449 lines
27 KiB
JavaScript
449 lines
27 KiB
JavaScript
// /public/js/gameplay.js
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export function initGameplay(dependencies) {
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const { socket, clientState, ui } = dependencies;
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const { returnToMenuButton } = ui.elements; // Предполагается, что это кнопка "Вернуться в меню" из модалки gameOver
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const attackButton = document.getElementById('button-attack');
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const abilitiesGrid = document.getElementById('abilities-grid');
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// Инициализируем флаг в clientState, если он еще не существует (лучше делать в main.js при объявлении clientState)
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if (typeof clientState.isActionInProgress === 'undefined') {
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clientState.isActionInProgress = false;
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}
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// --- Вспомогательные функции ---
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function enableGameControls(enableAttack = true, enableAbilities = true) {
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const username = clientState.loggedInUsername || 'N/A';
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// console.log(`[CLIENT ${username} GP] enableGameControls called. enableAttack: ${enableAttack}, enableAbilities: ${enableAbilities}, isActionInProgress: ${clientState.isActionInProgress}`);
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if (clientState.isActionInProgress) {
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if (attackButton) attackButton.disabled = true;
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if (abilitiesGrid) {
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const config = window.GAME_CONFIG || {};
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const cls = config.CSS_CLASS_ABILITY_BUTTON || 'ability-button';
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abilitiesGrid.querySelectorAll(`.${cls}`).forEach(b => { b.disabled = true; });
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}
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// console.log(`[CLIENT ${username} GP] Action is in progress, controls remain disabled by enableGameControls.`);
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// Не вызываем updateUI здесь, чтобы не было рекурсии, если updateUI вызвал enableGameControls
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return;
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}
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if (attackButton) attackButton.disabled = !enableAttack;
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if (abilitiesGrid) {
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const config = window.GAME_CONFIG || {};
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const cls = config.CSS_CLASS_ABILITY_BUTTON || 'ability-button';
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abilitiesGrid.querySelectorAll(`.${cls}`).forEach(b => { b.disabled = !enableAbilities; });
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}
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// console.log(`[CLIENT ${username} GP] Controls set by enableGameControls. Attack disabled: ${attackButton ? attackButton.disabled : 'N/A'}`);
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// Обновление UI для 반영反映 состояния disabled должно происходить в gameUI.updateUI()
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// или здесь, если gameUI.updateUI() не покрывает это полностью.
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if (window.gameUI?.updateUI && clientState.currentGameState && !clientState.currentGameState.isGameOver) { // Обновляем только если в активной игре
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requestAnimationFrame(() => window.gameUI.updateUI());
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}
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}
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function disableGameControls() {
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const username = clientState.loggedInUsername || 'N/A';
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// console.log(`[CLIENT ${username} GP] disableGameControls called.`);
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if (attackButton) attackButton.disabled = true;
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if (abilitiesGrid) {
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const config = window.GAME_CONFIG || {};
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const cls = config.CSS_CLASS_ABILITY_BUTTON || 'ability-button';
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abilitiesGrid.querySelectorAll(`.${cls}`).forEach(b => { b.disabled = true; });
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}
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// Обновление UI для 반영反映 состояния disabled
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if (window.gameUI?.updateUI && clientState.currentGameState) { // Обновляем, если есть gameState (даже если gameOver)
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requestAnimationFrame(() => window.gameUI.updateUI());
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}
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}
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function initializeAbilityButtons() {
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if (!abilitiesGrid || !window.gameUI || !window.GAME_CONFIG) {
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if (abilitiesGrid) abilitiesGrid.innerHTML = '<p class="placeholder-text">Ошибка загрузки способностей (нет зависимостей).</p>';
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return;
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}
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abilitiesGrid.innerHTML = ''; // Очищаем предыдущие кнопки
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const config = window.GAME_CONFIG;
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const abilitiesToDisplay = clientState.playerAbilitiesServer;
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const baseStatsForResource = clientState.playerBaseStatsServer;
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if (!abilitiesToDisplay || abilitiesToDisplay.length === 0 || !baseStatsForResource) {
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abilitiesGrid.innerHTML = '<p class="placeholder-text">Нет доступных способностей (данные отсутствуют).</p>';
