mirror of
https://git.rezel.net/LudoTech/traque.git
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406 lines
14 KiB
JavaScript
406 lines
14 KiB
JavaScript
/*
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This module manages the main game state, the teams, the settings and the game logic
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*/
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import { secureAdminBroadcast } from "./admin_socket.js";
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import { playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
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import { isInCircle, getDistanceFromLatLon } from "./map_utils.js";
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import timeoutHandler from "./timeoutHandler.js";
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import penaltyController from "./penalty_controller.js";
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import zoneManager from "./zone_manager.js";
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import trajectory from "./trajectory.js";
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/**
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* The possible states of the game
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*/
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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 {
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//List of teams, as objects. To see the fields see the addTeam methods
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teams: [],
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//Current state of the game
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state: GameState.SETUP,
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// Date since gameState switched to PLAYING
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startDate: null,
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//Settings of the game
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settings: {
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loserEndGameMessage: "",
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winnerEndGameMessage: "",
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capturedMessage: "",
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waitingMessage: ""
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},
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/**
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* Update the game settings
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* @param {Object} newSettings settings to be updated, can be partial
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* @returns true if the settings are applied
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*/
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changeSettings(newSettings) {
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this.settings = { ...this.settings, ...newSettings };
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return true;
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},
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/**
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* Change the state of the game to newState and start the necessary processes
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* @param {String} newState
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* @returns true if the state has been changed
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*/
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setState(newState) {
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// Checks is the newState is a Gamestate
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if (Object.values(GameState).indexOf(newState) == -1) return false;
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// Match case
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switch (newState) {
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case GameState.SETUP:
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trajectory.stop();
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zoneManager.reset();
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penaltyController.stop();
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timeoutHandler.endAllSendPositionTimeout();
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for (let team of this.teams) {
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team.outOfZone = false;
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team.penalties = 0;
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team.captured = false;
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team.enemyLocation = null;
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team.enemyName = null;
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team.currentLocation = null;
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team.lastSentLocation = null;
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team.distance = null;
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team.finishDate = null;
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team.nCaptures = 0;
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team.nSentLocation = 0;
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team.nObserved = 0;
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}
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this.startDate = null;
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this.updateTeamChasing();
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break;
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case GameState.PLACEMENT:
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trajectory.stop();
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zoneManager.reset();
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penaltyController.stop();
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timeoutHandler.endAllSendPositionTimeout();
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this.startDate = null;
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break;
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case GameState.PLAYING:
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if (!zoneManager.start()) {
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return false;
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}
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trajectory.start();
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penaltyController.start();
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this.initLastSentLocations();
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this.startDate = Date.now();
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break;
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case GameState.FINISHED:
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for (const team of this.teams) {
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if (!team.finishDate) team.finishDate = Date.now();
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}
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trajectory.stop();
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penaltyController.stop();
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zoneManager.reset();
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timeoutHandler.endAllSendPositionTimeout();
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break;
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}
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// Update the state
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this.state = newState;
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secureAdminBroadcast("game_state", {state: newState, startDate: this.startDate});
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playersBroadcast("game_state", newState);
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secureAdminBroadcast("teams", this.teams);
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return true;
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},
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/**
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* Get a new unused team id
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* @returns a new unique team id
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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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/**
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* Return a random capture code
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* @returns a random 4 digit number
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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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/**
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* Add a new team to the game
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* @param {String} teamName the name of the team
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* @returns true if the team has been added
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*/
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addTeam(teamName) {
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this.teams.push({
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id: this.getNewTeamId(),
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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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outOfZone: false,
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outOfZoneDeadline: null,
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distance: 0,
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finishDate: null,
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nCaptures: 0,
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nSentLocation: 0,
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nObserved: 0,
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phoneModel: null,
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phoneName: null,
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battery: null,
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ping: null,
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nConnected: 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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/**
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* Count the number of teams that are not captured
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* @returns the number of teams that are not captured
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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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/**
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* Update the chasing chain of the teams based of the ordre of the teams array
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* If there are only 2 teams left, the game will end
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* This function will update the enemyName, chasing and chased values of each teams
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* @returns true if successful
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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.setState(GameState.FINISHED);
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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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/**
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* Rearrange the order of the teams and update the chasing chain
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* @param {Array} newOrder An array of teams in the new order
