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https://git.rezel.net/LudoTech/traque.git
synced 2026-02-09 10:20:16 +01:00
Remove out of zone penality + upgrades
This commit is contained in:
@@ -2,9 +2,8 @@
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This module manages the main game state, the teams, the settings and the game logic
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*/
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import { secureAdminBroadcast } from "./admin_socket.js";
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import { playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
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import timeoutHandler from "./timeoutHandler.js";
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import penaltyController from "./penalty_controller.js";
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import { teamBroadcast, playersBroadcast, sendUpdatedTeamInformations, } from "./team_socket.js";
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import { sendPositionTimeouts, outOfZoneTimeouts } from "./timeout_handler.js";
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import zoneManager from "./zone_manager.js";
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import trajectory from "./trajectory.js";
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@@ -52,34 +51,43 @@ export const GameState = {
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}
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export default {
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//List of teams, as objects. To see the fields see the addTeam methods
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// List of teams, as objects. To see the fields see the addTeam methods
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teams: [],
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//Current state of the game
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// Current state of the game
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state: GameState.SETUP,
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// Date since gameState switched to PLAYING
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startDate: null,
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//Settings of the game
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settings: {
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loserEndGameMessage: "",
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winnerEndGameMessage: "",
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capturedMessage: "",
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waitingMessage: ""
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// Date since the state changed
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stateDate: Date.now(),
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// Messages
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messages: {
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waiting: "",
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captured: "",
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winner: "",
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loser: "",
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},
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getSettings() {
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return {
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messages: this.messages,
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zone: zoneManager.settings,
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sendPositionDelay: sendPositionTimeouts.delay,
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outOfZoneDelay: outOfZoneTimeouts.delay
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};
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},
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/**
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* Update the game settings
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* @param {Object} newSettings settings to be updated, can be partial
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* @returns true if the settings are applied
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*/
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changeSettings(newSettings) {
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this.settings = { ...this.settings, ...newSettings };
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return true;
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if ("messages" in newSettings) this.messages = {...this.messages, ...newSettings.messages};
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if ("zone" in newSettings) zoneManager.changeSettings(newSettings.zone);
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if ("sendPositionDelay" in newSettings) sendPositionTimeouts.setDelay(newSettings.sendPositionDelay);
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if ("outOfZoneDelay" in newSettings) outOfZoneTimeouts.setDelay(newSettings.outOfZoneDelay);
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},
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/**
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* Change the state of the game to newState and start the necessary processes
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* @param {String} newState
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* @returns true if the state has been changed
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*/
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setState(newState) {
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// Checks is the newState is a Gamestate
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@@ -89,8 +97,8 @@ export default {
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case GameState.SETUP:
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trajectory.stop();
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zoneManager.stop();
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penaltyController.stop();
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timeoutHandler.endAllSendPositionTimeout();
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sendPositionTimeouts.clearAll();
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outOfZoneTimeouts.clearAll();
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for (let team of this.teams) {
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// Chasing
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team.captured = false;
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@@ -103,7 +111,6 @@ export default {
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// Placement
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team.ready = false;
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// Zone
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team.penalties = 0;
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team.outOfZone = false;
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team.outOfZoneDeadline = null;
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// Stats
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@@ -113,34 +120,33 @@ export default {
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team.nObserved = 0;
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team.finishDate = null;
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}
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this.startDate = null;
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this.stateDate = Date.now();
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this.updateTeamChasing();
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break;
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case GameState.PLACEMENT:
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if (this.teams.length < 3) {
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secureAdminBroadcast("game_state", {state: this.state, startDate: this.startDate});
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secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
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return false;
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}
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trajectory.stop();
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zoneManager.stop();
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penaltyController.stop();
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timeoutHandler.endAllSendPositionTimeout();
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this.startDate = null;
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sendPositionTimeouts.clearAll();
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outOfZoneTimeouts.clearAll();
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this.stateDate = Date.now();
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break;
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case GameState.PLAYING:
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if (this.teams.length < 3) {
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secureAdminBroadcast("game_state", {state: this.state, startDate: this.startDate});
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secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
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return false;
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}
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trajectory.start();
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zoneManager.start();
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penaltyController.start();
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this.initLastSentLocations();
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this.startDate = Date.now();
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this.stateDate = Date.now();
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break;
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case GameState.FINISHED:
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if (this.state != GameState.PLAYING) {
