21 Commits

Author SHA1 Message Date
Mikayla Dobson
2c549e7020 backtrack to rework ui 2022-09-20 12:24:19 -05:00
75d161a10b beginning to define standards for chip design 2022-08-25 13:21:35 -05:00
e987a2aad8 introducing logic for color sorting of chips 2022-08-25 13:04:57 -05:00
4cfc41374e css migrated to scss, beginning to refactor 2022-08-25 12:09:42 -05:00
3156029ae0 beginning ui rework, integrate sass 2022-08-25 12:05:20 -05:00
134ab9a284 endgame logic; bug fix in gold chip for reserved cards 2022-08-19 13:35:23 -05:00
4d3f6bfeb4 patch for score calculations 2022-08-19 12:47:11 -05:00
8c6222864a allows player to take gold chip when reserving card 2022-08-17 12:10:07 -05:00
3cdc1a78c8 buy card appears to account for permanent resource upgrades 2022-08-17 11:44:45 -05:00
e922a73fa1 to do: differentiate between gold for purchase vs. held card for purchase 2022-08-16 12:48:05 -05:00
6914d44900 implemented purchase of a reserved card 2022-08-16 12:18:22 -05:00
40904d36d3 version maintenance 2022-08-16 11:31:22 -05:00
3234966629 merge conflict 2022-08-12 15:06:11 -05:00
15e32503e3 quick bug fix 2022-08-12 14:48:09 -05:00
fb38130c17 gold chips appear to function correctly? 2022-08-12 14:30:36 -05:00
2fba7b30fa recognizes gold chip requirement 2022-08-12 13:37:17 -05:00
74587d0a0e ui update: player card view shows number of each permanent resource upgrade 2022-08-12 11:19:37 -05:00
ab6a190cb5 in progress: gold chip functionality 2022-08-12 10:38:45 -05:00
6a40c0e592 tooExpensive gold chips test fails 2022-08-09 14:57:31 -05:00
35931eb8e5 implemented usePreviousPlayer, preparing to implement gold chip funcitonality 2022-08-09 14:27:59 -05:00
Mikayla Dobson
fd6d96737a Merge pull request #2 from innocuous-symmetry/rework-080522
Rework 080522
2022-08-06 19:28:44 -05:00
46 changed files with 3045 additions and 393 deletions

2441
package-lock.json generated

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@@ -10,18 +10,22 @@
"preview": "vite preview"
},
"dependencies": {
"react": "^18.2.0",
"react-dom": "^18.2.0",
"react": "^16.14.0",
"react-dom": "^16.14.0",
"react-router-dom": "^6.3.0",
"scss": "^0.2.4",
"sass": "^1.54.5",
"uuid": "^8.3.2"
},
"devDependencies": {
"@testing-library/react": "^13.3.0",
"@types/enzyme": "^3.10.12",
"@types/enzyme-adapter-react-16": "^1.0.6",
"@types/react": "^18.0.15",
"@types/react-dom": "^18.0.6",
"@types/uuid": "^8.3.4",
"@vitejs/plugin-react": "^2.0.0",
"enzyme": "^3.11.0",
"enzyme-adapter-react-16": "^1.15.6",
"jsdom": "^20.0.0",
"typescript": "^4.6.4",
"vite": "^3.0.0",

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@@ -1,41 +0,0 @@
#root {
display: flex;
align-items: center;
justify-content: center;
max-width: 1280px;
margin: 0 auto;
padding: 2rem;
text-align: center;
}
.card-row {
display: flex;
flex-flow: column nowrap;
margin: 2rem;
width: 80vw;
}
.card-row-cards-visible {
display: flex;
flex-flow: row nowrap;
width: 100%;
justify-content: space-around;
}
.card {
width: 25%;
}
.tier-1 {
background-color: green;
}
.tier-2 {
background-color: yellow;
color: black;
}
.tier-3 {
background-color: blue;
}

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@@ -1,11 +1,11 @@
import { BrowserRouter, Routes, Route } from 'react-router-dom'
import { initialState } from './util/stateSetters';
import { useEffect, useState } from 'react'
import { initialState } from './hooks/stateSetters';
import { useState } from 'react'
import Gameboard from './components/Gameboard/Gameboard'
import GameConstructor from './components/GameConstructor';
import './App.css'
import ResumeGame from './components/ResumeGame';
import "./sass/App.scss";
function App() {
const [state, setState] = useState(initialState);

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@@ -1,7 +1,7 @@
import { v4 } from 'uuid';
import { CardProps } from '../../util/propTypes';
import { ResourceCost } from '../../util/types';
import { useCurrentPlayer } from '../../util/useCurrentPlayer';
import { useCurrentPlayer } from '../../hooks/useCurrentPlayer';
import { buyCardActions } from '../Player/ActionMethods';
import { hasMaxReserved, reserveCard } from '../Player/ActionMethods/reserveCardActions';
const { buyCard, tooExpensive } = buyCardActions;
@@ -12,32 +12,36 @@ export default function Card({ data, state, setState }: CardProps) {
if (!data) return <div className="card"></div>;
return (
<div className="card">
<div className="top-row">
<p>Counts as: {data.gemValue}</p>
<p>Point value: {data.points || 0}</p>
<p>Cost:</p>
{
Object.keys(data.resourceCost).map((key: keyof ResourceCost | string) => {
// @ts-ignore
return (data.resourceCost[key as keyof ResourceCost] > 0) && <p key={v4()}>{key}: {data.resourceCost[key as keyof ResourceCost]}</p>
})
}
{ state.actions.buyCard.active &&
<button
onClick={() => buyCard(state, setState, data)}
disabled={tooExpensive(data, state)}>
Buy This Card
</button>
}
{ state.actions.reserveCard.active &&
<button
onClick={() => reserveCard(state, setState, data)}
disabled={hasMaxReserved(currentPlayer)}>
Reserve This Card
</button>
}
<div className="card" key={v4()}>
<p>Counts as: {data.gemValue}</p>
<p>Point value: {data.points || 0}</p>
<p>Cost:</p>
<div className="total-card-cost">
{
Object.keys(data.resourceCost).map((key: keyof ResourceCost | string) => {
// @ts-ignore
return (data.resourceCost[key as keyof ResourceCost] > 0) && (
<p key={v4()} className={`card-cost-${key}`}>
{data.resourceCost[key as keyof ResourceCost]}
</p>
)
})
}
</div>
{ state.actions.buyCard.active &&
<button
onClick={() => buyCard(state, setState, data)}
disabled={tooExpensive(data, state)}>
Buy This Card
</button>
}
{ state.actions.reserveCard.active &&
<button
onClick={() => reserveCard(state, setState, data)}
disabled={hasMaxReserved(currentPlayer)}>
Reserve This Card
</button>
}
</div>
)
}

