Commit Graph

222 Commits

Author SHA1 Message Date
beo3000 f75b08d98d fix Gutte in Decrease-Mode 2025-12-28 21:51:35 +01:00
beo3000 62000e1291 fix PlayerOrder DeathBox 2025-12-28 21:42:13 +01:00
beo3000 cafd38519f add deathbox 2025-12-28 21:25:04 +01:00
beo3000 e40e1a40ab Complete phase H10: game logic tests
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 17:54:57 +01:00
beo3000 3d4742327e Add game logic tests (Phase H10)
- TrainingGameLogicServiceTests: pin count, circle, strike, gutter, player rotation
- ShitGameLogicServiceTests: shit number, gutter, pass action, winner detection, triggers

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-28 17:54:21 +01:00
beo3000 83b0e6a91b expense handling from gamelogic:
Problem: HandleRecordThrow ignorierte throwResult.Triggers aus ProcessThrow - speziell die ExpensePoint-Trigger vom Scheißspiel für Verlierer.

  Lösung:

  1. HandleRecordThrow (Zeile 358, 370, 427-436):
    - Neue Variable gameLogicTriggers
    - Zuweisung aus throwResult.Triggers
    - Aufruf von FireGameLogicTriggersAsync
  2. HandleExecuteGameAction (Zeile 457, 497-506):
    - Auf async geändert
    - Verarbeitet result.Triggers für Game-Actions wie "Passen"
  3. Neue Methode FireGameLogicTriggersAsync (Zeile 985-1058):
    - Parst TriggerType als ExpenseTriggerType
    - Ruft IGameEventService.RegisterExpensePointsAsync für ExpensePoint-Trigger (mit Multiplier)
    - Ruft IGameEventService.RegisterEliminatedAsync für Eliminated-Trigger
    - Dispatcht TriggerExpensesCreatedAction für UI-Update
2025-12-28 17:41:50 +01:00
beo3000 b8bd1b0939 fix ShitGameLogic 2025-12-28 17:23:10 +01:00
beo3000 fc97a266d4 create and assign expenses:
Datenfluss bei Gutter:
  Spieler wirft Gosse
    → RecordThrowAction (IsGutter=true)
    → HandleRecordThrow
    → FireThrowTriggersAsync
      → GameEventService.RegisterGutterAsync
        → TriggerService.FireTriggerAsync
          → PersonExpense in DB gespeichert ✓
          → PersonExpenseDto zurückgegeben
      → dispatcher.Dispatch(TriggerExpensesCreatedAction)
        → DayReducer fügt Expenses zu SelectedDayExpenses hinzu
          → UI aktualisiert sich automatisch ✓
2025-12-28 15:41:57 +01:00
beo3000 dbb59ed54f fix endOfGame:
Zusammenfassung der Änderungen:

  1. GameState.cs - Neue Properties hinzugefügt:
    - IsGameOver - zeigt an, dass das Spiel beendet ist
    - WinnerId - ID des Gewinners
  2. GameReducers.cs:
    - OnProcessThrowResult setzt jetzt IsGameOver und WinnerId
    - OnExecuteGameActionSuccess setzt jetzt IsGameOver und WinnerId
    - OnStartGameSuccess setzt IsGameOver=false
    - OnEndGameSuccess setzt IsGameOver=false
  3. GameEffects.cs:
    - HandleRecordThrow blockiert Eingaben wenn IsGameOver=true
    - HandleExecuteGameAction blockiert Eingaben wenn IsGameOver=true
    - EndGameAction wird nicht automatisch dispatcht - der Benutzer muss das Spiel explizit über die UI beenden

  Verhalten jetzt:
  - Wenn ProcessThrow oder ExecuteAction IsGameOver=true zurückgibt, wird der State auf IsGameOver=true gesetzt
  - Die Tafel bleibt sichtbar mit dem Endergebnis
  - Weitere Würfe/Actions werden blockiert
  - Der Benutzer muss EndGameAction explizit über einen Button in der UI auslösen

  Die UI muss jetzt GameState.IsGameOver und GameState.WinnerId nutzen, um:
  1. Eingaben zu deaktivieren
  2. Eine "Spiel beenden"-Schaltfläche anzuzeigen
2025-12-28 14:09:21 +01:00
beo3000 5c088345b3 add demo-club:
Neue Dateien (5)

  | Datei                                                  | Zweck                |
  |--------------------------------------------------------|----------------------|
  | src/Koogle.Infrastructure/Data/DemoSeeder.cs           | Seeder + Reset-Logik |
  | src/Koogle.Domain/Interfaces/IDemoResetService.cs      | Interface            |
  | src/Koogle.Infrastructure/Services/DemoResetService.cs | Service              |
  | src/Koogle.Web/Store/Demo/DemoActions.cs               | Fluxor Actions       |
  | src/Koogle.Web/Store/Demo/DemoEffects.cs               | Fluxor Effects       |

