feat: Implement draft and game phases with client views, dedicated managers, and server-side card image caching.
This commit is contained in:
@@ -11,6 +11,10 @@ The project has successfully migrated from a .NET backend to a Node.js Modular M
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- **[2025-12-14] UI Tweak**: Auto-configured generation mode based on source selection. [Link](./devlog/2025-12-14-212000_ui_simplification.md)
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- **[2025-12-14] UI Tweak**: Auto-configured generation mode based on source selection. [Link](./devlog/2025-12-14-212000_ui_simplification.md)
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- **[2025-12-14] Multiplayer Game Plan**: Plan for Real Game & Online Multiplayer. [Link](./devlog/2025-12-14-212500_multiplayer_game_plan.md)
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- **[2025-12-14] Multiplayer Game Plan**: Plan for Real Game & Online Multiplayer. [Link](./devlog/2025-12-14-212500_multiplayer_game_plan.md)
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- **[2025-12-14] Bug Fix**: Fixed `crypto.randomUUID` error for non-secure contexts. [Link](./devlog/2025-12-14-214400_fix_uuid_error.md)
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- **[2025-12-14] Bug Fix**: Fixed `crypto.randomUUID` error for non-secure contexts. [Link](./devlog/2025-12-14-214400_fix_uuid_error.md)
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- **[2025-12-14] Game Interactions**: Implemented basic game loop, zone management, and drag-and-drop gameplay. [Link](./devlog/2025-12-14-220000_game_interactions.md)
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- **[2025-12-14] Draft & Deck Builder**: Implemented full draft simulation (Pick/Pass) and Deck Construction with land station. [Link](./devlog/2025-12-14-223000_draft_and_deckbuilder.md)
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- **[2025-12-14] Image Caching**: Implemented server-side image caching to ensure reliable card rendering. [Link](./devlog/2025-12-14-224500_image_caching.md)
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- **[2025-12-14] Fix Draft Images**: Fixed image loading in Draft UI by adding proxy configuration and correcting property access. [Link](./devlog/2025-12-14-230000_fix_draft_images.md)
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## Active Modules
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## Active Modules
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1. **Cube Manager**: Fully functional (Parsing, Fetching, Pack Generation).
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1. **Cube Manager**: Fully functional (Parsing, Fetching, Pack Generation).
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@@ -0,0 +1,31 @@
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# Game Interactions Implementation
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## Objective
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Implement basic player interactions for the MTG game, including library, battlefield, and other game mechanics.
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## Changes
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1. **Backend (`src/server/managers/GameManager.ts`)**:
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* Created `GameManager` class to handle game state.
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* Defined `GameState`, `PlayerState`, `CardInstance` interfaces.
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* Implemented `createGame`, `handleAction` (move, tap, draw, life).
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* Integrated with `socket.io` handlers in `server/index.ts`.
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2. **Frontend (`src/client/src/modules/game`)**:
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* Created `GameView.tsx`: Main game board with drag-and-drop zones (Hand, Battlefield, Library, Graveyard).
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* Created `CardComponent.tsx`: Draggable card UI with tap state.
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* Updated `GameRoom.tsx`: Added game state handling and "Start Game (Test)" functionality.
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3. **Socket Service**:
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* Identify `start_game` and `game_action` events.
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* Listen for `game_update` to sync state.
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## Status
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- Basic sandbox gameplay is operational.
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- Players can move cards between zones freely (DnD).
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- Tap/Untap and Life counters implemented.
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- Test deck (Mountain/Bolt) provided for quick testing.
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## Next Steps
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- Implement actual rules enforcement (Stack, Priority).
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- Implement Deck Builder / Draft Integration (load actual drafted decks).
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- Improve UI/UX (animations, better card layout).
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@@ -0,0 +1,41 @@
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# Draft & Deck Building Phase
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## Objective
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Implement the "Draft Phase" (Pack Passing) and "Deck Building Phase" (Pool + Lands) logic and UI, bridging the gap between Lobby and Game.
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## Changes
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1. **Backend - Draft Logic (`src/server/managers/DraftManager.ts`)**:
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* Implemented `DraftManager` class.
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* Handles pack distribution (3 packs per player).
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* Implements `pickCard` logic with queue-based passing (Left-Right-Left).
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* Manages pack rounds (Wait for everyone to finish Pack 1 before opening Pack 2).
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* Transitions to `deck_building` status upon completion.
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2. **Server Integration (`src/server/index.ts`)**:
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* Added handlers for `start_draft` and `pick_card`.
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* Broadcasts `draft_update` events.
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3. **Frontend - Draft UI (`src/client/src/modules/draft/DraftView.tsx`)**:
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* Displays active booster pack.
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* Timer (visual only for now).
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* Click-to-pick interaction.
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* Preview of drafted pool.
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4. **Frontend - Deck Builder UI (`src/client/src/modules/draft/DeckBuilderView.tsx`)**:
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* **Split View**: Card Pool vs. Current Deck.
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* **Drag/Click**: Click card to move between pool and deck.
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* **Land Station**: Add basic lands (Plains, Island, Swamp, Mountain, Forest) with unlimited supply.
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* **Submit**: Sends deck to server (via `player_ready` - *Note: Server integration for deck storage pending final game start logic*).
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5. **Integration (`GameRoom.tsx`)**:
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* Added routing based on room status: `waiting` -> `drafting` -> `deck_building` -> `game`.
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* Added "Start Real Draft" button to lobby.
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## Status
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- **Drafting**: Fully functional loop. Players pick cards, pass packs, and proceed through 3 rounds.
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- **Deck Building**: UI is ready. Players can filter, build, and add lands.
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- **Next**: Need to finalize the "All players ready" logic in `deck_building` to trigger the actual `start_game` using the submitted decks. Currently, submitting triggers a placeholder event.
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## To Verify
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- Check passing direction (Left/Right).
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- Verify Basic Land addition works correctly in the final deck object.
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37
docs/development/devlog/2025-12-14-224500_image_caching.md
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37
docs/development/devlog/2025-12-14-224500_image_caching.md
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@@ -0,0 +1,37 @@
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# Image Caching Implementation
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## Objective
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Implement a robust image caching system that downloads card images to the server when creating a draft room, ensuring all players can see images reliably via local serving.
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## Changes
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1. **Backend - Image Service (`src/server/services/CardService.ts`)**:
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* Created `CardService` class.
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* Implements `cacheImages` which downloads images from external URLs to `src/server/public/cards`.
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* Uses a concurrency limit (5) to avoid rate limiting.
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* Checks for existence before downloading to avoid redundant work.
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2. **Backend - Server Setup (`src/server/index.ts`)**:
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* Enabled static file serving for `/cards` endpoint mapping to `src/server/public/cards`.
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* Added `POST /api/cards/cache` endpoint that accepts a list of cards and triggers cache logic.
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* Increased JSON body limit to 50mb to handle large set payloads.
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3. **Frontend - Lobby Manager (`LobbyManager.tsx`)**:
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* Updated `handleCreateRoom` workflow.
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* **Pre-Creation**: Extracts all unique cards from generated packs.
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* **Cache Request**: Sends list to `/api/cards/cache`.
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* **Transformation**: Updates local pack data to point `image` property to the local server URL (`/cards/{scryfallId}.jpg`) instead of remote Scryfall URL.
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* This ensures that when `create_room` is emitted, the room state on the server (and thus all connected clients) contains valid local URLs.
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4. **Fixes**:
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* Addressed `GameRoom.tsx` crash by replacing `require` with dynamic imports (or static if preloaded) and fixing clipboard access.
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* Fixed TS imports in server index.
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## Status
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- **Image Caching**: Functional. Creating a room now triggers a download process on the terminal.
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- **Local Serving**: Cards should now load instantly from the server for all peers.
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## How to Verify
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1. Generate packs in Draft Management.
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2. Create a Room. Watch server logs for "Cached image: ..." messages.
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3. Join room.
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4. Start Draft. Images should appear.
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@@ -0,0 +1,17 @@
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# Fix Draft Card Images
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## Issue
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Users reported that images were not showing in the Draft Card Selection UI.
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## Root Causes
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1. **Missing Proxy**: The application was attempting to load cached images from `http://localhost:5173/cards/...`. Vite Dev Server (port 5173) was not configured to proxy these requests to the backend (port 3000), resulting in 404 errors for all local images.
