Initial pass at Golden Pack.

This commit is contained in:
Greyson Parrelli
2026-07-24 07:47:05 -04:00
parent e74f983470
commit dd395f4bbf
27 changed files with 2770 additions and 150 deletions
+117 -26
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@@ -1,7 +1,7 @@
import { useEffect, useMemo, useState } from 'react'
import type { Dispatch, SetStateAction } from 'react'
import { createPortal } from 'react-dom'
import type { BattleEvent, Card, ClientMessage, GameView } from '../types'
import type { BattleEvent, Card, ClientMessage, GameView, PendingBattleDecision } from '../types'
import { CardView } from './CardView'
import { DiceRoll, ROLL_MS } from './DiceRoll'
@@ -52,6 +52,8 @@ const EVENT_MS: Record<BattleEvent['type'], number> = {
heal: 900,
setaside: 700,
release: 500,
trumpet: 800,
prevent: 900,
}
const appleCount = (foods: Card[]) => foods.filter((f) => f.food === 'apple').length
@@ -86,6 +88,25 @@ function replay(events: BattleEvent[], stackSizes: number[], upto: number): Side
break
case 'reveal': {
const s = sides[ev.seat!]
// The Golden Retriever is summoned straight into play, not flipped off
// the deck, so it doesn't decrement the stack.
if (ev.card?.name === 'Golden Retriever') {
const trumpets = ev.count ?? 0
s.unit = {
card: ev.card!,
// Show the Trumpets that powered it, fanned like food tokens.
foods: Array.from({ length: trumpets }, (_, i) => ({
id: `${ev.card!.id}-t${i}`,
kind: 'food' as const,
name: 'Trumpet',
food: 'trumpet',
})),
bonus: 0,
damage: 0,
dying: false,
}
break
}
s.stack--
const card = ev.card!
if (card.kind === 'food') {
@@ -164,6 +185,14 @@ function replay(events: BattleEvent[], stackSizes: number[], upto: number): Side
}
case 'shield':
break // pure animation; no state change
case 'trumpet':
break // pure animation; the pool isn't drawn on the board
case 'prevent': {
// Cone Snail shaved damage off the hit; the reduced total rides along.
const u = sides[ev.seat!].unit
if (u) u.damage = ev.damageAfter ?? u.damage
break
}
case 'setaside':
if (ev.card) sides[ev.seat!].setAside.push(ev.card)
break
@@ -194,6 +223,11 @@ function unitPop(ev: BattleEvent | null, seat: number, events: BattleEvent[], st
}
case 'shield':
return ev.seat === seat ? '🛡️' : null
case 'prevent':
return ev.seat === seat ? `🛡️ ${ev.count}` : null
case 'trumpet':
if (ev.seat !== seat) return null
return (ev.count ?? 0) >= 0 ? `🎺 +${ev.count}` : `🎺 ${ev.count}`
case 'eat':
return ev.seat === seat ? '🍎' : null
case 'heal':
@@ -519,37 +553,94 @@ export function BattlePhase({ view, send, step, setStep }: Props) {
)
})()}
{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)}
{done && view.pendingBattle ? (
<BattleDecision
pd={view.pendingBattle}
youSeat={youSeat}
oppName={opp?.name ?? 'Opponent'}
send={send}
/>
) : (
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">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>
{!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>
)
}
// BattleDecision is the mid-battle prompt (Golden pack: Nurse Shark). The
// deciding player picks how many Trumpets to spend; the other player waits.
function BattleDecision({
pd,
youSeat,
oppName,
send,
}: {
pd: PendingBattleDecision
youSeat: number
oppName: string
send: (msg: ClientMessage) => void
}) {
const [sent, setSent] = useState(false)
// Reset when a fresh decision arrives (e.g. a second Nurse Shark).
