579 lines
29 KiB
JavaScript
579 lines
29 KiB
JavaScript
// /public/js/client.js
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document.addEventListener('DOMContentLoaded', () => {
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const socket = io({
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// Опции Socket.IO, если нужны
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});
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// --- Состояние клиента ---
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let currentGameState = null;
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let myPlayerId = null; // Технический ID слота, который занимает ЭТОТ клиент ('player' или 'opponent')
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let myCharacterKey = null;
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let opponentCharacterKey = null;
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let currentGameId = null;
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let playerBaseStatsServer = null; // Статы персонажа, которым УПРАВЛЯЕТ этот клиент (приходят от сервера как data.playerBaseStats)
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let opponentBaseStatsServer = null; // Статы персонажа-оппонента этого клиента (приходят от сервера как data.opponentBaseStats)
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let playerAbilitiesServer = null;
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let opponentAbilitiesServer = null;
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let isLoggedIn = false;
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let loggedInUsername = '';
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// --- DOM Элементы ---
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// Аутентификация
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const authSection = document.getElementById('auth-section');
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const registerForm = document.getElementById('register-form');
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const loginForm = document.getElementById('login-form');
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const authMessage = document.getElementById('auth-message');
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const userInfoDiv = document.getElementById('user-info');
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const loggedInUsernameSpan = document.getElementById('logged-in-username');
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const logoutButton = document.getElementById('logout-button');
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// Настройка игры
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const gameSetupDiv = document.getElementById('game-setup');
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const createAIGameButton = document.getElementById('create-ai-game');
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const createPvPGameButton = document.getElementById('create-pvp-game');
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const joinPvPGameButton = document.getElementById('join-pvp-game');
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const findRandomPvPGameButton = document.getElementById('find-random-pvp-game');
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const gameIdInput = document.getElementById('game-id-input');
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const availableGamesDiv = document.getElementById('available-games-list');
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const gameStatusMessage = document.getElementById('game-status-message');
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const pvpCharacterRadios = document.querySelectorAll('input[name="pvp-character"]');
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// Игровая Арена
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const gameWrapper = document.querySelector('.game-wrapper');
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const attackButton = document.getElementById('button-attack');
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const returnToMenuButton = document.getElementById('return-to-menu-button');
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const gameOverScreen = document.getElementById('game-over-screen');
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console.log('Client.js DOMContentLoaded. Initializing elements...');
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// --- Функции управления UI ---
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function showAuthScreen() {
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console.log('[UI] Showing Auth Screen');
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if (authSection) authSection.style.display = 'block';
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if (userInfoDiv) userInfoDiv.style.display = 'none';
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if (gameSetupDiv) gameSetupDiv.style.display = 'none';
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if (gameWrapper) gameWrapper.style.display = 'none';
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hideGameOverModal();
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setGameStatusMessage("Войдите или зарегистрируйтесь для начала игры.");
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setAuthMessage("");
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}
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function showGameSelectionScreen(username) {
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console.log('[UI] Showing Game Selection Screen for:', username);
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if (authSection) authSection.style.display = 'none';
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if (userInfoDiv) {
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userInfoDiv.style.display = 'block';
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if(loggedInUsernameSpan) loggedInUsernameSpan.textContent = username;
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}
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if (gameSetupDiv) gameSetupDiv.style.display = 'block';
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if (gameWrapper) gameWrapper.style.display = 'none';
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hideGameOverModal();
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setGameStatusMessage("Выберите режим игры или присоединитесь к существующей.");
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socket.emit('requestPvPGameList');
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updateAvailableGamesList([]);
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if (gameIdInput) gameIdInput.value = '';
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const elenaRadio = document.getElementById('char-elena');
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if (elenaRadio) elenaRadio.checked = true;
