FIX : Allow actions on discard

This commit is contained in:
2024-05-07 17:25:46 +02:00
parent 62c00cba93
commit 38b992b7a5
6 changed files with 81 additions and 30 deletions
+4 -1
View File
@@ -3,6 +3,8 @@ import goStore from '~/netcode';
import type { Player } from '~/netcode/Player'; import type { Player } from '~/netcode/Player';
const current_players = computed<Array<Player>>(() => Array.from(goStore.players.values()).filter(p => p.team === goStore.game?.current_turn)) const current_players = computed<Array<Player>>(() => Array.from(goStore.players.values()).filter(p => p.team === goStore.game?.current_turn))
const discard_unwrapped = ref<boolean>(false)
</script> </script>
<template> <template>
@@ -15,7 +17,8 @@ const current_players = computed<Array<Player>>(() => Array.from(goStore.players
</PlayerListElement> </PlayerListElement>
</div> </div>
<div id="current_player"> <div id="current_player">
<PlayerSlot v-for="p in current_players" :player="p"></PlayerSlot> <input type="checkbox" v-model="discard_unwrapped">
<PlayerSlot v-for="p in current_players" :player="p" :discard_unwrapped="discard_unwrapped"></PlayerSlot>
</div> </div>
<SelfView></SelfView> <SelfView></SelfView>
</div> </div>
+12 -10
View File
@@ -14,14 +14,16 @@ const isTurn = computed(() => goStore.self && goStore.game?.started && (goStore.
<CardPreview :data="c" v-for="c in goStore.game?.market" @click="c && buy(c)"> <CardPreview :data="c" v-for="c in goStore.game?.market" @click="c && buy(c)">
<template v-if="isTurn && c && c.cost && (goStore.self?.turn.gold_reserve ?? 0) >= c.cost"> <template v-if="isTurn && c && c.cost && (goStore.self?.turn.gold_reserve ?? 0) >= c.cost">
<button @click="buy(c)">BUY</button> <button @click="buy(c)">BUY</button>
<button @click="useEffect(goStore.self!.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT)!, c)" <button @click="useEffect(goStore.self!.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT).value!, c)"
v-if="goStore.self?.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT)"> v-if="goStore.self?.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT).value">
BUY IN HAND</button> BUY IN HAND</button>
<button @click="useEffect(goStore.self!.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT)!, c)" <button @click="useEffect(goStore.self!.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT).value!, c)"
v-if="goStore.self?.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT)"> v-if="goStore.self?.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT).value">
BUY IN STACK (generic)</button> BUY IN STACK (generic)</button>
<button @click="useEffect(goStore.self!.turn.find_effect(CardEffects.STACK_NEXT_ACTION_BOUGHT)!, c)"
v-if="c.card_type == CardType.ACTION && goStore.self?.turn.find_effect(CardEffects.STACK_NEXT_ACTION_BOUGHT)"> <button
@click="useEffect(goStore.self!.turn.find_effect(CardEffects.STACK_NEXT_ACTION_BOUGHT).value!, c)"
v-if="c.card_type == CardType.ACTION && goStore.self?.turn.find_effect(CardEffects.STACK_NEXT_ACTION_BOUGHT).value">
BUY IN STACK (actions)</button> BUY IN STACK (actions)</button>
</template> </template>
</CardPreview> </CardPreview>
@@ -33,12 +35,12 @@ const isTurn = computed(() => goStore.self && goStore.game?.started && (goStore.
