// /server_modules/gameInstance.js const { v4: uuidv4 } = require('uuid'); const gameData = require('./data'); const GAME_CONFIG = require('./config'); const serverGameLogic = require('./gameLogic'); class GameInstance { constructor(gameId, io, mode = 'ai', gameManager) { this.id = gameId; this.io = io; this.mode = mode; this.players = {}; // { socket.id: { id: 'player'/'opponent', socket: socketObject, chosenCharacterKey?: 'elena'/'almagest', identifier: userId|socketId } } this.playerSockets = {}; // { 'player': socketObject, 'opponent': socketObject } this.playerCount = 0; this.gameState = null; this.aiOpponent = (mode === 'ai'); this.logBuffer = []; this.playerCharacterKey = null; this.opponentCharacterKey = null; this.ownerIdentifier = null; this.gameManager = gameManager; // --- Свойства для таймера хода --- this.turnTimerId = null; // ID для setTimeout (обработка таймаута) this.turnTimerUpdateIntervalId = null; // ID для setInterval (обновление клиента) this.turnStartTime = 0; // Время начала текущего хода (Date.now()) if (!this.gameManager || typeof this.gameManager._cleanupGame !== 'function') { console.error(`[Game ${this.id}] CRITICAL ERROR: GameInstance created without valid GameManager reference! Cleanup will fail.`); } } addPlayer(socket, chosenCharacterKey = 'elena', identifier) { if (this.players[socket.id]) { socket.emit('gameError', { message: 'Ваш сокет уже зарегистрирован в этой игре.' }); return false; } const existingPlayerByIdentifier = Object.values(this.players).find(p => p.identifier === identifier); if (existingPlayerByIdentifier) { socket.emit('gameError', { message: 'Вы уже находитесь в этой игре под другим подключением.' }); return false; } if (this.playerCount >= 2) { socket.emit('gameError', { message: 'Эта игра уже заполнена.' }); return false; } let assignedPlayerId; let actualCharacterKey; if (this.mode === 'ai') { if (this.playerCount > 0) { socket.emit('gameError', { message: 'Нельзя присоединиться к AI игре как второй игрок.' }); return false; } assignedPlayerId = GAME_CONFIG.PLAYER_ID; actualCharacterKey = 'elena'; // В AI режиме игрок всегда Елена this.ownerIdentifier = identifier; } else { // PvP режим if (this.playerCount === 0) { assignedPlayerId = GAME_CONFIG.PLAYER_ID; actualCharacterKey = (chosenCharacterKey === 'almagest') ? 'almagest' : 'elena'; this.ownerIdentifier = identifier; } else { assignedPlayerId = GAME_CONFIG.OPPONENT_ID; const firstPlayerInfo = Object.values(this.players).find(p => p.id === GAME_CONFIG.PLAYER_ID); actualCharacterKey = (firstPlayerInfo?.chosenCharacterKey === 'elena') ? 'almagest' : 'elena'; } } this.players[socket.id] = { id: assignedPlayerId, socket: socket, chosenCharacterKey: actualCharacterKey, identifier: identifier }; this.playerSockets[assignedPlayerId] = socket; this.playerCount++; socket.join(this.id); const characterData = this._getCharacterBaseData(actualCharacterKey); console.log(`[Game ${this.id}] Игрок ${identifier} (сокет ${socket.id}) (${characterData?.name || 'Неизвестно'}) присоединился как ${assignedPlayerId} (персонаж: ${actualCharacterKey}). Всего игроков: ${this.playerCount}. Owner: ${this.ownerIdentifier || 'N/A'}`); return true; } removePlayer(socketId) { const playerInfo = this.players[socketId]; if (playerInfo) { const playerRole = playerInfo.id; const identifierOfLeavingPlayer = playerInfo.identifier; const characterKeyOfLeavingPlayer = playerInfo.chosenCharacterKey; const characterData = this._getCharacterBaseData(characterKeyOfLeavingPlayer); console.log(`[Game ${this.id}] Игрок ${identifierOfLeavingPlayer} (сокет: ${socketId}, роль: ${playerRole}, персонаж: ${characterKeyOfLeavingPlayer || 'N/A'}) покинул игру.`); if (playerInfo.socket) { const actualSocket = this.io.sockets.sockets.get(socketId); if (actualSocket && actualSocket.id === socketId) { actualSocket.leave(this.id); } else if (playerInfo.socket.id === socketId) { try { playerInfo.socket.leave(this.id); } catch (e) { console.warn(`[Game ${this.id}] Error leaving room for old socket ${socketId}: ${e.message}`); } } } delete this.players[socketId]; this.playerCount--; if (this.playerSockets[playerRole] && this.playerSockets[playerRole].id === socketId) { delete this.playerSockets[playerRole]; } // Если игра не окончена и это был ход отключившегося игрока, очищаем таймер if (this.gameState && !this.gameState.isGameOver) { const isTurnOfDisconnectedPlayer = (this.gameState.isPlayerTurn && playerRole === GAME_CONFIG.PLAYER_ID) || (!this.gameState.isPlayerTurn && playerRole === GAME_CONFIG.OPPONENT_ID); if (isTurnOfDisconnectedPlayer) { this.clearTurnTimer(); } } } else { console.warn(`[Game ${this.id}] removePlayer called for unknown socketId ${socketId}.`); } } initializeGame() { console.log(`[Game ${this.id}] Initializing game state. Mode: ${this.mode}. Current PlayerCount: ${this.playerCount}.`); if (this.mode === 'ai' && this.playerCount === 1) { this.playerCharacterKey = 'elena'; this.opponentCharacterKey = 'balard'; } else if (this.mode === 'pvp' && this.playerCount === 2) { const player1Info = Object.values(this.players).find(p => p.id === GAME_CONFIG.PLAYER_ID); const player2Info = Object.values(this.players).find(p => p.id === GAME_CONFIG.OPPONENT_ID); this.playerCharacterKey = player1Info?.chosenCharacterKey || 'elena'; const expectedOpponentKey = (this.playerCharacterKey === 'elena') ? 