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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 | /** * Game Actions Composable * * Provides type-safe methods for emitting game actions to the server. * Wraps Socket.io emit calls with proper error handling and validation. * * This composable is league-agnostic and will be shared between SBA and PD. */ import { computed } from 'vue' import type { DefensiveDecision, OffensiveDecision, ManualOutcomeSubmission, PlayOutcome, } from '~/types' import { useWebSocket } from './useWebSocket' import { useGameStore } from '~/store/game' import { useUiStore } from '~/store/ui' export function useGameActions(gameId?: string) { const { socket, isConnected } = useWebSocket() const gameStore = useGameStore() const uiStore = useUiStore() // Use provided gameId or get from store const currentGameId = computed(() => gameId || gameStore.gameId) /** * Validate socket connection before emitting */ function validateConnection(): boolean { if (!isConnected.value) { uiStore.showError('Not connected to game server') return false } if (!socket.value) { uiStore.showError('WebSocket not initialized') return false } if (!currentGameId.value) { uiStore.showError('No active game') return false } return true } // ============================================================================ // Connection Actions // ============================================================================ /** * Join a game room */ function joinGame(role: 'player' | 'spectator' = 'player') { if (!validateConnection()) return console.log(`[GameActions] Joining game ${currentGameId.value} as ${role}`) socket.value!.emit('join_game', { game_id: currentGameId.value!, role, }) } /** * Leave current game room */ function leaveGame() { if (!socket.value || !currentGameId.value) return console.log(`[GameActions] Leaving game ${currentGameId.value}`) socket.value.emit('leave_game', { game_id: currentGameId.value, }) // Clear game state gameStore.resetGame() } // ============================================================================ // Strategic Decision Actions // ============================================================================ /** * Submit defensive decision */ function submitDefensiveDecision(decision: DefensiveDecision) { if (!validateConnection()) return console.log('[GameActions] Submitting defensive decision:', decision) socket.value!.emit('submit_defensive_decision', { game_id: currentGameId.value!, alignment: decision.alignment, infield_depth: decision.infield_depth, outfield_depth: decision.outfield_depth, hold_runners: decision.hold_runners, }) } /** * Submit offensive decision */ function submitOffensiveDecision(decision: OffensiveDecision) { if (!validateConnection()) return console.log('[GameActions] Submitting offensive decision:', decision) socket.value!.emit('submit_offensive_decision', { game_id: currentGameId.value!, approach: decision.approach, steal_attempts: decision.steal_attempts, hit_and_run: decision.hit_and_run, bunt_attempt: decision.bunt_attempt, }) } // ============================================================================ // Manual Outcome Workflow // ============================================================================ /** * Roll dice for manual outcome selection */ function rollDice() { if (!validateConnection()) return if (!gameStore.canRollDice) { uiStore.showWarning('Cannot roll dice at this time') return } console.log('[GameActions] Rolling dice') socket.value!.emit('roll_dice', { game_id: currentGameId.value!, }) uiStore.showInfo('Rolling dice...', 2000) } /** * Submit manual outcome after reading card */ function submitManualOutcome(outcome: PlayOutcome, hitLocation?: string) { if (!validateConnection()) return if (!gameStore.canSubmitOutcome) { uiStore.showWarning('Must roll dice first') return } console.log('[GameActions] Submitting outcome:', outcome, hitLocation) socket.value!.emit('submit_manual_outcome', { game_id: currentGameId.value!, outcome: outcome, hit_location: hitLocation, }) } // ============================================================================ // Substitution Actions // ============================================================================ /** * Request pinch hitter substitution */ function requestPinchHitter( playerOutLineupId: number, playerInCardId: number, teamId: number ) { if (!validateConnection()) return console.log('[GameActions] Requesting pinch hitter') socket.value!.emit('request_pinch_hitter', { game_id: currentGameId.value!, player_out_lineup_id: playerOutLineupId, player_in_card_id: playerInCardId, team_id: teamId, }) uiStore.showInfo('Requesting pinch hitter...', 3000) } /** * Request defensive replacement */ function requestDefensiveReplacement( playerOutLineupId: number, playerInCardId: number, newPosition: string, teamId: number ) { if (!validateConnection()) return console.log('[GameActions] Requesting defensive replacement') socket.value!.emit('request_defensive_replacement', { game_id: currentGameId.value!, player_out_lineup_id: playerOutLineupId, player_in_card_id: playerInCardId, new_position: newPosition, team_id: teamId, }) uiStore.showInfo('Requesting defensive replacement...', 3000) } /** * Request pitching change */ function requestPitchingChange( playerOutLineupId: number, playerInCardId: number, teamId: number ) { if (!validateConnection()) return console.log('[GameActions] Requesting pitching change') socket.value!.emit('request_pitching_change', { game_id: currentGameId.value!, player_out_lineup_id: playerOutLineupId, player_in_card_id: playerInCardId, team_id: teamId, }) uiStore.showInfo('Requesting pitching change...', 3000) } // ============================================================================ // Data Request Actions // ============================================================================ /** * Get lineup for a team */ function getLineup(teamId: number) { if (!validateConnection()) return console.log('[GameActions] Requesting lineup for team:', teamId) socket.value!.emit('get_lineup', { game_id: currentGameId.value!, team_id: teamId, }) } /** * Get box score */ function getBoxScore() { if (!validateConnection()) return console.log('[GameActions] Requesting box score') socket.value!.emit('get_box_score', { game_id: currentGameId.value!, }) } /** * Request full game state (for reconnection) */ function requestGameState() { if (!validateConnection()) return console.log('[GameActions] Requesting full game state') socket.value!.emit('request_game_state', { game_id: currentGameId.value!, }) uiStore.showInfo('Syncing game state...', 3000) } // ============================================================================ // Return API // ============================================================================ return { // Connection joinGame, leaveGame, // Strategic decisions submitDefensiveDecision, submitOffensiveDecision, // Manual workflow rollDice, submitManualOutcome, // Substitutions requestPinchHitter, requestDefensiveReplacement, requestPitchingChange, // Data requests getLineup, getBoxScore, requestGameState, } } |