798 lines
32 KiB
Plaintext
798 lines
32 KiB
Plaintext
@page "/"
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@inject FxService Fx
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@inject IFaraonAI AI
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@inject IJSRuntime JS
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@if (IsInLobby || Engine == null)
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{
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<Lobby OnStartGame="HandleStartGame" />
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}
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else
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{
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<div id="game-table-container">
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<!-- Canvas pre časticové efekty (oheň, ľad, konfety) -->
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<canvas id="particle-canvas"></canvas>
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<!-- Horná lišta -->
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<header class="game-header">
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<div style="display: flex; align-items: center; gap: 10px;">
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<h1 class="game-title">FARAÓN</h1>
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@if (Engine.State.Rules.OlympicMode)
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{
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<span style="background: linear-gradient(135deg, #f5b041, #d4ac0d); color: #1a1a1a; font-weight: 900; font-size: 0.78rem; padding: 2px 10px; border-radius: 12px; letter-spacing: 0.5px;">
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🏅 KOLO #@Engine.State.RoundNumber
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</span>
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}
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</div>
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<div class="turn-header-info">
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Ťah #@Engine.State.TurnCount • Na rade:
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<span class="active-turn-header-player">
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@Engine.State.CurrentPlayer.Avatar @Engine.State.CurrentPlayer.Name
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</span>
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</div>
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<div class="game-controls">
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<!-- Rýchly prepínač rýchlosti hry (5 úrovní) -->
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<button class="btn-game-icon btn-speed-control" title="Rýchlosť hry: @GetSpeedDescription(Engine.State.Rules.SpeedLevel) (Klikni pre zmenu)" @onclick="CycleSpeed">
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@GetSpeedButtonText(Engine.State.Rules.SpeedLevel)
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</button>
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<!-- Rýchly prepínač balíčka kariet -->
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<button class="btn-game-icon" title="Zmeniť balíček kariet (@Engine.State.Rules.SelectedDeck)" @onclick="ToggleDeck">
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@GetDeckIcon(Engine.State.Rules.SelectedDeck)
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</button>
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<button class="btn-game-icon" title="Stlmiť / Zapnúť zvuk" @onclick="ToggleMute">
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@(IsMuted ? "🔇" : "🔊")
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</button>
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<button class="btn-game-icon" title="Návrat do Lobby" @onclick="ReturnToLobby">
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🏠
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</button>
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</div>
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</header>
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<!-- Herný stôl -->
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<div class="poker-table-surface">
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<!-- Súperi na stole -->
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@foreach (var opp in GetOpponents())
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{
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var isOppFrozen = Engine.State.PendingSkip && Engine.State.CurrentPlayer == opp.Player;
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var canOppBeRevived = Engine.State.Rules.RedSevenRevives && Engine.State.LastFinishedPlayer == opp.Player && Engine.State.ReviveTurnsRemaining > 0;
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<PlayerSlot Player="@opp.Player"
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IsCurrentTurn="@(Engine.State.CurrentPlayer == opp.Player)"
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IsFrozen="@isOppFrozen"
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CanBeRevived="@canOppBeRevived"
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ReviveRoundsRemaining="@Engine.State.ReviveRoundsRemaining"
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ReviveTurnsRemaining="@Engine.State.ReviveTurnsRemaining"
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IsOlympicMode="@Engine.State.Rules.OlympicMode"
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PositionClass="@opp.PositionClass" />
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}
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<!-- Stred stola: Lízací balíček a Odhadzovacia kôpka -->
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<div class="slot-center">
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<!-- Lízací balíček -->
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<div class="deck-card-container" @onclick="HandleDeckClick" title="Potiahnuť kartu">
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<CardView IsBack="true" Deck="@Engine.State.Rules.SelectedDeck" CustomStyle="box-shadow: 0 10px 25px rgba(0,0,0,0.6);" />
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<div class="deck-count-badge">
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@Engine.State.DrawDeck.Count
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</div>
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</div>
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<!-- Odhadzovacia kôpka -->
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<div class="discard-pile-container">
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@if (Engine.State.TopCard != null)
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{
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<CardView Card="@Engine.State.TopCard"
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Deck="@Engine.State.Rules.SelectedDeck"
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CustomStyle="box-shadow: 0 10px 25px rgba(0,0,0,0.7);" />
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}
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<!-- Indikátor zmrazenia z Esa -->
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@if (Engine.State.PendingSkip)
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{
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<div class="ace-freeze-badge">
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❄️ ESO: ZMRAZENIE!
