improvements

This commit is contained in:
Michal Vrba
2026-09-03 17:54:36 +02:00
parent 00aa94ea7c
commit 035da18584
14 changed files with 1006 additions and 52 deletions
+213 -27
View File
@@ -31,6 +31,10 @@ else
</span>
</div>
<div class="game-controls">
<!-- Rýchly prepínač rýchlosti hry (5 úrovní) -->
<button class="btn-game-icon btn-speed-control" title="Rýchlosť hry: @GetSpeedDescription(Engine.State.Rules.SpeedLevel) (Klikni pre zmenu)" @onclick="CycleSpeed">
@GetSpeedButtonText(Engine.State.Rules.SpeedLevel)
</button>
<!-- Rýchly prepínač balíčka kariet -->
<button class="btn-game-icon" title="Zmeniť balíček kariet (@Engine.State.Rules.SelectedDeck)" @onclick="ToggleDeck">
@GetDeckIcon(Engine.State.Rules.SelectedDeck)
@@ -49,8 +53,14 @@ else
<!-- Súperi na stole -->
@foreach (var opp in GetOpponents())
{
var isOppFrozen = Engine.State.PendingSkip && Engine.State.CurrentPlayer == opp.Player;
var canOppBeRevived = Engine.State.Rules.RedSevenRevives && Engine.State.LastFinishedPlayer == opp.Player && Engine.State.ReviveTurnsRemaining > 0;
<PlayerSlot Player="@opp.Player"
IsCurrentTurn="@(Engine.State.CurrentPlayer == opp.Player)"
IsFrozen="@isOppFrozen"
CanBeRevived="@canOppBeRevived"
ReviveRoundsRemaining="@Engine.State.ReviveRoundsRemaining"
ReviveTurnsRemaining="@Engine.State.ReviveTurnsRemaining"
IsOlympicMode="@Engine.State.Rules.OlympicMode"
PositionClass="@opp.PositionClass" />
}
@@ -74,6 +84,14 @@ else
CustomStyle="box-shadow: 0 10px 25px rgba(0,0,0,0.7);" />
}
<!-- Indikátor zmrazenia z Esa -->
@if (Engine.State.PendingSkip)
{
<div class="ace-freeze-badge">
❄️ ESO: ZMRAZENIE!
</div>
}
<!-- Indikátor trestu zo sedmy -->
@if (Engine.State.PendingDrawCount > 0)
{
@@ -94,23 +112,56 @@ else
<span>@dummy.SuitName</span>
</div>
}
<!-- Indikátor Zeleného dolníka (univerzálna karta) -->
@if (Engine.State.TopCard != null && Engine.State.TopCard.IsGreenUnderKnave && Engine.State.Rules.GreenUnderKnaveMode == GreenUnderKnaveMode.UniversalWildcard)
{
<div class="green-wildcard-badge">
🍃 ZELENÝ DOLNÍK: Daj čokoľvek!
