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

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@@ -11,6 +11,10 @@ The project has successfully migrated from a .NET backend to a Node.js Modular M
- **[2025-12-14] UI Tweak**: Auto-configured generation mode based on source selection. [Link](./devlog/2025-12-14-212000_ui_simplification.md)
- **[2025-12-14] Multiplayer Game Plan**: Plan for Real Game & Online Multiplayer. [Link](./devlog/2025-12-14-212500_multiplayer_game_plan.md)
- **[2025-12-14] Bug Fix**: Fixed `crypto.randomUUID` error for non-secure contexts. [Link](./devlog/2025-12-14-214400_fix_uuid_error.md)
- **[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)
- **[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)
- **[2025-12-14] Image Caching**: Implemented server-side image caching to ensure reliable card rendering. [Link](./devlog/2025-12-14-224500_image_caching.md)
- **[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)
## Active Modules
1. **Cube Manager**: Fully functional (Parsing, Fetching, Pack Generation).

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# Game Interactions Implementation
## Objective
Implement basic player interactions for the MTG game, including library, battlefield, and other game mechanics.
## Changes
1. **Backend (`src/server/managers/GameManager.ts`)**:
* Created `GameManager` class to handle game state.
* Defined `GameState`, `PlayerState`, `CardInstance` interfaces.
* Implemented `createGame`, `handleAction` (move, tap, draw, life).
* Integrated with `socket.io` handlers in `server/index.ts`.
2. **Frontend (`src/client/src/modules/game`)**:
* Created `GameView.tsx`: Main game board with drag-and-drop zones (Hand, Battlefield, Library, Graveyard).
* Created `CardComponent.tsx`: Draggable card UI with tap state.
* Updated `GameRoom.tsx`: Added game state handling and "Start Game (Test)" functionality.
3. **Socket Service**:
* Identify `start_game` and `game_action` events.
* Listen for `game_update` to sync state.
## Status
- Basic sandbox gameplay is operational.
- Players can move cards between zones freely (DnD).
- Tap/Untap and Life counters implemented.
- Test deck (Mountain/Bolt) provided for quick testing.
## Next Steps
- Implement actual rules enforcement (Stack, Priority).
- Implement Deck Builder / Draft Integration (load actual drafted decks).
- Improve UI/UX (animations, better card layout).

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# Draft & Deck Building Phase
## Objective
Implement the "Draft Phase" (Pack Passing) and "Deck Building Phase" (Pool + Lands) logic and UI, bridging the gap between Lobby and Game.
## Changes
1. **Backend - Draft Logic (`src/server/managers/DraftManager.ts`)**:
* Implemented `DraftManager` class.
* Handles pack distribution (3 packs per player).
* Implements `pickCard` logic with queue-based passing (Left-Right-Left).
* Manages pack rounds (Wait for everyone to finish Pack 1 before opening Pack 2).
* Transitions to `deck_building` status upon completion.
2. **Server Integration (`src/server/index.ts`)**:
* Added handlers for `start_draft` and `pick_card`.
* Broadcasts `draft_update` events.
3. **Frontend - Draft UI (`src/client/src/modules/draft/DraftView.tsx`)**:
* Displays active booster pack.
* Timer (visual only for now).
* Click-to-pick interaction.
* Preview of drafted pool.
4. **Frontend - Deck Builder UI (`src/client/src/modules/draft/DeckBuilderView.tsx`)**:
* **Split View**: Card Pool vs. Current Deck.
* **Drag/Click**: Click card to move between pool and deck.
* **Land Station**: Add basic lands (Plains, Island, Swamp, Mountain, Forest) with unlimited supply.
* **Submit**: Sends deck to server (via `player_ready` - *Note: Server integration for deck storage pending final game start logic*).
5. **Integration (`GameRoom.tsx`)**:
* Added routing based on room status: `waiting` -> `drafting` -> `deck_building` -> `game`.
* Added "Start Real Draft" button to lobby.
## Status
- **Drafting**: Fully functional loop. Players pick cards, pass packs, and proceed through 3 rounds.
- **Deck Building**: UI is ready. Players can filter, build, and add lands.
- **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.
## To Verify
- Check passing direction (Left/Right).
- Verify Basic Land addition works correctly in the final deck object.

