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HokmPlay/src/lib/game-store.ts
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"use client";
import { create } from "zustand";
import { chooseCardAI, chooseTrumpAI } from "./hokm/ai";
import {
advanceAfterTrick,
chooseTrump as engineChooseTrump,
createInitialState,
dealForTrump,
playCard,
selectHakem,
startNextRound,
} from "./hokm/engine";
import { Card, GameState, Phase, Player, Rank, RoundResult, Seat, Suit, Team } from "./hokm/types";
import { avatarEmoji, RewardResult, ServerGameState } from "./online/types";
import type { OnlineService } from "./online/service";
import { sound } from "./sound";
const KOT_POINTS = 2;
// Animation/pacing timings (ms) — UI matches these.
export const TIMING = {
hakemDraw: 1500,
aiTrump: 1000,
aiPlay: 850,
trickPause: 1150,
roundPause: 2600,
} as const;
/** How long a player has to act before the system plays for them. */
export const TURN_MS = 20000;
/** Grace period to wait for a disconnected player to return. */
export const RECONNECT_MS = 15000;
/** Per-turn chance an online opponent briefly drops (mock). */
const DISCONNECT_CHANCE = 0.07;
export type GameMode = "ai" | "online";
export interface SeatPlayer {
name: string;
avatar: string; // emoji
level: number;
}
export interface GameSettings {
names: [string, string, string, string];
targetScore: number;
}
export interface OnlineMatchConfig {
players: { displayName: string; avatar: string; level: number }[]; // index = seat
targetScore: number;
stake: number;
ranked: boolean;
}
interface MatchTally {
tricksTeam0: number;
kotFor: boolean; // your team kot'd opponents at least once
kotAgainst: boolean;
}
interface GameStore {
game: GameState;
started: boolean;
mode: GameMode;
seatPlayers: SeatPlayer[];
matchMeta: { ranked: boolean; stake: number };
tally: MatchTally;
/** epoch ms by which the current actor must act (for the turn-timer UI). */
turnDeadline: number | null;
/** a seat that has dropped and we're waiting on (online). */
disconnectedSeat: Seat | null;
reconnectDeadline: number | null;
/** true when the match is driven by the live SignalR server. */
live: boolean;
/** reward pushed by the server for a server-run (ranked) match. */
serverReward: RewardResult | null;
newMatch: (settings: GameSettings) => void;
newOnlineMatch: (cfg: OnlineMatchConfig) => void;
enterServerMatch: (service: OnlineService) => void;
applyServerState: (s: ServerGameState) => void;
chooseTrump: (suit: Suit) => void;
playHuman: (card: Card) => void;
reset: () => void;
}
const AI_AVATARS = ["🦊", "🦁", "🦉", "🐯"];
let pending: ReturnType<typeof setTimeout> | null = null;
let liveUnsub: (() => void) | null = null;
let rewardUnsub: (() => void) | null = null;
let liveSvc: OnlineService | null = null;
function clearPending() {
if (pending) {
clearTimeout(pending);
pending = null;
}
}
function freshTally(): MatchTally {
return { tricksTeam0: 0, kotFor: false, kotAgainst: false };
}
function mapCard(c: { suit: string; rank: number; id: string }): Card {
return { suit: c.suit as Suit, rank: c.rank as Rank, id: c.id };
}
/** Map a server GameStateDto onto the client GameState. */
function mapServerState(s: ServerGameState): GameState {
const players: Player[] = s.players.map((p) => ({
seat: p.seat as Seat,
name: p.name,
isHuman: p.isHuman,
team: p.team as Team,
hand: p.hand
? p.hand.map(mapCard)
: Array.from({ length: p.handCount }, (_, i) => ({
suit: "spades" as Suit,
rank: 2 as Rank,
id: `hidden-${p.seat}-${i}`,
})),
}));
return {
phase: s.phase as Phase,
players,
deck: [],
hakem: s.hakem as Seat | null,
trump: (s.trump as Suit) ?? null,
turn: s.turn as Seat | null,
currentTrick: s.currentTrick.map((pc) => ({ seat: pc.seat as Seat, card: mapCard(pc.card) })),
leadSeat: s.leadSeat as Seat | null,
roundTricks: [s.roundTricks[0] ?? 0, s.roundTricks[1] ?? 0],
matchScore: [s.matchScore[0] ?? 0, s.matchScore[1] ?? 0],
lastTrickWinner: s.lastTrickWinner as Seat | null,
lastRoundResult: s.lastRoundResult