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</div>
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}
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<!-- Indikátor trestu zo sedmy -->
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@if (Engine.State.PendingDrawCount > 0)
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{
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<div class="seven-penalty-badge">
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🔥 +@Engine.State.PendingDrawCount Kariet!
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</div>
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}
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<!-- Indikátor zvolenej farby z Horníka -->
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@if (Engine.State.ActiveSuit.HasValue)
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{
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var dummy = new Card(Engine.State.ActiveSuit.Value, Rank.OverKnave);
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<div class="active-suit-badge" style="color: @dummy.SuitColor;">
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<span>Farba:</span>
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<div style="width: 20px; height: 20px; display: inline-flex; vertical-align: middle;">
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<MariasPip Suit="@Engine.State.ActiveSuit.Value" />
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</div>
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<span>@dummy.SuitName</span>
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</div>
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}
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<!-- Indikátor Zeleného dolníka (univerzálna karta) -->
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@if (Engine.State.TopCard != null && Engine.State.TopCard.IsGreenUnderKnave && Engine.State.Rules.GreenUnderKnaveMode == GreenUnderKnaveMode.UniversalWildcard)
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{
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<div class="green-wildcard-badge">
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🍃 ZELENÝ DOLNÍK: Daj čokoľvek!
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</div>
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}
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</div>
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</div>
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<!-- Spodný slot: Aktívny hráč v zobrazení -->
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@{
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var isBottomFrozen = Engine.State.PendingSkip && IsViewingPlayerActiveTurn;
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var canBottomBeRevived = Engine.State.Rules.RedSevenRevives && Engine.State.LastFinishedPlayer == ViewingPlayer && Engine.State.ReviveTurnsRemaining > 0;
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}
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<div class="slot-bottom @(isBottomFrozen ? "frozen-slot" : (IsViewingPlayerActiveTurn ? "active-turn-slot" : ""))">
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<div class="avatar-badge @(isBottomFrozen ? "is-frozen" : (IsViewingPlayerActiveTurn ? "active-turn" : "")) @(ViewingPlayer.HasFinished ? "is-finished" : "") @(canBottomBeRevived && ViewingPlayer.HasFinished ? "can-be-revived" : "")"
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style="margin-bottom: 8px;">
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@if (isBottomFrozen && !ViewingPlayer.HasFinished && !ViewingPlayer.IsEliminated)
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{
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<div class="frozen-indicator-badge">
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<span class="frozen-indicator-dot"></span>
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<span class="frozen-indicator-text">@(ViewingPlayer.Type == PlayerType.Human ? "❄️ STOJÍŠ TOTO KOLO" : "❄️ ZMRAZENÝ")</span>
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</div>
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}
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else if (IsViewingPlayerActiveTurn && !ViewingPlayer.HasFinished && !ViewingPlayer.IsEliminated)
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{
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<div class="turn-indicator-badge">
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<span class="turn-indicator-dot"></span>
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<span class="turn-indicator-text">@(ViewingPlayer.Type == PlayerType.Human ? "SI NA ŤAHU" : "NA ŤAHU")</span>
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</div>
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}
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@if (ViewingPlayer.HasFinished)
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{
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<div class="badge-finished-pos">
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@ViewingPlayer.FinishedPosition
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</div>
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}
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<div style="display: flex; align-items: center; gap: 8px;">
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<span class="avatar-icon">@ViewingPlayer.Avatar</span>
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<span class="avatar-name">
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@ViewingPlayer.Name
