Riichi/frontend/js/game.js
2026-02-26 22:22:01 +01:00

135 lines
3.4 KiB
JavaScript

// frontend/js/game.js
// Adaptation frontend de la logique de game.py en JavaScript
async function think(t) {
return new Promise(resolve => setTimeout(resolve, 1000 * t));
}
class Wall {
constructor() {
this.tiles = Tile.generateAll();
this.shuffle();
}
shuffle() {
for (let i = this.tiles.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[this.tiles[i], this.tiles[j]] = [this.tiles[j], this.tiles[i]];
}
}
draw() {
return this.tiles.shift();
}
drawHand() {
const handTiles = this.tiles.splice(0, 13);
return new Hand(handTiles);
}
}
class Hand {
constructor(tiles) {
this.tiles = tiles;
this.draw = null;
}
drawTile(tile) {
this.draw = tile;
}
discardTile(tileId) {
let idx = this.tiles.findIndex(t => t.id === tileId);
if (idx !== -1) {
return this.tiles.splice(idx, 1)[0];
}
if (this.draw && this.draw.id === tileId) {
const discarded = this.draw;
this.draw = null;
return discarded;
}
return null;
}
flatten() {
if (this.draw) {
this.tiles.push(this.draw);
this.draw = null;
}
}
}
class Game {
constructor(onUpdate) {
this.wall = new Wall();
this.handPlayer = this.wall.drawHand();
this.discardPlayer = [];
this.handsBots = [this.wall.drawHand(), this.wall.drawHand(), this.wall.drawHand()];
this.discardsBots = [[], [], []];
this.turn = 0;
this.hasDraw = true;
this.end = false;
this.onUpdate = onUpdate || (() => {});
// Est pioche une tuile
const tile = this.wall.draw();
if (tile) this.handPlayer.drawTile(tile);
this.onUpdate(this);
}
drawTile(hand) {
const tile = this.wall.draw();
if (tile) hand.drawTile(tile);
}
putTile(hand, tileId) {
const discarded = hand.discardTile(tileId);
if (discarded) {
this.wall.tiles.push(discarded);
this.wall.shuffle();
}
}
async nextTurn() {
this.turn = (this.turn + 1) % 4;
this.hasDraw = false;
this.onUpdate(this);
if (this.turn !== 0) {
await this.botTurn();
} else {
this.drawTile(this.handPlayer);
this.hasDraw = true;
this.onUpdate(this);
}
}
async botTurn() {
const bot = this.handsBots[this.turn - 1];
this.drawTile(bot);
this.onUpdate(this); // Affiche la pioche
await think(2);
// Défausse une tuile aléatoire
const idx = Math.floor(Math.random() * bot.tiles.length);
const tileToDiscard = bot.tiles[idx];
const discarded = bot.discardTile(tileToDiscard.id);
bot.flatten()
this.onUpdate(this); // Affiche la défausse
await think(0.5);
if (discarded) this.discardsBots[this.turn - 1].push(discarded);
await this.nextTurn();
}
async discardTile(tileId) {
if (this.turn === 0 && this.hasDraw) {
const wasDraw = (this.handPlayer.draw && this.handPlayer.draw.id === tileId);
const discarded = this.handPlayer.discardTile(tileId);
// Si la tuile défaussée n'était pas draw, on intègre draw à la main avant le rendu
if (!wasDraw) {
this.handPlayer.flatten();
}
this.onUpdate(this); // Affiche la défausse
if (discarded) this.discardPlayer.push(discarded);
await this.nextTurn();
return discarded;
}
return null;
}
}
// Expose dans le scope global
window.Game = Game;
window.Hand = Hand;
window.Wall = Wall;