Add lobby and pack concept.
This commit is contained in:
@@ -21,6 +21,9 @@ func playBotGame(t *testing.T, levelA, levelB float64) *game.Game {
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if err != nil {
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t.Fatalf("AddBot B: %v", err)
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}
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if err := g.StartGame(); err != nil {
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t.Fatalf("StartGame: %v", err)
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}
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bots := map[string]*Bot{pa.ID: New(levelA), pb.ID: New(levelB)}
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mems := map[string]*Memory{pa.ID: {}, pb.ID: {}}
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@@ -102,6 +105,9 @@ func TestObserveTracksOpponentDeck(t *testing.T) {
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g := game.New()
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pa, _ := g.AddBot("Bot A", 1)
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pb, _ := g.AddBot("Bot B", 1)
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if err := g.StartGame(); err != nil {
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t.Fatalf("StartGame: %v", err)
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}
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mem := &Memory{}
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obs := func() {
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v := g.ViewFor(pa.ID)
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@@ -17,8 +17,11 @@ func testGame(t *testing.T) (*Game, *Player, *Player) {
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if err != nil {
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t.Fatal(err)
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}
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if err := g.StartGame(); err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseShop {
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t.Fatalf("expected shop phase after both players join, got %s", g.Phase)
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t.Fatalf("expected shop phase after the game starts, got %s", g.Phase)
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}
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// Pin the (otherwise random) priority token to seat 0 so tests are
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// deterministic: seat 0 shops first and wins battle simultaneity races.
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@@ -635,6 +638,9 @@ func TestPriorityTokenInitialAssignment(t *testing.T) {
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if _, err := g.AddPlayer("Bob"); err != nil {
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t.Fatal(err)
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}
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if err := g.StartGame(); err != nil {
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t.Fatal(err)
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}
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if g.PrioritySeat < 0 || g.PrioritySeat >= len(g.Players) {
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t.Fatalf("priority token should start on a real seat, got %d", g.PrioritySeat)
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}
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+15
-4
@@ -482,12 +482,23 @@ func (g *Game) newCardID() string {
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return fmt.Sprintf("c%d", g.NextCardID)
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}
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// buildShopDecks creates all six tier decks (unshuffled).
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// packTiers returns the pet and food templates for a pack, tier by tier. Only
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// the Turtle pack has real data today; the other (not-yet-playable) packs fall
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// back to it so this is the single seam future packs plug their cards into.
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func packTiers(pack string) (*[MaxRounds][]petTemplate, *[MaxRounds][]foodTemplate) {
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switch pack {
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default: // turtle (and the placeholder packs, until they ship)
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return &petTiers, &foodTiers
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}
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}
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// buildShopDecks creates all six tier decks (unshuffled) for the game's pack.
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func (g *Game) buildShopDecks() {
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pets, foods := packTiers(g.Pack)
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g.ShopDecks = make([][]Card, MaxRounds)
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for tierIdx := range petTiers {
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for tierIdx := range pets {
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var deck []Card
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for _, t := range petTiers[tierIdx] {
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for _, t := range pets[tierIdx] {
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for _, suit := range t.Suits {
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deck = append(deck, Card{
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ID: g.newCardID(),
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@@ -501,7 +512,7 @@ func (g *Game) buildShopDecks() {
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})
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}
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}
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for _, f := range foodTiers[tierIdx] {
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for _, f := range foods[tierIdx] {
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for range f.Copies {
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deck = append(deck, Card{
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ID: g.newCardID(),
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+69
-5
@@ -86,6 +86,9 @@ type PendingTrade struct {
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type Game struct {
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ID string `json:"id"`
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Code string `json:"code"`
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// Pack is the selected card pack (see packs.go). Chosen in the lobby by
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// the host; determines which cards fill the shop decks.
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Pack string `json:"pack"`
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Phase Phase `json:"phase"`
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Round int `json:"round"` // 1-based
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Players []*Player `json:"players"`
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@@ -168,18 +171,27 @@ func New() *Game {
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g := &Game{
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ID: randomID(16),
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Code: randomCode(),
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Pack: DefaultPack,
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Phase: PhaseLobby,
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WinnerSeat: -1,
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}
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g.buildDecks()
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return g
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}
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// buildDecks (re)creates and shuffles the shop decks for the current pack.
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// Called on creation and whenever the pack changes, so ShopDecks always match
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// g.Pack and are ready the moment the game starts.
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func (g *Game) buildDecks() {
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g.buildShopDecks()
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for i := range g.ShopDecks {
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shuffle(g.ShopDecks[i])
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}
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return g
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}
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// AddPlayer seats a new player during the lobby phase and returns them (with
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// their secret token). The game starts automatically once full.
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// their secret token). The host starts the game explicitly once the lobby is
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// ready (see StartGame).