'almagest' : 'elena'; if (player2Info && player2Info.chosenCharacterKey !== expectedOpponentKey) { console.warn(`[Game ${this.id}] initializeGame: Expected opponent character ${expectedOpponentKey} but player2Info had ${player2Info.chosenCharacterKey}.`); } this.opponentCharacterKey = expectedOpponentKey; } else if (this.mode === 'pvp' && this.playerCount === 1) { const player1Info = Object.values(this.players).find(p => p.id === GAME_CONFIG.PLAYER_ID); this.playerCharacterKey = player1Info?.chosenCharacterKey || 'elena'; this.opponentCharacterKey = null; } else { console.error(`[Game ${this.id}] Unexpected state for initialization! Mode: ${this.mode}, PlayerCount: ${this.playerCount}. Cannot initialize gameState.`); this.gameState = null; return false; } console.log(`[Game ${this.id}] Finalizing characters for gameState - Player Slot ('${GAME_CONFIG.PLAYER_ID}'): ${this.playerCharacterKey}, Opponent Slot ('${GAME_CONFIG.OPPONENT_ID}'): ${this.opponentCharacterKey || 'N/A (Waiting)'}`); const playerBase = this._getCharacterBaseData(this.playerCharacterKey); const playerAbilities = this._getCharacterAbilities(this.playerCharacterKey); let opponentBase = null; let opponentAbilities = null; const isOpponentDefined = !!this.opponentCharacterKey; if (isOpponentDefined) { opponentBase = this._getCharacterBaseData(this.opponentCharacterKey); opponentAbilities = this._getCharacterAbilities(this.opponentCharacterKey); } if (!playerBase || !playerAbilities || (isOpponentDefined && (!opponentBase || !opponentAbilities))) { const errorMsg = `[Game ${this.id}] CRITICAL ERROR: initializeGame - Failed to load character data! PlayerKey: ${this.playerCharacterKey}, OpponentKey: ${this.opponentCharacterKey}.`; console.error(errorMsg); this.logBuffer = []; this.addToLog('Критическая ошибка сервера при инициализации персонажей!', GAME_CONFIG.LOG_TYPE_SYSTEM); Object.values(this.players).forEach(p => p.socket.emit('gameError', { message: 'Критическая ошибка сервера: не удалось загрузить данные персонажей.' })); this.gameState = null; return false; } if (isOpponentDefined && (!opponentBase.maxHp || opponentBase.maxHp <= 0)) { console.error(`[Game ${this.id}] CRITICAL ERROR: initializeGame - Opponent has invalid maxHp (${opponentBase.maxHp}) for key ${this.opponentCharacterKey}.`); this.logBuffer = []; this.addToLog('Критическая ошибка сервера: некорректные данные оппонента!', GAME_CONFIG.LOG_TYPE_SYSTEM); Object.values(this.players).forEach(p => p.socket.emit('gameError', { message: 'Критическая ошибка сервера: некорректные данные персонажа оппонента.' })); this.gameState = null; return false; } this.gameState = { player: { id: GAME_CONFIG.PLAYER_ID, characterKey: this.playerCharacterKey, name: playerBase.name, currentHp: playerBase.maxHp, maxHp: playerBase.maxHp, currentResource: playerBase.maxResource, maxResource: playerBase.maxResource, resourceName: playerBase.resourceName, attackPower: playerBase.attackPower, isBlocking: false, activeEffects: [], disabledAbilities: [], abilityCooldowns: {} }, opponent: { id: GAME_CONFIG.OPPONENT_ID, characterKey: this.opponentCharacterKey, name: opponentBase?.name || 'Ожидание игрока...', currentHp: opponentBase?.maxHp || 1, maxHp: opponentBase?.maxHp || 1, currentResource: opponentBase?.maxResource || 0, maxResource: opponentBase?.maxResource || 0, resourceName: opponentBase?.resourceName || 'Ресурс', attackPower: opponentBase?.attackPower || 0, isBlocking: false, activeEffects: [], disabledAbilities: [], abilityCooldowns: {}, silenceCooldownTurns: (this.opponentCharacterKey === 'balard') ? 0 : undefined, manaDrainCooldownTurns: (this.opponentCharacterKey === 'balard') ? 0 : undefined, }, isPlayerTurn: isOpponentDefined ? Math.random() < 0.5 : true, isGameOver: false, turnNumber: 1, gameMode: this.mode }; if (playerAbilities) { playerAbilities.forEach(ability => { if (typeof ability.cooldown === 'number' && ability.cooldown >= 0) { this.gameState.player.abilityCooldowns[ability.id] = 0; } }); } if (isOpponentDefined && opponentAbilities) { opponentAbilities.forEach(ability => { let cd = 0; if (typeof ability.cooldown === 'number' && ability.cooldown >= 0) cd = ability.cooldown; if (this.opponentCharacterKey === 'balard') { if (ability.id === GAME_CONFIG.ABILITY_ID_BALARD_SILENCE && typeof GAME_CONFIG.BALARD_SILENCE_INTERNAL_COOLDOWN === 'number') cd = GAME_CONFIG.BALARD_SILENCE_INTERNAL_COOLDOWN; else if (ability.id === GAME_CONFIG.ABILITY_ID_BALARD_MANA_DRAIN && typeof ability.internalCooldownValue === 'number') cd = ability.internalCooldownValue; } if (cd > 0) this.gameState.opponent.abilityCooldowns[ability.id] = 0; }); } if (isOpponentDefined) { const isRestart = this.logBuffer.length > 0; this.logBuffer = []; this.addToLog(isRestart ? '⚔️ Игра перезапущена! ⚔️' : '⚔️ Новая битва начинается! ⚔️', GAME_CONFIG.LOG_TYPE_SYSTEM); const playerCharKey = this.gameState.player.characterKey; if (playerCharKey === 'elena' || playerCharKey === 'almagest') { const startTaunt = serverGameLogic.getRandomTaunt(playerCharKey, 'battleStart', {}, GAME_CONFIG, gameData, this.gameState); if (startTaunt !