body.Code)
if errors.Is(err, store.ErrNotFound) {
httpError(w, http.StatusNotFound, "no game with that code")
return
}
if err != nil {
httpError(w, http.StatusInternalServerError, "failed to load game")
return
}
r.mu.Lock()
p, err := r.game.AddPlayer(strings.TrimSpace(body.Name))
if err != nil {
r.mu.Unlock()
httpError(w, http.StatusConflict, err.Error())
return
}
s.persist(r)
resp := joinResponse{GameID: r.game.ID, Code: r.game.Code, PlayerID: p.ID, Token: p.Token}
r.broadcastLocked()
r.mu.Unlock()
writeJSON(w, resp)
}
// handleStatic serves the built frontend with an SPA fallback to index.html.
func (s *Server) handleStatic(w http.ResponseWriter, req *http.Request) {
if s.staticDir == "" {
httpError(w, http.StatusNotFound, "frontend not built (run: mise run build-web)")
return
}
path := filepath.Join(s.staticDir, filepath.Clean("/"+req.URL.Path))
if info, err := os.Stat(path); err == nil && !info.IsDir() {
http.ServeFile(w, req, path)
return
}
http.ServeFile(w, req, filepath.Join(s.staticDir, "index.html"))
}
func writeJSON(w http.ResponseWriter, v any) {
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(v)
}
func httpError(w http.ResponseWriter, status int, msg string) {
w.Header().Set("Content-Type", "application/json")
w.WriteHeader(status)
json.NewEncoder(w).Encode(map[string]string{"error": msg})
}
+189
View File
@@ -0,0 +1,189 @@
package server
import (
"context"
"encoding/json"
"log/slog"
"net/http"
"time"
"github.com/coder/websocket"
"github.com/greyson/super-auto-pets-board-game/internal/game"
)
// client is one WebSocket connection bound to a player in a room.
type client struct {
ws *websocket.Conn
playerID string
send chan []byte
}
// clientMessage is anything a player can ask the server to do. Type decides
// which other fields matter.
type clientMessage struct {
Type string `json:"type"`
Row int `json:"row"` // buy
Cards []string `json:"cards"` // discard, trade
Pick int `json:"pick"` // tradeChoose
Order []string `json:"order"` // arrange
}
type serverMessage struct {
Type string `json:"type"`
State *game.View `json:"state,omitempty"`
Error string `json:"error,omitempty"`
}
// handleWS upgrades the connection and pumps messages until the client
// leaves. Query params: game, player, token.
func (s *Server) handleWS(w http.ResponseWriter, req *http.Request) {
q := req.URL.Query()
gameID, playerID, token := q.Get("game"), q.Get("player"), q.Get("token")
r, err := s.getRoom(gameID)
if err != nil {
httpError(w, http.StatusNotFound, "game not found")
return
}
r.mu.Lock()
p := r.game.PlayerByID(playerID)
r.mu.Unlock()
if p == nil || p.Token != token {
httpError(w, http.StatusForbidden, "bad player credentials")
return
}
ws, err := websocket.Accept(w, req, &websocket.AcceptOptions{
// Same-origin in production; the Vite dev server proxies /api, so
// cross-origin checks buy nothing here yet.
InsecureSkipVerify: true,
})
if err != nil {
return
}
c := &client{ws: ws, playerID: playerID, send: make(chan []byte, 16)}
ctx, cancel := context.WithCancel(req.Context())
defer cancel()
go c.writeLoop(ctx)
r.mu.Lock()
r.conns[c] = struct{}{}
p.Connected = true
r.broadcastLocked()
r.mu.Unlock()
defer func() {
r.mu.Lock()
delete(r.conns, c)
// Only mark disconnected if no other tab/connection remains.
stillHere := false
for other := range r.conns {
if other.playerID == playerID {
stillHere = true
}
}
if !stillHere {
p.Connected = false
}
r.broadcastLocked()
r.mu.Unlock()
ws.Close(websocket.StatusNormalClosure, "")
}()
for {
_, data, err := ws.Read(ctx)
if err != nil {
return
}
var msg clientMessage
if err := json.Unmarshal(data, &msg); err != nil {
c.sendError("invalid message")
continue
}
s.apply(r, c, msg)
}
}
// apply runs one player action against the game under the room lock, then
// persists and broadcasts on success.
func (s *Server) apply(r *room, c *client, msg clientMessage) {
r.mu.Lock()
defer r.mu.Unlock()
g := r.game
var err error
switch msg.Type {
case "buy":
err = g.Buy(c.playerID, msg.Row)
case "discard":
if g.Phase == game.PhaseCleanup {
err = g.CleanupDiscard(c.playerID, msg.Cards)
} else {
err = g.Discard(c.playerID, msg.Cards)
}
case "trade":
err = g.TradeStart(c.playerID, msg.Cards)
case "tradeChoose":
err = g.TradeChoose(c.playerID, msg.Pick)
case "pass":
err = g.Pass(c.playerID)
case "arrange":
err = g.SubmitOrder(c.playerID, msg.Order)
case "ready":
err = g.AcknowledgeBattle(c.playerID)
default:
err = game.ErrInvalidAction
}
if err != nil {
c.sendError(err.Error())
return
}
s.persist(r)
r.broadcastLocked()
}
// broadcastLocked sends each connected client its own view of the game.
// Callers must hold r.mu.
func (r *room) broadcastLocked() {
for c := range r.conns {
view := r.game.ViewFor(c.playerID)
data, err := json.Marshal(serverMessage{Type: "state", State: &view})
if err != nil {
slog.Error("failed to marshal view", "err", err)
continue
}
c.trySend(data)
}
}
func (c *client) sendError(msg string) {
data, _ := json.Marshal(serverMessage{Type: "error", Error: msg})
c.trySend(data)
}
// trySend queues a message, dropping it if the client's buffer is full (a
// stalled client will resync from the next state broadcast anyway).
func (c *client) trySend(data []byte) {
select {
case c.send <- data:
default:
}
}
func (c *client) writeLoop(ctx context.Context) {
for {
select {
case <-ctx.Done():
return
case data := <-c.send:
writeCtx, cancel := context.WithTimeout(ctx, 10*time.Second)
err := c.ws.Write(writeCtx, websocket.MessageText, data)
cancel()
if err != nil {
return
}
}
}
}
+96
View File
@@ -0,0 +1,96 @@
// Package store persists game state as JSON blobs in SQLite.
package store
import (
"database/sql"
"encoding/json"
"errors"
"fmt"
"os"
"path/filepath"
"time"
_ "modernc.org/sqlite"
"github.com/greyson/super-auto-pets-board-game/internal/game"
)
// ErrNotFound is returned when a game doesn't exist.
var ErrNotFound = errors.New("game not found")
// Store wraps the SQLite database in the data directory.
type Store struct {
db *sql.DB
}
// Open creates the data directory if needed and opens (or initializes) the
// database inside it.
func Open(dataDir string) (*Store, error) {
if err := os.MkdirAll(dataDir, 0o755); err != nil {
return nil, fmt.Errorf("create data dir: %w", err)
}
dsn := fmt.Sprintf("file:%s?_pragma=journal_mode(WAL)&_pragma=busy_timeout(5000)",
filepath.Join(dataDir, "games.db"))
db, err := sql.Open("sqlite", dsn)
if err != nil {
return nil, err
}
// modernc.org/sqlite is happiest with a single writer connection.
db.SetMaxOpenConns(1)
if _, err := db.Exec(`
CREATE TABLE IF NOT EXISTS games (
id TEXT PRIMARY KEY,
code TEXT NOT NULL UNIQUE,
state TEXT NOT NULL,
created_at INTEGER NOT NULL,
updated_at INTEGER NOT NULL
);
`); err != nil {
db.Close()
return nil, fmt.Errorf("init schema: %w", err)
}
return &Store{db: db}, nil
}
func (s *Store) Close() error { return s.db.Close() }
// Save upserts the full game state.
func (s *Store) Save(g *game.Game) error {
blob, err := json.Marshal(g)
if err != nil {
return err
}
now := time.Now().UnixMilli()
_, err = s.db.Exec(`
INSERT INTO games (id, code, state, created_at, updated_at)
VALUES (?, ?, ?, ?, ?)