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# Image Caching Implementation
## Objective
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.
## Changes
1. **Backend - Image Service (`src/server/services/CardService.ts`)**:
* Created `CardService` class.
* Implements `cacheImages` which downloads images from external URLs to `src/server/public/cards`.
* Uses a concurrency limit (5) to avoid rate limiting.
* Checks for existence before downloading to avoid redundant work.
2. **Backend - Server Setup (`src/server/index.ts`)**:
* Enabled static file serving for `/cards` endpoint mapping to `src/server/public/cards`.
* Added `POST /api/cards/cache` endpoint that accepts a list of cards and triggers cache logic.
* Increased JSON body limit to 50mb to handle large set payloads.
3. **Frontend - Lobby Manager (`LobbyManager.tsx`)**:
* Updated `handleCreateRoom` workflow.
* **Pre-Creation**: Extracts all unique cards from generated packs.
* **Cache Request**: Sends list to `/api/cards/cache`.
* **Transformation**: Updates local pack data to point `image` property to the local server URL (`/cards/{scryfallId}.jpg`) instead of remote Scryfall URL.
* This ensures that when `create_room` is emitted, the room state on the server (and thus all connected clients) contains valid local URLs.
4. **Fixes**:
* Addressed `GameRoom.tsx` crash by replacing `require` with dynamic imports (or static if preloaded) and fixing clipboard access.
* Fixed TS imports in server index.
## Status
- **Image Caching**: Functional. Creating a room now triggers a download process on the terminal.
- **Local Serving**: Cards should now load instantly from the server for all peers.
## How to Verify
1. Generate packs in Draft Management.
2. Create a Room. Watch server logs for "Cached image: ..." messages.
3. Join room.
4. Start Draft. Images should appear.

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# Fix Draft Card Images
## Issue
Users reported that images were not showing in the Draft Card Selection UI.
## Root Causes
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.
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.
## Fixes
1. **Vite Config**: Added a proxy rule for `/cards` in `src/vite.config.ts` to forward requests to `http://localhost:3000`.
2. **Frontend Views**: Updated `DraftView.tsx` and `DeckBuilderView.tsx` to prioritize `card.image` when rendering card images.
## Verification
- Start the draft.
- Images should now load correctly from the local cache (or fallback if configured).
- Inspect network tab to verify images are loaded from `/cards/...` with a 200 OK status.

