feature/mixed-settings-restyle #12
7 changed files with 155 additions and 105 deletions
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@ -1,42 +1,22 @@
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// File d'attente de questions par room. Préchargée au lancement de la partie
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// depuis la DB (si dispo), sinon depuis la banque en dur. Le QuizRound y pioche.
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// Les formats servis dépendent du type de partie (quiz / images / mixte).
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// File d'attente de questions par room. Préchargée au lancement : on respecte
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// le sous-pool de chaque manche quiz (quiz "classique" vs images), dans l'ordre
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// de la séquence. DB si dispo, sinon banque en dur (pas d'images en dur).
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import type { QuizFormat, RoomSettings } from "@nerdware/shared"
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import type { QuizFormat } from "@nerdware/shared"
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import { hasDb } from "../../../db"
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import { loadQuizPool } from "../../../db/quiz-repo"
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import type { ServerRoom } from "../../../rooms"
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import { QUIZ_QUESTIONS, type QuizQuestion } from "./questions"
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interface RoomPool {
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queue: QuizQuestion[]
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/** true si les questions viennent de la DB (→ marquer jouées). */
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interface QueueItem {
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question: QuizQuestion
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fromDb: boolean
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formats: QuizFormat[]
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}
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const poolByRoom = new WeakMap<ServerRoom, RoomPool>()
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const poolByRoom = new WeakMap<ServerRoom, QueueItem[]>()
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const QUIZ_FORMATS: QuizFormat[] = ["mcq", "truefalse", "free"]
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/** Formats de quiz autorisés selon le type de partie (et les sous-modes mixtes). */
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function quizFormatsFor(settings: RoomSettings): QuizFormat[] {
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if (settings.gameType === "image") {
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return ["image_reveal"]
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}
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if (settings.gameType === "mixed") {
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const formats: QuizFormat[] = []
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if (settings.mixedModes.includes("quiz")) {
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formats.push(...QUIZ_FORMATS)
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}
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if (settings.mixedModes.includes("image")) {
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formats.push("image_reveal")
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}
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return formats.length > 0 ? formats : QUIZ_FORMATS
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}
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// quiz, ou blindtest retombé sur du quiz (<3 joueurs)
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return QUIZ_FORMATS
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}
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const IMAGE_FORMATS: QuizFormat[] = ["image_reveal"]
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function shuffle<T>(items: T[]): T[] {
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const arr = [...items]
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@ -47,44 +27,68 @@ function shuffle<T>(items: T[]): T[] {
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return arr
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}
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/** Précharge les questions de la partie. À appeler avant de lancer le moteur. */
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export async function prepareQuizForRoom(room: ServerRoom): Promise<void> {
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const formats = quizFormatsFor(room.settings)
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const needed = room.settings.rounds.filter((r) => r.type === "quiz").length
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let queue: QuizQuestion[] = []
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let fromDb = false
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/** Charge un sous-pool (DB puis complément banque en dur) pour `need` manches. */
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async function loadGroup(
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room: ServerRoom,
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need: number,
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formats: QuizFormat[],
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isImage: boolean
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): Promise<QueueItem[]> {
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if (need <= 0) {
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return []
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}
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let items: QueueItem[] = []
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if (hasDb) {
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try {
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queue = await loadQuizPool(room.code, Math.max(needed, 1), formats)
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fromDb = queue.length > 0
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const rows = await loadQuizPool(room.code, need, formats)
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items = rows.map((question) => ({ question, fromDb: true }))
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} catch (err) {
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console.error("[quiz] chargement DB échoué, fallback banque en dur", err)
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}
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}
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if (queue.length === 0) {
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queue = shuffle(QUIZ_QUESTIONS.filter((q) => formats.includes(q.format)))
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fromDb = false
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if (items.length < need && !isImage) {
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// Complément depuis la banque en dur (uniquement le quiz, pas d'images en dur).
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const bank = shuffle(
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QUIZ_QUESTIONS.filter((q) => formats.includes(q.format))
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)
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for (const question of bank) {
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if (items.length >= need) break
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items.push({ question, fromDb: false })
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}
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poolByRoom.set(room, { queue, fromDb, formats })
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}
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return items
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}
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/** Pioche la prochaine question. Fallback aléatoire (formats autorisés) si vide. */
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/** Précharge les questions de la partie. À appeler avant de lancer le moteur. */
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export async function prepareQuizForRoom(room: ServerRoom): Promise<void> {
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const quizRounds = room.settings.rounds.filter((r) => r.type === "quiz")
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const needImage = quizRounds.filter((r) => r.pool === "image").length
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const needQuiz = quizRounds.length - needImage
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const quizGroup = await loadGroup(room, needQuiz, QUIZ_FORMATS, false)
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const imageGroup = await loadGroup(room, needImage, IMAGE_FORMATS, true)
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// On assemble la file dans l'ordre des manches (chacune pioche dans son sous-pool).
