feat(multi): add game mode selection and surrender button for all_finish mode

This commit is contained in:
jessy-david-dev
2026-04-11 21:58:35 +02:00
parent 552bb17c15
commit 0401cdffe6
13 changed files with 202 additions and 26 deletions
+85 -7
View File
@@ -1,5 +1,5 @@
// Route handler pour les actions sur une room specifique
// PATCH /api/rooms/[code] - actions: join, heartbeat, start, navigate, leave, nextRound
// PATCH /api/rooms/[code] - actions: join, heartbeat, start, navigate, surrender, nextRound, resetGame
import { NextRequest } from "next/server";
import type { Room, Player } from "../route";
@@ -12,6 +12,7 @@ function dbToRoom(row: {
round: number;
totalRounds: number;
maxPlayers: number;
gameMode: string;
startArticle: string;
targetArticle: string;
roundWinner: string | null;
@@ -26,6 +27,7 @@ function dbToRoom(row: {
round: row.round,
totalRounds: row.totalRounds,
maxPlayers: row.maxPlayers,
gameMode: (row.gameMode ?? "race") as Room["gameMode"],
startArticle: row.startArticle,
targetArticle: row.targetArticle,
roundWinner: row.roundWinner,
@@ -47,6 +49,33 @@ function prunePlayers(players: Player[]): Player[] {
return players.filter((p) => now - p.lastSeen < PLAYER_TIMEOUT_MS);
}
// En mode all_finish : calcule les points selon le rang d'arrivée
// 1er = 10pts, 2ème = 7pts, 3ème = 5pts, reste = 3pts, forfait = 0pts
const RANK_POINTS = [10, 7, 5, 3];
function getRankPoints(rank: number): number {
return RANK_POINTS[rank] ?? RANK_POINTS[RANK_POINTS.length - 1];
}
// Vérifie si la manche doit se terminer en mode all_finish
function checkAllFinished(room: Room): boolean {
if (room.gameMode !== "all_finish") return false;
return room.players.every((p) => p.hasWon || p.hasSurrendered);
}
// Attribue les points en mode all_finish selon l'ordre d'arrivée
function assignAllFinishPoints(room: Room) {
const winners = room.players.filter((p) => p.hasWon);
// On leur attribue les points selon leur rang (ordre d'arrivée = ordre dans le tableau, déjà fixé au moment où ils ont gagné)
winners.forEach((p, i) => {
p.score += getRankPoints(i);
});
// roundWinner = premier arrivé
if (winners.length > 0) {
room.roundWinner = winners[0].id;
}
room.phase = "results";
}
// PATCH /api/rooms/[code]
export async function PATCH(
request: NextRequest,
@@ -105,6 +134,7 @@ export async function PATCH(
score: 0,
currentArticle: "",
hasWon: false,
hasSurrendered: false,
isHost: false,
lastSeen: Date.now(),
};
@@ -161,6 +191,7 @@ export async function PATCH(
for (const p of room.players) {
p.currentArticle = startArticle;
p.hasWon = false;
p.hasSurrendered = false;
}
await saveRoom(room);
@@ -202,17 +233,61 @@ export async function PATCH(
if (
!player.hasWon &&
!player.hasSurrendered &&
normalize(player.currentArticle) === normalize(room.targetArticle)
) {
player.hasWon = true;
const alreadyWon = room.players.some(
(p) => p.hasWon && p.id !== player.id,
);
if (!alreadyWon) {
player.score += 10;
room.roundWinner = player.id;
if (room.gameMode === "race") {
// Mode course : 1er arrivé gagne la manche immédiatement
const alreadyWon = room.players.some(
(p) => p.hasWon && p.id !== player.id,
);
if (!alreadyWon) {
player.score += 10;
room.roundWinner = player.id;
room.phase = "results";
}
} else {
// Mode all_finish : on attend que tout le monde finisse ou abandonne
if (checkAllFinished(room)) {
assignAllFinishPoints(room);
}
}
}
await saveRoom(room);
return Response.json({ room });
}
// Forfait
case "surrender": {
if (room.phase !== "playing") {
return Response.json({ room });
}
