init
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import 'dart:async';
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import 'dart:math' as math;
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import 'package:flame/components.dart';
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import 'package:flame/effects.dart';
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import 'package:flame/game.dart';
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import 'package:flutter/material.dart';
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import '../game_cubit.dart';
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import '../game_models.dart';
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import 'card_component.dart';
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/// صحنهی میز حکم با انیمیشن. شما همیشه پایین میز (rel=0) هستید.
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/// کامپوننتهای دست و trick ماندگارند و با افکت حرکت جابهجا میشوند.
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class HokmGame extends FlameGame {
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final GameCubit cubit;
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GameState? _s;
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StreamSubscription? _sub;
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final Map<String, CardComponent> _hand = {}; // کارتهای دستِ شما (با کد)
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final Map<String, CardComponent> _trick = {}; // کارتهای روی زمین (با کد)
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final List<Component> _backs = []; // پشتکارت حریفان
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final List<Component> _info = []; // نام/امتیاز/حکم/نوبت
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double _cardW = 60;
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double _cardH = 87;
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double _shake = 0; // شدت تکانِ صفحه (افکت برد با حکم)
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double _t = 0; // زمان برای نوسان تکان
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bool _prevTrickDone = false;
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HokmGame(this.cubit);
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@override
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Color backgroundColor() => const Color(0xFF2C0A10);
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@override
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Future<void> onLoad() async {
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add(_Felt());
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_sub = cubit.stream.listen((ui) {
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if (ui.state != null) {
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final s = ui.state!;
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if (s.trickDone && !_prevTrickDone) _onTrickComplete(s);
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_prevTrickDone = s.trickDone;
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_s = s;
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_relayout();
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}
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});
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if (cubit.state.state != null) {
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_s = cubit.state.state;
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_relayout();
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}
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}
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@override
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void update(double dt) {
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super.update(dt);
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_t += dt;
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if (_shake > 0) _shake = math.max(0, _shake - dt * 2.2);
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}
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@override
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void render(Canvas canvas) {
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if (_shake > 0) {
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final dx = math.sin(_t * 55) * _shake * size.x * 0.018;
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final dy = math.cos(_t * 70) * _shake * size.y * 0.010;
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canvas.save();
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canvas.translate(dx, dy);
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super.render(canvas);
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canvas.restore();
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} else {
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super.render(canvas);
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}
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}
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// هنگام کاملشدن یک دست: اگر برنده «بریده» باشد (خالِ زمینه آتو نبوده ولی
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// کارتِ برنده آتوست — یعنی بازیکن چون خال زمینه را نداشت آتو زد) تکان + رعد.
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void _onTrickComplete(GameState s) {
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if (s.trick.length < 4) return;
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final winner = _winnerCard(s);
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final cutWithTrump = s.trump != null &&
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s.leadSuit != s.trump &&
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_suitName(winner.card) == s.trump;
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_shake = cutWithTrump ? 1.0 : 0.3;
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if (cutWithTrump) add(_Lightning());
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}
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TrickCard _winnerCard(GameState s) {
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var best = s.trick.first;
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for (final tc in s.trick.skip(1)) {
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if (_beats(tc.card, best.card, s.trump, s.leadSuit)) best = tc;
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}
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return best;
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}
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// آیا کارت a کارت b را میبرد (با توجه به حکم و خال زمینه)؟ مطابق منطق سرور.
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bool _beats(String a, String b, String? trump, String? lead) {
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final aT = _suitName(a) == trump, bT = _suitName(b) == trump;
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if (aT && !bT) return true;
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if (!aT && bT) return false;
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if (aT && bT) return _rankValue(a) > _rankValue(b);
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if (_suitName(a) != lead) return false;
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if (_suitName(b) != lead) return true;
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return _rankValue(a) > _rankValue(b);
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}
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@override
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void onGameResize(Vector2 size) {
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super.onGameResize(size);
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if (isLoaded) _relayout();
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}
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@override
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void onRemove() {
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_sub?.cancel();
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super.onRemove();
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}
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int _rel(int seat) => (seat - _s!.yourSeat + 4) % 4;
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static String _suitName(String code) {
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switch (code[code.length - 1]) {
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case 'H':
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return 'hearts';
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case 'D':
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return 'diamonds';
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case 'C':
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return 'clubs';
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default:
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return 'spades';
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}
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}
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bool _legal(String code) {
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final s = _s!;
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if (s.phase != 'playing' || s.trickDone || !s.isMyTurn) return false;
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final lead = s.leadSuit;
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if (lead == null || lead.isEmpty) return true;
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final hasLead = s.yourHand.any((c) => _suitName(c) == lead);
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return !hasLead || _suitName(code) == lead;
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}
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void _relayout() {
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final s = _s;
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if (s == null) return;
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_cardW = size.x * 0.19; // کارتهای بزرگتر (مطابق تصویر مرجع)
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_cardH = _cardW * kCardRatio;
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_rebuildBacksAndInfo(s);
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_layoutTrick(s);
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_layoutHand(s);
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}
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// افکت حرکت بدون انباشتهشدن.