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}
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function showGameScreen() {
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console.log('[UI] Showing Game Screen');
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hideGameOverModal();
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if (authSection) authSection.style.display = 'none';
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if (userInfoDiv) userInfoDiv.style.display = 'block';
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if (gameSetupDiv) gameSetupDiv.style.display = 'none';
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if (gameWrapper) gameWrapper.style.display = 'flex';
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setGameStatusMessage("");
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}
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function hideGameOverModal() {
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const hiddenClass = (window.GAME_CONFIG && window.GAME_CONFIG.CSS_CLASS_HIDDEN) ? window.GAME_CONFIG.CSS_CLASS_HIDDEN : 'hidden';
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if (gameOverScreen && !gameOverScreen.classList.contains(hiddenClass)) {
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console.log('[Client.js DEBUG] Hiding GameOver Modal.');
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gameOverScreen.classList.add(hiddenClass);
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if (window.gameUI && gameUI.uiElements && gameUI.uiElements.gameOver && gameUI.uiElements.gameOver.modalContent) {
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gameUI.uiElements.gameOver.modalContent.style.transform = 'scale(0.8) translateY(30px)';
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gameUI.uiElements.gameOver.modalContent.style.opacity = '0';
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}
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if (window.gameUI && window.gameUI.uiElements && window.gameUI.uiElements.opponent && window.gameUI.uiElements.opponent.panel) {
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const opponentPanel = window.gameUI.uiElements.opponent.panel;
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if (opponentPanel.classList.contains('dissolving')) {
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console.log('[Client.js DEBUG] Removing .dissolving from opponent panel during hideGameOverModal.');
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opponentPanel.classList.remove('dissolving');
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const originalTransition = opponentPanel.style.transition;
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opponentPanel.style.transition = 'none';
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opponentPanel.style.opacity = '1';
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opponentPanel.style.transform = 'scale(1) translateY(0)';
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requestAnimationFrame(() => {
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opponentPanel.style.transition = originalTransition || '';
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});
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}
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}
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}
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}
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function setAuthMessage(message, isError = false) {
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if (authMessage) {
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authMessage.textContent = message;
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authMessage.className = isError ? 'error' : 'success';
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authMessage.style.display = message ? 'block' : 'none';
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}
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}
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function setGameStatusMessage(message, isError = false) {
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if (gameStatusMessage) {
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gameStatusMessage.textContent = message;
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gameStatusMessage.style.display = message ? 'block' : 'none';
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gameStatusMessage.style.color = isError ? 'var(--damage-color, red)' : 'var(--turn-color, yellow)';
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}
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}
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function getSelectedCharacterKey() {
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let selectedKey = 'elena';
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if (pvpCharacterRadios) {
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pvpCharacterRadios.forEach(radio => {
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if (radio.checked) {
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selectedKey = radio.value;
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}
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});
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}
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return selectedKey;
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}
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// --- Инициализация кнопок и обработчиков ---
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if (registerForm) {
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registerForm.addEventListener('submit', (e) => {
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e.preventDefault();
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const usernameInput = document.getElementById('register-username');
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const passwordInput = document.getElementById('register-password');
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if (usernameInput && passwordInput) {
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socket.emit('register', { username: usernameInput.value, password: passwordInput.value });
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} else {
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setAuthMessage("Ошибка: поля ввода не найдены.", true);
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}
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});
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}
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if (loginForm) {
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loginForm.addEventListener('submit', (e) => {
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e.preventDefault();
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const usernameInput = document.getElementById('login-username');
