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
+39 -5
View File
@@ -63,16 +63,40 @@
<div class="rules-toggle-grid"> <div class="rules-toggle-grid">
<label class="rule-check-item"> <label class="rule-check-item">
<input type="checkbox" @bind="Rules.StackSevens" /> <input type="checkbox" @bind="Rules.StackSevens" />
<span>Kumulácia sediem (+2, +4, +6...)</span> <span>Kumulácia sediem (+3, +6, +9...)</span>
</label> </label>
<label class="rule-check-item"> <label class="rule-check-item">
<input type="checkbox" @bind="Rules.CounterAceWithAce" /> <input type="checkbox" @bind="Rules.CounterAceWithAce" />
<span>Prebíjanie esa esom</span> <span>Prebíjanie esa esom</span>
</label> </label>
<label class="rule-check-item"> <div style="grid-column: 1 / -1; display: flex; align-items: center; justify-content: space-between; background: rgba(255, 23, 68, 0.08); padding: 8px 12px; border-radius: 10px; border: 1px solid rgba(255, 23, 68, 0.25); gap: 12px;">
<input type="checkbox" @bind="Rules.RedSevenRevives" /> <div style="display: flex; align-items: center; gap: 8px;">
<span>Červená sedma oživuje víťaza</span> <span style="font-size: 1.1rem;">❤️</span>
</label> <div>
<div style="font-weight: 700; color: #ff5252;">Červená sedma (Oživenie / Resurrect)</div>
<div style="font-size: 0.76rem; color: #94a3b8;">Spôsob vrátenia skončeného hráča späť do hry</div>
</div>
</div>
<select class="player-setup-select" style="width: auto; min-width: 240px; padding: 4px 10px; font-weight: 600;" @bind="Rules.RedSevenMode">
<option value="@RedSevenMode.AnyCardOneRound">⚡ Voľná na čokoľvek (do 1 kola)</option>
<option value="@RedSevenMode.ColorOrSevenThreeRounds">🎴 Klasická na Srdce/7 (do 3 kôl)</option>
<option value="@RedSevenMode.Disabled">❌ Vypnuté (Bez oživenia)</option>
</select>
</div>
<div style="grid-column: 1 / -1; display: flex; align-items: center; justify-content: space-between; background: rgba(45, 106, 79, 0.12); padding: 8px 12px; border-radius: 10px; border: 1px solid rgba(45, 106, 79, 0.35); gap: 12px;">
<div style="display: flex; align-items: center; gap: 8px;">
<span style="font-size: 1.1rem;">🍃</span>
<div>
<div style="font-weight: 700; color: #52b788;">Zelený dolník (Rušenie sediem)</div>
<div style="font-size: 0.76rem; color: #94a3b8;">Zelený dolník zruší trest zo sedmy & pravidlá vykladania</div>
</div>
</div>
<select class="player-setup-select" style="width: auto; min-width: 240px; padding: 4px 10px; font-weight: 600;" @bind="Rules.GreenUnderKnaveMode">
<option value="@GreenUnderKnaveMode.OnlyOnSevenOrUnderKnave">🌿 Ruší sedmy (Zeleň / Dolník)</option>
<option value="@GreenUnderKnaveMode.UniversalWildcard">✨ Voľný na čokoľvek + čokoľvek naňho</option>
<option value="@GreenUnderKnaveMode.Disabled">❌ Vypnuté (Bez rušenia sediem)</option>
</select>
</div>
<label class="rule-check-item"> <label class="rule-check-item">
<input type="checkbox" @bind="Rules.FourOfAKindBurns" /> <input type="checkbox" @bind="Rules.FourOfAKindBurns" />
<span>Spálenie (4 rovnaké karty)</span> <span>Spálenie (4 rovnaké karty)</span>
@@ -90,6 +114,16 @@
<option value="6">6 kariet</option> <option value="6">6 kariet</option>
</select> </select>
</div> </div>
<div style="display: flex; align-items: center; gap: 8px; font-size: 0.9rem;">
<span>Rýchlosť hry:</span>
<select class="player-setup-select" style="width: auto; padding: 2px 8px;" @bind="Rules.SpeedLevel">
<option value="1">🐢 0.5x (Pomalá)</option>
<option value="2">🚶 0.75x (Pokojná)</option>
<option value="3">⚡ 1x (Normálna - štandard)</option>
<option value="4">🔥 1.5x (Rýchla)</option>
<option value="5">🚀 2.5x (Turbo / Blesková)</option>
</select>
</div>
</div> </div>
<!-- Výber balíčka kariet (Deck Theme) --> <!-- Výber balíčka kariet (Deck Theme) -->
+37 -3
View File
@@ -1,8 +1,15 @@
@namespace Faraon.Client.Components @namespace Faraon.Client.Components
<div class="player-slot @PositionClass @(IsCurrentTurn ? "active-turn-slot" : "")"> <div class="player-slot @PositionClass @(IsFrozen ? "frozen-slot" : (IsCurrentTurn ? "active-turn-slot" : ""))">
<div class="avatar-badge @(IsCurrentTurn ? "active-turn" : "") @(Player.IsSkipped ? "is-skipped" : "") @(Player.HasFinished ? "is-finished" : "")"> <div class="avatar-badge @(IsFrozen ? "is-frozen" : (IsCurrentTurn ? "active-turn" : "")) @(Player.HasFinished ? "is-finished" : "") @(CanBeRevived && Player.HasFinished && ReviveTurnsRemaining > 0 ? "can-be-revived" : "")">
@if (IsCurrentTurn && !Player.HasFinished && !Player.IsEliminated) @if (IsFrozen && !Player.HasFinished && !Player.IsEliminated)
{
<div class="frozen-indicator-badge">
<span class="frozen-indicator-dot"></span>
<span class="frozen-indicator-text">❄️ ZMRAZENÝ</span>
</div>
}
else if (IsCurrentTurn && !Player.HasFinished && !Player.IsEliminated)
{ {
<div class="turn-indicator-badge"> <div class="turn-indicator-badge">
<span class="turn-indicator-dot"></span> <span class="turn-indicator-dot"></span>
@@ -45,6 +52,29 @@
</div> </div>
} }
</div> </div>
@if (IsFrozen && !Player.HasFinished && !Player.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 (CanBeRevived && Player.HasFinished && ReviveTurnsRemaining > 0)
{
<div class="revive-countdown-badge" title="Tento hráč môže byť vrátený do hry Červenou sedmou!">
<span class="heartbeat-icon">❤️</span>
<span>
@(ReviveRoundsRemaining > 1 ? $"Oživenie: {ReviveRoundsRemaining} kolá" : (ReviveTurnsRemaining <= 1 ? "Oživenie: 1 ťah" : "Oživenie: 1 kolo"))
</span>
</div>
}
</div> </div>
<!-- Mini karty pre vizuálny odpočet kariet v ruke --> <!-- Mini karty pre vizuálny odpočet kariet v ruke -->
@@ -62,6 +92,10 @@
@code { @code {
[Parameter, EditorRequired] public Player Player { get; set; } = default!; [Parameter, EditorRequired] public Player Player { get; set; } = default!;
[Parameter] public bool IsCurrentTurn { get; set; } = false; [Parameter] public bool IsCurrentTurn { get; set; } = false;
[Parameter] public bool IsFrozen { get; set; } = false;
[Parameter] public bool CanBeRevived { get; set; } = false;
[Parameter] public int ReviveRoundsRemaining { get; set; } = 0;
