525 lines
18 KiB
Markdown
525 lines
18 KiB
Markdown
# SnatchGame – Diagramas Mermaid
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Este índice reúne los diagramas claves para implementar el juego y verificar los flujos. Puedes abrir cada `.mmd` con la extensión oficial de Mermaid o verlos embebidos abajo.
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## Visión general del ciclo
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```mermaid
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%% game-overview.mmd
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flowchart TD
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A[Demo Play] --> B[Asignar roles P1/P2]
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B --> C{Jugadores pueden cambiar variante}
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C --> |G1| G1[Sin derechos de propiedad]
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C --> |G2| G2[Regla contraproductiva]
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C --> |G3| G3[Token de repudio]
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C --> |G4| G4[Derechos mínimos]
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C --> |G5| G5[Cheap talk]
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G1 --> D[P1: 10 pavos, P2: 10 elotes]
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G2 --> D
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G3 --> D
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G4 --> D
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G5 --> D
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D --> E[Iniciar ronda]
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E --> F{P1 ofrece?<br/>❗G2: Si P2 fuerza, DEBE ofrecer}
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F -->|Sí| G[P1 propone oferta variable]
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F -->|No| H[No ofrecer → siguiente ronda]
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G --> I{P2 decide}
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I -->|Aceptar| J[Intercambiar tokens]
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I -->|Rechazar| K[Sin cambios]
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I -->|Robar| L[P2 toma oferta sin pagar]
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J --> M[Auto-avance a siguiente ronda]
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K --> M
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L --> N{Variante especial?}
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N -->|G3| O[P1: ¿Asignar vergüenza?]
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N -->|G4| P[P1: ¿Denunciar?]
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N -->|Otros| M
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O --> M
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P --> Q[Sanción: P1 recibe pedido sin dar oferta]
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Q --> M
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M --> R{Ronda < 3?}
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R -->|Sí| E
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R -->|No| S[Fin del juego → Status: FINISHED]
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S --> T[Cambiar variante reinicia todo]
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%%{init: {'theme':'dark'}}%%
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style A fill:#1a1a2e,stroke:#fff,color:#fff
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style B fill:#16213e,stroke:#fff,color:#fff
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style C fill:#0f3460,stroke:#fff,color:#fff
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style D fill:#1e3a5f,stroke:#fff,color:#fff
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style E fill:#2d4059,stroke:#fff,color:#fff
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style F fill:#533e85,stroke:#fff,color:#fff
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style G fill:#2e7d32,stroke:#fff,color:#fff
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style G1 fill:#304ffe,stroke:#fff,color:#fff
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style G2 fill:#6a1b9a,stroke:#fff,color:#fff
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style G3 fill:#e65100,stroke:#fff,color:#fff
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style G4 fill:#b71c1c,stroke:#fff,color:#fff
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style G5 fill:#004d40,stroke:#fff,color:#fff
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style H fill:#424242,stroke:#fff,color:#fff
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style I fill:#1a237e,stroke:#fff,color:#fff
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style J fill:#2e7d32,stroke:#fff,color:#fff
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style K fill:#757575,stroke:#fff,color:#fff
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style L fill:#d32f2f,stroke:#fff,color:#fff
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style M fill:#37474f,stroke:#fff,color:#fff
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style N fill:#4527a0,stroke:#fff,color:#fff
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style O fill:#ff6f00,stroke:#fff,color:#fff
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style P fill:#c62828,stroke:#fff,color:#fff
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style Q fill:#b71c1c,stroke:#fff,color:#fff
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style R fill:#455a64,stroke:#fff,color:#fff
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style S fill:#212121,stroke:#fff,color:#fff
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style T fill:#263238,stroke:#fff,color:#fff
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```
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## Orquestación global (200 jugadores, G1->G5)