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func (g *Game) AddPlayer(name string) (*Player, error) {
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if g.Phase != PhaseLobby {
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return nil, fmt.Errorf("%w: game already started", ErrWrongPhase)
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@@ -197,9 +209,6 @@ func (g *Game) AddPlayer(name string) (*Player, error) {
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Seat: len(g.Players),
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}
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g.Players = append(g.Players, p)
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if len(g.Players) == MaxPlayers {
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g.start()
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}
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return p, nil
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}
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@@ -216,6 +225,61 @@ func (g *Game) AddBot(name string, level float64) (*Player, error) {
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return p, nil
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}
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// SetPack changes the game's card pack during the lobby and rebuilds the shop
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// decks to match. Only playable packs may be selected.
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func (g *Game) SetPack(packID string) error {
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if g.Phase != PhaseLobby {
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return fmt.Errorf("%w: game already started", ErrWrongPhase)
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}
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pack, ok := packByID(packID)
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if !ok {
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return fmt.Errorf("%w: unknown pack", ErrInvalidAction)
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}
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if !pack.Playable {
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return fmt.Errorf("%w: that pack isn't available yet", ErrInvalidAction)
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}
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g.Pack = pack.ID
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g.buildDecks()
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return nil
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}
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// RemovePlayer drops a seat from the lobby. The host (seat 0) can't be
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// removed. Remaining players are re-seated so seats stay contiguous.
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func (g *Game) RemovePlayer(targetID string) error {
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if g.Phase != PhaseLobby {
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return fmt.Errorf("%w: game already started", ErrWrongPhase)
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}
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idx := slices.IndexFunc(g.Players, func(p *Player) bool { return p.ID == targetID })
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if idx < 0 {
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return fmt.Errorf("%w: no such player", ErrInvalidAction)
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}
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if idx == 0 {
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return fmt.Errorf("%w: the host can't be removed", ErrInvalidAction)
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}
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g.Players = slices.Delete(g.Players, idx, idx+1)
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for i, p := range g.Players {
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p.Seat = i
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}
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return nil
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}
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// StartGame begins the match from the lobby once enough players are seated.
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// The shop decks are already built for g.Pack (see buildDecks); this just
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// validates and makes the transition.
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func (g *Game) StartGame() error {
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if g.Phase != PhaseLobby {
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return fmt.Errorf("%w: game already started", ErrWrongPhase)
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}
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if len(g.Players) < MinPlayers {
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return fmt.Errorf("%w: need at least %d players to start", ErrInvalidAction, MinPlayers)
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}
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if pack, ok := packByID(g.Pack); !ok || !pack.Playable {
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return fmt.Errorf("%w: that pack isn't available yet", ErrInvalidAction)
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}
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g.start()
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return nil
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}
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// PlayerByID returns the player, or nil.
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func (g *Game) PlayerByID(id string) *Player {
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for _, p := range g.Players {
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@@ -18,7 +18,7 @@ func deckIDs(p *Player, filter func(Card) bool) []string {
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func current(g *Game) *Player { return g.Players[g.Turn] }
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func TestLobbyStartsWhenFull(t *testing.T) {
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func TestLobbyManualStart(t *testing.T) {
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g := New()
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if g.Phase != PhaseLobby {
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t.Fatalf("new game should be in lobby, got %s", g.Phase)
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@@ -26,18 +26,26 @@ func TestLobbyStartsWhenFull(t *testing.T) {
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if _, err := g.AddPlayer("Alice"); err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseLobby {
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t.Fatal("game should wait for second player")
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// One player isn't enough to start.
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if err := g.StartGame(); err == nil {
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t.Fatal("start should be rejected with fewer than MinPlayers")
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}
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if _, err := g.AddPlayer("Bob"); err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseShop || g.Round != 1 {
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t.Fatalf("game should start round 1 shop, got phase=%s round=%d", g.Phase, g.Round)
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}
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if _, err := g.AddPlayer("Carol"); err == nil {
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t.Fatal("third player should be rejected while MaxPlayers=2")
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}
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// The lobby stays open until the host explicitly starts.
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if g.Phase != PhaseLobby {
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t.Fatalf("game should wait in the lobby for the host to start, got %s", g.Phase)
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}
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if err := g.StartGame(); err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseShop || g.Round != 1 {
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t.Fatalf("game should start round 1 shop, got phase=%s round=%d", g.Phase, g.Round)
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}
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for _, p := range g.Players {
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if p.Coins != CoinsPerRound {
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t.Fatalf("player should start with %d coins", CoinsPerRound)
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@@ -0,0 +1,35 @@
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package game
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// Card packs are the selectable sets of pets and food a game is played with.
