4739018488
Previously the uploaded profile photo only appeared in a few places (profile,
top bar, leaderboard, public profile); chat, friends, game table, match intro,
post-match roster and private rooms showed the emoji avatar only.
- carry avatarImage end-to-end:
- server DTOs: FriendDto, SeatPlayerDto, RoomPlayerDto, MatchmakeRequest +
Player/SeatSlot/PSeat; ResolveProfile now returns avatarImage; FriendDtoFor
fills it from the profile.
- client types: Friend, RoomSeat.player, MatchmakingState.players,
ServerSeatPlayer, SeatPlayer (adds avatarId + avatarImage).
- signalr-service: send my avatarImage on StartMatchmaking/CreatePrivateRoom;
carry it through mapRoom.
- game-store: applyServerState + newOnlineMatch + offline match now populate
avatarId/avatarImage (seat 0 uses your own profile photo).
- render every avatar through the shared <Avatar> component (image → emoji
fallback): ChatScreen, FriendsScreen (requests/friends/chats), GameTable
seats, MatchIntroOverlay, MatchPlayersList, RoomScreen.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
579 lines
19 KiB
TypeScript
579 lines
19 KiB
TypeScript
"use client";
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import { create } from "zustand";
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import { chooseCardAI, chooseTrumpAI } from "./hokm/ai";
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import {
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advanceAfterTrick,
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chooseTrump as engineChooseTrump,
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createInitialState,
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dealForTrump,
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playCard,
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selectHakem,
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startNextRound,
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} from "./hokm/engine";
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import { Card, GameState, Phase, Player, Rank, RoundResult, Seat, Suit, Team } from "./hokm/types";
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import { avatarEmoji, ForfeitRequest, RewardResult, ServerGameState } from "./online/types";
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import type { OnlineService } from "./online/service";
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import { turnMsForStake } from "./online/gamification";
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import { useSessionStore } from "./session-store";
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import { sound } from "./sound";
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const KOT_POINTS = 2;
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// Animation/pacing timings (ms) — UI matches these.
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export const TIMING = {
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hakemDraw: 1500,
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aiTrump: 1000,
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aiPlay: 850,
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trickPause: 1150,
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roundPause: 2600,
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} as const;
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/** Base turn time (starter league / vs-AI). Higher leagues use less — see
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* `turnMsForStake`. Kept for reference; scheduling derives the real value. */
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export const TURN_MS = 15000;
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/** Grace period to wait for a disconnected player to return (live games). */
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export const RECONNECT_MS = 15000;
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export type GameMode = "ai" | "online";
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export interface SeatPlayer {
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name: string;
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avatar: string; // emoji (legacy/fallback)
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avatarId?: string; // avatar id (for the shared <Avatar> component)
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avatarImage?: string | null; // uploaded profile photo — shown everywhere when present
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level: number;
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id?: string; // real player's user id (for add-friend); absent for bots/you
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isBot?: boolean;
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title?: string | null; // equipped title id (shown under the avatar on the table)
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}
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export interface GameSettings {
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names: [string, string, string, string];
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targetScore: number;
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/** Blitz/speed mode — fast turn clock + snappier pacing. */
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speed?: boolean;
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}
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export interface OnlineMatchConfig {
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players: { displayName: string; avatar: string; level: number; avatarImage?: string | null }[]; // index = seat
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targetScore: number;
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stake: number;
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ranked: boolean;
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speed?: boolean;
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}
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interface MatchTally {
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tricksTeam0: number;
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kotFor: boolean; // your team kot'd opponents at least once
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kotAgainst: boolean;
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hakemRounds: number; // rounds you (seat 0) were the hakem
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}
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interface GameStore {
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game: GameState;
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started: boolean;
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mode: GameMode;
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seatPlayers: SeatPlayer[];
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matchMeta: { ranked: boolean; stake: number; speed: boolean };
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tally: MatchTally;
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/** epoch ms by which the current actor must act (for the turn-timer UI). */
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turnDeadline: number | null;
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/** a seat that has dropped and we're waiting on (online). */
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disconnectedSeat: Seat | null;
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reconnectDeadline: number | null;
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/** true when the match is driven by the live SignalR server. */
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live: boolean;
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/** reward pushed by the server for a server-run (ranked) match. */
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serverReward: RewardResult | null;
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/** the match is still alive but the player navigated away (resumable). */
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paused: boolean;
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/** you forfeited (surrendered) this match. */
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forfeited: boolean;
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/** a teammate is asking to forfeit and needs your confirmation. */
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forfeitRequest: ForfeitRequest | null;
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/** a fresh online match just started — play the "players joining the table" intro once. */
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matchIntroPending: boolean;
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newMatch: (settings: GameSettings) => void;