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@@ -0,0 +1,48 @@
@import "../../sass/helper/mixins";
@import "../../sass/helper/placeholders";
.card-row {
display: flex;
flex-flow: column nowrap;
margin: 2rem;
width: 80vw;
.card-row-cards-visible {
display: flex;
flex-flow: row nowrap;
width: 100%;
justify-content: space-around;
}
.card {
width: 25%;
border: 2px solid black;
> * {
margin: 1rem;
}
.total-card-cost {
display: flex;
justify-content: center;
@include map-gem-values(".card-cost");
p {
@extend %chip-design;
}
}
}
}
.tier-1 {
background-color: rgb(9, 67, 9);
}
.tier-2 {
background-color: rgb(174, 174, 32);
color: black;
}
.tier-3 {
background-color: rgb(35, 35, 167);
}

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@@ -3,6 +3,7 @@ import { CardData } from "../../util/types"
import Card from "../Card/Card"
import { v4 } from 'uuid';
import cardTierToKey from '../../util/cardTierToKey';
import "./CardRow.scss";
export default function CardRow({tier, state, setState}: CardRowProps) {
const typedTier = cardTierToKey(tier);

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@@ -65,7 +65,13 @@ export default function GameConstructor({ state, setState }: StateProps) {
turnActive: val.starter,
points: 0,
nobles: new Array<NobleData>,
cards: new Array<CardData>,
cards: {
ruby: new Array<CardData>,
sapphire: new Array<CardData>,
emerald: new Array<CardData>,
diamond: new Array<CardData>,
onyx: new Array<CardData>,
},
inventory: {
ruby: 0,
sapphire: 0,

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@@ -1,21 +1,25 @@
// types, data, utils
import { AppState, ResourceCost } from '../../util/types';
import { useCallback, useEffect, useState } from 'react';
import { Link } from 'react-router-dom';
import initializeBoard, { setCardRows } from '../../util/initializeBoard';
import { AppState, PlayerData, ResourceCost } from '../../util/types';
import { getChipsActions } from '../Player/ActionMethods';
import { StateProps } from '../../util/propTypes';
import { Link } from 'react-router-dom';
import './Gameboard.scss';
// components
import Nobles from './Nobles';
import initializeBoard, { setCardRows } from '../../util/initializeBoard';
import Nobles from '../Nobles/Nobles';
import AvailableChips from '../Resources/AvailableChips';
import AllPlayers from '../Player/AllPlayers';
import CardRow from '../Card/CardRow';
import SelectionView from '../Resources/SelectionView';
import { useCurrentPlayer } from '../../hooks/useCurrentPlayer';
import usePreviousPlayer from '../../hooks/usePreviousPlayer';
const { validateChips } = getChipsActions;
export default function Gameboard({ state, setState }: StateProps) {
const [view, setView] = useState(<p>Loading...</p>);
const [endgame, setEndgame] = useState<PlayerData>();
// callbacks for lifting state
const liftSelection = useCallback((value: keyof ResourceCost) => {
@@ -43,21 +47,34 @@ export default function Gameboard({ state, setState }: StateProps) {
}, [state]);
// util functions, setup on mount
useEffect(() => {
initializeBoard(state, setState);
}, [])
useEffect(() => initializeBoard(state, setState), [])
useEffect(() => {
setCardRows(state);
for (let player of state.players) {
if (player.points >= 15) {
console.log('trigger endgame');
}
}
}, [state])
// displays state of board if data is populated, otherwise points to game constructor
// endgame logic: once triggered, sets "endgame" to the player who triggered the effect
useEffect(() => {
const previousPlayer = usePreviousPlayer(state);
if (previousPlayer && previousPlayer.points >= 15) setEndgame(previousPlayer);
}, [state])
// endgame logic: determines the player with highest score after remaining allowed turns
useEffect(() => {
if (endgame) {
let winner: PlayerData;
const currentPlayer = useCurrentPlayer(state);
if (!currentPlayer) return;
if (currentPlayer.id <= endgame.id) {
const winnerData = state.players;
winner = winnerData.sort((x,y) => x.points - y.points)[0];
console.log(winner.name + ' wins!');
}
}
}, [state, endgame])
// rendering: displays state of board if data is populated, otherwise points to game constructor
useEffect(() => {
if (!state.players.length) {
setView(
@@ -82,6 +99,5 @@ export default function Gameboard({ state, setState }: StateProps) {
}
}, [state]);
// render
return view
}

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@@ -1,6 +1,6 @@
import { expect, it, describe, vi } from 'vitest';
import initializeBoard from '../../util/initializeBoard';
import { initialState } from '../../util/stateSetters';
import { initialState } from '../../hooks/stateSetters';
import { AppState, setStateType } from '../../util/types';
describe('game config', () => {

