From 16469bab3c11c10333ca90c97a9610a0a979eeec Mon Sep 17 00:00:00 2001 From: ale Date: Tue, 11 Nov 2025 23:13:13 +0100 Subject: [PATCH] initial commit Signed-off-by: ale --- DOCUMENTATION.md | 255 ++ QUICKSTART.md | 109 + README.md | 110 +- WEBSOCKET.md | 161 + app/api/socket/route.ts | 227 ++ app/layout.tsx | 4 +- app/page.tsx | 408 ++- components/DominoCanvas.tsx | 143 + components/GameBoard.tsx | 230 ++ components/GameOver.tsx | 110 + components/Lobby.tsx | 148 + components/PlayerHand.tsx | 187 + components/WaitingRoom.tsx | 137 + lib/aiLogic.ts | 153 + lib/gameLogic.ts | 364 ++ lib/socket-server.ts | 238 ++ lib/store.ts | 357 ++ lib/types.ts | 77 + next.config.js | 6 + package-lock.json | 6577 ----------------------------------- package.json | 19 +- server.mjs | 494 +++ 22 files changed, 3855 insertions(+), 6659 deletions(-) create mode 100644 DOCUMENTATION.md create mode 100644 QUICKSTART.md create mode 100644 WEBSOCKET.md create mode 100644 app/api/socket/route.ts create mode 100644 components/DominoCanvas.tsx create mode 100644 components/GameBoard.tsx create mode 100644 components/GameOver.tsx create mode 100644 components/Lobby.tsx create mode 100644 components/PlayerHand.tsx create mode 100644 components/WaitingRoom.tsx create mode 100644 lib/aiLogic.ts create mode 100644 lib/gameLogic.ts create mode 100644 lib/socket-server.ts create mode 100644 lib/store.ts create mode 100644 lib/types.ts create mode 100644 next.config.js delete mode 100644 package-lock.json create mode 100644 server.mjs diff --git a/DOCUMENTATION.md b/DOCUMENTATION.md new file mode 100644 index 0000000..82dc9bb --- /dev/null +++ b/DOCUMENTATION.md @@ -0,0 +1,255 @@ +# Dominoes Game - Technical Documentation + +## Architecture Overview + +This is a full-stack, real-time multiplayer dominoes game built with modern web technologies. + +### Key Technologies + +- **Frontend**: Next.js 16 (App Router), React 19, TypeScript +- **State Management**: Zustand +- **Real-time Communication**: Socket.IO +- **Styling**: Tailwind CSS v4 +- **Animations**: Framer Motion +- **Graphics**: HTML5 Canvas API + +## Game Features + +### 1. Multiplayer Mode +- Real-time synchronization using WebSockets +- Support for 2-4 players per room +- Room-based game sessions with unique 6-character codes +- Automatic reconnection handling +- Player ready system before game starts + +### 2. AI Mode +- Offline single-player against AI +- Three difficulty levels implemented (easy, medium, hard) +- Strategic tile selection algorithm +- Simulated thinking delays for realistic gameplay + +### 3. Game Mechanics +- Traditional domino rules (0-6 tiles, 28 total) +- 7 tiles per player at start +- Boneyard for drawing additional tiles +- Turn-based gameplay with validation +- Win conditions: first to empty hand or lowest score when blocked +- Pass turn functionality when no valid moves + +### 4. Visual Design +- Canvas-based domino tile rendering +- Draggable board for navigation +- Animated tile placement and removal +- Gradient backgrounds and modern UI +- Responsive layout for all screen sizes +- Visual feedback for playable tiles + +## Project Structure + +``` +domino/ +├── app/ +│ ├── api/socket/ +│ │ └── route.ts # Socket.IO API endpoint (legacy) +│ ├── globals.css # Global styles +│ ├── layout.tsx # Root layout with metadata +│ └── page.tsx # Main game page (client component) +│ +├── components/ +│ ├── DominoCanvas.tsx # Individual tile rendering with Canvas +│ ├── GameBoard.tsx # Game board with pan/zoom +│ ├── PlayerHand.tsx # Player's tile hand display +│ ├── Lobby.tsx # Game lobby/menu screen +│ ├── WaitingRoom.tsx # Pre-game waiting area +│ └── GameOver.tsx # End game modal +│ +├── lib/ +│ ├── types.ts # TypeScript type definitions +│ ├── gameLogic.ts # Core game rules and mechanics +│ ├── aiLogic.ts # AI opponent implementation +│ ├── store.ts # Zustand state management +│ └── socket-server.ts # Socket.IO server logic (legacy) +│ +├── server.mjs # Custom Next.js server with Socket.IO +└── public/ # Static assets +``` + +## State Management + +### Zustand Store (`lib/store.ts`) + +The application uses a single Zustand store that manages: + +- **Socket connection**: WebSocket client instance +- **Game state**: Current game data (players, board, tiles, etc.) +- **Player data**: Current player ID, selected tile +- **Room information**: Room ID, connection status +- **Error handling**: Error messages and notifications + +### Key Actions + +```typescript +// Connection +initSocket() // Initialize Socket.IO connection +createRoom() // Create new game room +joinRoom(id, name) // Join existing room +leaveRoom() // Leave current room + +// Gameplay +makeMove(move) // Place a tile +drawTile() // Draw from boneyard +selectTile(tile) // Select tile from hand +setPlayerReady() // Mark player as ready + +// AI +startAIGame(name) // Start offline AI game +executeAITurn() // Process AI move +``` + +## Socket.IO Events + +### Client → Server + +- `create-room`: Request new room creation +- `join-room`: Join room with ID and player name +- `player-ready`: Mark player as ready to start +- `make-move`: Submit a game move +- `draw-tile`: Request tile from boneyard +- `leave-room`: Leave current room + +### Server → Client + +- `room-created`: Room successfully created (returns room ID) +- `room-joined`: Successfully joined room (returns game state) +- `game-started`: Game has begun +- `game-state-updated`: Game state changed +- `player-joined`: New player joined +- `player-left`: Player disconnected +- `invalid-move`: Move was rejected +- `error`: General error message + +## Game Logic + +### Tile Generation +- Full domino set: 28 tiles (0-0 through 6-6) +- Each tile has left and right values +- Doubles marked for special rendering + +### Move Validation +1. Check if tile matches board end values +2. Verify it's the player's turn +3. Ensure player owns the tile +4. Validate placement side (left/right) + +### Win Conditions +1. **Primary**: Player uses all tiles +2. **Blocked**: Game ends when no one can move + - Winner is player with lowest total pip count + +### AI Strategy (Hard Mode) +- Evaluates tile values (higher = better early game) +- Considers board end options +- Blocks opponents by playing uncommon values +- Prioritizes doubles near end game +- Defensive play: discards high-value tiles first + +## Canvas Rendering + +### DominoCanvas Component +- Draws individual tiles with rounded corners +- Renders dots in traditional domino patterns +- Supports selection highlighting +- Hover effects for playable tiles +- Responsive sizing + +### GameBoard Component +- Renders all placed tiles +- Pan/drag functionality for navigation +- Grid background for visual reference +- Automatic centering on first tile +- Dynamic positioning calculation + +## Performance Optimizations + +1. **Canvas Memoization**: Tiles re-render only when state changes +2. **Socket Batching**: State updates batched to reduce network traffic +3. **Lazy Loading**: Components loaded only when needed +4. **Optimized Re-renders**: React.memo and useCallback where appropriate +5. **Turbopack**: Fast bundling and HMR in development + +## Deployment + +### Development +```bash +npm run dev +``` +Opens at http://localhost:3000 with Socket.IO server integrated + +**Note:** The project uses a custom Next.js server (`server.mjs`) that integrates Socket.IO directly. This is required for WebSocket functionality. + +### Production Build +```bash +npm run build +npm start +``` + +### Environment Variables +Create `.env.local`: +``` +NEXT_PUBLIC_SOCKET_URL=http://localhost:3000 +NEXT_PUBLIC_APP_URL=http://localhost:3000 +``` + +For production, update URLs to your domain. + +### Vercel Deployment +1. Push to GitHub +2. Import in Vercel +3. Add environment variables +4. Deploy + +Socket.IO works automatically with Vercel's serverless functions. + +## Future Enhancements + +Potential features to add: + +- [ ] Tournament mode with multiple rounds +- [ ] Player statistics and leaderboards +- [ ] Chat functionality +- [ ] Custom tile themes/skins +- [ ] Sound effects and music +- [ ] Spectator mode +- [ ] Replay game history +- [ ] Mobile app version +- [ ] Game speed settings +- [ ] Multiple domino variants (Cuban, Mexican, etc.) + +## Troubleshooting + +### Socket Connection Issues +- Ensure port 3000 is not blocked +- Check CORS settings for production +- Verify WebSocket support on hosting platform + +### Build Errors +- Clear `.next` folder: `rm -rf .next` +- Reinstall dependencies: `rm -rf node_modules && npm install` +- Check Node.js version (18+ required) + +### TypeScript Errors +- Run type check: `npx tsc --noEmit` +- Ensure all dependencies have type definitions + +## License + +MIT License - Free for personal and commercial use. + +## Credits + +Created with ❤️ using: +- Next.js by Vercel +- Socket.IO +- Zustand by Poimandres +- Framer Motion +- Tailwind CSS diff --git a/QUICKSTART.md b/QUICKSTART.md new file mode 100644 index 0000000..3b863b8 --- /dev/null +++ b/QUICKSTART.md @@ -0,0 +1,109 @@ +# Quick Start Guide - Dominoes Online + +## 🚀 Get Started in 3 Steps + +### 1. Install Dependencies +```bash +npm install +``` + +### 2. Run Development Server +```bash +npm run dev +``` + +### 3. Open in Browser +Visit **http://localhost:3000** + +--- + +## 🎮 How to Play + +### Create a Game +1. Enter your name +2. Click "Create Room" +3. Share the 6-digit room code with friends +4. Click "Ready to Play" when everyone joins +5. Game starts automatically! + +### Join a Game +1. Enter your name +2. Click "Join Room" +3. Enter the room code from your friend +4. Click "Ready to Play" +5. Wait for game to start! + +### Play vs AI +1. Enter your name +2. Click "Play vs AI" +3. Game starts immediately! + +--- + +## 🎯 Game Controls + +### Your Turn +1. **Click a tile** in your hand to select it +2. **Click "Place Left"** or **"Place Right"** to place it +3. Tiles must match the numbers on board ends + +### Can't Play? +- **Click "Draw Tile"** to get a new tile from the boneyard +- **Click "Pass Turn"** if no tiles left to draw + +### Board Navigation +- **Click and drag** the board to pan around +- View all placed tiles easily + +--- + +## 🏆 Winning + +- First player to use all tiles wins! +- If game is blocked (no one can move), lowest score wins +- Score = sum of all remaining tile values + +--- + +## 🎨 Features + +✅ Real-time multiplayer (2-4 players) +✅ AI opponent for solo play +✅ Beautiful Canvas graphics +✅ Smooth animations +✅ Mobile responsive +✅ Room-based games + +--- + +## 📝 Game Rules + +- 7 tiles per player at start +- Match tile numbers to board ends +- Draw if you can't play +- Pass if boneyard is empty +- Doubles can be placed either way + +--- + +## 🔧 Commands + +```bash +npm run dev # Development server +npm run build # Build for production +npm start # Run production server +npm run lint # Check code quality +``` + +--- + +## 🆘 Need Help? + +Check out: +- **README.md** - Full project overview +- **DOCUMENTATION.md** - Technical details +- **GitHub Issues** - Report bugs or request features + +--- + +**Enjoy playing dominoes! 🎲** diff --git a/README.md b/README.md index e215bc4..cde56e4 100644 --- a/README.md +++ b/README.md @@ -1,36 +1,106 @@ -This is a [Next.js](https://nextjs.org) project bootstrapped with [`create-next-app`](https://nextjs.org/docs/app/api-reference/cli/create-next-app). +# Dominoes Online + +A modern, real-time multiplayer dominoes game built with Next.js, TypeScript, Canvas, and Socket.IO. + +## Features + +- 🎮 **Real-time Multiplayer** - Play with friends online using WebSocket connections +- 🤖 **AI Opponent** - Play against an intelligent AI when no other players are available +- 🎨 **Beautiful UI** - Modern, responsive design with smooth animations +- 🎯 **Canvas Rendering** - Domino tiles rendered using HTML5 Canvas +- 📱 **Responsive** - Works great on desktop and mobile devices +- ⚡ **Fast & Real-time** - Instant updates for all players + +## How to Play + +1. **Create a Room** - Start a new game and share the room code with friends +2. **Join a Room** - Enter a room code to join an existing game +3. **Play vs AI** - Practice against an AI opponent +4. **Match Tiles** - Place tiles that match the numbers on the board ends +5. **Win** - First player to use all tiles wins! + +## Game Rules + +- Each player starts with 7 domino tiles +- Players take turns placing tiles that match the numbers on either end of the board +- If you can't play, draw a tile from the boneyard +- The game ends when a player uses all their tiles or when no one can move +- Lowest total value wins if the game is blocked + +## Tech Stack + +- **Next.js 16** - React framework for production +- **TypeScript** - Type-safe JavaScript +- **Socket.IO** - Real-time bidirectional communication +- **Zustand** - State management +- **Framer Motion** - Smooth animations +- **Tailwind CSS** - Utility-first CSS framework +- **HTML5 Canvas** - Tile rendering ## Getting Started -First, run the development server: +### Prerequisites +- Node.js 18+ installed +- npm or yarn package manager + +### Installation + +1. Install dependencies: ```bash -npm run dev -# or -yarn dev -# or -pnpm dev -# or -bun dev +npm install ``` -Open [http://localhost:3000](http://localhost:3000) with your browser to see the result. +2. Run the custom server with Socket.IO: +```bash +npm run dev +``` -You can start editing the page by modifying `app/page.tsx`. The page auto-updates as you edit the file. +3. Open [http://localhost:3000](http://localhost:3000) in your browser -This project uses [`next/font`](https://nextjs.org/docs/app/building-your-application/optimizing/fonts) to automatically optimize and load [Geist](https://vercel.com/font), a new font family for Vercel. +**Note:** This project uses a custom Next.js server (`server.mjs`) to integrate Socket.IO for real-time multiplayer functionality. -## Learn More +## Development -To learn more about Next.js, take a look at the following resources: +### Project Structure -- [Next.js Documentation](https://nextjs.org/docs) - learn about Next.js features and API. -- [Learn Next.js](https://nextjs.org/learn) - an interactive Next.js tutorial. +``` +domino/ +├── app/ # Next.js app directory +│ ├── api/socket/ # Socket.IO API route +│ ├── page.tsx # Main game page +│ └── layout.tsx # Root layout +├── components/ # React components +│ ├── DominoCanvas.tsx +│ ├── GameBoard.tsx +│ ├── PlayerHand.tsx +│ ├── Lobby.tsx +│ ├── WaitingRoom.tsx +│ └── GameOver.tsx +├── lib/ # Core game logic +│ ├── types.ts # TypeScript interfaces +│ ├── gameLogic.ts # Game mechanics +│ ├── aiLogic.ts # AI opponent +│ ├── store.ts # Zustand store +│ └── socket-server.ts # Socket.IO server +└── public/ # Static assets +``` -You can check out [the Next.js GitHub repository](https://github.com/vercel/next.js) - your feedback and contributions are welcome! +### Available Scripts -## Deploy on Vercel +- `npm run dev` - Start custom development server with Socket.IO +- `npm run build` - Build for production +- `npm start` - Start production server with Socket.IO +- `npm run lint` - Run ESLint -The easiest way to deploy your Next.js app is to use the [Vercel Platform](https://vercel.com/new?utm_medium=default-template&filter=next.js&utm_source=create-next-app&utm_campaign=create-next-app-readme) from the creators of Next.js. +## Contributing -Check out our [Next.js deployment documentation](https://nextjs.org/docs/app/building-your-application/deploying) for more details. +Contributions are welcome! Please feel free to submit a Pull Request. + +## License + +MIT License - feel free to use this project for learning or personal use. + +--- + +Enjoy playing dominoes online! 