== "(Молчание)") this.addToLog(`${this.gameState.player.name}: "${startTaunt}"`, GAME_CONFIG.LOG_TYPE_INFO); } } console.log(`[Game ${this.id}] Game state initialized. isGameOver: ${this.gameState?.isGameOver}. First turn (if ready): ${this.gameState?.isPlayerTurn ? this.gameState?.player?.name : (this.gameState?.opponent?.name || 'Оппонент')}. Opponent Defined (Ready for Start): ${isOpponentDefined}`); return isOpponentDefined; } startGame() { if (!this.gameState || !this.gameState.player || !this.gameState.opponent || !this.opponentCharacterKey || this.gameState.opponent.name === 'Ожидание игрока...' || !this.gameState.opponent.maxHp || this.gameState.opponent.maxHp <= 0) { console.error(`[Game ${this.id}] startGame: Game state is not fully ready for start. Aborting.`); return; } if (this.playerCount === 0 || (this.mode === 'pvp' && this.playerCount === 1)) { console.warn(`[Game ${this.id}] startGame called with insufficient players (${this.playerCount}). Mode: ${this.mode}. Aborting start.`); return; } console.log(`[Game ${this.id}] Starting game. Broadcasting 'gameStarted' to players. isGameOver: ${this.gameState.isGameOver}`); const playerCharDataForSlotPlayer = this._getCharacterData(this.playerCharacterKey); const opponentCharDataForSlotOpponent = this._getCharacterData(this.opponentCharacterKey); if (!playerCharDataForSlotPlayer || !opponentCharDataForSlotOpponent) { console.error(`[Game ${this.id}] CRITICAL ERROR: startGame - Failed to load character data! PlayerKey: ${this.playerCharacterKey}, OpponentKey: ${this.opponentCharacterKey}`); this.io.to(this.id).emit('gameError', { message: 'Критическая ошибка сервера при старте игры (не удалось загрузить данные персонажей).' }); if (this.gameManager && typeof this.gameManager._cleanupGame === 'function') { this.gameManager._cleanupGame(this.id, 'start_data_load_failed'); } return; } Object.values(this.players).forEach(playerInfo => { if (playerInfo.socket && playerInfo.socket.connected) { let dataForThisClient; if (playerInfo.id === GAME_CONFIG.PLAYER_ID) { dataForThisClient = { gameId: this.id, yourPlayerId: playerInfo.id, initialGameState: this.gameState, playerBaseStats: playerCharDataForSlotPlayer.baseStats, opponentBaseStats: opponentCharDataForSlotOpponent.baseStats, playerAbilities: playerCharDataForSlotPlayer.abilities, opponentAbilities: opponentCharDataForSlotOpponent.abilities, log: this.consumeLogBuffer(), clientConfig: { ...GAME_CONFIG } }; } else { dataForThisClient = { gameId: this.id, yourPlayerId: playerInfo.id, initialGameState: this.gameState, playerBaseStats: opponentCharDataForSlotOpponent.baseStats, opponentBaseStats: playerCharDataForSlotPlayer.baseStats, playerAbilities: opponentCharDataForSlotOpponent.abilities, opponentAbilities: playerCharDataForSlotPlayer.abilities, log: this.consumeLogBuffer(), clientConfig: { ...GAME_CONFIG } }; } playerInfo.socket.emit('gameStarted', dataForThisClient); console.log(`[Game ${this.id}] Sent gameStarted to ${playerInfo.identifier} (socket ${playerInfo.socket.id}).`); } else { console.warn(`[Game ${this.id}] Player ${playerInfo.identifier} (socket ${playerInfo.socket?.id}) is disconnected. Cannot send gameStarted.`); } }); const firstTurnActorState = this.gameState.isPlayerTurn ? this.gameState.player : this.gameState.opponent; this.addToLog(`--- Начинается ход ${this.gameState.turnNumber} для: ${firstTurnActorState.name} ---`, GAME_CONFIG.LOG_TYPE_TURN); this.broadcastLogUpdate(); // Отправляем лог с сообщением о начале хода this.startTurnTimer(); // Запускаем таймер для первого хода if (!this.gameState.isPlayerTurn && this.aiOpponent && this.opponentCharacterKey === 'balard') { console.log(`[Game ${this.id}] AI (Балард) ходит первым. Запускаем AI turn.`); setTimeout(() => this.processAiTurn(), GAME_CONFIG.DELAY_OPPONENT_TURN || 1200); } else { console.log(`[Game ${this.id}] Ход реального игрока ${firstTurnActorState.name} (роль: ${firstTurnActorState.id}).`); } } processPlayerAction(requestingSocketId, actionData) { if (!this.gameState || this.gameState.isGameOver) { const playerSocket = this.io.sockets.sockets.get(requestingSocketId); if (playerSocket) playerSocket.emit('gameError', { message: 'Игра уже завершена или неактивна.' }); return; } const actingPlayerInfo = this.players[requestingSocketId]; if (!actingPlayerInfo) { console.error(`[Game ${this.id}] Action from socket ${requestingSocketId} not found in players map.`); const playerSocket = this.io.sockets.sockets.get(requestingSocketId); if (playerSocket && playerSocket.connected) playerSocket.disconnect(true); return; } const actingPlayerRole = actingPlayerInfo.id; const isCorrectTurn = (this.gameState.isPlayerTurn && actingPlayerRole === GAME_CONFIG.PLAYER_ID) || (!this.gameState.isPlayerTurn && actingPlayerRole === GAME_CONFIG.OPPONENT_ID); if (!isCorrectTurn) { console.warn(`[Game ${this.id}] Action from ${actingPlayerInfo.identifier} (socket ${requestingSocketId}): Not their turn.`); return; // Игнорируем действие, таймер хода не сбрасывается и не перезапускается } // Игрок сделал ход, очищаем таймер this.clearTurnTimer(); const attackerState = this.gameState[actingPlayerRole]; const defenderRole = actingPlayerRole === GAME_CONFIG.PLAYER_ID ? GAME_CONFIG.OPPONENT_ID : GAME_CONFIG.PLAYER_ID; const defenderState = this.gameState[defenderRole]; const attackerData = this._getCharacterData(attackerState.characterKey); const defenderData = this._getCharacterData(defenderState.characterKey); if (!attackerData || !defenderData) { console.error(`[Game ${this.id}] CRITICAL ERROR: processPlayerAction - Failed to load character data! AttackerKey: ${attackerState.characterKey}, DefenderKey: ${defenderState.characterKey}`); this.addToLog('Критическая ошибка сервера при обработке действия (не найдены данные персонажа)!', GAME_CONFIG.LOG_TYPE_SYSTEM); this.broadcastLogUpdate(); if (this.gameManager && typeof this.gameManager._cleanupGame === 'function') { this.gameManager._cleanupGame(this.id, 'action_data_load_failed'); } return; } let actionValid = true; if (actionData.actionType === 'attack') { const taunt = serverGameLogic.getRandomTaunt(attackerState.characterKey, 'basicAttack', {}, GAME_CONFIG, gameData, this.gameState); if (taunt !