first commit

This commit is contained in:
Lucas Roschnowski
2026-08-16 20:50:31 +02:00
parent 69a0e7a9f7
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# meyer # 🎲 Meyer – drikke terningespil
Et komplett multiplayer-Meyer (drikke-terningespil) til browseren, bygget til selskaber
hvor alle allerede snakker sammen på voicechat. Ingen npm-pakker – ren Node.js.
## Sådan kører man
```bash
node server.js # lytter på port 3000 (PORT=… for anden port)
```
Åbn **http://localhost:3000** (eller http://<server-IP>:3000) i browseren –
en pr. spiller. Alle ser samme bord live.
## Spillet
1. Skriv dit navn → gå til lobbyen.
2. Se listen over borde, **sæt dig** ved ét, eller **opret dit eget** (opretter automatisk en
robot-spiller, så bordet ikke står tomt, mens folk samler sig).
3. Værten trykker **Start** (min. 2 spillere).
4. Din tur: **Rul** under dine to øller → klik begge øller, så løfter de sig og du
kigger → sig hvad du har (⭐) **eller bluf** og sig højere → øllerne sendes videre.
5. Næste spiller kan **trø på dig** eller **løfte øllerne**.
- Sandt → de drikker. Bluff → du drikker.
6. Stangen (sidste sagte slag) bliver liggende – spillet klatrer, indtil nogen bustes.
7. Slag er for lavt? **Rul igen** (uden at kigge) og send videre, eller **send videre**
uden at sige noget.
8. Taber = ét øje ned. Ved 0 øjne er man **drækket ud**. Sidste ved bordet vinder. 🏆
### Hierarchy (højest → lavest)
Meyer (1+2) > Lille-Meyer (1+3) > Par 6 > Par 5 > Par 4 > Par 3 > Par 2 > Par 1 > 6+5 > 6+4 >
63, 62, 54, 53, 52, 43, 42, 32
## Funktioner
- **Live-sync** via Server-Sent Events (ingen websocket-afhængigheder)
- **Lobbyer** med opdateringsstatus (Ventende / Spiller / Fuld, max 4)
- **Privat terning**: kun aktive spiller, der har kigget, ser sit slag (serveren sender
`myDice` kun i dennes snapshot)
- **Robots** der ruller, bluffer, løfter øller og drikker – bordet kan køre, selv mens
folk finder sammen på voicechat
- **Chat** til bordet (fx "jeg bluffer ikke, edderma…")
- **Afkørsel**: fraværende spillere får turen passeret automatisk; genstart = "Spil igen"
- Værten kan starte nyt spil; alle øjne nulstilles
- Flere tabs samme spiller = samme session (SSE-multiplexing)
## Filstruktur
```
meyer/
├── server.js # alt: HTTP, SSE, rum, spilleregler, bots (uden afhængigheder)
├── public/
│ ├── index.html # navne-skrærm, lobby, spil, regel-modal
│ ├── style.css # mørk brikbar-tema, øller, terninger, animationer
│ └── app.js # klient: SSE-sync, rendering, handlinger
└── flow.js / smoke.js / endgame.js # API-smoke-tests
```
## API (POST /api)
`create {roomName, addBot}` · `join {roomId}` · `rejoin {roomId, uid}` · `leave` ·
`start` · `restart` · `roll` · `peek` · `declare {rank}` · `reroll` · `sendForward` ·
`challenge` · `pass` · `chat {text}`
GET: `/api/rooms` · `/api/state?room=…&uid=…` · `/api/events?uid=…` (SSE)
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/* Aggressive end-to-end: force a full game to completion (eliminations). */
const BASE = "http://localhost:3000";
const { request } = require("http");
function sse(uid) {
return new Promise((resolve) => {
const res = request({ host: "localhost", port: 3000, path: `/api/events?uid=${uid}`, method: "GET" }, (r) => {
let buf = ""; const states = [];
r.on("data", (c) => {
buf += c;
let idx;
while ((idx = buf.indexOf("\n\n")) >= 0) {
const chunk = buf.slice(0, idx); buf = buf.slice(idx + 2);
for (const l of chunk.split("\n")) {
if (l.startsWith("data: ")) { try { const m = JSON.parse(l.slice(6)); if (m.type === "state") states.push(m.snap); } catch (e) {} }
}
}
});
resolve({ states, res });
});
res.on("error", () => {});
res.end();
});
}
const api = async (action, uid, name, extra = {}) => {
const r = await fetch(BASE + "/api", { method: "POST", headers: { "Content-Type": "application/json" }, body: JSON.stringify({ action, uid, name, ...extra }) });
const d = await r.json();
if (!r.ok) throw new Error(`${action}: ${d.error}`);
return d;
};
const sleep = (ms) => new Promise(r => setTimeout(r, ms));
const COMBOS = [[1,2],[1,3],[6,6],[5,5],[4,4],[3,3],[2,2],[1,1],[6,5],[6,4]];
const DYN = [[6,3],[6,2],[5,4],[5,3],[5,2],[4,3],[4,2],[3,2]];
function rankOf(a, b) { const x = Math.min(a, b), y = Math.max(a, b); for (let i = 0; i < COMBOS.length; i++) if (COMBOS[i][0] === y && COMBOS[i][1] === x) return i; const i = DYN.findIndex(c => c[0] === y && c[1] === x); return i >= 0 ? 10 + i : -1; }
(async () => {
const c1 = await api("create", null, "Alice", { roomName: "Finaltest", addBot: true });
const c2 = await api("join", null, "Bob", { roomId: c1.room });
const u1 = c1.uid, u2 = c2.uid;
const [s1, s2] = await Promise.all([sse(u1), sse(u2)]);
await api("start", u1, "Alice");
const t0 = Date.now();
while (Date.now() - t0 < 300000) {
await sleep(1200);
const snap = s1.states[s1.states.length - 1];
if (!snap) continue;
if (snap.phase === "waiting" && snap.gameOver) {
console.log("GAME OVER. Final:", JSON.stringify(snap.players.map(p => [p.name, p.score, p.eliminated])));
console.log("Last log lines:", snap.log.slice(-4).map(l => l.t).join(" | "));
// test restart works
await api("restart", u1, "Alice");
await sleep(800);
const s2snap = s2.states[s2.states.length - 1];
console.log("After restart: phase=", s2snap.phase, "scores=", JSON.stringify(s2snap.players.map(p => [p.name, p.score, p.eliminated])));
process.exit(0);
}
const actor = snap.phase === "challenging" && snap.pending ? snap.pending.challenger : snap.turnUid;
for (const [uid, states, name] of [[u1, s1.states, "Alice"], [u2, s2.states, "Bob"]]) {
if (actor !== uid) continue;
if (snap.phase === "acting") await api("roll", uid, name);
else if (snap.phase === "peeking") {
await api("peek", uid, name, { revealed: true });
await sleep(150);
const fresh = states[states.length - 1];
if (!fresh.myDice) continue;
const truth = rankOf(fresh.myDice[0], fresh.myDice[1]);
const minR = fresh.lastClaim ? fresh.lastClaim.rank + 1 : 0;
// AGGRESSIVE: always bluff 3 above (capped), guarantees busts & eliminations
let r = Math.min(Math.max(minR, truth + 3), 17);
if (r < minR) await api("sendForward", uid, name);
else await api("declare", uid, name, { rank: r });
} else if (snap.phase === "challenging" && snap.pending && snap.pending.challenger === uid) {
await api("challenge", uid, name); // always challenge -> busts everywhere
}
}
}
console.log("TIMEOUT - game did not finish in time");
process.exit(1);
})().catch(e => { console.error("FAIL:", e); process.exit(1); });
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const B="http://localhost:3000";
const api=async(a,u,n,x={})=>{const r=await fetch(B+"/api",{method:"POST",headers:{"Content-Type":"application/json"},body:JSON.stringify({action:a,uid:u,name:n,...x})});const d=await r.json();if(!r.ok)throw new Error(a+": "+d.error);return d};
(async()=>{
const c1=await api("create",null,"Ana",{roomName:"Flow",addBot:false});
const c2=await api("join",null,"Bil",{roomId:c1.room});
console.log("create OK:",c1.room,"players:",c1.snap.players.map(p=>p.name).join(","));
// wrong turn should be rejected
try{await api("roll",c2.uid,"Bil");console.log("ERR: roll allowed out of turn!");}catch(e){console.log("turn guard OK:",e.message)}
const st=await api("start",c1.uid,"Ana");
console.log("start OK. phase:",(await api("rejoin",c1.uid,"Ana",{roomId:c1.room})).snap.phase);
// Ana = starter. roll->peek->declare low (honest)
const r1=await api("roll",c1.uid,"Ana");
const r2=await api("peek",c1.uid,"Ana",{revealed:true});
const st2=(await api("rejoin",c1.uid,"Ana",{roomId:c1.room})).snap;
console.log("Ana dice (private):",JSON.stringify(st2.myDice),"turn:",st2.turnName);
const d1=st2.myDice[0],d2=st2.myDice[1];
// rank mirror
const C=[[1,2],[1,3],[6,6],[5,5],[4,4],[3,3],[2,2],[1,1],[6,5],[6,4]],D=[[6,3],[6,2],[5,4],[5,3],[5,2],[4,3],[4,2],[3,2]];
const rank=(a,b)=>{const x=Math.min(a,b),y=Math.max(a,b);for(let i=0;i<C.length;i++)if(C[i][0]===y&&C[i][1]===x)return i;const i=D.findIndex(c=>c[0]===y&&c[1]===x);return i>=0?10+i:-1};
const truth=rank(d1,d2);
const dec=await api("declare",c1.uid,"Ana",{rank:truth});
const st3=(await api("rejoin",c2.uid,"Bil",{roomId:c1.room})).snap;
console.log("declare OK. now phase:",st3.phase,"pending challenger:",st3.pending&&st3.pending.challenger===c2.uid,"lastClaim:",st3.lastClaim&&st3.lastClaim.label);
// Bil trusts -> claim stands, Ana's turn again
const p=await api("pass",c2.uid,"Bil");
const st4=(await api("rejoin",c1.uid,"Ana",{roomId:c1.room})).snap;
console.log("pass OK. turn now:",st4.turnName,"lastClaim persists:",st4.lastClaim&&st4.lastClaim.label);
// chat
await api("chat",c2.uid,"Bil",{text:"godt spil! 🍺"});
console.log("FLOW COMPLETE ✅");
})().catch(e=>{console.error("FLOW FAIL:",e.message);process.exit(1)});
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/* Meyer – client. SSE state sync + actions. */
"use strict";
/* ---------- rank/combo mirror of the server ---------- */
const COMBOS = [
{ a: 1, b: 2, label: "Meyer", sub: "1 + 2" },
{ a: 1, b: 3, label: "Lille-Meyer", sub: "1 + 3" },
{ a: 6, b: 6, label: "Par 6", sub: "6 + 6" },
{ a: 5, b: 5, label: "Par 5", sub: "5 + 5" },
{ a: 4, b: 4, label: "Par 4", sub: "4 + 4" },
{ a: 3, b: 3, label: "Par 3", sub: "3 + 3" },