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newOnlineMatch: (cfg: OnlineMatchConfig) => void;
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enterServerMatch: (service: OnlineService) => void;
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applyServerState: (s: ServerGameState) => void;
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chooseTrump: (suit: Suit) => void;
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playHuman: (card: Card) => void;
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/** Leave the table without ending the match — keeps it resumable. */
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minimize: () => void;
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/** Return to a minimized match (re-arms local AI timers; live keeps streaming). */
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resume: () => void;
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/** Request to forfeit (surrender) the match. */
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forfeit: () => void;
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/** Respond to a teammate's forfeit request. */
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respondForfeit: (confirm: boolean) => void;
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/** Mark the match-intro reveal as played (so it doesn't replay on resume). */
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consumeIntro: () => void;
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reset: () => void;
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}
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const AI_AVATARS = ["🦊", "🦁", "🦉", "🐯"];
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let pending: ReturnType<typeof setTimeout> | null = null;
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let liveUnsub: (() => void) | null = null;
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let rewardUnsub: (() => void) | null = null;
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let forfeitUnsub: (() => void) | null = null;
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let liveSvc: OnlineService | null = null;
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function clearPending() {
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if (pending) {
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clearTimeout(pending);
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pending = null;
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}
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}
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function freshTally(): MatchTally {
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return { tricksTeam0: 0, kotFor: false, kotAgainst: false, hakemRounds: 0 };
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}
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/** Deals already counted toward the hakem tally (client-run games). */
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let countedHakemDeals = new Set<number>();
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function mapCard(c: { suit: string; rank: number; id: string }): Card {
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return { suit: c.suit as Suit, rank: c.rank as Rank, id: c.id };
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}
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/** Map a server GameStateDto onto the client GameState. */
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function mapServerState(s: ServerGameState): GameState {
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const players: Player[] = s.players.map((p) => ({
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seat: p.seat as Seat,
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name: p.name,
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isHuman: p.isHuman,
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team: p.team as Team,
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hand: p.hand
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? p.hand.map(mapCard)
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: Array.from({ length: p.handCount }, (_, i) => ({
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suit: "spades" as Suit,
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rank: 2 as Rank,
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id: `hidden-${p.seat}-${i}`,
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})),
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}));
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return {
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phase: s.phase as Phase,
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players,
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deck: [],
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hakem: s.hakem as Seat | null,
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trump: (s.trump as Suit) ?? null,
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turn: s.turn as Seat | null,
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currentTrick: s.currentTrick.map((pc) => ({ seat: pc.seat as Seat, card: mapCard(pc.card) })),
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leadSeat: s.leadSeat as Seat | null,
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roundTricks: [s.roundTricks[0] ?? 0, s.roundTricks[1] ?? 0],
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matchScore: [s.matchScore[0] ?? 0, s.matchScore[1] ?? 0],
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lastTrickWinner: s.lastTrickWinner as Seat | null,
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lastRoundResult: s.lastRoundResult
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? {
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winningTeam: s.lastRoundResult.winningTeam as Team,
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tricks: [s.lastRoundResult.tricks[0], s.lastRoundResult.tricks[1]],
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kot: s.lastRoundResult.kot,
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points: s.lastRoundResult.points,
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}
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: null,
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matchWinner: s.matchWinner as Team | null,
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hakemDraw: s.hakemDraw.map((pc) => ({ seat: pc.seat as Seat, card: mapCard(pc.card) })),
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targetScore: s.targetScore,
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dealId: s.dealId,
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};
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}
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export const useGameStore = create<GameStore>((set, get) => {
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function recordRound(result: RoundResult | null) {
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if (!result) return;
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const t = get().tally;
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set({
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tally: {
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tricksTeam0: t.tricksTeam0 + result.tricks[0],
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kotFor: t.kotFor || (result.winningTeam === 0 && result.kot),
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kotAgainst: t.kotAgainst || (result.winningTeam === 1 && result.kot),
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hakemRounds: t.hakemRounds,
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},
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});
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}
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function playSeatAI(seat: Seat) {
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const cur = get().game;
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if (cur.phase !== "playing" || cur.turn !== seat) return;
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const card = chooseCardAI(cur, seat);
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set({ game: playCard(cur, seat, card) });
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sound.play("cardPlay");
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scheduleAuto();
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}
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function scheduleAuto() {
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clearPending();
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const g = get().game;
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// Speed mode → snappier pacing (animations/pauses run ~half time).