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@if (ViewingPlayer.Type == PlayerType.AI)
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{
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<span style="font-size: 0.7rem; opacity: 0.8;">(AI)</span>
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}
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</span>
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<span class="avatar-card-count">(@ViewingPlayer.Hand.Count @(ViewingPlayer.Hand.Count == 1 ? "karta" : (ViewingPlayer.Hand.Count < 5 ? "karty" : "kariet")))</span>
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@if (Engine.State.Rules.OlympicMode)
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{
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<span style="font-size: 0.75rem; color: var(--gold); background: rgba(0,0,0,0.4); padding: 2px 8px; border-radius: 10px; border: 1px solid rgba(245, 176, 65, 0.4);">
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🏅 @ViewingPlayer.OlympicCardsCount @(ViewingPlayer.OlympicCardsCount == 1 ? "karta" : (ViewingPlayer.OlympicCardsCount < 5 ? "karty" : "kariet"))
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</span>
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}
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</div>
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@if (isBottomFrozen && !ViewingPlayer.HasFinished && !ViewingPlayer.IsEliminated)
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{
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<div class="icicles-row">
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<span class="icicle"></span>
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<span class="icicle"></span>
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<span class="icicle"></span>
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<span class="icicle"></span>
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<span class="icicle"></span>
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<span class="icicle"></span>
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<span class="icicle"></span>
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</div>
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}
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@if (canBottomBeRevived && ViewingPlayer.HasFinished)
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{
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<div class="revive-countdown-badge" title="Tento hráč môže byť vrátený do hry Červenou sedmou!">
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<span class="heartbeat-icon">❤️</span>
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<span>
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@(Engine.State.ReviveRoundsRemaining > 1 ? $"Oživenie: {Engine.State.ReviveRoundsRemaining} kolá" : (Engine.State.ReviveTurnsRemaining <= 1 ? "Oživenie: 1 ťah" : "Oživenie: 1 kolo"))
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</span>
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</div>
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}
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</div>
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<!-- Interaktívna ruka hráča -->
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@if (!ViewingPlayer.IsEliminated)
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{
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<PlayerHandView Player="@ViewingPlayer"
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Deck="@Engine.State.Rules.SelectedDeck"
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IsMyTurn="@IsViewingPlayerTurn"
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CanPlayCardFunc="@(c => Engine.CanPlayCard(ViewingPlayer, c))"
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CanPlayCardsFunc="@(cards => Engine.CanPlayCards(ViewingPlayer, cards))"
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OnPlayCards="HandlePlayCards" />
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}
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else
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{
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<div style="padding: 20px; color: #ef4444; font-weight: 800; font-size: 1.1rem; text-shadow: 0 2px 8px rgba(0,0,0,0.8);">
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☠️ Bol si vyradený z Olympijského turnaja. Sleduj zápas až do konca!
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</div>
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}
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</div>
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</div>
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<!-- Akčné tlačidlá pre aktívneho živého hráča -->
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@if (IsViewingPlayerTurn && Engine.State.TurnState == TurnState.Playing && !ViewingPlayer.IsEliminated)
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{
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<div style="position: absolute; bottom: 18px; right: 24px; z-index: 60; display: flex; gap: 10px;">
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@if (CheckFourOfAKindRank(ViewingPlayer) is Rank burnRank)
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{
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<button class="btn-primary-glow" style="background: linear-gradient(135deg, #ff4500, #ff8c00); box-shadow: 0 0 20px #ff4500;"
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@onclick="() => HandleBurn(burnRank)">
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💥 Spáliť 4x @burnRank!