</div>
}
</div>
</div>
<!-- Spodný slot: Aktívny hráč v zobrazení -->
<div class="slot-bottom @(IsViewingPlayerTurn ? "active-turn-slot" : "")">
<div class="avatar-badge @(IsViewingPlayerTurn ? "active-turn" : "") @(ViewingPlayer.IsSkipped ? "is-skipped" : "")"
@{
var isBottomFrozen = Engine.State.PendingSkip && IsViewingPlayerActiveTurn;
var canBottomBeRevived = Engine.State.Rules.RedSevenRevives && Engine.State.LastFinishedPlayer == ViewingPlayer && Engine.State.ReviveTurnsRemaining > 0;
}
<div class="slot-bottom @(isBottomFrozen ? "frozen-slot" : (IsViewingPlayerActiveTurn ? "active-turn-slot" : ""))">
<div class="avatar-badge @(isBottomFrozen ? "is-frozen" : (IsViewingPlayerActiveTurn ? "active-turn" : "")) @(ViewingPlayer.HasFinished ? "is-finished" : "") @(canBottomBeRevived && ViewingPlayer.HasFinished ? "can-be-revived" : "")"
style="margin-bottom: 8px;">
@if (IsViewingPlayerTurn && !ViewingPlayer.HasFinished && !ViewingPlayer.IsEliminated)
@if (isBottomFrozen && !ViewingPlayer.HasFinished && !ViewingPlayer.IsEliminated)
{
<div class="frozen-indicator-badge">
<span class="frozen-indicator-dot"></span>
<span class="frozen-indicator-text">@(ViewingPlayer.Type == PlayerType.Human ? "❄️ STOJÍŠ TOTO KOLO" : "❄️ ZMRAZENÝ")</span>
</div>
}
else if (IsViewingPlayerActiveTurn && !ViewingPlayer.HasFinished && !ViewingPlayer.IsEliminated)
{
<div class="turn-indicator-badge">
<span class="turn-indicator-dot"></span>
<span class="turn-indicator-text">SI NA ŤAHU</span>
<span class="turn-indicator-text">@(ViewingPlayer.Type == PlayerType.Human ? "SI NA ŤAHU" : "NA ŤAHU")</span>
</div>
}
@if (ViewingPlayer.HasFinished)
{
<div class="badge-finished-pos">
@ViewingPlayer.FinishedPosition
</div>
}
<div style="display: flex; align-items: center; gap: 8px;">
<span class="avatar-icon">@ViewingPlayer.Avatar</span>
<span class="avatar-name">@ViewingPlayer.Name</span>
<span class="avatar-name">
@ViewingPlayer.Name
@if (ViewingPlayer.Type == PlayerType.AI)
{
<span style="font-size: 0.7rem; opacity: 0.8;">(AI)</span>
}
</span>
<span class="avatar-card-count">(@ViewingPlayer.Hand.Count @(ViewingPlayer.Hand.Count == 1 ? "karta" : (ViewingPlayer.Hand.Count < 5 ? "karty" : "kariet")))</span>
@if (Engine.State.Rules.OlympicMode)
{
@@ -119,6 +170,29 @@ else
</span>
}
</div>
@if (isBottomFrozen && !ViewingPlayer.HasFinished && !ViewingPlayer.IsEliminated)
{
<div class="icicles-row">
<span class="icicle"></span>
<span class="icicle"></span>
<span class="icicle"></span>
<span class="icicle"></span>
<span class="icicle"></span>
<span class="icicle"></span>
<span class="icicle"></span>
</div>
}
@if (canBottomBeRevived && ViewingPlayer.HasFinished)
{
<div class="revive-countdown-badge" title="Tento hráč môže byť vrátený do hry Červenou sedmou!">
<span class="heartbeat-icon">❤️</span>
<span>
@(Engine.State.ReviveRoundsRemaining > 1 ? $"Oživenie: {Engine.State.ReviveRoundsRemaining} kolá" : (Engine.State.ReviveTurnsRemaining <= 1 ? "Oživenie: 1 ťah" : "Oživenie: 1 kolo"))
</span>
</div>
}
</div>
<!-- Interaktívna ruka hráča -->