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const queue: QueueItem[] = []
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for (const r of quizRounds) {
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const group = r.pool === "image" ? imageGroup : quizGroup
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const item = group.shift()
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if (item) {
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queue.push(item)
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}
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}
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poolByRoom.set(room, queue)
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}
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/** Pioche la prochaine question. Fallback aléatoire (banque en dur) si vide. */
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export function takeQuestion(room: ServerRoom): {
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question: QuizQuestion
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fromDb: boolean
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} {
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const pool = poolByRoom.get(room)
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if (pool && pool.queue.length > 0) {
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return { question: pool.queue.shift()!, fromDb: pool.fromDb }
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}
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const formats = pool?.formats ?? ["mcq", "truefalse", "free"]
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const candidates = QUIZ_QUESTIONS.filter((q) => formats.includes(q.format))
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const bank = candidates.length > 0 ? candidates : QUIZ_QUESTIONS
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return {
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question: bank[Math.floor(Math.random() * bank.length)],
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fromDb: false,
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const queue = poolByRoom.get(room)
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if (queue && queue.length > 0) {
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return queue.shift()!
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}
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const q = QUIZ_QUESTIONS[Math.floor(Math.random() * QUIZ_QUESTIONS.length)]
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return { question: q, fromDb: false }
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}
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@ -65,7 +65,7 @@ export function BlindtestView({ snapshot }: { snapshot: RoomSnapshot }) {
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}, [showReveal, ready, api])
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return (
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<div className="flex w-full max-w-md flex-col gap-5">
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<div className="flex w-full max-w-lg flex-col gap-5">
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<header className="flex items-center justify-between">
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<span className="text-muted-foreground text-xs uppercase">
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Blindtest {snapshot.currentRound + 1} / {snapshot.totalRounds}
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@ -180,7 +180,7 @@ export function GameEndView({ snapshot }: { snapshot: RoomSnapshot }) {
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const rest = ranked.slice(3)
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return (
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<div className="flex w-full max-w-md flex-col gap-6 text-center">
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<div className="flex w-full max-w-lg flex-col gap-6 text-center">
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<header>
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<p className="text-muted-foreground text-xs uppercase">
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Partie terminée
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@ -354,8 +354,12 @@ interface PlayerStat {
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correct: number
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answered: number
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decoy: number
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speed: number
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}
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// Points de base d'une bonne réponse quiz/image ; le surplus = bonus de vitesse.
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const QUIZ_BASE_POINTS = 100
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function FunStats({
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recap,
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snapshot,
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@ -364,15 +368,25 @@ function FunStats({
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snapshot: RoomSnapshot
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}) {
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const stats = new Map<string, PlayerStat>(
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snapshot.players.map((p) => [p.id, { correct: 0, answered: 0, decoy: 0 }])
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snapshot.players.map((p) => [
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p.id,
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{ correct: 0, answered: 0, decoy: 0, speed: 0 },
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])
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)
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for (const r of recap) {
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const answered = new Set(r.answers.map((a) => a.playerId))
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const pointsBy = new Map(r.scorers.map((sc) => [sc.playerId, sc.points]))
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for (const a of r.answers) {
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const s = stats.get(a.playerId)
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if (s) {
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s.answered++
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if (a.correct) s.correct++
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if (a.correct) {
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s.correct++
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// Bonus de vitesse = points au-dessus de la base (quiz/images).
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if (r.type !== "blindtest") {
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s.speed += Math.max(0, (pointsBy.get(a.playerId) ?? 0) - QUIZ_BASE_POINTS)
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}
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}
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}
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}
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if (r.type === "blindtest") {
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@ -388,7 +402,8 @@ function FunStats({
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const players = snapshot.players
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const total = recap.length
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const nameOf = (id: string) => players.find((p) => p.id === id)?.name ?? "?"
