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1283 lines (1068 loc) · 45.8 KB
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from fastapi import FastAPI, HTTPException, Response, Cookie
from fastapi.responses import FileResponse, JSONResponse
from fastapi.staticfiles import StaticFiles
from fastapi.middleware.cors import CORSMiddleware
from pydantic import BaseModel
from typing import Optional, List, Dict, Any
import os
import uvicorn
import random
import uuid
from datetime import datetime, timedelta
import QA # 引入 QA.py
from pump_controller import pump_controller
from game_logic import resolve_game_event, get_pump_for_color, COLOR_TO_PUMP
app=FastAPI() # API物件
# === 遊戲房間管理 ===
class Player:
def __init__(self, player_id: str, player_name: str):
self.player_id = player_id
self.player_name = player_name
self.joined_at = datetime.now()
self.last_heartbeat = datetime.now()
class GameRoom:
def __init__(self):
self.players: dict[str, Player] = {} # player_id -> Player
self.host_id: Optional[str] = None
self.game_started = False
self.max_players = 6
self.min_players = 2
self.player_order: List[str] = [] # 轉盤抽出的順序
# 排隊系統
self.waiting_queue: List[Player] = [] # 等待進入的玩家列表
# 遊戲狀態
self.current_turn_index = 0 # 當前輪到的玩家索引
self.current_round = 1 # 當前回合數
self.game_mode = 'family' # 遊戲模式
self.mode_selected = False # 是否已選擇模式(鎖定)
self.game_ended = False # 遊戲是否已結束
self.game_result = None # 遊戲結束結果(給前端顯示用)
# 轉盤狀態
self.wheel_spinning = False # 轉盤是否正在旋轉
self.wheel_finished = False # 轉盤是否已完成
self.winner_index = None # 中獎的索引位置
self.spin_seed = None # 隨機種子,用於同步所有客戶端的轉盤動畫
self.wheel_candidates: List[Player] = [] # 轉盤候選人快照,確保轉動期間一致性
# 遊戲進行中的共享狀態(所有玩家看到相同畫面)
self.base_wine_color = None # 當前基底酒顏色
self.base_pump_id = None # 當前基底幫浦編號(1-4),所有玩家使用相同幫浦
self.dice_values = [1, 1] # 當前骰子值 [die1, die2]
self.current_question = None # 當前題目
self.current_answer = None # 當前答案
self.last_action = None # 最後的動作(用於顯示訊息)
self.current_opponent = None # 當前對手名字(用於黑白切/對決)
self.wine_stack: List[str] = [] # 加入的酒堆疊 (顏色列表)
# 積分管理
self.player_scores: dict[str, int] = {} # player_id -> score
# 飲酒狀態(用於同步所有玩家顯示飲酒倒數)
self.drinking_player_id: Optional[str] = None # 正在喝酒的玩家 ID
self.drinking_player_name: Optional[str] = None # 正在喝酒的玩家名字
self.drinking_start_time: Optional[datetime] = None # 開始喝酒的時間
self.drinking_duration: int = 30 # 喝酒倒數秒數
# LSA 題目追蹤(避免重複)
self.used_lsa_indices: set[int] = set() # 已使用過的 LSA 題目索引
# [新增] 同步彈窗事件狀態
self.active_event = None # 格式: {"id": uuid, "title": str, "body": str, "actions": str}
def add_player(self, player_name: str) -> tuple[bool, str, str, str]:
"""加入玩家,返回 (成功, player_id, 訊息, 狀態)"""
player_id = str(uuid.uuid4())
player = Player(player_id, player_name)
# 如果房間已滿,加入排隊列表
if len(self.players) >= self.max_players:
self.waiting_queue.append(player)
queue_position = len(self.waiting_queue)
print(f"📝 玩家加入排隊: {player_name} (ID: {player_id}), 排隊位置: {queue_position}")
return True, player_id, f"房間已滿,你是第 {queue_position} 位排隊玩家", "in_queue"
# 房間未滿,直接加入
self.players[player_id] = player
# 初始化玩家積分為 0
self.player_scores[player_id] = 0
# 第一個加入的玩家成為房主
if self.host_id is None:
self.host_id = player_id
print(f"✅ 玩家加入房間: {player_name} (ID: {player_id})")
return True, player_id, "成功加入房間", "in_game"
def remove_player(self, player_id: str):
"""移除玩家"""
# 檢查是否在遊戲中
if player_id in self.players:
player_name = self.players[player_id].player_name
was_host = (player_id == self.host_id)
del self.players[player_id]
# 清除玩家積分
if player_id in self.player_scores:
del self.player_scores[player_id]
print(f"👋 玩家離開: {player_name} (ID: {player_id})")
# 如果房主離開,將房主轉移給下一個玩家
if was_host:
if self.players:
new_host_id = next(iter(self.players.keys()))
self.host_id = new_host_id
new_host_name = self.players[new_host_id].player_name
print(f"👑 房主轉移: {player_name} → {new_host_name} (ID: {new_host_id})")
else:
self.host_id = None
self.game_started = False
self.player_order = []
print(f"🏠 房間清空,重置遊戲狀態")
# 如果有排隊玩家,提升第一個進入房間
if self.waiting_queue:
next_player = self.waiting_queue.pop(0)
self.players[next_player.player_id] = next_player
# 初始化新玩家積分為 0
self.player_scores[next_player.player_id] = 0
print(f"⬆️ 排隊玩家進入房間: {next_player.player_name} (ID: {next_player.player_id})")
# 檢查是否在排隊列表中
else:
self.waiting_queue = [p for p in self.waiting_queue if p.player_id != player_id]
print(f"📝 玩家離開排隊: (ID: {player_id})")
def update_heartbeat(self, player_id: str):
"""更新玩家心跳"""
if player_id in self.players:
self.players[player_id].last_heartbeat = datetime.now()
else:
# 更新排隊中玩家的心跳
for player in self.waiting_queue:
if player.player_id == player_id:
player.last_heartbeat = datetime.now()
break
def remove_inactive_players(self):
"""移除超過10分鐘沒有心跳的玩家(避免誤踢)"""
now = datetime.now()
# 清理遊戲中的不活躍玩家
inactive_players = [
pid for pid, player in self.players.items()
if (now - player.last_heartbeat).total_seconds() > 600 # 10 分鐘 = 600 秒
]
for pid in inactive_players:
player = self.players.get(pid)
if player:
print(f"⚠️ 移除不活躍玩家: {player.player_name} (ID: {pid})")
self.remove_player(pid)
# 清理排隊中的不活躍玩家
self.waiting_queue = [
player for player in self.waiting_queue
if (now - player.last_heartbeat).total_seconds() <= 600
]
def can_start_game(self) -> bool:
"""檢查是否可以開始遊戲"""
return len(self.players) >= self.min_players and not self.game_started
def start_game(self, player_order: List[str]):
"""開始遊戲"""
self.game_started = True
self.player_order = player_order
def get_player_status(self, player_id: str) -> dict:
"""取得玩家狀態"""
# 檢查是否在遊戲中
if player_id in self.players:
# 判斷當前在哪個畫面
if not self.game_started:
screen = "setup" # 在等待房間
elif not self.wheel_finished:
screen = "wheel" # 轉盤畫面
else:
screen = "game" # 遊戲畫面
return {
"status": "in_game",
"screen": screen,
"is_host": player_id == self.host_id,
"queue_position": None
}
# 檢查是否在排隊中
for idx, player in enumerate(self.waiting_queue):
if player.player_id == player_id:
return {
"status": "in_queue",
"screen": None,
"is_host": False,
"queue_position": idx + 1
}
# 玩家不在系統中
return {
"status": "not_found",
"screen": None,
"is_host": False,
"queue_position": None
}
def reset(self):
"""重置房間"""
self.players.clear()
self.waiting_queue.clear()
self.host_id = None
self.game_started = False
self.player_order = []
self.wheel_spinning = False
self.wheel_finished = False
self.winner_index = None
self.spin_seed = None
self.wheel_candidates = []
self.current_turn_index = 0
self.current_round = 1
self.game_ended = False
self.mode_selected = False
self.game_result = None
# 重置遊戲共享狀態
self.base_wine_color = None
self.base_pump_id = None
self.dice_values = [1, 1]
self.current_question = None
self.current_answer = None
self.last_action = None