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const passwordInput = document.getElementById('login-password');
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if (usernameInput && passwordInput) {
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socket.emit('login', { username: usernameInput.value, password: passwordInput.value });
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} else {
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setAuthMessage("Ошибка: поля ввода не найдены.", true);
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}
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});
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}
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if (logoutButton) {
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logoutButton.addEventListener('click', () => {
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socket.emit('logout');
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isLoggedIn = false;
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loggedInUsername = '';
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currentGameId = null; currentGameState = null; myPlayerId = null;
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myCharacterKey = null; opponentCharacterKey = null;
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playerBaseStatsServer = null; opponentBaseStatsServer = null;
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playerAbilitiesServer = null; opponentAbilitiesServer = null;
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window.gameState = null; window.gameData = null; window.myPlayerId = null;
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showAuthScreen();
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setGameStatusMessage("Вы вышли из системы.");
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});
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}
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if (createAIGameButton) {
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createAIGameButton.addEventListener('click', () => {
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if (!isLoggedIn) {
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setGameStatusMessage("Пожалуйста, войдите, чтобы начать игру.", true); return;
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}
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socket.emit('createGame', { mode: 'ai', characterKey: 'elena' });
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setGameStatusMessage("Создание игры против AI...");
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});
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}
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if (createPvPGameButton) {
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createPvPGameButton.addEventListener('click', () => {
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if (!isLoggedIn) {
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setGameStatusMessage("Пожалуйста, войдите, чтобы начать игру.", true); return;
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}
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const selectedCharacter = getSelectedCharacterKey();
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socket.emit('createGame', { mode: 'pvp', characterKey: selectedCharacter });
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setGameStatusMessage(`Создание PvP игры за ${selectedCharacter === 'elena' ? 'Елену' : 'Альмагест'}...`);
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});
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}
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if (joinPvPGameButton && gameIdInput) {
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joinPvPGameButton.addEventListener('click', () => {
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if (!isLoggedIn) {
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setGameStatusMessage("Пожалуйста, войдите, чтобы присоединиться к игре.", true); return;
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}
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const gameIdToJoin = gameIdInput.value.trim();
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if (gameIdToJoin) {
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socket.emit('joinGame', { gameId: gameIdToJoin });
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setGameStatusMessage(`Присоединение к игре ${gameIdToJoin}...`);
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} else {
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setGameStatusMessage("Пожалуйста, введите ID игры для присоединения.", true);
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}
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});
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}
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if (findRandomPvPGameButton) {
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findRandomPvPGameButton.addEventListener('click', () => {
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if (!isLoggedIn) {
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setGameStatusMessage("Пожалуйста, войдите, чтобы найти игру.", true); return;
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}
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const selectedCharacter = getSelectedCharacterKey();
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socket.emit('findRandomGame', { characterKey: selectedCharacter });
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setGameStatusMessage(`Поиск случайной PvP игры (предпочтение: ${selectedCharacter === 'elena' ? 'Елена' : 'Альмагест'})...`);
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});
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}
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if (attackButton) {
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attackButton.addEventListener('click', () => {
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if (currentGameId && currentGameState && !currentGameState.isGameOver && isLoggedIn) {
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socket.emit('playerAction', { actionType: 'attack' });
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}
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});
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}
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function handleAbilityButtonClick(event) {
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const button = event.currentTarget;
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const abilityId = button.dataset.abilityId;
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if (currentGameId && abilityId && currentGameState && !currentGameState.isGameOver && isLoggedIn) {
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socket.emit('playerAction', { actionType: 'ability', abilityId: abilityId });
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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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if (!isLoggedIn) {