BUY BUY
</button> </button>
<button <button
@click="useEffect(goStore.self!.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT)!, goStore.game.gem_stack.at(-1))" @click="useEffect(goStore.self!.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT).value!, goStore.game.gem_stack.at(-1))"
v-if="goStore.self?.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT)"> v-if="goStore.self?.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT).value">
BUY IN HAND</button> BUY IN HAND</button>
<button <button
@click="useEffect(goStore.self!.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT)!, goStore.game.gem_stack.at(-1))" @click="useEffect(goStore.self!.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT).value!, goStore.game.gem_stack.at(-1))"
v-if="goStore.self?.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT)"> v-if="goStore.self?.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT).value">
BUY IN STACK(generic) BUY IN STACK(generic)
</button> </button>
</template> </template>
+5 -2
View File
@@ -43,8 +43,11 @@ const props = defineProps<Props>()
<div class="view"> <div class="view">
<PlayerSlot :player="player" :hide_stack_and_discard="true" v-if="view == 'main'" /> <PlayerSlot :player="player" :hide_stack_and_discard="true" v-if="view == 'main'" />
<CardPreview v-for=" card in player.discard_pile " :data="card" v-if="view == 'discard'"> <template v-if="view == 'discard'">
</CardPreview> <CardPreview v-for=" card in player.discard_pile " :data="card">
</CardPreview>
</template>
</div> </div>
</div> </div>
+43 -10
View File
@@ -8,6 +8,7 @@ import goStore, {
heal, heal,
damage_champion, damage_champion,
damage_team, damage_team,
} from "~/netcode"; } from "~/netcode";
import type { Card } from "~/netcode/Card"; import type { Card } from "~/netcode/Card";
import type { Player } from "~/netcode/Player"; import type { Player } from "~/netcode/Player";
@@ -16,10 +17,12 @@ import { CardEffects, type Effect } from "@/netcode/Effect";
export interface Props { export interface Props {
player: Player; player: Player;
hide_stack_and_discard?: boolean; hide_stack_and_discard?: boolean;
discard_unwrapped?: boolean;
} }
const props = withDefaults(defineProps<Props>(), { const props = withDefaults(defineProps<Props>(), {
hide_stack_and_discard: () => false, hide_stack_and_discard: () => false,
discard_unwrapped: () => false,
}) })
const isPlayerTurn = computed(() => props.player.team === goStore.game?.current_turn); const isPlayerTurn = computed(() => props.player.team === goStore.game?.current_turn);
@@ -31,7 +34,7 @@ function run_effect(
effect_type: CardEffects, effect_type: CardEffects,
target: Player | Card target: Player | Card
) { ) {
const effect = goStore.self?.turn.find_effect(effect_type); const effect = goStore.self?.turn.find_effect(effect_type).value;
if (!effect) { if (!effect) {
return; return;
} }
@@ -42,20 +45,41 @@ const make_discard = (target: Player) =>
run_effect(CardEffects.MAKE_DISCARD, target); run_effect(CardEffects.MAKE_DISCARD, target);
const sacrifice = (target: Card) => run_effect(CardEffects.SACRIFICE, target); const sacrifice = (target: Card) => run_effect(CardEffects.SACRIFICE, target);
const stun = (target: Card) => run_effect(CardEffects.STUN, target) const stun = (target: Card) => run_effect(CardEffects.STUN, target)
const restack_discarded_champion = (target: Card) => run_effect(CardEffects.RESTACK_DISCARDED_CHAMPION, target)
const restack_discarded_card = (target: Card) => run_effect(CardEffects.RESTACK_DISCARDED_CARD, target)
</script> </script>
<template> <template>
<div :class="`player ${isPlayerTurn ? 'turn' : ''}`"> <div :class="`player ${isPlayerTurn ? 'turn' : ''} ${discard_unwrapped ? 'discard_unwrapped' : ''}`">