useEffect(() => setSent(false), [pd.seat, pd.trumpets, pd.max])
if (pd.seat !== youSeat) {
return (
<div className="battle-result">
<p className="muted">{oppName} is deciding {pd.petName}</p>
</div>
)
}
return (
<div className="battle-result battle-decision">
<div className="battle-result-title">{pd.petName}</div>
<div className="battle-result-sub">
Spend Trumpets to throw 2 🪨 each you hold {pd.trumpets} 🎺
</div>
<div className="battle-decision-options">
{Array.from({ length: pd.max + 1 }, (_, n) => (
<button
key={n}
className="btn btn-primary"
disabled={sent}
onClick={() => {
setSent(true)
send({ type: 'battleChoose', value: n })
}}
>
{n === 0 ? 'Spend none' : `${n} 🎺 → ${2 * n} 🪨`}
</button>
))}
</div>
</div>
)
}
// clashDamageTaken computes how much damage a seat's pet took in the clash
// at event index `idx` (its damage total there minus its total beforehand).
function clashDamageTaken(events: BattleEvent[], idx: number, seat: number): number {
+2
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@@ -24,6 +24,8 @@ const BATTLE_ICONS: Record<BattleEvent['type'], string> = {
heal: '💚',
setaside: '🃏',
release: '↩️',
trumpet: '🎺',
prevent: '🛡️',
}
// battleLogLines turns the battle events revealed up to `step` into readable
+68 -5
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@@ -39,8 +39,13 @@ interface Props {
export function ShopPhase({ view, you, send }: Props) {
const [selected, setSelected] = useState<string[]>([])
const [confirmPass, setConfirmPass] = useState(false)
// When set, the next buy is paid by discarding an Avocado instead of a coin
// (Golden pack). It also kicks in automatically when out of coins.
const [useAvocado, setUseAvocado] = useState(false)
const myTurn = view.turn === view.youSeat && !you.ready
const canBuy = myTurn && you.coins > 0
const avocados = you.avocados ?? 0
const freeBuy = !!you.firstBuyFree // Manta Ray: next buy costs no gold
const canBuy = myTurn && (you.coins > 0 || avocados > 0 || freeBuy)
const overPets = you.petCount > view.maxPets
const deck = you.deck ?? []
const opponent = view.players.find((p) => p.seat !== view.youSeat)
@@ -151,7 +156,11 @@ export function ShopPhase({ view, you, send }: Props) {
// Safety net: if the card never shows up in the deck, stop hiding its slot.
window.setTimeout(() => setBuyFly((b) => (b?.id === card.id ? null : b)), 2000)
}
act({ type: 'buy', row })
// A free first buy (Manta Ray) always goes through the normal buy; otherwise
// pay with an Avocado when chosen, or when out of coins.
const payAvocado = !freeBuy && avocados > 0 && (useAvocado || you.coins <= 0)
act({ type: payAvocado ? 'buyAvocado' : 'buy', row })
setUseAvocado(false)
}
return (
@@ -212,13 +221,45 @@ export function ShopPhase({ view, you, send }: Props) {
</div>
{myTurn && (
<div className="hint">
{canBuy
? 'Tap a card to buy it for 1 🪙 — selling and trading are free'
: 'No coins left — you can still sell, trade, or pass'}
{freeBuy
? 'Your first buy this round is free 🎉 — tap a card'
: you.coins > 0
? 'Tap a card to buy it for 1 🪙 — selling and trading are free'
: avocados > 0
? 'No coins — tap a card to buy it by discarding an Avocado 🥑'
