496 lines
18 KiB
Plaintext
496 lines
18 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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<h1 class="game-title">FARAÓN</h1>
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<div style="font-size: 0.95rem; font-weight: 700; color: #a3b899;">
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Ťah #@Engine.State.TurnCount • Na rade:
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<span style="color: var(--gold); font-weight: 900;">
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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 balíčka kariet -->
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<button class="btn-game-icon" title="Zmeniť balíček kariet (Original / SpongeBob)" @onclick="ToggleDeck">
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@(Engine.State.Rules.SelectedDeck == "spongebob" ? "🧽" : "🎴")
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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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<PlayerSlot Player="@opp.Player"
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IsCurrentTurn="@(Engine.State.CurrentPlayer == opp.Player)"
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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 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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</div>
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</div>
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<!-- Spodný slot: Aktívny hráč v zobrazení -->
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<div class="slot-bottom">
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<div class="avatar-badge @(IsViewingPlayerTurn ? "active-turn" : "") @(ViewingPlayer.IsSkipped ? "is-skipped" : "")"
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style="margin-bottom: 8px;">
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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">@ViewingPlayer.Name</span>
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<span class="avatar-card-count">(@ViewingPlayer.Hand.Count kariet)</span>
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</div>
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</div>
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<!-- Interaktívna ruka hráča -->
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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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</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)
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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.IsGameOver)
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{
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<GameOverModal Players="@Engine.State.Players"
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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 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 hráča v hre
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var firstHuman = Engine.State.Players.FirstOrDefault(p => p.Type == PlayerType.Human);
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return firstHuman ?? Engine.State.CurrentPlayer;
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}
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}
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private bool IsViewingPlayerTurn =>
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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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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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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 / 2));
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break;
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case GameEventType.AceSkipped:
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case GameEventType.AceCountered:
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await Fx.PlayAceFreezeAsync();
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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.GameOver:
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await Fx.PlayVictoryAsync();
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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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StateHasChanged();
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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-", "");
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}
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return "top";
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}
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private void ToggleDeck()
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{
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if (Engine == null) return;
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Engine.State.Rules.SelectedDeck = Engine.State.Rules.SelectedDeck == "spongebob" ? "original" : "spongebob";
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StateHasChanged();
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}
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private async Task HandlePlayCards(List<Card> cards)
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{
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if (Engine == null || cards.Count == 0) return;
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string pos = GetPlayerPosition(ViewingPlayer);
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string deck = Engine.State.Rules.SelectedDeck;
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foreach (var card in cards)
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{
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_ = Fx.AnimateCardPlayAsync(pos, card, deck);
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if (cards.Count > 1) await Task.Delay(90);
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}
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Engine.PlayCards(ViewingPlayer, cards);
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StateHasChanged();
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CheckTriggerAI();
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}
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private async Task HandleDeckClick()
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{
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if (Engine == null || !IsViewingPlayerTurn) return;
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string pos = GetPlayerPosition(ViewingPlayer);
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string deck = Engine.State.Rules.SelectedDeck;
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if (Engine.State.PendingDrawCount > 0)
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{
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for (int i = 0; i < Math.Min(Engine.State.PendingDrawCount, 4); i++)
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{
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_ = Fx.AnimateCardDrawAsync(pos, deck);
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await Task.Delay(90);
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}
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}
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else if (!Engine.State.PendingSkip)
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{
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await Fx.AnimateCardDrawAsync(pos, deck);
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}
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Engine.DrawOrAcknowledge(ViewingPlayer);
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StateHasChanged();
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CheckTriggerAI();
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}
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private void HandleSuitSelected(Suit suit)
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{
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if (Engine == null) return;
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Engine.ChooseSuit(ViewingPlayer, suit);
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StateHasChanged();
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CheckTriggerAI();
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}
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private void HandlePassContinue()
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{
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if (Engine == null) return;
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Engine.ContinueFromPassScreen();
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StateHasChanged();
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CheckTriggerAI();
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}
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private async Task HandleBurn(Rank rank)
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{
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if (Engine == null) return;
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var cards = ViewingPlayer.Hand.Where(c => c.Rank == rank).ToList();
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if (cards.Count == 4)
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{
