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HokmPlay/src/components/screens/GameScreen.tsx
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"use client";
import { AnimatePresence, motion } from "framer-motion";
import { useEffect, useRef, useState } from "react";
import { GameTable } from "@/components/GameTable";
import { PostMatchRewardsModal } from "@/components/online/PostMatchRewardsModal";
import { MatchIntroOverlay } from "@/components/online/MatchIntroOverlay";
import { useGameStore } from "@/lib/game-store";
import { useSessionStore } from "@/lib/session-store";
import { useUIStore } from "@/lib/ui-store";
import { useI18n } from "@/lib/i18n";
import { getService } from "@/lib/online/service";
import { pushNotification } from "@/lib/notification-store";
import { celebrate } from "@/lib/celebration-store";
import { MatchSummary, RewardResult } from "@/lib/online/types";
export function GameScreen() {
const game = useGameStore((s) => s.game);
const mode = useGameStore((s) => s.mode);
const live = useGameStore((s) => s.live);
const serverReward = useGameStore((s) => s.serverReward);
const tally = useGameStore((s) => s.tally);
const meta = useGameStore((s) => s.matchMeta);
const reset = useGameStore((s) => s.reset);
const forfeited = useGameStore((s) => s.forfeited);
const forfeitRequest = useGameStore((s) => s.forfeitRequest);
const respondForfeit = useGameStore((s) => s.respondForfeit);
const introPending = useGameStore((s) => s.matchIntroPending);
const consumeIntro = useGameStore((s) => s.consumeIntro);
const returnTo = useUIStore((s) => s.returnTo);
const go = useUIStore((s) => s.go);
const refreshProfile = useSessionStore((s) => s.refreshProfile);
const { t } = useI18n();
const [reward, setReward] = useState<RewardResult | null>(null);
const submitted = useRef(false);
// Leaving the table (back button, browser/hardware back) keeps the match alive
// & resumable — pause is handled by the unmount effect below. A finished match
// is torn down instead.
const exit = () => {
if (useGameStore.getState().game.phase === "match-over") reset();
go(returnTo);
};
// Match truly finished (reward dismissed): tear the match down.
const finish = () => {
reset();
go(returnTo);
};
// Any way the table unmounts (exit button, hardware/browser back), keep an
// in-progress match alive and resumable instead of letting it run unattended.
useEffect(() => {
return () => {
const gs = useGameStore.getState();
if (gs.started && gs.game.phase !== "match-over") gs.minimize();
};
}, []);
const notifyAchievements = (r: RewardResult) => {
for (const a of r.newAchievements)
pushNotification({
kind: "achievement",
titleFa: "دستاورد جدید",
titleEn: "New achievement",
bodyFa: a.nameFa,
bodyEn: a.nameEn,
icon: a.icon,
});
};
// Splashy celebration overlay for every achievement / level-up earned in the
// match — fired once the post-match reward summary is dismissed so each unlock
// gets its own animated moment (queued by the celebration store).
const celebrateRewards = (r: RewardResult | null) => {
if (!r) return;
if (r.leveledUp) {
celebrate({
variant: "xp",
icon: "🎚️",
title: t("reward.levelUp"),
levelBefore: r.levelBefore,
levelAfter: r.levelAfter,
});
}
for (const a of r.newAchievements) {
celebrate({
variant: "purchase",
icon: a.icon,
title: t("reward.newAchievement"),
achievements: [a],
});
}
};
// Client-run games (private rooms / casual): submit the result to the server.
useEffect(() => {
if (!live && mode === "online" && game.phase === "match-over" && !submitted.current) {
submitted.current = true;
const summary: MatchSummary = {
ranked: meta.ranked,
stake: meta.stake,
won: game.matchWinner === 0,
kotFor: tally.kotFor,
kotAgainst: tally.kotAgainst,
tricksWon: tally.tricksTeam0,
rounds: game.matchScore[0] + game.matchScore[1],
trump: game.trump,
// shutout = you won and the opponent never scored a round (e.g. 70)
shutout: !forfeited && game.matchWinner === 0 && game.matchScore[1] === 0,
hakemRounds: tally.hakemRounds,
roundsWon: game.matchScore[0],
forfeit: forfeited,
};
getService()
.submitMatchResult(summary)
.then((r) => {
setReward(r);
refreshProfile();
notifyAchievements(r);
});
}
}, [live, mode, game.phase, game.matchWinner, game.matchScore, game.trump, meta, tally, forfeited, refreshProfile]);
// Server-run ranked games: the reward arrives via the hub.
useEffect(() => {
if (live && serverReward && !submitted.current) {
submitted.current = true;
setReward(serverReward);
refreshProfile();
notifyAchievements(serverReward);
}
}, [live, serverReward, refreshProfile]);
const canForfeit = game.phase !== "match-over" && !forfeited;
return (
<>
<GameTable
onExit={exit}
onForfeit={canForfeit ? () => useGameStore.getState().forfeit() : undefined}
/>
{/* UNO-style "players joining the table" intro (online matches, once) */}
<AnimatePresence>
{introPending && mode === "online" && (
<MatchIntroOverlay onDone={consumeIntro} />
)}
</AnimatePresence>
{/* teammate asked to forfeit — confirm or decline */}
{forfeitRequest && (
<motion.div
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
className="fixed inset-0 z-[70] flex items-center justify-center bg-navy-950/80 backdrop-blur-sm p-5"
>
<motion.div
initial={{ scale: 0.85, y: 20 }}
animate={{ scale: 1, y: 0 }}
className="glass rounded-3xl p-6 w-full max-w-xs text-center"
>
<div className="text-4xl mb-2">🏳</div>
<h2 className="gold-text text-xl font-black">{t("forfeit.title")}</h2>
<p className="text-cream/70 text-sm mt-2">
{t("forfeit.teammateAsks").replace("{name}", forfeitRequest.byName)}
</p>
<p className="text-cream/45 text-xs mt-1">{t("forfeit.rule")}</p>
<div className="flex gap-2 mt-5">
<button onClick={() => respondForfeit(true)} className="flex-1 rounded-xl py-3 bg-rose-500/80 text-white font-bold">
{t("forfeit.confirm")}
</button>
<button onClick={() => respondForfeit(false)} className="flex-1 btn-gold rounded-xl py-3">
{t("forfeit.keepPlaying")}
</button>
</div>
</motion.div>
</motion.div>
)}
{reward && (
<PostMatchRewardsModal
reward={reward}
won={game.matchWinner === 0}
onClose={() => {
const r = reward;
setReward(null);
celebrateRewards(r);
finish();
}}
/>
)}
</>
);
}