diff --git a/public/game.html b/public/game.html
index 1c558a1..a2a0401 100644
--- a/public/game.html
+++ b/public/game.html
@@ -4,6 +4,18 @@
ChessNut - Partie
+
@@ -71,6 +83,7 @@
// current boardState cached locally
let currentBoardState = null;
let myMines = [];
+ let currentVeiledSquares = [];
let pendingCard = null; // when set, next square click is used as card target
// safe logger: prefer on-page log if present, otherwise console
@@ -166,6 +179,8 @@
boardEl.style.width = side + 'px';
boardEl.style.height = side + 'px';
}
+ // store veiled squares list for brouillard effect (if provided by server)
+ try{ currentVeiledSquares = Array.isArray(data.veiledSquares) ? data.veiledSquares : (data.boardState && data.boardState.veiledSquares) || []; }catch(_){ currentVeiledSquares = []; }
if(data.boardState) {
renderBoardFromState(data.boardState);
updateTurnBanner(data.boardState);
@@ -529,6 +544,11 @@
if(!to) return;
const target = boardEl.querySelector(`.square[data-square="${to}"]`);
if(!target) return;
+ // do not show legal-move markers on squares that are veiled/hidden
+ try{
+ if(Array.isArray(currentVeiledSquares) && currentVeiledSquares.indexOf(to) !== -1) return;
+ if(target.classList && target.classList.contains('veiled')) return;
+ }catch(_){ }
const marker = document.createElement('div');
marker.className = 'move-marker';
// store metadata if needed later
@@ -546,6 +566,11 @@
if(!to) return;
const target = boardEl.querySelector(`.square[data-square="${to}"]`);
if(!target) return;
+ // do not show remote move markers on veiled/hidden squares
+ try{
+ if(Array.isArray(currentVeiledSquares) && currentVeiledSquares.indexOf(to) !== -1) return;
+ if(target.classList && target.classList.contains('veiled')) return;
+ }catch(_){ }
const marker = document.createElement('div');
marker.className = 'move-marker';
marker.dataset.from = m.from || '';
@@ -591,10 +616,21 @@
if(boardEl){
boardEl.addEventListener('click', (ev)=>{
- const sqEl = ev.target.closest && ev.target.closest('.square');
- if(!sqEl) return;
- const square = sqEl.getAttribute('data-square');
- if(!square) return;
+ const sqEl = ev.target.closest && ev.target.closest('.square');
+ if(!sqEl) return;
+ const square = sqEl.getAttribute('data-square');
+ if(!square) return;
+
+ // Do not allow interacting with veiled/hidden squares.
+ // `currentVeiledSquares` is populated from server `room:update` and
+ // we also add a `.veiled` class during rendering as a fallback.
+ try{
+ if(Array.isArray(currentVeiledSquares) && currentVeiledSquares.indexOf(square) !== -1){
+ log('clicked veiled square, ignoring');
+ return;
+ }
+ if(sqEl.classList && sqEl.classList.contains('veiled')){ log('clicked veiled square (DOM class), ignoring'); return; }
+ }catch(_){ }
// If we're in a pending card-targeting mode, handle target selection and do NOT attempt moves
if(pendingCard){
@@ -783,6 +819,31 @@
});
// render any mines owned by this player
try{ renderMines(); }catch(e){ }
+ // render veils for brouillard effect (if any)
+ try{
+ // remove existing veils
+ const allSq = boardEl.querySelectorAll('.square');
+ allSq.forEach(sqEl => {
+ const v = sqEl.querySelector('.veil'); if(v) v.remove();
+ // also remove prior veiled marker class
+ try{ sqEl.classList.remove('veiled'); }catch(_){ }
+ });
+ if(Array.isArray(currentVeiledSquares) && currentVeiledSquares.length){
+ currentVeiledSquares.forEach(sq => {
+ const el = boardEl.querySelector(`.square[data-square="${sq}"]`);
+ if(!el) return;
+ const veil = document.createElement('div'); veil.className = 'veil';
+ el.appendChild(veil);
+ // add a class to hide piece images as a fallback in case z-index/stacking causes overlay issues
+ try{
+ el.classList.add('veiled');
+ // remove any move markers that may have been added previously on this square
+ const prevMarkers = el.querySelectorAll('.move-marker');
+ prevMarkers.forEach(m => m.remove());
+ }catch(_){ }
+ });
+ }
+ }catch(_){ }
}
// draw mine icons on squares for mines owned by this client
