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HokmPlay/src/components/screens/GameScreen.tsx
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"use client";
import { useEffect, useRef, useState } from "react";
import { GameTable } from "@/components/GameTable";
import { PostMatchRewardsModal } from "@/components/online/PostMatchRewardsModal";
import { useGameStore } from "@/lib/game-store";
import { useSessionStore } from "@/lib/session-store";
import { useUIStore } from "@/lib/ui-store";
import { getService } from "@/lib/online/service";
import { pushNotification } from "@/lib/notification-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 returnTo = useUIStore((s) => s.returnTo);
const go = useUIStore((s) => s.go);
const refreshProfile = useSessionStore((s) => s.refreshProfile);
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,
});
};
// 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: game.matchWinner === 0 && game.matchScore[1] === 0,
};
getService()
.submitMatchResult(summary)
.then((r) => {
setReward(r);
refreshProfile();
notifyAchievements(r);
});
}
}, [live, mode, game.phase, game.matchWinner, game.matchScore, game.trump, meta, tally, 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]);
return (
<>
<GameTable onExit={exit} />
{reward && (
<PostMatchRewardsModal
reward={reward}
won={game.matchWinner === 0}
onClose={() => {
setReward(null);
finish();
}}
/>
)}
</>
);
}