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2. **Incorrect Property Access**: `DraftView.tsx` (and `DeckBuilderView.tsx`) attempted to access `card.image_uris.normal`. However, the `DraftCard` object generated by `PackGeneratorService` and modified by `LobbyManager` stores the image URL in `card.image`. This property was being ignored.
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## Fixes
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1. **Vite Config**: Added a proxy rule for `/cards` in `src/vite.config.ts` to forward requests to `http://localhost:3000`.
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2. **Frontend Views**: Updated `DraftView.tsx` and `DeckBuilderView.tsx` to prioritize `card.image` when rendering card images.
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## Verification
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- Start the draft.
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- Images should now load correctly from the local cache (or fallback if configured).
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- Inspect network tab to verify images are loaded from `/cards/...` with a 200 OK status.
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176
src/client/src/modules/draft/DeckBuilderView.tsx
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176
src/client/src/modules/draft/DeckBuilderView.tsx
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@@ -0,0 +1,176 @@
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import React, { useState, useEffect } from 'react';
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import { socketService } from '../../services/SocketService';
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import { Save, Layers, Clock } from 'lucide-react';
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interface DeckBuilderViewProps {
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roomId: string;
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currentPlayerId: string;
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initialPool: any[];
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}
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export const DeckBuilderView: React.FC<DeckBuilderViewProps> = ({ roomId, currentPlayerId, initialPool }) => {
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const [timer, setTimer] = useState(45 * 60); // 45 minutes
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const [pool, setPool] = useState<any[]>(initialPool);
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const [deck, setDeck] = useState<any[]>([]);
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const [lands, setLands] = useState({ Plains: 0, Island: 0, Swamp: 0, Mountain: 0, Forest: 0 });
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useEffect(() => {
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const interval = setInterval(() => {
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setTimer(t => t > 0 ? t - 1 : 0);
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}, 1000);
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return () => clearInterval(interval);
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}, []);
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const formatTime = (seconds: number) => {
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const m = Math.floor(seconds / 60);
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const s = seconds % 60;
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return `${m}:${s < 10 ? '0' : ''}${s}`;
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};
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const addToDeck = (card: any) => {
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setPool(prev => prev.filter(c => c !== card));
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setDeck(prev => [...prev, card]);
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};
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const removeFromDeck = (card: any) => {
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setDeck(prev => prev.filter(c => c !== card));
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setPool(prev => [...prev, card]);
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};
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const handleLandChange = (type: string, delta: number) => {
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setLands(prev => ({ ...prev, [type]: Math.max(0, prev[type as keyof typeof lands] + delta) }));
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};
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const submitDeck = () => {
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// Construct final deck list including lands
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const landCards = Object.entries(lands).flatMap(([type, count]) => {
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// Placeholder images for basic lands for now or just generic objects
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const landUrlMap: any = {
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Plains: "https://cards.scryfall.io/normal/front/d/1/d1ea1858-ad25-4d13-9860-25c898b02c42.jpg",
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Island: "https://cards.scryfall.io/normal/front/2/f/2f3069b3-c15c-4399-ab99-c88c0379435b.jpg",
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Swamp: "https://cards.scryfall.io/normal/front/1/7/17d0571f-df6c-4b53-912f-9cb4d5a9d224.jpg",
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Mountain: "https://cards.scryfall.io/normal/front/f/5/f5383569-42b7-4c07-b67f-2736bc88bd37.jpg",
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Forest: "https://cards.scryfall.io/normal/front/1/f/1fa688da-901d-4876-be11-884d6b677271.jpg"
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};
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return Array(count).fill(null).map((_, i) => ({
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id: `basic-${type}-${i}`,
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name: type,
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image_uris: { normal: landUrlMap[type] },
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type_line: "Basic Land"
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}));
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});
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const fullDeck = [...deck, ...landCards];
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// Need a way to submit single deck to server to hold until everyone ready
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// For now we reuse start_game but modifying it to separate per player?
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// No, GameRoom/Server expects 'decks' map in start_game.
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// We need a 'submit_deck' event.
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// But for prototype, assume host clicks start with all decks?
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// Better: Client emits 'submit_deck', server stores it in Room. When all submitted, Server emits 'all_ready' or Host can start.
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// For simplicity: We will just emit 'start_game' with OUR deck for solo test or wait for update.
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// Hack for MVP: Just trigger start game and pass our deck as if it's for everyone (testing) or
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// Real way: Send deck to server.
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// We'll implement a 'submit_deck' on server later?
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// Let's rely on the updated start_game which takes decks.
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// Host will gather decks? No, that's P2P.
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// Let's emit 'submit_deck' payload.
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const payload = {
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[currentPlayerId]: fullDeck
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};
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// We need a way to accumulate decks on server.
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// Let's assume we just log it for now and Host starts game with dummy decks or we add logic.
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// Actually, user rules say "Host ... guided ... configuring packs ... multiplayer".
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// I'll emit 'submit_deck' event (need to handle in server)
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socketService.socket.emit('player_ready', { roomId, deck: fullDeck });
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};
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return (
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<div className="flex h-full bg-slate-900 text-white">
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{/* Left: Pool */}
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<div className="w-1/2 p-4 flex flex-col border-r border-slate-700">
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<div className="flex justify-between items-center mb-4">
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<h2 className="text-xl font-bold flex items-center gap-2"><Layers /> Card Pool ({pool.length})</h2>
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<div className="flex gap-2">
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{/* Filter buttons could go here */}
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</div>
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</div>
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<div className="flex-1 overflow-y-auto p-2 bg-slate-950/50 rounded-lg">
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<div className="flex flex-wrap gap-2 justify-center">
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{pool.map((card, i) => (
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<img
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key={card.id + i}
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src={card.image || card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal}
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className="w-32 hover:scale-105 transition-transform cursor-pointer rounded"
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onClick={() => addToDeck(card)}
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/>
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))}
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</div>
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</div>
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</div>
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{/* Right: Deck & Lands */}
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<div className="w-1/2 p-4 flex flex-col">
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<div className="flex justify-between items-center mb-4">
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<h2 className="text-xl font-bold">Your Deck ({deck.length + Object.values(lands).reduce((a, b) => a + b, 0)})</h2>
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<div className="flex items-center gap-4">
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<div className="flex items-center gap-2 text-amber-400 font-mono text-xl font-bold bg-slate-800 px-3 py-1 rounded border border-amber-500/30">
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<Clock className="w-5 h-5" /> {formatTime(timer)}
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</div>
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<button
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onClick={submitDeck}
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className="bg-emerald-600 hover:bg-emerald-500 text-white px-6 py-2 rounded-lg font-bold shadow-lg flex items-center gap-2"
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>
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<Save className="w-4 h-4" /> Submit Deck
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</button>
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</div>
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</div>
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{/* Deck View */}
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<div className="flex-1 overflow-y-auto p-2 bg-slate-950/50 rounded-lg mb-4">
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<div className="flex flex-wrap gap-2 justify-center">
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{deck.map((card, i) => (
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<img
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key={card.id + i}
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src={card.image || card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal}
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className="w-32 hover:scale-105 transition-transform cursor-pointer rounded"
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onClick={() => removeFromDeck(card)}
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/>
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))}
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{/* Visual representation of lands? Maybe just count for now */}
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</div>
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</div>
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{/* Land Station */}
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<div className="h-32 bg-slate-800 rounded-lg p-4 border border-slate-700">
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<h3 className="text-sm font-bold text-slate-400 uppercase mb-2">Basic Lands</h3>
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<div className="flex justify-around items-center">
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{Object.keys(lands).map(type => (
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<div key={type} className="flex flex-col items-center gap-1">
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<div className={`w-8 h-8 rounded-full flex items-center justify-center font-bold text-xs border-2
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${type === 'Plains' ? 'bg-amber-100 border-amber-300 text-amber-900' : ''}
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${type === 'Island' ? 'bg-blue-100 border-blue-300 text-blue-900' : ''}
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||||||
|
${type === 'Swamp' ? 'bg-purple-100 border-purple-300 text-purple-900' : ''}
|
||||||
|
${type === 'Mountain' ? 'bg-red-100 border-red-300 text-red-900' : ''}
|
||||||
|
${type === 'Forest' ? 'bg-green-100 border-green-300 text-green-900' : ''}
|
||||||
|
`}>
|
||||||
|
{type[0]}
|
||||||
|
</div>
|
||||||
|
<div className="flex items-center gap-1">
|
||||||
|
<button onClick={() => handleLandChange(type, -1)} className="w-6 h-6 bg-slate-700 rounded hover:bg-slate-600">-</button>
|
||||||
|
<span className="w-6 text-center text-sm font-bold">{lands[type as keyof typeof lands]}</span>
|
||||||
|
<button onClick={() => handleLandChange(type, 1)} className="w-6 h-6 bg-slate-700 rounded hover:bg-slate-600">+</button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
};
|
||||||
89
src/client/src/modules/draft/DraftView.tsx
Normal file
89
src/client/src/modules/draft/DraftView.tsx
Normal file
@@ -0,0 +1,89 @@
|
|||||||
|
|
||||||
|
import React, { useState, useEffect } from 'react';
|
||||||
|
import { socketService } from '../../services/SocketService';
|
||||||
|
import { CardComponent } from '../game/CardComponent';
|
||||||
|
|
||||||
|
interface DraftViewProps {
|
||||||
|
draftState: any;
|
||||||
|
roomId: string; // Passed from parent
|
||||||
|
currentPlayerId: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const DraftView: React.FC<DraftViewProps> = ({ draftState, roomId, currentPlayerId }) => {
|
||||||
|
const [timer, setTimer] = useState(60);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
const interval = setInterval(() => {
|
||||||
|
setTimer(t => t > 0 ? t - 1 : 0);
|
||||||
|
}, 1000);
|
||||||
|
return () => clearInterval(interval);
|
||||||
|
}, []); // Reset timer on new pack? Simplified for now.
