Initial commit.
This commit is contained in:
@@ -0,0 +1,135 @@
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import { useEffect, useRef, useState } from 'react'
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import type { Card, ClientMessage, GameView, PlayerView } from '../types'
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import { CardView } from './CardView'
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interface Props {
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view: GameView
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you: PlayerView
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send: (msg: ClientMessage) => void
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}
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// ArrangePhase lets the player order their deck for battle. Leftmost card
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// fights first; food cards buff the next pet to their right... i.e. foods
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// apply "down" to the next pet later in the order. Drag cards or use the
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// arrow buttons to reorder, then lock in.
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export function ArrangePhase({ view, you, send }: Props) {
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const [order, setOrder] = useState<Card[]>(you.deck ?? [])
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const dragIndex = useRef<number | null>(null)
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const locked = you.ready
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// If the server-side deck changes (shouldn't during arrange, but be safe),
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// resync.
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useEffect(() => {
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setOrder(you.deck ?? [])
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}, [you.deck])
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function move(from: number, to: number) {
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if (to < 0 || to >= order.length) return
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setOrder((o) => {
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const next = [...o]
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const [c] = next.splice(from, 1)
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next.splice(to, 0, c)
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return next
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})
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}
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// Which pets do the foods land on? Compute buff per card for preview.
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const bonuses = new Map<string, number>()
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{
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let pendingApples = 0
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for (const c of order) {
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if (c.kind === 'food') {
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if (c.food === 'apple') pendingApples++
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} else {
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bonuses.set(c.id, pendingApples)
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pendingApples = 0
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}
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}
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}
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const trailingFoods = (() => {
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let n = 0
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for (let i = order.length - 1; i >= 0 && order[i].kind === 'food'; i--) n++
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return n
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})()
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const opponent = view.players.find((p) => p.seat !== view.youSeat)
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if (locked) {
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return (
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<div className="centered">
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<h2>Order locked in ⚔️</h2>
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<p className="muted">
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Waiting for {opponent?.name ?? 'your opponent'} to arrange their deck…
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</p>
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</div>
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)
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}
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return (
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<div className="arrange">
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<div className="shop-status">
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<span className="status-hot">Arrange your battle line</span>
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</div>
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<p className="hint">
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The <strong>leftmost</strong> card fights first. Food cards power up the
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next pet to their <strong>right</strong>.
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{trailingFoods > 0 && (
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<span className="warn-text">
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{' '}
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⚠️ {trailingFoods} food card{trailingFoods > 1 ? 's' : ''} at the end
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will be wasted!
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</span>
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)}
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</p>
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<div className="arrange-row">
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<div className="arrange-marker">⚔️ first</div>
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{order.map((c, i) => (
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<div
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key={c.id}
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className="arrange-card"
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draggable
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onDragStart={() => (dragIndex.current = i)}
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onDragOver={(e) => {
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e.preventDefault()
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if (dragIndex.current !== null && dragIndex.current !== i) {
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move(dragIndex.current, i)
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dragIndex.current = i
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}
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}}
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onDragEnd={() => (dragIndex.current = null)}
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>
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<CardView card={c} bonus={bonuses.get(c.id) ?? 0} />
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<div className="arrange-arrows">
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<button
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className="btn btn-ghost btn-sm"
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disabled={i === 0}
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onClick={() => move(i, i - 1)}
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aria-label="move earlier"
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>
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◀
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</button>
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<button
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className="btn btn-ghost btn-sm"
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disabled={i === order.length - 1}
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onClick={() => move(i, i + 1)}
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aria-label="move later"
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>
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▶
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</button>
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</div>
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</div>
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))}
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</div>
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<div className="actions">
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<button
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className="btn btn-primary btn-big"
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onClick={() => send({ type: 'arrange', order: order.map((c) => c.id) })}
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>
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Lock in & battle ⚔️
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</button>
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</div>
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</div>
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)
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}
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@@ -0,0 +1,191 @@
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import { useEffect, useMemo, useState } from 'react'
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import type { BattleEvent, BattleUnit, ClientMessage, GameView } from '../types'
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import { CardView } from './CardView'
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interface Props {
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view: GameView
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send: (msg: ClientMessage) => void
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}
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const STEP_MS = 1400
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interface UnitState {
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unit: BattleUnit
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index: number
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damage: number
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dead: boolean // died in an earlier step (gone)
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dying: boolean // died in the step just played (animate out)
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}
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// applyEvents replays the first `step` events onto a seat's lineup.
