carte invisible

This commit is contained in:
Didictateur 2025-11-22 23:48:32 +01:00
parent 9a13528033
commit b7e53efca8
2 changed files with 104 additions and 14 deletions

View file

@ -75,6 +75,7 @@
if(id.indexOf('mine') !== -1) return 'empty'; if(id.indexOf('mine') !== -1) return 'empty';
// kamikaz targets one of your pieces (play card, then choose a piece) // kamikaz targets one of your pieces (play card, then choose a piece)
if(id.indexOf('kamikaz') !== -1) return 'owned'; if(id.indexOf('kamikaz') !== -1) return 'owned';
if(id.indexOf('invis') !== -1 || id.indexOf('invisible') !== -1) return 'owned';
if(id.indexOf('rebond') !== -1) return 'owned'; if(id.indexOf('rebond') !== -1) return 'owned';
if(id.indexOf('adoub') !== -1) return 'owned'; if(id.indexOf('adoub') !== -1) return 'owned';
if(id.indexOf('folie') !== -1 || id.indexOf('fou') !== -1) return 'owned'; if(id.indexOf('folie') !== -1 || id.indexOf('fou') !== -1) return 'owned';

117
server.js
View file

@ -40,6 +40,31 @@ function sendRoomUpdate(room){
handsOwn: (room.hands && room.hands[p.id]) ? room.hands[p.id] : [], handsOwn: (room.hands && room.hands[p.id]) ? room.hands[p.id] : [],
handCounts handCounts
}); });
// Create a per-recipient boardState view that only hides pieces targeted by an 'invisible' effect
try{
if(base.boardState && base.boardState.pieces && Array.isArray(base.boardState.pieces)){
const filtered = Object.assign({}, base.boardState);
filtered.pieces = (base.boardState.pieces || []).filter(piece => {
try{
// If a piece has an explicit invisible flag, hide it from recipients who are not the owner
if(piece.invisible){
const ownerPlayer = (room.players || []).find(pl => (pl.color && pl.color[0]) === piece.color);
const ownerId = ownerPlayer && ownerPlayer.id;
if(ownerId && ownerId !== p.id) return false;
}
// If an 'invisible' active effect targets this piece, hide it from recipients who are not the effect owner
const inv = (room.activeCardEffects || []).find(e => e && e.type === 'invisible' && (e.pieceId === piece.id || e.pieceSquare === piece.square));
if(inv && inv.playerId && inv.playerId !== p.id){
return false; // hide this piece for this recipient
}
return true;
}catch(_){ return true; }
});
payload.boardState = filtered;
} else {
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{ try{
payload.visibleSquares = Array.from(visibleSquaresForPlayer(room, p.id) || []); payload.visibleSquares = Array.from(visibleSquaresForPlayer(room, p.id) || []);
@ -123,7 +148,7 @@ function buildDefaultDeck(){
['kamikaz','Détruit une de ses pièces, détruisant toutes les pièces adjacentes'], ['kamikaz','Détruit une de ses pièces, détruisant toutes les pièces adjacentes'],
// ['retour à la case départ','Désigne une pièce qui retourne à sa position initiale'], // ['retour à la case départ','Désigne une pièce qui retourne à sa position initiale'],
// ['glissade','La pièce désignée ne peut plus s arrêter si elle se déplace en diagonale ou en ligne droite. Soit elle percute une pièce et la capture, soit elle tombe du plateau et est capturée'], // ['glissade','La pièce désignée ne peut plus s arrêter si elle se déplace en diagonale ou en ligne droite. Soit elle percute une pièce et la capture, soit elle tombe du plateau et est capturée'],
// ['invisible','Une des pièces devient invisible pour l adversaire'], ['invisible','Une des pièces devient invisible pour l adversaire'],
// ['épidémie','Toutes les pièces sur le territoire enemie est est capturée'], // ['épidémie','Toutes les pièces sur le territoire enemie est est capturée'],
// ['glue','Toutes les pièces autour de la pièce désignée ne peuvent pas bouger tant que cette dernière ne bouge pas'], // ['glue','Toutes les pièces autour de la pièce désignée ne peuvent pas bouger tant que cette dernière ne bouge pas'],
// ['coin coin','Possibilité de se téléporter depuis un coin vers n importe quel autre coin'], // ['coin coin','Possibilité de se téléporter depuis un coin vers n importe quel autre coin'],
@ -679,7 +704,24 @@ io.on('connection', (socket) => {
