Version 1.0 #102

Merged
FernandoJVideira merged 163 commits from develop into master 2026-01-03 14:49:00 +00:00
3 changed files with 370 additions and 191 deletions
Showing only changes of commit 09c4732e19 - Show all commits
+192
View File
@@ -0,0 +1,192 @@
class BiscaGame {
constructor(id, type, player1, player2) {
this.id = id;
this.type = type;
this.deck = [];
this.trumpCard = null;
this.trumpSuit = null;
this.table = {
playerCard: null,
opponentCard: null,
firstPlayerId: null,
};
this.currentTurn = null;
this.status = "pending";
this.players = {
[player1.id]: {
id: player1.id,
name: player1.name,
hand: [],
points: 0,
tricks: 0,
},
[player2.id]: {
id: player2.id,
name: player2.name,
hand: [],
points: 0,
tricks: 0,
},
};
}
init() {
this.deck = this.createDeck();
const lastCard = this.deck.pop();
this.trumpCard = lastCard;
this.trumpSuit = lastCard.suit;
this.dealInitialCards();
this.currentTurn = Object.keys(this.players)[0];
this.status = "playing";
}
createDeck() {
const suits = ["c", "e", "o", "p"];
const ranks = [1, 2, 3, 4, 5, 6, 7, 11, 12, 13];
let deck = [];
for (const suit of suits) {
for (const rank of ranks) {
deck.push({
id: `${suit}-${rank}`,
suit,
rank,
strength: this.getStrength(rank),
points: this.getPoints(rank),
});
}
}
return deck.sort(() => Math.random() - 0.5); // Baralhar
}
dealInitialCards() {
const cardsToDeal = this.type == 9 ? 9 : 3;
const pIds = Object.keys(this.players);
for (let i = 0; i < cardsToDeal; i++) {
pIds.forEach((id) => this.drawCard(id));
}
}
drawCard(userId) {
if (this.deck.length > 0) {
this.players[userId].hand.push(this.deck.pop());
} else if (this.trumpCard) {
this.players[userId].hand.push(this.trumpCard);
this.trumpCard = null;
}
}
playCard(userId, cardId) {
if (this.currentTurn != userId) return { error: "Não é a tua vez!" };
const player = this.players[userId];
const cardIndex = player.hand.findIndex((c) => c.id === cardId);
if (cardIndex === -1) return { error: "Não tens essa carta!" };
const card = player.hand[cardIndex];
player.hand.splice(cardIndex, 1); // Remove da mão (Server-side)
if (!this.table.playerCard) {
this.table.playerCard = card;
this.table.firstPlayerId = userId;
this.currentTurn = this.getOpponentId(userId); // Passa a vez
return { action: "next_turn" };
} else {
this.table.opponentCard = card;
return this.resolveTrick();
}
}
resolveTrick() {
const p1Id = this.table.firstPlayerId;
const p2Id = this.getOpponentId(p1Id);
const card1 = this.table.playerCard;
const card2 = this.table.opponentCard;
let winnerId = p2Id;
let p1Wins = false;
if (card2.suit === this.trumpSuit && card1.suit !== this.trumpSuit)
p1Wins = false;
else if (card1.suit === this.trumpSuit && card2.suit !== this.trumpSuit)
p1Wins = true;
else if (card1.suit === card2.suit)
p1Wins = card1.strength > card2.strength;
else p1Wins = true;
winnerId = p1Wins ? p1Id : p2Id;
const points = card1.points + card2.points;
this.players[winnerId].points += points;
this.players[winnerId].tricks += 1;
this.currentTurn = winnerId;
if (this.type == 3) {
this.drawCard(winnerId);
this.drawCard(this.getOpponentId(winnerId));
}
const trickResult = { winnerId, points, cards: [card1, card2] };