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import React, { useState, useEffect } from 'react';
import { socketService } from '../../services/SocketService';
import { Save, Layers, Clock } from 'lucide-react';
interface DeckBuilderViewProps {
roomId: string;
currentPlayerId: string;
initialPool: any[];
}
export const DeckBuilderView: React.FC<DeckBuilderViewProps> = ({ roomId, currentPlayerId, initialPool }) => {
const [timer, setTimer] = useState(45 * 60); // 45 minutes
const [pool, setPool] = useState<any[]>(initialPool);
const [deck, setDeck] = useState<any[]>([]);
const [lands, setLands] = useState({ Plains: 0, Island: 0, Swamp: 0, Mountain: 0, Forest: 0 });
useEffect(() => {
const interval = setInterval(() => {
setTimer(t => t > 0 ? t - 1 : 0);
}, 1000);
return () => clearInterval(interval);
}, []);
const formatTime = (seconds: number) => {
const m = Math.floor(seconds / 60);
const s = seconds % 60;
return `${m}:${s < 10 ? '0' : ''}${s}`;
};
const addToDeck = (card: any) => {
setPool(prev => prev.filter(c => c !== card));
setDeck(prev => [...prev, card]);
};
const removeFromDeck = (card: any) => {
setDeck(prev => prev.filter(c => c !== card));
setPool(prev => [...prev, card]);
};
const handleLandChange = (type: string, delta: number) => {
setLands(prev => ({ ...prev, [type]: Math.max(0, prev[type as keyof typeof lands] + delta) }));
};
const submitDeck = () => {
// Construct final deck list including lands
const landCards = Object.entries(lands).flatMap(([type, count]) => {
// Placeholder images for basic lands for now or just generic objects
const landUrlMap: any = {
Plains: "https://cards.scryfall.io/normal/front/d/1/d1ea1858-ad25-4d13-9860-25c898b02c42.jpg",
Island: "https://cards.scryfall.io/normal/front/2/f/2f3069b3-c15c-4399-ab99-c88c0379435b.jpg",
Swamp: "https://cards.scryfall.io/normal/front/1/7/17d0571f-df6c-4b53-912f-9cb4d5a9d224.jpg",
Mountain: "https://cards.scryfall.io/normal/front/f/5/f5383569-42b7-4c07-b67f-2736bc88bd37.jpg",
Forest: "https://cards.scryfall.io/normal/front/1/f/1fa688da-901d-4876-be11-884d6b677271.jpg"
};
return Array(count).fill(null).map((_, i) => ({
id: `basic-${type}-${i}`,
name: type,
image_uris: { normal: landUrlMap[type] },
type_line: "Basic Land"
}));
});
const fullDeck = [...deck, ...landCards];
// Need a way to submit single deck to server to hold until everyone ready
// For now we reuse start_game but modifying it to separate per player?
// No, GameRoom/Server expects 'decks' map in start_game.
// We need a 'submit_deck' event.
// But for prototype, assume host clicks start with all decks?
// Better: Client emits 'submit_deck', server stores it in Room. When all submitted, Server emits 'all_ready' or Host can start.
// For simplicity: We will just emit 'start_game' with OUR deck for solo test or wait for update.
// Hack for MVP: Just trigger start game and pass our deck as if it's for everyone (testing) or
// Real way: Send deck to server.
// We'll implement a 'submit_deck' on server later?
// Let's rely on the updated start_game which takes decks.
// Host will gather decks? No, that's P2P.
// Let's emit 'submit_deck' payload.
const payload = {
[currentPlayerId]: fullDeck
};
// We need a way to accumulate decks on server.
// Let's assume we just log it for now and Host starts game with dummy decks or we add logic.
// Actually, user rules say "Host ... guided ... configuring packs ... multiplayer".
// I'll emit 'submit_deck' event (need to handle in server)
socketService.socket.emit('player_ready', { roomId, deck: fullDeck });
};
return (
<div className="flex h-full bg-slate-900 text-white">
{/* Left: Pool */}
<div className="w-1/2 p-4 flex flex-col border-r border-slate-700">
<div className="flex justify-between items-center mb-4">
<h2 className="text-xl font-bold flex items-center gap-2"><Layers /> Card Pool ({pool.length})</h2>
<div className="flex gap-2">
{/* Filter buttons could go here */}
</div>
</div>
<div className="flex-1 overflow-y-auto p-2 bg-slate-950/50 rounded-lg">
<div className="flex flex-wrap gap-2 justify-center">
{pool.map((card, i) => (
<img
key={card.id + i}
src={card.image || card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal}
className="w-32 hover:scale-105 transition-transform cursor-pointer rounded"
onClick={() => addToDeck(card)}
/>
))}
</div>
</div>
</div>
{/* Right: Deck & Lands */}
<div className="w-1/2 p-4 flex flex-col">
<div className="flex justify-between items-center mb-4">
<h2 className="text-xl font-bold">Your Deck ({deck.length + Object.values(lands).reduce((a, b) => a + b, 0)})</h2>
<div className="flex items-center gap-4">
<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">
<Clock className="w-5 h-5" /> {formatTime(timer)}
</div>
<button
onClick={submitDeck}
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"
>
<Save className="w-4 h-4" /> Submit Deck
</button>
</div>
</div>
{/* Deck View */}
<div className="flex-1 overflow-y-auto p-2 bg-slate-950/50 rounded-lg mb-4">
<div className="flex flex-wrap gap-2 justify-center">
{deck.map((card, i) => (
<img
key={card.id + i}
src={card.image || card.image_uris?.normal || card.card_faces?.[0]?.image_uris?.normal}
className="w-32 hover:scale-105 transition-transform cursor-pointer rounded"
onClick={() => removeFromDeck(card)}
/>
))}
{/* Visual representation of lands? Maybe just count for now */}
</div>
</div>
{/* Land Station */}
<div className="h-32 bg-slate-800 rounded-lg p-4 border border-slate-700">
<h3 className="text-sm font-bold text-slate-400 uppercase mb-2">Basic Lands</h3>
<div className="flex justify-around items-center">
{Object.keys(lands).map(type => (
<div key={type} className="flex flex-col items-center gap-1">
<div className={`w-8 h-8 rounded-full flex items-center justify-center font-bold text-xs border-2
${type === 'Plains' ? 'bg-amber-100 border-amber-300 text-amber-900' : ''}
${type === 'Island' ? 'bg-blue-100 border-blue-300 text-blue-900' : ''}
${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>
);
};

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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>
);
};

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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>
);
};

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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>
);
};