const player = room.players.find((p) => p.id === playerId);
if (!player) {
return Response.json({ error: "Joueur inconnu" }, { status: 404 });
}
if (player.hasWon || player.hasSurrendered) {
return Response.json({ room });
}
player.hasSurrendered = true;
player.lastSeen = Date.now();
if (room.gameMode === "race") {
// En mode course, forfait ne termine pas la manche — on attend qu'un vrai gagnant arrive
// Sauf si tous ont abandonné
const anyoneStillPlaying = room.players.some((p) => !p.hasWon && !p.hasSurrendered);
if (!anyoneStillPlaying) {
room.phase = "results";
// Pas de roundWinner si tout le monde a abandonné
}
} else {
// Mode all_finish : si tout le monde a fini ou abandonné, on termine
if (checkAllFinished(room)) {
assignAllFinishPoints(room);
}
}
@@ -235,6 +310,7 @@ export async function PATCH(
room.roundStart = null;
for (const p of room.players) {
p.hasWon = false;
p.hasSurrendered = false;
p.currentArticle = "";
}
await saveRoom(room);
@@ -258,6 +334,7 @@ export async function PATCH(
for (const p of room.players) {
p.score = 0;
p.hasWon = false;
p.hasSurrendered = false;
p.currentArticle = "";
}
await saveRoom(room);
@@ -278,6 +355,7 @@ async function saveRoom(room: Room) {
round: room.round,
totalRounds: room.totalRounds,
maxPlayers: room.maxPlayers,
gameMode: room.gameMode,
startArticle: room.startArticle,
targetArticle: room.targetArticle,
roundWinner: room.roundWinner,
+10 -1
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@@ -12,6 +12,7 @@ export type Player = {
score: number;
currentArticle: string;
hasWon: boolean;
hasSurrendered: boolean;
isHost: boolean;
lastSeen: number; // timestamp ms
};
@@ -23,6 +24,7 @@ export type Room = {
round: number;
totalRounds: number;
maxPlayers: number;
gameMode: "race" | "all_finish"; // race = 1er gagne, all_finish = tout le monde joue
startArticle: string;
targetArticle: string;
roundWinner: string | null;
@@ -53,6 +55,7 @@ function dbToRoom(row: {
round: number;
totalRounds: number;
maxPlayers: number;
gameMode: string;
startArticle: string;
targetArticle: string;
roundWinner: string | null;
@@ -67,6 +70,7 @@ function dbToRoom(row: {
round: row.round,
totalRounds: row.totalRounds,
maxPlayers: row.maxPlayers,
gameMode: (row.gameMode ?? "race") as Room["gameMode"],
startArticle: row.startArticle,
targetArticle: row.targetArticle,
roundWinner: row.roundWinner,
@@ -87,10 +91,11 @@ async function pruneOldRooms() {
// Response: { room: Room, playerId: string }
export async function POST(request: NextRequest) {
const body = await request.json();
const { playerName, maxPlayers, totalRounds } = body as {
const { playerName, maxPlayers, totalRounds, gameMode } = body as {
playerName: string;
maxPlayers?: number;
totalRounds?: number;
gameMode?: string;
};
if (
@@ -125,6 +130,8 @@ export async function POST(request: NextRequest) {
const playerId = generatePlayerId();
const now = BigInt(Date.now());
const clampedMode: Room["gameMode"] = gameMode === "all_finish" ? "all_finish" : "race";
const players: Player[] = [
{
id: playerId,
@@ -132,6 +139,7 @@ export async function POST(request: NextRequest) {
score: 0,
currentArticle: "",
hasWon: false,
hasSurrendered: false,
isHost: true,
lastSeen: Date.now(),
},
@@ -145,6 +153,7 @@ export async function POST(request: NextRequest) {
round: 0,
totalRounds: clampedRounds,
maxPlayers: clampedMax,
gameMode: clampedMode,
startArticle: "",
targetArticle: "",
roundWinner: null,
+27 -7
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@@ -20,15 +20,17 @@ type GameScreenProps = {
onRetry: () => void;
onNextRound: () => void;
