trictrac/clients/web/src/game/components/game_screen.rs

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use std::cell::Cell;
use std::collections::VecDeque;
use futures::channel::mpsc::UnboundedSender;
use leptos::prelude::*;
use trictrac_store::{Board as StoreBoard, CheckerMove, Color, Dice as StoreDice, Jan, MoveRules};
use super::die::Die;
use crate::app::{GameUiState, NetCommand, PauseReason};
use crate::game::trictrac::types::{PlayerAction, PreGameRollState, SerStage, SerTurnStage};
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use crate::i18n::*;
use crate::portal::lobby::{qr_svg, room_url};
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use super::board::Board;
use super::score_panel::MergedScorePanel;
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use super::scoring::ScoringPanel;
#[component]
pub fn GameScreen(state: GameUiState) -> impl IntoView {
let i18n = use_i18n();
let vs = state.view_state.clone();
let player_id = state.player_id;
let is_my_turn = vs.active_mp_player == Some(player_id);
let is_move_stage = is_my_turn
&& matches!(
vs.turn_stage,
SerTurnStage::Move | SerTurnStage::HoldOrGoChoice
);
let waiting_for_confirm = state.waiting_for_confirm;
let pause_reason = state.pause_reason.clone();
// ── Hovered jan moves (shown as arrows on the board) ──────────────────────
let hovered_jan_moves: RwSignal<Vec<(CheckerMove, CheckerMove)>> = RwSignal::new(vec![]);
provide_context(hovered_jan_moves);
// ── Staged move state ──────────────────────────────────────────────────────
let selected_origin: RwSignal<Option<u8>> = RwSignal::new(None);
let staged_moves: RwSignal<Vec<(u8, u8)>> = RwSignal::new(Vec::new());
let cmd_tx = use_context::<UnboundedSender<NetCommand>>()
.expect("UnboundedSender<NetCommand> not found in context");
let pending =
use_context::<RwSignal<VecDeque<GameUiState>>>().expect("pending not found in context");
let cmd_tx_effect = cmd_tx.clone();
// Non-reactive counter so we can detect when staged_moves grows without
// returning a value from the Effect (which causes a Leptos reactive loop
// when the Effect also writes to the same signal it reads).
let prev_staged_len = Cell::new(0usize);
Effect::new(move |_| {
let moves = staged_moves.get();
let n = moves.len();
// Play checker sound whenever a move is added (own moves, immediate feedback).
if n > prev_staged_len.get() {
crate::game::sound::play_checker_move();
}
prev_staged_len.set(n);
if n == 2 {
let to_cm = |&(from, to): &(u8, u8)| {
CheckerMove::new(from as usize, to as usize).unwrap_or_default()
};
cmd_tx_effect
.unbounded_send(NetCommand::Action(PlayerAction::Move(
to_cm(&moves[0]),
to_cm(&moves[1]),
)))
.ok();
staged_moves.set(vec![]);
selected_origin.set(None);
// Reset the counter so the next turn starts clean.
prev_staged_len.set(0);
}
});
// ── Auto-roll effect ─────────────────────────────────────────────────────
// GameScreen is fully re-mounted on every ViewState update (state is a
// plain prop, not a signal), so this effect fires exactly once per
// RollDice phase entry and will not double-send.
// Guard: suppressed while waiting_for_confirm — the AfterOpponentMove
// buffered state shows the human's RollDice turn but the auto-roll must
// wait until the buffer is drained and the live screen state is shown.
// Guard: never auto-roll during the pre-game ceremony (the ceremony overlay
// has its own Roll button for PlayerAction::PreGameRoll).
let show_roll =
is_my_turn && vs.turn_stage == SerTurnStage::RollDice && vs.stage != SerStage::PreGameRoll;
if show_roll && !waiting_for_confirm {
let cmd_tx_auto = cmd_tx.clone();
Effect::new(move |_| {
cmd_tx_auto
.unbounded_send(NetCommand::Action(PlayerAction::Roll))
.ok();
});
}
let dice = vs.dice;
let show_dice = dice != (0, 0);
// ── Button senders ─────────────────────────────────────────────────────────
let cmd_tx_go = cmd_tx.clone();
let cmd_tx_end_quit = cmd_tx.clone();
let cmd_tx_end_replay = cmd_tx.clone();
// Only show the fallback Go button when there is no ScoringPanel showing it.
let show_hold_go = is_my_turn
&& vs.turn_stage == SerTurnStage::HoldOrGoChoice
&& state.my_scored_event.is_none();
// ── Valid move sequences for this turn ─────────────────────────────────────
// Computed once per ViewState snapshot; used by Board (highlighting) and the
// empty-move button (visibility).