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// Only the Turtle pack ships with real card data today; Golden and Unicorn are
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// declared here as infrastructure (shown but not yet playable) so the lobby,
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// views, and deck-building all have a single source of truth to grow into.
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// PackInfo describes one selectable pack. Playable gates whether a lobby may
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// choose it and start a game with it.
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type PackInfo struct {
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ID string `json:"id"`
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Name string `json:"name"`
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Emoji string `json:"emoji"`
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Playable bool `json:"playable"`
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}
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// DefaultPack is the pack a freshly created game starts on.
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const DefaultPack = "turtle"
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// Packs is the ordered catalog of packs shown in the lobby.
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var Packs = []PackInfo{
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{ID: "turtle", Name: "Turtle Pack", Emoji: "🐢", Playable: true},
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{ID: "golden", Name: "Golden Pack", Emoji: "🥇", Playable: false},
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{ID: "unicorn", Name: "Unicorn Pack", Emoji: "🦄", Playable: false},
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}
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// packByID looks up a pack, returning false if the id is unknown.
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func packByID(id string) (PackInfo, bool) {
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for _, p := range Packs {
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if p.ID == id {
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return p, true
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}
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}
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return PackInfo{}, false
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}
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@@ -24,6 +24,14 @@ type View struct {
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Round int `json:"round"`
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MaxRounds int `json:"maxRounds"`
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MaxPets int `json:"maxPets"`
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// Pack is the selected card pack; Packs is the catalog of choices for the
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// lobby. HostSeat is the seat that controls the lobby (always 0 for now);
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// MinPlayers is how many seats must be filled before the host can start.
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Pack string `json:"pack"`
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Packs []PackInfo `json:"packs"`
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HostSeat int `json:"hostSeat"`
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MinPlayers int `json:"minPlayers"`
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MaxPlayers int `json:"maxPlayers"`
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YouSeat int `json:"youSeat"`
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Turn int `json:"turn"`
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// PrioritySeat is the seat currently holding the priority token.
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@@ -52,6 +60,11 @@ func (g *Game) ViewFor(playerID string) View {
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Round: g.Round,
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MaxRounds: MaxRounds,
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MaxPets: MaxPets,
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Pack: g.Pack,
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Packs: Packs,
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HostSeat: 0,
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MinPlayers: MinPlayers,
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MaxPlayers: MaxPlayers,
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YouSeat: -1,
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Turn: g.Turn,
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PrioritySeat: g.PrioritySeat,
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@@ -33,7 +33,7 @@ func TestE2EBotGame(t *testing.T) {
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defer cancel()
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resp, err := http.Post(ts.URL+"/api/games", "application/json",
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bytes.NewBufferString(`{"name":"Human","bot":"easy"}`))
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bytes.NewBufferString(`{"name":"Human"}`))
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if err != nil {
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t.Fatal(err)
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}
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@@ -51,9 +51,23 @@ func TestE2EBotGame(t *testing.T) {
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}
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defer ws.Close(websocket.StatusNormalClosure, "")
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v := readState(t, ctx, ws)
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// The host opens in the lobby, adds a bot, then starts the game — the
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// unified lobby flow a real client drives.
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if p := readState(t, ctx, ws).Phase; p != game.PhaseLobby {
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t.Fatalf("phase = %s, want lobby on create", p)
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}
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send(t, ctx, ws, map[string]any{"type": "addBot", "difficulty": "easy"})
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send(t, ctx, ws, map[string]any{"type": "start"})
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var v *game.View
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startDeadline := time.Now().Add(5 * time.Second)
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for (v == nil || v.Phase != game.PhaseShop) && time.Now().Before(startDeadline) {
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rctx, rcancel := context.WithTimeout(ctx, 3*time.Second)
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v = readState(t, rctx, ws)
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rcancel()
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}
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if v.Phase != game.PhaseShop {
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t.Fatalf("phase = %s, want shop (bot fills the lobby instantly)", v.Phase)
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t.Fatalf("phase = %s, want shop after host starts", v.Phase)
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}
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var bot *game.PlayerView
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for i := range v.Players {
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@@ -1,6 +1,7 @@
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package server
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import (
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"errors"
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"log/slog"
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"math/rand/v2"
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"time"
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@@ -20,6 +21,28 @@ var botDifficulty = map[string]struct {
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"hard": {1.00, "Robo Ace"},
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}
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// requireHost authorizes a lobby-management action: only the host (seat 0)
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// may set the pack, add or remove players, or start the game. Identity lives
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// at this trust boundary, keeping the game engine free of it.
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func requireHost(g *game.Game, playerID string) error {
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if len(g.Players) == 0 || g.Players[0].ID != playerID {
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return errors.New("only the host can do that")
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}
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return nil
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}
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// addBot seats a computer opponent for a difficulty name, translating the
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// name to the engine's skill level. Capacity and phase are enforced by the
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// engine's AddPlayer.