diff --git a/public/styles/style.css b/public/styles/style.css
index 882439d..f499c78 100644
--- a/public/styles/style.css
+++ b/public/styles/style.css
@@ -92,6 +92,11 @@ a:hover{text-decoration:underline}
pointer-events:none; z-index:2; image-rendering: -webkit-optimize-contrast;
}
+/* When a square is veiled by brouillard, hide its piece images to ensure full concealment
+ This is a robust fallback in case stacking context / transform interactions make an overlay
+ not fully cover the image. Hiding the image guarantees the piece is not visible. */
+.square.veiled img, .square.veiled .piece{ visibility: hidden !important; opacity: 0 !important; }
+
/* highlighted/selected square when a player selects a piece */
.square.selected{
outline: 3px solid rgba(245,158,11,0.95); /* amber */
diff --git a/server.js b/server.js
index 3109ecc..2d7d5d4 100644
--- a/server.js
+++ b/server.js
@@ -77,9 +77,36 @@ function sendRoomUpdate(room){
payload.boardState = base.boardState || null;
}
}catch(_){ payload.boardState = base.boardState || null; }
- // attach visible squares for this recipient (fog of war)
+ // attach visible squares for this recipient (fog of war)
try{
- payload.visibleSquares = Array.from(visibleSquaresForPlayer(room, p.id) || []);
+ payload.visibleSquares = Array.from(visibleSquaresForPlayer(room, p.id) || []);
+ // attach veiled squares if a brouillard effect targets this recipient
+ try{
+ const brouillards = (room.activeCardEffects || []).filter(e => e && e.type === 'brouillard');
+ if(brouillards && brouillards.length){
+ // If any brouillard is active in the room, veil the board for ALL players,
+ // but exclude the recipient's visible squares (their pieces + adjacent squares).
+ const state = room.boardState || {};
+ const width = state.width || 8;
+ const height = state.height || 8;
+ const all = [];
+ for(let yy = 0; yy < height; yy++){
+ for(let xx = 0; xx < width; xx++){
+ all.push(String.fromCharCode('a'.charCodeAt(0) + xx) + (yy+1));
+ }
+ }
+ // compute the set of squares that the recipient can see (their pieces + adjacent squares)
+ let visibleSet = new Set();
+ try{
+ const vs = visibleSquaresForPlayer(room, p.id) || new Set();
+ visibleSet = new Set(Array.from(vs));
+ }catch(_){ visibleSet = new Set(); }
+ // veiled squares are all minus visibleSet (so own pieces and their neighbors remain visible)
+ payload.veiledSquares = all.filter(sq => !visibleSet.has(sq));
+ } else {
+ payload.veiledSquares = [];
+ }
+ }catch(_){ payload.veiledSquares = []; }
// attach any mines owned by this recipient (mines are hidden from other players)
try{
const mines = (room.activeCardEffects || []).filter(e => e.type === 'mine' && e.playerId === p.id).map(e => e.square);
@@ -225,7 +252,7 @@ function buildDefaultDeck(){
['folie','La pièce sélectionnée peut maintenant faire les déplacements du fou en plus'],
['fortification','La pièce sélectionnée peut maintenant faire les déplacements de la tour en plus'],
["l'anneau","Le plateau devient un anneau pendant un tour"],
- // ['brouillard de guerre','Les joueur ne peuvent voir que au alentour de leurs pièces pendant 4 tours'],
+ ['brouillard de guerre','Les joueur ne peuvent voir que au alentour de leurs pièces pendant 4 tours'],
// ['changer la pièce à capturer','Le joueur choisie la nouvelle pièce jouant le rôle de roi sans la révéler'],
// ['trou de ver','Deux cases du plateau deviennent maintenant la même'],
['jouer deux fois','Le joueur peut déplacer deux pièces'],
@@ -471,17 +498,7 @@ function computeLegalMoves(room, square){
return null;
}
- // filter moves according to brouillard (fog of war) if it is active for the owner of this piece
- function filterMovesByFog(moves){
- try{
- const owner = ownerPlayer;
- if(!owner) return moves;
- const hasBrouillard = (room.activeCardEffects || []).some(e => e.type === 'brouillard' && e.playerId === owner.id);
- if(!hasBrouillard) return moves;
- const vis = visibleSquaresForPlayer(room, owner.id);
- return (moves || []).filter(m => vis.has(m.to));
