feat: 12 character cards with 4 color-coded attributes (food/war/health/diplo)

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kevin.lhereec committed 2026-08-17 11:41:46 +02:00
1 parent 1db221e468
commit 38814668e7
7 files changed
+2190 -317

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@@ -1,22 +1,32 @@
const { dealHands, createDeck } = require('./cards')
const { dealHands } = require('./cards')
const MAX_PLAYERS = 4
const MAX_TURNS = 10
const HAND_SIZE = 5
const MAX_TURNS = 12 // 12 tours (1 par personnage potentiellement)
const HAND_SIZE = 4 // 4 cartes en main au départ
/**
* Logique de résolution par tour :
* - Chaque joueur joue une carte simultanément
* - On compare les 4 attributs (food, war, health, diplo) entre tous les joueurs
* - Pour chaque attribut, le joueur avec la valeur la plus élevée marque des points
* - En cas d'égalité, personne ne marque sur cet attribut
* - Les points marqués = valeur de l'attribut gagnant
*/
class Room {
constructor(id) {
this.id = id
this.players = [] // { socketId, name, score, hand, protected }
this.phase = 'lobby' // lobby | selecting | waiting | resolve | end
this.id = id
this.players = [] // { socketId, name, teamIndex, score, hand }
this.phase = 'lobby' // lobby | selecting | waiting | resolve | end
this.currentTurn = 0
this.maxTurns = MAX_TURNS
this.maxTurns = MAX_TURNS
this.pendingPlays = new Map() // socketId -> card
this.deck = []
}
get playerCount() { return this.players.length }
// ─── Gestion des joueurs ────────────────────────────────────────────────────
addPlayer(socketId, name) {
if (this.players.length >= MAX_PLAYERS) return false
if (this.players.find(p => p.socketId === socketId)) return true
@@ -24,9 +34,9 @@ class Room {
this.players.push({
socketId,
name,
teamIndex: this.players.length, // 0=Écarlate 1=Azur 2=Émeraude 3=Or
score: 0,
hand: [],
protected: false
hand: []
})
return true
}
@@ -35,29 +45,38 @@ class Room {
this.players = this.players.filter(p => p.socketId !== socketId)
}
// ─── Démarrage ──────────────────────────────────────────────────────────────
startGame() {
const { hands, remaining } = dealHands(this.players.length, HAND_SIZE)
this.deck = remaining
const hands = dealHands(this.players.length, HAND_SIZE)
this.players.forEach((p, i) => { p.hand = hands[i] })
this.currentTurn = 1
this.phase = 'selecting'
this.pendingPlays.clear()
}
// ─── Phase de jeu ───────────────────────────────────────────────────────────
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' }
if (this.phase !== 'selecting')
return { ok: false, error: 'Ce n\'est pas la phase de sélection' }
if (this.pendingPlays.has(socketId))
return { ok: false, error: 'Tu as déjà joué une carte 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' }
if (cardIndex === -1) return { ok: false, error: 'Carte absente de ta main' }
const card = player.hand.splice(cardIndex, 1)[0]
const [card] = player.hand.splice(cardIndex, 1)
this.pendingPlays.set(socketId, { player, card })
this.phase = 'waiting'
// Si tous ont joué → passer en "waiting" visible côté client
if (this.pendingPlays.size === this.players.length) {
this.phase = 'waiting'
}
return { ok: true }
}
@@ -65,119 +84,110 @@ class Room {
return this.pendingPlays.size === this.players.length
}
// ─── Résolution du tour ─────────────────────────────────────────────────────
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 })
// Cartes jouées (pour affichage)
const playedCards = plays.map(({ player, card }) => ({
playerName: player.name,
teamIndex: player.teamIndex,
cardId: card.id,
cardName: card.name,
food: card.food,
war: card.war,
health: card.health,
diplo: card.diplo
}))
// 1. Appliquer les effets de protection (Enchanteur)
plays.forEach(({ player, card }) => {
if (card.effect === 'protect') {
player.protected = true
// Résolution attribut par attribut
const attrs = ['food', 'war', 'health', 'diplo']
const pointsGained = {} // socketId -> { food, war, health, diplo, total }
plays.forEach(({ player }) => {
pointsGained[player.socketId] = { food: 0, war: 0, health: 0, diplo: 0, total: 0 }
})
const attrResults = {} // attr -> { winner: name | 'tie', value }
attrs.forEach(attr => {
const max = Math.max(...plays.map(p => p.card[attr]))
const winners = plays.filter(p => p.card[attr] === max)
if (winners.length === 1) {
// Un seul gagnant
const { player } = winners[0]
pointsGained[player.socketId][attr] = max
pointsGained[player.socketId].total += max
player.score += max
attrResults[attr] = { winner: player.name, value: max }
} else {
// Égalité → personne ne marque
attrResults[attr] = { winner: 'tie', value: max, tiedPlayers: winners.map(w => w.player.name) }
}
})
// 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(`${player.name} pioche une carte bonus`)
}
break
}
}
// Message de résumé
const lines = attrs.map(attr => {
const r = attrResults[attr]
const label = { food: 'Nourriture', war: 'Guerre', health: 'Santé', diplo: 'Diplomatie' }[attr]
if (r.winner === 'tie') return `${label} : Égalité (${r.tiedPlayers.join(' & ')}) — personne ne marque`
return `${label} : ${r.winner} gagne ${r.value} pts`
})
const message = messages.length > 0 ? messages.join(' | ') : 'Tour résolu !'
this.pendingPlays.clear()
this.phase = 'resolve'
return { playedCards, message }
return {
playedCards,
attrResults,
pointsGained,
message: lines.join('\n')
}
}
// ─── Tour suivant ────────────────────────────────────────────────────────────
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())
}
})
if (this.isGameOver()) {
this.phase = 'end'
return
}
this.phase = 'selecting'
// Si un joueur n'a plus de cartes en main, on lui repioche depuis son deck perso
// (dans cette version simple la main se vide naturellement)
}
isGameOver() {
return this.currentTurn >= this.maxTurns
// Partie terminée quand tous les joueurs n'ont plus de cartes OU après maxTurns
const allEmpty = this.players.every(p => p.hand.length === 0)
return allEmpty || this.currentTurn >= this.maxTurns
}
// ─── Données publiques ───────────────────────────────────────────────────────
getPlayersInfo() {
return this.players.map(p => ({
name: p.name,
score: p.score,
handSize: p.hand.length
name: p.name,
teamIndex: p.teamIndex,
score: p.score,
handSize: p.hand.length
}))
}
/** État envoyé à UN joueur spécifique (inclut sa main) */
getStateFor(socketId) {
const player = this.players.find(p => p.socketId === socketId)
return {
players: this.getPlayersInfo(),
players: this.getPlayersInfo(),
currentTurn: this.currentTurn,
maxTurns: this.maxTurns,
phase: this.phase,
hand: player ? player.hand : []
maxTurns: this.maxTurns,
phase: this.phase,
hand: player ? player.hand : [],
myTeamIndex: player ? player.teamIndex : 0
}
}
}