feat: initial Regnum project structure (Vue3 + Phaser3 + Socket.io)

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kevin.lhereec committed 2026-08-17 11:34:55 +02:00
commit 1db221e468
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const { dealHands, createDeck } = require('./cards')
const MAX_PLAYERS = 4
const MAX_TURNS = 10
const HAND_SIZE = 5
class Room {
constructor(id) {
this.id = id
this.players = [] // { socketId, name, score, hand, protected }
this.phase = 'lobby' // lobby | selecting | waiting | resolve | end
this.currentTurn = 0
this.maxTurns = MAX_TURNS
this.pendingPlays = new Map() // socketId -> card
this.deck = []
}
get playerCount() { return this.players.length }
addPlayer(socketId, name) {
if (this.players.length >= MAX_PLAYERS) return false
if (this.players.find(p => p.socketId === socketId)) return true
this.players.push({
socketId,
name,
score: 0,
hand: [],
protected: false
})
return true
}
removePlayer(socketId) {
this.players = this.players.filter(p => p.socketId !== socketId)
}
startGame() {
const { hands, remaining } = dealHands(this.players.length, HAND_SIZE)
this.deck = remaining
this.players.forEach((p, i) => { p.hand = hands[i] })
this.currentTurn = 1
this.phase = 'selecting'
this.pendingPlays.clear()
}
playCard(socketId, cardId) {
if (this.phase !== 'selecting') return { ok: false, error: 'Ce n\'est pas la phase de jeu' }
if (this.pendingPlays.has(socketId)) return { ok: false, error: 'Tu as déjà joué ce tour' }
const player = this.players.find(p => p.socketId === socketId)
if (!player) return { ok: false, error: 'Joueur introuvable' }
const cardIndex = player.hand.findIndex(c => c.id === cardId)
if (cardIndex === -1) return { ok: false, error: 'Carte non trouvée dans ta main' }
const card = player.hand.splice(cardIndex, 1)[0]
this.pendingPlays.set(socketId, { player, card })
this.phase = 'waiting'
return { ok: true }
}
allPlayersPlayed() {
return this.pendingPlays.size === this.players.length
}
resolveRound() {
const plays = [...this.pendingPlays.values()]
const playedCards = plays.map(p => ({ name: p.player.name, cardName: p.card.name }))
// Réinitialiser protection
this.players.forEach(p => { p.protected = false })
// 1. Appliquer les effets de protection (Enchanteur)
plays.forEach(({ player, card }) => {
if (card.effect === 'protect') {
player.protected = true
}
})
// 2. Calculer les points de base et effets
const messages = []
plays.forEach(({ player, card }) => {
// Points de base
player.score += card.points
if (!card.effect) return
const [effectType, valueStr] = card.effect.split(':')
const value = parseInt(valueStr) || 0
switch (effectType) {
case 'steal': {
// Voler des points au joueur le plus riche non protégé
const targets = this.players
.filter(p => p.socketId !== player.socketId && !p.protected && p.score > 0)
.sort((a, b) => b.score - a.score)
if (targets.length > 0) {
const stolen = Math.min(value, targets[0].score)
targets[0].score -= stolen
player.score += stolen
messages.push(`${player.name} vole ${stolen} pts à ${targets[0].name}`)
}
break
}
case 'bonus': {
// Bonus si le joueur a le plus de points de Royaume ce tour
const myRoyaume = plays
.filter(p => p.player.socketId === player.socketId && p.card.type === 'Royaume')
.reduce((sum, p) => sum + p.card.points, 0)
if (myRoyaume > 0) {
player.score += value
messages.push(`${player.name} gagne +${value} pts bonus (Commerce)`)
}
break
}
case 'double': {
// Double les points gagnés CE tour (uniquement la carte jouée)
player.score += card.points
messages.push(`${player.name} double ses gains (Alchimiste)`)
break
}
case 'draw': {
// Piocher une carte supplémentaire
if (this.deck.length > 0) {
player.hand.push(this.deck.pop())
messages.push(`${player.name} pioche une carte bonus`)
}
break
}
}
})
const message = messages.length > 0 ? messages.join(' | ') : 'Tour résolu !'
