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wizwar6e/packages/engine/src/view.ts
T
Eric WagonerandClaude Fable 5 ef921a0c2b Three more cautions: the un-grabbed chest, the biting ground, the starved draw
Ending a turn on a treasure nobody picked up now asks first (unless the
auto-grab preference is about to take it, or the grab would be refused —
laden arms, weakness, spent actions, glue, a locked safe, or your own
home where the chest already scores; the view learns gluedCells and
openSafes so the check is honest). Stepping onto ground that bites —
thornbush, tacks, pit, ooze — warns with the exact price, unless you are
mist. And the sticky draw picker no longer quietly starves anyone: a
draw below what would fit asks too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 11:04:05 -04:00

394 lines
16 KiB
TypeScript

// Per-player projection of GameState: everything public, plus YOUR hand.
// The server sends this after every state change; clients never see the
// deck order or other players' hands.
import { sightBetween, traceSight, type AssembledBoard, type Cell, type SightTrace } from "./board";
import { cardDef, type CardInstance } from "./cards";
import {
boardView,
LOS_BLOCKING_CONTENT,
type AmbushState,
type CastStack,
type CreatureState,
type GameState,
type PlayerId,
type SquareContent,
type SustainedEffect,
type TreasureState,
type TurnState,
} from "./game";
export interface PlayerPublicView {
id: PlayerId;
position: { x: number; y: number };
home: { x: number; y: number };
life: number;
alive: boolean;
handCount: number;
carriedTreasureId: string | null;
lostTurns: number;
extraTurns: number;
/** Banked PASS THROUGH WALL crossings — cast openly, so public knowledge. */
passWallCharges: number;
displayed: CardInstance[];
/** Which of the six physical wizard colors this player plays. */
colorIndex: number;
}
export interface GameView {
you: PlayerId;
phase: GameState["phase"];
winner: PlayerId | null;
winReason: "treasures" | "lastStanding" | null;
turn: TurnState;
activePlayerId: PlayerId;
/** Board with dynamic wall changes already merged in. */
board: AssembledBoard;
players: PlayerPublicView[];
yourHand: CardInstance[];
treasures: TreasureState[];
deckCount: number;
discardCount: number;
/** The discard pile, face-up as at the table (last = most recent). */
discardPile: CardInstance[];
/** Cards on the stack are face-up: the whole exchange is public. */
stack: CastStack | null;
pendingDiscard: PlayerId | null;
/** Duration spells in play (public knowledge). */
sustained: SustainedEffect[];
squareContents: Record<string, SquareContent>;
/** Cells whose contents are glued down (public: the cast was seen). */
gluedCells: Record<string, true>;
/** Safes standing open (their combination entered this turn). */
openSafes: string[];
groundObjects: Record<string, CardInstance[]>;
doorStates: Record<string, "jammed" | "removed">;
/** Accumulated attack damage per edge (public — cracks show). */
wallDamage: Record<string, number>;
openDoorEdges: string[];
/** Door edges held open by a standing wizard. */
heldDoorEdges: string[];
/** Edges conjured into being (walls, doors, firewalls) - dispellable. */
createdEdges: string[];
/** Illusion edges YOU know are fake (creator or saw through); others see walls. */
knownIllusionEdges: string[];
/** Every illusion edge and YOUR verdict on it: untested
* shimmers, believes renders solid, mine/seesThrough are ghosts. */
illusionEdges: Record<string, "untested" | "believes" | "seesThrough" | "mine">;
creatures: CreatureState[];
/** Charges left on displayed wands (public), by card instance id. */
wandCharges: Record<string, number>;
/** Boobytrap tokens: everyone sees the four; only the caster sees which is real. */
boobytraps: { casterId: PlayerId; cells: { x: number; y: number }[]; realCell: { x: number; y: number } | null }[];
dimWarps: { a: { x: number; y: number }; b: { x: number; y: number } }[];
outOfTurnWindow: { playerId: PlayerId; kind: "interrupt" | "opportunity-fire" } | null;
/** CHAOS shield windows in progress (public: everyone sees it coming). */
chaosPending: { casterId: PlayerId; queue: PlayerId[] } | null;
/** A grab hangs while the treasure's owner decides their Ward. */
wardPending: { ownerId: PlayerId; takerId: PlayerId } | null;
/** YOUR armed ambushes. Other players' ambushes are invisible. */
yourAmbushes: AmbushState[];
/** Once the game is finished, every hand goes face-up on the table. */
revealedHands: Record<PlayerId, CardInstance[]> | null;
}
export function viewFor(state: GameState, playerId: PlayerId): GameView {
const you = state.players.find((p) => p.id === playerId);
// Illusion walls render as real walls unless this viewer knows better.
