games: a ladder you climb against the clock

This commit is contained in:
prosolis
2026-07-14 02:11:09 -07:00
parent feb353f789
commit c62d736223
17 changed files with 2292 additions and 4 deletions

View File

@@ -0,0 +1,224 @@
package web
import (
"encoding/json"
"errors"
"log/slog"
"math/rand/v2"
"net/http"
"time"
"pete/internal/games/blackjack"
"pete/internal/games/trivia"
"pete/internal/storage"
)
// Trivia, played for chips.
//
// The same shape as the other tables: the browser sends intents, the server
// holds the state, and the payload carries only what the player is entitled to
// see. Here that means the four answers *without* which of them is right. The
// right one is an index in the engine state, which is in game_live_hands, on
// this side of the wire — and it only ever crosses in the event that reveals it,
// once the question has been decided and it can't be used to answer.
//
// The clock is the other half. The countdown in the browser is decoration: the
// only clock that scores anything is time.Now() here, measured against the
// AskedAt the server stamped when it served the question. A player who stops
// their own countdown, or reloads to restart it, changes nothing.
// triviaView is a game as its player may see it.
type triviaView struct {
Tier trivia.Tier `json:"tier"`
Rung int `json:"rung"` // how many they've answered
Rungs int `json:"rungs"` // how many there are
Category string `json:"category,omitempty"`
Question string `json:"question,omitempty"`
Answers []string `json:"answers,omitempty"` // and *not* which one is right
Limit int `json:"limit"` // the tier's seconds per question
Left float64 `json:"left"` // seconds this question has left, by the server's clock
Multiple float64 `json:"multiple"`
Bet int64 `json:"bet"`
Stands int64 `json:"stands"` // what taking the money right now actually pays
CanWalk bool `json:"can_walk"` // false on the first question: see the engine
Phase string `json:"phase"`
Outcome string `json:"outcome,omitempty"`
Payout int64 `json:"payout,omitempty"`
Rake int64 `json:"rake,omitempty"`
Net int64 `json:"net"`
}
func viewTrivia(g trivia.State, now time.Time) triviaView {
v := triviaView{
Tier: g.Tier,
Rung: g.Rung,
Rungs: trivia.Rungs,
Limit: g.Tier.Limit,
// What the player would actually collect, rake already out of it — quoting
// the pre-rake figure would have the felt advertising a payout the house
// doesn't hand over.
Stands: g.Pays(),
Multiple: g.Multiple,
Bet: g.Bet,
CanWalk: g.Rung > 0,
Phase: string(g.Phase),
Outcome: string(g.Outcome),
Payout: g.Payout,
Rake: g.Rake,
Net: g.Net(),
}
// A finished game has no live question, and must not ship the next one — the
// ladder still has rungs on it that a later game might deal.
if g.Phase == trivia.PhasePlaying {
q := g.Live()
v.Category = q.Category
v.Question = q.Text
v.Answers = q.Answers
v.Left = g.Left(now).Seconds()
}
return v
}
// handleTriviaStart takes the bet and builds a ladder. Same order as every other
// table: the chips are staked first, in the same statement that checks they
// exist, so two starts fired at once cannot bet the same chip.
func (s *Server) handleTriviaStart(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
var req struct {
Bet int64 `json:"bet"`
Tier string `json:"tier"`
}
if err := decodeJSON(r, &req); err != nil || req.Bet <= 0 {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "bet something"})
return
}
tier, err := trivia.TierBySlug(req.Tier)
if err != nil {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "pick a difficulty"})
return
}
seed1, seed2 := newSeeds()
rng := rand.New(rand.NewPCG(seed1, seed2))
// Draw the ladder *before* taking the money. A bank too thin to deal from is
// the one failure here that isn't the player's fault, and they should not have
// to be refunded for it.
qs, err := storage.DrawTrivia(tier.Difficulty, trivia.Rungs, rng)
if errors.Is(err, storage.ErrBankEmpty) {
writeJSONStatus(w, http.StatusServiceUnavailable, map[string]string{
"error": "the question bank is still filling up — give it a minute",
})
return
}
if err != nil {
slog.Error("games: trivia draw", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
if err := storage.Stake(user, req.Bet); err != nil {
if errors.Is(err, storage.ErrInsufficientChips) || errors.Is(err, storage.ErrBadAmount) {
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": "not enough chips for that bet"})
return
}
slog.Error("games: trivia stake", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
now := time.Now()
g, evs, err := trivia.New(req.Bet, tier, blackjack.DefaultRules().RakePct, qs, now, rng)
if err != nil {
// The game never happened, so the stake never should have left.
_ = storage.Award(user, req.Bet)
slog.Error("games: trivia start", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
s.persistTrivia(w, user, g, evs, seed1, seed2, true, now)
}
// handleTriviaAnswer plays one move: pick an answer, or take the money.
func (s *Server) handleTriviaAnswer(w http.ResponseWriter, r *http.Request) {
user, ok := s.player(w, r)
if !ok {
return
}
var move trivia.Move
if err := decodeJSON(r, &move); err != nil {
http.Error(w, "bad json", http.StatusBadRequest)
return
}
live, err := storage.LoadLiveHand(user)
if errors.Is(err, storage.ErrNoLiveHand) {
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "no game in progress"})
return
}
if err != nil {
slog.Error("games: trivia load", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
if live.Game != gameTrivia {
writeJSONStatus(w, http.StatusConflict, map[string]string{"error": "finish the game you're in first"})
return
}
var g trivia.State
if err := json.Unmarshal(live.State, &g); err != nil {
slog.Error("games: unreadable trivia game", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
// The server's clock, and the only one that counts. Read once, so the answer
// and the view that reports it agree about what time it is.
now := time.Now()
next, evs, err := trivia.ApplyMove(g, move, now)
if err != nil {
msg := "that move isn't legal here"
if errors.Is(err, trivia.ErrNothingBanked) {
msg = "answer one before you walk"
}
writeJSONStatus(w, http.StatusBadRequest, map[string]string{"error": msg})
return
}
s.persistTrivia(w, user, next, evs, live.Seed1, live.Seed2, false, now)
}
// persistTrivia writes the game back and answers the browser.
func (s *Server) persistTrivia(w http.ResponseWriter, user string, g trivia.State, evs []trivia.Event, seed1, seed2 uint64, fresh bool, now time.Time) {
blob, err := json.Marshal(g)
if err != nil {
slog.Error("games: marshal trivia", "user", user, "err", err)
http.Error(w, "internal error", http.StatusInternalServerError)
return
}
done := g.Phase == trivia.PhaseDone
v, ok := s.commit(w, user, finished{
Game: gameTrivia, Blob: blob,
Bet: g.Bet, Payout: g.Payout, Rake: g.Rake,
Outcome: string(g.Outcome), Done: done,
Seed1: seed1, Seed2: seed2, Fresh: fresh,
})
if !ok {
return
}
// A finished game is gone from storage, so the table has none to show — but the
// browser still needs the final board to land the verdict on.
if done {
tv := viewTrivia(g, now)
v.Trivia = &tv
}
v.TrivEvents = evs
writeJSON(w, v)
}