This commit is contained in:
2026-01-26 15:39:13 +03:00
parent a3b270fc62
commit f99a4940e2
5 changed files with 505 additions and 7 deletions

View File

@ -777,8 +777,29 @@ function playSpell(room, socketId, handIndex, targetPlayerIndex, targetBoardInde
const eff = card.spellEffect;
const needTarget = card.spellTarget && card.spellTarget !== 'none';
// Специальная обработка для steal_cards - требует только выбор противника (не требует targetBoardIndex)
if (eff === 'steal_cards') {
if (targetPlayerIndex == null || targetPlayerIndex === pi) return;
const targetPlayer = gameState.players[targetPlayerIndex];
if (!targetPlayer || targetPlayer.health <= 0 || !targetPlayer.deck || targetPlayer.deck.length === 0) return;
// Отправляем запрос на выбор карт для кражи
const socket = io.sockets.sockets.get(p.id);
if (socket) {
socket.emit('stealCardsRequest', {
targetPlayerIndex: targetPlayerIndex,
targetPlayerName: targetPlayer.name || `Игрок ${targetPlayerIndex + 1}`,
targetDeckSize: targetPlayer.deck.length,
maxCards: Math.min(2, targetPlayer.deck.length)
});
}
return; // Не тратим ману и не удаляем карту пока - это сделаем после выбора
}
if (needTarget && (targetPlayerIndex == null || targetBoardIndex == null)) return;
// Для других заклинаний проверяем targetBoardIndex только если это не выбор игрока
if (needTarget && card.spellTarget !== 'enemy_player' && (targetPlayerIndex == null || targetBoardIndex == null)) return;
if (needTarget && card.spellTarget === 'enemy_player' && targetPlayerIndex == null) return;
const enemies = gameState.players.filter((pl, i) => i !== pi && pl.health > 0);
if (eff === 'deal_2') {
@ -927,6 +948,65 @@ function playSpell(room, socketId, handIndex, targetPlayerIndex, targetBoardInde
broadcastGameState(room);
}
function stealCardsFromDeck(room, socketId, handIndex, targetPlayerIndex, cardIndices) {
const gameState = room.gameState;
const pi = findPlayerIndex(room, socketId);
if (pi < 0 || gameState.currentPlayerIndex !== pi) return;
const p = gameState.players[pi];
if (p.health <= 0 || p.isDead) return;
const cid = p.hand[handIndex];
if (!cid) return;
const card = cardDb[cid];
if (!card || card.type !== 'spell' || card.spellEffect !== 'steal_cards') return;
const cost = card.cost || 0;
if (p.mana < cost) return;
const targetPlayer = gameState.players[targetPlayerIndex];
if (!targetPlayer || targetPlayerIndex === pi || targetPlayer.health <= 0) return;
if (!targetPlayer.deck || targetPlayer.deck.length === 0) return;
// Проверяем индексы карт
if (!Array.isArray(cardIndices) || cardIndices.length === 0 || cardIndices.length > 2) return;
const validIndices = cardIndices.filter(idx => idx >= 0 && idx < targetPlayer.deck.length);
if (validIndices.length === 0) return;
// Убираем дубликаты и сортируем по убыванию (чтобы удалять с конца)
const uniqueIndices = [...new Set(validIndices)].sort((a, b) => b - a);
// Крадём карты
const stolenCards = [];
uniqueIndices.forEach(idx => {
if (idx >= 0 && idx < targetPlayer.deck.length) {
stolenCards.push(targetPlayer.deck[idx]);
targetPlayer.deck.splice(idx, 1);
}
});
// Добавляем украденные карты в руку игрока
stolenCards.forEach(cardId => {
if (p.hand.length < 10) {
p.hand.push(cardId);
}
});
// Тратим ману и удаляем заклинание
p.mana -= cost;
p.hand.splice(handIndex, 1);
gameState.log.push({
type: 'spell',
spell: cid,
fromPlayer: pi,
toPlayer: targetPlayerIndex,
effect: 'steal_cards',
stolenCount: stolenCards.length
});
checkGameOver(room);
broadcastGameState(room);
}
function heroAbility(room, socketId, targetPlayerIndex, targetBoardIndex) {
const gameState = room.gameState;
const pi = findPlayerIndex(room, socketId);
@ -1165,6 +1245,12 @@ io.on('connection', (socket) => {
forgeCard(room, socket.id, data.cardIds);
});
socket.on('stealCards', (data) => {
const room = getRoomBySocket(socket.id);
if (!room || !room.gameState || room.gameState.phase !== 'playing') return;
stealCardsFromDeck(room, socket.id, data.handIndex, data.targetPlayerIndex, data.cardIndices);
});
socket.on('resetToLobby', () => {
const room = getRoomBySocket(socket.id);
if (!room || !room.gameState || !room.gameState.players?.length) return;