[Parameter] public int ReviveTurnsRemaining { get; set; } = 0;
[Parameter] public bool IsOlympicMode { get; set; } = false; [Parameter] public bool IsOlympicMode { get; set; } = false;
[Parameter] public string PositionClass { get; set; } = "slot-top"; [Parameter] public string PositionClass { get; set; } = "slot-top";
} }
+213 -27
View File
@@ -31,6 +31,10 @@ else
</span> </span>
</div> </div>
<div class="game-controls"> <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 --> <!-- Rýchly prepínač balíčka kariet -->
<button class="btn-game-icon" title="Zmeniť balíček kariet (@Engine.State.Rules.SelectedDeck)" @onclick="ToggleDeck"> <button class="btn-game-icon" title="Zmeniť balíček kariet (@Engine.State.Rules.SelectedDeck)" @onclick="ToggleDeck">
@GetDeckIcon(Engine.State.Rules.SelectedDeck) @GetDeckIcon(Engine.State.Rules.SelectedDeck)
@@ -49,8 +53,14 @@ else
<!-- Súperi na stole --> <!-- Súperi na stole -->
@foreach (var opp in GetOpponents()) @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" <PlayerSlot Player="@opp.Player"
IsCurrentTurn="@(Engine.State.CurrentPlayer == 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" IsOlympicMode="@Engine.State.Rules.OlympicMode"
PositionClass="@opp.PositionClass" /> PositionClass="@opp.PositionClass" />
} }
@@ -74,6 +84,14 @@ else
CustomStyle="box-shadow: 0 10px 25px rgba(0,0,0,0.7);" /> 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 --> <!-- Indikátor trestu zo sedmy -->
@if (Engine.State.PendingDrawCount > 0) @if (Engine.State.PendingDrawCount > 0)
{ {
@@ -94,23 +112,56 @@ else
<span>@dummy.SuitName</span> <span>@dummy.SuitName</span>
</div> </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>
</div> </div>
<!-- Spodný slot: Aktívny hráč v zobrazení --> <!-- 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;"> 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"> <div class="turn-indicator-badge">
<span class="turn-indicator-dot"></span> <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> </div>
} }
@if (ViewingPlayer.HasFinished)
{
<div class="badge-finished-pos">
@ViewingPlayer.FinishedPosition
</div>
}
<div style="display: flex; align-items: center; gap: 8px;"> <div style="display: flex; align-items: center; gap: 8px;">
<span class="avatar-icon">@ViewingPlayer.Avatar</span> <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> <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) @if (Engine.State.Rules.OlympicMode)
{ {
@@ -119,6 +170,29 @@ else
</span> </span>
} }
</div> </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> </div>
<!-- Interaktívna ruka hráča --> <!-- Interaktívna ruka hráča -->
@@ -232,17 +306,24 @@ else
return Engine.State.CurrentPlayer; 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); 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 != null &&
Engine.State.TurnState == TurnState.Playing && Engine.State.TurnState == TurnState.Playing &&
Engine.State.CurrentPlayer == ViewingPlayer; Engine.State.CurrentPlayer == ViewingPlayer;
private bool IsViewingPlayerTurn =>
IsViewingPlayerActiveTurn &&
ViewingPlayer.Type == PlayerType.Human;
protected override async Task OnAfterRenderAsync(bool firstRender) protected override async Task OnAfterRenderAsync(bool firstRender)
{ {
if (firstRender) if (firstRender)
@@ -269,6 +350,7 @@ else
Engine.StartGame(gamePlayers, ConfiguredRules); Engine.StartGame(gamePlayers, ConfiguredRules);
_previousTurnPlayer = Engine.State.CurrentPlayer; _previousTurnPlayer = Engine.State.CurrentPlayer;
_ = Fx.SetSpeedLevelAsync(Engine.State.Rules.SpeedLevel);
IsInLobby = false; IsInLobby = false;
LastEventMessage = "Hra začala! Veľa šťastia."; LastEventMessage = "Hra začala! Veľa šťastia.";
@@ -294,9 +376,29 @@ else
await Fx.PlaySevenStackAsync(Math.Max(1, e.ExtraData / 3)); await Fx.PlaySevenStackAsync(Math.Max(1, e.ExtraData / 3));
await Fx.TriggerDopamineBannerAsync($"🔥 +{e.ExtraData} KARIET!", "Trestná reťaz sediem", "triple"); await Fx.TriggerDopamineBannerAsync($"🔥 +{e.ExtraData} KARIET!", "Trestná reťaz sediem", "triple");
break; 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: 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: 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; break;
case GameEventType.PlayerRevived: case GameEventType.PlayerRevived:
await Fx.TriggerReviveEffectAsync(e.TargetPlayer?.Name ?? e.SourcePlayer?.Name ?? "Hráč"); 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 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() private void ToggleDeck()
{ {
if (Engine == null) return; if (Engine == null) return;
@@ -393,10 +533,17 @@ else
_ = Fx.TriggerComboSlamAsync(4, "👑 KVADRA / MEGA COMBO!"); _ = 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 (i == cards.Count - 1)
if (cards.Count > 1) await Task.Delay(90); {
await Fx.AnimateCardPlayAsync(pos, cards[i], deck);
}
else
{
_ = Fx.AnimateCardPlayAsync(pos, cards[i], deck);
await Task.Delay(MultiCardDelayMs);
}
} }
Engine.PlayCards(ViewingPlayer, cards); Engine.PlayCards(ViewingPlayer, cards);
@@ -412,10 +559,19 @@ else
if (Engine.State.PendingDrawCount > 0) 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); if (i == drawCount - 1)
await Task.Delay(90); {
await Fx.AnimateCardDrawAsync(pos, deck);
}
else
{
_ = Fx.AnimateCardDrawAsync(pos, deck);
await Task.Delay(staggerDelay);
}
} }
} }
else if (!Engine.State.PendingSkip) else if (!Engine.State.PendingSkip)
@@ -460,10 +616,17 @@ else
{ {
string pos = GetPlayerPosition(ViewingPlayer); string pos = GetPlayerPosition(ViewingPlayer);
string deck = Engine.State.Rules.SelectedDeck; string deck = Engine.State.Rules.SelectedDeck;
foreach (var c in cards) for (int i = 0; i < cards.Count; i++)
{ {
_ = Fx.AnimateCardPlayAsync(pos, c, deck); if (i == cards.Count - 1)
await Task.Delay(75); {
await Fx.AnimateCardPlayAsync(pos, cards[i], deck);
}
else
{
_ = Fx.AnimateCardPlayAsync(pos, cards[i], deck);
await Task.Delay(MultiCardDelayMs);
}
} }
Engine.BurnCards(ViewingPlayer, cards); Engine.BurnCards(ViewingPlayer, cards);
StateHasChanged(); StateHasChanged();
@@ -523,20 +686,34 @@ else