{ a: 2, b: 2, label: "Par 2", sub: "2 + 2" },
{ a: 1, b: 1, label: "Par 1", sub: "1 + 1" },
{ a: 6, b: 5, label: "6 + 5", sub: "" },
{ a: 6, b: 4, label: "6 + 4", sub: "" },
];
const DYN = [[6,3],[6,2],[5,4],[5,3],[5,2],[4,3],[4,2],[3,2]];
function rankOf(a, b) {
const x = Math.min(a, b), y = Math.max(a, b);
for (let i = 0; i < COMBOS.length; i++) if (COMBOS[i].a === y && COMBOS[i].b === x) return i;
const i = DYN.findIndex(c => c[0] === y && c[1] === x);
return i >= 0 ? 10 + i : -1;
}
function comboOf(rank) {
if (rank >= 0 && rank < COMBOS.length) return COMBOS[rank];
const i = rank - 10;
if (i >= 0 && i < DYN.length) { const [a, b] = DYN[i]; return { a, b, label: `${a} + ${b}`, sub: "" }; }
return { a: 6, b: 6, label: "6 + 6", sub: "" };
}
function comboName(c) {
if (c.sub === "1 + 2") return "Meyer";
if (c.sub === "1 + 3") return "Lille-Meyer";
return c.label;
}
function eyeLabel(n) {
if (n <= 0) return "Ude 💀";
return n + (n === 1 ? " øje" : " øjne");
}
function pipLayout(n) {
const M = { 1: [6], 2: [1, 3], 3: [1, 6, 3], 4: [1, 3, 7, 9], 5: [1, 3, 7, 9, 6], 6: [1, 3, 7, 9, 4, 8] };
return (M[n] || []).map(p => `<span class="pip p${p}"></span>`).join("");
}
/* ---------- state ---------- */
const S = {
name: localStorage.getItem("meyer.name") || "",
uid: null, roomId: null, snap: null,
es: null, view: "name",
flippedL: false, flippedR: false,
showDice: false, rolling: false,
};
const $ = (s) => document.querySelector(s);
const $$ = (s) => [...document.querySelectorAll(s)];
const esc = (s) => String(s).replace(/[&<>"']/g, c => ({ "&": "&amp;", "<": "&lt;", ">": "&gt;", '"': "&quot;", "'": "&#39;" }[c]));
let flashMsg = null, flashUntil = 0;
function toast(msg) { flashMsg = msg; flashUntil = Date.now() + 3500; }
async function api(action, extra = {}) {
const res = await fetch("/api", {
method: "POST", headers: { "Content-Type": "application/json" },
body: JSON.stringify({ action, uid: S.uid, name: S.name, ...extra }),
});
const data = await res.json().catch(() => ({}));
if (!res.ok) throw new Error(data.error || "Fejl");
return data;
}
function act(action, extra) { api(action, extra).catch(e => toast(e.message)); }
function setView(v) {
S.view = v;
for (const id of ["view-name", "view-lobby", "view-game"])
$("#" + id).classList.toggle("hidden", id !== "view-" + v);
}
/* ---------- name entry ---------- */
const nameInput = $("#name-input");
nameInput.value = S.name;
nameInput.addEventListener("input", () => { $("#btn-enter").disabled = nameInput.value.trim().length < 1; });
nameInput.addEventListener("keydown", e => { if (e.key === "Enter" && !$("#btn-enter").disabled) enterLobby(); });
$("#btn-enter").addEventListener("click", enterLobby);
$("#btn-change-name").addEventListener("click", () => {
const n = prompt("Dit navn:", S.name);
if (n && n.trim()) { S.name = n.trim().slice(0, 24); localStorage.setItem("meyer.name", S.name); $("#me-name").textContent = S.name; }
});
$("#btn-rules").addEventListener("click", () => $("#modal-rules").classList.remove("hidden"));
$("#btn-close-rules").addEventListener("click", () => $("#modal-rules").classList.add("hidden"));
$("#modal-rules").addEventListener("click", e => { if (e.target.id === "modal-rules") e.target.classList.add("hidden"); });
function enterLobby() {
S.name = nameInput.value.trim().slice(0, 24);
if (!S.name) return;
localStorage.setItem("meyer.name", S.name);
$("#me-name").textContent = S.name;
setView("lobby");
refreshRooms();
}
/* ---------- lobby ---------- */
function refreshRooms() {
fetch("/api/rooms").then(r => r.json()).then(d => renderRoomList(d.rooms)).catch(() => {});
}
$("#btn-refresh").addEventListener("click", refreshRooms);
$("#btn-create").addEventListener("click", async () => {
try {
const d = await api("create", { roomName: $("#new-room-name").value.trim(), addBot: true });
S.uid = d.uid; S.roomId = d.room; $("#new-room-name").value = "";
connectToRoom(d.snap);
} catch (e) { alert(e.message); }
});
function renderRoomList(rooms) {
const el = $("#room-list");
if (!rooms.length) { el.innerHTML = `<div class="room-empty">Ingen borde lige nu – opret det første! 🍺</div>`; return; }
el.innerHTML = rooms.map(r => {
const names = r.players.map(p => esc(p.name) + (p.isBot ? " 🤖" : "")).join(", ");
const full = r.players.length >= r.maxPlayers;
const chip = full ? `<span class="chip full">Fuld</span>` :
r.phase === "waiting" ? `<span class="chip waiting">Ventende</span>` : `<span class="chip playing">Spiller</span>`;
const join = full ? `<span class="chip">🔒</span>` : `<button class="btn primary sm" data-join="${r.id}">Sæt dig</button>`;
return `<div class="room ${r.phase !== 'waiting' ? 'playing' : ''}">
<div class="room-info">
<div class="room-name">🍻 ${esc(r.name)} <span style="opacity:.4;font-weight:400">#${r.id}</span></div>
<div class="room-players">${names || "<i>tomt</i>"}</div>
</div>
<div class="room-state">${chip}${join}</div>
</div>`;
}).join("");
$$("#room-list [data-join]").forEach(b => b.addEventListener("click", async () => {
try {
const d = await api("join", { roomId: b.dataset.join });
S.uid = d.uid; S.roomId = d.room;
connectToRoom(d.snap);
} catch (e) { alert(e.message); refreshRooms(); }
}));
}
setInterval(() => { if (S.view === "lobby") refreshRooms(); }, 5000);
/* ---------- room connection (SSE) ---------- */
function connectToRoom(snap) {
if (S.es) { S.es.close(); S.es = null; }
setView("game");
$("#chat-log").innerHTML = "";
S.flippedL = S.flippedR = false; S.showDice = false; S.rolling = false;
S.snap = snap; S.roomId = snap.id;
render();
const es = new EventSource(`/api/events?uid=${S.uid}`);
S.es = es;
es.onmessage = (ev) => {
let m; try { m = JSON.parse(ev.data); } catch (e) { return; }
if (m.type === "state") { S.snap = m.snap; }
else if (m.type === "chat") {
const line = document.createElement("div");
line.className = "log-line";
line.innerHTML = `<span class="who">${esc(m.from)}:</span> ${esc(m.text)}`;
$("#chat-log").appendChild(line);
$("#chat-log").scrollTop = $("#chat-log").scrollHeight;
}
};
render();
}
$("#btn-leave").addEventListener("click", async () => {
try { if (S.uid) await api("leave"); } catch (e) {}
if (S.es) { S.es.close(); S.es = null; }
S.snap = null; S.uid = null; S.roomId = null;
setView("lobby"); refreshRooms();
});
/* ---------- render (idempotent, runs on a timer) ---------- */
let prevKey = "";
function me() { return S.snap ? S.snap.players.find(p => p.uid === S.uid) : null; }
function myTurn() { return S.snap && S.snap.turnUid === S.uid && S.snap.phase !== "waiting"; }
function actorUid() {
const s = S.snap; if (!s) return null;
if (s.phase === "challenging" && s.pending) return s.pending.challenger;
return s.turnUid;
}
function iAmActor() { return actorUid() !== null && actorUid() === S.uid; }
function render() {
if (S.view !== "game" || !S.snap) return;
const s = S.snap;
const iAmHost = s.hostUid === S.uid;
const mp = me();
$("#game-room-name").textContent = s.name;
$("#my-name-game").textContent = mp ? mp.name : S.name;
$("#my-turn-chip").classList.toggle("hidden", !iAmActor());
// phase chip
const ph = $("#game-phase");
ph.textContent =
s.phase === "waiting" ? (s.gameOver ? "🏆 Spillet er slut" : "⏳ Afventer start") :
s.phase === "acting" ? "🎲 Terningerne ruller" :
s.phase === "peeking" ? "👀 Under øllerne" : "🫙 Øllerne skal løftes";
// turn banner
const tb = $("#turn-banner");
if (s.phase === "waiting") {
tb.className = "turn-banner them";
tb.innerHTML = iAmHost
? `🍻 <b>${s.players.length}</b> ved bordet. Start spillet, når I alle er klar.`
: `⏳ I venter på at bordet startes…`;
} else if (iAmActor()) {
tb.className = "turn-banner mine";
tb.innerHTML = {
acting: `🍻 <b>Din tur!</b> Rul terningerne under dine øller…`,
peeking: `🍻 <b>Din tur!</b> Kig under øllerne, så sig hvad du har (eller bluf)…`,
challenging: `🫙 <b>${esc(s.turnName)}</b> sagde <b>${esc(s.lastClaim ? s.lastClaim.label : "…")}</b> – løft deres øller, eller tro på dem!`,
}[s.phase] || "…";
} else {
tb.className = "turn-banner them";
tb.innerHTML = {
acting: `⏳ <b>${esc(s.turnName)}</b> ruller under øllerne…`,
peeking: `👀 <b>${esc(s.turnName)}</b> kigger under øllerne…`,
challenging: `🫙 <b>${esc(byName(s.pending.challenger))}</b> skal nu løfte øllerne og tjekke ${esc(s.turnName)}!`,
}[s.phase] || "…";
}
// bar (persistent claim)
const lc = $("#last-claim");
if (s.lastClaim && s.phase !== "waiting") {
lc.classList.remove("hidden");
lc.innerHTML = `📏 <b>${esc(s.lastClaim.byName)}</b> satte stangen til <b>${esc(s.lastClaim.label)}</b> – næste slag skal være højere${s.lastClaim.by === S.uid ? " (det var dig!)" : ""}`;
} else lc.classList.add("hidden");
// opponents
const opp = s.players.filter(p => p.uid !== S.uid);
$("#opp-table").innerHTML = opp.length ? opp.map(p => `
<div class="opp-seat ${s.turnUid === p.uid && s.phase !== 'waiting' ? 'active' : ''} ${p.eliminated ? 'dead-seat' : ''}">
<div class="seat-name"><span class="dot ${p.connected ? 'on' : 'off'}"></span>${esc(p.name)}${p.isBot ? " 🤖" : ""}</div>
<div class="mini-cups"><div class="mini-cup"></div><div class="mini-cup"></div></div>
<div class="opp-eye ${p.eliminated ? 'dead' : ''}">${eyeLabel(p.score)}</div>
</div>`).join("") : `<div class="dice-msg">Alene ved bordet…</div>`;
// scoreboard
