puzzle/common/GameCommon.js
2020-12-03 21:11:52 +01:00

468 lines
12 KiB
JavaScript

import Geometry from './Geometry.js'
import Util from './Util.js'
const GAMES = {}
function exists(gameId) {
return (!!GAMES[gameId]) || false
}
function setGame(gameId, game) {
GAMES[gameId] = game
}
function playerExists(gameId, playerId) {
return !!GAMES[gameId].players[playerId]
}
function addPlayer(gameId, playerId) {
const ts = Util.timestamp()
if (!GAMES[gameId].players[playerId]) {
GAMES[gameId].players[playerId] = {
id: playerId,
x: 0,
y: 0,
d: 0, // mouse down
name: 'anon',
color: '#ffffff',
points: 0,
ts,
}
} else {
changePlayer(gameId, playerId, { ts })
}
if (!GAMES[gameId].evtInfos[playerId]) {
GAMES[gameId].evtInfos[playerId] = {
_last_mouse: null,
_last_mouse_down: null,
}
}
}
function socketExists(gameId, socket) {
return GAMES[gameId].sockets.includes(socket)
}
function addSocket(gameId, socket) {
if (!GAMES[gameId].sockets.includes(socket)) {
console.log('adding socket: ', gameId, socket.protocol)
GAMES[gameId].sockets.push(socket)
}
}
function removeSocket(gameId, socket) {
GAMES[gameId].sockets = GAMES[gameId].sockets.filter(s => s !== socket)
}
function getAllGames() {
return GAMES
}
function get(gameId) {
return GAMES[gameId]
}
function getSockets(gameId) {
return GAMES[gameId].sockets
}
function changePlayer(gameId, playerId, change) {
for (let k of Object.keys(change)) {
GAMES[gameId].players[playerId][k] = change[k]
}
}
function changeData(gameId, change) {
for (let k of Object.keys(change)) {
GAMES[gameId].puzzle.data[k] = change[k]
}
}
function changeTile(gameId, tileIdx, change) {
for (let k of Object.keys(change)) {
GAMES[gameId].puzzle.tiles[tileIdx][k] = change[k]
}
}
const getTile = (gameId, tileIdx) => {
return GAMES[gameId].puzzle.tiles[tileIdx]
}
const getTileGroup = (gameId, tileIdx) => {
const tile = getTile(gameId, tileIdx)
return tile.group
}
const getFinalTilePos = (gameId, tileIdx) => {
const info = GAMES[gameId].puzzle.info
const boardPos = {
x: (info.table.width - info.width) / 2,
y: (info.table.height - info.height) / 2
}
const srcPos = srcPosByTileIdx(gameId, tileIdx)
return Geometry.pointAdd(boardPos, srcPos)
}
const getTilePos = (gameId, tileIdx) => {
const tile = getTile(gameId, tileIdx)
return tile.pos
}
const getTileZIndex = (gameId, tileIdx) => {
const tile = getTile(gameId, tileIdx)
return tile.z
}
const getFirstOwnedTileIdx = (gameId, userId) => {
for (let t of GAMES[gameId].puzzle.tiles) {
if (t.owner === userId) {
return t.idx
}
}
return -1
}
const getMaxGroup = (gameId) => {
return GAMES[gameId].puzzle.data.maxGroup
}
const getMaxZIndex = (gameId) => {
return GAMES[gameId].puzzle.data.maxZ
}
const getMaxZIndexByTileIdxs = (gameId, tileIdxs) => {
let maxZ = 0
for (let tileIdx of tileIdxs) {
let tileZIndex = getTileZIndex(gameId, tileIdx)
if (tileZIndex > maxZ) {
maxZ = tileZIndex
}
}
return maxZ
}
function srcPosByTileIdx(gameId, tileIdx) {
const info = GAMES[gameId].puzzle.info
const c = info.coords[tileIdx]
const cx = c.x * info.tileSize
const cy = c.y * info.tileSize
return { x: cx, y: cy }
}
function getSurroundingTilesByIdx(gameId, tileIdx) {
const info = GAMES[gameId].puzzle.info
const _X = info.coords[tileIdx].x
const _Y = info.coords[tileIdx].y
return [
// top
(_Y > 0) ? (tileIdx - info.tilesX) : -1,
// right
(_X < info.tilesX - 1) ? (tileIdx + 1) : -1,
// bottom
(_Y < info.tilesY - 1) ? (tileIdx + info.tilesX) : -1,
// left
(_X > 0) ? (tileIdx - 1) : -1,
]
}