ON CONFLICT(id) DO UPDATE SET state = excluded.state, updated_at = excluded.updated_at
`, g.ID, g.Code, string(blob), now, now)
return err
}
// Load fetches a game by ID.
func (s *Store) Load(id string) (*game.Game, error) {
return s.loadWhere(`id = ?`, id)
}
// LoadByCode fetches a game by its join code.
func (s *Store) LoadByCode(code string) (*game.Game, error) {
return s.loadWhere(`code = ?`, code)
}
func (s *Store) loadWhere(cond string, arg any) (*game.Game, error) {
var blob string
err := s.db.QueryRow(`SELECT state FROM games WHERE `+cond, arg).Scan(&blob)
if errors.Is(err, sql.ErrNoRows) {
return nil, ErrNotFound
}
if err != nil {
return nil, err
}
var g game.Game
if err := json.Unmarshal([]byte(blob), &g); err != nil {
return nil, fmt.Errorf("corrupt game state %v: %w", arg, err)
}
return &g, nil
}
+44
View File
@@ -0,0 +1,44 @@
[tools]
go = "latest"
node = "latest"
[tasks.dev-server]
description = "Run the Go server (serves API + built frontend on :8080)"
run = "go run ./cmd/server"
[tasks.dev-web]
description = "Run the Vite dev server with hot reload (proxies /api to :8080)"
dir = "web"
run = "npm run dev"
[tasks.dev]
description = "Run backend and frontend dev servers together"
depends = ["dev-server", "dev-web"]
[tasks.install-web]
description = "Install frontend dependencies"
dir = "web"
run = "npm install"
[tasks.build-web]
description = "Build the frontend into web/dist"
dir = "web"
run = "npm run build"
[tasks.build]
description = "Build everything: frontend + server binary (bin/server)"
depends = ["build-web"]
run = "go build -o bin/server ./cmd/server"
[tasks.test]
description = "Run all Go tests"
run = "go test ./..."
[tasks.check]
description = "Vet Go code and type-check the frontend"
run = ["go vet ./...", "cd web && npx tsc -b"]
[tasks.serve]
description = "Build everything and run the production server"
depends = ["build"]
run = "./bin/server"
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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Super Auto Pets: The Board Game</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>
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{
"name": "super-auto-pets-board-game-web",
"private": true,
"version": "0.1.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "tsc -b && vite build",
"preview": "vite preview"
},
"dependencies": {
"@fontsource/lilita-one": "^5.1.0",
"@fontsource/nunito": "^5.1.0",
"react": "^19.0.0",
"react-dom": "^19.0.0"
},
"devDependencies": {
"@types/react": "^19.0.0",
"@types/react-dom": "^19.0.0",
"@vitejs/plugin-react": "^4.3.4",
"typescript": "^5.7.0",
"vite": "^6.0.0"
}
}
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import { useState } from 'react'
import { clearSession, loadSession, saveSession } from './api'
import type { Session } from './types'
import { Home } from './components/Home'
import { Table } from './components/Table'
export function App() {
const [session, setSession] = useState<Session | null>(loadSession)
if (!session) {
return (
<Home
onSession={(s) => {
saveSession(s)
setSession(s)
}}
/>
)
}
return (
<Table
session={session}
onLeave={() => {
clearSession()
setSession(null)
}}
/>
)
}
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import type { Session } from './types'
const SESSION_KEY = 'sapbg-session'
async function post(path: string, body: unknown): Promise<Session> {
const res = await fetch(path, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(body),
})
const data = await res.json()
if (!res.ok) throw new Error(data.error ?? 'request failed')
return data as Session
}
export function createGame(name: string): Promise<Session> {
return post('/api/games', { name })
}
export function joinGame(code: string, name: string): Promise<Session> {
return post('/api/join', { code, name })
}
export function loadSession(): Session | null {
try {
const raw = localStorage.getItem(SESSION_KEY)
return raw ? (JSON.parse(raw) as Session) : null
} catch {
return null
}
}
export function saveSession(s: Session) {
localStorage.setItem(SESSION_KEY, JSON.stringify(s))
}
export function clearSession() {
localStorage.removeItem(SESSION_KEY)
}
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import { useEffect, useRef, useState } from 'react'
import type { Card, ClientMessage, GameView, PlayerView } from '../types'
import { CardView } from './CardView'
interface Props {
view: GameView
you: PlayerView
send: (msg: ClientMessage) => void
}
// ArrangePhase lets the player order their deck for battle. Leftmost card
// fights first; food cards buff the next pet to their right... i.e. foods
// apply "down" to the next pet later in the order. Drag cards or use the
// arrow buttons to reorder, then lock in.
export function ArrangePhase({ view, you, send }: Props) {
const [order, setOrder] = useState<Card[]>(you.deck ?? [])
const dragIndex = useRef<number | null>(null)
const locked = you.ready
// If the server-side deck changes (shouldn't during arrange, but be safe),
// resync.
useEffect(() => {
setOrder(you.deck ?? [])
}, [you.deck])
function move(from: number, to: number) {
if (to < 0 || to >= order.length) return
setOrder((o) => {
const next = [...o]
const [c] = next.splice(from, 1)
next.splice(to, 0, c)
return next
})
}
// Which pets do the foods land on? Compute buff per card for preview.
const bonuses = new Map<string, number>()
{
let pendingApples = 0
for (const c of order) {
if (c.kind === 'food') {
if (c.food === 'apple') pendingApples++
} else {
bonuses.set(c.id, pendingApples)
pendingApples = 0
}
}
}
const trailingFoods = (() => {
let n = 0
for (let i = order.length - 1; i >= 0 && order[i].kind === 'food'; i--) n++
return n
})()
const opponent = view.players.find((p) => p.seat !== view.youSeat)
if (locked) {
return (
<div className="centered">
<h2>Order locked in </h2>
<p className="muted">
Waiting for {opponent?.name ?? 'your opponent'} to arrange their deck
</p>
</div>
)
}
return (
<div className="arrange">
<div className="shop-status">
<span className="status-hot">Arrange your battle line</span>
</div>
<p className="hint">
The <strong>leftmost</strong> card fights first. Food cards power up the
next pet to their <strong>right</strong>.
{trailingFoods > 0 && (
<span className="warn-text">
{' '}
{trailingFoods} food card{trailingFoods > 1 ? 's' : ''} at the end
will be wasted!