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const fast = (ms: number) => (get().matchMeta.speed ? Math.round(ms * 0.5) : ms);
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switch (g.phase) {
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case "selecting-hakem":
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set({ turnDeadline: null, disconnectedSeat: null, reconnectDeadline: null });
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pending = setTimeout(() => {
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set({ game: dealForTrump(get().game) });
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sound.play("deal");
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scheduleAuto();
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}, fast(TIMING.hakemDraw));
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break;
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case "choosing-trump": {
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const hakem = g.hakem!;
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// Tally hakem rounds for you (seat 0) — once per deal.
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if (hakem === 0 && !countedHakemDeals.has(g.dealId)) {
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countedHakemDeals.add(g.dealId);
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set({ tally: { ...get().tally, hakemRounds: get().tally.hakemRounds + 1 } });
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}
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if (g.players[hakem].isHuman) {
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// human hakem: timed choice (less time in higher leagues), system auto-picks on timeout
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const turnMs = turnMsForStake(get().matchMeta.stake, get().matchMeta.speed);
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set({ turnDeadline: Date.now() + turnMs, disconnectedSeat: null, reconnectDeadline: null });
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pending = setTimeout(() => {
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const cur = get().game;
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if (cur.phase !== "choosing-trump") return;
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const suit = chooseTrumpAI(cur.players[cur.hakem!].hand);
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set({ game: engineChooseTrump(cur, suit), turnDeadline: null });
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scheduleAuto();
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}, turnMs);
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} else {
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set({ turnDeadline: null });
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pending = setTimeout(() => {
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const cur = get().game;
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const suit = chooseTrumpAI(cur.players[cur.hakem!].hand);
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set({ game: engineChooseTrump(cur, suit) });
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sound.play("trump");
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scheduleAuto();
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}, fast(TIMING.aiTrump));
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}
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break;
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}
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case "playing": {
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const seat = g.turn!;
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if (g.players[seat].isHuman) {
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// human turn: timed (less time in higher leagues); system plays a smart legal move on timeout
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const turnMs = turnMsForStake(get().matchMeta.stake, get().matchMeta.speed);
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set({ turnDeadline: Date.now() + turnMs, disconnectedSeat: null, reconnectDeadline: null });
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pending = setTimeout(() => {
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const cur = get().game;
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if (cur.phase !== "playing" || cur.turn !== seat) return;
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set({ game: playCard(cur, seat, chooseCardAI(cur, seat)), turnDeadline: null });
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sound.play("cardPlay");
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scheduleAuto();
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}, turnMs);
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} else {
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// Opponents (bots / filled seats) simply auto-play their turn — no
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// simulated disconnects, no pause, no banner.
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set({ turnDeadline: null });
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pending = setTimeout(() => playSeatAI(seat), fast(TIMING.aiPlay));
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}
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break;
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}
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case "trick-complete":
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set({ turnDeadline: null, disconnectedSeat: null, reconnectDeadline: null });
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sound.play("trickWin");
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pending = setTimeout(() => {
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const next = advanceAfterTrick(get().game, KOT_POINTS);
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set({ game: next });
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if (next.phase === "match-over") {
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recordRound(next.lastRoundResult);
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sound.play(next.matchWinner === 0 ? "win" : "lose");
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} else if (next.phase === "round-over" && next.lastRoundResult?.kot) {
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sound.play("kot");
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}
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scheduleAuto();
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}, fast(TIMING.trickPause));
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break;
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case "round-over":
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set({ turnDeadline: null, disconnectedSeat: null, reconnectDeadline: null });
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pending = setTimeout(() => {
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recordRound(get().game.lastRoundResult);
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set({ game: startNextRound(get().game) });
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scheduleAuto();
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}, fast(TIMING.roundPause));
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break;
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default:
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set({ turnDeadline: null });
