feat: 12 character cards with 4 color-coded attributes (food/war/health/diplo)
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@@ -1,22 +1,32 @@
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const { dealHands, createDeck } = require('./cards')
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const { dealHands } = 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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const MAX_TURNS = 12 // 12 tours (1 par personnage potentiellement)
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const HAND_SIZE = 4 // 4 cartes en main au départ
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/**
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* Logique de résolution par tour :
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* - Chaque joueur joue une carte simultanément
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* - On compare les 4 attributs (food, war, health, diplo) entre tous les joueurs
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* - Pour chaque attribut, le joueur avec la valeur la plus élevée marque des points
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* - En cas d'égalité, personne ne marque sur cet attribut
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* - Les points marqués = valeur de l'attribut gagnant
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*/
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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.id = id
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this.players = [] // { socketId, name, teamIndex, score, hand }
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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.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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// ─── Gestion des joueurs ────────────────────────────────────────────────────
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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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@@ -24,9 +34,9 @@ class Room {
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this.players.push({
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socketId,
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name,
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teamIndex: this.players.length, // 0=Écarlate 1=Azur 2=Émeraude 3=Or
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score: 0,
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hand: [],
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protected: false
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hand: []
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})
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return true
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}
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@@ -35,29 +45,38 @@ class Room {
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this.players = this.players.filter(p => p.socketId !== socketId)
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}
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// ─── Démarrage ──────────────────────────────────────────────────────────────
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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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const hands = dealHands(this.players.length, HAND_SIZE)
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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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// ─── Phase de jeu ───────────────────────────────────────────────────────────
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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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if (this.phase !== 'selecting')
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return { ok: false, error: 'Ce n\'est pas la phase de sélection' }
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if (this.pendingPlays.has(socketId))
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return { ok: false, error: 'Tu as déjà joué une carte 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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if (cardIndex === -1) return { ok: false, error: 'Carte absente de ta main' }
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const card = player.hand.splice(cardIndex, 1)[0]
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const [card] = player.hand.splice(cardIndex, 1)
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this.pendingPlays.set(socketId, { player, card })
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this.phase = 'waiting'
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// Si tous ont joué → passer en "waiting" visible côté client
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if (this.pendingPlays.size === this.players.length) {
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this.phase = 'waiting'
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}
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return { ok: true }
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}
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@@ -65,119 +84,110 @@ class Room {
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return this.pendingPlays.size === this.players.length
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}
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// ─── Résolution du tour ─────────────────────────────────────────────────────
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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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// Cartes jouées (pour affichage)
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const playedCards = plays.map(({ player, card }) => ({
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playerName: player.name,
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teamIndex: player.teamIndex,
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cardId: card.id,
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cardName: card.name,
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food: card.food,
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war: card.war,
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health: card.health,
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diplo: card.diplo
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}))
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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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// Résolution attribut par attribut
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const attrs = ['food', 'war', 'health', 'diplo']
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const pointsGained = {} // socketId -> { food, war, health, diplo, total }
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plays.forEach(({ player }) => {
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pointsGained[player.socketId] = { food: 0, war: 0, health: 0, diplo: 0, total: 0 }
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})
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const attrResults = {} // attr -> { winner: name | 'tie', value }
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attrs.forEach(attr => {
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const max = Math.max(...plays.map(p => p.card[attr]))
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const winners = plays.filter(p => p.card[attr] === max)
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if (winners.length === 1) {
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// Un seul gagnant
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const { player } = winners[0]
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pointsGained[player.socketId][attr] = max
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pointsGained[player.socketId].total += max
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player.score += max
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attrResults[attr] = { winner: player.name, value: max }
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} else {
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// Égalité → personne ne marque
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attrResults[attr] = { winner: 'tie', value: max, tiedPlayers: winners.map(w => w.player.name) }
