feat: skryté multiplayerové minihry přes websocket
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Minihry se otevírají trojklikem na logo a napsáním kódu hry
("help" vypíše seznam do konzole prohlížeče):
- reakce: reakční hra, 3 kola, pořadí podle součtu časů
- snake: had pro více hráčů, simulaci drží server
- tetris: battle Tetris s odpadními řádky a lokálním tréninkem
- pong: Pong 1v1, ovládání myší i klávesami, bot se 4 obtížnostmi
- kresleni: kreslení a hádání jídel z dnešních menu
Ikony her se řídí zvoleným vzhledem. Stav her je v paměti serveru,
předpokládá se jedna replika.
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@@ -1,3 +1,4 @@
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[
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"Možnost v nastavení úplně vypnout poletující motýlky"
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"Možnost v nastavení úplně vypnout poletující motýlky",
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"Nové skryté minihry pro hraní s kolegy – reakční hra, had, Tetris (i s tréninkem), Pong (ovládání myší, i proti botovi) a kreslení jídel z dnešního menu. Zkuste je najít 😉"
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]
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@@ -0,0 +1,401 @@
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import { Server } from "socket.io";
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import { Clock, defaultClock, GameError, gameHandler, loginFromPayload, minPlayersForEnv } from "./minigames";
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import { getActiveRestaurants, getRestaurantMenu } from "./service";
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/**
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* Kreslení — jeden hráč kreslí jídlo z dnešních menu, ostatní hádají v chatu.
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*
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* Každý hráč jednou kreslí. Hádá se klíčové slovo jídla (např. "guláš" u
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* "Plzeňský hovězí guláš"), diakritika ani drobné koncovky nevadí. Kdo uhodne dřív,
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* dostane víc bodů; kreslíř dostává body za každého, kdo uhodl.
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*
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* Hádané slovo dostává jen kreslíř (osobní místnost), ostatním chodí maska s nápovědou.
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* Stav je v paměti, předpokládá jednu repliku.
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*/
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export const ROUND_MS = 80_000;
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export const REVEAL_MS = 5000;
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export const MAX_PLAYERS = 10;
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export const LOBBY_TIMEOUT_MS = 3 * 60 * 1000;
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export const GUESS_MAX_POINTS = 100;
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export const GUESS_MIN_POINTS = 20;
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export const DRAWER_POINTS_PER_GUESS = 25;
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/** Podíly času kola, kdy se v nápovědě odkryje další písmeno. */
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const HINT_REVEALS = [0.4, 0.7];
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const MAX_MESSAGES = 30;
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const MAX_MESSAGE_LENGTH = 100;
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/** Pojistka proti nekonečné kresbě (součet bodů všech tahů v kole). */
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const MAX_POINTS_PER_ROUND = 20_000;
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export const WATCH_ROOM = 'draw-watchers';
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export const userRoom = (login: string) => `draw-user:${login}`;
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/** Záložní slova, když dnešní menu nejsou k dispozici (víkend, výpadek). */
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export const FALLBACK_WORDS = [
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'pizza', 'guláš', 'řízek', 'svíčková', 'burger', 'palačinky', 'knedlíky', 'špagety', 'sushi', 'kebab',
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'salát', 'hranolky', 'párek', 'koláč', 'dort', 'bramboráky', 'rizoto', 'lasagne', 'tacos', 'vepřo knedlo zelo',
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];
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export type DrawPhase = 'idle' | 'lobby' | 'drawing' | 'reveal' | 'finished';
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export type DrawPlayer = { login: string, score: number, guessed: boolean, place?: number };
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export type ChatMessage = { login?: string, text: string, system?: boolean };
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/** Tah štětcem; souřadnice 0–1000 nezávisle na velikosti plátna. */
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export type Stroke = { color: string, size: number, points: [number, number][], start: boolean };
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export type DrawState = {
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phase: DrawPhase,
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host?: string,
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players: DrawPlayer[],
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drawer?: string,
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round: number,
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totalRounds: number,
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/** Maska hádaného jídla, např. "g _ _ _ š". */
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hint?: string,
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/** Řešení — jen ve fázi reveal a finished. */
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answer?: string,
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/** Zbývající čas kola (ms) v okamžiku odeslání. */
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remainingMs?: number,
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messages: ChatMessage[],
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minPlayers: number,
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};
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type Word = { display: string, keywords: string[] };
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/** Malá písmena bez diakritiky a nadbytečných mezer. */
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export const normalize = (s: string) => s.toLowerCase().normalize('NFD').replace(/[̀-ͯ]/g, '').replace(/\s+/g, ' ').trim();
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/**
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* Z názvu jídla v menu udělá hádatelné slovo: bez alergenů, jen hlavní část
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* (před čárkou a přílohou "s/se ..."), klíčová slova bez přídavných jmen.
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*/
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export function toWord(dish: string): Word {
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let display = dish.replace(/\([^)]*\)/g, '').split(',')[0].split(/\s+(?:s|se|a|na)\s+/i)[0].replace(/\s+/g, ' ').trim();
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const words = display.split(' ');
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if (display.length > 30) display = words.slice(0, 3).join(' ');
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// Přídavná jména v češtině končí obvykle na -ý/-á/-é/-í ("Plzeňský hovězí guláš" → guláš)
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let keywords = display.split(' ').filter(w => w.length >= 4 && !/[ýáéí]$/i.test(w)).map(normalize);
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if (keywords.length === 0) keywords = display.split(' ').filter(w => w.length >= 3).map(normalize);
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if (keywords.length === 0) keywords = [normalize(display)];
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return { display, keywords };
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}
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/** Uhodl hráč? Stačí jedno klíčové slovo; tolerují se koncovky (knedlík ~ knedlíky). */
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export function isCorrectGuess(guess: string, word: Word): boolean {
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const g = normalize(guess);
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if (!g) return false;
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if (g === normalize(word.display)) return true;
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return g.split(' ').some(gw => word.keywords.some(kw => {
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if (gw === kw) return true;
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const need = Math.max(4, kw.length - 2);
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return gw.length >= need && kw.slice(0, need) === gw.slice(0, need);
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}));
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}
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export class DrawingGame {
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private phase: DrawPhase = 'idle';
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private host?: string;
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private players: DrawPlayer[] = [];
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private order: string[] = [];
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private round = 0;
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private word?: Word;
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private words: Word[] = [];
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private revealed = new Set<number>();
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private roundEndsAt = 0;
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private messages: ChatMessage[] = [];
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private strokes: Stroke[] = [];
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private strokePoints = 0;
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private starting = false;
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private timer: unknown;
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private hintTimers: unknown[] = [];
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constructor(
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private readonly broadcastAll: (state: DrawState) => void,
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private readonly sendWord: (login: string, word: string) => void,
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private readonly relayStroke: (stroke: Stroke) => void,
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private readonly relayClear: () => void,
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private readonly loadDishes: () => Promise<string[]>,
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private readonly minPlayers = 2,
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private readonly clock: Clock = defaultClock,
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) { }
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get drawer(): string | undefined {
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return this.phase === 'drawing' || this.phase === 'reveal' ? this.order[this.round - 1] : undefined;
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}
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getState(): DrawState {
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const showAnswer = this.phase === 'reveal' || this.phase === 'finished';
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return {
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phase: this.phase,
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host: this.host,
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players: this.players.map(p => ({ ...p })),
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drawer: this.drawer,
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round: this.round,
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totalRounds: this.order.length,
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hint: this.phase === 'drawing' ? this.hint() : undefined,
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answer: showAnswer ? this.word?.display : undefined,
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remainingMs: this.phase === 'drawing' ? Math.max(0, this.roundEndsAt - this.clock.now()) : undefined,
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messages: [...this.messages],
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minPlayers: this.minPlayers,
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};
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}
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getStrokes(): Stroke[] {
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return this.strokes;
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}
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/** Hádané slovo pro daného hráče (jen kreslíř během kola). */
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wordFor(login: string): string | undefined {
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return this.phase === 'drawing' && login === this.drawer ? this.word?.display : undefined;
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}
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join(login: string) {
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if (this.phase === 'idle' || this.phase === 'finished') {
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this.reset();
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this.phase = 'lobby';
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this.host = login;
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this.schedule(() => this.cancel(), LOBBY_TIMEOUT_MS);
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} else if (this.phase !== 'lobby') {
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throw new GameError('Hra už běží, počkejte na další.');
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}
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if (this.players.some(p => p.login === login)) return;
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if (this.players.length >= MAX_PLAYERS) {
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throw new GameError('Lobby je plné.');
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}
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this.players.push({ login, score: 0, guessed: false });
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this.emit();
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}
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leave(login: string) {
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if (this.phase !== 'lobby' || !this.players.some(p => p.login === login)) return;
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if (login === this.host) {
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this.cancel();
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return;
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}
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this.players = this.players.filter(p => p.login !== login);
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this.emit();
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}
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async start(login: string) {
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if (this.phase !== 'lobby' || this.starting) {
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throw new GameError('Není otevřené žádné lobby.');
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}
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if (login !== this.host) {
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throw new GameError('Hru může spustit jen ten, kdo lobby založil.');
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}
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if (this.players.length < this.minPlayers) {
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throw new GameError(`Ke hře je potřeba alespoň ${this.minPlayers} hráčů.`);
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}
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this.starting = true;
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let dishes: string[] = [];
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try {
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dishes = await this.loadDishes();
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} catch {
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// Menu nejsou k dispozici — hraje se se záložními slovy
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} finally {
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this.starting = false;
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}
