Files
traque/traque-back/game.js
2025-09-04 14:18:01 +02:00

427 lines
15 KiB
JavaScript

/*
This module manages the main game state, the teams, the settings and the game logic
*/
import { secureAdminBroadcast } from "./admin_socket.js";
import { teamBroadcast, playersBroadcast, sendUpdatedTeamInformations, } from "./team_socket.js";
import { sendPositionTimeouts, outOfZoneTimeouts } from "./timeout_handler.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
*/
export const GameState = {
SETUP: "setup",
PLACEMENT: "placement",
PLAYING: "playing",
FINISHED: "finished"
}
export default {
// List of teams, as objects. To see the fields see the addTeam methods
teams: [],
// Current state of the game
state: GameState.SETUP,
// Date since the state changed
stateDate: Date.now(),
// Messages
messages: {
waiting: "",
captured: "",
winner: "",
loser: "",
},
getSettings() {
return {
messages: this.messages,
zone: zoneManager.settings,
sendPositionDelay: sendPositionTimeouts.delay,
outOfZoneDelay: outOfZoneTimeouts.delay
};
},
/**
* Update the game settings
* @param {Object} newSettings settings to be updated, can be partial
*/
changeSettings(newSettings) {
if ("messages" in newSettings) this.messages = {...this.messages, ...newSettings.messages};
if ("zone" in newSettings) zoneManager.changeSettings(newSettings.zone);
if ("sendPositionDelay" in newSettings) sendPositionTimeouts.setDelay(newSettings.sendPositionDelay);
if ("outOfZoneDelay" in newSettings) outOfZoneTimeouts.setDelay(newSettings.outOfZoneDelay);
},
/**
* Change the state of the game to newState and start the necessary processes
* @param {String} newState
*/
setState(newState) {
// Checks is the newState is a Gamestate
if (Object.values(GameState).indexOf(newState) == -1) return false;
// Match case
switch (newState) {
case GameState.SETUP:
trajectory.stop();
zoneManager.stop();
sendPositionTimeouts.clearAll();
outOfZoneTimeouts.clearAll();
for (let team of this.teams) {
// Chasing
team.captured = false;
team.chasing = null;
team.chased = null;
// Locations
team.lastSentLocation = null;
team.locationSendDeadline = null;
team.enemyLocation = null;
// Placement
team.ready = false;
// Zone
team.outOfZone = false;
team.outOfZoneDeadline = null;
// Stats
team.distance = 0;
team.nCaptures = 0;
team.nSentLocation = 0;
team.nObserved = 0;
team.finishDate = null;
}
this.stateDate = Date.now();
this.updateTeamChasing();
break;
case GameState.PLACEMENT:
if (this.teams.length < 3) {
secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
return false;
}
trajectory.stop();
zoneManager.stop();
sendPositionTimeouts.clearAll();
outOfZoneTimeouts.clearAll();
this.stateDate = Date.now();
break;
case GameState.PLAYING:
if (this.teams.length < 3) {
secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
return false;
}
trajectory.start();
zoneManager.start();
this.initLastSentLocations();
this.stateDate = Date.now();
break;
case GameState.FINISHED:
if (this.state != GameState.PLAYING) {
secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
return false;
}
for (const team of this.teams) {
if (!team.finishDate) team.finishDate = Date.now();
}
trajectory.stop();
zoneManager.stop();
sendPositionTimeouts.clearAll();
outOfZoneTimeouts.clearAll();
break;
}
// Update the state
this.state = newState;
secureAdminBroadcast("game_state", {state: newState, stateDate: this.stateDate});
playersBroadcast("game_state", newState);
secureAdminBroadcast("teams", this.teams);
},
/**
* Get a new unused team id
* @returns a new unique team id
*/
getNewTeamId() {
let id = null;
while (id === null || this.teams.find(t => t.id === id)) {
id = Math.floor(Math.random() * 1_000_000);
}
return id;
},
/**
* Return a random capture code
* @returns a random 4 digit number
*/
createCaptureCode() {
return Math.floor(Math.random() * 10000);
},
/**
* Add a new team to the game
* @param {String} teamName the name of the team
*/
addTeam(teamName) {
this.teams.push({
// Identification
sockets: [],
name: teamName,
id: this.getNewTeamId(),
captureCode: this.createCaptureCode(),
// Chasing
captured: false,
chasing: null,
chased: null,
// Locations
lastSentLocation: null,
locationSendDeadline: null,
currentLocation: null,
lastCurrentLocationDate: null,
enemyLocation: null,
// Placement
startingArea: null,
ready: false,
// Zone
outOfZone: false,
outOfZoneDeadline: null,
// Stats
distance: 0,
nCaptures: 0,
nSentLocation: 0,
nObserved: 0,
finishDate: null,
// First socket infos
phoneModel: null,
phoneName: null,
battery: null,
});
this.updateTeamChasing();
},
/**
* Update the chasing chain of the teams based of the ordre of the teams array
* If there are only 2 teams left, the game will end
* This function will update the chasing and chased values of each teams
*/
updateTeamChasing() {
const playingTeams = this.teams.reduce((count, team) => count + (!team.captured ? 1 : 0), 0);
if (playingTeams <= 2) {
if (this.state == GameState.PLAYING) this.setState(GameState.FINISHED);
return;
}
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;