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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(`${player.name} pioche une carte bonus`)
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}
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break
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}
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}
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// Message de résumé
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const lines = attrs.map(attr => {
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const r = attrResults[attr]
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const label = { food: 'Nourriture', war: 'Guerre', health: 'Santé', diplo: 'Diplomatie' }[attr]
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if (r.winner === 'tie') return `${label} : Égalité (${r.tiedPlayers.join(' & ')}) — personne ne marque`
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return `${label} : ${r.winner} gagne ${r.value} pts`
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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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return {
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playedCards,
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attrResults,
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pointsGained,
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message: lines.join('\n')
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}
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}
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// ─── Tour suivant ────────────────────────────────────────────────────────────
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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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if (this.isGameOver()) {
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this.phase = 'end'
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return
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}
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this.phase = 'selecting'
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// Si un joueur n'a plus de cartes en main, on lui repioche depuis son deck perso
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// (dans cette version simple la main se vide naturellement)
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}
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isGameOver() {
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return this.currentTurn >= this.maxTurns
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// Partie terminée quand tous les joueurs n'ont plus de cartes OU après maxTurns
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const allEmpty = this.players.every(p => p.hand.length === 0)
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return allEmpty || this.currentTurn >= this.maxTurns
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}
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// ─── Données publiques ───────────────────────────────────────────────────────
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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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name: p.name,
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teamIndex: p.teamIndex,
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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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/** État envoyé à UN joueur spécifique (inclut sa main) */
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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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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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maxTurns: this.maxTurns,
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phase: this.phase,
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hand: player ? player.hand : [],
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myTeamIndex: player ? player.teamIndex : 0
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}
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}
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}
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+160
-34
@@ -1,31 +1,161 @@
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// Deck de base de Regnum
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// Types: Royaume (points fixes), Armée (attaque), Commerce (multiplicateur), Magie (effets spéciaux)
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/**
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* Regnum - Définition des 12 personnages
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*
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* Chaque carte possède 4 attributs (valeurs de 1 à 6) :
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* food (🟡 Nourriture) - coin haut gauche - jaune
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* war (🔴 Guerre) - coin haut droite - rouge
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* health(🟢 Santé) - coin bas gauche - vert
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* diplo (🔵 Diplomatie) - coin bas droite - bleu
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*
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* Toutes les équipes ont exactement le même deck de 12 cartes,
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* seule la couleur d'équipe change visuellement.
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*/
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const BASE_DECK = [
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// === ROYAUME ===
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{ id: 'r1', name: 'Village', type: 'Royaume', points: 2, effect: null },
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{ id: 'r2', name: 'Château', type: 'Royaume', points: 5, effect: null },
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{ id: 'r3', name: 'Cathédrale', type: 'Royaume', points: 4, effect: null },
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{ id: 'r4', name: 'Forteresse', type: 'Royaume', points: 3, effect: null },
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{ id: 'r5', name: 'Palais Royal', type: 'Royaume', points: 7, effect: null },
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// === ARMÉE ===
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{ id: 'a1', name: 'Chevaliers', type: 'Armée', points: 3, effect: 'steal:1' },
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{ id: 'a2', name: 'Archers', type: 'Armée', points: 2, effect: 'steal:1' },
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{ id: 'a3', name: 'Catapulte', type: 'Armée', points: 1, effect: 'steal:2' },
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{ id: 'a4', name: 'Légion', type: 'Armée', points: 4, effect: 'steal:2' },
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// === COMMERCE ===
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{ id: 'c1', name: 'Marché', type: 'Commerce', points: 2, effect: 'bonus:1' },
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{ id: 'c2', name: 'Port', type: 'Commerce', points: 3, effect: 'bonus:2' },
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{ id: 'c3', name: 'Route de soie', type: 'Commerce', points: 5, effect: 'bonus:1' },
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// === MAGIE ===
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{ id: 'm1', name: 'Oracle', type: 'Magie', points: 1, effect: 'draw:1' },
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{ id: 'm2', name: 'Enchanteur', type: 'Magie', points: 2, effect: 'protect' },
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{ id: 'm3', name: 'Alchimiste', type: 'Magie', points: 3, effect: 'double' },
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const CHARACTERS = [
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{
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id: 'queen',
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name: 'Reine',
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food: 2,
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war: 2,
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health: 3,
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diplo: 5,
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description: 'Maîtresse de la diplomatie, elle tisse des alliances avec dextérité.'