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* @returns
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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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/**
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* Get a team by its ID
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* @param {Number} teamId The id of the team
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* @returns the team object or undefined if not found
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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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/**
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* Update a team's values
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* @param {Number} teamId The id of the team to update
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* @param {Object} newTeam An object containing the new values of the team, can be partial
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* @returns true if the team has been updated
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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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penaltyController.checkPenalties();
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return true;
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},
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/**
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*
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* @param {Number} teamId The ID of the team which location will be updated
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* @param {Array} location An array containing in order the latitude and longitude of the new location
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* @returns true if the location has been updated
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*/
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updateLocation(teamId, location) {
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const team = this.getTeam(teamId);
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if (!team || !location) {
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return false;
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}
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if (team.currentLocation) team.distance += Math.floor(getDistanceFromLatLon({lat: location[0], lng: location[1]}, {lat: team.currentLocation[0], lng: team.currentLocation[1]}));
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// Update of events of the game
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trajectory.writePosition(Date.now(), teamId, location[0], location[1]);
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// Update of currentLocation
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team.currentLocation = location;
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// Update of ready (true if the team is in the 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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// Sending new infos to the team
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sendUpdatedTeamInformations(team.id);
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return true;
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},
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/**
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* Initialize the last sent location of the teams to their starting location
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*/
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initLastSentLocations() {
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// Update of lastSentLocation
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for (const team of this.teams) {
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team.lastSentLocation = team.currentLocation;
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team.locationSendDeadline = Date.now() + penaltyController.settings.allowedTimeBetweenPositionUpdate * 60 * 1000;
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timeoutHandler.setSendPositionTimeout(team.id, team.locationSendDeadline);
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sendUpdatedTeamInformations(team.id);
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}
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// Update of enemyLocation now we have the lastSentLocation of the enemy
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for (const team of this.teams) {
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team.enemyLocation = this.getTeam(team.chasing).lastSentLocation;
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sendUpdatedTeamInformations(team.id);
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}
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},
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/**
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* Get the most recent enemy team's location as well as setting the latest accessible location to the current one
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* @param {Number} teamId The ID of the team that will send its location
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* @returns true if the location has been sent
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*/
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sendLocation(teamId) {
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const team = this.getTeam(teamId);
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const enemyTeam = this.getTeam(team.chasing);
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if (!team || !team.currentLocation) {
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return false;
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}
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team.nSentLocation++;
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enemyTeam.nObserved++;
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const dateNow = Date.now();
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// Update of events of the game
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trajectory.writeSeePosition(dateNow, teamId, team.chasing);
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// Update of locationSendDeadline
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team.locationSendDeadline = dateNow + penaltyController.settings.allowedTimeBetweenPositionUpdate * 60 * 1000;
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timeoutHandler.setSendPositionTimeout(team.id, team.locationSendDeadline);
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// Update of lastSentLocation
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team.lastSentLocation = team.currentLocation;
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// Update of enemyLocation
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const teamChasing = this.getTeam(team.chasing);
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if (teamChasing) team.enemyLocation = teamChasing.lastSentLocation;
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// Sending new infos to the team
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sendUpdatedTeamInformations(team.id);
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sendUpdatedTeamInformations(enemyTeam.id);
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return true;
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},
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/**
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* Remove a team by its ID
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* @param {Number} teamId The id of the team to remove
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* @returns true if the team has been deleted
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*/
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removeTeam(teamId) {
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if (!this.getTeam(teamId)) {
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return false;
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}
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this.teams = this.teams.filter(t => t.id !== teamId);
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this.updateTeamChasing();
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timeoutHandler.endSendPositionTimeout(teamId);
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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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const team = this.getTeam(teamId);
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const enemyTeam = this.getTeam(team.chasing);
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if (!enemyTeam || enemyTeam.captureCode != captureCode) {
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return false;
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}
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team.nCaptures++;
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// Update of events of the game
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trajectory.writeCapture(Date.now(), teamId, enemyTeam.id);
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// Update of capture and chasing cycle
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this.capture(enemyTeam.id);
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// Sending new infos to the teams
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sendUpdatedTeamInformations(team.id);
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sendUpdatedTeamInformations(enemyTeam.id);
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return true;
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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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const team = this.getTeam(teamId);
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team.captured = true;
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team.finishDate = Date.now();
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timeoutHandler.endSendPositionTimeout(teamId);
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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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if ('min' in newSettings || 'max' in newSettings) {
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const min = newSettings.min ?? zoneManager.zoneSettings.min;
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const max = newSettings.max ?? zoneManager.zoneSettings.max;
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// The end zone must be included in the start zone
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if (!isInCircle(min.center, max.center, max.radius-min.radius)) {
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return false;
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}
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}
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zoneManager.udpateSettings(newSettings);
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if (this.state == GameState.PLAYING || this.state == GameState.FINISHED) {
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if (!zoneManager.start()) {
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return false;
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}
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}
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return true;
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}
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} |