Commit graph

14 commits

Author SHA1 Message Date
AyoubBenziza
42a36fc442 feat: blindtest needs 2 real players + bot difficulty setting
- blindtest is only available with >=3 players AND >=2 humans (a bot can't be DJ):
  lobby gate + tooltips updated, and server game:start rejects otherwise
- new botDifficulty setting (easy/normal/hard) drives how often bots answer
  correctly (quiz + blindtest who-added / title-artist); host picks it in the
  lobby when at least one bot is present

Verified e2e: blindtest start rejected with 1 human + 2 bots (NEED_THREE).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 18:03:03 +02:00
AyoubBenziza
8eac8d0123 feat: bots — virtual players to fill a game
- server-side bot players (isBot): host adds/removes them in the lobby
  (lobby:addBot / lobby:removeBot), capped at 8 players
- bots auto-vote each round: GameRound.botAnswer generates a plausible answer
  (quiz ~50% right, blindtest guesses a random player / title); engine schedules
  the votes within the answer window and triggers early end when all have voted
- bots are never DJ (pickDj excludes them) and are excluded from the blindtest
  track-submission gate (they don't submit)
- snapshot players carry `bot`; lobby shows a 🤖 marker + add/remove controls

Verified e2e: 2 bots added, they vote, game ends with all 3 players scored
and rounds end early.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 17:48:33 +02:00
AyoubBenziza
f0c327617b feat: leave-room button
- room:leave event: removes the player from the room (not just disconnected),
  reassigns host if the host leaves, deletes the room when empty
- store leaveRoom() emits it and clears the session (reset)
- room header gets a "Quitter" button (always available); end-screen "Quitter"
  now also leaves cleanly

Verified e2e: leaver removed from snapshot, host reassigned to the next player.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 17:33:10 +02:00
AyoubBenziza
6ed99ea803 feat: reconnection — keep your place across refresh / network drop
- each player gets a reconnectToken; room:create/join return it
- new room:rejoin event: re-attaches the existing player (by id+token) to the
  new socket, broadcasts player:rejoined + room:state, and resyncs the current
  round to that socket (engine.resync re-emits round:start with their view)
- client persists the session (roomCode/playerId/token/name) in localStorage;
  bootstraps the store from it and auto-rejoins on every socket connect;
  clears it on reset/quit or failed rejoin

Verified e2e: wrong token rejected, correct token re-attaches (player present
+ connected).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 17:26:22 +02:00
AyoubBenziza
b91d09b7e7 feat: category filter in lobby settings
- settings carry `categories` (empty = all); quiz/image pool filters by category
  (DB + in-code bank), threaded through prepareQuizForRoom/loadGroup/loadQuizPool
- public GET /api/categories lists available categories
- lobby: category chips (Toutes + each), shown when quiz/images is active
- shared: RoomSettings.categories + UpdateSettingsPayload

Verified e2e: /api/categories returns the list; filtering by ["Pokémon"] serves
only Pokémon questions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:37:33 +02:00
AyoubBenziza
8bc184fab7 feat: bigger image_reveal, optional image prompt, mixed sub-mode toggles, Pokémon seed
- image_reveal display: larger, object-contain (whole image up to 58vh), no crop
- image prompt optional in back-office (defaults to "Qui est-ce ?"), overridable
- mixed mode reworked: select "Mixte" then toggle sub-modes (Quiz/Images/
  Blindtest). Blindtest sub-mode locked under 3 players; mixed itself no longer
  needs 3. Server quiz pool formats derived from gameType + mixedModes.
  shared: MixMode + RoomSettings.mixedModes (default quiz+image).
- DB: prompt uniqueness is now a partial index (excludes image_reveal) + unique
  index on image_url; lets many images share the generic prompt, dedup by URL.
- seed: db:seed:images pulls Pokémon (PokéAPI) as image_reveal questions with
  official artwork (remote URL) + FR/EN accepted answers; idempotent by image_url.

Verified: migration applied, Pokémon seed inserts FR+EN, image mode serves only
image_reveal, all checks green (23 tests).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 00:20:28 +02:00
AyoubBenziza
ff84dc4f6b feat(lobby): block start until everyone submitted; tracks count stepper
- blindtest/mixed: the host can't start until every connected player has
  submitted their track quota — client disables the button with a hint, and
  game:start rejects with TRACKS_PENDING (authoritative)
- tracks-per-player is now a number stepper (− / + buttons + free typing,
  clamped 1..10) instead of fixed 1/2/3 buttons

Verified e2e: start rejected while a player hasn't submitted, accepted once all did.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 16:19:31 +02:00
AyoubBenziza
1071a59b68 feat: pick pseudo inside the room + shareable invite link
Restructure onboarding (option B):
- home is just Create / Join (code) — no name field
- name is chosen in the room: room:create/join no longer require a name;
  new player:setName event. Nameless players are hidden from the snapshot
  (players/scores/submissions) and excluded from eligible voters and the
  3-player blindtest gate until they pick a pseudo.
- PseudoScreen with live DiceBear avatar preview gates RoomPage until set
- /join/:code auto-joins then redirects to the room (seamless invite links)
- RoomCode gains a "copier le lien" button (origin/join/CODE)

Verified e2e: nameless players excluded from the room until setName.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 15:32:24 +02:00
AyoubBenziza
6251146c19 feat: replay from lobby, contributor mislead card, editable track cards
Return to lobby (replay without recreating the room):
- lobby:return (host): reset to lobby, scores to 0, keep players + tracks
- client: end screen has "Rejouer" (host) + "Quitter"; store clears transient
  game state whenever the room goes back to lobby

Contributor has nothing to input:
- round:start carries a private `mine: true` to the contributor only (via
  RoundStart.secretPlayerId targeted emit); they're excluded from eligible
  voters. Client shows a "fais-les se tromper" card instead of the vote form.