</span>
)}
</p>
<div className="arrange-row">
<div className="arrange-marker"> first</div>
{order.map((c, i) => (
<div
key={c.id}
className="arrange-card"
draggable
onDragStart={() => (dragIndex.current = i)}
onDragOver={(e) => {
e.preventDefault()
if (dragIndex.current !== null && dragIndex.current !== i) {
move(dragIndex.current, i)
dragIndex.current = i
}
}}
onDragEnd={() => (dragIndex.current = null)}
>
<CardView card={c} bonus={bonuses.get(c.id) ?? 0} />
<div className="arrange-arrows">
<button
className="btn btn-ghost btn-sm"
disabled={i === 0}
onClick={() => move(i, i - 1)}
aria-label="move earlier"
>
</button>
<button
className="btn btn-ghost btn-sm"
disabled={i === order.length - 1}
onClick={() => move(i, i + 1)}
aria-label="move later"
>
</button>
</div>
</div>
))}
</div>
<div className="actions">
<button
className="btn btn-primary btn-big"
onClick={() => send({ type: 'arrange', order: order.map((c) => c.id) })}
>
Lock in & battle
</button>
</div>
</div>
)
}
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import { useEffect, useMemo, useState } from 'react'
import type { BattleEvent, BattleUnit, ClientMessage, GameView } from '../types'
import { CardView } from './CardView'
interface Props {
view: GameView
send: (msg: ClientMessage) => void
}
const STEP_MS = 1400
interface UnitState {
unit: BattleUnit
index: number
damage: number
dead: boolean // died in an earlier step (gone)
dying: boolean // died in the step just played (animate out)
}
// applyEvents replays the first `step` events onto a seat's lineup.
function applyEvents(view: GameView, seat: number, step: number): UnitState[] {
const battle = view.battle!
const events = battle.events ?? []
const states: UnitState[] = (battle.lineups[seat] ?? []).map((u, i) => ({
unit: u,
index: i,
damage: 0,
dead: false,
dying: false,
}))
const seatPos = seat === 0 ? 0 : 1
for (let k = 0; k < step && k < events.length; k++) {
const ev = events[k]
const s = states[ev.units[seatPos]]
if (!s) continue
s.damage = ev.damage[seatPos]
if (ev.died[seatPos]) {
s.dying = k === step - 1
s.dead = k < step - 1
}
}
return states
}
// BattlePhase plays back the battle log: front pets clash, damage numbers
// fly, the fallen fade out, then the round result lands.
export function BattlePhase({ view, send }: Props) {
const battle = view.battle!
const events = battle.events ?? []
const [step, setStep] = useState(0)
const [acked, setAcked] = useState(false)
const done = step >= events.length
useEffect(() => {
if (done) return
const t = window.setTimeout(() => setStep((s) => s + 1), STEP_MS)
return () => window.clearTimeout(t)
}, [step, done])
const youSeat = view.youSeat
const oppSeat = view.players.find((p) => p.seat !== youSeat)?.seat ?? 1
const yourLine = useMemo(
() => applyEvents(view, youSeat, step),
[view, youSeat, step],
)
const oppLine = useMemo(
() => applyEvents(view, oppSeat, step),
[view, oppSeat, step],
)
const lastEvent = step > 0 ? events[step - 1] : null
function renderSide(line: UnitState[], side: 'left' | 'right', seat: number) {
const seatPos = seat === 0 ? 0 : 1
const frontIdx = line.find((s) => !s.dead && !s.dying)?.index
return (
<div className={`battle-side battle-side-${side}`}>
{line
.filter((s) => !s.dead)
.map((s) => {
const isFront = s.index === frontIdx
const clashing =
!done && lastEvent !== null && lastEvent.units[seatPos] === s.index
return (
<div
key={`${s.unit.card.id}-${clashing ? step : 'idle'}`}
className={[
'battle-unit',
clashing ? `clash-${side}` : '',
s.dying ? 'unit-dying' : '',
isFront && !s.dying ? 'is-front' : '',
]
.filter(Boolean)
.join(' ')}
>
<CardView
card={s.unit.card}
bonus={s.unit.bonus}
damage={s.damage}
dead={s.dying}
/>
{clashing && (
<div className="damage-pop">
{lastEvent!.damage[seatPos] -
prevDamage(events, step - 1, seatPos, s.index)}
</div>
)}
</div>
)
})}
</div>
)
}
const you = view.players[youSeat]
const opp = view.players[oppSeat]
const won = battle.winnerSeat === youSeat
const draw = battle.winnerSeat < 0
return (
<div className="battle">
<div className="battle-header">
<h2>Battle! Round {battle.round}</h2>
{!done && (
<button className="btn btn-ghost btn-sm" onClick={() => setStep(events.length)}>
Skip
</button>
)}
</div>
<div className="battle-names">
<span>{you?.name} (you)</span>
<span className="battle-vs">VS</span>
<span>{opp?.name}</span>
</div>
<div className="battlefield">
{renderSide(yourLine, 'left', youSeat)}
<div className="battle-center" aria-hidden>
</div>
{renderSide(oppLine, 'right', oppSeat)}
</div>
{done && (
<div className={`battle-result ${draw ? 'is-draw' : won ? 'is-win' : 'is-loss'}`}>
<div className="battle-result-title">
{draw ? 'Draw!' : won ? 'Victory!' : 'Defeat…'}
</div>
{!draw && (
<div className="battle-result-sub">
{view.players[battle.winnerSeat]?.name} wins{' '}
{'🏆'.repeat(battle.trophies)}
</div>
)}
{draw && <div className="battle-result-sub">No trophies awarded</div>}
{acked ? (
<p className="muted">Waiting for opponent</p>
) : (
<button
className="btn btn-primary btn-big"
onClick={() => {
setAcked(true)
send({ type: 'ready' })
}}
>
{battle.round >= view.maxRounds ? 'See final results' : 'Next round →'}
</button>
)}
</div>
)}
</div>
)
}
// prevDamage finds the damage a unit had before the given event, so the
// floating number shows just this clash's hit.
function prevDamage(
events: BattleEvent[],
upto: number,
seatPos: number,
unitIndex: number,
): number {
let dmg = 0
for (let k = 0; k < upto; k++) {
const ev = events[k]
if (ev.units[seatPos] === unitIndex) dmg = ev.damage[seatPos]
}
return dmg
}
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import type { Card } from '../types'
import { artFor, SUIT_EMOJI } from '../petArt'
interface Props {
card: Card
size?: 'sm' | 'md' | 'lg'
selected?: boolean
disabled?: boolean
onClick?: () => void
// Battle decorations
bonus?: number
damage?: number
dead?: boolean
}
// CardView renders one physical card: pets get a power badge and suit stamp,
// foods a description line. Battle mode layers on buffs and damage markers.
