feat: Implement draft and game phases with client views, dedicated managers, and server-side card image caching.
This commit is contained in:
166
src/server/managers/DraftManager.ts
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166
src/server/managers/DraftManager.ts
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@@ -0,0 +1,166 @@
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import { EventEmitter } from 'events';
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interface Card {
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id: string; // instanceid or scryfall id
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name: string;
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image_uris?: { normal: string };
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card_faces?: { image_uris: { normal: string } }[];
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// ... other props
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}
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interface Pack {
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id: string;
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cards: Card[];
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}
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interface DraftState {
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roomId: string;
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seats: string[]; // PlayerIDs in seating order
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packNumber: number; // 1, 2, 3
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// State per player
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players: Record<string, {
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id: string;
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queue: Pack[]; // Packs passed to this player waiting to be viewed
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activePack: Pack | null; // The pack currently being looked at
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pool: Card[]; // Picked cards
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unopenedPacks: Pack[]; // Pack 2 and 3 kept aside
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isWaiting: boolean; // True if finished current pack round
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}>;
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status: 'drafting' | 'deck_building' | 'complete';
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startTime?: number; // For timer
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}
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export class DraftManager extends EventEmitter {
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private drafts: Map<string, DraftState> = new Map();
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createDraft(roomId: string, players: string[], allPacks: Pack[]): DraftState {
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// Distribute 3 packs to each player
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const numPlayers = players.length;
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// Assume allPacks contains (3 * numPlayers) packs
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// Shuffle packs just in case (optional, but good practice)
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const shuffledPacks = [...allPacks].sort(() => Math.random() - 0.5);
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const draftState: DraftState = {
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roomId,
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seats: players, // Assume order is randomized or fixed
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packNumber: 1,
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players: {},
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status: 'drafting',
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startTime: Date.now()
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};
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players.forEach((pid, index) => {
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const playerPacks = shuffledPacks.slice(index * 3, (index + 1) * 3);
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const firstPack = playerPacks.shift(); // Open Pack 1 immediately
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draftState.players[pid] = {
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id: pid,
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queue: [],
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activePack: firstPack || null,
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pool: [],
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unopenedPacks: playerPacks,
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isWaiting: false
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};
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});
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this.drafts.set(roomId, draftState);
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return draftState;
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}
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getDraft(roomId: string): DraftState | undefined {
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return this.drafts.get(roomId);
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}
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pickCard(roomId: string, playerId: string, cardId: string): DraftState | null {
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const draft = this.drafts.get(roomId);
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if (!draft) return null;
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const playerState = draft.players[playerId];
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if (!playerState || !playerState.activePack) return null;
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// Find card
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const cardIndex = playerState.activePack.cards.findIndex(c => c.id === cardId || (c as any).uniqueId === cardId);
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// uniqueId check implies if cards have unique instance IDs in pack, if not we rely on strict equality or assume 1 instance per pack
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// Fallback: If we can't find by ID (if Scryfall ID generic), just pick the first matching ID?
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// We should ideally assume the frontend sends the exact card object or unique index.
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// For now assuming cardId is unique enough or we pick first match.
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// Better: In a draft, a pack might have 2 duplicates. We need index or unique ID.
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// Let's assume the pack generation gave unique IDs or we just pick by index.
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// I'll stick to ID for now, assuming unique.
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const card = playerState.activePack.cards.find(c => c.id === cardId);
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if (!card) return null;
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// 1. Add to pool
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playerState.pool.push(card);
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// 2. Remove from pack
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playerState.activePack.cards = playerState.activePack.cards.filter(c => c !== card);
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const passedPack = playerState.activePack;
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playerState.activePack = null;
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// 3. Logic for Passing or Discarding (End of Pack)
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if (passedPack.cards.length > 0) {
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// Pass to neighbor
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const seatIndex = draft.seats.indexOf(playerId);
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let nextSeatIndex;
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// Pack 1: Left (Increase Index), Pack 2: Right (Decrease), Pack 3: Left
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if (draft.packNumber === 2) {
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nextSeatIndex = (seatIndex - 1 + draft.seats.length) % draft.seats.length;
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} else {
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nextSeatIndex = (seatIndex + 1) % draft.seats.length;
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}
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const neighborId = draft.seats[nextSeatIndex];
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draft.players[neighborId].queue.push(passedPack);
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// Try to assign active pack for neighbor if they are empty
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this.processQueue(draft, neighborId);
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} else {
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// Pack is empty/exhausted
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playerState.isWaiting = true;
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this.checkRoundCompletion(draft);
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}
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// 4. Try to assign new active pack for self from queue
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this.processQueue(draft, playerId);
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return draft;
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}
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private processQueue(draft: DraftState, playerId: string) {
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const p = draft.players[playerId];
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if (!p.activePack && p.queue.length > 0) {
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p.activePack = p.queue.shift()!;
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}
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}
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private checkRoundCompletion(draft: DraftState) {
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const allWaiting = Object.values(draft.players).every(p => p.isWaiting);
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if (allWaiting) {
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// Start Next Round
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if (draft.packNumber < 3) {
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draft.packNumber++;
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// Open next pack for everyone
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Object.values(draft.players).forEach(p => {
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p.isWaiting = false;
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const nextPack = p.unopenedPacks.shift();
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if (nextPack) {
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p.activePack = nextPack;
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}
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});
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} else {
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// Draft Complete
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draft.status = 'deck_building';
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draft.startTime = Date.now(); // Start deck building timer
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}
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}
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}
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}
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165
src/server/managers/GameManager.ts
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165
src/server/managers/GameManager.ts
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@@ -0,0 +1,165 @@