_ = Fx.TriggerComboSlamAsync(4, $"👑 {aiPlayer.Name}: KVADRA!"); _ = 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 (i == cardsToPlay.Count - 1)
if (cardsToPlay.Count > 1) await Task.Delay(85); {
await Fx.AnimateCardPlayAsync(pos, cardsToPlay[i], deck);
}
else
{
_ = Fx.AnimateCardPlayAsync(pos, cardsToPlay[i], deck);
await Task.Delay(MultiCardDelayMs);
}
} }
Engine.PlayCards(aiPlayer, cardsToPlay, decision.ChosenSuit); Engine.PlayCards(aiPlayer, cardsToPlay, decision.ChosenSuit);
} }
} }
else if (decision.Type == AIDecisionType.BurnCards && decision.Cards != null) 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); if (i == decision.Cards.Count - 1)
await Task.Delay(75); {
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); Engine.BurnCards(aiPlayer, decision.Cards);
} }
@@ -544,10 +721,19 @@ else
{ {
if (Engine.State.PendingDrawCount > 0) 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); if (i == drawCount - 1)
await Task.Delay(90); {
await Fx.AnimateCardDrawAsync(pos, deck);
}
else
{
_ = Fx.AnimateCardDrawAsync(pos, deck);
await Task.Delay(staggerDelay);
}
} }
} }
else if (!Engine.State.PendingSkip) else if (!Engine.State.PendingSkip)
+28
View File
@@ -48,11 +48,30 @@ public class FxService
catch { } catch { }
} }
public async ValueTask TriggerIceShatterAsync(string position)
{
try
{
await _js.InvokeVoidAsync("FaraonFx.triggerIceShatter", position);
}
catch { }
}
public async ValueTask PlayHornikChimeAsync() public async ValueTask PlayHornikChimeAsync()
{ {
try { await _js.InvokeVoidAsync("FaraonFx.playHornikChime"); } catch { } try { await _js.InvokeVoidAsync("FaraonFx.playHornikChime"); } catch { }
} }
public async ValueTask PlayLeafShieldAsync(string? position = null)
{
try
{
await _js.InvokeVoidAsync("FaraonFx.playLeafShield");
await _js.InvokeVoidAsync("FaraonFx.triggerLeafParticles", null, null, 40);
}
catch { }
}
public async ValueTask PlayBurnExplosionAsync() public async ValueTask PlayBurnExplosionAsync()
{ {
try try
@@ -123,6 +142,15 @@ public class FxService
catch { } catch { }
} }
public async ValueTask SetSpeedLevelAsync(int level)
{
try
{
await _js.InvokeVoidAsync("FaraonFx.setSpeedLevel", level);
}
catch { }
}
public async ValueTask PlaySelectStepAsync(int step) public async ValueTask PlaySelectStepAsync(int step)
{ {
try { await _js.InvokeVoidAsync("FaraonFx.playSelectStep", step); } catch { } try { await _js.InvokeVoidAsync("FaraonFx.playSelectStep", step); } catch { }
+239 -4
View File
@@ -156,6 +156,26 @@ body, html {
transform: scale(1.1); transform: scale(1.1);
} }
.btn-speed-control {
width: auto !important;
min-width: 60px;
padding: 0 10px;
border-radius: 20px !important;
font-size: 0.8rem !important;
font-weight: 800;
letter-spacing: 0.3px;
background: rgba(245, 176, 65, 0.15) !important;
border-color: rgba(245, 176, 65, 0.45) !important;
color: var(--gold) !important;
white-space: nowrap;
}
.btn-speed-control:hover {
background: rgba(245, 176, 65, 0.35) !important;
border-color: var(--gold) !important;
box-shadow: 0 0 10px rgba(245, 176, 65, 0.4);
}
/* TABLE FELT & SLOTS */ /* TABLE FELT & SLOTS */
.poker-table-surface { .poker-table-surface {
flex: 1; flex: 1;
@@ -405,14 +425,229 @@ body, html {
font-weight: 700; font-weight: 700;
} }
/* FROZEN / ICE STATUS STYLES */
.avatar-badge.is-frozen,
.avatar-badge.is-skipped { .avatar-badge.is-skipped {
border-color: var(--ice-blue); background: linear-gradient(135deg, rgba(0, 229, 255, 0.45) 0%, rgba(255, 255, 255, 0.25) 45%, rgba(0, 150, 255, 0.4) 100%) !important;
box-shadow: 0 0 15px var(--ice-blue); border-color: #00e5ff !important;
box-shadow: 0 0 26px rgba(0, 229, 255, 0.95), inset 0 0 16px rgba(255, 255, 255, 0.7) !important;
backdrop-filter: blur(8px) brightness(1.25) !important;
transform: scale(1.08);
overflow: visible;
animation: freeze-pulse 2s infinite ease-in-out alternate;
}
@keyframes freeze-pulse {
0% {
box-shadow: 0 0 18px rgba(0, 229, 255, 0.75), inset 0 0 12px rgba(255, 255, 255, 0.45);
border-color: #00e5ff;
}
100% {
box-shadow: 0 0 35px rgba(0, 229, 255, 1), 0 0 55px rgba(0, 229, 255, 0.5), inset 0 0 20px rgba(255, 255, 255, 0.85);
border-color: #e0ffff;
}
}
/* FROZEN ICE AURA (SLOT) */
.player-slot.frozen-slot::before,
.slot-bottom.frozen-slot::before {
content: '';
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 150%;
height: 150%;
background: radial-gradient(ellipse at center, rgba(0, 229, 255, 0.38) 0%, rgba(0, 229, 255, 0.12) 50%, transparent 75%) !important;
pointer-events: none;
z-index: -1;
border-radius: 50%;
animation: ice-mist 2.4s infinite ease-in-out alternate !important;
}
@keyframes ice-mist {
0% { transform: translate(-50%, -50%) scale(0.92); opacity: 0.7; }
100% { transform: translate(-50%, -50%) scale(1.18); opacity: 1; filter: drop-shadow(0 0 18px rgba(0, 229, 255, 0.6)); }
}
/* FROZEN BADGE (ZMRAZENÝ) */
.frozen-indicator-badge {
position: absolute;
top: -14px;
left: 50%;
transform: translateX(-50%);
display: inline-flex;
align-items: center;
gap: 5px;
background: linear-gradient(135deg, #00e5ff, #80d8ff, #ffffff);
color: #003040;
font-size: 0.66rem;
font-weight: 900;
letter-spacing: 0.8px;
padding: 2px 9px;
border-radius: 12px;
box-shadow: 0 2px 10px rgba(0, 0, 0, 0.6), 0 0 18px rgba(0, 229, 255, 0.9);
border: 1.5px solid #ffffff;
white-space: nowrap;
z-index: 25;
animation: frozen-badge-float 2s ease-in-out infinite alternate;
}
@keyframes frozen-badge-float {
0% { transform: translateX(-50%) translateY(0); }
100% { transform: translateX(-50%) translateY(-3px); }
}
.frozen-indicator-dot {
width: 6px;
height: 6px;
border-radius: 50%;
background-color: #00b0ff;
box-shadow: 0 0 6px #00e5ff;
animation: dot-blink 0.8s ease-in-out infinite alternate;
}
/* ICICLES HANGING UNDER FROZEN BADGE */
.icicles-row {
position: absolute;
bottom: -10px;
left: 4px;
right: 4px;
height: 12px;
display: flex;
justify-content: space-around;
pointer-events: none;
z-index: 22;
}
.icicle {
width: 0;
height: 0;
border-left: 3.5px solid transparent;
border-right: 3.5px solid transparent;
border-top: 9px solid rgba(224, 247, 250, 0.92);
filter: drop-shadow(0 2px 4px rgba(0, 229, 255, 0.85));
}
.icicle:nth-child(even) {