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return;
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}
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const resourceName = baseStatsForResource.resourceName || "Ресурс";
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const abilityButtonClass = config.CSS_CLASS_ABILITY_BUTTON || 'ability-button';
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abilitiesToDisplay.forEach(ability => {
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const button = document.createElement('button');
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button.id = `ability-btn-${ability.id}`;
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button.classList.add(abilityButtonClass);
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button.dataset.abilityId = ability.id; // Сохраняем ID способности
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let cooldown = ability.cooldown;
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let cooldownText = (typeof cooldown === 'number' && cooldown > 0) ? ` (КД: ${cooldown} х.)` : "";
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let title = `${ability.name} (${ability.cost} ${resourceName})${cooldownText} - ${ability.description || 'Нет описания'}`;
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button.setAttribute('title', title); // Для всплывающей подсказки
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const nameSpan = document.createElement('span'); nameSpan.classList.add('ability-name'); nameSpan.textContent = ability.name; button.appendChild(nameSpan);
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const descSpan = document.createElement('span'); descSpan.classList.add('ability-desc'); descSpan.textContent = `(${ability.cost} ${resourceName})`; button.appendChild(descSpan);
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const cdDisplay = document.createElement('span'); cdDisplay.classList.add('ability-cooldown-display'); cdDisplay.style.display = 'none'; button.appendChild(cdDisplay); // Для отображения КД/безмолвия
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button.addEventListener('click', handleAbilityButtonClick);
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abilitiesGrid.appendChild(button);
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});
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const placeholder = abilitiesGrid.querySelector('.placeholder-text');
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if (placeholder) placeholder.remove(); // Удаляем плейсхолдер, если он был
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}
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function handleAbilityButtonClick(event) {
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const abilityId = event.currentTarget.dataset.abilityId;
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const username = clientState.loggedInUsername || 'N/A';
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console.log(`[CLIENT ${username} GP] handleAbilityButtonClick. AbilityID: ${abilityId}, isActionInProgress: ${clientState.isActionInProgress}`);
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if (clientState.isLoggedIn &&
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clientState.isInGame &&
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clientState.currentGameId &&
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abilityId &&
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clientState.currentGameState &&
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!clientState.currentGameState.isGameOver &&
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!clientState.isActionInProgress) {
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console.log(`[CLIENT ${username} GP] Emitting playerAction (ability: ${abilityId}). Setting isActionInProgress = true.`);
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clientState.isActionInProgress = true;
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disableGameControls(); // Блокируем все контролы немедленно
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socket.emit('playerAction', { actionType: 'ability', abilityId: abilityId });
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} else {
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console.warn(`[CLIENT ${username} GP] Cannot perform ability action. Conditions not met or action in progress. InGame: ${clientState.isInGame}, GameOver: ${clientState.currentGameState?.isGameOver}, ActionInProgress: ${clientState.isActionInProgress}, AbilityID: ${abilityId}`);
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}
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}
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// --- Обработчики событий DOM ---
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if (attackButton) {
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attackButton.addEventListener('click', () => {
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const username = clientState.loggedInUsername || 'N/A';
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console.log(`[CLIENT ${username} GP] Attack button clicked. isActionInProgress: ${clientState.isActionInProgress}`);
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if (clientState.isLoggedIn &&
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clientState.isInGame &&
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clientState.currentGameId &&
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clientState.currentGameState &&
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!clientState.currentGameState.isGameOver &&
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!clientState.isActionInProgress) {
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console.log(`[CLIENT ${username} GP] Emitting playerAction (attack). Setting isActionInProgress = true.`);
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clientState.isActionInProgress = true;
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disableGameControls(); // Блокируем все контролы немедленно
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socket.emit('playerAction', { actionType: 'attack' });
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} else {
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console.warn(`[CLIENT ${username} GP] Cannot perform attack action. Conditions not met or action in progress. InGame: ${clientState.isInGame}, GameOver: ${clientState.currentGameState?.isGameOver}, ActionInProgress: ${clientState.isActionInProgress}`);
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}
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});
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}
