/** * sockets/combat.js – Server-seitige Kampfphasen-Logik für 1v1 * * PRO KARTE: erst bewegen, dann sofort angreifen → dann nächste Karte. * Avatar-Angriff wenn Range über das Spielfeld hinausreicht. */ 'use strict'; function runCombatPhase(boardState, leftSlot, activeSlot) { const events = []; const isActiveLeft = activeSlot === leftSlot; const dir = isActiveLeft ? 1 : -1; const opponentSlot = activeSlot === 'player1' ? 'player2' : 'player1'; const myCards = []; for (let slotIndex = 1; slotIndex <= 11; slotIndex++) { for (const row of ['row1', 'row2']) { const slotId = `${row}-slot-${slotIndex}`; if (boardState[slotId]?.owner === activeSlot) myCards.push(slotId); } } myCards.sort((a, b) => { const ia = parseInt(a.split('-slot-')[1], 10); const ib = parseInt(b.split('-slot-')[1], 10); return isActiveLeft ? ib - ia : ia - ib; }); for (const startSlotId of myCards) { const entry = boardState[startSlotId]; if (!entry) continue; const { card } = entry; const row = startSlotId.split('-slot-')[0]; const race = card.race ?? 0; const atk = card.attack ?? 0; const range = card.range ?? 0; let currentPos = parseInt(startSlotId.split('-slot-')[1], 10); let currentSlotId = startSlotId; /* ── BEWEGEN ── */ for (let step = 0; step < race; step++) { const nextPos = currentPos + dir; if (nextPos < 1 || nextPos > 11) break; const nextSlotId = `${row}-slot-${nextPos}`; if (boardState[nextSlotId]) break; delete boardState[currentSlotId]; boardState[nextSlotId] = entry; events.push({ type: 'move', from: currentSlotId, to: nextSlotId, owner: activeSlot }); currentSlotId = nextSlotId; currentPos = nextPos; } /* ── ANGREIFEN ── */ for (let r = 1; r <= range; r++) { const targetPos = currentPos + dir * r; /* Avatar-Angriff: Range geht über das Spielfeld */ if (targetPos < 1 || targetPos > 11) { events.push({ type: 'avatar_attack', from: currentSlotId, target: opponentSlot, damage: atk }); break; } const targetSlotId = `${row}-slot-${targetPos}`; const target = boardState[targetSlotId]; if (!target) continue; if (target.owner === activeSlot) continue; target.card = { ...target.card, defends: (target.card.defends ?? 0) - atk }; events.push({ type: 'attack', from: currentSlotId, to: targetSlotId, damage: atk, remainingDef: target.card.defends }); if (target.card.defends <= 0) { delete boardState[targetSlotId]; events.push({ type: 'die', slotId: targetSlotId }); } break; } } return events; } module.exports = { runCombatPhase };