Ajout zones en pavage + fix dockefiles

This commit is contained in:
Sébastien Rivière
2025-06-25 14:34:29 +02:00
parent adcf6f031e
commit 8919a49513
48 changed files with 1074 additions and 714 deletions

View File

@@ -5,7 +5,7 @@ FROM node:22-alpine
WORKDIR /app
# Copy package.json and package-lock.json to the /app directory
COPY package.json package-lock.json ./
COPY package.json package-lock.json* ./
# Install dependencies
RUN npm install

View File

@@ -8,7 +8,7 @@ WORKDIR /app
ENV NODE_ENV=development
# Copy package.json and package-lock.json to the /app directory
COPY package.json package-lock.json ./
COPY package.json package-lock.json* ./
# Install dependencies
RUN npm install

View File

@@ -5,7 +5,7 @@ This module also exposes functions to send messages via socket to all admins
*/
import { io } from "./index.js";
import game from "./game.js"
import zone from "./zone_manager.js"
import zoneManager from "./zone_manager.js"
import penaltyController from "./penalty_controller.js";
import { playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
import { createHash } from "crypto";
@@ -57,12 +57,11 @@ export function initAdminSocketHandler() {
// Other settings that need initialization
socket.emit("penalty_settings", penaltyController.settings)
socket.emit("game_settings", game.settings)
socket.emit("zone_settings", zone.zoneSettings)
socket.emit("zone", zone.currentZone)
socket.emit("new_zone", {
begin: zone.currentStartZone,
end: zone.nextZone,
endDate: zone.nextZoneDate,
socket.emit("zone_settings", zoneManager.settings)
socket.emit("current_zone", {
begin: zoneManager.getCurrentZone(),
end: zoneManager.getNextZone(),
endDate: zoneManager.currentZoneEndDate,
})
} else {
// Attempt unsuccessful
@@ -89,11 +88,11 @@ export function initAdminSocketHandler() {
socket.emit("error", "Not logged in");
return;
}
if (!game.setZoneSettings(settings)) {
if (!zoneManager.changeSettings(settings)) {
socket.emit("error", "Error changing zone");
socket.emit("zone_settings", zone.zoneSettings) // Still broadcast the old config to the client who submited an incorrect config to keep the client up to date
socket.emit("zone_settings", zoneManager.settings)
} else {
secureAdminBroadcast("zone_settings", zone.zoneSettings)
secureAdminBroadcast("zone_settings", zoneManager.settings)
}
})

