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425 lines
14 KiB
JavaScript
425 lines
14 KiB
JavaScript
import { secureAdminBroadcast } from "./admin_socket.js";
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import { teamBroadcast, playersBroadcast, sendUpdatedTeamInformations } from "./team_socket.js";
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import { sendPositionTimeouts, outOfZoneTimeouts } from "./timeout_handler.js";
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import zoneManager from "./zone_manager.js";
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import trajectory from "./trajectory.js";
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function randint(max) {
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return Math.floor(Math.random() * max);
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}
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function getDistanceFromLatLon({ lat: lat1, lng: lon1 }, { lat: lat2, lng: lon2 }) {
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const degToRad = (deg) => deg * (Math.PI / 180);
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var R = 6371; // Radius of the earth in km
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var dLat = degToRad(lat2 - lat1);
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var dLon = degToRad(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(degToRad(lat1)) * Math.cos(degToRad(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 isInCircle(position, center, radius) {
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return getDistanceFromLatLon(position, center) < radius;
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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 method
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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 the state changed
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stateDate: Date.now(),
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// Messages
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messages: {
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waiting: "",
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captured: "",
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winner: "",
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loser: "",
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},
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/* ------------------------------- USEFUL FUNCTIONS ------------------------------- */
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getNewTeamId() {
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let id = randint(1_000_000);
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while (this.teams.find(t => t.id === id)) id = randint(1_000_000);
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return id;
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},
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checkEndGame() {
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if (this.teams.filter(team => !team.captured) <= 2) this.setState(GameState.FINISHED);
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},
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updateChasingChain() {
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const playingTeams = this.teams.filter(team => !team.captured);
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for (let i = 0; i < playingTeams.length; i++) {
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playingTeams[i].chasing = playingTeams[(i+1) % playingTeams.length].id;
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playingTeams[i].chased = playingTeams[(playingTeams.length + i-1) % playingTeams.length].id;
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sendUpdatedTeamInformations(playingTeams[i].id);
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}
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},
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initLastSentLocations() {
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const dateNow = Date.now();
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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 = dateNow + sendPositionTimeouts.duration * 60 * 1000;
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sendPositionTimeouts.set(team.id);
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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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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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},
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resetTeamsInfos() {
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for (const team of this.teams) {
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// Chasing
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team.captured = false;
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team.chasing = null;
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team.chased = null;
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// Locations
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team.lastSentLocation = null;
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team.locationSendDeadline = null;
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team.enemyLocation = null;
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// Placement
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team.ready = false;
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// Zone
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team.outOfZone = false;
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team.outOfZoneDeadline = null;
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// Stats
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team.distance = 0;
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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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team.finishDate = null;
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sendUpdatedTeamInformations(team.id);
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}
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secureAdminBroadcast("teams", this.teams);
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},
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/* ------------------------------- STATE AND SETTINGS FUNCTIONS ------------------------------- */
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getSettings() {
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return {
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messages: this.messages,
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zone: zoneManager.settings,
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sendPositionDelay: sendPositionTimeouts.delay,
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outOfZoneDelay: outOfZoneTimeouts.delay
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};
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},
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changeSettings(newSettings) {
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if ("messages" in newSettings) this.messages = {...this.messages, ...newSettings.messages};
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if ("zone" in newSettings) zoneManager.changeSettings(newSettings.zone);
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if ("sendPositionDelay" in newSettings) sendPositionTimeouts.setDelay(newSettings.sendPositionDelay);
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if ("outOfZoneDelay" in newSettings) outOfZoneTimeouts.setDelay(newSettings.outOfZoneDelay);
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// Broadcast new infos
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secureAdminBroadcast("settings", this.getSettings());
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playersBroadcast("game_settings", this.messages);
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},
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setState(newState) {
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const dateNow = Date.now();
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switch (newState) {
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case GameState.SETUP:
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trajectory.stop();
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zoneManager.stop();
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sendPositionTimeouts.clearAll();
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outOfZoneTimeouts.clearAll();
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this.resetTeamsInfos();
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break;
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case GameState.PLACEMENT:
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if (this.teams.length < 3) {
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secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
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return false;
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}
