Build Hokm card game: offline vs-AI + online social/gamification (mock backend)

- Pure-TS Hokm engine (deal, hakem, trump, tricks, scoring, Kot) + AI bots
- Persian-luxury RTL UI (Next 16 / React 19 / Tailwind v4 / Framer Motion / Zustand)
- Online platform behind OnlineService seam (mock now, .NET SignalR later):
  auth (phone OTP + email/Google), profiles, friends, private rooms with
  partner pick, ranked matchmaking, leaderboard, shop
- Gamification: ranks/leagues, coins, XP/levels, daily rewards, achievements
- i18n fa/en, PWA manifest, engine + gamification sims

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-04 10:11:00 +03:30
parent dff1a34f95
commit e2d0a602b6
41 changed files with 5766 additions and 93 deletions
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"use client";
import { create } from "zustand";
import { chooseCardAI, chooseTrumpAI } from "./hokm/ai";
import {
advanceAfterTrick,
chooseTrump as engineChooseTrump,
createInitialState,
dealForTrump,
playCard,
selectHakem,
startNextRound,
} from "./hokm/engine";
import { Card, GameState, RoundResult, Suit } from "./hokm/types";
import { avatarEmoji } from "./online/types";
const KOT_POINTS = 2;
// Animation/pacing timings (ms) — UI matches these.
export const TIMING = {
hakemDraw: 1500,
aiTrump: 1000,
aiPlay: 850,
trickPause: 1150,
roundPause: 2600,
} as const;
export type GameMode = "ai" | "online";
export interface SeatPlayer {
name: string;
avatar: string; // emoji
level: number;
}
export interface GameSettings {
names: [string, string, string, string];
targetScore: number;
}
export interface OnlineMatchConfig {
players: { displayName: string; avatar: string; level: number }[]; // index = seat
targetScore: number;
stake: number;
ranked: boolean;
}
interface MatchTally {
tricksTeam0: number;
kotFor: boolean; // your team kot'd opponents at least once
kotAgainst: boolean;
}
interface GameStore {
game: GameState;
started: boolean;
mode: GameMode;
seatPlayers: SeatPlayer[];
matchMeta: { ranked: boolean; stake: number };
tally: MatchTally;
newMatch: (settings: GameSettings) => void;
newOnlineMatch: (cfg: OnlineMatchConfig) => void;
chooseTrump: (suit: Suit) => void;
playHuman: (card: Card) => void;
reset: () => void;
}
const AI_AVATARS = ["🦊", "🦁", "🦉", "🐯"];
let pending: ReturnType<typeof setTimeout> | null = null;
function clearPending() {
if (pending) {
clearTimeout(pending);
pending = null;
}
}
function freshTally(): MatchTally {
return { tricksTeam0: 0, kotFor: false, kotAgainst: false };
}
export const useGameStore = create<GameStore>((set, get) => {
function recordRound(result: RoundResult | null) {
if (!result) return;
const t = get().tally;
set({
tally: {
tricksTeam0: t.tricksTeam0 + result.tricks[0],
kotFor: t.kotFor || (result.winningTeam === 0 && result.kot),
kotAgainst: t.kotAgainst || (result.winningTeam === 1 && result.kot),
},
});
}
function scheduleAuto() {
clearPending();
const g = get().game;
switch (g.phase) {
case "selecting-hakem":
pending = setTimeout(() => {
set({ game: dealForTrump(get().game) });
scheduleAuto();
}, TIMING.hakemDraw);
break;
case "choosing-trump": {
const hakem = g.hakem!;
if (!g.players[hakem].isHuman) {
pending = setTimeout(() => {
const cur = get().game;
const suit = chooseTrumpAI(cur.players[cur.hakem!].hand);
set({ game: engineChooseTrump(cur, suit) });
scheduleAuto();
}, TIMING.aiTrump);
}
break;
}
case "playing": {
const seat = g.turn!;
if (!g.players[seat].isHuman) {
pending = setTimeout(() => {
const cur = get().game;
const s = cur.turn!;
const card = chooseCardAI(cur, s);
set({ game: playCard(cur, s, card) });
scheduleAuto();
}, TIMING.aiPlay);
}
break;
}
case "trick-complete":
pending = setTimeout(() => {
const next = advanceAfterTrick(get().game, KOT_POINTS);
set({ game: next });
// record the round once when it finalizes into match-over
if (next.phase === "match-over") recordRound(next.lastRoundResult);
scheduleAuto();
}, TIMING.trickPause);
break;
case "round-over":
pending = setTimeout(() => {
recordRound(get().game.lastRoundResult);
set({ game: startNextRound(get().game) });
scheduleAuto();
}, TIMING.roundPause);
break;
default:
break;
}
}
return {
game: createInitialState({ names: ["", "", "", ""], targetScore: 7 }),
started: false,
mode: "ai",
seatPlayers: [],
matchMeta: { ranked: false, stake: 0 },
tally: freshTally(),
newMatch: (settings) => {
clearPending();
const initial = createInitialState(settings);
set({
game: selectHakem(initial),
started: true,
mode: "ai",
matchMeta: { ranked: false, stake: 0 },
tally: freshTally(),
seatPlayers: settings.names.map((name, i) => ({
name,
avatar: AI_AVATARS[i],
level: 0,
})),
});
scheduleAuto();
},
newOnlineMatch: (cfg) => {
clearPending();
const names = cfg.players.map((p) => p.displayName) as GameSettings["names"];
const initial = createInitialState({ names, targetScore: cfg.targetScore });
set({
game: selectHakem(initial),
started: true,
mode: "online",
matchMeta: { ranked: cfg.ranked, stake: cfg.stake },
tally: freshTally(),
seatPlayers: cfg.players.map((p) => ({
name: p.displayName,
avatar: avatarEmoji(p.avatar),
level: p.level,
})),
});
scheduleAuto();
},
chooseTrump: (suit) => {
const g = get().game;
if (g.phase !== "choosing-trump") return;
set({ game: engineChooseTrump(g, suit) });
scheduleAuto();
},
playHuman: (card) => {
const g = get().game;
if (g.phase !== "playing" || g.turn !== 0) return;
set({ game: playCard(g, 0, card) });
scheduleAuto();
},
reset: () => {
clearPending();
set({
game: createInitialState({ names: ["", "", "", ""], targetScore: 7 }),
started: false,
mode: "ai",
seatPlayers: [],
tally: freshTally(),
});
},
};
});