feat: Implement draft and game phases with client views, dedicated managers, and server-side card image caching.

This commit is contained in:
2025-12-14 22:23:23 +01:00
parent a2a8b33368
commit 9ff305f1ba
18 changed files with 1289 additions and 18 deletions

View File

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import { EventEmitter } from 'events';
interface Card {
id: string; // instanceid or scryfall id
name: string;
image_uris?: { normal: string };
card_faces?: { image_uris: { normal: string } }[];
// ... other props
}
interface Pack {
id: string;
cards: Card[];
}
interface DraftState {
roomId: string;
seats: string[]; // PlayerIDs in seating order
packNumber: number; // 1, 2, 3
// State per player
players: Record<string, {
id: string;
queue: Pack[]; // Packs passed to this player waiting to be viewed
activePack: Pack | null; // The pack currently being looked at
pool: Card[]; // Picked cards
unopenedPacks: Pack[]; // Pack 2 and 3 kept aside
isWaiting: boolean; // True if finished current pack round
}>;
status: 'drafting' | 'deck_building' | 'complete';
startTime?: number; // For timer
}
export class DraftManager extends EventEmitter {
private drafts: Map<string, DraftState> = new Map();
createDraft(roomId: string, players: string[], allPacks: Pack[]): DraftState {
// Distribute 3 packs to each player
const numPlayers = players.length;
// Assume allPacks contains (3 * numPlayers) packs
// Shuffle packs just in case (optional, but good practice)
const shuffledPacks = [...allPacks].sort(() => Math.random() - 0.5);
const draftState: DraftState = {
roomId,
seats: players, // Assume order is randomized or fixed
packNumber: 1,
players: {},
status: 'drafting',
startTime: Date.now()
};
players.forEach((pid, index) => {
const playerPacks = shuffledPacks.slice(index * 3, (index + 1) * 3);
const firstPack = playerPacks.shift(); // Open Pack 1 immediately
draftState.players[pid] = {
id: pid,
queue: [],
activePack: firstPack || null,
pool: [],
unopenedPacks: playerPacks,
isWaiting: false
};
});
this.drafts.set(roomId, draftState);
return draftState;
}
getDraft(roomId: string): DraftState | undefined {
return this.drafts.get(roomId);
}
pickCard(roomId: string, playerId: string, cardId: string): DraftState | null {
const draft = this.drafts.get(roomId);
if (!draft) return null;
const playerState = draft.players[playerId];
if (!playerState || !playerState.activePack) return null;
// Find card
const cardIndex = playerState.activePack.cards.findIndex(c => c.id === cardId || (c as any).uniqueId === cardId);
// uniqueId check implies if cards have unique instance IDs in pack, if not we rely on strict equality or assume 1 instance per pack
// Fallback: If we can't find by ID (if Scryfall ID generic), just pick the first matching ID?
// We should ideally assume the frontend sends the exact card object or unique index.
// For now assuming cardId is unique enough or we pick first match.
// Better: In a draft, a pack might have 2 duplicates. We need index or unique ID.
// Let's assume the pack generation gave unique IDs or we just pick by index.
// I'll stick to ID for now, assuming unique.
const card = playerState.activePack.cards.find(c => c.id === cardId);
if (!card) return null;
// 1. Add to pool
playerState.pool.push(card);
// 2. Remove from pack
playerState.activePack.cards = playerState.activePack.cards.filter(c => c !== card);
const passedPack = playerState.activePack;
playerState.activePack = null;
// 3. Logic for Passing or Discarding (End of Pack)
if (passedPack.cards.length > 0) {
// Pass to neighbor
const seatIndex = draft.seats.indexOf(playerId);
let nextSeatIndex;
// Pack 1: Left (Increase Index), Pack 2: Right (Decrease), Pack 3: Left
if (draft.packNumber === 2) {
nextSeatIndex = (seatIndex - 1 + draft.seats.length) % draft.seats.length;
} else {
nextSeatIndex = (seatIndex + 1) % draft.seats.length;
}
const neighborId = draft.seats[nextSeatIndex];
draft.players[neighborId].queue.push(passedPack);
// Try to assign active pack for neighbor if they are empty
this.processQueue(draft, neighborId);
} else {
// Pack is empty/exhausted
playerState.isWaiting = true;
this.checkRoundCompletion(draft);
}
// 4. Try to assign new active pack for self from queue
this.processQueue(draft, playerId);
return draft;
}
private processQueue(draft: DraftState, playerId: string) {
const p = draft.players[playerId];
if (!p.activePack && p.queue.length > 0) {
p.activePack = p.queue.shift()!;
}
}
private checkRoundCompletion(draft: DraftState) {
const allWaiting = Object.values(draft.players).every(p => p.isWaiting);
if (allWaiting) {
// Start Next Round
if (draft.packNumber < 3) {
draft.packNumber++;
// Open next pack for everyone
Object.values(draft.players).forEach(p => {
p.isWaiting = false;
const nextPack = p.unopenedPacks.shift();
if (nextPack) {
p.activePack = nextPack;
}
});
} else {
// Draft Complete
draft.status = 'deck_building';
draft.startTime = Date.now(); // Start deck building timer
}
}
}
}