this.table = { playerCard: null, opponentCard: null, firstPlayerId: null };
if (this.players[winnerId].hand.length === 0) {
this.status = "finished";
return { action: "game_ended", trickResult, winnerId };
}
return { action: "trick_resolved", trickResult };
}
getStateForPlayer(userId) {
const oppId = this.getOpponentId(userId);
return {
id: this.id,
trumpCard: this.trumpCard,
trumpSuit: this.trumpSuit,
deckCount: this.deck.length + (this.trumpCard ? 1 : 0),
currentTurn: this.currentTurn,
table: this.table,
hand: this.players[userId].hand,
points: this.players[userId].points,
opponent: {
points: this.players[oppId].points,
cardCount: this.players[oppId].hand.length,
},
};
}
getOpponentId(id) {
return Object.keys(this.players).find((pid) => pid != id);
}
getPoints(r) {
const p = { 1: 11, 7: 10, 13: 4, 11: 3, 12: 2 };
return p[r] || 0;
}
getStrength(r) {
const s = {
1: 10,
7: 9,
13: 8,
11: 7,
12: 6,
6: 5,
5: 4,
4: 3,
3: 2,
2: 1,
};
return s[r] || 0;
}
}
module.exports = BiscaGame;
+137 -13
View File
@@ -1,19 +1,143 @@
import axios from "axios"; const axios = require("axios");
import { getUser } from "../state/connection.js"; const { getGame, createGame } = require("../state/game");
import { createGame, joinGame, playCard, getGame } from "../state/game.js"; const { getUser } = require("../state/connection");
const API_URL = process.env.API_URL || "http://localhost:8000/api"; const API_URL = "http://localhost:8000/api/v1";
export const handleGameEvents = (io, socket) => { module.exports = (io, socket) => {
socket.on("create-game", async (data) => { // --- EVENTO: ENTRAR NO JOGO (Validado pela tabela GAMES) ---
try { socket.on("join-game", async ({ gameId }) => {
const user = getUser(socket.id); const user = getUser(socket.id);
const game = createGame(data.type, user);
socket.join(`game_${game.match_id}`);
} catch (error) { if (!user) {
console.error("Error creating game:", error); socket.emit("error", { message: "Não autenticado." });
socket.emit("error", { message: "Failed to create game." }); return;
}
console.log(`[Socket] User ${user.id} a tentar entrar no Game ${gameId}`);
// 1. Verificar se o jogo já está na memória do Node
let game = getGame(gameId);
// 2. Se NÃO existe na memória, vamos buscá-lo ao Laravel
if (!game) {
try {
// Token para autenticação no Laravel
const token = socket.handshake.auth.token;
// CHAMADA À API GAMES
const response = await axios.get(`${API_URL}/games/${gameId}`, {
headers: { Authorization: token },
});
const gameData = response.data.data;
// Validação: O user pertence a este jogo?
if (
gameData.player1_user_id != user.id &&
gameData.player2_user_id != user.id
) {
socket.emit("error", { message: "Não pertences a este jogo!" });
return;
}
// Validação: O jogo já acabou?
if (gameData.status === "Ended") {
socket.emit("error", { message: "Este jogo já terminou." });
return;
}
console.log(`[Laravel] Game ${gameId} validado. A iniciar lógica...`);
// Preparar jogadores
// Nota: O endpoint 'games/{id}' deve retornar info básica dos users ou pelo menos os IDs.
// Se não vier o nome, usamos um placeholder ou o nome do user atual se coincidir.
