Compare commits
118 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
3ca52eb7d1 | ||
|
|
3c63af91f2 | ||
|
|
5fcf8bab60 | ||
|
|
8bc8595b39 | ||
|
|
7c58543ec8 | ||
|
|
4b00094140 | ||
|
|
65d6598a51 | ||
|
|
baa471307e | ||
|
|
26778e4b02 | ||
|
|
cce2d661a2 | ||
|
|
1b748470a0 | ||
|
|
d32ae83ce2 | ||
|
|
e542cadedf | ||
|
|
cd2d7535e3 | ||
|
|
4dff1da875 | ||
|
|
8f21a40a6a | ||
|
|
0ae999aca6 | ||
|
|
a87cd7f4b0 | ||
|
|
eb072dbfb4 | ||
|
|
4c16147ace | ||
|
|
cac1e26bac | ||
|
|
31dcb70fc8 | ||
|
|
15339d390f | ||
|
|
c523b144f5 | ||
|
|
0f3ae992f9 | ||
|
|
ce6b276c11 | ||
|
|
231e666407 | ||
|
|
7842de3a96 | ||
|
|
aab41c5413 | ||
|
|
625320992e | ||
|
|
61713f28c8 | ||
|
|
0eac6d443c | ||
|
|
dc936d7e1c | ||
|
|
1cdf1cf281 | ||
|
|
17f7d8ce7a | ||
|
|
9a5bc888cb | ||
|
|
3dcad3dfdf | ||
|
|
b129aa4f29 | ||
|
|
86697dd454 | ||
|
|
77cbefc30c | ||
|
|
e2c7a55dac | ||
|
|
8d5b2ee655 | ||
|
|
06b15f002d | ||
|
|
76f80f3f44 | ||
|
|
0a9993a82f | ||
|
|
e463d929e3 | ||
|
|
1b923838e0 | ||
|
|
4503198021 | ||
|
|
cb49fd545b | ||
|
|
cb311ec0da | ||
|
|
873bdfc75a | ||
|
|
bd41afbca8 | ||
|
|
21985b7e9b | ||
|
|
56305424ff | ||
|
|
0bfe9d5f9f | ||
|
|
a0bb28d5eb | ||
|
|
55006d6ff4 | ||
|
|
adcc59b6fc | ||
|
|
7e0c006f5e | ||
|
|
02f9b3c44d | ||
|
|
9f75cdb0dc | ||
|
|
519d08a2a6 | ||
|
|
9419cb562e | ||
|
|
17c8e574ab | ||
|
|
94edb685a7 | ||
|
|
6b7d6c459e | ||
|
|
1de282afc2 | ||
|
|
9b0a8295eb | ||
|
|
28a0f90374 | ||
|
|
0df451aa99 | ||
|
|
8d7b024525 | ||
|
|
9c08b4735a | ||
|
|
49916e6a6c | ||
|
|
e0641de449 | ||
|
|
e2a90c0f34 | ||
|
|
86f5222746 | ||
|
|
60997e8ad4 | ||
|
|
3e133b17c0 | ||
|
|
9866fb8e92 | ||
|
|
4a5cfb68f1 | ||
|
|
ebb00f613c | ||
|
|
98aa0823ed | ||
|
|
4a3d62e26e | ||
|
|
d958258066 | ||
|
|
26bc151458 | ||
|
|
0d5c0c613d | ||
|
|
e9692de6c6 | ||
|
|
3414bfad1a | ||
|
|
ecad259db2 | ||
|
|
932e9ca4ef | ||
|
|
10825e8b82 | ||
|
|
53abde53ac | ||
|
|
d7ba3154a1 | ||
|
|
197595fc4d | ||
|
|
e38d8c1561 | ||
|
|
afb4869b21 | ||
|
|
c6769f9257 | ||
|
|
8657a0501f | ||
|
|
730ba9c462 | ||
|
|
1ba80606a7 | ||
|
|
3261e6ee26 | ||
|
|
de3495635b | ||
|
|
4c23f2b4a9 | ||
|
|
7b071afdfb | ||
|
|
c7fb85d281 | ||
|
|
118912dd13 | ||
|
|
0e594a5e28 | ||
|
|
a6ec72d72c | ||
|
|
e2f353d4ab | ||
|
|
e601eb04c9 | ||
|
|
6c771810f7 | ||
|
|
dbad7037d1 | ||
|
|
21362ba125 | ||
|
|
2dcdaf2b49 | ||
|
|
1fa13bbe3b | ||
|
|
a76fd8da32 | ||
|
|
634d101f2c | ||
|
|
28c9882b17 |
18
.env.example
18
.env.example
@@ -20,6 +20,24 @@ DEBUG=false
|
||||
# Logging level: DEBUG, INFO, WARNING, ERROR, CRITICAL
|
||||
LOG_LEVEL=INFO
|
||||
|
||||
# Per-module log level overrides (optional)
|
||||
# These override LOG_LEVEL for specific modules.
|
||||
# LOG_LEVEL_GAME=DEBUG # Core game logic
|
||||
# LOG_LEVEL_AI=DEBUG # AI decisions (very verbose at DEBUG)
|
||||
# LOG_LEVEL_HANDLERS=DEBUG # WebSocket message handlers
|
||||
# LOG_LEVEL_ROOM=DEBUG # Room/lobby management
|
||||
# LOG_LEVEL_AUTH=DEBUG # Auth stack (auth, routers.auth, services.auth_service)
|
||||
# LOG_LEVEL_STORES=DEBUG # Database/Redis operations
|
||||
|
||||
# --- Preset examples ---
|
||||
# Staging (debug game logic, quiet everything else):
|
||||
# LOG_LEVEL=INFO
|
||||
# LOG_LEVEL_GAME=DEBUG
|
||||
# LOG_LEVEL_AI=DEBUG
|
||||
#
|
||||
# Production (minimal logging):
|
||||
# LOG_LEVEL=WARNING
|
||||
|
||||
# Environment name (development, staging, production)
|
||||
ENVIRONMENT=development
|
||||
|
||||
|
||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -201,6 +201,9 @@ pyvenv.cfg
|
||||
# Personal notes
|
||||
lookfah.md
|
||||
|
||||
# Internal docs (deployment info, credentials references, etc.)
|
||||
internal/
|
||||
|
||||
# Ruff stuff:
|
||||
.ruff_cache/
|
||||
|
||||
|
||||
244
client/app.js
244
client/app.js
@@ -379,7 +379,7 @@ class GolfGame {
|
||||
// Only show tooltips on your turn
|
||||
if (!this.isMyTurn() && !this.gameState?.waiting_for_initial_flip) return;
|
||||
|
||||
const value = this.getCardPointValue(cardData);
|
||||
const value = this.getCardPointValueForTooltip(cardData);
|
||||
const special = this.getCardSpecialNote(cardData);
|
||||
|
||||
let content = `<span class="tooltip-value ${value < 0 ? 'negative' : ''}">${value} pts</span>`;
|
||||
@@ -409,14 +409,15 @@ class GolfGame {
|
||||
if (this.tooltip) this.tooltip.classList.add('hidden');
|
||||
}
|
||||
|
||||
getCardPointValue(cardData) {
|
||||
getCardPointValueForTooltip(cardData) {
|
||||
const values = this.gameState?.card_values || this.getDefaultCardValues();
|
||||
return values[cardData.rank] ?? 0;
|
||||
const rules = this.gameState?.scoring_rules || {};
|
||||
return this.getCardPointValue(cardData, values, rules);
|
||||
}
|
||||
|
||||
getCardSpecialNote(cardData) {
|
||||
const rank = cardData.rank;
|
||||
const value = this.getCardPointValue(cardData);
|
||||
const value = this.getCardPointValueForTooltip(cardData);
|
||||
if (value < 0) return 'Negative - keep it!';
|
||||
if (rank === 'K' && value === 0) return 'Safe card';
|
||||
if (rank === 'K' && value === -2) return 'Super King!';
|
||||
@@ -822,11 +823,29 @@ class GolfGame {
|
||||
newState.phase === 'round_over';
|
||||
|
||||
if (roundJustEnded && oldState) {
|
||||
// Save pre-reveal state for the reveal animation
|
||||
this.preRevealState = JSON.parse(JSON.stringify(oldState));
|
||||
this.postRevealState = newState;
|
||||
// Update state but DON'T render yet - reveal animation will handle it
|
||||
// Update state first so animations can read new card data
|
||||
this.gameState = newState;
|
||||
|
||||
// Fire animations for the last turn (swap/discard) before deferring
|
||||
try {
|
||||
this.triggerAnimationsForStateChange(oldState, newState);
|
||||
} catch (e) {
|
||||
console.error('Animation error on round end:', e);
|
||||
}
|
||||
|
||||
// Build preRevealState from oldState, but mark swap position as
|
||||
// already handled so reveal animation doesn't double-flip it
|
||||
const preReveal = JSON.parse(JSON.stringify(oldState));
|
||||
if (this.opponentSwapAnimation) {
|
||||
const { playerId, position } = this.opponentSwapAnimation;
|
||||
const player = preReveal.players.find(p => p.id === playerId);
|
||||
if (player?.cards[position]) {
|
||||
player.cards[position].face_up = true;
|
||||
}
|
||||
}
|
||||
|
||||
this.preRevealState = preReveal;
|
||||
this.postRevealState = newState;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -923,16 +942,16 @@ class GolfGame {
|
||||
this.displayHeldCard(data.card, true);
|
||||
this.renderGame();
|
||||
}
|
||||
this.showToast('Swap with a card or discard', '', 3000);
|
||||
this.showToast('Swap with a card or discard', 'your-turn', 3000);
|
||||
break;
|
||||
|
||||
case 'can_flip':
|
||||
this.waitingForFlip = true;
|
||||
this.flipIsOptional = data.optional || false;
|
||||
if (this.flipIsOptional) {
|
||||
this.showToast('Flip a card or skip', '', 3000);
|
||||
this.showToast('Flip a card or skip', 'your-turn', 3000);
|
||||
} else {
|
||||
this.showToast('Flip a face-down card', '', 3000);
|
||||
this.showToast('Flip a face-down card', 'your-turn', 3000);
|
||||
}
|
||||
this.renderGame();
|
||||
break;
|
||||
@@ -950,7 +969,7 @@ class GolfGame {
|
||||
// Host ended the game or player was kicked
|
||||
this._intentionalClose = true;
|
||||
if (this.ws) this.ws.close();
|
||||
this.showScreen('lobby');
|
||||
this.showLobby();
|
||||
if (data.reason) {
|
||||
this.showError(data.reason);
|
||||
}
|
||||
@@ -975,7 +994,7 @@ class GolfGame {
|
||||
|
||||
case 'queue_left':
|
||||
this.stopMatchmakingTimer();
|
||||
this.showScreen('lobby');
|
||||
this.showLobby();
|
||||
break;
|
||||
|
||||
case 'error':
|
||||
@@ -995,7 +1014,7 @@ class GolfGame {
|
||||
cancelMatchmaking() {
|
||||
this.send({ type: 'queue_leave' });
|
||||
this.stopMatchmakingTimer();
|
||||
this.showScreen('lobby');
|
||||
this.showLobby();
|
||||
}
|
||||
|
||||
startMatchmakingTimer() {
|
||||
@@ -1431,8 +1450,9 @@ class GolfGame {
|
||||
this.swapAnimationCardEl = handCardEl;
|
||||
this.swapAnimationHandCardEl = handCardEl;
|
||||
|
||||
// Hide originals during animation
|
||||
// Hide originals and UI during animation
|
||||
handCardEl.classList.add('swap-out');
|
||||
this.discardBtn.classList.add('hidden');
|
||||
if (this.heldCardFloating) {
|
||||
this.heldCardFloating.style.visibility = 'hidden';
|
||||
}
|
||||
@@ -1573,11 +1593,29 @@ class GolfGame {
|
||||
this.heldCardFloating.classList.add('hidden');
|
||||
|
||||