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break;
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}
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}
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return {
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game: createInitialState({ names: ["", "", "", ""], targetScore: 7 }),
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started: false,
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mode: "ai",
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seatPlayers: [],
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matchMeta: { ranked: false, stake: 0, speed: false },
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tally: freshTally(),
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turnDeadline: null,
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disconnectedSeat: null,
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reconnectDeadline: null,
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live: false,
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serverReward: null,
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paused: false,
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forfeited: false,
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forfeitRequest: null,
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matchIntroPending: false,
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newMatch: (settings) => {
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clearPending();
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countedHakemDeals = new Set();
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sound.init();
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const initial = createInitialState(settings);
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set({
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game: selectHakem(initial),
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started: true,
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mode: "ai",
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paused: false,
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forfeited: false,
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forfeitRequest: null,
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matchMeta: { ranked: false, stake: 0, speed: !!settings.speed },
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tally: freshTally(),
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turnDeadline: null,
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disconnectedSeat: null,
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reconnectDeadline: null,
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seatPlayers: settings.names.map((name, i) => {
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const prof = i === 0 ? useSessionStore.getState().profile : null;
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return {
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name,
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avatar: AI_AVATARS[i],
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avatarId: prof?.avatar, // you → your avatar; bots fall back to the emoji
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avatarImage: prof?.avatarImage ?? null,
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level: 0,
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isBot: i > 0, // seat 0 is you
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title: i === 0 ? prof?.title ?? null : null,
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};
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}),
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});
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scheduleAuto();
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},
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newOnlineMatch: (cfg) => {
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clearPending();
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countedHakemDeals = new Set();
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sound.init();
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const names = cfg.players.map((p) => p.displayName) as GameSettings["names"];
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const initial = createInitialState({ names, targetScore: cfg.targetScore });
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set({
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game: selectHakem(initial),
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started: true,
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mode: "online",
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paused: false,
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forfeited: false,
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forfeitRequest: null,
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matchIntroPending: true,
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matchMeta: { ranked: cfg.ranked, stake: cfg.stake, speed: !!cfg.speed },
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tally: freshTally(),
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turnDeadline: null,
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disconnectedSeat: null,
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reconnectDeadline: null,
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seatPlayers: cfg.players.map((p, i) => {
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const prof = i === 0 ? useSessionStore.getState().profile : null;
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return {
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name: p.displayName,
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avatar: avatarEmoji(p.avatar),
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avatarId: p.avatar,
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avatarImage: p.avatarImage ?? prof?.avatarImage ?? null,
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level: p.level,
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title: i === 0 ? prof?.title ?? null : null,
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};
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}),
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});
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scheduleAuto();
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},
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enterServerMatch: (service) => {
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clearPending();
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sound.init();
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liveSvc = service;
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if (liveUnsub) liveUnsub();
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if (rewardUnsub) rewardUnsub();
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if (forfeitUnsub) forfeitUnsub();
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liveUnsub = service.onState((s) => get().applyServerState(s));
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rewardUnsub = service.onReward((r) => set({ serverReward: r }));
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forfeitUnsub = service.onForfeit((r) => set({ forfeitRequest: r }));
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set({
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game: createInitialState({ names: ["شما", "", "", ""], targetScore: 7 }),
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started: true,