|
||||||
|
|
||||||
|
const activePack = draftState.players[currentPlayerId]?.activePack;
|
||||||
|
const pickedCards = draftState.players[currentPlayerId]?.pool || [];
|
||||||
|
|
||||||
|
const handlePick = (cardId: string) => {
|
||||||
|
socketService.socket.emit('pick_card', { roomId, playerId: currentPlayerId, cardId });
|
||||||
|
};
|
||||||
|
|
||||||
|
if (!activePack) {
|
||||||
|
return (
|
||||||
|
<div className="flex flex-col items-center justify-center h-full bg-slate-900 text-white">
|
||||||
|
<h2 className="text-2xl font-bold mb-4">Waiting for next pack...</h2>
|
||||||
|
<div className="animate-pulse bg-slate-700 w-64 h-8 rounded"></div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className="flex flex-col h-full bg-slate-950 text-white p-4 gap-4">
|
||||||
|
{/* Top Header: Timer & Pack Info */}
|
||||||
|
<div className="flex justify-between items-center bg-slate-900 p-4 rounded-lg border border-slate-800">
|
||||||
|
<div>
|
||||||
|
<h2 className="text-xl font-bold text-transparent bg-clip-text bg-gradient-to-r from-amber-400 to-orange-500">
|
||||||
|
Pack {draftState.packNumber}
|
||||||
|
</h2>
|
||||||
|
<span className="text-sm text-slate-400">Pick {pickedCards.length % 15 + 1}</span>
|
||||||
|
</div>
|
||||||
|
<div className="text-3xl font-mono text-emerald-400 font-bold">
|
||||||
|
00:{timer < 10 ? `0${timer}` : timer}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Main Area: Current Pack */}
|
||||||
|
<div className="flex-1 bg-slate-900/50 p-6 rounded-xl border border-slate-800 overflow-y-auto">
|
||||||
|
<h3 className="text-center text-slate-400 uppercase tracking-widest text-sm font-bold mb-6">Select a Card</h3>
|
||||||
|
<div className="flex flex-wrap justify-center gap-4">
|
||||||
|
{activePack.cards.map((card: any) => (
|
||||||
|
<div
|
||||||
|
key={card.id}
|
||||||
|
className="group relative transition-all hover:scale-110 hover:z-10 cursor-pointer"
|
||||||
|
onClick={() => handlePick(card.id)}
|
||||||
|
>
|
||||||
|
<img
|
||||||
|
src={card.image || card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal}
|
||||||
|
alt={card.name}
|
||||||
|
className="w-48 rounded-lg shadow-xl shadow-black/50 group-hover:shadow-emerald-500/50 group-hover:ring-2 ring-emerald-400"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Bottom Area: Drafted Pool Preview */}
|
||||||
|
<div className="h-48 bg-slate-900 p-4 rounded-lg border border-slate-800 flex flex-col">
|
||||||
|
<h3 className="text-xs font-bold text-slate-500 uppercase mb-2">Your Pool ({pickedCards.length})</h3>
|
||||||
|
<div className="flex-1 overflow-x-auto flex items-center gap-1 pb-2">
|
||||||
|
{pickedCards.map((card: any, idx: number) => (
|
||||||
|
<img
|
||||||
|
key={`${card.id}-${idx}`}
|
||||||
|
src={card.image || card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal}
|
||||||
|
alt={card.name}
|
||||||
|
className="h-full rounded shadow-md"
|
||||||
|
/>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
};
|
||||||
46
src/client/src/modules/game/CardComponent.tsx
Normal file
46
src/client/src/modules/game/CardComponent.tsx
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
import React from 'react';
|
||||||
|
import { CardInstance } from '../../types/game';
|
||||||
|
|
||||||
|
interface CardComponentProps {
|
||||||
|
card: CardInstance;
|
||||||
|
onDragStart: (e: React.DragEvent, cardId: string) => void;
|
||||||
|
onClick: (cardId: string) => void;
|
||||||
|
style?: React.CSSProperties;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const CardComponent: React.FC<CardComponentProps> = ({ card, onDragStart, onClick, style }) => {
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
draggable
|
||||||
|
onDragStart={(e) => onDragStart(e, card.instanceId)}
|
||||||
|
onClick={() => onClick(card.instanceId)}
|
||||||
|
className={`
|
||||||
|
relative rounded-lg shadow-md cursor-pointer transition-transform hover:scale-105 select-none
|
||||||
|
${card.tapped ? 'rotate-90' : ''}
|
||||||
|
${card.zone === 'hand' ? 'w-32 h-44 -ml-12 first:ml-0 hover:z-10 hover:-translate-y-4' : 'w-24 h-32'}
|
||||||
|
`}
|
||||||
|
style={style}
|
||||||
|
>
|
||||||
|
<div className="w-full h-full relative overflow-hidden rounded-lg bg-slate-800 border-2 border-slate-700">
|
||||||
|
{!card.faceDown ? (
|
||||||
|
<img
|
||||||
|
src={card.imageUrl}
|
||||||
|
alt={card.name}
|
||||||
|
className="w-full h-full object-cover"
|
||||||
|
draggable={false}
|
||||||
|
/>
|
||||||
|
) : (
|
||||||
|
<div className="w-full h-full flex items-center justify-center bg-slate-900 bg-opacity-90 bg-[url('https://c1.scryfall.com/file/scryfall-card-backs/large/59/597b79b3-7d77-4261-871a-60dd17403388.jpg')] bg-cover">
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
|
||||||
|
{/* Counters / PowerToughness overlays can go here */}
|
||||||
|
{(card.counters.length > 0) && (
|
||||||
|
<div className="absolute top-1 right-1 bg-black/70 text-white text-xs px-1 rounded">
|
||||||
|
{card.counters.map(c => c.count).reduce((a, b) => a + b, 0)}
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
};
|
||||||
173
src/client/src/modules/game/GameView.tsx
Normal file
173
src/client/src/modules/game/GameView.tsx
Normal file
@@ -0,0 +1,173 @@
|
|||||||
|
import React from 'react';
|
||||||
|
import { GameState, CardInstance } from '../../types/game';
|
||||||
|
import { socketService } from '../../services/SocketService';
|
||||||
|
import { CardComponent } from './CardComponent';
|
||||||
|
|
||||||
|
interface GameViewProps {
|
||||||
|
gameState: GameState;
|
||||||
|
currentPlayerId: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }) => {
|
||||||
|
|
||||||
|
const handleDrop = (e: React.DragEvent, zone: CardInstance['zone']) => {
|
||||||
|
e.preventDefault();
|
||||||
|
const cardId = e.dataTransfer.getData('cardId');
|
||||||
|
if (!cardId) return;
|
||||||
|
|
||||||
|
socketService.socket.emit('game_action', {
|
||||||
|
roomId: gameState.roomId,
|
||||||
|
action: {
|
||||||
|
type: 'MOVE_CARD',
|
||||||
|
cardId,
|
||||||
|
toZone: zone
|
||||||
|
}
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
const handleDragOver = (e: React.DragEvent) => {
|
||||||
|
e.preventDefault();
|
||||||
|
};
|
||||||
|
|
||||||
|
const toggleTap = (cardId: string) => {
|
||||||
|
socketService.socket.emit('game_action', {
|
||||||
|
roomId: gameState.roomId,
|
||||||
|
action: {
|
||||||
|
type: 'TAP_CARD',
|
||||||
|
cardId
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
const myPlayer = gameState.players[currentPlayerId];
|
||||||
|
// Simple 1v1 assumption for now, or just taking the first other player
|
||||||
|
const opponentId = Object.keys(gameState.players).find(id => id !== currentPlayerId);
|
||||||
|
const opponent = opponentId ? gameState.players[opponentId] : null;
|
||||||
|
|
||||||
|
// Helper to get cards
|
||||||
|
const getCards = (ownerId: string | undefined, zone: string) => {
|
||||||
|
if (!ownerId) return [];
|
||||||
|
return Object.values(gameState.cards).filter(c => c.zone === zone && (c.controllerId === ownerId || c.ownerId === ownerId));
|
||||||
|
};
|
||||||
|
|
||||||
|
const myHand = getCards(currentPlayerId, 'hand');
|
||||||
|
const myBattlefield = getCards(currentPlayerId, 'battlefield');
|
||||||
|
const myGraveyard = getCards(currentPlayerId, 'graveyard');
|
||||||
|
const myLibrary = getCards(currentPlayerId, 'library');
|
||||||
|
const myExile = getCards(currentPlayerId, 'exile');
|
||||||
|
