# V3-06: Opponent Thinking Phase
## Overview
In physical card games, you watch opponents pick up a card, consider it, and decide. Currently, CPU turns happen quickly with minimal visual indication that they're "thinking." This feature adds visible consideration time.
**Dependencies:** None
**Dependents:** None
---
## Goals
1. Show when an opponent is considering their move
2. Highlight which pile they're considering (deck vs discard)
3. Add brief thinking pause before CPU actions
4. Make CPU feel more like a real player
5. Human opponents should also show consideration state
---
## Current State
From `app.js` and `card-animations.js`:
```javascript
// In app.js
updateCpuConsideringState() {
const currentPlayer = this.gameState.players.find(
p => p.id === this.gameState.current_player_id
);
const isCpuTurn = currentPlayer && currentPlayer.is_cpu;
const hasNotDrawn = !this.gameState.has_drawn_card;
if (isCpuTurn && hasNotDrawn) {
this.discard.classList.add('cpu-considering');
} else {
this.discard.classList.remove('cpu-considering');
}
}
// CardAnimations already has CPU thinking glow:
startCpuThinking(element) {
anime({
targets: element,
boxShadow: [
'0 4px 12px rgba(0,0,0,0.3)',
'0 4px 12px rgba(0,0,0,0.3), 0 0 18px rgba(59, 130, 246, 0.5)',
'0 4px 12px rgba(0,0,0,0.3)'
],
duration: 1500,
easing: 'easeInOutSine',
loop: true
});
}
```
The existing `startCpuThinking()` method in CardAnimations provides a looping glow animation. This feature enhances visibility further.
---
## Design
### Enhanced Consideration Display
1. **Opponent area highlight** - Active player's area glows
2. **"Thinking" indicator** - Small animation near their name
3. **Deck/discard highlight** - Show which pile they're eyeing
4. **Held card consideration** - After draw, show they're deciding
### States
```
1. WAITING_TO_DRAW
- Player area highlighted
- Deck and discard both subtly available
- Brief pause before action (CPU)
2. CONSIDERING_DISCARD
- Player looks at discard pile
- Discard pile pulses brighter
- "Eye" indicator on discard
3. DREW_CARD
- Held card visible (existing)
- Player area still highlighted
4. CONSIDERING_SWAP
- Player deciding which card to swap
- Their hand cards subtly indicate options
```
### Timing (CPU only)
```javascript
// In timing-config.js
cpuThinking: {
beforeDraw: 800, // Pause before CPU draws
discardConsider: 400, // Extra pause when looking at discard
beforeSwap: 500, // Pause before CPU swaps
beforeDiscard: 300, // Pause before CPU discards drawn card
}
```
Human players don't need artificial pauses - their actual thinking provides the delay.
---
## Implementation
### Thinking Indicator
Add a small animated indicator near the current player's name:
```html
🤔
Sofia
...
```
### CSS and Animations
Most animations should use anime.js via CardAnimations class for consistency:
```javascript
// In CardAnimations class - the startCpuThinking method already exists
// Add similar methods for other thinking states:
startOpponentThinking(opponentArea) {
const id = `opponentThinking-${opponentArea.dataset.playerId}`;
this.stopOpponentThinking(opponentArea);
anime({
targets: opponentArea,
boxShadow: [
'0 0 15px rgba(244, 164, 96, 0.4)',
'0 0 25px rgba(244, 164, 96, 0.6)',
'0 0 15px rgba(244, 164, 96, 0.4)'
],
duration: 1500,
easing: 'easeInOutSine',
loop: true
});
}
stopOpponentThinking(opponentArea) {
anime.remove(opponentArea);
opponentArea.style.boxShadow = '';
}
```
Minimal CSS for layout only:
```css
/* Thinking indicator - simple show/hide */
.thinking-indicator {
display: inline-block;
margin-right: 4px;
}
.thinking-indicator.hidden {
display: none;
}
/* Current turn highlight base (animation handled by anime.js) */
.opponent-area.current-turn {
border-color: #f4a460;
}
/* Eye indicator positioning */
.pile-eye-indicator {
position: absolute;
top: -15px;
right: -10px;
font-size: 1.2em;
}
```
For the thinking indicator bobbing, use anime.js:
```javascript
// Animate emoji indicator
startThinkingIndicator(element) {
anime({
targets: element,
translateY: [0, -3, 0],
duration: 800,
easing: 'easeInOutSine',
loop: true
});
}
```
### JavaScript Updates
```javascript
// Enhanced consideration state management
updateConsiderationState() {
const currentPlayer = this.gameState?.players?.find(
p => p.id === this.gameState.current_player_id
);
if (!currentPlayer || currentPlayer.id === this.playerId) {
this.clearConsiderationState();
return;
}
const hasDrawn = this.gameState.has_drawn_card;
const isCpu = currentPlayer.is_cpu;
// Find opponent area
const area = this.opponentsRow.querySelector(
`.opponent-area[data-player-id="${currentPlayer.id}"]`
);
if (!area) return;
// Show thinking indicator for CPUs
const indicator = area.querySelector('.thinking-indicator');
if (indicator) {
