modificada la logica de juego e interfaz para acomodarse a su objetivo real. llevado a un punto de al menos 3 jugadores simultaneos
This commit is contained in:
@@ -1,38 +1,67 @@
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import { Room, Client } from "colyseus";
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import { Schema, MapSchema, type } from "@colyseus/schema";
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import { Schema, MapSchema, ArraySchema, type } from "@colyseus/schema";
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export interface GameRoomOptions {
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gameMode?: string;
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playerName?: string;
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}
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export class TokenInventory extends Schema {
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@type("number") turkey: number = 0;
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@type("number") coffee: number = 0;
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@type("number") corn: number = 0;
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}
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export class TradeOffer extends Schema {
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@type("string") id: string;
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@type("string") offererId: string;
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@type("string") targetId: string;
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@type(TokenInventory) offering = new TokenInventory();
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@type(TokenInventory) requesting = new TokenInventory();
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@type("string") status: string = "pending"; // "pending" | "accepted" | "rejected" | "snatched" | "cancelled"
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}
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export class Player extends Schema {
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@type("string") id: string;
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@type("string") name: string;
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@type("number") score: number = 0;
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@type("boolean") ready: boolean = false;
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@type("string") producerRole: string = "turkey"; // "turkey" | "coffee" | "corn"
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@type(TokenInventory) tokens = new TokenInventory();
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@type("number") points: number = 0;
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@type("number") shameTokens: number = 0;
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@type("boolean") isSuspended: boolean = false;
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@type("string") role: string = "trader"; // "trader" | "judge"
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}
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export class GameState extends Schema {
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@type({ map: Player }) players = new MapSchema<Player>();
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@type({ array: TradeOffer }) activeTradeOffers = new ArraySchema<TradeOffer>();
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@type("number") round: number = 1;
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@type("string") gamePhase: string = "waiting"; // "waiting" | "trading" | "judging" | "results"
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@type("boolean") gameStarted: boolean = false;
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@type("string") gameMode: string = "classic";
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@type("number") minPlayers: number = 2;
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@type("string") gamePhase: string = "waiting"; // "waiting" | "playing"
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@type("number") minPlayers: number = 3;
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@type("number") maxPlayers: number = 3;
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}
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export class GameRoom extends Room<GameState> {
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maxClients = 8;
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maxClients = 3;
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private producerRoles = ["turkey", "coffee", "corn"];
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onCreate(options: GameRoomOptions) {
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console.log(`GameRoom created with options:`, options);
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this.setState(new GameState());
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this.state.gameMode = options.gameMode || 'classic';
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this.state.gamePhase = "waiting";
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this.onMessage("click", (client, message) => {
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this.handleClick(client);
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this.onMessage("makeOffer", (client, message) => {
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this.handleMakeOffer(client, message);
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});
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this.onMessage("respondToOffer", (client, message) => {
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this.handleRespondToOffer(client, message);
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});
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this.onMessage("cancelOffer", (client, message) => {
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this.handleCancelOffer(client, message);
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});
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this.onMessage("*", (client, type, message) => {
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@@ -40,31 +69,169 @@ export class GameRoom extends Room<GameState> {
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});
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}
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private handleClick(client: Client) {
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private assignProducerRoles() {
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const playerIds = Array.from(this.state.players.keys());
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const shuffledRoles = [...this.producerRoles].sort(() => Math.random() - 0.5);
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playerIds.forEach((playerId, index) => {
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const player = this.state.players.get(playerId);
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if (player) {
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player.producerRole = shuffledRoles[index];
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// Initialize tokens based on producer role
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player.tokens.turkey = 0;
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player.tokens.coffee = 0;
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player.tokens.corn = 0;
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switch (player.producerRole) {
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case "turkey":
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player.tokens.turkey = 5;
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break;
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case "coffee":
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player.tokens.coffee = 5;
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break;
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case "corn":
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player.tokens.corn = 5;
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break;
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}
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console.log(`🎭 Player ${player.name} assigned role: ${player.producerRole}`);
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}
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});
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}
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private calculatePoints(player: Player): number {
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const ownTokens = player.tokens[player.producerRole as keyof TokenInventory];
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const otherTokens = (player.tokens.turkey + player.tokens.coffee + player.tokens.corn) - ownTokens;
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return ownTokens * 1 + otherTokens * 2;
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}
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private updateAllPlayerPoints() {
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this.state.players.forEach(player => {
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player.points = this.calculatePoints(player);
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});
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}
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private handleMakeOffer(client: Client, message: any) {
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const player = this.state.players.get(client.sessionId);
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if (!player) {
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console.log(`Player not found for client ${client.sessionId}`);
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if (!player || this.state.gamePhase !== "trading") {
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console.log(`Offer rejected - invalid state`);
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return;
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}
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if (this.state.gamePhase !== "playing") {
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console.log(`Click ignored - game not started (phase: ${this.state.gamePhase})`);
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// Cannot offer to self
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if (message.targetId === client.sessionId) {