$("#score-list").innerHTML = [...s.players].sort((a, b) => b.score - a.score).map(p => `
<div class="score-row ${s.turnUid === p.uid && s.phase !== 'waiting' ? 'turn' : ''} ${p.eliminated ? 'dead' : ''}">
<span class="score-name"><span class="dot ${p.connected ? 'on' : 'off'}"></span>${esc(p.name)}${p.isBot ? " 🤖" : ""}${p.uid === S.uid ? " (dig)" : ""}</span>
<span class="score-eye">${eyeLabel(p.score)}</span>
</div>`).join("");
// host actions
const ha = $("#host-actions");
if (iAmHost) {
if (s.phase === "waiting" && !s.gameOver) ha.innerHTML = `<button class="btn primary sm" id="btn-start">▶️ Start spillet</button>`;
else if (s.phase === "waiting" && s.gameOver) ha.innerHTML = `<button class="btn primary sm" id="btn-restart">🔄 Spil igen</button>`;
else ha.innerHTML = `<button class="btn ghost sm" id="btn-restart">🔄 Nyt spil (nulstil øjne)</button>`;
const bs = $("#btn-start"); if (bs) bs.addEventListener("click", () => act("start"));
const br = $("#btn-restart"); if (br) br.addEventListener("click", () => { if (confirm("Starte et nyt spil? Alle øjne nulstilles.")) act("restart"); });
} else if (s.phase === "waiting") {
const host = s.players.find(p => p.uid === s.hostUid);
ha.innerHTML = `<div class="note">👑 ${esc(host ? host.name : "…")} skal starte spillet.</div>`;
} else ha.innerHTML = "";
// game log
syncGameLog(s);
// my board
renderMyBoard(s);
// overlay
renderOverlay(s, iAmHost);
// flash toast
if (flashMsg && flashUntil > Date.now()) {
let f = $("#flash");
if (!f) { f = document.createElement("div"); f.id = "flash"; document.body.appendChild(f); }
f.style.cssText = "position:fixed;top:16px;left:50%;transform:translateX(-50%);background:#c94f33;color:#fff;padding:10px 20px;border-radius:12px;z-index:99;font-weight:600;box-shadow:0 8px 20px rgba(0,0,0,.5)";
f.textContent = flashMsg;
} else if (flashMsg) { const f = $("#flash"); if (f) f.remove(); flashMsg = null; }
}
function byName(uid) { const p = S.snap && S.snap.players.find(x => x.uid === uid); return p ? p.name : "?"; }
function syncGameLog(s) {
const log = $("#chat-log");
const existing = log.querySelectorAll(".log-line.sys");
if (existing.length === s.log.length) return; // unchanged
// full re-render of system lines (chat lines preserved)
[...log.querySelectorAll(".log-line.sys")].forEach(n => n.remove());
const frag = document.createDocumentFragment();
for (const e of s.log) {
const line = document.createElement("div");
let cls = "log-line sys";
if (e.t.includes("💀")) cls = "log-line bad";
else if (e.t.includes("🏆")) cls = "log-line good";
else if (e.t.includes("🎲 Øllerne")) cls = "log-line good";
line.className = cls;
const t = new Date(e.ts).toLocaleTimeString([], { hour: "2-digit", minute: "2-digit" });
line.innerHTML = `<span class="ts">${t}</span> ${esc(e.t)}`;
frag.appendChild(line);
}
log.appendChild(frag);
log.scrollTop = log.scrollHeight;
}
function renderMyBoard(s) {
const a = $("#my-actions");
const diceEl = $("#my-dice");
const cupsL = $("#cup-l"), cupsR = $("#cup-r");
// cups
const canPeek = myTurn() && s.phase === "peeking";
cupsL.classList.toggle("flipped", canPeek && S.flippedL);
cupsR.classList.toggle("flipped", canPeek && S.flippedR);
// dice area
if (S.rolling) {
diceEl.innerHTML = `<div class="die rolling"></div><div class="die rolling"></div>`;
return;
}
if (myTurn() && s.phase === "peeking" && S.showDice && s.myDice) {
diceEl.innerHTML = `<div class="die">${pipLayout(s.myDice[0])}</div><div class="die">${pipLayout(s.myDice[1])}</div>`;
} else if (myTurn() && s.phase === "acting") {
diceEl.innerHTML = `<div class="dice-msg">Dine øller er klar. Rul når du er parat. 🍺</div>`;
} else if (myTurn() && s.phase === "peeking") {
diceEl.innerHTML = `<div class="dice-msg">Terningerne er under dine øller – løft dem efter tur 👀</div>`;
} else if (s.hasDice && s.phase !== "waiting") {
diceEl.innerHTML = `<div class="dice-msg">🫙 ${esc(s.turnName)} har øllerne mellem hænderne…</div>`;
} else {
diceEl.innerHTML = `<div class="dice-msg">—</div>`;
}
// actions
a.innerHTML = "";
if (s.phase === "waiting") return;
if (iAmActor()) {
if (s.phase === "acting") {
a.innerHTML = `<div class="row"><button class="btn primary big" id="btn-roll">🎲 Rul terningerne</button></div>`;
$("#btn-roll").addEventListener("click", () => { S.rolling = true; act("roll"); setTimeout(() => { S.rolling = false; render(); }, 1000); });
} else if (s.phase === "peeking") {
const truth = (S.showDice && s.myDice) ? rankOf(s.myDice[0], s.myDice[1]) : -1;
const minR = s.lastClaim ? s.lastClaim.rank + 1 : 0;
let grid = "";
for (let r = Math.max(minR, 0); r <= 17; r++) {
const c = comboOf(r);
const hint = r === truth ? "⭐ dit virkelige slag" : "🎭 bluff";
grid += `<button class="combo-btn" data-rank="${r}" title="${hint}">
<span class="rank-label">${esc(comboName(c))}</span>${c.sub ? ` <span class="rank-sub">(${c.sub})</span>` : ""}</button>`;
}
a.innerHTML = `
<div class="actions-title">🗣️ Sig hvad du har – eller bluf og sig højere:</div>
<div class="combo-grid">${grid}</div>
<div class="row" style="margin-top:10px">
<button class="btn ghost" id="btn-reroll" title="Slaget er for lavt: rul igen og send videre uden at kigge">🔁 Rul igen</button>
<button class="btn ghost" id="btn-fwd" title="Send øllerne videre uden at sige noget">📤 Send videre</button>
</div>`;
$$("#my-actions .combo-btn").forEach(b => b.addEventListener("click", () => { S.showDice = false; S.flippedL = S.flippedR = false; act("declare", { rank: +b.dataset.rank }); }));
$("#btn-reroll").addEventListener("click", () => { S.showDice = false; S.flippedL = S.flippedR = false; act("reroll"); });
$("#btn-fwd").addEventListener("click", () => { S.showDice = false; S.flippedL = S.flippedR = false; act("sendForward"); });
} else if (s.phase === "challenging" && s.pending && s.pending.challenger === S.uid) {
a.innerHTML = `
<div class="actions-title">🫙 ${esc(s.turnName)} sagde <b>${esc(s.lastClaim ? s.lastClaim.label : "…")}</b>. Tror du på dem?</div>
<div class="row">
<button class="btn danger big" id="btn-ch">🫙 Løft øllerne!</button>
<button class="btn primary big" id="btn-pass">👍 Tro på dem</button>
</div>`;
$("#btn-ch").addEventListener("click", () => act("challenge"));
$("#btn-pass").addEventListener("click", () => act("pass"));
}
} else {
a.innerHTML = `<div class="dice-msg">Hænder i skød – ${esc(s.turnName)} er i gang…</div>`;
}
}
function renderOverlay(s, iAmHost) {
const ov = $("#overlay");
if (s.gameOver) {
ov.classList.remove("hidden");
const alive = s.players.filter(p => !p.eliminated).sort((a, b) => b.score - a.score);
const winner = alive.length ? alive[0] : null;
$("#overlay-emoji").textContent = "🏆";
$("#overlay-title").textContent = winner ? `${winner.name} vandt!` : "Spillet er slut!";
const stand = [...s.players].sort((a, b) => b.score - a.score)
.map((p, i) => `${i + 1}. ${esc(p.name)} – ${p.eliminated ? "ude 💀" : p.score + " øjne"}`).join(" · ");
$("#overlay-text").innerHTML = `${stand}<br><span style="opacity:.7;font-size:13px">Sidste mand ved bordet vinder.</span>`;
$("#overlay-actions").innerHTML = iAmHost
? `<button class="btn primary" id="ov-restart">🔄 Spil igen</button>`
: `<button class="btn ghost" id="ov-close2">👀 Luk</button>`;
const rs = $("#ov-restart"); if (rs) rs.addEventListener("click", () => act("restart"));
const cl2 = $("#ov-close2"); if (cl2) cl2.addEventListener("click", () => ov.classList.add("hidden"));
return;
}
const started = s.players.some(p => p.score < 6);
const anyAlive = s.players.filter(p => !p.eliminated);
if (s.phase === "waiting" && !started && anyAlive.length >= 1) {
ov.classList.remove("hidden");
$("#overlay-emoji").textContent = "🍻";
$("#overlay-title").textContent = s.name;
const names = s.players.map(p => p.name).join(", ");
const canStart = iAmHost && s.players.length >= 2;
$("#overlay-text").innerHTML =
`Ved bordet: <b>${esc(names)}</b><br>Max. ${s.maxPlayers} spillere. ${canStart ? "" : "<br>" + (iAmHost ? "Husk mindst 2 spillere – opret flere borde eller spørg nogen om at sætte sig." : "Vent på at værten starter…")}`;
$("#overlay-actions").innerHTML = canStart
? `<button class="btn primary" id="ov-start">▶️ Start spillet</button>`
: `<button class="btn ghost" id="ov-close">👀 Luk</button>`;
const st = $("#ov-start"); if (st) st.addEventListener("click", () => act("start"));
const cl = $("#ov-close"); if (cl) cl.addEventListener("click", () => ov.classList.add("hidden"));
return;
}
ov.classList.add("hidden");
}
/* ---------- cup interactions ---------- */
function tryPeek(which) {
const s = S.snap;
if (!s || !myTurn() || s.phase !== "peeking") return;
if (which === "l") S.flippedL = !S.flippedL; else S.flippedR = !S.flippedR;
if (S.flippedL && S.flippedR) {
S.showDice = true;
act("peek", { revealed: true });
}
render();
}
$("#cup-l").addEventListener("click", () => {
if (S.snap && myTurn() && S.snap.phase === "peeking") tryPeek("l");
else { $("#cup-l").classList.add("nope"); setTimeout(() => $("#cup-l").classList.remove("nope"), 350); }
});
$("#cup-r").addEventListener("click", () => {
if (S.snap && myTurn() && S.snap.phase === "peeking") tryPeek("r");
else { $("#cup-r").classList.add("nope"); setTimeout(() => $("#cup-r").classList.remove("nope"), 350); }
});
/* ---------- chat ---------- */