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const stat = (id: string) => stats.get(id) ?? { correct: 0, answered: 0, decoy: 0 }
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const stat = (id: string) =>
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stats.get(id) ?? { correct: 0, answered: 0, decoy: 0, speed: 0 }
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const winners = (pick: (s: PlayerStat) => number, min = 1) => {
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const max = Math.max(0, ...players.map((p) => pick(stat(p.id))))
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return max >= min ? players.filter((p) => pick(stat(p.id)) === max) : []
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@ -405,6 +420,14 @@ function FunStats({
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if (brains.length && brains.length < players.length) {
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awards.push({ emoji: "🧠", label: "Le cerveau", ids: brains.map((p) => p.id) })
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}
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const fastest = winners((s) => s.speed)
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if (fastest.length && fastest.length < players.length) {
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awards.push({
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emoji: "⚡",
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label: "Le plus rapide",
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ids: fastest.map((p) => p.id),
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})
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}
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const decoy = winners((s) => s.decoy)
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if (decoy.length) {
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awards.push({
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@ -107,24 +107,25 @@ function shuffle<T>(items: T[]): T[] {
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return arr
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}
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/** Construit la séquence de manches selon le type de partie. */
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function buildRounds(
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gameType: GameType,
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quizCount: number,
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totalTracks: number
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): RoundConfig[] {
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if (gameType === "quiz" || gameType === "image") {
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return Array.from({ length: quizCount }, () => ({ type: "quiz" }))
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}
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if (gameType === "blindtest") {
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return Array.from({ length: totalTracks }, () => ({ type: "blindtest" }))
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}
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// Mixte : ordre mélangé pour qu'on ne sache pas ce qui vient ensuite.
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/** Construit la séquence de manches (chaque manche quiz porte son sous-pool). */
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function buildRounds(opts: {
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quiz: number
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image: number
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tracks: number
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shuffleOrder: boolean
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}): RoundConfig[] {
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const rounds: RoundConfig[] = [
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...Array.from({ length: quizCount }, () => ({ type: "quiz" as const })),
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...Array.from({ length: totalTracks }, () => ({ type: "blindtest" as const })),
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...Array.from({ length: opts.quiz }, () => ({
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type: "quiz" as const,
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pool: "quiz" as const,
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})),
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...Array.from({ length: opts.image }, () => ({
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type: "quiz" as const,
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pool: "image" as const,
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})),
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...Array.from({ length: opts.tracks }, () => ({ type: "blindtest" as const })),
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]
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return shuffle(rounds)
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return opts.shuffleOrder ? shuffle(rounds) : rounds
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}
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export function LobbyView({ snapshot }: { snapshot: RoomSnapshot }) {
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@ -135,7 +136,8 @@ export function LobbyView({ snapshot }: { snapshot: RoomSnapshot }) {
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const { gameType, mixedModes, blindtestMode, tracksPerPlayer } =
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snapshot.settings
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const [count, setCount] = useState(5)
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const [quizCount, setQuizCount] = useState(5)
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const [imageCount, setImageCount] = useState(5)
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const [busy, setBusy] = useState(false)
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const [error, setError] = useState<string | null>(null)
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@ -152,21 +154,21 @@ export function LobbyView({ snapshot }: { snapshot: RoomSnapshot }) {
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gameType === "blindtest" && !blindtestAvailable ? "quiz" : gameType
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const isMixed = effectiveType === "mixed"
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// Sous-modes effectivement actifs.
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const wantsQuestions =
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effectiveType === "quiz" ||
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effectiveType === "image" ||
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(isMixed && (mixedModes.includes("quiz") || mixedModes.includes("image")))
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const showQuestions = wantsQuestions
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// Sous-modes effectivement actifs (un réglage par sous-mode).
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const showQuiz =
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effectiveType === "quiz" || (isMixed && mixedModes.includes("quiz"))
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const showImage =
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effectiveType === "image" || (isMixed && mixedModes.includes("image"))
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const showBlindtest =
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effectiveType === "blindtest" ||
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(isMixed && mixedModes.includes("blindtest") && blindtestAvailable)
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const rounds = buildRounds(
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effectiveType,
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showQuestions ? count : 0,
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showBlindtest ? totalTracks : 0
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)
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const rounds = buildRounds({
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quiz: showQuiz ? quizCount : 0,
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image: showImage ? imageCount : 0,
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tracks: showBlindtest ? totalTracks : 0,
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shuffleOrder: isMixed,
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})
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// Blindtest : tout le monde doit avoir soumis son quota de titres.