🎲 diff --git a/WEBSOCKET.md b/WEBSOCKET.md new file mode 100644 index 0000000..0e48377 --- /dev/null +++ b/WEBSOCKET.md @@ -0,0 +1,161 @@ +# WebSocket Server - Configuración + +## ✅ Problema Resuelto + +El servidor WebSocket ahora funciona correctamente utilizando un servidor custom de Next.js. + +## Arquitectura + +Este proyecto utiliza un **servidor custom de Next.js** (`server.mjs`) que integra: +- Next.js para el renderizado de páginas +- Socket.IO para comunicación en tiempo real +- HTTP server compartido entre ambos + +### ¿Por qué un servidor custom? + +Next.js 16 con App Router no soporta nativamente Socket.IO en rutas de API. La solución es crear un servidor HTTP personalizado que: + +1. Maneja las peticiones HTTP de Next.js +2. Maneja las conexiones WebSocket de Socket.IO +3. Comparte el mismo puerto (3000) + +## Configuración Actual + +### Archivo: `server.mjs` + +```javascript +- Crea servidor HTTP +- Inicializa Next.js app +- Configura Socket.IO en el mismo servidor +- Maneja eventos de juego en tiempo real +``` + +### Cliente: `lib/store.ts` + +```typescript +const socket = io('http://localhost:3000', { + transports: ['websocket', 'polling'], +}); +``` + +**Nota:** Ya NO usa `path: '/api/socket'` porque Socket.IO está en la raíz del servidor. + +## Eventos Socket.IO + +### Cliente → Servidor +- `create-room` - Crear nueva sala +- `join-room` - Unirse a sala +- `player-ready` - Jugador listo +- `make-move` - Hacer jugada +- `draw-tile` - Robar ficha +- `disconnect` - Desconectar + +### Servidor → Cliente +- `room-created` - Sala creada (roomId) +- `room-joined` - Unido a sala (gameState, playerId) +- `game-started` - Juego iniciado +- `game-state-updated` - Estado actualizado +- `player-joined` - Nuevo jugador +- `player-left` - Jugador salió +- `invalid-move` - Jugada inválida +- `error` - Error general + +## Comandos + +```bash +# Desarrollo (con hot reload) +npm run dev + +# Producción +npm run build +npm start +``` + +## Verificar Conexión + +1. Abre la consola del navegador (F12) +2. Busca mensajes como: + - "Connected to socket server" + - "Client connected: [socket-id]" + +3. En la terminal del servidor verás: + - "> Ready on http://localhost:3000" + - "> Socket.IO server running" + - "Client connected: [socket-id]" + +## Troubleshooting + +### El cliente no conecta + +**Síntomas:** No ves "Connected to socket server" en la consola + +**Solución:** +1. Verifica que el servidor esté corriendo: `npm run dev` +2. Revisa la consola del servidor para errores +3. Asegúrate que el puerto 3000 no esté ocupado +4. Limpia caché del navegador y recarga + +### Error: "ERR_CONNECTION_REFUSED" + +**Causa:** El servidor no está corriendo o puerto bloqueado + +**Solución:** +```bash +# Matar proceso en puerto 3000 +lsof -ti:3000 | xargs kill -9 + +# Reiniciar servidor +npm run dev +``` + +### Socket.IO no envía eventos + +**Causa:** El evento no está registrado correctamente + +**Solución:** +1. Verifica que el evento exista en `server.mjs` +2. Revisa que el nombre del evento coincida exactamente +3. Checa la consola del servidor para errores + +## Estado Actual + +✅ **Funcionando correctamente** + +El servidor WebSocket está: +- ✅ Corriendo en http://localhost:3000 +- ✅ Aceptando conexiones Socket.IO +- ✅ Manejando eventos de juego +- ✅ Sincronizando estado entre jugadores +- ✅ Soportando múltiples salas + +## Logs del Servidor + +Cuando todo funciona correctamente verás: + +``` +> domino@0.1.0 dev +> node server.mjs + +> Ready on http://localhost:3000 +> Socket.IO server running +Client connected: abc123xyz +Room created: XYZ789 +Player Player1 joined room XYZ789 +Game started in room: XYZ789 +``` + +## Próximos Pasos + +Para producción, considera: + +1. **Variables de entorno** para la URL del servidor +2. **SSL/TLS** para conexiones seguras (wss://) +3. **Autenticación** de jugadores +4. **Rate limiting** para prevenir spam +5. **Monitoreo** de conexiones activas +6. **Backup** de salas activas +7. **Scaling** con Redis para múltiples instancias + +--- + +**El servidor WebSocket está completamente funcional** 🎉 diff --git a/app/api/socket/route.ts b/app/api/socket/route.ts new file mode 100644 index 0000000..a371555 --- /dev/null +++ b/app/api/socket/route.ts @@ -0,0 +1,227 @@ +import { NextRequest } from 'next/server'; +import { Server as SocketIOServer } from 'socket.io'; +import { Server as HTTPServer } from 'http'; +import { GameState, Player, GameMove } from '@/lib/types'; +import { dealTiles, findStartingPlayer, executeMove, canPlayerMove, isGameBlocked, determineBlockedWinner } from '@/lib/gameLogic'; + +// Store active game rooms +const gameRooms = new Map(); +const playerRooms = new Map(); + +// Generate unique room ID +function generateRoomId(): string { + return Math.random().toString(36).substring(2, 8).toUpperCase(); +} + +// Create a new game state +function createGameState(roomId: string): GameState { + return { + id: roomId, + players: [], + currentPlayerIndex: 0, + board: [], + boneyard: [], + boardEnds: [], + winner: null, + isGameOver: false, + turnsPassed: 0, + gameMode: 'waiting', + }; +} + +// Initialize game when all players are ready +function startGame(roomId: string): GameState { + const gameState = gameRooms.get(roomId); + if (!gameState) throw new Error('Game not found'); + + const { playerTiles, boneyard } = dealTiles(gameState.players.length); + + const updatedPlayers = gameState.players.map((player, index) => ({ + ...player, + tiles: playerTiles[index], + score: 0, + })); + + const startingPlayerIndex = findStartingPlayer(updatedPlayers); + + const newGameState: GameState = { + ...gameState, + players: updatedPlayers, + currentPlayerIndex: startingPlayerIndex, + boneyard, + gameMode: 'playing', + }; + + gameRooms.set(roomId, newGameState); + return newGameState; +} + +export async function GET(req: NextRequest) { + // @ts-ignore + const res = req.res || req.nextUrl; + + if (!(res as any).socket?.server?.io) { + console.log('Initializing Socket.IO server...'); + + const httpServer: HTTPServer = (res as any).socket.server; + const io = new SocketIOServer(httpServer, { + path: '/api/socket', + addTrailingSlash: false, + cors: { + origin: '*', + methods: ['GET', 'POST'], + }, + }); + + io.on('connection', (socket) => { + console.log('Client connected:', socket.id); + + socket.on('create-room', () => { + const roomId = generateRoomId(); + const gameState = createGameState(roomId); + gameRooms.set(roomId, gameState); + + socket.join(roomId); + socket.emit('room-created', roomId); + console.log('Room created:', roomId); + }); + + socket.on('join-room', (roomId: string, playerName: string) => { + const gameState = gameRooms.get(roomId); + + if (!gameState) { + socket.emit('error', 'Room not found'); + return; + } + + if (gameState.players.length >= 4) { + socket.emit('error', 'Room is full'); + return; + } + + if (gameState.gameMode !== 'waiting') { + socket.emit('error', 'Game already started'); + return; + } + + const player: Player = { + id: socket.id, + name: playerName, + tiles: [], + score: 0, + isAI: false, + isReady: false, + }; + + gameState.players.push(player); + playerRooms.set(socket.id, roomId); + + socket.join(roomId); + socket.emit('room-joined', gameState, socket.id); + socket.to(roomId).emit('player-joined', player); + + console.log(`Player ${playerName} joined room ${roomId}`); + }); + + socket.on('player-ready', (roomId: string) => { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + const player = gameState.players.find(p => p.id === socket.id); + if (!player) return; + + player.isReady = true; + gameRooms.set(roomId, gameState); + + const allReady = gameState.players.length >= 2 && gameState.players.every(p => p.isReady); + + if (allReady) { + const startedGame = startGame(roomId); + io.to(roomId).emit('game-started', startedGame); + console.log('Game started in room:', roomId); + } else { + io.to(roomId).emit('game-state-updated', gameState); + } + }); + + socket.on('make-move', (roomId: string, move: GameMove) => { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + + if (currentPlayer.id !== socket.id) { + socket.emit('invalid-move', 'Not your turn'); + return; + } + + try { + const newGameState = executeMove(gameState, move); + + if (isGameBlocked(newGameState)) { + const winnerId = determineBlockedWinner(newGameState); + newGameState.winner = winnerId; + newGameState.isGameOver = true; + newGameState.gameMode = 'finished'; + } + + gameRooms.set(roomId, newGameState); + io.to(roomId).emit('game-state-updated', newGameState); + } catch (error) { + socket.emit('invalid-move', 'Invalid move'); + } + }); + + socket.on('draw-tile', (roomId: string) => { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + + if (currentPlayer.id !== socket.id) { + socket.emit('invalid-move', 'Not your turn'); + return; + } + + if (gameState.boneyard.length === 0) { + socket.emit('invalid-move', 'No tiles left to draw'); + return; + } + + const drawnTile = gameState.boneyard.pop()!; + currentPlayer.tiles.push(drawnTile); + + if (!canPlayerMove(currentPlayer, gameState.boardEnds)) { + gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length; + } + + gameRooms.set(roomId, gameState); + io.to(roomId).emit('game-state-updated', gameState); + }); + + socket.on('disconnect', () => { + const roomId = playerRooms.get(socket.id); + if (roomId) { + const gameState = gameRooms.get(roomId); + if (gameState) { + gameState.players = gameState.players.filter(p => p.id !== socket.id); + playerRooms.delete(socket.id); + + if (gameState.players.length === 0) { + gameRooms.delete(roomId); + } else { + gameRooms.set(roomId, gameState); + io.to(roomId).emit('player-left', socket.id); + io.to(roomId).emit('game-state-updated', gameState); + } + } + } + console.log('Client disconnected:', socket.id); + }); + }); + + (res as any).socket.server.io = io; + } + + return new Response('Socket.IO server initialized', { status: 200 }); +} diff --git a/app/layout.tsx b/app/layout.tsx index f7fa87e..08d1711 100644 --- a/app/layout.tsx +++ b/app/layout.tsx @@ -13,8 +13,8 @@ const geistMono = Geist_Mono({ }); export const metadata: Metadata = { - title: "Create Next App", - description: "Generated by create next app", + title: "Dominoes Online - Multiplayer Game", + description: "Play dominoes online with friends or against AI. Modern, real-time multiplayer domino game built with Next.js.", }; export default function RootLayout({ diff --git a/app/page.tsx b/app/page.tsx index 295f8fd..1fe584d 100644 --- a/app/page.tsx +++ b/app/page.tsx @@ -1,65 +1,367 @@ -import Image from "next/image"; +'use client'; + +import { useEffect, useState } from 'react'; +import { useGameStore } from '@/lib/store'; +import { Lobby } from '@/components/Lobby'; +import { WaitingRoom } from '@/components/WaitingRoom'; +import { GameBoard } from '@/components/GameBoard'; +import { PlayerHand } from '@/components/PlayerHand'; +import { GameOver } from '@/components/GameOver'; +import { getValidMoves } from '@/lib/gameLogic'; +import { motion, AnimatePresence } from 'framer-motion'; export default function Home() { - return ( -
-
- Next.js logo { + initSocket(); + }, [initSocket]); + + const handleCreateRoom = (playerName: string) => { + createRoom(playerName); + }; + + const handleJoinRoom = (roomId: string, playerName: string) => { + joinRoom(roomId, playerName); + }; + + const handleStartAI = (playerName: string) => { + startAIGame(playerName); + }; + + const handleTileClick = (tileId: string) => { + const tile = gameState?.players + .find(p => p.id === currentPlayerId) + ?.tiles.find(t => t.id === tileId); + + if (tile) { + selectTile(selectedTile?.id === tileId ? null : tile); + } + }; + + const handlePlaceTile = (side: 'left' | 'right') => { + if (!selectedTile || !currentPlayerId || !gameState) return; + + console.log('handlePlaceTile called', { + selectedTile, + side, + currentPlayerId, + boardEnds: gameState.boardEnds, + validMoves + }); + + // Verificar si el movimiento es válido + const isValid = validMoves.some(m => + m.tile.id === selectedTile.id && + (gameState.boardEnds.length === 0 || m.side === side || validMoves.filter(vm => vm.tile.id === selectedTile.id).length > 1) + ); + + if (!isValid && gameState.boardEnds.length > 0) { + console.error('Invalid move: tile cannot be placed on this side', { selectedTile, side, validMoves }); + setError(`Cannot place tile ${selectedTile.left}-${selectedTile.right} on the ${side} side. It doesn't match the board end.`); + return; + } + + console.log('Making move:', { playerId: currentPlayerId, tile: selectedTile, side }); + makeMove({ + playerId: currentPlayerId, + tile: selectedTile, + side, + }); + }; + + const handlePass = () => { + if (!currentPlayerId || !gameState) return; + + const currentPlayer = gameState.players.find(p => p.id === currentPlayerId); + if (!currentPlayer) return; + + makeMove({ + playerId: currentPlayerId, + tile: currentPlayer.tiles[0], + side: 'left', + pass: true, + }); + }; + + const handlePlayAgain = () => { + leaveRoom(); + }; + + // Show lobby if no game state or game mode is waiting + if (!gameState || gameState.gameMode === 'waiting') { + if (roomId && gameState) { + return ( + -
-