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@@ -1,7 +1,7 @@
import { v4 } from "uuid";
import { NobleData, ResourceCost } from "../../util/types";
import { StateProps } from "../../util/propTypes";
import "./Nobles.css"
import "../Nobles/Nobles.scss"
export default function Nobles({ state }: StateProps) {
if (!state.gameboard.nobles.length) {

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@@ -1,5 +1,5 @@
import getTotalBuyingPower from "./getTotalBuyingPower";
import { NobleData, PlayerData, ResourceCost } from "./types";
import getTotalBuyingPower from "../../util/getTotalBuyingPower";
import { NobleData, PlayerData, ResourceCost } from "../../util/types";
export const canPickUpNoble = (player: PlayerData, noble: NobleData) => {
const totalBuyingPower = getTotalBuyingPower(player);

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@@ -1,57 +0,0 @@
import { expensiveCard, midGameCardOne, midGameCardTwo, midGameState, mockPlayerOne, mockPlayerTwo, mockState } from '../../../util/testUtils';
import { buyCard, tooExpensive } from './buyCardActions';
import getTotalBuyingPower from '../../../util/getTotalBuyingPower';
import { useCurrentPlayer } from '../../../util/useCurrentPlayer';
import { AppState, CardData, PlayerData, ResourceCost } from '../../../util/types';
import { test, expect, describe, vi, afterEach } from 'vitest';
import { renderHook } from "@testing-library/react";
import React, { useState } from 'react';
import { turnOrderUtil } from '../../../util/turnOrderUtil';
afterEach(() => {
vi.restoreAllMocks();
})
describe('buy cards', () => {
test('detects unaffordable cards', () => {
const result = tooExpensive(expensiveCard, mockState);
expect(result).toBeTruthy();
})
test('calculates total buying power', () => {
let modifiedState = {
...mockState,
players: [
{
...mockPlayerOne,
inventory: {
ruby: 3,
sapphire: 3,
emerald: 3,
onyx: 3,
diamond: 3,
gold: 3
},
cards: [expensiveCard]
},
mockPlayerTwo
]
}
const totalBuyingPower = getTotalBuyingPower(mockPlayerOne);
const expectedValue = {
ruby: 3,
sapphire: 3,
emerald: 3,
onyx: 3,
diamond: 4,
gold: 3
}
expect(totalBuyingPower).toStrictEqual(expectedValue);
})
})
// describe('get chips', () => {})
// describe('reserve card', () => {})

