inial impl

This commit is contained in:
Michal Vrba
2026-08-28 13:59:36 +02:00
parent efec4e62c5
commit 6abf0f91a0
180 changed files with 64651 additions and 0 deletions
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@page "/"
@inject FxService Fx
@inject IFaraonAI AI
@inject IJSRuntime JS
@if (IsInLobby || Engine == null)
{
<Lobby OnStartGame="HandleStartGame" />
}
else
{
<div id="game-table-container">
<!-- Canvas pre časticové efekty (oheň, ľad, konfety) -->
<canvas id="particle-canvas"></canvas>
<!-- Horná lišta -->
<header class="game-header">
<h1 class="game-title">FARAÓN</h1>
<div style="font-size: 0.95rem; font-weight: 700; color: #a3b899;">
Ťah #@Engine.State.TurnCount &bull; Na rade:
<span style="color: var(--gold); font-weight: 900;">
@Engine.State.CurrentPlayer.Avatar @Engine.State.CurrentPlayer.Name
</span>
</div>
<div class="game-controls">
<!-- Rýchly prepínač balíčka kariet -->
<button class="btn-game-icon" title="Zmeniť balíček kariet (Original / SpongeBob)" @onclick="ToggleDeck">
@(Engine.State.Rules.SelectedDeck == "spongebob" ? "🧽" : "🎴")
</button>
<button class="btn-game-icon" title="Stlmiť / Zapnúť zvuk" @onclick="ToggleMute">
@(IsMuted ? "🔇" : "🔊")
</button>
<button class="btn-game-icon" title="Návrat do Lobby" @onclick="ReturnToLobby">
🏠
</button>
</div>
</header>
<!-- Herný stôl -->
<div class="poker-table-surface">
<!-- Súperi na stole -->
@foreach (var opp in GetOpponents())
{
<PlayerSlot Player="@opp.Player"
IsCurrentTurn="@(Engine.State.CurrentPlayer == opp.Player)"
PositionClass="@opp.PositionClass" />
}
<!-- Stred stola: Lízací balíček a Odhadzovacia kôpka -->
<div class="slot-center">
<!-- Lízací balíček -->
<div class="deck-card-container" @onclick="HandleDeckClick" title="Potiahnuť kartu">
<CardView IsBack="true" Deck="@Engine.State.Rules.SelectedDeck" CustomStyle="box-shadow: 0 10px 25px rgba(0,0,0,0.6);" />
<div class="deck-count-badge">
@Engine.State.DrawDeck.Count
</div>
</div>
<!-- Odhadzovacia kôpka -->
<div class="discard-pile-container">
@if (Engine.State.TopCard != null)
{
<CardView Card="@Engine.State.TopCard"
Deck="@Engine.State.Rules.SelectedDeck"
CustomStyle="box-shadow: 0 10px 25px rgba(0,0,0,0.7);" />
}
<!-- Indikátor trestu zo sedmy -->
@if (Engine.State.PendingDrawCount > 0)
{
<div class="seven-penalty-badge">
🔥 +@Engine.State.PendingDrawCount Kariet!