- To get started, edit the page.tsx file. -

-

- Looking for a starting point or more instructions? Head over to{" "} - + ); + } + + const currentPlayer = gameState.players.find(p => p.id === currentPlayerId); + const isMyTurn = gameState.players[gameState.currentPlayerIndex]?.id === currentPlayerId; + const validMoves = currentPlayer ? getValidMoves(currentPlayer, gameState.boardEnds) : []; + const validTileIds = currentPlayer && gameState.boardEnds.length === 0 + ? currentPlayer.tiles.map(t => t.id) + : Array.from(new Set(validMoves.map(m => m.tile.id))); + const canDraw = gameState.boneyard.length > 0 && validMoves.length === 0; + + return ( +

+ {/* Header */} +
+ -
- + + {/* Error notification */} + + {error && ( + - Vercel logomark - Deploy Now - - + )} + + + {/* Rules modal */} + + {showRules && ( + setShowRules(false)} > - Documentation - + e.stopPropagation()} + > +

How to Play

+
    +
  • • Click on a tile to select it
  • +
  • • Click "Place Left" or "Place Right" to place it
  • +
  • • Tiles must match the numbers on the board ends
  • +
  • • Draw a tile if you can't play
  • +
  • • First player to use all tiles wins!
  • +
  • • Game ends when blocked (no one can move)
  • +
+ +
+ + )} + + + {/* Main game area */} +
+
+ {/* Left side - Game board and controls */} +
+ {/* Game info */} +
+
+
+
Current Turn
+
+ {gameState.players[gameState.currentPlayerIndex]?.name} +
+
+
+
Boneyard
+
+ {gameState.boneyard.length} tiles +
+
+
+
+ + {/* Game board */} + + + {/* Controls */} + {isMyTurn && currentPlayer && ( + + {selectedTile && ( +
+ Selected: {selectedTile.left}-{selectedTile.right} + {gameState.boardEnds.length > 0 && ( +
+ Board ends: {gameState.boardEnds[0]?.value} (left) | {gameState.boardEnds[1]?.value} (right) +
+ )} +
+ )} +
+ + + {canDraw && ( + + )} + {validMoves.length === 0 && !canDraw && ( + + )} +
+
+ )} + + {/* Current player's hand */} + {currentPlayer && ( + + )} +
+ + {/* Right side - Other players */} +
+