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if (returnToMenuButton) {
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returnToMenuButton.addEventListener('click', () => {
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const username = clientState.loggedInUsername || 'N/A';
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console.log(`[CLIENT ${username} GP] Return to menu button clicked.`);
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if (!clientState.isLoggedIn) {
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ui.showAuthScreen(); // Если не залогинен, на экран авторизации
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return;
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}
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returnToMenuButton.disabled = true;
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clientState.isActionInProgress = false; // Сбрасываем флаг при выходе в меню
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clientState.isInGame = false;
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disableGameControls(); // Отключаем игровые контролы
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ui.showGameSelectionScreen(clientState.loggedInUsername); // Показываем экран выбора игры
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});
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}
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// --- ОБЩИЙ ОБРАБОТЧИК ДЛЯ ЗАПУСКА/ВОССТАНОВЛЕНИЯ ИГРЫ ---
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function handleGameDataReceived(data, eventName = "unknown") {
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if (!clientState.isLoggedIn) {
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console.warn(`[CLIENT GP] handleGameDataReceived (${eventName}) called, but client not logged in. Ignoring.`);
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return;
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}
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const username = clientState.loggedInUsername || 'N/A';
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console.log(`[CLIENT ${username} GP] handleGameDataReceived from event: ${eventName}. GameID: ${data.gameId}, YourPlayerID: ${data.yourPlayerId}, GS.isPlayerTurn: ${data.initialGameState?.isPlayerTurn || data.gameState?.isPlayerTurn}`);
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clientState.isActionInProgress = false; // Сброс флага при получении нового полного состояния игры
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clientState.currentGameId = data.gameId;
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clientState.myPlayerId = data.yourPlayerId; // Роль игрока (player/opponent)
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clientState.currentGameState = data.initialGameState || data.gameState;
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clientState.playerBaseStatsServer = data.playerBaseStats;
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clientState.opponentBaseStatsServer = data.opponentBaseStats;
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clientState.playerAbilitiesServer = data.playerAbilities;
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clientState.opponentAbilitiesServer = data.opponentAbilities;
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clientState.myCharacterKey = data.playerBaseStats?.characterKey;
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clientState.opponentCharacterKey = data.opponentBaseStats?.characterKey;
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if (clientState.currentGameState && !clientState.currentGameState.isGameOver) {
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clientState.isInGame = true;
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} else if (clientState.currentGameState && clientState.currentGameState.isGameOver) {
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clientState.isInGame = false; // Если игра уже завершена, мы не в активной игре
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}
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if (data.clientConfig) {
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window.GAME_CONFIG = { ...(window.GAME_CONFIG || {}), ...data.clientConfig };
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} else if (!window.GAME_CONFIG) { // Базовый конфиг, если не пришел с сервера
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window.GAME_CONFIG = { PLAYER_ID: 'player', OPPONENT_ID: 'opponent', CSS_CLASS_HIDDEN: 'hidden', LOG_TYPE_SYSTEM: 'system' };
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}
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ui.updateGlobalWindowVariablesForUI(); // Обновляем глобальные переменные для ui.js
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const gameWrapperElement = document.querySelector('.game-wrapper');
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if (clientState.isInGame && clientState.currentGameState && !clientState.currentGameState.isGameOver) {
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const isGameWrapperVisible = gameWrapperElement && (gameWrapperElement.style.display === 'flex' || getComputedStyle(gameWrapperElement).display === 'flex');
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if (!isGameWrapperVisible) {
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ui.showGameScreen(); // Показываем игровой экран, если он не был виден
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}
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}
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initializeAbilityButtons(); // Инициализируем кнопки способностей на основе полученных данных
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if (window.gameUI?.uiElements?.log?.list) {
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window.gameUI.uiElements.log.list.innerHTML = ''; // Очищаем UI-лог перед добавлением новых
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}
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if (window.gameUI?.addToLog && data.log) {
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data.log.forEach(logEntry => {
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window.gameUI.addToLog(logEntry.message, logEntry.type);
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});
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}
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// Запрос на обновление UI и контролов
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requestAnimationFrame(() => {
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if (window.gameUI?.updateUI) {
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window.gameUI.updateUI(); // Обновляем весь UI игры (панели игроков, эффекты и т.д.)