? {
winningTeam: s.lastRoundResult.winningTeam as Team,
tricks: [s.lastRoundResult.tricks[0], s.lastRoundResult.tricks[1]],
kot: s.lastRoundResult.kot,
points: s.lastRoundResult.points,
}
: null,
matchWinner: s.matchWinner as Team | null,
hakemDraw: s.hakemDraw.map((pc) => ({ seat: pc.seat as Seat, card: mapCard(pc.card) })),
targetScore: s.targetScore,
dealId: s.dealId,
};
}
export const useGameStore = create<GameStore>((set, get) => {
function recordRound(result: RoundResult | null) {
if (!result) return;
const t = get().tally;
set({
tally: {
tricksTeam0: t.tricksTeam0 + result.tricks[0],
kotFor: t.kotFor || (result.winningTeam === 0 && result.kot),
kotAgainst: t.kotAgainst || (result.winningTeam === 1 && result.kot),
},
});
}
function playSeatAI(seat: Seat) {
const cur = get().game;
if (cur.phase !== "playing" || cur.turn !== seat) return;
const card = chooseCardAI(cur, seat);
set({ game: playCard(cur, seat, card) });
sound.play("cardPlay");
scheduleAuto();
}
function scheduleAuto() {
clearPending();
const g = get().game;
switch (g.phase) {
case "selecting-hakem":
set({ turnDeadline: null, disconnectedSeat: null, reconnectDeadline: null });
pending = setTimeout(() => {
set({ game: dealForTrump(get().game) });
sound.play("deal");
scheduleAuto();
}, TIMING.hakemDraw);
break;
case "choosing-trump": {
const hakem = g.hakem!;
if (g.players[hakem].isHuman) {
// human hakem: timed choice, system auto-picks on timeout
set({ turnDeadline: Date.now() + TURN_MS, disconnectedSeat: null, reconnectDeadline: null });
pending = setTimeout(() => {
const cur = get().game;
if (cur.phase !== "choosing-trump") return;
const suit = chooseTrumpAI(cur.players[cur.hakem!].hand);
set({ game: engineChooseTrump(cur, suit), turnDeadline: null });
scheduleAuto();
}, TURN_MS);
} else {
set({ turnDeadline: null });
pending = setTimeout(() => {
const cur = get().game;
const suit = chooseTrumpAI(cur.players[cur.hakem!].hand);
set({ game: engineChooseTrump(cur, suit) });
sound.play("trump");
scheduleAuto();
}, TIMING.aiTrump);
}
break;
}
case "playing": {
const seat = g.turn!;
if (g.players[seat].isHuman) {
// human turn: timed; system plays a smart legal move on timeout
set({ turnDeadline: Date.now() + TURN_MS, disconnectedSeat: null, reconnectDeadline: null });
pending = setTimeout(() => {
const cur = get().game;
if (cur.phase !== "playing" || cur.turn !== seat) return;
set({ game: playCard(cur, seat, chooseCardAI(cur, seat)), turnDeadline: null });
sound.play("cardPlay");
scheduleAuto();
}, TURN_MS);
} else {
const st = get();
if (
st.mode === "online" &&
st.disconnectedSeat == null &&
Math.random() < DISCONNECT_CHANCE
) {
// simulate this opponent dropping; wait for them, then they return
set({
turnDeadline: null,
disconnectedSeat: seat,
reconnectDeadline: Date.now() + RECONNECT_MS,
});
const back = Math.floor(RECONNECT_MS * (0.4 + Math.random() * 0.45));
pending = setTimeout(() => {
set({ disconnectedSeat: null, reconnectDeadline: null });
playSeatAI(seat);
}, back);
} else {
set({ turnDeadline: null });
pending = setTimeout(() => playSeatAI(seat), TIMING.aiPlay);
}
}
break;
}
case "trick-complete":
set({ turnDeadline: null, disconnectedSeat: null, reconnectDeadline: null });
sound.play("trickWin");
pending = setTimeout(() => {
const next = advanceAfterTrick(get().game, KOT_POINTS);
set({ game: next });
if (next.phase === "match-over") {
recordRound(next.lastRoundResult);
sound.play(next.matchWinner === 0 ? "win" : "lose");
} else if (next.phase === "round-over" && next.lastRoundResult?.kot) {
sound.play("kot");
}
scheduleAuto();
}, TIMING.trickPause);
break;
case "round-over":
set({ turnDeadline: null, disconnectedSeat: null, reconnectDeadline: null });
pending = setTimeout(() => {
recordRound(get().game.lastRoundResult);
set({ game: startNextRound(get().game) });
scheduleAuto();
}, TIMING.roundPause);
break;
default:
set({ turnDeadline: null });
break;
}
}
return {
game: createInitialState({ names: ["", "", "", ""], targetScore: 7 }),
