add GameConfig to Game

This commit is contained in:
Evan
2024-12-07 09:45:39 -08:00
parent 60ccf2ba36
commit 2d2df14ae3
16 changed files with 77 additions and 79 deletions
+25 -25
View File
@@ -1,11 +1,11 @@
import { Executor } from "../core/execution/ExecutionManager";
import { Cell, MutableGame, PlayerEvent, PlayerID, MutablePlayer, TileEvent, Player, Game, UnitEvent, Tile, PlayerType, GameMap, Difficulty } from "../core/game/Game";
import { Cell, MutableGame, PlayerEvent, PlayerID, MutablePlayer, TileEvent, Player, Game, UnitEvent, Tile, PlayerType, GameMap, Difficulty, GameType } from "../core/game/Game";
import { createGame } from "../core/game/GameImpl";
import { EventBus } from "../core/EventBus";
import { Config, getConfig } from "../core/configuration/Config";
import { createRenderer, GameRenderer } from "./graphics/GameRenderer";
import { InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent } from "./InputHandler"
import { ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, GameID, Intent, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn } from "../core/Schemas";
import { ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, GameConfig, GameID, Intent, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn } from "../core/Schemas";
import { loadTerrainMap, TerrainMapImpl } from "../core/game/TerrainMapLoader";
import { and, bfs, dist, manhattanDist } from "../core/Util";
import { WinCheckExecution } from "../core/execution/WinCheckExecution";
@@ -17,7 +17,7 @@ import { WorkerClient } from "../core/worker/WorkerClient";
export interface LobbyConfig {
isLocal: boolean
gameType: GameType
playerName: () => string
gameID: GameID
ip: string | null
@@ -25,19 +25,21 @@ export interface LobbyConfig {
difficulty: Difficulty | null
}
export interface GameConfig {
map: GameMap
difficulty: Difficulty
clientID: ClientID,
gameID: GameID,
}
export function joinLobby(lobbyConfig: LobbyConfig, onjoin: () => void): () => void {
const clientID = uuidv4()
const playerID = uuidv4()
const eventBus = new EventBus()
const config = getConfig()
const transport = new Transport(lobbyConfig.isLocal, eventBus, lobbyConfig.gameID, lobbyConfig.ip, clientID, playerID, config, lobbyConfig.playerName)
const transport = new Transport(
lobbyConfig.gameType == GameType.Singleplayer,
eventBus,
lobbyConfig.gameID,
lobbyConfig.ip,
clientID,
playerID,
config,
lobbyConfig.playerName
)
const onconnect = () => {
console.log(`Joined game lobby ${lobbyConfig.gameID}`);
@@ -48,13 +50,11 @@ export function joinLobby(lobbyConfig: LobbyConfig, onjoin: () => void): () => v
console.log('lobby: game started')
onjoin()
const gameConfig = {
map: message.config?.gameMap || lobbyConfig.map,
gameMap: message.config?.gameMap || lobbyConfig.map,
difficulty: message.config?.difficulty || lobbyConfig.difficulty,
clientID: clientID,
gameID: lobbyConfig.gameID,
ip: lobbyConfig.ip,
gameType: lobbyConfig.gameType
}
createClientGame(gameConfig, eventBus, transport).then(r => r.start())
createClientGame(gameConfig, eventBus, transport, lobbyConfig.gameID, clientID).then(r => r.start())
};
}
transport.connect(onconnect, onmessage)
@@ -65,30 +65,30 @@ export function joinLobby(lobbyConfig: LobbyConfig, onjoin: () => void): () => v
}
export async function createClientGame(gameConfig: GameConfig, eventBus: EventBus, transport: Transport): Promise<GameRunner> {
export async function createClientGame(gameConfig: GameConfig, eventBus: EventBus, transport: Transport, gameID: GameID, clientID: ClientID): Promise<GameRunner> {
const config = getConfig()
const terrainMap = await loadTerrainMap(gameConfig.map)
const terrainMap = await loadTerrainMap(gameConfig.gameMap)
let game = createGame(terrainMap, eventBus, config)
let game = createGame(terrainMap, eventBus, config, gameConfig)
const worker = new WorkerClient(game, gameConfig.map)
const worker = new WorkerClient(game, gameConfig.gameMap)
console.log('going to init path finder')
await worker.initialize()
console.log('inited path finder')
const canvas = createCanvas()
let gameRenderer = createRenderer(canvas, game, eventBus, gameConfig.clientID)
let gameRenderer = createRenderer(canvas, game, eventBus, clientID)
console.log(`creating private game got difficulty: ${gameConfig.difficulty}`)
return new GameRunner(
gameConfig,
clientID,
eventBus,
game,
gameRenderer,
new InputHandler(canvas, eventBus),
new Executor(game, gameConfig.difficulty, gameConfig.gameID, worker),
new Executor(game, gameID, worker),
transport,
)
}
@@ -106,7 +106,7 @@ export class GameRunner {
private hasJoined = false
constructor(
private gameConfig: GameConfig,
private clientID: ClientID,
private eventBus: EventBus,
private gs: Game,
private renderer: GameRenderer,
@@ -187,7 +187,7 @@ export class GameRunner {
private playerEvent(event: PlayerEvent) {
console.log('received new player event!')
if (event.player.clientID() == this.gameConfig.clientID) {
if (event.player.clientID() == this.clientID) {
console.log('setting name')
this.myPlayer = event.player
}