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trajectory.stop();
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zoneManager.stop();
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sendPositionTimeouts.clearAll();
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outOfZoneTimeouts.clearAll();
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break;
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case GameState.PLAYING:
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if (this.teams.length < 3) {
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secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
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return false;
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}
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trajectory.start();
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zoneManager.start();
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this.initLastSentLocations();
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break;
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case GameState.FINISHED:
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if (this.state != GameState.PLAYING) {
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secureAdminBroadcast("game_state", {state: this.state, stateDate: this.stateDate});
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return false;
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}
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trajectory.stop();
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zoneManager.stop();
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sendPositionTimeouts.clearAll();
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outOfZoneTimeouts.clearAll();
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this.teams.forEach(team => {if (!team.finishDate) team.finishDate = dateNow});
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secureAdminBroadcast("teams", this.teams);
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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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this.stateDate = dateNow;
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// Broadcast new infos
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secureAdminBroadcast("game_state", {state: newState, stateDate: this.stateDate});
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playersBroadcast("game_state", newState);
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return true;
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},
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/* ------------------------------- MANAGE PLAYERS FUNCTIONS ------------------------------- */
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addPlayer(teamId, socketId) {
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// Test of parameters
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if (!this.hasTeam(teamId)) return false;
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// Variables
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const team = this.getTeam(teamId);
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// Add the player
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team.sockets.push(socketId);
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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return true;
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},
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removePlayer(teamId, socketId) {
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// Test of parameters
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if (!this.hasTeam(teamId)) return false;
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// Variables
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const team = this.getTeam(teamId);
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// Remove the player and its data
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if (this.isCapitain(teamId, socketId)) {
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team.battery = null;
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team.phoneModel = null;
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team.phoneName = null;
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}
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team.sockets = team.sockets.filter((sid) => sid != socketId);
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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sendUpdatedTeamInformations(team.id);
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return true;
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},
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isPlayerCapitain(teamId, socketId) {
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return this.getTeam(teamId).sockets.indexOf(socketId) == 0;
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},
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/* ------------------------------- MANAGE TEAMS FUNCTIONS ------------------------------- */
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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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hasTeam(teamId) {
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return this.teams.some(t => t.id === teamId);
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},
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addTeam(teamName) {
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this.teams.push({
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// Identification
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sockets: [],
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name: teamName,
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id: this.getNewTeamId(this.teams),
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captureCode: randint(10_000),
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// Chasing
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captured: false,
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chasing: null,
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chased: null,
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// Locations
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lastSentLocation: null,
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locationSendDeadline: null,
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currentLocation: null,
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lastCurrentLocationDate: null,
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enemyLocation: null,
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// Placement
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startingArea: null,
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ready: false,
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// Zone
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outOfZone: false,
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outOfZoneDeadline: null,
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// Stats
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distance: 0,
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nCaptures: 0,
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nSentLocation: 0,
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nObserved: 0,
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finishDate: null,
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// First socket infos
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phoneModel: null,
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phoneName: null,
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battery: null,
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});
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this.updateChasingChain();
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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return true;
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},
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removeTeam(teamId) {
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// Test of parameters
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if (!this.hasTeam(teamId)) return false;
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// Logout the team
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teamBroadcast(teamId, "logout");
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this.teams = this.teams.filter(t => t.id !== teamId);
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sendPositionTimeouts.clear(teamId);
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outOfZoneTimeouts.clear(teamId);
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this.updateChasingChain();
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this.checkEndGame();
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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return true;
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},
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captureTeam(teamId) {
