Pierre-Emmanuel DENYS
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    # Boardgame (Mobdays) # Boardgame Faire jouer un joueur pendant son propre tour -> https://boardgame.io/documentation/#/stages?id=stages ```ts const cardTypes = ["mulet", "choucroute", "cloclo", "mout-mout", "clavihairist", "sidecut", "belle-zebuth", "double-face", "mimi-reille", "malaise-en-japonais"] as const ``` ## Espionne > "À la fin de la manche, si vous êtes le seul joueur encore en lice qui a joué ou défaussé une Espionne, vous gagnez 1 pion faveur." ⚠️ pas cumulable (1 pion même si le même joueur défausse 2 fois l'éspionne dans une même manche) ⚠️ doit rester visible (en défausse + indicateur sur le joueur) - event : fin de manche (`endIf`) -> résolution : ```ts const spyCards = discardedCards.filter(card => card.cardName === Card.PRINCE); const playHasWonPoint = spyCards.length > 1 ? spyCards[0].player === spyCards[1].player: true; ``` ```ts type DiscardedCard = { cardName: Card.PRINCE player: number } type DiscardedCards : DiscardedCard[] ``` ```ts { currentPlayer: '0', playOrder: ['0', '1',], playOrderPos: 0, } ``` ## Garde > "Choisissez un autre joueur et nommez un personnage autre que le Garde. Si le joueur choisi a cette carte en main, il quitte la manche" moves : 1. sélectionner le Garde 2. choisir un joueur 3. nommer une carte résolution -> le joueur sélectionné quitte la partie ou non ```ts type PlayingPlayers = Player[] ``` ## Prêtre > "Choisissez un autre joueur et regardez sa main." moves : 1. sélectionner le Prêtre 2. choisir un autre joueur 3. regarder la main du joueur choisi et timeout de fin ? ou 4. action de terminer son tour ```ts type VisibleHands = { player: number; otherHands: number[]; } type Player = { visibleHands: VisibleHands; } ``` exemple : ```ts const firstPlayVisibleHands:VisibleHands = { player: 1, otherHands: [1] } // peut voir la main du joueur 2 firstPlayVisibleHands.otherHands.push(2) // ⚠️ à `Immer` https://boardgame.io/documentation/#/immutability ``` ## Baron > "Choisissez un autre joueur et comparez discrètement vos mains. Celui dont la carte a la plus faible valeur quitte la manche." moves : 1. Sélectionner le Baron 2. choisir un autre joueur -> le joueur avec la carte la plus faible quitte la partie ## Servante > "Jusqu'à votre prochain tour, les effets de cartes des autres joueurs ne peuvent pas vous cibler." moves : 1. Sélectionner la Servante 2. le joueur actuel n'est pas une cible éligible (`targetablePlayers`) jusqu'à son prochain tour -> résolution : au début de chaque tour d'un joueur on vérifie qu'il est dans la liste des `targetablePlayers`, s'il ne l'est pas on l'ajoute ```ts type TargetablePlayer = number[]; ``` ## Prince > "Choisissez n'importe quel joueur, y compris vous même. Le joueur choisi défausse sa main et en pioche une nouvelle." moves : 1. sélectionner Prince 2. sélectionner un joueur 3. le joueur ciblé discard deux cartes (`hand.pop(2)`) -> résolution : le joueur ciblé pioche une carte du deck (deck.pop, hand.push) ⚠️ cas de la princesse ```ts function PlayPrince(G, ctx) { ctx.events.setActivePlayers({ others: 'prince', minMoves: 2, maxMoves: 2 }); } const game = { moves: { PlayPrince }, turn: { stages: { prince: { moves: { Discard, Draw }, }, }, }, }; ``` ## Chancelier > "Piochez 2 cartes. Conservez 1 carte et placez les 2 autres dans l'ordre de votre choix sous le paquet." moves : 1. sélectionner le Chancelier -> piocher 2 cartes (deck.pop(2), hand.push(2)) ⚠️ si plus qu'une carte on la pioche ## Roi > "Choisissez un autre joueur et échangez vos mains." moves : 1. sélectionner le Roi 2. sélectionner un autre joueur -> le joueur actuel a la main du joueur sélectionné et le joueur sélectionné a la main du joueur actuel ## Comtesse > "Si votre main contient le Roi ou un Prince, vous devez jouer la Comtesse." event : le joueur qui a la comtesse en main pioche une carte -> si la carte piochée est un roi ou un prince, play Prince ou Roi ## Princesse > "Si vous jouez ou défaussez la Princesse, vous quittez la manche." La partie s'arrête à l'épuisement du paquet -> comparaison une fois que tous les effets ont été appliqués

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