mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-18 06:41:27 +02:00
259 lines
10 KiB
JavaScript
259 lines
10 KiB
JavaScript
/**
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* Socket event handlers for the Wowngeon game
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*/
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const SocketHandlers = {
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_initialized: false, // Flag to prevent multiple initializations
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init: function() {
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if (this._initialized) {
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console.warn("SocketHandlers.init() called multiple times - ignoring duplicate call");
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return;
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}
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if (!window.socket) {
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console.error("Socket not available!");
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return;
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}
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console.log("SocketHandlers: Initializing for the first time...");
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this.registerEventHandlers();
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this._initialized = true;
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},
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registerEventHandlers: function() {
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// Connection handlers
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socket.on('connect', this.onConnect);
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socket.on('welcome', this.onWelcome);
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socket.on('message', this.onMessage);
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socket.on('status_update', this.onStatusUpdate);
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socket.on('chat_broadcast', this.onChatBroadcast);
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// Game state handlers
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socket.on('waiting_status', this.onWaitingStatus);
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socket.on('game_start', this.onGameStart);
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socket.on('game_update', this.onGameUpdate);
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socket.on('game_over', this.onGameOver);
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socket.on('queue_cancelled', this.onQueueCancelled);
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// Block height handler (broadcast to all clients)
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socket.on('blockheight', this.onBlockHeight);
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},
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onConnect: function() {
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console.log("Connected with socket ID:", socket.id);
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// Tell server our client ID
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socket.emit('register_client', {
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clientId: socket.id,
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userAgent: navigator.userAgent
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});
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// Auto-start removed - user must manually start game
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},
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onWelcome: function(msg) {
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$('#messages').append($('<li>').text("Connected to server!"));
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UI.scrollChat();
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},
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onMessage: function(msg) {
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$('#messages').append($('<li>').text(msg));
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UI.scrollChat();
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},
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onStatusUpdate: function(data) {
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// Handle player-specific status updates
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console.log("📨 STATUS UPDATE received:", data);
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// Display status message with appropriate styling
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const statusClass = data.type === 'error' ? 'error' : 'status';
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$('#messages').append($(`<li class="${statusClass}">`).text(data.message));
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UI.scrollChat();
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},
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onChatBroadcast: function(data) {
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// Handle chat messages broadcast to all players
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console.log("💬 CHAT BROADCAST received:", data);
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const timestamp = new Date(data.timestamp || Date.now()).toLocaleTimeString();
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const chatMsg = `[${timestamp}] ${data.username || 'Anonymous'}: ${data.message}`;
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$('#messages').append($('<li class="chat">').text(chatMsg));
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UI.scrollChat();
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},
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onWaitingStatus: function(data) {
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console.log("🕒 WAITING STATUS received:", data);
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if (data.status === 'waiting') {
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$('#messages').append($('<li style="color:#ff0;">').text(data.message));
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// Show waiting screen
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if (typeof Game !== 'undefined' && Game.drawWaitingScreen) {
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Game.drawWaitingScreen();
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}
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}
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UI.scrollChat();
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},
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onGameStart: function(data) {
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console.log("🎮 Game start received with data:", data);
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console.log("🔍 DETAILED DATA CHECK:");
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console.log(" - Player:", data?.player);
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console.log(" - Map keys:", data?.map ? Object.keys(data.map).length : "NO MAP");
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console.log(" - Monster:", data?.monster);
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console.log(" - Items:", data?.items);
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console.log(" - VisibleTiles keys:", data?.visibleTiles ? Object.keys(data.visibleTiles).length : "NO VISIBLE TILES");
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$('#messages').append($('<li class="game-start">').text("Starting game..."));
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if (typeof Game !== 'undefined' && Game.stopWaitingScreen) {
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Game.stopWaitingScreen();
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}
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if (!data) {
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$('#messages').append($('<li class="error">').text("Error: No game data received from server."));
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if (typeof Game !== 'undefined' && Game._drawWelcomeScreen) Game._drawWelcomeScreen();
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return;
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}
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try {
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// Use the original game.js structure
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var success = Game.startGame(data.player, data.map, data.monster, data.items, data.visibleTiles);
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console.log("Game start result:", success ? "SUCCESS" : "FAILED");
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if (!success) {
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$('#messages').append($('<li class="error">').text("Game start failed. Check console for details."));
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console.log("❌ GAME START FAILED - reverting to welcome screen");
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if (typeof Game !== 'undefined' && Game._drawWelcomeScreen) Game._drawWelcomeScreen();