const p1Name =
gameData.player1 && gameData.player1.name
? gameData.player1.name
: "Player 1";
const p2Name =
gameData.player2 && gameData.player2.name
? gameData.player2.name
: "Player 2";
const p1 = { id: gameData.player1_user_id, name: p1Name };
const p2 = { id: gameData.player2_user_id, name: p2Name };
// Tipo de jogo ('3' ou '9')
const type = gameData.type == "9" ? 9 : 3;
// CRIAR O JOGO NA MEMÓRIA
game = createGame(gameId, type, p1, p2);
} catch (error) {
console.error(
`[Erro Laravel] Falha ao buscar Game ${gameId}:`,
error.message
);
// Dica: Se der 404, o jogo não existe na BD
socket.emit("error", { message: "Erro ao buscar dados do jogo." });
return;
}
}
// 3. Juntar o socket à sala do jogo
socket.join(`game_${gameId}`);
// 4. Enviar o estado do jogo ao jogador
if (game.players[user.id]) {
// Envia apenas o que este jogador pode ver (esconde mão do adversário)
const gameState = game.getStateForPlayer(user.id);
socket.emit("game-state", gameState);
}
});
// --- EVENTO: JOGAR CARTA ---
socket.on("play-card", ({ gameId, cardId }) => {
const user = getUser(socket.id);
const game = getGame(gameId);
if (!game || !user) return;
// 1. Processar jogada
const result = game.playCard(user.id, cardId);
if (result.error) {
socket.emit("game-error", { message: result.error });
return;
}
const roomName = `game_${gameId}`;
// 2. Atualizar estado visual (Solução rápida: Forçar refresh nos clientes)
// O ideal é iterar os sockets da sala e enviar 'game-state' personalizado a cada um
const socketsInRoom = io.sockets.adapter.rooms.get(roomName);
if (socketsInRoom) {
for (const socketId of socketsInRoom) {
const s = io.sockets.sockets.get(socketId);
// Precisamos saber qual User ID pertence a este socket para enviar o estado certo
// Assumindo que o teu getUser(socketId) funciona:
const u = getUser(socketId);
if (u && game.players[u.id]) {
s.emit("game-state", game.getStateForPlayer(u.id));
}
}
}
// 3. Eventos de Animação (Vaza / Fim de Jogo)
if (result.action === "trick_resolved") {
io.to(roomName).emit("trick-end", result.trickResult);
}
if (result.action === "game_ended") {
io.to(roomName).emit("game-over", { winnerId: result.winnerId });
// AQUI: Salvar o resultado na BD 'GAMES'
// axios.put(`${API_URL}/games/${gameId}`, {
// status: 'Ended',
// winner_user_id: result.winnerId,
// ...pontos...
// });
} }
}); });
}; };
+40 -177
View File
@@ -1,186 +1,49 @@
const games = new Map(); // websockets/state/game.js
let currentGameID = 0;
// Bisca deck configuration // Importamos a classe que criaste no Passo 1
const suits = ["hearts", "diamonds", "clubs", "spades"]; const BiscaGame = require('../classes/BiscaGame');
const cards = [
{ face: "A", value: 11, points: 11 },
{ face: "7", value: 10, points: 10 },
{ face: "K", value: 4, points: 4 },
{ face: "J", value: 3, points: 3 },
{ face: "Q", value: 2, points: 2 },
{ face: "6", value: 0, points: 0 },
{ face: "5", value: 0, points: 0 },
{ face: "4", value: 0, points: 0 },
{ face: "3", value: 0, points: 0 },
{ face: "2", value: 0, points: 0 },
];
const createDeck = () => { // Aqui guardamos todos os jogos a decorrer na memória RAM do servidor
const deck = []; // Chave: ID do jogo (matchId) -> Valor: Instância do Jogo (O objeto com o baralho, mãos, etc)
suits.forEach((suit) => { const activeGames = new Map();
cards.forEach((card) => {
deck.push({ ...card, suit }); /**
}); * Cria um novo jogo, guarda-o na memória e retorna-o.
}); */
return deck; const createGame = (id, type, player1, player2) => {
// 1. Instanciar a classe (Criar o jogo com as regras)
const game = new BiscaGame(id, type, player1, player2);
// 2. Preparar o jogo (Baralhar, dar cartas iniciais)
game.init();
// 3. Guardar no "Armazém" para não se perder
activeGames.set(id, game);
console.log(`[Game State] Jogo criado: ${id} (Tipo: ${type})`);
return game;
}; };
const shuffleDeck = (deck) => { /**
const shuffled = [...deck]; * Busca um jogo existente pelo ID.
for (let i = shuffled.length - 1; i > 0; i--) { * Usado sempre que um jogador envia uma carta, para sabermos a qual jogo pertence.
const j = Math.floor(Math.random() * (i + 1)); */
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]]; const getGame = (id) => {
} return activeGames.get(id);
return shuffled;
}; };
const dealCards = (deck, cardsPerPlayer = 3) => { /**
const player1Hand = deck.slice(0, cardsPerPlayer); * Remove o jogo da memória.
