| 1 | import type { TableCtl } from '../game/ctl'; |
| 2 | import type { SeatId } from '../game/types'; |
| 3 | import { breakAt, SEAT_WALL_SIDE, WALL_SIDES } from '../game/wall'; |
| 4 | import { STACKS_PER_SIDE } from '../game/tiles'; |
| 5 | import { useT } from './lang'; |
| 6 | |
| 7 | /** |
| 8 | * The dealer's dice, with a hand on them. Dev builds only. |
| 9 | * |
| 10 | * Where the wall is broken is thrown for once at the start of a hand and then |
| 11 | * lived with, which is right at a table and useless for looking at: half the |
| 12 | * question about the square is what it looks like opened at each of the |
| 13 | * seventy-two places it can be opened at, and waiting for the dice to walk you |
| 14 | * round is not a way to find out. So the total is a thing you can step through |
| 15 | * here — every one three dice can make, 3 to 18 — and the square is redrawn on |
| 16 | * each with the gap somewhere else. |
| 17 | * |
| 18 | * It moves the gap and nothing else: the tiles were shuffled before the wall |
| 19 | * was built, so nobody's hand changes and the draw order is the draw order. |
| 20 | * See `reroll` in game/engine.ts and `breakAt` in game/wall.ts. |
| 21 | */ |
| 22 | export function DiceDebug({ |
| 23 | game, |
| 24 | whole, |
| 25 | onWhole, |
| 26 | }: { |
| 27 | game: TableCtl; |
| 28 | /** Drawing the wall as if nothing had been taken off it — see `WallRing`. */ |
| 29 | whole: boolean; |
| 30 | onWhole: (whole: boolean) => void; |
| 31 | }) { |
| 32 | const t = useT(); |
| 33 | const s = game.state; |
| 34 | if (!game.reroll) return null; |
| 35 | |
| 36 | const total = s.dice.reduce((n, d) => n + d, 0); |
| 37 | // Who the count landed on, and how far into their wall — the two things the |
| 38 | // total decides, said out loud so the square can be checked against them. |
| 39 | const whose = ((s.dealer + total - 1) % 4) as SeatId; |
| 40 | const into = total % STACKS_PER_SIDE; |
| 41 | const step = (to: number) => game.reroll?.(to - 2, 1, 1); |
| 42 | |
| 43 | return ( |
| 44 | <div className="dice-debug"> |
| 45 | <div className="dice-faces"> |
| 46 | {s.dice.map((d, i) => ( |
| 47 | <b key={i}>{d}</b> |
| 48 | ))} |
| 49 | <em>{total}</em> |
| 50 | </div> |
| 51 | <div className="dice-row"> |
| 52 | <button className="btn ghost" onClick={() => step(Math.max(3, total - 1))} disabled={total <= 3}> |
| 53 | − |
| 54 | </button> |
| 55 | <button className="btn ghost" onClick={() => game.reroll?.()}> |
| 56 | {t('擲骰', 'Throw')} |
| 57 | </button> |
| 58 | <button |
| 59 | className="btn ghost" |
| 60 | onClick={() => step(Math.min(18, total + 1))} |
| 61 | disabled={total >= 18} |
| 62 | > |
| 63 | + |
| 64 | </button> |
| 65 | </div> |
| 66 | <div className="dice-row"> |
| 67 | {/* The wall is only whole for the moment before the deal, and that is |
| 68 | the shape the square was built to. Puts all 144 back to look at, |
| 69 | without touching a tile anybody is holding. */} |
| 70 | <button |
| 71 | className={`btn ghost ${whole ? 'on' : ''}`} |
| 72 | onClick={() => onWhole(!whole)} |
| 73 | aria-pressed={whole} |
| 74 | > |
| 75 | {t('整牆 144', 'Whole wall')} |
| 76 | </button> |
| 77 | </div> |
| 78 | <div className="dice-says"> |
| 79 | {s.players[whose].name} · {WALL_SIDES[SEAT_WALL_SIDE[whose]]} ·{' '} |
| 80 | {t(`第 ${into || STACKS_PER_SIDE} 疊`, `${into || STACKS_PER_SIDE} in`)} ·{' '} |
| 81 | {t('斷點', 'break')} {breakAt(s.dealer, s.dice)} |
| 82 | </div> |
| 83 | </div> |
| 84 | ); |
| 85 | } |