123
This commit is contained in:
168
public/game.js
168
public/game.js
@ -1776,7 +1776,8 @@
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connect(url);
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socket.once('connect', () => {
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console.log('Подключено, создаём комнату');
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socket.emit('createRoom', name);
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const aiMode = $('ai-mode')?.checked || false;
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socket.emit('createRoom', { name, aiMode });
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});
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socket.once('connect_error', (e) => {
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console.error('Ошибка подключения:', e);
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@ -1785,7 +1786,8 @@
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} else {
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console.log('Уже подключен, создаём комнату');
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// Уже подключен, сразу отправляем
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socket.emit('createRoom', name);
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const aiMode = $('ai-mode')?.checked || false;
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socket.emit('createRoom', { name, aiMode });
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}
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});
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@ -1804,13 +1806,15 @@
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if (!socket || !socket.connected) {
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connect(url);
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socket.once('connect', () => {
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socket.emit('createRoom', name);
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const aiMode = $('ai-mode')?.checked || false;
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socket.emit('createRoom', { name, aiMode });
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});
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socket.once('connect_error', (e) => {
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showError('Не удалось подключиться к серверу. Проверьте, что сервер запущен.');
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});
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} else {
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socket.emit('createRoom', name);
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const aiMode = $('ai-mode')?.checked || false;
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socket.emit('createRoom', { name, aiMode });
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}
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};
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} else {
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@ -2257,8 +2261,17 @@
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}
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function addCardToForge(cardId, source) {
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if (!cardId) return;
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if (forgeSelected.includes(cardId)) return; // Уже добавлена
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if (forgeSelected.length >= 3) return; // Максимум 3 карты
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if (forgeSelected.length >= 3) {
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// Показываем сообщение, что максимум 3 карты
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const selectedEl = $('forge-selected');
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if (selectedEl) {
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selectedEl.style.animation = 'shake 0.5s';
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setTimeout(() => selectedEl.style.animation = '', 500);
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}
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return; // Максимум 3 карты
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}
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const meta = cardDb[cardId];
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if (!meta || meta.type !== 'minion') return; // Только миньоны
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@ -2275,6 +2288,9 @@
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renderForgeDeck(gameState);
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}
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}
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// Настраиваем drag-and-drop заново после добавления
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setTimeout(() => setupForgeDragAndDrop(gameState), 100);
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}
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function setupForgeDragAndDrop(state) {
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@ -2334,6 +2350,131 @@
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selectedEl.addEventListener('dragleave', handleDragLeave);
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selectedEl.addEventListener('drop', handleDrop);
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// Поддержка touch для мобильных устройств