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showAuthScreen();
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return;
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}
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console.log('[Client] Return to menu button clicked.');
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currentGameId = null;
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currentGameState = null;
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myPlayerId = null;
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myCharacterKey = null;
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opponentCharacterKey = null;
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playerBaseStatsServer = null;
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opponentBaseStatsServer = null;
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playerAbilitiesServer = null;
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opponentAbilitiesServer = null;
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window.gameState = null;
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window.gameData = null;
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window.myPlayerId = null;
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showGameSelectionScreen(loggedInUsername);
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});
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}
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function initializeAbilityButtons() {
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const abilitiesGrid = document.getElementById('abilities-grid');
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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.</p>';
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return;
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}
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abilitiesGrid.innerHTML = '';
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const config = window.GAME_CONFIG;
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const abilitiesToDisplay = playerAbilitiesServer; // Используем данные, сохраненные при gameStarted
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const baseStatsForResource = playerBaseStatsServer; // Используем данные, сохраненные при gameStarted
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if (!abilitiesToDisplay || abilitiesToDisplay.length === 0 || !baseStatsForResource) {
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abilitiesGrid.innerHTML = '<p class="placeholder-text">Нет доступных способностей.</p>';
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return;
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}
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const resourceName = baseStatsForResource.resourceName || "Ресурс";
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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(config.CSS_CLASS_ABILITY_BUTTON || 'ability-button');
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button.dataset.abilityId = ability.id;
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let descriptionText = ability.description;
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if (typeof ability.descriptionFunction === 'function') {
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const targetStatsForDesc = opponentBaseStatsServer; // Используем данные, сохраненные при gameStarted
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descriptionText = ability.descriptionFunction(config, targetStatsForDesc);
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}
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let title = `${ability.name} (${ability.cost} ${resourceName}) - ${descriptionText}`;
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let cooldown = ability.cooldown;
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if (ability.internalCooldownFromConfig && config[ability.internalCooldownFromConfig]) {
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cooldown = config[ability.internalCooldownFromConfig];
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} else if (ability.internalCooldownValue) {
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cooldown = ability.internalCooldownValue;
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}
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if (cooldown) title += ` (КД: ${cooldown} х.)`;
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button.setAttribute('title', title);
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const nameSpan = document.createElement('span');
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nameSpan.classList.add('ability-name'); nameSpan.textContent = ability.name;
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button.appendChild(nameSpan);
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const descSpan = document.createElement('span');
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descSpan.classList.add('ability-desc'); descSpan.textContent = `(${ability.cost} ${resourceName})`;
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button.appendChild(descSpan);
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const cdDisplay = document.createElement('span');
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cdDisplay.classList.add('ability-cooldown-display'); cdDisplay.style.display = 'none';
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button.appendChild(cdDisplay);
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button.addEventListener('click', handleAbilityButtonClick);
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abilitiesGrid.appendChild(button);
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});
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}
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function updateAvailableGamesList(games) {
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if (!availableGamesDiv) return;
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availableGamesDiv.innerHTML = '<h3>Доступные PvP игры:</h3>';
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if (games && games.length > 0) {
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const ul = document.createElement('ul');
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games.forEach(game => {
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if (game && game.id) {
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const li = document.createElement('li');
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li.textContent = `ID: ${game.id.substring(0, 8)}... - ${game.status || 'Ожидает игрока'}`;
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const joinBtn = document.createElement('button');
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joinBtn.textContent = 'Присоединиться';
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joinBtn.dataset.gameId = game.id;