View File

@@ -3,12 +3,44 @@ This module manages the main game state, the teams, the settings and the game lo
*/
import { secureAdminBroadcast } from "./admin_socket.js";
import { playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
import { isInCircle, getDistanceFromLatLon } from "./map_utils.js";
import timeoutHandler from "./timeoutHandler.js";
import penaltyController from "./penalty_controller.js";
import zoneManager from "./zone_manager.js";
import trajectory from "./trajectory.js";
/**
* Compute the distance between two points givent their longitude and latitude
* @param {Object} pos1 The first position
* @param {Object} pos2 The second position
* @returns the distance between the two positions in meters
* @see https://gist.github.com/miguelmota/10076960
*/
function getDistanceFromLatLon({ lat: lat1, lng: lon1 }, { lat: lat2, lng: lon2 }) {
const degToRad = (deg) => deg * (Math.PI / 180);
var R = 6371; // Radius of the earth in km
var dLat = degToRad(lat2 - lat1);
var dLon = degToRad(lon2 - lon1);
var a =
Math.sin(dLat / 2) * Math.sin(dLat / 2) +
Math.cos(degToRad(lat1)) * Math.cos(degToRad(lat2)) *
Math.sin(dLon / 2) * Math.sin(dLon / 2)
;
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
var d = R * c; // Distance in km
return d * 1000;
}
/**
* Check if a GPS point is in a circle
* @param {Object} position The position to check, an object with lat and lng fields
* @param {Object} center The center of the circle, an object with lat and lng fields
* @param {Number} radius The radius of the circle in meters
* @returns
*/
function isInCircle(position, center, radius) {
return getDistanceFromLatLon(position, center) < radius;
}
/**
* The possible states of the game
*/
@@ -56,7 +88,7 @@ export default {
switch (newState) {
case GameState.SETUP:
trajectory.stop();
zoneManager.reset();
zoneManager.stop();
penaltyController.stop();
timeoutHandler.endAllSendPositionTimeout();
for (let team of this.teams) {
@@ -77,28 +109,38 @@ export default {
this.updateTeamChasing();
break;
case GameState.PLACEMENT:
if (this.teams.length < 3) {
secureAdminBroadcast("game_state", {state: this.state, startDate: this.startDate});
return false;
}
trajectory.stop();
zoneManager.reset();
zoneManager.stop();
penaltyController.stop();
timeoutHandler.endAllSendPositionTimeout();
this.startDate = null;
break;
case GameState.PLAYING:
if (!zoneManager.start()) {
if (this.teams.length < 3) {
secureAdminBroadcast("game_state", {state: this.state, startDate: this.startDate});
return false;
}
trajectory.start();
zoneManager.start();
penaltyController.start();
this.initLastSentLocations();
this.startDate = Date.now();
break;
case GameState.FINISHED:
if (this.state != GameState.PLAYING) {
secureAdminBroadcast("game_state", {state: this.state, startDate: this.startDate});
return false;
}
for (const team of this.teams) {
if (!team.finishDate) team.finishDate = Date.now();
}
trajectory.stop();
zoneManager.stop();
penaltyController.stop();
zoneManager.reset();
timeoutHandler.endAllSendPositionTimeout();
break;
}
@@ -379,28 +421,4 @@ export default {
timeoutHandler.endSendPositionTimeout(teamId);
this.updateTeamChasing();
},
/**
* Change the settings of the Zone manager
* The game should not be in PLAYING or FINISHED state
* @param {Object} newSettings The object containing the settings to be changed
* @returns false if failed
*/
setZoneSettings(newSettings) {
if ('min' in newSettings || 'max' in newSettings) {
const min = newSettings.min ?? zoneManager.zoneSettings.min;
const max = newSettings.max ?? zoneManager.zoneSettings.max;
// The end zone must be included in the start zone
if (!isInCircle(min.center, max.center, max.radius-min.radius)) {
return false;
}
}
zoneManager.udpateSettings(newSettings);
if (this.state == GameState.PLAYING || this.state == GameState.FINISHED) {
if (!zoneManager.start()) {
return false;
}
}
return true;
}
}

View File

@@ -1,40 +0,0 @@
/**
* Convert a angle from degree to radian
* @param {Number} deg angle in degree
* @returns angle in radian
*/
function degToRad(deg) {
return deg * (Math.PI / 180);
}
/**
* Compute the distance between two points givent their longitude and latitude
* @param {Object} pos1 The first position
* @param {Object} pos2 The second position
* @returns the distance between the two positions in meters
* @see https://gist.github.com/miguelmota/10076960
*/
export function getDistanceFromLatLon({ lat: lat1, lng: lon1 }, { lat: lat2, lng: lon2 }) {
var R = 6371; // Radius of the earth in km
var dLat = degToRad(lat2 - lat1);
var dLon = degToRad(lon2 - lon1);
var a =
Math.sin(dLat / 2) * Math.sin(dLat / 2) +
Math.cos(degToRad(lat1)) * Math.cos(degToRad(lat2)) *
Math.sin(dLon / 2) * Math.sin(dLon / 2)
;
var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
var d = R * c; // Distance in km
return d * 1000;
}
/**
* Check if a GPS point is in a circle
* @param {Object} position The position to check, an object with lat and lng fields
* @param {Object} center The center of the circle, an object with lat and lng fields
* @param {Number} radius The radius of the circle in meters
* @returns
*/
export function isInCircle(position, center, radius) {
return getDistanceFromLatLon(position, center) < radius;
}

View File

@@ -1,11 +1,10 @@
/*
This module manages the verification of the game rules and the penalties.
*/
import { isInCircle } from "./map_utils.js";
import { sendUpdatedTeamInformations, teamBroadcast } from "./team_socket.js";
import { secureAdminBroadcast } from "./admin_socket.js";
import game, { GameState } from "./game.js";
import zone from "./zone_manager.js";
import zoneManager from "./zone_manager.js";
export default {
// Object mapping team id to the date they left the zone as a UNIX millisecond timestamp
@@ -115,10 +114,10 @@ export default {
game.teams.forEach((team) => {
if (team.captured) { return }
//All the informations are not ready yet
if (team.currentLocation == null || zone.currentZone == null) {
if (team.currentLocation == null || !zoneManager.isRunning) {
return;
}
if (!isInCircle({ lat: team.currentLocation[0], lng: team.currentLocation[1] }, zone.currentZone.center, zone.currentZone.radius)) {
if (!zoneManager.isInCircle({ lat: team.currentLocation[0], lng: team.currentLocation[1] })) {
//The team was not previously out of the zone
if (!this.outOfBoundsSince[team.id]) {
this.outOfBoundsSince[team.id] = Date.now();