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func addBot(g *game.Game, difficulty string) error {
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bot, ok := botDifficulty[difficulty]
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if !ok {
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return errors.New("unknown bot difficulty")
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}
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_, err := g.AddBot(bot.name, bot.level)
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return err
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}
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// commitLocked is the one path every game mutation goes through: bots update
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// their memories from the new public state, the game is persisted, every
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// client gets its view, and the next bot move (if any) is scheduled. Callers
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@@ -124,38 +124,20 @@ type joinResponse struct {
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func (s *Server) handleCreate(w http.ResponseWriter, req *http.Request) {
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var body struct {
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Name string `json:"name"`
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// Bot, when set, fills the other seat with a computer player:
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// "easy" | "medium" | "hard".
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Bot string `json:"bot"`
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}
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if err := json.NewDecoder(req.Body).Decode(&body); err != nil {
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httpError(w, http.StatusBadRequest, "invalid JSON body")
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return
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}
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var bot struct {
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level float64
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name string
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}
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if body.Bot != "" {
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var ok bool
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bot, ok = botDifficulty[body.Bot]
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if !ok {
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httpError(w, http.StatusBadRequest, "unknown bot difficulty")
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return
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}
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}
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// The creator becomes the host (seat 0). They then set up the lobby —
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// choosing a pack, adding a bot, or waiting for a friend — and start the
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// game when ready.
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g := game.New()
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p, err := g.AddPlayer(strings.TrimSpace(body.Name))
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if err != nil {
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httpError(w, http.StatusBadRequest, err.Error())
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return
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}
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if body.Bot != "" {
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if _, err := g.AddBot(bot.name, bot.level); err != nil {
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httpError(w, http.StatusBadRequest, err.Error())
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return
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}
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}
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r := &room{game: g, conns: make(map[*client]struct{}), debug: s.debug}
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s.mu.Lock()
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s.rooms[g.ID] = r
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@@ -28,6 +28,9 @@ type clientMessage struct {
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Pick int `json:"pick"` // tradeChoose
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Order []string `json:"order"` // arrange
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Name string `json:"name"` // debugAdd
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Pack string `json:"pack"` // setPack
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Difficulty string `json:"difficulty"` // addBot
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Target string `json:"target"` // removePlayer (player ID)
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}
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type serverMessage struct {
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@@ -119,6 +122,22 @@ func (s *Server) apply(r *room, c *client, msg clientMessage) {
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g := r.game
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var err error
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switch msg.Type {
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case "setPack":
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if err = requireHost(g, c.playerID); err == nil {
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err = g.SetPack(msg.Pack)
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}
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case "addBot":
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if err = requireHost(g, c.playerID); err == nil {
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err = addBot(g, msg.Difficulty)
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}
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case "removePlayer":
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if err = requireHost(g, c.playerID); err == nil {
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err = g.RemovePlayer(msg.Target)
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||||
}
|
||||
case "start":
|
||||
if err = requireHost(g, c.playerID); err == nil {
|
||||
err = g.StartGame()
|
||||
}
|
||||
case "buy":
|
||||
err = g.Buy(c.playerID, msg.Row)
|
||||
case "sell":
|
||||
|
||||
+2
-2
@@ -15,8 +15,8 @@ async function post(path: string, body: unknown): Promise<Session> {
|
||||
|
||||
export type BotDifficulty = 'easy' | 'medium' | 'hard'
|
||||
|
||||
export function createGame(name: string, bot?: BotDifficulty): Promise<Session> {
|
||||
return post('/api/games', bot ? { name, bot } : { name })
|
||||
export function createGame(name: string): Promise<Session> {
|
||||
return post('/api/games', { name })
|
||||
}
|
||||
|
||||
export function joinGame(code: string, name: string): Promise<Session> {
|
||||
|
||||
@@ -30,6 +30,31 @@ function useFitText(dep: unknown) {
|
||||
return ref
|
||||
}
|
||||
|
||||
// renderEffect bolds each effect's trigger and renders the colon separating it
|
||||
// from the action as an arrow, so "Sell: add 1 extra Apple" shows "Sell →" in
|
||||
// bold. Cards can list several effects joined by " · "; each gets its own
|
||||
// bolded trigger.