if (this.pendingGameState) {
|
||||
this.gameState = this.pendingGameState;
|
||||
const oldState = this.gameState;
|
||||
const newState = this.pendingGameState;
|
||||
this.pendingGameState = null;
|
||||
|
||||
// Check if the deferred state is a round_over transition
|
||||
const roundJustEnded = oldState?.phase !== 'round_over' &&
|
||||
newState.phase === 'round_over';
|
||||
|
||||
if (roundJustEnded && oldState) {
|
||||
// Same intercept as the game_state handler: store pre/post
|
||||
// reveal states so runRoundEndReveal can animate the reveal
|
||||
this.gameState = newState;
|
||||
const preReveal = JSON.parse(JSON.stringify(oldState));
|
||||
this.preRevealState = preReveal;
|
||||
this.postRevealState = newState;
|
||||
// Don't renderGame - let the reveal sequence handle it
|
||||
} else {
|
||||
this.gameState = newState;
|
||||
this.checkForNewPairs(oldState, newState);
|
||||
this.renderGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
flipCard(position) {
|
||||
this.send({ type: 'flip_card', position });
|
||||
@@ -1789,6 +1827,10 @@ class GolfGame {
|
||||
document.body.appendChild(modal);
|
||||
this.setStatus('Hole complete');
|
||||
|
||||
// Hide bottom bar so it doesn't overlay the modal
|
||||
const bottomBar = document.getElementById('mobile-bottom-bar');
|
||||
if (bottomBar) bottomBar.classList.add('hidden');
|
||||
|
||||
// Bind next button
|
||||
const nextBtn = document.getElementById('ss-next-btn');
|
||||
nextBtn.addEventListener('click', () => {
|
||||
@@ -1918,6 +1960,10 @@ class GolfGame {
|
||||
this.clearScoresheetCountdown();
|
||||
const modal = document.getElementById('scoresheet-modal');
|
||||
if (modal) modal.remove();
|
||||
|
||||
// Restore bottom bar
|
||||
const bottomBar = document.getElementById('mobile-bottom-bar');
|
||||
if (bottomBar) bottomBar.classList.remove('hidden');
|
||||
}
|
||||
|
||||
// --- V3_02: Dealing Animation ---
|
||||
@@ -2053,6 +2099,16 @@ class GolfGame {
|
||||
|
||||
async runRoundEndReveal(scores, rankings) {
|
||||
const T = window.TIMING?.reveal || {};
|
||||
|
||||
// preRevealState may not be set yet if the game_state was deferred
|
||||
// (e.g., local swap animation was in progress). Wait briefly for it.
|
||||
if (!this.preRevealState) {
|
||||
const waitStart = Date.now();
|
||||
while (!this.preRevealState && Date.now() - waitStart < 3000) {
|
||||
await this.delay(100);
|
||||
}
|
||||
}
|
||||
|
||||
const oldState = this.preRevealState;
|
||||
const newState = this.postRevealState || this.gameState;
|
||||
|
||||
@@ -2062,22 +2118,35 @@ class GolfGame {
|
||||
return;
|
||||
}
|
||||
|
||||
// First, render the game with the OLD state (pre-reveal) so cards show face-down
|
||||
this.gameState = newState;
|
||||
// But render with pre-reveal card visuals
|
||||
this.revealAnimationInProgress = true;
|
||||
|
||||
// Render game to show current layout (opponents, etc)
|
||||
this.renderGame();
|
||||
|
||||
// Compute what needs revealing
|
||||
// Compute what needs revealing (before renderGame changes the DOM)
|
||||
const revealsByPlayer = this.getCardsToReveal(oldState, newState);
|
||||
|
||||
// Get reveal order: knocker first, then clockwise
|
||||
const knockerId = newState.finisher_id;
|
||||
const revealOrder = this.getRevealOrder(newState.players, knockerId);
|
||||
|
||||
// Initial pause
|
||||
// Wait for the last player's animation (swap/discard/draw) to finish
|
||||
// so the final play is visible before the reveal sequence starts
|
||||
const maxWait = 3000;
|
||||
const start = Date.now();
|
||||
while (Date.now() - start < maxWait) {
|
||||
if (!this.isDrawAnimating && !this.opponentSwapAnimation &&
|
||||
!this.opponentDiscardAnimating && !this.localDiscardAnimating &&
|
||||
!this.swapAnimationInProgress) {
|
||||
break;
|
||||
}
|
||||
await this.delay(100);
|
||||
}
|
||||
|
||||
// Extra pause so the final play registers visually before we
|
||||
// re-render the board (renderGame below resets card positions)
|
||||
await this.delay(T.lastPlayPause || 2500);
|
||||
|
||||
// Now render with pre-reveal state (face-down cards) for the reveal sequence
|
||||
this.gameState = newState;
|
||||
this.revealAnimationInProgress = true;
|
||||
this.renderGame();
|
||||
|
||||
this.setStatus('Revealing cards...', 'reveal');
|
||||
await this.delay(T.initialPause || 500);
|
||||
|
||||
@@ -2404,8 +2473,13 @@ class GolfGame {
|
||||
this.opponentDiscardAnimating = false;
|
||||
// Set isDrawAnimating to block renderGame from updating discard pile
|
||||
this.isDrawAnimating = true;
|
||||
// Force discard DOM to show the card being drawn before animation starts
|
||||
// (previous animation may have blocked renderGame from updating it)
|
||||
if (oldDiscard) {
|
||||
this.updateDiscardPileDisplay(oldDiscard);
|
||||
}
|
||||
console.log('[DEBUG] Opponent draw from discard - setting isDrawAnimating=true');
|
||||
window.drawAnimations.animateDrawDiscard(drawnCard, () => {
|
||||
window.drawAnimations.animateDrawDiscard(oldDiscard || drawnCard, () => {
|
||||
console.log('[DEBUG] Opponent draw from discard complete - clearing isDrawAnimating');
|
||||
this.isDrawAnimating = false;
|
||||
onAnimComplete();
|
||||
@@ -2415,7 +2489,7 @@ class GolfGame {
|
||||
this.opponentSwapAnimation = null;
|
||||
this.opponentDiscardAnimating = false;
|
||||
this.isDrawAnimating = true;
|
||||
console.log('[DEBUG] Opponent draw from deck - setting isDrawAnimating=true');
|
||||
console.log('[DEBUG] Opponent draw from deck - setting isDrawAnimating=true, drawnCard:', drawnCard ? `${drawnCard.rank} of ${drawnCard.suit}` : 'NULL', 'discardTop:', newDiscard ? `${newDiscard.rank} of ${newDiscard.suit}` : 'EMPTY');
|
||||
window.drawAnimations.animateDrawDeck(drawnCard, () => {
|
||||
console.log('[DEBUG] Opponent draw from deck complete - clearing isDrawAnimating');
|
||||
this.isDrawAnimating = false;
|
||||
@@ -2496,6 +2570,7 @@ class GolfGame {
|
||||
const cardsIdentical = wasOtherPlayer && JSON.stringify(oldPlayer.cards) === JSON.stringify(newPlayer.cards);
|
||||
|
||||
if (swappedPosition >= 0 && wasOtherPlayer) {
|
||||
console.log('[DEBUG] Swap detected:', { playerId: previousPlayerId, position: swappedPosition, wasFaceUp, newDiscard: newDiscard?.rank });
|
||||
// Opponent swapped - animate from the actual position that changed
|
||||
this.fireSwapAnimation(previousPlayerId, newDiscard, swappedPosition, wasFaceUp);
|
||||
// Show CPU swap announcement
|
||||
@@ -2599,6 +2674,7 @@ class GolfGame {
|
||||
}
|
||||
|
||||
firePairCelebration(playerId, pos1, pos2) {
|
||||
this.playSound('pair');
|
||||
const elements = this.getCardElements(playerId, pos1, pos2);
|
||||
if (elements.length < 2) return;
|
||||
|
||||
@@ -2796,16 +2872,7 @@ class GolfGame {
|
||||
|
||||
// Use unified swap animation
|
||||
if (window.cardAnimations) {
|
||||
// For opponent swaps, size the held card to match the opponent card
|
||||
// rather than the deck size (default holding rect uses deck dimensions,
|
||||
// which looks oversized next to small opponent cards on mobile)
|
||||
const holdingRect = window.cardAnimations.getHoldingRect();
|
||||
const heldRect = holdingRect ? {
|
||||
left: holdingRect.left,
|
||||
top: holdingRect.top,
|
||||
width: sourceRect.width,
|
||||
height: sourceRect.height
|
||||
} : null;
|
||||
const heldRect = window.cardAnimations.getHoldingRect();
|
||||
|
||||
window.cardAnimations.animateUnifiedSwap(
|
||||
discardCard, // handCardData - card going to discard
|
||||
@@ -2816,22 +2883,28 @@ class GolfGame {
|
||||
rotation: sourceRotation,
|
||||
wasHandFaceDown: !wasFaceUp,
|
||||
onComplete: () => {
|
||||
sourceCardEl.classList.remove('swap-out');
|
||||
if (sourceCardEl) sourceCardEl.classList.remove('swap-out');
|
||||
this.opponentSwapAnimation = null;
|
||||
this.opponentDiscardAnimating = false;
|
||||
console.log('[DEBUG] Swap animation complete - clearing opponentSwapAnimation and opponentDiscardAnimating');
|
||||
// Don't re-render during reveal animation - it handles its own rendering
|
||||
if (!this.revealAnimationInProgress) {
|
||||
this.renderGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
);
|
||||
} else {
|
||||
// Fallback
|
||||
setTimeout(() => {
|
||||
sourceCardEl.classList.remove('swap-out');
|
||||
if (sourceCardEl) sourceCardEl.classList.remove('swap-out');
|
||||
this.opponentSwapAnimation = null;
|
||||
this.opponentDiscardAnimating = false;
|
||||