== "(Молчание)") this.addToLog(`${attackerState.name}: "${taunt}"`, GAME_CONFIG.LOG_TYPE_INFO); serverGameLogic.performAttack(attackerState, defenderState, attackerData.baseStats, defenderData.baseStats, this.gameState, this.addToLog.bind(this), GAME_CONFIG, gameData); const delayedAttackBuffEffect = attackerState.activeEffects.find(eff => eff.isDelayed && (eff.id === GAME_CONFIG.ABILITY_ID_NATURE_STRENGTH || eff.id === GAME_CONFIG.ABILITY_ID_ALMAGEST_BUFF_ATTACK)); if (delayedAttackBuffEffect && !delayedAttackBuffEffect.justCast) { const actualRegen = Math.min(GAME_CONFIG.NATURE_STRENGTH_MANA_REGEN, attackerData.baseStats.maxResource - attackerState.currentResource); if (actualRegen > 0) { attackerState.currentResource = Math.round(attackerState.currentResource + actualRegen); this.addToLog(`🌿 ${attackerState.name} восстанавливает ${actualRegen} ${attackerState.resourceName} от эффекта "${delayedAttackBuffEffect.name}"!`, GAME_CONFIG.LOG_TYPE_HEAL); } } } else if (actionData.actionType === 'ability' && actionData.abilityId) { const ability = attackerData.abilities.find(ab => ab.id === actionData.abilityId); if (!ability) { actingPlayerInfo.socket.emit('gameError', { message: "Неизвестная способность." }); console.warn(`[Game ${this.id}] Игрок ${actingPlayerInfo.identifier} (сокет ${requestingSocketId}) попытался использовать неизвестную способность ID: ${actionData.abilityId}.`); this.startTurnTimer(); // Перезапускаем таймер, так как ход не был совершен return; } const hasEnoughResource = attackerState.currentResource >= ability.cost; const isOnCooldown = (attackerState.abilityCooldowns?.[ability.id] || 0) > 0; const isCasterFullySilenced = attackerState.activeEffects.some(eff => eff.isFullSilence && eff.turnsLeft > 0); const isAbilitySpecificallySilenced = attackerState.disabledAbilities?.some(dis => dis.abilityId === ability.id && dis.turnsLeft > 0); const isSilenced = isCasterFullySilenced || isAbilitySpecificallySilenced; let isOnSpecialCooldown = false; if (attackerState.characterKey === 'balard') { if (ability.id === GAME_CONFIG.ABILITY_ID_BALARD_SILENCE && attackerState.silenceCooldownTurns !== undefined && attackerState.silenceCooldownTurns > 0) isOnSpecialCooldown = true; if (ability.id === GAME_CONFIG.ABILITY_ID_BALARD_MANA_DRAIN && attackerState.manaDrainCooldownTurns !== undefined && attackerState.manaDrainCooldownTurns > 0) isOnSpecialCooldown = true; } const isBuffAlreadyActive = ability.type === GAME_CONFIG.ACTION_TYPE_BUFF && attackerState.activeEffects.some(e => e.id === ability.id); const isTargetedDebuff = ability.id === GAME_CONFIG.ABILITY_ID_SEAL_OF_WEAKNESS || ability.id === GAME_CONFIG.ABILITY_ID_ALMAGEST_DEBUFF; const effectIdForDebuff = 'effect_' + ability.id; const isDebuffAlreadyOnTarget = isTargetedDebuff && defenderState.activeEffects.some(e => e.id === effectIdForDebuff); if (!hasEnoughResource) { this.addToLog(`${attackerState.name} пытается применить "${ability.name}", но не хватает ${attackerState.resourceName}!`, GAME_CONFIG.LOG_TYPE_INFO); actionValid = false; } if (actionValid && (isOnCooldown || isOnSpecialCooldown)) { this.addToLog(`"${ability.name}" еще на перезарядке.`, GAME_CONFIG.LOG_TYPE_INFO); actionValid = false; } if (actionValid && isSilenced) { this.addToLog(`${attackerState.name} не может использовать способности из-за безмолвия!`, GAME_CONFIG.LOG_TYPE_INFO); actionValid = false; } if (actionValid && isBuffAlreadyActive) { this.addToLog(`Эффект "${ability.name}" уже активен!`, GAME_CONFIG.LOG_TYPE_INFO); actionValid = false; } if (actionValid && isDebuffAlreadyOnTarget) { this.addToLog(`Эффект "${ability.name}" уже наложен на ${defenderState.name}!`, GAME_CONFIG.LOG_TYPE_INFO); actionValid = false; } if (actionValid) { attackerState.currentResource = Math.round(attackerState.currentResource - ability.cost); const taunt = serverGameLogic.getRandomTaunt(attackerState.characterKey, 'selfCastAbility', { abilityId: ability.id }, GAME_CONFIG, gameData, this.gameState); if (taunt !