room.captured = room.captured || []; room.captured = room.captured || [];
const originalOwner = (room.players || []).find(p => (p.color && p.color[0]) === capturedPiece.color); const originalOwner = (room.players || []).find(p => (p.color && p.color[0]) === capturedPiece.color);
room.captured.push({ id: uuidv4().slice(0,8), piece: capturedPiece, originalOwnerId: (originalOwner && originalOwner.id) || null, capturedBy: senderId, ts: Date.now() }); room.captured.push({ id: uuidv4().slice(0,8), piece: capturedPiece, originalOwnerId: (originalOwner && originalOwner.id) || null, capturedBy: senderId, ts: Date.now() });
// ensure the captured piece object no longer carries the 'invisible' flag so it won't
// incorrectly reappear invisible if resurrected or inspected elsewhere
try{ if(capturedPiece && capturedPiece.invisible) delete capturedPiece.invisible; }catch(_){ }
}catch(_){ /* ignore bookkeeping errors */ } }catch(_){ /* ignore bookkeeping errors */ }
// If there were any 'invisible' effects targeting the captured piece or its square,
// remove them so the square does not remain hidden for non-owners when another piece arrives.
try{
room.activeCardEffects = room.activeCardEffects || [];
for(let ei = room.activeCardEffects.length - 1; ei >= 0; ei--){
const ev = room.activeCardEffects[ei];
if(!ev) continue;
if(ev.type === 'invisible' && (ev.pieceId === capturedPiece.id || ev.pieceSquare === capturedPiece.square)){
// remove effect and notify clients
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(_){ }
}
}
}catch(_){ }
} }
// move the piece // move the piece
moving.square = to; moving.square = to;
@ -774,14 +816,28 @@ io.on('connection', (socket) => {
room.activeCardEffects = room.activeCardEffects || []; room.activeCardEffects = room.activeCardEffects || [];
for(let i = room.activeCardEffects.length - 1; i >= 0; i--){ for(let i = room.activeCardEffects.length - 1; i >= 0; i--){
const e = room.activeCardEffects[i]; const e = room.activeCardEffects[i];
if(e.playerId === senderId && typeof e.remainingTurns === 'number'){ if(typeof e.remainingTurns === 'number'){
e.remainingTurns = e.remainingTurns - 1; // determine whether this effect should be decremented when the player who just finished their turn is `senderId`.
// emit informative event when effect is decremented/removed let shouldDecrement = false;
try{ io.to(room.id).emit('card:effect:updated', { roomId: room.id, effect: e }); }catch(_){ } if(e.decrementOn === 'opponent'){
if(e.remainingTurns <= 0){ // decrement when the finished-turn player is NOT the effect owner
// remove expired effect shouldDecrement = (e.playerId !== senderId);
room.activeCardEffects.splice(i,1); } else if(e.decrementOn === 'owner'){
try{ io.to(room.id).emit('card:effect:removed', { roomId: room.id, effectId: e.id, type: e.type, playerId: e.playerId }); }catch(_){ } // decrement only when the finished-turn player is the effect owner (legacy/default behavior)
shouldDecrement = (e.playerId === senderId);
} else {
// default: existing semantics (decrement on the owner's turn)
shouldDecrement = (e.playerId === senderId);
}
if(shouldDecrement){
e.remainingTurns = e.remainingTurns - 1;
// emit informative event when effect is decremented/removed
try{ io.to(room.id).emit('card:effect:updated', { roomId: room.id, effect: e }); }catch(_){ }
if(e.remainingTurns <= 0){
// remove expired effect
room.activeCardEffects.splice(i,1);
try{ io.to(room.id).emit('card:effect:removed', { roomId: room.id, effectId: e.id, type: e.type, playerId: e.playerId }); }catch(_){ }
}
} }
} }
} }
@ -793,7 +849,7 @@ io.on('connection', (socket) => {
// at this point the board has been updated (and possibly the turn flipped) // at this point the board has been updated (and possibly the turn flipped)
// determine next player and perform their draw BEFORE broadcasting the move, so the draw happens at the start of their turn // determine next player and perform their draw BEFORE broadcasting the move, so the draw happens at the start of their turn