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if (this.phase !== 'lobby') return;
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const unique = [...new Map(dishes.map(toWord).map(w => [normalize(w.display), w])).values()];
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// Dnešní jídla mají přednost; když dojdou, doplní se záložní slova (viz nextRound)
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this.words = unique.length > 0 ? unique : FALLBACK_WORDS.map(toWord);
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this.order = this.players.map(p => p.login);
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this.round = 0;
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this.nextRound();
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}
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stroke(login: string, payload: unknown) {
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if (this.phase !== 'drawing' || login !== this.drawer) return;
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const { color, size, points, start } = (payload ?? {}) as Partial<Stroke>;
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if (typeof color !== 'string' || !/^#[0-9a-f]{6}$/i.test(color)) return;
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if (typeof size !== 'number' || size < 1 || size > 40) return;
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if (!Array.isArray(points) || points.length === 0 || points.length > 200) return;
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if (!points.every(p => Array.isArray(p) && p.length === 2 && p.every(v => Number.isFinite(v) && v >= 0 && v <= 1000))) return;
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if (this.strokePoints + points.length > MAX_POINTS_PER_ROUND) return;
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const stroke: Stroke = { color, size, points: points.map(([x, y]) => [Math.round(x), Math.round(y)]), start: !!start };
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this.strokes.push(stroke);
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this.strokePoints += points.length;
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this.relayStroke(stroke);
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}
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clear(login: string) {
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if (this.phase !== 'drawing' || login !== this.drawer) return;
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this.strokes = [];
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this.strokePoints = 0;
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this.relayClear();
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}
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guess(login: string, text: unknown) {
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if (typeof text !== 'string') return;
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const message = text.trim().slice(0, MAX_MESSAGE_LENGTH);
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const player = this.players.find(p => p.login === login);
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if (!message || !player) return;
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if (this.phase !== 'drawing') {
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this.pushMessage({ login, text: message });
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this.emit();
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return;
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}
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// Kreslíř a ti, kdo už uhodli, by mohli prozradit řešení
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if (login === this.drawer || player.guessed || !this.word) return;
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if (isCorrectGuess(message, this.word)) {
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const share = Math.max(0, this.roundEndsAt - this.clock.now()) / ROUND_MS;
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player.guessed = true;
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player.score += Math.max(GUESS_MIN_POINTS, Math.round(GUESS_MAX_POINTS * share));
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const drawer = this.players.find(p => p.login === this.drawer);
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if (drawer) drawer.score += DRAWER_POINTS_PER_GUESS;
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this.pushMessage({ text: `${login} uhodl(a)! 🎉`, system: true });
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const guessers = this.players.filter(p => p.login !== this.drawer);
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if (guessers.every(p => p.guessed)) {
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this.endRound();
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return;
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}
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} else {
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this.pushMessage({ login, text: message });
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}
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this.emit();
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}
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private nextRound() {
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this.round++;
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if (this.round > this.order.length) {
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this.finish();
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return;
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}
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const index = Math.floor(this.clock.random() * this.words.length);
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this.word = this.words.splice(index, 1)[0] ?? toWord(FALLBACK_WORDS[0]);
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if (this.words.length === 0) this.words = FALLBACK_WORDS.map(toWord);
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this.revealed.clear();
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this.strokes = [];
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this.strokePoints = 0;
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this.players.forEach(p => { p.guessed = false; });
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this.phase = 'drawing';
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this.roundEndsAt = this.clock.now() + ROUND_MS;
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this.pushMessage({ text: `Kreslí ${this.drawer}.`, system: true });
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this.relayClear();
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this.schedule(() => this.endRound(), ROUND_MS);
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this.hintTimers = HINT_REVEALS.map(share => this.clock.setTimeout(() => this.revealLetter(), ROUND_MS * share));
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this.emit();
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this.sendWord(this.drawer!, this.word.display);
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}
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private revealLetter() {
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if (this.phase !== 'drawing' || !this.word) return;
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const hidden = [...this.word.display].map((c, i) => i).filter(i => this.word!.display[i] !== ' ' && !this.revealed.has(i));
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// Poslední písmeno nikdy neodkrýváme
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if (hidden.length <= 1) return;
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this.revealed.add(hidden[Math.floor(this.clock.random() * hidden.length)]);
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this.emit();
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}
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private hint(): string {
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if (!this.word) return '';
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return [...this.word.display].map((c, i) => c === ' ' ? ' ' : this.revealed.has(i) ? c : '_').join(' ');
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}
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private endRound() {
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this.clearHintTimers();
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this.phase = 'reveal';
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this.pushMessage({ text: `Bylo to: ${this.word?.display}`, system: true });
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this.schedule(() => this.nextRound(), REVEAL_MS);
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this.emit();
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}
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private finish() {
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const ranked = [...this.players].sort((a, b) => b.score - a.score);
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ranked.forEach((p, i) => { p.place = i + 1; });
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this.phase = 'finished';
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this.clearTimer();
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this.emit();
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}
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private pushMessage(message: ChatMessage) {
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this.messages.push(message);
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if (this.messages.length > MAX_MESSAGES) this.messages.shift();
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}
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private cancel() {
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this.reset();
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this.emit();
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}
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private reset() {
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this.clearTimer();
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this.clearHintTimers();
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this.phase = 'idle';
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this.host = undefined;
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this.players = [];
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this.order = [];
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this.round = 0;
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this.word = undefined;
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this.messages = [];
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this.strokes = [];
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this.strokePoints = 0;
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}
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private schedule(fn: () => void, ms: number) {
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this.clearTimer();
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this.timer = this.clock.setTimeout(() => {
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this.timer = undefined;
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fn();
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}, ms);
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}
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private clearTimer() {
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if (this.timer !== undefined) {
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this.clock.clearTimeout(this.timer);
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this.timer = undefined;
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}
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}
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private clearHintTimers() {
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this.hintTimers.forEach(t => this.clock.clearTimeout(t));
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this.hintTimers = [];
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}
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private emit() {
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this.broadcastAll(this.getState());
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}
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}
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/** Názvy dnešních jídel (bez polévek) ze všech aktivních podniků. */
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async function loadTodaysDishes(): Promise<string[]> {
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const menus = await Promise.all(getActiveRestaurants().map(r => getRestaurantMenu(r).catch(() => undefined)));
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return menus.flatMap(m => m?.food ?? []).filter(f => !f.isSoup && f.name).map(f => f.name);
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}
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/** Zaregistruje websocket handlery Kreslení. */
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export function registerDrawingGame(io: Server) {
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const game = new DrawingGame(
|
||||
state => io.emit('draw:state', state),
|
||||
(login, word) => io.to(userRoom(login)).emit('draw:word', word),
|
||||
stroke => io.to(WATCH_ROOM).emit('draw:stroke', stroke),
|
||||
() => io.to(WATCH_ROOM).emit('draw:clear'),
|
||||
loadTodaysDishes,
|
||||
minPlayersForEnv(2),
|
||||
);
|
||||
|
||||
io.on('connection', socket => {
|
||||
const handle = (action: (login: string, payload: unknown) => void | Promise<void>) => gameHandler(socket, 'draw:error', action);
|
||||
socket.on('draw:sync', () => socket.emit('draw:state', game.getState()));
|
||||
// Sledování vyžaduje přihlášení — kreslíř si tak po znovupřipojení vyzvedne své slovo
|
||||
socket.on('draw:watch', payload => {
|
||||
let login: string | undefined;
|
||||
try { login = loginFromPayload(payload); } catch { /* sleduje anonymně */ }
|
||||
socket.join(WATCH_ROOM);
|
||||
if (login) socket.join(userRoom(login));
|
||||
socket.emit('draw:state', game.getState());
|
||||
socket.emit('draw:strokes', game.getStrokes());
|
||||
const word = login ? game.wordFor(login) : undefined;
|
||||
if (word) socket.emit('draw:word', word);
|
||||
});
|
||||
socket.on('draw:unwatch', () => {
|
||||
socket.leave(WATCH_ROOM);
|
||||
[...socket.rooms].filter(r => r.startsWith('draw-user:')).forEach(r => socket.leave(r));
|
||||
});
|
||||
socket.on('draw:join', handle(login => game.join(login)));
|
||||
socket.on('draw:leave', handle(login => game.leave(login)));
|
||||
socket.on('draw:start', handle(login => game.start(login)));
|
||||
socket.on('draw:stroke', handle((login, payload) => game.stroke(login, payload)));
|
||||
socket.on('draw:clear', handle(login => game.clear(login)));
|
||||
socket.on('draw:guess', handle((login, payload) => game.guess(login, (payload as { text?: unknown })?.text)));
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
import { Socket } from "socket.io";
|
||||
import { getLogin } from "./auth";
|
||||
|
||||
/** Sdílené pomůcky pro websocketové minihry (reakční hra, had). */
|
||||
|
||||
/** Chyba určená hráči — posílá se zpět klientovi, nic se neloguje. */
|
||||
export class GameError extends Error { }
|
||||
|
||||
/** Hodiny a náhoda vyčleněné kvůli testům. */
|
||||
export type Clock = {
|
||||
now: () => number,
|
||||
setTimeout: (fn: () => void, ms: number) => unknown,
|
||||
clearTimeout: (handle: unknown) => void,
|
||||
random: () => number,
|
||||
};
|
||||
|
||||
export const defaultClock: Clock = {
|
||||
now: () => Date.now(),
|
||||
setTimeout: (fn, ms) => setTimeout(fn, ms),
|
||||
clearTimeout: handle => clearTimeout(handle as NodeJS.Timeout),
|
||||
random: () => Math.random(),
|
||||
};
|
||||
|
||||
/** Ověří token z eventu a vrátí login, jinak vyhodí chybu. */
|
||||
export function loginFromPayload(payload: unknown): string {
|
||||
const token = (payload as { token?: unknown } | undefined)?.token;
|
||||
if (typeof token !== 'string') {
|
||||
throw new GameError('Chybí přihlášení.');
|
||||
}
|
||||
try {
|
||||
const login = getLogin(token);
|
||||
if (!login) throw new Error();
|
||||
return login;
|
||||
} catch {
|
||||
throw new GameError('Neplatné přihlášení.');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Vytvoří handler websocket eventu, který ověří přihlášení a herní chyby
|
||||
* pošle zpět jen danému klientovi jako `errorEvent`.
|
||||
*/
|
||||
export function gameHandler(socket: Socket, errorEvent: string, action: (login: string, payload: unknown) => void | Promise<void>) {
|
||||
const onError = (e: unknown) => {
|
||||
if (e instanceof GameError) {
|
||||
socket.emit(errorEvent, e.message);
|
||||
} else {
|
||||
console.error(`Chyba minihry (${errorEvent})`, e);
|
||||
}
|
||||
};
|
||||
return (payload: unknown) => {
|
||||
try {
|
||||
const result = action(loginFromPayload(payload), payload);
|
||||
if (result instanceof Promise) result.catch(onError);
|
||||
} catch (e) {
|
||||
onError(e);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/** Minimální počet hráčů — lokálně lze hrát i sám. */