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void _moveTo(CardComponent c, Vector2 target, {double dur = 0.38}) {
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c.children.whereType<MoveToEffect>().toList().forEach((e) => e.removeFromParent());
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if ((c.position - target).length < 0.5) {
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c.position = target;
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return;
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}
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c.add(MoveToEffect(
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target, EffectController(duration: dur, curve: Curves.easeOutCubic)));
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}
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// ترتیب خالها برای چیدنِ دست (سیاه/قرمز متناوب تا تفکیک بصری راحتتر باشد).
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static const _suitOrder = {'S': 0, 'H': 1, 'C': 2, 'D': 3};
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static int _rankValue(String code) {
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switch (code.substring(0, code.length - 1)) {
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case 'A':
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return 14;
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case 'K':
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return 13;
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case 'Q':
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return 12;
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case 'J':
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return 11;
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default:
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return int.tryParse(code.substring(0, code.length - 1)) ?? 0;
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}
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}
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static int _cardCompare(String a, String b) {
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final sa = _suitOrder[a[a.length - 1]] ?? 0;
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final sb = _suitOrder[b[b.length - 1]] ?? 0;
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if (sa != sb) return sa - sb;
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return _rankValue(a) - _rankValue(b);
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}
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void _layoutHand(GameState s) {
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// کارتهای دست بر اساس خال و سپس رتبه مرتب میشوند تا کار بازیکن راحتتر باشد.
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final codes = List<String>.from(s.yourHand)..sort(_cardCompare);
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final n = codes.length;
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// کارتهایی که دیگر در دست نیستند و به trick هم نرفتهاند ⇒ حذف.
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for (final code in _hand.keys.toList()) {
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if (!codes.contains(code)) {
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final c = _hand.remove(code)!;
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if (!_trick.containsKey(code)) c.removeFromParent();
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}
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}
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final handW = size.x * 0.72;
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final step = n > 1 ? (handW - _cardW) / (n - 1) : 0.0;
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final startX = size.x / 2 - (step * (n - 1)) / 2;
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final y = size.y * 0.84;
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for (var i = 0; i < n; i++) {
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final code = codes[i];
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final target = Vector2(startX + i * step, y);
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final legal = _legal(code);
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final dim = s.phase == 'playing' && s.isMyTurn && !legal;
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var c = _hand[code];
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if (c == null) {
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// کارت جدید ⇒ از مرکز میز پخش میشود.
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c = CardComponent(
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code: code,
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faceUp: true,
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size: Vector2(_cardW, _cardH),
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position: size / 2,
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);
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_hand[code] = c;
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add(c);
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} else {
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c.size = Vector2(_cardW, _cardH);
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}
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c.onTap = legal ? () => cubit.playCard(code) : null;
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c.dimmed = dim;
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c.priority = 10 + i;
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_moveTo(c, target);
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}
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}
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void _layoutTrick(GameState s) {
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final present = s.trick.map((t) => t.card).toSet();
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// کارتهای trick که دیگر نیستند (دست جمع شد) ⇒ به سمت برنده (نوبت بعدی) برو و حذف شو.
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for (final code in _trick.keys.toList()) {
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if (!present.contains(code)) {
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final c = _trick.remove(code)!;
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final winnerOrigin = _seatOrigin(_rel(s.turn));
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c.children.whereType<MoveToEffect>().toList().forEach((e) => e.removeFromParent());
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c.add(SequenceEffect([
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MoveToEffect(winnerOrigin,
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EffectController(duration: 0.25, curve: Curves.easeIn)),
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RemoveEffect(),
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]));
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}
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}
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for (final tc in s.trick) {
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final slot = size / 2 + _trickOffset(_rel(tc.seat));
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var c = _trick[tc.card];
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if (c == null) {
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// اگر خودِ شما بازی کردید، همان کارتِ دست را منتقل کن (پرواز به وسط).
