This commit is contained in:
Pavel Flegr 2026-05-07 19:10:23 +02:00
commit ff5d6ab91d
7 changed files with 388 additions and 84 deletions

View file

@ -7,6 +7,7 @@ import (
"log"
"net/http"
"prsi/internal/engine"
"sort"
"sync"
"github.com/gorilla/websocket"
@ -49,7 +50,7 @@ type wsMessage struct {
PlayerID string `json:"player_id,omitempty"`
PlayerName string `json:"player_name,omitempty"`
GameID string `json:"game_id,omitempty"`
// CardIndices supports multi-card play; CardIdx is kept for single-card backwards compat.
// CardIndices carries selected card index; CardIdx is kept for backwards compat.
CardIndices []int `json:"card_indices,omitempty"`
CardIdx *int `json:"card_idx,omitempty"`
ChosenSuit engine.Suit `json:"chosen_suit,omitempty"`
@ -227,6 +228,49 @@ func (h *Hub) HandleGetScript(w http.ResponseWriter, r *http.Request) {
json.NewEncoder(w).Encode(map[string]string{"script": script})
}
type lobbyInfo struct {
GameID string `json:"game_id"`
PlayerCount int `json:"player_count"`
Players []string `json:"players"`
State engine.GameState `json:"state"`
HasRules bool `json:"has_rules"`
}
// HandleListLobbies returns waiting rooms that can be joined.
func (h *Hub) HandleListLobbies(w http.ResponseWriter, r *http.Request) {
h.mu.RLock()
defer h.mu.RUnlock()
rooms := make([]lobbyInfo, 0, len(h.games))
for id, g := range h.games {
g.Mu.RLock()
if g.State == engine.Waiting && len(g.Players) < 4 {
names := make([]string, 0, len(g.Players))
for _, p := range g.Players {
names = append(names, p.Name)
}
rooms = append(rooms, lobbyInfo{
GameID: id,
PlayerCount: len(g.Players),
Players: names,
State: g.State,
HasRules: len(g.ActiveRules) > 0,
})
}
g.Mu.RUnlock()
}
sort.Slice(rooms, func(i, j int) bool {
if rooms[i].PlayerCount != rooms[j].PlayerCount {
return rooms[i].PlayerCount > rooms[j].PlayerCount
}
return rooms[i].GameID < rooms[j].GameID
})
w.Header().Set("Content-Type", "application/json")
json.NewEncoder(w).Encode(map[string]interface{}{"lobbies": rooms})
}
// ──────────────────────────────────────────────────────────────────────────────
// Broadcast helpers
// ──────────────────────────────────────────────────────────────────────────────
@ -262,17 +306,22 @@ func (h *Hub) broadcastRules(gameID string) {
// gameView is what we send to each client — identical to Game but Hand only
// contains the *receiving* player's cards; others get a count.
type gameView struct {
ID string `json:"id"`
State engine.GameState `json:"state"`
CurrentPlayer int `json:"current_player_index"`
ActiveSuit engine.Suit `json:"active_suit"`
PenaltyCards int `json:"penalty_cards"`
SkipNext bool `json:"skip_next"`
DiscardPile []engine.Card `json:"discard_pile"`
Winner *engine.Player `json:"winner"`
PendingChoice *engine.PendingChoice `json:"pending_choice,omitempty"`
ActiveRules []engine.ActiveRule `json:"active_rules"`
Players []playerView `json:"players"`
ID string `json:"id"`
State engine.GameState `json:"state"`
CurrentPlayer int `json:"current_player_index"`
TurnNumber int `json:"turn_number"`
RoundNumber int `json:"round_number"`
LastActionType string `json:"last_action_type,omitempty"`
LastActorIndex int `json:"last_actor_index,omitempty"`
ActiveSuit engine.Suit `json:"active_suit"`
PenaltyCards int `json:"penalty_cards"`
SkipNext bool `json:"skip_next"`
DiscardPile []engine.Card `json:"discard_pile"`
Winner *engine.Player `json:"winner"`