border-top-width: 13px;
border-left-width: 4.5px;
border-right-width: 4.5px;
}
.icicle:nth-child(3n) {
border-top-width: 7px;
border-left-width: 2.5px;
border-right-width: 2.5px;
}
/* DISCARD PILE ACE FREEZE BADGE */
.ace-freeze-badge {
position: absolute;
top: -18px;
left: 50%;
transform: translateX(-50%);
background: linear-gradient(135deg, #00e5ff, #0091ea, #00b0ff);
color: #ffffff;
font-weight: 900;
font-size: 0.82rem;
padding: 3px 12px;
border-radius: 20px;
box-shadow: 0 0 22px rgba(0, 229, 255, 0.95), 0 4px 12px rgba(0, 0, 0, 0.7);
border: 2px solid #ffffff;
white-space: nowrap;
z-index: 25;
animation: ace-freeze-pulse 1.6s infinite alternate;
text-shadow: 0 1px 4px rgba(0, 0, 0, 0.8);
}
@keyframes ace-freeze-pulse {
0% { transform: translateX(-50%) scale(0.95); box-shadow: 0 0 16px rgba(0, 229, 255, 0.75); }
100% { transform: translateX(-50%) scale(1.06); box-shadow: 0 0 32px rgba(0, 229, 255, 1); }
}
/* DISCARD PILE GREEN WILDCARD BADGE */
.green-wildcard-badge {
position: absolute;
top: -18px;
left: 50%;
transform: translateX(-50%);
background: linear-gradient(135deg, #1b4332, #2d6a4f, #52b788);
color: #ffffff;
font-weight: 900;
font-size: 0.82rem;
padding: 3px 12px;
border-radius: 20px;
box-shadow: 0 0 20px rgba(82, 183, 136, 0.9), 0 4px 12px rgba(0, 0, 0, 0.7);
border: 2px solid #b7e4c7;
white-space: nowrap;
z-index: 25;
animation: green-wildcard-pulse 1.6s infinite alternate;
text-shadow: 0 1px 4px rgba(0, 0, 0, 0.8);
}
@keyframes green-wildcard-pulse {
0% { transform: translateX(-50%) scale(0.95); box-shadow: 0 0 14px rgba(82, 183, 136, 0.7); }
100% { transform: translateX(-50%) scale(1.06); box-shadow: 0 0 28px rgba(82, 183, 136, 1); }
} }
.avatar-badge.is-finished { .avatar-badge.is-finished {
opacity: 0.6; opacity: 0.65;
filter: grayscale(0.5); filter: grayscale(0.4);
}
.avatar-badge.can-be-revived {
opacity: 0.95 !important;
filter: none !important;
border-color: #ff1744 !important;
box-shadow: 0 0 20px rgba(255, 23, 68, 0.7), inset 0 0 10px rgba(255, 23, 68, 0.3) !important;
animation: revive-target-pulse 1.4s infinite alternate;
}
@keyframes revive-target-pulse {
0% { box-shadow: 0 0 12px rgba(255, 23, 68, 0.5); }
100% { box-shadow: 0 0 24px rgba(255, 23, 68, 0.95), 0 0 35px rgba(255, 82, 82, 0.4); }
}
/* REVIVE COUNTDOWN BADGE */
.revive-countdown-badge {
position: absolute;
bottom: -13px;
left: 50%;
transform: translateX(-50%);
background: linear-gradient(135deg, #b71c1c, #d50000, #ff1744);
color: #ffffff;
font-size: 0.68rem;
font-weight: 900;
letter-spacing: 0.5px;
padding: 2px 9px;
border-radius: 12px;
box-shadow: 0 0 14px rgba(255, 23, 68, 0.85), 0 2px 6px rgba(0, 0, 0, 0.6);
border: 1.5px solid #ff8a80;
white-space: nowrap;
z-index: 25;
display: inline-flex;
align-items: center;
gap: 4px;
animation: heartbeat-glow 1.2s infinite ease-in-out alternate;
}
@keyframes heartbeat-glow {
0% { transform: translateX(-50%) scale(0.96); box-shadow: 0 0 8px rgba(255, 23, 68, 0.6); }
100% { transform: translateX(-50%) scale(1.05); box-shadow: 0 0 18px rgba(255, 23, 68, 1); }
}
.heartbeat-icon {
display: inline-block;
animation: heart-beat 1s infinite;
}
@keyframes heart-beat {
0% { transform: scale(1); }
15% { transform: scale(1.35); }
30% { transform: scale(1); }
45% { transform: scale(1.25); }
60% { transform: scale(1); }
} }
.badge-finished-pos { .badge-finished-pos {
+158 -3
View File
@@ -3,11 +3,23 @@
window.FaraonFx = (function () { window.FaraonFx = (function () {
let audioCtx = null; let audioCtx = null;
let isMuted = false; let isMuted = false;
let speedMultiplier = 1.0;
let particleCanvas = null; let particleCanvas = null;
let particleCtx = null; let particleCtx = null;
let particles = []; let particles = [];
let animationFrameId = null; let animationFrameId = null;
function setSpeedLevel(level) {
switch (level) {
case 1: speedMultiplier = 0.7; break; // 0.5x
case 2: speedMultiplier = 0.85; break; // 0.75x
case 4: speedMultiplier = 1.5; break; // 1.5x
case 5: speedMultiplier = 2.4; break; // 2.5x Turbo
case 3:
default: speedMultiplier = 1.0; break;
}
}
function getAudioContext() { function getAudioContext() {
if (!audioCtx) { if (!audioCtx) {
const AudioContext = window.AudioContext || window.webkitAudioContext; const AudioContext = window.AudioContext || window.webkitAudioContext;
@@ -168,6 +180,79 @@ window.FaraonFx = (function () {
triggerScreenShake(3); triggerScreenShake(3);
} }
function playIceCrack() {
if (isMuted) return;
const ctx = getAudioContext();
if (!ctx) return;
const now = ctx.currentTime;
// Sharp ice snap noise
const bufferSize = ctx.sampleRate * 0.12;
const buffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = (Math.random() * 2 - 1) * Math.exp(-i / (ctx.sampleRate * 0.02));
}
const noise = ctx.createBufferSource();
noise.buffer = buffer;
const filter = ctx.createBiquadFilter();
filter.type = 'highpass';
filter.frequency.setValueAtTime(3200, now);
const gain = ctx.createGain();
gain.gain.setValueAtTime(0.45, now);
gain.gain.exponentialRampToValueAtTime(0.001, now + 0.12);
noise.connect(filter);
filter.connect(gain);
gain.connect(ctx.destination);
noise.start(now);
// Resonant high crystal ringing
[2400, 3600, 4800].forEach((freq, idx) => {
const osc = ctx.createOscillator();
const oscGain = ctx.createGain();
osc.type = 'sine';
osc.frequency.setValueAtTime(freq + Math.random() * 200, now + idx * 0.02);
oscGain.gain.setValueAtTime(0.12, now + idx * 0.02);
oscGain.gain.exponentialRampToValueAtTime(0.001, now + idx * 0.02 + 0.22);
osc.connect(oscGain);
oscGain.connect(ctx.destination);
osc.start(now + idx * 0.02);
osc.stop(now + idx * 0.02 + 0.23);
});
triggerScreenShake(4);
}
function playLeafShield() {
if (isMuted) return;
const ctx = getAudioContext();
if (!ctx) return;
const now = ctx.currentTime;
[523.25, 659.25, 783.99, 1046.50].forEach((freq, idx) => {
const osc = ctx.createOscillator();
const gain = ctx.createGain();
osc.type = 'triangle';
osc.frequency.setValueAtTime(freq, now + idx * 0.05);
gain.gain.setValueAtTime(0.2, now + idx * 0.05);
gain.gain.exponentialRampToValueAtTime(0.001, now + idx * 0.05 + 0.35);