@@ -232,17 +306,24 @@ else
return Engine.State.CurrentPlayer;
}
// Inak primárne prvého živého hráča v hre
// Inak primárne prvého živého človeka v hre
var firstHuman = Engine.State.Players.FirstOrDefault(p => p.Type == PlayerType.Human);
return firstHuman ?? Engine.State.CurrentPlayer;
if (firstHuman != null) return firstHuman;
// Ak sú všetci hráči AI, spodný hráč je PEVNE prvý hráč (Players[0]), aby sa stôl a rozmiestnenie nemenili
return Engine.State.Players[0];
}
}
private bool IsViewingPlayerTurn =>
private bool IsViewingPlayerActiveTurn =>
Engine != null &&
Engine.State.TurnState == TurnState.Playing &&
Engine.State.CurrentPlayer == ViewingPlayer;
private bool IsViewingPlayerTurn =>
IsViewingPlayerActiveTurn &&
ViewingPlayer.Type == PlayerType.Human;
protected override async Task OnAfterRenderAsync(bool firstRender)
{
if (firstRender)
@@ -269,6 +350,7 @@ else
Engine.StartGame(gamePlayers, ConfiguredRules);
_previousTurnPlayer = Engine.State.CurrentPlayer;
_ = Fx.SetSpeedLevelAsync(Engine.State.Rules.SpeedLevel);
IsInLobby = false;
LastEventMessage = "Hra začala! Veľa šťastia.";
@@ -294,9 +376,29 @@ else
await Fx.PlaySevenStackAsync(Math.Max(1, e.ExtraData / 3));
await Fx.TriggerDopamineBannerAsync($"🔥 +{e.ExtraData} KARIET!", "Trestná reťaz sediem", "triple");
break;
case GameEventType.SevenCanceled:
await Fx.PlayLeafShieldAsync();
await Fx.TriggerDopamineBannerAsync("🍃 TREST ZRUŠENÝ!", $"{e.SourcePlayer?.Name ?? "Hráč"} zrušil trest Zeleným dolníkom!", "triple");
break;
case GameEventType.AceSkipped:
if (e.Message.Contains("stojí toto kolo"))
{
if (e.SourcePlayer != null)
{
await Fx.TriggerIceShatterAsync(GetPlayerPosition(e.SourcePlayer));
}
}
else
{
await Fx.TriggerFreezeEffectAsync();
}
break;
case GameEventType.AceCountered:
await Fx.TriggerFreezeEffectAsync();
if (e.SourcePlayer != null)
{
await Fx.TriggerIceShatterAsync(GetPlayerPosition(e.SourcePlayer));
await Fx.TriggerDopamineBannerAsync("⚡ ROZMRAZENÝ!", $"{e.SourcePlayer.Name} prebil Eso vlastným Esom!", "revive");
}
break;
case GameEventType.PlayerRevived:
await Fx.TriggerReviveEffectAsync(e.TargetPlayer?.Name ?? e.SourcePlayer?.Name ?? "Hráč");
@@ -353,6 +455,44 @@ else
private static readonly string[] AvailableDecks = new[] { "original", "janosik", "spongebob", "cyberpunk", "fantasy", "egypt", "pets", "pixel" };
private int MultiCardDelayMs => Engine?.State.Rules.SpeedLevel switch
{
1 => 130,
2 => 105,
4 => 50,
5 => 25,
_ => 80
};
private async Task CycleSpeed()
{
if (Engine == null) return;
int next = (Engine.State.Rules.SpeedLevel % 5) + 1;
Engine.State.Rules.SpeedLevel = next;
await Fx.SetSpeedLevelAsync(next);
StateHasChanged();
}
private string GetSpeedButtonText(int level) => level switch
{
1 => "🐢 0.5x",
2 => "🚶 0.75x",
3 => "⚡ 1x",
4 => "🔥 1.5x",
5 => "🚀 2.5x",
_ => "⚡ 1x"
};
private string GetSpeedDescription(int level) => level switch
{
1 => "0.5x (Pomalá)",
2 => "0.75x (Pokojná)",
3 => "1x (Normálna - stredná)",
4 => "1.5x (Rýchla)",
5 => "2.5x (Turbo / Blesková)",
_ => "1x (Normálna)"
};
private void ToggleDeck()
{