console.log('[DEBUG] Swap animation fallback complete - clearing flags');
|
||||
// Don't re-render during reveal animation - it handles its own rendering
|
||||
if (!this.revealAnimationInProgress) {
|
||||
this.renderGame();
|
||||
}
|
||||
}, 500);
|
||||
}
|
||||
}
|
||||
@@ -2853,6 +2926,11 @@ class GolfGame {
|
||||
if (window.cardAnimations) {
|
||||
window.cardAnimations.animateInitialFlip(cardEl, cardData, () => {
|
||||
this.animatingPositions.delete(key);
|
||||
// Unhide the current card element (may have been rebuilt by renderGame)
|
||||
const currentCards = this.playerCards.querySelectorAll('.card');
|
||||
if (currentCards[position]) {
|
||||
currentCards[position].style.visibility = '';
|
||||
}
|
||||
});
|
||||
} else {
|
||||
// Fallback if card animations not available
|
||||
@@ -2957,7 +3035,7 @@ class GolfGame {
|
||||
this.hideToast();
|
||||
} else {
|
||||
const remaining = requiredFlips - uniquePositions.length;
|
||||
this.showToast(`Select ${remaining} more card${remaining > 1 ? 's' : ''} to flip`, '', 5000);
|
||||
this.showToast(`Select ${remaining} more card${remaining > 1 ? 's' : ''} to flip`, 'your-turn', 5000);
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -3055,6 +3133,14 @@ class GolfGame {
|
||||
}
|
||||
|
||||
showLobby() {
|
||||
if (window.cardAnimations) {
|
||||
window.cardAnimations.cancelAll();
|
||||
}
|
||||
this.dealAnimationInProgress = false;
|
||||
this.isDrawAnimating = false;
|
||||
this.localDiscardAnimating = false;
|
||||
this.opponentDiscardAnimating = false;
|
||||
this.opponentSwapAnimation = false;
|
||||
this.showScreen(this.lobbyScreen);
|
||||
this.lobbyError.textContent = '';
|
||||
this.roomCode = null;
|
||||
@@ -3127,6 +3213,24 @@ class GolfGame {
|
||||
`<span class="rule-tag rule-more" title="${tooltip}">+${moreCount} more</span>`;
|
||||
}
|
||||
this.activeRulesBar.classList.remove('hidden');
|
||||
|
||||
// Update mobile rules indicator
|
||||
const mobileRulesBtn = document.getElementById('mobile-rules-btn');
|
||||
const mobileRulesIcon = document.getElementById('mobile-rules-icon');
|
||||
const mobileRulesContent = document.getElementById('mobile-rules-content');
|
||||
if (mobileRulesBtn && mobileRulesIcon && mobileRulesContent) {
|
||||
const isHouseRules = rules.length > 0;
|
||||
mobileRulesIcon.textContent = isHouseRules ? '!' : 'RULES';
|
||||
mobileRulesBtn.classList.toggle('house-rules', isHouseRules);
|
||||
|
||||
if (!isHouseRules) {
|
||||
mobileRulesContent.innerHTML = '<div class="mobile-rules-content-list"><span class="rule-tag standard">Standard Rules</span></div>';
|
||||
} else {
|
||||
const tagHtml = (unrankedTag ? '<span class="rule-tag unranked">Unranked</span>' : '') +
|
||||
rules.map(renderTag).join('');
|
||||
mobileRulesContent.innerHTML = `<div class="mobile-rules-content-list">${tagHtml}</div>`;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// V3_14: Map display names to rule keys
|
||||
@@ -3438,15 +3542,6 @@ class GolfGame {
|
||||
// Toggle game area class for border pulse
|
||||
this.gameScreen.classList.add('final-turn-active');
|
||||
|
||||
// Calculate remaining turns
|
||||
const remaining = this.countRemainingTurns();
|
||||
|
||||
// Update badge content
|
||||
const remainingEl = this.finalTurnBadge.querySelector('.final-turn-remaining');
|
||||
if (remainingEl) {
|
||||
remainingEl.textContent = remaining === 1 ? '1 turn left' : `${remaining} turns left`;
|
||||
}
|
||||
|
||||
// Show badge
|
||||
this.finalTurnBadge.classList.remove('hidden');
|
||||
|
||||
@@ -3542,7 +3637,9 @@ class GolfGame {
|
||||
const cardHeight = deckRect.height;
|
||||
|
||||
// Position card centered, overlapping both piles (lower than before)
|
||||
const overlapOffset = cardHeight * 0.35; // More overlap = lower position
|
||||
// On mobile portrait, place held card fully above the deck/discard area
|
||||
const isMobilePortrait = document.body.classList.contains('mobile-portrait');
|
||||
const overlapOffset = cardHeight * (isMobilePortrait ? 0.48 : 0.35);
|
||||
const cardLeft = centerX - cardWidth / 2;
|
||||
const cardTop = deckRect.top - overlapOffset;
|
||||
this.heldCardFloating.style.left = `${cardLeft}px`;
|
||||
@@ -3554,11 +3651,21 @@ class GolfGame {
|
||||
this.heldCardFloating.style.fontSize = `${cardWidth * 0.35}px`;
|
||||
}
|
||||
|
||||
// Position discard button attached to right side of held card
|
||||
const buttonLeft = cardLeft + cardWidth; // Right edge of card (no gap)
|
||||
const buttonTop = cardTop + cardHeight * 0.3; // Vertically centered on card
|
||||
// Position discard button
|
||||
if (isMobilePortrait) {
|
||||
// Below the held card, centered
|
||||
const btnRect = this.discardBtn.getBoundingClientRect();
|
||||
const buttonLeft = cardLeft + (cardWidth - (btnRect.width || 70)) / 2;
|
||||
const buttonTop = cardTop + cardHeight + 4;
|
||||
this.discardBtn.style.left = `${buttonLeft}px`;
|
||||
this.discardBtn.style.top = `${buttonTop}px`;
|
||||
} else {
|
||||
// Right side of held card (desktop)
|
||||
const buttonLeft = cardLeft + cardWidth;
|
||||
const buttonTop = cardTop + cardHeight * 0.3;
|
||||
this.discardBtn.style.left = `${buttonLeft}px`;
|
||||
this.discardBtn.style.top = `${buttonTop}px`;
|
||||
}
|
||||
|
||||
if (card.rank === '★') {
|
||||
this.heldCardFloating.classList.add('joker');
|
||||
@@ -3604,7 +3711,8 @@ class GolfGame {
|
||||
const centerX = (deckRect.left + deckRect.right + discardRect.left + discardRect.right) / 4;
|
||||
const cardWidth = deckRect.width;
|
||||
const cardHeight = deckRect.height;
|
||||
const overlapOffset = cardHeight * 0.35;
|
||||
const isMobilePortrait = document.body.classList.contains('mobile-portrait');
|
||||
const overlapOffset = cardHeight * (isMobilePortrait ? 0.48 : 0.35);
|
||||
const cardLeft = centerX - cardWidth / 2;
|
||||
const cardTop = deckRect.top - overlapOffset;
|
||||
|
||||
@@ -3776,14 +3884,19 @@ class GolfGame {
|
||||
if (mobileTotal) mobileTotal.textContent = this.gameState.total_rounds;
|
||||
|
||||
// Show/hide final turn badge with enhanced urgency
|
||||
// Note: markKnocker() is deferred until after opponent areas are rebuilt below
|
||||
const isFinalTurn = this.gameState.phase === 'final_turn';
|
||||
if (isFinalTurn) {
|
||||
this.updateFinalTurnDisplay();
|
||||
this.gameScreen.classList.add('final-turn-active');
|
||||
this.finalTurnBadge.classList.remove('hidden');
|
||||
if (!this.finalTurnAnnounced) {
|
||||
this.playSound('alert');
|
||||
this.finalTurnAnnounced = true;
|
||||
}
|
||||
} else {
|
||||
this.finalTurnBadge.classList.add('hidden');
|
||||
this.gameScreen.classList.remove('final-turn-active');
|
||||
this.finalTurnAnnounced = false;
|
||||
this.clearKnockerMark();
|
||||
}
|
||||
|
||||
// Toggle not-my-turn class to disable hover effects when it's not player's turn
|
||||
@@ -3805,7 +3918,7 @@ class GolfGame {
|
||||
: this.gameState.current_player_id;
|
||||
const displayedPlayer = this.gameState.players.find(p => p.id === displayedPlayerId);
|
||||
if (displayedPlayer && displayedPlayerId !== this.playerId) {
|
||||
this.setStatus(`${displayedPlayer.name}'s turn`);
|
||||
this.setStatus(`${displayedPlayer.name}'s turn`, 'opponent-turn');
|
||||
}
|
||||
|
||||
// Update player header (name + score like opponents)
|
||||
@@ -4092,7 +4205,13 @@ class GolfGame {
|
||||
cardEl.firstChild.addEventListener('click', () => this.handleCardClick(index));
|
||||
// V3_13: Bind tooltip events for face-up cards
|
||||
this.bindCardTooltipEvents(cardEl.firstChild, displayCard);
|
||||
this.playerCards.appendChild(cardEl.firstChild);
|
||||
const appendedCard = cardEl.firstChild;
|
||||
this.playerCards.appendChild(appendedCard);
|
||||
|
||||
// Hide card if flip animation overlay is active on this position
|
||||
if (this.animatingPositions.has(`local-${index}`)) {
|
||||
appendedCard.style.visibility = 'hidden';
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@@ -4149,6 +4268,13 @@ class GolfGame {
|
||||
// Update scoreboard panel
|
||||
this.updateScorePanel();
|
||||
|
||||
// Mark knocker AFTER opponent areas are rebuilt (otherwise innerHTML='' wipes it)
|
||||
if (this.gameState.phase === 'final_turn') {
|
||||
this.markKnocker(this.gameState.finisher_id);
|
||||
} else {
|
||||
this.clearKnockerMark();
|
||||
}
|
||||
|
||||
// Initialize anime.js hover listeners on newly created cards
|
||||
if (window.cardAnimations) {
|
||||
window.cardAnimations.initHoverListeners(this.playerCards);