</div>
}
<!-- Indikátor zvolenej farby z Horníka -->
@if (Engine.State.ActiveSuit.HasValue)
{
var dummy = new Card(Engine.State.ActiveSuit.Value, Rank.OverKnave);
<div class="active-suit-badge" style="color: @dummy.SuitColor;">
<span>Farba:</span>
<div style="width: 20px; height: 20px; display: inline-flex; vertical-align: middle;">
<MariasPip Suit="@Engine.State.ActiveSuit.Value" />
</div>
<span>@dummy.SuitName</span>
</div>
}
</div>
</div>
<!-- Spodný slot: Aktívny hráč v zobrazení -->
<div class="slot-bottom">
<div class="avatar-badge @(IsViewingPlayerTurn ? "active-turn" : "") @(ViewingPlayer.IsSkipped ? "is-skipped" : "")"
style="margin-bottom: 8px;">
<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-card-count">(@ViewingPlayer.Hand.Count kariet)</span>
</div>
</div>
<!-- Interaktívna ruka hráča -->
<PlayerHandView Player="@ViewingPlayer"
Deck="@Engine.State.Rules.SelectedDeck"
IsMyTurn="@IsViewingPlayerTurn"
CanPlayCardFunc="@(c => Engine.CanPlayCard(ViewingPlayer, c))"
CanPlayCardsFunc="@(cards => Engine.CanPlayCards(ViewingPlayer, cards))"
OnPlayCards="HandlePlayCards" />
</div>
</div>
<!-- Akčné tlačidlá pre aktívneho živého hráča -->
@if (IsViewingPlayerTurn && Engine.State.TurnState == TurnState.Playing)
{
<div style="position: absolute; bottom: 18px; right: 24px; z-index: 60; display: flex; gap: 10px;">
@if (CheckFourOfAKindRank(ViewingPlayer) is Rank burnRank)
{
<button class="btn-primary-glow" style="background: linear-gradient(135deg, #ff4500, #ff8c00); box-shadow: 0 0 20px #ff4500;"
@onclick="() => HandleBurn(burnRank)">
💥 Spáliť 4x @burnRank!
</button>
}
<button class="btn-pill" style="background: rgba(0,0,0,0.6); border: 2px solid var(--gold);"
@onclick="HandleDeckClick">
@if (Engine.State.PendingDrawCount > 0)
{
<span>Ťahať +@Engine.State.PendingDrawCount 🃏</span>
}
else if (Engine.State.PendingSkip)
{
<span>Stáť toto kolo ❄️</span>
}
else
{
<span>Líznúť kartu 📥</span>
}
</button>
</div>
}
<!-- Toast / Ticker poslednej akcie -->
@if (!string.IsNullOrEmpty(LastEventMessage))
{
<div class="event-ticker">
@LastEventMessage
</div>
}
<!-- Modálne okná -->
@if (Engine.State.TurnState == TurnState.SelectingSuit && Engine.State.PendingHornikPlayer == ViewingPlayer)
{
<SuitPickerModal OnSuitSelected="HandleSuitSelected" />
}
@if (Engine.State.TurnState == TurnState.PassScreen)
{
<PassScreenModal Player="@Engine.State.CurrentPlayer" OnContinue="HandlePassContinue" />
}
@if (Engine.State.IsGameOver)
{
<GameOverModal Players="@Engine.State.Players"
OnPlayAgain="HandlePlayAgain"
OnBackToLobby="ReturnToLobby" />
}
</div>
}
@code {
private bool IsInLobby = true;
private bool IsMuted = false;
private GameEngine? Engine;
private string LastEventMessage = "";
private System.Threading.CancellationTokenSource? _aiCts;
private List<Player> ConfiguredPlayers = new();
private RuleOptions ConfiguredRules = new();
private Player ViewingPlayer
{
get
{
if (Engine == null || Engine.State.Players.Count == 0) return new Player();
// Ak je Pass & Play a aktuálny hráč je človek, zobrazujeme jeho ruku
if (Engine.State.CurrentPlayer.Type == PlayerType.Human)
{
return Engine.State.CurrentPlayer;
}
// Inak primárne prvého živého hráča v hre
var firstHuman = Engine.State.Players.FirstOrDefault(p => p.Type == PlayerType.Human);
return firstHuman ?? Engine.State.CurrentPlayer;
}
}
private bool IsViewingPlayerTurn =>
