03dfbe1e67
- MatchIntroOverlay: UNO-style pre-game reveal — the 4 seats animate into the table (with "?" placeholders until each player's data streams in for live matches), a 3-2-1-GO countdown, then the table shows. Wired via game-store matchIntroPending/consumeIntro, rendered online-only in GameScreen. - Fix: intro.found / intro.getReady / intro.go existed only in the Persian dict; added the English strings (would have shown raw keys to EN users). - Checkpoint of the in-progress UI/social batch (CoinsPill, shop titles section, friend-request rate limit, etc.) — all green. Verified: tsc + next build + scripts/sim.ts + dotnet build server/Hokm.slnx all pass. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
197 lines
6.9 KiB
TypeScript
197 lines
6.9 KiB
TypeScript
"use client";
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import { AnimatePresence, motion } from "framer-motion";
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import { useEffect, useRef, useState } from "react";
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import { GameTable } from "@/components/GameTable";
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import { PostMatchRewardsModal } from "@/components/online/PostMatchRewardsModal";
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import { MatchIntroOverlay } from "@/components/online/MatchIntroOverlay";
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import { useGameStore } from "@/lib/game-store";
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import { useSessionStore } from "@/lib/session-store";
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import { useUIStore } from "@/lib/ui-store";
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import { useI18n } from "@/lib/i18n";
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import { getService } from "@/lib/online/service";
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import { pushNotification } from "@/lib/notification-store";
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import { celebrate } from "@/lib/celebration-store";
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import { MatchSummary, RewardResult } from "@/lib/online/types";
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export function GameScreen() {
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const game = useGameStore((s) => s.game);
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const mode = useGameStore((s) => s.mode);
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const live = useGameStore((s) => s.live);
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const serverReward = useGameStore((s) => s.serverReward);
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const tally = useGameStore((s) => s.tally);
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const meta = useGameStore((s) => s.matchMeta);
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const reset = useGameStore((s) => s.reset);
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const forfeited = useGameStore((s) => s.forfeited);
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const forfeitRequest = useGameStore((s) => s.forfeitRequest);
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const respondForfeit = useGameStore((s) => s.respondForfeit);
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const introPending = useGameStore((s) => s.matchIntroPending);
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const consumeIntro = useGameStore((s) => s.consumeIntro);
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const returnTo = useUIStore((s) => s.returnTo);
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const go = useUIStore((s) => s.go);
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const refreshProfile = useSessionStore((s) => s.refreshProfile);
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const { t } = useI18n();
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const [reward, setReward] = useState<RewardResult | null>(null);
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const submitted = useRef(false);
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// Leaving the table (back button, browser/hardware back) keeps the match alive
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// & resumable — pause is handled by the unmount effect below. A finished match
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// is torn down instead.
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const exit = () => {
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if (useGameStore.getState().game.phase === "match-over") reset();
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go(returnTo);
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};
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// Match truly finished (reward dismissed): tear the match down.
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const finish = () => {
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reset();
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go(returnTo);
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};
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// Any way the table unmounts (exit button, hardware/browser back), keep an
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// in-progress match alive and resumable instead of letting it run unattended.
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useEffect(() => {
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return () => {
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const gs = useGameStore.getState();
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if (gs.started && gs.game.phase !== "match-over") gs.minimize();
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};
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}, []);
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const notifyAchievements = (r: RewardResult) => {
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for (const a of r.newAchievements)
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pushNotification({
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kind: "achievement",
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titleFa: "دستاورد جدید",
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titleEn: "New achievement",
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bodyFa: a.nameFa,
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bodyEn: a.nameEn,
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icon: a.icon,
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});
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};
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// Splashy celebration overlay for every achievement / level-up earned in the
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// match — fired once the post-match reward summary is dismissed so each unlock
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// gets its own animated moment (queued by the celebration store).
