mirror of
https://github.com/MaciejkaG/statki.git
synced 2024-11-29 22:52:55 +01:00
0c4448404c
- Fixed a bug causing players to be able to shoot one field multiple times and lose turn - Enhanced ship placing animation
326 lines
9.4 KiB
JavaScript
326 lines
9.4 KiB
JavaScript
export class GameInfo {
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constructor(redis, io) {
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this.redis = redis;
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this.io = io;
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}
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async timer(tId, time, callback) {
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await this.redis.set(`timer:${tId}`, new Date().getTime() / 1000);
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let localLastUpdate = await this.redis.get(`timer:${tId}`);
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let timeout = setTimeout(callback, time * 1000);
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let interval = setInterval(async () => {
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if (timeout._destroyed) {
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// timer is finished, stop monitoring turn changes
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clearInterval(interval);
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return;
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}
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let lastUpdate = await this.redis.get(`timer:${tId}`);
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if (localLastUpdate != lastUpdate) {
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// timer has been reset
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clearTimeout(timeout);
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clearInterval(interval);
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return;
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}
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}, 200);
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}
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async resetTimer(tId) {
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let lastUpdate = await this.redis.get(`timer:${tId}`);
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await this.redis.set(`timer:${tId}`, -lastUpdate);
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}
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async isPlayerInGame(socket) {
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const game = await this.redis.json.get(`game:${socket.session.activeGame}`);
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return game != null;
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}
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async getPlayerGameData(socket) {
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const game = await this.redis.json.get(`game:${socket.session.activeGame}`);
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return game == null ? null : { id: socket.session.activeGame, data: game };
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}
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async getPlayerShips(socket) {
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const game = await this.redis.json.get(`game:${socket.session.activeGame}`);
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const idx = socket.request.session.id === game.hostId ? 0 : 1;
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return game.boards[idx].ships;
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}
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async endPrepPhase(socket) {
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const gameId = socket.session.activeGame;
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const key = `game:${gameId}`;
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await this.redis.json.set(key, '$.state', 'action');
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await this.redis.json.set(key, '$.nextPlayer', 0);
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const UTCTs = Math.floor((new Date()).getTime() / 1000 + 30);
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this.io.to(gameId).emit('turn update', { turn: 0, phase: "action", timerToUTC: UTCTs });
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}
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async passTurn(socket) {
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const gameId = socket.session.activeGame;
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const key = `game:${gameId}`;
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await this.redis.json.set(key, '.state', 'action');
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let nextPlayer = await this.redis.json.get(key, { path:'.nextPlayer' });
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nextPlayer = !nextPlayer ? 1 : 0;
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await this.redis.json.set(key, '.nextPlayer', nextPlayer);
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const UTCTs = Math.floor((new Date()).getTime() / 1000 + 30);
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this.io.to(gameId).emit('turn update', { turn: nextPlayer, phase: "action", timerToUTC: UTCTs });
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}
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async placeShip(socket, shipData) {
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const gameId = socket.session.activeGame;
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const key = `game:${gameId}`;
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const hostId = (await this.redis.json.get(key, {path: '.hostId'}));
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const playerIdx = socket.request.session.id === hostId ? 0 : 1;
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await this.redis.json.arrAppend(key, `.boards[${playerIdx}].ships`, shipData);
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}
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async removeShip(socket, posX, posY) {
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const gameId = socket.session.activeGame;
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const key = `game:${gameId}`;
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const hostId = (await this.redis.json.get(key, { path: '.hostId' }));
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const playerIdx = socket.request.session.id === hostId ? 0 : 1;
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let playerShips = await this.redis.json.get(key, {path: `.boards[${playerIdx}].ships`});
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var deletedShip;
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playerShips = playerShips.filter(function (ship) {
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if (ship.posX == posX && ship.posY == posY) {
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deletedShip = ship;
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}
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return ship.posX != posX || ship.posY != posY
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});
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await this.redis.json.set(key, `.boards[${playerIdx}].ships`, playerShips);
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return deletedShip;
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}
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async shootShip(socket, posX, posY) {
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const gameId = socket.session.activeGame;
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const key = `game:${gameId}`;
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const hostId = (await this.redis.json.get(key, { path: '.hostId' }));
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const enemyIdx = socket.request.session.id === hostId ? 1 : 0;
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// const playerIdx = enemyIdx ? 0 : 1;
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let playerBoard = await this.redis.json.get(key, { path: `.boards[${enemyIdx}]` });
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let shot = playerBoard.shots.find((shot) => shot.posX === posX && shot.posY === posY);
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if (shot) {
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return { status: -1 }
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}
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var check = checkHit(playerBoard.ships, posX, posY);
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if (!check) {
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return { status: 0 };
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}
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var shotShip;
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for (let i = 0; i < playerBoard.ships.length; i++) {
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const ship = playerBoard.ships[i];
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if (ship.posX === check.originPosX & ship.posY === check.originPosY) {
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shotShip = ship;
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playerBoard.ships[i].hits[check.fieldIdx] = true;
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if (!playerBoard.ships[i].hits.includes(false)) {
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let gameFinished = true;
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await this.redis.json.set(key, `.boards[${enemyIdx}]`, playerBoard);
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playerBoard.ships.every(ship => {
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if (ship.hits.includes(false)) {
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gameFinished = false;
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return false;
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} else {
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return true;
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}
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});
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return { status: 2, ship: ship, gameFinished: gameFinished };
