Boti: pauza pred vedenim kopky, spravne poradie broadcastov po tahu

Bot doteraz vedel zahodit prvu kartu novej kopky uz po BOT_MOVE_DELAY_SECONDS
(0.8s), zatial co frontend zmetaciu animaciu predoslej kopky prehraval
1650ms -- karta tak "vyletela" uprostred zmetania. _run_bot_turns teraz pri
vedeni novej kopky caka TRICK_SWEEP_SECONDS (1.7s), zhodne s SETTLE_MS+
COLLECT_MS v GameTable.tsx.

_run_bot_turns tiez posielal player_cards PRED game_status (opacne ako
human play_card handler) -- pri prechode do noveho kola tak klient dostal
novu ruku skor, nez vedel, ze zacalo nove kolo, a fixne ju hned zobrazil.
Poradie broadcastov je teraz zhodne s human handlerom.

GameTable/Hand: ruka noveho kola sa zobrazi az po dobehnuti zmetacej
animacie poslednej kopky predchadzajuceho kola (displayedHand + freeze
efekt), a Hand.tsx rezervuje fixny priestor pre karty aj ked je ruka
docasne prazdna, aby layout neposkakoval.

tests/test_bots.py: nulovanie TRICK_SWEEP_SECONDS v setUpClass, aby testy
zostali rychle.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
tim
2026-07-10 01:09:59 +02:00
co-authored by Claude Opus 4.8
parent b1010ae008
commit 973c279cbd
4 changed files with 78 additions and 32 deletions
+23 -5
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@@ -383,6 +383,11 @@ def _load_game_into_memory(info: dict) -> "Game":
# Pauza medzi tahmi bota, nech ludia stihaju sledovat hru (0 = okamzite). # Pauza medzi tahmi bota, nech ludia stihaju sledovat hru (0 = okamzite).
BOT_MOVE_DELAY_SECONDS = float(os.environ.get("BOT_MOVE_DELAY_SECONDS", "0.8")) BOT_MOVE_DELAY_SECONDS = float(os.environ.get("BOT_MOVE_DELAY_SECONDS", "0.8"))
# Kopka na stole sa po dohrati este chvilu zmieta smerom k vitazovi (SETTLE_MS +
# COLLECT_MS vo frontend/src/pages/GameTable.tsx, spolu 1650ms) -- kym tato
# animacia nedobehne vsetkym hracom, prvy bot na tahu nesmie zahodit kartu do
# novej kopky, inak by mu karta "vyletela" uprostred zmetania predoslej.
TRICK_SWEEP_SECONDS = 1.7
def _kick_bots(gid: str) -> None: def _kick_bots(gid: str) -> None:
@@ -410,10 +415,16 @@ async def _run_bot_turns(gid: str):
bot = game.player_by_order(seat) bot = game.player_by_order(seat)
if bot is None or not bot.is_bot: if bot is None or not bot.is_bot:
return # na tahu je clovek return # na tahu je clovek
if BOT_MOVE_DELAY_SECONDS > 0: delay = BOT_MOVE_DELAY_SECONDS
await asyncio.sleep(BOT_MOVE_DELAY_SECONDS) if rnd.is_guessing_completed() and not rnd.get_last_stash().get_cards() \
and core.get_previous_stash() is not None:
# Bot vedie novu kopku a este bezi zmetanie tej predoslej.
delay = max(delay, TRICK_SWEEP_SECONDS)
if delay > 0:
await asyncio.sleep(delay)
if games.get(gid) is not game: if games.get(gid) is not game:
return # hru medzitym niekto ukoncil (end_game) return # hru medzitym niekto ukoncil (end_game)
played_card = False
try: try:
if not rnd.is_guessing_completed(): if not rnd.is_guessing_completed():
guess = await loop.run_in_executor(None, bot.brain.guess, rnd, seat) guess = await loop.run_in_executor(None, bot.brain.guess, rnd, seat)
@@ -422,15 +433,22 @@ async def _run_bot_turns(gid: str):
action = await loop.run_in_executor(None, bot.brain.play, rnd, seat) action = await loop.run_in_executor(None, bot.brain.play, rnd, seat)
core.play_card(seat, index_card(action)) core.play_card(seat, index_card(action))
await history.record_completed_rounds(gid, core) await history.record_completed_rounds(gid, core)
for player in game.players: played_card = True
if player.sid:
await send_player_cards(gid, player.order, player.sid)
except BridzikException as exc: except BridzikException as exc:
# Nemalo by nastat (bot hra len legalne tahy) -- nezacykli sa, # Nemalo by nastat (bot hra len legalne tahy) -- nezacykli sa,
