feat: initial Regnum project structure (Vue3 + Phaser3 + Socket.io)
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@@ -0,0 +1,185 @@
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const { dealHands, createDeck } = require('./cards')
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const MAX_PLAYERS = 4
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const MAX_TURNS = 10
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const HAND_SIZE = 5
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class Room {
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constructor(id) {
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this.id = id
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this.players = [] // { socketId, name, score, hand, protected }
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this.phase = 'lobby' // lobby | selecting | waiting | resolve | end
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this.currentTurn = 0
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this.maxTurns = MAX_TURNS
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this.pendingPlays = new Map() // socketId -> card
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this.deck = []
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}
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get playerCount() { return this.players.length }
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addPlayer(socketId, name) {
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if (this.players.length >= MAX_PLAYERS) return false
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if (this.players.find(p => p.socketId === socketId)) return true
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this.players.push({
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socketId,
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name,
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score: 0,
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hand: [],
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protected: false
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})
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return true
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}
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removePlayer(socketId) {
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this.players = this.players.filter(p => p.socketId !== socketId)
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}
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startGame() {
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const { hands, remaining } = dealHands(this.players.length, HAND_SIZE)
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this.deck = remaining
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this.players.forEach((p, i) => { p.hand = hands[i] })
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this.currentTurn = 1
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this.phase = 'selecting'
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this.pendingPlays.clear()
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}
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playCard(socketId, cardId) {
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if (this.phase !== 'selecting') return { ok: false, error: 'Ce n\'est pas la phase de jeu' }
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if (this.pendingPlays.has(socketId)) return { ok: false, error: 'Tu as déjà joué ce tour' }
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const player = this.players.find(p => p.socketId === socketId)
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if (!player) return { ok: false, error: 'Joueur introuvable' }
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const cardIndex = player.hand.findIndex(c => c.id === cardId)
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if (cardIndex === -1) return { ok: false, error: 'Carte non trouvée dans ta main' }
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const card = player.hand.splice(cardIndex, 1)[0]
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this.pendingPlays.set(socketId, { player, card })
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this.phase = 'waiting'
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return { ok: true }
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}
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allPlayersPlayed() {
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return this.pendingPlays.size === this.players.length
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}
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resolveRound() {
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const plays = [...this.pendingPlays.values()]
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const playedCards = plays.map(p => ({ name: p.player.name, cardName: p.card.name }))
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// Réinitialiser protection
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this.players.forEach(p => { p.protected = false })
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// 1. Appliquer les effets de protection (Enchanteur)
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plays.forEach(({ player, card }) => {
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if (card.effect === 'protect') {
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player.protected = true
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}
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})
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// 2. Calculer les points de base et effets
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const messages = []
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plays.forEach(({ player, card }) => {
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// Points de base
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player.score += card.points
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if (!card.effect) return
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const [effectType, valueStr] = card.effect.split(':')
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const value = parseInt(valueStr) || 0
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switch (effectType) {
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case 'steal': {
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// Voler des points au joueur le plus riche non protégé
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const targets = this.players
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.filter(p => p.socketId !== player.socketId && !p.protected && p.score > 0)
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.sort((a, b) => b.score - a.score)
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if (targets.length > 0) {
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const stolen = Math.min(value, targets[0].score)
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targets[0].score -= stolen
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player.score += stolen
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messages.push(`${player.name} vole ${stolen} pts à ${targets[0].name}`)
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}
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break
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}
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case 'bonus': {
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// Bonus si le joueur a le plus de points de Royaume ce tour
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const myRoyaume = plays
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.filter(p => p.player.socketId === player.socketId && p.card.type === 'Royaume')
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.reduce((sum, p) => sum + p.card.points, 0)
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if (myRoyaume > 0) {
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player.score += value
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messages.push(`${player.name} gagne +${value} pts bonus (Commerce)`)
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}
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break
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}
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case 'double': {
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// Double les points gagnés CE tour (uniquement la carte jouée)
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player.score += card.points
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messages.push(`${player.name} double ses gains (Alchimiste)`)
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break
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}
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case 'draw': {
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// Piocher une carte supplémentaire
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if (this.deck.length > 0) {
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player.hand.push(this.deck.pop())
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messages.push(`${player.name} pioche une carte bonus`)
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}
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break
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}
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}
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})
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const message = messages.length > 0 ? messages.join(' | ') : 'Tour résolu !'
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this.pendingPlays.clear()
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this.phase = 'resolve'
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return { playedCards, message }
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}
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nextTurn() {
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this.currentTurn++
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this.phase = 'selecting'
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// Distribuer une nouvelle carte si la main est vide
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this.players.forEach(p => {
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if (p.hand.length === 0 && this.deck.length >= HAND_SIZE) {
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p.hand = this.deck.splice(0, HAND_SIZE)
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} else if (p.hand.length < 2 && this.deck.length > 0) {
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p.hand.push(this.deck.pop())
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}
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})
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}
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isGameOver() {
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return this.currentTurn >= this.maxTurns
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}
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getPlayersInfo() {
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return this.players.map(p => ({
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name: p.name,
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score: p.score,
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handSize: p.hand.length
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}))
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}
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getStateFor(socketId) {
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const player = this.players.find(p => p.socketId === socketId)
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return {
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players: this.getPlayersInfo(),
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currentTurn: this.currentTurn,
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maxTurns: this.maxTurns,
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phase: this.phase,
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hand: player ? player.hand : []
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}
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}
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}
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module.exports = { Room }
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