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}
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}
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}
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await this.redis.json.set(key, `.boards[${enemyIdx}]`, playerBoard);
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return { status: 1, ship: shotShip };
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}
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}
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export function isPlayerInRoom(socket) {
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return !socket.rooms.size === 1;
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}
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var lastTimeChange = new Date().getTime();
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// export function getShipsLeft(data, playerIdx) {
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// let shipsLeft = [4, 3, 2, 1];
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// const playerShips = shipsLeft.boards[playerIdx].ships;
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// playerShips.forEach(ship => {
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// var isSunk = true;
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// ship.hits.every(isHit => {
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// isSunk = isHit;
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// return isHit;
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// });
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// switch (ship.type) {
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// case 0:
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// shipsLeft[0]--;
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// break;
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// default:
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// break;
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// }
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// });
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// }
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export function getShipsAvailable(ships) {
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let shipsLeft = [4, 3, 2, 1];
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ships.forEach(ship => {
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shipsLeft[ship.type]--;
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});
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return shipsLeft;
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}
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export function checkHit(ships, posX, posY) {
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let boardRender = [];
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for (let i = 0; i < 10; i++) {
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var array = [];
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for (let i = 0; i < 10; i++) {
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array.push(false);
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}
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boardRender.push(array);
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}
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ships.forEach(ship => {
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let multips;
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switch (ship.rot) {
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case 0:
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multips = [1, 0];
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break;
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case 1:
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multips = [0, 1];
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break;
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case 2:
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multips = [-1, 0];
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break;
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case 3:
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multips = [0, -1];
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break;
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}
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for (let i = 0; i <= ship.type; i++) {
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let x = clamp(ship.posX + multips[0] * i, 0, 9);
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let y = clamp(ship.posY + multips[1] * i, 0, 9);
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boardRender[x][y] = {fieldIdx: i, originPosX: ship.posX, originPosY: ship.posY};
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}
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});
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return boardRender[posX][posY];
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}
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export function validateShipPosition(ships, type, posX, posY, rot) {
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if (type < 0 || type > 3 || rot < 0 || rot > 3) {
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return false;
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}
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let boardRender = [];
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for (let i = 0; i < 10; i++) {
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var array = [];
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for (let i = 0; i < 10; i++) {
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array.push(false);
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}
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boardRender.push(array);
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}
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ships.forEach(ship => {
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let multips;
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switch (ship.rot) {
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case 0:
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multips = [1, 0];
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break;
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case 1:
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multips = [0, 1];
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break;
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case 2:
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multips = [-1, 0];
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break;
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case 3:
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multips = [0, -1];
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break;
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}
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for (let i = 0; i <= ship.type; i++) {
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boardRender[ship.posX + multips[0] * i][ship.posY + multips[1] * i] = true;
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}
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});
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let multips;
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switch (rot) {
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case 0:
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multips = [1, 0];
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break;
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case 1:
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multips = [0, 1];
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break;
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case 2:
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multips = [-1, 0];
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break;
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case 3:
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multips = [0, -1];
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break;
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}
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for (let x = 0; x <= type; x++) {
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if (posX + multips[0] * x > 9 || posX + multips[0] * x < 0 || posY + multips[1] * x > 9 || posY + multips[1] * x < 0) {
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return false;
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}
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let subtrahents = [[0, 0], [0, 1], [1, 0], [0, -1], [-1, 0], [1, 1], [-1, -1], [1, -1], [-1, 1]]; // Usuń cztery ostatnie elementy jeżeli chcesz by statki mogły się stykać rogami
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for (let y = 0; y < subtrahents.length; y++) {
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const idxX = posX - subtrahents[y][0] + multips[0] * x;
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const idxY = posY - subtrahents[y][1] + multips[1] * x;
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if (!(idxX < 0 || idxX > 9 || idxY < 0 || idxY > 9) && boardRender[idxX][idxY]) {
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return false;
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}
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}
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}
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return true;
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}
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export function checkTurn(data, playerId) {
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// Check if it's player's turn
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if (playerId == data.hostId) {
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return data.nextPlayer === 0;
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} else {
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return data.nextPlayer === 1;
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}
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}
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function clamp(n, min, max) {
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return Math.min(Math.max(n, min), max);
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} |