export function CardView({
card,
size = 'md',
selected,
disabled,
onClick,
bonus = 0,
damage = 0,
dead,
}: Props) {
const power = (card.power ?? 0) + bonus
const classes = [
'card',
`card-${size}`,
card.kind === 'food' ? 'card-food' : 'card-pet',
selected ? 'is-selected' : '',
disabled ? 'is-disabled' : '',
dead ? 'is-dead' : '',
onClick && !disabled ? 'is-clickable' : '',
]
.filter(Boolean)
.join(' ')
return (
<div
className={classes}
onClick={disabled ? undefined : onClick}
role={onClick ? 'button' : undefined}
>
<div className="card-top">
<span className="card-tier">T{card.tier || ''}</span>
{card.suit && (
<span className="card-suit" title={`Suit: ${card.suit}`}>
{SUIT_EMOJI[card.suit]}
</span>
)}
</div>
<div className="card-art" aria-hidden>
{artFor(card.name)}
</div>
<div className="card-name">{card.name}</div>
{card.kind === 'pet' ? (
<div className="card-bottom">
<span className={`card-power ${bonus > 0 ? 'is-buffed' : ''}`}>{power}</span>
{damage > 0 && !dead && <span className="card-damage">{damage}</span>}
</div>
) : (
<div className="card-food-text">+1 power</div>
)}
{selected && <div className="card-check"></div>}
</div>
)
}
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import type { GameView } from '../types'
export function GameOver({ view, onLeave }: { view: GameView; onLeave: () => void }) {
const winner = view.winnerSeat >= 0 ? view.players[view.winnerSeat] : null
const youWon = view.winnerSeat === view.youSeat
return (
<div className="gameover">
<div className="gameover-emoji" aria-hidden>
{winner ? (youWon ? '🎉' : '💀') : '🤝'}
</div>
<h1 className="gameover-title">
{winner ? (youWon ? 'You win!' : `${winner.name} wins!`) : "It's a tie!"}
</h1>
<div className="gameover-scores">
{[...view.players]
.sort((a, b) => b.trophies - a.trophies)
.map((p) => (
<div key={p.id} className={`score-line ${p.seat === view.youSeat ? 'is-you' : ''}`}>
<span className="score-name">
{p.name}
{p.seat === view.youSeat ? ' (you)' : ''}
</span>
<span className="score-trophies">
{'🏆'.repeat(p.trophies) || '—'} <strong>{p.trophies}</strong>
</span>
</div>
))}
</div>
<button className="btn btn-primary btn-big" onClick={onLeave}>
Back to the den
</button>
</div>
)
}
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import { useState } from 'react'
import { createGame, joinGame } from '../api'
import type { Session } from '../types'
// Home is the create/join screen shown when there's no active session.
export function Home({ onSession }: { onSession: (s: Session) => void }) {
const [name, setName] = useState('')
const [code, setCode] = useState('')
const [busy, setBusy] = useState(false)
const [error, setError] = useState<string | null>(null)
async function run(fn: () => Promise<Session>) {
setBusy(true)
setError(null)
try {
onSession(await fn())
} catch (e) {
setError(e instanceof Error ? e.message : 'something went wrong')
} finally {
setBusy(false)
}
}
return (
<div className="home">
<div className="home-pets" aria-hidden>
🐷🦔🐶🦩🐉
</div>
<h1 className="home-title">
Super Auto Pets
<span className="home-subtitle">The Board Game</span>
</h1>
<div className="home-card">
<label className="field">
<span>Your name</span>
<input
value={name}
maxLength={20}
placeholder="e.g. Greyson"
onChange={(e) => setName(e.target.value)}
/>
</label>
<button
className="btn btn-primary btn-big"
disabled={busy}
onClick={() => run(() => createGame(name))}
>
Host a new game
</button>
<div className="home-divider">
<span>or join a friend</span>
</div>
<div className="home-join">
<input
className="code-input"
value={code}
maxLength={5}
placeholder="CODE"
onChange={(e) => setCode(e.target.value.toUpperCase())}
/>
<button
className="btn btn-secondary"
disabled={busy || code.length < 5}
onClick={() => run(() => joinGame(code, name))}
>
Join
</button>
</div>
{error && <div className="home-error">{error}</div>}
</div>
</div>
)
}
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import type { GameView } from '../types'
export function Lobby({ view }: { view: GameView }) {
return (
<div className="lobby">
<div className="lobby-bounce" aria-hidden>
🐟
</div>
<h2>Waiting for an opponent</h2>
<p className="muted">Share this code so a friend can join:</p>
<div className="lobby-code">{view.code}</div>
<button
className="btn btn-secondary"
onClick={() => navigator.clipboard?.writeText(view.code)}
>
Copy code
</button>
</div>
)
}
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import { useEffect, useState } from 'react'
import type { Card, ClientMessage, GameView, PlayerView } from '../types'
import { CardView } from './CardView'
import { SUIT_EMOJI } from '../petArt'
interface Props {
view: GameView
you: PlayerView
send: (msg: ClientMessage) => void
}
export function ShopPhase({ view, you, send }: Props) {
const [selected, setSelected] = useState<string[]>([])
const cleanup = view.phase === 'cleanup'
const myTurn = !cleanup && view.turn === view.youSeat && you.coins > 0
const deck = you.deck ?? []
const opponent = view.players.find((p) => p.seat !== view.youSeat)
const pending = view.pending
const myPending = pending?.playerId === you.id
// Drop selections that no longer exist (bought/traded/discarded cards).
useEffect(() => {
setSelected((sel) => sel.filter((id) => deck.some((c) => c.id === id)))
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [you.deck])
function toggle(id: string) {
setSelected((sel) =>
sel.includes(id) ? sel.filter((s) => s !== id) : [...sel, id],
)
}
const selectedCards = selected
.map((id) => deck.find((c) => c.id === id))
.filter((c): c is Card => !!c)
const sameSuit =
selectedCards.length === 3 &&
selectedCards.every((c) => c.suit && c.suit === selectedCards[0].suit)
const excessPets = you.petCount - view.maxPets
const cleanupReady =
cleanup &&
excessPets > 0 &&
selectedCards.length === excessPets &&
selectedCards.every((c) => c.kind === 'pet')
function act(msg: ClientMessage) {
send(msg)
setSelected([])
}
return (
<div className="shop">
{/* Status line */}
<div className="shop-status">
{cleanup ? (
excessPets > 0 ? (
<span className="status-hot">
Too many pets! Discard <strong>{excessPets}</strong> they become
apples 🍎
</span>
) : (
<span className="muted">
Waiting for {opponent?.name ?? 'opponent'} to discard down to{' '}
{view.maxPets} pets
</span>
)
) : pending && !myPending ? (
<span className="muted">
{opponent?.name ?? 'Opponent'} is trading up a tier
</span>
) : myTurn ? (
<span className="status-hot">Your turn spend a coin 🪙</span>
) : (
<span className="muted">
{view.players[view.turn]?.name ?? 'Opponent'}s turn
</span>
)}
</div>
{/* Shop row */}
{!cleanup && (
<section className="shop-row-wrap">
<div className="section-label">
Shop · Tier {view.round}
<span className="muted"> · {view.deckCounts[view.round - 1]} left in deck</span>
</div>
<div className="shop-row">
{view.shopRow.map((c, i) =>
c.id ? (
<CardView
key={c.id}
card={c}
size="lg"
disabled={!myTurn}
onClick={myTurn ? () => act({ type: 'buy', row: i }) : undefined}
/>
) : (
<div key={`empty-${i}`} className="card-slot-empty" />
),
)}
</div>
{myTurn && <div className="hint">Tap a card to buy it for 1 🪙</div>}
</section>
)}
{/* Your deck */}
<section className="deck-wrap">
<div className="section-label">
Your deck
<span className="muted">
{' '}
· {you.petCount}/{view.maxPets} pets
</span>
</div>
{deck.length === 0 ? (
<div className="muted deck-empty">No cards yet buy something!</div>
) : (
<div className="deck-row">
{deck.map((c) => (
<CardView
key={c.id}
card={c}
selected={selected.includes(c.id)}
onClick={() => toggle(c.id)}
/>
))}
</div>
)}
</section>
{/* Actions */}
<div className="actions">
{cleanup ? (
excessPets > 0 && (
<button
className="btn btn-primary"
disabled={!cleanupReady}
onClick={() => act({ type: 'discard', cards: selected })}
>
Discard {excessPets} pet{excessPets > 1 ? 's' : ''} 🍎
</button>
)
) : (
<>
<button
className="btn btn-secondary"
disabled={!myTurn || selected.length === 0}
onClick={() => act({ type: 'discard', cards: selected })}
title="Convert selected cards into apples (+1 power each)"
>
Discard {selected.length > 0 ? selected.length : ''} 🍎 (1 🪙)
</button>
<button
className="btn btn-secondary"
disabled={!myTurn || !sameSuit || view.round >= view.maxRounds}
onClick={() => act({ type: 'trade', cards: selected })}
title="Trade 3 same-suit pets for a pick from the next tier"
>
Trade 3 {sameSuit && selectedCards[0].suit ? SUIT_EMOJI[selectedCards[0].suit] : 'matching'} Tier{' '}
{Math.min(view.round + 1, view.maxRounds)} (1 🪙)
</button>
<button
className="btn btn-ghost"
disabled={!myTurn}
onClick={() => act({ type: 'pass' })}
title="Give up your remaining coins"
>
Pass
</button>
</>
)}
</div>
{/* Trade picker */}
{myPending && pending && (
<div className="modal-backdrop">
<div className="modal">
<h3>Pick one the other goes under the tier {pending.tier} deck</h3>
<div className="modal-cards">
{pending.options.map((c, i) => (
<CardView
key={c.id}
card={c}
size="lg"
onClick={() => send({ type: 'tradeChoose', pick: i })}
/>
))}
</div>
</div>
</div>
)}
</div>
)
}
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import { useGame } from '../useGame'
import type { Session } from '../types'
import { Lobby } from './Lobby'
import { ShopPhase } from './ShopPhase'
import { ArrangePhase } from './ArrangePhase'
import { BattlePhase } from './BattlePhase'
import { GameOver } from './GameOver'
// Table connects to the game and routes to the right phase screen.
