feat: implement variable token offers and auto-round advancement

- Add variable offer system where P1 can offer any amount of tokens
- Players start with 10 tokens each (P1: pavos, P2: elotes)
- Implement offer/request mechanism with token validation
- Auto-advance rounds after P2 actions or P1 no-offer
- G2: Force offer by default, disable no-offer button when forced
- G3: Wait for shame decision after snatch before advancing
- G4: Implement inverse sanction (P1 gets requested without giving offered)
- Reset rounds to 1 when changing game variants
- Fix OfferControls responsiveness issues
- Hide offer controls after active offer
- Update all G1-G5 components with proper offer flow
This commit is contained in:
2025-08-07 23:53:18 -06:00
parent 426d4b7ab6
commit f89331a3db
19 changed files with 898 additions and 157 deletions

View File

@@ -6,16 +6,137 @@ import { NameManager } from "../utils/nameManager";
export class GameRoom extends Room<GameState> {
maxClients = 2;
private gameInterval?: NodeJS.Timeout;
private readonly TICK_RATE = 1000; // Update every second
onCreate(options: any) {
this.setState(new GameState());
this.state.roomId = this.roomId;
this.onMessage("click", (client) => {
this.handleClick(client);
// Variant selection (both players can change)
this.onMessage("setVariant", (client, variant: string) => {
this.state.currentVariant = variant;
// Reset to round 1 and clear decisions when variant changes
this.state.currentRound = 1;
this.state.resetRound();
// G2: Force offer by default
if (variant === 'G2') {
this.state.forcedByP2 = true;
}
this.broadcast("variantChanged", { variant });
});
// P1 proposes a variable offer (offer -> P2, request <- from P2)
this.onMessage("proposeOffer", (client, payload: { offerPavo:number; offerElote:number; requestPavo:number; requestElote:number; }) => {
const player = this.state.players.get(client.sessionId);
if (!player || player.role !== "P1") return;
const p1 = this.state.p1Id ? this.state.players.get(this.state.p1Id) : undefined;
const p2 = this.state.p2Id ? this.state.players.get(this.state.p2Id) : undefined;
if (!p1 || !p2) return;
const oPavo = Math.max(0, Math.floor(payload.offerPavo || 0));
const oElote = Math.max(0, Math.floor(payload.offerElote || 0));
const rPavo = Math.max(0, Math.floor(payload.requestPavo || 0));
const rElote = Math.max(0, Math.floor(payload.requestElote || 0));
// Validate holdings: P1 must have offered tokens; P2 must have requested tokens
if (oPavo > p1.pavoTokens) return;
if (oElote > p1.eloteTokens) return;
if (rPavo > p2.pavoTokens) return;
if (rElote > p2.eloteTokens) return;
// Clear any previous state before setting new offer
this.state.resetRound();
this.state.offerPavo = oPavo;
this.state.offerElote = oElote;
this.state.requestPavo = rPavo;
this.state.requestElote = rElote;
this.state.offerActive = true; // Always set active when an offer is proposed
this.state.p1Action = "offer";
});
// P1 decides to not offer
this.onMessage("noOffer", (client) => {
const player = this.state.players.get(client.sessionId);
if (!player || player.role !== "P1") return;
if (this.state.forcedByP2) return; // cannot refuse if forced in G2
if (this.state.offerActive) return; // Can't "no offer" if offer is already active
this.state.resetRound();
this.state.p1Action = "no_offer";
// Auto-advance to next round when P1 doesn't offer
this.advanceRound();
});
// G2: P2 may force an offer
this.onMessage("p2Force", (client, force: boolean) => {
const player = this.state.players.get(client.sessionId);
if (!player) return;
if (player.role !== "P2") return;
this.state.forcedByP2 = !!force;