if (Engine == null) return;
@@ -393,10 +533,17 @@ else
_ = Fx.TriggerComboSlamAsync(4, "👑 KVADRA / MEGA COMBO!");
}
foreach (var card in cards)
for (int i = 0; i < cards.Count; i++)
{
_ = Fx.AnimateCardPlayAsync(pos, card, deck);
if (cards.Count > 1) await Task.Delay(90);
if (i == cards.Count - 1)
{
await Fx.AnimateCardPlayAsync(pos, cards[i], deck);
}
else
{
_ = Fx.AnimateCardPlayAsync(pos, cards[i], deck);
await Task.Delay(MultiCardDelayMs);
}
}
Engine.PlayCards(ViewingPlayer, cards);
@@ -412,10 +559,19 @@ else
if (Engine.State.PendingDrawCount > 0)
{
for (int i = 0; i < Math.Min(Engine.State.PendingDrawCount, 4); i++)
int drawCount = Engine.State.PendingDrawCount;
int staggerDelay = Math.Max(25, (int)(MultiCardDelayMs * 0.75));
for (int i = 0; i < drawCount; i++)
{
_ = Fx.AnimateCardDrawAsync(pos, deck);
await Task.Delay(90);
if (i == drawCount - 1)
{
await Fx.AnimateCardDrawAsync(pos, deck);
}
else
{
_ = Fx.AnimateCardDrawAsync(pos, deck);
await Task.Delay(staggerDelay);
}
}
}
else if (!Engine.State.PendingSkip)
@@ -460,10 +616,17 @@ else
{
string pos = GetPlayerPosition(ViewingPlayer);
string deck = Engine.State.Rules.SelectedDeck;
foreach (var c in cards)
for (int i = 0; i < cards.Count; i++)
{
_ = Fx.AnimateCardPlayAsync(pos, c, deck);
await Task.Delay(75);
if (i == cards.Count - 1)
{
await Fx.AnimateCardPlayAsync(pos, cards[i], deck);
}
else
{
_ = Fx.AnimateCardPlayAsync(pos, cards[i], deck);
await Task.Delay(MultiCardDelayMs);
}
}
Engine.BurnCards(ViewingPlayer, cards);
StateHasChanged();
@@ -523,20 +686,34 @@ else
_ = Fx.TriggerComboSlamAsync(4, $"👑 {aiPlayer.Name}: KVADRA!");
}
foreach (var c in cardsToPlay)
for (int i = 0; i < cardsToPlay.Count; i++)
{
_ = Fx.AnimateCardPlayAsync(pos, c, deck);
if (cardsToPlay.Count > 1) await Task.Delay(85);
if (i == cardsToPlay.Count - 1)
{
await Fx.AnimateCardPlayAsync(pos, cardsToPlay[i], deck);
}
else
{
_ = Fx.AnimateCardPlayAsync(pos, cardsToPlay[i], deck);
await Task.Delay(MultiCardDelayMs);
}
}
Engine.PlayCards(aiPlayer, cardsToPlay, decision.ChosenSuit);
}
}
else if (decision.Type == AIDecisionType.BurnCards && decision.Cards != null)
{
foreach (var c in decision.Cards)
for (int i = 0; i < decision.Cards.Count; i++)
{
_ = Fx.AnimateCardPlayAsync(pos, c, deck);
await Task.Delay(75);
if (i == decision.Cards.Count - 1)
{
await Fx.AnimateCardPlayAsync(pos, decision.Cards[i], deck);
}
else
{
_ = Fx.AnimateCardPlayAsync(pos, decision.Cards[i], deck);
await Task.Delay(MultiCardDelayMs);
}
}
Engine.BurnCards(aiPlayer, decision.Cards);
}
@@ -544,10 +721,19 @@ else
{
if (Engine.State.PendingDrawCount > 0)
{
for (int i = 0; i < Math.Min(Engine.State.PendingDrawCount, 4); i++)
int drawCount = Engine.State.PendingDrawCount;
int staggerDelay = Math.Max(25, (int)(MultiCardDelayMs * 0.75));
for (int i = 0; i < drawCount; i++)
{
_ = Fx.AnimateCardDrawAsync(pos, deck);
await Task.Delay(90);
if (i == drawCount - 1)
{
await Fx.AnimateCardDrawAsync(pos, deck);
}
else
{
_ = Fx.AnimateCardDrawAsync(pos, deck);
await Task.Delay(staggerDelay);
}
}
}
else if (!Engine.State.PendingSkip)