export function Table({ session, onLeave }: { session: Session; onLeave: () => void }) {
const { view, error, connected, send } = useGame(session)
if (!view) {
return (
<div className="centered muted">
{connected ? 'Loading game…' : 'Connecting…'}
</div>
)
}
const you = view.players[view.youSeat]
const opponents = view.players.filter((p) => p.seat !== view.youSeat)
return (
<div className="table">
<header className="topbar">
<div className="topbar-brand" title="Super Auto Pets: The Board Game">
🐾 <span>SAP</span>
</div>
{view.phase !== 'gameover' && (
<div className="topbar-round">
Round <strong>{view.round}</strong> / {view.maxRounds}
</div>
)}
<div className="topbar-players">
{view.players.map((p) => (
<div
key={p.id}
className={`topbar-player ${p.seat === view.youSeat ? 'is-you' : ''}`}
>
<span className={`conn-dot ${p.connected ? 'on' : 'off'}`} />
<span className="topbar-name">{p.name}</span>
<span className="chip">🏆 {p.trophies}</span>
{(view.phase === 'shop' || view.phase === 'cleanup') && (
<span className="chip">🪙 {p.coins}</span>
)}
</div>
))}
</div>
<div className="topbar-code" title="Share this code with your opponent">
{view.code}
</div>
<button className="btn btn-ghost btn-sm" onClick={onLeave}>
Leave
</button>
</header>
<main className="table-main">
{view.phase === 'lobby' && <Lobby view={view} />}
{(view.phase === 'shop' || view.phase === 'cleanup') && (
<ShopPhase view={view} you={you} send={send} />
)}
{view.phase === 'arrange' && <ArrangePhase view={view} you={you} send={send} />}
{view.phase === 'battle' && <BattlePhase view={view} send={send} />}
{view.phase === 'gameover' && <GameOver view={view} onLeave={onLeave} />}
</main>
{opponents.some((p) => !p.connected) && view.phase !== 'lobby' && (
<div className="banner banner-warn">An opponent is disconnected</div>
)}
{error && <div className="toast">{error}</div>}
</div>
)
}
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import { StrictMode } from 'react'
import { createRoot } from 'react-dom/client'
import '@fontsource/lilita-one'
import '@fontsource/nunito/400.css'
import '@fontsource/nunito/700.css'
import '@fontsource/nunito/900.css'
import './styles.css'
import { App } from './App'
createRoot(document.getElementById('root')!).render(
<StrictMode>
<App />
</StrictMode>,
)
+35
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import type { Suit } from './types'
const PET_EMOJI: Record<string, string> = {
// Tier 1
Ant: '🐜', Cricket: '🦗', Fish: '🐟', Horse: '🐴',
Beaver: '🦫', Otter: '🦦', Pig: '🐷', Mosquito: '🦟',
// Tier 2
Crab: '🦀', Swan: '🦢', Hedgehog: '🦔', Peacock: '🦚',
Flamingo: '🦩', Rat: '🐀', Shrimp: '🦐', Spider: '🕷️',
// Tier 3
Dog: '🐶', Badger: '🦡', Camel: '🐫', Giraffe: '🦒',
Kangaroo: '🦘', Ox: '🐂', Rabbit: '🐰', Sheep: '🐑',
// Tier 4
Skunk: '🦨', Hippo: '🦛', Bison: '🦬', Deer: '🦌',
Squirrel: '🐿️', Whale: '🐳', Worm: '🪱', Penguin: '🐧',
// Tier 5
Scorpion: '🦂', Rhino: '🦏', Monkey: '🐒', Cow: '🐄',
Seal: '🦭', Shark: '🦈', Turkey: '🦃', Crocodile: '🐊',
// Tier 6
Leopard: '🐆', Boar: '🐗', Fly: '🪰', Gorilla: '🦍',
Mammoth: '🦣', Snake: '🐍', Tiger: '🐯', Dragon: '🐉',
// Foods
Apple: '🍎',
}
export function artFor(name: string): string {
return PET_EMOJI[name] ?? '🐾'
}
export const SUIT_EMOJI: Record<Suit, string> = {
sun: '☀️',
moon: '🌙',
star: '⭐',
leaf: '🍃',
}
+957
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/* ============================================================
Super Auto Pets: The Board Game — cozy tabletop theme.
Deep felt table, cream cards with cocoa borders, chunky type.