|
||||
function renderEffect(text: string) {
|
||||
return text.split(' · ').map((segment, i) => {
|
||||
const colon = segment.indexOf(':')
|
||||
const node =
|
||||
colon === -1 ? (
|
||||
segment
|
||||
) : (
|
||||
<>
|
||||
<strong>{segment.slice(0, colon)} →</strong>
|
||||
{segment.slice(colon + 1)}
|
||||
</>
|
||||
)
|
||||
return (
|
||||
<span key={i}>
|
||||
{i > 0 && ' · '}
|
||||
{node}
|
||||
</span>
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
interface Props {
|
||||
card: Card
|
||||
size?: 'sm' | 'md' | 'lg'
|
||||
@@ -121,7 +146,7 @@ export function CardView({
|
||||
<>
|
||||
{card.effectText && (
|
||||
<div className="card-effect" ref={effectRef}>
|
||||
{card.effectText}
|
||||
{renderEffect(card.effectText)}
|
||||
</div>
|
||||
)}
|
||||
<div className="card-bottom">
|
||||
@@ -131,7 +156,11 @@ export function CardView({
|
||||
</>
|
||||
) : (
|
||||
<div className="card-effect" ref={effectRef}>
|
||||
{card.effectText ?? (card.food === 'apple' ? '+1 power (this battle)' : '')}
|
||||
{card.effectText
|
||||
? renderEffect(card.effectText)
|
||||
: card.food === 'apple'
|
||||
? '+1 power (this battle)'
|
||||
: ''}
|
||||
</div>
|
||||
)}
|
||||
{selected && <div className="card-check">✓</div>}
|
||||
|
||||
@@ -1,14 +1,7 @@
|
||||
import { useState } from 'react'
|
||||
import { createGame, joinGame } from '../api'
|
||||
import type { BotDifficulty } from '../api'
|
||||
import type { Session } from '../types'
|
||||
|
||||
const BOT_LEVELS: { value: BotDifficulty; label: string; blurb: string }[] = [
|
||||
{ value: 'easy', label: '🐣 Easy', blurb: 'Learns you the ropes' },
|
||||
{ value: 'medium', label: '🐺 Medium', blurb: 'Puts up a fight' },
|
||||
{ value: 'hard', label: '🦁 Hard', blurb: 'Shows no mercy' },
|
||||
]
|
||||
|
||||
// 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('')
|
||||
@@ -56,24 +49,10 @@ export function Home({ onSession }: { onSession: (s: Session) => void }) {
|
||||
>
|
||||
Host a new game
|
||||
</button>
|
||||
|
||||
<div className="home-divider">
|
||||
<span>or challenge the computer</span>
|
||||
</div>
|
||||
|
||||
<div className="home-bots">
|
||||
{BOT_LEVELS.map((b) => (
|
||||
<button
|
||||
key={b.value}
|
||||
className="btn btn-secondary"
|
||||
disabled={busy}
|
||||
title={b.blurb}
|
||||
onClick={() => run(() => createGame(name, b.value))}
|
||||
>
|
||||
{b.label}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
<p className="home-hint muted">
|
||||
Set up your lobby next — pick a pack, add a computer opponent, or
|
||||
invite a friend.
|
||||
</p>
|
||||
|
||||
<div className="home-divider">
|
||||
<span>or join a friend</span>
|
||||
|
||||
+164
-10
@@ -1,20 +1,174 @@
|
||||
import type { GameView } from '../types'
|
||||
import type { ClientMessage, GameView, PlayerView } from '../types'
|
||||
|
||||
const BOT_LEVELS: { value: string; label: string; blurb: string }[] = [
|
||||
{ value: 'easy', label: '🐣 Easy', blurb: 'Learns you the ropes' },
|
||||
{ value: 'medium', label: '🐺 Medium', blurb: 'Puts up a fight' },
|
||||
{ value: 'hard', label: '🦁 Hard', blurb: 'Shows no mercy' },
|
||||
]
|
||||
|
||||
// Lobby is the pre-game setup screen. The host picks a pack, fills the second
|
||||
// seat with a bot or a friend, can remove players, and starts the game.
|
||||
// Everyone else sees the same lineup read-only and waits for the host.
