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The lobby tinted only the viewer's own number, and a tie counted as "leading" — so an even score showed only the viewer's number green, reading as if the viewer were ahead. A fresh 0:0 board did the same, accenting the start of a game where nobody has scored. scoreStanding is now per-seat: the viewer's seat stays green when leading or tied and red when trailing; an opponent's seat greens only when it ties the viewer for the lead, so an equal non-zero score paints both numbers green. When the top score is 0 (nobody has moved) every number is left muted, like a finished game.
102 lines
4.9 KiB
TypeScript
102 lines
4.9 KiB
TypeScript
// Pure grouping + ordering of the lobby's game list. The lobby shows three
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// sections — games awaiting the caller's move, games awaiting the opponent, and finished
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// games — each ordered by last activity: your-turn oldest-first (the longest-neglected on
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// top), the other two newest-first.
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import type { GameView, Seat } from './model';
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/** isMyTurn reports whether an active game's seat-to-move belongs to the caller. */
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export function isMyTurn(game: GameView, myId: string): boolean {
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const me = game.seats.find((s) => s.accountId === myId);
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// 'open' (an auto-match game still awaiting an opponent) is in progress like 'active'.
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return (game.status === 'active' || game.status === 'open') && !!me && game.toMove === me.seat;
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}
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/**
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* scoreStanding colours a single seat's score on an in-progress game, viewed by myId. The
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* viewer's own seat is 'win' (green) when it leads or ties for the lead and 'lose' (red) when it
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* trails; any other seat is 'win' only when it ties the viewer for the lead, so an equal score
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* paints both numbers green — otherwise an opponent's number keeps the muted default. It returns
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* null (every number muted) for a game that is not active (open or finished — finished games show
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* the result emoji instead), for a fresh 0:0 board where nobody has scored yet, and when myId is
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* not seated against an opponent.
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*/
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export function scoreStanding(game: GameView, myId: string, seat: Seat): 'win' | 'lose' | null {
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if (game.status !== 'active') return null;
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const me = game.seats.find((s) => s.accountId === myId);
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if (!me) return null;
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const others = game.seats.filter((s) => s.accountId && s.accountId !== myId).map((s) => s.score);
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if (!others.length) return null;
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const top = Math.max(me.score, ...others);
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if (top === 0) return null; // nobody has scored yet: leave the 0:0 board muted, like a finished game
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const meLeads = me.score === top;
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if (seat.accountId === myId) return meLeads ? 'win' : 'lose';
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// Another seat greens only when it ties the leading viewer at the top — the equal-score case.
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return meLeads && seat.score === top ? 'win' : null;
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}
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/**
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* orderedSeats returns a game's seats in seat-number order (matching the over-the-board
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* scoreboard), without mutating the source array.
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*/
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export function orderedSeats(game: GameView): GameView['seats'] {
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return [...game.seats].sort((a, b) => a.seat - b.seat);
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}
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/** LobbyPhase is a game's lobby bucket — which of the three card sections it currently sits in. */
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export type LobbyPhase = 'mine' | 'theirs' | 'finished';
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/**
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* gamePhase reports a game's lobby bucket for myId: 'finished' for any non-active/open status,
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* else 'mine' when it is the caller's turn, else 'theirs'. It mirrors groupGames' partition and
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* drives the per-card blink, which fires when a card transitions into 'mine' or 'finished'.
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*/
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export function gamePhase(game: GameView, myId: string): LobbyPhase {
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if (game.status !== 'active' && game.status !== 'open') return 'finished';
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return isMyTurn(game, myId) ? 'mine' : 'theirs';
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}
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/**
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* shouldBlink reports whether a card's bucket change should fire the attention blink: only a
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* transition into 'mine' (it became your turn) or 'finished' (the game ended) does — an
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* opponent's-turn change is in-place. A first observation (prev === undefined) never blinks, so a
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* cold render and games arriving from another screen stay quiet.
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*/
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export function shouldBlink(prev: LobbyPhase | undefined, next: LobbyPhase): boolean {
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return prev !== undefined && prev !== next && (next === 'mine' || next === 'finished');
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}
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/** LobbyGroups holds the three ordered lobby sections. */
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export interface LobbyGroups {
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yourTurn: GameView[];
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theirTurn: GameView[];
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finished: GameView[];
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}
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/**
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* groupGames partitions games for myId into the three lobby sections and orders each. In the two
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* active sections a game with an unread notification (unread[g.id], any chat entry or nudge) sorts
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* first, then by last activity: your-turn ascending (the longest-waiting first), opponent-turn
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* descending (the most recent first). Finished games ignore unread and stay descending by activity.
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*/
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export function groupGames(
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games: GameView[],
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myId: string,
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unread: Record<string, boolean>,
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): LobbyGroups {
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const yourTurn: GameView[] = [];
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const theirTurn: GameView[] = [];
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const finished: GameView[] = [];
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for (const g of games) {
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if (g.status !== 'active' && g.status !== 'open') finished.push(g);
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else if (isMyTurn(g, myId)) yourTurn.push(g);
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else theirTurn.push(g);
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}
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// Unread is the primary key in the active sections (rank 1 before rank 0), last activity the tie-break.
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const rank = (g: GameView) => (unread[g.id] ? 1 : 0);
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yourTurn.sort((a, b) => rank(b) - rank(a) || a.lastActivityUnix - b.lastActivityUnix);
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theirTurn.sort((a, b) => rank(b) - rank(a) || b.lastActivityUnix - a.lastActivityUnix);
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finished.sort((a, b) => b.lastActivityUnix - a.lastActivityUnix);
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return { yourTurn, theirTurn, finished };
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}
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