|
||||
|
||||
@@ -46,7 +46,8 @@ class CardAnimations {
|
||||
const centerX = (deckRect.left + deckRect.right + discardRect.left + discardRect.right) / 4;
|
||||
const cardWidth = deckRect.width;
|
||||
const cardHeight = deckRect.height;
|
||||
const overlapOffset = cardHeight * 0.35;
|
||||
const isMobilePortrait = document.body.classList.contains('mobile-portrait');
|
||||
const overlapOffset = cardHeight * (isMobilePortrait ? 0.48 : 0.35);
|
||||
|
||||
return {
|
||||
left: centerX - cardWidth / 2,
|
||||
@@ -155,12 +156,20 @@ class CardAnimations {
|
||||
}
|
||||
this.activeAnimations.clear();
|
||||
|
||||
// Remove all animation card elements (including those marked as animating)
|
||||
document.querySelectorAll('.draw-anim-card').forEach(el => {
|
||||
// Remove all animation overlay elements
|
||||
document.querySelectorAll('.draw-anim-card, .traveling-card, .deal-anim-container').forEach(el => {
|
||||
delete el.dataset.animating;
|
||||
el.remove();
|
||||
});
|
||||
|
||||
// Restore visibility on any cards hidden during animations
|
||||
document.querySelectorAll('.card[style*="opacity: 0"], .card[style*="opacity:0"]').forEach(el => {
|
||||
el.style.opacity = '';
|
||||
});
|
||||
document.querySelectorAll('.card[style*="visibility: hidden"], .card[style*="visibility:hidden"]').forEach(el => {
|
||||
el.style.visibility = '';
|
||||
});
|
||||
|
||||
// Restore discard pile visibility if it was hidden during animation
|
||||
const discardPile = document.getElementById('discard');
|
||||
if (discardPile && discardPile.style.opacity === '0') {
|
||||
@@ -211,6 +220,7 @@ class CardAnimations {
|
||||
}
|
||||
|
||||
_animateDrawDeckCard(cardData, deckRect, holdingRect, onComplete) {
|
||||
console.log('[DEBUG] _animateDrawDeckCard called with cardData:', cardData ? `${cardData.rank} of ${cardData.suit}` : 'NULL');
|
||||
const deckColor = this.getDeckColor();
|
||||
const animCard = this.createAnimCard(deckRect, true, deckColor);
|
||||
animCard.dataset.animating = 'true'; // Mark as actively animating
|
||||
@@ -219,6 +229,9 @@ class CardAnimations {
|
||||
|
||||
if (cardData) {
|
||||
this.setCardContent(animCard, cardData);
|
||||
// Debug: verify what was actually set on the front face
|
||||
const front = animCard.querySelector('.draw-anim-front');
|
||||
console.log('[DEBUG] Draw anim card front content:', front?.innerHTML);
|
||||
}
|
||||
|
||||
this.playSound('draw-deck');
|
||||
@@ -407,6 +420,7 @@ class CardAnimations {
|
||||
}
|
||||
|
||||
// Animate initial flip at game start - smooth flip only, no lift
|
||||
// Uses overlay sized to match the source card exactly
|
||||
animateInitialFlip(cardElement, cardData, onComplete) {
|
||||
if (!cardElement) {
|
||||
if (onComplete) onComplete();
|
||||
@@ -420,8 +434,16 @@ class CardAnimations {
|
||||
const animCard = this.createAnimCard(rect, true, deckColor);
|
||||
this.setCardContent(animCard, cardData);
|
||||
|
||||
// Hide original card during animation
|
||||
cardElement.style.opacity = '0';
|
||||
// Match the front face styling to player hand cards (not deck/discard cards)
|
||||
const front = animCard.querySelector('.draw-anim-front');
|
||||
if (front) {
|
||||
front.style.background = 'linear-gradient(145deg, #fff 0%, #f5f5f5 100%)';
|
||||
front.style.border = '2px solid #ddd';
|
||||
front.style.boxShadow = '0 2px 8px rgba(0, 0, 0, 0.3)';
|
||||
}
|
||||
|
||||
// Hide original card during animation (overlay covers it)
|
||||
cardElement.style.visibility = 'hidden';
|
||||
|
||||
const inner = animCard.querySelector('.draw-anim-inner');
|
||||
const duration = window.TIMING?.card?.flip || 320;
|
||||
@@ -436,7 +458,7 @@ class CardAnimations {
|
||||
begin: () => this.playSound('flip'),
|
||||
complete: () => {
|
||||
animCard.remove();
|
||||
cardElement.style.opacity = '1';
|
||||
cardElement.style.visibility = '';
|
||||
if (onComplete) onComplete();
|
||||
}
|
||||
});
|
||||
@@ -445,7 +467,7 @@ class CardAnimations {
|
||||
} catch (e) {
|
||||
console.error('Initial flip animation error:', e);
|
||||
animCard.remove();
|
||||
cardElement.style.opacity = '1';
|
||||
cardElement.style.visibility = '';
|
||||
if (onComplete) onComplete();
|
||||
}
|
||||
}
|
||||
@@ -750,28 +772,36 @@ class CardAnimations {
|
||||
const id = 'turnPulse';
|
||||
this.stopTurnPulse(element);
|
||||
|
||||
// Quick shake animation
|
||||
// Quick shake animation - target cards only, not labels
|
||||
const T = window.TIMING?.turnPulse || {};
|
||||
const cards = element.querySelectorAll(':scope > .pile-wrapper > .card, :scope > .pile-wrapper > .discard-stack > #discard');
|
||||
const doShake = () => {
|
||||
if (!this.activeAnimations.has(id)) return;
|
||||
|
||||
anime({
|
||||
targets: element,
|
||||
translateX: [0, -8, 8, -6, 4, 0],
|
||||
duration: 400,
|
||||
targets: cards.length ? cards : element,
|
||||
translateX: [0, -6, 6, -4, 3, 0],
|
||||
duration: T.duration || 300,
|
||||
easing: 'easeInOutQuad'
|
||||
});
|
||||
};
|
||||
|
||||
// Do initial shake, then repeat every 3 seconds
|
||||
// Delay first shake, then repeat at interval
|
||||
const timeout = setTimeout(() => {
|
||||
if (!this.activeAnimations.has(id)) return;
|
||||
doShake();
|
||||
const interval = setInterval(doShake, 3000);
|
||||
this.activeAnimations.set(id, { interval });
|
||||
const interval = setInterval(doShake, T.interval || 3000);
|
||||
const entry = this.activeAnimations.get(id);
|
||||
if (entry) entry.interval = interval;
|
||||
}, T.initialDelay || 5000);
|
||||
this.activeAnimations.set(id, { timeout });
|
||||
}
|
||||
|
||||
stopTurnPulse(element) {
|
||||
const id = 'turnPulse';
|
||||
const existing = this.activeAnimations.get(id);
|
||||
if (existing) {
|
||||
if (existing.timeout) clearTimeout(existing.timeout);
|
||||
if (existing.interval) clearInterval(existing.interval);
|
||||
if (existing.pause) existing.pause();
|
||||
this.activeAnimations.delete(id);
|
||||
@@ -1097,7 +1127,7 @@ class CardAnimations {
|
||||
});
|
||||
// Now run the swap animation
|
||||
this._runUnifiedSwap(handCardData, heldCardData, handRect, heldRect, discardRect, T, rotation, wasHandFaceDown, onComplete);
|
||||
}, 100);
|
||||
}, 350);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1515,6 +1545,7 @@ class CardAnimations {
|
||||
|
||||
// Create container for animation cards
|
||||
const container = document.createElement('div');
|
||||
container.className = 'deal-anim-container';
|
||||
container.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;pointer-events:none;z-index:1000;';
|
||||
document.body.appendChild(container);
|
||||
|
||||
|
||||
@@ -59,9 +59,9 @@
|
||||
<!-- Outer edge highlight -->
|
||||
<circle cx="50" cy="44" r="46" fill="none" stroke="#ffffff" stroke-width="0.5" opacity="0.5"/>
|
||||
|
||||
<!-- Card suits - single row, larger -->
|
||||
<text x="22" y="51" font-family="Arial, sans-serif" font-size="32" font-weight="bold" fill="#1a1a1a" text-anchor="middle">♣</text>
|
||||
<text x="41" y="51" font-family="Arial, sans-serif" font-size="32" font-weight="bold" fill="#cc0000" text-anchor="middle">♦</text>
|
||||
<text x="59" y="51" font-family="Arial, sans-serif" font-size="32" font-weight="bold" fill="#1a1a1a" text-anchor="middle">♠</text>
|
||||
<text x="77" y="51" font-family="Arial, sans-serif" font-size="32" font-weight="bold" fill="#cc0000" text-anchor="middle">♥</text>
|
||||
<!-- Card suits - 2x2 grid -->
|
||||
<text x="36" y="40" font-family="Arial, sans-serif" font-size="28" font-weight="bold" fill="#1a1a1a" text-anchor="middle">♣</text>
|
||||
<text x="64" y="40" font-family="Arial, sans-serif" font-size="28" font-weight="bold" fill="#cc0000" text-anchor="middle">♦</text>
|
||||
<text x="36" y="64" font-family="Arial, sans-serif" font-size="28" font-weight="bold" fill="#cc0000" text-anchor="middle">♥</text>
|
||||
<text x="64" y="64" font-family="Arial, sans-serif" font-size="28" font-weight="bold" fill="#1a1a1a" text-anchor="middle">♠</text>
|
||||
</svg>
|
||||
|
||||
|
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
@@ -16,9 +16,11 @@
|
||||
|
||||
<!-- Lobby Screen -->
|
||||
<div id="lobby-screen" class="screen active">
|
||||
<h1><img src="golfball-logo.svg" alt="" class="golfball-logo"><span class="golfer-swing">🏌️</span><span class="kicked-ball">⚪</span> <span class="golf-title">Golf</span></h1>
|
||||