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mode: "online",
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live: true,
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serverReward: null,
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paused: false,
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forfeited: false,
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forfeitRequest: null,
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matchIntroPending: true,
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matchMeta: { ranked: true, stake: 0, speed: false },
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tally: freshTally(),
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turnDeadline: null,
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disconnectedSeat: null,
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reconnectDeadline: null,
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seatPlayers: [],
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});
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},
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applyServerState: (s) => {
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const prev = get().game;
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const next = mapServerState(s);
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const me = useSessionStore.getState().profile;
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const seatPlayers: SeatPlayer[] = [...s.seatPlayers]
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.sort((a, b) => a.seat - b.seat)
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.map((sp) => ({
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name: sp.name,
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avatar: avatarEmoji(sp.avatar),
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avatarId: sp.avatar,
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avatarImage: sp.avatarImage ?? null,
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level: sp.level,
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id: sp.userId,
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isBot: sp.isBot,
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title: sp.userId && me && sp.userId === me.id ? me.title ?? null : null,
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}));
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// accumulate the reward tally when the match score grows (a round ended)
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const prevTotal = prev.matchScore[0] + prev.matchScore[1];
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const newTotal = next.matchScore[0] + next.matchScore[1];
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if (newTotal > prevTotal && next.lastRoundResult) recordRound(next.lastRoundResult);
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// sounds on transitions
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if (next.currentTrick.length > prev.currentTrick.length && next.currentTrick.length > 0)
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sound.play("cardPlay");
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if (next.phase === "trick-complete" && prev.phase !== "trick-complete") sound.play("trickWin");
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if (next.trump && !prev.trump) sound.play("trump");
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if (next.phase === "match-over" && prev.phase !== "match-over")
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sound.play(next.matchWinner === 0 ? "win" : "lose");
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else if (next.phase === "round-over" && prev.phase !== "round-over" && next.lastRoundResult?.kot)
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sound.play("kot");
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set({
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game: next,
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seatPlayers,
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matchMeta: { ranked: s.ranked, stake: s.stake, speed: false },
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turnDeadline: s.turnDeadline ?? null,
|
|
disconnectedSeat: (s.disconnectedSeat ?? null) as Seat | null,
|
|
reconnectDeadline: s.disconnectedSeat != null ? Date.now() + RECONNECT_MS : null,
|
|
});
|
|
},
|
|
|
|
chooseTrump: (suit) => {
|
|
if (get().live) {
|
|
liveSvc?.chooseTrump(suit);
|
|
return;
|
|
}
|
|
const g = get().game;
|
|
if (g.phase !== "choosing-trump") return;
|
|
set({ game: engineChooseTrump(g, suit), turnDeadline: null });
|
|
sound.play("trump");
|
|
scheduleAuto();
|
|
},
|
|
|
|
playHuman: (card) => {
|
|
if (get().live) {
|
|
liveSvc?.playCard(card.id);
|
|
return;
|
|
}
|
|
const g = get().game;
|
|
if (g.phase !== "playing" || g.turn !== 0) return;
|
|
set({ game: playCard(g, 0, card), turnDeadline: null });
|
|
sound.play("cardPlay");
|
|
scheduleAuto();
|
|
},
|
|
|
|
minimize: () => {
|
|
// Keep the match alive and resumable. Single-player (AI) games pause their
|
|
// local timers so nothing happens while you're away; live (server-run)
|
|
// games keep streaming into the store via the still-active subscription.
|
|
if (!get().live) {
|
|
clearPending();
|
|
set({ turnDeadline: null, reconnectDeadline: null });
|
|
}
|
|
set({ paused: true });
|
|
},
|
|
|
|
resume: () => {
|
|
set({ paused: false });
|
|
// Re-arm the local driver for AI games; live games are already up to date.
|
|
if (!get().live && get().started && get().game.phase !== "match-over") scheduleAuto();
|
|
},
|
|
|
|
forfeit: () => {
|
|
// Live games: ask the server (teammate must confirm, server decides kot).
|
|
if (get().live) {
|
|
liveSvc?.requestForfeit();
|
|
return;
|
|
}
|
|
// Client-run (vs computer / private): end now as a loss. If your team won
|
|
// no rounds it's a Kot loss; otherwise a normal loss.
|
|
const g = get().game;
|
|
if (g.phase === "match-over") return;
|
|
clearPending();
|
|
set({
|
|
game: { ...g, phase: "match-over", matchWinner: 1 as Team, turn: null },
|
|
forfeited: true,
|
|
turnDeadline: null,
|
|
disconnectedSeat: null,
|
|
reconnectDeadline: null,
|
|
});
|
|
sound.play("lose");
|
|
},
|
|
|
|
respondForfeit: (confirm) => {
|
|
if (get().live) {
|
|
if (confirm) liveSvc?.confirmForfeit();
|
|
else liveSvc?.declineForfeit();
|
|
}
|
|
set({ forfeitRequest: null });
|
|
},
|
|
|
|
consumeIntro: () => set({ matchIntroPending: false }),
|
|
|
|
reset: () => {
|
|
clearPending();
|
|
if (liveUnsub) {
|
|
liveUnsub();
|
|
liveUnsub = null;
|
|
}
|
|
if (rewardUnsub) {
|
|
rewardUnsub();
|
|
rewardUnsub = null;
|
|
}
|
|
if (forfeitUnsub) {
|
|
forfeitUnsub();
|
|
forfeitUnsub = null;
|
|
}
|
|
liveSvc = null;
|
|
set({
|
|
game: createInitialState({ names: ["", "", "", ""], targetScore: 7 }),
|
|
started: false,
|
|
mode: "ai",
|
|
live: false,
|
|
serverReward: null,
|
|
paused: false,
|
|
forfeited: false,
|
|
forfeitRequest: null,
|
|
matchIntroPending: false,
|
|
seatPlayers: [],
|
|
tally: freshTally(),
|
|
turnDeadline: null,
|
|
disconnectedSeat: null,
|
|
reconnectDeadline: null,
|
|
});
|
|
},
|
|
};
|
|
});
|
|
|
|
/**
|
|
* True when the player has a running match that hasn't finished — used to enforce
|
|
* "one game at a time": entry points should resume this instead of starting another.
|
|
*/
|
|
export function hasActiveMatch(): boolean {
|
|
const s = useGameStore.getState();
|
|
return s.started && s.game.phase !== "match-over";
|
|
}
|