osc.connect(gain);
gain.connect(ctx.destination);
osc.start(now + idx * 0.05);
osc.stop(now + idx * 0.05 + 0.36);
});
triggerScreenShake(2);
}
function playHornikChime() { function playHornikChime() {
if (isMuted) return; if (isMuted) return;
const ctx = getAudioContext(); const ctx = getAudioContext();
@@ -386,7 +471,7 @@ window.FaraonFx = (function () {
opacity: 1 opacity: 1
} }
], { ], {
duration: 420, duration: Math.round(420 / speedMultiplier),
easing: 'cubic-bezier(0.175, 0.885, 0.32, 1.2)' easing: 'cubic-bezier(0.175, 0.885, 0.32, 1.2)'
}); });
@@ -429,7 +514,7 @@ window.FaraonFx = (function () {
{ transform: `translate(-50%, -50%) translate3d(${dx * 0.5}px, ${dy * 0.5 - 30}px, 0) scale(1.15) rotate(10deg)`, opacity: 1, offset: 0.5 }, { transform: `translate(-50%, -50%) translate3d(${dx * 0.5}px, ${dy * 0.5 - 30}px, 0) scale(1.15) rotate(10deg)`, opacity: 1, offset: 0.5 },
{ transform: `translate(-50%, -50%) translate3d(${dx}px, ${dy}px, 0) scale(0.6) rotate(0deg)`, opacity: 0.2 } { transform: `translate(-50%, -50%) translate3d(${dx}px, ${dy}px, 0) scale(0.6) rotate(0deg)`, opacity: 0.2 }
], { ], {
duration: 380, duration: Math.round(380 / speedMultiplier),
easing: 'cubic-bezier(0.25, 1, 0.5, 1)' easing: 'cubic-bezier(0.25, 1, 0.5, 1)'
}); });
@@ -513,7 +598,7 @@ window.FaraonFx = (function () {
const midX = (startPos.x + endPos.x) / 2; const midX = (startPos.x + endPos.x) / 2;
const midY = Math.min(startPos.y, endPos.y) - 35; const midY = Math.min(startPos.y, endPos.y) - 35;
const duration = 380; const duration = Math.round(380 / speedMultiplier);
const startTime = performance.now(); const startTime = performance.now();
function step(currentTime) { function step(currentTime) {
@@ -693,6 +778,71 @@ window.FaraonFx = (function () {
} }
} }
function triggerIceShatter(position) {
if (!particleCanvas) return;
let x = window.innerWidth / 2;
let y = window.innerHeight / 2;
if (typeof position === 'string') {
const elem = getSlotElement(position);
const coords = elem ? getElementCenter(elem) : getPositionCoords(position);
x = coords.x;
y = coords.y;
} else if (position && position.x && position.y) {
x = position.x;
y = position.y;
}
playIceCrack();
const colors = ['#00ffff', '#80d8ff', '#e0f7fa', '#ffffff', '#b2ebf2', '#87cefa'];
for (let i = 0; i < 40; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = 3 + Math.random() * 10;
particles.push({
x: x + (Math.random() - 0.5) * 50,
y: y + (Math.random() - 0.5) * 40,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed - 2.5,
gravity: 0.22,
size: 6 + Math.random() * 9,
aspect: 0.35 + Math.random() * 1.5,
color: colors[Math.floor(Math.random() * colors.length)],
shape: Math.random() > 0.35 ? 'rect' : 'spark',
life: 1.1,
decay: 0.022 + Math.random() * 0.02,
rotation: Math.random() * Math.PI * 2,
vRot: (Math.random() - 0.5) * 0.4
});
}
}
function triggerLeafParticles(x, y, count = 35) {
if (!particleCanvas) return;
const startX = x || window.innerWidth / 2;
const startY = y || window.innerHeight / 2;
const colors = ['#2d6a4f', '#52b788', '#74c69d', '#b7e4c7', '#d8f3dc', '#ffd700'];
for (let i = 0; i < count; i++) {
const angle = Math.random() * Math.PI * 2;
const speed = 2.5 + Math.random() * 8;
particles.push({
x: startX + (Math.random() - 0.5) * 30,
y: startY + (Math.random() - 0.5) * 30,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed - 1.5,
gravity: 0.12,
size: 5 + Math.random() * 7,
aspect: 0.4 + Math.random() * 1.5,
color: colors[Math.floor(Math.random() * colors.length)],
shape: 'spark',
life: 1.0,
decay: 0.025 + Math.random() * 0.02,
rotation: Math.random() * Math.PI * 2,
vRot: (Math.random() - 0.5) * 0.3
});
}
}
function triggerBurnExplosion(x, y) { function triggerBurnExplosion(x, y) {
if (!particleCanvas) return; if (!particleCanvas) return;
const colors = ['#ff0000', '#ff4500', '#ffaa00', '#333333', '#ffffff']; const colors = ['#ff0000', '#ff4500', '#ffaa00', '#333333', '#ffffff'];
@@ -1016,6 +1166,8 @@ window.FaraonFx = (function () {
playCardDraw, playCardDraw,
playSevenStack, playSevenStack,
playAceFreeze, playAceFreeze,
playIceCrack,
playLeafShield,
playHornikChime, playHornikChime,
playBurnExplosion, playBurnExplosion,
playVictory, playVictory,
@@ -1029,6 +1181,8 @@ window.FaraonFx = (function () {
initParticles, initParticles,
triggerFireParticles, triggerFireParticles,
triggerIceParticles, triggerIceParticles,
triggerIceShatter,
triggerLeafParticles,
triggerBurnExplosion, triggerBurnExplosion,
triggerConfetti, triggerConfetti,
triggerCoinJackpot, triggerCoinJackpot,
@@ -1037,6 +1191,7 @@ window.FaraonFx = (function () {
animateCardPlay, animateCardPlay,
animateCardDraw, animateCardDraw,
animateTurnTransition, animateTurnTransition,
setSpeedLevel,
toggleMute toggleMute
}; };
})(); })();
+4 -2
View File
@@ -124,11 +124,13 @@ public class FaraonAI : IFaraonAI
private Card ChooseBestCardSmart(List<Card> playable, Player player, GameState state) private Card ChooseBestCardSmart(List<Card> playable, Player player, GameState state)
{ {
// 1. Ak čelíme sedme, prioritne zahráme obyčajnú sedmu pred Červenou sedmou (ak je niekto vonku, šetríme ju) // 1. Ak čelíme sedme, zahráme obyčajnú sedmu, Zeleného dolníka na zrušenie trestu, alebo Červenú sedmu
if (state.PendingDrawCount > 0) if (state.PendingDrawCount > 0)
{ {
var regularSeven = playable.FirstOrDefault(c => c.IsSeven && !c.IsRedSeven); var regularSeven = playable.FirstOrDefault(c => c.IsSeven && !c.IsRedSeven);
if (regularSeven != null) return regularSeven; if (regularSeven != null) return regularSeven;
var greenUnderKnave = playable.FirstOrDefault(c => c.IsGreenUnderKnave);
if (greenUnderKnave != null) return greenUnderKnave;
var redSeven = playable.FirstOrDefault(c => c.IsRedSeven); var redSeven = playable.FirstOrDefault(c => c.IsRedSeven);
if (redSeven != null) return redSeven; if (redSeven != null) return redSeven;
} }
@@ -147,7 +149,7 @@ public class FaraonAI : IFaraonAI
} }
// 4. Ak má Červenú sedmu a na stole je niekto na oživenie (LastFinishedPlayer), oživíme ho! // 4. Ak má Červenú sedmu a na stole je niekto na oživenie (LastFinishedPlayer), oživíme ho!
