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
View File
@@ -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,