|
||||
export function Lobby({
|
||||
view,
|
||||
send,
|
||||
}: {
|
||||
view: GameView
|
||||
send: (m: ClientMessage) => void
|
||||
}) {
|
||||
const isHost = view.youSeat === view.hostSeat
|
||||
const openSeats = view.maxPlayers - view.players.length
|
||||
const selectedPlayable =
|
||||
view.packs.find((p) => p.id === view.pack)?.playable ?? false
|
||||
const canStart = view.players.length >= view.minPlayers && selectedPlayable
|
||||
|
||||
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>
|
||||
<h2 className="lobby-heading">Game lobby</h2>
|
||||
|
||||
<div className="lobby-code-row">
|
||||
<span className="muted">Invite code</span>
|
||||
<span className="lobby-code">{view.code}</span>
|
||||
<button
|
||||
className="btn btn-secondary"
|
||||
className="btn btn-secondary btn-sm"
|
||||
onClick={() => navigator.clipboard?.writeText(view.code)}
|
||||
>
|
||||
Copy code
|
||||
Copy
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<section className="lobby-section">
|
||||
<h3 className="lobby-section-title">Card pack</h3>
|
||||
<div className="pack-grid">
|
||||
{view.packs.map((pack) => {
|
||||
const selected = pack.id === view.pack
|
||||
const disabled = !pack.playable || !isHost
|
||||
return (
|
||||
<button
|
||||
key={pack.id}
|
||||
className={`pack-card ${selected ? 'is-selected' : ''} ${
|
||||
pack.playable ? '' : 'is-locked'
|
||||
}`}
|
||||
disabled={disabled}
|
||||
title={pack.playable ? pack.name : `${pack.name} — coming soon`}
|
||||
onClick={() => send({ type: 'setPack', pack: pack.id })}
|
||||
>
|
||||
<span className="pack-emoji" aria-hidden>
|
||||
{pack.emoji}
|
||||
</span>
|
||||
<span className="pack-name">{pack.name}</span>
|
||||
<span className="pack-tag">
|
||||
{pack.playable ? (selected ? 'Selected' : 'Available') : 'Coming soon'}
|
||||
</span>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
{!isHost && (
|
||||
<p className="muted lobby-note">Only the host can change the pack.</p>
|
||||
)}
|
||||
</section>
|
||||
|
||||
<section className="lobby-section">
|
||||
<h3 className="lobby-section-title">
|
||||
Players ({view.players.length}/{view.maxPlayers})
|
||||
</h3>
|
||||
<ul className="seat-list">
|
||||
{view.players.map((p) => (
|
||||
<SeatRow
|
||||
key={p.id}
|
||||
player={p}
|
||||
isHostSeat={p.seat === view.hostSeat}
|
||||
youSeat={view.youSeat}
|
||||
canRemove={isHost && p.seat !== view.hostSeat}
|
||||
onRemove={() => send({ type: 'removePlayer', target: p.id })}
|
||||
/>
|
||||
))}
|
||||
|
||||
{Array.from({ length: openSeats }).map((_, i) => (
|
||||
<li key={`open-${i}`} className="seat-row seat-open">
|
||||
{isHost ? (
|
||||
<div className="seat-open-host">
|
||||
<span className="muted">
|
||||
Add a computer opponent, or share the code to invite a friend:
|
||||
</span>
|
||||
<div className="seat-bot-picker">
|
||||
{BOT_LEVELS.map((b) => (
|
||||
<button
|
||||
key={b.value}
|
||||
className="btn btn-secondary btn-sm"
|
||||
title={b.blurb}
|
||||
onClick={() => send({ type: 'addBot', difficulty: b.value })}
|
||||
>
|
||||
{b.label}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<span className="muted">Waiting for the host to fill this seat…</span>
|
||||
)}
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</section>
|
||||
|
||||
{isHost ? (
|
||||
<button
|
||||
className="btn btn-primary btn-big"
|
||||
disabled={!canStart}
|
||||
onClick={() => send({ type: 'start' })}
|
||||
>
|
||||
{view.players.length < view.minPlayers
|
||||
? 'Waiting for a second player…'
|
||||
: 'Start game'}
|
||||
</button>
|
||||
) : (
|
||||
<p className="lobby-waiting muted">Waiting for the host to start the game…</p>
|
||||
)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function SeatRow({
|
||||
player,
|
||||
isHostSeat,
|
||||
youSeat,
|
||||
canRemove,
|
||||
onRemove,
|
||||
}: {
|
||||
player: PlayerView
|
||||
isHostSeat: boolean
|
||||
youSeat: number
|
||||
canRemove: boolean
|
||||
onRemove: () => void
|
||||
}) {
|
||||
return (
|
||||
<li className="seat-row">
|
||||
<span className="seat-avatar" aria-hidden>
|
||||
{player.isBot ? '🤖' : '🧑'}
|
||||
</span>
|
||||
<span className="seat-name">
|
||||
{player.name}
|
||||
{player.seat === youSeat && <span className="seat-you"> (you)</span>}
|
||||
</span>
|
||||
<span className="seat-badges">
|
||||
{isHostSeat && (
|
||||
<span className="chip" title="Host">
|
||||
👑 Host
|
||||
</span>
|
||||
)}
|
||||
{player.isBot ? (
|
||||
<span className="chip">Computer</span>
|
||||
) : (
|
||||
<span className={`conn-dot ${player.connected ? 'on' : 'off'}`} />
|
||||
)}
|
||||
</span>
|
||||
{canRemove && (
|
||||
<button className="seat-remove" title="Remove from game" onClick={onRemove}>
|
||||
✕
|
||||
</button>
|
||||
)}
|
||||
</li>
|
||||
)
|
||||
}
|
||||
|
||||
@@ -73,6 +73,22 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
|
||||
)
|
||||
}
|
||||
|
||||
// A player the host removed from the lobby no longer has a seat.