Engine != null &&
Engine.State.TurnState == TurnState.Playing &&
Engine.State.CurrentPlayer == ViewingPlayer;
protected override async Task OnAfterRenderAsync(bool firstRender)
{
if (firstRender)
{
await Fx.InitParticlesAsync();
}
}
private void HandleStartGame((List<Player> players, RuleOptions rules) setup)
{
ConfiguredPlayers = setup.players;
ConfiguredRules = setup.rules;
StartNewGame();
}
private void StartNewGame()
{
// Klony hráčov pre čistú hru
var gamePlayers = ConfiguredPlayers.Select(p => new Player(p.Name, p.Type, p.Avatar, p.Difficulty)).ToList();
Engine = new GameEngine();
Engine.OnGameEvent += HandleGameEvent;
Engine.StartGame(gamePlayers, ConfiguredRules);
IsInLobby = false;
LastEventMessage = "Hra začala! Veľa šťastia.";
StateHasChanged();
CheckTriggerAI();
}
private void HandleGameEvent(GameEvent e)
{
LastEventMessage = e.Message;
_ = InvokeAsync(async () =>
{
switch (e.Type)
{
case GameEventType.CardPlayed:
await Fx.PlayCardSnapAsync();
break;
case GameEventType.CardDrawn:
await Fx.PlayCardDrawAsync();
break;
case GameEventType.SevenStacked:
await Fx.PlaySevenStackAsync(Math.Max(1, e.ExtraData / 2));
break;
case GameEventType.AceSkipped:
case GameEventType.AceCountered:
await Fx.PlayAceFreezeAsync();
break;
case GameEventType.SuitChanged:
await Fx.PlayHornikChimeAsync();
break;
case GameEventType.CardsBurned:
await Fx.PlayBurnExplosionAsync();
break;
case GameEventType.PlayerFinished:
case GameEventType.GameOver:
await Fx.PlayVictoryAsync();
break;
}
if (Engine != null && Engine.State.CurrentPlayer.Hand.Count == 1 && !Engine.State.CurrentPlayer.HasFinished)
{
await Fx.PlayHeartbeatAsync();
}
StateHasChanged();
});
}
private string GetPlayerPosition(Player player)
{
if (player == ViewingPlayer) return "bottom";
var opp = GetOpponents().FirstOrDefault(o => o.Player == player);
if (!string.IsNullOrEmpty(opp.PositionClass))
{
return opp.PositionClass.Replace("slot-", "");
}
return "top";
}
private void ToggleDeck()
{
if (Engine == null) return;
Engine.State.Rules.SelectedDeck = Engine.State.Rules.SelectedDeck == "spongebob" ? "original" : "spongebob";
StateHasChanged();
}
private async Task HandlePlayCards(List<Card> cards)
{
if (Engine == null || cards.Count == 0) return;
string pos = GetPlayerPosition(ViewingPlayer);
string deck = Engine.State.Rules.SelectedDeck;
foreach (var card in cards)
{
_ = Fx.AnimateCardPlayAsync(pos, card, deck);
if (cards.Count > 1) await Task.Delay(90);
}
Engine.PlayCards(ViewingPlayer, cards);
StateHasChanged();
CheckTriggerAI();
}
private async Task HandleDeckClick()
{
if (Engine == null || !IsViewingPlayerTurn) return;
string pos = GetPlayerPosition(ViewingPlayer);
string deck = Engine.State.Rules.SelectedDeck;
if (Engine.State.PendingDrawCount > 0)
{
for (int i = 0; i < Math.Min(Engine.State.PendingDrawCount, 4); i++)
{
_ = Fx.AnimateCardDrawAsync(pos, deck);
await Task.Delay(90);
}
}
else if (!Engine.State.PendingSkip)
{
await Fx.AnimateCardDrawAsync(pos, deck);
}
Engine.DrawOrAcknowledge(ViewingPlayer);
StateHasChanged();
CheckTriggerAI();
}
private void HandleSuitSelected(Suit suit)
{
if (Engine == null) return;
Engine.ChooseSuit(ViewingPlayer, suit);
StateHasChanged();
CheckTriggerAI();
}
private void HandlePassContinue()
{
if (Engine == null) return;
Engine.ContinueFromPassScreen();
StateHasChanged();
CheckTriggerAI();
}
private async Task HandleBurn(Rank rank)