// Their locations are open knowledge (the cast is public at a table) —
// what stays personal is each player's verdict.
const base = boardView(state);
const knownIllusionEdges: string[] = [];
const illusionEdges: Record<string, "untested" | "believes" | "seesThrough" | "mine"> = {};
let edges = base.edges;
for (const [key, wall] of Object.entries(state.illusionWalls)) {
const knows = wall.createdBy === playerId || wall.belief[playerId] === "seesThrough";
illusionEdges[key] =
wall.createdBy === playerId ? "mine"
: wall.belief[playerId] ?? "untested";
if (knows) {
knownIllusionEdges.push(key);
} else {
if (edges === base.edges) edges = { ...base.edges };
edges[key] = "wall";
}
}
const board = edges === base.edges ? base : { ...base, edges };
return {
you: playerId,
phase: state.phase,
winner: state.winner,
winReason: state.winReason,
turn: state.turn,
activePlayerId: state.players[state.turn.activeIndex]!.id,
board,
players: state.players.map((p, i) => ({
id: p.id,
colorIndex: state.config.colors?.[i] ?? i,
position: p.position,
home: p.home,
life: p.life,
alive: p.alive,
handCount: p.hand.length,
carriedTreasureId: p.carriedTreasureId,
lostTurns: p.lostTurns,
extraTurns: p.extraTurns,
passWallCharges: p.passWallCharges,
displayed: p.hand.filter((c) => p.displayed.includes(c.instanceId)),
})),
yourHand: you ? [...you.hand] : [],
revealedHands: state.phase === "finished"
? Object.fromEntries(state.players.map((p) => [p.id, p.alive ? [...p.hand] : [...(p.finalHand ?? p.hand)]]))
: null,
treasures: state.treasures.map((t) => ({ ...t })),
deckCount: state.deck.length,
discardCount: state.discard.length,
discardPile: [...state.discard],
stack: state.stack,
pendingDiscard: state.pendingDiscard,
sustained: state.sustained.map((s) => ({ ...s })),
squareContents: { ...state.squareContents },
gluedCells: { ...state.gluedCells },
openSafes: [...state.openSafes],
groundObjects: Object.fromEntries(
Object.entries(state.groundObjects).map(([k, v]) => [k, [...v]]),
),
doorStates: { ...state.doorStates },
wallDamage: { ...state.wallDamage },
openDoorEdges: [...state.openDoorEdges],
heldDoorEdges: state.heldDoors.map((h) => h.key),
createdEdges: Object.keys(state.createdEdges),
knownIllusionEdges,
illusionEdges,
creatures: state.creatures.map((c) => ({ ...c, scorchedThisTurn: [...c.scorchedThisTurn] })),
wandCharges: { ...state.wandCharges },
dimWarps: state.dimWarps.map((w) => ({ a: { ...w.a }, b: { ...w.b } })),
outOfTurnWindow: state.outOfTurnWindow ? { ...state.outOfTurnWindow } : null,
chaosPending: state.chaosPending
? { casterId: state.chaosPending.casterId, queue: [...state.chaosPending.queue] }
: null,
wardPending: state.wardPending ? { ...state.wardPending } : null,
yourAmbushes: state.ambushes
.filter((a) => a.ownerId === playerId)
.map((a) => ({ ...a, numbers: [...a.numbers] })),
boobytraps: state.boobytraps.map((t) => {
const [rx, ry] = t.realKey.split(",").map(Number) as [number, number];
return {
casterId: t.casterId,
cells: t.cells.map((c) => ({ ...c })),
realCell: t.casterId === playerId ? { x: rx, y: ry } : null,
};
}),
};
}
/**
* Every cell the viewing player can see from where they stand, by the same
* line-of-sight rules the engine enforces — computed from the VIEW, so it
* reflects what this player knows (illusion walls they believe in block it).