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@@ -1,18 +1,34 @@
import { turnOrderUtil } from "../../../util/turnOrderUtil";
import { AppState, CardData, FullDeck, ResourceCost, setStateType } from "../../../util/types";
import { useCurrentPlayer } from "../../../util/useCurrentPlayer";
import getTotalBuyingPower from "../../../util/getTotalBuyingPower";
import { initialActions, setStateGetNoble } from "../../../util/stateSetters";
import { canPickUpNoble } from "../../../util/canPickUpNoble";
import { AppState, CardData, PlayerCards, ResourceCost, setStateType } from "../../../util/types";
import cardTierToKey from "../../../util/cardTierToKey";
import { canPickUpNoble } from "../../Nobles/canPickUpNoble";
import { initialActions, setStateGetNoble } from "../../../hooks/stateSetters";
import { useCurrentPlayer } from "../../../hooks/useCurrentPlayer";
import usePreviousPlayer from "../../../hooks/usePreviousPlayer";
export const tooExpensive = (card: CardData, state: AppState): boolean => {
const currentPlayer = useCurrentPlayer(state);
if (!currentPlayer) return true;
for (let [cardGemType, cardCost] of Object.entries(card.resourceCost)) {
let availableGold = currentPlayer.inventory.gold || 0;
// iterate through resource costs on card
for (let [cardResource, cardQuantity] of Object.entries(card.resourceCost)) {
let totalBuyingPower = getTotalBuyingPower(currentPlayer);
for (let [heldResource, quantity] of Object.entries(totalBuyingPower)) {
if (cardGemType === heldResource && quantity < cardCost) {
return true;
// iterate through each section of player's total buying power
for (let [heldResource, heldQuantity] of Object.entries(totalBuyingPower)) {
// match card resource to held quantity
if (cardResource === heldResource) {
let adjustedQuantity = heldQuantity;
// enter while loop if adjustedQuantity does not cover cost
while (adjustedQuantity < cardQuantity) {
// if there is no gold available to modify cost, card is too expensive
if (!availableGold) return true;
// else, add to the insufficient quantity and decrement available gold
adjustedQuantity++;
availableGold--;
}
}
}
}
@@ -28,52 +44,96 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
// shift turn order and identify current player in new player state
const { newPlayers, roundIncrement } = turnOrderUtil(prev, currentPlayer);
const idx = newPlayers.indexOf(currentPlayer);
const updatedPlayer = newPlayers[idx];
// pointers for each value to be modified
const cardCost = card.resourceCost;
const playerBuyingPower = getTotalBuyingPower(currentPlayer);
const newPlayerInventory = updatedPlayer.inventory;
// assign pointers
const newResourcePool = prev.gameboard.tradingResources;
const cardCost = card.resourceCost;
const updatedPlayer = newPlayers[idx];
let availableGold = updatedPlayer.inventory['gold'] || 0;
for (let key of Object.keys(cardCost)) {
// iterate and perform purchase logic
for (let key of Object.keys(updatedPlayer.inventory)) {
const typedKey = key as keyof ResourceCost;
let adjustedCost = cardCost[typedKey];
let adjustedInventoryValue = newPlayerInventory[typedKey];
let adjustedResourcePoolValue = newResourcePool[typedKey] || 0;
if (!adjustedCost || !adjustedInventoryValue) continue;
if (key === 'gold') continue;
if (cardCost[typedKey] === 0) continue;
// before decrementing player inventory values, account for total buying power
const buyingPowerDifference = playerBuyingPower[typedKey] - adjustedInventoryValue;
adjustedCost -= buyingPowerDifference;
// derived pointers for sections of state
let inventoryPointer = updatedPlayer.inventory[typedKey] || 0;
let resourcePoolPointer = newResourcePool[typedKey] || 0;
let cardCostPointer = cardCost[typedKey] || 0;
let heldCardPointer = updatedPlayer.cards[key as keyof PlayerCards].length || 0;
let goldToReturn = 0;
while (adjustedCost > 0) {
adjustedInventoryValue--;
adjustedCost--;
adjustedResourcePoolValue++;
// reduce required cost by number of permanent resources
while (heldCardPointer > 0) {
heldCardPointer--;
cardCostPointer--;
}
// assign modified values to player inventory and resource pool
newPlayerInventory[typedKey] = adjustedInventoryValue;
newResourcePool[typedKey] = adjustedResourcePoolValue;
// use available gold to account for difference between cardCost and inventory
while (cardCostPointer > inventoryPointer) {
if (availableGold > 0) {
availableGold--;
cardCostPointer--;
goldToReturn++;
} else {
break;
}
}
// redistribute gold back into resource pool
while (goldToReturn > 0) {
updatedPlayer.inventory['gold'] && updatedPlayer.inventory['gold']--;
newResourcePool['gold'] && newResourcePool['gold']++;
goldToReturn--;
}
// complete remaining details of transaction
while (cardCostPointer > 0) {
cardCostPointer--;
inventoryPointer--;
resourcePoolPointer++;
}
// reassign to higher scope variables
newResourcePool[typedKey] = resourcePoolPointer;
updatedPlayer.inventory[typedKey] = inventoryPointer;
updatedPlayer.inventory['gold'] = availableGold;
}
// connect modified player state to updated list of all players
updatedPlayer.inventory = newPlayerInventory;
updatedPlayer.cards = [...updatedPlayer.cards, card];
updatedPlayer.points = updatedPlayer.points + (card.points || 0);
newPlayers[idx] = updatedPlayer;
// update player's held cards
updatedPlayer.cards = {
...updatedPlayer.cards,
[card.gemValue]: [...updatedPlayer.cards[card.gemValue as keyof PlayerCards], card]
}
// attempt to queue replacement card from full deck
const typedCardTier = ["tierThree", "tierTwo", "tierOne"][2 - (card.tier-1)] as keyof FullDeck;
let reservedCardCheck = false;
// checks if current card was bought from reserved cards, removing it if so
if (updatedPlayer.reservedCards) {
let beforeLength = updatedPlayer.reservedCards.length;
updatedPlayer.reservedCards = updatedPlayer.reservedCards.filter((each: CardData) => each.resourceCost !== card.resourceCost);
let afterLength = updatedPlayer.reservedCards.length;
if (beforeLength !== afterLength) reservedCardCheck = true;
}
let newScore = 0;
for (let each in updatedPlayer.cards) {
updatedPlayer.cards[each as keyof PlayerCards].forEach((value: CardData) => newScore += (value.points || 0));
// newScore += updatedPlayer.cards[each as keyof PlayerCards].length;
}
newScore += (updatedPlayer.nobles.length * 3)
updatedPlayer.points = newScore;
const typedCardTier = cardTierToKey(card.tier);
let newFullDeckTargetTier = prev.gameboard.deck[typedCardTier];
const replacementCard = newFullDeckTargetTier.shift();
// isolate the affected row of face up cards, remove the purchased card
let newTargetCardRow = prev.gameboard.cardRows[typedCardTier];
newTargetCardRow = newTargetCardRow.filter((data: CardData) => data.resourceCost !== card.resourceCost);
// push replacement card to face up card, if exists
if (replacementCard) newTargetCardRow.push(replacementCard);
if (!reservedCardCheck) {
const replacementCard = newFullDeckTargetTier.shift();
newTargetCardRow = newTargetCardRow.filter((data: CardData) => data.resourceCost !== card.resourceCost);
if (replacementCard) newTargetCardRow.push(replacementCard);
}
return {
...prev,
@@ -95,10 +155,15 @@ export const buyCard = (state: AppState, setState: setStateType, card: CardData)
}
});
for (let each of state.gameboard.nobles) {
if (canPickUpNoble(currentPlayer, each)) {
console.log(`${currentPlayer.name} can pick up noble ${state.gameboard.nobles.indexOf(each)}`);
setState((prev) => setStateGetNoble(prev, each));
console.log(state.players);
// iterates through gameboard nobles to determine if any can be acquired
for (let noble of state.gameboard.nobles) {
const previousPlayer = usePreviousPlayer(state);
if (!previousPlayer) return;
if (canPickUpNoble(previousPlayer, noble)) {
setState((prev) => setStateGetNoble(prev, noble, previousPlayer));
}
}
}

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@@ -1,8 +1,8 @@
import { AppState, PlayerData, setStateType } from '../../../util/types';
import { useCurrentPlayer } from '../../../util/useCurrentPlayer';
import { useCurrentPlayer } from '../../../hooks/useCurrentPlayer';
// @ts-ignore
import { turnOrderUtil } from '../../../util/turnOrderUtil';
import { initialActions } from "../../../util/stateSetters";
import { initialActions } from "../../../hooks/stateSetters";
export const hasMaxChips = (player: PlayerData | null): boolean => {
if (!player) return true;