this.pendingPlays.clear()
this.phase = 'resolve'
return { playedCards, message }
}
nextTurn() {
this.currentTurn++
this.phase = 'selecting'
// Distribuer une nouvelle carte si la main est vide
this.players.forEach(p => {
if (p.hand.length === 0 && this.deck.length >= HAND_SIZE) {
p.hand = this.deck.splice(0, HAND_SIZE)
} else if (p.hand.length < 2 && this.deck.length > 0) {
p.hand.push(this.deck.pop())
}
})
}
isGameOver() {
return this.currentTurn >= this.maxTurns
}
getPlayersInfo() {
return this.players.map(p => ({
name: p.name,
score: p.score,
handSize: p.hand.length
}))
}
getStateFor(socketId) {
const player = this.players.find(p => p.socketId === socketId)
return {
players: this.getPlayersInfo(),
currentTurn: this.currentTurn,
maxTurns: this.maxTurns,
phase: this.phase,
hand: player ? player.hand : []
}
}
}
module.exports = { Room }
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const { Room } = require('./Room')
class RoomManager {
constructor() {
this.rooms = new Map()
}
getOrCreate(roomId) {
if (!this.rooms.has(roomId)) {
this.rooms.set(roomId, new Room(roomId))
}
return this.rooms.get(roomId)
}
get(roomId) {
return this.rooms.get(roomId) || null
}
delete(roomId) {
this.rooms.delete(roomId)
}
}
module.exports = { RoomManager }
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// Deck de base de Regnum
// Types: Royaume (points fixes), Armée (attaque), Commerce (multiplicateur), Magie (effets spéciaux)
const BASE_DECK = [
// === ROYAUME ===
{ id: 'r1', name: 'Village', type: 'Royaume', points: 2, effect: null },
{ id: 'r2', name: 'Château', type: 'Royaume', points: 5, effect: null },
{ id: 'r3', name: 'Cathédrale', type: 'Royaume', points: 4, effect: null },
{ id: 'r4', name: 'Forteresse', type: 'Royaume', points: 3, effect: null },
{ id: 'r5', name: 'Palais Royal', type: 'Royaume', points: 7, effect: null },
// === ARMÉE ===
{ id: 'a1', name: 'Chevaliers', type: 'Armée', points: 3, effect: 'steal:1' },
{ id: 'a2', name: 'Archers', type: 'Armée', points: 2, effect: 'steal:1' },
{ id: 'a3', name: 'Catapulte', type: 'Armée', points: 1, effect: 'steal:2' },
{ id: 'a4', name: 'Légion', type: 'Armée', points: 4, effect: 'steal:2' },
// === COMMERCE ===
{ id: 'c1', name: 'Marché', type: 'Commerce', points: 2, effect: 'bonus:1' },
{ id: 'c2', name: 'Port', type: 'Commerce', points: 3, effect: 'bonus:2' },
{ id: 'c3', name: 'Route de soie', type: 'Commerce', points: 5, effect: 'bonus:1' },
// === MAGIE ===
{ id: 'm1', name: 'Oracle', type: 'Magie', points: 1, effect: 'draw:1' },
{ id: 'm2', name: 'Enchanteur', type: 'Magie', points: 2, effect: 'protect' },
{ id: 'm3', name: 'Alchimiste', type: 'Magie', points: 3, effect: 'double' },
]
function shuffle(arr) {
const a = [...arr]
for (let i = a.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[a[i], a[j]] = [a[j], a[i]]
}
return a
}
function createDeck() {
return shuffle([...BASE_DECK, ...BASE_DECK]) // 2 exemplaires
}
function dealHands(playerCount, handSize = 5) {
const deck = createDeck()
const hands = []
for (let i = 0; i < playerCount; i++) {
hands.push(deck.splice(0, handSize))
}
return { hands, remaining: deck }
}
module.exports = { createDeck, dealHands, BASE_DECK }
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const express = require('express')
const http = require('http')
const { Server } = require('socket.io')
const cors = require('cors')
const { RoomManager } = require('./game/RoomManager')
const app = express()
app.use(cors())
app.use(express.json())
const server = http.createServer(app)
const io = new Server(server, {
cors: { origin: '*', methods: ['GET', 'POST'] }
})
const rooms = new RoomManager()
io.on('connection', (socket) => {
console.log(`[+] Connexion: ${socket.id}`)
socket.on('join-room', ({ roomId, playerName }) => {
const room = rooms.getOrCreate(roomId)
const joined = room.addPlayer(socket.id, playerName)
if (!joined) {
socket.emit('error', { message: 'Salle pleine (4 joueurs max)' })
return
}
socket.join(roomId)
socket.data.roomId = roomId
socket.data.playerName = playerName
io.to(roomId).emit('room-update', { players: room.getPlayersInfo() })
console.log(`[room:${roomId}] ${playerName} rejoint (${room.playerCount}/4)`)
})
socket.on('start-game', ({ roomId }) => {
const room = rooms.get(roomId)
if (!room || room.playerCount < 2) return
room.startGame()
io.to(roomId).emit('game-start')
// Envoyer l'état initial à chaque joueur avec sa main
room.players.forEach((player) => {
io.to(player.socketId).emit('game-state', room.getStateFor(player.socketId))
})
})
socket.on('request-state', ({ roomId }) => {
const room = rooms.get(roomId)
if (!room) return
socket.emit('game-state', room.getStateFor(socket.id))
})
socket.on('play-card', ({ roomId, cardId }) => {
const room = rooms.get(roomId)
if (!room) return
const result = room.playCard(socket.id, cardId)
if (!result.ok) {
socket.emit('error', { message: result.error })
return
}
// Mise à jour de phase pour tous
io.to(roomId).emit('game-state', {
players: room.getPlayersInfo(),
currentTurn: room.currentTurn,
maxTurns: room.maxTurns,
phase: room.phase
})
// Tous les joueurs ont joué → résolution
if (room.allPlayersPlayed()) {
const roundResult = room.resolveRound()
io.to(roomId).emit('game-state', {
players: room.getPlayersInfo(),
currentTurn: room.currentTurn,
maxTurns: room.maxTurns,
phase: 'resolve',
playedCards: roundResult.playedCards
})
io.to(roomId).emit('round-result', { message: roundResult.message })
setTimeout(() => {
if (room.isGameOver()) {
io.to(roomId).emit('game-over', room.getPlayersInfo())
} else {
room.nextTurn()
room.players.forEach((player) => {
io.to(player.socketId).emit('game-state', room.getStateFor(player.socketId))
})
}
}, 3000)
}
})
socket.on('disconnect', () => {
const roomId = socket.data.roomId
if (roomId) {
const room = rooms.get(roomId)
if (room) {
room.removePlayer(socket.id)
io.to(roomId).emit('room-update', { players: room.getPlayersInfo() })
}
}
console.log(`[-] Déconnexion: ${socket.id}`)
})
})
const PORT = process.env.PORT || 3000
server.listen(PORT, () => {
console.log(`Serveur Regnum démarré sur le port ${PORT}`)
})