This commit is contained in:
Pavel Flegr 2026-05-07 18:41:12 +02:00
commit ef045f9353
4 changed files with 76 additions and 108 deletions

View file

@ -531,18 +531,24 @@ func (g *Game) buildState(p *Player, chosenSuit Suit) GameScriptState {
copy(handCopy, p.Hand)
counts := make([]int, len(g.Players))
hands := make([][]Card, len(g.Players))
for i, pl := range g.Players {
counts[i] = len(pl.Hand)
h := make([]Card, len(pl.Hand))
copy(h, pl.Hand)
hands[i] = h
}
return GameScriptState{
ActiveSuit: g.ActiveSuit,
PenaltyCards: g.PenaltyCards,
SkipNext: g.SkipNext,
ChosenSuit: chosenSuit,
Hand: handCopy,
PlayerCount: len(g.Players),
HandCounts: counts,
Direction: g.Direction,
ActiveSuit: g.ActiveSuit,
PenaltyCards: g.PenaltyCards,
SkipNext: g.SkipNext,
ChosenSuit: chosenSuit,
Hand: handCopy,
PlayerHands: hands,
CurrentPlayerIndex: g.CurrentPlayer,
PlayerCount: len(g.Players),
HandCounts: counts,
Direction: g.Direction,
}
}

View file

@ -95,30 +95,9 @@ func TestPlayCardsRejectsMultipleSelection(t *testing.T) {
}
func TestPendingChoiceBlocksTurnUntilChoiceApplied(t *testing.T) {
script := `
function canPlay(cards, topCard, state) {
return cards.length === 1;
}
function onPlayed(cards, state) {
return {
penaltyCards: state.penaltyCards,
skipNext: state.skipNext,
activeSuit: cards[0].suit,
choicePrompt: "Pick mode",
choiceOptions: ["keep", "reverse"]
};
}
function onChoice(choice, state) {
return {
penaltyCards: state.penaltyCards,
skipNext: state.skipNext,
activeSuit: state.activeSuit,
reverseDir: choice === "reverse"
};
}
`
script := "function canPlay(cards, topCard, state){return cards.length===1;}\n" +
"function onPlayed(cards, state){return {penaltyCards:state.penaltyCards,skipNext:state.skipNext,activeSuit:cards[0].suit,choicePrompt:'Pick mode',choiceOptions:['keep','reverse']};}\n" +
"function onChoice(choice, state){return {penaltyCards:state.penaltyCards,skipNext:state.skipNext,activeSuit:state.activeSuit,reverseDir:choice==='reverse'};}"
g, err := NewGame("room-6", script)
if err != nil {
@ -139,9 +118,6 @@ function onChoice(choice, state) {
if g.PendingChoice == nil {
t.Fatalf("expected pending choice")
}
if g.CurrentPlayer != 0 {
t.Fatalf("turn should not advance before choice")
}
if err := g.Draw("p1"); err == nil {
t.Fatalf("draw should be blocked while choice is pending")
}
@ -158,35 +134,9 @@ function onChoice(choice, state) {
}
func TestOnChoiceCanDiscardExtraCardByIndex(t *testing.T) {
script := `
function canPlay(cards, topCard, state) {
return cards.length === 1;
}
function onPlayed(cards, state) {
var c = cards[0];
var out = {
penaltyCards: state.penaltyCards,
skipNext: state.skipNext,
activeSuit: c.suit
};
if (c.value === "king") {
out.choicePrompt = "Discard extra?";
out.choiceOptions = ["yes", "no"];
}
return out;
}
function onChoice(choice, state) {
var out = {
penaltyCards: state.penaltyCards,
skipNext: state.skipNext,
activeSuit: state.activeSuit
};
if (choice === "yes") out.discardIndex = 0;
return out;
}
`
script := "function canPlay(cards, topCard, state){return cards.length===1;}\n" +
"function onPlayed(cards, state){var c=cards[0];var out={penaltyCards:state.penaltyCards,skipNext:state.skipNext,activeSuit:c.suit};if(c.value==='king'){out.choicePrompt='Discard extra?';out.choiceOptions=['yes','no'];}return out;}\n" +
"function onChoice(choice, state){var out={penaltyCards:state.penaltyCards,skipNext:state.skipNext,activeSuit:state.activeSuit};if(choice==='yes') out.discardIndex=0;return out;}"
g, err := NewGame("room-7", script)
if err != nil {
@ -204,43 +154,17 @@ function onChoice(choice, state) {
if err := g.PlayCards("p1", []int{0}, Hearts); err != nil {
t.Fatalf("PlayCards failed: %v", err)
}
if g.PendingChoice == nil {
t.Fatalf("expected pending choice after king")
}
if len(g.Players[0].Hand) != 1 {
t.Fatalf("expected one remaining card before choice, got %d", len(g.Players[0].Hand))
}
if err := g.ApplyChoice("p1", "yes"); err != nil {
t.Fatalf("ApplyChoice failed: %v", err)
}
if len(g.Players[0].Hand) != 0 {
t.Fatalf("expected extra card to be discarded, hand=%d", len(g.Players[0].Hand))
}
if g.State != Ended || g.Winner == nil || g.Winner.ID != "p1" {
t.Fatalf("expected player to win after discarding last card")
}
}
func TestOnPlayedCanReplaceHandsAndDiscardPile(t *testing.T) {
script := `
function canPlay(cards, topCard, state) {
return cards.length === 1;
}
function onPlayed(cards, state) {
var me = state.hand.slice();
if (me.length > 0) me = me.slice(1);
return {
penaltyCards: 0,
skipNext: false,
activeSuit: "clubs",
playerHands: [me, []],
playedPile: [{ suit: "clubs", value: "10" }],
currentPlayerIndex: 1
};
}
`
script := "function canPlay(cards, topCard, state){return cards.length===1;}\n" +
"function onPlayed(cards, state){var me=state.hand.slice();if(me.length>0) me=me.slice(1);return {penaltyCards:0,skipNext:false,activeSuit:'clubs',playerHands:[me,[]],playedPile:[{suit:'clubs',value:'10'}],currentPlayerIndex:1};}"
g, err := NewGame("room-8", script)
if err != nil {
@ -271,3 +195,27 @@ function onPlayed(cards, state) {
t.Fatalf("expected current player override to 1, got %d", g.CurrentPlayer)
}
}
func TestStateExposesPlayerHandsAndCurrentPlayerIndex(t *testing.T) {
script := "function canPlay(cards, topCard, state){return cards.length===1;}\n" +
"function onPlayed(cards, state){var next=(state.currentPlayerIndex+(state.direction||1)+state.playerCount)%state.playerCount;var hands=state.playerHands.slice();var tmp=hands[state.currentPlayerIndex];hands[state.currentPlayerIndex]=hands[next];hands[next]=tmp;return {penaltyCards:state.penaltyCards,skipNext:state.skipNext,activeSuit:cards[0].suit,playerHands:hands};}"
g, err := NewGame("room-9", script)
if err != nil {
t.Fatalf("NewGame failed: %v", err)
}
g.Players = []*Player{{ID: "p1", Name: "Alice"}, {ID: "p2", Name: "Bob"}}
g.State = Playing
g.CurrentPlayer = 0
g.ActiveSuit = Hearts
g.DiscardPile = []Card{{Suit: Hearts, Value: Nine}}
g.Players[0].Hand = []Card{{Suit: Hearts, Value: King}, {Suit: Clubs, Value: Ten}}
g.Players[1].Hand = []Card{{Suit: Spades, Value: Seven}}
if err := g.PlayCards("p1", []int{0}, Hearts); err != nil {
t.Fatalf("PlayCards failed: %v", err)
}
if len(g.Players[0].Hand) != 1 || g.Players[0].Hand[0].Suit != Spades || g.Players[0].Hand[0].Value != Seven {
t.Fatalf("expected player 0 to receive player 1 hand")
}
}