<h1><span class="logo-row"><img src="golfball-logo.svg" alt="" class="golfball-logo"><span class="golfer-container"><span class="golfer-swing">🏌️</span><span class="kicked-ball">⚪</span></span></span> <span class="golf-title">GolfCards<span class="golf-title-tld">.club</span></span></h1>
|
||||
<p class="subtitle">6-Card Golf Card Game <button id="rules-btn" class="btn btn-small btn-rules">Rules</button> <button id="leaderboard-btn" class="btn btn-small leaderboard-btn">Leaderboard</button></p>
|
||||
|
||||
<div class="alpha-banner">Beta Testing - Bear with us while, stuff.</div>
|
||||
|
||||
<!-- Auth prompt for unauthenticated users -->
|
||||
<div id="auth-prompt" class="auth-prompt">
|
||||
<p>Log in or sign up to play.</p>
|
||||
@@ -51,6 +53,8 @@
|
||||
</div>
|
||||
|
||||
<p id="lobby-error" class="error"></p>
|
||||
|
||||
<footer class="app-footer">v3.1.6 © Aaron D. Lee</footer>
|
||||
</div>
|
||||
|
||||
<!-- Matchmaking Screen -->
|
||||
@@ -78,16 +82,16 @@
|
||||
<div class="waiting-layout">
|
||||
<div class="waiting-left-col">
|
||||
<div class="players-list">
|
||||
<div class="players-list-header">
|
||||
<h3>Players</h3>
|
||||
<div id="cpu-controls-section" class="cpu-controls hidden">
|
||||
<span class="cpu-controls-label">CPU:</span>
|
||||
<button id="remove-cpu-btn" class="cpu-ctrl-btn btn-danger" title="Remove CPU">−</button>
|
||||
<button id="add-cpu-btn" class="cpu-ctrl-btn btn-success" title="Add CPU">+</button>
|
||||
</div>
|
||||
</div>
|
||||
<ul id="players-list"></ul>
|
||||
</div>
|
||||
<div id="cpu-controls-section" class="cpu-controls-section hidden">
|
||||
<h4>Add CPU Opponents</h4>
|
||||
<div class="cpu-controls">
|
||||
<button id="remove-cpu-btn" class="btn btn-small btn-danger" title="Remove last CPU">−</button>
|
||||
<button id="add-cpu-btn" class="btn btn-small btn-success" title="Add CPU player">+</button>
|
||||
</div>
|
||||
</div>
|
||||
<button id="leave-room-btn" class="btn btn-danger">Leave Room</button>
|
||||
</div>
|
||||
|
||||
@@ -282,6 +286,8 @@
|
||||
|
||||
<p id="waiting-message" class="info">Waiting for host to start the game...</p>
|
||||
</div>
|
||||
|
||||
<footer class="app-footer">v3.1.6 © Aaron D. Lee</footer>
|
||||
</div>
|
||||
|
||||
<!-- Game Screen -->
|
||||
@@ -303,7 +309,6 @@
|
||||
<div id="final-turn-badge" class="final-turn-badge hidden">
|
||||
<span class="final-turn-icon">⚡</span>
|
||||
<span class="final-turn-text">FINAL TURN</span>
|
||||
<span class="final-turn-remaining"></span>
|
||||
</div>
|
||||
</div>
|
||||
<div class="header-col header-col-right">
|
||||
@@ -327,7 +332,12 @@
|
||||
</div>
|
||||
<span class="held-label">Holding</span>
|
||||
</div>
|
||||
<div class="pile-wrapper">
|
||||
<span class="pile-label">DRAW</span>
|
||||
<div id="deck" class="card card-back"></div>
|
||||
</div>
|
||||
<div class="pile-wrapper">
|
||||
<span class="pile-label">DISCARD</span>
|
||||
<div class="discard-stack">
|
||||
<div id="discard" class="card">
|
||||
<span id="discard-content"></span>
|
||||
@@ -342,6 +352,7 @@
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="player-section">
|
||||
<div class="player-area">
|
||||
@@ -397,16 +408,23 @@
|
||||
<tbody></tbody>
|
||||
</table>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
|
||||
<!-- Mobile bottom bar (hidden on desktop) -->
|
||||
<div id="mobile-bottom-bar">
|
||||
<div class="mobile-round-info">Hole <span id="mobile-current-round">1</span>/<span id="mobile-total-rounds">9</span></div>
|
||||
<button class="mobile-bar-btn" data-drawer="standings-panel">Standings</button>
|
||||
<button class="mobile-bar-btn" data-drawer="scoreboard">Scores</button>
|
||||
<button class="mobile-bar-btn mobile-rules-btn" id="mobile-rules-btn" data-drawer="rules-drawer"><span id="mobile-rules-icon">RULES</span></button>
|
||||
<button class="mobile-bar-btn" data-drawer="standings-panel">Scorecard</button>
|
||||
<button id="mobile-leave-btn" class="mobile-bar-btn mobile-leave-btn">End Game</button>
|
||||
</div>
|
||||
|
||||
<!-- Mobile rules drawer -->
|
||||
<div id="rules-drawer" class="side-panel rules-drawer-panel">
|
||||
<h4>Active Rules</h4>
|
||||
<div id="mobile-rules-content"></div>
|
||||
</div>
|
||||
|
||||
<!-- Drawer backdrop for mobile -->
|
||||
<div id="drawer-backdrop" class="drawer-backdrop"></div>
|
||||
</div>
|
||||
@@ -414,9 +432,8 @@
|
||||
<!-- Rules Screen -->
|
||||
<div id="rules-screen" class="screen">
|
||||
<div class="rules-container">
|
||||
<button id="rules-back-btn" class="btn rules-back-btn">« Back</button>
|
||||
|
||||
<div class="rules-header">
|
||||
<button id="rules-back-btn" class="btn rules-back-btn">« Back</button>
|
||||
<h1><span class="golfer-logo">🏌️</span> <span class="golf-title">Golf Rules</span></h1>
|
||||
<p class="rules-subtitle">6-Card Golf Card Game - Complete Guide</p>
|
||||
</div>
|
||||
@@ -732,9 +749,8 @@ TOTAL: 0 + 8 + 16 = 24 points</pre>
|
||||
<!-- Leaderboard Screen -->
|
||||
<div id="leaderboard-screen" class="screen">
|
||||
<div class="leaderboard-container">
|
||||
<button id="leaderboard-back-btn" class="btn leaderboard-back-btn">« Back</button>
|
||||
|
||||
<div class="leaderboard-header">
|
||||
<button id="leaderboard-back-btn" class="btn leaderboard-back-btn">« Back</button>
|
||||
<h1>Leaderboard</h1>
|
||||
<p class="leaderboard-subtitle">Top players ranked by performance</p>
|
||||
</div>
|
||||
|
||||
592
client/style.css
592
client/style.css
File diff suppressed because it is too large
Load Diff
@@ -77,6 +77,7 @@ const TIMING = {
|
||||
|
||||
// V3_03: Round end reveal timing
|
||||
reveal: {
|
||||
lastPlayPause: 2000, // Pause after last play animation before reveals
|
||||
voluntaryWindow: 2000, // Time for players to flip their own cards
|
||||
initialPause: 250, // Pause before auto-reveals start
|
||||
cardStagger: 50, // Between cards in same hand
|
||||
@@ -128,6 +129,13 @@ const TIMING = {
|
||||
pulseDelay: 200, // Delay before card appears (pulse visible first)
|
||||
},
|
||||
|
||||
// Turn pulse (deck shake)
|
||||
turnPulse: {
|
||||
initialDelay: 5000, // Delay before first shake
|
||||
interval: 5400, // Time between shakes
|
||||
duration: 300, // Shake animation duration
|
||||
},
|
||||
|
||||
// V3_17: Knock notification
|
||||
knock: {
|
||||
statusDuration: 2500, // How long the knock status message persists
|
||||
|
||||
@@ -28,8 +28,14 @@ services:
|
||||
- RESEND_API_KEY=${RESEND_API_KEY:-}
|
||||
- EMAIL_FROM=${EMAIL_FROM:-Golf Cards <noreply@contact.golfcards.club>}
|
||||
- SENTRY_DSN=${SENTRY_DSN:-}
|
||||
- ENVIRONMENT=production
|
||||
- LOG_LEVEL=INFO
|
||||
- ENVIRONMENT=${ENVIRONMENT:-production}
|
||||
- LOG_LEVEL=${LOG_LEVEL:-INFO}
|
||||
- LOG_LEVEL_GAME=${LOG_LEVEL_GAME:-}
|
||||
- LOG_LEVEL_AI=${LOG_LEVEL_AI:-}
|
||||
- LOG_LEVEL_HANDLERS=${LOG_LEVEL_HANDLERS:-}
|
||||
- LOG_LEVEL_ROOM=${LOG_LEVEL_ROOM:-}
|
||||
- LOG_LEVEL_AUTH=${LOG_LEVEL_AUTH:-}
|
||||
- LOG_LEVEL_STORES=${LOG_LEVEL_STORES:-}
|
||||
- BASE_URL=${BASE_URL:-https://golf.example.com}
|
||||
- RATE_LIMIT_ENABLED=true
|
||||
- INVITE_ONLY=true
|
||||
@@ -61,6 +67,15 @@ services:
|
||||
- "traefik.http.routers.golf.entrypoints=websecure"
|
||||
- "traefik.http.routers.golf.tls=true"
|
||||
- "traefik.http.routers.golf.tls.certresolver=letsencrypt"
|
||||
# www -> bare domain redirect
|
||||
- "traefik.http.routers.golf-www.rule=Host(`www.${DOMAIN:-golf.example.com}`)"
|
||||
- "traefik.http.routers.golf-www.entrypoints=websecure"
|
||||
- "traefik.http.routers.golf-www.tls=true"
|
||||
- "traefik.http.routers.golf-www.tls.certresolver=letsencrypt"
|
||||
- "traefik.http.routers.golf-www.middlewares=www-redirect"
|
||||
- "traefik.http.middlewares.www-redirect.redirectregex.regex=^https://www\\.(.+)"
|
||||
- "traefik.http.middlewares.www-redirect.redirectregex.replacement=https://$${1}"
|
||||
- "traefik.http.middlewares.www-redirect.redirectregex.permanent=true"
|
||||
- "traefik.http.services.golf.loadbalancer.server.port=8000"
|
||||
# WebSocket sticky sessions
|
||||
- "traefik.http.services.golf.loadbalancer.sticky.cookie=true"
|
||||
|
||||
146
docker-compose.staging.yml
Normal file
146
docker-compose.staging.yml
Normal file
@@ -0,0 +1,146 @@
|
||||
# Staging Docker Compose for Golf Card Game
|
||||
#
|
||||
# Mirrors production but with reduced memory limits for 512MB droplet.
|
||||
#
|
||||
# Usage:
|
||||
# docker compose -f docker-compose.staging.yml up -d --build
|
||||
|
||||
services:
|
||||
app:
|
||||
build:
|
||||
context: .
