フロントエンドプレイアブル
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This commit is contained in:
2026-02-15 14:57:17 +09:00
commit f25fd6f802
198 changed files with 10342 additions and 0 deletions

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require "faraday"
require "json"
class GameApiClient
BASE_URL = "http://0.0.0.0:8000"
def initialize
@connection = Faraday.new(url: BASE_URL) do |f|
f.request :json # リクエストをJSON形式にする
f.response :json # レスポンスをJSONとしてパースする
f.adapter Faraday.default_adapter
end
end
# GET リクエスト: 初期状態の取得
def api_game_initial_state(map_name = "standard")
response = @connection.get("/game/initial-state", { map_name: map_name })
handle_response(response, "game/initial-state")
end
# POST リクエスト: ゲームのみを強制終了 (Draw) にする
def api_game_draw(game_state, winners: nil)
response = @connection.post("/game/draw") do |req|
body = { game_state: game_state }
body[:winners] = winners if winners
req.body = body
end
handle_response(response, "game/draw")
end
# GET リクエスト: 利用可能なマップの取得
def api_maps
response = @connection.get("/maps")
handle_response(response, "maps")
end
# GET /maps/{map_name}
def api_maps_data(map_name)
response = @connection.get("/maps/#{map_name}")
handle_response(response, "maps/#{map_name}")
end
# POST リクエスト: 可能な命令の計算
def api_calculate_possible_orders(game_state, power_name: "", by_power: false)
response = @connection.post("/calculate/possible-orders") do |req|
req.params["power_name"] = power_name
req.params["by_power"] = by_power
req.body = { game_state: game_state }
end
handle_response(response, "calculate/possible-orders")
end
# POST リクエスト: 命令を処理して次のフェーズへ進める
def api_calculate_process(game_state, orders)
normalized_orders = normalize_orders(orders)
response = @connection.post("/calculate/process") do |req|
req.body = { game_state: game_state, orders: normalized_orders }
end
handle_response(response, "calculate/process")
end
# POST リクエスト: 命令の妥当性を検証する
def api_calculate_validate(game_state, orders)
normalized_orders = normalize_orders(orders)
response = @connection.post("/calculate/validate") do |req|
req.body = { game_state: game_state, orders: normalized_orders }
end
handle_response(response, "calculate/validate")
end
# POST リクエスト: 特定勢力の命令を自動生成する
def api_calculate_auto_orders(game_state, power_name)
response = @connection.post("/calculate/auto-orders") do |req|
req.params["power_name"] = power_name
req.body = { game_state: game_state }
end
handle_response(response, "calculate/auto-orders")
end
# POST リクエスト: マップをSVGとしてレンダリングする
def api_render(game_state, orders: nil, incl_orders: true, incl_abbrev: true)
# ordersのキーを文字列に変換し、値を配列に変換して正規化
normalized_orders = normalize_orders(orders)
body = {
game_state: game_state,
orders: normalized_orders,
incl_orders: incl_orders,
incl_abbrev: incl_abbrev
}
Rails.logger.debug "API Render Request Body: #{body.inspect}"
response = @connection.post("/render") do |req|
req.body = body
end
handle_response(response, "render")
end
private
def normalize_orders(orders)
return nil unless orders
normalized_orders = {}
orders.each do |power, power_orders|
# power_ordersがハッシュの場合、値の配列に変換
if power_orders.is_a?(Hash)
normalized_orders[power.to_s] = power_orders.values
elsif power_orders.is_a?(Array)
normalized_orders[power.to_s] = power_orders
else
normalized_orders[power.to_s] = power_orders
end
end
normalized_orders
end
def handle_response(response, endpoint)
if response.success?