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```mermaid
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%% tournament-orchestration.mmd
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flowchart TD
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Start[Init torneo] --> PhaseG1[Phase G1: iniciar]
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PhaseG1 --> MatchG1[Emparejar 200 jugadores al azar]
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MatchG1 --> RoomsG1[Crear rooms P1-P2 y asignar roles]
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RoomsG1 --> PlayG1[Jugar 3 rondas en paralelo]
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PlayG1 --> CommitG1[Commit solo resultado de ronda 3]
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CommitG1 --> WaitAllG1[Esperar que TODOS terminen]
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WaitAllG1 --> RematchG2[Reemparejar todos al azar]
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RematchG2 --> PhaseG2[Phase G2: iniciar]
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PhaseG2 --> MatchG2[Emparejar 200 jugadores al azar]
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MatchG2 --> RoomsG2[Crear rooms y roles]
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RoomsG2 --> PlayG2[Jugar 3 rondas en paralelo]
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PlayG2 --> CommitG2[Commit ronda 3]
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CommitG2 --> WaitAllG2[Esperar TODOS]
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WaitAllG2 --> RematchG3[Reemparejar]
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RematchG3 --> PhaseG3[Phase G3: iniciar]
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PhaseG3 --> MatchG3
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MatchG3 --> RoomsG3
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RoomsG3 --> PlayG3
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PlayG3 --> CommitG3
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CommitG3 --> WaitAllG3
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WaitAllG3 --> RematchG4
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RematchG4 --> PhaseG4[Phase G4: iniciar]
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PhaseG4 --> MatchG4
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MatchG4 --> RoomsG4
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RoomsG4 --> PlayG4
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PlayG4 --> CommitG4
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CommitG4 --> WaitAllG4
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WaitAllG4 --> RematchG5
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RematchG5 --> PhaseG5[Phase G5: iniciar]
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PhaseG5 --> MatchG5
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MatchG5 --> RoomsG5
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RoomsG5 --> PlayG5
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PlayG5 --> CommitG5
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CommitG5 --> End[Fin del torneo]
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```
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## Máquina de estados (Room/Partida)
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```mermaid
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%% game-state-machine.mmd
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stateDiagram-v2
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[*] --> DemoPlay
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DemoPlay --> Waiting : quickPlay()
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Waiting --> Playing : 2 jugadores conectados
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state Playing {
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[*] --> VariantSelection
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VariantSelection --> RoundActive : seleccionar G1-G5
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state RoundActive {
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[*] --> OfferPhase
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state OfferPhase {
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[*] --> CheckForce
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CheckForce --> ForcedOffer : G2 && forcedByP2
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CheckForce --> OptionalOffer : !forcedByP2
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ForcedOffer --> ProposeOffer : debe ofrecer
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OptionalOffer --> ProposeOffer : ofrecer
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OptionalOffer --> NoOffer : no ofrecer
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}
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ProposeOffer --> P2Decision : offerActive=true
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NoOffer --> NextRound : auto-avance
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state P2Decision {
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[*] --> WaitingP2
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WaitingP2 --> Accept : p2Action
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WaitingP2 --> Reject : p2Action
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WaitingP2 --> Snatch : p2Action
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}
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Accept --> TokenExchange : intercambiar
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Reject --> NoChange : sin cambios
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Snatch --> CheckVariant : robar tokens
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TokenExchange --> NextRound : auto-avance
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NoChange --> NextRound : auto-avance