View File

@@ -6,7 +6,7 @@ This module also exposes functions to send messages via socket to all teams
import { secureAdminBroadcast } from "./admin_socket.js";
import { io } from "./index.js";
import game from "./game.js";
import zone from "./zone_manager.js";
import zoneManager from "./zone_manager.js";
/**
* Send a socket message to all the players of a team
@@ -97,11 +97,10 @@ export function initTeamSocket() {
socket.emit("login_response", true);
socket.emit("game_state", game.state);
socket.emit("game_settings", game.settings);
socket.emit("zone", zone.currentZone);
socket.emit("new_zone", {
begin: zone.currentStartZone,
end: zone.nextZone,
endDate: zone.nextZoneDate,
socket.emit("zone", {
begin: zoneManager.getCurrentZone(),
end: zoneManager.getNextZone(),
endDate: zoneManager.currentZoneEndDate,
})
callback({ isLoggedIn : true, message: "Logged in"});
});

View File

@@ -1,237 +1,230 @@
/*
This module manages the play area during the game, shrinking it over time based of some settings.
*/
import { randomCirclePoint } from 'random-location'
import { isInCircle } from './map_utils.js';
import { playersBroadcast } from './team_socket.js';
import { secureAdminBroadcast } from './admin_socket.js';
/**
* Scale a value that is known to be in a range to a new range
* for instance map(50,0,100,1000,2000) will return 1500 as 50 is halfway between 0 and 100 and 1500 is halfway through 1000 and 2000
* @param {Number} value value to map
* @param {Number} oldMin minimum value of the number
* @param {Number} oldMax maximum value of the number
* @param {Number} newMin minimum value of the output
* @param {Number} newMax maximum value of the output
* @returns
*/
function map(value, oldMin, oldMax, newMin, newMax) {
return ((value - oldMin) / (oldMax - oldMin)) * (newMax - newMin) + newMin;
/* -------------------------------- Useful functions and constants -------------------------------- */
const EARTH_RADIUS = 6_371_000; // Radius of the earth in m
function haversine_distance({ lat: lat1, lng: lon1 }, { lat: lat2, lng: lon2 }) {
const degToRad = (deg) => deg * (Math.PI / 180);
const dLat = degToRad(lat2 - lat1);
const dLon = degToRad(lon2 - lon1);
const a = Math.sin(dLat / 2) * Math.sin(dLat / 2) + Math.cos(degToRad(lat1)) * Math.cos(degToRad(lat2)) * Math.sin(dLon / 2) * Math.sin(dLon / 2);
const c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1 - a));
return c * EARTH_RADIUS;
}
function latlngEqual(latlng1, latlng2, epsilon = 1e-9) {
return Math.abs(latlng1.lat - latlng2.lat) < epsilon && Math.abs(latlng1.lng - latlng2.lng) < epsilon;
}
/* -------------------------------- Polygon zones -------------------------------- */
const defaultPolygonSettings = { polygons: [], durations: [] };
function polygonZone(points, duration) {
return {
points: points,
duration: duration,
isInZone(location) {
const {lat: x, lng: y} = location;
let inside = false;
for (let i = 0, j = this.points.length - 1; i < this.points.length; j = i++) {
const {lat: xi, lng: yi} = this.points[i];
const {lat: xj, lng: yj} = this.points[j];
const intersects = ((yi > y) !== (yj > y)) && (x < ((xj - xi) * (y - yi)) / (yj - yi) + xi);
if (intersects) inside = !inside;
}
return inside;
}
}
}
function mergePolygons(poly1, poly2) {
// poly1 and poly2 are clockwise, not overlaping and touching polygons. If those two polygons were on a map, they would be
// one against each other, and the merge would make a new clockwise polygon out of the outer border of the two polygons.
// If it happens that poly1 and poly2 are not touching, poly1 would be returned untouched.
// Basically because polygons are clockwise, the alogorithm starts from a point A in poly1 not shared by poly2, and
// when a point is shared by poly1 and poly2, the algorithm continues in poly2, and so on until point A.
const getPointIndex = (point, array) => {
for (let i = 0; i < array.length; i++) {
if (latlngEqual(array[i], point)) return i;
}
return -1;
}
// Find the index of the first point of poly1 that doesn't belong to merge (it exists)
let i = 0;
while (getPointIndex(poly1[i], poly2) != -1) i++;
// Starting the merge from that point
const merge = [poly1[i]];