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if (isTouchDevice()) {
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let touchStartCard = null;
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let touchStartSource = null;
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let touchStartElement = null;
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// Обработка touch для карт в руке - упрощённая версия: просто тап добавляет карту
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$all('#your-hand .card-wrap').forEach(cardWrap => {
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const cardId = cardWrap.dataset.cardId;
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const meta = cardDb[cardId];
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if (cardId && meta && meta.type === 'minion') {
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// Удаляем старые обработчики
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cardWrap.ontouchstart = null;
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cardWrap.ontouchend = null;
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cardWrap.ontouchstart = function(e) {
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if (sidebar && !sidebar.classList.contains('hidden')) {
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touchStartCard = cardId;
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touchStartSource = 'hand';
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touchStartElement = cardWrap;
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cardWrap._touchStartTime = Date.now();
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cardWrap.classList.add('touch-active');
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e.preventDefault();
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}
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};
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cardWrap.ontouchend = function(e) {
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if (touchStartCard === cardId && sidebar && !sidebar.classList.contains('hidden')) {
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const touch = e.changedTouches[0];
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const timeDiff = Date.now() - (touchStartElement?._touchStartTime || Date.now());
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// Если это быстрый тап (менее 300мс), просто добавляем карту
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if (timeDiff < 300) {
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addCardToForge(cardId, 'hand');
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} else {
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// Иначе проверяем, куда перетащили
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const dropEl = document.elementFromPoint(touch.clientX, touch.clientY);
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if (dropEl && (dropEl === selectedEl || selectedEl.contains(dropEl) ||
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dropEl.closest('#forge-selected'))) {
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addCardToForge(cardId, 'hand');
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}
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}
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cardWrap.classList.remove('touch-active');
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touchStartCard = null;
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touchStartSource = null;
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touchStartElement = null;
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e.preventDefault();
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}
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};
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cardWrap.ontouchcancel = function() {
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if (touchStartCard === cardId) {
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cardWrap.classList.remove('touch-active');
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touchStartCard = null;
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touchStartSource = null;
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touchStartElement = null;
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}
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};
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}
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});
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// Обработка touch для карт в колоде - упрощённая версия
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$all('.forge-deck-card').forEach(cardWrap => {
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const cardId = cardWrap.dataset.cardId;
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if (cardId) {
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// Удаляем старые обработчики
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cardWrap.ontouchstart = null;
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cardWrap.ontouchend = null;
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cardWrap.ontouchstart = function(e) {
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touchStartCard = cardId;
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touchStartSource = 'deck';
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touchStartElement = cardWrap;