onResetGame: () => void;
onSurrender: () => void;
};
export function GameScreen({
room, playerId, html, title, loading, loadError, history, clicks, elapsed,
countdown, onNavigate, onRetry, onNextRound, onResetGame,
countdown, onNavigate, onRetry, onNextRound, onResetGame, onSurrender,
}: GameScreenProps) {
const breadcrumbEndRef = useRef<HTMLDivElement>(null);
const myPlayer = room.players.find((p) => p.id === playerId);
const isHost = myPlayer?.isHost ?? false;
const myFinished = myPlayer?.hasWon || myPlayer?.hasSurrendered;
const sortedPlayers = [...room.players].sort((a, b) => b.score - a.score);
const winner = room.roundWinner ? room.players.find((p) => p.id === room.roundWinner) : null;
@@ -65,7 +67,8 @@ export function GameScreen({
<li key={p.id} className={`flex items-center gap-2 bg-[#1a1a1a] rounded-xl px-3.5 py-2.5 min-h-11 border ${p.id === playerId ? "border-[#7c3aed]" : "border-[#2e2e2e]"}`}>
<span className="text-xs sm:text-sm font-bold text-[#888] min-w-6 sm:min-w-7">#{i + 1}</span>
<span className="flex-1 font-semibold text-sm truncate">{p.name}</span>
{p.hasWon && <span className="text-[10px] font-bold px-2 py-0.5 rounded-full bg-green-900/40 text-green-300 uppercase tracking-wide shrink-0">Gagnant</span>}
{p.hasWon && <span className="text-[10px] font-bold px-2 py-0.5 rounded-full bg-green-900/40 text-green-300 uppercase tracking-wide shrink-0"> Trouvé</span>}
{p.hasSurrendered && <span className="text-[10px] font-bold px-2 py-0.5 rounded-full bg-[#242424] text-[#888] uppercase tracking-wide shrink-0">Forfait</span>}
<span className="font-bold text-[#7c3aed] text-sm shrink-0">{p.score} pts</span>
</li>
))}
@@ -117,10 +120,26 @@ export function GameScreen({
</div>
<Breadcrumbs history={history} endRef={breadcrumbEndRef} />
</div>
<div className="flex items-center gap-2 sm:gap-3 shrink-0 text-[10px] sm:text-xs font-bold text-[#888] tabular-nums">
<span>{elapsed}</span>
<span>{clicks} clics</span>
<span className="hidden sm:inline">{myPlayer?.score ?? 0} pts</span>
<div className="flex items-center gap-2 sm:gap-3 shrink-0">
<div className="flex items-center gap-2 sm:gap-3 text-[10px] sm:text-xs font-bold text-[#888] tabular-nums">
<span>{elapsed}</span>
<span>{clicks} clics</span>
<span className="hidden sm:inline">{myPlayer?.score ?? 0} pts</span>
</div>
{!myFinished && (
<button
onClick={onSurrender}
className="min-h-8 px-2 rounded-lg text-xs font-semibold bg-red-950/40 border border-red-900 text-red-400 hover:bg-red-900/40 cursor-pointer shrink-0"
>
Forfait
</button>
)}
{myFinished && myPlayer?.hasWon && (
<span className="text-xs font-bold text-green-400 shrink-0"> Trouvé !</span>
)}
{myFinished && myPlayer?.hasSurrendered && (
<span className="text-xs font-bold text-[#888] shrink-0">Forfait</span>
)}
</div>
</div>
@@ -156,7 +175,8 @@ export function GameScreen({
<li key={p.id} className="flex flex-col gap-0.5">
<span className={`text-xs font-semibold truncate ${p.id === playerId ? "text-[#7c3aed]" : "text-[#f0f0f0]"}`}>{p.name}</span>
<span className="text-xs text-[#888]">{p.score} pts</span>
{p.hasWon && <span className="text-[10px] text-green-400 font-bold">Gagné !</span>}
{p.hasWon && <span className="text-[10px] text-green-400 font-bold"> Trouvé</span>}
{p.hasSurrendered && <span className="text-[10px] text-[#888] font-bold">Forfait</span>}
</li>
))}
</ul>
+15
View File
@@ -17,6 +17,8 @@ type LobbyScreenProps = {
setMaxPlayers: (v: number) => void;
totalRounds: number;
setTotalRounds: (v: number) => void;
gameMode: Room["gameMode"];
setGameMode: (v: Room["gameMode"]) => void;