// When forced, P1 must propose an offer; nothing automatic here.
});
// P2 action
this.onMessage("p2Action", (client, action: string) => {
const player = this.state.players.get(client.sessionId);
if (!player) return;
if (player.role !== "P2") return;
this.state.p2Action = action; // accept | reject | snatch
this.resolveP2Action();
// Auto-advance unless it's a snatch in G3 or G4 (need shame/report)
if (action !== 'snatch' || (this.state.currentVariant !== 'G3' && this.state.currentVariant !== 'G4')) {
this.advanceRound();
}
});
// G4 report after snatch
this.onMessage("report", (client, report: boolean) => {
const player = this.state.players.get(client.sessionId);
if (!player) return;
if (player.role !== "P1") return;
this.state.reported = !!report;
if (report && this.state.currentVariant === "G4" && this.state.p2Action === "snatch") {
// Inverse of snatch: P1 gets requested without giving offered
const p1 = this.state.p1Id ? this.state.players.get(this.state.p1Id) : undefined;
const p2 = this.state.p2Id ? this.state.players.get(this.state.p2Id) : undefined;
if (p1 && p2) {
// First, revert the snatch (return offered tokens to P1)
const oP = this.state.offerPavo;
const oE = this.state.offerElote;
if (p2.pavoTokens >= oP) { p2.pavoTokens -= oP; p1.pavoTokens += oP; }
if (p2.eloteTokens >= oE) { p2.eloteTokens -= oE; p1.eloteTokens += oE; }
// Then apply the sanction: P1 gets requested without giving anything
const rP = this.state.requestPavo;
const rE = this.state.requestElote;
if (p2.pavoTokens >= rP) { p2.pavoTokens -= rP; p1.pavoTokens += rP; }
if (p2.eloteTokens >= rE) { p2.eloteTokens -= rE; p1.eloteTokens += rE; }
}
// Clear offer now
this.clearOffer();
}
// Auto-advance after report decision
this.advanceRound();
});
// G3 shame token after snatch
this.onMessage("assignShame", (client, assign: boolean) => {
const player = this.state.players.get(client.sessionId);
if (!player) return;
if (player.role !== "P1") return;
this.state.shameAssigned = !!assign;
if (assign && this.state.currentVariant === "G3" && this.state.p2Action === "snatch") {
// increment P2 shame immediately
const p2 = this.state.p2Id ? this.state.players.get(this.state.p2Id) : undefined;
if (p2) p2.shameTokens += 1;
}
// Auto-advance after shame decision
this.advanceRound();
});
// Removed nextRound handler - rounds now auto-advance
this.onMessage("admin:pause", () => {
this.state.pauseGame();
});
@@ -39,7 +160,7 @@ export class GameRoom extends Room<GameState> {
// Use the playerName passed from the lobby - don't generate a new one!
const playerName = options.playerName || "player";
this.state.addPlayer(client.sessionId, playerName);
const player = this.state.addPlayer(client.sessionId, playerName);
client.send("playerInfo", {
sessionId: client.sessionId,
@@ -94,18 +215,13 @@ export class GameRoom extends Room<GameState> {
}
private startGame() {
console.log(`[GameRoom] Starting game in room ${this.roomId}`);
console.log(`[GameRoom] Starting demo game in room ${this.roomId}`);
this.state.startGame();
// G2: Force offer by default when starting game
if (this.state.currentVariant === 'G2') {
this.state.forcedByP2 = true;
}
this.broadcast("gameStart");
this.gameInterval = setInterval(() => {
this.state.updateTimer(this.TICK_RATE / 1000);
if (this.state.gameStatus === GameStatus.FINISHED) {
this.endGame();
}
}, this.TICK_RATE);
}
private pauseGame() {
@@ -115,38 +231,56 @@ export class GameRoom extends Room<GameState> {
}
private endGame() {
console.log(`[GameRoom] Game ended in room ${this.roomId}. Winner: ${this.state.winner}`);
if (this.gameInterval) {
clearInterval(this.gameInterval);
this.gameInterval = undefined;
}