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secureAdminBroadcast("game_state", {state: this.state, startDate: this.startDate});
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secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
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return false;
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}
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for (const team of this.teams) {
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@@ -148,16 +154,15 @@ export default {
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}
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trajectory.stop();
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zoneManager.stop();
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penaltyController.stop();
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timeoutHandler.endAllSendPositionTimeout();
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sendPositionTimeouts.clearAll();
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outOfZoneTimeouts.clearAll();
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break;
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}
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// Update the state
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this.state = newState;
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secureAdminBroadcast("game_state", {state: newState, startDate: this.startDate});
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secureAdminBroadcast("game_state", {state: newState, stateDate: this.stateDate});
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playersBroadcast("game_state", newState);
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secureAdminBroadcast("teams", this.teams);
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return true;
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},
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/**
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@@ -183,7 +188,6 @@ export default {
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/**
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* Add a new team to the game
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* @param {String} teamName the name of the team
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* @returns true if the team has been added
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*/
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addTeam(teamName) {
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this.teams.push({
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@@ -206,7 +210,6 @@ export default {
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startingArea: null,
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ready: false,
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// Zone
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penalties: 0,
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outOfZone: false,
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outOfZoneDeadline: null,
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// Stats
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@@ -221,35 +224,18 @@ export default {
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battery: null,
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});
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this.updateTeamChasing();
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return true;
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},
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/**
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* Count the number of teams that are not captured
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* @returns the number of teams that are not captured
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*/
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playingTeamCount() {
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let res = 0;
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this.teams.forEach((t) => {
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if (!t.captured) {
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res++;
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}
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})
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return res;
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},
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/**
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* Update the chasing chain of the teams based of the ordre of the teams array
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* If there are only 2 teams left, the game will end
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* This function will update the chasing and chased values of each teams
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* @returns true if successful
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*/
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updateTeamChasing() {
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if (this.playingTeamCount() <= 2) {
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if (this.state == GameState.PLAYING) {
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this.setState(GameState.FINISHED);
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}
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return false;
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const playingTeams = this.teams.reduce((count, team) => count + (!team.captured ? 1 : 0), 0);
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if (playingTeams <= 2) {
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if (this.state == GameState.PLAYING) this.setState(GameState.FINISHED);
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return;
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}
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let firstTeam = null;
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let previousTeam = null
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@@ -267,17 +253,15 @@ export default {
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this.getTeam(firstTeam).chased = previousTeam;
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this.getTeam(previousTeam).chasing = firstTeam;
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secureAdminBroadcast("teams", this.teams);
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return true;
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},
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/**
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* Rearrange the order of the teams and update the chasing chain
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* @param {Array} newOrder An array of teams in the new order
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* @returns
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*/
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reorderTeams(newOrder) {
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this.teams = newOrder;
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return this.updateTeamChasing();
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this.updateTeamChasing();
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},
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/**
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@@ -293,7 +277,6 @@ export default {
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* Update a team's values
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* @param {Number} teamId The id of the team to update
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* @param {Object} newTeam An object containing the new values of the team, can be partial
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* @returns true if the team has been updated
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*/
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updateTeam(teamId, newTeam) {
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this.teams = this.teams.map((t) => {
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@@ -304,20 +287,17 @@ export default {
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}
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})
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this.updateTeamChasing();
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penaltyController.checkPenalties();
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return true;
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},
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/**
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*
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* @param {Number} teamId The ID of the team which location will be updated
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* @param {Array} location An array containing in order the latitude and longitude of the new location
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* @returns true if the location has been updated
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*/
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updateLocation(teamId, location) {
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const team = this.getTeam(teamId);
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if (!team || !location) {
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return false;
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return;
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}
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if (team.currentLocation) team.distance += Math.floor(getDistanceFromLatLon({lat: location[0], lng: location[1]}, {lat: team.currentLocation[0], lng: team.currentLocation[1]}));
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// Update of events of the game
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@@ -328,9 +308,19 @@ export default {
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if (this.state == GameState.PLACEMENT && team.startingArea && team.startingArea && location) {