============================================================ */
:root {
--felt-900: #12351f;
--felt-800: #1a4a2b;
--felt-700: #226038;
--wood: #5b3a1e;
--wood-light: #7a5230;
--cream: #fdf3dc;
--cream-dark: #f3e3bd;
--cocoa: #4a2c14;
--ink: #33230f;
--coral: #ff8a3d;
--coral-dark: #e06a1b;
--gold: #ffcf5c;
--red: #d94a38;
--teal: #2f9c8a;
--font-display: 'Lilita One', system-ui, sans-serif;
--font-body: 'Nunito', system-ui, sans-serif;
--card-radius: 12px;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
html,
body,
#root {
min-height: 100vh;
}
body {
font-family: var(--font-body);
color: var(--cream);
background-color: var(--felt-900);
background-image:
radial-gradient(ellipse at 50% -20%, rgba(255, 255, 255, 0.09), transparent 60%),
radial-gradient(ellipse at 50% 120%, rgba(0, 0, 0, 0.45), transparent 60%),
url("data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' width='160' height='160'%3E%3Cfilter id='n'%3E%3CfeTurbulence type='fractalNoise' baseFrequency='0.9' numOctaves='2'/%3E%3C/filter%3E%3Crect width='160' height='160' filter='url(%23n)' opacity='0.05'/%3E%3C/svg%3E"),
linear-gradient(160deg, var(--felt-800), var(--felt-900) 70%);
}
h1,
h2,
h3 {
font-family: var(--font-display);
font-weight: 400;
letter-spacing: 0.02em;
}
.muted {
color: rgba(253, 243, 220, 0.55);
}
.centered {
min-height: 60vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 12px;
text-align: center;
}
.hint {
font-size: 0.9rem;
color: rgba(253, 243, 220, 0.65);
text-align: center;
}
.warn-text {
color: var(--gold);
font-weight: 700;
}
/* ---------- buttons ---------- */
.btn {
font-family: var(--font-display);
font-size: 1rem;
letter-spacing: 0.03em;
color: var(--cream);
background: var(--wood);
border: 3px solid rgba(0, 0, 0, 0.25);
border-radius: 12px;
padding: 10px 18px;
cursor: pointer;
box-shadow: 0 4px 0 rgba(0, 0, 0, 0.35);
transition: transform 80ms ease, box-shadow 80ms ease, filter 120ms ease;
}
.btn:hover:not(:disabled) {
filter: brightness(1.1);
}
.btn:active:not(:disabled) {
transform: translateY(3px);
box-shadow: 0 1px 0 rgba(0, 0, 0, 0.35);
}
.btn:disabled {
opacity: 0.4;
cursor: not-allowed;
}
.btn-primary {
background: linear-gradient(180deg, var(--coral), var(--coral-dark));
color: #fff;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.3);
}
.btn-secondary {
background: linear-gradient(180deg, var(--teal), #227465);
}
.btn-ghost {
background: transparent;
border-color: rgba(253, 243, 220, 0.3);
box-shadow: none;
}
.btn-big {
font-size: 1.25rem;
padding: 14px 28px;
}
.btn-sm {
font-size: 0.8rem;
padding: 4px 10px;
border-width: 2px;
}
/* ---------- home ---------- */
.home {
min-height: 100vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 20px;
padding: 24px;
}
.home-pets {
font-size: 2.6rem;
letter-spacing: 0.3em;
animation: float 3s ease-in-out infinite;
}
@keyframes float {
0%,
100% {
transform: translateY(0);
}
50% {
transform: translateY(-8px);
}
}
.home-title {
font-size: clamp(2.2rem, 6vw, 3.6rem);
text-align: center;
color: var(--gold);
text-shadow: 0 4px 0 rgba(0, 0, 0, 0.35);
display: flex;
flex-direction: column;
line-height: 1.05;
}
.home-subtitle {
font-size: 0.42em;
color: var(--cream);
letter-spacing: 0.25em;
text-transform: uppercase;
}
.home-card {
background: rgba(0, 0, 0, 0.25);
border: 2px solid rgba(253, 243, 220, 0.15);
border-radius: 20px;
padding: 28px;
display: flex;
flex-direction: column;
gap: 16px;
width: min(380px, 92vw);
}
.field {
display: flex;
flex-direction: column;
gap: 6px;
font-weight: 700;
font-size: 0.9rem;
}
.field input,
.code-input {
font-family: var(--font-body);
font-size: 1.1rem;
font-weight: 700;
color: var(--ink);
background: var(--cream);
border: 3px solid var(--cocoa);
border-radius: 10px;
padding: 10px 12px;
outline: none;
width: 100%;
}
.code-input {
font-family: var(--font-display);
letter-spacing: 0.35em;
text-transform: uppercase;
text-align: center;
}
.home-divider {
text-align: center;
font-size: 0.85rem;
color: rgba(253, 243, 220, 0.5);
display: flex;
align-items: center;
gap: 10px;
}
.home-divider::before,
.home-divider::after {
content: '';
flex: 1;
height: 1px;
background: rgba(253, 243, 220, 0.2);
}
.home-join {
display: flex;
gap: 10px;
}
.home-error {
color: #ffb3a7;
font-weight: 700;
text-align: center;
}
/* ---------- topbar ---------- */
.table {
min-height: 100vh;
display: flex;
flex-direction: column;
}
.topbar {
display: flex;
align-items: center;
gap: 16px;
padding: 10px 16px;
background: linear-gradient(180deg, var(--wood-light), var(--wood));
border-bottom: 4px solid rgba(0, 0, 0, 0.35);
flex-wrap: wrap;
}
.topbar-brand {
font-family: var(--font-display);
font-size: 1.2rem;
color: var(--gold);
}
.topbar-round {
font-size: 0.95rem;
}
.topbar-players {
display: flex;
gap: 14px;
flex: 1;
flex-wrap: wrap;
}
.topbar-player {
display: flex;
align-items: center;
gap: 6px;
background: rgba(0, 0, 0, 0.2);
border-radius: 999px;
padding: 4px 12px;
font-size: 0.9rem;
}
.topbar-player.is-you {
outline: 2px solid var(--gold);
}
.topbar-name {
font-weight: 900;
}
.chip {
font-size: 0.85rem;
}
.conn-dot {
width: 8px;
height: 8px;
border-radius: 50%;
display: inline-block;
}
.conn-dot.on {
background: #6fe08b;
}
.conn-dot.off {
background: var(--red);
}
.topbar-code {
font-family: var(--font-display);
letter-spacing: 0.25em;
background: rgba(0, 0, 0, 0.25);
border: 2px dashed rgba(253, 243, 220, 0.4);
border-radius: 8px;
padding: 4px 10px;
}
.table-main {
flex: 1;
padding: 20px 16px 40px;
max-width: 1100px;
width: 100%;
margin: 0 auto;
}
/* ---------- lobby ---------- */
.lobby {
min-height: 60vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 14px;
text-align: center;
}
.lobby-bounce {
font-size: 3rem;
animation: float 2s ease-in-out infinite;
}
.lobby-code {
font-family: var(--font-display);
font-size: 3rem;
letter-spacing: 0.35em;
color: var(--gold);
background: rgba(0, 0, 0, 0.25);
border: 3px dashed rgba(255, 207, 92, 0.5);
border-radius: 16px;
padding: 12px 28px 12px 40px;
}
/* ---------- cards ---------- */
.card {
position: relative;
width: 108px;
height: 148px;
background: linear-gradient(180deg, var(--cream), var(--cream-dark));
border: 3px solid var(--cocoa);
border-radius: var(--card-radius);
color: var(--ink);
display: flex;
flex-direction: column;
align-items: center;
padding: 6px;
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.35);
flex-shrink: 0;
transition: transform 120ms ease, box-shadow 120ms ease;
user-select: none;
}
.card-lg {
width: 128px;
height: 176px;
}
.card-sm {
width: 84px;
height: 116px;
}
.card.is-clickable {
cursor: pointer;
}
.card.is-clickable:hover {
transform: translateY(-6px) rotate(-1deg);