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joinBtn.addEventListener('click', (e) => {
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if (!isLoggedIn) {
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setGameStatusMessage("Пожалуйста, войдите, чтобы присоединиться к игре.", true); return;
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}
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socket.emit('joinGame', { gameId: e.target.dataset.gameId });
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});
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li.appendChild(joinBtn);
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ul.appendChild(li);
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}
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});
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availableGamesDiv.appendChild(ul);
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} else {
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availableGamesDiv.innerHTML += '<p>Нет доступных игр. Создайте свою!</p>';
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}
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}
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// --- Обработчики событий Socket.IO ---
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socket.on('connect', () => {
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console.log('[Client] Socket connected to server! Socket ID:', socket.id);
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if (!isLoggedIn) {
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showAuthScreen();
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} else {
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console.log(`[Client] Reconnected as ${loggedInUsername}. Requesting state or showing game selection.`);
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showGameSelectionScreen(loggedInUsername);
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}
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});
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socket.on('disconnect', (reason) => {
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console.log('[Client] Disconnected from server:', reason);
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setGameStatusMessage(`Отключено от сервера: ${reason}. Попробуйте обновить страницу.`, true);
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hideGameOverModal();
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});
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socket.on('registerResponse', (data) => {
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setAuthMessage(data.message, !data.success);
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if (data.success && registerForm) registerForm.reset();
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});
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socket.on('loginResponse', (data) => {
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setAuthMessage(data.message, !data.success);
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if (data.success) {
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isLoggedIn = true; loggedInUsername = data.username;
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setAuthMessage(""); showGameSelectionScreen(data.username);
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} else {
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isLoggedIn = false; loggedInUsername = '';
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}
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});
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socket.on('gameCreated', (data) => {
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if (!isLoggedIn) return;
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currentGameId = data.gameId;
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myPlayerId = data.yourPlayerId; // Запоминаем наш технический ID слота
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console.log(`[Client] Game created/joined: ${currentGameId}, Mode: ${data.mode}, You (${loggedInUsername}) are in slot: ${myPlayerId}`);
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if (data.mode === 'pvp') {
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if (gameIdInput) gameIdInput.value = currentGameId;
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setGameStatusMessage(`PvP игра ${currentGameId.substring(0,8)}... создана. ID для друга: ${currentGameId}. Ожидание второго игрока...`);
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} else {
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setGameStatusMessage(`Игра против AI ${currentGameId.substring(0,8)}... создана. Ожидание начала...`);
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}
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});
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socket.on('gameStarted', (data) => {
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if (!isLoggedIn) return;
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console.log('[Client] Event "gameStarted" received:', data);
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if (window.gameUI && window.gameUI.uiElements && window.gameUI.uiElements.opponent && window.gameUI.uiElements.opponent.panel) {
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const opponentPanel = window.gameUI.uiElements.opponent.panel;
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opponentPanel.classList.remove('dissolving');
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const originalTransition = opponentPanel.style.transition;
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opponentPanel.style.transition = 'none';
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opponentPanel.style.opacity = '1';
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opponentPanel.style.transform = 'scale(1) translateY(0)';
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requestAnimationFrame(() => {
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opponentPanel.style.transition = originalTransition || '';
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});
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console.log('[Client RESTART FIX Improved] Opponent panel styles explicitly reset for new game.');
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}
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currentGameId = data.gameId;
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myPlayerId = data.yourPlayerId; // Сервер присылает ID слота, который занимает ЭТОТ клиент
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||
currentGameState = data.initialGameState;
|
||
|
||
// Сервер присылает playerBaseStats и opponentBaseStats ОТНОСИТЕЛЬНО этого клиента
|
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// То есть, data.playerBaseStats - это статы персонажа, которым управляет этот клиент
|
||