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} else {
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// Draw the initial game screen - the game draws itself after startGame()
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console.log("Game started successfully, initial screen should be drawn");
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// Shift focus to the game display area after successful game start
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$('#game-display').focus();
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UI.updateFocusIndicator();
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}
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} catch (err) {
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console.error("Error starting game:", err);
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$('#messages').append($('<li class="error">').text("Error: " + err.message));
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}
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},
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onGameUpdate: function(data) {
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// Debug log to see what data we're receiving
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if (data.visibleTiles) {
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const debugMsg = "🔍 SOCKET: Received game update with visibleTiles";
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console.log(debugMsg);
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(debugMsg);
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// Check for specific coordinates that are problematic
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if (data.visibleTiles[18] && (data.visibleTiles[18][36] !== undefined || data.visibleTiles[18][35] !== undefined)) {
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const coordDebug = `🔍 SOCKET y=18: x=35: ${data.visibleTiles[18][35]}, x=36: ${data.visibleTiles[18][36]}`;
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console.log(coordDebug);
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(coordDebug);
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}
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if (data.visibleTiles[16] && (data.visibleTiles[16][36] !== undefined || data.visibleTiles[16][35] !== undefined)) {
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const coordDebug = `🔍 SOCKET y=16: x=35: ${data.visibleTiles[16][35]}, x=36: ${data.visibleTiles[16][36]}`;
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console.log(coordDebug);
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if (window.GameDebug) window.GameDebug.updateDebugDisplay(coordDebug);
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}
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}
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if (typeof Game !== 'undefined' && Game._gameActive) {
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Game.updateGameState(data);
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}
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},
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onGameOver: function(data) {
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console.log("🎮 GAME OVER received:", data);
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// Update game state based on outcome
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if (typeof Game !== 'undefined') {
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if (data.status === 'won') {
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// Show win message
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$('#messages').append($('<li style="color:#0f0; font-weight:bold;">').text(
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data.hasTreasure ?
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"YOU ESCAPED WITH THE TREASURE! YOU WON!" :
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"You escaped the dungeon alive!"
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));
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// Draw win screen
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Game.drawWinScreen(data.hasTreasure);
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} else {
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// Show loss message
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const reason = data.reason || "unknown";
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let message = "You died in the dungeon!";
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if (reason === 'monster') {
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message = "You were killed by the monster!";
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} else if (reason === 'timeout') {
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message = "You didn't escape before the next block was found!";
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}
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$('#messages').append($('<li style="color:#f00; font-weight:bold;">').text(message));
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// Draw lose screen
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if (Game && Game.drawLoseScreen) {
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Game.drawLoseScreen(reason);
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}
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}
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// Set game as inactive to prevent further movement
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if (Game) {
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Game._gameActive = false;
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}
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// Auto-return to title screen after 30 seconds
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console.log("⏰ Setting 30-second timer to return to title screen...");
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setTimeout(() => {
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console.log("⏰ 30 seconds elapsed - returning to title screen");
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$('#messages').append($('<li style="color:#888;">').text("Returning to title screen..."));
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UI.scrollChat();
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// Return to welcome screen
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if (Game && Game._drawWelcomeScreen) {
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Game._drawWelcomeScreen();
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}
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// Reset game state
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if (typeof GameState !== 'undefined') {
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GameState.reset();
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}
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// Focus chat for new commands
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$('#chatInput').focus();
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UI.updateFocusIndicator();
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}, 30000); // 30 seconds
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}
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UI.scrollChat();
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},
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onQueueCancelled: function() {
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console.log("Queue cancelled, returning to welcome screen");
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if (typeof Game !== 'undefined' && Game._drawWelcomeScreen) {
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Game._drawWelcomeScreen();
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} else {
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console.error("Game or _drawWelcomeScreen not available");
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}
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},
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onBlockHeight: function(height) {
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console.log(`📈 BLOCK HEIGHT: ${height}`);
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UI.updateBlockHeight(height);
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$('#statusValue').text('Connected');
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$('#statusValue').css('color', '#0f0');
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}
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};
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// Ensure SocketHandlers is available globally
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if (typeof window !== 'undefined') {
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window.SocketHandlers = SocketHandlers;
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}
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// Note: SocketHandlers.init() is called from index.html after DOM ready
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// to ensure proper initialization order with other modules
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