box-shadow: 0 10px 16px rgba(0, 0, 0, 0.4);
}
.card.is-selected {
outline: 4px solid var(--gold);
transform: translateY(-6px);
}
.card.is-disabled {
filter: saturate(0.6) brightness(0.85);
}
.card.is-dead {
filter: grayscale(1);
}
.card-top {
width: 100%;
display: flex;
justify-content: space-between;
align-items: center;
font-size: 0.72rem;
}
.card-tier {
font-weight: 900;
color: rgba(51, 35, 15, 0.55);
}
.card-suit {
font-size: 0.95rem;
}
.card-art {
font-size: 3rem;
line-height: 1.25;
filter: drop-shadow(0 3px 2px rgba(0, 0, 0, 0.25));
}
.card-lg .card-art {
font-size: 3.6rem;
}
.card-sm .card-art {
font-size: 2.2rem;
}
.card-name {
font-family: var(--font-display);
font-size: 0.85rem;
margin-top: auto;
}
.card-bottom {
display: flex;
gap: 6px;
align-items: center;
margin-top: 2px;
}
.card-power {
font-family: var(--font-display);
background: radial-gradient(circle at 35% 30%, #ffb347, var(--coral-dark));
color: #fff;
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.4);
border: 2px solid rgba(0, 0, 0, 0.25);
border-radius: 50%;
width: 30px;
height: 30px;
display: grid;
place-items: center;
font-size: 0.95rem;
}
.card-power.is-buffed {
background: radial-gradient(circle at 35% 30%, #7be495, #1f9e55);
}
.card-damage {
font-family: var(--font-display);
color: #fff;
background: var(--red);
border: 2px solid rgba(0, 0, 0, 0.25);
border-radius: 8px;
padding: 1px 6px;
font-size: 0.8rem;
}
.card-food-text {
font-size: 0.72rem;
font-weight: 700;
color: #7a2e1e;
margin-top: 2px;
}
.card-food {
background: linear-gradient(180deg, #ffe9e0, #ffd4c2);
}
.card-check {
position: absolute;
top: -10px;
right: -10px;
background: var(--gold);
color: var(--ink);
font-weight: 900;
border: 2px solid var(--cocoa);
border-radius: 50%;
width: 26px;
height: 26px;
display: grid;
place-items: center;
}
.card-slot-empty {
width: 128px;
height: 176px;
border: 3px dashed rgba(253, 243, 220, 0.25);
border-radius: var(--card-radius);
flex-shrink: 0;
}
/* ---------- shop ---------- */
.shop {
display: flex;
flex-direction: column;
gap: 22px;
}
.shop-status {
text-align: center;
font-size: 1.15rem;
font-weight: 900;
min-height: 1.6em;
}
.status-hot {
color: var(--gold);
animation: pulse 1.6s ease-in-out infinite;
}
@keyframes pulse {
0%,
100% {
opacity: 1;
}
50% {
opacity: 0.65;
}
}
.section-label {
font-family: var(--font-display);
font-size: 1rem;
margin-bottom: 10px;
color: rgba(253, 243, 220, 0.9);
}
.shop-row-wrap,
.deck-wrap {
background: rgba(0, 0, 0, 0.18);
border: 2px solid rgba(253, 243, 220, 0.1);
border-radius: 18px;
padding: 14px 16px;
}
.shop-row,
.deck-row {
display: flex;
gap: 14px;
flex-wrap: wrap;
justify-content: center;
}
.deck-empty {
text-align: center;
padding: 20px 0;
}
.actions {
display: flex;
gap: 12px;
justify-content: center;
flex-wrap: wrap;
}
/* ---------- modal ---------- */
.modal-backdrop {
position: fixed;
inset: 0;
background: rgba(0, 0, 0, 0.6);
display: grid;
place-items: center;
z-index: 50;
}
.modal {
background: linear-gradient(180deg, var(--felt-700), var(--felt-800));
border: 3px solid rgba(253, 243, 220, 0.25);
border-radius: 20px;
padding: 24px;
text-align: center;
display: flex;
flex-direction: column;
gap: 18px;
max-width: 92vw;
}
.modal-cards {
display: flex;
gap: 18px;
justify-content: center;
}
/* ---------- arrange ---------- */
.arrange {
display: flex;
flex-direction: column;
gap: 18px;
}
.arrange-row {
display: flex;
gap: 12px;
align-items: center;
flex-wrap: wrap;
justify-content: center;
background: rgba(0, 0, 0, 0.18);
border: 2px solid rgba(253, 243, 220, 0.1);
border-radius: 18px;
padding: 18px 16px;
min-height: 220px;
}
.arrange-marker {
font-family: var(--font-display);
color: var(--gold);
writing-mode: vertical-rl;
transform: rotate(180deg);
font-size: 0.9rem;
opacity: 0.8;
}
.arrange-card {
display: flex;
flex-direction: column;
align-items: center;
gap: 6px;
cursor: grab;
}
.arrange-card:active {
cursor: grabbing;
}
.arrange-arrows {
display: flex;
gap: 4px;
}
/* ---------- battle ---------- */
.battle {
display: flex;
flex-direction: column;
gap: 16px;
}
.battle-header {
display: flex;
justify-content: center;
align-items: center;
gap: 14px;
}
.battle-names {
display: flex;
justify-content: center;
gap: 18px;
font-weight: 900;
}
.battle-vs {
font-family: var(--font-display);
color: var(--gold);
}
.battlefield {
display: flex;
align-items: center;
justify-content: center;
gap: 8px;
background:
radial-gradient(ellipse at center, rgba(255, 207, 92, 0.07), transparent 65%),
rgba(0, 0, 0, 0.2);
border: 2px solid rgba(253, 243, 220, 0.1);
border-radius: 18px;
padding: 26px 12px;
min-height: 240px;
overflow-x: auto;
}
.battle-center {
font-size: 1.6rem;
opacity: 0.5;
flex-shrink: 0;
}
.battle-side {
display: flex;
gap: 10px;
flex: 1;
min-width: 0;
}
/* Front units meet in the middle: left side is reversed so index 0 sits
next to the center. */
.battle-side-left {
flex-direction: row-reverse;
}
.battle-side-right {
flex-direction: row;
}
.battle-unit {
position: relative;
flex-shrink: 0;
}
.battle-unit .card {
width: 96px;
height: 132px;
}
.battle-unit.is-front .card {
outline: 3px solid rgba(255, 207, 92, 0.6);
}
@keyframes clash-left {
0% {
transform: translateX(0);
}
35% {
transform: translateX(26px) rotate(4deg);
}
60% {
transform: translateX(-6px);
}
100% {
transform: translateX(0);
}
}
@keyframes clash-right {
0% {
transform: translateX(0);
}
35% {
transform: translateX(-26px) rotate(-4deg);
}
60% {
transform: translateX(6px);
}
100% {
transform: translateX(0);
}
}
.battle-unit.clash-left {
animation: clash-left 500ms ease;
}
.battle-unit.clash-right {
animation: clash-right 500ms ease;
}
@keyframes dying {
to {
opacity: 0;
transform: translateY(30px) rotate(12deg) scale(0.85);
}
}
.battle-unit.unit-dying {
animation: dying 700ms ease 500ms forwards;
}
@keyframes damage-pop {
0% {
opacity: 0;
transform: translate(-50%, 0) scale(0.6);
}
25% {
opacity: 1;
transform: translate(-50%, -16px) scale(1.15);
}
100% {
opacity: 0;
transform: translate(-50%, -44px) scale(1);
}
}
.damage-pop {
position: absolute;
top: 0;
left: 50%;
font-family: var(--font-display);
font-size: 1.4rem;
color: #ff6b52;
text-shadow: 0 2px 0 rgba(0, 0, 0, 0.5);
animation: damage-pop 1100ms ease 250ms forwards;
opacity: 0;
pointer-events: none;
z-index: 5;
}
.battle-result {
text-align: center;
display: flex;
flex-direction: column;
gap: 10px;
align-items: center;
animation: result-in 400ms ease;
}
@keyframes result-in {
from {
opacity: 0;
transform: translateY(16px);
}
to {
opacity: 1;
transform: translateY(0);
}
}
.battle-result-title {
font-family: var(--font-display);