function sendChat() {
const inp = $("#chat-input");
const t = inp.value.trim();
if (!t) return;
inp.value = "";
act("chat", { text: t });
}
$("#btn-chat").addEventListener("click", sendChat);
$("#chat-input").addEventListener("keydown", e => { if (e.key === "Enter") sendChat(); });
/* ---------- main loop ---------- */
setInterval(() => { if (S.view === "game" && S.snap) render(); }, 350);
setInterval(() => { if (flashMsg && flashUntil < Date.now()) { flashMsg = null; const f = $("#flash"); if (f) f.remove(); } }, 800);
/* boot */
if (S.name) { nameInput.value = S.name; $("#btn-enter").disabled = false; }
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<!DOCTYPE html>
<html lang="da">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Meyer – drikke terningespil</title>
<link rel="icon" href="data:image/svg+xml,<svg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 100 100'><text y='.9em' font-size='90'>🎲</text></svg>">
<link rel="stylesheet" href="style.css">
</head>
<body>
<!-- ======= NAME ENTRY ======= -->
<section id="view-name" class="view">
<div class="name-card">
<div class="logo-dice"><span class="d">M</span><span class="d">Y</span><span class="d">E</span><span class="d">R</span></div>
<h1>Drikke terningespil</h1>
<p class="sub">Rul i skjul, bluf med dine øjne. Du og dine venner snakker over voicechat – her ses det, hvad I drikker. 🍺</p>
<label for="name-input">Dit navn</label>
<div class="name-row">
<input id="name-input" maxlength="24" placeholder="fx. Rasmus" autocomplete="off">
<button id="btn-enter" class="btn primary" disabled>Gå til lobby</button>
</div>
<div class="name-row">
<button id="btn-rules" class="btn ghost">Spilleregler</button>
</div>
</div>
</section>
<!-- ======= LOBBY ======= -->
<section id="view-lobby" class="view hidden">
<header class="topbar">
<div class="brand">🎲 Meyer <span class="brand-sub">– drikke terningespil</span></div>
<div class="me-chip">Du: <b id="me-name"></b>
<button id="btn-change-name" class="linklike" title="Skift navn">✏️</button>
</div>
</header>
<main class="lobby-main">
<div class="lobby-card">
<div class="card-head">
<h2>🍻 Bord</h2>
<button id="btn-refresh" class="btn ghost sm">↻ Opdater</button>
</div>
<div id="room-list" class="room-list"></div>
<div class="create-row">
<input id="new-room-name" maxlength="30" placeholder="Bordets navn (fx. Fredagsgang)">
<button id="btn-create" class="btn primary">Opret bord</button>
</div>
</div>
<aside class="side-card">
<h3>🍺 Sådan spilles Meyer</h3>
<ul class="rules-mini">
<li>Hver spiller har <b>2 øller</b> og <b>2 terninger</b>.</li>
<li>Din tur: rul i skjul, kig under øllerne, og sig en kombination (eller bluf højt).</li>
<li>Næste spiller kan <b>trø</b> på dig eller <b>løfte dine øller</b> for at tjekke.</li>
<li>Løfter hun og du lyver → <b>du drikker</b>. Løfter hun og du talte sandt → <b>hun drikker</b>.</li>
<li>Taber du, taber du 1 øje. Ned til 1 = sidste chance. Til 0 = <b>du er ude</b>.</li>
</ul>
<p class="hint">I taler sammen på voicechat – det skaber dramaet. 🎧</p>
</aside>
</main>
</section>
<!-- ======= GAME ======= -->
<section id="view-game" class="view hidden">
<header class="topbar">
<div class="brand">🎲 <b id="game-room-name"></b></div>
<div class="topbar-right">
<span id="game-phase" class="phase-chip"></span>
<button id="btn-leave" class="btn ghost sm">🚪 Forlad bord</button>
</div>
</header>
<main class="game-main">
<div class="game-col">
<!-- turn indicator -->
<div id="turn-banner" class="turn-banner"></div>
<!-- last claim -->
<div id="last-claim" class="last-claim hidden"></div>
<!-- opponent cups row -->
<div id="opp-table" class="table-row"></div>
<!-- chat -->
<div class="chat-box">
<div id="chat-log" class="chat-log"></div>
<div class="chat-input">
<input id="chat-input" maxlength="200" placeholder="Skriv til bordet…">
<button id="btn-chat" class="btn primary sm">Send</button>
</div>
</div>
</div>
<div class="side-col">
<!-- my cup -->
<div class="my-board">
<div class="my-nameplate"><b id="my-name-game"></b><span id="my-turn-chip" class="turn-chip hidden">DIN TUR</span></div>
<div class="cups" id="my-cups">
<div class="cup" id="cup-l"><div class="cup-body"><div class="cup-shine"></div><div class="cup-base"></div></div></div>
<div class="cup" id="cup-r"><div class="cup-body"><div class="cup-shine"></div><div class="cup-base"></div></div></div>
</div>
<div id="my-dice" class="dice-area"></div>
<div id="my-actions" class="actions"></div>
</div>
<!-- scoreboard -->
<div class="board-card">
<h3>Spillerne</h3>
<div id="score-list"></div>
<div id="host-actions" class="host-actions"></div>
</div>
</div>
</main>
<!-- game over overlay -->
<div id="overlay" class="overlay hidden">
<div class="overlay-card">
<div id="overlay-emoji">🏆</div>
<h2 id="overlay-title"></h2>
<p id="overlay-text"></p>
<div id="overlay-actions"></div>
</div>
</div>
</section>
<!-- ======= RULES MODAL ======= -->
<div id="modal-rules" class="modal hidden">
<div class="modal-card">
<button class="modal-x" id="btn-close-rules">✕</button>
<h2>Spille regler for Meyer</h2>
<p><b>Materiale:</b> 2 øller + 2 terninger per spiller. Min. 2 spillere, max. 4.</p>
<p>Spillets mål er at hele tiden slå <b>højere og højere kombinationer</b>.</p>
<h3>Kombinationer (højest → lavest)</h3>
<ol class="rules-list">
<li>1 + 2 → <b>Meyer</b></li>
<li>1 + 3 → <b>Lille-Meyer</b></li>
<li>6 + 6 → Par 6</li>
<li>5 + 5 → Par 5</li>
<li>Par 4, 3, 2, 1</li>
<li>6 + 5, 6 + 4</li>
<li>63, 62, 61, 54, 53 … helt ned til 32</li>
</ol>
<h3>Sådan foregår en omgang</h3>
<ol class="rules-list">
<li>Læg terningerne mellem dine to øller og rul.</li>
<li>Løft forsigtigt det <b>øverste øl</b> og kig – hold slaget hemmeligt for de andre.</li>
<li>Sig enten det du har, eller <b>bluf</b> og sig noget højere – så sender du øllerne videre til næste spiller.</li>
<li>Næste spiller kan <b>trø på dig</b> (du drikker, hvis din sagde kombination er højere end sandheden), eller <b>løfte dine øller</b> og se, hvad du i virkeligheden har.</li>
<li>Løfter hun: sandt → hun taber; du lyver → du taber. Hvis ingen løfter → dit slag står.</li>
<li>Hvis du rullede lavere end det, du kræver, kan du i stedet <b>rulle igen</b> uden at kigge – og sende terningerne videre i håbet om et højere slag.</li>
</ol>
<h3>Øjnene</h3>
<p>Hver spiller har en terning-foran-sig (pointtavle) med 6 øjne opad. Taber du en omgang vendes den 1 øje nedad. Ned til 1 øje = sidste chance. Taber du igen → <b>du er ude</b>. Sidste mand (kvinde) ved bordet vinder.</p>
<p class="hint">💡 Husk: I har voicechat open. Skælv, hvis du bluffer – lyden kan give dig væk. 🎧🍺</p>
</div>
</div>
<script src="app.js"></script>
</body>
</html>
+299
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:root {
--bg1: #17100a;
--bg2: #241811;
--wood: #3a2718;
--wood2: #4a3322;
--gold: #d9a441;
--gold-dim: #a87f2f;
--amber: #f2c069;
--paper: #f3e9d4;
--ink: #2a1c10;
--good: #6fcf7f;
--bad: #e4674a;
--cup-silver: #b9c2cc;
--cup-silver2: #7e8a97;
--cup-handle: #8a97a5;
}
* { box-sizing: border-box; }
html, body { margin: 0; padding: 0; }
body {
font-family: "Segoe UI", system-ui, -apple-system, Roboto, sans-serif;
color: var(--paper);
background:
radial-gradient(1200px 700px at 20% -10%, #3d2a18 0%, transparent 60%),
radial-gradient(1000px 800px at 110% 10%, #33241a 0%, transparent 55%),
linear-gradient(160deg, var(--bg1), var(--bg2) 60%, #1c130c);
min-height: 100vh;
}
body::before {
content: ""; position: fixed; inset: 0; pointer-events: none; opacity: .05;
background-image: repeating-linear-gradient(0deg, transparent 0 26px, #000 26px 27px);
}
.hidden { display: none !important; }
h1, h2, h3 { font-family: Georgia, "Times New Roman", serif; }
/* ---------- generic ---------- */
.btn {
border: none; border-radius: 10px; padding: 11px 18px; font-size: 15px;
cursor: pointer; transition: transform .06s, filter .15s; font-weight: 600;
}
.btn:active { transform: translateY(1px); }
.btn.primary { background: linear-gradient(180deg, var(--amber), var(--gold)); color: #2a1a05; box-shadow: 0 3px 0 #8a651f, 0 6px 14px rgba(0,0,0,.4); }
.btn.primary:hover { filter: brightness(1.07); }
.btn.primary:disabled { filter: grayscale(.7) brightness(.8); cursor: default; box-shadow: none; }
.btn.ghost { background: rgba(255,255,255,.06); color: var(--paper); border: 1px solid rgba(255,255,255,.15); }
.btn.ghost:hover { background: rgba(255,255,255,.12); }
.btn.danger { background: linear-gradient(180deg, #e8795e, #c94f33); color: #2a0d05; }
.btn.sm { padding: 7px 12px; font-size: 13px; border-radius: 8px; }
.linklike { background: none; border: none; color: var(--amber); cursor: pointer; font-size: 14px; }
input {
background: rgba(0,0,0,.35); border: 1px solid rgba(255,255,255,.18); color: var(--paper);
border-radius: 10px; padding: 11px 14px; font-size: 15px; outline: none; min-width: 0;
}
input:focus { border-color: var(--gold); box-shadow: 0 0 0 3px rgba(217,164,65,.18); }
/* ---------- name screen ---------- */
#view-name { display: grid; place-items: center; min-height: 100vh; padding: 20px; }
.name-card {
width: min(440px, 94vw); text-align: center; padding: 38px 34px;
background: linear-gradient(170deg, rgba(255,255,255,.05), rgba(0,0,0,.25));