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state CheckVariant {
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[*] --> CheckG3G4
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CheckG3G4 --> ShameDecision : G3
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CheckG3G4 --> ReportDecision : G4
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CheckG3G4 --> NextRound : otros
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}
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ShameDecision --> NextRound : asignar/no asignar
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ReportDecision --> Sanction : denunciar
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ReportDecision --> NextRound : no denunciar
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Sanction --> NextRound : aplicar sanción inversa
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}
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NextRound --> RoundActive : round < 3
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NextRound --> Finished : round = 3
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}
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Finished --> VariantSelection : cambiar variante reinicia
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Playing --> Finished : 3 rondas completadas
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note right of VariantSelection
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Cualquier jugador puede
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cambiar variante en
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cualquier momento
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end note
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note right of P2Decision
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Una sola acción
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permitida por oferta
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end note
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```
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## Secuencia por ronda (cliente-servidor)
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```mermaid
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%% game-sequence.mmd
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sequenceDiagram
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participant P1 as Player 1 (10 pavos)
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participant P2 as Player 2 (10 elotes)
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participant S as Server/Room
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participant UI as UI Components
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Note over P1,P2: Inicio de Demo Play
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S->>P1: Asignar rol P1, tokens iniciales
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S->>P2: Asignar rol P2, tokens iniciales
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Note over UI: Jugadores pueden cambiar variante en cualquier momento
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P1->>S: setVariant(G1-G5)
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S->>S: resetRound(), currentRound=1, status=PLAYING
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S-->>P1: broadcast variantChanged
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S-->>P2: broadcast variantChanged
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loop Cada Ronda (1-3)
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alt G2 - Regla contraproductiva
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Note over P2: Checkbox "Forzar oferta" (activo por defecto)
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P2->>S: p2Force(true/false)
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S-->>UI: forcedByP2 = true/false
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Note over P1: Si forzado, botón "No ofrecer" deshabilitado
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end
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alt G5 - Cheap talk
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Note over P1,P2: Chat no vinculante por 1 minuto
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end
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alt P1 decide ofrecer
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P1->>S: proposeOffer({offerPavo, offerElote, requestPavo, requestElote})
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S->>S: Validar tokens disponibles
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S-->>UI: offerActive = true, ocultar OfferControls
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S-->>P2: Mostrar oferta y botones de decisión
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P2->>S: p2Action(accept/reject/snatch)
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S->>S: Prevenir múltiples acciones (if p2Action exists, return)
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alt accept
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S->>S: Intercambiar tokens ambos lados
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S->>S: Auto-avanzar ronda
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else reject
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S->>S: Sin cambios en tokens
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S->>S: Auto-avanzar ronda
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else snatch
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S->>S: P2 recibe oferta sin pagar
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alt G3 - Token de vergüenza
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S-->>UI: Mostrar botones vergüenza a P1
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P1->>S: assignShame(true/false)
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alt true
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S->>P2: shameTokens += 1
