mirror of
https://git.rezel.net/LudoTech/traque.git
synced 2026-02-09 02:10:18 +01:00
Merge branch 'main' of github.com:quentinrsl/traque
This commit is contained in:
@@ -1,3 +1,5 @@
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import { isInCircle } from "./map_utils.js";
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const GameState = {
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SETUP: "setup",
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PLACEMENT: "placement",
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@@ -15,6 +17,10 @@ export default class Game {
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if(Object.values(GameState).indexOf(newState) == -1) {
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return false;
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}
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//The game has started
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if(this.state == GameState.PLACEMENT && newState == GameState.PLAYING) {
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this.initLastSentLocations();
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}
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this.state = newState;
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return true;
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}
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@@ -43,7 +49,8 @@ export default class Game {
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enemyLocation: null,
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captureCode: this.createCaptureCode(),
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sockets: [],
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startingArea: null
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startingArea: null,
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ready: false,
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});
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this.updateTeamChasing();
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return true;
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@@ -80,27 +87,30 @@ export default class Game {
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return t;
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}
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})
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console.log(this.teams)
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return true;
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}
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// renameTeam(teamId, newName) {
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// let team = this.getTeam(teamId);
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// if(team == undefined) {
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// return false;
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// }
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// team.name = newName;
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// return true;
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// }
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updateLocation(teamId, location) {
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let team = this.getTeam(teamId);
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if(team == undefined) {
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return false;
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}
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team.currentLocation = location;
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//Update the team ready status if they are in their starting area
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if(this.state == GameState.PLACEMENT && team.startingArea && team.startingArea && location) {
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team.ready = isInCircle(location, [team.startingArea.center.lat, team.startingArea.center.lng], team.startingArea.radius)
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}
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return true;
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}
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//Make it so that when a team requests the location of a team that has never sent their locaiton
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//Their position at the begining of the game is sent
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initLastSentLocations() {
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for(let team of this.teams) {
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team.lastSentLocation = team.currentLocation;
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}
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}
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sendLocation(teamId) {
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let team = this.getTeam(teamId);
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if(team == undefined) {
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@@ -40,14 +40,20 @@ function secureBroadcast(event, data) {
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}
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function teamBroadcast(teamId, event, data) {
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for(let socketId of game.getTeam(teamId).sockets) {
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io.of("player").to(socketId).emit(event,data)
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for (let socketId of game.getTeam(teamId).sockets) {
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io.of("player").to(socketId).emit(event, data)
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}
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}
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function playersBroadcast(event,data) {
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for(let team of game.teams) {
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teamBroadcast(team.id,event,data);
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function playersBroadcast(event, data) {
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for (let team of game.teams) {
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teamBroadcast(team.id, event, data);
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}
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}
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function logoutPlayer(id) {
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for (let team of game.teams) {
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team.sockets = team.sockets.filter((sid) => sid != id);
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}
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}
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@@ -70,6 +76,10 @@ io.of("admin").on("connection", (socket) => {
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loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
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});
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socket.on("logout", () => {
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loggedInSockets = loggedInSockets.filter(s => s !== socket.id);
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})
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//User is attempting to log in
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socket.on("login", (password) => {
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if (password === ADMIN_PASSWORD && !loggedIn) {
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@@ -87,40 +97,40 @@ io.of("admin").on("connection", (socket) => {
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//User is attempting to add a new team
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socket.on("add_team", (teamName) => {
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if(!loggedIn) {
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if (!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.addTeam(teamName)) {
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if (game.addTeam(teamName)) {
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secureBroadcast("teams", game.teams);
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}else {
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} else {
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socket.emit("error", "Error adding team");
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}
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});
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//User is attempting to remove a team
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socket.on("remove_team", (teamId) => {
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if(!loggedIn) {
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if (!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.removeTeam(teamId)) {
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if (game.removeTeam(teamId)) {
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secureBroadcast("teams", game.teams);
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}else {
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} else {
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socket.emit("error", "Error removing team");
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}
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});
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//User is attempting to change the game state
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socket.on("change_state", (state) => {
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if(!loggedIn) {
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if (!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.setState(state)) {
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if (game.setState(state)) {
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secureBroadcast("game_state", game.state);
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playersBroadcast("game_state", game.state)
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}else {
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} else {
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socket.emit("error", "Error setting state");