self.current_opponent = None
self.wine_stack.clear()
# 清空積分
self.player_scores.clear()
# 清空飲酒狀態
self.drinking_player_id = None
self.drinking_player_name = None
self.drinking_start_time = None
# 清空 LSA 題目追蹤
self.used_lsa_indices.clear()
self.active_event = None
def get_current_player_id(self) -> Optional[str]:
"""獲取當前輪到的玩家ID"""
if not self.game_started or not self.player_order:
return None
if self.current_turn_index >= len(self.player_order):
return None
return self.player_order[self.current_turn_index]
def next_turn(self):
"""進入下一個玩家的回合"""
if not self.game_started or not self.player_order:
return
self.current_turn_index = (self.current_turn_index + 1) % len(self.player_order)
def update_score(self, player_id: str, delta: int) -> tuple[bool, int, str]:
"""更新玩家積分,返回 (成功, 新積分, 訊息)"""
if player_id not in self.players:
return False, 0, "玩家不存在"
# 初始化積分(如果還沒有的話)
if player_id not in self.player_scores:
self.player_scores[player_id] = 0
# 更新積分
self.player_scores[player_id] += delta
new_score = self.player_scores[player_id]
player_name = self.players[player_id].player_name
print(f"📊 積分更新: {player_name} ({delta:+d}) → {new_score}")
return True, new_score, "積分更新成功"
def start_wheel_spin(self) -> tuple[bool, str, int]:
"""開始轉盤(只有房主可以呼叫)"""
if self.wheel_spinning or self.wheel_finished:
return False, "轉盤已在進行中或已完成", 0
# 生成隨機種子
import random
self.spin_seed = random.randint(1, 10000)
self.wheel_spinning = True
self.wheel_finished = False
# 快照當前玩家列表,確保轉盤過程中的一致性
self.wheel_candidates = list(self.players.values())
# 計算中獎索引(基於隨機種子)
rng = random.Random(self.spin_seed)
# 使用快照的長度來計算索引
count = len(self.wheel_candidates)
self.winner_index = rng.randint(0, count - 1) if count > 0 else 0
return True, "轉盤開始", self.spin_seed
def finish_wheel_spin(self) -> List[str]:
"""完成轉盤,返回玩家順序"""
self.wheel_spinning = False
self.wheel_finished = True
# 使用轉盤開始時的快照來計算順序
candidates = self.wheel_candidates if self.wheel_candidates else list(self.players.values())
player_ids = [p.player_id for p in candidates]
# 確保索引有效
idx = self.winner_index if self.winner_index is not None and self.winner_index < len(player_ids) else 0
ordered_ids = player_ids[idx:] + player_ids[:idx]
self.player_order = ordered_ids
return ordered_ids
def get_wheel_state(self):
"""獲取轉盤狀態"""
# 如果轉盤正在進行或已完成,使用快照;否則使用當前玩家
if (self.wheel_spinning or self.wheel_finished) and self.wheel_candidates:
current_candidates = self.wheel_candidates
else:
current_candidates = list(self.players.values())
return {
"wheel_spinning": self.wheel_spinning,
"wheel_finished": self.wheel_finished,
"winner_index": self.winner_index,
"spin_seed": self.spin_seed,
"candidates": [
{
"player_id": p.player_id,
"player_name": p.player_name
}
for p in current_candidates
],
"player_order": [
{
"player_id": pid,
"player_name": self.players[pid].player_name,
"order": idx + 1
}
for idx, pid in enumerate(self.player_order)
] if self.wheel_finished else []
}
def get_state(self):
"""獲取房間狀態"""
current_player_id = self.get_current_player_id()
return {
"player_count": len(self.players),
"players": [
{
"player_id": p.player_id,
"player_name": p.player_name,
"is_host": p.player_id == self.host_id
}
for p in self.players.values()
],
"host_id": self.host_id,
"game_started": self.game_started,
"can_start": self.can_start_game(),
"min_players": self.min_players,