# slucku znovu spusti dalsia akcia cloveka. # slucku znovu spusti dalsia akcia cloveka.
await send_error_room(gid, str(exc)) await send_error_room(gid, str(exc))
return return
# game_status musi ist PRED player_cards -- klient podla neho (novy
# round_number + previous_stash) pozna, ze prave zacalo nove kolo, a
# dovtedy si drzi starych karty na obrazovke (pozri "displayedHand" vo
# frontend/src/pages/GameTable.tsx), kym nedobehne animacia zmetenia
# poslednej kopky. Opacne poradie by novu ruku odhalilo predcasne.
await send_game_status(gid) await send_game_status(gid)
if played_card:
for player in game.players:
if player.sid:
await send_player_cards(gid, player.order, player.sid)
async def send_error_room(gid: str, message: str): async def send_error_room(gid: str, message: str):
+5 -1
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@@ -26,7 +26,6 @@ interface Props {
export default function Hand({ hand, myTurn, isPlayPhase, playableKeys, desktop = false }: Props) { export default function Hand({ hand, myTurn, isPlayPhase, playableKeys, desktop = false }: Props) {
const groups = groupedByColor(hand); const groups = groupedByColor(hand);
if (groups.length === 0) return null;
const canPlay = isPlayPhase && myTurn; const canPlay = isPlayPhase && myTurn;
@@ -52,6 +51,10 @@ export default function Hand({ hand, myTurn, isPlayPhase, playableKeys, desktop
<div className="h-px flex-1 max-w-[80px] bg-gradient-to-l from-transparent to-gold/20" /> <div className="h-px flex-1 max-w-[80px] bg-gradient-to-l from-transparent to-gold/20" />
</div> </div>
{/* Fixed height reserves the card row even when the hand is briefly
empty (last card of a round just played, next deal not in yet) --
otherwise this whole area collapses and the layout jumps. */}
<div className="flex items-end justify-center" style={{ minHeight: desktop ? 100 : 84 }}>
{desktop ? ( {desktop ? (
// Desktop has room — keep cards grouped by suit, wrap if needed. // Desktop has room — keep cards grouped by suit, wrap if needed.
<div className="flex flex-wrap gap-3 justify-center items-end"> <div className="flex flex-wrap gap-3 justify-center items-end">
@@ -67,6 +70,7 @@ export default function Hand({ hand, myTurn, isPlayPhase, playableKeys, desktop
<MobileHand groups={groups} cardProps={cardProps} /> <MobileHand groups={groups} cardProps={cardProps} />
)} )}
</div> </div>
</div>
); );
} }
+34 -12
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@@ -15,7 +15,7 @@ import Standings from '../components/Standings';
import PlayerCircle from '../components/PlayerCircle'; import PlayerCircle from '../components/PlayerCircle';
import FaceDownCards from '../components/FaceDownCards'; import FaceDownCards from '../components/FaceDownCards';
import GameOver from './GameOver'; import GameOver from './GameOver';
import type { PlayerInfo, StashData } from '../types'; import type { Hand as HandCards, PlayerInfo, StashData } from '../types';
// A completed trick stays face-up for SETTLE_MS (so the last card visibly joins // A completed trick stays face-up for SETTLE_MS (so the last card visibly joins
// the pile), then is swept towards the winner over COLLECT_MS. // the pile), then is swept towards the winner over COLLECT_MS.
@@ -72,6 +72,37 @@ export default function GameTable() {
}; };
}, [previousStashKey]); }, [previousStashKey]);
// A just-completed trick that hasn't been swept away yet always wins the centre
// — even once the winner has already led the next trick. The engine reveals that
// lead card (and, at a round boundary, the next bidding phase) the instant the
// 4th card lands, so without holding the pile here the sweep would be cut off
// after every trick. Reading `previousStash` synchronously (rather than a state
// set in an effect) also means the pile never blinks to empty on the frame the
// 4th card lands — the last card simply joins the three already there, then the
// whole pile is collected before the next trick takes over.
const finishing = previousStashKey !== null && previousStashKey !== dismissedKey;
// The new round's dealt hand arrives (via `player_cards`) the instant the last
// trick of the previous round is played, but the centre oval is still sweeping
// that trick away — hold an empty hand on screen (the previous round's last card
// really was just played, the engine just never broadcasts that "0 cards" beat on
// its own since it deals the new round in the same step) until the sweep finishes,
// so the new cards don't appear before the previous round has visibly wrapped up.