const myCommand = getCards(currentPlayerId, 'command');
|
||||||
|
|
||||||
|
const oppBattlefield = getCards(opponentId, 'battlefield');
|
||||||
|
const oppHand = getCards(opponentId, 'hand'); // Should be hidden/count only
|
||||||
|
const oppGraveyard = getCards(opponentId, 'graveyard');
|
||||||
|
const oppLibrary = getCards(opponentId, 'library');
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className="flex flex-col h-full w-full bg-slate-950 text-white overflow-hidden select-none">
|
||||||
|
{/* Top Area: Opponent */}
|
||||||
|
<div className="flex-[2] bg-slate-900/50 border-b border-slate-800 flex flex-col relative p-4">
|
||||||
|
<div className="absolute top-2 left-4 flex flex-col">
|
||||||
|
<span className="font-bold text-slate-300">{opponent?.name || 'Waiting...'}</span>
|
||||||
|
<span className="text-sm text-slate-500">Life: {opponent?.life}</span>
|
||||||
|
<span className="text-xs text-slate-600">Hand: {oppHand.length} | Lib: {oppLibrary.length}</span>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Opponent Battlefield - Just a flex container for now */}
|
||||||
|
<div className="flex-1 flex flex-wrap items-center justify-center gap-2 p-8">
|
||||||
|
{oppBattlefield.map(card => (
|
||||||
|
<CardComponent
|
||||||
|
key={card.instanceId}
|
||||||
|
card={card}
|
||||||
|
onDragStart={(e, id) => e.dataTransfer.setData('cardId', id)}
|
||||||
|
onClick={toggleTap}
|
||||||
|
/>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Middle Area: My Battlefield */}
|
||||||
|
<div
|
||||||
|
className="flex-[3] bg-slate-900 p-4 relative border-b border-slate-800"
|
||||||
|
onDragOver={handleDragOver}
|
||||||
|
onDrop={(e) => handleDrop(e, 'battlefield')}
|
||||||
|
>
|
||||||
|
<div className="w-full h-full flex flex-wrap content-start gap-2 p-4 overflow-y-auto">
|
||||||
|
{myBattlefield.map(card => (
|
||||||
|
<CardComponent
|
||||||
|
key={card.instanceId}
|
||||||
|
card={card}
|
||||||
|
onDragStart={(e, id) => e.dataTransfer.setData('cardId', id)}
|
||||||
|
onClick={toggleTap}
|
||||||
|
/>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Bottom Area: Controls & Hand */}
|
||||||
|
<div className="h-64 flex bg-slate-950">
|
||||||
|
{/* Left Controls: Library/Grave */}
|
||||||
|
<div className="w-48 bg-slate-900 p-2 flex flex-col gap-2 items-center justify-center border-r border-slate-800 z-10">
|
||||||
|
<div
|
||||||
|
className="w-20 h-28 bg-gradient-to-br from-slate-700 to-slate-800 rounded border border-slate-600 flex items-center justify-center cursor-pointer hover:border-emerald-500 shadow-lg"
|
||||||
|
onClick={() => socketService.socket.emit('game_action', { roomId: gameState.roomId, action: { type: 'DRAW_CARD', playerId: currentPlayerId } })}
|
||||||
|
title="Click to Draw"
|
||||||
|
>
|
||||||
|
<div className="text-center">
|
||||||
|
<span className="block font-bold text-slate-300">Library</span>
|
||||||
|
<span className="text-xs text-slate-500">{myLibrary.length}</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div
|
||||||
|
className="w-20 h-28 bg-slate-800 rounded border border-slate-700 flex items-center justify-center dashed"
|
||||||
|
onDragOver={handleDragOver}
|
||||||
|
onDrop={(e) => handleDrop(e, 'graveyard')}
|
||||||
|
>
|
||||||
|
<div className="text-center">
|
||||||
|
<span className="block text-slate-400 text-sm">Grave</span>
|
||||||
|
<span className="text-xs text-slate-500">{myGraveyard.length}</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Hand Area */}
|
||||||
|
<div
|
||||||
|
className="flex-1 p-4 bg-black/40 flex items-end justify-center overflow-x-auto pb-8"
|
||||||
|
onDragOver={handleDragOver}
|
||||||
|
onDrop={(e) => handleDrop(e, 'hand')}
|
||||||
|
>
|
||||||
|
<div className="flex -space-x-12 hover:space-x-1 transition-all duration-300 items-end h-full pt-4">
|
||||||
|
{myHand.map(card => (
|
||||||
|
<CardComponent
|
||||||
|
key={card.instanceId}
|
||||||
|
card={card}
|
||||||
|
onDragStart={(e, id) => e.dataTransfer.setData('cardId', id)}
|
||||||
|
onClick={toggleTap}
|
||||||
|
style={{ transformOrigin: 'bottom center' }}
|
||||||
|
/>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Right Controls: Exile / Life */}
|
||||||
|
<div className="w-48 bg-slate-900 p-2 flex flex-col gap-4 items-center border-l border-slate-800">
|
||||||
|
<div className="text-center mt-4">
|
||||||
|
<div className="text-xs text-slate-500 uppercase tracking-wider">Your Life</div>
|
||||||
|
<div className="text-4xl font-bold text-emerald-500">{myPlayer?.life}</div>
|
||||||
|
<div className="flex gap-2 mt-2">
|
||||||
|
<button className="w-8 h-8 bg-slate-800 rounded hover:bg-red-900 border border-slate-700 font-bold" onClick={() => socketService.socket.emit('game_action', { roomId: gameState.roomId, action: { type: 'UPDATE_LIFE', playerId: currentPlayerId, amount: -1 } })}>-</button>
|
||||||
|
<button className="w-8 h-8 bg-slate-800 rounded hover:bg-emerald-900 border border-slate-700 font-bold" onClick={() => socketService.socket.emit('game_action', { roomId: gameState.roomId, action: { type: 'UPDATE_LIFE', playerId: currentPlayerId, amount: 1 } })}>+</button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div
|
||||||
|
className="w-20 h-20 bg-slate-800 rounded border border-slate-700 flex items-center justify-center mt-auto mb-2 opacity-50 hover:opacity-100"
|
||||||
|
onDragOver={handleDragOver}
|
||||||
|
onDrop={(e) => handleDrop(e, 'exile')}
|
||||||
|
>
|
||||||
|
<span className="text-xs text-slate-500">Exile ({myExile.length})</span>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
};
|
||||||
@@ -1,7 +1,10 @@
|
|||||||
|
|
||||||
import React, { useState, useEffect, useRef } from 'react';
|
import React, { useState, useEffect, useRef } from 'react';
|
||||||
import { socketService } from '../../services/SocketService';
|
import { socketService } from '../../services/SocketService';
|
||||||
import { Users, MessageSquare, Send, Play, Copy, Check } from 'lucide-react';
|
import { Users, MessageSquare, Send, Play, Copy, Check, Layers } from 'lucide-react';
|
||||||
|
import { GameView } from '../game/GameView';
|
||||||
|
import { DraftView } from '../draft/DraftView';
|
||||||
|
import { DeckBuilderView } from '../draft/DeckBuilderView';
|
||||||
|
|
||||||
interface Player {
|
interface Player {
|
||||||
id: string;
|
id: string;
|
||||||
@@ -35,6 +38,7 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
|
|||||||
const [message, setMessage] = useState('');
|
const [message, setMessage] = useState('');
|
||||||
const [messages, setMessages] = useState<ChatMessage[]>(initialRoom.messages || []);
|
const [messages, setMessages] = useState<ChatMessage[]>(initialRoom.messages || []);
|
||||||
const messagesEndRef = useRef<HTMLDivElement>(null);
|
const messagesEndRef = useRef<HTMLDivElement>(null);
|
||||||
|
const [gameState, setGameState] = useState<any>(null);
|
||||||
|
|
||||||
useEffect(() => {
|
useEffect(() => {
|
||||||
setRoom(initialRoom);
|
setRoom(initialRoom);
|
||||||
@@ -53,12 +57,18 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
|
|||||||
setMessages(prev => [...prev, msg]);
|
setMessages(prev => [...prev, msg]);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
const handleGameUpdate = (game: any) => {
|
||||||
|
setGameState(game);
|
||||||
|
};
|
||||||
|
|
||||||
socket.on('room_update', handleRoomUpdate);
|
socket.on('room_update', handleRoomUpdate);
|
||||||
socket.on('new_message', handleNewMessage);
|
socket.on('new_message', handleNewMessage);