// data.opponentBaseStats - это статы персонажа-оппонента для этого клиента
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playerBaseStatsServer = data.playerBaseStats;
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opponentBaseStatsServer = data.opponentBaseStats;
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playerAbilitiesServer = data.playerAbilities;
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opponentAbilitiesServer = data.opponentAbilities;
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myCharacterKey = playerBaseStatsServer?.characterKey; // Ключ персонажа этого клиента
|
||
opponentCharacterKey = opponentBaseStatsServer?.characterKey; // Ключ персонажа оппонента этого клиента
|
||
|
||
console.log(`[Client gameStarted] My Slot ID (technical): ${myPlayerId}`);
|
||
console.log(`[Client gameStarted] My Character: ${myCharacterKey} (Name: ${playerBaseStatsServer?.name})`);
|
||
console.log(`[Client gameStarted] Opponent Character: ${opponentCharacterKey} (Name: ${opponentBaseStatsServer?.name})`);
|
||
|
||
|
||
if (data.clientConfig) {
|
||
window.GAME_CONFIG = { ...data.clientConfig };
|
||
} else if (!window.GAME_CONFIG) {
|
||
window.GAME_CONFIG = { PLAYER_ID: 'player', OPPONENT_ID: 'opponent', CSS_CLASS_HIDDEN: 'hidden' };
|
||
}
|
||
|
||
// Глобальные переменные для ui.js
|
||
window.gameState = currentGameState;
|
||
window.gameData = { // Эти данные используются в ui.js для отображения панелей
|
||
playerBaseStats: playerBaseStatsServer, // Статы "моего" персонажа
|
||
opponentBaseStats: opponentBaseStatsServer, // Статы "моего оппонента"
|
||
playerAbilities: playerAbilitiesServer, // Способности "моего" персонажа
|
||
opponentAbilities: opponentAbilitiesServer // Способности "моего оппонента"
|
||
};
|
||
window.myPlayerId = myPlayerId; // Технический ID слота этого клиента
|
||
|
||
showGameScreen();
|
||
initializeAbilityButtons();
|
||
|
||
if (window.gameUI && gameUI.uiElements?.log?.list) {
|
||
gameUI.uiElements.log.list.innerHTML = '';
|
||
}
|
||
if (window.gameUI && typeof gameUI.addToLog === 'function' && data.log) {
|
||
data.log.forEach(logEntry => gameUI.addToLog(logEntry.message, logEntry.type));
|
||
}
|
||
|
||
requestAnimationFrame(() => {
|
||
if (window.gameUI && typeof gameUI.updateUI === 'function') {
|
||
console.log('[Client] Calling gameUI.updateUI() after style reset and rAF in gameStarted.');
|
||
gameUI.updateUI();
|
||
}
|
||
});
|
||
|
||
hideGameOverModal();
|
||
if (returnToMenuButton) {
|
||
returnToMenuButton.disabled = true;
|
||
}
|
||
setGameStatusMessage("");
|
||
});
|
||
|
||
socket.on('gameStateUpdate', (data) => {
|
||
if (!isLoggedIn || !currentGameId) return;
|
||
currentGameState = data.gameState;
|
||
window.gameState = currentGameState; // ui.js использует это для обновления
|
||
|
||
if (window.gameUI && typeof gameUI.updateUI === 'function') {
|
||
gameUI.updateUI();
|
||
}
|
||
if (window.gameUI && typeof gameUI.addToLog === 'function' && data.log) {
|
||
data.log.forEach(logEntry => gameUI.addToLog(logEntry.message, logEntry.type));
|
||
}
|
||
});
|
||
|
||
socket.on('logUpdate', (data) => {
|
||
if (!isLoggedIn || !currentGameId) return;
|
||
if (window.gameUI && typeof gameUI.addToLog === 'function' && data.log) {
|
||
data.log.forEach(logEntry => gameUI.addToLog(logEntry.message, logEntry.type));
|
||
}
|
||
});
|
||
|
||
socket.on('gameOver', (data) => {
|
||
if (!isLoggedIn || !currentGameId) return;
|
||
|
||
console.log(`[Client gameOver] Received. My technical slot ID (myPlayerId): ${myPlayerId}, Winner's slot ID from server (data.winnerId): ${data.winnerId}`);
|
||
const playerWon = data.winnerId === myPlayerId; // Определяем, выиграл ли ЭТОТ клиент
|
||
console.log(`[Client gameOver] Calculated playerWon for this client: ${playerWon}`);
|
||
|
||
currentGameState = data.finalGameState;
|
||
window.gameState = currentGameState;
|
||
|
||
// Логи для отладки имен, которые будут использоваться в ui.js
|
||
if (window.gameData) {
|
||
console.log(`[Client gameOver] For ui.js, myName will be: ${window.gameData.playerBaseStats?.name}, opponentName will be: ${window.gameData.opponentBaseStats?.name}`);
|
||
}
|
||
|
||
|
||
if (window.gameUI && typeof gameUI.updateUI === 'function') gameUI.updateUI();
|
||
if (window.gameUI && typeof gameUI.addToLog === 'function' && data.log) {
|
||
data.log.forEach(logEntry => gameUI.addToLog(logEntry.message, logEntry.type));
|
||
}
|
||
if (window.gameUI && typeof gameUI.showGameOver === 'function') {
|
||
// opponentCharacterKeyFromClient передается, чтобы ui.js знал, какой персонаж был оппонентом
|
||
// и мог применить, например, анимацию .dissolving к правильному типу оппонента (Балард/Альмагест)
|
||
const opponentKeyForModal = window.gameData?.opponentBaseStats?.characterKey;
|
||
gameUI.showGameOver(playerWon, data.reason, opponentKeyForModal);
|
||
|
||
if (returnToMenuButton) {
|
||
returnToMenuButton.disabled = false;
|
||
}
|
||
}
|
||
setGameStatusMessage("Игра окончена. " + (playerWon ? "Вы победили!" : "Вы проиграли."));
|
||
});
|
||
|
||
socket.on('waitingForOpponent', () => {
|
||
if (!isLoggedIn) return;
|
||
setGameStatusMessage("Ожидание присоединения оппонента...");
|
||
});
|
||
|
||
socket.on('opponentDisconnected', (data) => {
|
||
if (!isLoggedIn || !currentGameId) return;
|
||
const systemLogType = (window.GAME_CONFIG?.LOG_TYPE_SYSTEM) || 'system';
|
||
if (window.gameUI && typeof gameUI.addToLog === 'function') {
|
||
gameUI.addToLog(`Противник (${data.disconnectedCharacterName || 'Игрок'}) отключился.`, systemLogType);
|
||
}
|
||
if (currentGameState && !currentGameState.isGameOver) {
|
||
setGameStatusMessage("Противник отключился. Игра может быть завершена сервером.", true);
|
||
// Сервер должен прислать 'gameOver', если игра действительно завершается
|
||
}
|
||
});
|
||
|
||
socket.on('gameError', (data) => {
|
||
console.error('[Client] Server error:', data.message);
|
||
const systemLogType = (window.GAME_CONFIG?.LOG_TYPE_SYSTEM) || 'system';
|
||
if (isLoggedIn && currentGameId && currentGameState && !currentGameState.isGameOver && window.gameUI && typeof gameUI.addToLog === 'function') {
|
||
gameUI.addToLog(`Ошибка: ${data.message}`, systemLogType);
|
||
}
|
||
setGameStatusMessage(`Ошибка: ${data.message}`, true);
|
||
});
|
||
|
||
socket.on('availablePvPGamesList', (games) => {
|
||
if (!isLoggedIn) return;
|
||
updateAvailableGamesList(games);
|
||
});
|
||
|
||
socket.on('noPendingGamesFound', (data) => {
|
||
if (!isLoggedIn) return;
|
||
setGameStatusMessage(data.message || "Свободных игр не найдено. Создана новая для вас, ожидайте оппонента.");
|
||
updateAvailableGamesList([]);
|
||
if (data.gameId) {
|
||
currentGameId = data.gameId;
|
||
myPlayerId = data.yourPlayerId; // Запоминаем наш технический ID слота
|
||
if (gameIdInput) gameIdInput.value = currentGameId;
|
||
console.log(`[Client] New game ${currentGameId} created after no pending games found. My slot: ${myPlayerId}`);
|
||
}
|
||
});
|
||
|
||
// --- Начальное состояние UI ---
|
||
showAuthScreen();
|
||
}); |