// 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 checkHit(data, playerIdx, posX, posY) { playerIdx = playerIdx === 0 ? 1 : 0; let enemyBoard = data.boards[playerIdx]; let boardRender = []; for (let i = 0; i < 10; i++) { var array = []; for (let i = 0; i < 10; i++) { array.push(false); } boardRender.push(array); } enemyBoard.ships.forEach(ship => { let multips; switch (ship.rot) { case 0: multips = [1, 0]; break; case 1: multips = [0, 1]; break; case 2: multips = [-1, 0]; break; case 3: multips = [0, -1]; break; } for (let i = 0; i < ship.type + 2; i++) { boardRender[ship.posY + multips[1] * i][ship.posX + multips[0] * i] = true; } }); boardRender.forEach(row => { let log = ""; row.forEach(field => { log += `${field}\t` }); console.log(log); }); return boardRender[posY][posX]; } export function validateShipPosition(type, posX, posY, rot) { let multips; switch (rot) { case 0: multips = [1, 0]; break; case 1: multips = [0, 1]; break; case 2: multips = [-1, 0]; break; case 3: multips = [0, -1]; break; } for (let i = 0; i < type + 2; i++) { if (posY + multips[1] * i > 9 || posY + multips[1] * i < 0 || posX + multips[0] * i > 9 || posX + multips[0] * i < 0) { return false; } } return true; } 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; } } // let type = 3; // let posX = 3; // let posY = 0; // let rot = 2; // let data = { // hostId: "123456", // state: "action", // boards: [ // { // ships: [ // { type: type, posX: posX, posY: posY, rot: rot, hits: [false, false, false] }, // ], // shots: [], // }, // { // ships: [], // shots: [], // } // ], // nextPlayer: 0, // } // checkHit(data, 1, 0, 0); // console.log(validateShipPosition(type, posX, posY, rot));