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end
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S->>S: Auto-avanzar ronda
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else G4 - Derechos mínimos
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S-->>UI: Mostrar botones denuncia a P1
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P1->>S: report(true/false)
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alt true
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S->>S: Revertir robo
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S->>S: P1 recibe pedido sin dar oferta (sanción inversa)
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end
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S->>S: Auto-avanzar ronda
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else Otros
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S->>S: Auto-avanzar ronda
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end
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end
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else P1 no ofrece
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P1->>S: noOffer()
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S->>S: p1Action = "no_offer"
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S->>S: Auto-avanzar ronda
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end
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end
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Note over S: Después de ronda 3
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S->>S: gameStatus = FINISHED
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Note over UI: Al cambiar variante, reinicia todo
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```
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## Variantes de juego
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### G1 – Sin derechos de propiedad (oferta variable)
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```mermaid
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%% g1-no-property.mmd
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flowchart TD
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Start[G1: Sin derechos de propiedad] --> Init[P1: 10 pavos<br/>P2: 10 elotes]
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Init --> A1{P1: Ofrecer tokens?}
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A1 -->|No ofrecer| O1[Sin cambios<br/>→ Siguiente ronda]
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A1 -->|Proponer oferta| B1[P1 especifica:<br/>- Ofrecer: X pavos, Y elotes<br/>- Pedir: A pavos, B elotes]
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B1 --> C1[UI: Ocultar OfferControls<br/>Mostrar oferta a ambos jugadores]
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C1 --> D1{P2: Una sola decisión}
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D1 -->|Aceptar| O2[Intercambiar tokens:<br/>P1 da oferta, recibe pedido<br/>P2 da pedido, recibe oferta<br/>→ Auto-avance]
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D1 -->|Rechazar| O3[Sin cambios en tokens<br/>→ Auto-avance]
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D1 -->|Robar| O4[P2 recibe oferta<br/>P1 pierde oferta<br/>Sin pago de P2<br/>→ Auto-avance]
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%%{init: {'theme':'dark'}}%%
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style Start fill:#1a237e,stroke:#fff,color:#fff
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style Init fill:#283593,stroke:#fff,color:#fff
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style A1 fill:#4527a0,stroke:#fff,color:#fff
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style B1 fill:#512da8,stroke:#fff,color:#fff
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style C1 fill:#37474f,stroke:#fff,color:#fff
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style D1 fill:#455a64,stroke:#fff,color:#fff
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style O1 fill:#424242,stroke:#fff,color:#fff
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style O2 fill:#2e7d32,stroke:#fff,color:#fff
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style O3 fill:#757575,stroke:#fff,color:#fff
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style O4 fill:#d32f2f,stroke:#fff,color:#fff
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```
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### G2 – Regla contraproductiva (P2 puede forzar) – oferta variable
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```mermaid
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%% g2-counterproductive-rule.mmd
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flowchart TD
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Start[G2: Regla contraproductiva] --> Init[P1: 10 pavos<br/>P2: 10 elotes]
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Init --> A2[P2: Checkbox 'Forzar oferta'<br/>🔲 Activo por defecto]
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A2 -->|forcedByP2 = true| F2[P1 DEBE ofrecer<br/>Botón 'No ofrecer' deshabilitado]
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A2 -->|forcedByP2 = false| B2{P1: Ofrecer tokens?}
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F2 --> C2[P1 especifica oferta obligatoria:<br/>- Ofrecer: X pavos, Y elotes<br/>- Pedir: A pavos, B elotes]
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B2 -->|No ofrecer| O1[Sin cambios<br/>→ Siguiente ronda]
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B2 -->|Proponer oferta| C2
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C2 --> D2[UI: Ocultar OfferControls<br/>Mostrar detalles oferta]
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D2 --> E2{P2: Una sola decisión}
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E2 -->|Aceptar| O2[Intercambiar tokens<br/>→ Auto-avance]
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E2 -->|Rechazar| O3[Sin cambios<br/>→ Auto-avance]
