feat: Implement game restart, battlefield styling with art crops and tapped stacks, and initial draw fixes.
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This commit is contained in:
2025-12-18 20:26:42 +01:00
parent ca7b5bf7fa
commit bc5eda5e2a
35 changed files with 1337 additions and 634 deletions

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@@ -96,7 +96,7 @@ export class GameManager {
return null;
}
} catch (e: any) {
console.error(`Rule Violation [${action.type}]: ${e.message}`);
console.error(`Rule Violation [${action?.type || 'UNKNOWN'}]: ${e.message}`);
// TODO: Return error to user?
// For now, just logging and not updating state (transactional-ish)
return null;
@@ -111,16 +111,32 @@ export class GameManager {
if (!game) return null;
// Basic Validation: Ensure actor exists in game (or is host/admin?)
if (!game.players[actorId]) return null;
if (!game.players[actorId]) {
console.warn(`handleAction: Player ${actorId} not found in room ${roomId}`);
return null;
}
console.log(`[GameManager] Handling Action: ${action.type} for ${roomId} by ${actorId}`);
switch (action.type) {
case 'UPDATE_LIFE':
if (game.players[actorId]) {
game.players[actorId].life += (action.amount || 0);
}
break;
case 'MOVE_CARD':
this.moveCard(game, action, actorId);
break;
case 'TAP_CARD':
this.tapCard(game, action, actorId);
break;
// ... (Other cases can be ported if needed)
case 'DRAW_CARD':
const engine = new RulesEngine(game);
engine.drawCard(actorId);
break;
case 'RESTART_GAME':
this.restartGame(roomId);
break;
}
return game;
@@ -188,8 +204,100 @@ export class GameManager {
name: '',
...cardData,
damageMarked: 0,
controlledSinceTurn: 0 // Will be updated on draw/play
controlledSinceTurn: 0, // Will be updated on draw/play
definition: cardData.definition // Ensure definition is passed
};
// Auto-Parse Types if missing
if (card.types.length === 0 && card.typeLine) {
const [typePart, subtypePart] = card.typeLine.split('—').map(s => s.trim());
const typeWords = typePart.split(' ');
const supertypeList = ['Legendary', 'Basic', 'Snow', 'World'];
const typeList = ['Land', 'Creature', 'Artifact', 'Enchantment', 'Planeswalker', 'Instant', 'Sorcery', 'Tribal', 'Battle', 'Kindred']; // Kindred = Tribal
card.supertypes = typeWords.filter(w => supertypeList.includes(w));
card.types = typeWords.filter(w => typeList.includes(w));
if (subtypePart) {
card.subtypes = subtypePart.split(' ');
}
}
// Auto-Parse P/T from cardData if provided specifically as strings or numbers, ensuring numbers
if (cardData.power !== undefined) card.basePower = Number(cardData.power);
if (cardData.toughness !== undefined) card.baseToughness = Number(cardData.toughness);
// Set current values to base
card.power = card.basePower;
card.toughness = card.baseToughness;
game.cards[card.instanceId] = card;
}
private restartGame(roomId: string) {
const game = this.games.get(roomId);
if (!game) return;
// 1. Reset Game Global State
game.turnCount = 1;
game.phase = 'setup';
game.step = 'mulligan';
game.stack = [];
game.activePlayerId = game.turnOrder[0];
game.priorityPlayerId = game.activePlayerId;
game.passedPriorityCount = 0;
game.landsPlayedThisTurn = 0;
game.attackersDeclared = false;
game.blockersDeclared = false;
game.maxZ = 100;
// 2. Reset Players
Object.keys(game.players).forEach(pid => {
const p = game.players[pid];
p.life = 20;
p.poison = 0;
p.energy = 0;
p.isActive = (pid === game.activePlayerId);
p.hasPassed = false;
p.manaPool = { W: 0, U: 0, B: 0, R: 0, G: 0, C: 0 };
p.handKept = false;
p.mulliganCount = 0;
});
// 3. Reset Cards
const tokensToRemove: string[] = [];
Object.values(game.cards).forEach(c => {
if (c.oracleId.startsWith('token-')) {
tokensToRemove.push(c.instanceId);
} else {
// Move to Library
c.zone = 'library';
c.tapped = false;
c.faceDown = true;
c.counters = [];
c.modifiers = [];
c.damageMarked = 0;
c.controlledSinceTurn = 0;
c.power = c.basePower;
c.toughness = c.baseToughness;
c.attachedTo = undefined;
c.blocking = undefined;
c.attacking = undefined;
// Reset position?
c.position = undefined;
}
});
// Remove tokens
tokensToRemove.forEach(id => {
delete game.cards[id];
});
console.log(`Game ${roomId} restarted.`);
// 4. Trigger Start Game (Draw Hands via Rules Engine)
const engine = new RulesEngine(game);
engine.startGame();
}
}