|
||||
if (view.youSeat < 0) {
|
||||
return (
|
||||
<div className="centered lobby-removed">
|
||||
<div className="lobby-bounce" aria-hidden>
|
||||
👋
|
||||
</div>
|
||||
<h2>You were removed from the game</h2>
|
||||
<p className="muted">The host removed you from this lobby.</p>
|
||||
<button className="btn btn-primary" onClick={onLeave}>
|
||||
Back to home
|
||||
</button>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
const you = view.players[view.youSeat]
|
||||
const opponents = view.players.filter((p) => p.seat !== view.youSeat)
|
||||
|
||||
@@ -82,7 +98,7 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
|
||||
<div className="topbar-brand" title="Super Auto Pets: The Board Game">
|
||||
🐾 <span>SAP</span>
|
||||
</div>
|
||||
{view.phase !== 'gameover' && (
|
||||
{view.phase !== 'gameover' && view.phase !== 'lobby' && (
|
||||
<div className="topbar-round">
|
||||
Round <strong>{view.round}</strong> / {view.maxRounds}
|
||||
</div>
|
||||
@@ -118,7 +134,7 @@ export function Table({ session, onLeave }: { session: Session; onLeave: () => v
|
||||
|
||||
<div className="table-body">
|
||||
<main className="table-main">
|
||||
{view.phase === 'lobby' && <Lobby view={view} />}
|
||||
{view.phase === 'lobby' && <Lobby view={view} send={send} />}
|
||||
{view.phase === 'shop' && <ShopPhase view={view} you={you} send={send} />}
|
||||
{view.phase === 'arrange' && <ArrangePhase view={view} you={you} send={send} />}
|
||||
{view.phase === 'battle' && (
|
||||
|
||||
+196
-17
@@ -371,15 +371,10 @@ h3 {
|
||||
gap: 10px;
|
||||
}
|
||||
|
||||
/* The three computer-opponent difficulty buttons share the row evenly. */
|
||||
.home-bots {
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
}
|
||||
|
||||
.home-bots .btn {
|
||||
flex: 1;
|
||||
white-space: nowrap;
|
||||
.home-hint {
|
||||
text-align: center;
|
||||
font-size: 0.9rem;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.home-error {
|
||||
@@ -659,13 +654,17 @@ h3 {
|
||||
/* ---------- lobby ---------- */
|
||||
|
||||
.lobby {
|
||||
min-height: 60vh;
|
||||
max-width: 620px;
|
||||
margin: 0 auto;
|
||||
padding: 8px 16px 32px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
gap: 16px;
|
||||
gap: 22px;
|
||||
}
|
||||
|
||||
.lobby-heading {
|
||||
text-align: center;
|
||||
color: var(--gold);
|
||||
}
|
||||
|
||||
.lobby-bounce {
|
||||
@@ -674,19 +673,199 @@ h3 {
|
||||
animation: float 2s ease-in-out infinite;
|
||||
}
|
||||
|
||||
.lobby-removed {
|
||||
gap: 14px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.lobby-code-row {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
gap: 12px;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.lobby-code {
|
||||
font-family: var(--font-display);
|
||||
font-size: 3rem;
|
||||
letter-spacing: 0.35em;
|
||||
padding: 14px 30px 14px calc(30px + 0.35em);
|
||||
font-size: 1.8rem;
|
||||
letter-spacing: 0.3em;
|
||||
padding: 6px 16px 6px calc(16px + 0.3em);
|
||||
color: var(--gold);
|
||||
background: rgba(0, 0, 0, 0.25);
|
||||
border: 3px dashed rgba(246, 201, 78, 0.5);
|
||||
border-radius: 16px;
|
||||
border-radius: 14px;
|
||||
text-shadow: 0 2px 4px rgba(0, 0, 0, 0.4);
|
||||
box-shadow: var(--tray-inset);
|
||||
}
|
||||
|
||||
.lobby-section {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 12px;
|
||||
}
|
||||
|
||||
.lobby-section-title {
|
||||
font-family: var(--font-display);
|
||||
font-size: 1.15rem;
|
||||
color: var(--cream);
|
||||
}
|
||||
|
||||
.lobby-note,
|
||||
.lobby-waiting {
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.lobby-waiting {
|
||||
font-size: 1.05rem;
|
||||
}
|
||||
|
||||
/* ---------- pack picker ---------- */
|
||||
|
||||
.pack-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(3, 1fr);
|
||||
gap: 12px;
|
||||
}
|
||||
|
||||
.pack-card {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
gap: 6px;
|
||||
padding: 16px 10px 12px;
|
||||
border-radius: var(--card-radius);
|
||||
border: 3px solid transparent;
