Rebuild the board and reducer around the real content
shared/board.js: rebuilt from shared/tileInventory.js instead of the
sketch-inspired placeholder — one chain() per segment (same helper as
before), TEMP_SEGMENT_ORDER concatenating all 12 segments in the design
doc's own order since board-graph.json (the real segment connections/STOP
forks) doesn't exist yet — loudly commented as a placeholder to replace, not
a guess at real topology. A synthetic `finish` space is appended since no
tile in the source data has that type (win condition is itself an open
question). Movement is now one tile per turn (board.spaces[pos].next) —
no tile in the data implies a movement die, every `die` belongs to that
tile's own effect resolution, so walkForward() is gone.
shared/tileEffects.js (new): pure resolveTileEffect(space, rolls) covering
all 9 real tile types (payday, action_space, dice_space, roll_table_ref,
inline_table, cash_bonus, event, choice, stop) plus rollsNeededFor(space) so
the server knows what to pre-roll before constructing an action. Real
roll_table_ref/action_space/dice_space tiles resolve against the actual 48
placeholder tables; the two real content gaps (inline_table's 85 tiles,
payday/cash_bonus amounts) resolve against a synthesized generic banded
table per die size, every result clearly flagged `todo: true` so it's
visible in the game log, not just in docs.
shared/game.js: player state is now flat {cash, love, education, wealth,
age} fields (mirrors a roll-table effect object's shape directly). Landing
logic calls resolveTileEffect() instead of applying a single cash delta, and
only pauses for a decision when a space's `choices` array is actually
populated (true of nothing yet) — keeps the existing pending-choice
machinery intact for once board-graph.json exists, instead of needing
choice/stop tiles to block on options nobody has defined.
server/rooms.js: REQUEST_ROLL now looks up the player's next tile,
determines what it needs via rollsNeededFor(), and pre-rolls each die via
crypto.randomInt before constructing the ROLL action — same
randomness-happens-once-at-the-server-boundary pattern as before, just
covering N table rolls instead of one movement die. server/index.js:
default config now carries startingStats instead of startingCash, and
maxPlayers is 8.
This commit is contained in:
+23
-4
@@ -6,6 +6,8 @@
|
||||
|
||||
import crypto from 'node:crypto';
|
||||
import { reduce, getLegalIntents } from '../shared/game.js';
|
||||
import { board } from '../shared/board.js';
|
||||
import { rollsNeededFor, DIE_SIZES } from '../shared/tileEffects.js';
|
||||
import * as db from './db.js';
|
||||
|
||||
export class RoomError extends Error {}
|
||||
@@ -59,16 +61,33 @@ function buildAction(state, playerId, intent) {
|
||||
switch (intent.type) {
|
||||
case 'REQUEST_START':
|
||||
return { type: 'START_GAME' };
|
||||
case 'REQUEST_ROLL':
|
||||
return { type: 'ROLL', playerId, value: 1 + crypto.randomInt(state.config.diceSides) };
|
||||
case 'REQUEST_CHOOSE':
|
||||
case 'REQUEST_ROLL': {
|
||||
const player = state.players[playerId];
|
||||
const nextSpaceId = board.spaces[player.position].next;
|
||||
if (!nextSpaceId) throw new Error('No next space defined — already at the end of the board');
|
||||
return { type: 'ROLL', playerId, rolls: rollForSpace(board.spaces[nextSpaceId]) };
|
||||
}
|
||||
case 'REQUEST_CHOOSE': {
|
||||
if (typeof intent.spaceId !== 'string') throw new Error('spaceId is required');
|
||||
return { type: 'CHOOSE', playerId, spaceId: intent.spaceId };
|
||||
return { type: 'CHOOSE', playerId, spaceId: intent.spaceId, rolls: rollForSpace(board.spaces[intent.spaceId]) };
|
||||
}
|
||||
default:
|
||||
throw new Error(`Unknown intent: ${intent.type}`);
|
||||
}
|
||||
}
|
||||
|
||||
/** Pre-roll whatever dice `space` needs to resolve its own tile effect — the
|
||||
* only place actual randomness happens. rollsNeededFor() never touches
|
||||
* randomness itself, it just says which die sizes are needed and in what
|
||||
* order; reduce() applies the results deterministically. */
|
||||
function rollForSpace(space) {
|
||||
return rollsNeededFor(space).map((die) => {
|
||||
const max = DIE_SIZES[die];
|
||||
if (!max) throw new Error(`Unknown die size: ${die}`);
|
||||
return 1 + crypto.randomInt(max);
|
||||
});
|
||||
}
|
||||
|
||||
function broadcast(room, payload) {
|
||||
for (const ws of room.sockets) send(ws, payload);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user