- }catch(e){ return moves; }
- }
+ // brouillard (fog of war) removed — moves are not filtered by fog
// helper to add diagonal sliding moves when a piece has been "folié"
function addFolieMoves(){
@@ -571,7 +588,7 @@ function computeLegalMoves(room, square){
if(occ && occ.color !== color) moves.push({ from: square, to: tsq });
});
addAdoubementMoves(); addFolieMoves(); addFortificationMoves();
- return filterMovesByFog(moves);
+ return moves;
}
if(type === 'N'){
@@ -584,7 +601,7 @@ function computeLegalMoves(room, square){
if(!occ || occ.color !== color) moves.push({ from: square, to: tsq });
});
addAdoubementMoves(); addFolieMoves(); addFortificationMoves();
- return filterMovesByFog(moves);
+ return moves;
}
if(type === 'B' || type === 'Q' || type === 'R'){
@@ -658,7 +675,7 @@ function computeLegalMoves(room, square){
}
});
addAdoubementMoves(); addFolieMoves(); addFortificationMoves();
- return filterMovesByFog(moves);
+ return moves;
}
if(type === 'K'){
@@ -671,11 +688,11 @@ function computeLegalMoves(room, square){
if(!occ || occ.color !== color) moves.push({ from: square, to: tsq });
}
addAdoubementMoves(); addFolieMoves();
- return filterMovesByFog(moves);
+ return moves;
}
addAdoubementMoves(); addFolieMoves(); addFortificationMoves();
- return filterMovesByFog(moves);
+ return moves;
}
function startingBoardState8(){
@@ -894,14 +911,16 @@ io.on('connection', (socket) => {
const legal = computeLegalMoves(room, from) || [];
const ok = legal.some(m => m.to === to);
if(!ok) return cb && cb({ error: 'illegal move' });
- // additionally, do not allow moving into a fogged square if brouillard is active for this player
+ // If any brouillard is active in the room, disallow moving onto squares that the player cannot see
try{
- const hasBrouillardForPlayer = (room.activeCardEffects || []).some(e => e.type === 'brouillard' && e.playerId === senderId);
- if(hasBrouillardForPlayer){
- const vis = visibleSquaresForPlayer(room, senderId);
- if(!vis.has(to)) return cb && cb({ error: 'destination not visible (fog of war)' });
+ const hasBrouillard = (room.activeCardEffects || []).some(e => e && e.type === 'brouillard');
+ if(hasBrouillard){
+ const visible = visibleSquaresForPlayer(room, senderId) || new Set();
+ if(!visible.has(to)){
+ return cb && cb({ error: 'destination_not_visible' });
+ }
}
- }catch(e){ /* ignore */ }
+ }catch(_){ }
// apply move: remove any piece on target (capture)
const targetIndex = pieces.findIndex(p => p.square === to);
@@ -1047,6 +1066,31 @@ io.on('connection', (socket) => {
// advance board version
board.version = (board.version || 0) + 1;
+ // Update brouillard play counters: if any brouillard is active, increment the move count for the moving player.
+ try{
+ room.activeCardEffects = room.activeCardEffects || [];
+ for(let ei = room.activeCardEffects.length - 1; ei >= 0; ei--){
+ const ev = room.activeCardEffects[ei];
+ if(!ev || ev.type !== 'brouillard') continue;
+ try{
+ ev.playCounts = ev.playCounts || {};
+ ev.playCounts[senderId] = (ev.playCounts[senderId] || 0) + 1;
+ try{ io.to(room.id).emit('card:effect:updated', { roomId: room.id, effect: ev }); }catch(_){ }
+ // expire the brouillard when ALL players have reached the threshold of plays
+ const threshold = 2;
+ const players = room.players || [];
+ let allReached = true;
+ for(const pl of players){ if(!pl || !pl.id) continue; if((ev.playCounts[pl.id] || 0) < threshold){ allReached = false; break; } }
+ if(allReached){
+ try{ room.activeCardEffects.splice(ei,1); }catch(_){ }
+ try{ io.to(room.id).emit('card:effect:removed', { roomId: room.id, effectId: ev.id, type: ev.type, playerId: ev.playerId }); }catch(_){ }
+ // broadcast updated room state so clients remove veils
+ try{ sendRoomUpdate(room); }catch(_){ }
+ }
+ }catch(_){ }
+ }
+ }catch(e){ console.error('brouillard playcount update error', e); }
+
// Check victory (king capture) before further turn bookkeeping. If game ended, broadcast move and game:over and return.