"max_players": self.max_players,
# 遊戲狀態
"current_turn_index": self.current_turn_index,
"current_player_id": current_player_id,
"current_round": self.current_round,
"game_mode": self.game_mode,
"mode_selected": self.mode_selected,
"game_ended": self.game_ended,
"game_result": self.game_result,
# 共享遊戲畫面(所有玩家看到相同內容)
"base_wine_color": self.base_wine_color,
"base_pump_id": self.base_pump_id,
"dice_values": self.dice_values,
"current_question": self.current_question,
"current_answer": self.current_answer,
"last_action": self.last_action,
"current_opponent": self.current_opponent,
"opponent_name": self.current_opponent,
"wine_stack": self.wine_stack,
# 玩家積分(所有玩家看到相同積分)
"player_scores": self.player_scores,
# 飲酒狀態(同步所有玩家顯示飲酒倒數)
"drinking_player_id": self.drinking_player_id,
"drinking_player_name": self.drinking_player_name,
"drinking_start_time": self.drinking_start_time.isoformat() if self.drinking_start_time else None,
"drinking_duration": self.drinking_duration,
"active_event": self.active_event
}
# 全域遊戲房間實例
game_room = GameRoom()
# 設定 CORS,允許前端存取 API
app.add_middleware(
CORSMiddleware,
allow_origins=["*"],
allow_credentials=True,
allow_methods=["*"],
allow_headers=["*"],
)
@app.get("/")
def index():
# 取得目前檔案 (main.py) 的目錄,並指向 PartyGame/index.html
base_dir = os.path.dirname(os.path.abspath(__file__))
file_path = os.path.join(base_dir, "PartyGame/index.html")
return FileResponse(file_path)
@app.get("/mode")
def mode():
base_dir = os.path.dirname(os.path.abspath(__file__))
return FileResponse(os.path.join(base_dir, "PartyGame/mode.html"))
@app.get("/setup")
def setup():
base_dir = os.path.dirname(os.path.abspath(__file__))
return FileResponse(os.path.join(base_dir, "PartyGame/setup.html"))
@app.get("/game")
def game():
base_dir = os.path.dirname(os.path.abspath(__file__))
return FileResponse(os.path.join(base_dir, "PartyGame/game.html"))
@app.get("/wheel-debug")
def wheel_debug():
base_dir = os.path.dirname(os.path.abspath(__file__))
return FileResponse(os.path.join(base_dir, "PartyGame/wheel-debug.html"))
# 定義API路由,回傳隨機問題
@app.get("/api/truth")
def get_truth_question():
question = random.choice(QA.truth_questions)
return {"question": question}
@app.get("/api/dare")
def get_dare_question():
question = random.choice(QA.dare_questions)
return {"question": question}
@app.get("/api/lsa")
def get_lsa_question():
"""獲取 LSA 題目(不重複直到所有題目都用過)"""
total_questions = len(QA.lsa_questions)
# 如果所有題目都用完了,重置追蹤
if len(game_room.used_lsa_indices) >= total_questions:
print(f"🔄 所有 {total_questions} 題 LSA 題目已用完,重置追蹤")
game_room.used_lsa_indices.clear()
# 找出尚未使用的題目索引
available_indices = [i for i in range(total_questions) if i not in game_room.used_lsa_indices]
# 隨機選擇一個未使用的題目
selected_index = random.choice(available_indices)
game_room.used_lsa_indices.add(selected_index)
question = QA.lsa_questions[selected_index]
print(f"📝 LSA 題目 {selected_index + 1}/{total_questions} (已用: {len(game_room.used_lsa_indices)})")
return question # LSA 題目已經是物件格式,直接返回
# --- 房間管理 API 端點 ---
class JoinRoomRequest(BaseModel):
player_name: str
class SetModeRequest(BaseModel):
player_id: str
mode: str
class StartGameRequest(BaseModel):
player_id: str
class HeartbeatRequest(BaseModel):
player_id: str
class WheelSpinRequest(BaseModel):
player_id: str
@app.post("/api/room/join")