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@@ -1,8 +1,8 @@
import cardTierToKey from "../../../util/cardTierToKey";
import { initialActions } from "../../../util/stateSetters";
import { initialActions } from "../../../hooks/stateSetters";
import { turnOrderUtil } from "../../../util/turnOrderUtil";
import { AppState, CardData, FullDeck, PlayerData, setStateType } from "../../../util/types";
import { useCurrentPlayer } from "../../../util/useCurrentPlayer";
import { useCurrentPlayer } from "../../../hooks/useCurrentPlayer";
export const goldAllowable = (player: PlayerData | null): boolean => {
if (!player) return false;
@@ -29,13 +29,20 @@ export const reserveCard = (state: AppState, setState: setStateType, card: CardD
setState((prev: AppState) => {
const { newPlayers, roundIncrement } = turnOrderUtil(prev, currentPlayer);
const updatedPlayer = {
...currentPlayer,
reservedCards: currentPlayer.reservedCards ? [...currentPlayer.reservedCards, card] : [card],
inventory: goldAllowable(currentPlayer) ? {
const updatedPlayer = currentPlayer;
updatedPlayer.reservedCards = currentPlayer.reservedCards ? [
...currentPlayer.reservedCards, card
] : [card];
const newResources = prev.gameboard.tradingResources;
if (prev.actions.reserveCard.includeGold && newResources.gold) {
updatedPlayer.inventory = {
...currentPlayer.inventory,
gold: currentPlayer.inventory.gold && currentPlayer.inventory.gold + 1
} : currentPlayer.inventory
gold: currentPlayer.inventory.gold ? currentPlayer.inventory.gold + 1 : 1
}
newResources.gold = newResources.gold - 1;
}
const idx = newPlayers.indexOf(currentPlayer);

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@@ -0,0 +1,125 @@
import { describe, expect, it, test, vi } from "vitest"
import Adapter from 'enzyme-adapter-react-16';
import { shallow } from "enzyme"
import { initialState } from "../../../../hooks/stateSetters"
import { mockCardRows, mockPlayerOne, mockPlayerTwo, sampleTierOneCard } from "../../../../util/testUtils"
import { AppState, PlayerData, setStateType } from "../../../../util/types"
import { buyCard, tooExpensive } from "../buyCardActions"
import { configure } from "enzyme";
import Player from "../../Player"
configure({ adapter: new Adapter() });
const testPlayer: PlayerData = {
name: "Test Player",
id: 1,
starter: true,
turnActive: true,
points: 0,
cards: {
ruby: [],
sapphire: [],
emerald: [],
diamond: [],
onyx:[]
},
nobles: [],
inventory: {
ruby: 1,
sapphire: 1,
emerald: 1,
diamond: 1,
onyx: 1
}
}
describe("buy card methods", () => {
describe("tooExpensive", () => {
it('detects unaffordable cards', () => {
const sampleState: AppState = {
...initialState,
players: [testPlayer, mockPlayerTwo]
}
expect(tooExpensive(sampleTierOneCard, sampleState)).toBeTruthy();
})
it('accounts for gold chips', () => {
const goldPlayer: PlayerData = {
...testPlayer,
inventory: {
ruby: 1,
sapphire: 1,
emerald: 1,
diamond: 1,
onyx: 2,
gold: 1
}
}
const sampleState: AppState = {
...initialState,
players: [goldPlayer, mockPlayerTwo],
}
expect(tooExpensive(sampleTierOneCard, sampleState)).toBeFalsy();
})
})
describe('buyCard', () => {
const setState: setStateType = vi.fn();
test('renders Player component', () => {
const wrapper = shallow(<Player player={testPlayer} state={initialState} setState={setState} />)
const name = wrapper.contains("Test Player");
expect(name).toBeTruthy();
})
it('updates player inventory', () => {
// const updatedPlayerOne: PlayerData = {
// ...mockPlayerOne,
// inventory: {
// ...mockPlayerOne.inventory,
// onyx: 3
// }
// }
// const currentState: AppState = {
// ...initialState,
// players: [updatedPlayerOne, mockPlayerTwo],
// gameboard: {
// ...initialState.gameboard,
// cardRows: mockCardRows
// }
// }
// // shallow renders a new gameboard component which encapsulates current players
// const wrapper = shallow(<Gameboard state={currentState} setState={setState} />)
// initializeBoard(currentState, setState);
// expect(currentState.gameboard.cardRows.tierOne).toHaveLength(4);
// expect(currentState.gameboard.cardRows.tierOne).toContain(sampleTierOneCard);
// const playerUI = shallow((<Player player={updatedPlayerOne} state={currentState} setState={setState}></Player>))
// expect(playerUI.children()).toContain("Name: Player One");
})
it('spends a player\'s gold when necessary', () => {
})
it('updates gameboard resources', () => {
})
it('triggers player to pick up first possible noble', () => {
})
it('only allows one noble to be acquired at a time', () => {
expect(1).toBe(0);
})
})
})
export default {}

View File

@@ -1,8 +1,8 @@
import { describe, expect, it, test } from "vitest";
import { initialActions } from "../../../util/stateSetters";
import { mockPlayerOne, mockState } from "../../../util/testUtils";
import { AppState, PlayerData } from "../../../util/types";
import { hasMaxChips, validateChips } from "./getChipsActions";
import { initialActions } from "../../../../hooks/stateSetters";
import { mockPlayerOne, mockState } from "../../../../util/testUtils";
import { AppState, PlayerData } from "../../../../util/types";
import { hasMaxChips, validateChips } from "../getChipsActions";
const getChipsState: AppState = {
...mockState,
@@ -75,8 +75,4 @@ describe('get chips', () => {
}
})
})
describe('getChips', () => {
})
})

View File

@@ -0,0 +1 @@
export default {}

View File

@@ -1,9 +0,0 @@
.all-players {
display: flex;
background-color: rgb(237, 213, 156);
color: black;
}
.all-players p {
margin: 1rem;
}

View File

@@ -0,0 +1,27 @@
@import '../../sass/helper/mixins';
@import '../../sass/helper/placeholders';
.all-players {
display: flex;
background-color: rgb(237, 213, 156);
color: black;
.player-ui {
p {
margin: 1rem;
}
.subheader {
font-weight: bold;
}
.resources {
.player-chips-enum {
display: flex;
justify-content: center;
@include map-gem-values(".player-chip");
p {
@extend %chip-design;
}
}
}
}
}

