build: Add Docker containerization documentation and remove unused variables to resolve TypeScript errors.
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@@ -79,9 +79,6 @@ export const DeckBuilderView: React.FC<DeckBuilderViewProps> = ({ roomId, curren
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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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@@ -1,7 +1,6 @@
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import React, { useState, useEffect } from 'react';
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import { socketService } from '../../services/SocketService';
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import { CardComponent } from '../game/CardComponent';
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interface DraftViewProps {
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draftState: any;
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@@ -55,11 +55,9 @@ export const GameView: React.FC<GameViewProps> = ({ gameState, currentPlayerId }
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const myGraveyard = getCards(currentPlayerId, 'graveyard');
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const myLibrary = getCards(currentPlayerId, 'library');
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const myExile = getCards(currentPlayerId, 'exile');
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const myCommand = getCards(currentPlayerId, 'command');
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const oppBattlefield = getCards(opponentId, 'battlefield');
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const oppHand = getCards(opponentId, 'hand'); // Should be hidden/count only
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const oppGraveyard = getCards(opponentId, 'graveyard');
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const oppLibrary = getCards(opponentId, 'library');
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return (
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@@ -38,7 +38,6 @@ export class DraftManager extends EventEmitter {
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createDraft(roomId: string, players: string[], allPacks: Pack[]): DraftState {
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// Distribute 3 packs to each player
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const numPlayers = players.length;
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// Assume allPacks contains (3 * numPlayers) packs
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// Shuffle packs just in case (optional, but good practice)
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@@ -83,7 +82,6 @@ export class DraftManager extends EventEmitter {
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if (!playerState || !playerState.activePack) return null;
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// Find card
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const cardIndex = playerState.activePack.cards.findIndex(c => c.id === cardId || (c as any).uniqueId === cardId);
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// uniqueId check implies if cards have unique instance IDs in pack, if not we rely on strict equality or assume 1 instance per pack
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// Fallback: If we can't find by ID (if Scryfall ID generic), just pick the first matching ID?
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@@ -138,7 +138,7 @@ export class GameManager {
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}
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}
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private shuffleLibrary(game: GameState, action: { playerId: string }) {
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private shuffleLibrary(_game: GameState, _action: { playerId: string }) {
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// In a real implementation we would shuffle the order array.
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// Since we retrieve by filtering currently, we don't have order.
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// We need to implement order index if we want shuffling.
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