|
||||
dockerfile: Dockerfile
|
||||
environment:
|
||||
- POSTGRES_URL=postgresql://golf:${DB_PASSWORD}@postgres:5432/golf
|
||||
- DATABASE_URL=postgresql://golf:${DB_PASSWORD}@postgres:5432/golf
|
||||
- REDIS_URL=redis://redis:6379
|
||||
- SECRET_KEY=${SECRET_KEY}
|
||||
- RESEND_API_KEY=${RESEND_API_KEY:-}
|
||||
- EMAIL_FROM=${EMAIL_FROM:-Golf Cards <noreply@contact.golfcards.club>}
|
||||
- SENTRY_DSN=${SENTRY_DSN:-}
|
||||
- ENVIRONMENT=${ENVIRONMENT:-staging}
|
||||
- LOG_LEVEL=${LOG_LEVEL:-INFO}
|
||||
- LOG_LEVEL_GAME=${LOG_LEVEL_GAME:-}
|
||||
- LOG_LEVEL_AI=${LOG_LEVEL_AI:-}
|
||||
- LOG_LEVEL_HANDLERS=${LOG_LEVEL_HANDLERS:-}
|
||||
- LOG_LEVEL_ROOM=${LOG_LEVEL_ROOM:-}
|
||||
- LOG_LEVEL_AUTH=${LOG_LEVEL_AUTH:-}
|
||||
- LOG_LEVEL_STORES=${LOG_LEVEL_STORES:-}
|
||||
- BASE_URL=${BASE_URL:-https://staging.golfcards.club}
|
||||
- RATE_LIMIT_ENABLED=false
|
||||
- INVITE_ONLY=true
|
||||
- BOOTSTRAP_ADMIN_USERNAME=${BOOTSTRAP_ADMIN_USERNAME:-}
|
||||
- BOOTSTRAP_ADMIN_PASSWORD=${BOOTSTRAP_ADMIN_PASSWORD:-}
|
||||
- MATCHMAKING_ENABLED=true
|
||||
depends_on:
|
||||
postgres:
|
||||
condition: service_healthy
|
||||
redis:
|
||||
condition: service_healthy
|
||||
deploy:
|
||||
replicas: 1
|
||||
restart_policy:
|
||||
condition: on-failure
|
||||
max_attempts: 3
|
||||
resources:
|
||||
limits:
|
||||
memory: 128M
|
||||
reservations:
|
||||
memory: 48M
|
||||
networks:
|
||||
- internal
|
||||
- web
|
||||
labels:
|
||||
- "traefik.enable=true"
|
||||
- "traefik.docker.network=golfgame_web"
|
||||
- "traefik.http.routers.golf.rule=Host(`${DOMAIN:-staging.golfcards.club}`)"
|
||||
- "traefik.http.routers.golf.entrypoints=websecure"
|
||||
- "traefik.http.routers.golf.tls=true"
|
||||
- "traefik.http.routers.golf.tls.certresolver=letsencrypt"
|
||||
- "traefik.http.services.golf.loadbalancer.server.port=8000"
|
||||
- "traefik.http.services.golf.loadbalancer.sticky.cookie=true"
|
||||
- "traefik.http.services.golf.loadbalancer.sticky.cookie.name=golf_server"
|
||||
|
||||
postgres:
|
||||
image: postgres:16-alpine
|
||||
environment:
|
||||
POSTGRES_DB: golf
|
||||
POSTGRES_USER: golf
|
||||
POSTGRES_PASSWORD: ${DB_PASSWORD}
|
||||
volumes:
|
||||
- postgres_data:/var/lib/postgresql/data
|
||||
healthcheck:
|
||||
test: ["CMD-SHELL", "pg_isready -U golf -d golf"]
|
||||
interval: 10s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
networks:
|
||||
- internal
|
||||
deploy:
|
||||
resources:
|
||||
limits:
|
||||
memory: 96M
|
||||
reservations:
|
||||
memory: 48M
|
||||
|
||||
redis:
|
||||
image: redis:7-alpine
|
||||
command: redis-server --appendonly yes --maxmemory 16mb --maxmemory-policy allkeys-lru
|
||||
volumes:
|
||||
- redis_data:/data
|
||||
healthcheck:
|
||||
test: ["CMD", "redis-cli", "ping"]
|
||||
interval: 10s
|
||||
timeout: 5s
|
||||
retries: 5
|
||||
networks:
|
||||
- internal
|
||||
deploy:
|
||||
resources:
|
||||
limits:
|
||||
memory: 32M
|
||||
reservations:
|
||||
memory: 16M
|
||||
|
||||
traefik:
|
||||
image: traefik:v3.6
|
||||
environment:
|
||||
- DOCKER_API_VERSION=1.44
|
||||
command:
|
||||
- "--api.dashboard=true"
|
||||
- "--api.insecure=true"
|
||||
- "--accesslog=true"
|
||||
- "--log.level=WARN"
|
||||
- "--providers.docker=true"
|
||||
- "--providers.docker.exposedbydefault=false"
|
||||
- "--entrypoints.web.address=:80"
|
||||
- "--entrypoints.web.http.redirections.entryPoint.to=websecure"
|
||||
- "--entrypoints.web.http.redirections.entryPoint.scheme=https"
|
||||
- "--entrypoints.websecure.address=:443"
|
||||
- "--certificatesresolvers.letsencrypt.acme.httpchallenge=true"
|
||||
- "--certificatesresolvers.letsencrypt.acme.httpchallenge.entrypoint=web"
|
||||
- "--certificatesresolvers.letsencrypt.acme.email=${ACME_EMAIL}"
|
||||
- "--certificatesresolvers.letsencrypt.acme.storage=/letsencrypt/acme.json"
|
||||
ports:
|
||||
- "80:80"
|
||||
- "443:443"
|
||||
volumes:
|
||||
- /var/run/docker.sock:/var/run/docker.sock:ro
|
||||
- letsencrypt:/letsencrypt
|
||||
networks:
|
||||
- web
|
||||
deploy:
|
||||
resources:
|
||||
limits:
|
||||
memory: 48M
|
||||
|
||||
volumes:
|
||||
postgres_data:
|
||||
redis_data:
|
||||
letsencrypt:
|
||||
|
||||
networks:
|
||||
internal:
|
||||
driver: bridge
|
||||
web:
|
||||
driver: bridge
|
||||
77
docs/BUG-kicked-ball-position.md
Normal file
77
docs/BUG-kicked-ball-position.md
Normal file
@@ -0,0 +1,77 @@
|
||||
# BUG: Kicked ball animation starts from golfer's back foot
|
||||
|
||||
## Problem
|
||||
|
||||
The `⚪` kicked ball animation (`.kicked-ball`) appears to launch from the golfer's **back foot** (left side) instead of the **front foot** (right side). The golfer faces right in both landscape (two-row) and mobile (single-line) views due to `scaleX(-1)`.
|
||||
|
||||
## What we want
|
||||
|
||||
The ball should appear at the golfer's front foot (right side) and arc up and to the right — matching the "good" landscape behavior seen at wide desktop widths (~1100px+).
|
||||
|
||||
## Good reference
|
||||
|
||||
- Video: `good.mp4` (landscape wide view)
|
||||
- Extracted frames: `/tmp/golf-frames-good/`
|
||||
- Frame 025: Ball clearly appears to the RIGHT of the golfer, arcing up-right
|
||||
|
||||
## Bad behavior
|
||||
|
||||
- Videos: `Screencast_20260224_005555.mp4`, `Screencast_20260224_013326.mp4`
|
||||
- The ball appears to the LEFT of the golfer (between the golf ball logo and golfer emoji)
|
||||
- Happens at the user's phone viewport width (two-row layout, inline-grid)
|
||||
|
||||
## Root cause analysis
|
||||
|
||||
### The scaleX(-1) offset problem
|
||||
|
||||
The golfer emoji (`.golfer-swing`) has `transform: scaleX(-1)` which flips it visually. This means:
|
||||
- The golfer's **layout box** occupies the same inline flow position
|
||||
- But the **visual** left/right is flipped — the front foot (visually on the right) is at the LEFT edge of the layout box
|
||||
- The `.kicked-ball` span comes right after `.golfer-swing` in inline flow, so its natural position is at the **right edge** of the golfer's layout box
|
||||
- But due to `scaleX(-1)`, the right edge of the layout box is the golfer's **visual back** (left side)
|
||||
- So `translate(0, 0)` places the ball at the golfer's back, not front
|
||||
|
||||
### CSS translate values tested
|
||||
|
||||
| Start X | Result |
|
||||
|---------|--------|
|
||||
| `-30px` (original) | Ball appears way behind golfer (further left) |
|
||||
| `+20px` | Ball still appears to LEFT of golfer, but slightly closer |
|
||||
| `+80px` | Not confirmed (staging 404 during test) |
|
||||
|
||||
### Key finding: The kicked-ball's natural position needs ~60-80px positive X offset to reach the golfer's visual front foot
|
||||
|
||||
The golfer emoji is roughly 30-40px wide at this viewport. Since `scaleX(-1)` flips the visual, the ball needs to translate **past the entire emoji width** to reach the visual front.
|
||||
|
||||
### Media query issues encountered
|
||||
|
||||
1. First attempt: Added `ball-kicked-mobile` keyframes with `@media (max-width: 500px)` override
|
||||
2. **CSS source order bug**: The mobile override at line 144 was being overridden by the base `.kicked-ball` rule at line 216 (later = higher priority at equal specificity)
|
||||
3. Moved override after base rule — still didn't work
|
||||
4. Added `!important` — still didn't work
|
||||
5. Raised breakpoint from 500px to 768px, then 1200px — still no visible change
|
||||
6. **Breakthrough**: Added `outline: 3px solid red; background: yellow` debug styles to base `.kicked-ball` — these DID appear, confirming CSS was loading
|
||||
7. Changed base `ball-kicked` keyframes from `-30px` to `+20px` — ball DID move, confirming the base keyframes are what's being used
|
||||
8. The mobile override keyframes may never have been applied (unclear if `ball-kicked-mobile` was actually used)
|
||||
|
||||
### What the Chrome extension Claude analysis said
|
||||
|
||||
> "The breakpoint is 500px, but the viewport is above 500px. At 700px+, ball-kicked-mobile never kicks in — it still uses the desktop ball-kicked animation. But the layout at this width has already shifted to a more centered layout which changes where .kicked-ball is positioned relative to the golfer."
|
||||
|
||||
## Suggested fix approach
|
||||
|
||||
1. **Don't use separate mobile keyframes** — just fix the base `ball-kicked` to work at all viewport widths
|
||||
2. The starting X needs to be **much larger positive** (60-80px) to account for `scaleX(-1)` placing the natural position at the golfer's visual back
|
||||
3. Alternatively, restructure the HTML: move `.kicked-ball` BEFORE `.golfer-swing` in the DOM, so its natural inline position is at the golfer's visual front (since scaleX(-1) flips left/right)
|
||||
4. Or use `position: absolute` on `.kicked-ball` and position it relative to the golfer container explicitly
|
||||
|
||||
## Files involved
|
||||
|
||||
- `client/style.css` — `.kicked-ball`, `@keyframes ball-kicked`, `.golfer-swing`
|
||||
- `client/index.html` — line 19: `<span class="golfer-swing">🏌️</span><span class="kicked-ball">⚪</span>`
|
||||
|
||||
## Resolution (v3.1.6)
|
||||
|
||||
**Fixed** by wrapping `.golfer-swing` + `.kicked-ball` in a `.golfer-container` span with `position: relative`, and changing `.kicked-ball` from `position: relative` to `position: absolute; right: -8px; bottom: 30%`. This anchors the ball to the golfer's front foot regardless of viewport width or inline flow layout.
|
||||
|
||||
Also fixed a **CSS source order bug** where the base `.golfer-container` rule was defined after the `@media (max-width: 500px)` override, clobbering the mobile margin-left value.
|
||||
@@ -1,6 +1,6 @@
|
||||
# V3.17: Mobile Portrait Layout
|
||||
|
||||
**Version:** 3.1.1
|
||||
**Version:** 3.1.6
|
||||
**Commits:** `4fcdf13`, `fb3bd53`
|
||||
|
||||
## Overview
|
||||
|
||||
57
docs/v3/V3_18_POSTGRES_STORAGE_EFFICIENCY.md
Normal file
57
docs/v3/V3_18_POSTGRES_STORAGE_EFFICIENCY.md
Normal file
@@ -0,0 +1,57 @@
|
||||
# V3.18: PostgreSQL Game Data Storage Efficiency
|
||||
|
||||
**Status:** Planning
|
||||
**Priority:** Medium
|
||||
**Category:** Infrastructure / Performance
|
||||
|
||||
## Problem
|
||||
|
||||
Per-move game logging stores full `hand_state` and `visible_opponents` JSONB on every move. For a typical 6-player, 9-hole game this generates significant redundant data since most of each player's hand doesn't change between moves.
|
||||
|
||||
## Areas to Investigate
|
||||
|
||||
### 1. Delta Encoding for Move Data
|
||||
|
||||
Store only what changed from the previous move instead of full state snapshots.
