Commit Graph

79 Commits

Author SHA1 Message Date
0562d1e0c9 feat(battleship): add full placement/battle phases + metadata support + action-based moves
- Added Battleship Fleet definition (carrier, battleship, cruiser, submarine, destroyer)
- Implemented action-based MovePayload (`action: "place" | "shoot"`)
- Added placement and shot validation (ValidatePlacementMove, ValidateShotMove)
- Added ApplyPlacement and ApplyShot with correct ship placement + hit/miss logic
- Added pX_placed, pX_ready tracking and phase switching (placement → battle)
- Added Metadata field to MatchState (for phase/ready tracking)
- Updated MatchInit to initialize placement phase and readiness flags
- Updated MatchLoop to enforce turn order only during battle phase
- Added debug logging for state broadcasts
- Fixed protobuf dependency marking as indirect
2025-12-03 21:00:38 +05:30
10c7933aca refactor to tictactoe for standardisation of game names 2025-12-03 18:44:09 +05:30
d75dcd3c74 feat(battleship,tictactoe,engine): add multi-board support and keepTurn logic
### Core Engine
- Updated `GameRules.ApplyMove` to return `(changed, gameOver, winnerIdx, keepTurn)`
- Added keepTurn handling in `MatchLoop` to support Battleship mode B (classic rules)
- Removed old single-board handling from MatchState and MatchInit
- Cleaned go.mod by marking protobuf dependency as indirect

### Battleship
- Implemented board-based state tracking using MatchState.Boards:
  - `p0_ships`, `p0_shots`, `p1_ships`, `p1_shots`
- Removed legacy metadata-based ship/shot board encoding
- Rewrote ValidateMove to use structured boards
- Rewrote ApplyMove for classic Battleship rules (mode B):
  - Hits allow the attacker to keep their turn
  - Miss switches turn
  - Destroyed ship sections marked `X`
- Improved CheckGameOver using structured boards

### TicTacToe
- Updated ApplyMove signature to match new interface
- Ensured TicTacToe always returns `keepTurn = false`
- Updated code paths to use MatchState.Boards instead of Board

### Summary
This commit completes the migration from a single-board architecture to a
multi-board architecture across the engine, TicTacToe, and Battleship, enabling
support for more complex games and multiple modes such as Battleship Mode B.
2025-12-03 18:09:49 +05:30
bcdc5faea5 feat(core): migrate to multi-board architecture and implement per-game InitBoards
### Major changes
- Replace single-board MatchState (`Board`) with multi-board map (`Boards`)
- Update GenericMatch to initialize empty Boards and populate them via GameRules.InitBoards
- Remove legacy `newEmptyBoard` helper from match.go
- Update .gitignore to include *BKP* patterns

### GameRules interface
- Add InitBoards(players, cfg) to allow games to construct their own board sets
- Add detailed documentation explaining method responsibilities and usage
- Improve MovePayload comment clarity

### TicTacToe updates
- Implement InitBoards to produce a single `"tictactoe"` board
- Replace all old references to `state.Board` with `state.Boards["tictactoe"]`
- Make CheckGameOver, ValidateMove, and ApplyMove multi-board compatible

### Battleship updates
- Implement InitBoards generating per-player ships + shots boards:
  - p0_ships, p0_shots
  - p1_ships, p1_shots

### Match flow updates
- Boards are now created only when all players have joined
- Initial state broadcast now includes `boards` instead of `board`

This completes the backend migration for multi-board games and prepares the architecture
for Battleship and other complex board-based games.
2025-12-03 17:52:27 +05:30
1c31c489c7 fixes
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v1.1.0
2025-12-01 18:27:19 +05:30
3eadb49a72 feat(games): unify ApplyMove signatures + remove unused player conversion
Updated TicTacToeRules and BattleshipRules to implement ApplyMove(state, playerIdx, payload) (bool, bool, int) as required by GameRules.

Added win/draw resolution logic directly inside each game’s ApplyMove return.

Removed obsolete convertToGamePlayers helper.

Updated GenericMatch to call AssignPlayerSymbols with []*structs.Player directly.

Ensured all rule implementations now fully satisfy the GameRules interface.
2025-12-01 17:02:57 +05:30
3c81a8bf29 fixed package 2025-12-01 16:18:22 +05:30
d9c3ecb252 refactor(server): move shared game logic into games/ and introduce GameConfig system
- Moved common/game.go → plugins/games/rules.go
  - Contains GameRules interface, MovePayload, Player abstraction
  - Centralizes all reusable game rule contract logic

- Added plugins/games/config.go
  - Introduces GameConfiguration struct (players, board size, etc.)
  - Added global GameConfig and RulesRegistry maps
  - Each game (tictactoe, battleship, etc.) now registers its config + rules

- Updated generic_match.go to use:
  - GameConfig for board/players initialization
  - RulesRegistry for rule lookup during MatchInit
  - Removed hardcoded TicTacToe behavior
  - Clean error returns when game param missing or invalid

- Updated folder structure:
    /plugins/
        /games
            rules.go       (formerly common/game.go)
            config.go
            tictactoe.go
            battleship.go
        /structs
        /modules
        main.go

- Ensures GenericMatch pulls:
    m.GameName, m.Mode, m.Config, m.Rules
  directly from config/registry at MatchInit

- Removes old duplicated logic and simplifies how games are registered
2025-12-01 16:05:53 +05:30
eeb0a8175f feat: refactor Nakama plugin into generic multi-game match engine
### Highlights
- Introduced generic match engine (`generic_match.go`) implementing dynamic GameRules-based runtime.
- Added modular structure under `/plugins`:
  - /plugins/game      → GameRules interface + TicTacToe + Battleship rule sets
  - /plugins/structs   → Board, Player, MatchState generic structs
  - /plugins/modules   → matchmaking + RPC handlers + match engine
- Migrated TicTacToe logic into reusable rule implementation.
- Added Battleship game support using same engine.
- Updated matchmaking to accept { game, mode } for multi-game routing.
- Updated UI contract: clients must send `game` (and optional `mode`) when joining matchmaking.
- Removed hardcoded TicTacToe match registration.
- Registered a single “generic” authoritative match with ruleset registry.
- Normalized imports under local dev module path.
- Ensured MatchState and Board are now generic and reusable across games.
- Added strict requirement for `game` metadata in match flow (error if missing).
- Cleaned initial state creation into MatchInit with flexible board dimensions.
- Improved MatchLeave for proper forfeit handling through GameRules.

### Result
The server now supports an unlimited number of turn-based board games
via swappable rulesets while keeping a single authoritative Nakama match loop.
2025-12-01 15:28:54 +05:30
70669fc856 Update README.md 2025-12-01 08:33:28 +00:00
1752bfaed4 Update README.md 2025-12-01 08:33:01 +00:00
74e75de577 Update README.md 2025-12-01 08:32:29 +00:00
7983be56e4 Update README.md 2025-12-01 08:27:57 +00:00
e9eb37f665 fixes 2025-11-30 02:06:50 +05:30
7a7c6adc47 updated report 2025-11-30 02:04:41 +05:30
ae5628f370 proper pipeline
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v1.0.0
2025-11-30 01:26:56 +05:30
e8e2419537 proper pipeline
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2025-11-30 01:20:02 +05:30
4ee6027612 fixes
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2025-11-29 23:58:52 +05:30
389e77e2ae fixes
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2025-11-29 23:54:51 +05:30
7ce860db96 copy local.yml
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2025-11-29 23:51:50 +05:30
92f307d33d copy local.yml
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2025-11-29 23:47:57 +05:30
6e7d2d9f14 fixes
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2025-11-29 22:32:59 +05:30
c91dba475c fixes 2025-11-29 22:23:43 +05:30
04d988c584 fixes 2025-11-29 22:23:37 +05:30
27abc56a00 fixes
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2025-11-29 22:23:23 +05:30
333b48ad60 fixes
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2025-11-29 22:16:25 +05:30
4dee0bfb0a fixes
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2025-11-29 22:12:52 +05:30
1e91825808 buildx no push and use arm64 everywhere
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2025-11-29 22:10:33 +05:30
c5cb1047ae buildx no push and use
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2025-11-29 21:59:49 +05:30
18f9eed71d no buildx and push
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2025-11-29 21:45:50 +05:30
02de328bcd fixes
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2025-11-29 21:35:36 +05:30
31f1a66fed arm64 images
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2025-11-29 21:28:26 +05:30
5065145c6f direct deploy
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2025-11-29 21:27:09 +05:30
8e0475c8a7 build arm64 image
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v0.2.3
2025-11-29 21:18:54 +05:30
1359a75214 allow games.aetoskia.com
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v0.2.2
2025-11-29 19:41:33 +05:30
6786547950 enabled tag based deployment
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v0.2.1
2025-11-29 19:06:11 +05:30
17a2caea49 fixes
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2025-11-29 19:02:01 +05:30
8ff199ca10 fixes
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2025-11-29 18:59:02 +05:30
62c1f3920b fixes
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v0.2.0.4b
2025-11-29 18:42:41 +05:30
73e3f0a7ac fixes
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v0.2.0.3b
2025-11-29 18:38:13 +05:30
21f6698b89 fixes
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v0.2.0.2b
2025-11-29 18:33:15 +05:30
06904143d6 drone deployment
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v0.2.0.1b
2025-11-29 18:27:26 +05:30
ba05aa7c76 removed reference to local.yml as it's never used and passing server_key 2025-11-29 18:27:10 +05:30
bfcf977e13 ignoring .env as it'll be secret 2025-11-29 17:34:24 +05:30
6eca090046 deployment changes for DB_ADDR via env var 2025-11-29 17:25:13 +05:30
07cb519f55 added dockerfile for nakama 2025-11-29 16:59:33 +05:30
840d7701ca UI updated 2025-11-28 20:09:15 +05:30
f1f40f5799 backend update 2025-11-28 19:52:16 +05:30
0d8d3785fc username in leaderboard v0.2.0 2025-11-28 19:42:06 +05:30
65b5ef4660 leaderboard 2025-11-28 19:26:47 +05:30