|
||||
export const minPlayersForEnv = (prod: number) => process.env.NODE_ENV === 'development' ? 1 : prod;
|
||||
@@ -0,0 +1,429 @@
|
||||
import { Server } from "socket.io";
|
||||
import { Clock, defaultClock, GameError, gameHandler } from "./minigames";
|
||||
|
||||
/**
|
||||
* Pong 1v1 přes websocket.
|
||||
*
|
||||
* Server drží fyziku (míček, pálky, skóre) a posílá snímky sledujícím ~30× za sekundu;
|
||||
* hráči posílají jen směr pálky (nahoru / dolů / stát). Kdo první dá {@link WIN_SCORE}
|
||||
* bodů, vyhrává. Ostatní se mohou dívat. Stav je v paměti, předpokládá jednu repliku.
|
||||
*
|
||||
* Pálku lze ovládat klávesami (směr) i myší (cílová výška — pálka k ní rychle dojede).
|
||||
* Zakladatel lobby může místo soupeře přidat bota s nastavitelnou obtížností.
|
||||
*/
|
||||
|
||||
export const FIELD_WIDTH = 800;
|
||||
export const FIELD_HEIGHT = 500;
|
||||
export const PADDLE_HEIGHT = 90;
|
||||
export const PADDLE_WIDTH = 12;
|
||||
/** Vzdálenost pálky od kraje hřiště. */
|
||||
export const PADDLE_MARGIN = 20;
|
||||
export const BALL_SIZE = 12;
|
||||
export const TICK_MS = 33;
|
||||
/** Rychlosti v jednotkách hřiště za sekundu. */
|
||||
export const PADDLE_SPEED = 420;
|
||||
/** Rychlost pálky při ovládání myší — rychlé, ale ne okamžité přeskočení. */
|
||||
export const MOUSE_PADDLE_SPEED = 1600;
|
||||
export const BALL_START_SPEED = 330;
|
||||
export const BALL_MAX_SPEED = 900;
|
||||
/** Každý odpal míček zrychlí o tento násobek. */
|
||||
export const BALL_SPEEDUP = 1.07;
|
||||
/** Nejostřejší úhel odrazu od pálky (rad). */
|
||||
const MAX_BOUNCE_ANGLE = Math.PI / 3.2;
|
||||
export const WIN_SCORE = 5;
|
||||
export const COUNTDOWN_SECONDS = 3;
|
||||
/** Pauza po gólu, než se míček znovu rozehraje (ms). */
|
||||
export const SERVE_PAUSE_MS = 1000;
|
||||
export const LOBBY_TIMEOUT_MS = 3 * 60 * 1000;
|
||||
export const WATCH_ROOM = 'pong-watchers';
|
||||
|
||||
export type PongPhase = 'idle' | 'lobby' | 'countdown' | 'playing' | 'finished';
|
||||
export type BotLevel = 'easy' | 'medium' | 'hard' | 'impossible';
|
||||
|
||||
type BotProfile = {
|
||||
label: string,
|
||||
/** Rychlost pálky bota. */
|
||||
speed: number,
|
||||
/** Jak často bot přehodnocuje, kam jet (ms) — simuluje reakční dobu. */
|
||||
reactMs: number,
|
||||
/** Max. odchylka míření (± jednotek hřiště). */
|
||||
error: number,
|
||||
/** Počítá, kam míček dopadne (včetně odrazů), nebo jen sleduje jeho výšku. */
|
||||
predict: boolean,
|
||||
};
|
||||
|
||||
export const BOT_PROFILES: Record<BotLevel, BotProfile> = {
|
||||
easy: { label: 'Lehký', speed: 250, reactMs: 320, error: 70, predict: false },
|
||||
medium: { label: 'Střední', speed: 340, reactMs: 200, error: 40, predict: true },
|
||||
hard: { label: 'Těžký', speed: 450, reactMs: 110, error: 20, predict: true },
|
||||
impossible: { label: 'Nemožný', speed: 900, reactMs: TICK_MS, error: 0, predict: true },
|
||||
};
|
||||
|
||||
/** Jméno bota — s emoji, aby nekolidovalo s přihlašovacími jmény. */
|
||||
export const botLogin = (level: BotLevel) => `🤖 Bot (${BOT_PROFILES[level].label})`;
|
||||
export type PaddleInput = 'up' | 'down' | 'stop';
|
||||
|
||||
export type PongPlayer = {
|
||||
login: string,
|
||||
/** 0 = levá pálka, 1 = pravá. */
|
||||
side: 0 | 1,
|
||||
/** Svislá pozice středu pálky. */
|
||||
y: number,
|
||||
score: number,
|
||||
/** Obtížnost, pokud jde o bota. */
|
||||
bot?: BotLevel,
|
||||
};
|
||||
|
||||
export type PongState = {
|
||||
phase: PongPhase,
|
||||
host?: string,
|
||||
players: PongPlayer[],
|
||||
ball: { x: number, y: number },
|
||||
countdown?: number,
|
||||
winner?: string,
|
||||
width: number,
|
||||
height: number,
|
||||
};
|
||||
|
||||
type InternalPlayer = PongPlayer & {
|
||||
input: PaddleInput,
|
||||
/** Cílová výška při ovládání myší (přebíjí klávesy, dokud se nezmáčkne šipka). */
|
||||
target?: number,
|
||||
/** Kam bot míří a kdy se znovu rozhodne. */
|
||||
botAim?: number,
|
||||
botThinkAt?: number,
|
||||
};
|
||||
|
||||
const clamp = (v: number, min: number, max: number) => Math.min(max, Math.max(min, v));
|
||||
|
||||
export class PongGame {
|
||||
private phase: PongPhase = 'idle';
|
||||
private host?: string;
|
||||
private players: InternalPlayer[] = [];
|
||||
private ball = { x: FIELD_WIDTH / 2, y: FIELD_HEIGHT / 2, vx: 0, vy: 0 };
|
||||
private countdown = 0;
|
||||
private winner?: string;
|
||||
/** Míček čeká na rozehrání po gólu. */
|
||||
private serveAt = 0;
|
||||
private lastTick = 0;
|
||||
private timer: unknown;
|
||||
|
||||
constructor(
|
||||
private readonly broadcastAll: (state: PongState) => void,
|
||||
private readonly broadcastWatchers: (state: PongState) => void,
|
||||
private readonly clock: Clock = defaultClock,
|
||||
) { }
|
||||
|
||||
getState(): PongState {
|
||||
return {
|
||||
phase: this.phase,
|
||||
host: this.host,
|
||||
players: this.players.map(p => ({ login: p.login, side: p.side, y: Math.round(p.y), score: p.score, bot: p.bot })),
|
||||
ball: { x: Math.round(this.ball.x), y: Math.round(this.ball.y) },
|
||||
countdown: this.phase === 'countdown' ? this.countdown : undefined,
|
||||
winner: this.winner,
|
||||
width: FIELD_WIDTH,
|
||||
height: FIELD_HEIGHT,
|
||||
};
|
||||
}
|
||||
|
||||
join(login: string) {
|
||||
if (this.phase === 'idle' || this.phase === 'finished') {
|
||||
this.reset();
|
||||
this.phase = 'lobby';
|
||||
this.host = login;
|
||||
this.schedule(() => this.cancel(), LOBBY_TIMEOUT_MS);
|
||||
} else if (this.phase !== 'lobby') {
|
||||
throw new GameError('Hra už běží, počkejte na další.');
|
||||
}
|
||||
if (this.players.some(p => p.login === login)) return;
|
||||
if (this.players.length >= 2) {
|
||||
throw new GameError('Pong je jen pro dva hráče.');
|
||||
}
|
||||
this.players.push({ login, side: this.players.length as 0 | 1, y: FIELD_HEIGHT / 2, score: 0, input: 'stop' });
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
/** Zakladatel přidá do lobby bota místo druhého hráče. */
|
||||
addBot(login: string, level: unknown) {
|
||||
if (this.phase !== 'lobby') {
|
||||
throw new GameError('Není otevřené žádné lobby.');
|
||||
}
|
||||
if (login !== this.host) {
|
||||
throw new GameError('Bota může přidat jen ten, kdo lobby založil.');
|
||||
}
|
||||
if (typeof level !== 'string' || !(level in BOT_PROFILES)) {
|
||||
throw new GameError('Neznámá obtížnost bota.');
|
||||
}
|
||||
if (this.players.length >= 2) {
|
||||
throw new GameError('Pong je jen pro dva hráče.');
|
||||
}
|
||||
const bot = level as BotLevel;
|
||||
this.players.push({ login: botLogin(bot), side: 1, y: FIELD_HEIGHT / 2, score: 0, input: 'stop', bot });
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
/** Zakladatel odebere bota z lobby. */
|
||||
removeBot(login: string) {
|
||||
if (this.phase !== 'lobby' || login !== this.host) return;
|
||||
this.players = this.players.filter(p => !p.bot);
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
leave(login: string) {
|
||||
if (this.phase !== 'lobby' || !this.players.some(p => p.login === login)) return;
|
||||
if (login === this.host) {
|
||||
this.cancel();
|
||||
return;
|
||||
}
|
||||
this.players = this.players.filter(p => p.login !== login);
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
start(login: string) {
|
||||
if (this.phase !== 'lobby') {
|
||||
throw new GameError('Není otevřené žádné lobby.');
|
||||
}
|
||||
if (login !== this.host) {
|
||||
throw new GameError('Hru může spustit jen ten, kdo lobby založil.');
|
||||
}
|
||||
if (this.players.length < 2) {
|
||||
throw new GameError('Na Pong jsou potřeba dva hráči.');
|
||||
}
|
||||
this.players.forEach(p => {
|
||||
p.y = FIELD_HEIGHT / 2;
|
||||
p.score = 0;
|
||||
p.input = 'stop';
|
||||
p.target = undefined;
|
||||
p.botAim = undefined;
|
||||
p.botThinkAt = undefined;
|
||||
});
|
||||
this.phase = 'countdown';
|
||||
this.countdown = COUNTDOWN_SECONDS;
|
||||
this.emitAll();
|
||||
this.schedule(() => this.countdownStep(), 1000);
|
||||
}
|
||||
|
||||
input(login: string, input: unknown) {
|
||||
const p = this.players.find(x => x.login === login);
|
||||
if (!p || p.bot || (input !== 'up' && input !== 'down' && input !== 'stop')) return;
|
||||
p.input = input;
|
||||
// Šipka přebíjí myš; puštění klávesy myš neruší
|
||||
if (input !== 'stop') p.target = undefined;
|
||||
}
|
||||
|
||||
/** Ovládání myší: pálka jede rychle k zadané výšce. */
|
||||
aim(login: string, y: unknown) {
|
||||
const p = this.players.find(x => x.login === login);
|
||||
if (!p || p.bot || typeof y !== 'number' || !Number.isFinite(y)) return;
|
||||
p.target = clamp(y, 0, FIELD_HEIGHT);
|
||||
p.input = 'stop';
|
||||
}
|
||||
|
||||
private countdownStep() {
|
||||
this.countdown--;
|
||||
if (this.countdown > 0) {
|
||||
this.emitAll();
|
||||
this.schedule(() => this.countdownStep(), 1000);
|
||||
return;
|
||||
}
|
||||
this.phase = 'playing';
|
||||
this.serve(Math.round(this.clock.random()) as 0 | 1);
|
||||
this.lastTick = this.clock.now();
|
||||
this.emitAll();
|
||||
this.schedule(() => this.step(), TICK_MS);
|
||||
}
|
||||
|
||||
/** Míček do středu, po pauze letí k dané straně pod náhodným úhlem. */
|
||||
private serve(towards: 0 | 1) {
|
||||
const angle = (this.clock.random() - 0.5) * (Math.PI / 3);
|
||||
const dir = towards === 0 ? -1 : 1;
|
||||
this.ball = {
|
||||
x: FIELD_WIDTH / 2,
|
||||
y: FIELD_HEIGHT / 2,
|
||||
vx: dir * BALL_START_SPEED * Math.cos(angle),
|
||||
vy: BALL_START_SPEED * Math.sin(angle),
|
||||
};
|
||||
this.serveAt = this.clock.now() + SERVE_PAUSE_MS;
|
||||
}
|
||||
|
||||
private step() {
|
||||
const now = this.clock.now();
|
||||
// Skutečně uplynulý čas, ať zpožděný tick nezpomalí hru (max. 100 ms proti skokům)
|
||||
const dt = Math.min(0.1, (now - this.lastTick) / 1000);
|
||||
this.lastTick = now;
|
||||
|
||||
for (const p of this.players) {
|
||||
if (p.bot) {
|
||||
this.moveBot(p, now, dt);
|
||||
} else if (p.target !== undefined) {
|
||||
p.y = this.approach(p.y, p.target, MOUSE_PADDLE_SPEED * dt);
|
||||
} else {
|
||||
const dir = p.input === 'up' ? -1 : p.input === 'down' ? 1 : 0;
|
||||
p.y = clamp(p.y + dir * PADDLE_SPEED * dt, PADDLE_HEIGHT / 2, FIELD_HEIGHT - PADDLE_HEIGHT / 2);
|
||||
}
|
||||
}
|
||||
|
||||
if (now >= this.serveAt) {
|
||||
this.moveBall(dt);
|
||||
}
|
||||
if (this.phase !== 'playing') return;
|
||||
this.emitWatchers();
|
||||
this.schedule(() => this.step(), TICK_MS);
|
||||
}
|
||||
|
||||
/** Posune pálku k cíli nejvýš o `maxStep`, v mezích hřiště. */
|
||||
private approach(y: number, target: number, maxStep: number) {
|
||||
const goal = clamp(target, PADDLE_HEIGHT / 2, FIELD_HEIGHT - PADDLE_HEIGHT / 2);
|
||||
return Math.abs(goal - y) <= maxStep ? goal : y + Math.sign(goal - y) * maxStep;
|
||||
}
|
||||
|
||||
/** Bot se v intervalu reakční doby rozhodne, kam jet, a jede tam svou rychlostí. */
|
||||
private moveBot(p: InternalPlayer, now: number, dt: number) {
|
||||
const profile = BOT_PROFILES[p.bot!];
|
||||
if (p.botThinkAt === undefined || now >= p.botThinkAt) {
|
||||
p.botThinkAt = now + profile.reactMs;
|
||||
const b = this.ball;
|
||||
const incoming = p.side === 0 ? b.vx < 0 : b.vx > 0;
|
||||
let aim: number;
|
||||
if (!incoming || now < this.serveAt) {
|
||||
// Míček letí pryč — vrátit se doprostřed
|
||||
aim = FIELD_HEIGHT / 2;
|
||||
} else if (profile.predict) {
|
||||
aim = this.predictY(p.side);
|
||||
} else {
|
||||
aim = b.y;
|
||||
}
|
||||
p.botAim = aim + (this.clock.random() * 2 - 1) * profile.error;
|
||||
}
|
||||
p.y = this.approach(p.y, p.botAim ?? FIELD_HEIGHT / 2, profile.speed * dt);
|
||||
}
|
||||
|
||||
/** Výška, ve které míček dorazí k pálce dané strany (s odrazy od horní a dolní stěny). */
|
||||
private predictY(side: 0 | 1): number {
|
||||
const b = this.ball;
|
||||
const r = BALL_SIZE / 2;
|
||||
const faceX = side === 0 ? PADDLE_MARGIN + PADDLE_WIDTH + r : FIELD_WIDTH - PADDLE_MARGIN - PADDLE_WIDTH - r;
|
||||
const t = (faceX - b.x) / b.vx;
|
||||
if (!Number.isFinite(t) || t < 0) return b.y;
|
||||
// Odrazy "rozbalíme": pohyb v pásmu [r, H - r] je periodický s periodou 2 × výška pásma
|
||||
const span = FIELD_HEIGHT - 2 * r;
|
||||
const period = 2 * span;
|
||||
let y = ((b.y + b.vy * t - r) % period + period) % period;
|
||||
if (y > span) y = period - y;
|
||||
return y + r;
|
||||
}
|
||||
|
||||
private moveBall(dt: number) {
|
||||
const b = this.ball;
|
||||
b.x += b.vx * dt;
|
||||
b.y += b.vy * dt;
|
||||
const r = BALL_SIZE / 2;
|
||||
|
||||
if (b.y - r < 0) { b.y = r; b.vy = Math.abs(b.vy); }
|
||||
if (b.y + r > FIELD_HEIGHT) { b.y = FIELD_HEIGHT - r; b.vy = -Math.abs(b.vy); }
|
||||
|
||||
for (const p of this.players) {
|
||||
const faceX = p.side === 0 ? PADDLE_MARGIN + PADDLE_WIDTH : FIELD_WIDTH - PADDLE_MARGIN - PADDLE_WIDTH;
|
||||
const movingTowards = p.side === 0 ? b.vx < 0 : b.vx > 0;
|
||||
const reached = p.side === 0 ? b.x - r <= faceX : b.x + r >= faceX;
|
||||
const behind = p.side === 0 ? b.x + r < PADDLE_MARGIN : b.x - r > FIELD_WIDTH - PADDLE_MARGIN;
|
||||
if (!movingTowards || !reached || behind) continue;
|
||||
const offset = (b.y - p.y) / (PADDLE_HEIGHT / 2 + r);
|
||||
if (Math.abs(offset) > 1) continue;
|
||||
// Úhel odrazu podle místa zásahu na pálce, rychlost postupně roste
|
||||
const speed = Math.min(BALL_MAX_SPEED, Math.hypot(b.vx, b.vy) * BALL_SPEEDUP);
|
||||
const angle = offset * MAX_BOUNCE_ANGLE;
|
||||
b.vx = (p.side === 0 ? 1 : -1) * speed * Math.cos(angle);
|
||||
b.vy = speed * Math.sin(angle);
|
||||
b.x = p.side === 0 ? faceX + r : faceX - r;
|
||||
}
|
||||
|
||||
if (b.x < 0) this.point(1);
|
||||
else if (b.x > FIELD_WIDTH) this.point(0);
|
||||
}
|
||||
|
||||
private point(side: 0 | 1) {
|
||||
const scorer = this.players.find(p => p.side === side);
|
||||
if (!scorer) return;
|
||||
scorer.score++;
|
||||
if (scorer.score >= WIN_SCORE) {
|
||||
this.winner = scorer.login;
|
||||
this.phase = 'finished';
|
||||
this.clearTimer();
|
||||
this.emitAll();
|
||||
return;
|
||||
}
|
||||
// Podává se k tomu, kdo bod ztratil
|
||||
this.serve(side === 0 ? 1 : 0);
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
private cancel() {
|
||||
this.reset();
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
private reset() {
|
||||
this.clearTimer();
|
||||
this.phase = 'idle';
|
||||
this.host = undefined;
|
||||
this.players = [];
|
||||
this.winner = undefined;
|
||||
this.ball = { x: FIELD_WIDTH / 2, y: FIELD_HEIGHT / 2, vx: 0, vy: 0 };
|
||||
}
|
||||
|
||||
private schedule(fn: () => void, ms: number) {
|
||||
this.clearTimer();
|
||||
this.timer = this.clock.setTimeout(() => {
|
||||
this.timer = undefined;
|
||||
fn();
|
||||
}, ms);
|
||||
}
|
||||
|
||||
private clearTimer() {
|
||||
if (this.timer !== undefined) {
|
||||
this.clock.clearTimeout(this.timer);
|
||||
this.timer = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
private emitAll() {
|
||||
this.broadcastAll(this.getState());
|
||||
}
|
||||
|
||||
private emitWatchers() {
|
||||
this.broadcastWatchers(this.getState());
|
||||
}
|
||||
|
||||
/** Pro testy: nastaví míček na konkrétní pozici a rychlost. */
|
||||
setBallForTest(x: number, y: number, vx: number, vy: number) {
|
||||
this.ball = { x, y, vx, vy };
|
||||
this.serveAt = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/** Zaregistruje websocket handlery Pongu. */
|
||||
export function registerPongGame(io: Server) {
|
||||
const game = new PongGame(
|
||||
state => io.emit('pong:state', state),
|
||||
state => io.to(WATCH_ROOM).emit('pong:state', state),
|
||||
);
|
||||
|
||||
io.on('connection', socket => {
|
||||
const handle = (action: (login: string, payload: unknown) => void) => gameHandler(socket, 'pong:error', action);
|
||||
socket.on('pong:sync', () => socket.emit('pong:state', game.getState()));
|
||||
socket.on('pong:watch', () => {
|
||||
socket.join(WATCH_ROOM);
|
||||
socket.emit('pong:state', game.getState());
|
||||
});
|
||||
socket.on('pong:unwatch', () => socket.leave(WATCH_ROOM));
|
||||
socket.on('pong:join', handle(login => game.join(login)));
|
||||
socket.on('pong:leave', handle(login => game.leave(login)));
|
||||
socket.on('pong:start', handle(login => game.start(login)));
|
||||
socket.on('pong:input', handle((login, payload) => game.input(login, (payload as { input?: unknown })?.input)));
|
||||
socket.on('pong:aim', handle((login, payload) => game.aim(login, (payload as { y?: unknown })?.y)));
|
||||
socket.on('pong:addBot', handle((login, payload) => game.addBot(login, (payload as { level?: unknown })?.level)));
|
||||
socket.on('pong:removeBot', handle(login => game.removeBot(login)));
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,250 @@
|
||||
import { Server } from "socket.io";
|
||||
import { Clock, defaultClock, GameError, gameHandler, minPlayersForEnv } from "./minigames";
|
||||
|
||||
/**
|
||||
* Reakční hra — krátká multiplayerová hra přes websocket.
|
||||
*
|
||||
* Hráči se přidají do lobby, pak proběhnou {@link ROUNDS} kola: server po náhodné
|
||||
* prodlevě vyhlásí "TEĎ!" a měří čas od vyhlášení do přijetí kliknutí. Kdo klikne
|
||||
* před vyhlášením (předčasný start) nebo neklikne vůbec, dostane trestný čas.
|
||||
* Pořadí určuje součet časů — nejnižší vyhrává.
|
||||
*
|
||||
* Veškeré časování drží server, klient jen posílá kliknutí. Stav je v paměti procesu,
|
||||
* takže hra předpokládá jednu repliku serveru (broadcast přes Redis adapter funguje,
|
||||
* ale akce z jiné repliky by stav neviděly).
