Apply velvet-table redesign, fix game lifecycle and history bugs
Frontend: - Dark green/gold "velvet table" visual redesign across the whole app (Auth, Lobby, GameList, GameTable, History, GameOver, modals), with Playfair Display/DM Sans typography and a centralized Tailwind palette. - Desktop game table fit-scales to fill the window; mobile gets overlapping hand/trick layouts and larger touch-friendly cards. - Standings sidebar now groups completed rounds by series with a per-series subtotal row, struck-through tips on missed bids. - History page rewritten into a scoreboard-style detail view (player totals beside names, series grouped 2-up on desktop / stacked on mobile) and gained game names, completed/abandoned status, and a button to reopen a prematurely-ended game back into the lobby. Backend: - Fix started games being deleted from memory (and vanishing from everyone's lobby) when all players disconnect; only `end_game` tears down a started game now. - Fix a crash writing a timezone-aware datetime into the naive `ended_at` Postgres column. - Add `reopen_game`/`restore_game` to un-end a prematurely-ended game from history and resume it from the lobby. - Let any seated player end an abandoned game once the host is offline, not just the host, so the game isn't stuck forever. - Expose SERIES_PER_GAME/ROUNDS_PER_SERIES as named constants on the engine so the persistence layer derives game-completion rules from bridzik.py instead of re-encoding them. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -82,6 +82,13 @@ class Card():
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cards = [Card(color, value) for value in Card_values for color in Card_colors]
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# Sturktura hry: kazda hra ma SERIES_PER_GAME serii, kazda seria ma
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# ROUNDS_PER_SERIES kol. Jediny zdroj pravdy pre tieto cisla -- ina vrstva
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# (napr. api/history.py) ich odvodzuje odtialto, nikdy si ich nevymysla sama.
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SERIES_PER_GAME = 4
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ROUNDS_PER_SERIES = 8
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class Bridzik():
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def __init__(self, shuffler=shuffle):
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self.shuffler = shuffler
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@@ -124,7 +131,7 @@ class Bridzik():
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return status
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def is_completed(self):
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return len(self.series) == 4 and self.series[-1].is_completed()
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return len(self.series) == SERIES_PER_GAME and self.series[-1].is_completed()
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def get_previous_stash(self):
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if len(self.series[-1].get_last_round().stashes) > 1:
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@@ -169,7 +176,7 @@ class Series():
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self.start_new_round()
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def is_completed(self):
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return len(self.rounds) == 8 and self.get_last_round().is_completed()
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return len(self.rounds) == ROUNDS_PER_SERIES and self.get_last_round().is_completed()
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def get_standings(self):
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return [r.get_points_summary() for r in self.rounds if r.is_completed()]
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@@ -191,7 +198,7 @@ class Series():
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class Round():
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def __init__(self, round_number: int, first_player: int, cards: []=cards, shuffler=shuffle):
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# vyrob kopku pre toto kolo a priprav prazdne objekty
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if round_number not in [i for i in range(8)]:
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if round_number not in range(ROUNDS_PER_SERIES):
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raise BridzikException('Neplatne cislo kola.')
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if first_player not in [0, 1, 2, 3]:
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raise BridzikException('Cislo hraca musi byt 0, 1, 2 alebo 3.')
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