View File

@@ -2,7 +2,7 @@ import { v4 } from "uuid";
import Player from "./Player";
import { PlayerData } from "../../util/types";
import { StateProps } from "../../util/propTypes";
import "./AllPlayers.css"
import "./AllPlayers.scss"
export default function AllPlayers({ state, setState }: StateProps) {
const playerPool = state.players?.map((player: PlayerData) => <Player key={v4()} player={player} state={state} setState={setState} />);

View File

@@ -1,10 +1,11 @@
import { setStateAwaitAction, setStateBuyCard, setStateGetChips, setStateReserveCard } from "../../util/stateSetters";
import { setStateAwaitAction, setStateBuyCard, setStateGetChips, setStateReserveCard } from "../../hooks/stateSetters";
import { useEffect, useState } from "react";
import { PlayerProps } from "../../util/propTypes";
import { CardData, PlayerData } from "../../util/types"
import { hasMaxReserved } from "./ActionMethods/reserveCardActions";
import { hasMaxChips } from "./ActionMethods/getChipsActions";
import { v4 } from "uuid";
import Card from "../Card/Card";
export default function Player({ player, state, setState }: PlayerProps) {
const [dynamic, setDynamic] = useState<PlayerData>();
@@ -17,24 +18,12 @@ export default function Player({ player, state, setState }: PlayerProps) {
useEffect(() => {
dynamic && setCardView(
<>
<p>Cards:</p>
{
dynamic.cards.map((data: CardData) => {
return (
<div key={v4()} className="mini-card" style={{backgroundColor: 'white'}}>
<p>{data.gemValue} card</p>
<p>{data.points + " points" || null}</p>
{
Object.entries(data.resourceCost).map(([key, value]) => {
return value > 0 && <p key={v4()}>{key}: {value}</p>
})
}
</div>
)
})
}
</>
<div className="card-view">
<p>Cards:</p>
{
Object.entries(dynamic.cards).map(([key, value]) => value.length > 0 && <p className={`mini-card ${key}`} key={v4()}>{key}: {value.length}</p>)
}
</div>
)
dynamic && setReservedView(
@@ -42,17 +31,7 @@ export default function Player({ player, state, setState }: PlayerProps) {
<p>Reserved cards:</p>
{
dynamic.reservedCards?.map((data: CardData) => {
return (
<div key={v4()} className="mini-card" style={{backgroundColor: 'white'}}>
<p>{data.gemValue} cards</p>
<p>{data.points + " points" || null}</p>
{
Object.entries(data.resourceCost).map(([key, value]) => {
return value > 0 && <p key={v4()}>{key}: {value}</p>
})
}
</div>
)
return <Card key={v4()} data={data} state={state} setState={setState} />
})
}
</>
@@ -78,29 +57,46 @@ export default function Player({ player, state, setState }: PlayerProps) {
return (
<div className="player-ui" key={v4()}>
{/* Static Data */}
<section className="player-constants">
<p>Name: {player.name}</p>
<p>Is {player.starter || "not"} round starter</p>
</section>
<p className="subheader">Name: {player.name} {player.starter && "(round starter)"}</p>
{/* Dynamic data from state */}
<section className="turn-and-action-based">
<p>Score: {dynamic && dynamic.points}</p>
<p>{dynamic?.turnActive ? "It's your turn!" : "..."}</p>
<button disabled={dynamic && hasMaxChips(dynamic)} onClick={() => handleClick(0)}>Get Chips</button>
<button onClick={() => handleClick(1)}>Buy Card</button>
<button disabled={dynamic && hasMaxReserved(dynamic)} onClick={() => handleClick(2)}>Reserve Card</button>
{/* Player actions */}
<button
disabled={(dynamic && hasMaxChips(dynamic)) || (!dynamic?.turnActive)}
onClick={() => handleClick(0)}>
Get Chips
</button>
<button
disabled={!dynamic?.turnActive}
onClick={() => handleClick(1)}>
Buy Card
</button>
<button
disabled={(dynamic && hasMaxReserved(dynamic)) || (!dynamic?.turnActive)}
onClick={() => handleClick(2)}>
Reserve Card
</button>
</section>
<section className="resources">
<strong>{dynamic?.name}'s Resources</strong>
<p className="subheader">{dynamic?.name}'s Resources</p>
<div className="player-chips">
<p>Chips:</p>
{ dynamic && Object.entries(dynamic.inventory).map(([key,value]) => {
return value > 0 && <p key={v4()}>{key}: {value}</p>
})}
<div className="player-chips-enum">
{ dynamic && Object.entries(dynamic.inventory).map(([key,value]) => {
return value > 0 && (
<p key={v4()} className={`player-chip-${key}`}>{value}</p>
)
})}
</div>
</div>
<div className="player-cards">

View File

@@ -1,10 +1,14 @@
@import "../../sass/helper/mixins";
.available-chips {
display: flex;
flex-flow: row nowrap;
background-color: rgb(236, 238, 186);
color: black;
}
.available-chips p {
margin: 1rem;
p {
margin: 1rem;
}
@include map-gem-values(".chips");
}

