build: Add Docker containerization documentation and remove unused variables to resolve TypeScript errors.
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2025-12-14 22:55:00 +01:00
parent 6f3c773dfd
commit b8e23a5614
7 changed files with 26 additions and 9 deletions

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@@ -79,9 +79,6 @@ export const DeckBuilderView: React.FC<DeckBuilderViewProps> = ({ roomId, curren
// 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".

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@@ -1,7 +1,6 @@
import React, { useState, useEffect } from 'react';
import { socketService } from '../../services/SocketService';
import { CardComponent } from '../game/CardComponent';
interface DraftViewProps {
draftState: any;

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@@ -55,11 +55,9 @@ export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }
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 (

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@@ -38,7 +38,6 @@ export class DraftManager extends EventEmitter {
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)
@@ -83,7 +82,6 @@ export class DraftManager extends EventEmitter {
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?

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@@ -138,7 +138,7 @@ export class GameManager {
}
}
private shuffleLibrary(game: GameState, action: { playerId: string }) {
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.