if (state.Rules.RedSevenRevives && state.LastFinishedPlayer != null) if (state.Rules.RedSevenRevives && state.LastFinishedPlayer != null && state.ReviveTurnsRemaining > 0)
{ {
var redSeven = playable.FirstOrDefault(c => c.IsRedSeven); var redSeven = playable.FirstOrDefault(c => c.IsRedSeven);
if (redSeven != null) return redSeven; if (redSeven != null) return redSeven;
+41 -1
View File
@@ -12,9 +12,15 @@ public static class ActionValidator
bool pendingSkip, bool pendingSkip,
RuleOptions rules) RuleOptions rules)
{ {
// 1. Ak je na stole trest zo sedmy (napr. +2, +4, +6) // 1. Ak je na stole trest zo sedmy (napr. +3, +6, +9)
if (pendingDrawCount > 0) if (pendingDrawCount > 0)
{ {
// Zelený dolník ruší sedmičky
if (rules.GreenUnderKnaveCancelsSevens && card.IsGreenUnderKnave)
{
return true;
}
// Ak je povolené prebíjanie sediem, musí zahrať sedmu // Ak je povolené prebíjanie sediem, musí zahrať sedmu
return rules.StackSevens && card.IsSeven; return rules.StackSevens && card.IsSeven;
} }
@@ -38,6 +44,21 @@ public static class ActionValidator
return true; return true;
} }
// 4b. Červená sedma v režime AnyCardOneRound sa môže zahrať na ľubovoľnú kartu
if (card.IsRedSeven && rules.RedSevenMode == RedSevenMode.AnyCardOneRound)
{
return true;
}
// 4c. Zelený dolník v režime UniversalWildcard ide na čokoľvek a naňho ide čokoľvek
if (rules.GreenUnderKnaveMode == GreenUnderKnaveMode.UniversalWildcard)
{
if (card.IsGreenUnderKnave || topCard.IsGreenUnderKnave)
{
return true;
}
}
// 5. Ak bola zmenená farba Horníkom // 5. Ak bola zmenená farba Horníkom
if (activeSuit.HasValue) if (activeSuit.HasValue)
{ {
@@ -66,6 +87,10 @@ public static class ActionValidator
// 1. Ak je na stole trest zo sedmy // 1. Ak je na stole trest zo sedmy
if (pendingDrawCount > 0) if (pendingDrawCount > 0)
{ {
if (rules.GreenUnderKnaveCancelsSevens && cards.Any(c => c.IsGreenUnderKnave))
{
return true;
}
return rules.StackSevens && cards.All(c => c.IsSeven); return rules.StackSevens && cards.All(c => c.IsSeven);
} }
@@ -87,6 +112,21 @@ public static class ActionValidator
return true; return true;
} }
// 4b. Combo so Srdcovou/Červenou sedmou v režime AnyCardOneRound sa dá vyložiť na čokoľvek
if (firstRank == Rank.Seven && cards.Any(c => c.IsRedSeven) && rules.RedSevenMode == RedSevenMode.AnyCardOneRound)
{
return true;
}
// 4c. Zelený dolník v režime UniversalWildcard
if (rules.GreenUnderKnaveMode == GreenUnderKnaveMode.UniversalWildcard)
{
if (cards.Any(c => c.IsGreenUnderKnave) || topCard.IsGreenUnderKnave)
{
return true;
}
}
// 5. Ak bola zmenená farba Horníkom // 5. Ak bola zmenená farba Horníkom
if (activeSuit.HasValue) if (activeSuit.HasValue)
{ {
+68 -3
View File
@@ -31,6 +31,9 @@ public class GameEngine
State.RoundLoser = null; State.RoundLoser = null;
State.RoundNumber = 1; State.RoundNumber = 1;
State.LastFinishedPlayer = null; State.LastFinishedPlayer = null;
State.ReviveTurnsRemaining = 0;
State.ReviveRoundsRemaining = 0;
State.ReviveWindowInitialTurns = 0;
State.TurnCount = 1; State.TurnCount = 1;
State.PendingDrawCount = 0; State.PendingDrawCount = 0;
State.PendingSkip = false; State.PendingSkip = false;
@@ -205,11 +208,13 @@ public class GameEngine
State.PendingDrawCount += addedPenalty; State.PendingDrawCount += addedPenalty;
var redSeven = cards.FirstOrDefault(c => c.IsRedSeven); var redSeven = cards.FirstOrDefault(c => c.IsRedSeven);
if (redSeven != null && State.Rules.RedSevenRevives && State.LastFinishedPlayer != null && State.LastFinishedPlayer != player) if (redSeven != null && State.Rules.RedSevenRevives && State.LastFinishedPlayer != null && State.LastFinishedPlayer != player && State.ReviveTurnsRemaining > 0)
{ {
var revived = State.LastFinishedPlayer; var revived = State.LastFinishedPlayer;
revived.FinishedPosition = null; revived.FinishedPosition = null;
State.LastFinishedPlayer = null; State.LastFinishedPlayer = null;
State.ReviveTurnsRemaining = 0;
State.ReviveRoundsRemaining = 0;
DrawCardsForPlayer(revived, 3); DrawCardsForPlayer(revived, 3);
EmitEvent(new GameEvent( EmitEvent(new GameEvent(
@@ -257,6 +262,20 @@ public class GameEngine
)); ));
} }
} }
// Efekt Zeleného dolníka (rušenie sediem)
else if (firstRank == Rank.UnderKnave && cards.Any(c => c.IsGreenUnderKnave) && State.Rules.GreenUnderKnaveCancelsSevens && State.PendingDrawCount > 0)
{
int canceled = State.PendingDrawCount;
State.PendingDrawCount = 0;
EmitEvent(new GameEvent(
GameEventType.SevenCanceled,
player,
Cards: cards,
ExtraData: canceled,
Message: $"🍃 {player.Name} zahral Zeleného dolníka a ZRUŠIL trest {canceled} kariet!"
));
}
// Ostatné karty // Ostatné karty
else else
{ {
@@ -328,11 +347,13 @@ public class GameEngine
State.PendingDrawCount += 3; State.PendingDrawCount += 3;
// Červená sedma vracia do hry // Červená sedma vracia do hry
if (card.IsRedSeven && State.Rules.RedSevenRevives && State.LastFinishedPlayer != null && State.LastFinishedPlayer != player) if (card.IsRedSeven && State.Rules.RedSevenRevives && State.LastFinishedPlayer != null && State.LastFinishedPlayer != player && State.ReviveTurnsRemaining > 0)
{ {
var revived = State.LastFinishedPlayer; var revived = State.LastFinishedPlayer;
revived.FinishedPosition = null; revived.FinishedPosition = null;
State.LastFinishedPlayer = null; State.LastFinishedPlayer = null;
State.ReviveTurnsRemaining = 0;
State.ReviveRoundsRemaining = 0;
// Doberie 3 karty // Doberie 3 karty
DrawCardsForPlayer(revived, 3); DrawCardsForPlayer(revived, 3);
@@ -382,6 +403,21 @@ public class GameEngine
State.PendingSkip = true; State.PendingSkip = true;
} }
// Efekt Zeleného dolníka (rušenie sediem)
if (card.IsGreenUnderKnave && State.Rules.GreenUnderKnaveCancelsSevens && State.PendingDrawCount > 0)
{
int canceled = State.PendingDrawCount;
State.PendingDrawCount = 0;
EmitEvent(new GameEvent(
GameEventType.SevenCanceled,
player,
Card: card,
ExtraData: canceled,
Message: $"🍃 {player.Name} zahral Zeleného dolníka a ZRUŠIL trest {canceled} kariet!"