PendingChoice *engine.PendingChoice `json:"pending_choice,omitempty"`
ChoiceQueue []engine.PendingChoice `json:"choice_queue,omitempty"`
ActiveRules []engine.ActiveRule `json:"active_rules"`
Players []playerView `json:"players"`
}
type playerView struct {
@ -306,17 +355,22 @@ func buildView(g *engine.Game, receiverID string) gameView {
}
return gameView{
ID: g.ID,
State: g.State,
CurrentPlayer: g.CurrentPlayer,
ActiveSuit: g.ActiveSuit,
PenaltyCards: g.PenaltyCards,
SkipNext: g.SkipNext,
DiscardPile: discardTop,
Winner: g.Winner,
PendingChoice: g.PendingChoice,
ActiveRules: g.ActiveRules,
Players: players,
ID: g.ID,
State: g.State,
CurrentPlayer: g.CurrentPlayer,
TurnNumber: g.TurnNumber,
RoundNumber: g.RoundNumber,
LastActionType: g.LastActionType,
LastActorIndex: g.LastActorIndex,
ActiveSuit: g.ActiveSuit,
PenaltyCards: g.PenaltyCards,
SkipNext: g.SkipNext,
DiscardPile: discardTop,
Winner: g.Winner,
PendingChoice: g.PendingChoice,
ChoiceQueue: g.ChoiceQueue,
ActiveRules: g.ActiveRules,
Players: players,
}
}

View file

@ -58,28 +58,34 @@ type ActiveRule struct {
}
type Game struct {
ID string `json:"id"`
Players []*Player `json:"players"`
Deck []Card `json:"-"`
DiscardPile []Card `json:"discard_pile"`
CurrentPlayer int `json:"current_player_index"`
ActiveSuit Suit `json:"active_suit"`
PenaltyCards int `json:"penalty_cards"`
SkipNext bool `json:"skip_next"`
Direction int `json:"direction"` // 1 = clockwise, -1 = counter-clockwise
State GameState `json:"state"`
Winner *Player `json:"winner"`
PendingChoice *PendingChoice `json:"pending_choice,omitempty"`
ActiveRules []ActiveRule `json:"active_rules"`
Mu sync.RWMutex `json:"-"`
script *ScriptRuntime
ID string `json:"id"`
Players []*Player `json:"players"`
Deck []Card `json:"-"`
DiscardPile []Card `json:"discard_pile"`
CurrentPlayer int `json:"current_player_index"`
ActiveSuit Suit `json:"active_suit"`
PenaltyCards int `json:"penalty_cards"`
SkipNext bool `json:"skip_next"`
Direction int `json:"direction"` // 1 = clockwise, -1 = counter-clockwise
TurnNumber int `json:"turn_number"`
RoundNumber int `json:"round_number"`
LastActionType string `json:"last_action_type,omitempty"`
LastActorIndex int `json:"last_actor_index,omitempty"`
State GameState `json:"state"`
Winner *Player `json:"winner"`
PendingChoice *PendingChoice `json:"pending_choice,omitempty"`
ChoiceQueue []PendingChoice `json:"choice_queue,omitempty"`
ActiveRules []ActiveRule `json:"active_rules"`
Mu sync.RWMutex `json:"-"`
script *ScriptRuntime
}
// PendingChoice is a UI prompt the current player must resolve before turn can continue.
type PendingChoice struct {
PlayerID string `json:"player_id"`
Prompt string `json:"prompt"`
Options []string `json:"options"`
PlayerID string `json:"player_id"`
PlayerIndex int `json:"player_index"`
Prompt string `json:"prompt"`
Options []string `json:"options"`
}
func NewGame(id, scriptSrc string) (*Game, error) {
@ -155,8 +161,13 @@ func (g *Game) Start() error {
g.PenaltyCards = 0
g.SkipNext = false
g.Direction = 1
g.TurnNumber = 1
g.RoundNumber = 1
g.LastActionType = "start"
g.LastActorIndex = 0
g.Winner = nil
g.PendingChoice = nil
g.ChoiceQueue = nil
for i := 0; i < 4; i++ {
for _, p := range g.Players {
@ -241,6 +252,7 @@ func (g *Game) PlayCards(playerID string, cardIndices []int, chosenSuit Suit) er
if p.ID != playerID {
return errors.New("not your turn")
}
actorIndex := g.CurrentPlayer
// Validate all indices.
