フロントエンドプレイアブル
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135
app/services/turn_processing_service.rb
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135
app/services/turn_processing_service.rb
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class TurnProcessingService
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def initialize(turn, client: GameApiClient.new)
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@turn = turn
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@game = turn.game
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@client = client
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end
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def process(force: false)
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# Check for unsubmitted orders in multiplayer
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if !@game.solo_mode? && !@game.all_orders_submitted?
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unless force == "true"
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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。" }
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end
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end
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current_orders = @turn.orders || {}
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# 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)
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if @game.auto_order_mode == "random" && !@game.solo_mode?
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# 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)
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all_powers = @turn.game_state&.dig("units")&.keys || []
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submitted_powers = current_orders.keys.map(&:upcase)
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all_powers.each do |power|
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# 既に命令が提出済みならスキップ
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next if submitted_powers.include?(power.upcase)
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auto_orders_response = @client.api_calculate_auto_orders(@turn.game_state, power)
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if auto_orders_response && auto_orders_response["orders"]
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current_orders[power] = auto_orders_response["orders"]
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end
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end
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# 自動生成した命令を現在のターンに保存
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@turn.update_columns(orders: current_orders) if current_orders.present?
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end
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# 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
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# 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
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if current_orders.present?
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current_svg_orders = @turn.svg_orders || {}
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all_svg_current = @client.api_render(@turn.game_state, orders: current_orders)
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if all_svg_current
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current_svg_orders["ALL"] = all_svg_current
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@turn.update_columns(svg_orders: current_svg_orders)
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end
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end
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# Calculate next state
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process_response = @client.api_calculate_process(@turn.game_state, current_orders)
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unless process_response
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return { success: false, message: "ターン処理に失敗しました。" }
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end
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new_game_state = process_response["game_state"]
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# Transaction to ensure data consistency
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Game.transaction do
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# Create next turn foundation
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possible_orders = @client.api_calculate_possible_orders(new_game_state, by_power: true)
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svg = @client.api_render(new_game_state, orders: nil)
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new_turn = @game.turns.build(
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number: @turn.number + 1,
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game_state: new_game_state,
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orders: {},
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phase: new_game_state&.dig("name"),
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possible_orders: possible_orders,
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svg_date: svg,
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svg_orders: { "NONE" => svg }
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)
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# Save new turn
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if new_turn.save
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# Reset orders_submitted flag
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@game.participants.update_all(orders_submitted: false) unless @game.solo_mode?
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# ハウスルール: 勝利条件判定
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result = check_victory_conditions(new_turn, new_game_state)
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return result if result
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{ success: true, message: "ターンを終了し、次のフェーズへ進みました。" }
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else
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{ success: false, message: "次のターンの作成に失敗しました: #{new_turn.errors.full_messages.join(', ')}" }
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end
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end
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rescue StandardError => e
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Rails.logger.error("Turn processing failed: #{e.message}")
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Rails.logger.error(e.backtrace.join("\n"))
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{ success: false, message: "予期せぬエラーが発生しました。" }
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end
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private
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def check_victory_conditions(new_turn, new_game_state)
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centers = new_game_state&.dig("centers") || {}
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# 1. ソロ勝利判定
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if @game.solo_victory?(new_game_state)
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winner = @game.solo_victory_power(new_game_state)
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finish_game(new_turn, "solo", [ winner ])
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return { success: true, message: "#{winner} が #{@game.victory_sc_count} SC を獲得し、ソロ勝利しました!" }
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end
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# 2. 年数制限判定
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if @game.year_limit_reached?(new_turn.phase)
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# SC数最多の国が勝者、同数なら引き分け
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max_sc = centers.values.map(&:size).max
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winners = centers.select { |_power, scs| scs.size == max_sc }.keys
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finish_game(new_turn, winners.size == 1 ? "year_limit_solo" : "year_limit_draw", winners)
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result_type = winners.size == 1 ? "#{winners.first} の勝利" : "#{winners.join(', ')} の引き分け"
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return { success: true, message: "年数制限(#{@game.year_limit}年)に達しました。#{result_type}です。" }
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end
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nil
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end
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def finish_game(last_turn, result_type, winners)
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# 完了ターンを作成
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Turn.create!(
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game: @game,
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number: last_turn.number + 1,
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game_state: last_turn.game_state,
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orders: {},
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possible_orders: {},
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phase: "COMPLETED",
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svg_date: last_turn.svg_date,
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svg_orders: last_turn.svg_orders
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)
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@game.update!(status: "finished")
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Rails.logger.info("Game #{@game.id} finished: #{result_type}, winners: #{winners.join(', ')}")
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end
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end
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