let valid_sequences: Vec<(CheckerMove, CheckerMove)> = if is_move_stage && dice != (0, 0) {
let mut store_board = StoreBoard::new();
store_board.set_positions(&Color::White, vs.board);
let store_dice = StoreDice { values: dice };
let color = if player_id == 0 {
Color::White
} else {
Color::Black
};
let rules = MoveRules::new(&color, &store_board, store_dice);
let raw = rules.get_possible_moves_sequences(true, vec![]);
if player_id == 0 {
raw
} else {
raw.into_iter()
.map(|(m1, m2)| (m1.mirror(), m2.mirror()))
.collect()
}
} else {
vec![]
};
// Clone for the empty-move button reactive closure (Board consumes the original).
let valid_seqs_empty = valid_sequences.clone();
// ── Scores ─────────────────────────────────────────────────────────────────
let my_score = vs.scores[player_id as usize].clone();
let opp_score = vs.scores[1 - player_id as usize].clone();
// ── Ceremony state (extracted before vs is moved into Board) ────────────────
let is_ceremony = vs.stage == SerStage::PreGameRoll;
let pre_game_roll_data: Option<PreGameRollState> = vs.pre_game_roll.clone();
let my_name_ceremony = my_score.name.clone();
let opp_name_ceremony = opp_score.name.clone();
let cmd_tx_ceremony = cmd_tx.clone();
// ── Scoring notifications ──────────────────────────────────────────────────
let my_scored_event = state.my_scored_event.clone();
let opp_scored_event = state.opp_scored_event.clone();
// Values for MergedScorePanel — extracted before events are consumed.
// Don't animate points when a hole was gained (points wrap around 12).
let my_pts_earned: u8 = my_scored_event.as_ref().map_or(0, |e| {
if e.holes_gained == 0 {
e.points_earned
} else {
0
}
});
let opp_pts_earned: u8 = opp_scored_event.as_ref().map_or(0, |e| {
if e.holes_gained == 0 {
e.points_earned
} else {
0
}
});
let my_holes_gained_score: u8 = my_scored_event.as_ref().map_or(0, |e| e.holes_gained);
let opp_holes_gained_score: u8 = opp_scored_event.as_ref().map_or(0, |e| e.holes_gained);
let my_bredouille_flash: bool = my_scored_event
.as_ref()
.map_or(false, |e| e.bredouille && e.holes_gained > 0);
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let is_double_dice = dice.0 == dice.1 && dice.0 != 0;
let last_moves = state.last_moves;
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// fields where a battue (hit) was scored; ripple animation shown there.
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let hit_fields: Vec<u8> = {
let is_hit_jan = |jan: &Jan| {
matches!(
jan,
Jan::TrueHitSmallJan
| Jan::TrueHitBigJan
| Jan::TrueHitOpponentCorner
| Jan::FalseHitSmallJan
| Jan::FalseHitBigJan
)
};
let mut fields: Vec<u8> = vec![];
for event_opt in [&my_scored_event, &opp_scored_event] {
if let Some(event) = event_opt {
for entry in &event.jans {
if is_hit_jan(&entry.jan) {
for (m1, m2) in &entry.moves {
for m in [m1, m2] {
let to = m.get_to() as u8;
if to != 0 && !fields.contains(&to) {
fields.push(to);
}
}
}
}
}
}
}
fields
};
// ── Sound effects (fire once on mount = once per state snapshot) ──────────
// Dice roll: dice just appeared (no preceding moves in this snapshot).
if show_dice && last_moves.is_none() {
crate::game::sound::play_dice_roll();
}
// Checker move: moves were committed in the preceding action.
if last_moves.is_some() {
crate::game::sound::play_checker_move();
}
// Scoring: hole fanfare plays immediately; per-point ticks are driven by
// MergedScorePanel's counter animation so play_points_scored is not called here.