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</button>
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}
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<button class="btn-pill" style="background: rgba(0,0,0,0.6); border: 2px solid var(--gold);"
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@onclick="HandleDeckClick">
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@if (Engine.State.PendingDrawCount > 0)
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{
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<span>Ťahať +@Engine.State.PendingDrawCount 🃏</span>
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}
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else if (Engine.State.PendingSkip)
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{
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<span>Stáť toto kolo ❄️</span>
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}
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else
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{
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<span>Líznúť kartu 📥</span>
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}
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</button>
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</div>
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}
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<!-- Toast / Ticker poslednej akcie -->
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@if (!string.IsNullOrEmpty(LastEventMessage))
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{
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<div class="event-ticker">
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@LastEventMessage
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</div>
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}
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<!-- Modálne okná -->
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@if (Engine.State.TurnState == TurnState.SelectingSuit && Engine.State.PendingHornikPlayer == ViewingPlayer)
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{
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<SuitPickerModal OnSuitSelected="HandleSuitSelected" />
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}
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@if (Engine.State.TurnState == TurnState.PassScreen)
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{
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<PassScreenModal Player="@Engine.State.CurrentPlayer" OnContinue="HandlePassContinue" />
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}
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@if (Engine.State.TurnState == TurnState.RoundOver)
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{
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<RoundOverModal RoundNumber="@Engine.State.RoundNumber"
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RoundLoser="@Engine.State.RoundLoser"
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Players="@Engine.State.Players"
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OnNextRound="HandleStartNextRound"
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OnBackToLobby="ReturnToLobby" />
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}
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@if (Engine.State.IsGameOver)
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{
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<GameOverModal Players="@Engine.State.Players"
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IsOlympicMode="@Engine.State.Rules.OlympicMode"
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MatchWinner="@Engine.State.MatchWinner"
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OnPlayAgain="HandlePlayAgain"
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OnBackToLobby="ReturnToLobby" />
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}
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</div>
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}
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@code {
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private bool IsInLobby = true;
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private bool IsMuted = false;
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private GameEngine? Engine;
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private string LastEventMessage = "";
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private System.Threading.CancellationTokenSource? _aiCts;
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private List<Player> ConfiguredPlayers = new();
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private RuleOptions ConfiguredRules = new();
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private Player? _previousTurnPlayer;
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private Player ViewingPlayer
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{
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get
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{
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if (Engine == null || Engine.State.Players.Count == 0) return new Player();
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// Ak je Pass & Play a aktuálny hráč je človek, zobrazujeme jeho ruku
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if (Engine.State.CurrentPlayer.Type == PlayerType.Human)
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{
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return Engine.State.CurrentPlayer;
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}
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// Inak primárne prvého živého človeka v hre
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var firstHuman = Engine.State.Players.FirstOrDefault(p => p.Type == PlayerType.Human);
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if (firstHuman != null) return firstHuman;
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// Ak sú všetci hráči AI, spodný hráč je PEVNE prvý hráč (Players[0]), aby sa stôl a rozmiestnenie nemenili
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return Engine.State.Players[0];
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}
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}