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console.log(`Offer rejected - cannot offer to self`);
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return;
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}
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player.score += 1;
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console.log(`🎮 Player ${player.name} clicked! New score: ${player.score}`);
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// Count existing offers from THIS player to THIS target
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const existingOffers = this.state.activeTradeOffers.filter(offer =>
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offer.offererId === client.sessionId &&
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offer.targetId === message.targetId &&
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offer.status === "pending"
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);
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if (existingOffers.length >= 2) {
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console.log(`Offer rejected - maximum 2 offers per target reached`);
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return;
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}
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const offer = new TradeOffer();
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offer.id = `${client.sessionId}-${Date.now()}`;
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offer.offererId = client.sessionId;
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offer.targetId = message.targetId;
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offer.offering.turkey = message.offering.turkey || 0;
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offer.offering.coffee = message.offering.coffee || 0;
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offer.offering.corn = message.offering.corn || 0;
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offer.requesting.turkey = message.requesting.turkey || 0;
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offer.requesting.coffee = message.requesting.coffee || 0;
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offer.requesting.corn = message.requesting.corn || 0;
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offer.status = "pending";
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this.state.activeTradeOffers.push(offer);
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console.log(`📝 Trade offer created: ${offer.id}`);
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}
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private handleRespondToOffer(client: Client, message: any) {
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const offer = this.state.activeTradeOffers.find(o => o.id === message.offerId);
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if (!offer || offer.targetId !== client.sessionId || offer.status !== "pending") {
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console.log(`Response rejected - invalid offer`);
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return;
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}
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const response = message.response; // "accept" | "reject" | "snatch"
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offer.status = response === "accept" ? "accepted" : response === "reject" ? "rejected" : "snatched";
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if (response === "accept" || response === "snatch") {
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this.executeTradeOffer(offer, response === "snatch");
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}
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console.log(`✅ Trade offer ${offer.id} ${response}ed`);
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this.updateAllPlayerPoints();
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}
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private handleCancelOffer(client: Client, message: any) {
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const offer = this.state.activeTradeOffers.find(o => o.id === message.offerId);
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if (!offer || offer.offererId !== client.sessionId || offer.status !== "pending") {
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console.log(`Cancel rejected - invalid offer`);
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return;
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}
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offer.status = "cancelled";
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console.log(`❌ Trade offer ${offer.id} cancelled`);
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}
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private executeTradeOffer(offer: TradeOffer, isSnatch: boolean) {
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const offerer = this.state.players.get(offer.offererId);
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const target = this.state.players.get(offer.targetId);
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if (!offerer || !target) return;
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// Calculate what can actually be transferred
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const actualOffering = {
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turkey: Math.min(offer.offering.turkey, offerer.tokens.turkey),
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coffee: Math.min(offer.offering.coffee, offerer.tokens.coffee),
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corn: Math.min(offer.offering.corn, offerer.tokens.corn)
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};
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const actualRequesting = isSnatch ? { turkey: 0, coffee: 0, corn: 0 } : {
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turkey: Math.min(offer.requesting.turkey, target.tokens.turkey),
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coffee: Math.min(offer.requesting.coffee, target.tokens.coffee),
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corn: Math.min(offer.requesting.corn, target.tokens.corn)
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};
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// Transfer tokens
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offerer.tokens.turkey -= actualOffering.turkey;
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offerer.tokens.coffee -= actualOffering.coffee;
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offerer.tokens.corn -= actualOffering.corn;
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offerer.tokens.turkey += actualRequesting.turkey;
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offerer.tokens.coffee += actualRequesting.coffee;
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offerer.tokens.corn += actualRequesting.corn;
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target.tokens.turkey += actualOffering.turkey;
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target.tokens.coffee += actualOffering.coffee;
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target.tokens.corn += actualOffering.corn;
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target.tokens.turkey -= actualRequesting.turkey;
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target.tokens.coffee -= actualRequesting.coffee;
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target.tokens.corn -= actualRequesting.corn;
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console.log(`🔄 Trade executed: ${isSnatch ? 'SNATCH' : 'FAIR'}`);
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}
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private checkGameStart() {
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const playerCount = this.state.players.size;
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if (playerCount >= this.state.minPlayers && this.state.gamePhase === "waiting") {
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this.state.gamePhase = "playing";
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if (playerCount === this.state.minPlayers && this.state.gamePhase === "waiting") {
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this.assignProducerRoles();
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this.state.gamePhase = "trading";
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this.state.gameStarted = true;
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console.log(`🚀 Game started! ${playerCount} players ready to play`);
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} else if (playerCount < this.state.minPlayers && this.state.gamePhase === "playing") {
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this.state.round = 1;
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console.log(`🚀 Game started! Round ${this.state.round} - Trading phase`);
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} else if (playerCount < this.state.minPlayers && this.state.gameStarted) {
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this.state.gamePhase = "waiting";
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this.state.gameStarted = false;
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console.log(`⏸️ Game paused - not enough players (${playerCount}/${this.state.minPlayers})`);
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@@ -77,8 +244,12 @@ export class GameRoom extends Room<GameState> {
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const player = new Player();
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player.id = client.sessionId;
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player.name = options.playerName || `Player ${this.state.players.size + 1}`;
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player.score = 0;
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player.ready = false;
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player.producerRole = "turkey"; // Will be reassigned when game starts
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player.tokens = new TokenInventory();
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player.points = 0;
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player.shameTokens = 0;
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player.isSuspended = false;
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player.role = "trader";
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this.state.players.set(client.sessionId, player);
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