border: 1px solid rgba(217,164,65,.28); border-radius: 22px;
box-shadow: 0 24px 60px rgba(0,0,0,.55);
}
.logo-dice { display: flex; gap: 8px; justify-content: center; margin-bottom: 18px; }
.logo-dice .d {
width: 44px; height: 44px; border-radius: 11px; display: grid; place-items: center;
background: linear-gradient(150deg, #fff8ea, #e9d9b8); color: #7a2d1c;
font-family: Georgia, serif; font-weight: 700; font-size: 22px;
box-shadow: 0 4px 0 #b9a684, 0 8px 16px rgba(0,0,0,.4);
}
.name-card h1 { margin: 6px 0 4px; font-size: 30px; color: var(--amber); letter-spacing: .5px; }
.name-card .sub { font-size: 14px; color: rgba(243,233,212,.75); line-height: 1.5; margin: 8px 0 22px; }
.name-card label { display: block; text-align: left; font-size: 13px; margin: 0 0 7px; color: var(--gold); text-transform: uppercase; letter-spacing: 1px; }
.name-row { display: flex; gap: 10px; margin-top: 12px; }
.name-row input { flex: 1; }
/* ---------- topbar ---------- */
.topbar {
display: flex; justify-content: space-between; align-items: center; gap: 12px;
padding: 14px 22px; border-bottom: 1px solid rgba(217,164,65,.2);
background: rgba(0,0,0,.28); flex-wrap: wrap;
}
.brand { font-family: Georgia, serif; font-size: 20px; color: var(--amber); }
.brand-sub { font-size: 13px; color: rgba(243,233,212,.55); font-family: "Segoe UI", sans-serif; }
.me-chip { font-size: 14px; color: rgba(243,233,212,.8); }
.topbar-right { display: flex; gap: 10px; align-items: center; flex-wrap: wrap; }
/* ---------- lobby ---------- */
.lobby-main {
display: grid; grid-template-columns: 1.5fr 1fr; gap: 20px;
max-width: 1050px; margin: 26px auto; padding: 0 20px;
}
@media (max-width: 860px) { .lobby-main { grid-template-columns: 1fr; } }
.lobby-card, .side-card {
background: rgba(0,0,0,.28); border: 1px solid rgba(255,255,255,.09);
border-radius: 18px; padding: 20px;
}
.card-head { display: flex; justify-content: space-between; align-items: center; margin-bottom: 14px; }
.card-head h2 { margin: 0; font-size: 22px; color: var(--amber); }
.room-list { display: flex; flex-direction: column; gap: 12px; min-height: 60px; }
.room-empty { color: rgba(243,233,212,.5); font-size: 14px; text-align: center; padding: 22px 0; }
.room {
display: flex; justify-content: space-between; align-items: center; gap: 12px;
padding: 14px 16px; border-radius: 14px;
background: linear-gradient(160deg, rgba(217,164,65,.07), rgba(0,0,0,.18));
border: 1px solid rgba(255,255,255,.08);
}
.room.playing { border-color: rgba(111,207,127,.35); }
.room-info { display: flex; flex-direction: column; gap: 4px; min-width: 0; }
.room-name { font-size: 16px; font-weight: 600; }
.room-players { font-size: 13px; color: rgba(243,233,212,.65); overflow: hidden; text-overflow: ellipsis; white-space: nowrap; }
.room-state { display: flex; align-items: center; gap: 10px; flex-shrink: 0; }
.chip { font-size: 12px; padding: 4px 10px; border-radius: 20px; font-weight: 600; }
.chip.waiting { background: rgba(217,164,65,.16); color: var(--amber); border: 1px solid rgba(217,164,65,.4); }
.chip.playing { background: rgba(111,207,127,.14); color: var(--good); border: 1px solid rgba(111,207,127,.4); }
.chip.full { background: rgba(228,103,74,.14); color: var(--bad); border: 1px solid rgba(228,103,74,.4); }
.create-row { display: flex; gap: 10px; margin-top: 16px; }
.create-row input { flex: 1; }
.side-card h3 { color: var(--amber); margin-top: 0; font-size: 18px; }
.rules-mini { padding-left: 18px; line-height: 1.65; font-size: 14px; margin: 0; }
.rules-mini li { margin-bottom: 6px; color: rgba(243,233,212,.85); }
.hint { font-size: 13px; color: rgba(243,233,212,.55); font-style: italic; }
/* ---------- game layout ---------- */
.game-main {
display: grid; grid-template-columns: 1.35fr 1fr; gap: 20px;
max-width: 1180px; margin: 22px auto; padding: 0 20px; align-items: start;
}
@media (max-width: 980px) { .game-main { grid-template-columns: 1fr; } }
.game-col { display: flex; flex-direction: column; gap: 16px; min-width: 0; }
.side-col { display: flex; flex-direction: column; gap: 16px; }
/* turn banner */
.turn-banner {
border-radius: 14px; padding: 14px 18px; font-size: 17px; text-align: center;
background: rgba(0,0,0,.3); border: 1px solid rgba(255,255,255,.1); min-height: 52px;
display: grid; place-items: center; font-family: Georgia, serif;
}
.turn-banner.mine {
background: linear-gradient(160deg, rgba(217,164,65,.22), rgba(0,0,0,.2));
border-color: var(--gold); color: var(--amber); box-shadow: 0 0 26px rgba(217,164,65,.15);
}
.turn-banner.them { color: rgba(243,233,212,.85); }
/* last claim */
.last-claim {
border-radius: 14px; padding: 10px 16px; text-align: center; font-size: 15px;
background: rgba(0,0,0,.25); border: 1px dashed rgba(217,164,65,.45); color: var(--paper);
}
.last-claim b { color: var(--amber); }
/* table rows */
.table-row { display: flex; gap: 18px; justify-content: center; flex-wrap: wrap; min-height: 120px; }
.opp-seat { text-align: center; width: 150px; }
.opp-seat.active { outline: 2px solid var(--gold); outline-offset: 6px; border-radius: 18px; }
.seat-name { font-size: 14px; margin-bottom: 6px; font-weight: 600; display: flex; align-items: center; justify-content: center; gap: 6px; }
.dot { width: 8px; height: 8px; border-radius: 50%; background: #555; display: inline-block; }
.dot.on { background: var(--good); box-shadow: 0 0 6px var(--good); }
.dot.off { background: #664; }
.opp-eye { font-size: 12px; color: rgba(243,233,212,.6); margin-top: 5px; }
.opp-eye.dead { color: var(--bad); }
.dead-seat { opacity: .45; }
.mini-cups { display: flex; gap: 6px; justify-content: center; }
.mini-cup {
width: 26px; height: 34px; border-radius: 4px 4px 12px 12px;
background: linear-gradient(90deg, var(--cup-silver2), var(--cup-silver) 45%, var(--cup-silver2));
box-shadow: inset 0 -6px 10px rgba(0,0,0,.35), 0 4px 8px rgba(0,0,0,.4);
}
.actions-title { text-align: center; font-size: 14.5px; color: var(--paper); margin-bottom: 10px; }
.actions-title b { color: var(--amber); }
.phase-chip { font-size: 13px; padding: 5px 12px; border-radius: 20px; background: rgba(0,0,0,.35); border: 1px solid rgba(255,255,255,.15); color: rgba(243,233,212,.8); }
/* ---------- cups ---------- */
.cups { display: flex; justify-content: center; gap: 16px; padding: 6px 0 2px; }
.cup { position: relative; width: 96px; height: 112px; cursor: pointer; }
.cup-body {
position: absolute; inset: 0;
background:
linear-gradient(90deg, var(--cup-silver2) 0%, var(--cup-silver) 30%, #e3e9f0 46%, var(--cup-silver2) 78%, #5c6875 100%);
border-radius: 10px 10px 42% 42% / 10px 10px 18% 18%;
box-shadow: inset 0 -12px 22px rgba(0,0,0,.35), 0 10px 18px rgba(0,0,0,.45);
transition: transform .28s cubic-bezier(.5,-0.3,.4,1.5);
transform-origin: bottom center;
}
.cup-shine {
position: absolute; top: 12px; left: 22px; width: 10px; height: 55%;
background: linear-gradient(180deg, rgba(255,255,255,.75), rgba(255,255,255,0));
border-radius: 8px;
}
.cup-base {
position: absolute; bottom: 0; left: 50%; transform: translateX(-50%);
width: 34px; height: 12px; border-radius: 0 0 40% 40%;
background: linear-gradient(90deg, #5c6875, var(--cup-silver), #5c6875);
}
.cup::after {
content: ""; position: absolute; top: 18px; right: -16px; width: 18px; height: 44px;
border: 7px solid var(--cup-handle); border-left: none; border-radius: 0 12px 12px 0;
}
.cup.flipped .cup-body { transform: rotate(180deg) translateY(6px); }
.cup.flipped::after { transform: scaleY(-1); }
.cup.nope { animation: nope .3s; }
@keyframes nope { 25% { transform: translateX(-6px); } 75% { transform: translateX(6px); } }
.cup-label { text-align: center; font-size: 11px; color: rgba(243,233,212,.5); margin-top: 4px; letter-spacing: 1px; }
/* ---------- dice ---------- */
.dice-area { display: flex; justify-content: center; align-items: center; gap: 14px; min-height: 74px; padding: 8px 0; }
.die {
width: 58px; height: 58px; border-radius: 12px; position: relative;
background: linear-gradient(150deg, #fffaf0, #ead9b6);
box-shadow: inset 0 -4px 8px rgba(0,0,0,.15), 0 6px 12px rgba(0,0,0,.4);
}
.die.rolling { animation: roll .5s linear infinite; }
@keyframes roll {
0% { transform: rotate(0) translateY(0); } 25% { transform: rotate(180deg) translateY(-10px); }
50% { transform: rotate(360deg) translateY(0); } 75% { transform: rotate(540deg) translateY(-8px); }
100% { transform: rotate(720deg) translateY(0); }
}
.pip { position: absolute; width: 11px; height: 11px; border-radius: 50%; background: #241505; box-shadow: inset 0 2px 3px rgba(0,0,0,.5); }
.pip.p1 { top: 24px; left: 24px; }
.pip.p2 { top: 11px; left: 11px; } .pip.p3 { top: 36px; right: 11px; }
.pip.p4 { top: 11px; left: 11px; } .pip.p5 { top: 36px; right: 11px; } .pip.p6 { top: 24px; left: 24px; }
.pip.p7 { top: 36px; left: 11px; } .pip.p8 { top: 11px; right: 11px; } .pip.p9 { top: 36px; left: 11px; } .pip.p10 { top: 24px; left: 24px; } .pip.p11 { top: 36px; right: 11px; }
.dice-msg { text-align: center; color: rgba(243,233,212,.55); font-size: 14px; font-style: italic; }
/* ---------- actions ---------- */
.actions { display: flex; flex-direction: column; gap: 10px; margin-top: 10px; }
.actions .row { display: flex; gap: 10px; justify-content: center; flex-wrap: wrap; }