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// Test of parameters
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if (!this.hasTeam(teamId)) return false;
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// Variables
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const team = this.getTeam(teamId);
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const dateNow = Date.now();
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// Make the capture
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team.captured = true;
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team.finishDate = dateNow;
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team.chasing = null;
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team.chased = null;
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sendPositionTimeouts.clear(team.id);
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outOfZoneTimeouts.clear(team.id);
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this.updateChasingChain();
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this.checkEndGame();
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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sendUpdatedTeamInformations(team.id);
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return true;
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},
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reorderTeams(newOrder) {
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// Update teams
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const teamMap = new Map(this.teams.map(team => [team.id, team]));
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this.teams = newOrder.map(id => teamMap.get(id));
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this.updateChasingChain();
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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return true;
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},
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handicapTeam(teamId) {
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// TODO
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},
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/* ------------------------------- PLAYERS ACTIONS FUNCTIONS ------------------------------- */
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updateLocation(teamId, location) {
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// Test of parameters
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if (!this.hasTeam(teamId)) return false;
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if (!location) return false;
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// Variables
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const team = this.getTeam(teamId);
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const dateNow = Date.now();
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// Update distance
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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 currentLocation
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team.currentLocation = location;
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team.lastCurrentLocationDate = dateNow;
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// Update of ready
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if (this.state == GameState.PLACEMENT && team.startingArea) {
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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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// Update out of zone
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const teamCurrentlyOutOfZone = !zoneManager.isInZone({ lat: location[0], lng: location[1] })
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if (teamCurrentlyOutOfZone && !team.outOfZone) {
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team.outOfZone = true;
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team.outOfZoneDeadline = dateNow + outOfZoneTimeouts.duration * 60 * 1000;
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outOfZoneTimeouts.set(teamId);
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} else if (!teamCurrentlyOutOfZone && team.outOfZone) {
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team.outOfZone = false;
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team.outOfZoneDeadline = null;
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outOfZoneTimeouts.clear(teamId);
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}
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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sendUpdatedTeamInformations(team.id);
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// Update of events of the game
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trajectory.writePosition(dateNow, team.id, location[0], location[1]);
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return true;
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},
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sendLocation(teamId) {
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// Test of parameters
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if (!this.hasTeam(teamId)) return false;
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// Variables
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const team = this.getTeam(teamId);
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const enemyTeam = this.getTeam(team.chasing);
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const dateNow = Date.now();
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// Update team
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team.nSentLocation++;
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team.lastSentLocation = team.currentLocation;
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team.enemyLocation = enemyTeam.lastSentLocation;
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team.locationSendDeadline = dateNow + sendPositionTimeouts.duration * 60 * 1000;
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sendPositionTimeouts.set(team.id);
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// Update enemy
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enemyTeam.nObserved++;
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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sendUpdatedTeamInformations(team.id);
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sendUpdatedTeamInformations(enemyTeam.id);
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// Update of events of the game
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trajectory.writeSeePosition(dateNow, team.id, enemyTeam.id);
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return true;
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},
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tryCapture(teamId, captureCode) {
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// Test of parameters
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if (!this.hasTeam(teamId)) return false;
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// Variables
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const team = this.getTeam(teamId);
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const enemyTeam = this.getTeam(team.chasing);
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const dateNow = Date.now();
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// Verify the capture
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if (enemyTeam.captureCode != captureCode) return false;
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// Make the capture
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team.nCaptures++;
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enemyTeam.captured = true;
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enemyTeam.finishDate = dateNow;
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enemyTeam.chasing = null;
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enemyTeam.chased = null;
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sendPositionTimeouts.clear(enemyTeam.id);
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outOfZoneTimeouts.clear(enemyTeam.id);
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this.updateChasingChain();
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this.checkEndGame();
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// Broadcast new infos
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secureAdminBroadcast("teams", this.teams);
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sendUpdatedTeamInformations(team.id);
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sendUpdatedTeamInformations(enemyTeam.id);
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// Update of events of the game
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trajectory.writeCapture(dateNow, team.id, enemyTeam.id);
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return true;
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},
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}
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