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function applyEvents(view: GameView, seat: number, step: number): UnitState[] {
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const battle = view.battle!
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const events = battle.events ?? []
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const states: UnitState[] = (battle.lineups[seat] ?? []).map((u, i) => ({
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unit: u,
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index: i,
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damage: 0,
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dead: false,
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dying: false,
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}))
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const seatPos = seat === 0 ? 0 : 1
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for (let k = 0; k < step && k < events.length; k++) {
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const ev = events[k]
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const s = states[ev.units[seatPos]]
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if (!s) continue
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s.damage = ev.damage[seatPos]
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if (ev.died[seatPos]) {
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s.dying = k === step - 1
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s.dead = k < step - 1
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}
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}
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return states
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}
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// BattlePhase plays back the battle log: front pets clash, damage numbers
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// fly, the fallen fade out, then the round result lands.
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export function BattlePhase({ view, send }: Props) {
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const battle = view.battle!
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const events = battle.events ?? []
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const [step, setStep] = useState(0)
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const [acked, setAcked] = useState(false)
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const done = step >= events.length
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useEffect(() => {
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if (done) return
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const t = window.setTimeout(() => setStep((s) => s + 1), STEP_MS)
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return () => window.clearTimeout(t)
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}, [step, done])
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const youSeat = view.youSeat
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const oppSeat = view.players.find((p) => p.seat !== youSeat)?.seat ?? 1
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const yourLine = useMemo(
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() => applyEvents(view, youSeat, step),
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[view, youSeat, step],
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)
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const oppLine = useMemo(
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() => applyEvents(view, oppSeat, step),
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[view, oppSeat, step],
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)
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const lastEvent = step > 0 ? events[step - 1] : null
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function renderSide(line: UnitState[], side: 'left' | 'right', seat: number) {
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const seatPos = seat === 0 ? 0 : 1
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const frontIdx = line.find((s) => !s.dead && !s.dying)?.index
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return (
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<div className={`battle-side battle-side-${side}`}>
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{line
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.filter((s) => !s.dead)
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.map((s) => {
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const isFront = s.index === frontIdx
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const clashing =
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!done && lastEvent !== null && lastEvent.units[seatPos] === s.index
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return (
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<div
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key={`${s.unit.card.id}-${clashing ? step : 'idle'}`}
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className={[
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'battle-unit',
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clashing ? `clash-${side}` : '',
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s.dying ? 'unit-dying' : '',
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isFront && !s.dying ? 'is-front' : '',
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]
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.filter(Boolean)
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.join(' ')}
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>
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<CardView
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card={s.unit.card}
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bonus={s.unit.bonus}
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damage={s.damage}
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dead={s.dying}
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/>
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{clashing && (
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<div className="damage-pop">
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−{lastEvent!.damage[seatPos] -
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prevDamage(events, step - 1, seatPos, s.index)}
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</div>
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)}
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</div>
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)
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})}
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</div>
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)
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}
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const you = view.players[youSeat]
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const opp = view.players[oppSeat]
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const won = battle.winnerSeat === youSeat
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const draw = battle.winnerSeat < 0
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return (
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<div className="battle">
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<div className="battle-header">
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<h2>Battle! Round {battle.round}</h2>
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{!done && (
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<button className="btn btn-ghost btn-sm" onClick={() => setStep(events.length)}>
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Skip ⏭
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</button>
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)}
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</div>
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<div className="battle-names">
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<span>{you?.name} (you)</span>
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<span className="battle-vs">VS</span>
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<span>{opp?.name}</span>
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</div>
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<div className="battlefield">
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{renderSide(yourLine, 'left', youSeat)}
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<div className="battle-center" aria-hidden>
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⚡
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</div>
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{renderSide(oppLine, 'right', oppSeat)}
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</div>
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{done && (
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<div className={`battle-result ${draw ? 'is-draw' : won ? 'is-win' : 'is-loss'}`}>
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<div className="battle-result-title">
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{draw ? 'Draw!' : won ? 'Victory!' : 'Defeat…'}
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</div>
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{!draw && (
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<div className="battle-result-sub">
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{view.players[battle.winnerSeat]?.name} wins{' '}
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{'🏆'.repeat(battle.trophies)}
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</div>
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)}
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{draw && <div className="battle-result-sub">No trophies awarded</div>}
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{acked ? (
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<p className="muted">Waiting for opponent…</p>
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) : (
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<button
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className="btn btn-primary btn-big"
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onClick={() => {
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setAcked(true)
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send({ type: 'ready' })
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}}
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>
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{battle.round >= view.maxRounds ? 'See final results' : 'Next round →'}
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</button>
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)}
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</div>
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)}
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</div>
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)
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}
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// prevDamage finds the damage a unit had before the given event, so the
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// floating number shows just this clash's hit.