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cardWrap._touchStartTime = Date.now();
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cardWrap.classList.add('touch-active');
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e.preventDefault();
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};
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cardWrap.ontouchend = function(e) {
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if (touchStartCard === cardId) {
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const touch = e.changedTouches[0];
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const timeDiff = Date.now() - (touchStartElement?._touchStartTime || Date.now());
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// Если это быстрый тап (менее 300мс), просто добавляем карту
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if (timeDiff < 300) {
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addCardToForge(cardId, 'deck');
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} else {
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// Иначе проверяем, куда перетащили
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const dropEl = document.elementFromPoint(touch.clientX, touch.clientY);
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if (dropEl && (dropEl === selectedEl || selectedEl.contains(dropEl) ||
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dropEl.closest('#forge-selected'))) {
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addCardToForge(cardId, 'deck');
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}
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}
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cardWrap.classList.remove('touch-active');
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touchStartCard = null;
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touchStartSource = null;
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touchStartElement = null;
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e.preventDefault();
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}
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};
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cardWrap.ontouchcancel = function() {
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if (touchStartCard === cardId) {
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cardWrap.classList.remove('touch-active');
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touchStartCard = null;
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touchStartSource = null;
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touchStartElement = null;
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}
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};
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}
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});
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// Также добавляем обработчик на саму область выбранных карт для визуальной обратной связи
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selectedEl.ontouchstart = function(e) {
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selectedEl.classList.add('drag-over');
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};
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selectedEl.ontouchend = function(e) {
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selectedEl.classList.remove('drag-over');
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};
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}
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// Делаем карты в руке перетаскиваемыми в кузницу
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$all('#your-hand .card-wrap').forEach(cardWrap => {
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const cardId = cardWrap.dataset.cardId;
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@ -2414,13 +2555,16 @@
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</div>`;
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}).filter(Boolean).join('');
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// Клик по карте в колоде тоже добавляет её
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$all('.forge-deck-card').forEach(card => {
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card.onclick = function() {
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const cardId = card.dataset.cardId;
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addCardToForge(cardId, 'deck');
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};
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});
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// Клик по карте в колоде тоже добавляет её (для десктопа)
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// На мобильных это обрабатывается через touch события
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if (!isTouchDevice()) {
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$all('.forge-deck-card').forEach(card => {
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card.onclick = function() {
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const cardId = card.dataset.cardId;
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addCardToForge(cardId, 'deck');
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};
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});
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}
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renderForgeSelected();