const setTilesZIndex = (gameId, tileIdxs, zIndex) => {
for (let tilesIdx of tileIdxs) {
changeTile(gameId, tilesIdx, { z: zIndex })
}
}
const moveTileDiff = (gameId, tileIdx, diff) => {
const oldPos = getTilePos(gameId, tileIdx)
const pos = Geometry.pointAdd(oldPos, diff)
changeTile(gameId, tileIdx, { pos })
}
const moveTilesDiff = (gameId, tileIdxs, diff) => {
for (let tileIdx of tileIdxs) {
moveTileDiff(gameId, tileIdx, diff)
}
}
const finishTiles = (gameId, tileIdxs) => {
for (let tileIdx of tileIdxs) {
changeTile(gameId, tileIdx, { owner: -1, z: 1 })
}
}
const setTilesOwner = (gameId, tileIdxs, owner) => {
for (let tileIdx of tileIdxs) {
changeTile(gameId, tileIdx, { owner })
}
}
// get all grouped tiles for a tile
function getGroupedTileIdxs(gameId, tileIdx) {
const tiles = GAMES[gameId].puzzle.tiles
const tile = tiles[tileIdx]
const grouped = []
if (tile.group) {
for (let other of tiles) {
if (other.group === tile.group) {
grouped.push(other.idx)
}
}
} else {
grouped.push(tile.idx)
}
return grouped
}
// Returns the index of the puzzle tile with the highest z index
// that is not finished yet and that matches the position
const freeTileIdxByPos = (gameId, pos) => {
let info = GAMES[gameId].puzzle.info
let tiles = GAMES[gameId].puzzle.tiles
let maxZ = -1
let tileIdx = -1
for (let idx = 0; idx < tiles.length; idx++) {
const tile = tiles[idx]
if (tile.owner !== 0) {
continue
}
const collisionRect = {
x: tile.pos.x,
y: tile.pos.y,
w: info.tileSize,
h: info.tileSize,
}
if (Geometry.pointInBounds(pos, collisionRect)) {
if (maxZ === -1 || tile.z > maxZ) {
maxZ = tile.z
tileIdx = idx
}
}
}
return tileIdx
}
// determine if two tiles are grouped together
const areGrouped = (gameId, tileIdx1, tileIdx2) => {
const g1 = getTileGroup(gameId, tileIdx1)
const g2 = getTileGroup(gameId, tileIdx2)
return g1 && g1 === g2
}
function handleInput(gameId, playerId, input) {
let puzzle = GAMES[gameId].puzzle
let players = GAMES[gameId].players
let evtInfo = GAMES[gameId].evtInfos[playerId]
let changes = []
const _dataChange = () => {
changes.push(['data', puzzle.data])
}
const _tileChange = (tileIdx) => {
changes.push(['tile', getTile(gameId, tileIdx)])
}
const _tileChanges = (tileIdxs) => {
for (let tileIdx of tileIdxs) {
_tileChange(tileIdx)
}
}
const _playerChange = () => {
changes.push(['player', players[playerId]])
}
// put both tiles (and their grouped tiles) in the same group
const groupTiles = (gameId, tileIdx1, tileIdx2) => {
let tiles = GAMES[gameId].puzzle.tiles
let group1 = getTileGroup(gameId, tileIdx1)
let group2 = getTileGroup(gameId, tileIdx2)
let group
let searchGroups = []
if (group1) {
searchGroups.push(group1)
}
if (group2) {
searchGroups.push(group2)
}
if (group1) {
group = group1
} else if (group2) {
group = group2
} else {
let maxGroup = getMaxGroup(gameId) + 1
changeData(gameId, { maxGroup })
_dataChange()
group = getMaxGroup(gameId)
}
changeTile(gameId, tileIdx1, { group })
_tileChange(tileIdx1)
changeTile(gameId, tileIdx2, { group })
_tileChange(tileIdx2)
// TODO: strange
if (searchGroups.length > 0) {
for (let tile of tiles) {
if (searchGroups.includes(tile.group)) {
changeTile(gameId, tile.idx, { group })
_tileChange(tile.idx)
}
}
}
}
const ts = Util.timestamp()
const type = input[0]
if (type === 'player_color') {
const color = input[1]
changePlayer(gameId, playerId, { color, ts })
_playerChange()
} else if (type === 'player_name') {
const name = `${input[1]}`.substr(0, 16)
changePlayer(gameId, playerId, { name, ts })