|
||||
*/
|
||||
|
||||
export const ROUNDS = 3;
|
||||
/** Trestný čas za předčasný start nebo nekliknutí (ms). */
|
||||
export const PENALTY_MS = 2000;
|
||||
/** Jak dlouho po vyhlášení se čeká na kliknutí (ms). */
|
||||
export const CLICK_WINDOW_MS = 2000;
|
||||
export const MIN_DELAY_MS = 2000;
|
||||
export const MAX_DELAY_MS = 6000;
|
||||
/** Pauza mezi koly pro zobrazení výsledku kola (ms). */
|
||||
export const ROUND_PAUSE_MS = 2500;
|
||||
/** Neodstartované lobby se po této době zruší (ms). */
|
||||
export const LOBBY_TIMEOUT_MS = 3 * 60 * 1000;
|
||||
export const MAX_PLAYERS = 12;
|
||||
|
||||
export type DuelPhase = 'idle' | 'lobby' | 'waiting' | 'go' | 'roundResult' | 'finished';
|
||||
|
||||
export type RoundResult = {
|
||||
/** Reakční čas v ms, nebo null při předčasném startu / nekliknutí. */
|
||||
ms: number | null,
|
||||
falseStart?: boolean,
|
||||
};
|
||||
|
||||
export type DuelPlayer = {
|
||||
login: string,
|
||||
/** Výsledky jednotlivých kol. */
|
||||
rounds: RoundResult[],
|
||||
/** Součet časů včetně trestů. */
|
||||
total: number,
|
||||
};
|
||||
|
||||
export type DuelState = {
|
||||
phase: DuelPhase,
|
||||
host?: string,
|
||||
round: number,
|
||||
totalRounds: number,
|
||||
players: DuelPlayer[],
|
||||
/** Login posledního hráče (jen ve fázi finished). */
|
||||
loser?: string,
|
||||
/** Login nejrychlejšího hráče celé hry (jen ve fázi finished). */
|
||||
winner?: string,
|
||||
minPlayers: number,
|
||||
};
|
||||
|
||||
export class ReactionDuel {
|
||||
private phase: DuelPhase = 'idle';
|
||||
private host?: string;
|
||||
private round = 0;
|
||||
private players = new Map<string, DuelPlayer>();
|
||||
/** Výsledky aktuálního kola. */
|
||||
private current = new Map<string, RoundResult>();
|
||||
private goAt = 0;
|
||||
private timer: unknown;
|
||||
private loser?: string;
|
||||
private winner?: string;
|
||||
|
||||
constructor(
|
||||
private readonly broadcast: (state: DuelState) => void,
|
||||
private readonly minPlayers = 2,
|
||||
private readonly clock: Clock = defaultClock,
|
||||
) { }
|
||||
|
||||
getState(): DuelState {
|
||||
return {
|
||||
phase: this.phase,
|
||||
host: this.host,
|
||||
round: this.round,
|
||||
totalRounds: ROUNDS,
|
||||
players: [...this.players.values()].map(p => ({ ...p, rounds: [...p.rounds] })),
|
||||
loser: this.loser,
|
||||
winner: this.winner,
|
||||
minPlayers: this.minPlayers,
|
||||
};
|
||||
}
|
||||
|
||||
/** Přidá hráče; pokud žádná hra neběží, založí nové lobby. */
|
||||
join(login: string) {
|
||||
if (this.phase === 'idle' || this.phase === 'finished') {
|
||||
this.reset();
|
||||
this.phase = 'lobby';
|
||||
this.host = login;
|
||||
this.schedule(() => this.cancel(), LOBBY_TIMEOUT_MS);
|
||||
} else if (this.phase !== 'lobby') {
|
||||
throw new GameError('Hra už běží, počkejte na další.');
|
||||
}
|
||||
if (!this.players.has(login)) {
|
||||
if (this.players.size >= MAX_PLAYERS) {
|
||||
throw new GameError('Lobby je plné.');
|
||||
}
|
||||
this.players.set(login, { login, rounds: [], total: 0 });
|
||||
}
|
||||
this.emit();
|
||||
}
|
||||
|
||||
/** Odebere hráče z lobby; odchodem zakladatele se lobby ruší. */
|
||||
leave(login: string) {
|
||||
if (this.phase !== 'lobby' || !this.players.has(login)) {
|
||||
return;
|
||||
}
|
||||
this.players.delete(login);
|
||||
if (login === this.host || this.players.size === 0) {
|
||||
this.cancel();
|
||||
return;
|
||||
}
|
||||
this.emit();
|
||||
}
|
||||
|
||||
/** Spustí hru, smí jen zakladatel lobby. */
|
||||
start(login: string) {
|
||||
if (this.phase !== 'lobby') {
|
||||
throw new GameError('Není otevřené žádné lobby.');
|
||||
}
|
||||
if (login !== this.host) {
|
||||
throw new GameError('Hru může spustit jen ten, kdo lobby založil.');
|
||||
}
|
||||
if (this.players.size < this.minPlayers) {
|
||||
throw new GameError(`Ke hře je potřeba alespoň ${this.minPlayers} hráčů.`);
|
||||
}
|
||||
this.nextRound();
|
||||
}
|
||||
|
||||
/** Zpracuje kliknutí hráče. */
|
||||
click(login: string) {
|
||||
if (!this.players.has(login) || this.current.has(login)) {
|
||||
return;
|
||||
}
|
||||
if (this.phase === 'waiting') {
|
||||
this.current.set(login, { ms: null, falseStart: true });
|
||||
} else if (this.phase === 'go') {
|
||||
this.current.set(login, { ms: Math.max(0, this.clock.now() - this.goAt) });
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
if (this.current.size === this.players.size && this.phase === 'go') {
|
||||
this.endRound();
|
||||
} else {
|
||||
this.emit();
|
||||
}
|
||||
}
|
||||
|
||||
private nextRound() {
|
||||
this.round++;
|
||||
this.current.clear();
|
||||
this.phase = 'waiting';
|
||||
const delay = MIN_DELAY_MS + Math.floor(this.clock.random() * (MAX_DELAY_MS - MIN_DELAY_MS));
|
||||
this.schedule(() => this.go(), delay);
|
||||
this.emit();
|
||||
}
|
||||
|
||||
private go() {
|
||||
this.phase = 'go';
|
||||
this.goAt = this.clock.now();
|
||||
if (this.current.size === this.players.size) {
|
||||
// Všichni odstartovali předčasně, není na co čekat
|
||||
this.endRound();
|
||||
return;
|
||||
}
|
||||
this.schedule(() => this.endRound(), CLICK_WINDOW_MS);
|
||||
this.emit();
|
||||
}
|
||||
|
||||
private endRound() {
|
||||
for (const player of this.players.values()) {
|
||||
const result = this.current.get(player.login) ?? { ms: null };
|
||||
player.rounds.push(result);
|
||||
player.total += result.ms ?? PENALTY_MS;
|
||||
}
|
||||
this.current.clear();
|
||||
if (this.round >= ROUNDS) {
|
||||
this.finish();
|
||||
return;
|
||||
}
|
||||
this.phase = 'roundResult';
|
||||
this.schedule(() => this.nextRound(), ROUND_PAUSE_MS);
|
||||
this.emit();
|
||||
}
|
||||
|
||||
private finish() {
|
||||
const ranked = [...this.players.values()].sort((a, b) => a.total - b.total);
|
||||
this.winner = ranked[0]?.login;
|
||||
this.loser = ranked.length > 1 ? ranked[ranked.length - 1].login : undefined;
|
||||
this.phase = 'finished';
|
||||
this.clearTimer();
|
||||
this.emit();
|
||||
}
|
||||
|
||||
private cancel() {
|
||||
this.reset();
|
||||
this.emit();
|
||||
}
|
||||
|
||||
private reset() {
|
||||
this.clearTimer();
|
||||
this.phase = 'idle';
|
||||
this.host = undefined;
|
||||
this.round = 0;
|
||||
this.players.clear();
|
||||
this.current.clear();
|
||||
this.loser = undefined;
|
||||
this.winner = undefined;
|
||||
}
|
||||
|
||||
private schedule(fn: () => void, ms: number) {
|
||||
this.clearTimer();
|
||||
this.timer = this.clock.setTimeout(() => {
|
||||
this.timer = undefined;
|
||||
fn();
|
||||
}, ms);
|
||||
}
|
||||
|
||||
private clearTimer() {
|
||||
if (this.timer !== undefined) {
|
||||
this.clock.clearTimeout(this.timer);
|
||||
this.timer = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
/** Rozešle stav všem klientům; výsledky kola se zveřejní až po jeho skončení. */
|
||||
private emit() {
|
||||
this.broadcast(this.getState());
|
||||
}
|
||||
}
|
||||
|
||||
/** Zaregistruje websocket handlery reakčního duelu. */
|
||||
export function registerReactionDuel(io: Server) {
|
||||
const duel = new ReactionDuel(state => io.emit('duel:state', state), minPlayersForEnv(2));
|
||||
|
||||
io.on('connection', socket => {
|
||||
const handle = (action: (login: string) => void) => gameHandler(socket, 'duel:error', action);
|
||||
socket.on('duel:sync', () => socket.emit('duel:state', duel.getState()));
|
||||
socket.on('duel:join', handle(login => duel.join(login)));
|
||||
socket.on('duel:leave', handle(login => duel.leave(login)));
|
||||
socket.on('duel:start', handle(login => duel.start(login)));
|
||||
socket.on('duel:click', handle(login => duel.click(login)));
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,344 @@
|
||||
import { Server } from "socket.io";
|
||||
import { Clock, defaultClock, GameError, gameHandler } from "./minigames";
|
||||
|
||||
/**
|
||||
* Multiplayerový had přes websocket.
|
||||
*
|
||||
* Server drží celou simulaci (tick smyčka, kolize, jídlo), klienti posílají jen směr.
|
||||
* Had umírá nárazem do zdi, do sebe nebo do jiného hada (čelní srážka zabije oba).
|
||||
* Pořadí: kdo přežije déle, je výš; při stejném okamžiku smrti rozhoduje délka.
|
||||
* Hra končí, když zbyde poslední živý had (sólo hra až smrtí), nebo po {@link MAX_TICKS}.
|
||||
*
|
||||
* Průběžné snímky chodí jen do místnosti {@link WATCH_ROOM} (klienti s otevřeným oknem),
|
||||
* ostatním jen změny lobby kvůli pozvánce. Stav je v paměti, předpokládá jednu repliku.