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}
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if (clientState.isInGame && clientState.currentGameState && !clientState.currentGameState.isGameOver && window.GAME_CONFIG) {
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const config = window.GAME_CONFIG;
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const isMyActualTurn = clientState.myPlayerId &&
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((clientState.currentGameState.isPlayerTurn && clientState.myPlayerId === config.PLAYER_ID) ||
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(!clientState.currentGameState.isPlayerTurn && clientState.myPlayerId === config.OPPONENT_ID));
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console.log(`[CLIENT ${username} GP] handleGameDataReceived - Determining controls. isMyActualTurn: ${isMyActualTurn}`);
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if (isMyActualTurn) {
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enableGameControls();
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} else {
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disableGameControls();
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}
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} else if (clientState.currentGameState && clientState.currentGameState.isGameOver) {
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console.log(`[CLIENT ${username} GP] handleGameDataReceived - Game is over, disabling controls.`);
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disableGameControls();
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}
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});
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// Управление gameStatusMessage
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if (clientState.currentGameState && clientState.currentGameState.isGameOver) {
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// gameOver имеет свой обработчик статуса
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} else if (eventName === 'gameStarted' || eventName === 'gameState (reconnect)') {
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console.log(`[CLIENT ${username} GP] ${eventName} - Clearing game status message for fresh game/state load.`);
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ui.setGameStatusMessage("");
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} else {
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if (clientState.isInGame) {
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const statusMsgElement = document.getElementById('game-status-message');
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const currentStatusText = statusMsgElement ? statusMsgElement.textContent : "";
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if (!currentStatusText.toLowerCase().includes("отключился")) {
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ui.setGameStatusMessage("");
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}
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}
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}
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// Если игра пришла завершенной (даже в gameStarted), вызываем showGameOver
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if (clientState.currentGameState && clientState.currentGameState.isGameOver) {
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// Проверяем, не показан ли уже экран gameOver
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const gameOverScreen = document.getElementById('game-over-screen');
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const hiddenClass = window.GAME_CONFIG?.CSS_CLASS_HIDDEN || 'hidden';
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if (gameOverScreen && gameOverScreen.classList.contains(hiddenClass)) {
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let playerWon = data.winnerId === clientState.myPlayerId;
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// Дополнительная логика определения победителя, если winnerId не всегда приходит
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if (data.winnerId === null && data.reason && data.reason.startsWith('server_error')) {
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// Ничья или ошибка сервера, никто не выиграл
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} else if (!data.winnerId && clientState.currentGameState.player && clientState.currentGameState.opponent) {
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if (clientState.currentGameState.player.currentHp <= 0 && clientState.currentGameState.opponent.currentHp <= 0) playerWon = false; // Ничья или оба проиграли
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else if (clientState.currentGameState.player.currentHp > 0 && clientState.currentGameState.opponent.currentHp <= 0) playerWon = (clientState.myPlayerId === clientState.currentGameState.player.id);
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else if (clientState.currentGameState.opponent.currentHp > 0 && clientState.currentGameState.player.currentHp <= 0) playerWon = (clientState.myPlayerId === clientState.currentGameState.opponent.id);
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}
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console.log(`[CLIENT ${username} GP] Game received as 'Over' in ${eventName}. Calling showGameOver. PlayerWon: ${playerWon}`);
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if (window.gameUI?.showGameOver) {
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window.gameUI.showGameOver(playerWon, data.reason || "Игра завершена", clientState.opponentCharacterKey || data.loserCharacterKey, data);
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}
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}
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if (returnToMenuButton) returnToMenuButton.disabled = false;
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}
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}
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// --- Обработчики событий Socket.IO ---
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socket.on('gameStarted', (data) => {
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handleGameDataReceived(data, 'gameStarted');
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});
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socket.on('gameState', (data) => { // Для совместимости со старым событием реконнекта
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handleGameDataReceived(data, 'gameState (reconnect)');
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});
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socket.on('gameStateUpdate', (data) => {
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if (!clientState.isLoggedIn || !clientState.isInGame || !clientState.currentGameId || !window.GAME_CONFIG) return;
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const username = clientState.loggedInUsername || 'N/A';
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console.log(`[CLIENT ${username} GP] Event: gameStateUpdate. GS.isPlayerTurn: ${data.gameState?.isPlayerTurn}. ActionInProgress before reset: ${clientState.isActionInProgress}`);
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clientState.isActionInProgress = false; // <--- СБРОС ФЛАГА
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clientState.currentGameState = data.gameState;
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ui.updateGlobalWindowVariablesForUI();
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if (window.gameUI?.updateUI) {
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requestAnimationFrame(() => {
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window.gameUI.updateUI(); // Обновляем панели, эффекты и т.д.