def join_room(request: JoinRoomRequest, response: Response):
"""玩家加入房間"""
# 清理不活躍的玩家
game_room.remove_inactive_players()
success, player_id, message, status = game_room.add_player(request.player_name)
if success:
# 設定 cookie 來記住玩家 ID
response.set_cookie(
key="player_id",
value=player_id,
max_age=3600, # 1小時
path="/", # 整個網站都有效
httponly=False, # 允許 JavaScript 讀取
samesite="lax"
)
# 取得玩家狀態
player_status = game_room.get_player_status(player_id)
return {
"success": True,
"player_id": player_id,
"message": message,
"status": status,
"queue_position": player_status["queue_position"],
"room_state": game_room.get_state()
}
else:
raise HTTPException(status_code=400, detail=message)
@app.post("/api/room/leave")
def leave_room(request: HeartbeatRequest):
"""玩家離開房間"""
game_room.remove_player(request.player_id)
return {"success": True, "message": "已離開房間"}
@app.post("/api/room/set-mode")
def set_mode(request: SetModeRequest):
"""設定遊戲模式(只有房主可設定,設定後鎖定)"""
if request.player_id != game_room.host_id:
raise HTTPException(status_code=403, detail="只有房主可以設定模式")
if game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲已開始,無法變更模式")
if request.mode not in ['family', 'drunk']:
raise HTTPException(status_code=400, detail="無效的遊戲模式")
game_room.game_mode = request.mode
game_room.mode_selected = True
print(f"🎮 模式設定為: {request.mode} (已鎖定)")
return {"success": True, "game_mode": request.mode}
@app.get("/api/player/state")
def get_player_state(player_id: Optional[str] = Cookie(None)):
"""取得玩家狀態(用於頁面載入時檢查)"""
if not player_id:
return {
"status": "not_found",
"screen": None,
"is_host": False,
"queue_position": None
}
# 清理不活躍的玩家
game_room.remove_inactive_players()
return game_room.get_player_status(player_id)
@app.get("/api/room/state")
def get_room_state(player_id: Optional[str] = Cookie(None)):
"""獲取房間狀態(用於輪詢)"""
# 清理不活躍的玩家
game_room.remove_inactive_players()
state = game_room.get_state()
# 檢查請求的玩家是否還在房間中
if player_id:
state["is_in_room"] = player_id in game_room.players
state["is_host"] = player_id == game_room.host_id
state["my_player_id"] = player_id
else:
state["is_in_room"] = False
state["is_host"] = False
state["my_player_id"] = None
return state
@app.post("/api/room/heartbeat")
def heartbeat(request: HeartbeatRequest):
"""玩家心跳,保持連線"""
game_room.update_heartbeat(request.player_id)
return {"success": True}
@app.post("/api/room/start")
def start_game(request: StartGameRequest):
"""房主開始遊戲(進入轉盤畫面)"""
# 檢查是否為房主
if request.player_id != game_room.host_id:
raise HTTPException(status_code=403, detail="只有房主可以開始遊戲")
# 檢查是否可以開始
if not game_room.can_start_game():
raise HTTPException(
status_code=400,
detail=f"需要至少 {game_room.min_players} 人才能開始遊戲"
)
# 只設定遊戲已開始,不設定玩家順序(順序由轉盤決定)
game_room.game_started = True
game_room.current_round = 1
game_room.current_turn_index = 0
game_room.game_ended = False
game_room.game_result = None
game_room.active_event = None # 清除殘留的彈窗
# 重置所有玩家積分為 0
for pid in game_room.players:
game_room.player_scores[pid] = 0
# 清空飲酒狀態
game_room.drinking_player_id = None
game_room.drinking_player_name = None
# 清空遊戲共享狀態
game_room.base_wine_color = None
game_room.wine_stack.clear()
game_room.last_action = None
# 重置轉盤狀態,確保新遊戲可以轉動
game_room.wheel_spinning = False
game_room.wheel_finished = False
game_room.winner_index = None
game_room.spin_seed = None
game_room.wheel_candidates = []
