Initial pass at Golden Pack.
This commit is contained in:
@@ -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 {
|
||||
|
||||
Reference in New Issue
Block a user