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if let Some(ref ev) = my_scored_event {
if ev.holes_gained > 0 {
crate::game::sound::play_hole_scored();
}
}
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if let Some(ref ev) = opp_scored_event {
if ev.holes_gained > 0 {
crate::game::sound::play_opp_hole_scored();
}
}
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// ── Capture for closures ───────────────────────────────────────────────────
let stage = vs.stage.clone();
let turn_stage = vs.turn_stage.clone();
let turn_stage_for_panel = turn_stage.clone();
let turn_stage_for_sub = turn_stage.clone();
let room_id = state.room_id.clone();
let is_bot_game = state.is_bot_game;
// ── Game-over info ─────────────────────────────────────────────────────────
let stage_is_ended = stage == SerStage::Ended;
let winner_is_me = my_score.holes >= 12;
let my_name_end = my_score.name.clone();
let my_holes_end = my_score.holes;
let opp_name_end = opp_score.name.clone();
let opp_holes_end = opp_score.holes;
let sidebar_copied = RwSignal::new(false);
let share_url = if !is_bot_game { room_url(&room_id) } else { String::new() };
let share_svg = if !is_bot_game { qr_svg(&share_url) } else { String::new() };
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view! {
// ── Game container ────────────────────────────────────────────────────
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<div class="game-container">
// ── Share popover (while waiting for opponent) ───────────────────
{(!is_bot_game && stage == SerStage::PreGame).then(|| {
let url_label = share_url.clone();
let url_copy = share_url.clone();
let svg = share_svg.clone();
view! {
<div class="share-popover">
<p class="share-popover-label">{t!(i18n, share_link)}</p>
<div class="share-url-row">
<span class="share-url-text">{url_label}</span>
<button class="share-copy-btn" on:click=move |_| {
#[cfg(target_arch = "wasm32")]
{
let u = url_copy.clone();
wasm_bindgen_futures::spawn_local(async move {
if let Some(cb) = web_sys::window()
.map(|w| w.navigator().clipboard())
{
let _ = wasm_bindgen_futures::JsFuture::from(
cb.write_text(&u),
).await;
sidebar_copied.set(true);
gloo_timers::future::TimeoutFuture::new(2000).await;
sidebar_copied.set(false);
}
});
}
}>
{move || if sidebar_copied.get() {
t_string!(i18n, link_copied)
} else {
t_string!(i18n, copy_link)
}}
</button>
</div>
<p class="share-popover-label">{t!(i18n, scan_qr)}</p>
<div class="qr-container" inner_html=svg />
</div>
}
})}
// ── Merged scoreboard + scoring panels (above board) ─────────────
// score-area is position:relative so the scoring-panels-container
// can be absolute-positioned at the right of the hole counter.
<div class="score-area">
<MergedScorePanel
my_score=my_score
opp_score=opp_score
my_points_earned=my_pts_earned
opp_points_earned=opp_pts_earned
my_holes_gained=my_holes_gained_score
opp_holes_gained=opp_holes_gained_score
my_bredouille=my_bredouille_flash
/>
// Scoring detail panels — stacked at the right, overlapping if needed.
<div class="scoring-panels-container">
{my_scored_event.map(|event| view! {
<ScoringPanel event=event turn_stage=turn_stage_for_panel />
})}
{opp_scored_event.map(|event| view! {
<ScoringPanel event=event turn_stage=SerTurnStage::RollDice is_opponent=true />
})}
</div>
</div>
// ── Board ────────────────────────────────────────────────────────
<Board
view_state=vs
player_id=player_id
selected_origin=selected_origin
staged_moves=staged_moves
valid_sequences=valid_sequences
bar_dice=show_dice.then_some(dice)
bar_is_move=is_move_stage
is_my_turn=is_my_turn
bar_is_double=is_double_dice
last_moves=last_moves
hit_fields=hit_fields
/>
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// ── Status, hints, and actions — cream strip below board ─
<div class="game-bottom-strip">
<div class="game-status">
{move || {
if let Some(ref reason) = pause_reason {
return String::from(match reason {
PauseReason::AfterOpponentRoll => t_string!(i18n, after_opponent_roll),
PauseReason::AfterOpponentGo => t_string!(i18n, after_opponent_go),
PauseReason::AfterOpponentMove => t_string!(i18n, after_opponent_move),
PauseReason::AfterOpponentPreGameRoll => t_string!(i18n, after_opponent_pre_game_roll),
});
}
let n = staged_moves.get().len();
if is_move_stage {
t_string!(i18n, select_move, n = n + 1)
} else {
String::from(match (&stage, is_my_turn, &turn_stage) {
(SerStage::Ended, _, _) => t_string!(i18n, game_over),
(SerStage::PreGame, _, _) | (SerStage::PreGameRoll, _, _) => t_string!(i18n, waiting_for_opponent),
(SerStage::InGame, true, SerTurnStage::RollDice) => t_string!(i18n, your_turn_roll),
(SerStage::InGame, true, SerTurnStage::HoldOrGoChoice) => t_string!(i18n, hold_or_go),