i = (i + 1) % poly1.length;
let currentArray = poly1;
let otherArray = poly2;
while (!latlngEqual(currentArray[i], merge[0])) {
const j = getPointIndex(currentArray[i], otherArray);
if (j != -1) {
[currentArray, otherArray] = [otherArray, currentArray];
i = j;
}
merge.push(currentArray[i]);
i = (i + 1) % currentArray.length;
}
return merge;
}
function polygonSettingsToZones(settings) {
const { polygons, durations } = settings;
const reversedPolygons = polygons.slice().reverse();
const reversedDurations = durations.slice().reverse();
const zones = [];
for (let i = 0; i < reversedPolygons.length; i++) {
const polygon =reversedPolygons[i];
const duration = reversedDurations[i];
const length = zones.length;
if (length == 0) {
zones.push(polygonZone(
polygon,
duration
));
} else {
zones.push(polygonZone(
mergePolygons(zones[length-1].points, polygon),
duration
));
}
}
return zones.slice().reverse();
}
/* -------------------------------- Circle zones -------------------------------- */
const defaultCircleSettings = { min: null, max: null, reductionCount: 4, duration: 1 };
function circleZone(center, radius, duration) {
return {
center: center,
radius: radius,
duration: duration,
isInZone(location) {
return haversine_distance(center, location) < this.radius;
}
}
}
function circleSettingsToZones(settings) {
const {min, max, reductionCount, duration} = settings;
if (haversine_distance(max.center, min.center) > max.radius - min.radius) {
return null;
}
const zones = [circleZone(max.center, max.radius, duration)];
const radiusReductionLength = (max.radius - min.radius) / reductionCount;
let center = max.center;
let radius = max.radius;
for (let i = 1; i < reductionCount; i++) {
radius -= radiusReductionLength;
let new_center = null;
while (!new_center || haversine_distance(new_center, min.center) > radius - min.radius) {
const angle = Math.random() * 2 * Math.PI;
const angularDistance = Math.sqrt(Math.random()) * radiusReductionLength / EARTH_RADIUS;
const lat0Rad = center.lat * Math.PI / 180;
const lon0Rad = center.lng * Math.PI / 180;
const latRad = Math.asin(
Math.sin(lat0Rad) * Math.cos(angularDistance) +
Math.cos(lat0Rad) * Math.sin(angularDistance) * Math.cos(angle)
);
const lonRad = lon0Rad + Math.atan2(
Math.sin(angle) * Math.sin(angularDistance) * Math.cos(lat0Rad),
Math.cos(angularDistance) - Math.sin(lat0Rad) * Math.sin(latRad)
);
new_center = {lat: latRad * 180 / Math.PI, lng: lonRad * 180 / Math.PI};
}
center = new_center;
zones.push(circleZone(center, radius, duration))
}
zones.push(circleZone(min.center, min.radius, 0));
return zones;
}
/* -------------------------------- Zone manager -------------------------------- */
export default {
//Setings storing where the zone will start, end and how it should evolve
//The zone will start by staying at its max value for reductionInterval minutes
//and then reduce during reductionDuration minutes, then wait again...
//The reduction factor is such that after reductionCount the zone will be the min zone
zoneSettings: {
min: { center: null, radius: null },
max: { center: null, radius: null },
reductionCount: 2,
reductionDuration: 1,
reductionInterval: 1,
updateIntervalSeconds: 1,
},
isRunning: false,
zones: [], // A zone has to be connected space that doesn't contain an earth pole
currentZone: { id: 0, timeoutId: null, endDate: null },
settings: defaultPolygonSettings,
nextZoneDecrement: null,
//Live location of the zone
currentZone: { center: null, radius: null },
//If the zone is shrinking, this is the target of the current shrinking
//If the zone is not shrinking, this will be the target of the next shrinking
nextZone: { center: null, radius: null },
//Zone at the begining of the shrinking
currentStartZone: { center: null, radius: null },
startDate: null,
started: false,
updateIntervalId: null,
nextZoneTimeoutId: null,
nextZoneDate: null,
/**
* Test if a given configuration object is valid, i.e if all needed values are well defined
* @param {Object} settings Settings object describing a config of a zone manager
* @returns if the config is correct
*/
validateSettings(settings) {
if (settings.reductionCount && (typeof settings.reductionCount != "number" || settings.reductionCount <= 0)) { return false }