View File

@@ -1,7 +1,10 @@
import React, { useState, useEffect, useRef } from 'react';
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 {
id: string;
@@ -35,6 +38,7 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
const [message, setMessage] = useState('');
const [messages, setMessages] = useState<ChatMessage[]>(initialRoom.messages || []);
const messagesEndRef = useRef<HTMLDivElement>(null);
const [gameState, setGameState] = useState<any>(null);
useEffect(() => {
setRoom(initialRoom);
@@ -53,12 +57,18 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
setMessages(prev => [...prev, msg]);
};
const handleGameUpdate = (game: any) => {
setGameState(game);
};
socket.on('room_update', handleRoomUpdate);
socket.on('new_message', handleNewMessage);
socket.on('game_update', handleGameUpdate);
return () => {
socket.off('room_update', handleRoomUpdate);
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 = () => {
navigator.clipboard.writeText(room.id);
// Could show a toast here
if (navigator.clipboard) {
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 (
<div className="flex h-[calc(100vh-100px)] gap-4">
{/* Main Game Area (Placeholder for now) */}
@@ -108,13 +182,23 @@ export const GameRoom: React.FC<GameRoomProps> = ({ room: initialRoom, currentPl
</div>
{room.players.find(p => p.id === currentPlayerId)?.isHost && (
<button
onClick={() => socketService.socket.emit('start_game', { roomId: room.id })}
disabled={room.status !== 'waiting'}
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"
>
<Play className="w-5 h-5" /> {room.status === 'waiting' ? 'Start Draft' : 'Draft in Progress'}
</button>
<div className="flex flex-col gap-2 mt-8">
<button
onClick={handleStartDraft}
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"
>
<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>

View File

@@ -3,7 +3,7 @@ import React, { useState } from 'react';
import { socketService } from '../../services/SocketService';
import { GameRoom } from './GameRoom';
import { Pack } from '../../services/PackGeneratorService';
import { Users, PlusCircle, LogIn, AlertCircle } from 'lucide-react';
import { Users, PlusCircle, LogIn, AlertCircle, Loader2 } from 'lucide-react';
interface LobbyManagerProps {
generatedPacks: Pack[];
@@ -38,10 +38,48 @@ export const LobbyManager: React.FC<LobbyManagerProps> = ({ generatedPacks }) =>
connect();
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', {
hostId: playerId,
hostName: playerName,
packs: generatedPacks
packs: updatedPacks
});
if (response.success) {
@@ -50,6 +88,7 @@ export const LobbyManager: React.FC<LobbyManagerProps> = ({ generatedPacks }) =>
setError(response.message || 'Failed to create room');
}
} catch (err: any) {
console.error(err);
setError(err.message || 'Connection error');
} finally {
setLoading(false);
@@ -130,7 +169,8 @@ export const LobbyManager: React.FC<LobbyManagerProps> = ({ generatedPacks }) =>
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"
>
<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>
{generatedPacks.length === 0 && (
<p className="text-xs text-amber-500 text-center font-bold">Requires packs from Draft Management tab.</p>

View 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;
}

View File

@@ -1,27 +1,58 @@
import express, { Request, Response } from 'express';
import { createServer } from 'http';
import { Server } from 'socket.io';
import path from 'path';
import { fileURLToPath } from 'url';
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 httpServer = createServer(app);
const io = new Server(httpServer, {
cors: {
origin: "*", // Adjust for production
origin: "*", // Adjust for production,
methods: ["GET", "POST"]
}
});
const roomManager = new RoomManager();
const gameManager = new GameManager();
const draftManager = new DraftManager();
const cardService = new CardService();
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
app.get('/api/health', (_req: Request, res: Response) => {
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
io.on('connection', (socket) => {
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);
if (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);
}
});

View 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
}
}
}
}

View 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;
}
}

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@@ -17,7 +17,7 @@ interface Room {
hostId: string;
players: Player[];
packs: any[]; // Store generated packs (JSON)
status: 'waiting' | 'drafting' | 'finished';
status: 'waiting' | 'drafting' | 'deck_building' | 'finished';
messages: ChatMessage[];
maxPlayers: number;
}

View 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;
}
}

View File

@@ -18,6 +18,7 @@ export default defineConfig({
host: '0.0.0.0', // Expose to network
proxy: {
'/api': 'http://localhost:3000', // Proxy API requests to backend
'/cards': 'http://localhost:3000', // Proxy cached card images
'/socket.io': {
target: 'http://localhost:3000',
ws: true