// Mid-round plays (round number unchanged) still update instantly, since that's
// just the player's own card leaving their hand, not a fresh deal.
const [displayedHand, setDisplayedHand] = useState<HandCards>(hand);
const lastAppliedRoundRef = useRef<number | null>(gameStatus?.round_number ?? null);
useEffect(() => {
if (!gameStatus) return;
const isNewRound = gameStatus.round_number !== lastAppliedRoundRef.current;
if (isNewRound && finishing) {
setDisplayedHand({}); // last card of the previous round is gone; new deal waits
return;
}
lastAppliedRoundRef.current = gameStatus.round_number;
setDisplayedHand(hand);
}, [hand, gameStatus, finishing]);
if (!gameStatus || !myPlayer) { if (!gameStatus || !myPlayer) {
return <p className="text-center text-green-dim pt-20 font-serif italic">Načítava sa</p>; return <p className="text-center text-green-dim pt-20 font-serif italic">Načítava sa</p>;
} }
@@ -95,15 +126,6 @@ export default function GameTable() {
const myTurnToPlay = isPlayPhase && active_player === myOrder; const myTurnToPlay = isPlayPhase && active_player === myOrder;
const activeCards = active_stash ? Object.keys(active_stash.cards).length : 0; const activeCards = active_stash ? Object.keys(active_stash.cards).length : 0;
// A just-completed trick that hasn't been swept away yet always wins the centre
// — even once the winner has already led the next trick. The engine reveals that
// lead card (and, at a round boundary, the next bidding phase) the instant the
// 4th card lands, so without holding the pile here the sweep would be cut off
// after every trick. Reading `previousStash` synchronously (rather than a state
// set in an effect) also means the pile never blinks to empty on the frame the
// 4th card lands — the last card simply joins the three already there, then the
// whole pile is collected before the next trick takes over.
const finishing = previousStashKey !== null && previousStashKey !== dismissedKey;
const displayedStash: StashData | null = finishing const displayedStash: StashData | null = finishing
? previousStash ? previousStash
: activeCards > 0 && active_stash : activeCards > 0 && active_stash
@@ -121,7 +143,7 @@ export default function GameTable() {
const canPlayNow = myTurnToPlay && !finishing; const canPlayNow = myTurnToPlay && !finishing;
const playableKeys = canPlayNow && active_stash const playableKeys = canPlayNow && active_stash
? computePlayable(hand, active_stash.cards[String(active_stash.first_player)]?.color ?? null) ? computePlayable(displayedHand, active_stash.cards[String(active_stash.first_player)]?.color ?? null)
: undefined; : undefined;
const activePlayerName = displayName(players.find((p) => p.order === active_player)?.name); const activePlayerName = displayName(players.find((p) => p.order === active_player)?.name);
@@ -244,7 +266,7 @@ export default function GameTable() {
); );
const handArea = ( const handArea = (
<Hand hand={hand} myTurn={canPlayNow} isPlayPhase={isPlayPhase} playableKeys={playableKeys} desktop={desktop} /> <Hand hand={displayedHand} myTurn={canPlayNow} isPlayPhase={isPlayPhase} playableKeys={playableKeys} desktop={desktop} />
); );
// ── DESKTOP LAYOUT ─────────────────────────────────────────────── // ── DESKTOP LAYOUT ───────────────────────────────────────────────
+2
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@@ -67,6 +67,7 @@ class BotAccountCase(unittest.TestCase):
def setUpClass(cls): def setUpClass(cls):
run(init_db()) run(init_db())
api.BOT_MOVE_DELAY_SECONDS = 0 api.BOT_MOVE_DELAY_SECONDS = 0
api.TRICK_SWEEP_SECONDS = 0
def test_username_conventions(self): def test_username_conventions(self):
self.assertTrue(bots.is_bot_username("bot:heuristic-1")) self.assertTrue(bots.is_bot_username("bot:heuristic-1"))
@@ -115,6 +116,7 @@ class BotTurnLoopCase(unittest.TestCase):
def setUpClass(cls): def setUpClass(cls):
run(init_db()) run(init_db())
api.BOT_MOVE_DELAY_SECONDS = 0 api.BOT_MOVE_DELAY_SECONDS = 0
api.TRICK_SWEEP_SECONDS = 0
def setUp(self): def setUp(self):
api.games.clear() api.games.clear()