mirror of
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241 lines
7.6 KiB
JavaScript
241 lines
7.6 KiB
JavaScript
import { secureAdminBroadcast } from "./admin_socket.js";
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import { penaltyController } from "./index.js";
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import { isInCircle } from "./map_utils.js";
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import { playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
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import { ZoneManager } from "./zone_manager.js";
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export const GameState = {
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SETUP: "setup",
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PLACEMENT: "placement",
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PLAYING: "playing",
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FINISHED: "finished"
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}
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export default class Game {
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constructor(onUpdateZone, onUpdateNewZone) {
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this.teams = [];
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this.state = GameState.SETUP;
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this.zone = new ZoneManager(onUpdateZone, onUpdateNewZone)
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}
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setState(newState) {
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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 (newState == GameState.PLAYING) {
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penaltyController.start();
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if (!this.zone.ready()) {
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return false;
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}
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this.initLastSentLocations();
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this.zone.reset()
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//If the zone cannot be setup, reset everything
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if(!this.zone.start()) {
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this.setState(GameState.SETUP);
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return;
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}
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}
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if (newState != GameState.PLAYING) {
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this.zone.reset();
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penaltyController.stop();
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}
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//Game reset
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if(newState == GameState.SETUP) {
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for(let team of this.teams) {
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team.penalties = 0;
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team.captured = false;
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}
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this.updateTeamChasing();
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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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getNewTeamId() {
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let id = null;
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while (id === null || this.teams.find(t => t.id === id)) {
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id = Math.floor(Math.random() * 1_000_000);
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}
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return id;
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}
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createCaptureCode() {
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return Math.floor(Math.random() * 10000)
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}
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addTeam(teamName) {
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let id = this.getNewTeamId();
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this.teams.push({
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id: id,
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name: teamName,
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chasing: null,
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chased: null,
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currentLocation: null,
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lastSentLocation: null,
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locationSendDeadline: null,
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enemyLocation: null,
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enemyName: null,
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captureCode: this.createCaptureCode(),
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sockets: [],
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startingArea: null,
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ready: false,
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captured: false,
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penalties: 0,
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});
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this.updateTeamChasing();
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return true;
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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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updateTeamChasing() {
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if (this.playingTeamCount() <= 2) {
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if(this.state == GameState.PLAYING) {
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this.finishGame()
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}
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return false;
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}
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let firstTeam = null;
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let previousTeam = null
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for (let i = 0; i < this.teams.length; i++) {
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if (!this.teams[i].captured) {
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if (previousTeam != null) {
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this.teams[i].chased = previousTeam;
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this.getTeam(previousTeam).chasing = this.teams[i].id;
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this.getTeam(previousTeam).enemyName = this.teams[i].name;
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} else {
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firstTeam = this.teams[i].id;
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}
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previousTeam = this.teams[i].id
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}
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}
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this.getTeam(firstTeam).chased = previousTeam;
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this.getTeam(previousTeam).chasing = firstTeam;
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this.getTeam(previousTeam).enemyName = this.getTeam(firstTeam).name;
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secureAdminBroadcast("teams", this.teams)
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return true;
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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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}
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getTeam(teamId) {
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return this.teams.find(t => t.id === teamId);
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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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if (t.id == teamId) {
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return { ...t, ...newTeam }
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} else {
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return t;
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}
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})
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this.updateTeamChasing();
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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({ lat: location[0], lng: location[1] }, team.startingArea.center, 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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team.locationSendDeadline = Number(new Date()) + process.env.ALLOWED_TIME_BETWEEN_POSITION_UPDATE_IN_MINUTES * 60 * 1000;
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sendUpdatedTeamInformations(team.id);
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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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return false;
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}
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team.locationSendDeadline = Number(new Date()) + process.env.ALLOWED_TIME_BETWEEN_POSITION_UPDATE_IN_MINUTES * 60 * 1000;
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team.lastSentLocation = team.currentLocation;
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if (this.getTeam(team.chasing) != null) {
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team.enemyLocation = this.getTeam(team.chasing).lastSentLocation;
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}
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return team;
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}
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removeTeam(teamId) {
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if (this.getTeam(teamId) == undefined) {
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return false;
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}
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//remove the team from the list
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this.teams = this.teams.filter(t => t.id !== teamId);
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this.updateTeamChasing();
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return true;
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}
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/**
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* Request a capture initiated by the team with id teamId (the one trying to capture)
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* If the captureCode match, the team chased by teamId will be set to captured
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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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let enemyTeam = this.getTeam(this.getTeam(teamId).chasing)
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if (enemyTeam && enemyTeam.captureCode == captureCode) {
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this.capture(enemyTeam.id);
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this.updateTeamChasing();
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return true;
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}
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return false;
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}
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/**
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* Set a team to captured and update the chase chain
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* @param {Number} teamId the Id of the captured team
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*/
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capture(teamId) {
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this.getTeam(teamId).captured = true
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this.updateTeamChasing();
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}
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/**
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* Change the settings of the Zone manager
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* The game should not be in PLAYING or FINISHED state
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* @param {Object} newSettings The object containing the settings to be changed
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* @returns false if failed
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*/
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setZoneSettings(newSettings) {
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//cannot change zones while playing
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if (this.state == GameState.PLAYING || this.state == GameState.FINISHED) {
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return false;
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}
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return this.zone.udpateSettings(newSettings)
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}
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finishGame() {
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this.setState(GameState.FINISHED);
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this.zone.reset();
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playersBroadcast("game_state", this.state);
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}
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} |