|
||||
*/
|
||||
|
||||
export const WIDTH = 32;
|
||||
export const HEIGHT = 20;
|
||||
export const TICK_MS = 120;
|
||||
/** Maximální délka hry (~3 minuty). */
|
||||
export const MAX_TICKS = Math.round(3 * 60 * 1000 / TICK_MS);
|
||||
export const COUNTDOWN_SECONDS = 3;
|
||||
export const START_LENGTH = 3;
|
||||
export const MAX_PLAYERS = 8;
|
||||
/** Neodstartované lobby se po této době zruší (ms). */
|
||||
export const LOBBY_TIMEOUT_MS = 3 * 60 * 1000;
|
||||
/** Kolik změn směru si server pamatuje dopředu (rychlé zatáčky v jednom ticku). */
|
||||
const MAX_QUEUED_TURNS = 2;
|
||||
export const WATCH_ROOM = 'snake-watchers';
|
||||
|
||||
export type Direction = 'up' | 'down' | 'left' | 'right';
|
||||
export type Cell = [number, number];
|
||||
export type SnakePhase = 'idle' | 'lobby' | 'countdown' | 'playing' | 'finished';
|
||||
|
||||
export type SnakePlayer = {
|
||||
login: string,
|
||||
/** Index barvy hada (klient si mapuje na paletu). */
|
||||
color: number,
|
||||
/** Tělo od hlavy po ocas. */
|
||||
body: Cell[],
|
||||
alive: boolean,
|
||||
/** Počet snědených jídel. */
|
||||
score: number,
|
||||
/** Konečné umístění (jen ve fázi finished). */
|
||||
place?: number,
|
||||
};
|
||||
|
||||
export type SnakeState = {
|
||||
phase: SnakePhase,
|
||||
host?: string,
|
||||
players: SnakePlayer[],
|
||||
food: Cell[],
|
||||
tick: number,
|
||||
maxTicks: number,
|
||||
/** Zbývající sekundy odpočtu (ve fázi countdown). */
|
||||
countdown?: number,
|
||||
width: number,
|
||||
height: number,
|
||||
minPlayers: number,
|
||||
};
|
||||
|
||||
type InternalPlayer = SnakePlayer & {
|
||||
dir: Direction,
|
||||
queue: Direction[],
|
||||
deathTick?: number,
|
||||
};
|
||||
|
||||
const DELTAS: Record<Direction, Cell> = { up: [0, -1], down: [0, 1], left: [-1, 0], right: [1, 0] };
|
||||
const OPPOSITE: Record<Direction, Direction> = { up: 'down', down: 'up', left: 'right', right: 'left' };
|
||||
const isDirection = (d: unknown): d is Direction => typeof d === 'string' && d in DELTAS;
|
||||
const key = ([x, y]: Cell) => `${x},${y}`;
|
||||
|
||||
export class SnakeGame {
|
||||
private phase: SnakePhase = 'idle';
|
||||
private host?: string;
|
||||
private players = new Map<string, InternalPlayer>();
|
||||
private food: Cell[] = [];
|
||||
private tickNo = 0;
|
||||
private countdown = 0;
|
||||
private timer: unknown;
|
||||
|
||||
/**
|
||||
* @param broadcastAll stav pro všechny (změny lobby a fáze)
|
||||
* @param broadcastWatchers průběžné snímky jen pro klienty se otevřenou hrou
|
||||
*/
|
||||
constructor(
|
||||
private readonly broadcastAll: (state: SnakeState) => void,
|
||||
private readonly broadcastWatchers: (state: SnakeState) => void,
|
||||
private readonly minPlayers = 1,
|
||||
private readonly clock: Clock = defaultClock,
|
||||
) { }
|
||||
|
||||
getState(): SnakeState {
|
||||
return {
|
||||
phase: this.phase,
|
||||
host: this.host,
|
||||
players: [...this.players.values()].map(p => ({
|
||||
login: p.login,
|
||||
color: p.color,
|
||||
body: p.body.map(c => [c[0], c[1]] as Cell),
|
||||
alive: p.alive,
|
||||
score: p.score,
|
||||
place: p.place,
|
||||
})),
|
||||
food: this.food.map(c => [c[0], c[1]] as Cell),
|
||||
tick: this.tickNo,
|
||||
maxTicks: MAX_TICKS,
|
||||
countdown: this.phase === 'countdown' ? this.countdown : undefined,
|
||||
width: WIDTH,
|
||||
height: HEIGHT,
|
||||
minPlayers: this.minPlayers,
|
||||
};
|
||||
}
|
||||
|
||||
join(login: string) {
|
||||
if (this.phase === 'idle' || this.phase === 'finished') {
|
||||
this.reset();
|
||||
this.phase = 'lobby';
|
||||
this.host = login;
|
||||
this.schedule(() => this.cancel(), LOBBY_TIMEOUT_MS);
|
||||
} else if (this.phase !== 'lobby') {
|
||||
throw new GameError('Hra už běží, počkejte na další.');
|
||||
}
|
||||
if (!this.players.has(login)) {
|
||||
if (this.players.size >= MAX_PLAYERS) {
|
||||
throw new GameError('Lobby je plné.');
|
||||
}
|
||||
const used = new Set([...this.players.values()].map(p => p.color));
|
||||
let color = 0;
|
||||
while (used.has(color)) color++;
|
||||
this.players.set(login, { login, color, body: [], alive: true, score: 0, dir: 'right', queue: [] });
|
||||
}
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
leave(login: string) {
|
||||
if (this.phase !== 'lobby' || !this.players.has(login)) {
|
||||
return;
|
||||
}
|
||||
this.players.delete(login);
|
||||
if (login === this.host || this.players.size === 0) {
|
||||
this.cancel();
|
||||
return;
|
||||
}
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
start(login: string) {
|
||||
if (this.phase !== 'lobby') {
|
||||
throw new GameError('Není otevřené žádné lobby.');
|
||||
}
|
||||
if (login !== this.host) {
|
||||
throw new GameError('Hru může spustit jen ten, kdo lobby založil.');
|
||||
}
|
||||
if (this.players.size < this.minPlayers) {
|
||||
throw new GameError(`Ke hře je potřeba alespoň ${this.minPlayers} hráčů.`);
|
||||
}
|
||||
this.spawn();
|
||||
this.phase = 'countdown';
|
||||
this.countdown = COUNTDOWN_SECONDS;
|
||||
this.emitAll();
|
||||
this.schedule(() => this.countdownStep(), 1000);
|
||||
}
|
||||
|
||||
/** Zařadí změnu směru; obrat o 180° a opakování stejného směru se ignorují. */
|
||||
turn(login: string, dir: unknown) {
|
||||
const p = this.players.get(login);
|
||||
if (!p || !p.alive || !isDirection(dir) || (this.phase !== 'playing' && this.phase !== 'countdown')) {
|
||||
return;
|
||||
}
|
||||
const last = p.queue.length ? p.queue[p.queue.length - 1] : p.dir;
|
||||
if (dir === last || dir === OPPOSITE[last] || p.queue.length >= MAX_QUEUED_TURNS) {
|
||||
return;
|
||||
}
|
||||
p.queue.push(dir);
|
||||
}
|
||||
|
||||
/** Rozmístí hady do řádků, střídavě zleva doprava a zprava doleva. */
|
||||
private spawn() {
|
||||
const list = [...this.players.values()];
|
||||
list.forEach((p, i) => {
|
||||
const y = Math.floor((i + 1) * HEIGHT / (list.length + 1));
|
||||
const fromLeft = i % 2 === 0;
|
||||
const headX = fromLeft ? 2 + START_LENGTH : WIDTH - 3 - START_LENGTH;
|
||||
p.dir = fromLeft ? 'right' : 'left';
|
||||
p.body = Array.from({ length: START_LENGTH }, (_, k) => [fromLeft ? headX - k : headX + k, y] as Cell);
|
||||
p.alive = true;
|
||||
p.score = 0;
|
||||
p.queue = [];
|
||||
p.place = undefined;
|
||||
p.deathTick = undefined;
|
||||
});
|
||||
this.food = [];
|
||||
this.tickNo = 0;
|
||||
this.refillFood();
|
||||
}
|
||||
|
||||
private countdownStep() {
|
||||
this.countdown--;
|
||||
if (this.countdown > 0) {
|
||||
this.emitAll();
|
||||
this.schedule(() => this.countdownStep(), 1000);
|
||||
return;
|
||||
}
|
||||
this.phase = 'playing';
|
||||
this.emitAll();
|
||||
this.schedule(() => this.step(), TICK_MS);
|
||||
}
|
||||
|
||||
/** Jeden krok simulace. */
|
||||
private step() {
|
||||
this.tickNo++;
|
||||
const alive = [...this.players.values()].filter(p => p.alive);
|
||||
const foodKeys = new Set(this.food.map(key));
|
||||
const eaten = new Set<string>();
|
||||
|
||||
// Pohyb: nová hlava, ocas se odebere, pokud had nejí
|
||||
for (const p of alive) {
|
||||
const next = p.queue.shift();
|
||||
if (next) p.dir = next;
|
||||
const [dx, dy] = DELTAS[p.dir];
|
||||
const head: Cell = [p.body[0][0] + dx, p.body[0][1] + dy];
|
||||
p.body.unshift(head);
|
||||
if (foodKeys.has(key(head))) {
|
||||
eaten.add(key(head));
|
||||
p.score++;
|
||||
} else {
|
||||
p.body.pop();
|
||||
}
|
||||
}
|
||||
|
||||
// Kolize se vyhodnotí až po pohybu všech, aby nezáleželo na pořadí hráčů
|
||||
const occupied = new Map<string, number>();
|
||||
for (const p of alive) {
|
||||
for (const c of p.body) occupied.set(key(c), (occupied.get(key(c)) ?? 0) + 1);
|
||||
}
|
||||
for (const p of alive) {
|
||||
const [x, y] = p.body[0];
|
||||
const outside = x < 0 || y < 0 || x >= WIDTH || y >= HEIGHT;
|
||||
if (outside || (occupied.get(key(p.body[0])) ?? 0) > 1) {
|
||||
p.alive = false;
|
||||
p.deathTick = this.tickNo;
|
||||
}
|
||||
}
|
||||
for (const p of alive) {
|
||||
if (!p.alive) p.body = [];
|
||||
}
|
||||
|
||||
this.food = this.food.filter(c => !eaten.has(key(c)));
|
||||
this.refillFood();
|
||||
|
||||
const stillAlive = alive.filter(p => p.alive).length;
|
||||
const multiplayer = this.players.size > 1;
|
||||
if (stillAlive === 0 || (multiplayer && stillAlive <= 1) || this.tickNo >= MAX_TICKS) {
|
||||
this.finish();
|
||||
return;
|
||||
}
|
||||
this.emitWatchers();
|
||||
this.schedule(() => this.step(), TICK_MS);
|
||||
}
|
||||
|
||||
/** Na hrací ploše je tolik jídel, kolik je hráčů. */
|
||||
private refillFood() {
|
||||
const taken = new Set<string>(this.food.map(key));
|
||||
for (const p of this.players.values()) p.body.forEach(c => taken.add(key(c)));
|
||||
const target = Math.max(1, this.players.size);
|
||||
let attempts = 0;
|
||||
while (this.food.length < target && attempts++ < 1000) {
|
||||
const cell: Cell = [Math.floor(this.clock.random() * WIDTH), Math.floor(this.clock.random() * HEIGHT)];
|
||||
if (!taken.has(key(cell))) {
|
||||
taken.add(key(cell));
|
||||
this.food.push(cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private finish() {
|
||||
const ranked = [...this.players.values()].sort((a, b) =>
|
||||
(b.deathTick ?? Infinity) - (a.deathTick ?? Infinity) || b.score - a.score);
|
||||
ranked.forEach((p, i) => { p.place = i + 1; });
|
||||
this.phase = 'finished';
|
||||
this.clearTimer();
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
private cancel() {
|
||||
this.reset();
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
private reset() {
|
||||
this.clearTimer();
|
||||
this.phase = 'idle';
|
||||
this.host = undefined;
|
||||
this.players.clear();
|
||||
this.food = [];
|
||||
this.tickNo = 0;
|
||||
}
|
||||
|
||||
private schedule(fn: () => void, ms: number) {
|
||||
this.clearTimer();
|
||||
this.timer = this.clock.setTimeout(() => {
|
||||
this.timer = undefined;
|
||||
fn();
|
||||
}, ms);
|
||||
}
|
||||
|
||||
private clearTimer() {
|
||||
if (this.timer !== undefined) {
|
||||
this.clock.clearTimeout(this.timer);
|
||||
this.timer = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
private emitAll() {
|
||||
this.broadcastAll(this.getState());
|
||||
}
|
||||
|
||||
private emitWatchers() {
|
||||
this.broadcastWatchers(this.getState());
|
||||
}
|
||||
}
|
||||
|
||||
/** Zaregistruje websocket handlery hada. */
|
||||
export function registerSnakeGame(io: Server) {
|
||||
const game = new SnakeGame(
|
||||
state => io.emit('snake:state', state),
|
||||
state => io.to(WATCH_ROOM).emit('snake:state', state),
|
||||
1, // had se dá hrát i sólo
|
||||
);
|
||||
|
||||
io.on('connection', socket => {
|
||||
const handle = (action: (login: string, payload: unknown) => void) => gameHandler(socket, 'snake:error', action);
|
||||
socket.on('snake:sync', () => socket.emit('snake:state', game.getState()));
|
||||
socket.on('snake:watch', () => {
|
||||
socket.join(WATCH_ROOM);
|
||||
socket.emit('snake:state', game.getState());
|
||||
});
|
||||
socket.on('snake:unwatch', () => socket.leave(WATCH_ROOM));
|
||||
socket.on('snake:join', handle(login => game.join(login)));
|
||||
socket.on('snake:leave', handle(login => game.leave(login)));
|
||||
socket.on('snake:start', handle(login => game.start(login)));
|
||||
socket.on('snake:turn', handle((login, payload) => game.turn(login, (payload as { dir?: unknown })?.dir)));
|
||||
});
|
||||
}
|
||||
@@ -0,0 +1,137 @@
|
||||
import { DrawingGame, DrawState, Stroke, toWord, isCorrectGuess, ROUND_MS, REVEAL_MS, GUESS_MAX_POINTS, DRAWER_POINTS_PER_GUESS, FALLBACK_WORDS } from '../drawingGame';
|
||||
import { GameError } from '../minigames';
|
||||
import { fakeClock } from './helpers/fakeClock';
|
||||
|
||||
describe('kreslení — slova z menu', () => {
|
||||
test.each([
|
||||
['Plzeňský hovězí guláš s kynutým knedlíkem (1, 3, 7)', 'Plzeňský hovězí guláš', ['gulas']],
|
||||
['Tortilla wrap s trhaným vepřovým masem, slaninou a čedarem', 'Tortilla wrap', ['tortilla', 'wrap']],
|
||||
['Čevabčiči, brambory, cibule, hořčice (1, 3, 7)', 'Čevabčiči', ['cevabcici']],
|
||||
['Sýrová pizza, čerstvá bazalka (1, 7)', 'Sýrová pizza', ['pizza']],
|
||||
['Medailonky z panenky se slaninovým kroupotem', 'Medailonky z panenky', ['medailonky', 'panenky']],
|
||||
])('%s', (dish, display, keywords) => {
|
||||
expect(toWord(dish)).toEqual({ display, keywords });
|
||||
});
|
||||
|
||||
test('hádání toleruje diakritiku, velikost písmen a koncovky', () => {
|
||||
const gulas = toWord('Plzeňský hovězí guláš');
|
||||
expect(isCorrectGuess('gulas', gulas)).toBe(true);
