feat(#28): add break rule & order to games and UI
- Types: add BreakRule, break metadata to StandardGame, extend NewGameData/steps - NewGame: add BreakRule and BreakOrder steps with auto-advance - NewGameScreen: wire new steps into flow - GameService: set up defaults, persist break order, compute next breaker on +1 - GameDetail: show breaker indicator; treat -1 as undo equivalent Backfill defaults for existing games via service logic. Refs #28
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@@ -45,7 +45,17 @@ const GameDetail = ({ game, onFinishGame, onUpdateScore, onUpdateGame, onUndo, o
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className={styles['player-score'] + (name === 'Fränky' ? ' ' + styles['franky'] : '')}
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key={name + idx}
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>
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<span className={styles['player-name']}>{name}</span>
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<span className={styles['player-name']}>
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{(() => {
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const order = (game as any).breakOrder as number[] | undefined;
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const breakerIdx = (game as any).currentBreakerIdx as number | undefined;
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if (order && typeof breakerIdx === 'number' && order[breakerIdx] === idx + 1) {
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return <span title="Break" aria-label="Break" style={{ display: 'inline-block', width: 10, height: 10, borderRadius: '50%', background: '#fff', marginRight: 6, verticalAlign: 'middle' }} />;
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}
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return null;
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})()}
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{name}
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</span>
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<div className={styles['progress-bar']}>
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<div
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className={styles['progress-fill']}
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@@ -72,7 +82,7 @@ const GameDetail = ({ game, onFinishGame, onUpdateScore, onUpdateGame, onUndo, o
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<button
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className={styles['score-button']}
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disabled={isCompleted}
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onClick={() => handleScoreUpdate(idx+1, -1)}
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onClick={() => (onUndo ? onUndo() : undefined)}
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aria-label={`Punkt abziehen für ${name}`}
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title={`Punkt abziehen für ${name}`}
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>-</button>
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@@ -14,6 +14,7 @@ import {
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FORM_CONFIG,
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ERROR_STYLES
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} from '../utils/constants';
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import type { BreakRule } from '../types/game';
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interface PlayerSelectModalProps {
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players: string[];
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@@ -793,4 +794,94 @@ const RaceToStep = ({ onNext, onCancel, initialValue = '', gameType }: RaceToSte
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);
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};
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export { Player1Step, Player2Step, Player3Step, GameTypeStep, RaceToStep };
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interface BreakRuleStepProps {
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onNext: (rule: BreakRule) => void;
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onCancel: () => void;
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initialValue?: BreakRule | '';
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}
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const BreakRuleStep = ({ onNext, onCancel, initialValue = 'winnerbreak' }: BreakRuleStepProps) => {
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const [rule, setRule] = useState<BreakRule>(initialValue as BreakRule);
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return (
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<form className={styles['new-game-form']} aria-label="Break-Regel wählen">
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<div className={styles['screen-title']}>Neues Spiel – Schritt 4/6</div>
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<div style={{ display: 'flex', gap: 12, marginTop: 12 }}>
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{[
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{ key: 'winnerbreak', label: 'Winnerbreak' },
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{ key: 'wechselbreak', label: 'Wechselbreak' },
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].map(opt => (
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<button
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key={opt.key}
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type="button"
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className={`${styles['quick-pick-btn']} ${rule === (opt.key as BreakRule) ? styles['selected'] : ''}`}
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onClick={() => { setRule(opt.key as BreakRule); onNext(opt.key as BreakRule); }}
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aria-label={`Break-Regel wählen: ${opt.label}`}
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>
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{opt.label}
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</button>
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))}
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</div>
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<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
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<button type="button" className={styles['arrow-btn']} aria-label="Zurück" onClick={onCancel} style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}>
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←
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</button>
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</div>
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</form>
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);
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};
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interface BreakOrderStepProps {
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players: string[];
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rule: BreakRule;
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onNext: (first: number, second?: number) => void;
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onCancel: () => void;
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}
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const BreakOrderStep = ({ players, rule, onNext, onCancel }: BreakOrderStepProps) => {
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const playerCount = players.filter(Boolean).length;
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const [first, setFirst] = useState<number>(1);
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const [second, setSecond] = useState<number>(playerCount >= 2 ? 2 : 1);
