Files
mtg-online-drafter/src/server/managers/DraftManager.ts

318 lines
10 KiB
TypeScript

import { EventEmitter } from 'events';
interface Card {
id: string; // instanceid or scryfall id
name: string;
image_uris?: { normal: string };
card_faces?: { image_uris: { normal: string } }[];
colors?: string[];
rarity?: string;
edhrecRank?: number;
// ... other props
}
import { BotDeckBuilderService } from '../services/BotDeckBuilderService'; // Import service
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
pickedInCurrentStep: number; // HOW MANY CARDS PICKED FROM CURRENT ACTIVE PACK
pickExpiresAt: number; // Timestamp when auto-pick occurs
isBot: boolean;
deck?: Card[]; // Store constructed deck here
}>;
basicLands?: Card[]; // Store reference to available basic lands
status: 'drafting' | 'deck_building' | 'complete';
isPaused: boolean;
startTime?: number; // For timer
}
export class DraftManager extends EventEmitter {
private drafts: Map<string, DraftState> = new Map();
private botBuilder = new BotDeckBuilderService();
createDraft(roomId: string, players: { id: string, isBot: boolean }[], allPacks: Pack[], basicLands: Card[] = []): DraftState {
// Distribute 3 packs to each player
// Assume allPacks contains (3 * numPlayers) packs
// DEEP CLONE PACKS to ensure no shared references
// And assign unique internal IDs to avoid collisions
const sanitizedPacks = allPacks.map((p, idx) => ({
...p,
id: `draft-pack-${idx}-${Math.random().toString(36).substr(2, 5)}`,
cards: p.cards.map(c => ({ ...c })) // Shallow clone cards to protect against mutation if needed
}));
// Shuffle packs
const shuffledPacks = sanitizedPacks.sort(() => Math.random() - 0.5);
const draftState: DraftState = {
roomId,
seats: players.map(p => p.id), // Assume order is randomized or fixed
packNumber: 1,
players: {},
status: 'drafting',
isPaused: false,
startTime: Date.now(),
basicLands: basicLands
};
players.forEach((p, index) => {
const pid = p.id;
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,
pickedInCurrentStep: 0,
pickExpiresAt: Date.now() + 60000, // 60 seconds for first pack
isBot: p.isBot
};
});
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 card = playerState.activePack.cards.find(c => c.id === cardId);
if (!card) return null;
// 1. Add to pool
playerState.pool.push(card);
console.log(`[DraftManager] ✅ Pick processed for Player ${playerId}: ${card.name} (${card.id})`);
// 2. Remove from pack
playerState.activePack.cards = playerState.activePack.cards.filter(c => c !== card);
// Increment pick count for this step
playerState.pickedInCurrentStep = (playerState.pickedInCurrentStep || 0) + 1;
// Determine Picks Required
// Rule: 4 players -> Pick 2. Others -> Pick 1.
const picksRequired = draft.seats.length === 4 ? 2 : 1;
// Check if we should pass the pack
// Pass if: Picked enough cards OR Pack is empty
const shouldPass = playerState.pickedInCurrentStep >= picksRequired || playerState.activePack.cards.length === 0;
if (!shouldPass) {
// Do not pass yet. Returns state so UI updates pool and removes card from view.
return draft;
}
// PASSED
const passedPack = playerState.activePack;
playerState.activePack = null;
playerState.pickedInCurrentStep = 0; // Reset for next pack
// 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()!;
p.pickedInCurrentStep = 0; // Reset for new pack
p.pickExpiresAt = Date.now() + 60000; // Reset timer for new pack
}
}
checkTimers(): { roomId: string, draft: DraftState }[] {
const updates: { roomId: string, draft: DraftState }[] = [];
const now = Date.now();
for (const [roomId, draft] of this.drafts.entries()) {
if (draft.isPaused) continue;
if (draft.status === 'drafting') {
let draftUpdated = false;
// Iterate over players
for (const playerId of Object.keys(draft.players)) {
const playerState = draft.players[playerId];
// Check if player is thinking (has active pack) and time expired
// OR if player is a BOT (Auto-Pick immediately)
if (playerState.activePack) {
if (playerState.isBot || now > playerState.pickExpiresAt) {
const result = this.autoPick(roomId, playerId);
if (result) {
draftUpdated = true;
}
}
}
}
if (draftUpdated) {
updates.push({ roomId, draft });
}
} else if (draft.status === 'deck_building') {
// Check global deck building timer (e.g., 120 seconds)
// Disabling timeout as per request. Set to ~11.5 days.
const DECK_BUILDING_Duration = 999999999;
if (draft.startTime && (now > draft.startTime + DECK_BUILDING_Duration)) {
draft.status = 'complete'; // Signal that time is up
updates.push({ roomId, draft });
}
}
}
return updates;
}
setPaused(roomId: string, paused: boolean) {
const draft = this.drafts.get(roomId);
if (draft) {
draft.isPaused = paused;
if (!paused) {
// Reset timers to 60s
Object.values(draft.players).forEach(p => {
if (p.activePack) {
p.pickExpiresAt = Date.now() + 60000;
}
});
}
}
}
autoPick(roomId: string, playerId: string): DraftState | null {
const draft = this.drafts.get(roomId);
if (!draft) return null;
const playerState = draft.players[playerId];
if (!playerState || !playerState.activePack || playerState.activePack.cards.length === 0) return null;
// Score cards
const scoredCards = playerState.activePack.cards.map(c => {
let score = 0;
// 1. Rarity Base Score
if (c.rarity === 'mythic') score += 5;
else if (c.rarity === 'rare') score += 4;
else if (c.rarity === 'uncommon') score += 2;
else score += 1;
// 2. Color Synergy (Simple)
const poolColors = playerState.pool.flatMap(p => p.colors || []);
if (poolColors.length > 0 && c.colors) {
c.colors.forEach(col => {
const count = poolColors.filter(pc => pc === col).length;
score += (count * 0.1);
});
}
// 3. EDHREC Score (Lower rank = better)
if (c.edhrecRank !== undefined && c.edhrecRank !== null) {
const rank = c.edhrecRank;
if (rank < 10000) {
score += (5 * (1 - (rank / 10000)));
}
}
return { card: c, score };
});
// Sort by score desc
scoredCards.sort((a, b) => b.score - a.score);
// Pick top card
const card = scoredCards[0].card;
// Reuse existing logic
return this.pickCard(roomId, playerId, card.id);
}
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;
p.pickedInCurrentStep = 0; // Reset
p.pickExpiresAt = Date.now() + 60000; // Reset timer
}
});
} else {
// Draft Complete
draft.status = 'deck_building';
draft.startTime = Date.now(); // Start deck building timer
// AUTO-BUILD BOT DECKS
Object.values(draft.players).forEach(p => {
if (p.isBot) {
// Build deck
const lands = draft.basicLands || [];
const deck = this.botBuilder.buildDeck(p.pool, lands);
p.deck = deck;
}
});
}
}
}
}