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c = _hand.remove(tc.card);
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if (c != null) {
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c.onTap = null;
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c.dimmed = false;
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} else {
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c = CardComponent(
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code: tc.card,
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faceUp: true,
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size: Vector2(_cardW, _cardH),
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position: _seatOrigin(_rel(tc.seat)),
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);
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add(c);
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}
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_trick[tc.card] = c;
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}
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c.size = Vector2(_cardW, _cardH);
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c.priority = 5;
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_moveTo(c, slot);
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}
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}
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Vector2 _seatOrigin(int rel) {
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final c = size / 2;
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switch (rel) {
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case 1:
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return Vector2(size.x * 0.10, c.y);
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case 2:
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return Vector2(c.x, size.y * 0.14);
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case 3:
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return Vector2(size.x * 0.90, c.y);
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default:
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return Vector2(c.x, size.y * 0.82);
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}
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}
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Vector2 _trickOffset(int rel) {
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final d = _cardW * 0.62;
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switch (rel) {
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case 1:
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return Vector2(-d, 0);
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case 2:
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return Vector2(0, -d);
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case 3:
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return Vector2(d, 0);
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default:
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return Vector2(0, d);
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}
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}
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void _rebuildBacksAndInfo(GameState s) {
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for (final c in _backs) {
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c.removeFromParent();
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}
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for (final c in _info) {
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c.removeFromParent();
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}
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_backs.clear();
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_info.clear();
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// پشتکارت حریفان
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for (var seat = 0; seat < 4; seat++) {
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if (seat == s.yourSeat) continue;
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final rel = _rel(seat);
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final count = seat < s.handCounts.length ? s.handCounts[seat] : 0;
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_addBacks(rel, count);
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}
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_addTricksWon(s);
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_addScorePucks(s);
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_addInfo(s);
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}
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// شمارنده ۱: دستهای بردهی این هَند (tricks_won) — دستهکارتِ پشترو + عدد.
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// با هر دست یکی اضافه میشود؛ رسیدن به ۷ یعنی پایان هَند (سرور صفر میکند).
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void _addTricksWon(GameState s) {
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const gold = Color(0xFFE9B949);
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for (var team = 0; team < 2; team++) {
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final won = team < s.tricksWon.length ? s.tricksWon[team] : 0;
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if (won <= 0) continue;
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final mine = team == s.yourSeat % 2;
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final w = _cardW * 0.40, h = w * kCardRatio;
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final base = mine
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? Vector2(size.x * 0.30, size.y * 0.60)
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: Vector2(size.x * 0.70, size.y * 0.40);
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final step = Vector2(w * 0.40, 0);
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final n = won.clamp(1, 7);
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final start = base - step * ((n - 1) / 2);
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for (var i = 0; i < n; i++) {
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final c = CardComponent(
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code: '',
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faceUp: false,
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size: Vector2(w, h),
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position: start + step * i.toDouble(),
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priority: 2,
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);
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_backs.add(c);
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add(c);
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}
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final badge = TextComponent(
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text: '$won',
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anchor: Anchor.center,
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position: base - Vector2(0, h * 0.7),
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priority: 21,
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textRenderer: TextPaint(
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style: TextStyle(
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fontFamily: 'Dana',
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color: gold,
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fontSize: _cardW * 0.34,
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fontWeight: FontWeight.bold,
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shadows: const [Shadow(color: Colors.black, blurRadius: 4)],
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),
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),
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);
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_info.add(badge);
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add(badge);
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}
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}
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// شمارنده ۲: امتیاز بازی (scores = هندهای برده) — دیسک مرکزیِ هر تیم، ۰ تا ۷.
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// رسیدن به ۷ یعنی پایان کل بازی.
