86 lines
2.8 KiB
JavaScript
86 lines
2.8 KiB
JavaScript
/**
|
||
* 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 hinaus */
|
||
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 };
|