  Geaenderte Dateien (6)

  | Datei                        | Aenderung                     |
  |------------------------------|-------------------------------|
  | appsettings.Development.json | Demo-Config hinzugefuegt      |
  | Program.cs                   | DemoSeeder.SeedAsync() Aufruf |
  | DependencyInjection.cs       | IDemoResetService registriert |
  | Login.razor                  | Demo-Hinweis-Box              |
  | Clubs.razor                  | Reset-Button + Confirm-Dialog |

  Demo-Daten

  - User: demo@koogle.de / demo123 (ClubAdmin, kein SuperAdmin)
  - Club: "Demo"
  - 8 Mitglieder: Hans Maier, Klaus Schmidt, Werner Braun, Dieter Fischer, Juergen Weber, Heinz Mueller, Rolf Schneider, Karl Hoffmann
  - 2 Gaeste: Stefan Gast, Thomas Besucher
  - 10 Expenses mit Trigger-Zuordnung (Gosse 0.50, Pudel 0.30, ... Abwesenheit 5.00)
  - 3 Spieltage mit Games
2025-12-28 12:10:15 +01:00
beo3000 fcfbbae94e fix CurrentClub Id
Änderungen:

  1. UserProfile.cs:47-52 - Neues Feld CurrentClubId (nullable FK zu Club)
  2. CustomClaimsPrincipalFactory.cs:38-50 - Lädt jetzt CurrentClub und setzt current_club_id/current_club_name Claims bei jeder Cookie-Erneuerung
  3. UserService.cs:113-118 - Speichert CurrentClubId bei Login, nutzt jetzt einfaches SignInAsync (Claims kommen via Factory)
  4. Migration AddCurrentClubIdToUserProfile erstellt + angewandt

  Ablauf jetzt:
  - Login → CurrentClubId wird in DB gespeichert
  - Cookie-Erneuerung → CustomClaimsPrincipalFactory liest CurrentClubId aus DB → Claims bleiben erhalten
2025-12-28 11:25:30 +01:00
beo3000 44b04ec2de dev Trigger / Expense Masterdata, Seeder for triggers 2025-12-28 11:16:51 +01:00
beo3000 954c2589e6 added Trigger and Trigger/Expense Releations 2025-12-28 10:18:39 +01:00
beo3000 22fbb79801 added GameAction Framework 2025-12-28 08:34:23 +01:00
beo3000 82c6c2d91d mod layout 2025-12-27 22:54:51 +01:00
beo3000 37b8fc0e8d add: IsCleared 2025-12-27 22:46:54 +01:00
beo3000 125226127d add appsettings, undo/redo without saving 2025-12-27 22:11:30 +01:00
beo3000 03364291aa fix undo/redo handling 2025-12-27 21:46:20 +01:00
beo3000 191fb3db3f fix undo/redo handling 2025-12-27 20:51:03 +01:00
beo3000 0a7fb1f0af del UndoButton 2025-12-27 19:31:44 +01:00
beo3000 ea08ff9a5b fix throwhandle:
Zusammenfassung der Fixes:

  1. Fix 1 (HandlePinClick und HandleNumberClick): _hasModifiedPins = true wird jetzt VOR dem Dispatch gesetzt, um zu verhindern, dass OnGameStateChanged den Before-State während der Pin-Modifikation überschreibt.
  2. Fix 2 (ConfirmThrow): Nach dem Dispatch wird explizit CaptureBeforeThrowState() aufgerufen. Das ist der wichtigste Fix:
    - Nach RecordThrowAction Dispatch sind alle Reducer/Effects durchgelaufen
    - Der State ist bereits mit den neuen Pin-Zuständen aktualisiert
    - _beforeThrowState wird mit dem NEUEN Zustand für den nächsten Wurf erfasst

  Vorher wurde _beforeThrowState nie nach einem Wurf aktualisiert (weil _hasModifiedPins zum falschen Zeitpunkt gesetzt war), sodass beim zweiten Wurf der stale Before-State verwendet wurde.
2025-12-27 19:14:36 +01:00
beo3000 e50b13f092 add undo/redo 2025-12-27 18:23:24 +01:00
beo3000 48b96cec0c fix gutter 2025-12-27 16:59:07 +01:00
beo3000 dc1fad14c8 mod claude permissions 2025-12-27 16:38:54 +01:00
beo3000 cc4486dca7 complete phase H9b: SignalR live updates
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 16:37:47 +01:00
beo3000 6596dc32f2 add SignalR hub for real-time game updates
- IGameHubClient: client interface for SignalR messages
- GameHub: SignalR hub with group management for games/days
- GameHubService: scoped service wrapper with auto-reconnect
- GameEffects: broadcasts game start/end/state via SignalR
- EndGameAction: extended with winner info and final scores
- Program.cs: AddSignalR + MapHub configuration