return {
"success": True,
"message": "遊戲開始!進入轉盤畫面"
}
@app.post("/api/room/reset")
def reset_room():
"""重置房間(用於測試或結束遊戲後)"""
game_room.reset()
return {"success": True, "message": "房間已重置"}
# --- 轉盤 API 端點 ---
@app.post("/api/wheel/spin")
def spin_wheel(request: WheelSpinRequest):
"""開始轉盤(只有房主可以呼叫)"""
# 檢查是否為房主
if request.player_id != game_room.host_id:
raise HTTPException(status_code=403, detail="只有房主可以轉動轉盤")
# 檢查遊戲是否已開始
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
# 開始轉盤
success, message, seed = game_room.start_wheel_spin()
if not success:
raise HTTPException(status_code=400, detail=message)
return {
"success": True,
"message": message,
"spin_seed": seed,
"winner_index": game_room.winner_index
}
@app.post("/api/wheel/finish")
def finish_wheel():
"""完成轉盤,設定玩家順序"""
# 如果已經完成,直接返回成功(允許多個客戶端呼叫)
if game_room.wheel_finished:
return {
"success": True,
"message": "轉盤已完成",
"player_order": game_room.get_wheel_state()["player_order"]
}
# 如果還在旋轉中,完成它
if game_room.wheel_spinning:
ordered_ids = game_room.finish_wheel_spin()
return {
"success": True,
"message": "轉盤完成",
"player_order": game_room.get_wheel_state()["player_order"]
}
# 如果既沒在旋轉也沒完成,表示狀態錯誤
raise HTTPException(status_code=400, detail="轉盤狀態錯誤")
@app.get("/api/wheel/state")
def get_wheel_state():
"""獲取轉盤狀態(用於輪詢同步)"""
return game_room.get_wheel_state()
class NextTurnRequest(BaseModel):
player_id: str
@app.post("/api/game/next-turn")
def next_turn(request: NextTurnRequest):
"""進入下一個玩家的回合(只有當前玩家可以呼叫)"""
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
# 檢查是否輪到該玩家(只有當前玩家才能結束自己的回合)
current_player_id = game_room.get_current_player_id()
if request.player_id != current_player_id:
raise HTTPException(status_code=403, detail="還沒輪到你,不能切換回合")
game_room.next_turn()
return {
"success": True,
"current_turn_index": game_room.current_turn_index,
"current_player_id": game_room.get_current_player_id()
}
@app.get("/api/game/state")
def get_game_state(player_id: Optional[str] = Cookie(None)):
"""獲取遊戲狀態(包含當前輪到誰)"""
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
state = game_room.get_state()
# 檢查是否輪到請求的玩家
if player_id:
state["is_my_turn"] = player_id == game_room.get_current_player_id()
state["my_player_id"] = player_id
else:
state["is_my_turn"] = False
state["my_player_id"] = None
return state
# --- 遊戲動作 API 端點(同步所有玩家) ---
class RollDiceRequest(BaseModel):
player_id: str
dice1: int
dice2: int
class SetBaseWineRequest(BaseModel):
player_id: str
color: Optional[str] = None # 可選,如果不提供則後端隨機選擇
class SetQuestionRequest(BaseModel):
player_id: str
question: str
answer: Optional[str] = None
@app.post("/api/game/roll-dice")
def roll_dice(request: RollDiceRequest):
"""玩家擲骰子(同步到所有玩家)"""
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
# 檢查是否輪到該玩家
if request.player_id != game_room.get_current_player_id():
raise HTTPException(status_code=403, detail="還沒輪到你")
# 更新骰子值(所有玩家將看到相同的骰子)
game_room.dice_values = [request.dice1, request.dice2]
game_room.last_action = f"擲出 {request.dice1} 和 {request.dice2}"
print(f"🎲 玩家擲骰子: {request.dice1}, {request.dice2}")
# 預先隨機選擇一個對手(為了黑白切/對決模式),避免前端顯示 undefined
# 這樣即使前端沒有呼叫 pick-opponent,也能顯示一個隨機對手
candidates = [p for pid, p in game_room.players.items() if pid != request.player_id]
if candidates:
opponent = random.choice(candidates)
game_room.current_opponent = opponent.player_name