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E2 -->|Robar| O4[P2 recibe oferta sin pagar<br/>→ Auto-avance]
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%%{init: {'theme':'dark'}}%%
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style Start fill:#6a1b9a,stroke:#fff,color:#fff
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style Init fill:#7b1fa2,stroke:#fff,color:#fff
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style A2 fill:#8e24aa,stroke:#fff,color:#fff
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style F2 fill:#ab47bc,stroke:#fff,color:#fff
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style B2 fill:#4527a0,stroke:#fff,color:#fff
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style C2 fill:#512da8,stroke:#fff,color:#fff
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style D2 fill:#37474f,stroke:#fff,color:#fff
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style E2 fill:#455a64,stroke:#fff,color:#fff
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style O1 fill:#424242,stroke:#fff,color:#fff
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style O2 fill:#2e7d32,stroke:#fff,color:#fff
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style O3 fill:#757575,stroke:#fff,color:#fff
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style O4 fill:#d32f2f,stroke:#fff,color:#fff
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```
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### G3 – Token de repudio (vergüenza) – oferta variable
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```mermaid
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%% g3-shame-token.mmd
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flowchart TD
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Start[G3: Token de repudio/vergüenza] --> Init[P1: 10 pavos<br/>P2: 10 elotes]
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Init --> A3{P1: Ofrecer tokens?}
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A3 -->|No ofrecer| O1[Sin cambios<br/>→ Siguiente ronda]
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A3 -->|Proponer oferta| B3[P1 especifica:<br/>- Ofrecer: X pavos, Y elotes<br/>- Pedir: A pavos, B elotes]
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B3 --> C3[UI: Ocultar OfferControls<br/>Mostrar detalles oferta]
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C3 --> D3{P2: Una sola decisión}
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D3 -->|Aceptar| O2[Intercambiar tokens<br/>→ Auto-avance]
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D3 -->|Rechazar| O3[Sin cambios<br/>→ Auto-avance]
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D3 -->|Robar| E3[P2 recibe oferta sin pagar<br/>UI: Ocultar botones P2]
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E3 --> F3{P1: ¿Asignar vergüenza?}
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F3 -->|Asignar| O4a[P2.shameTokens += 1<br/>😶 Visible en UI<br/>→ Auto-avance]
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F3 -->|No asignar| O4b[Sin penalización<br/>→ Auto-avance]
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%%{init: {'theme':'dark'}}%%
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style Start fill:#e65100,stroke:#fff,color:#fff
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style Init fill:#ef6c00,stroke:#fff,color:#fff
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style A3 fill:#4527a0,stroke:#fff,color:#fff
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style B3 fill:#512da8,stroke:#fff,color:#fff
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style C3 fill:#37474f,stroke:#fff,color:#fff
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style D3 fill:#455a64,stroke:#fff,color:#fff
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style E3 fill:#bf360c,stroke:#fff,color:#fff
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style F3 fill:#ff6f00,stroke:#fff,color:#fff
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style O1 fill:#424242,stroke:#fff,color:#fff
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style O2 fill:#2e7d32,stroke:#fff,color:#fff
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style O3 fill:#757575,stroke:#fff,color:#fff
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style O4a fill:#ff3d00,stroke:#fff,color:#fff
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style O4b fill:#616161,stroke:#fff,color:#fff
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```
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### G4 – Derechos mínimos de propiedad (juez) – oferta variable
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```mermaid
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%% g4-min-property-rights.mmd
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flowchart TD
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Start[G4: Derechos mínimos de propiedad] --> Init[P1: 10 pavos<br/>P2: 10 elotes]
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Init --> A4{P1: Ofrecer tokens?}
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A4 -->|No ofrecer| O1[Sin cambios<br/>→ Siguiente ronda]
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A4 -->|Proponer oferta| B4[P1 especifica:<br/>- Ofrecer: X pavos, Y elotes<br/>- Pedir: A pavos, B elotes]
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B4 --> C4[UI: Ocultar OfferControls<br/>Mostrar detalles oferta]
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C4 --> D4{P2: Una sola decisión}
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D4 -->|Aceptar| O2[Intercambiar tokens<br/>→ Auto-avance]
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D4 -->|Rechazar| O3[Sin cambios<br/>→ Auto-avance]
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D4 -->|Robar| E4[P2 recibe oferta sin pagar<br/>UI: Ocultar botones P2]