seen := make(map[int]bool)
@ -306,6 +318,8 @@ func (g *Game) PlayCards(playerID string, cardIndices []int, chosenSuit Suit) er
if len(p.Hand) == 0 {
g.State = Ended
g.Winner = p
g.LastActionType = "win"
g.LastActorIndex = actorIndex
return nil
}
@ -313,15 +327,14 @@ func (g *Game) PlayCards(playerID string, cardIndices []int, chosenSuit Suit) er
// current player goes again — don't advance
return nil
}
if res.ChoicePrompt != "" && len(res.ChoiceOptions) > 0 {
g.PendingChoice = &PendingChoice{
PlayerID: p.ID,
Prompt: res.ChoicePrompt,
Options: res.ChoiceOptions,
}
if g.PendingChoice != nil {
return nil
}
g.LastActionType = "play"
g.LastActorIndex = actorIndex
g.nextTurn()
g.LastActionType = "draw"
g.LastActorIndex = actorIndex
return nil
}
@ -382,6 +395,7 @@ func (g *Game) ApplyChoice(playerID, choice string) error {
if g.PendingChoice.PlayerID != playerID {
return errors.New("not your choice")
}
chooserIndex := g.PendingChoice.PlayerIndex
valid := false
for _, o := range g.PendingChoice.Options {
@ -408,6 +422,9 @@ func (g *Game) ApplyChoice(playerID, choice string) error {
g.State = Ended
g.Winner = p
g.PendingChoice = nil
g.ChoiceQueue = nil
g.LastActionType = "win"
g.LastActorIndex = chooserIndex
return nil
}
if res.SetDiscardIdx {
@ -423,21 +440,16 @@ func (g *Game) ApplyChoice(playerID, choice string) error {
if err != nil {
log.Printf("script onPlayed error on extra discard: %v", err)
} else {
g.PenaltyCards = extraRes.PenaltyCards
g.SkipNext = extraRes.SkipNext
if extraRes.ActiveSuit != "" {
g.ActiveSuit = extraRes.ActiveSuit
}
if extraRes.SetReverseDir {
g.Direction = 1
if extraRes.ReverseDir {
g.Direction = -1
}
if err := g.applyScriptStateMutation(extraRes); err != nil {
return err
}
if extraRes.InstantWin {
g.State = Ended
g.Winner = p
g.PendingChoice = nil
g.ChoiceQueue = nil
g.LastActionType = "win"
g.LastActorIndex = chooserIndex
return nil
}
if len(p.Hand) == 0 {
@ -446,12 +458,7 @@ func (g *Game) ApplyChoice(playerID, choice string) error {
g.PendingChoice = nil
return nil
}
if extraRes.ChoicePrompt != "" && len(extraRes.ChoiceOptions) > 0 {
g.PendingChoice = &PendingChoice{
PlayerID: p.ID,
Prompt: extraRes.ChoicePrompt,
Options: extraRes.ChoiceOptions,
}
if g.PendingChoice != nil {
return nil
}
if extraRes.ExtraTurn {
@ -464,13 +471,28 @@ func (g *Game) ApplyChoice(playerID, choice string) error {
g.State = Ended
g.Winner = p
g.PendingChoice = nil
g.ChoiceQueue = nil
g.LastActionType = "win"
g.LastActorIndex = chooserIndex
return nil
}
g.PendingChoice = nil
if res.ExtraTurn {
if len(g.ChoiceQueue) > 0 {
next := g.ChoiceQueue[0]
g.ChoiceQueue = g.ChoiceQueue[1:]
g.PendingChoice = &next
g.LastActionType = "choice_pending"
g.LastActorIndex = chooserIndex
return nil
}
if res.ExtraTurn {
g.LastActionType = "choice"
g.LastActorIndex = chooserIndex
return nil
}
g.LastActionType = "choice"
g.LastActorIndex = chooserIndex
g.nextTurn()
return nil
}
@ -516,12 +538,37 @@ func (g *Game) applyScriptStateMutation(res OnPlayedResult) error {
}
g.CurrentPlayer = res.CurrentPlayer
}