this.broadcast("gameEnd", {
winner: this.state.winner,
players: Array.from(this.state.players.values()).map(p => ({
name: p.name,
clicks: p.clicks
}))
});
setTimeout(() => {
this.state.restartGame();
if (this.state.players.size === 2) {
this.startGame();
}
}, 5000);
console.log(`[GameRoom] Demo game ended in room ${this.roomId}`);
this.broadcast("gameEnd", {});
}
private resolveP2Action() {
const p1 = this.state.p1Id ? this.state.players.get(this.state.p1Id) : undefined;
const p2 = this.state.p2Id ? this.state.players.get(this.state.p2Id) : undefined;
if (!p1 || !p2) return;
const { p2Action, offerActive } = this.state;
if (!offerActive && this.state.p1Action !== 'no_offer') return;
private handleClick(client: Client) {
if (this.state.gameStatus !== GameStatus.PLAYING) {
if (this.state.p1Action === 'no_offer') {
// Nothing to transfer; round can proceed.
return;
}
const player = this.state.players.get(client.sessionId);
if (player && player.connected) {
player.incrementClicks();
if (p2Action === 'accept') {
// Transfer P1 -> P2 (offered)
if (p1.pavoTokens >= this.state.offerPavo && p1.eloteTokens >= this.state.offerElote &&
p2.pavoTokens >= this.state.requestPavo && p2.eloteTokens >= this.state.requestElote) {
p1.pavoTokens -= this.state.offerPavo; p2.pavoTokens += this.state.offerPavo;
p1.eloteTokens -= this.state.offerElote; p2.eloteTokens += this.state.offerElote;
// Transfer P2 -> P1 (requested)
p2.pavoTokens -= this.state.requestPavo; p1.pavoTokens += this.state.requestPavo;
p2.eloteTokens -= this.state.requestElote; p1.eloteTokens += this.state.requestElote;
}
this.clearOffer();
}
else if (p2Action === 'reject') {
// No changes
this.clearOffer();
}
else if (p2Action === 'snatch') {
// Transfer only offered P1 -> P2
if (p1.pavoTokens >= this.state.offerPavo && p1.eloteTokens >= this.state.offerElote) {
p1.pavoTokens -= this.state.offerPavo; p2.pavoTokens += this.state.offerPavo;
p1.eloteTokens -= this.state.offerElote; p2.eloteTokens += this.state.offerElote;
}
// Keep offer data around for potential G4 report; it will be cleared on report or next round
}
}
private clearOffer() {
this.state.offerPavo = 0;
this.state.offerElote = 0;
this.state.requestPavo = 0;
this.state.requestElote = 0;
this.state.offerActive = false;
this.state.p1Action = "";
this.state.p2Action = "";
}
private handleRestart() {
@@ -161,7 +295,7 @@ export class GameRoom extends Room<GameState> {
this.broadcast("gameRestart");
if (this.state.players.size === 2) {
setTimeout(() => this.startGame(), 2000);
setTimeout(() => this.startGame(), 500);
}
}
@@ -188,11 +322,40 @@ export class GameRoom extends Room<GameState> {
players: Array.from(this.state.players.values()).map(p => ({
sessionId: p.sessionId,
name: p.name,
clicks: p.clicks
role: p.role,
pavoTokens: p.pavoTokens,
eloteTokens: p.eloteTokens,
shameTokens: p.shameTokens,
})),
gameStatus: this.state.gameStatus,
timeRemaining: this.state.timeRemaining,
winner: this.state.winner
variant: this.state.currentVariant,
round: this.state.currentRound,
decisions: {
p1Action: this.state.p1Action,
p2Action: this.state.p2Action,
forcedByP2: this.state.forcedByP2,
reported: this.state.reported,
shameAssigned: this.state.shameAssigned,
offer: {
offerPavo: this.state.offerPavo,
offerElote: this.state.offerElote,
requestPavo: this.state.requestPavo,
requestElote: this.state.requestElote,
active: this.state.offerActive,
}
},
outcome: {}
};
}
}
private advanceRound() {
if (this.state.currentRound < 3) {
this.state.currentRound += 1;
this.state.resetRound();
this.broadcast("roundStarted", { round: this.state.currentRound });
} else {
this.state.finishGame();
this.endGame();
}
}
}

