Files
traque/traque-back/game.js
2024-06-08 08:10:27 +00:00

231 lines
7.2 KiB
JavaScript

import { secureAdminBroadcast } from "./admin_socket.js";
import { penaltyController } from "./index.js";
import { isInCircle } from "./map_utils.js";
import { playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
import { resetZone } from "./zone_manager.js";
export const GameState = {
SETUP: "setup",
PLACEMENT: "placement",
PLAYING: "playing",
FINISHED: "finished"
}
export default class Game {
constructor() {
this.teams = [];
this.state = GameState.SETUP;
this.settings = {
loserEndGameMessage: "",
winnerEndGameMessage: "",
capturedMessage: "",
waitingMessage: "Jeu en préparation, veuillez patienter."
}
}
changeSettings(newSettings) {
this.settings = {...this.settings, ...newSettings};
return true;
}
setState(newState) {
if (Object.values(GameState).indexOf(newState) == -1) {
return false;
}
//The game has started
if (newState == GameState.PLAYING) {
penaltyController.start();
this.initLastSentLocations();
}
if (newState != GameState.PLAYING) {
penaltyController.stop();
}
//Game reset
if (newState == GameState.SETUP) {
for (let team of this.teams) {
team.penalties = 0;
team.captured = false;
team.enemyLocation = null;
team.enemyName = null;
team.currentLocation = null;
team.lastSentLocation = null;
}
this.updateTeamChasing();
}
this.state = newState;
return true;
}
getNewTeamId() {
let id = null;
while (id === null || this.teams.find(t => t.id === id)) {
id = Math.floor(Math.random() * 1_000_000);
}
return id;
}
createCaptureCode() {
return Math.floor(Math.random() * 10000)
}
addTeam(teamName) {
let id = this.getNewTeamId();
this.teams.push({
id: id,
name: teamName,
chasing: null,
chased: null,
currentLocation: null,
lastSentLocation: null,
locationSendDeadline: null,
enemyLocation: null,
enemyName: null,
captureCode: this.createCaptureCode(),
sockets: [],
startingArea: null,
ready: false,
captured: false,
penalties: 0,
});
this.updateTeamChasing();
return true;
}
playingTeamCount() {
let res = 0;
this.teams.forEach((t) => {
if (!t.captured) {
res++;
}
})
return res;
}
updateTeamChasing() {
if (this.playingTeamCount() <= 2) {
if (this.state == GameState.PLAYING) {
this.finishGame()
}
return false;
}
let firstTeam = null;
let previousTeam = null
for (let i = 0; i < this.teams.length; i++) {
if (!this.teams[i].captured) {
if (previousTeam != null) {
this.teams[i].chased = previousTeam;
this.getTeam(previousTeam).chasing = this.teams[i].id;
this.getTeam(previousTeam).enemyName = this.teams[i].name;
} else {
firstTeam = this.teams[i].id;
}
previousTeam = this.teams[i].id
}
}
this.getTeam(firstTeam).chased = previousTeam;
this.getTeam(previousTeam).chasing = firstTeam;
this.getTeam(previousTeam).enemyName = this.getTeam(firstTeam).name;
secureAdminBroadcast("teams", this.teams)
return true;
}
reorderTeams(newOrder) {
this.teams = newOrder;
return this.updateTeamChasing();
}
getTeam(teamId) {
return this.teams.find(t => t.id === teamId);
}
updateTeam(teamId, newTeam) {
this.teams = this.teams.map((t) => {
if (t.id == teamId) {
return { ...t, ...newTeam }
} else {
return t;
}
})
this.updateTeamChasing();
penaltyController.checkPenalties();
return true;
}
updateLocation(teamId, location) {
let team = this.getTeam(teamId);
if (team == undefined) {
return false;
}
team.currentLocation = location;
//Update the team ready status if they are in their starting area
if (this.state == GameState.PLACEMENT && team.startingArea && team.startingArea && location) {
team.ready = isInCircle({ lat: location[0], lng: location[1] }, team.startingArea.center, team.startingArea.radius)
}
return true;
}
//Make it so that when a team requests the location of a team that has never sent their locaiton
//Their position at the begining of the game is sent
initLastSentLocations() {
for (let team of this.teams) {
team.lastSentLocation = team.currentLocation;
team.locationSendDeadline = Number(new Date()) + penaltyController.settings.allowedTimeBetweenPositionUpdate * 60 * 1000;
sendUpdatedTeamInformations(team.id);
}
}
sendLocation(teamId) {
let team = this.getTeam(teamId);
if (team == undefined) {
return false;
}
team.locationSendDeadline = Number(new Date()) + penaltyController.settings.allowedTimeBetweenPositionUpdate * 60 * 1000;
team.lastSentLocation = team.currentLocation;
if (this.getTeam(team.chasing) != null) {
team.enemyLocation = this.getTeam(team.chasing).lastSentLocation;
}
return team;
}
removeTeam(teamId) {
if (this.getTeam(teamId) == undefined) {
return false;
}
//remove the team from the list
this.teams = this.teams.filter(t => t.id !== teamId);
this.updateTeamChasing();
return true;
}
/**
* Request a capture initiated by the team with id teamId (the one trying to capture)
* If the captureCode match, the team chased by teamId will be set to captured
* And the chase chain will be updated
* @param {Number} teamId The id of the capturing team
* @param {Number} captureCode The code sent by the capturing that only the captured team know, used to verify the authenticity of the capture
* @returns {Boolean} if the capture has been successfull or not
*/
requestCapture(teamId, captureCode) {
let enemyTeam = this.getTeam(this.getTeam(teamId).chasing)
if (enemyTeam && enemyTeam.captureCode == captureCode) {
this.capture(enemyTeam.id);
this.updateTeamChasing();
return true;
}
return false;
}
/**
* Set a team to captured and update the chase chain
* @param {Number} teamId the Id of the captured team
*/
capture(teamId) {
this.getTeam(teamId).captured = true
this.updateTeamChasing();
}
finishGame() {
this.setState(GameState.FINISHED);
playersBroadcast("game_state", this.state);
}
}