|
||||
expect(isCorrectGuess(' GULÁŠ ', gulas)).toBe(true);
|
||||
expect(isCorrectGuess('je to guláš?', gulas)).toBe(true);
|
||||
expect(isCorrectGuess('hovězí', gulas)).toBe(false);
|
||||
expect(isCorrectGuess('gul', gulas)).toBe(false);
|
||||
expect(isCorrectGuess('knedliky', toWord('Knedlík'))).toBe(true);
|
||||
expect(isCorrectGuess('knedliky', toWord('Bramborový knedlík'))).toBe(true);
|
||||
expect(isCorrectGuess('pizzu', toWord('Sýrová pizza'))).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
function setup(dishes: string[] = ['Plzeňský hovězí guláš', 'Sýrová pizza', 'Smažený řízek']) {
|
||||
const clock = fakeClock();
|
||||
const states: DrawState[] = [];
|
||||
const words: { login: string, word: string }[] = [];
|
||||
const strokes: Stroke[] = [];
|
||||
let clears = 0;
|
||||
const game = new DrawingGame(
|
||||
s => states.push(s),
|
||||
(login, word) => words.push({ login, word }),
|
||||
s => strokes.push(s),
|
||||
() => { clears++; },
|
||||
async () => dishes,
|
||||
2,
|
||||
clock,
|
||||
);
|
||||
const last = () => states[states.length - 1];
|
||||
const player = (login: string) => last().players.find(p => p.login === login)!;
|
||||
const startGame = async (...logins: string[]) => {
|
||||
logins.forEach(l => game.join(l));
|
||||
await game.start(logins[0]);
|
||||
};
|
||||
return { game, clock, states, words, strokes, last, player, startGame, clears: () => clears };
|
||||
}
|
||||
|
||||
describe('kreslení — průběh hry', () => {
|
||||
test('slovo dostane jen kreslíř, ostatní vidí masku', async () => {
|
||||
const ctx = setup();
|
||||
await ctx.startGame('alice', 'bob');
|
||||
const state = ctx.last();
|
||||
expect(state).toMatchObject({ phase: 'drawing', drawer: 'alice', round: 1, totalRounds: 2 });
|
||||
expect(ctx.words).toHaveLength(1);
|
||||
expect(ctx.words[0].login).toBe('alice');
|
||||
expect(JSON.stringify(ctx.states)).not.toContain(ctx.words[0].word);
|
||||
expect(state.hint).toMatch(/^[_ ]+$/);
|
||||
expect(ctx.game.wordFor('bob')).toBeUndefined();
|
||||
});
|
||||
|
||||
test('správný tip dá body hádajícímu i kreslíři a ukončí kolo, když uhodli všichni', async () => {
|
||||
const ctx = setup(['Plzeňský hovězí guláš', 'Plzeňský hovězí guláš']);
|
||||
await ctx.startGame('alice', 'bob');
|
||||
ctx.game.guess('bob', 'svíčková');
|
||||
expect(ctx.last().messages.at(-1)).toEqual({ login: 'bob', text: 'svíčková' });
|
||||
ctx.game.guess('bob', 'guláš');
|
||||
expect(ctx.player('bob').score).toBe(GUESS_MAX_POINTS);
|
||||
expect(ctx.player('alice').score).toBe(DRAWER_POINTS_PER_GUESS);
|
||||
expect(ctx.last()).toMatchObject({ phase: 'reveal', answer: 'Plzeňský hovězí guláš' });
|
||||
ctx.clock.advance(REVEAL_MS);
|
||||
expect(ctx.last()).toMatchObject({ phase: 'drawing', drawer: 'bob', round: 2 });
|
||||
});
|
||||
|
||||
test('kreslíř a ti, kdo už uhodli, nemohou psát do chatu', async () => {
|
||||
const ctx = setup(['Plzeňský hovězí guláš', 'Plzeňský hovězí guláš']);
|
||||
await ctx.startGame('alice', 'bob', 'carol');
|
||||
const before = ctx.last().messages.length;
|
||||
ctx.game.guess('alice', 'je to guláš');
|
||||
ctx.game.guess('bob', 'guláš');
|
||||
ctx.game.guess('bob', 'guláš s knedlíkem!');
|
||||
const texts = ctx.last().messages.slice(before).map(m => m.text);
|
||||
expect(texts).toEqual(['bob uhodl(a)! 🎉']);
|
||||
});
|
||||
|
||||
test('pozdější tip má méně bodů a nápověda postupně odkrývá písmena', async () => {
|
||||
const ctx = setup(['Plzeňský hovězí guláš', 'Plzeňský hovězí guláš']);
|
||||
await ctx.startGame('alice', 'bob', 'carol');
|
||||
ctx.clock.advance(ROUND_MS * 0.75);
|
||||
expect(ctx.last().hint!.replace(/[_ ]/g, '')).toHaveLength(2);
|
||||
ctx.game.guess('bob', 'gulas');
|
||||
expect(ctx.player('bob').score).toBe(25);
|
||||
});
|
||||
|
||||
test('po vypršení času kolo skončí a po všech kolech hra', async () => {
|
||||
const ctx = setup();
|
||||
await ctx.startGame('alice', 'bob');
|
||||
ctx.clock.advance(ROUND_MS);
|
||||
expect(ctx.last().phase).toBe('reveal');
|
||||
ctx.clock.advance(REVEAL_MS + ROUND_MS + REVEAL_MS);
|
||||
expect(ctx.last().phase).toBe('finished');
|
||||
expect(ctx.last().players.every(p => p.place !== undefined)).toBe(true);
|
||||
});
|
||||
|
||||
test('kreslit smí jen kreslíř a neplatné tahy se zahodí', async () => {
|
||||
const ctx = setup();
|
||||
await ctx.startGame('alice', 'bob');
|
||||
const stroke = { color: '#ff0000', size: 4, points: [[10, 10], [20, 20]], start: true };
|
||||
ctx.game.stroke('bob', stroke);
|
||||
ctx.game.stroke('alice', { ...stroke, color: 'red' });
|
||||
ctx.game.stroke('alice', { ...stroke, points: [[5000, 1]] });
|
||||
expect(ctx.strokes).toHaveLength(0);
|
||||
ctx.game.stroke('alice', stroke);
|
||||
expect(ctx.strokes).toHaveLength(1);
|
||||
expect(ctx.game.getStrokes()).toHaveLength(1);
|
||||
ctx.game.clear('alice');
|
||||
expect(ctx.game.getStrokes()).toHaveLength(0);
|
||||
});
|
||||
|
||||
test('bez menu se hraje se záložními slovy', async () => {
|
||||
const ctx = setup([]);
|
||||
await ctx.startGame('alice', 'bob');
|
||||
expect(FALLBACK_WORDS.map(w => toWord(w).display)).toContain(ctx.words[0].word);
|
||||
});
|
||||
|
||||
test('hru spustí jen zakladatel s dostatkem hráčů', async () => {
|
||||
const ctx = setup();
|
||||
ctx.game.join('alice');
|
||||
await expect(ctx.game.start('alice')).rejects.toThrow(GameError);
|
||||
ctx.game.join('bob');
|
||||
await expect(ctx.game.start('bob')).rejects.toThrow(GameError);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,27 @@
|
||||
/** Ruční hodiny — časovače se spouští jen přes advance(). */
|
||||
export function fakeClock(random: () => number = () => 0) {
|
||||
let now = 1_000_000;
|
||||
let timers: { at: number, fn: () => void, id: number }[] = [];
|
||||
let nextId = 1;
|
||||
return {
|
||||
now: () => now,
|
||||
random,
|
||||
setTimeout: (fn: () => void, ms: number) => {
|
||||
const id = nextId++;
|
||||
timers.push({ at: now + ms, fn, id });
|
||||
return id;
|
||||
},
|
||||
clearTimeout: (id: unknown) => { timers = timers.filter(t => t.id !== id); },
|
||||
advance(ms: number) {
|
||||
const target = now + ms;
|
||||
for (;;) {
|
||||
const due = timers.filter(t => t.at <= target).sort((a, b) => a.at - b.at)[0];
|
||||
if (!due) break;
|
||||
timers = timers.filter(t => t !== due);
|
||||
now = due.at;
|
||||
due.fn();
|
||||
}
|
||||
now = target;
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,124 @@
|
||||
import { PongGame, PongState, TICK_MS, COUNTDOWN_SECONDS, FIELD_HEIGHT, PADDLE_MARGIN, PADDLE_WIDTH, PADDLE_HEIGHT, WIN_SCORE, SERVE_PAUSE_MS, botLogin, BotLevel } from '../pongGame';
|
||||
import { GameError } from '../minigames';
|
||||
import { fakeClock } from './helpers/fakeClock';
|
||||
|
||||
/** Deterministická pseudonáhoda, ať se boti nechovají pokaždé stejně jako s konstantou. */
|
||||
function lcg(seed = 1) {
|
||||
let x = seed;
|
||||
return () => (x = (x * 1103515245 + 12345) % 2147483648) / 2147483648;
|
||||
}
|
||||
|
||||
function setup(random?: () => number) {
|
||||
const clock = fakeClock(random);
|
||||
const states: PongState[] = [];
|
||||
const game = new PongGame(s => states.push(s), s => states.push(s), clock);
|
||||
const last = () => states[states.length - 1];
|
||||
const player = (login: string) => last().players.find(p => p.login === login)!;
|
||||
const startGame = () => {
|
||||
game.join('alice');
|
||||
game.join('bob');
|
||||
game.start('alice');
|
||||
clock.advance(COUNTDOWN_SECONDS * 1000);
|
||||
};
|
||||
const ticks = (n: number) => clock.advance(n * TICK_MS);
|
||||
return { game, clock, last, player, startGame, ticks };
|
||||
}
|
||||
|
||||
describe('pong', () => {
|
||||
test('je jen pro dva hráče a hru spouští zakladatel', () => {
|
||||
const ctx = setup();
|
||||
ctx.game.join('alice');
|
||||
expect(() => ctx.game.start('alice')).toThrow(GameError);
|
||||
ctx.game.join('bob');
|
||||
expect(() => ctx.game.join('carol')).toThrow(GameError);
|
||||
expect(() => ctx.game.start('bob')).toThrow(GameError);
|
||||
ctx.game.start('alice');
|
||||
expect(ctx.last().phase).toBe('countdown');
|
||||
});
|
||||
|
||||
test('pálka se hýbe podle vstupu a nevyjede z hřiště', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame();
|
||||
ctx.game.input('alice', 'up');
|
||||
ctx.ticks(10);
|
||||
expect(ctx.player('alice').y).toBeLessThan(FIELD_HEIGHT / 2);
|
||||
ctx.ticks(100);
|
||||
expect(ctx.player('alice').y).toBe(45);
|
||||
ctx.game.input('alice', 'stop');
|
||||
const y = ctx.player('alice').y;
|
||||
ctx.ticks(5);
|
||||
expect(ctx.player('alice').y).toBe(y);
|
||||
});
|
||||
|
||||
test('míček se od pálky odrazí', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame();
|
||||
const face = PADDLE_MARGIN + PADDLE_WIDTH;
|
||||
ctx.game.setBallForTest(face + 20, FIELD_HEIGHT / 2, -400, 0);
|
||||
ctx.ticks(3);
|
||||
expect(ctx.last().ball.x).toBeGreaterThan(face);
|
||||
expect(ctx.player('bob').score).toBe(0);
|
||||
});
|
||||
|
||||
test('minutý míček je bod pro soupeře a hra končí na vítězné skóre', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame();
|
||||
for (let i = 0; i < WIN_SCORE; i++) {
|
||||
// Míček u horního okraje, kam pálka uprostřed nedosáhne
|
||||
ctx.game.setBallForTest(60, 10, -600, 0);
|
||||
ctx.ticks(10);
|
||||
if (i < WIN_SCORE - 1) {
|
||||
expect(ctx.player('bob').score).toBe(i + 1);
|
||||
ctx.clock.advance(SERVE_PAUSE_MS);
|
||||
}
|
||||
}
|
||||
expect(ctx.last()).toMatchObject({ phase: 'finished', winner: 'bob' });
|
||||
});
|
||||
|
||||
test('myš: pálka rychle dojede k cílové výšce a šipka myš přebije', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame();
|
||||
ctx.game.aim('alice', 0);
|
||||
ctx.ticks(5);
|
||||
expect(ctx.player('alice').y).toBe(PADDLE_HEIGHT / 2);
|
||||
ctx.game.input('alice', 'down');
|
||||
ctx.ticks(5);
|
||||
expect(ctx.player('alice').y).toBeGreaterThan(PADDLE_HEIGHT / 2);
|
||||
});
|
||||
|
||||
test('bota přidá jen zakladatel a lze ho odebrat', () => {
|
||||
const ctx = setup();
|
||||
ctx.game.join('alice');
|
||||
expect(() => ctx.game.addBot('bob', 'easy')).toThrow(GameError);
|
||||
expect(() => ctx.game.addBot('alice', 'superhard')).toThrow(GameError);
|
||||
ctx.game.addBot('alice', 'hard');
|
||||
expect(ctx.last().players.map(p => p.login)).toEqual(['alice', botLogin('hard')]);
|
||||
ctx.game.removeBot('alice');
|
||||
expect(ctx.last().players).toHaveLength(1);
|
||||
});
|
||||
|
||||
/** Odehraje zápas člověka, který myší dokonale sleduje míček, proti botovi. */
|
||||
function playAgainstBot(level: BotLevel, maxSeconds: number) {
|
||||
const ctx = setup(lcg(7));
|
||||
ctx.game.join('alice');
|
||||
ctx.game.addBot('alice', level);
|
||||
ctx.game.start('alice');
|
||||
ctx.clock.advance(COUNTDOWN_SECONDS * 1000);
|
||||
for (let t = 0; t < maxSeconds * 1000 && ctx.last().phase === 'playing'; t += TICK_MS) {
|
||||
ctx.game.aim('alice', ctx.last().ball.y);
|
||||
ctx.ticks(1);
|
||||
}
|
||||
return ctx;
|
||||
}
|
||||
|
||||
test('lehký bot proti dokonalému hráči prohraje', () => {
|
||||
const ctx = playAgainstBot('easy', 300);
|
||||
expect(ctx.last()).toMatchObject({ phase: 'finished', winner: 'alice' });
|
||||
});
|
||||
|
||||
test('nemožný bot neztratí ani bod', () => {
|
||||
const ctx = playAgainstBot('impossible', 120);
|
||||
expect(ctx.player('alice').score).toBe(0);
|
||||
expect(ctx.player(botLogin('impossible')).score).toBe(0);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,101 @@
|
||||
import { ReactionDuel, DuelState, PENALTY_MS, CLICK_WINDOW_MS, ROUND_PAUSE_MS, MIN_DELAY_MS, LOBBY_TIMEOUT_MS } from '../reactionDuel';
|
||||
import { GameError } from '../minigames';
|
||||
import { fakeClock } from './helpers/fakeClock';
|
||||
|
||||
function setup(minPlayers = 2) {
|
||||
const clock = fakeClock();
|
||||
const states: DuelState[] = [];
|
||||
const duel = new ReactionDuel(s => states.push(s), minPlayers, clock);
|
||||
return { duel, clock, last: () => states[states.length - 1] };
|
||||
}
|
||||
|
||||
/** Dohraje jedno kolo: počká na vyhlášení a nechá hráče kliknout s danými časy. */
|
||||
function playRound(ctx: ReturnType<typeof setup>, reactions: Record<string, number>) {
|
||||
ctx.clock.advance(MIN_DELAY_MS);
|
||||
expect(ctx.last().phase).toBe('go');
|
||||
const sorted = Object.entries(reactions).sort((a, b) => a[1] - b[1]);
|
||||
let elapsed = 0;
|
||||
for (const [login, ms] of sorted) {
|
||||
ctx.clock.advance(ms - elapsed);