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if (clientState.isInGame && clientState.currentGameState && !clientState.currentGameState.isGameOver && window.GAME_CONFIG) {
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const config = window.GAME_CONFIG;
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const isMyActualTurn = clientState.myPlayerId &&
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((clientState.currentGameState.isPlayerTurn && clientState.myPlayerId === config.PLAYER_ID) ||
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(!clientState.currentGameState.isPlayerTurn && clientState.myPlayerId === config.OPPONENT_ID));
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console.log(`[CLIENT ${username} GP] gameStateUpdate - Determining controls. isMyActualTurn: ${isMyActualTurn}`);
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if (isMyActualTurn) {
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enableGameControls();
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} else {
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disableGameControls();
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}
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const statusMsgElement = document.getElementById('game-status-message');
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const currentStatusText = statusMsgElement ? statusMsgElement.textContent : "";
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if (!currentStatusText.toLowerCase().includes("отключился")) { // Не стираем сообщение о дисконнекте оппонента
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ui.setGameStatusMessage(""); // Очищаем общий статус, если игра активна
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}
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} else if (clientState.currentGameState && clientState.currentGameState.isGameOver) {
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console.log(`[CLIENT ${username} GP] gameStateUpdate resulted in GameOver. Disabling controls.`);
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disableGameControls(); // Отключаем управление, если игра закончилась этим обновлением
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}
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});
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}
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if (window.gameUI?.addToLog && data.log) {
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data.log.forEach(log => window.gameUI.addToLog(log.message, log.type));
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}
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});
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socket.on('logUpdate', (data) => {
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if (!clientState.isLoggedIn || !clientState.isInGame || !clientState.currentGameId || !window.GAME_CONFIG) return;
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if (window.gameUI?.addToLog && data.log) {
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data.log.forEach(log => window.gameUI.addToLog(log.message, log.type));
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}
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});
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socket.on('gameOver', (data) => {
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if (!clientState.isLoggedIn || !clientState.currentGameId || !window.GAME_CONFIG) {
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if (!clientState.currentGameId && clientState.isLoggedIn) socket.emit('requestGameState');
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else if (!clientState.isLoggedIn) ui.showAuthScreen();
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return;
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}
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const username = clientState.loggedInUsername || 'N/A';
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console.log(`[CLIENT ${username} GP] Event: gameOver. WinnerID: ${data.winnerId}, Reason: ${data.reason}`);
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clientState.isActionInProgress = false; // <--- СБРОС ФЛАГА
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const playerWon = data.winnerId === clientState.myPlayerId;
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clientState.currentGameState = data.finalGameState;
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clientState.isInGame = false;
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ui.updateGlobalWindowVariablesForUI();
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if (window.gameUI?.updateUI) requestAnimationFrame(() => window.gameUI.updateUI());
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if (window.gameUI?.addToLog && data.log) {
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data.log.forEach(log => window.gameUI.addToLog(log.message, log.type));
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}
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if (window.gameUI?.showGameOver) {
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const oppKey = clientState.opponentCharacterKey || data.loserCharacterKey;
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window.gameUI.showGameOver(playerWon, data.reason, oppKey, data);
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}
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if (returnToMenuButton) returnToMenuButton.disabled = false;
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if (window.gameUI?.updateTurnTimerDisplay) {
|
||
window.gameUI.updateTurnTimerDisplay(null, false, clientState.currentGameState?.gameMode);
|
||
}
|
||
disableGameControls();
|
||
});
|
||
|
||
socket.on('opponentDisconnected', (data) => {
|
||
if (!clientState.isLoggedIn || !clientState.isInGame || !clientState.currentGameId || !window.GAME_CONFIG) return;
|
||
const username = clientState.loggedInUsername || 'N/A';
|
||
console.log(`[CLIENT ${username} GP] Event: opponentDisconnected. PlayerID: ${data.disconnectedPlayerId}`);
|
||
const name = data.disconnectedCharacterName || clientState.opponentBaseStatsServer?.name || 'Противник';
|
||
|
||
if (clientState.currentGameState && !clientState.currentGameState.isGameOver) {
|
||
ui.setGameStatusMessage(`Противник (${name}) отключился. Ожидание...`, true);
|
||
disableGameControls();
|
||
}
|
||
});
|
||
|
||
socket.on('playerReconnected', (data) => {
|
||
if (!clientState.isLoggedIn || !clientState.isInGame || !clientState.currentGameId || !window.GAME_CONFIG) return;
|
||
const username = clientState.loggedInUsername || 'N/A';
|
||
console.log(`[CLIENT ${username} GP] Event: playerReconnected. PlayerID: ${data.reconnectedPlayerId}, Name: ${data.reconnectedPlayerName}`);
|
||
|
||
if (clientState.currentGameState && !clientState.currentGameState.isGameOver) {
|
||
const statusMsgElement = document.getElementById('game-status-message');
|
||
const currentStatusText = statusMsgElement ? statusMsgElement.textContent : "";
|
||
if (currentStatusText.toLowerCase().includes("отключился")) {
|
||
ui.setGameStatusMessage(""); // Очищаем сообщение об ожидании
|
||
}
|
||
// После этого должен прийти gameStateUpdate, который правильно установит контролы
|
||
// или turnTimerUpdate. Можно не вызывать enable/disable здесь.