const player2Hand = deck.slice(cardsPerPlayer, cardsPerPlayer * 2); * Usado quando o jogo acaba para libertar RAM.
const trumpCard = deck.pop(); */
return { const removeGame = (id) => {
player1Hand, activeGames.delete(id);
player2Hand, console.log(`[Game State] Jogo removido: ${id}`);
trumpCard,
remainingDeck: deck,
};
}; };
export const createGame = (type, host) => { // Exportamos estas funções para serem usadas no ficheiro de eventos
const gameID = currentGameID++; module.exports = {
const game = { createGame,
match_id: gameID, getGame,
type: type, removeGame
player1_user_id: host.id,
player2_user_id: null,
is_draw: false,
winner_user_id: null,
loser_user_id: null,
status: "pending",
began_at: null,
ended_at: null,
player1_points: 0,
player2_points: 0,
// Game-specific state
player1_hand: [],
player2_hand: [],
trump_card: null,
trump_suit: null,
current_trick: [],
current_player: null,
round_number: 0,
};
games.set(gameID, game);
return game;
}; };
export const joinGame = (gameID, player2) => {
const game = games.get(gameID);
game.player2_user_id = player2.id;
game.status = "playing";
game.began_at = new Date();
const cardCount = parseInt(game.type, 10);
if (![3, 9].includes(cardCount)) {
throw new Error("Unsupported game type");
}
// Initialize game state
const deck = shuffleDeck(createDeck());
const { player1Hand, player2Hand, trumpCard, remainingDeck } = dealCards(
deck,
cardCount
);
game.player1_hand = player1Hand;
game.player2_hand = player2Hand;
game.trump_card = trumpCard;
game.trump_suit = trumpCard.suit;
game.remaining_deck = remainingDeck;
game.current_player = game.player1_user_id; // Player 1 starts
return game;
};
export const playCard = (gameID, playerID, cardIndex) => {
const game = games.get(gameID);
if (game.current_player !== playerID) {
throw new Error("Not this player's turn");
}
const isPlayer1 = playerID === game.player1_user_id;
const playerHand = isPlayer1 ? game.player1_hand : game.player2_hand;
const playedCard = playerHand.splice(cardIndex, 1)[0];
game.current_trick.push({ playerID, card: playedCard });
if (game.current_trick.length === 2) {
resolveTrick(game);
} else {
game.current_player = isPlayer1
? game.player2_user_id
: game.player1_user_id;
}
return game;
};
const resolveTrick = (game) => {
const [first, second] = game.current_trick;
let winner;
if (first.card.suit === second.card.suit) {
winner = first.card.value > second.card.value ? first : second;
} else if (second.card.suit === game.trump_suit) {
winner = second;
} else {
winner = first; // First card wins if no trump and different suits
}
const points = first.card.points + second.card.points;
winner.playerID === game.player1_user_id
? (game.player1_points += points)
: (game.player2_points += points);
if (deck.length > 0) {
const winnerHand =
winner.playerID === game.player1_user_id
? game.player1_hand
: game.player2_hand;
loserHand =
winner.playerID === game.player1_user_id
? game.player2_hand
: game.player1_hand;
winnerHand.push(game.deck.shift());
if (game.deck.length > 0) {
loserHand.push(game.deck.shift());
}
}
game.current_trick = [];
game.current_player = winner.playerID;
game.round_number += 1;
if (game.player1_hand.length === 0 && game.player2_hand.length === 0) {
endGame(game);
}
};
const endGame = (game) => {
game.status = "ended";
game.ended_at = new Date();
if (game.player1_points > game.player2_points) {
game.winner_user_id = game.player1_user_id;
game.loser_user_id = game.player2_user_id;
} else if (game.player2_points > game.player1_points) {
game.winner_user_id = game.player2_user_id;
game.loser_user_id = game.player1_user_id;
} else {
game.is_draw = true;
}
};
export const getGame = (gameID) => games.get(gameID);
export const getAllGames = () => Array.from(games.values());