Players

+ {gameState.players + .filter(p => p.id !== currentPlayerId) + .map(player => ( +
+
+
+ {player.name.charAt(0).toUpperCase()} +
+
+
{player.name}
+
+ {player.tiles.length} tiles + {player.isAI && ' (AI)'} +
+
+ {gameState.players[gameState.currentPlayerIndex]?.id === player.id && ( +
+ Turn +
+ )} +
+ {/* Show tile backs */} +
+ {player.tiles.map((_, i) => ( +
+ ))} +
+
+ ))} +
-
+
+ + {/* Game over modal */} + {gameState.isGameOver && ( + p.id === gameState.winner) || null} + players={gameState.players} + onPlayAgain={handlePlayAgain} + onLeave={leaveRoom} + /> + )} ); } diff --git a/components/DominoCanvas.tsx b/components/DominoCanvas.tsx new file mode 100644 index 0000000..2978625 --- /dev/null +++ b/components/DominoCanvas.tsx @@ -0,0 +1,143 @@ +'use client'; + +import React, { useRef, useEffect } from 'react'; +import { DominoTile } from '@/lib/types'; + +interface DominoCanvasProps { + tile: DominoTile; + width?: number; + height?: number; + isSelected?: boolean; + isPlayable?: boolean; + onClick?: () => void; + className?: string; +} + +export function DominoCanvas({ + tile, + width = 60, + height = 30, + isSelected = false, + isPlayable = true, + onClick, + className = '', +}: DominoCanvasProps) { + const canvasRef = useRef(null); + + useEffect(() => { + const canvas = canvasRef.current; + if (!canvas) return; + + const ctx = canvas.getContext('2d'); + if (!ctx) return; + + // Clear canvas + ctx.clearRect(0, 0, width, height); + + // Draw tile background + ctx.fillStyle = isSelected ? '#3b82f6' : '#ffffff'; + ctx.strokeStyle = isPlayable ? '#1f2937' : '#9ca3af'; + ctx.lineWidth = 2; + + const radius = 4; + ctx.beginPath(); + ctx.moveTo(radius, 0); + ctx.lineTo(width - radius, 0); + ctx.quadraticCurveTo(width, 0, width, radius); + ctx.lineTo(width, height - radius); + ctx.quadraticCurveTo(width, height, width - radius, height); + ctx.lineTo(radius, height); + ctx.quadraticCurveTo(0, height, 0, height - radius); + ctx.lineTo(0, radius); + ctx.quadraticCurveTo(0, 0, radius, 0); + ctx.closePath(); + ctx.fill(); + ctx.stroke(); + + // Draw center divider + ctx.beginPath(); + ctx.moveTo(width / 2, 0); + ctx.lineTo(width / 2, height); + ctx.strokeStyle = '#6b7280'; + ctx.lineWidth = 1; + ctx.stroke(); + + // Draw dots + const dotRadius = 2.5; + const drawDots = (value: number, x: number, y: number, size: number) => { + ctx.fillStyle = isSelected ? '#ffffff' : '#1f2937'; + + const positions = getDotPositions(value, size); + positions.forEach(pos => { + ctx.beginPath(); + ctx.arc(x + pos.x, y + pos.y, dotRadius, 0, Math.PI * 2); + ctx.fill(); + }); + }; + + const leftX = width / 4; + const rightX = (width * 3) / 4; + const centerY = height / 2; + const dotAreaSize = width / 2 - 6; + + drawDots(tile.left, leftX, centerY, dotAreaSize); + drawDots(tile.right, rightX, centerY, dotAreaSize); + + }, [tile, width, height, isSelected, isPlayable]); + + return ( + + ); +} + +// Get dot positions for a domino value (0-6) +function getDotPositions(value: number, size: number): { x: number; y: number }[] { + const margin = size * 0.2; + const positions: { x: number; y: number }[] = []; + + switch (value) { + case 0: + return []; + case 1: + positions.push({ x: 0, y: 0 }); + break; + case 2: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: margin }); + break; + case 3: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: 0, y: 0 }); + positions.push({ x: margin, y: margin }); + break; + case 4: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: margin, y: margin }); + break; + case 5: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: 0, y: 0 }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: margin, y: margin }); + break; + case 6: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: 0, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: 0, y: margin }); + positions.push({ x: margin, y: margin }); + break; + } + + return positions; +} diff --git a/components/GameBoard.tsx b/components/GameBoard.tsx new file mode 100644 index 0000000..0de9f07 --- /dev/null +++ b/components/GameBoard.tsx @@ -0,0 +1,230 @@ +'use client'; + +import React, { useRef, useEffect, useState } from 'react'; +import { PlacedTile, Position } from '@/lib/types'; + +interface GameBoardProps { + placedTiles: PlacedTile[]; + width?: number; + height?: number; + className?: string; +} + +export function GameBoard({ placedTiles, width = 1200, height = 700, className = '' }: GameBoardProps) { + const canvasRef = useRef(null); + const [offset, setOffset] = useState({ x: 0, y: 0 }); + const [isDragging, setIsDragging] = useState(false); + const [dragStart, setDragStart] = useState({ x: 0, y: 0 }); + + // Auto-center the board on first tile + useEffect(() => { + if (placedTiles.length === 1 && offset.x === 0 && offset.y === 0) { + setOffset({ x: width / 2 - 400, y: height / 2 - 300 }); + } + }, [placedTiles.length, width, height, offset]); + + useEffect(() => { + const canvas = canvasRef.current; + if (!canvas) return; + + const ctx = canvas.getContext('2d'); + if (!ctx) return; + + // Clear canvas + ctx.clearRect(0, 0, width, height); + + // Draw background pattern + ctx.fillStyle = '#f3f4f6'; + ctx.fillRect(0, 0, width, height); + + // Draw grid pattern + ctx.strokeStyle = '#e5e7eb'; + ctx.lineWidth = 1; + for (let x = 0; x < width; x += 40) { + ctx.beginPath(); + ctx.moveTo(x, 0); + ctx.lineTo(x, height); + ctx.stroke(); + } + for (let y = 0; y < height; y += 40) { + ctx.beginPath(); + ctx.moveTo(0, y); + ctx.lineTo(width, y); + ctx.stroke(); + } + + // Draw placed tiles + placedTiles.forEach((placedTile, index) => { + const { tile, position, orientation } = placedTile; + const tileWidth = orientation === 'horizontal' ? 60 : 30; + const tileHeight = orientation === 'horizontal' ? 30 : 60; + + const x = position.x + offset.x; + const y = position.y + offset.y; + + // Draw tile background with shadow + ctx.shadowColor = 'rgba(0, 0, 0, 0.2)'; + ctx.shadowBlur = 5; + ctx.shadowOffsetX = 2; + ctx.shadowOffsetY = 2; + + ctx.fillStyle = '#ffffff'; + ctx.strokeStyle = '#1f2937'; + ctx.lineWidth = 2; + + const radius = 4; + ctx.beginPath(); + ctx.moveTo(x + radius, y); + ctx.lineTo(x + tileWidth - radius, y); + ctx.quadraticCurveTo(x + tileWidth, y, x + tileWidth, y + radius); + ctx.lineTo(x + tileWidth, y + tileHeight - radius); + ctx.quadraticCurveTo(x + tileWidth, y + tileHeight, x + tileWidth - radius, y + tileHeight); + ctx.lineTo(x + radius, y + tileHeight); + ctx.quadraticCurveTo(x, y + tileHeight, x, y + tileHeight - radius); + ctx.lineTo(x, y + radius); + ctx.quadraticCurveTo(x, y, x + radius, y); + ctx.closePath(); + ctx.fill(); + ctx.stroke(); + + // Reset shadow + ctx.shadowColor = 'transparent'; + + // Draw center divider + ctx.strokeStyle = '#6b7280'; + ctx.lineWidth = 1; + ctx.beginPath(); + if (orientation === 'horizontal') { + ctx.moveTo(x + tileWidth / 2, y); + ctx.lineTo(x + tileWidth / 2, y + tileHeight); + } else { + ctx.moveTo(x, y + tileHeight / 2); + ctx.lineTo(x + tileWidth, y + tileHeight / 2); + } + ctx.stroke(); + + // Draw dots + const dotRadius = 2.5; + ctx.fillStyle = '#1f2937'; + + const drawDots = (value: number, dotX: number, dotY: number, size: number) => { + const positions = getDotPositions(value, size); + positions.forEach(pos => { + ctx.beginPath(); + ctx.arc(dotX + pos.x, dotY + pos.y, dotRadius, 0, Math.PI * 2); + ctx.fill(); + }); + }; + + if (orientation === 'horizontal') { + const leftX = x + tileWidth / 4; + const rightX = x + (tileWidth * 3) / 4; + const centerY = y + tileHeight / 2; + const dotAreaSize = tileWidth / 2 - 6; + + drawDots(tile.left, leftX, centerY, dotAreaSize); + drawDots(tile.right, rightX, centerY, dotAreaSize); + } else { + const topY = y + tileHeight / 4; + const bottomY = y + (tileHeight * 3) / 4; + const centerX = x + tileWidth / 2; + const dotAreaSize = tileHeight / 2 - 6; + + drawDots(tile.left, centerX, topY, dotAreaSize); + drawDots(tile.right, centerX, bottomY, dotAreaSize); + } + + // Draw tile number for debugging (optional) + if (placedTiles.length < 20) { + ctx.fillStyle = '#9ca3af'; + ctx.font = '10px sans-serif'; + ctx.textAlign = 'center'; + ctx.fillText(`#${index + 1}`, x + tileWidth / 2, y - 5); + } + }); + + }, [placedTiles, offset, width, height]); + + const handleMouseDown = (e: React.MouseEvent) => { + setIsDragging(true); + setDragStart({ x: e.clientX - offset.x, y: e.clientY - offset.y }); + }; + + const handleMouseMove = (e: React.MouseEvent) => { + if (!isDragging) return; + setOffset({ + x: e.clientX - dragStart.x, + y: e.clientY - dragStart.y, + }); + }; + + const handleMouseUp = () => { + setIsDragging(false); + }; + + return ( +
+ + {placedTiles.length > 0 && ( +
+ Drag to pan • {placedTiles.length} tiles placed +
+ )} +
+ ); +} + +// Get dot positions for a domino value (0-6) +function getDotPositions(value: number, size: number): { x: number; y: number }[] { + const margin = size * 0.2; + const positions: { x: number; y: number }[] = []; + + switch (value) { + case 0: + return []; + case 1: + positions.push({ x: 0, y: 0 }); + break; + case 2: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: margin }); + break; + case 3: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: 0, y: 0 }); + positions.push({ x: margin, y: margin }); + break; + case 4: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: margin, y: margin }); + break; + case 5: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: 0, y: 0 }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: margin, y: margin }); + break; + case 6: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: 0, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: 0, y: margin }); + positions.push({ x: margin, y: margin }); + break; + } + + return positions; +} diff --git a/components/GameOver.tsx b/components/GameOver.tsx new file mode 100644 index 0000000..9cf29e7 --- /dev/null +++ b/components/GameOver.tsx @@ -0,0 +1,110 @@ +'use client'; + +import React from 'react'; +import { motion } from 'framer-motion'; +import { Player } from '@/lib/types'; + +interface GameOverProps { + winner: Player | null; + players: Player[]; + onPlayAgain: () => void; + onLeave: () => void; +} + +export function GameOver({ winner, players, onPlayAgain, onLeave }: GameOverProps) { + return ( + + +
+ + {winner ? '🏆' : '🤝'} + +

+ {winner ? 'Game Over!' : 'Game Blocked!'} +

+ {winner && ( +

+ {winner.name} wins! +

+ )} +
+ +
+

Final Scores

+
+ {players + .sort((a, b) => { + const scoreA = a.tiles.reduce((sum, t) => sum + t.left + t.right, 0); + const scoreB = b.tiles.reduce((sum, t) => sum + t.left + t.right, 0); + return scoreA - scoreB; + }) + .map((player, index) => { + const score = player.tiles.reduce((sum, t) => sum + t.left + t.right, 0); + const isWinner = player.id === winner?.id; + + return ( + +
+ {isWinner && 👑} +
+
{player.name}
+
+ {player.tiles.length} tiles remaining +
+
+
+
+ {score} +
+
+ ); + })} +
+
+ +
+ + Play Again + + + + Back to Menu + +
+
+
+ ); +} diff --git a/components/Lobby.tsx b/components/Lobby.tsx new file mode 100644 index 0000000..6b04a15 --- /dev/null +++ b/components/Lobby.tsx @@ -0,0 +1,148 @@ +'use client'; + +import React, { useState } from 'react'; +import { motion } from 'framer-motion'; + +interface LobbyProps { + onCreateRoom: (playerName: string) => void; + onJoinRoom: (roomId: string, playerName: string) => void; + onStartAI: (playerName: string) => void; + roomId: string | null; +} + +export function Lobby({ onCreateRoom, onJoinRoom, onStartAI, roomId }: LobbyProps) { + const [playerName, setPlayerName] = useState(''); + const [joinRoomId, setJoinRoomId] = useState(''); + const [mode, setMode] = useState<'menu' | 'create' | 'join' | 'ai'>('menu'); + + const handleCreate = () => { + if (!playerName.trim()) return; + onCreateRoom(playerName); + }; + + const handleJoin = () => { + if (!playerName.trim() || !joinRoomId.trim()) return; + onJoinRoom(joinRoomId.toUpperCase(), playerName); + }; + + const handleAI = () => { + if (!playerName.trim()) return; + onStartAI(playerName); + }; + + if (mode === 'menu') { + return ( +
+ + + Dominoes + +

Online Multiplayer Game

+ +
+ setPlayerName(e.target.value)} + className="w-full px-4 py-3 border-2 border-gray-300 rounded-lg focus:border-blue-500 focus:outline-none transition-colors" + maxLength={20} + /> +
+ +
+ + Create Room + + + setMode('join')} + disabled={!playerName.trim()} + className="w-full bg-gradient-to-r from-purple-500 to-purple-600 text-white py-3 rounded-lg font-semibold shadow-lg hover:shadow-xl transition-shadow disabled:opacity-50 disabled:cursor-not-allowed" + > + Join Room + + + + Play vs AI + +
+ +
+

Built with Next.js, Canvas & Socket.IO

+
+
+
+ ); + } + + if (mode === 'join') { + return ( +
+ +

Join Room

+ +
+ setJoinRoomId(e.target.value.toUpperCase())} + className="w-full px-4 py-3 border-2 border-gray-300 rounded-lg focus:border-purple-500 focus:outline-none transition-colors uppercase" + maxLength={6} + /> +
+ +
+ + Join Game + + + setMode('menu')} + className="w-full bg-gray-300 text-gray-700 py-3 rounded-lg font-semibold hover:bg-gray-400 transition-colors" + > + Back + +
+
+
+ ); + } + + return null; +} diff --git a/components/PlayerHand.tsx b/components/PlayerHand.tsx new file mode 100644 index 0000000..ebf0bee --- /dev/null +++ b/components/PlayerHand.tsx @@ -0,0 +1,187 @@ +'use client'; + +import React from 'react'; +import { motion, AnimatePresence } from 'framer-motion'; +import { Player } from '@/lib/types'; + +interface PlayerHandProps { + player: Player; + isCurrentPlayer: boolean; + selectedTileId: string | null; + onTileClick: (tileId: string) => void; + validTileIds: string[]; +} + +export function PlayerHand({ + player, + isCurrentPlayer, + selectedTileId, + onTileClick, + validTileIds, +}: PlayerHandProps) { + return ( +
+
+
+
+ {player.name.charAt(0).toUpperCase()} +
+
+
{player.name}
+
{player.tiles.length} tiles
+
+
+ {isCurrentPlayer && ( + + Your Turn + + )} +
+ + {!player.isAI && ( +
+ + {player.tiles.map((tile, index) => { + const isSelected = tile.id === selectedTileId; + const isPlayable = validTileIds.includes(tile.id); + + return ( + isPlayable && isCurrentPlayer && onTileClick(tile.id)} + className={`relative ${ + isPlayable && isCurrentPlayer ? 'cursor-pointer' : 'cursor-not-allowed' + }`} + > + + + ); + })} + +
+ )} +
+ ); +} + +interface DominoTileSVGProps { + tile: { left: number; right: number; id: string }; + isSelected: boolean; + isPlayable: boolean; +} + +function DominoTileSVG({ tile, isSelected, isPlayable }: DominoTileSVGProps) { + const width = 60; + const height = 30; + + return ( + + {/* Background */} + + + {/* Center divider */} + + + {/* Left dots */} + + {renderDots(tile.left, isSelected)} + + + {/* Right dots */} + + {renderDots(tile.right, isSelected)} + + + ); +} + +function renderDots(value: number, isSelected: boolean) { + const dotRadius = 2.5; + const margin = 6; + const fill = isSelected ? '#ffffff' : '#1f2937'; + + const positions = getDotPositions(value, margin); + + return positions.map((pos, i) => ( + + )); +} + +function getDotPositions(value: number, margin: number): { x: number; y: number }[] { + const positions: { x: number; y: number }[] = []; + + switch (value) { + case 0: + return []; + case 1: + positions.push({ x: 0, y: 0 }); + break; + case 2: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: margin }); + break; + case 3: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: 0, y: 0 }); + positions.push({ x: margin, y: margin }); + break; + case 4: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: margin, y: margin }); + break; + case 5: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: 0, y: 0 }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: margin, y: margin }); + break; + case 6: + positions.push({ x: -margin, y: -margin }); + positions.push({ x: 0, y: -margin }); + positions.push({ x: margin, y: -margin }); + positions.push({ x: -margin, y: margin }); + positions.push({ x: 0, y: margin }); + positions.push({ x: margin, y: margin }); + break; + } + + return positions; +} diff --git a/components/WaitingRoom.tsx b/components/WaitingRoom.tsx new file mode 100644 index 0000000..0916fbd --- /dev/null +++ b/components/WaitingRoom.tsx @@ -0,0 +1,137 @@ +'use client'; + +import React from 'react'; +import { motion } from 'framer-motion'; +import { Player } from '@/lib/types'; + +interface WaitingRoomProps { + roomId: string; + players: Player[]; + currentPlayerId: string | null; + onReady: () => void; + onLeave: () => void; +} + +export function WaitingRoom({ roomId, players, currentPlayerId, onReady, onLeave }: WaitingRoomProps) { + const currentPlayer = players.find(p => p.id === currentPlayerId); + const isReady = currentPlayer?.isReady || false; + const canStart = players.length >= 2 && players.every(p => p.isReady); + + return ( +
+ +
+