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E4 --> F4{P1: ¿Denunciar al juez?}
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F4 -->|No denunciar| O4[Robo exitoso<br/>→ Auto-avance]
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F4 -->|Denunciar| J4[⚖️ AutoJudge actúa]
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J4 --> S1[Paso 1 - Revertir robo:<br/>Devolver tokens ofrecidos a P1]
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S1 --> S2[Paso 2 - Sanción inversa:<br/>P1 recibe lo pedido sin dar nada<br/>P2 pierde lo pedido]
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S2 --> O5[Sanción aplicada<br/>→ Auto-avance]
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%%{init: {'theme':'dark'}}%%
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style Start fill:#b71c1c,stroke:#fff,color:#fff
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style Init fill:#c62828,stroke:#fff,color:#fff
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style A4 fill:#4527a0,stroke:#fff,color:#fff
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style B4 fill:#512da8,stroke:#fff,color:#fff
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style C4 fill:#37474f,stroke:#fff,color:#fff
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style D4 fill:#455a64,stroke:#fff,color:#fff
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style E4 fill:#d32f2f,stroke:#fff,color:#fff
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style F4 fill:#e53935,stroke:#fff,color:#fff
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style J4 fill:#1b5e20,stroke:#fff,color:#fff
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style S1 fill:#2e7d32,stroke:#fff,color:#fff
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style S2 fill:#388e3c,stroke:#fff,color:#fff
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style O1 fill:#424242,stroke:#fff,color:#fff
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style O2 fill:#2e7d32,stroke:#fff,color:#fff
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style O3 fill:#757575,stroke:#fff,color:#fff
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style O4 fill:#bf360c,stroke:#fff,color:#fff
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style O5 fill:#43a047,stroke:#fff,color:#fff
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```
|
||
|
||
### G5 – Cheap talk (conversación previa) – oferta variable
|
||
```mermaid
|
||
%% g5-cheap-talk.mmd
|
||
flowchart TD
|
||
Start[G5: Cheap Talk] --> Init[P1: 10 pavos<br/>P2: 10 elotes]
|
||
Init --> Pre[💬 Chat no vinculante<br/>Ambos jugadores pueden escribir<br/>Sin compromisos]
|
||
Pre --> A5{P1: Ofrecer tokens?}
|
||
A5 -->|No ofrecer| O1[Sin cambios<br/>→ Siguiente ronda]
|
||
A5 -->|Proponer oferta| B5[P1 especifica:<br/>- Ofrecer: X pavos, Y elotes<br/>- Pedir: A pavos, B elotes]
|
||
|
||
B5 --> C5[UI: Ocultar OfferControls<br/>Mostrar detalles oferta]
|
||
C5 --> D5{P2: Una sola decisión}
|
||
|
||
D5 -->|Aceptar| O2[Intercambiar tokens<br/>→ Auto-avance]
|
||
D5 -->|Rechazar| O3[Sin cambios<br/>→ Auto-avance]
|
||
D5 -->|Robar| O4[P2 recibe oferta sin pagar<br/>→ Auto-avance]
|
||
|
||
%%{init: {'theme':'dark'}}%%
|
||
style Start fill:#004d40,stroke:#fff,color:#fff
|
||
style Init fill:#00695c,stroke:#fff,color:#fff
|
||
style Pre fill:#00796b,stroke:#fff,color:#fff
|
||
style A5 fill:#4527a0,stroke:#fff,color:#fff
|
||
style B5 fill:#512da8,stroke:#fff,color:#fff
|
||
style C5 fill:#37474f,stroke:#fff,color:#fff
|
||
style D5 fill:#455a64,stroke:#fff,color:#fff
|
||
style O1 fill:#424242,stroke:#fff,color:#fff
|
||
style O2 fill:#2e7d32,stroke:#fff,color:#fff
|
||
style O3 fill:#757575,stroke:#fff,color:#fff
|
||
style O4 fill:#d32f2f,stroke:#fff,color:#fff
|
||
```
|
||
|
||
## Emparejamiento en masa (fase Gx)
|
||
|
||
```mermaid
|
||
%% matchmaking.mmd
|
||
sequenceDiagram
|
||
participant OR as Orchestrator
|
||
participant MM as Matchmaker
|
||
participant P as PlayerPool
|
||
participant R as RoomFactory
|
||
|
||
OR->>MM: start phase (Gx) for ALL
|
||
MM->>P: collect all available players (200)
|
||
MM->>P: shuffle randomly
|
||
loop pair players
|
||
MM->>R: create room with pair (P1,P2) and roles
|
||
R-->>MM: roomId
|
||
end
|
||
MM-->>OR: rooms created for all pairs
|
||
OR->>R: broadcast startRound(1) to all rooms
|
||
```
|
||
|
||
## Modelo de datos (mínimo)
|
||
|
||
```mermaid
|
||
%% data-model.mmd
|
||
classDiagram
|
||
class Player {
|
||
+string id
|
||
+string name
|
||
+int pavoTokens // tokens tipo P1
|
||
+int eloteTokens // tokens tipo P2
|
||
+number shameTokens // visible en próxima partida
|
||
}
|
||
note for Player "Scoring: como P1 => pavo*1 + elote*2; como P2 => elote*1 + pavo*2; total = suma"
|
||
|
||
class GameSession {
|
||
+string id
|
||
+string gameType // G1..G5
|
||
+string player1Id
|
||
+string player2Id
|
||
+int currentRound // 1..3
|
||
+Round[] rounds // length=3
|
||
+Date createdAt
|
||
}
|
||
|
||
class Round {
|
||
+int index // 1,2,3
|
||
+string p1Action // offer|no_offer|forced_offer
|
||
+string p2Action // accept|reject|snatch|null
|
||
+boolean forcedByP2 // G2
|
||
+boolean reported // G4
|
||
+boolean shameAssigned // G3
|
||
+number outcomeP1
|
||
+number outcomeP2
|
||
+boolean isThird
|
||
}
|
||
|
||
class LeaderboardEntry {
|
||
+string playerId
|
||
+number scoreAsP1 // P1: pavo*1 + elote*2
|
||
+number scoreAsP2 // P2: elote*1 + pavo*2
|
||
+number aggregateScore // scoreAsP1 + scoreAsP2
|
||
+Date updatedAt
|
||
}
|
||
|
||
Player "1" -- "0..*" GameSession : participa
|
||
GameSession "1" o-- "3" Round : incluye
|
||
Player "1" -- "0..*" LeaderboardEntry : puntuación
|
||
```
|
||
|
||
---
|
||
|
||
Notas:
|
||
- Solo el resultado de la R3 se agrega al leaderboard/analytics.
|
||
- G2 introduce `forcedByP2`; G3, `shameAssigned` y contador visible en la siguiente partida; G4, `reported` y sanción del juez.
|
||
- El servidor es autoritativo; clientes no mutan estado.
|