<template v-if="!hide_stack_and_discard"> <template v-if="!hide_stack_and_discard">
<div class="stack"> <div class="stack">
<span>stack =</span>
<CardsGrouped :stack="props.player.stack_pile"> <CardsGrouped :stack="props.player.stack_pile">
<!-- <button v-if="isSelf && isTurn" @click="draw">DRAW</button> --> <!-- <button v-if="isSelf && isTurn" @click="draw">DRAW</button> -->
</CardsGrouped> </CardsGrouped>
<span>stack =</span>
</div> </div>
<div class="discard"> <div :class="`discard ${discard_unwrapped ? 'unwrapped' : ''}`">
<CardsGrouped :stack="props.player.discard_pile"> </CardsGrouped> <CardsGrouped :stack="props.player.discard_pile" v-if="!props.discard_unwrapped"> </CardsGrouped>
<CardPreview v-if="props.discard_unwrapped" :data="c" v-for="c in props.player.discard_pile">
<template v-if="c && isSelf && isPlayerTurn">
<button v-if="goStore.self?.turn.find_effect(CardEffects.SACRIFICE).value"
@click="sacrifice(c)">
SACRIFICE
</button>
<button v-if="goStore.self?.turn.find_effect(CardEffects.RESTACK_DISCARDED_CHAMPION).value"
@click="restack_discarded_champion(c)">
RESTACK_DISCARDED_CHAMPION
</button>
<button v-if="goStore.self?.turn.find_effect(CardEffects.RESTACK_DISCARDED_CARD).value"
@click="restack_discarded_card(c)">
RESTACK_DISCARDED_CARD
</button>
</template>
</CardPreview>
</div> </div>
</template> </template>
<div id="player_stats"> <div id="player_stats">
@@ -68,7 +92,7 @@ const stun = (target: Card) => run_effect(CardEffects.STUN, target)
Damage Damage
</button> </button>
<button v-if="isSelfTurn && isPlayerEnemy" @click="make_discard(props.player)" <button v-if="isSelfTurn && isPlayerEnemy" @click="make_discard(props.player)"
:disabled="!goStore.self?.turn.find_effect(CardEffects.MAKE_DISCARD)"> :disabled="!goStore.self?.turn.find_effect(CardEffects.MAKE_DISCARD).value">
make Discard make Discard
</button> </button>
<br /> <br />
@@ -96,10 +120,12 @@ const stun = (target: Card) => run_effect(CardEffects.STUN, target)
<button v-if="props.player.turn.discard_markers > 0" @click="discard(c)"> <button v-if="props.player.turn.discard_markers > 0" @click="discard(c)">
DISCARD DISCARD
</button> </button>
<button v-if="goStore.self?.turn.find_effect(CardEffects.SACRIFICE)" @click="sacrifice(c)"> <button v-if="goStore.self?.turn.find_effect(CardEffects.SACRIFICE).value"
@click="sacrifice(c)">
SACRIFICE SACRIFICE
</button> </button>
<button @click="lockCard(c)"> <button @click="lockCard(c)"
:disabled="(props.player.turn.discard_markers > 0 && c !== props.player.turn.discard_marker_card) || props.player.turn.fuck_u_markers > 0">
LOCK LOCK
</button> </button>
</template> </template>
@@ -108,11 +134,10 @@ const stun = (target: Card) => run_effect(CardEffects.STUN, target)
<button :disabled="(goStore.self?.turn.damage_reserve ?? 0) <= 0" @click="damage_champion(c)"> <button :disabled="(goStore.self?.turn.damage_reserve ?? 0) <= 0" @click="damage_champion(c)">
DAMAGE DAMAGE
</button> </button>
<button v-if="goStore.self?.turn.find_effect(CardEffects.STUN)" @click="stun(c)"> <button v-if="goStore.self?.turn.find_effect(CardEffects.STUN).value" @click="stun(c)">
STUN STUN
</button> </button>
</template> </template>
</CardPreview> </CardPreview>
</div> </div>
</div> </div>
@@ -134,6 +159,7 @@ const stun = (target: Card) => run_effect(CardEffects.STUN, target)
} }
.discard { .discard {
margin-top: 50px;
grid-area: discard; grid-area: discard;
} }
@@ -148,6 +174,13 @@ const stun = (target: Card) => run_effect(CardEffects.STUN, target)
"discard player"; "discard player";
} }
.player.discard_unwrapped {
grid-template-areas:
"player_stats player_stats"
"stack player"
"discard discard";
}