|
||||
elapsed = ms;
|
||||
ctx.duel.click(login);
|
||||
}
|
||||
}
|
||||
|
||||
describe('reakční hra', () => {
|
||||
test('první hráč zakládá lobby a je hostitel', () => {
|
||||
const ctx = setup();
|
||||
ctx.duel.join('alice');
|
||||
ctx.duel.join('bob');
|
||||
expect(ctx.last()).toMatchObject({ phase: 'lobby', host: 'alice' });
|
||||
expect(ctx.last().players.map(p => p.login)).toEqual(['alice', 'bob']);
|
||||
});
|
||||
|
||||
test('hru může spustit jen hostitel a s dostatkem hráčů', () => {
|
||||
const ctx = setup();
|
||||
ctx.duel.join('alice');
|
||||
expect(() => ctx.duel.start('alice')).toThrow(GameError);
|
||||
ctx.duel.join('bob');
|
||||
expect(() => ctx.duel.start('bob')).toThrow(GameError);
|
||||
ctx.duel.start('alice');
|
||||
expect(ctx.last()).toMatchObject({ phase: 'waiting', round: 1 });
|
||||
});
|
||||
|
||||
test('do běžící hry se nelze připojit', () => {
|
||||
const ctx = setup();
|
||||
ctx.duel.join('alice');
|
||||
ctx.duel.join('bob');
|
||||
ctx.duel.start('alice');
|
||||
expect(() => ctx.duel.join('carol')).toThrow(GameError);
|
||||
});
|
||||
|
||||
test('vyhrává nejnižší součet časů, nejpomalejší je poslední', () => {
|
||||
const ctx = setup();
|
||||
ctx.duel.join('alice');
|
||||
ctx.duel.join('bob');
|
||||
ctx.duel.start('alice');
|
||||
playRound(ctx, { alice: 200, bob: 300 });
|
||||
expect(ctx.last()).toMatchObject({ phase: 'roundResult', round: 1 });
|
||||
ctx.clock.advance(ROUND_PAUSE_MS);
|
||||
playRound(ctx, { alice: 250, bob: 220 });
|
||||
ctx.clock.advance(ROUND_PAUSE_MS);
|
||||
playRound(ctx, { alice: 210, bob: 260 });
|
||||
|
||||
const state = ctx.last();
|
||||
expect(state.phase).toBe('finished');
|
||||
expect(state.players.find(p => p.login === 'alice')?.total).toBe(660);
|
||||
expect(state.players.find(p => p.login === 'bob')?.total).toBe(780);
|
||||
expect(state.winner).toBe('alice');
|
||||
expect(state.loser).toBe('bob');
|
||||
});
|
||||
|
||||
test('předčasný start a nekliknutí znamenají trestný čas', () => {
|
||||
const ctx = setup();
|
||||
ctx.duel.join('alice');
|
||||
ctx.duel.join('bob');
|
||||
ctx.duel.start('alice');
|
||||
ctx.duel.click('alice'); // před vyhlášením
|
||||
ctx.clock.advance(MIN_DELAY_MS);
|
||||
ctx.clock.advance(CLICK_WINDOW_MS); // bob neklikne
|
||||
const state = ctx.last();
|
||||
expect(state.phase).toBe('roundResult');
|
||||
expect(state.players.find(p => p.login === 'alice')?.rounds[0]).toEqual({ ms: null, falseStart: true });
|
||||
expect(state.players.find(p => p.login === 'bob')?.rounds[0]).toEqual({ ms: null });
|
||||
expect(state.players.every(p => p.total === PENALTY_MS)).toBe(true);
|
||||
});
|
||||
|
||||
test('odchodem hostitele se lobby ruší', () => {
|
||||
const ctx = setup();
|
||||
ctx.duel.join('alice');
|
||||
ctx.duel.join('bob');
|
||||
ctx.duel.leave('alice');
|
||||
expect(ctx.last()).toMatchObject({ phase: 'idle', players: [] });
|
||||
});
|
||||
|
||||
test('neodstartované lobby po čase vyprší', () => {
|
||||
const ctx = setup();
|
||||
ctx.duel.join('alice');
|
||||
ctx.clock.advance(LOBBY_TIMEOUT_MS);
|
||||
expect(ctx.last().phase).toBe('idle');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,102 @@
|
||||
import { SnakeGame, SnakeState, TICK_MS, COUNTDOWN_SECONDS, WIDTH, HEIGHT } from '../snakeGame';
|
||||
import { GameError } from '../minigames';
|
||||
import { fakeClock } from './helpers/fakeClock';
|
||||
|
||||
/** Náhoda vracející zadané hodnoty a pak nuly (jídlo pak padá do rohu [0,0]). */
|
||||
const sequence = (...values: number[]) => () => values.length ? values.shift()! : 0;
|
||||
|
||||
/** Hodnoty náhody, které umístí jídlo na danou buňku. */
|
||||
const foodAt = (x: number, y: number) => [x / WIDTH, y / HEIGHT];
|
||||
|
||||
function setup(random?: () => number) {
|
||||
const clock = fakeClock(random);
|
||||
const states: SnakeState[] = [];
|
||||
const game = new SnakeGame(s => states.push(s), s => states.push(s), 1, clock);
|
||||
const last = () => states[states.length - 1];
|
||||
const player = (login: string) => last().players.find(p => p.login === login)!;
|
||||
const startGame = (...logins: string[]) => {
|
||||
logins.forEach(l => game.join(l));
|
||||
game.start(logins[0]);
|
||||
clock.advance(COUNTDOWN_SECONDS * 1000);
|
||||
};
|
||||
const ticks = (n: number) => clock.advance(n * TICK_MS);
|
||||
return { game, clock, last, player, startGame, ticks };
|
||||
}
|
||||
|
||||
describe('had', () => {
|
||||
test('po odpočtu začne hra a had se posouvá o políčko za tick', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice');
|
||||
expect(ctx.last().phase).toBe('playing');
|
||||
expect(ctx.player('alice').body).toEqual([[5, 10], [4, 10], [3, 10]]);
|
||||
ctx.ticks(2);
|
||||
expect(ctx.player('alice').body).toEqual([[7, 10], [6, 10], [5, 10]]);
|
||||
});
|
||||
|
||||
test('zatáčí podle směru a obrat o 180° ignoruje', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice');
|
||||
ctx.game.turn('alice', 'left'); // obrat — ignoruje se
|
||||
ctx.ticks(1);
|
||||
expect(ctx.player('alice').body[0]).toEqual([6, 10]);
|
||||
ctx.game.turn('alice', 'up');
|
||||
ctx.ticks(1);
|
||||
expect(ctx.player('alice').body[0]).toEqual([6, 9]);
|
||||
});
|
||||
|
||||
test('nesmyslný směr se ignoruje', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice');
|
||||
ctx.game.turn('alice', 'diagonal');
|
||||
ctx.ticks(1);
|
||||
expect(ctx.player('alice').body[0]).toEqual([6, 10]);
|
||||
});
|
||||
|
||||
test('sněděné jídlo prodlouží hada a přidá bod', () => {
|
||||
const ctx = setup(sequence(...foodAt(7, 10)));
|
||||
ctx.startGame('alice');
|
||||
expect(ctx.last().food).toEqual([[7, 10]]);
|
||||
ctx.ticks(2);
|
||||
expect(ctx.player('alice').score).toBe(1);
|
||||
expect(ctx.player('alice').body).toHaveLength(4);
|
||||
expect(ctx.last().food).not.toContainEqual([7, 10]);
|
||||
});
|
||||
|
||||
test('náraz do zdi ukončí sólo hru', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice');
|
||||
ctx.ticks(WIDTH);
|
||||
expect(ctx.last().phase).toBe('finished');
|
||||
expect(ctx.player('alice')).toMatchObject({ alive: false, place: 1 });
|
||||
});
|
||||
|
||||
test('ve hře více hráčů vyhrává poslední přeživší', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob');
|
||||
// alice startuje v řádku 6, nahoru do zdi dorazí v 7. ticku
|
||||
ctx.game.turn('alice', 'up');
|
||||
ctx.ticks(7);
|
||||
expect(ctx.last().phase).toBe('finished');
|
||||
expect(ctx.player('bob')).toMatchObject({ alive: true, place: 1 });
|
||||
expect(ctx.player('alice')).toMatchObject({ alive: false, place: 2 });
|
||||
});
|
||||
|
||||
test('čelní srážka zabije oba hady', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob');
|
||||
// alice (5,6)→ doprava, bob (26,13)← doleva; po 7 tickách alice zatočí dolů
|
||||
// a po dalších 7 se obě hlavy potkají na (12,13)
|
||||
ctx.ticks(7);
|
||||
ctx.game.turn('alice', 'down');
|
||||
ctx.ticks(7);
|
||||
const state = ctx.last();
|
||||
expect(state.phase).toBe('finished');
|
||||
expect(state.players.every(p => !p.alive)).toBe(true);
|
||||
});
|
||||
|
||||
test('do běžící hry se nelze připojit', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice');
|
||||
expect(() => ctx.game.join('bob')).toThrow(GameError);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,110 @@
|
||||
import { TetrisGame, TetrisState, GarbageEvent, COUNTDOWN_SECONDS, MIN_ATTACK_GAP_MS, WATCH_FLUSH_MS, BOARD_WIDTH, BOARD_HEIGHT, PLAYER_TIMEOUT_MS } from '../tetrisGame';
|
||||
import { GameError } from '../minigames';
|
||||
import { fakeClock } from './helpers/fakeClock';
|
||||
|
||||
const BOARD = '0'.repeat(BOARD_WIDTH * (BOARD_HEIGHT - 1)) + '1'.repeat(BOARD_WIDTH);
|
||||
|
||||
function setup() {
|
||||
const clock = fakeClock();
|
||||
const all: TetrisState[] = [];
|
||||
const watched: TetrisState[] = [];
|
||||
const garbage: GarbageEvent[] = [];
|
||||
const game = new TetrisGame(s => all.push(s), s => watched.push(s), e => garbage.push(e), 1, clock);
|
||||
const last = () => all[all.length - 1];
|
||||
const startGame = (...logins: string[]) => {
|
||||
logins.forEach(l => game.join(l));
|
||||
game.start(logins[0]);
|
||||
clock.advance(COUNTDOWN_SECONDS * 1000);
|
||||
};
|
||||
return { game, clock, all, watched, garbage, last, startGame };
|
||||
}
|
||||
|
||||
describe('tetris', () => {
|
||||
test('po odpočtu začne hra se společným seedem', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob');
|
||||
expect(ctx.last()).toMatchObject({ phase: 'playing' });
|
||||
expect(typeof ctx.last().seed).toBe('number');
|
||||
});
|
||||
|
||||
test('desky se sledujícím posílají sloučeně', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob');
|
||||
ctx.game.update('alice', { board: BOARD, score: 100, lines: 1 });
|
||||
ctx.game.update('bob', { board: BOARD, score: 40, lines: 0 });
|
||||
expect(ctx.watched).toHaveLength(0);
|
||||
ctx.clock.advance(WATCH_FLUSH_MS);
|
||||
expect(ctx.watched).toHaveLength(1);
|
||||
expect(ctx.watched[0].players.find(p => p.login === 'alice')).toMatchObject({ board: BOARD, score: 100, lines: 1 });
|
||||
});
|
||||
|
||||
test('neplatná deska se zahodí', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice');
|
||||
ctx.game.update('alice', { board: 'x'.repeat(200), score: 5 });
|
||||
ctx.game.update('alice', { board: '0'.repeat(10) });
|
||||
ctx.clock.advance(WATCH_FLUSH_MS);
|
||||
expect(ctx.watched).toHaveLength(0);
|
||||
});
|
||||
|
||||
test('smazání více řádků pošle odpad soupeři, jeden řádek nic', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob');
|
||||
ctx.game.cleared('alice', 1);
|
||||
expect(ctx.garbage).toHaveLength(0);
|
||||
ctx.game.cleared('alice', 4);
|
||||
expect(ctx.garbage).toEqual([{ target: 'bob', from: 'alice', lines: 4 }]);
|
||||
});
|
||||
|
||||
test('útoky jsou omezené frekvencí a velikostí', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob');
|
||||
ctx.game.cleared('alice', 2);
|
||||
ctx.game.cleared('alice', 2); // příliš brzy
|
||||
ctx.game.cleared('alice', 99); // nesmysl
|
||||
expect(ctx.garbage).toHaveLength(1);
|
||||
ctx.clock.advance(MIN_ATTACK_GAP_MS);
|
||||
ctx.game.cleared('alice', 3);
|
||||
expect(ctx.garbage.map(g => g.lines)).toEqual([1, 2]);
|
||||
});
|
||||
|
||||
test('poslední hráč ve hře vyhrává', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob', 'carol');
|
||||
ctx.game.died('bob');
|
||||
expect(ctx.last().phase).toBe('playing');
|
||||
ctx.game.died('alice');
|
||||
const state = ctx.last();
|
||||
expect(state.phase).toBe('finished');
|
||||
const place = (l: string) => state.players.find(p => p.login === l)?.place;
|
||||
expect([place('carol'), place('alice'), place('bob')]).toEqual([1, 2, 3]);
|
||||
});
|
||||
|
||||
test('mrtvý hráč neútočí a nedostává odpad', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob', 'carol');
|
||||
ctx.game.died('bob');
|
||||
ctx.game.cleared('bob', 4);
|
||||
expect(ctx.garbage).toHaveLength(0);
|
||||
ctx.game.cleared('alice', 4);
|
||||
expect(ctx.garbage[0].target).toBe('carol');
|
||||
});
|
||||
|
||||
test('hráč, který přestal posílat desku, je vyřazen', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice', 'bob');
|
||||
// alice hraje dál, bob zavřel okno
|
||||
for (let t = 0; t <= PLAYER_TIMEOUT_MS + 5000; t += 2000) {
|
||||
ctx.game.update('alice', { board: BOARD, score: 0, lines: 0 });
|
||||
ctx.clock.advance(2000);
|
||||
}
|
||||
expect(ctx.last().phase).toBe('finished');
|
||||
expect(ctx.last().players.find(p => p.login === 'alice')?.place).toBe(1);
|
||||
});
|
||||
|
||||
test('do běžící hry se nelze připojit', () => {
|
||||
const ctx = setup();
|
||||
ctx.startGame('alice');
|
||||
expect(() => ctx.game.join('bob')).toThrow(GameError);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,294 @@
|
||||
import { Server } from "socket.io";
|
||||
import { Clock, defaultClock, GameError, gameHandler } from "./minigames";
|
||||
|
||||
/**
|
||||
* Multiplayerový Tetris (battle) přes websocket.
|
||||
*
|
||||
* Každý hráč hraje vlastní desku v prohlížeči (kvůli odezvě ovládání), server koordinuje:
|
||||
* lobby a odpočet, společný seed pro pořadí kostek, přeposílání desek soupeřům,
|
||||
* útoky (smazané řádky → odpadní řádky náhodnému soupeři) a vyřazování.
|
||||
* Vyhrává poslední hráč ve hře, sólo hra končí prohrou.
|
||||
*
|
||||
* Klientovi se věří (skóre, smazané řádky) — jde o kancelářskou hru; útoky jsou ale
|
||||
* omezené co do velikosti i frekvence. Stav je v paměti, předpokládá jednu repliku.