: 'No coins left — you can still sell, trade, or pass'}
</div>
)}
</section>
{/* Set-aside Avocados (Golden pack) */}
{avocados > 0 && (
<section className="avocado-zone">
<div className="section-label">
Set aside
<span className="muted"> · discard instead of paying 1 🪙</span>
</div>
<button
type="button"
className={`avocado-token ${useAvocado ? 'is-active' : ''}`}
disabled={!myTurn || you.coins <= 0}
onClick={() => setUseAvocado((v) => !v)}
title={
you.coins <= 0
? 'Out of coins — buys will spend an Avocado'
: useAvocado
? 'Your next buy will spend an Avocado (click to cancel)'
: 'Spend an Avocado on your next buy instead of a coin'
}
>
🥑 ×{avocados}
</button>
{myTurn && (useAvocado || you.coins <= 0) && (
<div className="hint">Your next buy will discard an Avocado no coin spent.</div>
)}
</section>
)}
{/* Your deck */}
<section className="deck-wrap">
<div className="section-label">
@@ -350,6 +391,28 @@ export function ShopPhase({ view, you, send }: Props) {
</div>
)}
{/* Cockatoo reveal picker (Golden pack) */}
{view.pendingReveal?.playerId === you.id && (
<div className="modal-backdrop">
<div className="modal">
<h3>Reveal a pet gain Apples equal to its Power</h3>
<div className="modal-cards">
{(view.pendingReveal.options ?? []).map((id) => {
const c = deck.find((d) => d.id === id)
return c ? (
<CardView
key={id}
card={c}
size="lg"
onClick={() => send({ type: 'revealChoose', card: id })}
/>
) : null
})}
</div>
</div>
</div>
)}
{cardFlyer &&
createPortal(
<div
+3
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@@ -121,6 +121,9 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
{view.phase === 'shop' && (
<span className="chip">🪙 {p.coins}</span>
)}
{(p.avocados ?? 0) > 0 && (
<span className="chip" title="Set-aside Avocados">🥑 {p.avocados}</span>
)}
</div>
))}
</div>
+19
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@@ -11,6 +11,18 @@ const PET_EMOJI: Record<string, string> = {
Monkey: '🐒', Rhino: '🦏', Crocodile: '🐊', Scorpion: '🦂', Seal: '🦭', Shark: '🦈', Turkey: '🦃',
// Tier 6
Gorilla: '🦍', Fly: '🪰', Leopard: '🐆', Mammoth: '🦣', Cat: '🐱', Snake: '🐍', Wolverine: '🐺',
// Golden pack — Tier 1
Groundhog: '🦫', 'Pied Tamarin': '🐒', Chipmunk: '🐿️', 'Cone Snail': '🐚', Bulldog: '🐕', Opossum: '🐀',
// Golden pack — Tier 2
'Black-Necked Stilt': '🦤', Lizard: '🦎', 'Hercules Beetle': '🪲', Stoat: '🦡', 'Desert Rain Frog': '🐸', 'Honduran White Bat': '🦇',
// Golden pack — Tier 3
'Guinea Fowl': '🐔', 'Surgeon Fish': '🐠', Osprey: '🦅', Anteater: '🐜', Bear: '🐻', 'Royal Flycatcher': '🐦', Flea: '🦟',
// Golden pack — Tier 4
'Saiga Antelope': '🦌', Vaquita: '🐬', 'Poison Dart Frog': '🐸', 'Manta Ray': '🐟', Slug: '🐌', Cockatoo: '🦜', Manatee: '🦭',
// Golden pack — Tier 5
Nyala: '🦌', 'Nurse Shark': '🦈', 'Giant Isopod': '🦞', 'Blue-Ringed Octopus': '🐙', Raccoon: '🦝', 'Fire Ant': '🐜', Macaque: '🐒',
// Golden pack — Tier 6
'Highland Cow': '🐄', Wildebeest: '🐃', 'Grizzly Bear': '🐻', Catfish: '🐟', Komodo: '🦎', 'Bird of Paradise': '🦚', 'German Shepherd': '🐕‍🦺',
// Summons & foods
Bee: '🐝',
Apple: '🍎',
@@ -19,6 +31,13 @@ const PET_EMOJI: Record<string, string> = {
Pineapple: '🍍',
Chili: '🌶️',
Melon: '🍈',
// Golden pack tokens & perk foods
'Golden Retriever': '🦮',