indicator.classList.toggle('hidden', !isCpu || hasDrawn);
}
// Add thinking class to area
area.classList.toggle('thinking', !hasDrawn);
// Show which pile they might be considering
if (!hasDrawn && isCpu) {
// CPU AI hint: check if discard is attractive
const discardValue = this.getDiscardValue();
if (discardValue !== null && discardValue <= 4) {
this.discard.classList.add('being-considered');
this.deck.classList.remove('being-considered');
} else {
this.deck.classList.add('being-considered');
this.discard.classList.remove('being-considered');
}
} else {
this.deck.classList.remove('being-considered');
this.discard.classList.remove('being-considered');
}
}
clearConsiderationState() {
// Remove all consideration indicators
this.opponentsRow.querySelectorAll('.thinking-indicator').forEach(el => {
el.classList.add('hidden');
});
this.opponentsRow.querySelectorAll('.opponent-area').forEach(el => {
el.classList.remove('thinking');
});
this.deck.classList.remove('being-considered');
this.discard.classList.remove('being-considered');
}
getDiscardValue() {
const card = this.gameState?.discard_top;
if (!card) return null;
const values = this.gameState?.card_values || {
'A': 1, '2': -2, '3': 3, '4': 4, '5': 5, '6': 6, '7': 7,
'8': 8, '9': 9, '10': 10, 'J': 10, 'Q': 10, 'K': 0, '★': -2
};
return values[card.rank] ?? 10;
}
```
### Server-Side CPU Thinking Delay
The server should add pauses for CPU thinking (or the client can delay rendering):
```python
# In ai.py or game.py, after CPU makes decision
async def cpu_take_turn(self, game, player_id):
thinking_time = self.profile.get_thinking_time() # 500-1500ms based on profile
# Pre-draw consideration
await asyncio.sleep(thinking_time * 0.5)
# Make draw decision
source = self.decide_draw_source(game, player_id)
# Broadcast "considering" state
await self.broadcast_cpu_considering(game, player_id, source)
await asyncio.sleep(thinking_time * 0.3)
# Execute draw
game.draw_card(player_id, source)
# Post-draw consideration
await asyncio.sleep(thinking_time * 0.4)
# Make swap/discard decision
...
```
Alternatively, handle all delays on the client side by adding pauses before rendering CPU actions.
---
## CPU Personality Integration
Different AI profiles could have different thinking patterns:
```javascript
// Thinking time variance by personality (from ai.py profiles)
const thinkingProfiles = {
'Sofia': { baseTime: 1200, variance: 200 }, // Calculated & Patient
'Maya': { baseTime: 600, variance: 100 }, // Aggressive Closer
'Priya': { baseTime: 1000, variance: 300 }, // Pair Hunter (considers more)
'Marcus': { baseTime: 800, variance: 150 }, // Steady Eddie
'Kenji': { baseTime: 500, variance: 200 }, // Risk Taker (quick)
'Diego': { baseTime: 700, variance: 400 }, // Chaotic Gambler (variable)
'River': { baseTime: 900, variance: 250 }, // Adaptive Strategist
'Sage': { baseTime: 1100, variance: 150 }, // Sneaky Finisher
};
```
---
## Test Scenarios
1. **CPU turn starts** - Area highlights, thinking indicator shows
2. **CPU considering discard** - Discard pile glows if valuable card
3. **CPU draws** - Thinking indicator changes to held card state
4. **CPU swaps** - Brief consideration before swap
5. **Human opponent turn** - Area highlights but no thinking indicator
6. **Local player turn** - No consideration UI (they know what they're doing)
---
## Acceptance Criteria
- [ ] Current opponent's area highlights during their turn
- [ ] CPU players show thinking indicator (emoji)
- [ ] Deck/discard shows which pile CPU is considering
- [ ] Brief pause before CPU actions (feels like thinking)
- [ ] Different CPU personalities have different timing
- [ ] Human opponents highlight without thinking indicator
- [ ] All indicators clear when turn ends
- [ ] Doesn't slow down the game significantly
---
## Implementation Order
1. Add thinking indicator element to opponent areas
2. Add CSS for thinking animations
3. Implement `updateConsiderationState()` method
4. Implement `clearConsiderationState()` method
5. Add pile consideration highlighting
6. Integrate CPU thinking delays (server or client)
7. Test with various CPU profiles
8. Tune timing for natural feel
---
## Notes for Agent
- Use existing CardAnimations methods: `startCpuThinking()`, `stopCpuThinking()`
- Add new methods to CardAnimations for opponent area glow
- Use anime.js for all looping animations, not CSS keyframes
- Keep thinking pauses short enough to not frustrate players
- The goal is to make CPUs feel more human, not slow
- Different profiles should feel distinct in their play speed
- Human players don't need artificial delays
- Consider: Option to speed up CPU thinking? (Future setting)
- The "being considered" pile indicator is a subtle hint at AI logic
- Track animations in `activeAnimations` for proper cleanup