'use strict'; const crypto = require('crypto'); const config = require('./config'); const Blinds = require('../public/assets/blinds'); const { Hand } = require('./hand'); const ai = require('./ai'); // テーブルの種類 // chips : キャッシュオンリー。カードは実物で配り、サイトはチップだけを管理する // friends: 友人戦。サーバがカードを配り、ショーダウンも自動で判定する // cpu : CPU戦。友人戦に CPU プレイヤーが加わる const MODES = ['chips', 'friends', 'cpu']; const CPU_NAMES = ['ハル', 'ソラ', 'リク', 'ミオ', 'レン', 'ユイ', 'カイ', 'ナギ']; class Table { constructor(opts) { this.id = opts.id; this.name = opts.name; this.startingStack = opts.startingStack; this.baseSmallBlind = opts.smallBlind; this.baseBigBlind = opts.bigBlind; this.timerEnabled = opts.blindTimerEnabled; this.intervalMin = opts.blindIntervalMin; this.mode = MODES.includes(opts.mode) ? opts.mode : 'chips'; // カード機能: サーバがカードを配り、ショーダウンの勝敗も自動で判定する(キャッシュオンリーは実物のカード) this.cardsEnabled = this.mode !== 'chips'; this.hostToken = opts.hostToken || null; this.maxSeats = config.MAX_SEATS; // { token, name, stack, buyIns, sittingOut, left, bot, style } // left: ハンド中に退席した人。ハンドが終わるまで席を予約しておく // bot : CPU プレイヤー(style は思考の性格) this.seats = new Array(this.maxSeats).fill(null); this.botTurn = null; // { key, at }: CPU が行動する時刻 if (this.mode === 'cpu') this.seatBots(opts.cpuCount); this.hand = null; this.started = false; this.paused = false; this.pausedAt = null; this.level = 1; this.handNumber = 0; this.buttonSeat = null; this.nextHandAt = null; this.runoutAt = null; // オールイン後、次の場札をめくる時刻 this.levelEndsAt = null; this.levelRemainingMs = this.intervalMs; this.createdAt = Date.now(); this.emptySince = null; } // CPU は席1から順に座らせる(席0は作成者) seatBots(count) { const n = Math.max(1, Math.min(this.maxSeats - 1, Number.isInteger(count) ? count : 1)); const names = CPU_NAMES.slice(); for (let i = names.length - 1; i > 0; i--) { const j = crypto.randomInt(i + 1); [names[i], names[j]] = [names[j], names[i]]; } for (let k = 0; k < n; k++) { this.seats[k + 1] = { token: crypto.randomBytes(16).toString('hex'), // ブラウザには渡さない name: names[k], stack: this.startingStack, buyIns: 1, sittingOut: false, left: false, bot: true, style: ai.randomStyle(), }; } } get intervalMs() { return this.intervalMin * 60 * 1000; } get blinds() { return Blinds.blindsAt(this.baseSmallBlind, this.baseBigBlind, this.level); } get phase() { if (!this.hand) return 'WAITING'; return this.hand.finished ? 'FINISHING' : this.hand.street; } get handActive() { return Boolean(this.hand && !this.hand.finished); } get playerCount() { return this.seats.filter((s) => s && !s.left).length; } seatOf(token) { return token ? this.seats.findIndex((s) => s && s.token === token) : -1; } isHost(token) { return Boolean(token) && token === this.hostToken; } // 次のハンドに参加できる席 eligibleSeats() { return this.seats .map((s, i) => (s && !s.left && !s.sittingOut && s.stack > 0 ? i : -1)) .filter((i) => i >= 0); } // CPU だけでハンドを続けても意味がないので、人間が1人は参加している必要がある canDeal() { const eligible = this.eligibleSeats(); return this.started && !this.paused && eligible.length >= 2 && eligible.some((i) => !this.seats[i].bot); } // 着席した席番号を返す。満席なら -1(観戦) join(token, name) { const existing = this.seatOf(token); if (existing >= 0) { const s = this.seats[existing]; s.name = name; if (s.left) { s.left = false; // ハンド中に退席して戻ってきた if (this.seatOf(this.hostToken) < 0 || this.seats[this.seatOf(this.hostToken)].left) this.hostToken = token; } return existing; } const free = this.seats.findIndex((s) => !s); if (free < 0) return -1; this.seats[free] = { token, name, stack: this.startingStack, buyIns: 1, sittingOut: false, left: false }; // ホスト(通常は作成者)が着席していなければ、この人がホストになる const host = this.seatOf(this.hostToken); if (host < 0 || this.seats[host].left) this.hostToken = token; return free; } leave(token) { const i = this.seatOf(token); if (i < 0 || this.seats[i].left) return false; if (this.hand && this.hand.players.has(i)) { // 結果表示やポット計算のため、ハンドが終わるまで席は残す this.seats[i].left = true; this.hand.forceFold(i); } else { this.seats[i] = null; } if (this.hostToken === token) { const next = this.seats.find((s) => s && !s.left && !s.bot); this.hostToken = next ? next.token : null; } return true; } // CPU戦で人間が全員退席したら、テーブルを残しておく意味がない shouldClose() { return this.mode === 'cpu' && !this.seats.some((s) => s && !s.left && !s.bot); } removeLeftSeats() { this.seats = this.seats.map((s) => (s && s.left ? null : s)); } nextOf(list, from) { for (let k = 1; k <= this.maxSeats; k++) { const i = (from + k) % this.maxSeats; if (list.includes(i)) return i; } return null; } startNewHand() { this.removeLeftSeats(); // チップがなくなった CPU は自動でリバイ for (const s of this.seats) { if (s && s.bot && s.stack === 0) { s.stack = this.startingStack; s.buyIns++; } } const eligible = this.eligibleSeats(); this.buttonSeat = this.buttonSeat == null ? eligible[crypto.randomInt(eligible.length)] : this.nextOf(eligible, this.buttonSeat); const order = []; for (let i = this.nextOf(eligible, this.buttonSeat); order.length < eligible.length; i = this.nextOf(eligible, i)) { order.push(i); } this.handNumber++; const { sb, bb } = this.blinds; this.nextHandAt = null; this.runoutAt = null; this.botTurn = null; this.hand = new Hand({ number: this.handNumber, seats: this.seats, order, button: this.buttonSeat, sb, bb, cards: this.cardsEnabled, }); } // ---- プレイヤー操作(エラー時はメッセージを返す) ---- act(token, type, amount) { const i = this.seatOf(token); if (i < 0) return '着席していません'; if (!this.handActive) return 'ハンドが進行していません'; if (this.paused) return '一時停止中です'; return this.hand.act(i, type, amount); } // ショーダウンの勝者(ポットの分配)を決められるのはテーブルのホストだけ canAward(token) { return this.handActive && this.hand.awaitingWinners && this.isHost(token); } award(token, winners) { if (!this.handActive || !this.hand.awaitingWinners) return 'ショーダウンではありません'; if (!this.canAward(token)) return 'ポットの分配はホストのみ行えます'; if (this.paused) return '一時停止中です'; return this.hand.award(winners); } setSittingOut(token, value) { const i = this.seatOf(token); if (i < 0) return '着席していません'; const s = this.seats[i]; s.sittingOut = value; // 手番中に離席したら、その場でチェック/フォールド if (value && this.handActive && this.hand.toAct === i && !this.paused) this.hand.autoAct(); return null; } rebuy(token) { const i = this.seatOf(token); if (i < 0) return '着席していません'; const s = this.seats[i]; if (s.stack > 0) return 'チップが残っています'; if (this.handActive && this.hand.players.has(i) && !this.hand.players.get(i).folded) return 'ハンドの終了後にリバイできます'; s.stack = this.startingStack; s.buyIns++; s.sittingOut = false; return null; } // ---- ホスト操作 ---- start(token, now = Date.now()) { if (!this.isHost(token)) return 'ホストのみ開始できます'; if (this.started) return 'すでに開始しています'; if (this.eligibleSeats().length < 2) return '2人以上必要です'; this.started = true; if (this.timerEnabled) this.levelEndsAt = now + this.intervalMs; this.startNewHand(); return null; } togglePause(token, now = Date.now()) { if (!this.isHost(token)) return 'ホストのみ操作できます'; if (!this.started) return 'まだ開始していません'; if (this.paused) { // 止めていた時間だけ次のハンドの開始・場札をめくる時刻を後ろにずらす if (this.nextHandAt != null) this.nextHandAt += now - this.pausedAt; if (this.runoutAt != null) this.runoutAt += now - this.pausedAt; this.botTurn = null; // CPU は再開してから考え直す if (this.timerEnabled) this.levelEndsAt = now + this.levelRemainingMs; this.paused = false; this.pausedAt = null; } else { this.paused = true; this.pausedAt = now; if (this.timerEnabled) { this.levelRemainingMs = Math.max(0, this.levelEndsAt - now); this.levelEndsAt = null; } } return null; } // CPU の考える時間。人間がハンドに残っていなければ早めに進める botDelay() { const h = this.hand; const humanLive = h.live().some((p) => !this.seats[p.seat].bot && !this.seats[p.seat].left); if (!humanLive) return config.BOT_FAST_MS; return config.BOT_THINK_MIN_MS + crypto.randomInt(config.BOT_THINK_MAX_MS - config.BOT_THINK_MIN_MS + 1); } // 手番の CPU が考える時間を過ぎていたら行動する。行動したら true botStep(now) { const h = this.hand; if (!h || h.finished || h.toAct == null || !this.seats[h.toAct].bot) return false; const key = `${h.number}:${h.actions}`; if (!this.botTurn || this.botTurn.key !