mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-30 03:52:54 +01:00
131 lines
3.5 KiB
JavaScript
131 lines
3.5 KiB
JavaScript
|
// export class Client {
|
||
|
// constructor(clientId, clientSecret, redirectUri) {
|
||
|
// this.clientId = clientId;
|
||
|
// this.clientSecret = clientSecret;
|
||
|
// this.redirectUri = redirectUri;
|
||
|
// }
|
||
|
// getAccessToken(code) {
|
||
|
// }
|
||
|
// }
|
||
|
|
||
|
export class GameInfo {
|
||
|
constructor(redis, io) {
|
||
|
this.redis = redis;
|
||
|
this.io = io;
|
||
|
}
|
||
|
|
||
|
async isPlayerInGame(socket) {
|
||
|
const game = await this.redis.json.get(`game:${socket.session.activeGame}`);
|
||
|
return game != null;
|
||
|
}
|
||
|
|
||
|
async getPlayerGameData(socket) {
|
||
|
const game = await this.redis.json.get(`game:${socket.session.activeGame}`);
|
||
|
return game == null ? null : { id: socket.session.activeGame, data: game };
|
||
|
}
|
||
|
|
||
|
async endPrepPhase(socket) {
|
||
|
const gameId = socket.session.activeGame;
|
||
|
const key = `game:${gameId}`;
|
||
|
|
||
|
await this.redis.json.set(key, '$.state', 'action');
|
||
|
await this.redis.json.set(key, '$.nextPlayer', 0);
|
||
|
|
||
|
const UTCTs = Math.floor((new Date()).getTime() / 1000 + 30);
|
||
|
this.io.to(gameId).emit('turn update', { turn: 0, phase: "action", timerToUTC: UTCTs });
|
||
|
}
|
||
|
|
||
|
async passTurn(socket) {
|
||
|
const gameId = socket.session.activeGame;
|
||
|
const key = `game:${gameId}`;
|
||
|
|
||
|
await this.redis.json.set(key, '$.state', 'action');
|
||
|
let nextPlayer = await this.redis.json.get(key, '$.nextPlayer');
|
||
|
nextPlayer = nextPlayer === 0 ? 1 : 0;
|
||
|
await this.redis.json.set(key, '$.nextPlayer', nextPlayer);
|
||
|
|
||
|
const UTCTs = Math.floor((new Date()).getTime() / 1000 + 30);
|
||
|
this.io.to(gameId).emit('turn update', { turn: 0, phase: "action", timerToUTC: UTCTs });
|
||
|
}
|
||
|
}
|
||
|
|
||
|
export function isPlayerInRoom(socket) {
|
||
|
return !socket.rooms.size === 1;
|
||
|
}
|
||
|
|
||
|
var lastTimeChange = new Date().getTime();
|
||
|
|
||
|
export function timer(time, callback) {
|
||
|
let localLastChange = lastTimeChange;
|
||
|
|
||
|
let timeout = setTimeout(callback, time * 1000);
|
||
|
|
||
|
let interval = setInterval(() => {
|
||
|
if (timeout._destroyed) {
|
||
|
// timer is finished, stop monitoring turn changes
|
||
|
clearInterval(interval);
|
||
|
}
|
||
|
if (localLastChange != lastTimeChange) {
|
||
|
// timer has been reset
|
||
|
clearTimeout(timeout);
|
||
|
clearInterval(interval);
|
||
|
}
|
||
|
}, 200);
|
||
|
}
|
||
|
|
||
|
export function resetTimers() {
|
||
|
lastTimeChange = -lastTimeChange;
|
||
|
}
|
||
|
|
||
|
// export function getShipsLeft(data, playerIdx) {
|
||
|
// let shipsLeft = [4, 3, 2, 1];
|
||
|
|
||
|
// const playerShips = shipsLeft.boards[playerIdx].ships;
|
||
|
|
||
|
// playerShips.forEach(ship => {
|
||
|
// var isSunk = true;
|
||
|
// ship.hits.every(isHit => {
|
||
|
// isSunk = isHit;
|
||
|
// return isHit;
|
||
|
// });
|
||
|
// switch (ship.type) {
|
||
|
// case 0:
|
||
|
// shipsLeft[0]--;
|
||
|
// break;
|
||
|
|
||
|
// default:
|
||
|
// break;
|
||
|
// }
|
||
|
// });
|
||
|
// }
|
||
|
|
||
|
export function getShipsAvailable(data, playerIdx) {
|
||
|
let shipsLeft = [4, 3, 2, 1];
|
||
|
|
||
|
const playerShips = shipsLeft.boards[playerIdx].ships;
|
||
|
|
||
|
playerShips.forEach(ship => {
|
||
|
shipsLeft[ship.type]--;
|
||
|
});
|
||
|
|
||
|
return shipsLeft;
|
||
|
}
|
||
|
|
||
|
export function checkShot(data, playerIdx) {
|
||
|
playerIdx = playerIdx === 0 ? 1 : 0
|
||
|
|
||
|
data.boards[playerIdx]
|
||
|
}
|
||
|
|
||
|
export function checkTurn(data, playerId) {
|
||
|
// Check if it's player's turn
|
||
|
if (playerId == data.hostId) {
|
||
|
return data.nextPlayer === 0;
|
||
|
} else {
|
||
|
return data.nextPlayer === 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// timer(5, () => {
|
||
|
// console.log("out of time");
|
||
|
// });
|