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const allSubmitted =
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!showBlindtest ||
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@ -197,7 +199,7 @@ export function LobbyView({ snapshot }: { snapshot: RoomSnapshot }) {
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}
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return (
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<div className="flex w-full max-w-md flex-col gap-6">
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<div className="grid w-full gap-6 md:grid-cols-2 md:items-start">
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<section className="flex flex-col gap-2">
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<h2 className="text-muted-foreground text-sm font-medium">
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Joueurs ({snapshot.players.length})
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@ -226,6 +228,7 @@ export function LobbyView({ snapshot }: { snapshot: RoomSnapshot }) {
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</ul>
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</section>
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<div className="flex flex-col gap-6">
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{isHost && (
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<section className="flex flex-col gap-4 rounded-xl border p-4">
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<h2 className="text-muted-foreground text-xs font-medium uppercase tracking-wide">
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@ -292,25 +295,33 @@ export function LobbyView({ snapshot }: { snapshot: RoomSnapshot }) {
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</div>
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)}
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{/* Nombre de questions (quiz / images / mixte) */}
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{showQuestions && (
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{/* Nombre de questions de quiz */}
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{showQuiz && (
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<div className="flex items-center justify-between">
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<span className="flex items-center gap-1.5 text-sm font-medium">
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<Brain className="size-4" /> Questions de quiz
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</span>
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<Stepper value={quizCount} min={1} max={20} onChange={setQuizCount} />
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</div>
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)}
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{/* Nombre d'images */}
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{showImage && (
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<div className="flex flex-col gap-1">
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<div className="flex items-center justify-between">
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<span className="flex items-center gap-1.5 text-sm font-medium">
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{effectiveType === "image" ? (
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<ImageIcon className="size-4" />
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) : (
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<Brain className="size-4" />
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)}
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{effectiveType === "image" ? "Images" : "Questions"}
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<ImageIcon className="size-4" /> Images à deviner
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</span>
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<Stepper value={count} min={1} max={20} onChange={setCount} />
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<Stepper
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value={imageCount}
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min={1}
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max={20}
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onChange={setImageCount}
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/>
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</div>
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{effectiveType === "image" && (
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<p className="text-muted-foreground text-xs">
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Crée des questions « Image » dans le back-office au préalable.
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Nécessite des questions « Image » créées dans le back-office.
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</p>
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)}
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</div>
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)}
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@ -374,6 +385,7 @@ export function LobbyView({ snapshot }: { snapshot: RoomSnapshot }) {
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{error && <p className="text-destructive text-center text-sm">{error}</p>}
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</div>
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</div>
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)
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}
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@ -59,7 +59,7 @@ export function QuizView({ snapshot }: { snapshot: RoomSnapshot }) {
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}
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return (
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<div className="flex w-full max-w-md flex-col gap-5">
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<div className="flex w-full max-w-lg flex-col gap-5">
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<header className="flex items-center justify-between">
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<span className="text-muted-foreground text-xs uppercase">
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Question {snapshot.currentRound + 1} / {snapshot.totalRounds}
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@ -63,8 +63,17 @@ export function RoomPage({ code }: { code: string }) {
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: "game"
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return (
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<div className="flex min-h-svh items-start justify-center p-6 pt-12">
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<div className="flex w-full max-w-md flex-col gap-6">
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<div className="relative flex min-h-svh items-start justify-center overflow-hidden p-4 pt-10 sm:p-6 sm:pt-12">
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{/* Halo d'ambiance en fond */}
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<div
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aria-hidden
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className="pointer-events-none absolute top-[-20vmin] -z-10 size-[90vmin] rounded-full bg-gradient-to-br from-fuchsia-500/10 via-purple-500/5 to-cyan-400/10 blur-3xl"
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/>
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<div
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className={`flex w-full flex-col gap-6 transition-[max-width] ${
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phase === "lobby" ? "max-w-3xl" : "max-w-lg"
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}`}
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>
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<header className="flex items-center justify-between">
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<RoomCode code={snapshot.code} />
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<span
|
||||
|
|
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@ -29,6 +29,8 @@ export interface Player {
|
|||
/** Configuration d'une épreuve planifiée dans la séquence de la partie. */
|
||||
export interface RoundConfig {
|
||||
type: RoundType
|
||||
/** Pour une manche quiz : dans quel sous-pool piocher (quiz "classique" ou images). */
|
||||
pool?: "quiz" | "image"
|
||||
}
|
||||
|
||||
/** Réglages de la room, modifiables dans le lobby par l'hôte. */
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue