refactor(blackjack): remove Blackjack game components and actions

refactor(home): update sellableData state to use array type
fix(account): improve type safety for user data fetching
fix(cart): streamline item removal and purchase handling
This commit is contained in:
ZareMate 2026-03-26 23:13:54 +01:00
parent eef355a791
commit 992c9a2e63
6 changed files with 15 additions and 462 deletions

View File

@ -1,354 +0,0 @@
"use client";
import { useRef, useState, useTransition } from "react";
import { startGame, hit, stand, revealDealer } from "./actions";
import { motion } from "framer-motion";
type Phase = "idle" | "playing" | "revealing" | "finished";
export default function BlackjackClient() {
const [state, setState] = useState<any>(null);
const [gameId, setGameId] = useState<string | null>(null);
const [phase, setPhase] = useState<Phase>("idle");
const [visibleDealerCount, setVisibleDealerCount] = useState(1);
const dealerRevealIndex = useRef(0);
const MAX_DEALER_CARDS = 5;
const CARD_WIDTH = 64; // w-16
const GAP = 8; // space-x-2
const [, startTransition] = useTransition();
// animation snapshots
const lastPlayerLen = useRef(0);
/* ---------------- actions ---------------- */
const start = async () => {
const res: any = await startGame(10);
lastPlayerLen.current = 0;
setVisibleDealerCount(1);
setGameId(res.gameId);
setPhase("playing");
setState(res);
};
const getDealerCards = () => {
// if we don't yet have any dealer info, nothing to render
if (!state?.dealerUpcard && !state?.dealer) return [];
// ALWAYS start with upcard + hole slot; prefer the authoritative dealer state when available
const upcard = state?.dealer?.[0] ?? state.dealerUpcard[0];
const base = [upcard, "__HOLE__"];
// If dealer is revealed, append extra cards ONLY
if (state?.dealer && state.dealer.length > 2) {
return [...base, ...state.dealer.slice(2)];
}
return base;
};
const onHit = async () => {
lastPlayerLen.current = state.player.length;
const res = await hit(gameId!);
setState((s: any) => ({ ...s, ...res }));
if (res.status === "bust") {
const dealerRes = await revealDealer(gameId!);
setState((s: any) => ({
...s,
dealer: dealerRes.dealer,
dealerTotal: dealerRes.dealerTotal,
status: "bust",
}));
setVisibleDealerCount(dealerRes.dealer.length);
setPhase("finished");
}
};
const onStand = async () => {
const res = await stand(gameId!);
setPhase("revealing");
// start with only upcard visible; we'll reveal the hole (i=1) then extra cards (i>=2)
dealerRevealIndex.current = 0;
setVisibleDealerCount(1);
setState((s: any) => ({
...s,
dealer: res.dealer,
dealerTotal: res.dealerTotal,
status: "finished",
result: res.result,
}));
// sequential reveal:
// - i = 1 -> flip the hole card
// - i >= 2 -> reveal each drawn card in order
for (let i = 1; i < res.dealer.length; i++) {
// wait before revealing next slot
await new Promise((r) => setTimeout(r, 1600));
// set which dealer index should be animating (1 for hole, 2..n for drawn)
dealerRevealIndex.current = i;
// make the slot visible (i+1 slots visible: 0..i)
setVisibleDealerCount(i + 1);
// small pause so the flip animation has time to start/finish before next reveal step
await new Promise((r) => setTimeout(r, 600));
}
setPhase("finished");
};
/* ---------------- cards ---------------- */
const CardStatic = ({ c }: any) => (
<div className="flex h-24 w-16 items-center justify-center rounded bg-white text-xl font-bold text-black shadow-xl">
{c.label}
{c.suit}
</div>
);
const CardBack = () => (
<div className="flex h-24 w-16 items-center justify-center rounded bg-zinc-700 shadow-xl">
<span className="text-xs tracking-widest text-zinc-300">RUST</span>
</div>
);
const CardFlip = ({ c }: any) => (
<motion.div
className="perspective h-24 w-16"
initial={{ y: -60, opacity: 0 }}
animate={{ y: 0, opacity: 1 }}
transition={{ duration: 1.0 }}
>
<motion.div
className="relative h-full w-full"
initial={{ rotateY: 0 }}
animate={{ rotateY: 180 }}
transition={{
duration: 1.0,
delay: 0.8,
ease: "easeInOut",
}}
style={{ transformStyle: "preserve-3d" }}
>
{/* BACK */}
<div
className="absolute inset-0 flex items-center justify-center rounded bg-zinc-700 shadow-xl"
style={{ backfaceVisibility: "hidden" }}
>
<span className="text-xs tracking-widest text-zinc-300">RUST</span>
</div>
{/* FRONT */}
<div
className="absolute inset-0 flex items-center justify-center rounded bg-white text-xl font-bold text-black shadow-xl"
style={{
backfaceVisibility: "hidden",
transform: "rotateY(180deg)",
}}
>
{c.label}
{c.suit}
</div>
</motion.div>
</motion.div>
);
function isSoftHand(hand: any[], total: number) {
const hasAce = hand.some((c) => c.label === "A");
if (!hasAce) return false;
// if counting all aces as 1 would reduce the total, it's soft
const minTotal = hand.reduce(
(sum, c) => sum + (c.label === "A" ? 1 : c.value),
0,
);
return minTotal !== total;
}
/* Stable key helpers to prevent React remount flashes */
const dealerCardKey = (slot: any, index: number) => {
// slot can be a card object or "__HOLE__"
if (slot === "__HOLE__") {
// When hole is hidden, use a stable hidden key so it doesn't briefly mount/unmount
if (phase === "playing" || state?.status === "bust") {
return "dealer-hole-hidden";
}
// When revealed, key should reflect the actual dealer card identity
const revealedCard = state?.dealer?.[1];
if (revealedCard?.code) return `dealer-${revealedCard.code}`;
if (revealedCard)
return `dealer-${revealedCard.label}${revealedCard.suit}`;
return `dealer-hole-${index}`;
}
// For upcard and other visible cards prefer a unique code if available
if (slot?.code) return `dealer-${slot.code}`;
if (slot?.label && slot?.suit)
return `dealer-${slot.label}${slot.suit}-${index}`;
// fallback stable index
return `dealer-${index}`;
};
/* ---------------- render ---------------- */
return (
<div className="flex min-h-screen items-center justify-center bg-zinc-900 text-white">
<div className="w-[420px] space-y-4 rounded-lg bg-zinc-800 p-4 shadow-2xl">
{/* DEALER */}
<div className="flex min-h-[96px] justify-center space-x-2">
{getDealerCards().map((c, i) => {
// Always render upcard (index 0) regardless of visibleDealerCount
if (i === 0 && c && c !== "__HOLE__") {
const key = dealerCardKey(c, i);
return <CardStatic key={key} c={c} />;
}
// HOLE CARD (index 1)
if (i === 1) {
const key = dealerCardKey(c, i);
// Hidden hole card during play or when player busts
// Also respect visibleDealerCount: hole is visible only when visibleDealerCount >= 2
if (
phase === "playing" ||
state?.status === "bust" ||
visibleDealerCount < 2
) {
return <CardBack key={key} />;
}
// During reveal phase: flip the hole only when dealerRevealIndex === 1
if (phase === "revealing" && state?.dealer) {
if (dealerRevealIndex.current === 1) {
return <CardFlip key={key} c={state.dealer[1]} />;
} else {
return <CardStatic key={key} c={state.dealer[1]} />;
}
}
// Final static revealed card
return <CardStatic key={key} c={state.dealer?.[1]} />;
}
// DRAWN CARDS (index >= 2)
if (i >= 2 && state?.dealer) {
// only render this slot once it's been made visible by visibleDealerCount
if (i >= visibleDealerCount) return null;
const key = dealerCardKey(state.dealer[i], i);
// If we're currently revealing this index, play the flip animation.
// Otherwise show the static face
if (phase === "revealing" && i === dealerRevealIndex.current) {
return <CardFlip key={key} c={state.dealer[i]} />;
}
return <CardStatic key={key} c={state.dealer[i]} />;
}
return null;
})}
</div>
{/* TERMINAL */}
<div className="min-h-[130px] rounded border-2 border-green-500 bg-black p-3 font-mono text-sm text-green-400">
{phase === "idle" && <p>&gt; INSERT SCRAP</p>}
{phase === "playing" && state && (
<>
<p>
&gt; PLAYER TOTAL: {state.playerTotal}
{isSoftHand(state.player, state.playerTotal) && " (SOFT)"}
</p>
<p>&gt; DEALER WAITING...</p>
</>
)}
{phase === "revealing" && (
<motion.p
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 1 }}
>
&gt; DEALER DRAWING...
</motion.p>
)}
{phase === "finished" && state && (
<motion.div
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 1 }}
>
<p>&gt; PLAYER: {state.playerTotal}</p>
{state.status === "bust" && (
<p className="text-red-500">&gt; PLAYER BUSTED</p>
)}
{/* Always show dealer score once dealer is revealed */}
{state.dealerTotal !== undefined && (
<p>&gt; DEALER: {state.dealerTotal}</p>
)}
{state.result && <p>&gt; RESULT: {state.result.toUpperCase()}</p>}
</motion.div>
)}
</div>
{/* PLAYER */}
<div className="flex min-h-[96px] justify-center space-x-2">
{state?.player?.map((c: any, i: number) =>
phase === "playing" && i >= lastPlayerLen.current ? (
<CardFlip
key={`player-${c?.code ?? c?.label + c?.suit + i}`}
c={c}
/>
) : (
<CardStatic
key={`player-${c?.code ?? c?.label + c?.suit + i}`}
c={c}
/>
),
)}
</div>
{/* CONTROLS */}
<div className="flex justify-center space-x-3">
{phase === "idle" && (
<button
onClick={() => startTransition(start)}
className="rounded bg-green-700 px-4 py-2 font-bold"
>
INSERT SCRAP
</button>
)}
{phase === "playing" && state?.status === "playing" && (
<>
<button
onClick={() => startTransition(onHit)}
className="rounded bg-green-700 px-4 py-2"
>
HIT
</button>
<button
onClick={() => startTransition(onStand)}
className="rounded bg-red-700 px-4 py-2"
>
STAND
</button>
</>
)}
</div>
</div>
</div>
);
}

View File

@ -1,84 +0,0 @@
"use server";
import crypto from "crypto";
import {
createDeck,
shuffle,
calculateHand,
type Card,
} from "~/lib/blackjack/engine";
// In-memory storage (replace with DB/Redis in production)
const games = new Map<string, any>();
export async function startGame(bet: number) {
const deck = shuffle(createDeck());
const player: Card[] = [deck.pop()!, deck.pop()!];
const dealer: Card[] = [deck.pop()!, deck.pop()!];
const gameId = crypto.randomUUID();
games.set(gameId, { deck, player, dealer, bet, status: "playing" });
return {
gameId,
player,
dealerUpcard: [dealer[0]],
playerTotal: calculateHand(player),
status: "playing",
};
}
export async function hit(gameId: string) {
const game = games.get(gameId);
if (!game) throw new Error("Game not found");
const card = game.deck.pop();
game.player.push(card);
const playerTotal = calculateHand(game.player);
if (playerTotal > 21) game.status = "bust";
return {
player: game.player,
playerTotal,
status: game.status,
};
}
export async function stand(gameId: string) {
const game = games.get(gameId);
if (!game) throw new Error("Game not found");
while (calculateHand(game.dealer) < 17) {
game.dealer.push(game.deck.pop());
}
const playerTotal = calculateHand(game.player);
const dealerTotal = calculateHand(game.dealer);
let result: "win" | "lose" | "push" = "lose";
if (dealerTotal > 21 || playerTotal > dealerTotal) result = "win";
if (playerTotal === dealerTotal) result = "push";
// TODO: update user balance here
games.delete(gameId);
return {
dealer: game.dealer,
dealerTotal,
result,
};
}
export async function revealDealer(gameId: string) {
const game = games.get(gameId);
if (!game) throw new Error("Game not found");
return {
dealer: game.dealer,
dealerTotal: calculateHand(game.dealer),
};
}

View File

@ -1,10 +0,0 @@
import BlackjackClient from "./BlackjackClient";
export default function BlackjackPage() {
return (
<div className="space-y-4 p-6">
<h1 className="text-3xl font-bold">Blackjack</h1>
<BlackjackClient />
</div>
);
}

View File

@ -43,9 +43,7 @@ type Props = {
export default function HomeClient({ session }: Props) {
const [query, setQuery] = useState("");
const [userData, setUserData] = useState<UserResponse | null>(null);
const [sellableData, setSellableData] = useState<SellableResponse | null>(
null,
);
const [sellableData, setSellableData] = useState<SellableResponse[]>([]);
const [loading, setLoading] = useState(true);
// Fetch /api/user once and store globally here
@ -68,7 +66,7 @@ export default function HomeClient({ session }: Props) {
setLoading(true);
const res = await fetch("/api/sellable");
if (!res.ok) throw new Error("Failed to fetch sellable");
const data = (await res.json()) as SellableResponse;
const data = (await res.json()) as SellableResponse[];
setSellableData(data);
} catch (err) {
console.error(err);

View File

@ -37,7 +37,7 @@ export default function AccountButton({ loading }: Props) {
return false;
}
const data = await res.json();
const data = (await res.json()) as UserData;
setUserData({
adresses: data.adresses ?? [],
@ -83,7 +83,7 @@ export default function AccountButton({ loading }: Props) {
};
const res = await saveAll(next);
if (!res || !res.ok) {
if (!res?.ok) {
console.error("Failed to add address");
return;
}
@ -99,7 +99,7 @@ export default function AccountButton({ loading }: Props) {
};
const res = await saveAll(next);
if (!res || !res.ok) {
if (!res?.ok) {
console.error("Failed to remove address");
return;
}
@ -119,7 +119,7 @@ export default function AccountButton({ loading }: Props) {
};
const res = await saveAll(next);
if (!res || !res.ok) {
if (!res?.ok) {
console.error("Failed to add shop");
return;
}
@ -136,7 +136,7 @@ export default function AccountButton({ loading }: Props) {
};
const res = await saveAll(next);
if (!res || !res.ok) {
if (!res?.ok) {
console.error("Failed to remove shop");
return;
}

View File

@ -1,7 +1,5 @@
"use client";
import type { CartItem } from "generated/prisma";
import { IMAGES_MANIFEST } from "next/dist/shared/lib/constants";
import { useEffect, useState, useCallback } from "react";
type Cart = {
@ -202,12 +200,12 @@ export default function CartButton({
[dragging],
);
const handleMouseRelease = useCallback(async () => {
const handleMouseRelease = useCallback(() => {
if (dragging) {
const { itemId, quantity } = dragging;
setDragging(null);
setSliderActive(null);
await removeItem(itemId, quantity);
void removeItem(itemId, quantity);
}
}, [dragging]);
@ -370,7 +368,12 @@ export default function CartButton({
cartItems.length === 0
)
return;
void buyItems(cartItems, selectedAddress);
void buyItems(cartItems, selectedAddress).then(async () => {
setCartItems([]);
setTotalQuantity(0);
setIsOpen(false);
await reloadUser();
});
}}
disabled={buyDisabled}
>