|
||
}
|
||
});
|
||
|
||
|
||
socket.on('turnTimerUpdate', (data) => {
|
||
const username = clientState.loggedInUsername || 'N/A';
|
||
// console.log(`[CLIENT ${username} GP] Event: turnTimerUpdate RECEIVED. Data:`, JSON.stringify(data), `Current isInGame: ${clientState.isInGame}, GS exists: ${!!clientState.currentGameState}`);
|
||
|
||
if (!clientState.isInGame || !clientState.currentGameState || !window.GAME_CONFIG) {
|
||
if (window.gameUI?.updateTurnTimerDisplay && clientState.currentGameState && clientState.currentGameState.isGameOver === false) { // Если не в игре, но gameState еще не gameOver
|
||
window.gameUI.updateTurnTimerDisplay(null, false, clientState.currentGameState.gameMode);
|
||
}
|
||
return;
|
||
}
|
||
|
||
if (clientState.currentGameState.isGameOver) {
|
||
if (window.gameUI?.updateTurnTimerDisplay) {
|
||
window.gameUI.updateTurnTimerDisplay(null, false, clientState.currentGameState.gameMode);
|
||
}
|
||
return; // Не обновляем контролы, если игра окончена
|
||
}
|
||
|
||
|
||
if (window.gameUI && typeof window.gameUI.updateTurnTimerDisplay === 'function') {
|
||
const config = window.GAME_CONFIG;
|
||
// data.isPlayerTurn здесь - это isPlayerTurnForTimer от сервера (чей ход с точки зрения таймера)
|
||
const isMyTurnAccordingToTimer = clientState.myPlayerId &&
|
||
((data.isPlayerTurn && clientState.myPlayerId === config.PLAYER_ID) ||
|
||
(!data.isPlayerTurn && clientState.myPlayerId === config.OPPONENT_ID));
|
||
|
||
window.gameUI.updateTurnTimerDisplay(data.remainingTime, isMyTurnAccordingToTimer, clientState.currentGameState.gameMode);
|
||
|
||
// Управление кнопками на основе информации из ТАЙМЕРА.
|
||
// Это может быть полезно, если gameStateUpdate запаздывает.
|
||
// Но нужно быть осторожным, чтобы не конфликтовать с gameState.isPlayerTurn.
|
||
// Если игра НЕ на паузе (по данным таймера), то можно обновить кнопки.
|
||
if (!data.isPaused) { // isPaused от сервера (isTimerLogicPaused || game.isGameEffectivelyPaused())
|
||
if (isMyTurnAccordingToTimer && !clientState.currentGameState.isGameOver) {
|
||
enableGameControls();
|
||
} else if (!isMyTurnAccordingToTimer && !clientState.currentGameState.isGameOver){
|
||
disableGameControls();
|
||
}
|
||
|
||
const statusMsgElement = document.getElementById('game-status-message');
|
||
const currentStatusText = statusMsgElement ? statusMsgElement.textContent : "";
|
||
if (!currentStatusText.toLowerCase().includes("отключился") && !clientState.currentGameState.isGameOver) {
|
||
ui.setGameStatusMessage("");
|
||
}
|
||
} else { // Если игра на паузе (по данным таймера)
|
||
disableGameControls();
|
||
}
|
||
}
|
||
});
|
||
|
||
// Начальная деактивация (на случай, если UI не скрыт изначально)
|
||
disableGameControls();
|
||
} |