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 16:37:05 +01:00
beo3000 c10329c468 fix: use DayState.AvailablePersons in game boards
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 14:51:39 +01:00
beo3000 fcb46ff387 fix next player rotation 2025-12-27 14:44:33 +01:00
beo3000 f297317b71 call gamelogic 2025-12-27 14:39:15 +01:00
beo3000 c33a6f9d91 add ThrowTimer 2025-12-27 14:18:45 +01:00
beo3000 5db650f2b2 fix "kein Holz" 2025-12-27 14:07:35 +01:00
beo3000 061ba4dbdb fix decrease mode 2025-12-27 14:01:32 +01:00
beo3000 aa8cf4d83a refactoring gameinput 2025-12-27 13:42:32 +01:00
beo3000 92dfb47a08 refactoring GameSetup 2025-12-27 13:15:18 +01:00
beo3000 f1880f08a8 save setup model 2025-12-27 11:45:19 +01:00
beo3000 c3beda405c mod claude permissions 2025-12-27 11:15:59 +01:00
beo3000 65df43ed23 fix load game OnInitialized and OnParametersSet 2025-12-27 10:59:59 +01:00
beo3000 9f53aa0b04 fix set club guid 2025-12-27 10:54:21 +01:00
beo3000 a84b192055 Complete phase H9: DB Persistence & Recovery
- Extend Game entity with GameType, Status, StartedAt, CompletedAt, RowVersion
- Add GameConfiguration with RowVersion for optimistic concurrency
- Create IGamePersistenceService interface
- Implement GamePersistenceService with CRUD operations
- Create GameStateSerializationDto for JSON serialization
- Extend GameEffects with full persistence lifecycle:
  - HandleStartGame: Creates game in DB
  - HandleEndGame: Updates status to Completed/Aborted
  - HandleLoadActiveGame: Recovery from page reload
  - HandleRecordThrow: Debounced save (500ms)
  - HandleSaveGameState: Explicit save with concurrency check
- Add migration ExtendGameEntity

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 09:23:58 +01:00
beo3000 e436ee2754 Complete phase H8: Undo functionality (unbegrenzt)
- Add UndoButton.razor as reusable component
- Refactor GameInputPanel to use UndoButton component
- Enhance GameEffects with proper UndoThrowAction handler
- IState injection for state access in effects

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 09:11:40 +01:00
beo3000 aefa676d62 Fix: Register GameLogicServices as transient
Scoped services can't be resolved from singleton (GameDefinitionRegistry).
Logic services are stateless, so transient is appropriate.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 09:03:50 +01:00
beo3000 23a1008a31 Complete phase H7: DayDetails Tabs Integration
- GameBoardPanel: Dynamic board component rendering
- CompletedGamesList: Shows game history for day
- DayDetails: 3 tabs (Details/Eingabe/Tafel) + Start/End Game buttons

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 08:33:34 +01:00
beo3000 5afc8fd251 Complete phase H6: Game Setup Dialog
- GameTypeSelector: Select game type from registry
- ParticipantSelector: Multi-select participants from day
- CommonSetupOptions: ThrowMode, ThrowsPerRound, ParticipantsMode
- GameSetupDialog: Full setup wizard with DynamicComponent

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 08:24:52 +01:00
beo3000 264f91d543 Complete phase H5: Scheiss-Spiel + Trigger-Integration
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 08:16:22 +01:00
beo3000 5d2bfae674 Complete phase H4: Training Game
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 14:49:55 +01:00
beo3000 8824162cd9 Add Training Game (Phase H4)
- TrainingGameDefinition with game type metadata
- TrainingGameModel + TrainingPlayerStats for stats tracking
- TrainingGameLogicService implementing game logic
- TrainingSetup.razor for config (ThrowMode, ThrowsPerRound, ParticipantsMode)
- TrainingBoard.razor showing player stats table with totals/averages
- Game type registration in Program.cs

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2025-12-26 14:49:26 +01:00
beo3000 8f4cc740a1 Complete phase H3: Game Definition Framework
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 14:38:57 +01:00
beo3000 0207c5fe80 Add Game Definition Framework (Phase H3)
- IGameDefinition interface in Domain
- GameProgress.cs with throw state records
- IGameLogicService interface
- GameDefinitionRegistry for polymorphic game types
- GameModelFactory for JSON serialization
- DI registration extensions

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 14:38:21 +01:00
beo3000 d59005f6df Complete phase H2: Pin Input Components
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 14:29:53 +01:00
beo3000 8067ff3cf4 Add Pin Input Components (Phase H2)
- Pin.razor: clickable pin with Standing/Fallen/Disabled states
- PinPanel.razor: 9-pin layout in classic bowling configuration
- NumberPanel.razor: quick-entry 0-9, bell toggle, throw confirm
- ThrowPanel.razor: gutter buttons, throw counters, mode display
- GameInputPanel.razor: orchestrates all panels, handles throw logic
- ThrowResult.cs: throw result record with strike/circle detection

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2025-12-26 14:29:19 +01:00