const moved = { playerId: senderId, from, to, boardState: board }; const moved = { playerId: senderId, from, to };
try{ try{
if(!consumedDoubleMove){ if(!consumedDoubleMove){
const nextColor = board.turn; // 'w' or 'b' const nextColor = board.turn; // 'w' or 'b'
@ -814,7 +870,7 @@ io.on('connection', (socket) => {
} }
// now broadcast the move to all clients (move event separate from room:update) // now broadcast the move to all clients (move event separate from room:update)
io.to(roomId).emit('move:moved', moved); io.to(roomId).emit('move:moved', moved);
return cb && cb({ ok: true, moved }); return cb && cb({ ok: true, moved });
}catch(err){ }catch(err){
@ -835,9 +891,10 @@ io.on('connection', (socket) => {
// verify sender is the host (explicit hostId) // verify sender is the host (explicit hostId)
if (!room.hostId || room.hostId !== senderId) return cb && cb({ error: 'only host can start' }); if (!room.hostId || room.hostId !== senderId) return cb && cb({ error: 'only host can start' });
room.status = 'playing'; room.status = 'playing';
io.to(roomId).emit('game:started', { roomId, boardState: room.boardState }); // Do not broadcast the raw boardState to all sockets (use per-recipient sendRoomUpdate to enforce invisibility)
sendRoomUpdate(room); io.to(roomId).emit('game:started', { roomId });
sendRoomUpdate(room);
// draw initial card for the player to move (beginning of their turn) // draw initial card for the player to move (beginning of their turn)
// If the player already has a card (for instance the special starter card), skip the automatic draw // If the player already has a card (for instance the special starter card), skip the automatic draw
@ -1240,6 +1297,38 @@ io.on('connection', (socket) => {
played.payload = Object.assign({}, payload, { applied: 'kamikaz', appliedTo: target, affected: affected, removedCount: removedPieces.length }); played.payload = Object.assign({}, payload, { applied: 'kamikaz', appliedTo: target, affected: affected, removedCount: removedPieces.length });
}catch(e){ console.error('kamikaz effect error', e); } }catch(e){ console.error('kamikaz effect error', e); }
} }
// invisible: make one of your pieces invisible to the opponent for a number of turns
else if(cardId === 'invisible' || (typeof cardId === 'string' && cardId.indexOf('invis') !== -1)){
try{
const board = room.boardState;
let target = payload && payload.targetSquare;
if(!target){ try{ target = socket.data && socket.data.lastSelectedSquare; }catch(e){ target = null; } }
const roomPlayer = room.players.find(p => p.id === senderId);
const playerColorShort = (roomPlayer && roomPlayer.color && roomPlayer.color[0]) || null;
const targetPiece = (board && board.pieces || []).find(p => p.square === target);
// validate target exists and belongs to the player
if(!board || !target || !targetPiece || targetPiece.color !== playerColorShort){
// restore removed card to hand and remove from discard if necessary
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){ console.error('restore removed card error', e); }
return cb && cb({ error: 'no valid target' });
}
// apply invisible effect bound to the piece id so only the owner can see it
room.activeCardEffects = room.activeCardEffects || [];
// Mark the piece object itself as invisible so the flag follows the piece when it moves
try{ targetPiece.invisible = true; }catch(_){ }
// Permanent invisible effect: do NOT set remainingTurns — the effect persists until explicitly removed by another action.
const effect = { id: played.id, type: 'invisible', pieceId: targetPiece.id, pieceSquare: target, playerId: senderId, ts: Date.now() };
room.activeCardEffects.push(effect);
try{ io.to(room.id).emit('card:effect:applied', { roomId: room.id, effect }); }catch(_){ }
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) // 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)){ else if(cardId === 'brouillard_de_guerre' || (typeof cardId === 'string' && cardId.indexOf('brouillard') !== -1)){
try{ try{