|
||||
|
||||
- First move of each round stores full state (baseline)
|
||||
- Subsequent moves store only changed positions (e.g., `{"player_0": {"pos_2": "5H"}}`)
|
||||
- Replay reconstruction applies deltas sequentially
|
||||
- Trade-off: simpler queries vs. storage savings
|
||||
|
||||
### 2. PostgreSQL TOAST and Compression
|
||||
|
||||
- TOAST already compresses large JSONB values automatically
|
||||
- Measure actual on-disk size vs. logical size for typical game data
|
||||
- Consider whether explicit compression (e.g., storing gzipped blobs) adds meaningful savings over TOAST
|
||||
|
||||
### 3. Retention Policy
|
||||
|
||||
- Archive completed games older than N days to a separate table or cold storage
|
||||
- Configurable retention period via env var (e.g., `GAME_LOG_RETENTION_DAYS`)
|
||||
- Keep aggregate stats even after pruning raw move data
|
||||
|
||||
### 4. Move Logging Toggle
|
||||
|
||||
- Env var `GAME_LOGGING_ENABLED=true|false` to disable move-level logging entirely
|
||||
- Useful for non-analysis environments (dev, load testing)
|
||||
- Game outcomes and stats would still be recorded
|
||||
|
||||
### 5. Batch Inserts
|
||||
|
||||
- Buffer moves in memory and flush periodically instead of per-move INSERT
|
||||
- Reduces database round-trips during active games
|
||||
- Risk: data loss if server crashes mid-game (acceptable for non-critical move logs)
|
||||
|
||||
## Measurements Needed
|
||||
|
||||
Before optimizing, measure current impact:
|
||||
|
||||
- Average JSONB size per move (bytes)
|
||||
- Average moves per game
|
||||
- Total storage per game (moves + overhead)
|
||||
- Query patterns: how often is per-move data actually read?
|
||||
|
||||
## Dependencies
|
||||
|
||||
- None (independent infrastructure improvement)
|
||||
@@ -1,6 +1,6 @@
|
||||
[project]
|
||||
name = "golfgame"
|
||||
version = "3.1.1"
|
||||
version = "3.1.6"
|
||||
description = "6-Card Golf card game with AI opponents"
|
||||
readme = "README.md"
|
||||
requires-python = ">=3.11"
|
||||
|
||||
23
scripts/deploy-staging.sh
Executable file
23
scripts/deploy-staging.sh
Executable file
@@ -0,0 +1,23 @@
|
||||
#!/bin/bash
|
||||
set -e
|
||||
|
||||
DROPLET="root@129.212.150.189"
|
||||
REMOTE_DIR="/opt/golfgame"
|
||||
|
||||
echo "Syncing to staging ($DROPLET)..."
|
||||
rsync -az --delete \
|
||||
--exclude='.git' \
|
||||
--exclude='__pycache__' \
|
||||
--exclude='node_modules' \
|
||||
--exclude='.env' \
|
||||
--exclude='internal/' \
|
||||
server/ "$DROPLET:$REMOTE_DIR/server/"
|
||||
rsync -az --delete \
|
||||
--exclude='.git' \
|
||||
--exclude='__pycache__' \
|
||||
--exclude='node_modules' \
|
||||
client/ "$DROPLET:$REMOTE_DIR/client/"
|
||||
|
||||
echo "Rebuilding app container..."
|
||||
ssh $DROPLET "cd $REMOTE_DIR && docker compose -f docker-compose.staging.yml up -d --build app"
|
||||
echo "Staging deploy complete."
|
||||
@@ -7,6 +7,24 @@ PORT=8000
|
||||
DEBUG=true
|
||||
LOG_LEVEL=DEBUG
|
||||
|
||||
# Per-module log level overrides (optional)
|
||||
# These override LOG_LEVEL for specific modules.
|
||||
# LOG_LEVEL_GAME=DEBUG # Core game logic
|
||||
# LOG_LEVEL_AI=DEBUG # AI decisions (very verbose at DEBUG)
|
||||
# LOG_LEVEL_HANDLERS=DEBUG # WebSocket message handlers
|
||||
# LOG_LEVEL_ROOM=DEBUG # Room/lobby management
|
||||
# LOG_LEVEL_AUTH=DEBUG # Auth stack (auth, routers.auth, services.auth_service)
|
||||
# LOG_LEVEL_STORES=DEBUG # Database/Redis operations
|
||||
|
||||
# --- Preset examples ---
|
||||
# Staging (debug game logic, quiet everything else):
|
||||
# LOG_LEVEL=INFO
|
||||
# LOG_LEVEL_GAME=DEBUG
|
||||
# LOG_LEVEL_AI=DEBUG
|
||||
#
|
||||
# Production (minimal logging):
|
||||
# LOG_LEVEL=WARNING
|
||||
|
||||
# Environment (development, staging, production)
|
||||
# Affects logging format, security headers (HSTS), etc.
|
||||
ENVIRONMENT=development
|
||||
|
||||
63
server/ai.py
63
server/ai.py
@@ -43,8 +43,9 @@ CPU_TIMING = {
|
||||
# Delay before CPU "looks at" the discard pile
|
||||
"initial_look": (0.3, 0.5),
|
||||
# Brief pause after draw broadcast - let draw animation complete
|
||||
# Must be >= client draw animation duration (~1s for deck, ~0.4s for discard)
|
||||
"post_draw_settle": 1.1,
|
||||
# Must be >= client draw animation duration (~1.09s for deck, ~0.4s for discard)
|
||||
# Extra margin prevents swap message from arriving before draw flip completes
|
||||
"post_draw_settle": 1.3,
|
||||
# Consideration time after drawing (before swap/discard decision)
|
||||
"post_draw_consider": (0.2, 0.4),
|
||||
# Variance multiplier range for chaotic personality players
|
||||
@@ -1301,12 +1302,28 @@ class GolfAI:
|
||||
|
||||
max_acceptable_go_out = 14 + int(profile.aggression * 4)
|
||||
|
||||
# Check opponent scores - don't go out if we'd lose badly
|
||||
opponent_min = estimate_opponent_min_score(player, game, optimistic=False)
|
||||
# Aggressive players tolerate a bigger gap; conservative ones less
|
||||
opponent_margin = 4 + int(profile.aggression * 4) # 4-8 points
|
||||
opponent_cap = opponent_min + opponent_margin
|
||||
|
||||
# Use the more restrictive of the two thresholds
|
||||
effective_max = min(max_acceptable_go_out, opponent_cap)
|
||||
|
||||
ai_log(f" Go-out safety check: visible_base={visible_score}, "
|
||||
f"score_if_swap={score_if_swap}, score_if_flip={score_if_flip}, "
|
||||
f"max_acceptable={max_acceptable_go_out}")
|
||||
f"max_acceptable={max_acceptable_go_out}, opponent_min={opponent_min}, "
|
||||
f"opponent_cap={opponent_cap}, effective_max={effective_max}")
|
||||
|
||||
# High-card safety: don't swap 8+ into hidden position unless it makes a pair
|
||||
creates_pair = (last_partner.face_up and last_partner.rank == drawn_card.rank)
|
||||
if drawn_value >= HIGH_CARD_THRESHOLD and not creates_pair:
|
||||
ai_log(f" >> GO-OUT: high card ({drawn_value}) into hidden, preferring flip")
|
||||
return None # Fall through to normal scoring (will flip)
|
||||
|
||||
# If BOTH options are bad, choose the better one
|
||||
if score_if_swap > max_acceptable_go_out and score_if_flip > max_acceptable_go_out:
|
||||
if score_if_swap > effective_max and score_if_flip > effective_max:
|
||||
if score_if_swap <= score_if_flip:
|
||||
ai_log(f" >> SAFETY: both options bad, but swap ({score_if_swap}) "
|
||||
f"<= flip ({score_if_flip}), forcing swap")
|
||||
@@ -1322,7 +1339,7 @@ class GolfAI:
|
||||
return None
|
||||
|
||||
# If swap is good, prefer it (known outcome vs unknown flip)
|
||||
elif score_if_swap <= max_acceptable_go_out and score_if_swap <= score_if_flip:
|
||||
elif score_if_swap <= effective_max and score_if_swap <= score_if_flip:
|
||||
ai_log(f" >> SAFETY: swap gives acceptable score {score_if_swap}")
|
||||
return last_pos
|
||||
|
||||
@@ -1739,9 +1756,23 @@ class GolfAI:
|
||||
expected_hidden_total = len(face_down) * EXPECTED_HIDDEN_VALUE
|
||||
projected_score = visible_score + expected_hidden_total
|
||||
|
||||
# Hard cap: never knock with projected score > 10
|
||||
if projected_score > 10:
|
||||
ai_log(f" Knock rejected: projected score {projected_score:.1f} > 10 hard cap")
|
||||
return False
|
||||
|
||||
# Tighter threshold: range 5 to 9 based on aggression
|
||||
max_acceptable = 5 + int(profile.aggression * 4)
|
||||
|
||||
# Check opponent threat - don't knock if an opponent likely beats us
|
||||
opponent_min = estimate_opponent_min_score(player, game, optimistic=False)
|
||||
if opponent_min < projected_score:
|
||||
# Opponent is likely beating us - penalize threshold
|
||||
threat_margin = projected_score - opponent_min
|
||||
max_acceptable -= int(threat_margin * 0.75)
|
||||
ai_log(f" Knock threat penalty: opponent est {opponent_min}, "
|
||||
f"margin {threat_margin:.1f}, threshold now {max_acceptable}")
|
||||
|
||||
# Exception: if all opponents are showing terrible scores, relax threshold
|
||||
all_opponents_bad = all(
|
||||
sum(get_ai_card_value(c, game.options) for c in p.cards if c.face_up) >= 25
|
||||
@@ -1752,12 +1783,14 @@ class GolfAI:
|
||||
|
||||
if projected_score <= max_acceptable:
|
||||
# Scale knock chance by how good the projected score is
|
||||
if projected_score <= 5:
|
||||
knock_chance = profile.aggression * 0.3 # Max 30%
|
||||
elif projected_score <= 7:
|
||||
if projected_score <= 4:
|
||||
knock_chance = profile.aggression * 0.35 # Max 35%
|
||||
elif projected_score <= 6:
|
||||
knock_chance = profile.aggression * 0.15 # Max 15%
|
||||
else:
|
||||
knock_chance = profile.aggression * 0.05 # Max 5% (very rare)
|
||||
elif projected_score <= 8:
|
||||
knock_chance = profile.aggression * 0.06 # Max 6%
|
||||
else: # 9-10
|
||||
knock_chance = profile.aggression * 0.02 # Max 2% (very rare)
|
||||
|
||||
if random.random() < knock_chance:
|
||||
ai_log(f" Knock early: taking the gamble! (projected {projected_score:.1f})")
|
||||
@@ -1934,7 +1967,11 @@ def _log_cpu_action(logger, game_id: Optional[str], cpu_player: Player, game: Ga
|
||||
async def process_cpu_turn(
|
||||
game: Game, cpu_player: Player, broadcast_callback, game_id: Optional[str] = None
|
||||
) -> None:
|
||||
"""Process a complete turn for a CPU player."""
|
||||
"""Process a complete turn for a CPU player.
|
||||
|
||||
May raise asyncio.CancelledError if the game is ended mid-turn.
|
||||
The caller (check_and_run_cpu_turn) handles cancellation.