== "(Молчание)") this.addToLog(`${attackerState.name}: "${taunt}"`, GAME_CONFIG.LOG_TYPE_INFO); serverGameLogic.applyAbilityEffect(ability, attackerState, defenderState, attackerData.baseStats, defenderData.baseStats, this.gameState, this.addToLog.bind(this), GAME_CONFIG, gameData); let baseCooldown = 0; if (typeof ability.cooldown === 'number' && ability.cooldown >= 0) baseCooldown = ability.cooldown; if (attackerState.characterKey === 'balard') { if (ability.id === GAME_CONFIG.ABILITY_ID_BALARD_SILENCE && typeof GAME_CONFIG.BALARD_SILENCE_INTERNAL_COOLDOWN === 'number') { attackerState.silenceCooldownTurns = GAME_CONFIG.BALARD_SILENCE_INTERNAL_COOLDOWN; baseCooldown = GAME_CONFIG.BALARD_SILENCE_INTERNAL_COOLDOWN; } else if (ability.id === GAME_CONFIG.ABILITY_ID_BALARD_MANA_DRAIN && typeof ability.internalCooldownValue === 'number') { attackerState.manaDrainCooldownTurns = ability.internalCooldownValue; baseCooldown = ability.internalCooldownValue; } } if (baseCooldown > 0 && attackerState.abilityCooldowns) attackerState.abilityCooldowns[ability.id] = baseCooldown + 1; } } else { actingPlayerInfo.socket.emit('gameError', { message: `Неизвестный тип действия: ${actionData?.actionType}` }); console.warn(`[Game ${this.id}] Получен неизвестный тип действия от ${actingPlayerInfo.identifier} (сокет ${requestingSocketId}): ${actionData?.actionType}`); actionValid = false; } if (this.checkGameOver()) { this.broadcastGameStateUpdate(); // Отправляем финальное состояние, включая лог // Очистка игры и таймеров происходит в checkGameOver return; } if (actionValid) { console.log(`[Game ${this.id}] Player action valid. Switching turn in ${GAME_CONFIG.DELAY_AFTER_PLAYER_ACTION || 500}ms.`); setTimeout(() => { this.switchTurn(); }, GAME_CONFIG.DELAY_AFTER_PLAYER_ACTION || 500); } else { // Если действие было невалидным, ход не передается. // Отправляем лог и перезапускаем таймер для текущего игрока. console.log(`[Game ${this.id}] Player action invalid. Broadcasting log update and restarting timer for current player.`); this.broadcastLogUpdate(); this.startTurnTimer(); // Перезапускаем таймер, так как ход не был совершен } } switchTurn() { if (!this.gameState || this.gameState.isGameOver) return; // Очищаем таймер предыдущего хода ПЕРЕД обработкой эффектов, // так как эффекты могут изменить состояние игры и повлиять на следующий запуск таймера. this.clearTurnTimer(); const endingTurnActorRole = this.gameState.isPlayerTurn ? GAME_CONFIG.PLAYER_ID : GAME_CONFIG.OPPONENT_ID; const endingTurnActorState = this.gameState[endingTurnActorRole]; const endingTurnCharacterData = this._getCharacterData(endingTurnActorState.characterKey); if (!endingTurnCharacterData) { console.error(`[Game ${this.id}] SwitchTurn Error: No character data found for ending turn actor role ${endingTurnActorRole} with key ${endingTurnActorState.characterKey}. Cannot process end-of-turn effects.`); if (this.gameManager && typeof this.gameManager._cleanupGame === 'function') { this.gameManager._cleanupGame(this.id, 'switch_turn_data_error'); } return; } else { serverGameLogic.processEffects(endingTurnActorState.activeEffects, endingTurnActorState, endingTurnCharacterData.baseStats, endingTurnActorRole, this.gameState, this.addToLog.bind(this), GAME_CONFIG, gameData); serverGameLogic.updateBlockingStatus(this.gameState.player); serverGameLogic.updateBlockingStatus(this.gameState.opponent); if (endingTurnActorState.abilityCooldowns) serverGameLogic.processPlayerAbilityCooldowns(endingTurnActorState.abilityCooldowns, endingTurnCharacterData.abilities, endingTurnActorState.name, this.addToLog.bind(this)); if (endingTurnActorState.characterKey === 'balard') { if (endingTurnActorState.silenceCooldownTurns !== undefined && endingTurnActorState.silenceCooldownTurns > 0) endingTurnActorState.silenceCooldownTurns--; if (endingTurnActorState.manaDrainCooldownTurns !== undefined && endingTurnActorState.manaDrainCooldownTurns > 0) endingTurnActorState.manaDrainCooldownTurns--; } if (endingTurnActorState.disabledAbilities?.length > 0) { const charAbilitiesForDisabledCheck = this._getCharacterAbilities(endingTurnActorState.characterKey); if (charAbilitiesForDisabledCheck) serverGameLogic.processDisabledAbilities(endingTurnActorState.disabledAbilities, charAbilitiesForDisabledCheck, endingTurnActorState.name, this.addToLog.bind(this)); else console.warn(`[Game ${this.id}] SwitchTurn: Cannot process disabledAbilities for ${endingTurnActorState.name}: character abilities data not found.`); } } if (this.checkGameOver()) { this.broadcastGameStateUpdate(); // Отправляем финальное состояние, включая лог // Очистка игры и таймеров происходит в checkGameOver return; } this.gameState.isPlayerTurn = !this.gameState.isPlayerTurn; if (this.gameState.isPlayerTurn) this.gameState.turnNumber++; const currentTurnActorState = this.gameState.isPlayerTurn ? this.gameState.player : this.gameState.opponent; this.addToLog(`--- Начинается ход ${this.gameState.turnNumber} для: ${currentTurnActorState.name} ---`, GAME_CONFIG.LOG_TYPE_TURN); this.broadcastGameStateUpdate(); // Отправляем обновленное состояние и лог this.startTurnTimer(); // Запускаем таймер для нового хода if (!this.gameState.isPlayerTurn && this.aiOpponent && this.opponentCharacterKey === 'balard') { console.log(`[Game ${this.id}] Ход AI (Балард). Запускаем AI turn.`); setTimeout(() => this.processAiTurn(), GAME_CONFIG.DELAY_OPPONENT_TURN || 1200); } else { console.log(`[Game ${this.id}] Ход реального игрока ${currentTurnActorState.name} (роль: ${currentTurnActorState.id}).`); } } processAiTurn() { if (!this.gameState || this.gameState.isGameOver || this.gameState.isPlayerTurn || !this.aiOpponent || this.gameState.opponent?.characterKey !== 'balard') { if (!this.gameState || this.gameState.isGameOver) return; // Если по какой-то причине сюда попали не во время хода AI, переключаем ход console.warn(`[Game ${this.id}] processAiTurn called incorrectly. Attempting to switch turn.