if res.ChoicePrompt != "" && len(res.ChoiceOptions) > 0 {
target := g.CurrentPlayer
if res.SetChoiceTargetPlayer {
if res.ChoiceTargetPlayer < 0 || res.ChoiceTargetPlayer >= len(g.Players) {
return errors.New("invalid choiceTargetPlayerIndex")
}
target = res.ChoiceTargetPlayer
}
ch := PendingChoice{
PlayerID: g.Players[target].ID,
PlayerIndex: target,
Prompt: res.ChoicePrompt,
Options: append([]string(nil), res.ChoiceOptions...),
}
if g.PendingChoice == nil {
g.PendingChoice = &ch
} else {
g.ChoiceQueue = append(g.ChoiceQueue, ch)
}
}
return nil
}
func (g *Game) nextTurn() {
n := len(g.Players)
prev := g.CurrentPlayer
g.CurrentPlayer = ((g.CurrentPlayer+g.Direction)%n + n) % n
g.TurnNumber++
if g.CurrentPlayer == 0 && prev != 0 {
g.RoundNumber++
}
}
// buildState constructs the GameScriptState for the current moment.
@ -550,5 +597,27 @@ func (g *Game) buildState(p *Player, chosenSuit Suit) GameScriptState {
PlayerCount: len(g.Players),
HandCounts: counts,
Direction: g.Direction,
TurnNumber: g.TurnNumber,
RoundNumber: g.RoundNumber,
LastActionType: g.LastActionType,
LastActorIndex: g.LastActorIndex,
PendingChoices: func() []ScriptPendingChoice {
out := make([]ScriptPendingChoice, 0, 1+len(g.ChoiceQueue))
if g.PendingChoice != nil {
out = append(out, ScriptPendingChoice{
TargetPlayerIndex: g.PendingChoice.PlayerIndex,
Prompt: g.PendingChoice.Prompt,
Options: append([]string(nil), g.PendingChoice.Options...),
})
}
for _, q := range g.ChoiceQueue {
out = append(out, ScriptPendingChoice{
TargetPlayerIndex: q.PlayerIndex,
Prompt: q.Prompt,
Options: append([]string(nil), q.Options...),
})
}
return out
}(),
}
}

View file

@ -34,12 +34,17 @@ import (
// reverseDir bool — toggle turn-order direction (false = clockwise, true = counter-clockwise)
// choicePrompt string — optional UI prompt shown to current player
// choiceOptions string[] — allowed answer options for that prompt
// choiceTargetPlayerIndex number — optional target player for the choice prompt
// discardIndex number — optional index of one extra card to discard from current hand
// playerHands Card[][] — optional full replacement of all players' hands
// discardPile Card[] — optional full replacement of played/discard pile
// playedPile Card[] — alias for discardPile
// deck Card[] — optional full replacement of draw deck
// currentPlayerIndex number — optional current player override
//
// state also includes richer context for advanced rules:
//
// turnNumber, roundNumber, lastActionType, lastActorIndex, pendingChoices
const DefaultScript = `
// ── Standard Prší rules ───────────────────────────────────────────────
@ -96,30 +101,43 @@ type GameScriptState struct {
PlayerCount int
HandCounts []int // cards held by each player, in seat order
Direction int // 1 = clockwise, -1 = counter-clockwise
TurnNumber int
RoundNumber int
LastActionType string
LastActorIndex int
PendingChoices []ScriptPendingChoice
}
type ScriptPendingChoice struct {
TargetPlayerIndex int
Prompt string
Options []string
}
// OnPlayedResult carries every mutation onPlayed() can request.