started: false,
mode: "ai",
seatPlayers: [],
matchMeta: { ranked: false, stake: 0 },
tally: freshTally(),
turnDeadline: null,
disconnectedSeat: null,
reconnectDeadline: null,
live: false,
serverReward: null,
newMatch: (settings) => {
clearPending();
sound.init();
const initial = createInitialState(settings);
set({
game: selectHakem(initial),
started: true,
mode: "ai",
matchMeta: { ranked: false, stake: 0 },
tally: freshTally(),
turnDeadline: null,
disconnectedSeat: null,
reconnectDeadline: null,
seatPlayers: settings.names.map((name, i) => ({
name,
avatar: AI_AVATARS[i],
level: 0,
})),
});
scheduleAuto();
},
newOnlineMatch: (cfg) => {
clearPending();
sound.init();
const names = cfg.players.map((p) => p.displayName) as GameSettings["names"];
const initial = createInitialState({ names, targetScore: cfg.targetScore });
set({
game: selectHakem(initial),
started: true,
mode: "online",
matchMeta: { ranked: cfg.ranked, stake: cfg.stake },
tally: freshTally(),
turnDeadline: null,
disconnectedSeat: null,
reconnectDeadline: null,
seatPlayers: cfg.players.map((p) => ({
name: p.displayName,
avatar: avatarEmoji(p.avatar),
level: p.level,
})),
});
scheduleAuto();
},
enterServerMatch: (service) => {
clearPending();
sound.init();
liveSvc = service;
if (liveUnsub) liveUnsub();
if (rewardUnsub) rewardUnsub();
liveUnsub = service.onState((s) => get().applyServerState(s));
rewardUnsub = service.onReward((r) => set({ serverReward: r }));
set({
game: createInitialState({ names: ["شما", "", "", ""], targetScore: 7 }),
started: true,
mode: "online",
live: true,
serverReward: null,
matchMeta: { ranked: true, stake: 0 },
tally: freshTally(),
turnDeadline: null,
disconnectedSeat: null,
reconnectDeadline: null,
seatPlayers: [],
});
},
applyServerState: (s) => {
const prev = get().game;
const next = mapServerState(s);
const seatPlayers: SeatPlayer[] = [...s.seatPlayers]
.sort((a, b) => a.seat - b.seat)
.map((sp) => ({ name: sp.name, avatar: avatarEmoji(sp.avatar), level: sp.level }));
// accumulate the reward tally when the match score grows (a round ended)
const prevTotal = prev.matchScore[0] + prev.matchScore[1];
const newTotal = next.matchScore[0] + next.matchScore[1];
if (newTotal > prevTotal && next.lastRoundResult) recordRound(next.lastRoundResult);
// sounds on transitions
if (next.currentTrick.length > prev.currentTrick.length && next.currentTrick.length > 0)
sound.play("cardPlay");
if (next.phase === "trick-complete" && prev.phase !== "trick-complete") sound.play("trickWin");
if (next.trump && !prev.trump) sound.play("trump");
if (next.phase === "match-over" && prev.phase !== "match-over")
sound.play(next.matchWinner === 0 ? "win" : "lose");
else if (next.phase === "round-over" && prev.phase !== "round-over" && next.lastRoundResult?.kot)
sound.play("kot");
set({
game: next,
seatPlayers,
matchMeta: { ranked: s.ranked, stake: s.stake },
turnDeadline: s.turnDeadline ?? null,
disconnectedSeat: (s.disconnectedSeat ?? null) as Seat | null,
reconnectDeadline: s.disconnectedSeat != null ? Date.now() + RECONNECT_MS : null,
});
},
chooseTrump: (suit) => {
if (get().live) {
liveSvc?.chooseTrump(suit);
return;
}
const g = get().game;
if (g.phase !== "choosing-trump") return;
set({ game: engineChooseTrump(g, suit), turnDeadline: null });
sound.play("trump");
scheduleAuto();
},
playHuman: (card) => {
if (get().live) {
liveSvc?.playCard(card.id);
return;
}
const g = get().game;
if (g.phase !== "playing" || g.turn !== 0) return;
set({ game: playCard(g, 0, card), turnDeadline: null });
sound.play("cardPlay");
scheduleAuto();
},
reset: () => {
clearPending();
if (liveUnsub) {
liveUnsub();
liveUnsub = null;
}
if (rewardUnsub) {
rewardUnsub();
rewardUnsub = null;
}
liveSvc = null;
set({
game: createInitialState({ names: ["", "", "", ""], targetScore: 7 }),
started: false,
mode: "ai",
live: false,
serverReward: null,
seatPlayers: [],
tally: freshTally(),
turnDeadline: null,
disconnectedSeat: null,
reconnectDeadline: null,
});
},
};
});