`); this.switchTurn(); // Это запустит таймер для игрока, если это его ход return; } // AI не использует таймер, поэтому this.clearTurnTimer() не нужен перед его действием. // Таймер для игрока был очищен в switchTurn(), когда ход перешел к AI. const attackerState = this.gameState.opponent; const defenderState = this.gameState.player; const attackerData = this._getCharacterData('balard'); const defenderData = this._getCharacterData('elena'); if (!attackerData || !defenderData) { console.error(`[Game ${this.id}] CRITICAL ERROR: processAiTurn - Failed to load character data!`); this.addToLog("AI не может действовать: ошибка данных персонажа.", GAME_CONFIG.LOG_TYPE_SYSTEM); this.broadcastLogUpdate(); if (this.gameManager && typeof this.gameManager._cleanupGame === 'function') { this.gameManager._cleanupGame(this.id, 'ai_data_load_failed'); } this.switchTurn(); // Переключаем ход обратно (запустит таймер для игрока) return; } const isBalardFullySilenced = attackerState.activeEffects.some(eff => eff.isFullSilence && eff.turnsLeft > 0); if (isBalardFullySilenced) { serverGameLogic.performAttack(attackerState, defenderState, attackerData.baseStats, defenderData.baseStats, this.gameState, this.addToLog.bind(this), GAME_CONFIG, gameData); if (this.checkGameOver()) { this.broadcastGameStateUpdate(); return; } console.log(`[Game ${this.id}] AI (Балард) attacked while silenced. Switching turn in ${GAME_CONFIG.DELAY_AFTER_PLAYER_ACTION || 500}ms.`); setTimeout(() => { this.switchTurn(); }, GAME_CONFIG.DELAY_AFTER_PLAYER_ACTION || 500); // switchTurn запустит таймер для игрока return; } const aiDecision = serverGameLogic.decideAiAction(this.gameState, gameData, GAME_CONFIG, this.addToLog.bind(this)); if (aiDecision.actionType === 'attack') { serverGameLogic.performAttack(attackerState, defenderState, attackerData.baseStats, defenderData.baseStats, this.gameState, this.addToLog.bind(this), GAME_CONFIG, gameData); } else if (aiDecision.actionType === 'ability' && aiDecision.ability) { const ability = aiDecision.ability; attackerState.currentResource = Math.round(attackerState.currentResource - ability.cost); serverGameLogic.applyAbilityEffect(ability, attackerState, defenderState, attackerData.baseStats, defenderData.baseStats, this.gameState, this.addToLog.bind(this), GAME_CONFIG, gameData); let baseCooldown = 0; if (typeof ability.cooldown === 'number' && ability.cooldown >= 0) baseCooldown = ability.cooldown; if (ability.id === GAME_CONFIG.ABILITY_ID_BALARD_SILENCE && typeof GAME_CONFIG.BALARD_SILENCE_INTERNAL_COOLDOWN === 'number') { attackerState.silenceCooldownTurns = GAME_CONFIG.BALARD_SILENCE_INTERNAL_COOLDOWN; baseCooldown = GAME_CONFIG.BALARD_SILENCE_INTERNAL_COOLDOWN; } else if (ability.id === GAME_CONFIG.ABILITY_ID_BALARD_MANA_DRAIN && typeof ability.internalCooldownValue === 'number') { attackerState.manaDrainCooldownTurns = ability.internalCooldownValue; baseCooldown = ability.internalCooldownValue; } if (baseCooldown > 0 && attackerState.abilityCooldowns) attackerState.abilityCooldowns[ability.id] = baseCooldown + 1; } else if (aiDecision.actionType === 'pass') { if (aiDecision.logMessage) this.addToLog(aiDecision.logMessage.message, aiDecision.logMessage.type); else this.addToLog(`${attackerState.name} обдумывает свой следующий ход...`, GAME_CONFIG.LOG_TYPE_INFO); } else { console.error(`[Game ${this.id}] AI (Балард) chose an invalid action type: ${aiDecision.actionType}. Defaulting to pass and logging error.`); this.addToLog(`AI ${attackerState.name} не смог выбрать действие из-за ошибки. Пропускает ход.`, GAME_CONFIG.LOG_TYPE_INFO); } if (this.checkGameOver()) { this.broadcastGameStateUpdate(); // Отправляем финальное состояние, включая лог // Очистка игры и таймеров происходит в checkGameOver return; } console.log(`[Game ${this.id}] AI action complete. Switching turn in ${GAME_CONFIG.DELAY_AFTER_PLAYER_ACTION || 500}ms.`); setTimeout(() => { this.switchTurn(); }, GAME_CONFIG.DELAY_AFTER_PLAYER_ACTION || 500); // switchTurn запустит таймер для игрока } checkGameOver() { if (!this.gameState || this.gameState.isGameOver) return this.gameState ? this.gameState.isGameOver : true; if (!this.gameState.player || !this.gameState.opponent || this.gameState.opponent.maxHp <= 0) return false; const isOver = serverGameLogic.checkGameOverInternal(this.gameState, GAME_CONFIG, gameData); if (isOver && !this.gameState.isGameOver) { // Игра только что завершилась this.gameState.isGameOver = true; this.clearTurnTimer(); // Очищаем все таймеры const playerDead = this.gameState.player?.currentHp <= 0; const opponentDead = this.gameState.opponent?.currentHp <= 0; let winnerRole = null; let loserRole = null; if (this.mode === 'ai') { winnerRole = playerDead ? null : GAME_CONFIG.PLAYER_ID; // В AI игре AI не "побеждает", побеждает только игрок loserRole = playerDead ? GAME_CONFIG.PLAYER_ID : GAME_CONFIG.OPPONENT_ID; } else { // PvP if (playerDead && opponentDead) { winnerRole = GAME_CONFIG.PLAYER_ID; loserRole = GAME_CONFIG.OPPONENT_ID; } // Ничья - победа игрока 1 else if (playerDead) { winnerRole = GAME_CONFIG.OPPONENT_ID; loserRole = GAME_CONFIG.PLAYER_ID; } else if (opponentDead) { winnerRole = GAME_CONFIG.PLAYER_ID; loserRole = GAME_CONFIG.OPPONENT_ID; } else { this.gameState.isGameOver = false; this.startTurnTimer(); return false; } // Ошибка, игра не окончена, перезапускаем таймер } const winnerState = this.gameState[winnerRole]; const loserState = this.gameState[loserRole]; const winnerName = winnerState?.name || (winnerRole === GAME_CONFIG.PLAYER_ID ? "Игрок" : "Противник"); const loserName = loserState?.name || (loserRole === GAME_CONFIG.PLAYER_ID ? "Игрок" : "Противник"); const loserCharacterKey = loserState?.characterKey || 'unknown'; if (this.mode === 'ai') { if (winnerRole === GAME_CONFIG.PLAYER_ID) this.addToLog(`🏁 ПОБЕДА! Вы одолели ${loserName}! 