));
}
// Kontrola, či hráč vyhral / skončil // Kontrola, či hráč vyhral / skončil
CheckPlayerFinish(player); CheckPlayerFinish(player);
@@ -538,7 +574,22 @@ public class GameEngine
{ {
int nextPos = State.Players.Count(p => p.HasFinished) + 1; int nextPos = State.Players.Count(p => p.HasFinished) + 1;
player.FinishedPosition = nextPos; player.FinishedPosition = nextPos;
State.LastFinishedPlayer = player;
if (State.Rules.RedSevenRevives)
{
State.LastFinishedPlayer = player;
int maxRounds = State.Rules.RedSevenMode == RedSevenMode.ColorOrSevenThreeRounds ? 3 : 1;
int activeCount = Math.Max(1, State.ActivePlayersCount);
State.ReviveRoundsRemaining = maxRounds;
State.ReviveTurnsRemaining = maxRounds * activeCount;
State.ReviveWindowInitialTurns = State.ReviveTurnsRemaining;
}
else
{
State.LastFinishedPlayer = null;
State.ReviveRoundsRemaining = 0;
State.ReviveTurnsRemaining = 0;
}
EmitEvent(new GameEvent( EmitEvent(new GameEvent(
GameEventType.PlayerFinished, GameEventType.PlayerFinished,
@@ -682,6 +733,20 @@ public class GameEngine
{ {
if (State.IsGameOver || State.IsRoundOver) return; if (State.IsGameOver || State.IsRoundOver) return;
// Odpočet lehoty na oživenie
if (State.LastFinishedPlayer != null && State.ReviveTurnsRemaining > 0)
{
State.ReviveTurnsRemaining--;
int activeCount = Math.Max(1, State.ActivePlayersCount);
State.ReviveRoundsRemaining = (int)Math.Ceiling((double)State.ReviveTurnsRemaining / activeCount);
if (State.ReviveTurnsRemaining <= 0)
{
State.LastFinishedPlayer = null;
State.ReviveRoundsRemaining = 0;
}
}
int attempts = 0; int attempts = 0;
do do
{ {
+1
View File
@@ -126,4 +126,5 @@ public record Card(Suit Suit, Rank Rank)
public bool IsAce => Rank == Rank.Ace; public bool IsAce => Rank == Rank.Ace;
public bool IsHornik => Rank == Rank.OverKnave; public bool IsHornik => Rank == Rank.OverKnave;
public bool IsRedSeven => Rank == Rank.Seven && Suit == Suit.Hearts; public bool IsRedSeven => Rank == Rank.Seven && Suit == Suit.Hearts;
public bool IsGreenUnderKnave => Rank == Rank.UnderKnave && Suit == Suit.Leaves;
} }
+1
View File
@@ -7,6 +7,7 @@ public enum GameEventType
CardsBurned, CardsBurned,
CardDrawn, CardDrawn,
SevenStacked, SevenStacked,
SevenCanceled,
AceSkipped, AceSkipped,
AceCountered, AceCountered,
SuitChanged, SuitChanged,
+3
View File
@@ -21,6 +21,9 @@ public class GameState
public RuleOptions Rules { get; set; } = new(); public RuleOptions Rules { get; set; } = new();
public bool IsGameOver { get; set; } = false; public bool IsGameOver { get; set; } = false;
public Player? LastFinishedPlayer { get; set; } public Player? LastFinishedPlayer { get; set; }
public int ReviveTurnsRemaining { get; set; } = 0;
public int ReviveRoundsRemaining { get; set; } = 0;
public int ReviveWindowInitialTurns { get; set; } = 0;
public int TurnCount { get; set; } = 0; public int TurnCount { get; set; } = 0;
public TurnState TurnState { get; set; } = TurnState.Playing; public TurnState TurnState { get; set; } = TurnState.Playing;
public Player? PendingHornikPlayer { get; set; } public Player? PendingHornikPlayer { get; set; }
+57 -4
View File
@@ -1,5 +1,19 @@
namespace Faraon.Core.Models; namespace Faraon.Core.Models;
public enum RedSevenMode
{
Disabled,
AnyCardOneRound,
ColorOrSevenThreeRounds
}
public enum GreenUnderKnaveMode
{
Disabled,
OnlyOnSevenOrUnderKnave, // Ruší sedmy, bežné pravidlá (Zeleň / Dolník)
UniversalWildcard // Ruší sedmy, ide na čokoľvek a súper naňho môže dať čokoľvek
}
public class RuleOptions public class RuleOptions
{ {
/// <summary> /// <summary>
@@ -18,9 +32,32 @@ public class RuleOptions
public bool CounterAceWithAce { get; set; } = true; public bool CounterAceWithAce { get; set; } = true;
/// <summary> /// <summary>
/// Červená sedma vracia do hry hráča, ktorý sa už zbavil všetkých kariet (posledného víťaza). /// Režim oživovania Červenou sedmou (Voľná do 1 kola, Klasická do 3 kôl, Vypnuté).
/// </summary> /// </summary>
public bool RedSevenRevives { get; set; } = true; public RedSevenMode RedSevenMode { get; set; } = RedSevenMode.ColorOrSevenThreeRounds;
/// <summary>
/// Či je oživovanie Červenou sedmou povolené.
/// </summary>
public bool RedSevenRevives
{
get => RedSevenMode != RedSevenMode.Disabled;
set => RedSevenMode = value ? (RedSevenMode == RedSevenMode.Disabled ? RedSevenMode.ColorOrSevenThreeRounds : RedSevenMode) : RedSevenMode.Disabled;
}
/// <summary>
/// Režim pre Zeleného dolníka (rušenie sediem a univerzálne vykladanie).
/// </summary>
public GreenUnderKnaveMode GreenUnderKnaveMode { get; set; } = GreenUnderKnaveMode.OnlyOnSevenOrUnderKnave;
/// <summary>
/// Či Zelený dolník ruší trest zo sediem.
/// </summary>
public bool GreenUnderKnaveCancelsSevens
{
get => GreenUnderKnaveMode != GreenUnderKnaveMode.Disabled;
set => GreenUnderKnaveMode = value ? (GreenUnderKnaveMode == GreenUnderKnaveMode.Disabled ? GreenUnderKnaveMode.OnlyOnSevenOrUnderKnave : GreenUnderKnaveMode) : GreenUnderKnaveMode.Disabled;
}
/// <summary> /// <summary>
/// Zahranie 4 rovnakých kariet naraz ("Spálenie"). Spáli kôpku a hráč hrá znova. /// Zahranie 4 rovnakých kariet naraz ("Spálenie"). Spáli kôpku a hráč hrá znova.
@@ -33,9 +70,25 @@ public class RuleOptions
public bool PassAndPlayPrivacyScreen { get; set; } = false; public bool PassAndPlayPrivacyScreen { get; set; } = false;
/// <summary> /// <summary>
/// Rýchlosť AI ťahov v milisekundách (pre plynulé sledovanie animácií). /// Úroveň rýchlosti hry (1 = 0.5x, 2 = 0.75x, 3 = 1x Normálna, 4 = 1.5x Rýchla, 5 = 2.5x Turbo).