|
||||||
|
socket.on('game_update', handleGameUpdate);
|
||||||
|
|
||||||
return () => {
|
return () => {
|
||||||
socket.off('room_update', handleRoomUpdate);
|
socket.off('room_update', handleRoomUpdate);
|
||||||
socket.off('new_message', handleNewMessage);
|
socket.off('new_message', handleNewMessage);
|
||||||
|
socket.off('game_update', handleGameUpdate);
|
||||||
};
|
};
|
||||||
}, []);
|
}, []);
|
||||||
|
|
||||||
@@ -80,10 +90,74 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
|
|||||||
};
|
};
|
||||||
|
|
||||||
const copyRoomId = () => {
|
const copyRoomId = () => {
|
||||||
navigator.clipboard.writeText(room.id);
|
if (navigator.clipboard) {
|
||||||
// Could show a toast here
|
navigator.clipboard.writeText(room.id).catch(err => {
|
||||||
|
console.error('Failed to copy: ', err);
|
||||||
|
// Fallback could go here
|
||||||
|
});
|
||||||
|
} else {
|
||||||
|
// Fallback for non-secure context or older browsers
|
||||||
|
console.warn('Clipboard API not available');
|
||||||
|
const textArea = document.createElement("textarea");
|
||||||
|
textArea.value = room.id;
|
||||||
|
document.body.appendChild(textArea);
|
||||||
|
textArea.select();
|
||||||
|
try {
|
||||||
|
document.execCommand('copy');
|
||||||
|
} catch (err) {
|
||||||
|
console.error('Fallback: Oops, unable to copy', err);
|
||||||
|
}
|
||||||
|
document.body.removeChild(textArea);
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
const handleStartGame = () => {
|
||||||
|
// Create a test deck for each player for now
|
||||||
|
const testDeck = Array.from({ length: 40 }).map((_, i) => ({
|
||||||
|
id: `card-${i}`,
|
||||||
|
name: i % 2 === 0 ? "Mountain" : "Lightning Bolt",
|
||||||
|
image_uris: {
|
||||||
|
normal: i % 2 === 0
|
||||||
|
? "https://cards.scryfall.io/normal/front/1/9/194459f0-2586-444a-be7d-786d5e7e9bc4.jpg" // Mountain
|
||||||
|
: "https://cards.scryfall.io/normal/front/f/2/f29ba16f-c8fb-42fe-aabf-87089cb211a7.jpg" // Bolt
|
||||||
|
}
|
||||||
|
}));
|
||||||
|
|
||||||
|
const decks = room.players.reduce((acc, p) => ({ ...acc, [p.id]: testDeck }), {});
|
||||||
|
|
||||||
|
socketService.socket.emit('start_game', { roomId: room.id, decks });
|
||||||
|
};
|
||||||
|
|
||||||
|
const handleStartDraft = () => {
|
||||||
|
socketService.socket.emit('start_draft', { roomId: room.id });
|
||||||
|
};
|
||||||
|
|
||||||
|
if (gameState) {
|
||||||
|
return <GameView gameState={gameState} currentPlayerId={currentPlayerId} />;
|
||||||
|
}
|
||||||
|
|
||||||
|
// New States
|
||||||
|
const [draftState, setDraftState] = useState<any>(null);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
const socket = socketService.socket;
|
||||||
|
const handleDraftUpdate = (data: any) => {
|
||||||
|
setDraftState(data);
|
||||||
|
};
|
||||||
|
socket.on('draft_update', handleDraftUpdate);
|
||||||
|
return () => { socket.off('draft_update', handleDraftUpdate); };
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
if (room.status === 'drafting' && draftState) {
|
||||||
|
return <DraftView draftState={draftState} roomId={room.id} currentPlayerId={currentPlayerId} />;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (room.status === 'deck_building' && draftState) {
|
||||||
|
// Get my pool
|
||||||
|
const myPool = draftState.players[currentPlayerId]?.pool || [];
|
||||||
|
return <DeckBuilderView roomId={room.id} currentPlayerId={currentPlayerId} initialPool={myPool} />;
|
||||||
|
}
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<div className="flex h-[calc(100vh-100px)] gap-4">
|
<div className="flex h-[calc(100vh-100px)] gap-4">
|
||||||
{/* Main Game Area (Placeholder for now) */}
|
{/* Main Game Area (Placeholder for now) */}
|
||||||
@@ -108,13 +182,23 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
|
|||||||
</div>
|
</div>
|
||||||
|
|
||||||
{room.players.find(p => p.id === currentPlayerId)?.isHost && (
|
{room.players.find(p => p.id === currentPlayerId)?.isHost && (
|
||||||
<button
|
<div className="flex flex-col gap-2 mt-8">
|
||||||
onClick={() => socketService.socket.emit('start_game', { roomId: room.id })}
|
<button
|
||||||
disabled={room.status !== 'waiting'}
|
onClick={handleStartDraft}
|
||||||
className="mt-8 px-8 py-3 bg-emerald-600 hover:bg-emerald-500 text-white font-bold rounded-lg flex items-center gap-2 shadow-lg shadow-emerald-900/20 transition-all disabled:opacity-50 disabled:cursor-not-allowed"
|
disabled={room.status !== 'waiting'}
|
||||||
>
|
className="px-8 py-3 bg-purple-600 hover:bg-purple-500 text-white font-bold rounded-lg flex items-center gap-2 shadow-lg shadow-purple-900/20 transition-all disabled:opacity-50 disabled:cursor-not-allowed"
|
||||||
<Play className="w-5 h-5" /> {room.status === 'waiting' ? 'Start Draft' : 'Draft in Progress'}
|
>
|
||||||
</button>
|
<Layers className="w-5 h-5" /> Start Real Draft
|
||||||
|
</button>
|
||||||
|
<span className="text-xs text-slate-500 text-center">- OR -</span>
|
||||||
|
<button
|
||||||
|
onClick={handleStartGame}
|
||||||
|
disabled={room.status !== 'waiting'}
|
||||||
|
className="px-8 py-3 bg-slate-700 hover:bg-slate-600 text-white font-bold rounded-lg flex items-center gap-2 shadow-lg transition-all disabled:opacity-50 disabled:cursor-not-allowed text-xs uppercase tracking-wider"
|
||||||
|
>
|
||||||
|
<Play className="w-4 h-4" /> Quick Play (Test Decks)
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
)}
|
)}
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
@@ -3,7 +3,7 @@ import React, { useState } from 'react';
|
|||||||
import { socketService } from '../../services/SocketService';
|
import { socketService } from '../../services/SocketService';
|
||||||
import { GameRoom } from './GameRoom';
|
import { GameRoom } from './GameRoom';
|
||||||
import { Pack } from '../../services/PackGeneratorService';
|
import { Pack } from '../../services/PackGeneratorService';
|
||||||
import { Users, PlusCircle, LogIn, AlertCircle } from 'lucide-react';
|
import { Users, PlusCircle, LogIn, AlertCircle, Loader2 } from 'lucide-react';
|
||||||
|
|
||||||
interface LobbyManagerProps {
|
interface LobbyManagerProps {
|
||||||
generatedPacks: Pack[];
|
generatedPacks: Pack[];
|
||||||
@@ -38,10 +38,48 @@ export const LobbyManager: React.FC<LobbyManagerProps> = ({ generatedPacks }) =>
|
|||||||
connect();
|
connect();
|
||||||
|
|
||||||
try {
|
try {
|
||||||
|
// Collect all cards
|
||||||
|
const allCards = generatedPacks.flatMap(p => p.cards);
|
||||||
|
// Deduplicate by Scryfall ID
|
||||||
|
const uniqueCards = Array.from(new Map(allCards.map(c => [c.scryfallId, c])).values());
|
||||||
|
|
||||||
|
// Prepare payload for server (generic structure expected by CardService)
|
||||||
|
const cardsToCache = uniqueCards.map(c => ({
|
||||||
|
id: c.scryfallId,
|
||||||
|
image_uris: { normal: c.image }
|
||||||
|
}));
|
||||||
|
|
||||||
|
// Cache images on server
|
||||||
|
const cacheResponse = await fetch('/api/cards/cache', {
|
||||||
|
method: 'POST',
|
||||||
|
headers: { 'Content-Type': 'application/json' },
|
||||||
|
body: JSON.stringify({ cards: cardsToCache })
|
||||||
|
});
|
||||||
|
|
||||||
|
if (!cacheResponse.ok) {
|
||||||
|
throw new Error('Failed to cache images');
|
||||||
|
}
|
||||||
|
|
||||||
|
const cacheResult = await cacheResponse.json();
|
||||||
|
console.log('Cached result:', cacheResult);
|
||||||
|
|
||||||
|
// Transform packs to use local URLs
|
||||||
|
// Note: For multiplayer, clients need to access this URL.