🏁`, GAME_CONFIG.LOG_TYPE_SYSTEM); else this.addToLog(`😭 ПОРАЖЕНИЕ! ${winnerName} оказался(лась) сильнее! 😭`, GAME_CONFIG.LOG_TYPE_SYSTEM); } else { this.addToLog(`🏁 ПОБЕДА! ${winnerName} одолел(а) ${loserName}! 🏁`, GAME_CONFIG.LOG_TYPE_SYSTEM); } const winningCharacterKey = winnerState?.characterKey; if (this.mode === 'ai' && winningCharacterKey === 'elena') { const taunt = serverGameLogic.getRandomTaunt(winningCharacterKey, 'opponentNearDefeatCheck', {}, GAME_CONFIG, gameData, this.gameState); if (taunt && taunt !== "(Молчание)") this.addToLog(`${winnerName}: "${taunt}"`, GAME_CONFIG.LOG_TYPE_INFO); } else if (this.mode === 'pvp' && (winningCharacterKey === 'elena' || winningCharacterKey === 'almagest')) { const taunt = serverGameLogic.getRandomTaunt(winningCharacterKey, 'opponentNearDefeatCheck', {}, GAME_CONFIG, gameData, this.gameState); if (taunt && taunt !== "(Молчание)") this.addToLog(`${winnerName}: "${taunt}"`, GAME_CONFIG.LOG_TYPE_INFO); } if (loserCharacterKey === 'balard') this.addToLog(`Елена исполнила свой тяжкий долг. ${loserName} развоплощен...`, GAME_CONFIG.LOG_TYPE_SYSTEM); else if (loserCharacterKey === 'almagest') this.addToLog(`Над полем битвы воцаряется тишина. ${loserName} побежден(а).`, GAME_CONFIG.LOG_TYPE_SYSTEM); else if (loserCharacterKey === 'elena') this.addToLog(`Свет погас. ${loserName} повержен(а).`, GAME_CONFIG.LOG_TYPE_SYSTEM); console.log(`[Game ${this.id}] Game is over. Winner: ${winnerName} (${winnerRole}). Loser: ${loserName} (${loserRole}). Reason: HP <= 0.`); this.io.to(this.id).emit('gameOver', { winnerId: this.mode === 'ai' ? (winnerRole === GAME_CONFIG.PLAYER_ID ? winnerRole : null) : winnerRole, reason: 'hp_zero', // Используем стандартизированную причину finalGameState: this.gameState, log: this.consumeLogBuffer(), loserCharacterKey: loserCharacterKey }); if (this.gameManager && typeof this.gameManager._cleanupGame === 'function') { this.gameManager._cleanupGame(this.id, 'hp_zero'); } return true; } return isOver; } endGameDueToDisconnect(disconnectedSocketId, disconnectedPlayerRole, disconnectedCharacterKey) { if (this.gameState && !this.gameState.isGameOver) { this.gameState.isGameOver = true; this.clearTurnTimer(); // Очищаем все таймеры const winnerRole = disconnectedPlayerRole === GAME_CONFIG.PLAYER_ID ? GAME_CONFIG.OPPONENT_ID : GAME_CONFIG.PLAYER_ID; const disconnectedCharacterData = this._getCharacterBaseData(disconnectedCharacterKey); const winnerCharacterKey = (winnerRole === GAME_CONFIG.PLAYER_ID) ? this.playerCharacterKey : this.opponentCharacterKey; const winnerCharacterData = this._getCharacterBaseData(winnerCharacterKey); this.addToLog(`🔌 Игрок ${disconnectedCharacterData?.name || 'Неизвестный'} (${disconnectedPlayerRole}) отключился. Игра завершена.`, GAME_CONFIG.LOG_TYPE_SYSTEM); if (this.mode === 'pvp') { // Только в PvP присуждаем победу оставшемуся this.addToLog(`🏁 Победа присуждается ${winnerCharacterData?.name || winnerRole}! 🏁`, GAME_CONFIG.LOG_TYPE_SYSTEM); } else { // В AI игре, если игрок отключается, AI не "побеждает" this.addToLog(`Игра завершена досрочно.`, GAME_CONFIG.LOG_TYPE_SYSTEM); } this.io.to(this.id).emit('gameOver', { winnerId: this.mode === 'pvp' ? winnerRole : null, // В AI режиме нет победителя при дисконнекте игрока reason: 'opponent_disconnected', finalGameState: this.gameState, log: this.consumeLogBuffer(), loserCharacterKey: disconnectedCharacterKey }); console.log(`[Game ${this.id}] Game ended due to disconnect. Winner (PvP only): ${winnerCharacterData?.name || winnerRole}. Disconnected: ${disconnectedCharacterData?.name || disconnectedPlayerRole}.`); if (this.gameManager && typeof this.gameManager._cleanupGame === 'function') { this.gameManager._cleanupGame(this.id, 'opponent_disconnected'); } } } // --- Методы для управления таймером хода --- startTurnTimer() { this.clearTurnTimer(); if (!this.gameState || this.gameState.isGameOver) return; // Определяем, является ли текущий ход ходом реального игрока let isRealPlayerTurn = false; if (this.gameState.isPlayerTurn) { // Ход слота 'player' const playerInSlot = Object.values(this.players).find(p => p.id === GAME_CONFIG.PLAYER_ID); // Если это AI режим, и в слоте 'player' не Балард (т.е. это человек), то это ход реального игрока if (this.mode === 'ai' && playerInSlot?.chosenCharacterKey !== 'balard') isRealPlayerTurn = true; // Если это PvP режим, и в слоте 'player' есть игрок, это ход реального игрока else if (this.mode === 'pvp' && playerInSlot) isRealPlayerTurn = true; } else { // Ход слота 'opponent' const opponentInSlot = Object.values(this.players).find(p => p.id === GAME_CONFIG.OPPONENT_ID); // Если это AI режим, то в слоте 'opponent' всегда AI, это НЕ ход реального игрока // Если это PvP режим, и в слоте 'opponent' есть игрок, это ход реального игрока if (this.mode === 'pvp' && opponentInSlot) isRealPlayerTurn = true; } if (!isRealPlayerTurn) { // Если это ход AI или слот пуст // console.log(`[Game ${this.id}] AI's turn or empty slot. Timer not started for player.