.btn.big { padding: 14px 22px; font-size: 16px; }
.combo-grid { display: grid; grid-template-columns: repeat(auto-fill, minmax(120px, 1fr)); gap: 8px; max-width: 520px; margin: 0 auto; }
.combo-btn {
text-align: left; padding: 8px 12px; border-radius: 10px; cursor: pointer; font-size: 13.5px;
background: rgba(255,255,255,.06); color: var(--paper); border: 1px solid rgba(255,255,255,.14);
transition: background .12s;
}
.combo-btn:hover { background: rgba(217,164,65,.2); border-color: var(--gold); }
.combo-btn .rank-label { font-weight: 700; color: var(--amber); }
.combo-btn .rank-sub { color: rgba(243,233,212,.6); font-size: 12px; }
/* ---------- chat ---------- */
.chat-box { background: rgba(0,0,0,.28); border: 1px solid rgba(255,255,255,.08); border-radius: 16px; padding: 14px; }
.chat-log { height: 240px; overflow-y: auto; display: flex; flex-direction: column; gap: 5px; padding-right: 4px; scroll-behavior: smooth; }
.chat-log::-webkit-scrollbar { width: 8px; } .chat-log::-webkit-scrollbar-thumb { background: rgba(255,255,255,.15); border-radius: 4px; }
.log-line { font-size: 13.5px; color: rgba(243,233,212,.8); line-height: 1.45; }
.log-line .who { color: var(--amber); font-weight: 600; }
.log-line .ts { color: rgba(243,233,212,.3); font-size: 11px; margin-right: 4px; }
.log-line.sys { color: rgba(243,233,212,.6); font-style: italic; }
.log-line.good { color: var(--good); }
.log-line.bad { color: var(--bad); }
.chat-input { display: flex; gap: 8px; margin-top: 10px; }
.chat-input input { flex: 1; padding: 9px 12px; }
/* ---------- scoreboard ---------- */
.board-card { background: rgba(0,0,0,.28); border: 1px solid rgba(255,255,255,.08); border-radius: 16px; padding: 16px 18px; }
.board-card h3 { margin: 0 0 12px; color: var(--amber); font-size: 17px; }
.score-row { display: flex; align-items: center; gap: 10px; padding: 8px 10px; border-radius: 10px; margin-bottom: 6px; background: rgba(255,255,255,.03); }
.score-row.turn { background: rgba(217,164,65,.12); outline: 1px solid rgba(217,164,65,.5); }
.score-row.dead { opacity: .45; }
.score-name { flex: 1; font-weight: 600; font-size: 14.5px; display: flex; gap: 7px; align-items: center; }
.score-eye { font-size: 13px; color: rgba(243,233,212,.75); white-space: nowrap; }
.eyes { letter-spacing: 2px; color: var(--gold); }
.eyes.dead { color: var(--bad); letter-spacing: 0; }
.host-actions { display: flex; gap: 8px; margin-top: 10px; flex-wrap: wrap; }
.host-actions .note { width: 100%; font-size: 12px; color: rgba(243,233,212,.45); }
/* my board */
.my-board {
background:
linear-gradient(180deg, rgba(217,164,65,.08), rgba(0,0,0,.3));
border: 1px solid rgba(217,164,65,.3); border-radius: 18px; padding: 16px; text-align: center;
}
.my-nameplate { display: flex; justify-content: space-between; align-items: center; margin-bottom: 6px; }
.my-nameplate b { font-size: 16px; color: var(--amber); }
.turn-chip { background: var(--gold); color: #2a1a05; font-weight: 700; font-size: 12px; padding: 3px 10px; border-radius: 12px; animation: pulse 1.4s infinite; }
@keyframes pulse { 50% { opacity: .55; } }
/* ---------- overlay ---------- */
.overlay { position: fixed; inset: 0; background: rgba(10,6,3,.72); display: grid; place-items: center; z-index: 50; backdrop-filter: blur(4px); }
.overlay-card {
width: min(460px, 92vw); text-align: center; background: linear-gradient(170deg, #2c1e13, #1d130b);
border: 1px solid rgba(217,164,65,.4); border-radius: 20px; padding: 34px 30px;
box-shadow: 0 30px 80px rgba(0,0,0,.7);
}
#overlay-emoji { font-size: 58px; }
.overlay-card h2 { color: var(--amber); margin: 10px 0 6px; }
.overlay-card p { color: rgba(243,233,212,.8); font-size: 15px; }
#overlay-actions { display: flex; gap: 10px; justify-content: center; margin-top: 20px; flex-wrap: wrap; }
/* ---------- modal ---------- */
.modal { position: fixed; inset: 0; background: rgba(10,6,3,.75); display: grid; place-items: center; z-index: 60; padding: 16px; }
.modal-card {
width: min(620px, 95vw); max-height: 88vh; overflow-y: auto;
background: linear-gradient(170deg, #2c1e13, #1d130b); border: 1px solid rgba(217,164,65,.4);
border-radius: 18px; padding: 28px 30px; position: relative;
}
.modal-card h2 { color: var(--amber); margin-top: 0; }
.modal-card h3 { color: var(--gold); font-size: 15px; text-transform: uppercase; letter-spacing: 1px; margin: 18px 0 8px; }
.modal-card p, .modal-card li { font-size: 14px; line-height: 1.6; color: rgba(243,233,212,.88); }
.rules-list { padding-left: 22px; }
.modal-x { position: absolute; top: 14px; right: 14px; background: none; border: none; color: rgba(243,233,212,.6); font-size: 20px; cursor: pointer; }
.modal-x:hover { color: var(--paper); }
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#!/usr/bin/env node
/* Meyer – drinking dice game server.
* Pure Node, no dependencies. SSE for live updates, POST /api for actions.
*/
const http = require('http');
const crypto = require('crypto');
const fs = require('fs');
const path = require('path');
const PORT = process.env.PORT || 3000;
const PUBLIC = path.join(__dirname, 'public');
const MAX_LOG = 40;
const CHALLENGE_TIMEOUT_MS = 25000;
const AFK_PASS_MS = 90000;
/* ---------------- Meyer rules ---------------- */
const COMBOS = [
{ a: 1, b: 2, label: 'Meyer', sub: '1 + 2' },
{ a: 1, b: 3, label: 'Lille-Meyer', sub: '1 + 3' },
{ a: 6, b: 6, label: 'Par 6', sub: '6 + 6' },
{ a: 5, b: 5, label: 'Par 5', sub: '5 + 5' },
{ a: 4, b: 4, label: 'Par 4', sub: '4 + 4' },
{ a: 3, b: 3, label: 'Par 3', sub: '3 + 3' },
{ a: 2, b: 2, label: 'Par 2', sub: '2 + 2' },
{ a: 1, b: 1, label: 'Par 1', sub: '1 + 1' },
{ a: 6, b: 5, label: '6 + 5', sub: '' },
{ a: 6, b: 4, label: '6 + 4', sub: '' },
];
// dynamic combos (higher than Par 1): 63, 62, 54, 53, 52, 43, 42, 32
const DYN = [[6, 3], [6, 2], [5, 4], [5, 3], [5, 2], [4, 3], [4, 2], [3, 2]];
function rankOf(a, b) {
const x = Math.min(a, b), y = Math.max(a, b);
for (let i = 0; i < COMBOS.length; i++) {
const c = COMBOS[i];
if (c.a === y && c.b === x) return i;
}
const i = DYN.findIndex(c => c[0] === y && c[1] === x);
return i >= 0 ? 10 + i : -1;
}
function comboOf(rank) {
if (rank >= 0 && rank < COMBOS.length) return COMBOS[rank];
const i = rank - 10;
if (i >= 0 && i < DYN.length) { const [a, b] = DYN[i]; return { a, b, label: `${a} + ${b}`, sub: '' }; }
return { a: 6, b: 6, label: '6 + 6', sub: '' };
}
function comboKey(a, b) {
const x = Math.min(a, b), y = Math.max(a, b);
for (let i = 0; i < COMBOS.length; i++) {
const c = COMBOS[i];
if (c.a === y && c.b === x) return `c${i}`;
}
return `d${y}_${x}`;
}
function labelOfCombo(c) {
if (c.sub === '1 + 2') return 'Meyer';
if (c.sub === '1 + 3') return 'Lille-Meyer';
return c.label;
}
const d6 = () => 1 + Math.floor(Math.random() * 6);
/* ---------------- state ---------------- */
const rooms = new Map();
const clients = new Map(); // uid -> Set<SSE res>
let uidCounter = 1;
function newUid() {
return crypto.randomBytes(4).toString('hex') + (uidCounter++).toString(36);
}
function log(room, msg) {
room.log.push({ t: msg, ts: Date.now() });
if (room.log.length > MAX_LOG * 2) room.log.splice(0, room.log.length - MAX_LOG);
}
function pName(p) { return p ? p.name : '?'; }
function byUid(room, uid) { return room.players.find(p => p.uid === uid); }
function nextPlayer(room, fromUid) {
const i = room.players.findIndex(p => p.uid === fromUid);
for (let k = 1; k <= room.players.length; k++) {
const p = room.players[(i + k) % room.players.length];
if (!p.eliminated) return p;
}
return room.players.find(p => !p.eliminated);
}
function aliveCount(room) { return room.players.filter(p => !p.eliminated).length; }
function makePlayer(name, isBot) {
return {
uid: newUid(), name, score: 6, eliminated: false,
isBot: !!isBot, connected: true, lastSeen: Date.now(),
hasSeenThisTurn: false,
};
}
function makeRoom(name, hostName, maxPlayers) {
const r = {
id: crypto.randomBytes(3).toString('hex').toUpperCase(),
name, hostUid: null, maxPlayers: Math.max(2, Math.min(4, maxPlayers | 0)),
players: [], log: [], phase: 'waiting', turn: null,
current: null, lastClaim: null, pending: null,
createdAt: Date.now(), lastTick: Date.now(), botStage: 0,
};
rooms.set(r.id, r);
return r;
}
/* ---------------- snapshots ---------------- */
function pubPlayer(p) {
return {
uid: p.uid, name: p.name, score: p.score, eliminated: p.eliminated,
isBot: p.isBot, connected: p.connected,
};
}
function snapshot(room, forUid) {
const turn = byUid(room, room.turn);
const snap = {
id: room.id, name: room.name, hostUid: room.hostUid,
phase: room.phase, gameOver: !!room.gameOver,
turnUid: room.turn, turnName: turn ? turn.name : null,
maxPlayers: room.maxPlayers,
players: room.players.map(pubPlayer),
hasDice: !!room.current,
lastClaim: room.lastClaim
? { by: room.lastClaim.by, byName: pName(byUid(room, room.lastClaim.by)), rank: room.lastClaim.rank, label: labelOfCombo(room.lastClaim), a: room.lastClaim.a, b: room.lastClaim.b }
: null,
pending: room.pending
? { type: 'challenge', from: room.pending.from, challenger: room.pending.challenger, ts: room.pending.ts }
: null,
log: room.log.slice(-MAX_LOG).map(e => ({ t: e.t, ts: e.ts })),
};
// Private: only the active player, having peeks, may see the dice.