* The basis for the client's "dim the ineligible squares" targeting aid.
*/
export function sightedCellsFor(view: GameView): Set<string> {
const out = new Set<string>();
const me = view.players.find((p) => p.id === view.you);
if (!me) return out;
const { board, blockers } = sightBasis(view);
for (const key of Object.keys(board.cells)) {
const [x, y] = key.split(",").map(Number) as [number, number];
if (sightBetween(board, me.position, { x, y }, blockers)) out.add(key);
}
return out;
}
/** The board-as-seen and sight blockers this view's sight rules run against. */
function sightBasis(view: GameView): { board: GameView["board"]; blockers: Record<string, true> } {
// Held-open doors are open doorways to the eye.
let board = view.board;
if (view.heldDoorEdges.length > 0) {
const edges = { ...board.edges };
for (const k of view.heldDoorEdges) delete edges[k];
board = { ...board, edges };
}
const blockers: Record<string, true> = {};
for (const [key, content] of Object.entries(view.squareContents)) {
if (LOS_BLOCKING_CONTENT[content.kind]) blockers[key] = true;
}
for (const p of view.players) {
if (p.alive && view.sustained.some((s) => s.cardId === "big-man" && s.targetId === p.id)) {
blockers[`${p.position.x},${p.position.y}`] = true;
}
}
return { board, blockers };
}
/**
* How one square sees another under this viewer's knowledge of the board
* (believed illusion walls block; held doors admit). Null when no sight
* exists — the renderer's material for drawing the line an attack traveled.
*/
export function traceSightFor(view: GameView, from: Cell, to: Cell): SightTrace | null {
const { board, blockers } = sightBasis(view);
return traceSight(board, from, to, blockers);
}
/**
* AROUND THE CORNER's bent sight, from this viewer's knowledge: the caster
* sees a middle square which sees the target — mirroring the engine's
* bentLos so a client can predict whether the modifier will land.
*/
export function bentSightFor(view: GameView, from: Cell, to: Cell): boolean {
const { board, blockers } = sightBasis(view);
if (sightBetween(board, from, to, blockers)) return true;
for (const key of Object.keys(board.cells)) {
if (blockers[key]) continue;
const [mx, my] = key.split(",").map(Number) as [number, number];
const mid = { x: mx, y: my };
if (sightBetween(board, from, mid, blockers) && sightBetween(board, mid, to, blockers)) {
return true;
}
}
return false;
}
/**
* The sight line behind the attack currently on the stack — the board's
* answer to "how can he even see me?". Null when nothing should draw:
* no stack, a creature's or physical attack, a non-LOS card, attacker and
* defender sharing a square, or no sight under this viewer's knowledge
* (a believed illusion wall can honestly hide the line).
*/
export function stackSightTrace(
view: GameView,
): { from: Cell; to: Cell; trace: SightTrace } | null {
const stack = view.stack;
if (!stack || stack.creatureId) return null;
if (!stack.attackCard || cardDef(stack.attackCard.cardId).los !== true) return null;
const a = view.players.find((p) => p.id === stack.attackerId);
const d = view.players.find((p) => p.id === stack.defenderId);
if (!a || !d) return null;
if (a.position.x === d.position.x && a.position.y === d.position.y) return null;
const trace = traceSightFor(view, a.position, d.position);
return trace ? { from: a.position, to: d.position, trace } : null;
}
const CREATION_CARD_IDS = new Set([
"fill-square-with-stone", "thornbush", "killer-ooze", "rosebush", "dust-cloud",
"fill-square-with-slime", "create-pit", "handful-of-tacks",
]);
const SUMMON_CARD_IDS = new Set([
"troll", "skeleton", "wraith", "fire-imp", "democratic-monster", "shadow",
]);
/**
* Squares a cell-target card can legally aim at, for the client's dimming
* aid — mirroring the engine's own validation from the viewer's knowledge.
* Null = this card's eligibility is not modeled; light everything.