Waiting Room

+
+ {roomId} +
+

Share this code with your friends

+
+ +
+

+ Players ({players.length}/4) +

+ {players.length < 2 && ( +
+ ⚠️ Minimum 2 players required to start +
+ )} +
+ {players.map((player) => ( + +
+
+
+ {player.name.charAt(0).toUpperCase()} +
+
+
{player.name}
+ {player.id === currentPlayerId && ( +
You
+ )} +
+
+ {player.isReady && ( + + ✓ + + )} +
+
+ ))} + + {/* Empty slots */} + {Array.from({ length: 4 - players.length }).map((_, i) => ( +
+
+
+
+
Optional player...
+
+
+ ))} +
+
+ +
+ {!isReady ? ( + + Ready to Play + + ) : ( +
+ {canStart ? 'Starting game...' : players.length < 2 ? 'Waiting for at least 1 more player...' : 'Waiting for other players...'} +
+ )} + + + Leave Room + +
+ +
+

Game Rules

+
    +
  • • 2-4 players can play (minimum 2 required)
  • +
  • • Match numbers on tiles to place them on the board
  • +
  • • Draw from the boneyard if you can't play
  • +
  • • First player to use all tiles wins!
  • +
  • • Game ends when someone runs out or no one can move
  • +
+
+
+
+ ); +} diff --git a/lib/aiLogic.ts b/lib/aiLogic.ts new file mode 100644 index 0000000..25b7451 --- /dev/null +++ b/lib/aiLogic.ts @@ -0,0 +1,153 @@ +import { Player, GameState, GameMove, DominoTile, BoardEnd } from './types'; +import { getValidMoves, canPlaceTile } from './gameLogic'; + +// AI difficulty levels +export type AIDifficulty = 'easy' | 'medium' | 'hard'; + +// Evaluate tile value for strategic play +function evaluateTileValue(tile: DominoTile, boardEnds: BoardEnd[]): number { + let value = 0; + + // Prefer higher value tiles early in the game + value += tile.left + tile.right; + + // Doubles are slightly more valuable + if (tile.isDouble) { + value += 2; + } + + // Tiles that match both ends are very valuable + const matchesLeft = boardEnds.some(end => end.side === 'left' && canPlaceTile(tile, end.value)); + const matchesRight = boardEnds.some(end => end.side === 'right' && canPlaceTile(tile, end.value)); + + if (matchesLeft && matchesRight) { + value += 10; + } + + return value; +} + +// Count remaining tiles with specific values +function countRemainingTiles(value: number, allPlayerTiles: DominoTile[][]): number { + let count = 0; + allPlayerTiles.forEach(tiles => { + tiles.forEach(tile => { + if (tile.left === value || tile.right === value) { + count++; + } + }); + }); + return count; +} + +// Choose the best move for AI based on difficulty +export function chooseAIMove( + gameState: GameState, + aiPlayer: Player, + difficulty: AIDifficulty = 'medium' +): GameMove | null { + const validMoves = getValidMoves(aiPlayer, gameState.boardEnds); + + if (validMoves.length === 0) { + // Try to draw from boneyard if possible + if (gameState.boneyard.length > 0) { + return null; // Will trigger draw action + } + // Pass if can't move and no tiles to draw + return { + playerId: aiPlayer.id, + tile: aiPlayer.tiles[0], // Dummy tile + side: 'left', + pass: true, + }; + } + + // Easy: Random move + if (difficulty === 'easy') { + const randomMove = validMoves[Math.floor(Math.random() * validMoves.length)]; + return { + playerId: aiPlayer.id, + tile: randomMove.tile, + side: randomMove.side, + }; + } + + // Medium: Prefer higher value tiles + if (difficulty === 'medium') { + let bestMove = validMoves[0]; + let bestValue = evaluateTileValue(bestMove.tile, gameState.boardEnds); + + validMoves.forEach(move => { + const value = evaluateTileValue(move.tile, gameState.boardEnds); + if (value > bestValue) { + bestValue = value; + bestMove = move; + } + }); + + return { + playerId: aiPlayer.id, + tile: bestMove.tile, + side: bestMove.side, + }; + } + + // Hard: Strategic play + // Consider opponent's possible tiles and blocking strategies + let bestMove = validMoves[0]; + let bestScore = -Infinity; + + validMoves.forEach(move => { + let score = evaluateTileValue(move.tile, gameState.boardEnds); + + // Prefer moves that limit opponent's options + const resultingValue = move.tile.left === gameState.boardEnds.find(e => e.side === move.side)?.value + ? move.tile.right + : move.tile.left; + + // Check how common this value is among remaining tiles + const allTiles = gameState.players.map(p => p.tiles); + const commonality = countRemainingTiles(resultingValue, allTiles); + + // Prefer less common values to block opponents + score -= commonality * 3; + + // Try to get rid of high-value tiles first (defensive play) + const tileValue = move.tile.left + move.tile.right; + score += tileValue * 0.5; + + // Prefer doubles near the end of the game + if (move.tile.isDouble && aiPlayer.tiles.length <= 3) { + score += 5; + } + + if (score > bestScore) { + bestScore = score; + bestMove = move; + } + }); + + return { + playerId: aiPlayer.id, + tile: bestMove.tile, + side: bestMove.side, + }; +} + +// Simulate AI thinking delay +export async function aiThinkingDelay(difficulty: AIDifficulty): Promise { + const delays = { + easy: 500, + medium: 1000, + hard: 1500, + }; + + const delay = delays[difficulty] + Math.random() * 500; + return new Promise(resolve => setTimeout(resolve, delay)); +} + +// Check if AI should draw a tile +export function shouldAIDraw(gameState: GameState, aiPlayer: Player): boolean { + const validMoves = getValidMoves(aiPlayer, gameState.boardEnds); + return validMoves.length === 0 && gameState.boneyard.length > 0; +} diff --git a/lib/gameLogic.ts b/lib/gameLogic.ts new file mode 100644 index 0000000..b8dffc5 --- /dev/null +++ b/lib/gameLogic.ts @@ -0,0 +1,364 @@ +import { DominoTile, GameState, Player, PlacedTile, BoardEnd, Position, GameMove } from './types'; + +// Generate a complete domino set (0-0 to 6-6) +export function generateDominoSet(): DominoTile[] { + const tiles: DominoTile[] = []; + for (let i = 0; i <= 6; i++) { + for (let j = i; j <= 6; j++) { + tiles.push({ + id: `${i}-${j}`, + left: i, + right: j, + isDouble: i === j, + }); + } + } + return tiles; +} + +// Shuffle array using Fisher-Yates algorithm +export function shuffleArray(array: T[]): T[] { + const shuffled = [...array]; + for (let i = shuffled.length - 1; i > 0; i--) { + const j = Math.floor(Math.random() * (i + 1)); + [shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]]; + } + return shuffled; +} + +// Deal tiles to players +export function dealTiles(numPlayers: number): { playerTiles: DominoTile[][], boneyard: DominoTile[] } { + const allTiles = shuffleArray(generateDominoSet()); + const tilesPerPlayer = 7; + const playerTiles: DominoTile[][] = []; + + for (let i = 0; i < numPlayers; i++) { + playerTiles.push(allTiles.splice(0, tilesPerPlayer)); + } + + return { + playerTiles, + boneyard: allTiles, + }; +} + +// Find the player with the highest double +export function findStartingPlayer(players: Player[]): number { + let highestDouble = -1; + let startingPlayerIndex = 0; + + players.forEach((player, index) => { + player.tiles.forEach(tile => { + if (tile.isDouble && tile.left > highestDouble) { + highestDouble = tile.left; + startingPlayerIndex = index; + } + }); + }); + + return startingPlayerIndex; +} + +// Check if a tile can be placed at a specific board end +export function canPlaceTile(tile: DominoTile, endValue: number): boolean { + return tile.left === endValue || tile.right === endValue; +} + +// Check if a player can make any move +export function canPlayerMove(player: Player, boardEnds: BoardEnd[]): boolean { + if (boardEnds.length === 0) return true; + + return player.tiles.some(tile => + boardEnds.some(end => canPlaceTile(tile, end.value)) + ); +} + +// Get valid moves for a player +export function getValidMoves(player: Player, boardEnds: BoardEnd[]): { tile: DominoTile; side: 'left' | 'right' }[] { + if (boardEnds.length === 0) { + return player.tiles.map(tile => ({ tile, side: 'left' as const })); + } + + const validMoves: { tile: DominoTile; side: 'left' | 'right' }[] = []; + const addedTiles = new Set(); + + player.tiles.forEach(tile => { + boardEnds.forEach(end => { + if (canPlaceTile(tile, end.value)) { + const moveKey = `${tile.id}-${end.side}`; + if (!addedTiles.has(moveKey)) { + validMoves.push({ tile, side: end.side === 'left' ? 'left' : 'right' }); + addedTiles.add(moveKey); + } + } + }); + }); + + return validMoves; +} + +// Get playable tiles for a player (returns just tile IDs) +export function getPlayableTiles(player: Player, boardEnds: BoardEnd[]): string[] { + if (boardEnds.length === 0) { + return player.tiles.map(t => t.id); + } + + const playableTileIds = new Set(); + + player.tiles.forEach(tile => { + boardEnds.forEach(end => { + if (canPlaceTile(tile, end.value)) { + playableTileIds.add(tile.id); + } + }); + }); + + return Array.from(playableTileIds); +} + +// Check if a specific move is valid +export function isValidMove(tile: DominoTile, side: 'left' | 'right', boardEnds: BoardEnd[]): boolean { + if (boardEnds.length === 0) return true; + + const targetEnd = boardEnds.find(end => + (side === 'left' && end.side === 'left') || + (side === 'right' && end.side === 'right') + ); + + if (!targetEnd) return false; + + return canPlaceTile(tile, targetEnd.value); +} + +// Calculate tile position on board +export function calculateTilePosition( + board: PlacedTile[], + side: 'left' | 'right', + tileWidth: number, + tileHeight: number, + isDouble: boolean +): { position: Position; orientation: 'horizontal' | 'vertical'; rotation: number } { + const spacing = 5; + + if (board.length === 0) { + return { + position: { x: 400, y: 300 }, + orientation: 'horizontal', + rotation: 0, + }; + } + + const lastTile = side === 'right' ? board[board.length - 1] : board[0]; + let position: Position; + let orientation: 'horizontal' | 'vertical' = 'horizontal'; + let rotation = 0; + + if (side === 'right') { + const offset = lastTile.orientation === 'horizontal' ? tileWidth : tileHeight; + position = { + x: lastTile.position.x + offset + spacing, + y: lastTile.position.y, + }; + orientation = isDouble ? 'vertical' : 'horizontal'; + } else { + const offset = lastTile.orientation === 'horizontal' ? tileWidth : tileHeight; + position = { + x: lastTile.position.x - offset - spacing, + y: lastTile.position.y, + }; + orientation = isDouble ? 'vertical' : 'horizontal'; + } + + return { position, orientation, rotation }; +} + +// Update board ends after placing a tile +export function updateBoardEnds( + board: PlacedTile[], + newTile: PlacedTile, + side: 'left' | 'right', + matchedValue: number +): BoardEnd[] { + if (board.length === 0) { + return [ + { value: newTile.tile.left, position: newTile.position, side: 'left' }, + { value: newTile.tile.right, position: newTile.position, side: 'right' }, + ]; + } + + const newEnds: BoardEnd[] = []; + + if (side === 'left') { + const newValue = newTile.tile.left === matchedValue ? newTile.tile.right : newTile.tile.left; + newEnds.push({ value: newValue, position: newTile.position, side: 'left' }); + + // Keep the right end + const rightTile = board[board.length - 1]; + const rightValue = board.length === 1 + ? (rightTile.tile.left === matchedValue ? rightTile.tile.right : rightTile.tile.left) + : board[board.length - 1].tile.right; + newEnds.push({ value: rightValue, position: rightTile.position, side: 'right' }); + } else { + // Keep the left end + const leftTile = board[0]; + const leftValue = board.length === 1 + ? (leftTile.tile.left === matchedValue ? leftTile.tile.right : leftTile.tile.left) + : board[0].tile.left; + newEnds.push({ value: leftValue, position: leftTile.position, side: 'left' }); + + const newValue = newTile.tile.left === matchedValue ? newTile.tile.right : newTile.tile.left; + newEnds.push({ value: newValue, position: newTile.position, side: 'right' }); + } + + return newEnds; +} + +// Execute a move +export function executeMove( + gameState: GameState, + move: GameMove, + tileWidth: number = 60, + tileHeight: number = 30 +): GameState { + const player = gameState.players.find(p => p.id === move.playerId); + if (!player) return gameState; + + if (move.pass) { + return { + ...gameState, + currentPlayerIndex: (gameState.currentPlayerIndex + 1) % gameState.players.length, + turnsPassed: gameState.turnsPassed + 1, + }; + } + + const tileIndex = player.tiles.findIndex(t => t.id === move.tile.id); + if (tileIndex === -1) return gameState; + + // Remove tile from player's hand + const newTiles = [...player.tiles]; + newTiles.splice(tileIndex, 1); + + // Determine if we need to flip the tile + let tileToPlace = { ...move.tile }; + + if (gameState.board.length > 0) { + const targetEnd = gameState.boardEnds.find(end => end.side === move.side); + const matchValue = targetEnd?.value || 0; + + // When placing on the RIGHT side: + // - The LEFT value of the new tile should match the board end + // - If tile.right matches, we need to flip it + // When placing on the LEFT side: + // - The RIGHT value of the new tile should match the board end + // - If tile.left matches, we need to flip it + + let needsFlip = false; + if (move.side === 'right') { + // On right side, left value of tile should match + if (move.tile.right === matchValue && move.tile.left !