};
export function LobbyScreen({
@@ -32,6 +34,8 @@ export function LobbyScreen({
setMaxPlayers,
totalRounds,
setTotalRounds,
gameMode,
setGameMode,
}: LobbyScreenProps) {
const isHost = room.players.find((p) => p.id === playerId)?.isHost ?? false;
const [copied, setCopied] = useState(false);
@@ -141,6 +145,17 @@ export function LobbyScreen({
<h3 className="text-[10px] sm:text-xs font-bold text-[#888] uppercase tracking-wider">
Paramètres
</h3>
<div className="flex flex-col gap-1.5">
<span className="text-xs text-[#888]">Mode de jeu</span>
<select
value={gameMode}
onChange={(e) => setGameMode(e.target.value as Room["gameMode"])}
className="w-full min-h-11 px-2 bg-[#0f0f0f] border border-[#2e2e2e] rounded-xl text-sm text-[#f0f0f0] outline-none focus:border-[#7c3aed] cursor-pointer transition-colors"
>
<option value="race">🏁 Course le premier arrivé gagne</option>
<option value="all_finish"> Normal tout le monde joue jusqu&apos;au bout</option>
</select>
</div>
<div className="flex gap-3">
<div className="flex-1 flex flex-col gap-1.5">
<span className="text-xs text-[#888]">Joueurs max</span>
+5
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@@ -32,6 +32,8 @@ type Props = {
setMaxPlayers: Dispatch<SetStateAction<number>>;
totalRounds: number;
setTotalRounds: Dispatch<SetStateAction<number>>;
gameMode: "race" | "all_finish";
setGameMode: Dispatch<SetStateAction<"race" | "all_finish">>;
error: string | null;
setError: Dispatch<SetStateAction<string | null>>;
loading: boolean;
@@ -44,6 +46,7 @@ export function ScreenRouter({
playerName, setPlayerName, joinCode, setJoinCode,
maxPlayers, setMaxPlayers,
totalRounds, setTotalRounds,
gameMode, setGameMode,
error, setError, loading, showAuth, setShowAuth,
}: Props) {
if (screen === "profile") return (
@@ -108,6 +111,7 @@ export function ScreenRouter({
onReset={handlers.handleResetGame}
maxPlayers={maxPlayers} setMaxPlayers={setMaxPlayers}
totalRounds={totalRounds} setTotalRounds={setTotalRounds}
gameMode={gameMode} setGameMode={setGameMode}
/>
);
@@ -123,6 +127,7 @@ export function ScreenRouter({
onRetry={multi.retryLoad}
onNextRound={handlers.handleNextRound}
onResetGame={handlers.handleResetGame}
onSurrender={handlers.handleSurrender}
/>
);
+3 -1
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@@ -14,6 +14,7 @@ export default function WikiRush() {
const [joinCode, setJoinCode] = useState("");
const [maxPlayers, setMaxPlayers] = useState(16);
const [totalRounds, setTotalRounds] = useState(3);
const [gameMode, setGameMode] = useState<"race" | "all_finish">("race");
const [error, setError] = useState<string | null>(null);
const [loading, setLoading] = useState(false);
const [showAuth, setShowAuth] = useState(false);
@@ -22,7 +23,7 @@ export default function WikiRush() {
const multi = useMultiGame();
const { session } = useGameEffects({ solo, multi, screen, setScreen, setPlayerName });
const handlers = useGameHandlers({ solo, multi, playerName, joinCode, maxPlayers, totalRounds, setScreen, setError, setLoading });
const handlers = useGameHandlers({ solo, multi, playerName, joinCode, maxPlayers, totalRounds, gameMode, setScreen, setError, setLoading });
return (
<ScreenRouter
@@ -32,6 +33,7 @@ export default function WikiRush() {
joinCode={joinCode} setJoinCode={setJoinCode}
maxPlayers={maxPlayers} setMaxPlayers={setMaxPlayers}
totalRounds={totalRounds} setTotalRounds={setTotalRounds}
gameMode={gameMode} setGameMode={setGameMode}
error={error} setError={setError} loading={loading}
showAuth={showAuth} setShowAuth={setShowAuth}
/>