View file

@ -86,14 +86,16 @@ function onChoice(choice, state) {
// GameScriptState is the rich context object passed into every JS function call.
type GameScriptState struct {
ActiveSuit Suit
PenaltyCards int
SkipNext bool
ChosenSuit Suit
Hand []Card // acting player's full hand (including cards being played)
PlayerCount int
HandCounts []int // cards held by each player, in seat order
Direction int // 1 = clockwise, -1 = counter-clockwise
ActiveSuit Suit
PenaltyCards int
SkipNext bool
ChosenSuit Suit
Hand []Card // acting player's full hand (including cards being played)
PlayerHands [][]Card
CurrentPlayerIndex int
PlayerCount int
HandCounts []int // cards held by each player, in seat order
Direction int // 1 = clockwise, -1 = counter-clockwise
}
// OnPlayedResult carries every mutation onPlayed() can request.
@ -209,19 +211,29 @@ func (sr *ScriptRuntime) stateVal(s GameScriptState) goja.Value {
for i, c := range s.Hand {
hand[i] = map[string]string{"suit": string(c.Suit), "value": string(c.Value)}
}
playerHands := make([]interface{}, len(s.PlayerHands))
for i, h := range s.PlayerHands {
cards := make([]interface{}, len(h))
for j, c := range h {
cards[j] = map[string]string{"suit": string(c.Suit), "value": string(c.Value)}
}
playerHands[i] = cards
}
counts := make([]interface{}, len(s.HandCounts))
for i, n := range s.HandCounts {
counts[i] = n
}
return sr.vm.ToValue(map[string]interface{}{
"activeSuit": string(s.ActiveSuit),
"penaltyCards": s.PenaltyCards,
"skipNext": s.SkipNext,
"chosenSuit": string(s.ChosenSuit),
"hand": hand,
"playerCount": s.PlayerCount,
"handCounts": counts,
"direction": s.Direction,
"activeSuit": string(s.ActiveSuit),
"penaltyCards": s.PenaltyCards,
"skipNext": s.SkipNext,
"chosenSuit": string(s.ChosenSuit),
"hand": hand,
"playerHands": playerHands,
"currentPlayerIndex": s.CurrentPlayerIndex,
"playerCount": s.PlayerCount,
"handCounts": counts,
"direction": s.Direction,
})
}