if (settings.reductionDuration && (typeof settings.reductionDuration != "number" || settings.reductionDuration < 0)) { return false }
if (settings.reductionInterval && (typeof settings.reductionInterval != "number" || settings.reductionInterval < 0)) { return false }
if (settings.updateIntervalSeconds && (typeof settings.updateIntervalSeconds != "number" || settings.updateIntervalSeconds <= 0)) { return false }
if (settings.max && (typeof settings.max.radius != "number" || typeof settings.max.center.lat != "number" || typeof settings.max.center.lng != "number")) { return false }
if (settings.min && (typeof settings.min.radius != "number" || typeof settings.min.center.lat != "number" || typeof settings.min.center.lng != "number")) { return false }
return true;
},
/**
* Test if the zone manager is ready to start
* @returns true if the zone manager is ready to be started, false otherwise
*/
ready() {
return this.validateSettings(this.zoneSettings);
},
/**
* Update the settings of the zone, this can be done by passing an object containing the settings to change.
* Unless specified, the durations are in minutes
* Default config :
* `this.zoneSettings = {
* min: {center: null, radius: null},
* max: {center: null, radius: null},
* reductionCount: 2,
* reductionDuration: 10,
* reductionInterval: 10,
* updateIntervalSeconds: 10,
* }`
* @param {Object} newSettings The fields of the settings to udpate
* @returns
*/
udpateSettings(newSettings) {
//validate settings
this.zoneSettings = { ...this.zoneSettings, ...newSettings };
this.nextZoneDecrement = (this.zoneSettings.max.radius - this.zoneSettings.min.radius) / this.zoneSettings.reductionCount;
return true;
},
/**
* Reinitialize the object and stop all the tasks
*/
reset() {
this.currentZoneCount = 0;
this.started = false;
if (this.updateIntervalId != null) {
clearInterval(this.updateIntervalId);
this.updateIntervalId = null;
}
if (this.nextZoneTimeoutId != null) {
clearTimeout(this.nextZoneTimeoutId);
this.nextZoneTimeoutId = null;
}
},
/**
* Start the zone reduction sequence
*/
start() {
if (!this.ready()) return false;
this.reset();
this.started = true;
this.startDate = new Date();
//initialize the zone to its max value
this.nextZone = JSON.parse(JSON.stringify(this.zoneSettings.max));
this.currentStartZone = JSON.parse(JSON.stringify(this.zoneSettings.max));
this.currentZone = JSON.parse(JSON.stringify(this.zoneSettings.max));
return this.setNextZone();
this.isRunning = true;
this.currentZone.id = -1;
this.goNextZone();
},
/**
* Get the center of the next zone, this center need to satisfy two properties
* - it needs to be included in the current zone, this means that this new point should lie in the circle of center currentZone.center and radius currentZone.radius - newRadius
* - it needs to include the last zone, which means that the center must lie in the center of center min.center and of radius newRadius - min.radius
* @param newRadius the radius that the new zone will have
* @returns the coordinates of the new center as an object with lat and long fields
*/
getRandomNextCenter(newRadius) {
let ok = false;
let res = null
let tries = 0;
const MAX_TRIES = 100000
//take a random point satisfying both conditions
while (tries++ < MAX_TRIES && !ok) {
res = randomCirclePoint({ latitude: this.currentZone.center.lat, longitude: this.currentZone.center.lng }, this.currentZone.radius - newRadius);
ok = (isInCircle({ lat: res.latitude, lng: res.longitude }, this.zoneSettings.min.center, newRadius - this.zoneSettings.min.radius))
}
if (tries >= MAX_TRIES) {
return false;
}
return {
lat: res.latitude,
lng: res.longitude
stop() {
this.isRunning = false;
clearTimeout(this.currentZone.timeoutId);
},
goNextZone() {
this.currentZone.id++;
if (this.currentZone.id >= this.zones.length) return;
this.currentZone.timeoutId = setTimeout(() => this.goNextZone(), this.getCurrentZone().duration * 60 * 1000);
this.currentZone.endDate = Date.now() + this.getCurrentZone().duration * 60 * 1000;
this.zoneBroadcast();
},
getCurrentZone() {
return this.zones[this.currentZone.id];
},
getNextZone() {
if (this.currentZone.id + 1 < this.zones.length) {