`); // Сообщаем клиентам, что таймер неактивен или это ход AI // Передаем isPlayerTurn, чтобы клиент знал, чей ход вообще. // Если isPlayerTurn=true, но isRealPlayerTurn=false (не должно быть, но на всякий), // то это ошибка, и таймер все равно не стартует. this.io.to(this.id).emit('turnTimerUpdate', { remainingTime: null, isPlayerTurn: this.gameState.isPlayerTurn }); return; } this.turnStartTime = Date.now(); const turnDuration = GAME_CONFIG.TURN_DURATION_MS; const currentTurnActor = this.gameState.isPlayerTurn ? this.gameState.player : this.gameState.opponent; console.log(`[Game ${this.id}] Starting turn timer (${turnDuration / 1000}s) for ${currentTurnActor.name}.`); this.turnTimerId = setTimeout(() => { this.handleTurnTimeout(); }, turnDuration); this.turnTimerUpdateIntervalId = setInterval(() => { if (!this.gameState || this.gameState.isGameOver) { this.clearTurnTimer(); return; } const elapsedTime = Date.now() - this.turnStartTime; const remainingTime = Math.max(0, turnDuration - elapsedTime); // Отправляем оставшееся время и чей сейчас ход this.io.to(this.id).emit('turnTimerUpdate', { remainingTime, isPlayerTurn: this.gameState.isPlayerTurn }); }, GAME_CONFIG.TIMER_UPDATE_INTERVAL_MS); // Отправляем начальное значение таймера сразу this.io.to(this.id).emit('turnTimerUpdate', { remainingTime: turnDuration, isPlayerTurn: this.gameState.isPlayerTurn }); } clearTurnTimer() { if (this.turnTimerId) { clearTimeout(this.turnTimerId); this.turnTimerId = null; } if (this.turnTimerUpdateIntervalId) { clearInterval(this.turnTimerUpdateIntervalId); this.turnTimerUpdateIntervalId = null; } // console.log(`[Game ${this.id}] Turn timer cleared.`); } handleTurnTimeout() { if (!this.gameState || this.gameState.isGameOver) return; this.clearTurnTimer(); const timedOutPlayerRole = this.gameState.isPlayerTurn ? GAME_CONFIG.PLAYER_ID : GAME_CONFIG.OPPONENT_ID; const timedOutPlayerState = this.gameState[timedOutPlayerRole]; const winnerPlayerRole = timedOutPlayerRole === GAME_CONFIG.PLAYER_ID ? GAME_CONFIG.OPPONENT_ID : GAME_CONFIG.PLAYER_ID; const winnerPlayerState = this.gameState[winnerPlayerRole]; // Убедимся, что у победителя есть имя if (!winnerPlayerState || !winnerPlayerState.name || winnerPlayerState.name === 'Ожидание игрока...') { // Это может произойти, если игрок выходит из игры PvP, когда он один, и его таймер истекает // (хотя дисконнект должен был обработать это раньше). // Или если в AI игре timedOutPlayer был AI (что не должно случаться с текущей логикой таймера). console.error(`[Game ${this.id}] Turn timeout, but winner state is invalid. Timed out: ${timedOutPlayerState?.name}. Game will be cleaned up.`); this.gameState.isGameOver = true; // Помечаем как оконченную this.addToLog(`⏱️ Время хода для ${timedOutPlayerState?.name || 'игрока'} истекло. Игра завершена некорректно.`, GAME_CONFIG.LOG_TYPE_SYSTEM); this.io.to(this.id).emit('gameOver', { winnerId: null, // Неопределенный победитель reason: 'timeout_error_state', finalGameState: this.gameState, log: this.consumeLogBuffer(), loserCharacterKey: timedOutPlayerState?.characterKey || 'unknown' }); if (this.gameManager && typeof this.gameManager._cleanupGame === 'function') { this.gameManager._cleanupGame(this.id, 'timeout_error_state'); } return; } this.gameState.isGameOver = true; this.addToLog(`⏱️ Время хода для ${timedOutPlayerState.name} истекло!`, GAME_CONFIG.LOG_TYPE_SYSTEM); this.addToLog(`🏁 Победа присуждается ${winnerPlayerState.name}! 🏁`, GAME_CONFIG.LOG_TYPE_SYSTEM); console.log(`[Game ${this.id}] Turn timed out for ${timedOutPlayerState.name}. Winner: ${winnerPlayerState.name}.`); this.io.to(this.id).emit('gameOver', { winnerId: winnerPlayerRole, reason: 'turn_timeout', finalGameState: this.gameState, log: this.consumeLogBuffer(), loserCharacterKey: timedOutPlayerState.characterKey }); if (this.gameManager && typeof this.gameManager._cleanupGame === 'function') { this.gameManager._cleanupGame(this.id, 'turn_timeout'); } } addToLog(message, type = GAME_CONFIG.LOG_TYPE_INFO) { if (!message) return; this.logBuffer.push({ message, type, timestamp: Date.now() }); } consumeLogBuffer() { const logs = [...this.logBuffer]; this.logBuffer = []; return logs; } broadcastGameStateUpdate() { if (!this.gameState) return; this.io.to(this.id).emit('gameStateUpdate', { gameState: this.gameState, log: this.consumeLogBuffer() }); } broadcastLogUpdate() { if (this.logBuffer.length > 0) { this.io.to(this.id).emit('logUpdate', { log: this.consumeLogBuffer() }); } } _getCharacterData(key) { if (!key) { console.warn("GameInstance::_getCharacterData called with null/undefined key."); return null; } switch (key) { case 'elena': return { baseStats: gameData.playerBaseStats, abilities: gameData.playerAbilities }; case 'balard': return { baseStats: gameData.opponentBaseStats, abilities: gameData.opponentAbilities }; case 'almagest': return { baseStats: gameData.almagestBaseStats, abilities: gameData.almagestAbilities }; default: console.error(`GameInstance::_getCharacterData: Unknown character key "${key}"`); return null; } } _getCharacterBaseData(key) { const charData = this._getCharacterData(key); return charData ? charData.baseStats : null; } _getCharacterAbilities(key) { const charData = this._getCharacterData(key); return charData ? charData.abilities : null; } } module.exports = GameInstance;