|
||||
background: rgba(0, 0, 0, 0.22);
|
||||
color: var(--cream);
|
||||
cursor: pointer;
|
||||
transition: transform 0.12s ease, border-color 0.12s ease;
|
||||
}
|
||||
|
||||
.pack-card:not(:disabled):hover {
|
||||
transform: translateY(-2px);
|
||||
}
|
||||
|
||||
.pack-card.is-selected {
|
||||
border-color: var(--gold);
|
||||
background: rgba(246, 201, 78, 0.14);
|
||||
}
|
||||
|
||||
.pack-card.is-locked {
|
||||
opacity: 0.45;
|
||||
cursor: not-allowed;
|
||||
filter: grayscale(0.7);
|
||||
}
|
||||
|
||||
.pack-card:disabled {
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
.pack-emoji {
|
||||
font-size: 2.4rem;
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
.pack-name {
|
||||
font-family: var(--font-display);
|
||||
font-size: 0.95rem;
|
||||
}
|
||||
|
||||
.pack-tag {
|
||||
font-size: 0.72rem;
|
||||
font-weight: 700;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.05em;
|
||||
color: var(--gold);
|
||||
}
|
||||
|
||||
.pack-card.is-locked .pack-tag {
|
||||
color: var(--cream);
|
||||
}
|
||||
|
||||
/* ---------- seat list ---------- */
|
||||
|
||||
.seat-list {
|
||||
list-style: none;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 10px;
|
||||
}
|
||||
|
||||
.seat-row {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 12px;
|
||||
padding: 12px 14px;
|
||||
border-radius: 12px;
|
||||
background: rgba(0, 0, 0, 0.22);
|
||||
box-shadow: var(--tray-inset);
|
||||
}
|
||||
|
||||
.seat-open {
|
||||
border: 2px dashed rgba(251, 241, 215, 0.25);
|
||||
background: rgba(0, 0, 0, 0.12);
|
||||
box-shadow: none;
|
||||
}
|
||||
|
||||
.seat-avatar {
|
||||
font-size: 1.5rem;
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
.seat-name {
|
||||
font-weight: 800;
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.seat-you {
|
||||
color: var(--gold);
|
||||
font-weight: 700;
|
||||
}
|
||||
|
||||
.seat-badges {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 8px;
|
||||
}
|
||||
|
||||
.seat-remove {
|
||||
border: none;
|
||||
background: rgba(217, 74, 56, 0.2);
|
||||
color: var(--red-soft);
|
||||
font-weight: 900;
|
||||
width: 26px;
|
||||
height: 26px;
|
||||
border-radius: 50%;
|
||||
cursor: pointer;
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
.seat-remove:hover {
|
||||
background: var(--red);
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.seat-open-host {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 10px;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.seat-bot-picker {
|
||||
display: flex;
|
||||
gap: 8px;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.seat-bot-picker .btn {
|
||||
flex: 1;
|
||||
white-space: nowrap;
|
||||
}
|
||||
|
||||
/* ---------- cards ---------- */
|
||||
/* Thick printed stock: a warm parchment face, a soft ink border with an inner
|
||||
keyline, a physical shadow, and a lit sheen along the top. */
|
||||
|
||||
@@ -92,6 +92,13 @@ export interface LogEntry {
|
||||
spawn?: string // 'apple' | 'bee'
|
||||
}
|
||||
|
||||
export interface PackInfo {
|
||||
id: string
|
||||
name: string
|
||||
emoji: string
|
||||
playable: boolean
|
||||
}
|
||||
|
||||
export interface GameView {
|
||||
gameId: string
|
||||
code: string
|
||||
@@ -99,6 +106,11 @@ export interface GameView {
|
||||
round: number
|
||||
maxRounds: number
|
||||
maxPets: number
|
||||
pack: string
|
||||
packs: PackInfo[]
|
||||
hostSeat: number
|
||||
minPlayers: number
|
||||
maxPlayers: number
|
||||
youSeat: number
|
||||
turn: number
|
||||
shopRow: Card[]
|
||||
@@ -112,6 +124,10 @@ export interface GameView {
|
||||
}
|
||||
|
||||
export type ClientMessage =
|
||||
| { type: 'setPack'; pack: string }
|
||||
| { type: 'addBot'; difficulty: string }
|
||||
| { type: 'removePlayer'; target: string }
|
||||
| { type: 'start' }
|
||||
| { type: 'buy'; row: number }
|
||||
| { type: 'sell'; cards: string[] }
|
||||
| { type: 'trade'; cards: string[] }
|
||||
|
||||
Reference in New Issue
Block a user