go-fish-tui-client 0.3.0

A terminal (and WASM) client for the Go Fish card game, built with ratatui.
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use std::collections::HashMap;
use std::collections::VecDeque;

use go_fish::HookResult;
use go_fish_web::LobbyInfo;
use go_fish_web::LobbyLeftReason;
use go_fish_web::LobbyPlayer;
use go_fish_web::ServerMessage;
use ratatui::style::{Color, Style};
use ratatui::text::{Line, Span};

pub const MAX_NOTIFICATION_HISTORY: usize = 3;

pub use crate::network::NetworkEvent;

#[derive(Debug, Clone, PartialEq)]
pub struct ConnectingState {
    pub status: String,
}

#[derive(Debug, Clone, PartialEq)]
pub struct PreLobbyState {
    pub player_name: String,
    pub input_state: PreLobbyInputState,
    pub error: Option<String>,
}

#[derive(Debug, Clone, PartialEq, Default)]
pub enum PreLobbyInputState {
    #[default] None,
}

#[derive(Debug, Clone, PartialEq)]
pub struct LobbyState {
    pub player_name: String,
    pub lobby_id: String,
    pub leader: String,
    pub players: Vec<LobbyPlayer>,
    pub max_players: usize,
    pub error: Option<String>,
}

// ── Task 5.1: GameInputState and GameState ────────────────────────────────────

#[derive(Debug, Clone, PartialEq)]
pub enum GameInputState {
    Idle,
    SelectingTarget { cursor: usize },
    SelectingRank { target: String, cursor: usize },
}

#[derive(Debug, Clone)]
pub struct GameState {
    pub player_name: String,
    pub players: Vec<String>,
    pub hand: go_fish::Hand,
    pub completed_books: Vec<go_fish::CompleteBook>,
    pub opponent_card_counts: HashMap<String, usize>,
    pub opponent_book_counts: HashMap<String, usize>,
    pub active_player: String,
    pub notifications: VecDeque<Line<'static>>,
    pub hook_error: Option<go_fish_web::HookError>,
    pub game_result: Option<go_fish_web::GameResult>,
    pub input_state: GameInputState,
    has_received_snapshot: bool,
}

impl GameState {
    pub fn new(player_name: String, players: Vec<String>) -> Self {
        let opponents: HashMap<String, usize> = players.iter()
            .filter(|p| *p != &player_name)
            .map(|p| (p.clone(), 0))
            .collect();
        let mut notifications: VecDeque<Line<'static>> = VecDeque::new();
        notifications.push_front(Line::from("Game started!"));
        GameState {
            player_name,
            players,
            hand: go_fish::Hand::empty(),
            completed_books: vec![],
            opponent_card_counts: opponents.clone(),
            opponent_book_counts: opponents.keys().map(|k| (k.clone(), 0)).collect(),
            active_player: String::new(),
            notifications,
            hook_error: None,
            has_received_snapshot: false,
            game_result: None,
            input_state: GameInputState::Idle,
        }
    }
}

#[derive(Debug, Clone, PartialEq)]
pub enum BrowsingStatus {
    Loading,
    Loaded(Vec<LobbyInfo>),
    Creating,
    EnteringId { input: String, error: Option<String> },
    Error(String),
}

#[derive(Debug, Clone, PartialEq)]
pub struct BrowsingLobbiesState {
    pub player_name: String,
    pub status: BrowsingStatus,
    pub selected_index: usize,
    pub frame_index: usize,
}

// ── Task 5.2: Screen::Game variant ───────────────────────────────────────────

#[derive(Debug, Clone)]
pub enum Screen {
    Connecting(ConnectingState),
    PreLobby(PreLobbyState),
    BrowsingLobbies(BrowsingLobbiesState),
    Lobby(LobbyState),
    Game(GameState),
}

#[derive(Debug, Clone)]
pub struct AppState {
    pub screen: Screen,
}

impl AppState {
    pub fn new() -> AppState {
        AppState {
            screen: Screen::Connecting(ConnectingState {
                status: "Connecting…".to_string(),
            }),
        }
    }
}

/// Apply a network event to the app state, performing screen transitions as needed.
pub fn apply_network_event(state: &mut AppState, event: &NetworkEvent) {
    match event {
        NetworkEvent::Message(msg) => apply_server_message(state, msg),
        NetworkEvent::Closed => apply_connection_closed(state),
        NetworkEvent::Error(err) => apply_connection_error(state, err),
    }
}

fn apply_server_message(state: &mut AppState, msg: &ServerMessage) {
    match msg {
        ServerMessage::PlayerIdentity(name) => {
            if let Screen::Connecting(_) = &state.screen {
                state.screen = Screen::PreLobby(PreLobbyState {
                    player_name: name.clone(),
                    input_state: PreLobbyInputState::None,
                    error: None,
                });
            }
        }
        ServerMessage::LobbyJoined {
            lobby_id,
            leader,
            players,
            max_players,
        } => {
            let player_name = match &state.screen {
                Screen::PreLobby(s) => Some(s.player_name.clone()),
                Screen::BrowsingLobbies(s) => Some(s.player_name.clone()),
                _ => None,
            };
            if let Some(player_name) = player_name {
                state.screen = Screen::Lobby(LobbyState {
                    player_name,
                    lobby_id: lobby_id.clone(),
                    leader: leader.clone(),
                    players: players.clone(),
                    max_players: *max_players,
                    error: None,
                });
            }
        }
        ServerMessage::LobbyUpdated { leader, players } => {
            if let Screen::Lobby(lobby) = &mut state.screen {
                let player_name = lobby.player_name.clone();
                // If local player was removed, transition back to PreLobby
                if !players.iter().any(|p| p.name() == player_name) {
                    state.screen = Screen::PreLobby(PreLobbyState {
                        player_name,
                        input_state: PreLobbyInputState::None,
                        error: None,
                    });
                } else {
                    lobby.leader = leader.clone();
                    lobby.players = players.clone();
                }
            }
        }
        ServerMessage::LobbyLeft(reason) => {
            match reason {
                LobbyLeftReason::RequestedByPlayer => {
                    if let Screen::Lobby(lobby) = &state.screen {
                        let player_name = lobby.player_name.clone();
                        state.screen = Screen::PreLobby(PreLobbyState {
                            player_name,
                            input_state: PreLobbyInputState::None,
                            error: None,
                        });
                    }
                }
            }
        }
        // Task 5.3: GameStarted handler
        ServerMessage::GameStarted => {
            if let Screen::Lobby(lobby) = &state.screen {
                let player_name = lobby.player_name.clone();
                let players: Vec<String> = lobby.players.iter().map(|p| p.name().to_string()).collect();
                state.screen = Screen::Game(GameState::new(player_name, players));
            }
        }
        // Task 5.4: GameSnapshot handler
        ServerMessage::GameSnapshot(snapshot) => {
            if let Screen::Game(game) = &mut state.screen {
                // Capture previous state for diffing
                let prev_rank_counts: HashMap<go_fish::Rank, usize> = game.hand.books.iter()
                    .map(|b| (b.rank, b.cards.len()))
                    .collect();
                let prev_book_count = game.completed_books.len();
                let prev_opponent_books: HashMap<String, usize> = game.opponent_book_counts.clone();

                // Update state from snapshot
                game.hand = snapshot.hand_state.hand.clone();
                game.hand.books.sort_by(|a, b| a.rank.cmp(&b.rank));
                game.completed_books = snapshot.hand_state.completed_books.clone();
                for opp in &snapshot.opponents {
                    game.opponent_card_counts.insert(opp.name.clone(), opp.card_count);
                    game.opponent_book_counts.insert(opp.name.clone(), opp.completed_books.len());
                }
                game.active_player = snapshot.active_player.clone();
                if snapshot.active_player == game.player_name {
                    game.hook_error = None;
                }
                game.input_state = GameInputState::Idle;

                // Add notifications in order (skip deck draw + book completions on first snapshot)
                if game.has_received_snapshot {
                    process_snapshot_notifications(
                        game,
                        &prev_rank_counts,
                        prev_book_count,
                        &prev_opponent_books,
                        snapshot,
                    );
                } else {
                    // Still add the hook outcome even on first snapshot (though there won't be one)
                    if let Some(ref outcome) = snapshot.last_hook_outcome {
                        let player_name = game.player_name.clone();
                        push_notification(game, format_hook_outcome(outcome, &player_name));
                    }
                }
                game.has_received_snapshot = true;
            }
        }
        // Task 5.5: HookError and GameResult handlers
        ServerMessage::HookError(err) => {
            if let Screen::Game(game) = &mut state.screen {
                game.hook_error = Some(err.clone());
            }
        }
        ServerMessage::GameResult(result) => {
            if let Screen::Game(game) = &mut state.screen {
                game.game_result = Some(result.clone());
            }
        }
        ServerMessage::GameAborted => {
            if let Screen::Game(game) = &state.screen {
                let player_name = game.player_name.clone();
                state.screen = Screen::PreLobby(PreLobbyState {
                    player_name,
                    input_state: PreLobbyInputState::None,
                    error: Some("Game aborted: a player disconnected.".to_string()),
                });
            }
        }
        ServerMessage::Error(msg) => {
            match &mut state.screen {
                Screen::Connecting(s) => {
                    s.status = msg.clone();
                }
                Screen::PreLobby(s) => {
                    s.error = Some(msg.clone());
                }
                Screen::BrowsingLobbies(s) => {
                    match &mut s.status {
                        BrowsingStatus::EnteringId { input, error } => {
                            input.clear();
                            *error = Some(msg.clone());
                        }
                        _ => {
                            s.status = BrowsingStatus::Error(msg.clone());
                        }
                    }
                }
                Screen::Lobby(s) => {
                    s.error = Some(msg.clone());
                }
                // Task 5.6: Game arm for Error — display on status bar, do not navigate
                Screen::Game(_s) => {}
            }
        }
        ServerMessage::LobbyList(lobbies) => {
            if let Screen::BrowsingLobbies(s) = &mut state.screen {
                s.selected_index = if lobbies.is_empty() {
                    0
                } else {
                    s.selected_index.min(lobbies.len() - 1)
                };
                s.status = BrowsingStatus::Loaded(lobbies.clone());
            }
        }
        // Other server messages (HandState, PlayerTurn, HookAndResult) are silently discarded
        _ => {}
    }
}

// Task 5.6: apply_connection_closed with Game arm
fn apply_connection_closed(state: &mut AppState) {
    let msg = "Server closed connection.".to_string();
    if let Screen::Game(game) = &state.screen {
        let player_name = game.player_name.clone();
        state.screen = Screen::PreLobby(PreLobbyState {
            player_name,
            input_state: PreLobbyInputState::None,
            error: None,
        });
        return;
    }
    if let Screen::BrowsingLobbies(b) = &state.screen {
        let player_name = b.player_name.clone();
        state.screen = Screen::PreLobby(PreLobbyState {
            player_name,
            input_state: PreLobbyInputState::None,
            error: Some(msg),
        });
        return;
    }
    match &mut state.screen {
        Screen::Connecting(s) => s.status = msg,
        Screen::PreLobby(s) => s.error = Some(msg),
        Screen::Lobby(s) => s.error = Some(msg),
        Screen::Game(_) | Screen::BrowsingLobbies(_) => unreachable!(),
    }
}

// Task 5.6: apply_connection_error with Game arm
fn apply_connection_error(state: &mut AppState, err: &str) {
    let msg = format!("Connection error: {}", err);
    if let Screen::Game(game) = &state.screen {
        let player_name = game.player_name.clone();
        state.screen = Screen::PreLobby(PreLobbyState {
            player_name,
            input_state: PreLobbyInputState::None,
            error: None,
        });
        return;
    }
    if let Screen::BrowsingLobbies(b) = &state.screen {
        let player_name = b.player_name.clone();
        state.screen = Screen::PreLobby(PreLobbyState {
            player_name,
            input_state: PreLobbyInputState::None,
            error: Some(msg),
        });
        return;
    }
    match &mut state.screen {
        Screen::Connecting(s) => s.status = msg,
        Screen::PreLobby(s) => s.error = Some(msg),
        Screen::Lobby(s) => s.error = Some(msg),
        Screen::Game(_) | Screen::BrowsingLobbies(_) => unreachable!(),
    }
}

fn push_notification(game: &mut GameState, line: Line<'static>) {
    game.notifications.push_front(line);
    game.notifications.truncate(MAX_NOTIFICATION_HISTORY);
}

fn process_snapshot_notifications(
    game: &mut GameState,
    prev_rank_counts: &HashMap<go_fish::Rank, usize>,
    prev_book_count: usize,
    prev_opponent_books: &HashMap<String, usize>,
    snapshot: &go_fish_web::GameSnapshot,
) {
    let green = Style::default().fg(Color::Green);

    // 1. Opponent book completions
    for opp in &snapshot.opponents {
        let prev = prev_opponent_books.get(&opp.name).copied().unwrap_or(0);
        if opp.completed_books.len() > prev {
            for book in &opp.completed_books[prev..] {
                push_notification(game, Line::from(format!("{} completed a book of {}s!", opp.name, book.rank)));
            }
        }
    }

    // 2. Hook outcome
    if let Some(ref outcome) = snapshot.last_hook_outcome {
        let player_name = game.player_name.clone();
        push_notification(game, format_hook_outcome(outcome, &player_name));
    }

    // 3. Deck draw
    if let Some(drawn_rank) = detect_deck_draw(game, prev_rank_counts, prev_book_count, snapshot) {
        push_notification(game, Line::from(vec![
            Span::styled("You", green),
            Span::raw(format!(" drew a {} from the deck", drawn_rank)),
        ]));
    }

    // 4. Local book completions
    let local_book_lines: Vec<Line<'static>> = if game.completed_books.len() > prev_book_count {
        game.completed_books[prev_book_count..].iter()
            .map(|b| Line::from(vec![
                Span::styled("You", green),
                Span::raw(format!(" completed a book of {}s!", b.rank)),
            ]))
            .collect()
    } else {
        vec![]
    };
    for line in local_book_lines {
        push_notification(game, line);
    }
}

fn detect_deck_draw(
    game: &GameState,
    prev_rank_counts: &HashMap<go_fish::Rank, usize>,
    prev_book_count: usize,
    snapshot: &go_fish_web::GameSnapshot,
) -> Option<go_fish::Rank> {
    let new_rank_counts: HashMap<go_fish::Rank, usize> = game.hand.books.iter()
        .map(|b| (b.rank, b.cards.len()))
        .collect();

    let hook_catch_rank: Option<go_fish::Rank> = snapshot.last_hook_outcome.as_ref()
        .filter(|o| o.fisher_name == game.player_name)
        .and_then(|o| match &o.result {
            HookResult::Catch(_) => Some(o.rank),
            HookResult::GoFish => None,
        });

    // Check ranks in new hand that gained cards not from a hook catch
    for (rank, &new_count) in &new_rank_counts {
        let old_count = prev_rank_counts.get(rank).copied().unwrap_or(0);
        if new_count > old_count && hook_catch_rank != Some(*rank) {
            return Some(*rank);
        }
    }

    // Check ranks that completed into books (disappeared from hand entirely)
    let new_book_count = game.completed_books.len();
    if new_book_count > prev_book_count {
        for book in &game.completed_books[prev_book_count..] {
            if hook_catch_rank != Some(book.rank) && !new_rank_counts.contains_key(&book.rank) {
                let old_count = prev_rank_counts.get(&book.rank).copied().unwrap_or(0);
                if old_count == 3 {
                    return Some(book.rank);
                }
            }
        }
    }

    None
}

fn format_hook_outcome(outcome: &go_fish_web::HookOutcome, player_name: &str) -> Line<'static> {
    let green = Style::default().fg(Color::Green);
    let fisher_span: Span<'static> = if outcome.fisher_name == player_name {
        Span::styled("You", green)
    } else {
        Span::raw(outcome.fisher_name.clone())
    };
    let target_span: Span<'static> = if outcome.target_name == player_name {
        Span::styled("you", green)
    } else {
        Span::raw(outcome.target_name.clone())
    };
    match &outcome.result {
        HookResult::Catch(book) => {
            let n = book.cards.len();
            let s = if n == 1 { "" } else { "s" };
            Line::from(vec![
                fisher_span,
                Span::raw(" asked "),
                target_span,
                Span::raw(format!(" for {}s — Caught {} card{}!", outcome.rank, n, s)),
            ])
        }
        HookResult::GoFish => Line::from(vec![
            fisher_span,
            Span::raw(" asked "),
            target_span,
            Span::raw(format!(" for {}s — Go Fish!", outcome.rank)),
        ]),
    }
}


#[cfg(test)]
#[path = "state_tests.rs"]
mod state_tests;