feat(client_web): add messages on points gains

This commit is contained in:
Henri Bourcereau 2026-04-07 21:32:35 +02:00
parent 3c28eb465e
commit 3b9a1277d8
9 changed files with 320 additions and 161 deletions

View file

@ -12,7 +12,7 @@ use crate::components::{ConnectingScreen, GameScreen, LoginScreen};
use crate::i18n::I18nContextProvider;
use crate::trictrac::backend::TrictracBackend;
use crate::trictrac::bot_local::bot_decide;
use crate::trictrac::types::{GameDelta, PlayerAction, SerTurnStage, ViewState};
use crate::trictrac::types::{GameDelta, JanEntry, PlayerAction, ScoredEvent, SerTurnStage, ViewState};
use std::collections::VecDeque;
@ -32,6 +32,9 @@ pub struct GameUiState {
pub waiting_for_confirm: bool,
/// Why we are paused — drives the status-bar message in GameScreen.
pub pause_reason: Option<PauseReason>,
/// Points scored by this player in the transition to this state (if any).
pub my_scored_event: Option<ScoredEvent>,
pub opp_scored_event: Option<ScoredEvent>,
}
/// Reason the UI is paused waiting for the player to click Continue.
@ -267,6 +270,8 @@ pub fn App() -> impl IntoView {
is_bot_game: false,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: None,
opp_scored_event: None,
},
pending,
screen,
@ -317,19 +322,51 @@ async fn run_local_bot_game(
backend.player_arrival(1);
let mut vs = ViewState::default_with_names("You", "Bot");
drain_and_update(&mut backend, &mut vs, screen);
for cmd in backend.drain_commands() {
match cmd {
BackendCommand::ResetViewState => { vs = backend.get_view_state().clone(); }
BackendCommand::Delta(delta) => { vs.apply_delta(&delta); }
_ => {}
}
}
screen.set(Screen::Playing(GameUiState {
view_state: vs.clone(),
player_id: 0,
room_id: String::new(),
is_bot_game: true,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: None,
opp_scored_event: None,
}));
loop {
match cmd_rx.next().await {
Some(NetCommand::Action(action)) => {
let prev_vs = vs.clone();
backend.inform_rpc(0, action);
for cmd in backend.drain_commands() {
if let BackendCommand::Delta(delta) = cmd {
vs.apply_delta(&delta);
}
}
let scored = compute_scored_event(&prev_vs, &vs, 0);
let opp_scored = compute_scored_event(&prev_vs, &vs, 1);
screen.set(Screen::Playing(GameUiState {
view_state: vs.clone(),
player_id: 0,
room_id: String::new(),
is_bot_game: true,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: scored,
opp_scored_event: opp_scored,
}));
}
Some(NetCommand::PlayVsBot) => return true,
_ => return false,
}
drain_and_update(&mut backend, &mut vs, screen);
loop {
match bot_decide(backend.get_game()) {
None => break,
@ -350,6 +387,8 @@ async fn run_local_bot_game(
is_bot_game: true,
waiting_for_confirm: false,
pause_reason: None,
my_scored_event: None,
opp_scored_event: None,
},
pending,
screen,
@ -360,6 +399,55 @@ async fn run_local_bot_game(
}
}
/// Computes a scoring event for `player_id` by comparing the previous and next
/// ViewState. Returns `None` when no points changed for that player.
fn compute_scored_event(prev: &ViewState, next: &ViewState, player_id: u16) -> Option<ScoredEvent> {
let prev_score = &prev.scores[player_id as usize];
let next_score = &next.scores[player_id as usize];
let holes_gained = next_score.holes.saturating_sub(prev_score.holes);
if holes_gained == 0 && prev_score.points == next_score.points {
return None;
}
let bredouille = holes_gained > 0 && prev_score.can_bredouille;
// Determine which dice_jans are "mine" depending on who was the active roller.
let my_jans: Vec<JanEntry> = if next.active_mp_player == Some(player_id)
&& prev.active_mp_player == Some(player_id)
{
// My own roll: positive totals are mine.
next.dice_jans.iter().filter(|e| e.total > 0).cloned().collect()
} else if next.active_mp_player == Some(player_id)
&& prev.active_mp_player != Some(player_id)
{
// Opponent just moved: negative totals (their penalty) are scored for me.
next.dice_jans
.iter()
.filter(|e| e.total < 0)
.map(|e| JanEntry { total: -e.total, points_per: -e.points_per, ..e.clone() })
.collect()
} else {
return None;
};
let points_earned: u8 = my_jans
.iter()
.fold(0u8, |acc, e| acc.saturating_add(e.total.unsigned_abs()));
if points_earned == 0 && holes_gained == 0 {
return None;
}
Some(ScoredEvent {
points_earned,
holes_gained,
holes_total: next_score.holes,
bredouille,
jans: my_jans,
})
}
/// Either queues the state as a buffered confirmation step (when the transition
/// warrants a pause) or shows it immediately. Always updates `screen` to the
/// live state so the UI falls through to the right content once pending drains.
@ -369,16 +457,29 @@ fn push_or_show(
pending: RwSignal<VecDeque<GameUiState>>,
screen: RwSignal<Screen>,
) {
let scored = compute_scored_event(prev_vs, &new_state.view_state, new_state.player_id);
let opp_scored = compute_scored_event(prev_vs, &new_state.view_state, 1 - new_state.player_id);
if let Some(reason) = infer_pause_reason(prev_vs, &new_state.view_state, new_state.player_id) {
// Scoring notifications go on the buffered (paused) state only.
pending.update(|q| {
q.push_back(GameUiState {
waiting_for_confirm: true,
pause_reason: Some(reason),
my_scored_event: scored,
opp_scored_event: opp_scored,
..new_state.clone()
});
});
screen.set(Screen::Playing(new_state));
} else {
// No pause: show scoring directly on the live state.
screen.set(Screen::Playing(GameUiState {
my_scored_event: scored,
opp_scored_event: opp_scored,
..new_state
}));
}
screen.set(Screen::Playing(new_state));
}
/// Compares the previous and next ViewState to decide whether the transition
@ -408,31 +509,6 @@ fn infer_pause_reason(prev: &ViewState, next: &ViewState, player_id: u16) -> Opt
None
}
fn drain_and_update(
backend: &mut TrictracBackend,
vs: &mut ViewState,
screen: RwSignal<Screen>,
) {
for cmd in backend.drain_commands() {
match cmd {
BackendCommand::ResetViewState => {
*vs = backend.get_view_state().clone();
}
BackendCommand::Delta(delta) => {
vs.apply_delta(&delta);
}
_ => {}
}
}
screen.set(Screen::Playing(GameUiState {
view_state: vs.clone(),
player_id: 0,
room_id: String::new(),
is_bot_game: true,
waiting_for_confirm: false,
pause_reason: None,
}));
}
#[cfg(test)]
mod tests {