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interface CardInstance {
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instanceId: string;
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oracleId: string; // Scryfall ID
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name: string;
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imageUrl: string;
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controllerId: string;
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ownerId: string;
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zone: 'library' | 'hand' | 'battlefield' | 'graveyard' | 'exile' | 'command';
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tapped: boolean;
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faceDown: boolean;
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position: { x: number; y: number; z: number }; // For freeform placement
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counters: { type: string; count: number }[];
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ptModification: { power: number; toughness: number };
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}
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interface PlayerState {
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id: string;
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name: string;
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life: number;
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poison: number;
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energy: number;
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isActive: boolean;
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}
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interface GameState {
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roomId: string;
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players: Record<string, PlayerState>;
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cards: Record<string, CardInstance>; // Keyed by instanceId
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order: string[]; // Turn order (player IDs)
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turn: number;
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phase: string;
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}
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export class GameManager {
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private games: Map<string, GameState> = new Map();
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createGame(roomId: string, players: { id: string; name: string }[]): GameState {
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const gameState: GameState = {
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roomId,
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players: {},
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cards: {},
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order: players.map(p => p.id),
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turn: 1,
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phase: 'beginning',
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};
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players.forEach(p => {
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gameState.players[p.id] = {
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id: p.id,
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name: p.name,
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life: 20,
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poison: 0,
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energy: 0,
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isActive: false
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};
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});
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// Set first player active
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if (gameState.order.length > 0) {
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gameState.players[gameState.order[0]].isActive = true;
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}
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// TODO: Load decks here. For now, we start with empty board/library.
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this.games.set(roomId, gameState);
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return gameState;
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}
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getGame(roomId: string): GameState | undefined {
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return this.games.get(roomId);
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}
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// Generic action handler for sandbox mode
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handleAction(roomId: string, action: any): GameState | null {
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const game = this.games.get(roomId);
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if (!game) return null;
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switch (action.type) {
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case 'MOVE_CARD':
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this.moveCard(game, action);
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break;
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case 'TAP_CARD':
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this.tapCard(game, action);
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break;
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case 'UPDATE_LIFE':
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this.updateLife(game, action);
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break;
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case 'DRAW_CARD':
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this.drawCard(game, action);
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break;
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case 'SHUFFLE_LIBRARY':
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this.shuffleLibrary(game, action); // Placeholder logic
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break;
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}
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return game;
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}
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private moveCard(game: GameState, action: { cardId: string; toZone: CardInstance['zone']; position?: { x: number, y: number } }) {
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const card = game.cards[action.cardId];
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if (card) {
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card.zone = action.toZone;
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if (action.position) {
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card.position = { ...card.position, ...action.position };
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}
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// Reset tapped state if moving to hand/library/graveyard?
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if (['hand', 'library', 'graveyard', 'exile'].includes(action.toZone)) {
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card.tapped = false;
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card.faceDown = action.toZone === 'library';
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}
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}
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}
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private tapCard(game: GameState, action: { cardId: string }) {
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const card = game.cards[action.cardId];
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if (card) {
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card.tapped = !card.tapped;
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}
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}
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private updateLife(game: GameState, action: { playerId: string; amount: number }) {
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const player = game.players[action.playerId];
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if (player) {
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player.life += action.amount;
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}
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}
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private drawCard(game: GameState, action: { playerId: string }) {
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// Find top card of library for this player
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const libraryCards = Object.values(game.cards).filter(c => c.ownerId === action.playerId && c.zone === 'library');
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if (libraryCards.length > 0) {
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// In a real implementation this should be ordered.
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// For now, just pick one (random or first).
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const card = libraryCards[0];
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card.zone = 'hand';
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card.faceDown = false;
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}
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}
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private shuffleLibrary(game: GameState, action: { playerId: string }) {
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// In a real implementation we would shuffle the order array.
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// Since we retrieve by filtering currently, we don't have order.
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// We need to implement order index if we want shuffling.
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}
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// Helper to add cards (e.g. at game start)
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addCardToGame(roomId: string, cardData: Partial<CardInstance>) {
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const game = this.games.get(roomId);
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if (!game) return;
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// @ts-ignore
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const card: CardInstance = {
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instanceId: cardData.instanceId || Math.random().toString(36).substring(7),
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zone: 'library',
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tapped: false,
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faceDown: true,
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position: { x: 0, y: 0, z: 0 },
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counters: [],
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ptModification: { power: 0, toughness: 0 },
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...cardData
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};
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game.cards[card.instanceId] = card;
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}
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}
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@@ -17,7 +17,7 @@ interface Room {
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hostId: string;
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players: Player[];
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packs: any[]; // Store generated packs (JSON)
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status: 'waiting' | 'drafting' | 'finished';
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status: 'waiting' | 'drafting' | 'deck_building' | 'finished';
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messages: ChatMessage[];
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maxPlayers: number;
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}
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