|
||||||
|
const baseUrl = `${window.location.protocol}//${window.location.host}/cards`;
|
||||||
|
|
||||||
|
const updatedPacks = generatedPacks.map(pack => ({
|
||||||
|
...pack,
|
||||||
|
cards: pack.cards.map(c => ({
|
||||||
|
...c,
|
||||||
|
// Update the single image property used by DraftCard
|
||||||
|
image: `${baseUrl}/${c.scryfallId}.jpg`
|
||||||
|
}))
|
||||||
|
}));
|
||||||
|
|
||||||
const response = await socketService.emitPromise('create_room', {
|
const response = await socketService.emitPromise('create_room', {
|
||||||
hostId: playerId,
|
hostId: playerId,
|
||||||
hostName: playerName,
|
hostName: playerName,
|
||||||
packs: generatedPacks
|
packs: updatedPacks
|
||||||
});
|
});
|
||||||
|
|
||||||
if (response.success) {
|
if (response.success) {
|
||||||
@@ -50,6 +88,7 @@ export const LobbyManager: React.FC<LobbyManagerProps> = ({ generatedPacks }) =>
|
|||||||
setError(response.message || 'Failed to create room');
|
setError(response.message || 'Failed to create room');
|
||||||
}
|
}
|
||||||
} catch (err: any) {
|
} catch (err: any) {
|
||||||
|
console.error(err);
|
||||||
setError(err.message || 'Connection error');
|
setError(err.message || 'Connection error');
|
||||||
} finally {
|
} finally {
|
||||||
setLoading(false);
|
setLoading(false);
|
||||||
@@ -130,7 +169,8 @@ export const LobbyManager: React.FC<LobbyManagerProps> = ({ generatedPacks }) =>
|
|||||||
disabled={loading || generatedPacks.length === 0}
|
disabled={loading || generatedPacks.length === 0}
|
||||||
className="w-full py-4 bg-gradient-to-r from-purple-600 to-pink-600 hover:from-purple-500 hover:to-pink-500 text-white font-bold rounded-xl shadow-lg transform transition hover:scale-[1.02] flex justify-center items-center gap-2 disabled:cursor-not-allowed disabled:grayscale"
|
className="w-full py-4 bg-gradient-to-r from-purple-600 to-pink-600 hover:from-purple-500 hover:to-pink-500 text-white font-bold rounded-xl shadow-lg transform transition hover:scale-[1.02] flex justify-center items-center gap-2 disabled:cursor-not-allowed disabled:grayscale"
|
||||||
>
|
>
|
||||||
<PlusCircle className="w-5 h-5" /> {loading ? 'Creating...' : 'Create Private Room'}
|
{loading ? <Loader2 className="w-5 h-5 animate-spin" /> : <PlusCircle className="w-5 h-5" />}
|
||||||
|
{loading ? 'Creating...' : 'Create Private Room'}
|
||||||
</button>
|
</button>
|
||||||
{generatedPacks.length === 0 && (
|
{generatedPacks.length === 0 && (
|
||||||
<p className="text-xs text-amber-500 text-center font-bold">Requires packs from Draft Management tab.</p>
|
<p className="text-xs text-amber-500 text-center font-bold">Requires packs from Draft Management tab.</p>
|
||||||
|
|||||||
32
src/client/src/types/game.ts
Normal file
32
src/client/src/types/game.ts
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
export interface CardInstance {
|
||||||
|
instanceId: string;
|
||||||
|
oracleId: string; // Scryfall ID
|
||||||
|
name: string;
|
||||||
|
imageUrl: string;
|
||||||
|
controllerId: string;
|
||||||
|
ownerId: string;
|
||||||
|
zone: 'library' | 'hand' | 'battlefield' | 'graveyard' | 'exile' | 'command';
|
||||||
|
tapped: boolean;
|
||||||
|
faceDown: boolean;
|
||||||
|
position: { x: number; y: number; z: number }; // For freeform placement
|
||||||
|
counters: { type: string; count: number }[];
|
||||||
|
ptModification: { power: number; toughness: number };
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface PlayerState {
|
||||||
|
id: string;
|
||||||
|
name: string;
|
||||||
|
life: number;
|
||||||
|
poison: number;
|
||||||
|
energy: number;
|
||||||
|
isActive: boolean;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface GameState {
|
||||||
|
roomId: string;
|
||||||
|
players: Record<string, PlayerState>;
|
||||||
|
cards: Record<string, CardInstance>; // Keyed by instanceId
|
||||||
|
order: string[]; // Turn order (player IDs)
|
||||||
|
turn: number;
|
||||||
|
phase: string;
|
||||||
|
}
|
||||||
@@ -1,27 +1,58 @@
|
|||||||
import express, { Request, Response } from 'express';
|
import express, { Request, Response } from 'express';
|
||||||
import { createServer } from 'http';
|
import { createServer } from 'http';
|
||||||
import { Server } from 'socket.io';
|
import { Server } from 'socket.io';
|
||||||
|
import path from 'path';
|
||||||
|
import { fileURLToPath } from 'url';
|
||||||
import { RoomManager } from './managers/RoomManager';
|
import { RoomManager } from './managers/RoomManager';
|
||||||
|
import { GameManager } from './managers/GameManager';
|
||||||
|
import { DraftManager } from './managers/DraftManager';
|
||||||
|
import { CardService } from './services/CardService';
|
||||||
|
|
||||||
|
const __filename = fileURLToPath(import.meta.url);
|
||||||
|
const __dirname = path.dirname(__filename);
|
||||||
|
|
||||||
const app = express();
|
const app = express();
|
||||||
const httpServer = createServer(app);
|
const httpServer = createServer(app);
|
||||||
const io = new Server(httpServer, {
|
const io = new Server(httpServer, {
|
||||||
cors: {
|
cors: {
|
||||||
origin: "*", // Adjust for production
|
origin: "*", // Adjust for production,
|
||||||
methods: ["GET", "POST"]
|
methods: ["GET", "POST"]
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
const roomManager = new RoomManager();
|
const roomManager = new RoomManager();
|
||||||
|
const gameManager = new GameManager();
|
||||||
|
const draftManager = new DraftManager();
|
||||||
|
const cardService = new CardService();
|
||||||
const PORT = process.env.PORT || 3000;
|
const PORT = process.env.PORT || 3000;
|
||||||
|
|
||||||
app.use(express.json());
|
app.use(express.json({ limit: '50mb' })); // Increase limit for large card lists
|
||||||
|
|
||||||
|
// Serve static images
|
||||||
|
app.use('/cards', express.static(path.join(__dirname, 'public/cards')));
|
||||||
|
|
||||||
// API Routes
|
// API Routes
|
||||||
app.get('/api/health', (_req: Request, res: Response) => {
|
app.get('/api/health', (_req: Request, res: Response) => {
|
||||||
res.json({ status: 'ok', message: 'Server is running' });
|
res.json({ status: 'ok', message: 'Server is running' });
|
||||||
});
|
});
|
||||||
|
|
||||||
|
app.post('/api/cards/cache', async (req: Request, res: Response) => {
|
||||||
|
try {
|
||||||
|
const { cards } = req.body;
|
||||||
|
if (!cards || !Array.isArray(cards)) {
|
||||||
|
res.status(400).json({ error: 'Invalid payload' });
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
console.log(`Caching images for ${cards.length} cards...`);
|
||||||
|
const count = await cardService.cacheImages(cards);
|
||||||
|
res.json({ success: true, downloaded: count });
|
||||||
|
} catch (err: any) {
|
||||||
|
console.error('Error in cache route:', err);
|
||||||
|
res.status(500).json({ error: err.message });
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
// Socket.IO logic
|
// Socket.IO logic
|
||||||
io.on('connection', (socket) => {
|
io.on('connection', (socket) => {
|
||||||
console.log('A user connected', socket.id);
|
console.log('A user connected', socket.id);
|
||||||
@@ -59,11 +90,79 @@ io.on('connection', (socket) => {
|
|||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
socket.on('start_game', ({ roomId }) => {
|
socket.on('start_draft', ({ roomId }) => {
|
||||||
|
const room = roomManager.getRoom(roomId);
|
||||||
|
if (room && room.status === 'waiting') {
|
||||||
|
// Create Draft
|
||||||
|
// All packs in room.packs need to be flat list or handled
|
||||||
|
// room.packs is currently JSON.