{
if (Engine == null) return;
var cards = ViewingPlayer.Hand.Where(c => c.Rank == rank).ToList();
if (cards.Count == 4)
{
string pos = GetPlayerPosition(ViewingPlayer);
string deck = Engine.State.Rules.SelectedDeck;
foreach (var c in cards)
{
_ = Fx.AnimateCardPlayAsync(pos, c, deck);
await Task.Delay(75);
}
Engine.BurnCards(ViewingPlayer, cards);
StateHasChanged();
CheckTriggerAI();
}
}
private Rank? CheckFourOfAKindRank(Player player)
{
if (Engine == null || !Engine.State.Rules.FourOfAKindBurns) return null;
var group = player.Hand.GroupBy(c => c.Rank).FirstOrDefault(g => g.Count() == 4);
return group?.Key;
}
private void CheckTriggerAI()
{
if (Engine == null || Engine.State.IsGameOver) return;
if (Engine.State.TurnState == TurnState.Playing && Engine.State.CurrentPlayer.Type == PlayerType.AI)
{
_aiCts?.Cancel();
_aiCts = new System.Threading.CancellationTokenSource();
var token = _aiCts.Token;
_ = Task.Run(async () =>
{
try
{
await Task.Delay(Engine.State.Rules.AIDelayMs, token);
if (token.IsCancellationRequested || Engine == null) return;
var aiPlayer = Engine.State.CurrentPlayer;
if (aiPlayer.Type != PlayerType.AI) return;
var decision = AI.MakeDecision(Engine.State, aiPlayer);
await InvokeAsync(async () =>
{
string pos = GetPlayerPosition(aiPlayer);
string deck = Engine.State.Rules.SelectedDeck;
if (decision.Type == AIDecisionType.PlayCard)
{
var cardsToPlay = decision.Cards ?? (decision.Card != null ? new List<Card> { decision.Card } : new List<Card>());
if (cardsToPlay.Count > 0)
{
foreach (var c in cardsToPlay)
{
_ = Fx.AnimateCardPlayAsync(pos, c, deck);
if (cardsToPlay.Count > 1) await Task.Delay(85);
}
Engine.PlayCards(aiPlayer, cardsToPlay, decision.ChosenSuit);
}
}
else if (decision.Type == AIDecisionType.BurnCards && decision.Cards != null)
{
foreach (var c in decision.Cards)
{
_ = Fx.AnimateCardPlayAsync(pos, c, deck);
await Task.Delay(75);
}
Engine.BurnCards(aiPlayer, decision.Cards);
}
else
{
if (Engine.State.PendingDrawCount > 0)
{
for (int i = 0; i < Math.Min(Engine.State.PendingDrawCount, 4); i++)
{
_ = Fx.AnimateCardDrawAsync(pos, deck);
await Task.Delay(90);
}
}
else if (!Engine.State.PendingSkip)
{
await Fx.AnimateCardDrawAsync(pos, deck);
}
Engine.DrawOrAcknowledge(aiPlayer);
}
StateHasChanged();
CheckTriggerAI();
});
}
catch (TaskCanceledException) { }
}, token);
}
}
private IEnumerable<(Player Player, string PositionClass)> GetOpponents()
{
if (Engine == null) return Enumerable.Empty<(Player, string)>();
var opponents = Engine.State.Players.Where(p => p != ViewingPlayer).ToList();
var result = new List<(Player, string)>();
if (opponents.Count == 1)
{
result.Add((opponents[0], "slot-top"));
}
else if (opponents.Count == 2)
{
result.Add((opponents[0], "slot-left"));
result.Add((opponents[1], "slot-right"));
}
else if (opponents.Count >= 3)
{
result.Add((opponents[0], "slot-left"));
result.Add((opponents[1], "slot-top"));
result.Add((opponents[2], "slot-right"));
}
return result;
}
private async Task ToggleMute()
{
IsMuted = await Fx.ToggleMuteAsync();
}
private void HandlePlayAgain()
{
StartNewGame();
}
private void ReturnToLobby()
{
_aiCts?.Cancel();
IsInLobby = true;
Engine = null;
}
}
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@page "/not-found"
@layout MainLayout
<h3>Not Found</h3>
<p>Sorry, the content you are looking for does not exist.</p>