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function prevDamage(
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events: BattleEvent[],
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upto: number,
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seatPos: number,
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unitIndex: number,
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): number {
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let dmg = 0
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for (let k = 0; k < upto; k++) {
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const ev = events[k]
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if (ev.units[seatPos] === unitIndex) dmg = ev.damage[seatPos]
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}
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return dmg
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}
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@@ -0,0 +1,70 @@
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import type { Card } from '../types'
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import { artFor, SUIT_EMOJI } from '../petArt'
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interface Props {
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card: Card
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size?: 'sm' | 'md' | 'lg'
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selected?: boolean
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disabled?: boolean
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onClick?: () => void
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// Battle decorations
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bonus?: number
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damage?: number
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dead?: boolean
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}
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// CardView renders one physical card: pets get a power badge and suit stamp,
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// foods a description line. Battle mode layers on buffs and damage markers.
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export function CardView({
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card,
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size = 'md',
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selected,
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disabled,
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onClick,
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bonus = 0,
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damage = 0,
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dead,
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}: Props) {
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const power = (card.power ?? 0) + bonus
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const classes = [
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'card',
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`card-${size}`,
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card.kind === 'food' ? 'card-food' : 'card-pet',
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selected ? 'is-selected' : '',
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disabled ? 'is-disabled' : '',
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dead ? 'is-dead' : '',
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onClick && !disabled ? 'is-clickable' : '',
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]
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.filter(Boolean)
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.join(' ')
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return (
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<div
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className={classes}
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onClick={disabled ? undefined : onClick}
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role={onClick ? 'button' : undefined}
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>
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<div className="card-top">
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<span className="card-tier">T{card.tier || '–'}</span>
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{card.suit && (
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<span className="card-suit" title={`Suit: ${card.suit}`}>
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{SUIT_EMOJI[card.suit]}
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</span>
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)}
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</div>
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<div className="card-art" aria-hidden>
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{artFor(card.name)}
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</div>
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<div className="card-name">{card.name}</div>
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{card.kind === 'pet' ? (
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<div className="card-bottom">
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<span className={`card-power ${bonus > 0 ? 'is-buffed' : ''}`}>{power}</span>
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{damage > 0 && !dead && <span className="card-damage">−{damage}</span>}
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</div>
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) : (
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<div className="card-food-text">+1 power</div>
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)}
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{selected && <div className="card-check">✓</div>}
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</div>
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)
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}
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@@ -0,0 +1,35 @@
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import type { GameView } from '../types'
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export function GameOver({ view, onLeave }: { view: GameView; onLeave: () => void }) {
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const winner = view.winnerSeat >= 0 ? view.players[view.winnerSeat] : null
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const youWon = view.winnerSeat === view.youSeat
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return (
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<div className="gameover">
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<div className="gameover-emoji" aria-hidden>
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{winner ? (youWon ? '🎉' : '💀') : '🤝'}
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</div>
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<h1 className="gameover-title">
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{winner ? (youWon ? 'You win!' : `${winner.name} wins!`) : "It's a tie!"}
|
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</h1>
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<div className="gameover-scores">
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{[...view.players]
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.sort((a, b) => b.trophies - a.trophies)
|
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.map((p) => (
|
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<div key={p.id} className={`score-line ${p.seat === view.youSeat ? 'is-you' : ''}`}>
|
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<span className="score-name">
|
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{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>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
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>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
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>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,194 @@
|
||||
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>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,74 @@
|
||||
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>
|
||||
)
|
||||
}
|
||||
Reference in New Issue
Block a user