View File

@@ -1,28 +1,26 @@
import { ResourceProps } from "../../util/propTypes";
import { ResourceCost } from "../../util/types";
import { useEffect } from "react";
import { v4 } from "uuid";
import "./AvailableChips.css"
export default function AvailableChips({ state, setState, liftSelection }: ResourceProps) {
useEffect(() => {
return;
}, [state])
import "./AvailableChips.scss"
export default function AvailableChips({ state, liftSelection }: ResourceProps) {
return (
<div className="available-chips">
<div className={state.actions.getChips.active ? 'available-chips' : 'hidden'}>
{
Object.keys(state.gameboard.tradingResources).map((key: string | keyof ResourceCost) => {
Object.keys(state.gameboard.tradingResources).map((key: string) => {
const typedKey = key as keyof ResourceCost;
return (
<div key={v4()} className={`chips-${key}`}>
<button
key={v4()}
value={key}
onClick={() => liftSelection(key as keyof ResourceCost)}
>
{key}: {state.gameboard.tradingResources[key as keyof ResourceCost]}
</button>
</div>
<button
key={v4()}
value={key}
className={`chips-${key}`}
// @ts-ignore
disabled={state.gameboard.tradingResources[typedKey] <= 0}
onClick={() => liftSelection(typedKey)}
>
{key}: {state.gameboard.tradingResources[typedKey]}
</button>
)
})
}

View File

@@ -0,0 +1,16 @@
@import "../../sass/helper/mixins";
.selection-view {
.current-selections {
display: flex;
align-items: center;
justify-content: center;
@include map-gem-values(".selection-value");
p {
margin: 1rem;
padding: 0.5rem;
border-radius: 25%;
}
}
}

View File

@@ -1,16 +1,17 @@
import { useEffect, useState } from "react";
import { StateProps } from "../../util/propTypes";
import { useCurrentPlayer } from "../../util/useCurrentPlayer";
import { useCurrentPlayer } from "../../hooks/useCurrentPlayer";
import { GetChipsHTML, ReserveCardHTML } from "./ViewHTML";
import './SelectionView.scss';
export default function SelectionView({ state, setState }: StateProps) {
const [currentPlayer, setCurrentPlayer] = useState(useCurrentPlayer(state));
const actionTypes = [
state.actions.getChips,
state.actions.buyCard,
state.actions.reserveCard
]
const [view, setView] = useState(<></>);
useEffect(() => {

View File

@@ -1,10 +1,10 @@
import { v4 } from "uuid";
import { useEffect, useState } from "react";
import { setStateGetChips } from "../../util/stateSetters";
import { v4 } from "uuid";
import { setStateGetChips, setStateReserveCard, setStateReservePlusGold } from "../../hooks/stateSetters";
import { useCurrentPlayer } from "../../hooks/useCurrentPlayer";
import { StateProps } from "../../util/propTypes";
import { ResourceCost } from "../../util/types";
import { getChipsActions } from "../Player/ActionMethods";
import { useCurrentPlayer } from "../../util/useCurrentPlayer";
import { hasMaxChips } from "../Player/ActionMethods/getChipsActions";
const { getChips } = getChipsActions;
@@ -28,7 +28,7 @@ export const GetChipsHTML = ({ state, setState }: StateProps) => {
<div className="current-selections">
{
state.actions.getChips.active &&
state.actions.getChips.selection?.map((each: keyof ResourceCost) => <p key={v4()}>{each}</p>)
state.actions.getChips.selection?.map((each: keyof ResourceCost) => <p className={`selection-value-${each}`} key={v4()}>{each}</p>)
}
</div>
{
@@ -42,12 +42,21 @@ export const GetChipsHTML = ({ state, setState }: StateProps) => {
}
export const ReserveCardHTML = ({ state, setState }: StateProps) => {
const [takeGold, setTakeGold] = useState("");
const [takeGold, setTakeGold] = useState(false);
const currentPlayer = useCurrentPlayer(state);
useEffect(() => {
})
switch (takeGold) {
case true:
setState((prev) => setStateReservePlusGold(prev));
break;
case false:
setState((prev) => setStateReserveCard(prev));
break;
default:
break;
}
}, [takeGold]);
return (
<div className="selection-view">
@@ -60,8 +69,8 @@ export const ReserveCardHTML = ({ state, setState }: StateProps) => {
<input
id="take-gold-yes"
value="Yes"
checked={takeGold === "Yes"}
onChange={() => setTakeGold("Yes")}
checked={takeGold}
onChange={() => setTakeGold(true)}
type="radio"
>
</input>
@@ -70,8 +79,8 @@ export const ReserveCardHTML = ({ state, setState }: StateProps) => {
<input
id="take-gold-no"
value="No"
checked={takeGold === "No"}
onChange={() => setTakeGold("No")}
checked={!takeGold}
onChange={() => setTakeGold(false)}
type="radio">
</input>
</div>

View File

@@ -1,6 +1,5 @@
import { AppState, CardData, NobleData, PlayerData, ResourceCost } from "./types";
import { AppState, CardData, NobleData, PlayerData, ResourceCost } from "../util/types";
import CardDeck from '../data/cards.json';
import { useCurrentPlayer } from "./useCurrentPlayer";
export const initialActions = {
buyCard: { active: false },
@@ -79,17 +78,28 @@ export const setStateReserveCard = (prev: AppState) => {
}
}
export const setStateGetNoble = (prev: AppState, noble: NobleData) => {
const currentPlayer = useCurrentPlayer(prev);
if (!currentPlayer) return prev;
export const setStateReservePlusGold = (prev: AppState) => {
return {
...prev,
actions: {
...initialState.actions,
reserveCard: {
active: true,
includeGold: true,
valid: false
}
}
}
}
export const setStateGetNoble = (prev: AppState, noble: NobleData, prevPlayer: PlayerData) => {
const updatedPlayer = {
...currentPlayer,
nobles: [...currentPlayer.nobles, noble],
points: currentPlayer.points + 3
...prevPlayer,
nobles: [...prevPlayer.nobles, noble],
points: prevPlayer.points + 3
}
const idx = prev.players.indexOf(currentPlayer);
const idx = prev.players.indexOf(prevPlayer);
const newPlayers = prev.players;
newPlayers[idx] = updatedPlayer;