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void _addScorePucks(GameState s) {
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final radius = size.x * 0.05;
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for (var team = 0; team < 2; team++) {
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final score = team < s.scores.length ? s.scores[team] : 0;
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final mine = team == s.yourSeat % 2;
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final pos = mine
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? Vector2(size.x / 2, size.y * 0.72) // تیم شما: پایینِ مرکز
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: Vector2(size.x / 2, size.y * 0.28); // تیم حریف: بالای مرکز
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final puck = _Puck(score, radius: radius, position: pos)..priority = 22;
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_info.add(puck);
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add(puck);
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}
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}
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void _addBacks(int rel, int count) {
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if (count <= 0) return;
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final n = count.clamp(1, 13);
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final w = _cardW * 0.7, h = _cardH * 0.7;
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final c = size / 2;
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Vector2 base, stepV;
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switch (rel) {
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case 2:
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base = Vector2(c.x, size.y * 0.12);
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stepV = Vector2(size.x * 0.45 / 13, 0);
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break;
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case 1:
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base = Vector2(size.x * 0.07, c.y);
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stepV = Vector2(0, size.y * 0.4 / 13);
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break;
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default:
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base = Vector2(size.x * 0.93, c.y);
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stepV = Vector2(0, size.y * 0.4 / 13);
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}
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final start = base - stepV * ((n - 1) / 2);
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for (var i = 0; i < n; i++) {
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final comp = CardComponent(
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code: '',
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faceUp: false,
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size: Vector2(w, h),
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position: start + stepV * i.toDouble(),
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priority: 1,
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);
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_backs.add(comp);
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add(comp);
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}
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}
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void _addInfo(GameState s) {
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void addText(String text, Vector2 pos, double fs, Color color,
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{Anchor anchor = Anchor.center, bool bold = false}) {
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final t = TextComponent(
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text: text,
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anchor: anchor,
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||||
position: pos,
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||||
priority: 20,
|
||||
textRenderer: TextPaint(
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||||
style: TextStyle(
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||||
fontFamily: 'Dana',
|
||||
color: color,
|
||||
fontSize: fs,
|
||||
fontWeight: bold ? FontWeight.bold : FontWeight.normal)),
|
||||
);
|
||||
_info.add(t);
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add(t);
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||||
}
|
||||
|
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if (s.trump != null) {
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final (sym, col) = _trumpGlyph(s.trump!);
|
||||
addText('حکم: $sym', Vector2(size.x * 0.04, size.y * 0.04), size.x * 0.05,
|
||||
col, anchor: Anchor.topLeft, bold: true);
|
||||
}
|
||||
addText(
|
||||
'${s.scores.isNotEmpty ? s.scores[0] : 0} - ${s.scores.length > 1 ? s.scores[1] : 0}',
|
||||
Vector2(size.x / 2, size.y * 0.04),
|
||||
size.x * 0.05,
|
||||
const Color(0xFFE9B949),
|
||||
anchor: Anchor.topCenter);
|
||||
|
||||
for (final p in s.players) {
|
||||
final rel = _rel(p.seat);
|
||||
final pos = _seatLabelPos(rel);
|
||||
final isTurn = s.turn == p.seat;
|
||||
addText(
|
||||
'${p.name}${p.bot ? ' (ربات)' : ''}${p.connected ? '' : ' …'}',
|
||||
pos,
|
||||
size.x * 0.035,
|
||||
isTurn ? const Color(0xFFE9B949) : Colors.white70,
|
||||
bold: isTurn,
|
||||
);
|
||||
if (isTurn) {
|
||||
final dot = CircleComponent(
|
||||
radius: size.x * 0.012,
|
||||
anchor: Anchor.center,
|
||||
position: pos - Vector2(0, size.y * 0.03),
|
||||
paint: Paint()..color = const Color(0xFFE9B949),
|
||||
)..priority = 20;
|
||||
_info.add(dot);
|
||||
add(dot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 _seatLabelPos(int rel) {
|
||||
switch (rel) {
|
||||
case 1:
|
||||
return Vector2(size.x * 0.07, size.y * 0.30);
|
||||
case 2:
|
||||
return Vector2(size.x / 2, size.y * 0.07);
|
||||
case 3:
|
||||
return Vector2(size.x * 0.93, size.y * 0.30);
|
||||
default:
|
||||
return Vector2(size.x / 2, size.y * 0.975);
|
||||
}
|
||||
}
|
||||
|
||||
(String, Color) _trumpGlyph(String suit) {
|
||||
switch (suit) {
|
||||
case 'hearts':
|
||||
return ('♥', const Color(0xFFD32F2F));
|
||||
case 'diamonds':
|
||||
return ('♦', const Color(0xFFD32F2F));
|
||||
case 'clubs':
|
||||
return ('♣', Colors.white);
|
||||
default:
|
||||
return ('♠', Colors.white);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// افکت رعد روی زمین هنگام برد با حکم؛ پس از مدت کوتاهی خودش حذف میشود.
|
||||
class _Lightning extends PositionComponent with HasGameReference {
|
||||
double _life = 0.55;
|
||||
static const _max = 0.55;
|
||||
final _rng = math.Random();
|
||||
final List<List<Offset>> _bolts = [];
|
||||
|
||||
@override
|
||||
Future<void> onLoad() async {
|
||||
size = game.size;
|
||||
final center = Offset(size.x / 2, size.y / 2);
|
||||
for (var i = 0; i < 3; i++) {
|
||||
// هر رعد یک خط شکسته از یک نقطهی تصادفیِ کناری به سمت مرکز.