/// </summary> /// </summary>
public int AIDelayMs { get; set; } = 900; public int SpeedLevel { get; set; } = 3;
/// <summary>
/// Rýchlosť AI ťahov v milisekundách podľa zvolenej úrovne rýchlosti.
/// </summary>
public int AIDelayMs
{
get => SpeedLevel switch
{
1 => 1600,
2 => 1200,
4 => 500,
5 => 200,
_ => 900
};
set { }
}
/// <summary> /// <summary>
/// Zvolený vizuálny štýl balíčka ("original" alebo "spongebob"). /// Zvolený vizuálny štýl balíčka ("original" alebo "spongebob").
+117
View File
@@ -110,6 +110,8 @@ public class GameEngineTests
p3.Hand.Clear(); p3.Hand.Clear();
p3.FinishedPosition = 1; p3.FinishedPosition = 1;
engine.State.LastFinishedPlayer = p3; engine.State.LastFinishedPlayer = p3;
engine.State.ReviveTurnsRemaining = 4;
engine.State.ReviveRoundsRemaining = 2;
p1.Hand.Clear(); p1.Hand.Clear();
var redSeven = new Card(Suit.Hearts, Rank.Seven); var redSeven = new Card(Suit.Hearts, Rank.Seven);
@@ -126,6 +128,64 @@ public class GameEngineTests
Assert.Equal(3, p3.Hand.Count); Assert.Equal(3, p3.Hand.Count);
} }
[Fact]
public void RedSeven_AnyCardOneRound_CanPlayOnAnyCard()
{
var rules = new RuleOptions { RedSevenMode = RedSevenMode.AnyCardOneRound };
var redSeven = new Card(Suit.Hearts, Rank.Seven);
var topCard = new Card(Suit.Acorns, Rank.King); // completely different suit and rank
var canPlay = ActionValidator.CanPlayCard(redSeven, topCard, null, 0, false, rules);
Assert.True(canPlay);
}
[Fact]
public void RedSeven_ColorOrSeven_OnlyOnMatchingSuitOrSeven()
{
var rules = new RuleOptions { RedSevenMode = RedSevenMode.ColorOrSevenThreeRounds };
var redSeven = new Card(Suit.Hearts, Rank.Seven);
var topAcornsKing = new Card(Suit.Acorns, Rank.King);
var topHeartsKing = new Card(Suit.Hearts, Rank.King);
var topBellsSeven = new Card(Suit.Bells, Rank.Seven);
Assert.False(ActionValidator.CanPlayCard(redSeven, topAcornsKing, null, 0, false, rules));
Assert.True(ActionValidator.CanPlayCard(redSeven, topHeartsKing, null, 0, false, rules));
Assert.True(ActionValidator.CanPlayCard(redSeven, topBellsSeven, null, 0, false, rules));
}
[Fact]
public void RedSeven_ReviveExpiresAfterTurns()
{
var engine = new GameEngine(seed: 42);
var p1 = new Player("Hráč 1", PlayerType.Human);
var p2 = new Player("Hráč 2", PlayerType.Human);
var p3 = new Player("Hráč 3", PlayerType.Human);
var rules = new RuleOptions { RedSevenMode = RedSevenMode.AnyCardOneRound };
engine.StartGame(new List<Player> { p1, p2, p3 }, rules);
p3.Hand.Clear();
p3.Hand.Add(new Card(Suit.Leaves, Rank.Eight));
engine.State.DiscardPile.Clear();
engine.State.DiscardPile.Add(new Card(Suit.Leaves, Rank.Seven));
// p3 finishes
engine.State.CurrentPlayerIndex = 2;
var played = engine.PlayCard(p3, p3.Hand[0]);
Assert.True(played);
Assert.True(p3.HasFinished);
Assert.Equal(p3, engine.State.LastFinishedPlayer);
Assert.True(engine.State.ReviveTurnsRemaining > 0);
// Advance turns until window expires
while (engine.State.ReviveTurnsRemaining > 0)
{
engine.DrawOrAcknowledge(engine.State.CurrentPlayer);
}
Assert.Null(engine.State.LastFinishedPlayer);
Assert.Equal(0, engine.State.ReviveTurnsRemaining);
}
[Fact] [Fact]
public void FourOfAKind_BurnsAndAllowsAnotherMove() public void FourOfAKind_BurnsAndAllowsAnotherMove()
{ {
@@ -314,4 +374,61 @@ public class GameEngineTests
Assert.Equal(p1, engine.State.MatchWinner); Assert.Equal(p1, engine.State.MatchWinner);
Assert.Equal(TurnState.GameOver, engine.State.TurnState); Assert.Equal(TurnState.GameOver, engine.State.TurnState);
} }
[Fact]
public void GreenUnderKnave_CancelsSevenPenalty()
{
var engine = new GameEngine(seed: 42);
var p1 = new Player("Hráč 1", PlayerType.Human);
var p2 = new Player("Hráč 2", PlayerType.Human);
var rules = new RuleOptions { GreenUnderKnaveMode = GreenUnderKnaveMode.OnlyOnSevenOrUnderKnave };
engine.StartGame(new List<Player> { p1, p2 }, rules);
// p1 plays 7 -> penalty 3
p1.Hand.Clear();
p1.Hand.Add(new Card(Suit.Bells, Rank.Seven));
p1.Hand.Add(new Card(Suit.Leaves, Rank.Eight));
engine.State.DiscardPile.Clear();
engine.State.DiscardPile.Add(new Card(Suit.Bells, Rank.King));
engine.PlayCard(p1, p1.Hand[0]);
Assert.Equal(3, engine.State.PendingDrawCount);
// p2 plays Green Under Knave -> penalty becomes 0
p2.Hand.Clear();
var greenUnderKnave = new Card(Suit.Leaves, Rank.UnderKnave);
p2.Hand.Add(greenUnderKnave);
p2.Hand.Add(new Card(Suit.Hearts, Rank.Nine));
var played = engine.PlayCard(p2, greenUnderKnave);
Assert.True(played);
Assert.Equal(0, engine.State.PendingDrawCount);
Assert.Equal(greenUnderKnave, engine.State.TopCard);
}
[Fact]
public void GreenUnderKnave_UniversalWildcard_AllowsAnyPlay()
{
var rules = new RuleOptions { GreenUnderKnaveMode = GreenUnderKnaveMode.UniversalWildcard };
var greenUnderKnave = new Card(Suit.Leaves, Rank.UnderKnave);
var topAcornsKing = new Card(Suit.Acorns, Rank.King);
var arbitraryCard = new Card(Suit.Hearts, Rank.Ten);
// Green Under Knave can be played on Acorns King
Assert.True(ActionValidator.CanPlayCard(greenUnderKnave, topAcornsKing, null, 0, false, rules));
// Arbitrary card (Hearts Ten) can be played on Green Under Knave
Assert.True(ActionValidator.CanPlayCard(arbitraryCard, greenUnderKnave, null, 0, false, rules));
}
[Fact]
public void GreenUnderKnave_Disabled_DoesNotCancelPenalty()
{
var rules = new RuleOptions { GreenUnderKnaveMode = GreenUnderKnaveMode.Disabled };
var greenUnderKnave = new Card(Suit.Leaves, Rank.UnderKnave);
var topSeven = new Card(Suit.Hearts, Rank.Seven);
// When facing penalty and disabled, Green Under Knave cannot be played
Assert.False(ActionValidator.CanPlayCard(greenUnderKnave, topSeven, null, 3, false, rules));
}
} }