== key) { this.botTurn = { key, at: now + this.botDelay() }; return false; } if (now < this.botTurn.at) return false; this.botTurn = null; const seat = h.toAct; const d = ai.decide(h, seat, { style: this.seats[seat].style, iterations: config.BOT_ITERATIONS }); // 万一判断が不正でも止まらないよう、チェック/フォールドにする if (!d || h.act(seat, d.type, d.amount)) h.autoAct(); return true; } // 時間で進む処理(ブラインドタイマー・CPU の行動・オールイン後の場札・次のハンドの開始) // 状態が変わったら true tick(now) { let changed = false; while (this.levelEndsAt != null && now >= this.levelEndsAt) { this.level++; this.levelEndsAt += this.intervalMs; changed = true; } if (this.paused) return changed; if (this.botStep(now)) changed = true; const h = this.hand; if (h && h.runout) { if (this.runoutAt == null) this.runoutAt = now + config.RUNOUT_STEP_MS; else if (now >= this.runoutAt) { h.runoutStep(); this.runoutAt = h.runout ? now + config.RUNOUT_STEP_MS : null; changed = true; } } if (this.hand && this.hand.finished) { if (this.nextHandAt == null) { const showdownMs = this.cardsEnabled ? config.CARD_SHOWDOWN_MS : config.SHOWDOWN_MS; this.nextHandAt = now + (this.hand.showdown ? showdownMs : config.FOLD_WIN_MS); } else if (now >= this.nextHandAt) { if (this.canDeal()) this.startNewHand(); else { this.hand = null; this.nextHandAt = null; this.removeLeftSeats(); } changed = true; } } else if (!this.hand) { if (!this.canDeal()) this.nextHandAt = null; else if (this.nextHandAt == null) this.nextHandAt = now + config.NEXT_HAND_DELAY_MS; else if (now >= this.nextHandAt) { this.startNewHand(); changed = true; } } return changed; } summary() { const { sb, bb } = this.blinds; return { id: this.id, name: this.name, playerCount: this.playerCount, maxSeats: this.maxSeats, startingStack: this.startingStack, smallBlind: sb, bigBlind: bb, level: this.level, phase: this.phase, paused: this.paused, timerEnabled: this.timerEnabled, intervalMin: this.intervalMin, cardsEnabled: this.cardsEnabled, mode: this.mode, createdAt: this.createdAt, }; } // token = 閲覧者のトークン(他人のトークンや手札は送らない) publicState(token, connectedTokens) { const now = Date.now(); const { sb, bb } = this.blinds; const next = Blinds.blindsAt(this.baseSmallBlind, this.baseBigBlind, this.level + 1); const mySeat = this.seatOf(token); const h = this.hand; const hv = h ? h.view(mySeat, token) : null; const me = mySeat >= 0 ? this.seats[mySeat] : null; const inLiveHand = Boolean(this.handActive && h.players.has(mySeat) && !h.players.get(mySeat).folded); return { id: this.id, name: this.name, startingStack: this.startingStack, maxSeats: this.maxSeats, cardsEnabled: this.cardsEnabled, mode: this.mode, level: this.level, smallBlind: sb, bigBlind: bb, nextBlinds: { smallBlind: next.sb, bigBlind: next.bb }, timer: { enabled: this.timerEnabled, intervalMin: this.intervalMin, endsAt: this.levelEndsAt, remainingMs: this.levelEndsAt != null ? this.levelEndsAt - now : this.levelRemainingMs, running: this.levelEndsAt != null, }, phase: this.phase, started: this.started, paused: this.paused, handNumber: this.handNumber, hand: hv, toAct: this.handActive ? h.toAct : null, seats: this.seats.map((s, i) => s && !s.left ? { seat: i, name: s.name, stack: s.stack, connected: Boolean(s.bot) || connectedTokens.has(s.token), bot: Boolean(s.bot), sittingOut: s.sittingOut, ...(hv && hv.players[i] ? { inHand: true, ...hv.players[i] } : { inHand: false }), } : null ), mySeat: me && !me.left ? mySeat : -1, me: me && !me.left ? { stack: me.stack, net: me.stack + (inLiveHand ? h.players.get(mySeat).committed : 0) - me.buyIns * this.startingStack, buyIns: me.buyIns, sittingOut: me.sittingOut, canRebuy: me.stack === 0 && !inLiveHand, options: this.handActive && !this.paused ? h.options(mySeat) : null, canAward: this.canAward(token), } : null, isHost: this.isHost(token), serverNow: now, }; } } class TableManager { constructor() { this.tables = new Map(); } get(id) { return this.tables.get(id); } list() { return [...this.tables.values()] .sort((a, b) => b.createdAt - a.createdAt) .map((t) => t.summary()); } nameTaken(name) { const n = name.toLowerCase(); return [...this.tables.values()].some((t) => t.name.toLowerCase() === n); } suggestName() { for (;;) { const name = `Table #${1000 + crypto.randomInt(9000)}`; if (!this.nameTaken(name)) return name; } } create(opts) { let id; do id = crypto.randomBytes(4).toString('hex'); while (this.tables.has(id)); const table = new Table({ ...opts, id }); this.tables.set(id, table); return table; } delete(id) { this.tables.delete(id); } } module.exports = { TableManager, Table, MODES };