// All fields are optional; the engine only applies what the script explicitly returns.
type OnPlayedResult struct {
PenaltyCards int
SkipNext bool
ActiveSuit Suit
InstantWin bool // current player wins immediately
ExtraTurn bool // current player takes another turn
SetReverseDir bool // whether to apply the ReverseDir value
ReverseDir bool // new direction: false=CW, true=CCW (only used when SetReverseDir=true)
ChoicePrompt string
ChoiceOptions []string
SetDiscardIdx bool
DiscardIdx int
SetPlayerHands bool
PlayerHands [][]Card
SetDiscardPile bool
DiscardPile []Card
SetDeck bool
Deck []Card
SetCurrentPlayer bool
CurrentPlayer int
PenaltyCards int
SkipNext bool
ActiveSuit Suit
InstantWin bool // current player wins immediately
ExtraTurn bool // current player takes another turn
SetReverseDir bool // whether to apply the ReverseDir value
ReverseDir bool // new direction: false=CW, true=CCW (only used when SetReverseDir=true)
ChoicePrompt string
ChoiceOptions []string
SetDiscardIdx bool
DiscardIdx int
SetPlayerHands bool
PlayerHands [][]Card
SetDiscardPile bool
DiscardPile []Card
SetDeck bool
Deck []Card
SetCurrentPlayer bool
CurrentPlayer int
SetChoiceTargetPlayer bool
ChoiceTargetPlayer int
}
// ScriptRuntime holds a compiled goja VM. NOT goroutine-safe.
@ -223,6 +241,18 @@ func (sr *ScriptRuntime) stateVal(s GameScriptState) goja.Value {
for i, n := range s.HandCounts {
counts[i] = n
}
pending := make([]interface{}, len(s.PendingChoices))
for i, ch := range s.PendingChoices {
opts := make([]interface{}, len(ch.Options))
for j, o := range ch.Options {
opts[j] = o
}
pending[i] = map[string]interface{}{
"targetPlayerIndex": ch.TargetPlayerIndex,
"prompt": ch.Prompt,
"options": opts,
}
}
return sr.vm.ToValue(map[string]interface{}{
"activeSuit": string(s.ActiveSuit),
"penaltyCards": s.PenaltyCards,
@ -234,6 +264,11 @@ func (sr *ScriptRuntime) stateVal(s GameScriptState) goja.Value {
"playerCount": s.PlayerCount,
"handCounts": counts,
"direction": s.Direction,
"turnNumber": s.TurnNumber,
"roundNumber": s.RoundNumber,
"lastActionType": s.LastActionType,
"lastActorIndex": s.LastActorIndex,
"pendingChoices": pending,
})
}
@ -319,6 +354,10 @@ func (sr *ScriptRuntime) parseResult(v goja.Value, defaults OnPlayedResult) OnPl
out.CurrentPlayer = int(cp.ToInteger())
out.SetCurrentPlayer = true
}
if tp := objGet(sr.vm, obj, "choiceTargetPlayerIndex"); tp != nil {
out.ChoiceTargetPlayer = int(tp.ToInteger())
out.SetChoiceTargetPlayer = true
}
return out
}

View file

@ -64,6 +64,11 @@ The script MUST export these functions (no classes, no imports):
currentPlayerIndex number acting player seat index
playerCount number total number of players
handCounts number[] cards held by each player (seat order)
turnNumber number increments each time turn advances
roundNumber number increments when turn wraps to seat 0
lastActionType string start|play|draw|choice|choice_pending|win
lastActorIndex number seat index of actor in last action
pendingChoices object[] pending choice queue (each has targetPlayerIndex,prompt,options)
card/topCard suit values: "hearts" | "diamonds" | "spades" | "clubs"
card/topCard value values: "7" | "8" | "9" | "10" | "under" | "upper" | "king" | "ace"
@ -87,8 +92,10 @@ The script MUST export these functions (no classes, no imports):
Additional optional fields allowed in onPlayed return:
choicePrompt?: string,
choiceOptions?: string[]
choiceTargetPlayerIndex?: number
When both are provided and choiceOptions has at least 1 item, frontend prompts current player and
backend calls onChoice with selected value before turn advances.
backend calls onChoice with selected value before turn advances. If a choice is already pending,
this new one is queued (chained choices).
Advanced state mutation fields allowed in onPlayed/onChoice return:
playerHands?: Card[][]