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}
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});
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@@ -129,11 +139,11 @@ io.of("admin").on("connection", (socket) => {
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//Note that we never check if the new order contains the same teams as the old order, so it behaves more like a setTeams function
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//But the frontend should always send the same teams in a different order
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socket.on("reorder_teams", (newOrder) => {
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if(!loggedIn) {
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if (!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.reorderTeams(newOrder)) {
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if (game.reorderTeams(newOrder)) {
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secureBroadcast("teams", game.teams);
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} else {
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socket.emit("error", "Error reordering teams");
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@@ -141,11 +151,11 @@ io.of("admin").on("connection", (socket) => {
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});
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socket.on("update_team", (teamId, newTeam) => {
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if(!loggedIn) {
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if (!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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if(game.updateTeam(teamId, newTeam)) {
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if (game.updateTeam(teamId, newTeam)) {
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secureBroadcast("teams", game.teams);
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sendUpdatedTeamInformations(teamId)
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}
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@@ -154,11 +164,11 @@ io.of("admin").on("connection", (socket) => {
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//Request an update of the team list
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//We only reply to the sender to prevent spam
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socket.on("get_teams", () => {
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if(!loggedIn) {
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if (!loggedIn) {
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socket.emit("error", "Not logged in");
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return;
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}
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socket.emit("teams", game.teams);
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socket.emit("teams", game.teams);
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});
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});
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@@ -173,7 +183,8 @@ function sendUpdatedTeamInformations(teamId) {
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currentLocation: team.currentLocation,
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lastSentLocation: team.lastSentLocation,
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captureCode: team.captureCode,
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startingArea: team.startingArea
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startingArea: team.startingArea,
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ready: team.ready
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})
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})
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}
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@@ -184,46 +195,50 @@ io.of("player").on("connection", (socket) => {
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socket.on("disconnect", () => {
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console.log("user disconnected");
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if(teamId !== null && game.getTeam(teamId) !== undefined){
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game.getTeam(teamId).sockets = game.getTeam(teamId).sockets.filter(s => s !== socket.id);
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}
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logoutPlayer(socket.id)
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});
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socket.on("login", (loginTeamId) => {
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if(game.getTeam(loginTeamId) === undefined) {
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if (game.getTeam(loginTeamId) === undefined) {
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socket.emit("login_response", false);
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return;
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}
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logoutPlayer(socket.id)
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teamId = loginTeamId;
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let team = game.getTeam(loginTeamId);
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team.sockets.push(socket.id);
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socket.emit("login_response", true);
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sendUpdatedTeamInformations(loginTeamId);
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socket.emit("login_response", true);
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socket.emit("game_state", game.state)
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});
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socket.on("logout", () => {
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logoutPlayer(socket.id);
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})
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socket.on("update_position", (position) => {
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// Only the first player to connect to the team socket can update the current position
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// This is done to prevent multiple clients from sending slightly different prosition back and forth
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// Making the point jitter on the map
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if(!teamId) {
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if (!teamId) {
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socket.emit("error", "not logged in yet");
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return;
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}
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if(game.getTeam(teamId).sockets.indexOf(socket.id) == 0) {
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let team = game.getTeam(teamId)
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if (team.sockets.indexOf(socket.id) == 0) {
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game.updateLocation(teamId, position);
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teamBroadcast(teamId, "update_team", {currentLocation: position});
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teamBroadcast(teamId, "update_team", { currentLocation: team.currentLocation, ready: team.ready });
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}
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});
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socket.on("send_position", () => {
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game.sendLocation(teamId);
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let team = game.getTeam(teamId);
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if(team === undefined) {
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if (team === undefined) {
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socket.emit("error", "Team not found");
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return;
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}
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game.updateTeamChasing();
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teamBroadcast(teamId, "update_team", {enemyLocation: team.enemyLocation});
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teamBroadcast(teamId, "update_team", { enemyLocation: team.enemyLocation });
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});
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});
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21
traque-back/map_utils.js
Normal file
21
traque-back/map_utils.js
Normal file
@@ -0,0 +1,21 @@
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function getDistanceFromLatLon([lat1, lon1], [lat2, lon2]) {
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var R = 6371; // Radius of the earth in km
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var dLat = deg2rad(lat2-lat1); // deg2rad below
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var dLon = deg2rad(lon2-lon1);
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var a =
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Math.sin(dLat/2) * Math.sin(dLat/2) +
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Math.cos(deg2rad(lat1)) * Math.cos(deg2rad(lat2)) *
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Math.sin(dLon/2) * Math.sin(dLon/2)
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;
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var c = 2 * Math.atan2(Math.sqrt(a), Math.sqrt(1-a));
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var d = R * c; // Distance in km
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return d * 1000;
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}
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function deg2rad(deg) {
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return deg * (Math.PI/180)
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}
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export function isInCircle(position, center, radius) {
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return getDistanceFromLatLon(position, center) < radius;
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}
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