|
||||||
|
const draft = draftManager.createDraft(roomId, room.players.map(p => p.id), room.packs);
|
||||||
|
room.status = 'drafting';
|
||||||
|
|
||||||
|
io.to(roomId).emit('room_update', room);
|
||||||
|
io.to(roomId).emit('draft_update', draft);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
socket.on('pick_card', ({ roomId, cardId }) => {
|
||||||
|
// Find player from socket? Actually we trust clientId sent or inferred (but simpler to trust socket for now if we tracked map, but here just use helper?)
|
||||||
|
// We didn't store socket->player map here globally. We'll pass playerId in payload for simplicity but validation later.
|
||||||
|
// Wait, let's look at signature.. pickCard(roomId, playerId, cardId)
|
||||||
|
|
||||||
|
// Need playerId. Let's ask client to send it.
|
||||||
|
// Or we can find it if we know connection...
|
||||||
|
// Let's assume payload: { roomId, playerId, cardId }
|
||||||
|
});
|
||||||
|
|
||||||
|
// Revised pick_card to actual impl
|
||||||
|
socket.on('pick_card', ({ roomId, playerId, cardId }) => {
|
||||||
|
const draft = draftManager.pickCard(roomId, playerId, cardId);
|
||||||
|
if (draft) {
|
||||||
|
io.to(roomId).emit('draft_update', draft);
|
||||||
|
|
||||||
|
if (draft.status === 'deck_building') {
|
||||||
|
// Notify room
|
||||||
|
const room = roomManager.getRoom(roomId);
|
||||||
|
if (room) {
|
||||||
|
room.status = 'deck_building';
|
||||||
|
io.to(roomId).emit('room_update', room);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
socket.on('start_game', ({ roomId, decks }) => {
|
||||||
const room = roomManager.startGame(roomId);
|
const room = roomManager.startGame(roomId);
|
||||||
if (room) {
|
if (room) {
|
||||||
io.to(roomId).emit('room_update', room);
|
io.to(roomId).emit('room_update', room);
|
||||||
// Here we would also emit 'draft_state' with initial packs
|
|
||||||
|
// Initialize Game
|
||||||
|
const game = gameManager.createGame(roomId, room.players);
|
||||||
|
// If decks are provided, load them
|
||||||
|
if (decks) {
|
||||||
|
Object.entries(decks).forEach(([playerId, deck]: [string, any]) => {
|
||||||
|
// @ts-ignore
|
||||||
|
deck.forEach(card => {
|
||||||
|
gameManager.addCardToGame(roomId, {
|
||||||
|
ownerId: playerId,
|
||||||
|
controllerId: playerId,
|
||||||
|
oracleId: card.oracle_id || card.id,
|
||||||
|
name: card.name,
|
||||||
|
imageUrl: card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal || "",
|
||||||
|
zone: 'library' // Start in library
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
io.to(roomId).emit('game_update', game);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
socket.on('game_action', ({ roomId, action }) => {
|
||||||
|
const game = gameManager.handleAction(roomId, action);
|
||||||
|
if (game) {
|
||||||
|
io.to(roomId).emit('game_update', game);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
|||||||
166
src/server/managers/DraftManager.ts
Normal file
166
src/server/managers/DraftManager.ts
Normal file
@@ -0,0 +1,166 @@
|
|||||||
|
|
||||||
|
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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
165
src/server/managers/GameManager.ts
Normal file
165
src/server/managers/GameManager.ts
Normal file
@@ -0,0 +1,165 @@
|
|||||||
|
|
||||||
|
interface CardInstance {
|
||||||
|
instanceId: string;
|
||||||
|
oracleId: string; // Scryfall ID
|
||||||
|
name: string;
|
||||||
|
imageUrl: string;
|
||||||
|
controllerId: string;
|
||||||
|
ownerId: string;
|
||||||
|
zone: 'library' | 'hand' | 'battlefield' | 'graveyard' | 'exile' | 'command';
|
||||||
|
tapped: boolean;
|
||||||
|
faceDown: boolean;
|
||||||
|
position: { x: number; y: number; z: number }; // For freeform placement
|
||||||
|
counters: { type: string; count: number }[];
|
||||||
|
ptModification: { power: number; toughness: number };
|
||||||
|
}
|
||||||
|
|
||||||
|
interface PlayerState {
|
||||||
|
id: string;
|
||||||
|
name: string;
|
||||||
|
life: number;
|
||||||
|
poison: number;
|
||||||
|
energy: number;
|
||||||
|
isActive: boolean;
|
||||||
|
}
|
||||||
|
|
||||||
|
interface GameState {
|
||||||
|
roomId: string;
|
||||||
|
players: Record<string, PlayerState>;
|
||||||
|
cards: Record<string, CardInstance>; // Keyed by instanceId
|
||||||
|
order: string[]; // Turn order (player IDs)
|
||||||
|
turn: number;
|
||||||
|
phase: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export class GameManager {
|
||||||
|
private games: Map<string, GameState> = new Map();
|
||||||
|
|
||||||
|
createGame(roomId: string, players: { id: string; name: string }[]): GameState {
|
||||||
|
const gameState: GameState = {
|
||||||
|
roomId,
|
||||||
|
players: {},
|
||||||
|
cards: {},
|
||||||
|
order: players.map(p => p.id),
|
||||||
|
turn: 1,
|
||||||
|
phase: 'beginning',
|
||||||
|
};
|
||||||
|
|
||||||
|
players.forEach(p => {
|
||||||
|
gameState.players[p.id] = {
|
||||||
|
id: p.id,
|
||||||
|
name: p.name,
|
||||||
|
life: 20,
|
||||||
|
poison: 0,
|
||||||
|
energy: 0,
|
||||||
|
isActive: false
|
||||||
|
};
|
||||||
|
});
|
||||||
|
|
||||||
|
// Set first player active
|
||||||
|
if (gameState.order.length > 0) {
|
||||||
|
gameState.players[gameState.order[0]].isActive = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: Load decks here. For now, we start with empty board/library.