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private bool IsViewingPlayerActiveTurn =>
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Engine != null &&
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Engine.State.TurnState == TurnState.Playing &&
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Engine.State.CurrentPlayer == ViewingPlayer;
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private bool IsViewingPlayerTurn =>
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IsViewingPlayerActiveTurn &&
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ViewingPlayer.Type == PlayerType.Human;
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protected override async Task OnAfterRenderAsync(bool firstRender)
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{
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if (firstRender)
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{
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await Fx.InitParticlesAsync();
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}
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}
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private void HandleStartGame((List<Player> players, RuleOptions rules) setup)
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{
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ConfiguredPlayers = setup.players;
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ConfiguredRules = setup.rules;
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StartNewGame();
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}
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private void StartNewGame()
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{
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// Klony hráčov pre čistú hru
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var gamePlayers = ConfiguredPlayers.Select(p => new Player(p.Name, p.Type, p.Avatar, p.Difficulty)).ToList();
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Engine = new GameEngine();
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Engine.OnGameEvent += HandleGameEvent;
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Engine.StartGame(gamePlayers, ConfiguredRules);
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_previousTurnPlayer = Engine.State.CurrentPlayer;
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_ = Fx.SetSpeedLevelAsync(Engine.State.Rules.SpeedLevel);
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IsInLobby = false;
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LastEventMessage = "Hra začala! Veľa šťastia.";
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StateHasChanged();
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CheckTriggerAI();
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}
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private void HandleGameEvent(GameEvent e)
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{
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LastEventMessage = e.Message;
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_ = InvokeAsync(async () =>
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{
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switch (e.Type)
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{
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case GameEventType.CardPlayed:
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await Fx.PlayCardSnapAsync();
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break;
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case GameEventType.CardDrawn:
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await Fx.PlayCardDrawAsync();
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break;
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case GameEventType.SevenStacked:
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await Fx.PlaySevenStackAsync(Math.Max(1, e.ExtraData / 3));
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await Fx.TriggerDopamineBannerAsync($"🔥 +{e.ExtraData} KARIET!", "Trestná reťaz sediem", "triple");
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break;
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case GameEventType.SevenCanceled:
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await Fx.PlayLeafShieldAsync();
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await Fx.TriggerDopamineBannerAsync("🍃 TREST ZRUŠENÝ!", $"{e.SourcePlayer?.Name ?? "Hráč"} zrušil trest Zeleným dolníkom!", "triple");
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break;
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case GameEventType.AceSkipped:
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if (e.Message.Contains("stojí toto kolo"))
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{
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if (e.SourcePlayer != null)
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{
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await Fx.TriggerIceShatterAsync(GetPlayerPosition(e.SourcePlayer));
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}
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}
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else
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{
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await Fx.TriggerFreezeEffectAsync();
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}
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break;
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case GameEventType.AceCountered:
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if (e.SourcePlayer != null)
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{
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await Fx.TriggerIceShatterAsync(GetPlayerPosition(e.SourcePlayer));
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await Fx.TriggerDopamineBannerAsync("⚡ ROZMRAZENÝ!", $"{e.SourcePlayer.Name} prebil Eso vlastným Esom!", "revive");
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}
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break;
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case GameEventType.PlayerRevived:
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await Fx.TriggerReviveEffectAsync(e.TargetPlayer?.Name ?? e.SourcePlayer?.Name ?? "Hráč");
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break;