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updateForgeCraftButton();
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@ -27,7 +27,7 @@
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<span class="logo-sw">STAR WARS</span>
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<span class="logo-hs">HEARTHSTONE</span>
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</h1>
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<p class="subtitle">PvP до 4 игроков · Работает через Radmin VPN</p>
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<p class="subtitle">PvP до 4 игроков · Игра с ИИ · Работает через Radmin VPN</p>
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<button type="button" id="btn-instructions-lobby" class="btn-instructions-lobby" title="Как играть">?</button>
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<button type="button" id="btn-cards-gallery" class="btn-instructions-lobby" title="Галерея карт" style="right: 3.5rem;">📚</button>
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<button type="button" id="btn-settings-lobby" class="btn-settings-lobby" title="Настройки">⚙</button>
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@ -40,6 +40,10 @@
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<div id="host-panel" class="panel active">
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<label>Ваше имя</label>
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<input type="text" id="host-name" placeholder="Игрок 1" maxlength="20" />
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<label style="margin-top: 1rem; display: flex; align-items: center; gap: 0.5rem; cursor: pointer;">
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<input type="checkbox" id="ai-mode" style="width: 18px; height: 18px; cursor: pointer;" />
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<span>Играть против ИИ</span>
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</label>
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<button type="button" id="btn-host" class="btn btn-primary">Создать комнату</button>
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</div>
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@ -34,7 +34,8 @@
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html, body {
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height: 100%;
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overflow: hidden;
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overflow-x: hidden;
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overflow-y: auto;
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font-family: var(--font-body);
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background: var(--space);
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color: #e2e8f0;
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@ -42,12 +43,16 @@ html, body {
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-webkit-touch-callout: none;
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-webkit-user-select: none;
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user-select: none;
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-webkit-overflow-scrolling: touch;
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}
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#app {
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position: relative;
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min-height: 100vh;
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width: 100%;
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overflow-x: hidden;
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overflow-y: auto;
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-webkit-overflow-scrolling: touch;
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}
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/* Static starfield - no animation */
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@ -1587,6 +1592,12 @@ html, body {
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opacity: 1;
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pointer-events: auto;
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}
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@keyframes shake {
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0%, 100% { transform: translateX(0); }
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25% { transform: translateX(-10px); }
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75% { transform: translateX(10px); }
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}
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@media (max-width: 768px) {
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.forge-sidebar {
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width: 100vw;
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@ -2075,50 +2086,72 @@ html, body {
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html, body {
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touch-action: manipulation;
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-webkit-tap-highlight-color: transparent;
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overflow-x: hidden;
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}
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.screen {
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padding: 1rem;
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padding: 0.5rem;
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min-height: 100vh;
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overflow-x: hidden;
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}
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.lobby-card {
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padding: 1.5rem;
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max-width: 100%;
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margin: 0 auto;
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}
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.game-header {
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flex-direction: column;
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gap: 0.5rem;
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padding: 0.75rem;
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position: sticky;
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top: 0;
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z-index: 100;
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background: var(--space);
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border-bottom: 1px solid rgba(0,180,255,0.2);
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}
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.header-left, .header-center, .header-right {
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width: 100%;
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justify-content: space-between;
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flex-wrap: wrap;
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gap: 0.5rem;
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}
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.header-center {
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order: -1;
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flex-wrap: wrap;
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gap: 0.5rem;
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}
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||||
.btn {
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min-height: 44px;
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||||
padding: 0.85rem 1.5rem;
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||||
font-size: 1rem;
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touch-action: manipulation;
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}
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|
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.btn-end-turn {
|
||||
min-height: 48px;
|
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padding: 0.7rem 1.6rem;
|
||||
font-size: 1.05rem;
|
||||
flex: 1;
|
||||
min-width: 120px;
|
||||
}
|
||||
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||||
.btn-instructions, .btn-settings {
|
||||
width: 40px;
|
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height: 40px;
|
||||
width: 44px;
|
||||
height: 44px;
|
||||
font-size: 1.2rem;
|
||||
min-width: 44px;
|
||||
min-height: 44px;
|
||||
}
|
||||
|
||||
.card-wrap {
|
||||
width: 140px;
|
||||
height: 196px;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.board .card-wrap {
|
||||
@ -2131,22 +2164,51 @@ html, body {
|
||||
height: 140px;
|
||||
}
|
||||
|
||||
.opponents {
|
||||
flex-direction: column;
|
||||
align-items: stretch;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
|
||||
.opponent-block {
|
||||
min-width: auto;
|
||||
width: 100%;
|
||||
padding: 0.5rem;
|
||||
}
|
||||
|
||||
.hand {
|
||||
overflow-x: auto;
|
||||
overflow-y: visible;
|
||||
-webkit-overflow-scrolling: touch;
|
||||
scroll-snap-type: x proximity;
|
||||
padding: 0.5rem;
|
||||
gap: 0.3rem;
|
||||
}
|
||||
|
||||
.hand .card-wrap {
|
||||
margin-left: -40px;
|
||||
margin-left: -30px;
|
||||
scroll-snap-align: start;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.hand .card-wrap:first-child {
|
||||
margin-left: 0;
|
||||
}
|
||||
|
||||
.hand .card-wrap:last-child {
|
||||
margin-right: 0.5rem;
|
||||
}
|
||||
|
||||
.hand-container {
|
||||
min-height: 180px;
|
||||
min-height: 200px;
|
||||
padding: 0.5rem;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.deck-fan {
|
||||
width: 90px;
|
||||
height: 126px;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.deck-stack {
|
||||
@ -2162,21 +2224,31 @@ html, body {
|
||||
.board {
|
||||
min-height: 150px;
|
||||
padding: 0.5rem;
|
||||
overflow-x: auto;
|
||||
-webkit-overflow-scrolling: touch;
|
||||
}
|
||||
|
||||
.your-board {
|
||||
min-height: 110px;
|
||||
flex-wrap: nowrap;
|
||||
overflow-x: auto;
|
||||
-webkit-overflow-scrolling: touch;
|
||||
scroll-snap-type: x proximity;
|
||||
}
|
||||
|
||||
.opponent-block {
|
||||
min-width: 140px;
|
||||
padding: 0.5rem;
|
||||
.your-board .card-wrap {
|
||||
scroll-snap-align: start;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.attack-mode {
|
||||
bottom: 200px;
|
||||
padding: 0.7rem 1.2rem;
|
||||
font-size: 0.9rem;
|
||||
left: 50%;
|
||||
transform: translateX(-50%);
|
||||
width: calc(100% - 2rem);
|
||||
max-width: 400px;
|
||||
}
|
||||
|
||||
.attack-mode p {
|
||||
@ -2187,6 +2259,8 @@ html, body {
|
||||
max-width: 95vw;
|
||||
padding: 1.5rem;
|
||||
margin: 1rem;
|
||||
max-height: 90vh;
|
||||
overflow-y: auto;
|
||||
}
|
||||
|
||||
.cards-gallery-grid {
|
||||
@ -2199,14 +2273,38 @@ html, body {
|
||||
height: 140px !important;
|
||||
}
|
||||
|
||||
.forge-sidebar {
|
||||
width: 100vw;
|
||||
max-width: 100vw;
|
||||
right: 0;
|
||||
left: 0;