View File

@@ -1,4 +1,4 @@
import { AppState, PlayerData } from "./types";
import { AppState, PlayerData } from "../util/types";
export const useCurrentPlayer = (state: AppState): PlayerData | null => {
/**

View File

@@ -0,0 +1,12 @@
import { AppState } from "../util/types";
import { useCurrentPlayer } from "./useCurrentPlayer";
export default function usePreviousPlayer(state: AppState) {
const currentPlayer = useCurrentPlayer(state);
if (!currentPlayer) return;
const numPlayers = state.players.length;
const targetID = currentPlayer.id;
const idx = ((targetID - 2) < 0) ? (numPlayers - 1) : (targetID - 2);
return state.players[idx];
}

View File

@@ -1,6 +1,6 @@
import React from 'react'
import ReactDOM from 'react-dom/client'
import { render } from 'react-dom'
import App from './App'
import './index.css'
import './index.scss'
ReactDOM.createRoot(document.getElementById('root') as HTMLElement).render(<App />)
const root = document.getElementById('root') as HTMLElement;
render(<App />, root);

15
src/sass/App.scss Normal file
View File

@@ -0,0 +1,15 @@
@import './helper/placeholders';
#root {
.hidden {
display: none
}
display: flex;
align-items: center;
justify-content: center;
max-width: 1280px;
margin: 0 auto;
padding: 2rem;
text-align: center;
}

View File

@@ -0,0 +1,29 @@
@mixin map-gem-values($parentClass) {
#{$parentClass} {
&-emerald {
background-color: green;
color: white;
}
&-diamond {
background-color: white;
color: black;
}
&-onyx {
background-color: black;
color: white;
}
&-sapphire {
background-color: blue;
color: white;
}
&-ruby {
background-color: red;
color: black;
}
&-gold {
background-color: gold;
color: black;
}
}
}

View File

@@ -0,0 +1,11 @@
// designed to extend a "p" element
%chip-design {
display: flex;
align-items: center;
justify-content: center;
margin: 5px;
padding: 8px;
width: 1rem;
height: 1rem;
border-radius: 50%;
}

View File

View File

@@ -11,13 +11,13 @@ export default function getTotalBuyingPower(currentPlayer: PlayerData) {
}
if (!currentPlayer) return totalBuyingPower;
for (let [key,quantity] of Object.entries(currentPlayer.inventory)) {
totalBuyingPower[key as keyof ResourceCost] += quantity;
}
for (let each of currentPlayer.cards) {
totalBuyingPower[each.gemValue as keyof ResourceCost] += 1;
for (let [gem, arr] of Object.entries(currentPlayer.cards)) {
totalBuyingPower[gem as keyof ResourceCost] += arr.length;
}
return totalBuyingPower;

View File

@@ -1,5 +1,6 @@
import { initialState } from "./stateSetters"
import { initialState } from "../hooks/stateSetters"
import { AppState, CardData, NobleData, PlayerData } from "./types"
import Cards from '../data/cards.json';
// mock data for early game
export const mockPlayerOne: PlayerData = {
@@ -43,6 +44,40 @@ export const mockState: AppState = {
players: [mockPlayerOne, mockPlayerTwo]
}
export const sampleTierOneCard: CardData = {
gemValue: 'ruby',
tier: 3,
points: 0,
resourceCost: {
ruby: 0,
sapphire: 0,
emerald: 0,
diamond: 0,
onyx: 3
}
}
export const mockCardRows = {
tierOne: [
Cards.tierOne[0],
Cards.tierOne[1],
Cards.tierOne[2],
sampleTierOneCard,
],
tierTwo: [
Cards.tierTwo[0],
Cards.tierTwo[1],
Cards.tierTwo[2],
Cards.tierTwo[3],
],
tierThree: [
Cards.tierThree[0],
Cards.tierThree[1],
Cards.tierThree[2],
Cards.tierThree[3],
]
}
// mock data for midgame
// playerOneMidGame buys high diamond cost card
export const playerOneMidGame = {

View File

@@ -62,13 +62,21 @@ export interface PlayerData {
turnActive?: boolean,
points: number,
nobles: NobleData[],
cards: CardData[],
cards: PlayerCards,
reservedCards?: CardData[],
inventory: {
[Property in keyof ResourceCost]: number
}
}
export interface PlayerCards {
ruby: CardData[],
emerald: CardData[],
sapphire: CardData[],
onyx: CardData[],
diamond: CardData[],
}
export interface FullDeck {
tierOne: CardData[],
tierTwo: CardData[],
@@ -76,7 +84,7 @@ export interface FullDeck {
}
export interface CardData {
gemValue: GemValue | string
gemValue: string
tier: number
points?: number
resourceCost: ResourceCost
@@ -96,12 +104,3 @@ export interface NobleData {
points: number,
resourceCost: ResourceCost
}
export enum GemValue {
ruby,
sapphire,
emerald,
diamond,
onyx,
gold,
}

View File

@@ -2,7 +2,8 @@ import { describe, expect, test } from "vitest"
import cardTierToKey from "./cardTierToKey";
import { mockPlayerOne, mockState } from "./testUtils";
import { turnOrderUtil } from "./turnOrderUtil";
import { useCurrentPlayer } from "./useCurrentPlayer";
import { useCurrentPlayer } from "../hooks/useCurrentPlayer";
import getTotalBuyingPower from "./getTotalBuyingPower";
describe('app utilities', () => {
test('useCurrentPlayer', () => {
@@ -39,6 +40,14 @@ describe('app utilities', () => {
test('initializeBoard', () => {
expect(1).toBe(1);
})
test('get total buying power', () => {
const currentPlayer = useCurrentPlayer(mockState);
if (!currentPlayer) return;
const bp = getTotalBuyingPower(currentPlayer);
expect(bp).toBeDefined();
})
})
export {}