(SerStage::InGame, true, _) => t_string!(i18n, your_turn),
(SerStage::InGame, false, _) => t_string!(i18n, opponent_turn),
})
}
}}
</div>
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{move || {
let hint: String = if waiting_for_confirm {
t_string!(i18n, hint_continue).to_owned()
} else if is_move_stage {
t_string!(i18n, hint_move).to_owned()
} else if is_my_turn && turn_stage_for_sub == SerTurnStage::HoldOrGoChoice {
t_string!(i18n, hint_hold_or_go).to_owned()
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} else {
String::new()
};
(!hint.is_empty()).then(|| view! { <p class="game-sub-prompt">{hint}</p> })
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}}
<div class="board-actions">
{waiting_for_confirm.then(|| view! {
<button class="btn btn-primary" on:click=move |_| {
pending.update(|q| { q.pop_front(); });
}>{t!(i18n, continue_btn)}</button>
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})}
// Fallback Go button when no scoring panel (e.g. after reconnect)
{show_hold_go.then(|| view! {
<button class="btn btn-primary" on:click=move |_| {
cmd_tx_go.unbounded_send(NetCommand::Action(PlayerAction::Go)).ok();
}>{t!(i18n, go)}</button>
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})}
{move || {
let staged = staged_moves.get();
let show = is_move_stage && staged.len() < 2 && (
valid_seqs_empty.is_empty() || match staged.len() {
0 => valid_seqs_empty.iter().any(|(m1, _)| m1.get_from() == 0),
1 => {
let (f0, t0) = staged[0];
valid_seqs_empty.iter()
.filter(|(m1, _)| {
m1.get_from() as u8 == f0
&& m1.get_to() as u8 == t0
})
.any(|(_, m2)| m2.get_from() == 0)
}
_ => false,
}
);
show.then(|| view! {
<button
class="btn btn-secondary"
on:click=move |_| {
selected_origin.set(None);
staged_moves.update(|v| v.push((0, 0)));
}
>{t!(i18n, empty_move)}</button>
})
}}
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</div>
</div>
// ── Pre-game ceremony overlay ─────────────────────────────────────
{is_ceremony.then(|| {
let pgr = pre_game_roll_data.unwrap_or(PreGameRollState {
host_die: None,
guest_die: None,
tie_count: 0,
});
if pgr.host_die != None {
crate::game::sound::play_dice_roll();
}
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let my_die = if player_id == 0 { pgr.host_die } else { pgr.guest_die };
let opp_die = if player_id == 0 { pgr.guest_die } else { pgr.host_die };
let can_roll = my_die.is_none() && !waiting_for_confirm;
let show_tie = pgr.tie_count > 0;
view! {
<div class="ceremony-overlay">
<div class="ceremony-box">
<h2>{t!(i18n, pre_game_roll_title)}</h2>
{show_tie.then(|| view! {
<p class="ceremony-tie">{t!(i18n, pre_game_roll_tie)}</p>
})}
<div class="ceremony-dice">
<div class="ceremony-die-slot">
<span class="ceremony-die-label">{my_name_ceremony}{t!(i18n, you_suffix)}</span>
<Die value=my_die.unwrap_or(0) used=false />
</div>
<div class="ceremony-die-slot">
<span class="ceremony-die-label">{opp_name_ceremony}</span>
<Die value=opp_die.unwrap_or(0) used=false />
</div>
</div>
{waiting_for_confirm.then(|| {
let pending_c = pending;
view! {
<button class="btn btn-primary" on:click=move |_| {
pending_c.update(|q| { q.pop_front(); });
}>{t!(i18n, continue_btn)}</button>
}
})}
{can_roll.then(|| {
let cmd_tx_c = cmd_tx_ceremony.clone();
view! {
<button class="btn btn-primary" on:click=move |_| {
cmd_tx_c.unbounded_send(NetCommand::Action(PlayerAction::PreGameRoll)).ok();
}>{t!(i18n, pre_game_roll_btn)}</button>
}
})}
</div>
</div>
}
})}
// ── Game-over overlay ─────────────────────────────────────────────
{stage_is_ended.then(|| {
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if winner_is_me {
crate::game::sound::play_victory();
} else {
crate::game::sound::play_defeat();
}
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let opp_name_end_clone = opp_name_end.clone();
let winner_text = move || if winner_is_me {
t_string!(i18n, you_win).to_owned()
} else {
t_string!(i18n, opp_wins, name = opp_name_end_clone.as_str())
};
view! {
<div class="game-over-overlay">
<div class="game-over-box">
<h2>{t!(i18n, game_over)}</h2>
<p class="game-over-winner">{winner_text}</p>
<div class="game-over-score">
<span class="game-over-score-name">{my_name_end}</span>
<span class="game-over-score-nums">
{format!("{my_holes_end}{opp_holes_end}")}
</span>
<span class="game-over-score-name">{opp_name_end.clone()}</span>
</div>
<div class="game-over-actions">
<button class="btn btn-secondary" on:click=move |_| {
cmd_tx_end_quit.unbounded_send(NetCommand::Disconnect).ok();
}>{t!(i18n, quit)}</button>
{is_bot_game.then(|| view! {
<button class="btn btn-primary" on:click=move |_| {
cmd_tx_end_replay.unbounded_send(NetCommand::PlayVsBot).ok();
}>{t!(i18n, play_again)}</button>
})}
</div>
</div>
</div>
}
})}
</div>
}
}