font-size: 2.4rem;
}
.battle-result.is-win .battle-result-title {
color: var(--gold);
}
.battle-result.is-loss .battle-result-title {
color: #ff8f7a;
}
.battle-result.is-draw .battle-result-title {
color: var(--teal);
}
.battle-result-sub {
font-size: 1.1rem;
font-weight: 700;
}
/* ---------- game over ---------- */
.gameover {
min-height: 60vh;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
gap: 18px;
text-align: center;
}
.gameover-emoji {
font-size: 4rem;
}
.gameover-title {
font-size: 3rem;
color: var(--gold);
text-shadow: 0 4px 0 rgba(0, 0, 0, 0.35);
}
.gameover-scores {
display: flex;
flex-direction: column;
gap: 8px;
background: rgba(0, 0, 0, 0.22);
border-radius: 16px;
padding: 18px 26px;
min-width: min(360px, 90vw);
}
.score-line {
display: flex;
justify-content: space-between;
gap: 24px;
font-size: 1.1rem;
}
.score-line.is-you .score-name {
color: var(--gold);
font-weight: 900;
}
/* ---------- toasts & banners ---------- */
.toast {
position: fixed;
bottom: 24px;
left: 50%;
transform: translateX(-50%);
background: var(--red);
color: #fff;
font-weight: 700;
border-radius: 12px;
padding: 10px 20px;
box-shadow: 0 6px 14px rgba(0, 0, 0, 0.4);
animation: result-in 200ms ease;
z-index: 100;
}
.banner {
position: fixed;
top: 64px;
left: 50%;
transform: translateX(-50%);
border-radius: 10px;
padding: 6px 16px;
font-size: 0.9rem;
font-weight: 700;
z-index: 90;
}
.banner-warn {
background: rgba(217, 74, 56, 0.9);
}
@media (max-width: 600px) {
.card {
width: 92px;
height: 128px;
}
.card-lg {
width: 104px;
height: 146px;
}
.battle-unit .card {
width: 78px;
height: 110px;
}
}
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// Mirrors of the Go view types (internal/game/view.go).
export type Suit = 'sun' | 'moon' | 'star' | 'leaf'
export type CardKind = 'pet' | 'food'
export type Phase = 'lobby' | 'shop' | 'cleanup' | 'arrange' | 'battle' | 'gameover'
export interface Card {
id: string
kind: CardKind
name: string
tier: number
power?: number
suit?: Suit
effect?: string
food?: string
}
export interface PlayerView {
id: string
name: string
seat: number
coins: number
trophies: number
ready: boolean
connected: boolean
deckSize: number
petCount: number
deck?: Card[]
}
export interface PendingTrade {
playerId: string
tier: number
options: [Card, Card]
}
export interface BattleUnit {
card: Card
foods: Card[] | null
bonus: number
damage: number
}
export interface BattleEvent {
type: 'clash'
units: number[]
damage: number[]
died: boolean[]
}
export interface BattleResult {
round: number
lineups: BattleUnit[][]
wastedFoods: (Card[] | null)[]
events: BattleEvent[] | null
winnerSeat: number
trophies: number
}
export interface GameView {
gameId: string
code: string
phase: Phase
round: number
maxRounds: number
maxPets: number
youSeat: number
turn: number
shopRow: Card[]
deckCounts: number[]
players: PlayerView[]
pending?: PendingTrade
battle?: BattleResult
winnerSeat: number
}
export type ClientMessage =
| { type: 'buy'; row: number }
| { type: 'discard'; cards: string[] }
| { type: 'trade'; cards: string[] }
| { type: 'tradeChoose'; pick: number }
| { type: 'pass' }
| { type: 'arrange'; order: string[] }
| { type: 'ready' }
export interface Session {
gameId: string
code: string
playerId: string
token: string
}
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import { useCallback, useEffect, useRef, useState } from 'react'
import type { ClientMessage, GameView, Session } from './types'
interface ServerMessage {
type: 'state' | 'error'
state?: GameView
error?: string
}
// useGame owns the WebSocket for a session: it keeps the latest server view,
// reconnects with backoff, and exposes send() for actions. Server-rejected
// actions surface as a transient `error`.
export function useGame(session: Session) {
const [view, setView] = useState<GameView | null>(null)
const [error, setError] = useState<string | null>(null)
const [connected, setConnected] = useState(false)
const wsRef = useRef<WebSocket | null>(null)
const errorTimer = useRef<number>(undefined)
useEffect(() => {
let ws: WebSocket
let closed = false
let retryDelay = 500
let retryTimer: number | undefined
function connect() {
const proto = location.protocol === 'https:' ? 'wss' : 'ws'
const params = new URLSearchParams({
game: session.gameId,
player: session.playerId,
token: session.token,
})
ws = new WebSocket(`${proto}://${location.host}/api/ws?${params}`)
wsRef.current = ws
ws.onopen = () => {
retryDelay = 500
setConnected(true)
}
ws.onmessage = (ev) => {
const msg = JSON.parse(ev.data) as ServerMessage
if (msg.type === 'state' && msg.state) setView(msg.state)
if (msg.type === 'error' && msg.error) showError(msg.error)
}
ws.onclose = () => {
setConnected(false)
if (closed) return
retryTimer = window.setTimeout(connect, retryDelay)
retryDelay = Math.min(retryDelay * 2, 8000)
}
}
function showError(msg: string) {
setError(msg)
window.clearTimeout(errorTimer.current)
errorTimer.current = window.setTimeout(() => setError(null), 3500)
}
connect()
return () => {
closed = true
window.clearTimeout(retryTimer)
window.clearTimeout(errorTimer.current)
ws.close()
}
}, [session.gameId, session.playerId, session.token])
const send = useCallback((msg: ClientMessage) => {
wsRef.current?.send(JSON.stringify(msg))
}, [])
return { view, error, connected, send }
}
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{
"compilerOptions": {
"target": "ES2022",
"useDefineForClassFields": true,
"lib": ["ES2022", "DOM", "DOM.Iterable"],
"module": "ESNext",
"skipLibCheck": true,
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"isolatedModules": true,
"moduleDetection": "force",
"noEmit": true,
"jsx": "react-jsx",
"strict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noFallthroughCasesInSwitch": true
},
"include": ["src"]
}
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{"root":["./src/App.tsx","./src/api.ts","./src/main.tsx","./src/petArt.ts","./src/types.ts","./src/useGame.ts","./src/components/ArrangePhase.tsx","./src/components/BattlePhase.tsx","./src/components/CardView.tsx","./src/components/GameOver.tsx","./src/components/Home.tsx","./src/components/Lobby.tsx","./src/components/ShopPhase.tsx","./src/components/Table.tsx"],"version":"5.9.3"}
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import { defineConfig } from 'vite'
import react from '@vitejs/plugin-react'
// The Go server owns /api (including the WebSocket); Vite proxies to it in
// dev so the frontend can be served with hot reload on :5173.
export default defineConfig({
plugins: [react()],
server: {
proxy: {
'/api': {
target: 'http://localhost:8080',
ws: true,
},
},
},
})