statki/utils/battleships.js
MaciejkaG 0c4448404c Major changes
- Fixed a bug causing players to be able to shoot one field multiple times and lose turn
- Enhanced ship placing animation
2024-03-10 11:59:18 +01:00

326 lines
9.4 KiB
JavaScript

export class GameInfo {
constructor(redis, io) {
this.redis = redis;
this.io = io;
}
async timer(tId, time, callback) {
await this.redis.set(`timer:${tId}`, new Date().getTime() / 1000);
let localLastUpdate = await this.redis.get(`timer:${tId}`);
let timeout = setTimeout(callback, time * 1000);
let interval = setInterval(async () => {
if (timeout._destroyed) {
// timer is finished, stop monitoring turn changes
clearInterval(interval);
return;
}
let lastUpdate = await this.redis.get(`timer:${tId}`);
if (localLastUpdate != lastUpdate) {
// timer has been reset
clearTimeout(timeout);
clearInterval(interval);
return;
}
}, 200);
}
async resetTimer(tId) {
let lastUpdate = await this.redis.get(`timer:${tId}`);
await this.redis.set(`timer:${tId}`, -lastUpdate);
}
async isPlayerInGame(socket) {
const game = await this.redis.json.get(`game:${socket.session.activeGame}`);
return game != null;
}
async getPlayerGameData(socket) {
const game = await this.redis.json.get(`game:${socket.session.activeGame}`);
return game == null ? null : { id: socket.session.activeGame, data: game };
}
async getPlayerShips(socket) {
const game = await this.redis.json.get(`game:${socket.session.activeGame}`);
const idx = socket.request.session.id === game.hostId ? 0 : 1;
return game.boards[idx].ships;
}
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, { path:'.nextPlayer' });
nextPlayer = !nextPlayer ? 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: nextPlayer, phase: "action", timerToUTC: UTCTs });
}
async placeShip(socket, shipData) {
const gameId = socket.session.activeGame;
const key = `game:${gameId}`;
const hostId = (await this.redis.json.get(key, {path: '.hostId'}));
const playerIdx = socket.request.session.id === hostId ? 0 : 1;
await this.redis.json.arrAppend(key, `.boards[${playerIdx}].ships`, shipData);
}
async removeShip(socket, posX, posY) {
const gameId = socket.session.activeGame;
const key = `game:${gameId}`;
const hostId = (await this.redis.json.get(key, { path: '.hostId' }));
const playerIdx = socket.request.session.id === hostId ? 0 : 1;
let playerShips = await this.redis.json.get(key, {path: `.boards[${playerIdx}].ships`});
var deletedShip;
playerShips = playerShips.filter(function (ship) {
if (ship.posX == posX && ship.posY == posY) {
deletedShip = ship;
}
return ship.posX != posX || ship.posY != posY
});
await this.redis.json.set(key, `.boards[${playerIdx}].ships`, playerShips);
return deletedShip;
}
async shootShip(socket, posX, posY) {
const gameId = socket.session.activeGame;
const key = `game:${gameId}`;
const hostId = (await this.redis.json.get(key, { path: '.hostId' }));
const enemyIdx = socket.request.session.id === hostId ? 1 : 0;
// const playerIdx = enemyIdx ? 0 : 1;
let playerBoard = await this.redis.json.get(key, { path: `.boards[${enemyIdx}]` });
let shot = playerBoard.shots.find((shot) => shot.posX === posX && shot.posY === posY);
if (shot) {
return { status: -1 }
}
var check = checkHit(playerBoard.ships, posX, posY);
if (!check) {
return { status: 0 };
}
var shotShip;
for (let i = 0; i < playerBoard.ships.length; i++) {
const ship = playerBoard.ships[i];
if (ship.posX === check.originPosX & ship.posY === check.originPosY) {
shotShip = ship;
playerBoard.ships[i].hits[check.fieldIdx] = true;
if (!playerBoard.ships[i].hits.includes(false)) {
let gameFinished = true;
await this.redis.json.set(key, `.boards[${enemyIdx}]`, playerBoard);
playerBoard.ships.every(ship => {
if (ship.hits.includes(false)) {
gameFinished = false;
return false;
} else {
return true;
}
});
return { status: 2, ship: ship, gameFinished: gameFinished };
}
}
}
await this.redis.json.set(key, `.boards[${enemyIdx}]`, playerBoard);
return { status: 1, ship: shotShip };
}
}
export function isPlayerInRoom(socket) {
return !socket.rooms.size === 1;
}
var lastTimeChange = new Date().getTime();
// 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(ships) {
let shipsLeft = [4, 3, 2, 1];
ships.forEach(ship => {
shipsLeft[ship.type]--;
});
return shipsLeft;
}
export function checkHit(ships, posX, posY) {
let boardRender = [];
for (let i = 0; i < 10; i++) {
var array = [];
for (let i = 0; i < 10; i++) {
array.push(false);
}
boardRender.push(array);
}
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; i++) {
let x = clamp(ship.posX + multips[0] * i, 0, 9);
let y = clamp(ship.posY + multips[1] * i, 0, 9);
boardRender[x][y] = {fieldIdx: i, originPosX: ship.posX, originPosY: ship.posY};
}
});
return boardRender[posX][posY];
}
export function validateShipPosition(ships, type, posX, posY, rot) {
if (type < 0 || type > 3 || rot < 0 || rot > 3) {
return false;
}
let boardRender = [];
for (let i = 0; i < 10; i++) {
var array = [];
for (let i = 0; i < 10; i++) {
array.push(false);
}
boardRender.push(array);
}
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; i++) {
boardRender[ship.posX + multips[0] * i][ship.posY + multips[1] * i] = true;
}
});
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 x = 0; x <= type; x++) {
if (posX + multips[0] * x > 9 || posX + multips[0] * x < 0 || posY + multips[1] * x > 9 || posY + multips[1] * x < 0) {
return false;
}
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
for (let y = 0; y < subtrahents.length; y++) {
const idxX = posX - subtrahents[y][0] + multips[0] * x;
const idxY = posY - subtrahents[y][1] + multips[1] * x;
if (!(idxX < 0 || idxX > 9 || idxY < 0 || idxY > 9) && boardRender[idxX][idxY]) {
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;
}
}
function clamp(n, min, max) {
return Math.min(Math.max(n, min), max);
}