#current_player_board { #current_player_board {
grid-area: player; grid-area: player;
} }
+7 -4
View File
@@ -8,9 +8,9 @@ const isTurn = computed(() => goStore.self?.team == goStore.game?.current_turn)
<template> <template>
<div :class="'player ' + (isTurn ? 'turn' : '')"> <div :class="'player ' + (isTurn ? 'turn' : '')">
<button v-if="goStore.self && goStore.self?.team != goStore.self?.team" <button v-if="goStore.self && goStore.self?.team != goStore.self?.team" id="end_turn"
@click="useEffect(goStore.self!.turn.find_effect(CardEffects.MAKE_DISCARD)!, goStore.self)" @click="useEffect(goStore.self!.turn.find_effect(CardEffects.MAKE_DISCARD).value!, goStore.self)"
:disabled="!goStore.self!.turn.find_effect(CardEffects.MAKE_DISCARD)"> :disabled="!goStore.self!.turn.find_effect(CardEffects.MAKE_DISCARD).value">
make Discard</button> make Discard</button>
<div id="turn_data"> <div id="turn_data">
<button id="end_turn" v-if="isTurn" @click="endTurn">END TURN</button> <button id="end_turn" v-if="isTurn" @click="endTurn">END TURN</button>
@@ -58,9 +58,12 @@ const isTurn = computed(() => goStore.self?.team == goStore.game?.current_turn)
display: flex; display: flex;
flex-direction: column; flex-direction: column;
align-items: flex-start; align-items: flex-start;
/* background: lightgreen; */ z-index: 9;
} }
#end_turn {
z-index: 10;
}
#self_hand { #self_hand {
position: fixed; position: fixed;
+10 -3
View File
@@ -1,3 +1,4 @@
import { registerRuntimeCompiler } from "vue"
import { type GameObjectRegister } from "." import { type GameObjectRegister } from "."
import type { Card } from "./Card" import type { Card } from "./Card"
import { type Effect, CardEffects } from "./Effect" import { type Effect, CardEffects } from "./Effect"
@@ -7,16 +8,19 @@ export interface TurnNetcode extends GameObjectNetcode {
effects_availables: Array<string> effects_availables: Array<string>
champions_health: { [key: string]: string } champions_health: { [key: string]: string }
discard_markers: number discard_markers: number
discard_marker_card: string
fuck_u_markers: number
damage_reserve: number damage_reserve: number
gold_reserve: number gold_reserve: number
} }
export type Turn = Omit<TurnNetcode, 'cards_locked' | 'effects_availables' | 'champions_health'> & { export type Turn = Omit<TurnNetcode, 'cards_locked' | 'effects_availables' | 'champions_health'|"discard_marker_card"> & {
cards_locked: { [key: string]: Card } cards_locked: { [key: string]: Card }
effects_availables: Array<Effect> effects_availables: Array<Effect>
champions_health: Map<string, number> champions_health: Map<string, number>
find_effect: (card_effect: CardEffects) => Effect | undefined discard_marker_card: Card
find_effect: (card_effect: CardEffects) => ComputedRef<Effect | undefined>
} }
export function create_turn(input: TurnNetcode, register: GameObjectRegister) { export function create_turn(input: TurnNetcode, register: GameObjectRegister) {
const turn = new Proxy<any>(input, { const turn = new Proxy<any>(input, {
@@ -36,9 +40,12 @@ export function create_turn(input: TurnNetcode, register: GameObjectRegister) {
} }
if (prop == "find_effect") { if (prop == "find_effect") {
return (card_effect: CardEffects) => { return (card_effect: CardEffects) => {
return turn.effects_availables.find(e => (e.effect == card_effect) && e.usable) return computed(()=>turn.effects_availables.find((e:Effect) => (e.effect == card_effect) && e.usable))
} }
} }
if(prop == "discard_marker_card"){
return register.cards.get(target.discard_marker_card)
}
return Reflect.get(target, prop, reciever); return Reflect.get(target, prop, reciever);
}, },
set(target, prop, val, receiver) { set(target, prop, val, receiver) {