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string pos = GetPlayerPosition(ViewingPlayer);
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string deck = Engine.State.Rules.SelectedDeck;
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foreach (var c in cards)
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{
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_ = Fx.AnimateCardPlayAsync(pos, c, deck);
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await Task.Delay(75);
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}
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Engine.BurnCards(ViewingPlayer, cards);
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StateHasChanged();
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CheckTriggerAI();
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}
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}
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private Rank? CheckFourOfAKindRank(Player player)
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{
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if (Engine == null || !Engine.State.Rules.FourOfAKindBurns) return null;
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var group = player.Hand.GroupBy(c => c.Rank).FirstOrDefault(g => g.Count() == 4);
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return group?.Key;
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}
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private void CheckTriggerAI()
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{
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if (Engine == null || Engine.State.IsGameOver) return;
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if (Engine.State.TurnState == TurnState.Playing && Engine.State.CurrentPlayer.Type == PlayerType.AI)
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{
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_aiCts?.Cancel();
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_aiCts = new System.Threading.CancellationTokenSource();
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var token = _aiCts.Token;
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_ = Task.Run(async () =>
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{
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try
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{
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await Task.Delay(Engine.State.Rules.AIDelayMs, token);
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if (token.IsCancellationRequested || Engine == null) return;
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var aiPlayer = Engine.State.CurrentPlayer;
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if (aiPlayer.Type != PlayerType.AI) return;
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var decision = AI.MakeDecision(Engine.State, aiPlayer);
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await InvokeAsync(async () =>
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{
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string pos = GetPlayerPosition(aiPlayer);
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string deck = Engine.State.Rules.SelectedDeck;
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if (decision.Type == AIDecisionType.PlayCard)
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{
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var cardsToPlay = decision.Cards ?? (decision.Card != null ? new List<Card> { decision.Card } : new List<Card>());
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if (cardsToPlay.Count > 0)
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{
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foreach (var c in cardsToPlay)
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{
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_ = Fx.AnimateCardPlayAsync(pos, c, deck);
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if (cardsToPlay.Count > 1) await Task.Delay(85);
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}
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Engine.PlayCards(aiPlayer, cardsToPlay, decision.ChosenSuit);
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}
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}
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else if (decision.Type == AIDecisionType.BurnCards && decision.Cards != null)
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{
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foreach (var c in decision.Cards)
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{
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_ = Fx.AnimateCardPlayAsync(pos, c, deck);
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await Task.Delay(75);
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}
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Engine.BurnCards(aiPlayer, decision.Cards);
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}
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else
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{
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if (Engine.State.PendingDrawCount > 0)
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{
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for (int i = 0; i < Math.Min(Engine.State.PendingDrawCount, 4); i++)
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{
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_ = Fx.AnimateCardDrawAsync(pos, deck);
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await Task.Delay(90);
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}
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}
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else if (!Engine.State.PendingSkip)
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{
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await Fx.AnimateCardDrawAsync(pos, deck);
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}
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Engine.DrawOrAcknowledge(aiPlayer);
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}
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StateHasChanged();
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CheckTriggerAI();
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});
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}
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catch (TaskCanceledException) { }
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}, token);
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}
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}
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private IEnumerable<(Player Player, string PositionClass)> GetOpponents()
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{
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if (Engine == null) return Enumerable.Empty<(Player, string)>();
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var opponents = Engine.State.Players.Where(p => p != ViewingPlayer).ToList();
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var result = new List<(Player, string)>();
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if (opponents.Count == 1)
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{
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result.Add((opponents[0], "slot-top"));
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}
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else if (opponents.Count == 2)
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{
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result.Add((opponents[0], "slot-left"));
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result.Add((opponents[1], "slot-right"));
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}
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else if (opponents.Count >= 3)
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{
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result.Add((opponents[0], "slot-left"));
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result.Add((opponents[1], "slot-top"));
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result.Add((opponents[2], "slot-right"));
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}
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return result;
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}
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private async Task ToggleMute()
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{
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IsMuted = await Fx.ToggleMuteAsync();
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}
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private void HandlePlayAgain()
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{
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StartNewGame();
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}
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private void ReturnToLobby()
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{
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_aiCts?.Cancel();
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IsInLobby = true;
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Engine = null;
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}
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}
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