Editable track submission:
- submitTrack ack returns trackId + youtubeId; new blindtest:removeTrack
- lobby shows submitted tracks as cards (YouTube thumbnail + title) with delete

Verified e2e (3 players): add/remove, private mine flag, return-to-lobby reset.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 15:13:54 +02:00
AyoubBenziza
a9eb6098f2 feat(blindtest): contributor-as-DJ scoring, 3-player gate, 16:9 player + seek
- DJ is now the track's contributor (controls their own song); their identity
  is sent only to them so "who added" stays non-trivial. The contributor
  doesn't vote and is excluded from the eligible-voters count.
- Scoring: the contributor earns nothing except in who_added/mixed, where they
  get a misdirection bonus (50) per player who guesses the wrong adder.
- Blindtest (and mixed) require >= 3 connected players: lobby disables the
  options with a hint, and game:start rejects with NEED_THREE.
- Player card is now 16:9 and full width — the video banner shows at reveal;
  DJ gets a seek bar (current/duration) to jump anywhere, plus play/pause/restart.
- Mixed game order is shuffled (no predictable quiz/blindtest alternation).

Verified e2e (3 players): guard rejects at 2, DJ id hidden from others,
misdirection scoring correct. 23 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 14:30:47 +02:00
AyoubBenziza
98e06b8206 feat(blindtest): YouTube blindtest mode with neutral DJ + synced playback
Server:
- BlindtestRound (GameRound): neutral DJ pick (never the contributor),
  per-mode scoring (title_artist fuzzy / who_added / mixed), reveal exposes
  title/artist/submittedBy; contributor doesn't score on own track
- track submission: blindtest:submitTrack validates via YouTube oEmbed
  (exists + embeddable) and captures title/artist; per-player quota; dedup
- DJ media relay: media:control (DJ only) → media:sync broadcast (engine)
- per-room shuffled track pool; submissions count in room snapshot
- shared: blindtest payloads, gameType/tracksPerPlayer in settings
- tests: DJ neutrality, scoring per mode, fuzzy match, youtube id extraction

Client:
- YouTube IFrame player (hidden behind a spinning disc — audio only, no
  title leak), DJ transport (play/pause/restart), non-DJ follows media:sync
  with latency compensation
- lobby: game-type switch (Quiz/Blindtest), blindtest config + per-player
  track submission UI
- vote forms per mode; reveal card with title/artist/who-added

Roadmap V1 step 6 (highest technical risk). Server flow verified end-to-end
over the wire (submit→start→DJ relay→vote→reveal→score).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 13:02:28 +02:00
AyoubBenziza
9fe30feec5 feat(server): Drizzle + PostgreSQL schema + Open Trivia DB seed
- Drizzle (postgres-js) setup: schema (quiz_category, quiz_question,
  quiz_played, game_history), client (nullable — no DATABASE_URL → null),
  drizzle.config, initial migration, migrate script
- Open Trivia DB seed: curated geek categories, mcq + truefalse, base64
  decode (incl. type/difficulty), 1 req/5s rate limit, idempotent
  (prompt unique); also seeds the FR in-code bank as source 'manual'
- quiz wired to the DB: per-room pool preloaded at game start (loadQuizPool
  excludes already-played), records quiz_played for cross-session
  anti-repeat; falls back to the in-code bank when no DB
- docker-compose for local Postgres; db:* scripts; DATABASE_URL in env

Roadmap V1 step 5. Verified against a real Postgres: migrate + seed (270
OpenTDB + 10 manual), DB-backed game serves OpenTDB questions and fills
quiz_played; no-DB fallback still serves the in-code bank.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 12:24:17 +02:00
AyoubBenziza
9ed3b8a4cb feat(server): generic game engine — GameRound interface + orchestration loop
- game/round.ts: GameRound contract (start/submitAnswer/reveal/score) +
  RoundContext + RoomGameController (decouples room from engine)
- game/registry.ts: register/createRound — adding a mode = one registerRound
- game/engine.ts: server-authoritative orchestration. Per round:
  start → broadcast round:start → wait (timer OR all eligible voted) →
  reveal → apply score deltas → score:update; then game:end. DJ counts as
  eligible voter; round ends on first condition met.
- handlers: game:start (host-only, validates rounds/modes) + round:vote
  wired to the engine
- shared: add game:start client event
- engine.test.ts: covers both end conditions + voteAck (bun test)
- turbo/root: add test task

Roadmap V1 step 3. No UI yet — concrete quiz mode + client come in step 4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:29:49 +02:00
AyoubBenziza
29faa18731 feat(server,web): first real-time cycle — room create/join + lobby
Server (@nerdware/server):
- RoomManager: in-memory rooms (Map), code generation, create/join,
  disconnect handling, public snapshot projection (no secrets)
- Socket.IO handlers: room:create / room:join with typed acks,
  room:state broadcast on every change, lobby:updateSettings (host-only),
  player:left on disconnect

Web (web):
- typed Socket.IO client + Zustand store mirroring room:state
- wouter routing: home (create/join) + minimal lobby (live player list)
- @nerdware/shared wired into the client

Roadmap V1 step 2. Verified end-to-end (create/join/broadcast/disconnect).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 15:16:26 +02:00