try{
const end = checkAndHandleVictory(room);
@@ -2166,29 +2210,40 @@ io.on('connection', (socket) => {
played.payload = Object.assign({}, payload, { applied: 'invisible', appliedTo: target });
}catch(e){ console.error('invisible effect error', e); }
}
- // brouillard de guerre: target a player so their board is fogged (they only see adjacent squares)
- else if(cardId === 'brouillard_de_guerre' || (typeof cardId === 'string' && cardId.indexOf('brouillard') !== -1)){
- try{
- const board = room.boardState;
- // determine target player id: payload.targetPlayerId or the opponent
- let targetPlayerId = payload && payload.targetPlayerId;
- if(!targetPlayerId){
- const opp = (room.players || []).find(p => p.id !== senderId);
- targetPlayerId = opp && opp.id;
- }
- const targetPlayer = (room.players || []).find(p => p.id === targetPlayerId);
- if(!board || !targetPlayer || targetPlayer.id === senderId){
- // restore removed card to hand and abort
- try{ room.hands = room.hands || {}; room.hands[senderId] = room.hands[senderId] || []; if(removed) room.hands[senderId].push(removed); room.discard = room.discard || []; for(let i = room.discard.length-1;i>=0;i--){ if(room.discard[i] && room.discard[i].id === (removed && removed.id)){ room.discard.splice(i,1); break; } } }catch(e){}
- return cb && cb({ error: 'no valid target player' });
- }
- // record brouillard effect for target player
- room.activeCardEffects = room.activeCardEffects || [];
- const effect = { id: played.id, type: 'brouillard', playerId: targetPlayer.id, ts: Date.now(), remainingTurns: (payload && payload.turns) || 4 };
- room.activeCardEffects.push(effect);
- try{ io.to(room.id).emit('card:effect:applied', { roomId: room.id, effect }); }catch(_){}
- played.payload = Object.assign({}, payload, { applied: 'brouillard', appliedToPlayer: targetPlayer.id });
- }catch(e){ console.error('brouillard effect error', e); }
+ else if(cardId === 'brouillard_de_guerre' || (typeof cardId === 'string' && cardId.indexOf('brouillard') !== -1)){
+ try{
+ const board = room.boardState;
+ // determine target player id: payload.targetPlayerId or the opponent
+ let targetPlayerId = payload && payload.targetPlayerId;
+ if(!targetPlayerId){
+ const opp = (room.players || []).find(p => p.id !== senderId);
+ targetPlayerId = opp && opp.id;
+ }
+ const targetPlayer = (room.players || []).find(p => p.id === targetPlayerId);
+ if(!board || !targetPlayer || targetPlayer.id === senderId){
+ // restore removed card to hand and abort
+ try{ room.hands = room.hands || {}; room.hands[senderId] = room.hands[senderId] || []; if(removed) room.hands[senderId].push(removed); room.discard = room.discard || []; for(let i = room.discard.length-1;i>=0;i--){ if(room.discard[i] && room.discard[i].id === (removed && removed.id)){ room.discard.splice(i,1); break; } } }catch(e){}
+ return cb && cb({ error: 'no valid target player' });
+ }
+ // compute list of all squares (each square veiled individually)
+ const width = board.width || 8;
+ const height = board.height || 8;
+ const all = [];
+ for(let yy = 0; yy < height; yy++){
+ for(let xx = 0; xx < width; xx++){
+ all.push(String.fromCharCode('a'.charCodeAt(0) + xx) + (yy+1));
+ }
+ }
+ // record brouillard effect for target player with veiledSquares
+ room.activeCardEffects = room.activeCardEffects || [];
+ // initialize playCounts so we can expire brouillard after each player played N times
+ const playCounts = {};
+ try{ (room.players || []).forEach(pl => { if(pl && pl.id) playCounts[pl.id] = 0; }); }catch(_){ }
+ const effect = { id: played.id, type: 'brouillard', playerId: targetPlayer.id, ts: Date.now(), remainingTurns: (payload && payload.turns) || 4, veiledSquares: all, playCounts };
+ room.activeCardEffects.push(effect);
+ try{ io.to(room.id).emit('card:effect:applied', { roomId: room.id, effect }); }catch(_){ }
+ played.payload = Object.assign({}, payload, { applied: 'brouillard', appliedToPlayer: targetPlayer.id });
+ }catch(e){ console.error('brouillard effect error', e); }
}
// anneau: make the board horizontally wrap for the playing player's pieces for this turn
else if(cardId === 'anneau' || (typeof cardId === 'string' && cardId.indexOf('anneau') !== -1)){