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const celebrateRewards = (r: RewardResult | null) => {
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if (!r) return;
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if (r.leveledUp) {
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celebrate({
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variant: "xp",
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icon: "🎚️",
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title: t("reward.levelUp"),
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levelBefore: r.levelBefore,
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levelAfter: r.levelAfter,
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});
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}
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for (const a of r.newAchievements) {
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celebrate({
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variant: "purchase",
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icon: a.icon,
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title: t("reward.newAchievement"),
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achievements: [a],
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});
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}
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};
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// Client-run games (private rooms / casual): submit the result to the server.
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useEffect(() => {
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if (!live && mode === "online" && game.phase === "match-over" && !submitted.current) {
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submitted.current = true;
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const summary: MatchSummary = {
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ranked: meta.ranked,
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stake: meta.stake,
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won: game.matchWinner === 0,
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kotFor: tally.kotFor,
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kotAgainst: tally.kotAgainst,
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tricksWon: tally.tricksTeam0,
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rounds: game.matchScore[0] + game.matchScore[1],
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trump: game.trump,
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// shutout = you won and the opponent never scored a round (e.g. 7–0)
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shutout: !forfeited && game.matchWinner === 0 && game.matchScore[1] === 0,
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hakemRounds: tally.hakemRounds,
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roundsWon: game.matchScore[0],
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forfeit: forfeited,
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};
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getService()
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.submitMatchResult(summary)
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.then((r) => {
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setReward(r);
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refreshProfile();
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notifyAchievements(r);
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});
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}
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}, [live, mode, game.phase, game.matchWinner, game.matchScore, game.trump, meta, tally, forfeited, refreshProfile]);
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// Server-run ranked games: the reward arrives via the hub.
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useEffect(() => {
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if (live && serverReward && !submitted.current) {
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submitted.current = true;
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setReward(serverReward);
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refreshProfile();
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notifyAchievements(serverReward);
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}
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}, [live, serverReward, refreshProfile]);
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const canForfeit = game.phase !== "match-over" && !forfeited;
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return (
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<>
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<GameTable
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onExit={exit}
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onForfeit={canForfeit ? () => useGameStore.getState().forfeit() : undefined}
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/>
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{/* UNO-style "players joining the table" intro (online matches, once) */}
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<AnimatePresence>
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{introPending && mode === "online" && (
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<MatchIntroOverlay onDone={consumeIntro} />
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)}
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</AnimatePresence>
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{/* teammate asked to forfeit — confirm or decline */}
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{forfeitRequest && (
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<motion.div
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initial={{ opacity: 0 }}
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animate={{ opacity: 1 }}
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className="fixed inset-0 z-[70] flex items-center justify-center bg-navy-950/80 backdrop-blur-sm p-5"
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>
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<motion.div
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initial={{ scale: 0.85, y: 20 }}
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animate={{ scale: 1, y: 0 }}
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className="glass rounded-3xl p-6 w-full max-w-xs text-center"
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>
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<div className="text-4xl mb-2">🏳️</div>
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<h2 className="gold-text text-xl font-black">{t("forfeit.title")}</h2>
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<p className="text-cream/70 text-sm mt-2">
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{t("forfeit.teammateAsks").replace("{name}", forfeitRequest.byName)}
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</p>
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<p className="text-cream/45 text-xs mt-1">{t("forfeit.rule")}</p>
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<div className="flex gap-2 mt-5">
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<button onClick={() => respondForfeit(true)} className="flex-1 rounded-xl py-3 bg-rose-500/80 text-white font-bold">
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{t("forfeit.confirm")}
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</button>
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<button onClick={() => respondForfeit(false)} className="flex-1 btn-gold rounded-xl py-3">
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{t("forfeit.keepPlaying")}
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</button>
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</div>
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</motion.div>
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</motion.div>
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)}
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{reward && (
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<PostMatchRewardsModal
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reward={reward}
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won={game.matchWinner === 0}
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onClose={() => {
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const r = reward;
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setReward(null);
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celebrateRewards(r);
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finish();
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}}
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/>
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)}
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</>
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);
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}
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