if (forUid && room.current && room.turn === forUid) {
const p = byUid(room, forUid);
if (p && p.hasSeenThisTurn) snap.myDice = [room.current.d1, room.current.d2];
}
return snap;
}
function broadcast(room, forUids = null) {
const evs = new Map();
const uids = forUids || room.players.map(p => p.uid);
for (const uid of uids) {
const s = clients.get(uid);
if (!s || !s.size) continue;
const snap = snapshot(room, uid);
evs.set(uid, JSON.stringify({ type: 'state', room: room.id, snap }));
}
for (const [uid, data] of evs) {
for (const res of clients.get(uid) || []) res.write('data: ' + data + '\n\n');
}
}
/* ---------------- game flow ---------------- */
function startGame(room) {
room.phase = 'acting';
room.gameOver = false;
room.turn = room.players[0].uid;
room.current = null; room.lastClaim = null; room.pending = null;
room.botStage = 0;
log(room, `🍺 Spillet begynder. ${pName(byUid(room, room.turn))} starter.`);
broadcast(room);
}
function restartGame(room) {
for (const p of room.players) { p.score = 6; p.eliminated = false; p.hasSeenThisTurn = false; }
room.gameOver = false;
log(room, '🔄 Nyt spil. Alle starter ved 6 øjne.');
startGame(room);
}
function advanceTurn(room, fromUid, note) {
room.current = null; room.pending = null;
// NB: lastClaim persists – the bar climbs until someone is busted
room.turn = nextPlayer(room, fromUid).uid;
room.phase = 'acting'; room.botStage = 0;
const p = byUid(room, room.turn);
if (p) p.hasSeenThisTurn = false;
log(room, `${note || '➡️'} ${pName(p)}'s tur.`);
if (aliveCount(room) < 2) endGame(room);
broadcast(room);
}
function endGame(room) {
room.phase = 'waiting';
room.gameOver = true;
room.turn = null; room.current = null; room.lastClaim = null; room.pending = null;
const alive = room.players.filter(p => !p.eliminated).sort((a, b) => b.score - a.score);
if (alive.length) log(room, `🏆 Spillet er slut. ${alive[0].name} vandt med ${alive[0].score} øjne tilbage!`);
else log(room, '🏆 Spillet er slut!');
broadcast(room);
}
function drain(room, p, label) {
p.score--;
if (p.score <= 0) {
p.score = 0;
p.eliminated = true;
log(room, `💀 ${p.name} er ude af spillet – drækket ud!`);
} else {
log(room, `${label} ${p.name} taber ét øje – ${p.score} tilbage.`);
}
}
function applyClaim(room, { rank, a, b }, byUidClaim) {
if (room.lastClaim && rank <= room.lastClaim.rank) throw new Error('For lavt slag.');
room.lastClaim = { rank, a, b, by: byUidClaim, label: labelOfCombo(comboOf(rank)) };
room.pending = { type: 'challenge', from: byUidClaim, challenger: nextPlayer(room, byUidClaim).uid, ts: Date.now() };
room.phase = 'challenging'; room.botStage = 0;
const ch = byUid(room, room.pending.challenger);
log(room, `🗣️ ${pName(byUid(room, byUidClaim))} siger: ${room.lastClaim.label}`);
broadcast(room);
void ch;
}
function resolveChallenge(room, outcome) {
const pend = room.pending; if (!pend) return;
const claimer = byUid(room, pend.from);
const challenger = byUid(room, pend.challenger);
room.pending = null;
if (outcome === 'pass' || outcome === 'timeout') {
log(room, outcome === 'timeout'
? `⏰ Ingen svarer – ${claimer.name}'s ${room.lastClaim.label} står. Øllerne bliver ved.`
: `👍 ${challenger.name} tror på ${room.lastClaim.label}. Øllerne bliver ved.`);
advanceTurn(room, challenger.uid);
return;
}
const truth = rankOf(room.current.d1, room.current.d2);
const claimed = room.lastClaim.rank;
if (truth < claimed) {
// challenge was right – claimer drinks, the bar resets
log(room, `🎲 Øllerne løftes: ${room.current.d1} + ${room.current.d2}. ${claimer.name} lyver!`);
drain(room, claimer, '🍺');
room.lastClaim = null;
advanceTurn(room, challenger.uid);
} else {
log(room, `🎲 Øllerne løftes: ${room.current.d1} + ${room.current.d2}. ${challenger.name} tar sig fejl!`);
drain(room, challenger, '🍺');
advanceTurn(room, claimer.uid);
}
}
/* ---------------- bot brain ---------------- */
function botAct(room) {
const p = byUid(room, room.turn);
if (!p || !p.isBot) return;
if (room.phase === 'acting') {
room.current = { d1: d6(), d2: d6() };
room.phase = 'peeking'; room.botStage = 1;
log(room, `🎲 ${p.name} ruller under øllerne…`);
broadcast(room);
return;
}
if (room.phase === 'peeking') {
p.hasSeenThisTurn = true;
room.botStage = 2;
log(room, `👀 ${p.name} kigger under øllerne.`);
broadcast(room);
// now decide what to say
const truth = rankOf(room.current.d1, room.current.d2);
const bar = room.lastClaim ? room.lastClaim.rank : -1;
const minClaim = Math.min(bar + 1, 17);
const claimable = [];
for (let r = minClaim; r <= 17; r++) claimable.push(r);
if (!claimable.length) { advanceTurn(room, p.uid); return; }
const honest = claimable.filter(r => r >= truth);
let rank;
if (honest.length && Math.random() < 0.8) {
rank = honest[Math.floor(Math.random() * honest.length)];
if (Math.random() < 0.25) rank = Math.min(rank + 1, 17);
} else {
rank = claimable[Math.floor(Math.random() * 2)]; // risky bluff
}
const c = comboOf(rank);
try { applyClaim(room, { rank: rankOf(c.a, c.b), a: c.a, b: c.b }, p.uid); }
catch (e) { advanceTurn(room, p.uid); }
return;
}
}
/* ---------------- tick ---------------- */
setInterval(() => {
for (const room of rooms.values()) {
// bot moves
if (room.phase === 'acting' || room.phase === 'peeking') {
const p = byUid(room, room.turn);
if (p && p.isBot) botAct(room);
}
// bot as challenger
if (room.phase === 'challenging' && room.pending) {
const ch = byUid(room, room.pending.challenger);
if (ch && ch.isBot) {
const truth = rankOf(room.current.d1, room.current.d2);
const claimed = room.lastClaim.rank;
const shouldChallenge = truth < claimed ? Math.random() < 0.85 : Math.random() < 0.1;
resolveChallenge(room, shouldChallenge ? 'challenge' : 'pass');
continue;
}
// timeout
if (Date.now() - room.pending.ts > CHALLENGE_TIMEOUT_MS) {
resolveChallenge(room, 'timeout');
continue;
}
}
// absent humans: auto-pass
if (room.phase === 'acting' || room.phase === 'peeking') {
const p = byUid(room, room.turn);
if (p && !p.isBot && !p.connected && Date.now() - p.lastSeen > AFK_PASS_MS) {
log(room, `😴 ${p.name} svarer ikke – runderne går videre.`);
advanceTurn(room, p.uid, '🔁');
}
}
}
// cleanup empty rooms
const now = Date.now();
for (const [id, r] of rooms) {
if (r.players.length === 0 && now - r.lastTick > 30 * 60000) rooms.delete(id);
r.lastTick = now;
}
}, 1500);
/* ---------------- actions ---------------- */
function err(res, msg, code = 400) {
res.writeHead(code, { 'Content-Type': 'application/json' });
res.end(JSON.stringify({ error: msg }));
}
function ok(res, obj) {
res.writeHead(200, { 'Content-Type': 'application/json' });
res.end(JSON.stringify(obj));
}
function handleAction(action, body, res) {
const name = (body.name || '').trim().slice(0, 24);
switch (action) {
case 'create': {
if (!name) return err(res, 'Du skal have et navn.');
const roomName = (body.roomName || `${name}'s bord`).trim().slice(0, 30);
const room = makeRoom(roomName || 'Meyer', null, body.maxPlayers || 4);
const host = makePlayer(name);
room.players.push(host); room.hostUid = host.uid;
log(room, `👋 ${name} lavede bordet.`);
if (body.addBot) {
const bots = ['Bjørn', 'Gitte', 'Knud', 'Mette', 'Ole', 'Signe'];
const b = makePlayer(bots[Math.floor(Math.random() * bots.length)], true);
room.players.push(b);
log(room, `🤖 ${b.name} sidder klar (robot).`);
}
broadcast(room);
return ok(res, { uid: host.uid, room: room.id, snap: snapshot(room, host.uid) });
}
case 'join': {
if (!name) return err(res, 'Du skal have et navn.');
const room = rooms.get((body.roomId || '').toUpperCase());
if (!room) return err(res, 'Bordet findes ikke (længere).', 404);
if (room.players.length >= room.maxPlayers) return err(res, 'Bordet er fyldt.');
const p = makePlayer(name);
room.players.push(p);
log(room, `👋 ${name} satte sig ved bordet.`);
broadcast(room);
return ok(res, { uid: p.uid, room: room.id, snap: snapshot(room, p.uid) });
}
case 'rejoin': {
if (!name) return err(res, 'Du skal have et navn.');
const room = rooms.get((body.roomId || '').toUpperCase());
if (!room) return ok(res, { gone: true });
let p = room.players.find(x => x.uid === body.uid);
if (!p) {
if (room.players.length >= room.maxPlayers) return err(res, 'Bordet er fyldt.');
p = makePlayer(name);
room.players.push(p);
log(room, `👋 ${name} vendte tilbage.`);
}
p.connected = true; p.lastSeen = Date.now();
broadcast(room);
return ok(res, { uid: p.uid, room: room.id, snap: snapshot(room, p.uid) });
}
case 'leave': {
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
const p = byUid(room, body.uid);
log(room, `👋 ${p.name} forlod bordet.`);
room.players = room.players.filter(x => x.uid !== body.uid);
if (room.hostUid === body.uid && room.players[0]) room.hostUid = room.players[0].uid;
if (room.phase !== 'waiting' && room.turn === body.uid) advanceTurn(room, body.uid, '🔁');
if (room.players.length === 0) { rooms.delete(room.id); break; }
broadcast(room);
return ok(res, {});
}
case 'start': {
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.hostUid !== body.uid) return err(res, 'Kun værten kan starte.');
if (room.players.length < 2) return err(res, 'Der skal være mindst 2 spillere.');
startGame(room); return ok(res, {});
}
case 'restart': {
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.hostUid !== body.uid) return err(res, 'Kun værten kan starte et nyt spil.');
restartGame(room); return ok(res, {});
}
case 'roll': {
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.phase !== 'acting' || room.turn !== body.uid) return err(res, 'Ikke din tur.');
room.current = { d1: d6(), d2: d6() };
room.phase = 'peeking'; room.botStage = 0;
log(room, `🎲 ${pName(byUid(room, body.uid))} ruller under øllerne…`);
broadcast(room); return ok(res, {});
}
case 'peek': {
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.phase !== 'peeking' || room.turn !== body.uid) return err(res, 'Ikke din tur.');
const p = byUid(room, body.uid);
p.hasSeenThisTurn = true; room.botStage = 2;
if (body.revealed) log(room, `👀 ${p.name} kigger under øllerne.`);
broadcast(room, room.players.map(x => x.uid));
return ok(res, {});
}
case 'declare': {
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.phase !== 'peeking' || room.turn !== body.uid) return err(res, 'Ikke din tur.');
const rank = Number(body.rank) | 0;
const c = comboOf(rank);
const truth = rankOf(room.current.d1, room.current.d2);