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},
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{
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id: 'prince',
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name: 'Prince',
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food: 2,
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war: 4,
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health: 2,
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diplo: 4,
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description: 'Héritier du trône, équilibré entre le glaive et la parole.'
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},
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{
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id: 'butcher',
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name: 'Boucher',
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food: 5,
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war: 3,
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health: 1,
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diplo: 1,
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description: 'Maître des viandes, il nourrit le peuple mais soigne peu.'
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},
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{
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id: 'doctor',
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name: 'Médecin',
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food: 2,
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war: 1,
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health: 6,
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diplo: 3,
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description: 'Expert en guérison, indispensable à la survie du royaume.'
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},
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{
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id: 'apothecary',
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name: 'Apothicaire',
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food: 3,
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war: 1,
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health: 5,
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diplo: 3,
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description: 'Prépare potions et remèdes, soutien précieux en temps de crise.'
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},
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{
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id: 'jester',
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name: 'Fou du Roi',
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food: 1,
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war: 1,
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health: 2,
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diplo: 6,
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description: 'Sa sagesse cachée derrière la bouffonnerie fait des miracles diplomatiques.'
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},
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{
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id: 'assassin',
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name: 'Assassin',
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food: 1,
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war: 6,
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health: 1,
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diplo: 2,
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description: 'Frappe dans l\'ombre, inarrêtable au combat mais inutile ailleurs.'
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},
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{
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id: 'peasant',
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name: 'Paysan',
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food: 6,
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war: 2,
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health: 2,
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diplo: 1,
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description: 'Nourrit tout le royaume, force vitale de toute civilisation.'
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},
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{
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id: 'executioner',
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name: 'Bourreau',
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food: 2,
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war: 5,
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health: 1,
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diplo: 2,