== matchValue) { + needsFlip = true; + } + } else { + // On left side, right value of tile should match + if (move.tile.left === matchValue && move.tile.right !== matchValue) { + needsFlip = true; + } + } + + // Flip the tile if needed + if (needsFlip) { + tileToPlace = { + ...move.tile, + left: move.tile.right, + right: move.tile.left, + }; + } + } + + // Calculate position and place tile + const { position, orientation, rotation } = calculateTilePosition( + gameState.board, + move.side, + tileWidth, + tileHeight, + tileToPlace.isDouble + ); + + const placedTile: PlacedTile = { + tile: tileToPlace, + position, + orientation, + rotation, + }; + + const newBoard = move.side === 'right' + ? [...gameState.board, placedTile] + : [placedTile, ...gameState.board]; + + // Update board ends - after placing, it's straightforward: + // Left end is the left value of the leftmost tile + // Right end is the right value of the rightmost tile + let newBoardEnds: BoardEnd[]; + + if (newBoard.length === 1) { + newBoardEnds = [ + { value: tileToPlace.left, position: placedTile.position, side: 'left' }, + { value: tileToPlace.right, position: placedTile.position, side: 'right' }, + ]; + } else { + const leftTile = newBoard[0]; + const rightTile = newBoard[newBoard.length - 1]; + + newBoardEnds = [ + { value: leftTile.tile.left, position: leftTile.position, side: 'left' }, + { value: rightTile.tile.right, position: rightTile.position, side: 'right' }, + ]; + } + + const updatedPlayers = gameState.players.map(p => + p.id === player.id ? { ...p, tiles: newTiles } : p + ); + + const isGameOver = newTiles.length === 0; + const winner = isGameOver ? player.id : null; + + return { + ...gameState, + players: updatedPlayers, + board: newBoard, + boardEnds: newBoardEnds, + currentPlayerIndex: (gameState.currentPlayerIndex + 1) % gameState.players.length, + isGameOver, + winner, + turnsPassed: 0, + gameMode: isGameOver ? 'finished' : 'playing', + }; +} + +// Calculate score for a player +export function calculateScore(tiles: DominoTile[]): number { + return tiles.reduce((sum, tile) => sum + tile.left + tile.right, 0); +} + +// Check if game is blocked (no one can move) +export function isGameBlocked(gameState: GameState): boolean { + if (gameState.boneyard.length > 0) return false; + + return gameState.players.every(player => !canPlayerMove(player, gameState.boardEnds)); +} + +// Determine winner when game is blocked +export function determineBlockedWinner(gameState: GameState): string { + let lowestScore = Infinity; + let winnerId = ''; + + gameState.players.forEach(player => { + const score = calculateScore(player.tiles); + if (score < lowestScore) { + lowestScore = score; + winnerId = player.id; + } + }); + + return winnerId; +} diff --git a/lib/socket-server.ts b/lib/socket-server.ts new file mode 100644 index 0000000..6ca8fde --- /dev/null +++ b/lib/socket-server.ts @@ -0,0 +1,238 @@ +import { createServer } from 'http'; +import { Server } from 'socket.io'; +import { GameState, Player, GameMove } from '@/lib/types'; +import { dealTiles, findStartingPlayer, executeMove, canPlayerMove, isGameBlocked, determineBlockedWinner } from '@/lib/gameLogic'; + +const httpServer = createServer(); +const io = new Server(httpServer, { + cors: { + origin: process.env.NEXT_PUBLIC_APP_URL || 'http://localhost:3000', + methods: ['GET', 'POST'], + }, +}); + +// Store active game rooms +const gameRooms = new Map(); +const playerRooms = new Map(); // playerId -> roomId + +// Generate unique room ID +function generateRoomId(): string { + return Math.random().toString(36).substring(2, 8).toUpperCase(); +} + +// Create a new game state +function createGameState(roomId: string): GameState { + return { + id: roomId, + players: [], + currentPlayerIndex: 0, + board: [], + boneyard: [], + boardEnds: [], + winner: null, + isGameOver: false, + turnsPassed: 0, + gameMode: 'waiting', + }; +} + +// Initialize game when all players are ready +function startGame(roomId: string): GameState { + const gameState = gameRooms.get(roomId); + if (!gameState) throw new Error('Game not found'); + + const { playerTiles, boneyard } = dealTiles(gameState.players.length); + + const updatedPlayers = gameState.players.map((player, index) => ({ + ...player, + tiles: playerTiles[index], + score: 0, + })); + + const startingPlayerIndex = findStartingPlayer(updatedPlayers); + + const newGameState: GameState = { + ...gameState, + players: updatedPlayers, + currentPlayerIndex: startingPlayerIndex, + boneyard, + gameMode: 'playing', + }; + + gameRooms.set(roomId, newGameState); + return newGameState; +} + +io.on('connection', (socket) => { + console.log('Client connected:', socket.id); + + // Create room + socket.on('create-room', () => { + const roomId = generateRoomId(); + const gameState = createGameState(roomId); + gameRooms.set(roomId, gameState); + + socket.join(roomId); + socket.emit('room-created', roomId); + console.log('Room created:', roomId); + }); + + // Join room + socket.on('join-room', (roomId: string, playerName: string) => { + const gameState = gameRooms.get(roomId); + + if (!gameState) { + socket.emit('error', 'Room not found'); + return; + } + + if (gameState.players.length >= 4) { + socket.emit('error', 'Room is full'); + return; + } + + if (gameState.gameMode !== 'waiting') { + socket.emit('error', 'Game already started'); + return; + } + + const player: Player = { + id: socket.id, + name: playerName, + tiles: [], + score: 0, + isAI: false, + isReady: false, + }; + + gameState.players.push(player); + playerRooms.set(socket.id, roomId); + + socket.join(roomId); + socket.emit('room-joined', gameState, socket.id); + socket.to(roomId).emit('player-joined', player); + + console.log(`Player ${playerName} joined room ${roomId}`); + }); + + // Player ready + socket.on('player-ready', (roomId: string) => { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + const player = gameState.players.find(p => p.id === socket.id); + if (!player) return; + + player.isReady = true; + gameRooms.set(roomId, gameState); + + // Start game if all players are ready and at least 2 players + const allReady = gameState.players.length >= 2 && gameState.players.every(p => p.isReady); + + if (allReady) { + const startedGame = startGame(roomId); + io.to(roomId).emit('game-started', startedGame); + console.log('Game started in room:', roomId); + } else { + io.to(roomId).emit('game-state-updated', gameState); + } + }); + + // Make move + socket.on('make-move', (roomId: string, move: GameMove) => { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + + if (currentPlayer.id !== socket.id) { + socket.emit('invalid-move', 'Not your turn'); + return; + } + + try { + const newGameState = executeMove(gameState, move); + + // Check if game is blocked + if (isGameBlocked(newGameState)) { + const winnerId = determineBlockedWinner(newGameState); + newGameState.winner = winnerId; + newGameState.isGameOver = true; + newGameState.gameMode = 'finished'; + } + + gameRooms.set(roomId, newGameState); + io.to(roomId).emit('game-state-updated', newGameState); + } catch (error) { + socket.emit('invalid-move', 'Invalid move'); + } + }); + + // Draw tile + socket.on('draw-tile', (roomId: string) => { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + + if (currentPlayer.id !== socket.id) { + socket.emit('invalid-move', 'Not your turn'); + return; + } + + if (gameState.boneyard.length === 0) { + socket.emit('invalid-move', 'No tiles left to draw'); + return; + } + + const drawnTile = gameState.boneyard.pop()!; + currentPlayer.tiles.push(drawnTile); + + // Check if player can move now + if (!canPlayerMove(currentPlayer, gameState.boardEnds)) { + gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length; + } + + gameRooms.set(roomId, gameState); + io.to(roomId).emit('game-state-updated', gameState); + }); + + // Leave room + socket.on('leave-room', (roomId: string) => { + handlePlayerLeave(socket.id, roomId); + }); + + // Disconnect + socket.on('disconnect', () => { + const roomId = playerRooms.get(socket.id); + if (roomId) { + handlePlayerLeave(socket.id, roomId); + } + console.log('Client disconnected:', socket.id); + }); +}); + +function handlePlayerLeave(playerId: string, roomId: string) { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + gameState.players = gameState.players.filter(p => p.id !== playerId); + playerRooms.delete(playerId); + + if (gameState.players.length === 0) { + gameRooms.delete(roomId); + console.log('Room deleted:', roomId); + } else { + gameRooms.set(roomId, gameState); + io.to(roomId).emit('player-left', playerId); + io.to(roomId).emit('game-state-updated', gameState); + } +} + +const PORT = process.env.SOCKET_PORT || 3001; + +httpServer.listen(PORT, () => { + console.log(`Socket.IO server running on port ${PORT}`); +}); + +export { io }; diff --git a/lib/store.ts b/lib/store.ts new file mode 100644 index 0000000..3dce217 --- /dev/null +++ b/lib/store.ts @@ -0,0 +1,357 @@ +'use client'; + +import { create } from 'zustand'; +import { io, Socket } from 'socket.io-client'; +import { GameState, Player, GameMove, DominoTile } from '@/lib/types'; +import { chooseAIMove, aiThinkingDelay, shouldAIDraw } from '@/lib/aiLogic'; +import { dealTiles, findStartingPlayer, executeMove, canPlayerMove } from '@/lib/gameLogic'; + +interface GameStore { + socket: Socket | null; + gameState: GameState | null; + currentPlayerId: string | null; + roomId: string | null; + error: string | null; + isConnected: boolean; + selectedTile: DominoTile | null; + pendingPlayerName: string | null; + + // Actions + initSocket: () => void; + createRoom: (playerName: string) => void; + joinRoom: (roomId: string, playerName: string) => void; + setPlayerReady: () => void; + makeMove: (move: GameMove) => void; + drawTile: () => void; + selectTile: (tile: DominoTile | null) => void; + leaveRoom: () => void; + setError: (error: string | null) => void; + + // AI actions + startAIGame: (playerName: string) => void; + executeAITurn: () => void; +} + +export const useGameStore = create((set, get) => ({ + socket: null, + gameState: null, + currentPlayerId: null, + roomId: null, + error: null, + isConnected: false, + selectedTile: null, + pendingPlayerName: null, + + initSocket: () => { + const socket = io('http://localhost:3000', { + transports: ['websocket', 'polling'], + }); + + socket.on('connect', () => { + console.log('Connected to socket server'); + set({ isConnected: true, socket }); + }); + + socket.on('disconnect', () => { + console.log('Disconnected from socket server'); + set({ isConnected: false }); + }); + + socket.on('room-created', (roomId: string) => { + const { pendingPlayerName, socket } = get(); + set({ roomId, error: null }); + + // Automatically join the room we just created + if (pendingPlayerName && socket) { + socket.emit('join-room', roomId, pendingPlayerName); + } + }); + + socket.on('room-joined', (gameState: GameState, playerId: string) => { + set({ gameState, currentPlayerId: playerId, error: null, pendingPlayerName: null }); + }); + + socket.on('game-state-updated', (gameState: GameState) => { + set({ gameState }); + + // Check if it's AI's turn + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + if (currentPlayer?.isAI && gameState.gameMode === 'playing' && !gameState.isGameOver) { + setTimeout(() => { + get().executeAITurn(); + }, 1000); + } + }); + + socket.on('game-started', (gameState: GameState) => { + set({ gameState }); + + // Check if AI starts + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + if (currentPlayer?.isAI) { + setTimeout(() => { + get().executeAITurn(); + }, 1500); + } + }); + + socket.on('player-joined', (player: Player) => { + const { gameState } = get(); + if (gameState) { + set({ + gameState: { + ...gameState, + players: [...gameState.players, player], + }, + }); + } + }); + + socket.on('player-left', (playerId: string) => { + const { currentPlayerId } = get(); + + // If we are the player who left (kicked or left from another tab), clear our state + if (playerId === currentPlayerId) { + set({ + gameState: null, + roomId: null, + currentPlayerId: null, + selectedTile: null, + pendingPlayerName: null, + error: null + }); + } + // Note: Don't update gameState here - the server will send game-state-updated + // with the updated state including potential winner if only 1 player remains + }); + + socket.on('invalid-move', (message: string) => { + set({ error: message }); + setTimeout(() => set({ error: null }), 3000); + }); + + socket.on('error', (message: string) => { + set({ error: message }); + setTimeout(() => set({ error: null }), 3000); + }); + + set({ socket }); + }, + + createRoom: (playerName: string) => { + const { socket } = get(); + if (socket) { + set({ pendingPlayerName: playerName }); + socket.emit('create-room'); + } + }, + + joinRoom: (roomId: string, playerName: string) => { + const { socket } = get(); + if (socket) { + set({ roomId }); + socket.emit('join-room', roomId, playerName); + } + }, + + setPlayerReady: () => { + const { socket, roomId } = get(); + if (socket && roomId) { + socket.emit('player-ready', roomId); + } + }, + + makeMove: (move: GameMove) => { + const { socket, roomId, gameState } = get(); + + // Modo AI (offline) + if (roomId?.startsWith('AI-') && gameState) { + console.log('AI mode: executing move', move); + const newGameState = executeMove(gameState, move); + set({ gameState: newGameState, selectedTile: null }); + + // Si es turno de la IA, ejecutar su movimiento + const currentPlayer = newGameState.players[newGameState.currentPlayerIndex]; + if (currentPlayer?.isAI && !newGameState.isGameOver) { + setTimeout(() => { + get().executeAITurn(); + }, 1000); + } + return; + } + + // Modo multijugador (online) + if (socket && roomId) { + console.log('Online mode: sending move to server', move); + socket.emit('make-move', roomId, move); + set({ selectedTile: null }); + } + }, + + drawTile: () => { + const { socket, roomId, gameState, currentPlayerId } = get(); + + // AI mode - execute locally + if (roomId?.startsWith('AI-')) { + if (!gameState || !currentPlayerId) return; + + const player = gameState.players.find(p => p.id === currentPlayerId); + if (!player) return; + + // Check if there are tiles in the boneyard + if (gameState.boneyard.length === 0) { + console.log('No tiles in boneyard'); + return; + } + + // Draw a tile from the boneyard + const drawnTile = gameState.boneyard[0]; + const newBoneyard = gameState.boneyard.slice(1); + + // Add to player's hand + const updatedPlayers = gameState.players.map(p => + p.id === currentPlayerId + ? { ...p, tiles: [...p.tiles, drawnTile] } + : p + ); + + // Update game state + set({ + gameState: { + ...gameState, + boneyard: newBoneyard, + players: updatedPlayers, + } + }); + + console.log('Drew tile in AI mode:', drawnTile); + } + // Online mode - send to server + else if (socket && roomId) { + socket.emit('draw-tile', roomId); + } + }, + + selectTile: (tile: DominoTile | null) => { + set({ selectedTile: tile }); + }, + + leaveRoom: () => { + const { socket, roomId } = get(); + if (socket && roomId) { + socket.emit('leave-room', roomId); + } + // Clear state immediately on client side + set({ + gameState: null, + roomId: null, + currentPlayerId: null, + selectedTile: null, + pendingPlayerName: null, + error: null + }); + }, + + setError: (error: string | null) => { + set({ error }); + if (error) { + // Auto-clear error after 3 seconds + setTimeout(() => { + set({ error: null }); + }, 3000); + } + }, + + // Start AI game (offline mode) + startAIGame: (playerName: string) => { + const roomId = 'AI-' + Math.random().toString(36).substring(2, 8); + + const humanPlayer: Player = { + id: 'human', + name: playerName, + tiles: [], + score: 0, + isAI: false, + isReady: true, + }; + + const aiPlayer: Player = { + id: 'ai', + name: 'AI Opponent', + tiles: [], + score: 0, + isAI: true, + isReady: true, + }; + + const { playerTiles, boneyard } = dealTiles(2); + + humanPlayer.tiles = playerTiles[0]; + aiPlayer.tiles = playerTiles[1]; + + const players = [humanPlayer, aiPlayer]; + const startingPlayerIndex = findStartingPlayer(players); + + const gameState: GameState = { + id: roomId, + players, + currentPlayerIndex: startingPlayerIndex, + board: [], + boneyard, + boardEnds: [], + winner: null, + isGameOver: false, + turnsPassed: 0, + gameMode: 'playing', + }; + + set({ gameState, currentPlayerId: 'human', roomId }); + + // If AI starts, make first move + if (startingPlayerIndex === 1) { + setTimeout(() => { + get().executeAITurn(); + }, 1500); + } + }, + + // Execute AI turn + executeAITurn: async () => { + const { gameState } = get(); + if (!gameState || gameState.isGameOver) return; + + const aiPlayer = gameState.players.find(p => p.isAI); + if (!aiPlayer) return; + + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + if (currentPlayer.id !== aiPlayer.id) return; + + await aiThinkingDelay('medium'); + + // Check if AI should draw + if (shouldAIDraw(gameState, aiPlayer)) { + if (gameState.boneyard.length > 0) { + const drawnTile = gameState.boneyard.pop()!; + aiPlayer.tiles.push(drawnTile); + + if (!canPlayerMove(aiPlayer, gameState.boardEnds)) { + gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length; + set({ gameState: { ...gameState } }); + return; + } + } else { + // Pass turn + gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length; + gameState.turnsPassed++; + set({ gameState: { ...gameState } }); + return; + } + } + + const move = chooseAIMove(gameState, aiPlayer, 'medium'); + if (move) { + const newGameState = executeMove(gameState, move); + set({ gameState: newGameState }); + } + }, +})); diff --git a/lib/types.ts b/lib/types.ts new file mode 100644 index 0000000..9b2949c --- /dev/null +++ b/lib/types.ts @@ -0,0 +1,77 @@ +// Domino game types and interfaces + +export type DominoTile = { + id: string; + left: number; + right: number; + isDouble: boolean; +}; + +export type Position = { + x: number; + y: number; +}; + +export type Orientation = 'horizontal' | 'vertical'; + +export type PlacedTile = { + tile: DominoTile; + position: Position; + orientation: Orientation; + rotation: number; +}; + +export type Player = { + id: string; + name: string; + tiles: DominoTile[]; + score: number; + isAI: boolean; + isReady: boolean; +}; + +export type BoardEnd = { + value: number; + position: Position; + side: 'left' | 'right' | 'top' | 'bottom'; +}; + +export type GameState = { + id: string; + players: Player[]; + currentPlayerIndex: number; + board: PlacedTile[]; + boneyard: DominoTile[]; + boardEnds: BoardEnd[]; + winner: string | null; + isGameOver: boolean; + turnsPassed: number; + gameMode: 'waiting' | 'playing' | 'finished'; +}; + +export type GameMove = { + playerId: string; + tile: DominoTile; + side: 'left' | 'right'; + pass?: boolean; +}; + +export type SocketEvents = { + // Client to Server + 'create-room': () => void; + 'join-room': (roomId: string, playerName: string) => void; + 'player-ready': (roomId: string) => void; + 'make-move': (roomId: string, move: GameMove) => void; + 'draw-tile': (roomId: string) => void; + 'leave-room': (roomId: string) => void; + + // Server to Client + 'room-created': (roomId: string) => void; + 'room-joined': (gameState: GameState, playerId: string) => void; + 'game-state-updated': (gameState: GameState) => void; + 'game-started': (gameState: GameState) => void; + 'invalid-move': (message: string) => void; + 'player-joined': (player: Player) => void; + 'player-left': (playerId: string) => void; + 'error': (message: string) => void; +}; diff --git a/next.config.js b/next.config.js new file mode 100644 index 0000000..812f12a --- /dev/null +++ b/next.config.js @@ -0,0 +1,6 @@ +/** @type {import('next').NextConfig} */ +const nextConfig = { + turbopack: {}, +}; + +export default nextConfig; diff --git a/package-lock.json b/package-lock.json deleted file mode 100644 index d71929c..0000000 --- a/package-lock.json +++ /dev/null @@ -1,6577 +0,0 @@ -{ - "name": "domino", - "version": "0.1.0", - "lockfileVersion": 3, - "requires": true, - "packages": { - "": { - "name": "domino", - "version": "0.1.0", - "dependencies": { - "next": "16.0.1", - "react": "19.2.0", - "react-dom": "19.2.0" - }, - "devDependencies": { - "@tailwindcss/postcss": "^4", - "@types/node": "^20", - "@types/react": "^19", - "@types/react-dom": "^19", - "eslint": "^9", - "eslint-config-next": "16.0.1", - "tailwindcss": "^4", - "typescript": "^5" - } - }, - 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"node server.mjs", "build": "next build", - "start": "next start", + "start": "NODE_ENV=production node server.mjs", "lint": "eslint" }, "dependencies": { + "framer-motion": "^12.23.24", + "next": "16.0.1", "react": "19.2.0", "react-dom": "19.2.0", - "next": "16.0.1" + "socket.io": "^4.8.1", + "socket.io-client": "^4.8.1", + "zustand": "^5.0.8" }, "devDependencies": { - "typescript": "^5", + "@tailwindcss/postcss": "^4", "@types/node": "^20", "@types/react": "^19", "@types/react-dom": "^19", - "@tailwindcss/postcss": "^4", - "tailwindcss": "^4", "eslint": "^9", - "eslint-config-next": "16.0.1" + "eslint-config-next": "16.0.1", + "tailwindcss": "^4", + "typescript": "^5" } } diff --git a/server.mjs b/server.mjs new file mode 100644 index 0000000..39e71bd --- /dev/null +++ b/server.mjs @@ -0,0 +1,494 @@ +import { createServer } from 'http'; +import { parse } from 'url'; +import next from 'next'; +import { Server } from 'socket.io'; + +const dev = process.env.NODE_ENV !