View File

@@ -5,17 +5,47 @@ import { GameStatus } from "../../../../shared/types";
export class GameState extends Schema {
@type({ map: Player }) players = new MapSchema<Player>();
@type("string") gameStatus: GameStatus = GameStatus.WAITING;
@type("number") timeRemaining: number = 600; // 10 minutes in seconds
@type("number") timeRemaining: number = 0;
@type("string") winner: string = "";
@type("number") startTime: number = 0;
@type("string") roomId: string = "";
// Roles
@type("string") p1Id: string = "";
@type("string") p2Id: string = "";
// Variant & round
@type("string") currentVariant: string = "G1"; // G1..G5
@type("number") currentRound: number = 1; // 1..3
// Decisions & flags for current round
@type("string") p1Action: string = ""; // no_offer|"" (variable offers handled via fields below)
@type("string") p2Action: string = ""; // accept|reject|snatch
@type("boolean") forcedByP2: boolean = false; // G2
@type("boolean") reported: boolean = false; // G4
@type("boolean") shameAssigned: boolean = false; // G3
// Offer payload (P1 -> P2) and requested return (P2 -> P1)
@type("number") offerPavo: number = 0;
@type("number") offerElote: number = 0;
@type("number") requestPavo: number = 0;
@type("number") requestElote: number = 0;
@type("boolean") offerActive: boolean = false;
constructor() {
super();
}
addPlayer(sessionId: string, name: string): Player {
const player = new Player(sessionId, name);
// Assign roles P1/P2 in join order
if (!this.p1Id) {
this.p1Id = sessionId;
player.role = "P1";
} else if (!this.p2Id) {
this.p2Id = sessionId;
player.role = "P2";
}
this.players.set(sessionId, player);
return player;
}
@@ -27,8 +57,18 @@ export class GameState extends Schema {
startGame(): void {
this.gameStatus = GameStatus.PLAYING;
this.startTime = Date.now();
this.timeRemaining = 600;
this.timeRemaining = 0;
this.resetAllPlayers();
// Initialize tokens by role
if (this.p1Id) {
const p1 = this.players.get(this.p1Id);
if (p1) { p1.pavoTokens = 10; p1.eloteTokens = 0; }
}
if (this.p2Id) {
const p2 = this.players.get(this.p2Id);
if (p2) { p2.eloteTokens = 10; p2.pavoTokens = 0; }
}
this.resetRound();
}
pauseGame(): void {
@@ -45,14 +85,19 @@ export class GameState extends Schema {
finishGame(): void {
this.gameStatus = GameStatus.FINISHED;
this.determineWinner();
}
restartGame(): void {
this.gameStatus = GameStatus.WAITING;
this.timeRemaining = 600;
this.timeRemaining = 0;
this.winner = "";
this.startTime = 0;
this.currentRound = 1;
this.p1Action = this.p2Action = "";
this.forcedByP2 = this.reported = this.shameAssigned = false;
this.offerPavo = this.offerElote = 0;
this.requestPavo = this.requestElote = 0;
this.offerActive = false;
this.resetAllPlayers();
}
@@ -60,27 +105,14 @@ export class GameState extends Schema {
this.players.forEach(player => player.reset());
}
private determineWinner(): void {
let maxClicks = -1;
let winner = "";
this.players.forEach(player => {
if (player.clicks > maxClicks) {
maxClicks = player.clicks;
winner = player.name;
}
});
this.winner = winner;
resetRound(): void {
this.p1Action = "";
this.p2Action = "";
this.forcedByP2 = (this.currentVariant === "G2");
this.reported = false;
this.shameAssigned = false;
this.offerPavo = this.offerElote = 0;
this.requestPavo = this.requestElote = 0;
this.offerActive = false;
}
updateTimer(deltaTime: number): void {
if (this.gameStatus === GameStatus.PLAYING && this.timeRemaining > 0) {
this.timeRemaining -= deltaTime;
if (this.timeRemaining <= 0) {
this.timeRemaining = 0;
this.finishGame();
}
}
}
}
}

View File

@@ -5,6 +5,10 @@ export class Player extends Schema {
@type("string") name: string = "";
@type("number") clicks: number = 0;
@type("boolean") connected: boolean = true;
@type("string") role: string = ""; // 'P1' | 'P2'
@type("number") pavoTokens: number = 0;
@type("number") eloteTokens: number = 0;
@type("number") shameTokens: number = 0;
constructor(sessionId: string, name: string) {
super();
@@ -12,6 +16,10 @@ export class Player extends Schema {
this.name = name;
this.clicks = 0;
this.connected = true;
this.role = "";
this.pavoTokens = 0;
this.eloteTokens = 0;
this.shameTokens = 0;
}
incrementClicks(): void {
@@ -20,5 +28,7 @@ export class Player extends Schema {
reset(): void {
this.clicks = 0;
this.pavoTokens = 0;
this.eloteTokens = 0;
}
}
}