|
||||
border-radius: 0;
|
||||
max-height: 100vh;
|
||||
overflow-y: auto;
|
||||
-webkit-overflow-scrolling: touch;
|
||||
}
|
||||
|
||||
.forge-deck-list {
|
||||
grid-template-columns: repeat(auto-fill, minmax(80px, 1fr));
|
||||
gap: 0.5rem;
|
||||
max-height: 300px;
|
||||
overflow-y: auto;
|
||||
-webkit-overflow-scrolling: touch;
|
||||
}
|
||||
|
||||
.forge-deck-card {
|
||||
width: 80px !important;
|
||||
height: 112px !important;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.forge-selected {
|
||||
min-height: 120px;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.forge-selected-card {
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.mana-display, .health-display {
|
||||
@ -2225,6 +2323,8 @@ html, body {
|
||||
.game-log {
|
||||
font-size: 0.75rem;
|
||||
max-height: 60px;
|
||||
overflow-y: auto;
|
||||
-webkit-overflow-scrolling: touch;
|
||||
}
|
||||
|
||||
.card-name {
|
||||
@ -2233,6 +2333,7 @@ html, body {
|
||||
|
||||
.card-text {
|
||||
font-size: 0.68rem;
|
||||
line-height: 1.3;
|
||||
}
|
||||
|
||||
.card-cost, .card-atk-hp {
|
||||
@ -2240,9 +2341,11 @@ html, body {
|
||||
}
|
||||
|
||||
.card-btn-info {
|
||||
width: 24px;
|
||||
height: 24px;
|
||||
font-size: 0.8rem;
|
||||
width: 28px;
|
||||
height: 28px;
|
||||
font-size: 0.9rem;
|
||||
min-width: 28px;
|
||||
min-height: 28px;
|
||||
}
|
||||
|
||||
/* Touch feedback */
|
||||
@ -2256,11 +2359,21 @@ html, body {
|
||||
}
|
||||
|
||||
/* Prevent text selection on touch */
|
||||
.card-wrap, .btn, .tab {
|
||||
.card-wrap, .btn, .tab, .deck-fan {
|
||||
-webkit-user-select: none;
|
||||
user-select: none;
|
||||
-webkit-touch-callout: none;
|
||||
}
|
||||
|
||||
/* Улучшенная поддержка touch для интерактивных элементов */
|
||||
.btn:active {
|
||||
transform: scale(0.95);
|
||||
transition: transform 0.1s;
|
||||
}
|
||||
|
||||
.card-wrap:active:not(.disabled) {
|
||||
transform: scale(0.98);
|
||||
}
|
||||
}
|
||||
|
||||
/* Small mobile devices */
|
||||
|
||||
225
server.js
225
server.js
@ -113,8 +113,28 @@ function initGame(room) {
|
||||
manualDrawUsed: false,
|
||||
fatigueCounter: 0,
|
||||
heroAbilityUsed: false,
|
||||
isAI: false,
|
||||
}));
|
||||
|
||||
// Если режим ИИ, добавляем ИИ игрока
|
||||
if (room.aiMode) {
|
||||
players.push({
|
||||
id: 'AI_' + Date.now(),
|
||||
name: 'ИИ Противник',
|
||||
deck: createDeck(factionChoice),
|
||||
hand: [],
|
||||
board: [],
|
||||
mana: 0,
|
||||
maxMana: 0,
|
||||
health: 30,
|
||||
hero: 'vader',
|
||||
manualDrawUsed: false,
|
||||
fatigueCounter: 0,
|
||||
heroAbilityUsed: false,
|
||||
isAI: true,
|
||||
});
|
||||
}
|
||||
|
||||
players.forEach((p, i) => {
|
||||
p.hand = drawCards(p.deck, i < 2 ? 3 : 4);
|
||||
});
|
||||
@ -131,6 +151,193 @@ function initGame(room) {
|
||||
room.gameStarted = true;
|
||||
startTurnTimer(room);
|
||||
broadcastGameState(room);
|
||||
|
||||
// Если первый ход ИИ, делаем его ход
|
||||
if (room.aiMode && players[0].isAI) {
|
||||
setTimeout(() => {
|
||||
if (room.gameState && room.gameState.phase === 'playing') {
|
||||
makeAITurn(room);
|
||||
}
|
||||
}, 1000);
|
||||
}
|
||||
}
|
||||
|
||||
// Функция для хода ИИ
|
||||
function makeAITurn(room) {
|
||||
const gameState = room.gameState;
|
||||
if (!gameState || gameState.phase !== 'playing') return;
|
||||
|
||||
const aiPlayerIndex = gameState.currentPlayerIndex;
|
||||
const aiPlayer = gameState.players[aiPlayerIndex];
|
||||
|
||||
if (!aiPlayer || !aiPlayer.isAI || aiPlayer.health <= 0) return;
|
||||
if (gameState.currentPlayerIndex !== aiPlayerIndex) return;
|
||||
|
||||
// Применяем синергии перед ходом
|
||||
applySynergies(room);
|
||||
|
||||
// Небольшая задержка для визуализации
|
||||
setTimeout(() => {
|
||||
let actionsDone = 0;
|
||||
const maxActions = 5; // Максимум действий за ход
|
||||
|
||||
// 1. Играем карты (приоритет дешёвым и эффективным)
|
||||
const playableCards = aiPlayer.hand
|
||||
.map((cardId, index) => {
|
||||
const card = cardDb[cardId];
|
||||
if (!card) return null;
|
||||
const cost = card.cost || 0;
|
||||
if (cost > aiPlayer.mana) return null;
|
||||
if (card.type === 'minion' && aiPlayer.board.length >= 7) return null;
|
||||
|
||||
// Оценка карты (чем выше, тем лучше)
|
||||
let value = 0;
|
||||
if (card.type === 'minion') {
|
||||
value = (card.attack || 0) + (card.health || 0) - cost * 2;
|
||||
if (card.battlecryId) value += 2;
|
||||
if (card.legendary) value += 1;
|
||||
} else if (card.type === 'spell') {
|
||||
value = 3 - cost;
|
||||
if (card.spellEffect === 'deal_3_minion' || card.spellEffect === 'deal_3_any') value += 2;
|
||||
if (card.spellEffect === 'buff_3_2') value += 1;
|
||||
}
|
||||
|
||||
return { index, card, cost, value };
|
||||
})
|
||||
.filter(Boolean)
|
||||
.sort((a, b) => b.value - a.value);
|
||||
|
||||
// Играем лучшие карты
|
||||
let cardIndex = 0;
|
||||
const playNextCard = () => {
|
||||
if (cardIndex >= playableCards.length || actionsDone >= 3) {
|
||||
// Переходим к атакам
|
||||
setTimeout(() => {
|
||||
performAIAttacks(room, aiPlayerIndex);
|
||||
}, 500);
|
||||
return;
|
||||
}
|
||||
|
||||
const playable = playableCards[cardIndex];
|
||||
const currentPlayer = gameState.players[aiPlayerIndex];
|
||||
|
||||
if (!currentPlayer || playable.cost > currentPlayer.mana) {
|
||||
cardIndex++;
|
||||
playNextCard();
|
||||
return;
|
||||
}
|
||||
|
||||
if (playable.card.type === 'minion') {
|
||||
// Играем миньона (пропускаем карты с выбором цели для упрощения)
|
||||