|
||||
"""
|
||||
import asyncio
|
||||
from services.game_logger import get_logger
|
||||
|
||||
@@ -1962,10 +1999,8 @@ async def process_cpu_turn(
|
||||
await asyncio.sleep(thinking_time)
|
||||
ai_log(f"{cpu_player.name} done thinking, making decision")
|
||||
|
||||
# Check if we should try to go out early
|
||||
GolfAI.should_go_out_early(cpu_player, game, profile)
|
||||
|
||||
# Check if we should knock early (flip all remaining cards at once)
|
||||
# (Opponent threat logic consolidated into should_knock_early)
|
||||
if GolfAI.should_knock_early(game, cpu_player, profile):
|
||||
if game.knock_early(cpu_player.id):
|
||||
_log_cpu_action(logger, game_id, cpu_player, game,
|
||||
|
||||
@@ -229,7 +229,7 @@ async def handle_start_game(data: dict, ctx: ConnectionContext, *, broadcast_gam
|
||||
"game_state": game_state,
|
||||
})
|
||||
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
|
||||
|
||||
async def handle_flip_initial(data: dict, ctx: ConnectionContext, *, broadcast_game_state, check_and_run_cpu_turn, **kw) -> None:
|
||||
@@ -240,7 +240,7 @@ async def handle_flip_initial(data: dict, ctx: ConnectionContext, *, broadcast_g
|
||||
async with ctx.current_room.game_lock:
|
||||
if ctx.current_room.game.flip_initial_cards(ctx.player_id, positions):
|
||||
await broadcast_game_state(ctx.current_room)
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
@@ -297,7 +297,7 @@ async def handle_swap(data: dict, ctx: ConnectionContext, *, broadcast_game_stat
|
||||
|
||||
await broadcast_game_state(ctx.current_room)
|
||||
await asyncio.sleep(1.0)
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
|
||||
|
||||
async def handle_discard(data: dict, ctx: ConnectionContext, *, broadcast_game_state, check_and_run_cpu_turn, **kw) -> None:
|
||||
@@ -329,12 +329,12 @@ async def handle_discard(data: dict, ctx: ConnectionContext, *, broadcast_game_s
|
||||
})
|
||||
else:
|
||||
await asyncio.sleep(0.5)
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
else:
|
||||
logger.debug("Player discarded, waiting 0.5s before CPU turn")
|
||||
await asyncio.sleep(0.5)
|
||||
logger.debug("Post-discard delay complete, checking for CPU turn")
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
|
||||
|
||||
async def handle_cancel_draw(data: dict, ctx: ConnectionContext, *, broadcast_game_state, **kw) -> None:
|
||||
@@ -364,7 +364,7 @@ async def handle_flip_card(data: dict, ctx: ConnectionContext, *, broadcast_game
|
||||
)
|
||||
|
||||
await broadcast_game_state(ctx.current_room)
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
|
||||
|
||||
async def handle_skip_flip(data: dict, ctx: ConnectionContext, *, broadcast_game_state, check_and_run_cpu_turn, **kw) -> None:
|
||||
@@ -380,7 +380,7 @@ async def handle_skip_flip(data: dict, ctx: ConnectionContext, *, broadcast_game
|
||||
)
|
||||
|
||||
await broadcast_game_state(ctx.current_room)
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
|
||||
|
||||
async def handle_flip_as_action(data: dict, ctx: ConnectionContext, *, broadcast_game_state, check_and_run_cpu_turn, **kw) -> None:
|
||||
@@ -400,7 +400,7 @@ async def handle_flip_as_action(data: dict, ctx: ConnectionContext, *, broadcast
|
||||
)
|
||||
|
||||
await broadcast_game_state(ctx.current_room)
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
|
||||
|
||||
async def handle_knock_early(data: dict, ctx: ConnectionContext, *, broadcast_game_state, check_and_run_cpu_turn, **kw) -> None:
|
||||
@@ -418,7 +418,7 @@ async def handle_knock_early(data: dict, ctx: ConnectionContext, *, broadcast_ga
|
||||
)
|
||||
|
||||
await broadcast_game_state(ctx.current_room)
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
|
||||
|
||||
async def handle_next_round(data: dict, ctx: ConnectionContext, *, broadcast_game_state, check_and_run_cpu_turn, **kw) -> None:
|
||||
@@ -443,7 +443,7 @@ async def handle_next_round(data: dict, ctx: ConnectionContext, *, broadcast_gam
|
||||
"game_state": game_state,
|
||||
})
|
||||
|
||||
await check_and_run_cpu_turn(ctx.current_room)
|
||||
check_and_run_cpu_turn(ctx.current_room)
|
||||
else:
|
||||
await broadcast_game_state(ctx.current_room)
|
||||
|
||||
@@ -473,6 +473,15 @@ async def handle_end_game(data: dict, ctx: ConnectionContext, *, room_manager, c
|
||||
await ctx.websocket.send_json({"type": "error", "message": "Only the host can end the game"})
|
||||
return
|
||||
|
||||
# Cancel any running CPU turn task so the game ends immediately
|
||||
if ctx.current_room.cpu_turn_task:
|
||||
ctx.current_room.cpu_turn_task.cancel()
|
||||
try:
|
||||
await ctx.current_room.cpu_turn_task
|
||||
except (asyncio.CancelledError, Exception):
|
||||
pass
|
||||
ctx.current_room.cpu_turn_task = None
|
||||
|
||||
await ctx.current_room.broadcast({
|
||||
"type": "game_ended",
|
||||
"reason": "Host ended the game",
|
||||
|
||||
@@ -148,6 +148,39 @@ class DevelopmentFormatter(logging.Formatter):
|
||||
return output
|
||||
|
||||
|
||||
# Per-module log level overrides via env vars.
|
||||
# Key: env var suffix, Value: list of Python logger names to apply to.
|
||||
MODULE_LOGGER_MAP = {
|
||||
"GAME": ["game"],
|
||||
"AI": ["ai"],
|
||||
"HANDLERS": ["handlers"],
|
||||
"ROOM": ["room"],
|
||||
"AUTH": ["auth", "routers.auth", "services.auth_service"],
|
||||
"STORES": ["stores"],
|
||||
}
|
||||
|
||||
|
||||
def _apply_module_overrides() -> dict[str, str]:
|
||||
"""
|
||||
Apply per-module log level overrides from LOG_LEVEL_{MODULE} env vars.
|
||||
|
||||
Returns:
|
||||
Dict of module name -> level for any overrides that were applied.
|
||||
"""
|
||||
active = {}
|
||||
for module, logger_names in MODULE_LOGGER_MAP.items():
|
||||
env_val = os.environ.get(f"LOG_LEVEL_{module}", "").upper()
|
||||
if not env_val:
|
||||
continue
|
||||
level = getattr(logging, env_val, None)
|
||||
if level is None:
|
||||
continue
|
||||
active[module] = env_val
|
||||
for name in logger_names:
|
||||
logging.getLogger(name).setLevel(level)
|
||||
return active
|
||||
|
||||
|
||||
def setup_logging(
|
||||
level: str = "INFO",
|
||||
environment: str = "development",
|
||||
@@ -182,12 +215,19 @@ def setup_logging(
|
||||
logging.getLogger("websockets").setLevel(logging.WARNING)
|
||||
logging.getLogger("asyncio").setLevel(logging.WARNING)
|
||||
|
||||
# Apply per-module overrides from env vars
|
||||
overrides = _apply_module_overrides()
|
||||
|
||||
# Log startup
|
||||
logger = logging.getLogger(__name__)
|
||||
logger.info(
|
||||
f"Logging configured: level={level}, environment={environment}",
|
||||
extra={"level": level, "environment": environment},
|
||||
)
|
||||
if overrides:
|
||||
logger.info(
|
||||
f"Per-module log level overrides: {', '.join(f'{m}={l}' for m, l in overrides.items())}",
|
||||
)
|
||||
|
||||
|
||||
class ContextLogger(logging.LoggerAdapter):
|
||||
|
||||
@@ -325,7 +325,7 @@ async def _close_all_websockets():
|
||||
app = FastAPI(
|
||||
title="Golf Card Game",
|
||||
debug=config.DEBUG,
|
||||
version="3.1.1",
|
||||
version="3.1.6",
|
||||
lifespan=lifespan,
|
||||
)
|
||||
|
||||
@@ -705,8 +705,40 @@ async def broadcast_game_state(room: Room):
|
||||
})
|
||||
|
||||
|
||||
async def check_and_run_cpu_turn(room: Room):
|
||||
"""Check if current player is CPU and run their turn."""
|
||||
def check_and_run_cpu_turn(room: Room):
|
||||
"""Check if current player is CPU and start their turn as a background task.
|
||||
|
||||
The CPU turn chain runs as a fire-and-forget asyncio.Task stored on
|
||||
room.cpu_turn_task. This allows the WebSocket message loop to remain
|
||||
responsive so that end_game/leave messages can cancel the task immediately.
|
||||
"""
|
||||
if room.game.phase not in (GamePhase.PLAYING, GamePhase.FINAL_TURN):
|
||||
return
|
||||
|
||||
current = room.game.current_player()
|
||||
if not current:
|
||||
return
|
||||
|
||||
room_player = room.get_player(current.id)
|
||||
if not room_player or not room_player.is_cpu:
|
||||
return
|
||||
|
||||
task = asyncio.create_task(_run_cpu_chain(room))
|
||||
room.cpu_turn_task = task
|
||||
|
||||
def _on_done(t: asyncio.Task):
|
||||
# Clear the reference when the task finishes (success, cancel, or error)
|
||||
if room.cpu_turn_task is t:
|
||||
room.cpu_turn_task = None
|
||||
if not t.cancelled() and t.exception():
|
||||
logger.error(f"CPU turn task error in room {room.code}: {t.exception()}")
|
||||
|
||||
task.add_done_callback(_on_done)
|
||||
|
||||
|
||||
async def _run_cpu_chain(room: Room):
|
||||
"""Run consecutive CPU turns until a human player's turn or game ends."""
|
||||
while True:
|
||||
if room.game.phase not in (GamePhase.PLAYING, GamePhase.FINAL_TURN):
|
||||
return
|
||||
|
||||
@@ -727,12 +759,18 @@ async def check_and_run_cpu_turn(room: Room):
|
||||
|
||||
await process_cpu_turn(room.game, current, broadcast_cb, game_id=room.game_log_id)
|
||||
|
||||
# Check if next player is also CPU (chain CPU turns)
|
||||
await check_and_run_cpu_turn(room)
|
||||
|
||||
|
||||
async def handle_player_leave(room: Room, player_id: str):
|
||||
"""Handle a player leaving a room."""
|
||||
# Cancel any running CPU turn task before cleanup
|
||||
if room.cpu_turn_task:
|
||||
room.cpu_turn_task.cancel()
|
||||
try:
|
||||
await room.cpu_turn_task
|
||||
except (asyncio.CancelledError, Exception):
|
||||
pass
|
||||
room.cpu_turn_task = None
|
||||
|
||||
room_code = room.code
|
||||
room_player = room.remove_player(player_id)
|
||||
|
||||
|
||||
@@ -69,6 +69,7 @@ class Room:
|
||||
settings: dict = field(default_factory=lambda: {"decks": 1, "rounds": 1})
|
||||
game_log_id: Optional[str] = None
|
||||
game_lock: asyncio.Lock = field(default_factory=asyncio.Lock)
|
||||
cpu_turn_task: Optional[asyncio.Task] = None
|
||||
|
||||
def add_player(
|
||||
self,
|
||||
|
||||
Reference in New Issue
Block a user