} else {
firstTeam = this.teams[i].id;
}
previousTeam = this.teams[i].id;
}
}
this.getTeam(firstTeam).chased = previousTeam;
this.getTeam(previousTeam).chasing = firstTeam;
secureAdminBroadcast("teams", this.teams);
},
/**
* Rearrange the order of the teams and update the chasing chain
* @param {Array} newOrder An array of teams in the new order
*/
reorderTeams(newOrder) {
this.teams = newOrder;
this.updateTeamChasing();
},
/**
* Get a team by its ID
* @param {Number} teamId The id of the team
* @returns the team object or undefined if not found
*/
getTeam(teamId) {
return this.teams.find(t => t.id === teamId);
},
/**
* Update a team's values
* @param {Number} teamId The id of the team to update
* @param {Object} newTeam An object containing the new values of the team, can be partial
*/
updateTeam(teamId, newTeam) {
this.teams = this.teams.map((t) => {
if (t.id == teamId) {
return { ...t, ...newTeam };
} else {
return t;
}
})
this.updateTeamChasing();
},
/**
*
* @param {Number} teamId The ID of the team which location will be updated
* @param {Array} location An array containing in order the latitude and longitude of the new location
*/
updateLocation(teamId, location) {
const team = this.getTeam(teamId);
if (!team || !location) {
return;
}
if (team.currentLocation) team.distance += Math.floor(getDistanceFromLatLon({lat: location[0], lng: location[1]}, {lat: team.currentLocation[0], lng: team.currentLocation[1]}));
// Update of events of the game
trajectory.writePosition(Date.now(), teamId, location[0], location[1]);
// Update of currentLocation
team.currentLocation = location;
// Update of ready (true if the team is in the 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);
}
// Verify zone
const teamCurrentlyOutOfZone = !zoneManager.isInZone({ lat: location[0], lng: location[1] })
if (teamCurrentlyOutOfZone && !team.outOfZone) {
team.outOfZone = true;
team.outOfZoneDeadline = Date.now() + outOfZoneTimeouts.duration * 60 * 1000;
outOfZoneTimeouts.set(teamId);
} else if (!teamCurrentlyOutOfZone && team.outOfZone) {
team.outOfZone = false;
team.outOfZoneDeadline = null;
outOfZoneTimeouts.clear(teamId);
}
// Sending new infos to the team
sendUpdatedTeamInformations(team.id);
},
/**
* Initialize the last sent location of the teams to their starting location
*/
initLastSentLocations() {
// Update of lastSentLocation
for (const team of this.teams) {
team.lastSentLocation = team.currentLocation;
team.locationSendDeadline = Date.now() + sendPositionTimeouts.duration * 60 * 1000;
sendPositionTimeouts.set(team.id);
sendUpdatedTeamInformations(team.id);
}
// Update of enemyLocation now we have the lastSentLocation of the enemy
for (const team of this.teams) {
team.enemyLocation = this.getTeam(team.chasing).lastSentLocation;
sendUpdatedTeamInformations(team.id);
}
},
/**
* Get the most recent enemy team's location as well as setting the latest accessible location to the current one
* @param {Number} teamId The ID of the team that will send its location
*/
sendLocation(teamId) {
const team = this.getTeam(teamId);
if (!team || !team.currentLocation) {
return;
}
const enemyTeam = this.getTeam(team.chasing);
team.nSentLocation++;
enemyTeam.nObserved++;
const dateNow = Date.now();
// Update of events of the game
trajectory.writeSeePosition(dateNow, teamId, team.chasing);
// Update of locationSendDeadline
team.locationSendDeadline = dateNow + sendPositionTimeouts.duration * 60 * 1000;
sendPositionTimeouts.set(team.id);
// Update of lastSentLocation
team.lastSentLocation = team.currentLocation;
// Update of enemyLocation
const teamChasing = this.getTeam(team.chasing);
if (teamChasing) team.enemyLocation = teamChasing.lastSentLocation;
// Sending new infos to the team
sendUpdatedTeamInformations(team.id);
sendUpdatedTeamInformations(enemyTeam.id);
},
/**
* Remove a team by its ID
* @param {Number} teamId The id of the team to remove
*/
removeTeam(teamId) {
if (!this.getTeam(teamId)) {
return;
}
teamBroadcast("logout");
this.teams = this.teams.filter(t => t.id !== teamId);
this.updateTeamChasing();
sendPositionTimeouts.clear(teamId);
outOfZoneTimeouts.clear(teamId);
},
/**
* 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
*/
requestCapture(teamId, captureCode) {
const team = this.getTeam(teamId);
const enemyTeam = this.getTeam(team.chasing);
if (!enemyTeam || enemyTeam.captureCode != captureCode) {
return;
}
team.nCaptures++;
// Update of events of the game
trajectory.writeCapture(Date.now(), teamId, enemyTeam.id);
// Update of capture and chasing cycle
this.capture(enemyTeam.id);
// Sending new infos to the teams
sendUpdatedTeamInformations(team.id);
sendUpdatedTeamInformations(enemyTeam.id);
},
/**
* Set a team to captured and update the chase chain
* @param {Number} teamId the Id of the captured team
*/
capture(teamId) {
const team = this.getTeam(teamId);
team.captured = true;
team.finishDate = Date.now();
sendPositionTimeouts.clear(teamId);
outOfZoneTimeouts.clear(teamId);
this.updateTeamChasing();
},
handicapTeam(teamId) {
// TODO
}
}