|
||||
*/
|
||||
|
||||
export const BOARD_WIDTH = 10;
|
||||
export const BOARD_HEIGHT = 20;
|
||||
export const MAX_PLAYERS = 8;
|
||||
export const COUNTDOWN_SECONDS = 3;
|
||||
/** Neodstartované lobby se po této době zruší (ms). */
|
||||
export const LOBBY_TIMEOUT_MS = 3 * 60 * 1000;
|
||||
/** Pojistka proti nekonečné hře (ms). */
|
||||
export const MAX_GAME_MS = 15 * 60 * 1000;
|
||||
/** Min. rozestup útoků jednoho hráče (ms) — víc řádků naráz ani rychleji fyzicky smazat nejde. */
|
||||
export const MIN_ATTACK_GAP_MS = 150;
|
||||
export const WATCH_ROOM = 'tetris-watchers';
|
||||
/** Hráč, od kterého tak dlouho nepřišla deska (zavřený tab, výpadek), se bere jako vyřazený (ms). */
|
||||
export const PLAYER_TIMEOUT_MS = 15_000;
|
||||
/** Jak často se kontroluje, zda hráči žijí (ms). */
|
||||
const WATCHDOG_MS = 5000;
|
||||
/** Průběžné desky se sledujícím posílají nejvýš jednou za tuto dobu (ms). */
|
||||
export const WATCH_FLUSH_MS = 100;
|
||||
|
||||
/** Kolik odpadních řádků pošle smazání daného počtu řádků naráz. */
|
||||
export const GARBAGE_FOR_LINES: Record<number, number> = { 1: 0, 2: 1, 3: 2, 4: 4 };
|
||||
|
||||
export type TetrisPhase = 'idle' | 'lobby' | 'countdown' | 'playing' | 'finished';
|
||||
|
||||
export type TetrisPlayer = {
|
||||
login: string,
|
||||
/** Deska po řádcích shora, znak 0 = prázdno, 1–8 = barva (8 = odpad). */
|
||||
board: string,
|
||||
score: number,
|
||||
lines: number,
|
||||
alive: boolean,
|
||||
place?: number,
|
||||
};
|
||||
|
||||
export type TetrisState = {
|
||||
phase: TetrisPhase,
|
||||
host?: string,
|
||||
players: TetrisPlayer[],
|
||||
/** Seed generátoru kostek — všichni hráči dostanou stejné pořadí. */
|
||||
seed?: number,
|
||||
countdown?: number,
|
||||
minPlayers: number,
|
||||
};
|
||||
|
||||
export type GarbageEvent = { target: string, from: string, lines: number };
|
||||
|
||||
type InternalPlayer = TetrisPlayer & { lastAttack: number, lastSeen: number, deathOrder?: number };
|
||||
|
||||
const EMPTY_BOARD = '0'.repeat(BOARD_WIDTH * BOARD_HEIGHT);
|
||||
const BOARD_PATTERN = new RegExp(`^[0-8]{${BOARD_WIDTH * BOARD_HEIGHT}}$`);
|
||||
|
||||
export class TetrisGame {
|
||||
private phase: TetrisPhase = 'idle';
|
||||
private host?: string;
|
||||
private players = new Map<string, InternalPlayer>();
|
||||
private seed?: number;
|
||||
private countdown = 0;
|
||||
private deaths = 0;
|
||||
private timer: unknown;
|
||||
/** Čeká už odeslání průběžného stavu sledujícím? */
|
||||
private flushPending = false;
|
||||
|
||||
/**
|
||||
* @param broadcastAll stav pro všechny (změny lobby a fáze)
|
||||
* @param broadcastWatchers průběžný stav jen pro klienty s otevřenou hrou
|
||||
* @param sendGarbage útok na hráče (doručuje se sledujícím, klient si vybere svůj)
|
||||
*/
|
||||
constructor(
|
||||
private readonly broadcastAll: (state: TetrisState) => void,
|
||||
private readonly broadcastWatchers: (state: TetrisState) => void,
|
||||
private readonly sendGarbage: (event: GarbageEvent) => void,
|
||||
private readonly minPlayers = 1,
|
||||
private readonly clock: Clock = defaultClock,
|
||||
) { }
|
||||
|
||||
getState(): TetrisState {
|
||||
return {
|
||||
phase: this.phase,
|
||||
host: this.host,
|
||||
players: [...this.players.values()].map(p => ({
|
||||
login: p.login, board: p.board, score: p.score, lines: p.lines, alive: p.alive, place: p.place,
|
||||
})),
|
||||
seed: this.seed,
|
||||
countdown: this.phase === 'countdown' ? this.countdown : undefined,
|
||||
minPlayers: this.minPlayers,
|
||||
};
|
||||
}
|
||||
|
||||
join(login: string) {
|
||||
if (this.phase === 'idle' || this.phase === 'finished') {
|
||||
this.reset();
|
||||
this.phase = 'lobby';
|
||||
this.host = login;
|
||||
this.schedule(() => this.cancel(), LOBBY_TIMEOUT_MS);
|
||||
} else if (this.phase !== 'lobby') {
|
||||
throw new GameError('Hra už běží, počkejte na další.');
|
||||
}
|
||||
if (!this.players.has(login)) {
|
||||
if (this.players.size >= MAX_PLAYERS) {
|
||||
throw new GameError('Lobby je plné.');
|
||||
}
|
||||
this.players.set(login, { login, board: EMPTY_BOARD, score: 0, lines: 0, alive: true, lastAttack: 0, lastSeen: 0 });
|
||||
}
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
leave(login: string) {
|
||||
if (this.phase !== 'lobby' || !this.players.has(login)) {
|
||||
return;
|
||||
}
|
||||
this.players.delete(login);
|
||||
if (login === this.host || this.players.size === 0) {
|
||||
this.cancel();
|
||||
return;
|
||||
}
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
start(login: string) {
|
||||
if (this.phase !== 'lobby') {
|
||||
throw new GameError('Není otevřené žádné lobby.');
|
||||
}
|
||||
if (login !== this.host) {
|
||||
throw new GameError('Hru může spustit jen ten, kdo lobby založil.');
|
||||
}
|
||||
if (this.players.size < this.minPlayers) {
|
||||
throw new GameError(`Ke hře je potřeba alespoň ${this.minPlayers} hráčů.`);
|
||||
}
|
||||
this.seed = Math.floor(this.clock.random() * 2 ** 31);
|
||||
this.phase = 'countdown';
|
||||
this.countdown = COUNTDOWN_SECONDS;
|
||||
this.emitAll();
|
||||
this.schedule(() => this.countdownStep(), 1000);
|
||||
}
|
||||
|
||||
/** Průběžný stav desky hráče (posílá klient po položení kostky a průběžně). */
|
||||
update(login: string, payload: unknown) {
|
||||
const p = this.players.get(login);
|
||||
if (!p || !p.alive || this.phase !== 'playing') return;
|
||||
const { board, score, lines } = (payload ?? {}) as { board?: unknown, score?: unknown, lines?: unknown };
|
||||
if (typeof board !== 'string' || !BOARD_PATTERN.test(board)) return;
|
||||
p.lastSeen = this.clock.now();
|
||||
p.board = board;
|
||||
if (Number.isSafeInteger(score) && (score as number) >= 0) p.score = score as number;
|
||||
if (Number.isSafeInteger(lines) && (lines as number) >= 0) p.lines = lines as number;
|
||||
this.emitWatchers();
|
||||
}
|
||||
|
||||
/** Hráč smazal řádky — případný útok jde náhodnému živému soupeři. */
|
||||
cleared(login: string, count: unknown) {
|
||||
const p = this.players.get(login);
|
||||
if (!p || !p.alive || this.phase !== 'playing' || !Number.isInteger(count)) return;
|
||||
const garbage = GARBAGE_FOR_LINES[count as number] ?? 0;
|
||||
const now = this.clock.now();
|
||||
if (garbage === 0 || now - p.lastAttack < MIN_ATTACK_GAP_MS) return;
|
||||
p.lastAttack = now;
|
||||
const targets = [...this.players.values()].filter(t => t.alive && t.login !== login);
|
||||
if (targets.length === 0) return;
|
||||
const target = targets[Math.floor(this.clock.random() * targets.length)];
|
||||
this.sendGarbage({ target: target.login, from: login, lines: garbage });
|
||||
}
|
||||
|
||||
/** Hráči přetekla deska. */
|
||||
died(login: string) {
|
||||
const p = this.players.get(login);
|
||||
if (!p || !p.alive || this.phase !== 'playing') return;
|
||||
p.alive = false;
|
||||
p.deathOrder = ++this.deaths;
|
||||
const alive = [...this.players.values()].filter(x => x.alive).length;
|
||||
if (alive === 0 || (this.players.size > 1 && alive <= 1)) {
|
||||
this.finish();
|
||||
return;
|
||||
}
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
private countdownStep() {
|
||||
this.countdown--;
|
||||
if (this.countdown > 0) {
|
||||
this.emitAll();
|
||||
this.schedule(() => this.countdownStep(), 1000);
|
||||
return;
|
||||
}
|
||||
this.phase = 'playing';
|
||||
const now = this.clock.now();
|
||||
this.players.forEach(p => { p.lastSeen = now; });
|
||||
this.emitAll();
|
||||
this.schedule(() => this.finish(), MAX_GAME_MS);
|
||||
this.clock.setTimeout(() => this.watchdog(), WATCHDOG_MS);
|
||||
}
|
||||
|
||||
/** Vyřadí hráče, kteří přestali posílat desku (zavřeli okno, ztratili spojení). */
|
||||
private watchdog() {
|
||||
if (this.phase !== 'playing') return;
|
||||
const now = this.clock.now();
|
||||
for (const p of this.players.values()) {
|
||||
if (p.alive && now - p.lastSeen > PLAYER_TIMEOUT_MS) this.died(p.login);
|
||||
}
|
||||
if (this.phase === 'playing') this.clock.setTimeout(() => this.watchdog(), WATCHDOG_MS);
|
||||
}
|
||||
|
||||
/** Pořadí: živí první (podle skóre), pak vyřazení od posledního. */
|
||||
private finish() {
|
||||
const ranked = [...this.players.values()].sort((a, b) =>
|
||||
(b.deathOrder ?? Infinity) - (a.deathOrder ?? Infinity) || b.score - a.score);
|
||||
ranked.forEach((p, i) => { p.place = i + 1; });
|
||||
this.phase = 'finished';
|
||||
this.clearTimer();
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
private cancel() {
|
||||
this.reset();
|
||||
this.emitAll();
|
||||
}
|
||||
|
||||
private reset() {
|
||||
this.clearTimer();
|
||||
this.phase = 'idle';
|
||||
this.host = undefined;
|
||||
this.players.clear();
|
||||
this.seed = undefined;
|
||||
this.deaths = 0;
|
||||
}
|
||||
|
||||
private schedule(fn: () => void, ms: number) {
|
||||
this.clearTimer();
|
||||
this.timer = this.clock.setTimeout(() => {
|
||||
this.timer = undefined;
|
||||
fn();
|
||||
}, ms);
|
||||
}
|
||||
|
||||
private clearTimer() {
|
||||
if (this.timer !== undefined) {
|
||||
this.clock.clearTimeout(this.timer);
|
||||
this.timer = undefined;
|
||||
}
|
||||
}
|
||||
|
||||
private emitAll() {
|
||||
this.broadcastAll(this.getState());
|
||||
}
|
||||
|
||||
/** Aktualizace desek se slučují, aby 8 hráčů nezahltilo sledující. */
|
||||
private emitWatchers() {
|
||||
if (this.flushPending) return;
|
||||
this.flushPending = true;
|
||||
this.clock.setTimeout(() => {
|
||||
this.flushPending = false;
|
||||
if (this.phase === 'playing') this.broadcastWatchers(this.getState());
|
||||
}, WATCH_FLUSH_MS);
|
||||
}
|
||||
}
|
||||
|
||||
/** Zaregistruje websocket handlery Tetrisu. */
|
||||
export function registerTetrisGame(io: Server) {
|
||||
const game = new TetrisGame(
|
||||
state => io.emit('tetris:state', state),
|
||||
state => io.to(WATCH_ROOM).emit('tetris:state', state),
|
||||
event => io.to(WATCH_ROOM).emit('tetris:garbage', event),
|
||||
1, // Tetris se dá hrát i sólo
|
||||
);
|
||||
|
||||
io.on('connection', socket => {
|
||||
const handle = (action: (login: string, payload: unknown) => void) => gameHandler(socket, 'tetris:error', action);
|
||||
socket.on('tetris:sync', () => socket.emit('tetris:state', game.getState()));
|
||||
socket.on('tetris:watch', () => {
|
||||
socket.join(WATCH_ROOM);
|
||||
socket.emit('tetris:state', game.getState());
|
||||
});
|
||||
socket.on('tetris:unwatch', () => socket.leave(WATCH_ROOM));
|
||||
socket.on('tetris:join', handle(login => game.join(login)));
|
||||
socket.on('tetris:leave', handle(login => game.leave(login)));
|
||||
socket.on('tetris:start', handle(login => game.start(login)));
|
||||
socket.on('tetris:update', handle((login, payload) => game.update(login, payload)));
|
||||
socket.on('tetris:cleared', handle((login, payload) => game.cleared(login, (payload as { count?: unknown })?.count)));
|
||||
socket.on('tetris:died', handle(login => game.died(login)));
|
||||
});
|
||||
}
|
||||
@@ -1,6 +1,11 @@
|
||||
import { DefaultEventsMap, Server } from "socket.io";
|
||||
import { createAdapter } from "@socket.io/redis-adapter";
|
||||
import { createClient } from "redis";
|
||||
import { registerReactionDuel } from "./reactionDuel";
|
||||
import { registerSnakeGame } from "./snakeGame";
|
||||
import { registerTetrisGame } from "./tetrisGame";
|
||||
import { registerPongGame } from "./pongGame";
|
||||
import { registerDrawingGame } from "./drawingGame";
|
||||
|
||||
let io: Server<DefaultEventsMap, DefaultEventsMap, DefaultEventsMap, any>;
|
||||
let pubClient: ReturnType<typeof createClient>;
|
||||
@@ -28,6 +33,11 @@ export const initWebsocket = (server: any) => {
|
||||
// console.log(`Client disconnected: ${socket.id}`);
|
||||
});
|
||||
});
|
||||
registerReactionDuel(io);
|
||||
registerSnakeGame(io);
|
||||
registerTetrisGame(io);
|
||||
registerPongGame(io);
|
||||
registerDrawingGame(io);
|
||||
return io;
|
||||
};
|
||||
|
||||
|
||||
Reference in new issue
Block a user