response.body
else
Rails.logger.error "API Error (#{endpoint}): #{response.status} - #{response.body}"
nil
end
end
end

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class GameSetupService
def initialize(game, client: GameApiClient.new)
@game = game
@client = client
end
def setup_initial_turn
initial_response = @client.api_game_initial_state
unless initial_response && initial_response["game_state"]
return { success: false, message: "初期状態の取得に失敗しました。" }
end
initial_state = initial_response["game_state"]
svg_render = @client.api_render(initial_state)
possible_orders = @client.api_calculate_possible_orders(initial_state, by_power: true)
@game.turns.build(
number: 1,
game_state: initial_state,
possible_orders: possible_orders,
phase: initial_state&.dig("name"),
svg_date: svg_render,
# Initialize svg_orders with NONE (and standard rendering as default)
svg_orders: { "NONE" => svg_render }
)
if @game.save
{ success: true, message: "ゲームが初期化されました。" }
else
{ success: false, message: "初期ターンの作成に失敗しました: #{@game.errors.full_messages.join(', ')}" }
end
rescue StandardError => e
Rails.logger.error("Game setup failed: #{e.message}")
{ success: false, message: "予期せぬエラーが発生しました。" }
end
end

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class OrderSubmissionService
def initialize(turn, user, client: GameApiClient.new)
@turn = turn
@game = turn.game
@user = user
@client = client
end
def submit(power:, orders:)
# Check permissions
unless valid_permission?(power)
return { success: false, message: "権限がありません。" }
end
# Handle multiplayer updates (orders_submitted flag)
if !@game.solo_mode?
participant = @game.participants.find_by(user: @user)
participant.update(orders_submitted: true) if participant
end
# Update orders tentatively for validation
current_orders = @turn.orders || {}
tentative_orders = current_orders.merge(power => orders)
# Validate
validation_result = @client.api_calculate_validate(@turn.game_state, tentative_orders)
if validation_result.nil?
return { success: false, message: "バリデーションサーバーとの通信に失敗しました。" }
end
# Assuming validation_result is an array of error messages or empty if valid
# Adjust this based on actual API response structure if known differently.
# Common pattern: ["Order A is invalid", "Order B is impossible"]
if validation_result.is_a?(Array) && validation_result.any?
return { success: false, message: "命令に誤りがあります: #{validation_result.join(', ')}" }
end
# Check if it returns hash with "errors" key?
if validation_result.is_a?(Hash) && validation_result["errors"]&.any?
return { success: false, message: "命令に誤りがあります: #{validation_result['errors'].join(', ')}" }
end
# If passed validation, update current_orders
current_orders[power] = orders
# Generate SVGs
svg_orders_data = @turn.svg_orders || {}
# None SVG (first time only)
unless svg_orders_data["NONE"]
none_svg = @client.api_render(@turn.game_state, orders: nil)
svg_orders_data["NONE"] = none_svg if none_svg
end
# Power specific SVG
power_orders = { power => orders }
power_svg = @client.api_render(@turn.game_state, orders: power_orders)
svg_orders_data[power] = power_svg if power_svg
# All SVG
all_svg = @client.api_render(@turn.game_state, orders: current_orders)
svg_orders_data["ALL"] = all_svg if all_svg
# Save
if @turn.update(orders: current_orders, svg_orders: svg_orders_data)
{ success: true, message: "命令を送信しました" }
else
{ success: false, message: "命令の送信に失敗しました" }
end
rescue StandardError => e
Rails.logger.error("Order submission failed: #{e.message}")
{ success: false, message: "予期せぬエラーが発生しました。" }
end
private
def valid_permission?(power)
return true if @game.solo_mode?
participant = @game.participants.find_by(user: @user)
return false unless participant
# Compare case-insensitive
participant.power&.upcase == power&.upcase
end
end

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class TurnProcessingService
def initialize(turn, client: GameApiClient.new)
@turn = turn
@game = turn.game
@client = client
end
def process(force: false)
# Check for unsubmitted orders in multiplayer
if !@game.solo_mode? && !@game.all_orders_submitted?
unless force == "true"
return { success: false, message: "全プレイヤーの命令入力が完了していません。強制ターン終了ボタンを使用してください。" }
end
end
current_orders = @turn.orders || {}
# 非人間プレイヤーのランダム命令を事前に生成(ターン処理の前に)
if @game.auto_order_mode == "random" && !@game.solo_mode?
# ゲーム状態から全国のリストを取得(参加者だけでなく全国にランダム命令を生成)
all_powers = @turn.game_state&.dig("units")&.keys || []
submitted_powers = current_orders.keys.map(&:upcase)
all_powers.each do |power|
# 既に命令が提出済みならスキップ
next if submitted_powers.include?(power.upcase)
auto_orders_response = @client.api_calculate_auto_orders(@turn.game_state, power)
if auto_orders_response && auto_orders_response["orders"]
current_orders[power] = auto_orders_response["orders"]
end
end
# 自動生成した命令を現在のターンに保存
@turn.update_columns(orders: current_orders) if current_orders.present?
end
# 現在のターンにALL SVG全プレイヤーの命令を含む画像を保存
# 履歴モードで「このターンでどんな命令が出されたか」を表示するため
if current_orders.present?
current_svg_orders = @turn.svg_orders || {}
all_svg_current = @client.api_render(@turn.game_state, orders: current_orders)
if all_svg_current
current_svg_orders["ALL"] = all_svg_current
@turn.update_columns(svg_orders: current_svg_orders)
end
end
# Calculate next state
process_response = @client.api_calculate_process(@turn.game_state, current_orders)
unless process_response
return { success: false, message: "ターン処理に失敗しました。" }
end
new_game_state = process_response["game_state"]
# Transaction to ensure data consistency
Game.transaction do
# Create next turn foundation
possible_orders = @client.api_calculate_possible_orders(new_game_state, by_power: true)
svg = @client.api_render(new_game_state, orders: nil)
new_turn = @game.turns.build(
number: @turn.number + 1,
game_state: new_game_state,
orders: {},
phase: new_game_state&.dig("name"),
possible_orders: possible_orders,
svg_date: svg,
svg_orders: { "NONE" => svg }
)
# Save new turn
if new_turn.save
# Reset orders_submitted flag
@game.participants.update_all(orders_submitted: false) unless @game.solo_mode?
# ハウスルール: 勝利条件判定
result = check_victory_conditions(new_turn, new_game_state)
return result if result
{ success: true, message: "ターンを終了し、次のフェーズへ進みました。" }
else
{ success: false, message: "次のターンの作成に失敗しました: #{new_turn.errors.full_messages.join(', ')}" }
end
end
rescue StandardError => e
Rails.logger.error("Turn processing failed: #{e.message}")
Rails.logger.error(e.backtrace.join("\n"))
{ success: false, message: "予期せぬエラーが発生しました。" }
end
private
def check_victory_conditions(new_turn, new_game_state)
centers = new_game_state&.dig("centers") || {}
# 1. ソロ勝利判定
if @game.solo_victory?(new_game_state)
winner = @game.solo_victory_power(new_game_state)
finish_game(new_turn, "solo", [ winner ])
return { success: true, message: "#{winner}#{@game.victory_sc_count} SC を獲得し、ソロ勝利しました!" }
end
# 2. 年数制限判定
if @game.year_limit_reached?(new_turn.phase)
# SC数最多の国が勝者、同数なら引き分け
max_sc = centers.values.map(&:size).max
winners = centers.select { |_power, scs| scs.size == max_sc }.keys
finish_game(new_turn, winners.size == 1 ? "year_limit_solo" : "year_limit_draw", winners)
result_type = winners.size == 1 ? "#{winners.first} の勝利" : "#{winners.join(', ')} の引き分け"
return { success: true, message: "年数制限(#{@game.year_limit}年)に達しました。#{result_type}です。" }
end
nil
end
def finish_game(last_turn, result_type, winners)
# 完了ターンを作成
Turn.create!(
game: @game,
number: last_turn.number + 1,
game_state: last_turn.game_state,
orders: {},
possible_orders: {},
phase: "COMPLETED",
svg_date: last_turn.svg_date,
svg_orders: last_turn.svg_orders
)
@game.update!(status: "finished")
Rails.logger.info("Game #{@game.id} finished: #{result_type}, winners: #{winners.join(', ')}")
end
end