if (rank < truth) return err(res, 'Du kan ikke sige noget lavere end hvad du har.');
if (room.lastClaim && rank <= room.lastClaim.rank) return err(res, 'Det skal være højere end det forrige slag.');
try { applyClaim(room, { rank, a: c.a, b: c.b }, body.uid); }
catch (e) { return err(res, e.message); }
return ok(res, {});
}
case 'reroll': {
// you saw a weak roll: roll again and send forward without looking
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.phase !== 'peeking' || room.turn !== body.uid) return err(res, 'Ikke din tur.');
room.current = { d1: d6(), d2: d6() };
const p = byUid(room, body.uid); p.hasSeenThisTurn = false;
log(room, `🔁 ${p.name} ruller igen og sender øllerne videre uden at kigge.`);
advanceTurn(room, body.uid); return ok(res, {});
}
case 'sendForward': {
// pass your cups along without claiming anything (silent bluff risk)
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.phase !== 'peeking' || room.turn !== body.uid) return err(res, 'Ikke din tur.');
log(room, `📤 ${pName(byUid(room, body.uid))} sender øllerne videre uden at sige noget.`);
advanceTurn(room, body.uid); return ok(res, {});
}
case 'pass': {
// challenger trusts the claim
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.phase !== 'challenging' || !room.pending || room.pending.challenger !== body.uid)
return err(res, 'Det er ikke dig, der skal svare nu.');
resolveChallenge(room, 'pass'); return ok(res, {});
}
case 'challenge': {
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
if (room.phase !== 'challenging' || !room.pending || room.pending.challenger !== body.uid)
return err(res, 'Det er ikke dig, der skal løfte øllerne.');
log(room, `🫙 ${pName(byUid(room, body.uid))} løfter øllerne…`);
resolveChallenge(room, 'challenge'); return ok(res, {});
}
case 'chat': {
const room = findRoomByUid(body.uid); if (!room) return err(res, 'Ikke på bordet.');
const p = byUid(room, body.uid);
const text = (body.text || '').trim().slice(0, 200);
if (!text) return ok(res, {});
const msg = { type: 'chat', room: room.id, from: p.name, text, ts: Date.now() };
const data = JSON.stringify(msg);
for (const uid of room.players.map(x => x.uid))
for (const r of clients.get(uid) || []) r.write('data: ' + data + '\n\n');
return ok(res, {});
}
default:
return err(res, 'Ukendt action.');
}
}
function findRoomByUid(uid) {
for (const r of rooms.values()) if (r.players.some(p => p.uid === uid)) return r;
return null;
}
/* ---------------- HTTP ---------------- */
const server = http.createServer((req, res) => {
const url = new URL(req.url, 'http://localhost');
if (req.method === 'GET' && url.pathname === '/api/rooms') {
const list = [];
for (const r of rooms.values()) {
list.push({
id: r.id, name: r.name, phase: r.phase,
players: r.players.map(pubPlayer), maxPlayers: r.maxPlayers,
});
}
return ok(res, { rooms: list });
}
if (req.method === 'GET' && url.pathname === '/api/state') {
const room = rooms.get((url.searchParams.get('room') || '').toUpperCase());
const uid = url.searchParams.get('uid') || '';
if (!room) return ok(res, { gone: true });
if (uid && byUid(room, uid)) {
const p = byUid(room, uid); p.connected = true; p.lastSeen = Date.now();
return ok(res, { snap: snapshot(room, uid) });
}
return ok(res, { snap: snapshot(room, null) });
}
if (req.method === 'GET' && url.pathname === '/api/events') {
const uid = url.searchParams.get('uid') || '';
res.writeHead(200, {
'Content-Type': 'text/event-stream',
'Cache-Control': 'no-cache', Connection: 'keep-alive',
});
res.write('retry: 2000\n\n');
let set = clients.get(uid);
if (!set) { set = new Set(); clients.set(uid, set); }
set.add(res);
const ping = setInterval(() => { try { res.write(': ping\n\n'); } catch (e) {} }, 15000);
const hb = setInterval(() => {
const room = findRoomByUid(uid);
if (room) { const p = byUid(room, uid); if (p) { p.lastSeen = Date.now(); } broadcast(room, [uid]); }
}, 2500);
req.on('close', () => {
clearInterval(ping); clearInterval(hb);
set.delete(res);
if (set.size === 0) clients.delete(uid);
const room = findRoomByUid(uid);
if (room) {
const p = byUid(room, uid);
if (p) { p.connected = false; p.lastSeen = Date.now(); }
broadcast(room);
}
});
return;
}
if (req.method === 'POST' && url.pathname === '/api') {
let data = '';
req.on('data', c => { data += c; if (data.length > 1e5) req.destroy(); });
req.on('end', () => {
let body;
try { body = JSON.parse(data || '{}'); } catch (e) { return err(res, 'Ugyldig JSON.'); }
try { handleAction(body.action, body, res); }
catch (e) { console.error(e); err(res, 'Serverfejl.'); }
});
return;
}
// static
let p = url.pathname === '/' ? '/index.html' : url.pathname;
p = path.normalize(p).replace(/^([.][.][/\\])+/, '');
const file = path.join(PUBLIC, p);
if (!file.startsWith(PUBLIC)) { res.writeHead(403); return res.end(); }
fs.readFile(file, (e, buf) => {
if (e) { res.writeHead(404, { 'Content-Type': 'text/plain' }); return res.end('404'); }
const ext = path.extname(file);
const types = { '.html': 'text/html', '.js': 'text/javascript', '.css': 'text/css', '.png': 'image/png', '.svg': 'image/svg+xml' };
res.writeHead(200, { 'Content-Type': types[ext] || 'application/octet-stream' });
res.end(buf);
});
});
server.listen(PORT, '0.0.0.0', () => {
console.log(`Meyer server running on http://0.0.0.0:${PORT}`);
});
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/* Smoke test: create room w/ bot, 2 human clients via SSE, play until end. */
const BASE = "http://localhost:3000";
function sse(uid) {
return new Promise((resolve) => {
const { request } = require("http");
const res = request({ host: "localhost", port: 3000, path: `/api/events?uid=${uid}`, method: "GET" }, (r) => {
let buf = "";
const states = [];
const chats = [];
r.on("data", (c) => {
buf += c;
let idx;
while ((idx = buf.indexOf("\n\n")) >= 0) {
const chunk = buf.slice(0, idx); buf = buf.slice(idx + 2);
const lines = chunk.split("\n").filter(l => l.startsWith("data: "));
for (const l of lines) {
const m = JSON.parse(l.slice(6));
if (m.type === "state") states.push(m.snap);
else if (m.type === "chat") chats.push(m);
}
}
});
resolve({ states, chats, res });
});
res.on("error", () => {});
res.end();
});
}
const api = async (action, uid, name, extra = {}) => {
const r = await fetch(BASE + "/api", {
method: "POST", headers: { "Content-Type": "application/json" },
body: JSON.stringify({ action, uid, name, ...extra }),
});
const d = await r.json();
if (!r.ok) throw new Error(`${action}: ${d.error}`);
return d;
};
const sleep = (ms) => new Promise(r => setTimeout(r, ms));
(async () => {
// create room (host + auto bot)
const c1 = await api("create", null, "Alice", { roomName: "Testbord", addBot: true });
const uid1 = c1.uid;
// second player
const c2 = await api("join", null, "Bob", { roomId: c1.room });
const uid2 = c2.uid;
const [s1, s2] = await Promise.all([sse(uid1), sse(uid2)]);
// host starts
await api("start", uid1, "Alice");
console.log("started. waiting for bot rounds...");
const startT = Date.now();
let turns = 0;
while (Date.now() - startT < 240000) {
await sleep(1500);
const snap = s1.states[s1.states.length - 1];
if (!snap) continue;
if (snap.phase === "waiting") { console.log("GAME ENDED:", snap.log.slice(-3).map(l => l.t)); break; }
// alice acts if it's her turn/actor
const actor = snap.phase === "challenging" && snap.pending ? snap.pending.challenger : snap.turnUid;
if (actor === uid1) {
if (snap.phase === "acting") {
await api("roll", uid1, "Alice");
} else if (snap.phase === "peeking") {
await api("peek", uid1, "Alice", { revealed: true });
await sleep(200); const fresh = s1.states[s1.states.length - 1];
const myDice = fresh.myDice;
if (myDice) {
const truth = rankOf(myDice[0], myDice[1]);
const minR = fresh.lastClaim ? fresh.lastClaim.rank + 1 : 0;
let r = Math.max(minR, truth);
if (Math.random() < 0.3) r = Math.min(r + 1, 17); // occasional bluff
if (r < minR || r > 17) { await api("sendForward", uid1, "Alice"); }
else await api("declare", uid1, "Alice", { rank: r });
}
} else if (snap.phase === "challenging" && snap.pending && snap.pending.challenger === uid1) {
// bob's claim is on the table... but alice is the actor? (challenger) - decide randomly
await (Math.random() < 0.4 ? api("challenge", uid1, "Alice") : api("pass", uid1, "Alice"));
}
turns++;
}
const actor2 = snap.phase === "challenging" && snap.pending ? snap.pending.challenger : snap.turnUid;
if (actor2 === uid2) {
if (snap.phase === "acting") await api("roll", uid2, "Bob");
else if (snap.phase === "peeking") {
await api("peek", uid2, "Bob", { revealed: true });
await sleep(200); const fresh = s2.states[s2.states.length - 1];
const myDice = fresh.myDice;
if (myDice) {
const truth = rankOf(myDice[0], myDice[1]);
const minR = fresh.lastClaim ? fresh.lastClaim.rank + 1 : 0;
let r = Math.max(minR, truth);
if (Math.random() < 0.3) r = Math.min(r + 1, 17);
if (r < minR || r > 17) await api("sendForward", uid2, "Bob");
else await api("declare", uid2, "Bob", { rank: r });
}
} else if (snap.phase === "challenging" && snap.pending && snap.pending.challenger === uid2) {
await (Math.random() < 0.4 ? api("challenge", uid2, "Bob") : api("pass", uid2, "Bob"));
}
turns++;
}
// progress report
if (turns % 10 === 0) console.log(`...turns=${turns} phase=${snap.phase} scores=${JSON.stringify(snap.players.map(p => [p.name, p.score, p.eliminated]))}`);
}
// also test chat + leave
await api("chat", uid1, "Alice", { text: "hej med jer alle sammen! 🍺" });
await sleep(300);
console.log("chats received by bob:", s2.chats.length);
console.log("total turns driven:", turns);
const rooms = await (await fetch(BASE + "/api/rooms")).json();
console.log("rooms after:", JSON.stringify(rooms.rooms.map(r => ({ id: r.id, phase: r.phase, n: r.players.length }))));
process.exit(0);
})().catch(e => { console.error("SMOKE FAIL:", e); process.exit(1); });
/* local mirror of ranking for the test driver */
const COMBOS = [[1,2],[1,3],[6,6],[5,5],[4,4],[3,3],[2,2],[1,1],[6,5],[6,4]];
const DYN = [[6,3],[6,2],[5,4],[5,3],[5,2],[4,3],[4,2],[3,2]];
function rankOf(a, b) {
const x = Math.min(a, b), y = Math.max(a, b);
for (let i = 0; i < COMBOS.length; i++) if (COMBOS[i][0] === y && COMBOS[i][1] === x) return i;
const i = DYN.findIndex(c => c[0] === y && c[1] === x);
return i >= 0 ? 10 + i : -1;
}