// Client-side active-game limit logic: count the caller's active games per kind and test a kind // against the caller's per-tier cap so the New-Game screen can lock a capped start. The server is // the source of truth (it refuses a capped create); this only drives the pre-emptive UI lock. Kept // pure (no DOM / stores) so it unit-tests in the node environment. import { GameKind, type GameLimits, type GameView } from './model'; /** * activeByKind counts the caller's active (status open or in-progress) games per kind. Finished * games, local pass-and-play (hotseat) games and untagged games (kind 0, pre-existing) do not * count — matching the server's per-kind cap, which is keyed on games.game_kind for open/active * games only. */ export function activeByKind(games: GameView[]): Record { const out: Record = {}; for (const g of games) { if (g.hotseat) continue; if (g.kind === 0) continue; if (g.status !== 'active' && g.status !== 'open') continue; out[g.kind] = (out[g.kind] ?? 0) + 1; } return out; } /** capFor returns the caller's tier cap for a kind (-1 = unlimited), or -1 when the limits are * absent (an old backend) — the lock then never applies. */ export function capFor(limits: GameLimits | undefined, kind: number): number { if (!limits) return -1; switch (kind) { case GameKind.vsAi: return limits.vsAi; case GameKind.random: return limits.random; case GameKind.friends: return limits.friends; default: return -1; } } /** * isKindLocked reports whether the caller has reached its cap for kind, so the New-Game start for * that kind is locked. An unlimited cap (-1) or absent limits never lock; a cap of 0 always locks * (the kind is disabled for the tier). */ export function isKindLocked(games: GameView[], limits: GameLimits | undefined, kind: number): boolean { const cap = capFor(limits, kind); if (cap < 0) return false; return (activeByKind(games)[kind] ?? 0) >= cap; }