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case GameEventType.SuitChanged:
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await Fx.PlayHornikChimeAsync();
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break;
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case GameEventType.CardsBurned:
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await Fx.PlayBurnExplosionAsync();
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break;
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case GameEventType.PlayerFinished:
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case GameEventType.MatchWon:
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case GameEventType.GameOver:
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await Fx.TriggerJackpotWinAsync(e.SourcePlayer?.Name ?? "Víťaz");
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break;
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}
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if (Engine != null && Engine.State.CurrentPlayer.Hand.Count == 1 && !Engine.State.CurrentPlayer.HasFinished)
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{
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await Fx.PlayHeartbeatAsync();
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}
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await CheckTurnTransitionAsync();
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StateHasChanged();
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});
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}
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private async Task CheckTurnTransitionAsync()
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{
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if (Engine == null || Engine.State.Players.Count == 0 || Engine.State.IsGameOver) return;
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var current = Engine.State.CurrentPlayer;
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if (_previousTurnPlayer != null && _previousTurnPlayer != current)
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{
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var prev = _previousTurnPlayer;
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_previousTurnPlayer = current;
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await Fx.AnimateTurnTransitionAsync(GetPlayerPosition(prev), GetPlayerPosition(current));
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}
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else
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{
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_previousTurnPlayer = current;
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}
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}
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private string GetPlayerPosition(Player player)
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{
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if (player == ViewingPlayer) return "bottom";
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var opp = GetOpponents().FirstOrDefault(o => o.Player == player);
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if (!string.IsNullOrEmpty(opp.PositionClass))
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{
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return opp.PositionClass.Replace("slot-", "");
|
|
}
|
|
return "top";
|
|
}
|
|
|
|
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;
|
|
int currentIdx = Array.IndexOf(AvailableDecks, Engine.State.Rules.SelectedDeck);
|
|
int nextIdx = (currentIdx + 1) % AvailableDecks.Length;
|
|
Engine.State.Rules.SelectedDeck = AvailableDecks[nextIdx];
|
|
StateHasChanged();
|
|
}
|
|
|
|
private string GetDeckIcon(string deck) => deck switch
|
|
{
|
|
"janosik" => "🪓",
|
|
"spongebob" => "🧽",
|
|
"cyberpunk" => "⚡",
|
|
"fantasy" => "🐉",
|
|
"egypt" => "⚔️",
|
|
"pets" => "🐱",
|
|
"pixel" => "🕹️",
|
|
_ => "🎴"
|
|
};
|
|
|
|
private async Task HandlePlayCards(List<Card> cards)
|
|
{
|
|
if (Engine == null || cards.Count == 0) return;
|
|
string pos = GetPlayerPosition(ViewingPlayer);
|
|
string deck = Engine.State.Rules.SelectedDeck;
|
|
|
|
if (cards.Count == 2)
|
|
{
|
|
_ = Fx.TriggerComboSlamAsync(2, "⚡ DVOJIČKA!");
|
|
}
|
|
else if (cards.Count == 3)
|
|
{
|
|
_ = Fx.TriggerComboSlamAsync(3, "🔥 TROJITÝ ÚDER!");
|
|
}
|
|
else if (cards.Count >= 4)
|
|
{
|
|
_ = Fx.TriggerComboSlamAsync(4, "👑 KVADRA / MEGA COMBO!");
|
|
}
|
|
|
|
for (int i = 0; i < cards.Count; i++)
|
|
{
|
|
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);
|
|
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)
|
|
{
|
|
int drawCount = Engine.State.PendingDrawCount;
|
|
int staggerDelay = Math.Max(25, (int)(MultiCardDelayMs * 0.75));
|
|
for (int i = 0; i < drawCount; i++)
|
|
{
|
|
if (i == drawCount - 1)
|
|
{
|
|
await Fx.AnimateCardDrawAsync(pos, deck);
|
|
}
|
|
else
|
|
{
|
|
_ = Fx.AnimateCardDrawAsync(pos, deck);
|
|
await Task.Delay(staggerDelay);
|
|
}
|
|
}
|
|
}
|
|
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 void HandleStartNextRound()
|
|
{
|
|
if (Engine == null) return;
|
|
Engine.StartNextRound();
|
|
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;
|
|
for (int i = 0; i < cards.Count; i++)
|
|
{
|
|
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();
|
|
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)
|
|
{
|
|
if (cardsToPlay.Count == 2)
|
|
{
|
|
_ = Fx.TriggerComboSlamAsync(2, $"⚡ {aiPlayer.Name}: DVOJIČKA!");
|
|
}
|
|
else if (cardsToPlay.Count == 3)
|
|
{
|
|
_ = Fx.TriggerComboSlamAsync(3, $"🔥 {aiPlayer.Name}: TROJITÝ ÚDER!");
|
|
}
|
|
else if (cardsToPlay.Count >= 4)
|
|
{
|
|
_ = Fx.TriggerComboSlamAsync(4, $"👑 {aiPlayer.Name}: KVADRA!");
|
|
}
|
|
|
|
for (int i = 0; i < cardsToPlay.Count; i++)
|
|
{
|
|
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)
|
|
{
|
|
for (int i = 0; i < decision.Cards.Count; i++)
|
|
{
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
if (Engine.State.PendingDrawCount > 0)
|
|
{
|
|
int drawCount = Engine.State.PendingDrawCount;
|
|
int staggerDelay = Math.Max(25, (int)(MultiCardDelayMs * 0.75));
|
|
for (int i = 0; i < drawCount; i++)
|
|
{
|
|
if (i == drawCount - 1)
|
|
{
|
|
await Fx.AnimateCardDrawAsync(pos, deck);
|
|
}
|
|
else
|
|
{
|
|
_ = Fx.AnimateCardDrawAsync(pos, deck);
|
|
await Task.Delay(staggerDelay);
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|