if (playable.card.battlecryId === 'return_hand_enemy') {
|
||||
cardIndex++;
|
||||
playNextCard();
|
||||
return;
|
||||
}
|
||||
const boardPos = currentPlayer.board.length;
|
||||
playCard(room, aiPlayer.id, playable.index, boardPos);
|
||||
actionsDone++;
|
||||
cardIndex++;
|
||||
setTimeout(playNextCard, 600);
|
||||
} else if (playable.card.type === 'spell') {
|
||||
// Используем заклинание
|
||||
const enemies = gameState.players.filter((p, i) => i !== aiPlayerIndex && p.health > 0);
|
||||
if (enemies.length > 0) {
|
||||
const targetEnemy = enemies[0];
|
||||
let targetBoardIndex = -1;
|
||||
|
||||
if (playable.card.spellTarget === 'enemy_minion' || playable.card.spellTarget === 'any_minion') {
|
||||
if (targetEnemy.board && targetEnemy.board.length > 0) {
|
||||
targetBoardIndex = 0;
|
||||
} else {
|
||||
targetBoardIndex = -1;
|
||||
}
|
||||
} else if (playable.card.spellTarget === 'friendly_minion') {
|
||||
if (currentPlayer.board && currentPlayer.board.length > 0) {
|
||||
targetBoardIndex = 0;
|
||||
} else {
|
||||
cardIndex++;
|
||||
playNextCard();
|
||||
return;
|
||||
}
|
||||
} else if (playable.card.spellTarget === 'enemy_player') {
|
||||
// Для заклинаний типа "Грабеж" пропускаем (требует выбор карт)
|
||||
if (playable.card.spellEffect === 'steal_cards') {
|
||||
cardIndex++;
|
||||
playNextCard();
|
||||
return;
|
||||
}
|
||||
targetBoardIndex = -1;
|
||||
}
|
||||
|
||||
playSpell(room, aiPlayer.id, playable.index, gameState.players.indexOf(targetEnemy), targetBoardIndex);
|
||||
actionsDone++;
|
||||
cardIndex++;
|
||||
setTimeout(playNextCard, 600);
|
||||
} else {
|
||||
cardIndex++;
|
||||
playNextCard();
|
||||
}
|
||||
} else {
|
||||
cardIndex++;
|
||||
playNextCard();
|
||||
}
|
||||
};
|
||||
|
||||
playNextCard();
|
||||
}, 800);
|
||||
}
|
||||
|
||||
// Функция для атак ИИ
|
||||
function performAIAttacks(room, aiPlayerIndex) {
|
||||
const gameState = room.gameState;
|
||||
if (!gameState || gameState.phase !== 'playing') {
|
||||
endTurn(room);
|
||||
return;
|
||||
}
|
||||
|
||||
const aiPlayer = gameState.players[aiPlayerIndex];
|
||||
if (!aiPlayer || aiPlayer.health <= 0) {
|
||||
endTurn(room);
|
||||
return;
|
||||
}
|
||||
|
||||
const attackableMinions = aiPlayer.board.filter(m => m.canAttack && !m.frozen);
|
||||
const enemies = gameState.players.filter((p, i) => i !== aiPlayerIndex && p.health > 0);
|
||||
|
||||
if (attackableMinions.length === 0 || enemies.length === 0) {
|
||||
setTimeout(() => endTurn(room), 500);
|
||||
return;
|
||||
}
|
||||
|
||||
let attackIndex = 0;
|
||||
const performNextAttack = () => {
|
||||
if (attackIndex >= attackableMinions.length) {
|
||||
setTimeout(() => endTurn(room), 500);
|
||||
return;
|
||||
}
|
||||
|
||||
const minion = attackableMinions[attackIndex];
|
||||
const boardIndex = aiPlayer.board.indexOf(minion);
|
||||
const targetEnemy = enemies[0];
|
||||
const targetPlayerIndex = gameState.players.indexOf(targetEnemy);
|
||||
let targetBoardIndex = -1;
|
||||
|
||||
// Выбираем цель: сначала слабые миньоны, потом герой
|
||||
if (targetEnemy.board && targetEnemy.board.length > 0) {
|
||||
const weakMinion = targetEnemy.board.find(m => m.health <= minion.attack) ||
|
||||
targetEnemy.board[0];
|
||||
targetBoardIndex = targetEnemy.board.indexOf(weakMinion);
|
||||
} else {
|
||||
targetBoardIndex = -1; // Атакуем героя
|
||||
}
|
||||
|
||||
attack(room, aiPlayer.id, boardIndex, targetPlayerIndex, targetBoardIndex);
|
||||
attackIndex++;
|
||||
setTimeout(performNextAttack, 800);
|
||||
};
|
||||
|
||||
performNextAttack();
|
||||
}
|
||||
|
||||
function clearTurnTimer(room) {
|
||||
@ -364,6 +571,15 @@ function endTurn(room) {
|
||||
checkGameOver(room);
|
||||
startTurnTimer(room);
|
||||
broadcastGameState(room);
|
||||
|
||||
// Если следующий игрок - ИИ, делаем его ход
|
||||
if (np.isAI && gameState.phase === 'playing') {
|
||||
setTimeout(() => {
|
||||
if (room.gameState && room.gameState.phase === 'playing') {
|
||||
makeAITurn(room);
|
||||
}
|
||||
}, 1500);
|
||||
}
|
||||
}
|
||||
|
||||
function manualDraw(room, socketId) {
|
||||
@ -1519,7 +1735,9 @@ function attack(room, socketId, attackerBoardIndex, targetPlayerIndex, targetBoa
|
||||
}
|
||||
|
||||
io.on('connection', (socket) => {
|
||||
socket.on('createRoom', (name) => {
|
||||
socket.on('createRoom', (data) => {
|
||||
const name = typeof data === 'string' ? data : (data?.name || 'Host');
|
||||
const aiMode = typeof data === 'object' && data?.aiMode === true;
|
||||
const code = generateRoomCode();
|
||||
const room = {
|
||||
code,
|
||||
@ -1527,6 +1745,7 @@ io.on('connection', (socket) => {
|
||||
gameState: null,
|
||||
gameStarted: false,
|
||||
faction: null,
|
||||
aiMode: aiMode,
|
||||
turnTimerInterval: null,
|
||||
turnTimeLeft: TURN_SECONDS,
|
||||
turnTimerWarnFired: false,
|
||||
@ -1539,6 +1758,7 @@ io.on('connection', (socket) => {
|
||||
lobby: room.lobby,
|
||||
serverIP: serverIP,
|
||||
serverPort: serverPort,
|
||||
aiMode: aiMode,
|
||||
});
|
||||
cleanupEmptyRooms();
|
||||
});
|
||||
@ -1593,7 +1813,8 @@ io.on('connection', (socket) => {
|
||||
socket.emit('error', 'Только хост может начать игру');
|
||||
return;
|
||||
}
|
||||
if (room.lobby.length < MIN_PLAYERS) {
|
||||
// В режиме ИИ можно начать игру с одним игроком
|
||||
if (!room.aiMode && room.lobby.length < MIN_PLAYERS) {
|
||||
socket.emit('error', `Нужно минимум ${MIN_PLAYERS} игроков`);
|
||||
return;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user