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const handleFirst = (idx: number) => {
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setFirst(idx);
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if (rule === 'wechselbreak' && playerCount === 2) {
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// second implied
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onNext(idx);
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}
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};
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const handleSecond = (idx: number) => {
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setSecond(idx);
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onNext(first, idx);
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};
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return (
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<form className={styles['new-game-form']} aria-label="Break-Reihenfolge wählen">
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<div className={styles['screen-title']}>Neues Spiel – Schritt 5/6</div>
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<div style={{ marginBottom: 16, fontWeight: 600 }}>Wer bricht zuerst?</div>
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<div style={{ display: 'flex', gap: 12, flexWrap: 'wrap' }}>
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{players.filter(Boolean).map((name, idx) => (
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<button key={`first-${idx}`} type="button" className={styles['quick-pick-btn']} onClick={() => handleFirst(idx + 1)} aria-label={`Zuerst: ${name}`}>{name}</button>
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))}
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</div>
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{rule === 'wechselbreak' && playerCount === 3 && (
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<>
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<div style={{ marginTop: 24, marginBottom: 16, fontWeight: 600 }}>Wer bricht als Zweites?</div>
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<div style={{ display: 'flex', gap: 12, flexWrap: 'wrap' }}>
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{players.filter(Boolean).map((name, idx) => (
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<button key={`second-${idx}`} type="button" className={styles['quick-pick-btn']} onClick={() => handleSecond(idx + 1)} aria-label={`Zweites Break: ${name}`}>{name}</button>
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))}
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</div>
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</>
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)}
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<div className={styles['arrow-nav']} style={{ display: 'flex', justifyContent: 'space-between', alignItems: 'center', marginTop: 48 }}>
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<button type="button" className={styles['arrow-btn']} aria-label="Zurück" onClick={onCancel} style={{ fontSize: 48, width: 80, height: 80, borderRadius: '50%', background: '#222', color: '#fff', border: 'none', boxShadow: '0 2px 8px rgba(0,0,0,0.15)', cursor: 'pointer' }}>
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←
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</button>
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</div>
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</form>
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);
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};
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export { Player1Step, Player2Step, Player3Step, GameTypeStep, BreakRuleStep, BreakOrderStep, RaceToStep };
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@@ -1,6 +1,6 @@
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import { h } from 'preact';
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import { Screen } from '../ui/Layout';
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import { Player1Step, Player2Step, Player3Step, GameTypeStep, RaceToStep } from '../NewGame';
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import { Player1Step, Player2Step, Player3Step, GameTypeStep, BreakRuleStep, BreakOrderStep, RaceToStep } from '../NewGame';
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import type { NewGameStep, NewGameData } from '../../types/game';
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interface NewGameScreenProps {
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@@ -44,6 +44,16 @@ export default function NewGameScreen({
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gameType: type as any, // Type assertion for now, could be improved with proper validation
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raceTo: '8'
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});
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onStepChange('breakRule');
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};
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const handleBreakRuleNext = (rule: 'winnerbreak' | 'wechselbreak') => {
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onDataChange({ breakRule: rule });
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onStepChange('breakOrder');
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};
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const handleBreakOrderNext = (first: number, second?: number) => {
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onDataChange({ breakFirst: first, breakSecond: second ?? '' });
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onStepChange('raceTo');
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};
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@@ -63,9 +73,15 @@ export default function NewGameScreen({
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case 'gameType':
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onStepChange('player3');
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break;
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case 'raceTo':
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case 'breakRule':
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onStepChange('gameType');
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break;
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case 'breakOrder':
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onStepChange('breakRule');
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break;
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case 'raceTo':
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onStepChange('breakOrder');
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break;
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default:
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onCancel();
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}
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@@ -108,6 +124,23 @@ export default function NewGameScreen({
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/>
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)}
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{step === 'breakRule' && (
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<BreakRuleStep
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onNext={handleBreakRuleNext}
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onCancel={handleStepBack}
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initialValue={(data.breakRule as any) || 'winnerbreak'}
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/>
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)}
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{step === 'breakOrder' && (
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<BreakOrderStep
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players={[data.player1, data.player2, data.player3]}