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description: 'Bras armé de la justice royale, redouté de tous.'
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},
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{
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id: 'knight',
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name: 'Chevalier',
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food: 3,
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war: 5,
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health: 2,
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diplo: 2,
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description: 'Défenseur du royaume, vaillant sur le champ de bataille.'
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},
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{
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id: 'merchant',
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name: 'Marchand',
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food: 4,
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war: 1,
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health: 2,
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diplo: 5,
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description: 'Ses routes commerciales enrichissent et lient les royaumes.'
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},
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{
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id: 'bishop',
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name: 'Évêque',
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food: 2,
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war: 1,
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health: 4,
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diplo: 5,
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description: 'Voix de l\'Église, il guérit les âmes et négocie la paix.'
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}
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]
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/**
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* Couleurs des 4 équipes (teinte principale de la carte)
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*/
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const TEAM_COLORS = {
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0: { name: 'Écarlate', hex: 0xcc2200, css: '#cc2200' },
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1: { name: 'Azur', hex: 0x1155cc, css: '#1155cc' },
|
||||
2: { name: 'Émeraude', hex: 0x1a7a2e, css: '#1a7a2e' },
|
||||
3: { name: 'Or', hex: 0xb8860b, css: '#b8860b' }
|
||||
}
|
||||
|
||||
/**
|
||||
* Attributs visuels fixes (couleur de chaque coin)
|
||||
*/
|
||||
const ATTR_COLORS = {
|
||||
food: { hex: 0xf0c030, css: '#f0c030', label: 'Nourriture', corner: 'topLeft' },
|
||||
war: { hex: 0xdd2222, css: '#dd2222', label: 'Guerre', corner: 'topRight' },
|
||||
health: { hex: 0x22aa44, css: '#22aa44', label: 'Santé', corner: 'bottomLeft' },
|
||||
diplo: { hex: 0x3399ee, css: '#3399ee', label: 'Diplomatie', corner: 'bottomRight' }
|
||||
}
|
||||
|
||||
/**
|
||||
* Retourne le deck complet (les 12 personnages) pour une équipe donnée
|
||||
*/
|
||||
function getDeckForTeam(teamIndex) {
|
||||
return CHARACTERS.map(c => ({
|
||||
...c,
|
||||
teamIndex,
|
||||
teamColor: TEAM_COLORS[teamIndex]
|
||||
}))
|
||||
}
|
||||
|
||||
/**
|
||||
* Distribue une main de N cartes par joueur depuis un deck mélangé
|
||||
*/
|
||||
function shuffle(arr) {
|
||||
const a = [...arr]
|
||||
for (let i = a.length - 1; i > 0; i--) {
|
||||
@@ -35,17 +165,13 @@ function shuffle(arr) {
|
||||
return a
|
||||
}
|
||||
|
||||
function createDeck() {
|
||||
return shuffle([...BASE_DECK, ...BASE_DECK]) // 2 exemplaires
|
||||
}
|
||||
|
||||
function dealHands(playerCount, handSize = 5) {
|
||||
const deck = createDeck()
|
||||
function dealHands(playerCount, handSize = 4) {
|
||||
const hands = []
|
||||
for (let i = 0; i < playerCount; i++) {
|
||||
hands.push(deck.splice(0, handSize))
|
||||
const deck = shuffle(getDeckForTeam(i))
|
||||
hands.push(deck.slice(0, handSize))
|
||||
}
|
||||
return { hands, remaining: deck }
|
||||
return hands
|
||||
}
|
||||
|
||||
module.exports = { createDeck, dealHands, BASE_DECK }
|
||||
module.exports = { CHARACTERS, TEAM_COLORS, ATTR_COLORS, getDeckForTeam, dealHands }
|
||||
+42
-24
@@ -1,7 +1,7 @@
|
||||
const express = require('express')
|
||||
const http = require('http')
|
||||
const http = require('http')
|
||||
const { Server } = require('socket.io')
|
||||
const cors = require('cors')
|
||||
const cors = require('cors')
|
||||
const { RoomManager } = require('./game/RoomManager')
|
||||
|
||||
const app = express()
|
||||
@@ -16,8 +16,9 @@ const io = new Server(server, {
|
||||
const rooms = new RoomManager()
|
||||
|
||||
io.on('connection', (socket) => {
|
||||