*/
export function eligibleCellsFor(view: GameView, cardId: string): Set<string> | null {
const me = view.players.find((p) => p.id === view.you);
if (!me) return null;
const cells = Object.keys(view.board.cells);
const key = (x: number, y: number) => `${x},${y}`;
const sighted = sightedCellsFor(view);
if (CREATION_CARD_IDS.has(cardId)) {
// emptySquareTarget: on the board, unoccupied by content, home, wizard,
// treasure, object, or a warp token — and in the caster's sight.
const out = new Set<string>();
for (const k of cells) {
if (view.squareContents[k]) continue;
if (view.board.homes.some((h) => key(h.x, h.y) === k)) continue;
if (view.players.some((p) => p.alive && key(p.position.x, p.position.y) === k)) continue;
if (view.treasures.some((t) => t.position && key(t.position.x, t.position.y) === k)) continue;
if ((view.groundObjects[k] ?? []).length > 0) continue;
if (view.dimWarps.some((w) => key(w.a.x, w.a.y) === k || key(w.b.x, w.b.y) === k)) continue;
if (!sighted.has(k)) continue;
out.add(k);
}
return out;
}
if (SUMMON_CARD_IDS.has(cardId)) {
// Summon: any sighted square free of content and creatures.
const out = new Set<string>();
for (const k of cells) {
if (view.squareContents[k]) continue;
if (view.creatures.some((c) => key(c.position.x, c.position.y) === k)) continue;
if (!sighted.has(k)) continue;
out.add(k);
}
return out;
}
if (cardId === "teleport") {
// Up to four spaces, walls and objects ignored; not into solid stone.
// BFS over existing cells, matching the engine's wallIgnoringDistance.
const out = new Set<string>();
const dist = new Map<string, number>([[key(me.position.x, me.position.y), 0]]);
const queue = [me.position];
while (queue.length > 0) {
const cur = queue.shift()!;
const d = dist.get(key(cur.x, cur.y))!;
if (d >= 4) continue;
for (const [dx, dy] of [[1, 0], [-1, 0], [0, 1], [0, -1]] as const) {
const n = { x: cur.x + dx, y: cur.y + dy };
const nk = key(n.x, n.y);
if (!view.board.cells[nk] || dist.has(nk)) continue;
dist.set(nk, d + 1);
queue.push(n);
if (view.squareContents[nk]?.kind !== "stone") out.add(nk);
}
}
return out;
}
if (cardId === "boobytrap") {
// Tokens go anywhere on the board except solid stone — no sight needed;
// a trap you can see coming is a poor trap.
return new Set(cells.filter((k) => view.squareContents[k]?.kind !== "stone"));
}
if (cardId === "glue" || cardId === "safe") {
// Both seize a square that HOLDS something — a loose object or an
// unclaimed treasure — within the caster's sight. The safe additionally
// needs the square clear of terrain to build around its prize.
const out = new Set<string>();
for (const k of cells) {
if (cardId === "safe" && view.squareContents[k]) continue;
const hasObject =
(view.groundObjects[k] ?? []).length > 0 ||
view.treasures.some((t) => t.position && !t.carriedBy && key(t.position.x, t.position.y) === k);
if (!hasObject) continue;
if (!sighted.has(k)) continue;
out.add(k);
}
return out;
}
if (cardId === "thumb-of-god") {
// The die is aimed by sight; where it lands after drifting is fate's.
return sighted;
}
if (cardId === "stone-to-water") {
// The cast demands sight of the stone block, so only sighted ones light.
// The card equally targets stone WALLS — edges the cell-shadow cannot
// express — so with no stone square in view, dimming would shroud the
// true targets: light everything instead.
const out = new Set(
cells.filter((k) => view.squareContents[k]?.kind === "stone" && sighted.has(k)),
);
return out.size > 0 ? out : null;
}
if (cardId === "dispel-creation") {
// Anything created — terrain or creature, whoever made it — in sight.
const out = new Set<string>();
for (const k of cells) {
const created = view.squareContents[k] != null ||
view.creatures.some((c) => key(c.position.x, c.position.y) === k);
if (created && sighted.has(k)) out.add(k);
}
return out;
}
return null;
}