|
||||
final start = Offset(_rng.nextDouble() * size.x, _rng.nextDouble() * size.y * 0.4);
|
||||
final pts = <Offset>[start];
|
||||
const segs = 6;
|
||||
for (var s = 1; s <= segs; s++) {
|
||||
final t = s / segs;
|
||||
final base = Offset.lerp(start, center, t)!;
|
||||
final jitter = (1 - t) * size.x * 0.06;
|
||||
pts.add(base + Offset((_rng.nextDouble() - 0.5) * jitter, (_rng.nextDouble() - 0.5) * jitter));
|
||||
}
|
||||
_bolts.add(pts);
|
||||
}
|
||||
}
|
||||
|
||||
@override
|
||||
void update(double dt) {
|
||||
_life -= dt;
|
||||
if (_life <= 0) removeFromParent();
|
||||
}
|
||||
|
||||
@override
|
||||
void render(Canvas canvas) {
|
||||
final op = (_life / _max).clamp(0.0, 1.0);
|
||||
final glow = Paint()
|
||||
..color = const Color(0xFFFFE082).withValues(alpha: op * 0.5)
|
||||
..style = PaintingStyle.stroke
|
||||
..strokeWidth = size.x * 0.02
|
||||
..maskFilter = const MaskFilter.blur(BlurStyle.normal, 6);
|
||||
final core = Paint()
|
||||
..color = const Color(0xFFFFFDE7).withValues(alpha: op)
|
||||
..style = PaintingStyle.stroke
|
||||
..strokeWidth = size.x * 0.006
|
||||
..strokeCap = StrokeCap.round;
|
||||
for (final bolt in _bolts) {
|
||||
final path = Path()..moveTo(bolt.first.dx, bolt.first.dy);
|
||||
for (final p in bolt.skip(1)) {
|
||||
path.lineTo(p.dx, p.dy);
|
||||
}
|
||||
canvas.drawPath(path, glow);
|
||||
canvas.drawPath(path, core);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// دیسکِ فلزیِ شمارش دستهای بردهی یک تیم (۰ تا ۷).
|
||||
class _Puck extends PositionComponent {
|
||||
final int count;
|
||||
_Puck(this.count, {required double radius, super.position})
|
||||
: super(size: Vector2.all(radius * 2), anchor: Anchor.center);
|
||||
|
||||
@override
|
||||
void render(Canvas canvas) {
|
||||
final r = size.x / 2;
|
||||
final c = Offset(r, r);
|
||||
canvas.drawCircle(c, r, Paint()..color = const Color(0xFF14110F));
|
||||
canvas.drawCircle(
|
||||
c,
|
||||
r * 0.92,
|
||||
Paint()
|
||||
..style = PaintingStyle.stroke
|
||||
..strokeWidth = r * 0.22
|
||||
..color = const Color(0xFFB8860B),
|
||||
);
|
||||
final tp = TextPainter(
|
||||
text: TextSpan(
|
||||
text: '$count',
|
||||
style: TextStyle(
|
||||
fontFamily: 'Dana',
|
||||
color: const Color(0xFFE9B949),
|
||||
fontSize: r * 1.05,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
textDirection: TextDirection.ltr,
|
||||
)..layout();
|
||||
tp.paint(canvas, c - Offset(tp.width / 2, tp.height / 2));
|
||||
}
|
||||
}
|
||||
|
||||
/// نمدِ سبز میز.
|
||||
class _Felt extends PositionComponent with HasGameReference {
|
||||
@override
|
||||
void render(Canvas canvas) {
|
||||
final w = game.size.x, h = game.size.y;
|
||||
final rect = Rect.fromCenter(
|
||||
center: Offset(w / 2, h / 2),
|
||||
width: w * 0.86,
|
||||
height: h * 0.62,
|
||||
);
|
||||
final rrect = RRect.fromRectAndRadius(rect, Radius.circular(h * 0.3));
|
||||
canvas.drawRRect(rrect, Paint()..color = const Color(0xFF1B5E20));
|
||||
canvas.drawRRect(
|
||||
rrect,
|
||||
Paint()
|
||||
..style = PaintingStyle.stroke
|
||||
..strokeWidth = 6
|
||||
..color = const Color(0xFFB8860B),
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user