_playerChange()
} else if (type === 'down') {
const x = input[1]
const y = input[2]
const pos = {x, y}
changePlayer(gameId, playerId, { d: 1, ts })
_playerChange()
evtInfo._last_mouse_down = pos
const tileIdxAtPos = freeTileIdxByPos(gameId, pos)
if (tileIdxAtPos >= 0) {
let maxZ = getMaxZIndex(gameId) + 1
changeData(gameId, { maxZ })
_dataChange()
const tileIdxs = getGroupedTileIdxs(gameId, tileIdxAtPos)
setTilesZIndex(gameId, tileIdxs, getMaxZIndex(gameId))
setTilesOwner(gameId, tileIdxs, playerId)
_tileChanges(tileIdxs)
}
evtInfo._last_mouse = pos
} else if (type === 'move') {
const x = input[1]
const y = input[2]
const pos = {x, y}
changePlayer(gameId, playerId, {x, y, ts})
_playerChange()
if (evtInfo._last_mouse_down !== null) {
let tileIdx = getFirstOwnedTileIdx(gameId, playerId)
if (tileIdx >= 0) {
const diffX = x - evtInfo._last_mouse_down.x
const diffY = y - evtInfo._last_mouse_down.y
const diff = { x: diffX, y: diffY }
const tileIdxs = getGroupedTileIdxs(gameId, tileIdx)
moveTilesDiff(gameId, tileIdxs, diff)
_tileChanges(tileIdxs)
}
evtInfo._last_mouse_down = pos
}
evtInfo._last_mouse = pos
} else if (type === 'up') {
const x = input[1]
const y = input[2]
const pos = {x, y}
changePlayer(gameId, playerId, { d: 0, ts })
_playerChange()
evtInfo._last_mouse_down = null
let tileIdx = getFirstOwnedTileIdx(gameId, playerId)
if (tileIdx >= 0) {
// drop the tile(s)
let tileIdxs = getGroupedTileIdxs(gameId, tileIdx)
setTilesOwner(gameId, tileIdxs, 0)
_tileChanges(tileIdxs)
// Check if the tile was dropped near the final location
let tilePos = getTilePos(gameId, tileIdx)
let finalPos = getFinalTilePos(gameId, tileIdx)
if (Geometry.pointDistance(finalPos, tilePos) < puzzle.info.snapDistance) {
let diff = Geometry.pointSub(finalPos, tilePos)
// Snap the tile to the final destination
moveTilesDiff(gameId, tileIdxs, diff)
finishTiles(gameId, tileIdxs)
changePlayer(gameId, playerId, { points: players[playerId].points + tileIdxs.length })
_tileChanges(tileIdxs)
} else {
// Snap to other tiles
const check = (gameId, tileIdx, otherTileIdx, off) => {
let info = GAMES[gameId].puzzle.info
if (otherTileIdx < 0) {
return false
}
if (areGrouped(gameId, tileIdx, otherTileIdx)) {
return false
}
const tilePos = getTilePos(gameId, tileIdx)
const dstPos = Geometry.pointAdd(
getTilePos(gameId, otherTileIdx),
{x: off[0] * info.tileSize, y: off[1] * info.tileSize}
)
if (Geometry.pointDistance(tilePos, dstPos) < info.snapDistance) {
let diff = Geometry.pointSub(dstPos, tilePos)
let tileIdxs = getGroupedTileIdxs(gameId, tileIdx)
moveTilesDiff(gameId, tileIdxs, diff)
groupTiles(gameId, tileIdx, otherTileIdx)
tileIdxs = getGroupedTileIdxs(gameId, tileIdx)
const zIndex = getMaxZIndexByTileIdxs(gameId, tileIdxs)
setTilesZIndex(gameId, tileIdxs, zIndex)
_tileChanges(tileIdxs)
return true
}
return false
}
for (let tileIdxTmp of getGroupedTileIdxs(gameId, tileIdx)) {
let othersIdxs = getSurroundingTilesByIdx(gameId, tileIdxTmp)
if (
check(gameId, tileIdxTmp, othersIdxs[0], [0, 1]) // top
|| check(gameId, tileIdxTmp, othersIdxs[1], [-1, 0]) // right
|| check(gameId, tileIdxTmp, othersIdxs[2], [0, -1]) // bottom
|| check(gameId, tileIdxTmp, othersIdxs[3], [1, 0]) // left
) {
break
}
}
}
}
evtInfo._last_mouse = pos
} else {
changePlayer(gameId, playerId, { ts })
_playerChange()
}
return changes
}
export default {
setGame,
exists,
playerExists,
addPlayer,
socketExists,
addSocket,
removeSocket,
get,
getAllGames,
getSockets,
handleInput,
}