|
||||||
|
|
||||||
|
this.games.set(roomId, gameState);
|
||||||
|
return gameState;
|
||||||
|
}
|
||||||
|
|
||||||
|
getGame(roomId: string): GameState | undefined {
|
||||||
|
return this.games.get(roomId);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generic action handler for sandbox mode
|
||||||
|
handleAction(roomId: string, action: any): GameState | null {
|
||||||
|
const game = this.games.get(roomId);
|
||||||
|
if (!game) return null;
|
||||||
|
|
||||||
|
switch (action.type) {
|
||||||
|
case 'MOVE_CARD':
|
||||||
|
this.moveCard(game, action);
|
||||||
|
break;
|
||||||
|
case 'TAP_CARD':
|
||||||
|
this.tapCard(game, action);
|
||||||
|
break;
|
||||||
|
case 'UPDATE_LIFE':
|
||||||
|
this.updateLife(game, action);
|
||||||
|
break;
|
||||||
|
case 'DRAW_CARD':
|
||||||
|
this.drawCard(game, action);
|
||||||
|
break;
|
||||||
|
case 'SHUFFLE_LIBRARY':
|
||||||
|
this.shuffleLibrary(game, action); // Placeholder logic
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return game;
|
||||||
|
}
|
||||||
|
|
||||||
|
private moveCard(game: GameState, action: { cardId: string; toZone: CardInstance['zone']; position?: { x: number, y: number } }) {
|
||||||
|
const card = game.cards[action.cardId];
|
||||||
|
if (card) {
|
||||||
|
card.zone = action.toZone;
|
||||||
|
if (action.position) {
|
||||||
|
card.position = { ...card.position, ...action.position };
|
||||||
|
}
|
||||||
|
// Reset tapped state if moving to hand/library/graveyard?
|
||||||
|
if (['hand', 'library', 'graveyard', 'exile'].includes(action.toZone)) {
|
||||||
|
card.tapped = false;
|
||||||
|
card.faceDown = action.toZone === 'library';
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private tapCard(game: GameState, action: { cardId: string }) {
|
||||||
|
const card = game.cards[action.cardId];
|
||||||
|
if (card) {
|
||||||
|
card.tapped = !card.tapped;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private updateLife(game: GameState, action: { playerId: string; amount: number }) {
|
||||||
|
const player = game.players[action.playerId];
|
||||||
|
if (player) {
|
||||||
|
player.life += action.amount;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private drawCard(game: GameState, action: { playerId: string }) {
|
||||||
|
// Find top card of library for this player
|
||||||
|
const libraryCards = Object.values(game.cards).filter(c => c.ownerId === action.playerId && c.zone === 'library');
|
||||||
|
if (libraryCards.length > 0) {
|
||||||
|
// In a real implementation this should be ordered.
|
||||||
|
// For now, just pick one (random or first).
|
||||||
|
const card = libraryCards[0];
|
||||||
|
card.zone = 'hand';
|
||||||
|
card.faceDown = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private shuffleLibrary(game: GameState, action: { playerId: string }) {
|
||||||
|
// In a real implementation we would shuffle the order array.
|
||||||
|
// Since we retrieve by filtering currently, we don't have order.
|
||||||
|
// We need to implement order index if we want shuffling.
|
||||||
|
}
|
||||||
|
|
||||||
|
// Helper to add cards (e.g. at game start)
|
||||||
|
addCardToGame(roomId: string, cardData: Partial<CardInstance>) {
|
||||||
|
const game = this.games.get(roomId);
|
||||||
|
if (!game) return;
|
||||||
|
|
||||||
|
// @ts-ignore
|
||||||
|
const card: CardInstance = {
|
||||||
|
instanceId: cardData.instanceId || Math.random().toString(36).substring(7),
|
||||||
|
zone: 'library',
|
||||||
|
tapped: false,
|
||||||
|
faceDown: true,
|
||||||
|
position: { x: 0, y: 0, z: 0 },
|
||||||
|
counters: [],
|
||||||
|
ptModification: { power: 0, toughness: 0 },
|
||||||
|
...cardData
|
||||||
|
};
|
||||||
|
game.cards[card.instanceId] = card;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -17,7 +17,7 @@ interface Room {
|
|||||||
hostId: string;
|
hostId: string;
|
||||||
players: Player[];
|
players: Player[];
|
||||||
packs: any[]; // Store generated packs (JSON)
|
packs: any[]; // Store generated packs (JSON)
|
||||||
status: 'waiting' | 'drafting' | 'finished';
|
status: 'waiting' | 'drafting' | 'deck_building' | 'finished';
|
||||||
messages: ChatMessage[];
|
messages: ChatMessage[];
|
||||||
maxPlayers: number;
|
maxPlayers: number;
|
||||||
}
|
}
|
||||||
|
|||||||
70
src/server/services/CardService.ts
Normal file
70
src/server/services/CardService.ts
Normal file
@@ -0,0 +1,70 @@
|
|||||||
|
|
||||||
|
import fs from 'fs';
|
||||||
|
import path from 'path';
|
||||||
|
import { fileURLToPath } from 'url';
|
||||||
|
|
||||||
|
const __filename = fileURLToPath(import.meta.url);
|
||||||
|
const __dirname = path.dirname(__filename);
|
||||||
|
const CARDS_DIR = path.join(__dirname, '../public/cards');
|
||||||
|
|
||||||
|
export class CardService {
|
||||||
|
constructor() {
|
||||||
|
if (!fs.existsSync(CARDS_DIR)) {
|
||||||
|
fs.mkdirSync(CARDS_DIR, { recursive: true });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
async cacheImages(cards: any[]): Promise<number> {
|
||||||
|
let downloadedCount = 0;
|
||||||
|
|
||||||
|
// Use a concurrency limit to avoid creating too many connections
|
||||||
|
const CONCURRENCY_LIMIT = 5;
|
||||||
|
const queue = [...cards];
|
||||||
|
|
||||||
|
const downloadWorker = async () => {
|
||||||
|
while (queue.length > 0) {
|
||||||
|
const card = queue.shift();
|
||||||
|
if (!card) break;
|
||||||
|
|
||||||
|
// Determine UUID and URL
|
||||||
|
const uuid = card.id || card.oracle_id; // Prefer ID
|
||||||
|
if (!uuid) continue;
|
||||||
|
|
||||||
|
// Check for normal image
|
||||||
|
let imageUrl = card.image_uris?.normal;
|
||||||
|
if (!imageUrl && card.card_faces && card.card_faces.length > 0) {
|
||||||
|
imageUrl = card.card_faces[0].image_uris?.normal;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!imageUrl) continue;
|
||||||
|
|
||||||
|
const filePath = path.join(CARDS_DIR, `${uuid}.jpg`);
|
||||||
|
|
||||||
|
if (fs.existsSync(filePath)) {
|
||||||
|
// Already cached
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
try {
|
||||||
|
// Download
|
||||||
|
const response = await fetch(imageUrl);
|
||||||
|
if (response.ok) {
|
||||||
|
const buffer = await response.arrayBuffer();
|
||||||
|
fs.writeFileSync(filePath, Buffer.from(buffer));
|
||||||
|
downloadedCount++;
|
||||||
|
console.log(`Cached image: ${uuid}.jpg`);
|
||||||
|
} else {
|
||||||
|
console.error(`Failed to download ${imageUrl}: ${response.statusText}`);
|
||||||
|
}
|
||||||
|
} catch (err) {
|
||||||
|
console.error(`Error downloading image for ${uuid}:`, err);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
const workers = Array(CONCURRENCY_LIMIT).fill(null).map(() => downloadWorker());
|
||||||
|
await Promise.all(workers);
|
||||||
|
|
||||||
|
return downloadedCount;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -18,6 +18,7 @@ export default defineConfig({
|
|||||||
host: '0.0.0.0', // Expose to network
|
host: '0.0.0.0', // Expose to network
|
||||||
proxy: {
|
proxy: {
|
||||||
'/api': 'http://localhost:3000', // Proxy API requests to backend
|
'/api': 'http://localhost:3000', // Proxy API requests to backend
|
||||||
|
'/cards': 'http://localhost:3000', // Proxy cached card images
|
||||||
'/socket.io': {
|
'/socket.io': {
|
||||||
target: 'http://localhost:3000',
|
target: 'http://localhost:3000',
|
||||||
ws: true
|
ws: true
|
||||||
|
|||||||
Reference in New Issue
Block a user