return this.zones[this.currentZone.id + 1];
} else {
return this.zones[this.currentZone.id];
}
},
/**
* Compute the next zone satifying the given settings, update the nextZone and currentStartZone
* Wait for the appropriate duration before starting a new zone reduction if needed
*/
setNextZone() {
this.nextZoneDate = Date.now() + this.zoneSettings.reductionInterval * 60 * 1000;
//At this point, nextZone == currentZone, we need to update the next zone, the raidus decrement, and start a timer before the next shrink
//last zone
if (this.currentZoneCount == this.zoneSettings.reductionCount) {
this.nextZone = JSON.parse(JSON.stringify(this.zoneSettings.min))
this.currentStartZone = JSON.parse(JSON.stringify(this.zoneSettings.min))
} else if (this.currentZoneCount == this.zoneSettings.reductionCount - 1) {
this.currentStartZone = JSON.parse(JSON.stringify(this.currentZone))
this.nextZone = JSON.parse(JSON.stringify(this.zoneSettings.min))
this.nextZoneTimeoutId = setTimeout(() => this.startShrinking(), 1000 * 60 * this.zoneSettings.reductionInterval)
this.currentZoneCount++;
} else if (this.currentZoneCount < this.zoneSettings.reductionCount) {
this.nextZone.center = this.getRandomNextCenter(this.nextZone.radius - this.nextZoneDecrement)
//Next center cannot be found
if (this.nextZone.center === false) {
console.log("no center")
return false;
}
this.nextZone.radius -= this.nextZoneDecrement;
this.currentStartZone = JSON.parse(JSON.stringify(this.currentZone))
this.nextZoneTimeoutId = setTimeout(() => this.startShrinking(), 1000 * 60 * this.zoneSettings.reductionInterval)
this.currentZoneCount++;
isInZone(location) {
if (this.zones.length == 0) {
return true;
} else {
return this.getCurrentZone().isInZone(location);
}
this.onZoneUpdate(JSON.parse(JSON.stringify(this.currentStartZone)))
this.onNextZoneUpdate({
begin: JSON.parse(JSON.stringify(this.currentStartZone)),
end: JSON.parse(JSON.stringify(this.nextZone)),
endDate: JSON.parse(JSON.stringify(this.nextZoneDate)),
})
},
changeSettings(settings) {
const zones = polygonSettingsToZones(settings);
if (!zones) return false;
this.zones = zones;
this.settings = settings;
this.zoneBroadcast();
return true;
},
/*
* Start a task that will run periodically updatinng the zone size, and calling the onZoneUpdate callback
* This will also periodically check if the reduction is over or not
* If the reduction is over this function will call setNextZone
*/
startShrinking() {
this.nextZoneDate = Date.now() + this.zoneSettings.reductionDuration * 60 * 1000;
this.onZoneUpdateStart(JSON.parse(JSON.stringify(this.nextZoneDate)));
const startTime = new Date();
this.updateIntervalId = setInterval(() => {
const completed = ((new Date() - startTime) / (1000 * 60)) / this.zoneSettings.reductionDuration;
this.currentZone.radius = map(completed, 0, 1, this.currentStartZone.radius, this.nextZone.radius)
this.currentZone.center.lat = map(completed, 0, 1, this.currentStartZone.center.lat, this.nextZone.center.lat)
this.currentZone.center.lng = map(completed, 0, 1, this.currentStartZone.center.lng, this.nextZone.center.lng)
this.onZoneUpdate(JSON.parse(JSON.stringify(this.currentZone)))
//Zone shrinking is over
if (completed >= 1) {
clearInterval(this.updateIntervalId);
this.updateIntervalId = null;
this.setNextZone();
return;
}
}, this.zoneSettings.updateIntervalSeconds * 1000);
zoneBroadcast() {
const zone = {
begin: this.getCurrentZone(),
end: this.getNextZone(),
endDate:this.currentZone.endDate,
};
playersBroadcast("current_zone", zone);
secureAdminBroadcast("current_zone", zone);
},
//a call to onNextZoneUpdate will be made when the zone reduction ends and a new next zone is announced
onNextZoneUpdate(newZone) {
playersBroadcast("new_zone", newZone)
secureAdminBroadcast("new_zone", newZone)
},
//a call to onZoneUpdateStart will be made when the zone reduction starts
onZoneUpdateStart(date) {
playersBroadcast("zone_start", date)
secureAdminBroadcast("zone_start", date)
},
//a call to onZoneUpdate will be made every updateIntervalSeconds when the zone is changing
onZoneUpdate(zone) {
playersBroadcast("zone", zone)
secureAdminBroadcast("zone", zone)
},
}
}