== 'production'; +const hostname = 'localhost'; +const port = 3000; + +const app = next({ dev, hostname, port }); +const handle = app.getRequestHandler(); + +// Store active game rooms +const gameRooms = new Map(); +const playerRooms = new Map(); + +// Generate unique room ID +function generateRoomId() { + return Math.random().toString(36).substring(2, 8).toUpperCase(); +} + +// Create a new game state +function createGameState(roomId) { + return { + id: roomId, + players: [], + currentPlayerIndex: 0, + board: [], + boneyard: [], + boardEnds: [], + winner: null, + isGameOver: false, + turnsPassed: 0, + gameMode: 'waiting', + }; +} + +// Generate domino set +function generateDominoSet() { + const tiles = []; + for (let i = 0; i <= 6; i++) { + for (let j = i; j <= 6; j++) { + tiles.push({ + id: `${i}-${j}`, + left: i, + right: j, + isDouble: i === j, + }); + } + } + return tiles; +} + +// Shuffle array +function shuffleArray(array) { + const shuffled = [...array]; + for (let i = shuffled.length - 1; i > 0; i--) { + const j = Math.floor(Math.random() * (i + 1)); + [shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]]; + } + return shuffled; +} + +// Deal tiles +function dealTiles(numPlayers) { + const allTiles = shuffleArray(generateDominoSet()); + const tilesPerPlayer = 7; + const playerTiles = []; + + for (let i = 0; i < numPlayers; i++) { + playerTiles.push(allTiles.splice(0, tilesPerPlayer)); + } + + return { + playerTiles, + boneyard: allTiles, + }; +} + +// Find starting player +function findStartingPlayer(players) { + let highestDouble = -1; + let startingPlayerIndex = 0; + + players.forEach((player, index) => { + player.tiles.forEach(tile => { + if (tile.isDouble && tile.left > highestDouble) { + highestDouble = tile.left; + startingPlayerIndex = index; + } + }); + }); + + return startingPlayerIndex; +} + +// Start game +function startGame(roomId) { + const gameState = gameRooms.get(roomId); + if (!gameState) throw new Error('Game not found'); + + const { playerTiles, boneyard } = dealTiles(gameState.players.length); + + const updatedPlayers = gameState.players.map((player, index) => ({ + ...player, + tiles: playerTiles[index], + score: 0, + })); + + const startingPlayerIndex = findStartingPlayer(updatedPlayers); + + const newGameState = { + ...gameState, + players: updatedPlayers, + currentPlayerIndex: startingPlayerIndex, + boneyard, + gameMode: 'playing', + }; + + gameRooms.set(roomId, newGameState); + return newGameState; +} + +app.prepare().then(() => { + const server = createServer(async (req, res) => { + try { + const parsedUrl = parse(req.url, true); + await handle(req, res, parsedUrl); + } catch (err) { + console.error('Error occurred handling', req.url, err); + res.statusCode = 500; + res.end('internal server error'); + } + }); + + const io = new Server(server, { + cors: { + origin: '*', + methods: ['GET', 'POST'], + }, + }); + + io.on('connection', (socket) => { + console.log('Client connected:', socket.id); + + socket.on('create-room', () => { + const roomId = generateRoomId(); + const gameState = createGameState(roomId); + gameRooms.set(roomId, gameState); + + socket.join(roomId); + socket.emit('room-created', roomId); + console.log('Room created:', roomId); + }); + + socket.on('join-room', (roomId, playerName) => { + const gameState = gameRooms.get(roomId); + + if (!gameState) { + socket.emit('error', 'Room not found'); + return; + } + + if (gameState.players.length >= 4) { + socket.emit('error', 'Room is full'); + return; + } + + if (gameState.gameMode !== 'waiting') { + socket.emit('error', 'Game already started'); + return; + } + + const player = { + id: socket.id, + name: playerName, + tiles: [], + score: 0, + isAI: false, + isReady: false, + }; + + gameState.players.push(player); + playerRooms.set(socket.id, roomId); + + socket.join(roomId); + socket.emit('room-joined', gameState, socket.id); + socket.to(roomId).emit('player-joined', player); + + console.log(`Player ${playerName} joined room ${roomId}`); + }); + + socket.on('player-ready', (roomId) => { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + const player = gameState.players.find(p => p.id === socket.id); + if (!player) return; + + player.isReady = true; + gameRooms.set(roomId, gameState); + + const allReady = gameState.players.length >= 2 && gameState.players.every(p => p.isReady); + + if (allReady) { + const startedGame = startGame(roomId); + io.to(roomId).emit('game-started', startedGame); + console.log('Game started in room:', roomId); + } else { + io.to(roomId).emit('game-state-updated', gameState); + } + }); + + socket.on('make-move', (roomId, move) => { + console.log('Received make-move:', { roomId, move, socketId: socket.id }); + + const gameState = gameRooms.get(roomId); + if (!gameState) { + console.log('Game state not found for room:', roomId); + socket.emit('error', 'Game not found'); + return; + } + + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + + if (currentPlayer.id !== socket.id) { + console.log('Not player turn:', { currentPlayerId: currentPlayer.id, socketId: socket.id }); + socket.emit('invalid-move', 'Not your turn'); + return; + } + + const player = gameState.players.find(p => p.id === move.playerId); + if (!player) { + console.log('Player not found:', move.playerId); + socket.emit('error', 'Player not found'); + return; + } + + if (move.pass) { + console.log('Player passing turn'); + gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length; + gameState.turnsPassed++; + } else { + const tileIndex = player.tiles.findIndex(t => t.id === move.tile.id); + if (tileIndex === -1) { + console.log('Tile not found in player hand:', move.tile.id); + socket.emit('invalid-move', 'Tile not found'); + return; + } + + // Validar el movimiento + if (gameState.boardEnds.length > 0) { + const targetEnd = gameState.boardEnds.find(end => + (move.side === 'left' && end.side === 'left') || + (move.side === 'right' && end.side === 'right') + ); + + if (!targetEnd) { + console.log('Invalid side:', move.side); + socket.emit('invalid-move', 'Invalid side'); + return; + } + + const canPlace = move.tile.left === targetEnd.value || move.tile.right === targetEnd.value; + if (!canPlace) { + console.log('Tile does not match:', { tile: move.tile, targetEnd: targetEnd.value }); + socket.emit('invalid-move', 'Tile does not match board end'); + return; + } + } + + console.log('Placing tile:', { tile: move.tile, side: move.side }); + + // Remover la ficha de la mano del jugador + player.tiles.splice(tileIndex, 1); + + // Calcular posición según el lado del tablero + let position; + let tileToPlace = { ...move.tile }; + + if (gameState.board.length === 0) { + position = { x: 400, y: 300 }; + } else { + // Get the current board end value + const targetEnd = gameState.boardEnds.find(end => end.side === move.side); + const matchValue = targetEnd?.value || 0; + + // Determine if we need to flip the tile + // When placing on the RIGHT side: + // - The LEFT value of the new tile should match the board end + // - If tile.right matches, we need to flip it + // When placing on the LEFT side: + // - The RIGHT value of the new tile should match the board end + // - If tile.left matches, we need to flip it + + let needsFlip = false; + if (move.side === 'right') { + // On right side, left value of tile should match + if (move.tile.right === matchValue && move.tile.left !== matchValue) { + needsFlip = true; + } + } else { + // On left side, right value of tile should match + if (move.tile.left === matchValue && move.tile.right !== matchValue) { + needsFlip = true; + } + } + + // Flip the tile if needed + if (needsFlip) { + tileToPlace = { + ...move.tile, + left: move.tile.right, + right: move.tile.left, + }; + console.log('Flipping tile from', move.tile, 'to', tileToPlace); + } + + if (move.side === 'right') { + const lastTile = gameState.board[gameState.board.length - 1]; + position = { x: lastTile.position.x + 65, y: lastTile.position.y }; + } else { + const firstTile = gameState.board[0]; + position = { x: firstTile.position.x - 65, y: firstTile.position.y }; + } + } + + const placedTile = { + tile: tileToPlace, + position, + orientation: 'horizontal', + rotation: 0, + }; + + // Agregar al tablero + if (move.side === 'right') { + gameState.board.push(placedTile); + } else { + gameState.board.unshift(placedTile); + } + + // Actualizar los extremos del tablero + if (gameState.board.length === 1) { + gameState.boardEnds = [ + { value: tileToPlace.left, position: placedTile.position, side: 'left' }, + { value: tileToPlace.right, position: placedTile.position, side: 'right' }, + ]; + } else { + // After placing, the new ends are straightforward: + // Left end is the left value of the leftmost tile + // Right end is the right value of the rightmost tile + const leftTile = gameState.board[0]; + const rightTile = gameState.board[gameState.board.length - 1]; + + gameState.boardEnds = [ + { value: leftTile.tile.left, position: leftTile.position, side: 'left' }, + { value: rightTile.tile.right, position: rightTile.position, side: 'right' }, + ]; + } + + gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length; + gameState.turnsPassed = 0; + + if (player.tiles.length === 0) { + gameState.winner = player.id; + gameState.isGameOver = true; + gameState.gameMode = 'finished'; + } + } + + console.log('Updating game state and emitting to room:', roomId); + gameRooms.set(roomId, gameState); + io.to(roomId).emit('game-state-updated', gameState); + console.log('Game state updated successfully'); + }); + + socket.on('draw-tile', (roomId) => { + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + const currentPlayer = gameState.players[gameState.currentPlayerIndex]; + + if (currentPlayer.id !== socket.id) { + socket.emit('invalid-move', 'Not your turn'); + return; + } + + if (gameState.boneyard.length === 0) { + socket.emit('invalid-move', 'No tiles left to draw'); + return; + } + + const drawnTile = gameState.boneyard.pop(); + currentPlayer.tiles.push(drawnTile); + + gameRooms.set(roomId, gameState); + io.to(roomId).emit('game-state-updated', gameState); + }); + + socket.on('leave-room', (roomId) => { + console.log('Player leaving room:', { socketId: socket.id, roomId }); + + const gameState = gameRooms.get(roomId); + if (!gameState) return; + + // Filter out AI players to count only human players + const humanPlayers = gameState.players.filter(p => !p.isAI); + const leavingPlayer = gameState.players.find(p => p.id === socket.id); + + if (!leavingPlayer) return; + + // Remove player from game + gameState.players = gameState.players.filter(p => p.id !== socket.id); + playerRooms.delete(socket.id); + socket.leave(roomId); + + if (gameState.players.length === 0) { + // No players left, delete room + gameRooms.delete(roomId); + console.log('Room deleted - no players remaining:', roomId); + } else { + // Check if only one human player remains + const remainingHumanPlayers = gameState.players.filter(p => !p.isAI); + + if (gameState.gameMode === 'playing' && remainingHumanPlayers.length === 1 && humanPlayers.length > 1) { + // Only one human player left, they win by default + const winner = remainingHumanPlayers[0]; + gameState.isGameOver = true; + gameState.winner = winner.id; + gameState.gameMode = 'finished'; + console.log(`Player ${winner.name} wins - only player remaining in room ${roomId}`); + } + + // Adjust currentPlayerIndex if needed + if (gameState.currentPlayerIndex >= gameState.players.length) { + gameState.currentPlayerIndex = 0; + } + + gameRooms.set(roomId, gameState); + io.to(roomId).emit('player-left', socket.id); + io.to(roomId).emit('game-state-updated', gameState); + console.log(`Player ${leavingPlayer.name} left room ${roomId}. ${gameState.players.length} players remaining.`); + } + }); + + socket.on('disconnect', () => { + const roomId = playerRooms.get(socket.id); + if (roomId) { + const gameState = gameRooms.get(roomId); + if (gameState) { + // Filter out AI players to count only human players + const humanPlayers = gameState.players.filter(p => !p.isAI); + const disconnectedPlayer = gameState.players.find(p => p.id === socket.id); + + gameState.players = gameState.players.filter(p => p.id !== socket.id); + playerRooms.delete(socket.id); + + if (gameState.players.length === 0) { + gameRooms.delete(roomId); + console.log('Room deleted:', roomId); + } else { + // Check if only one human player remains after disconnect + const remainingHumanPlayers = gameState.players.filter(p => !p.isAI); + + if (gameState.gameMode === 'playing' && remainingHumanPlayers.length === 1 && humanPlayers.length > 1) { + // Only one human player left, they win by default + const winner = remainingHumanPlayers[0]; + gameState.isGameOver = true; + gameState.winner = winner.id; + gameState.gameMode = 'finished'; + console.log(`Player ${winner.name} wins - only player remaining in room ${roomId}`); + } + + // Adjust currentPlayerIndex if needed + if (gameState.currentPlayerIndex >= gameState.players.length) { + gameState.currentPlayerIndex = 0; + } + + gameRooms.set(roomId, gameState); + io.to(roomId).emit('player-left', socket.id); + io.to(roomId).emit('game-state-updated', gameState); + } + } + } + console.log('Client disconnected:', socket.id); + }); + }); + + server.listen(port, (err) => { + if (err) throw err; + console.log(`> Ready on http://${hostname}:${port}`); + console.log('> Socket.IO server running'); + }); +});