feat: Implement mana cost payment logic in the rules engine and emit client-side notifications for rule violation errors.

This commit is contained in:
2025-12-22 23:27:01 +01:00
parent d6fb76eb3e
commit 41be1d49c4
3 changed files with 161 additions and 4 deletions

View File

@@ -208,9 +208,26 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
socket.off('game_update', handleGameUpdate);
socket.off('tournament_update', handleTournamentUpdate);
socket.off('tournament_finished', handleTournamentFinished);
socket.off('tournament_finished', handleTournamentFinished);
socket.off('match_start');
socket.off('game_error');
};
}, []);
}, []); // eslint-disable-line react-hooks/exhaustive-deps
// Add a specific effect for game_error if avoiding the big dependency array is desired,
// or just append to the existing effect content.
useEffect(() => {
const socket = socketService.socket;
const handleGameError = (data: { message: string, userId?: string }) => {
// Only show error if it's for me, or maybe generic "Action Failed"
if (data.userId && data.userId !== currentPlayerId) return; // Don't spam others errors?
showToast(data.message, 'error');
};
socket.on('game_error', handleGameError);
return () => { socket.off('game_error', handleGameError); };
}, [currentPlayerId, showToast]);
const sendMessage = (e: React.FormEvent) => {
e.preventDefault();

View File

@@ -81,7 +81,10 @@ export class RulesEngine {
const card = this.state.cards[cardId];
if (!card || card.zone !== 'hand') throw new Error("Invalid card.");
// TODO: Check Timing (Instant vs Sorcery)
// Validate Mana Cost
if (card.manaCost) {
this.payManaCost(playerId, card.manaCost);
}
// Move to Stack
card.zone = 'stack';
@@ -102,6 +105,143 @@ export class RulesEngine {
return true;
}
// --- Mana System ---
private parseManaCost(manaCost: string): { generic: number, colors: Record<string, number> } {
const cost = { generic: 0, colors: { W: 0, U: 0, B: 0, R: 0, G: 0, C: 0 } as Record<string, number> };
if (!manaCost) return cost;
// Use regex to match {X} blocks
const matches = manaCost.match(/{[^{}]+}/g);
if (!matches) return cost;
matches.forEach(symbol => {
const content = symbol.replace(/[{}]/g, '');
// Check for generic number
if (!isNaN(Number(content))) {
cost.generic += Number(content);
}
// check for hybrid/phyrexian later if needed, for now exact colors
else {
// Standard colors
if (['W', 'U', 'B', 'R', 'G', 'C'].includes(content)) {
cost.colors[content]++;
} else {
// Handle 'X' or other symbols if necessary, currently ignored as 0 cost
}
}
});
return cost;
}
private getLandColor(card: any): string | null {
if (!card.typeLine?.includes('Land') && !card.types.includes('Land')) return null;
// Basic heuristic based on type line names
if (card.typeLine.includes('Plains')) return 'W';
if (card.typeLine.includes('Island')) return 'U';
if (card.typeLine.includes('Swamp')) return 'B';
if (card.typeLine.includes('Mountain')) return 'R';
if (card.typeLine.includes('Forest')) return 'G';
// Fallback: Wastes or special lands?
// For MVP, we assume typed basic lands or nothing.
return null;
}
private payManaCost(playerId: string, manaCostStr: string) {
const player = this.state.players[playerId];
const cost = this.parseManaCost(manaCostStr);
// 1. Gather Resources
const pool = { ...player.manaPool }; // Copy pool
const lands = Object.values(this.state.cards).filter(c =>
c.controllerId === playerId &&
c.zone === 'battlefield' &&
!c.tapped &&
(c.types.includes('Land') || c.typeLine?.includes('Land'))
);
const landsToTap: string[] = []; // List of IDs
// 2. Pay Colored Costs
for (const color of ['W', 'U', 'B', 'R', 'G', 'C']) {
let required = cost.colors[color];
if (required <= 0) continue;
// a. Pay from Pool first
if (pool[color] >= required) {
pool[color] -= required;
required = 0;
} else {
required -= pool[color];
pool[color] = 0;
}
// b. Pay from Lands
if (required > 0) {
// Find lands producing this color
const producers = lands.filter(l => !landsToTap.includes(l.instanceId) && this.getLandColor(l) === color);
if (producers.length >= required) {
// Mark first N as used
for (let i = 0; i < required; i++) {
landsToTap.push(producers[i].instanceId);
}
required = 0;
} else {
// Use all we have, but it's not enough
throw new Error(`Insufficient ${color} mana.`);
}
}
}
// 3. Pay Generic Cost
let genericRequired = cost.generic;
if (genericRequired > 0) {
// a. Consume any remaining pools (greedy, order doesn't matter for generic usually, but maybe keep 'better' colors? No, random for now)
for (const color of Object.keys(pool)) {
if (genericRequired <= 0) break;
const available = pool[color];
if (available > 0) {
const params = Math.min(available, genericRequired);
pool[color] -= params;
genericRequired -= params;
}
}
// b. Tap remaining unused lands
if (genericRequired > 0) {
// Filter lands not yet marked for tap
const unusedLands = lands.filter(l => !landsToTap.includes(l.instanceId) && this.getLandColor(l) !== null);
if (unusedLands.length >= genericRequired) {
for (let i = 0; i < genericRequired; i++) {
landsToTap.push(unusedLands[i].instanceId);
}
genericRequired = 0;
} else {
throw new Error("Insufficient mana for generic cost.");
}
}
}
// 4. Commit Payments
// Update Pool
player.manaPool = pool;
// Tap Lands
landsToTap.forEach(lid => {
const land = this.state.cards[lid];
land.tapped = true;
console.log(`Auto-tapped ${land.name} for mana.`);
});
console.log(`Paid mana cost ${manaCostStr}. Remaining Pool:`, pool);
}
public addMana(playerId: string, mana: { color: string, amount: number }) {
// Check if player has priority or if checking for mana abilities?
// 605.3a: Player may activate mana ability whenever they have priority... or when rule/effect asks for mana payment.

View File

@@ -173,8 +173,8 @@ export class GameManager extends EventEmitter {
}
} catch (e: any) {
console.error(`Rule Violation [${action?.type || 'UNKNOWN'}]: ${e.message}`);
// TODO: Return error to user?
// For now, just logging and not updating state (transactional-ish)
// Notify the user (and others?) about the error
this.emit('game_error', roomId, { message: e.message, userId: actorId });
return null;
}