Trumpet: '🎺',
Avocado: '🥑',
Potato: '🥔',
Durian: '🥭',
Tomato: '🍅',
}
export function artFor(name: string): string {
+50
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@@ -1224,6 +1224,56 @@ h3 {
inset 0 0 0 1px rgba(246, 201, 78, 0.06);
}
/* Mid-battle decision panel (Golden pack: Nurse Shark). */
.battle-decision-options {
display: flex;
gap: 10px;
flex-wrap: wrap;
justify-content: center;
margin-top: 12px;
}
.battle-decision-options .btn {
font-family: var(--font-display);
}
/* Set-aside Avocado tokens (Golden pack): a slim tray with a toggle pill. */
.avocado-zone {
background: rgba(0, 0, 0, 0.24);
border: 1px solid rgba(0, 0, 0, 0.3);
border-radius: 18px;
padding: 12px 18px 14px;
box-shadow:
var(--tray-inset),
inset 0 0 0 1px rgba(246, 201, 78, 0.06);
}
.avocado-token {
font-family: var(--font-display);
font-size: 1.05rem;
padding: 6px 14px;
border-radius: 999px;
border: 1px solid rgba(246, 201, 78, 0.3);
background: rgba(0, 0, 0, 0.28);
color: var(--gold);
cursor: pointer;
transition: transform 0.12s ease, box-shadow 0.12s ease, border-color 0.12s ease;
}
.avocado-token:hover:not(:disabled) {
transform: translateY(-1px);
}
.avocado-token.is-active {
border-color: var(--gold);
box-shadow: 0 0 10px rgba(246, 201, 78, 0.45);
}
.avocado-token:disabled {
opacity: 0.6;
cursor: default;
}
.shop-row,
.deck-row {
display: flex;
+27
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@@ -29,6 +29,9 @@ export interface PlayerView {
isBot?: boolean
deckSize: number
petCount: number
avocados?: number // set-aside Avocado tokens (Golden pack)
firstBuyFree?: boolean // Manta Ray: next buy is free (self only)
buysThisRound?: number // Blue-Ringed Octopus counter (self only)
deck?: Card[]
}
@@ -38,6 +41,23 @@ export interface PendingTrade {
options: [Card, Card]
}
// Cockatoo (Golden pack): the buyer must reveal one of their pets.
export interface PendingReveal {
playerId: string
source: string
options?: string[] // eligible pet card ids (buyer only)
}
// Nurse Shark (Golden pack): a mid-battle Trumpet-spend choice.
export interface PendingBattleDecision {
seat: number
kind: string
petName: string
min: number
max: number
trumpets: number
}
export interface BattleEvent {
type:
| 'prep'
@@ -53,6 +73,8 @@ export interface BattleEvent {
| 'heal'
| 'setaside'
| 'release'
| 'trumpet' // a side gains (+) or spends/loses (-) Trumpets (Golden pack)
| 'prevent' // a Cone Snail shaves damage off a hit (Golden pack)
seat?: number
target?: number
card?: Card
@@ -117,6 +139,8 @@ export interface GameView {
deckCounts: number[]
players: PlayerView[]
pending?: PendingTrade
pendingReveal?: PendingReveal
pendingBattle?: PendingBattleDecision
battle?: BattleResult
winnerSeat: number
log?: LogEntry[]
@@ -129,9 +153,12 @@ export type ClientMessage =
| { type: 'removePlayer'; target: string }
| { type: 'start' }
| { type: 'buy'; row: number }
| { type: 'buyAvocado'; row: number }
| { type: 'sell'; cards: string[] }
| { type: 'trade'; cards: string[] }
| { type: 'tradeChoose'; pick: number }
| { type: 'revealChoose'; card: string }
| { type: 'battleChoose'; value: number }
| { type: 'pass' }
| { type: 'arrange'; order: string[] }
| { type: 'ready' }