Initial commit.

This commit is contained in:
Greyson Parrelli
2026-07-22 23:07:29 -04:00
commit 612a4e6227
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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
}