console.log(`[+] Connexion: ${socket.id}`)
|
||||
console.log(`[+] ${socket.id}`)
|
||||
|
||||
// ─── Rejoindre une salle ─────────────────────────────────────────────────────
|
||||
socket.on('join-room', ({ roomId, playerName }) => {
|
||||
const room = rooms.getOrCreate(roomId)
|
||||
const joined = room.addPlayer(socket.id, playerName)
|
||||
@@ -28,13 +29,14 @@ io.on('connection', (socket) => {
|
||||
}
|
||||
|
||||
socket.join(roomId)
|
||||
socket.data.roomId = roomId
|
||||
socket.data.roomId = roomId
|
||||
socket.data.playerName = playerName
|
||||
|
||||
io.to(roomId).emit('room-update', { players: room.getPlayersInfo() })
|
||||
console.log(`[room:${roomId}] ${playerName} rejoint (${room.playerCount}/4)`)
|
||||
console.log(`[${roomId}] ${playerName} rejoint (${room.playerCount}/4)`)
|
||||
})
|
||||
|
||||
// ─── Démarrer la partie ──────────────────────────────────────────────────────
|
||||
socket.on('start-game', ({ roomId }) => {
|
||||
const room = rooms.get(roomId)
|
||||
if (!room || room.playerCount < 2) return
|
||||
@@ -42,18 +44,21 @@ io.on('connection', (socket) => {
|
||||
room.startGame()
|
||||
io.to(roomId).emit('game-start')
|
||||
|
||||
// Envoyer l'état initial à chaque joueur avec sa main
|
||||
room.players.forEach((player) => {
|
||||
// Envoyer la main personnalisée à chaque joueur
|
||||
room.players.forEach(player => {
|
||||
io.to(player.socketId).emit('game-state', room.getStateFor(player.socketId))
|
||||
})
|
||||
console.log(`[${roomId}] Partie démarrée`)
|
||||
})
|
||||
|
||||
// ─── Demander l'état courant ─────────────────────────────────────────────────
|
||||
socket.on('request-state', ({ roomId }) => {
|
||||
const room = rooms.get(roomId)
|
||||
if (!room) return
|
||||
socket.emit('game-state', room.getStateFor(socket.id))
|
||||
})
|
||||
|
||||
// ─── Jouer une carte ─────────────────────────────────────────────────────────
|
||||
socket.on('play-card', ({ roomId, cardId }) => {
|
||||
const room = rooms.get(roomId)
|
||||
if (!room) return
|
||||
@@ -64,40 +69,52 @@ io.on('connection', (socket) => {
|
||||
return
|
||||
}
|
||||
|
||||
// Mise à jour de phase pour tous
|
||||
// Informer tous que quelqu'un a joué (sans révéler la carte)
|
||||
io.to(roomId).emit('game-state', {
|
||||
players: room.getPlayersInfo(),
|
||||
players: room.getPlayersInfo(),
|
||||
currentTurn: room.currentTurn,
|
||||
maxTurns: room.maxTurns,
|
||||
phase: room.phase
|
||||
maxTurns: room.maxTurns,
|
||||
phase: room.phase
|
||||
})
|
||||
|
||||
// Tous les joueurs ont joué → résolution
|
||||
// Tous les joueurs ont joué → résolution automatique
|
||||
if (room.allPlayersPlayed()) {
|
||||
const roundResult = room.resolveRound()
|
||||
io.to(roomId).emit('game-state', {
|
||||
players: room.getPlayersInfo(),
|
||||
currentTurn: room.currentTurn,
|
||||
maxTurns: room.maxTurns,
|
||||
phase: 'resolve',
|
||||
playedCards: roundResult.playedCards
|
||||
console.log(`[${roomId}] Tour ${room.currentTurn} résolu`)
|
||||
|
||||
// Révéler les cartes jouées et les résultats
|
||||
io.to(roomId).emit('round-result', {
|
||||
playedCards: roundResult.playedCards,
|
||||
attrResults: roundResult.attrResults,
|
||||
message: roundResult.message
|
||||
})
|
||||
|
||||
io.to(roomId).emit('round-result', { message: roundResult.message })
|
||||
// Mise à jour scores
|
||||
io.to(roomId).emit('game-state', {
|
||||
players: room.getPlayersInfo(),
|
||||
currentTurn: room.currentTurn,
|
||||
maxTurns: room.maxTurns,
|
||||
phase: 'resolve'
|
||||
})
|
||||
|
||||
// 3 secondes d'affichage puis tour suivant / fin
|
||||
setTimeout(() => {
|
||||
room.nextTurn()
|
||||
|
||||
if (room.isGameOver()) {
|
||||
io.to(roomId).emit('game-over', room.getPlayersInfo())
|
||||
console.log(`[${roomId}] Partie terminée`)
|
||||
} else {
|
||||
room.nextTurn()
|
||||
room.players.forEach((player) => {
|
||||
// Distribuer la nouvelle main à chaque joueur
|
||||
room.players.forEach(player => {
|
||||
io.to(player.socketId).emit('game-state', room.getStateFor(player.socketId))
|
||||
})
|
||||
}
|
||||
}, 3000)
|
||||
}, 3500)
|
||||
}
|
||||
})
|
||||
|
||||
// ─── Déconnexion ─────────────────────────────────────────────────────────────
|
||||
socket.on('disconnect', () => {
|
||||
const roomId = socket.data.roomId
|
||||
if (roomId) {
|
||||
@@ -105,13 +122,14 @@ io.on('connection', (socket) => {
|
||||
if (room) {
|
||||
room.removePlayer(socket.id)
|
||||
io.to(roomId).emit('room-update', { players: room.getPlayersInfo() })
|
||||
if (room.playerCount === 0) rooms.delete(roomId)
|
||||
}
|
||||
}
|
||||
console.log(`[-] Déconnexion: ${socket.id}`)
|
||||
console.log(`[-] ${socket.id}`)
|
||||
})
|
||||
})
|
||||
|
||||
const PORT = process.env.PORT || 3000
|
||||
server.listen(PORT, () => {
|
||||
console.log(`Serveur Regnum démarré sur le port ${PORT}`)
|
||||
console.log(`Regnum server → http://localhost:${PORT}`)
|
||||
})
|
||||
Reference in new issue
Block a user