feat: Implement mana cost payment logic in the rules engine and emit client-side notifications for rule violation errors.
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@@ -208,9 +208,26 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
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socket.off('game_update', handleGameUpdate);
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socket.off('tournament_update', handleTournamentUpdate);
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socket.off('tournament_finished', handleTournamentFinished);
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socket.off('tournament_finished', handleTournamentFinished);
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socket.off('match_start');
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socket.off('game_error');
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};
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}, []);
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}, []); // eslint-disable-line react-hooks/exhaustive-deps
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// Add a specific effect for game_error if avoiding the big dependency array is desired,
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// or just append to the existing effect content.
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useEffect(() => {
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const socket = socketService.socket;
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const handleGameError = (data: { message: string, userId?: string }) => {
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// Only show error if it's for me, or maybe generic "Action Failed"
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if (data.userId && data.userId !== currentPlayerId) return; // Don't spam others errors?
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showToast(data.message, 'error');
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};
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socket.on('game_error', handleGameError);
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return () => { socket.off('game_error', handleGameError); };
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}, [currentPlayerId, showToast]);
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const sendMessage = (e: React.FormEvent) => {
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e.preventDefault();
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@@ -81,7 +81,10 @@ export class RulesEngine {
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const card = this.state.cards[cardId];
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if (!card || card.zone !== 'hand') throw new Error("Invalid card.");
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// TODO: Check Timing (Instant vs Sorcery)
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// Validate Mana Cost
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if (card.manaCost) {
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this.payManaCost(playerId, card.manaCost);
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}
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// Move to Stack
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card.zone = 'stack';
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@@ -102,6 +105,143 @@ export class RulesEngine {
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return true;
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}
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// --- Mana System ---
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private parseManaCost(manaCost: string): { generic: number, colors: Record<string, number> } {
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const cost = { generic: 0, colors: { W: 0, U: 0, B: 0, R: 0, G: 0, C: 0 } as Record<string, number> };
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if (!manaCost) return cost;
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// Use regex to match {X} blocks
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const matches = manaCost.match(/{[^{}]+}/g);
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if (!matches) return cost;
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matches.forEach(symbol => {
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const content = symbol.replace(/[{}]/g, '');
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// Check for generic number
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if (!isNaN(Number(content))) {
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cost.generic += Number(content);
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}
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// check for hybrid/phyrexian later if needed, for now exact colors
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else {
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// Standard colors
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if (['W', 'U', 'B', 'R', 'G', 'C'].includes(content)) {
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cost.colors[content]++;
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} else {
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// Handle 'X' or other symbols if necessary, currently ignored as 0 cost
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}
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}
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});
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return cost;
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}
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private getLandColor(card: any): string | null {
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if (!card.typeLine?.includes('Land') && !card.types.includes('Land')) return null;
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// Basic heuristic based on type line names
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if (card.typeLine.includes('Plains')) return 'W';
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if (card.typeLine.includes('Island')) return 'U';
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if (card.typeLine.includes('Swamp')) return 'B';
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if (card.typeLine.includes('Mountain')) return 'R';
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if (card.typeLine.includes('Forest')) return 'G';
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// Fallback: Wastes or special lands?
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// For MVP, we assume typed basic lands or nothing.
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return null;
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}
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private payManaCost(playerId: string, manaCostStr: string) {
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const player = this.state.players[playerId];
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const cost = this.parseManaCost(manaCostStr);
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// 1. Gather Resources
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const pool = { ...player.manaPool }; // Copy pool
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const lands = Object.values(this.state.cards).filter(c =>
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c.controllerId === playerId &&
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c.zone === 'battlefield' &&
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!c.tapped &&
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(c.types.includes('Land') || c.typeLine?.includes('Land'))
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);
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const landsToTap: string[] = []; // List of IDs
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// 2. Pay Colored Costs
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for (const color of ['W', 'U', 'B', 'R', 'G', 'C']) {
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let required = cost.colors[color];
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if (required <= 0) continue;
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// a. Pay from Pool first
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if (pool[color] >= required) {
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pool[color] -= required;
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required = 0;
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} else {
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required -= pool[color];
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pool[color] = 0;
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}
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// b. Pay from Lands
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if (required > 0) {
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// Find lands producing this color
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const producers = lands.filter(l => !landsToTap.includes(l.instanceId) && this.getLandColor(l) === color);
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if (producers.length >= required) {
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// Mark first N as used
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for (let i = 0; i < required; i++) {
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landsToTap.push(producers[i].instanceId);
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}
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required = 0;
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} else {
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// Use all we have, but it's not enough
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throw new Error(`Insufficient ${color} mana.`);
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}
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}
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}
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// 3. Pay Generic Cost
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let genericRequired = cost.generic;
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if (genericRequired > 0) {
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// a. Consume any remaining pools (greedy, order doesn't matter for generic usually, but maybe keep 'better' colors? No, random for now)
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for (const color of Object.keys(pool)) {
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if (genericRequired <= 0) break;
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const available = pool[color];
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if (available > 0) {
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const params = Math.min(available, genericRequired);
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pool[color] -= params;
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genericRequired -= params;
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}
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}
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// b. Tap remaining unused lands
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if (genericRequired > 0) {
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// Filter lands not yet marked for tap
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const unusedLands = lands.filter(l => !landsToTap.includes(l.instanceId) && this.getLandColor(l) !== null);
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if (unusedLands.length >= genericRequired) {
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for (let i = 0; i < genericRequired; i++) {
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landsToTap.push(unusedLands[i].instanceId);
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}
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genericRequired = 0;
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} else {
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throw new Error("Insufficient mana for generic cost.");
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}
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}
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}
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// 4. Commit Payments
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// Update Pool
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player.manaPool = pool;
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// Tap Lands
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landsToTap.forEach(lid => {
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const land = this.state.cards[lid];
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land.tapped = true;
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console.log(`Auto-tapped ${land.name} for mana.`);
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});
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console.log(`Paid mana cost ${manaCostStr}. Remaining Pool:`, pool);
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}
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public addMana(playerId: string, mana: { color: string, amount: number }) {
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// Check if player has priority or if checking for mana abilities?
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// 605.3a: Player may activate mana ability whenever they have priority... or when rule/effect asks for mana payment.
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@@ -173,8 +173,8 @@ export class GameManager extends EventEmitter {
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}
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} catch (e: any) {
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console.error(`Rule Violation [${action?.type || 'UNKNOWN'}]: ${e.message}`);
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// TODO: Return error to user?
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// For now, just logging and not updating state (transactional-ish)
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// Notify the user (and others?) about the error
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this.emit('game_error', roomId, { message: e.message, userId: actorId });
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return null;
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}
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