else:
game_room.current_opponent = "無其他玩家"
return {
"success": True,
"dice_values": game_room.dice_values,
"sum": request.dice1 + request.dice2,
"current_opponent": game_room.current_opponent,
"opponent_name": game_room.current_opponent
}
@app.post("/api/game/set-base-wine")
def set_base_wine(request: SetBaseWineRequest):
"""設定基底酒(所有玩家看到相同基底)"""
# 移除遊戲開始檢查,允許隨時設定基底酒
# 如果沒有提供顏色,後端隨機選擇
if request.color:
chosen_color = request.color
print(f"🎯 使用指定基底酒: {chosen_color}")
else:
import random
wine_colors = ['red', 'blue', 'yellow', 'green']
# 避免連續選到相同顏色(至少嘗試選擇不同的)
if game_room.base_wine_color and len(wine_colors) > 1:
available_colors = [c for c in wine_colors if c != game_room.base_wine_color]
chosen_color = random.choice(available_colors)
print(f"🎲 後端隨機選擇基底酒(避免重複): {chosen_color} (上次: {game_room.base_wine_color})")
else:
chosen_color = random.choice(wine_colors)
print(f"🎲 後端隨機選擇基底酒: {chosen_color}")
# 根據顏色取得對應的固定幫浦
game_room.base_pump_id = get_pump_for_color(chosen_color)
print(f"🎯 根據顏色 {chosen_color} 選擇固定幫浦: {game_room.base_pump_id}")
game_room.base_wine_color = chosen_color
game_room.wine_stack.clear() # 清空酒堆疊
print(f"🍷 設定基底酒: {chosen_color}(幫浦 {game_room.base_pump_id}),清空酒堆疊")
return {
"success": True,
"base_wine_color": game_room.base_wine_color,
"base_pump_id": game_room.base_pump_id,
"wine_stack": game_room.wine_stack
}
class AddWineRequest(BaseModel):
player_id: str
color: str
@app.post("/api/game/add-wine")
def add_wine_to_stack(request: AddWineRequest):
"""添加酒到堆疊(所有玩家看到相同的酒堆疊)"""
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
game_room.wine_stack.append(request.color)
print(f"🍷 添加酒到堆疊: {request.color},目前堆疊: {game_room.wine_stack}")
return {
"success": True,
"color": request.color,
"wine_stack": game_room.wine_stack
}
@app.post("/api/game/set-question")
def set_question(request: SetQuestionRequest):
"""設定當前題目(所有玩家看到相同題目)"""
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
game_room.current_question = request.question
game_room.current_answer = request.answer
print(f"❓ 設定題目: {request.question}")
return {
"success": True,
"question": game_room.current_question,
"answer": game_room.current_answer
}
class UpdateScoreRequest(BaseModel):
player_id: str
score_delta: int
class IncrementRoundRequest(BaseModel):
player_id: str
new_round: int
@app.post("/api/game/update-score")
def update_score(request: UpdateScoreRequest):
"""更新玩家積分(同步到所有玩家)"""
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
# 更新積分
success, new_score, message = game_room.update_score(request.player_id, request.score_delta)
if not success:
raise HTTPException(status_code=400, detail=message)
# 檢查遊戲是否結束(酒鬼模式:有人喝滿3杯)
if game_room.game_mode == 'drunk' and new_score >= 3:
game_room.game_ended = True
player_name = game_room.players[request.player_id].player_name if request.player_id in game_room.players else "玩家"
# 找出贏家(除了輸家以外的所有人)和輸家
winners = []
losers = [{"player_id": request.player_id, "player_name": player_name, "score": new_score}]
for pid, p in game_room.players.items():
if pid != request.player_id:
score = game_room.player_scores.get(pid, 0)
winners.append({"player_id": pid, "player_name": p.player_name, "score": score})
game_room.game_result = {
"mode": "drunk",
"winners": winners,
"losers": losers,
"message": f"{player_name} 已經喝了 3 杯!遊戲結束!"