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rule={(data.breakRule as any) || 'winnerbreak'}
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onNext={handleBreakOrderNext}
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onCancel={handleStepBack}
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/>
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)}
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{step === 'raceTo' && (
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<RaceToStep
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onNext={handleRaceToNext}
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@@ -1,4 +1,4 @@
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import type { Game, GameType, StandardGame, EndlosGame, NewGameData } from '../types/game';
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import type { Game, GameType, StandardGame, EndlosGame, NewGameData, BreakRule } from '../types/game';
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import { IndexedDBService } from './indexedDBService';
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const LOCAL_STORAGE_KEY = 'bscscore_games';
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@@ -163,6 +163,25 @@ export class GameService {
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player2: gameData.player2,
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score1: 0,
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score2: 0,
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breakRule: (gameData.breakRule as BreakRule) || 'winnerbreak',
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breakOrder: (() => {
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// Determine break order from inputs, fallback defaults
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const players: number[] = [1, 2];
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if (gameData.player3?.trim()) players.push(3);
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const first = (typeof gameData.breakFirst === 'number' ? gameData.breakFirst : 1) as number;
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const second = (typeof gameData.breakSecond === 'number' ? gameData.breakSecond : (players.includes(2) && first !== 2 ? 2 : (players.includes(3) ? 3 : 2))) as number;
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const order = [first];
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if (players.length === 2) {
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order.push(first === 1 ? 2 : 1);
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} else {
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// 3 players: add chosen second, then the remaining third
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order.push(second);
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const third = [1,2,3].find(p => p !== first && p !== second)!;
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order.push(third);
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}
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return order;
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})(),
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currentBreakerIdx: 0,
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};
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if (gameData.player3) {
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@@ -185,6 +204,23 @@ export class GameService {
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updated.score3 = Math.max(0, updated.score3 + change);
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}
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// Breaker logic
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if (change > 0) {
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if ((updated.breakRule || 'winnerbreak') === 'winnerbreak') {
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// Winner keeps break: set breaker to this player
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const order = updated.breakOrder || [1,2].concat(updated.score3 !== undefined ? [3] : []);
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updated.breakOrder = order;
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const idx = order.findIndex(p => p === player);
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updated.currentBreakerIdx = idx >= 0 ? idx : 0;
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} else {
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// Wechselbreak: rotate to next
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const order = updated.breakOrder || [1,2].concat(updated.score3 !== undefined ? [3] : []);
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updated.breakOrder = order;
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const curr = typeof updated.currentBreakerIdx === 'number' ? updated.currentBreakerIdx : 0;
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updated.currentBreakerIdx = (curr + 1) % order.length;
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}
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}
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updated.updatedAt = new Date().toISOString();
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return updated;
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}
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@@ -33,6 +33,8 @@ export interface BaseGame {
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lastModified?: number;
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}
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export type BreakRule = 'winnerbreak' | 'wechselbreak';
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export interface StandardGame extends BaseGame {
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player1: string;
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player2: string;
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@@ -40,6 +42,10 @@ export interface StandardGame extends BaseGame {
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score1: number;
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score2: number;
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score3?: number;
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// Break management
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breakRule?: BreakRule; // default winnerbreak for backfill
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breakOrder?: number[]; // 1-based player indices, e.g. [1,2] or [1,2,3]
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currentBreakerIdx?: number; // index into breakOrder
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}
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export interface EndlosGame extends BaseGame {
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@@ -58,8 +64,11 @@ export interface NewGameData {
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player3: string;
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gameType: GameType | '';
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raceTo: string;
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breakRule?: BreakRule | '';
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breakFirst?: number | '';
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breakSecond?: number | '';
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}
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export type NewGameStep = 'player1' | 'player2' | 'player3' | 'gameType' | 'raceTo' | null;
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export type NewGameStep = 'player1' | 'player2' | 'player3' | 'gameType' | 'breakRule' | 'breakOrder' | 'raceTo' | null;
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export type GameFilter = 'all' | 'active' | 'completed';
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