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team.ready = isInCircle({ lat: location[0], lng: location[1] }, team.startingArea.center, team.startingArea.radius);
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}
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// Verify zone
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const teamCurrentlyOutOfZone = !zoneManager.isInZone({ lat: location[0], lng: location[1] })
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if (teamCurrentlyOutOfZone && !team.outOfZone) {
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team.outOfZone = true;
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team.outOfZoneDeadline = Date.now() + outOfZoneTimeouts.duration * 60 * 1000;
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outOfZoneTimeouts.set(teamId);
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} else if (!teamCurrentlyOutOfZone && team.outOfZone) {
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team.outOfZone = false;
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team.outOfZoneDeadline = null;
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outOfZoneTimeouts.clear(teamId);
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}
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// Sending new infos to the team
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sendUpdatedTeamInformations(team.id);
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return true;
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},
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/**
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@@ -340,8 +330,8 @@ export default {
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// Update of lastSentLocation
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for (const team of this.teams) {
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team.lastSentLocation = team.currentLocation;
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team.locationSendDeadline = Date.now() + penaltyController.settings.allowedTimeBetweenPositionUpdate * 60 * 1000;
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timeoutHandler.setSendPositionTimeout(team.id, team.locationSendDeadline);
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team.locationSendDeadline = Date.now() + sendPositionTimeouts.duration * 60 * 1000;
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sendPositionTimeouts.set(team.id);
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sendUpdatedTeamInformations(team.id);
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}
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// Update of enemyLocation now we have the lastSentLocation of the enemy
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@@ -354,22 +344,21 @@ export default {
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/**
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* Get the most recent enemy team's location as well as setting the latest accessible location to the current one
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* @param {Number} teamId The ID of the team that will send its location
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* @returns true if the location has been sent
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*/
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sendLocation(teamId) {
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const team = this.getTeam(teamId);
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const enemyTeam = this.getTeam(team.chasing);
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if (!team || !team.currentLocation) {
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return false;
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return;
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}
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const enemyTeam = this.getTeam(team.chasing);
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team.nSentLocation++;
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enemyTeam.nObserved++;
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const dateNow = Date.now();
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// Update of events of the game
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trajectory.writeSeePosition(dateNow, teamId, team.chasing);
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// Update of locationSendDeadline
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team.locationSendDeadline = dateNow + penaltyController.settings.allowedTimeBetweenPositionUpdate * 60 * 1000;
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timeoutHandler.setSendPositionTimeout(team.id, team.locationSendDeadline);
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team.locationSendDeadline = dateNow + sendPositionTimeouts.duration * 60 * 1000;
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sendPositionTimeouts.set(team.id);
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// Update of lastSentLocation
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team.lastSentLocation = team.currentLocation;
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// Update of enemyLocation
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@@ -378,22 +367,21 @@ export default {
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// Sending new infos to the team
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sendUpdatedTeamInformations(team.id);
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sendUpdatedTeamInformations(enemyTeam.id);
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return true;
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},
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/**
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* Remove a team by its ID
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* @param {Number} teamId The id of the team to remove
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* @returns true if the team has been deleted
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*/
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removeTeam(teamId) {
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if (!this.getTeam(teamId)) {
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return false;
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return;
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}
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teamBroadcast("logout");
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this.teams = this.teams.filter(t => t.id !== teamId);
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this.updateTeamChasing();
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timeoutHandler.endSendPositionTimeout(teamId);
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return true;
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sendPositionTimeouts.clear(teamId);
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outOfZoneTimeouts.clear(teamId);
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},
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/**
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@@ -402,13 +390,12 @@ export default {
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* And the chase chain will be updated
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* @param {Number} teamId The id of the capturing team
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* @param {Number} captureCode The code sent by the capturing that only the captured team know, used to verify the authenticity of the capture
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* @returns {Boolean} if the capture has been successfull or not
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*/
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requestCapture(teamId, captureCode) {
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const team = this.getTeam(teamId);
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const enemyTeam = this.getTeam(team.chasing);
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if (!enemyTeam || enemyTeam.captureCode != captureCode) {
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return false;
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return;
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}
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team.nCaptures++;
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// Update of events of the game
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@@ -418,7 +405,6 @@ export default {
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// Sending new infos to the teams
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sendUpdatedTeamInformations(team.id);
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sendUpdatedTeamInformations(enemyTeam.id);
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return true;
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},
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/**
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@@ -429,7 +415,12 @@ export default {
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const team = this.getTeam(teamId);
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team.captured = true;
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team.finishDate = Date.now();
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timeoutHandler.endSendPositionTimeout(teamId);
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sendPositionTimeouts.clear(teamId);
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outOfZoneTimeouts.clear(teamId);
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this.updateTeamChasing();
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},
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}
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handicapTeam(teamId) {
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// TODO
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}
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}
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