}
print(f"🏁 遊戲結束!{player_name} 喝了 {new_score} 杯")
return {
"success": True,
"player_id": request.player_id,
"score_delta": request.score_delta,
"new_score": new_score,
"message": message
}
@app.post("/api/game/increment-round")
def increment_round(request: IncrementRoundRequest):
"""增加回合數(闔家歡模式專用)"""
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
# 只在闔家歡模式更新回合
if game_room.game_mode == 'family':
game_room.current_round = request.new_round
print(f"🍺 回合更新: {request.new_round}")
# 檢查遊戲是否結束(闔家歡模式:完成5回合)
if game_room.current_round > 5:
game_room.game_ended = True
# 計算最高分和最低分
max_score = -999
min_score = 999
for player_id, score in game_room.player_scores.items():
if score > max_score:
max_score = score
if score < min_score:
min_score = score
# 找出贏家和輸家
winners = []
losers = []
for player_id, score in game_room.player_scores.items():
if player_id in game_room.players:
player_name = game_room.players[player_id].player_name
if score == max_score:
winners.append({"player_id": player_id, "player_name": player_name, "score": score})
if score == min_score:
losers.append({"player_id": player_id, "player_name": player_name, "score": score})
game_room.game_result = {
"mode": "family",
"max_score": max_score,
"min_score": min_score,
"winners": winners,
"losers": losers,
"message": f"已完成 5 回合!遊戲結束!"
}
print(f"🏁 遊戲結束!完成 5 回合")
return {
"success": True,
"current_round": game_room.current_round,
"message": f"回合已更新為 {game_room.current_round}"
}
else:
return {
"success": False,
"message": "酒鬼模式不使用回合制"
}
class PickOpponentRequest(BaseModel):
player_id: str
class StartDrinkingRequest(BaseModel):
player_id: str
player_name: str
@app.post("/api/game/pick-opponent")
def pick_opponent(request: PickOpponentRequest):
"""隨機選擇一個對手(用於黑白切/對決),解決顯示 undefined 的問題"""
if not game_room.game_started:
raise HTTPException(status_code=400, detail="遊戲尚未開始")
# 取得當前玩家名字
current_player_name = game_room.players[request.player_id].player_name if request.player_id in game_room.players else "玩家"
# 篩選出除了自己以外的潛在對手
candidates = [p for pid, p in game_room.players.items() if pid != request.player_id]
if candidates:
# 隨機選擇一位對手
opponent = random.choice(candidates)
game_room.current_opponent = opponent.player_name
# 更新最後動作,讓所有人都看到
game_room.last_action = f"{current_player_name} 的對手是 {opponent.player_name}!"
print(f"⚔️ 對決配對: {current_player_name} vs {opponent.player_name}")
else:
game_room.current_opponent = "無其他玩家"
game_room.last_action = "沒有其他玩家可以對戰!"
return {
"success": True,