mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-04 09:36:04 +00:00
use GameView in renderers
This commit is contained in:
@@ -7,7 +7,6 @@ import { InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent } from
|
||||
import { ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, ClientMessageSchema, GameConfig, GameID, Intent, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn } from "../core/Schemas";
|
||||
import { loadTerrainFromFile, loadTerrainMap, TerrainMapImpl } from "../core/game/TerrainMapLoader";
|
||||
import { and, bfs, dist, generateID, manhattanDist } from "../core/Util";
|
||||
import { WinCheckExecution } from "../core/execution/WinCheckExecution";
|
||||
import { SendAttackIntentEvent, SendSpawnIntentEvent, Transport } from "./Transport";
|
||||
import { createCanvas } from "./Utils";
|
||||
import { MessageType } from '../core/game/Game';
|
||||
@@ -15,7 +14,7 @@ import { DisplayMessageEvent } from '../core/game/Game';
|
||||
import { WorkerClient } from "../core/worker/WorkerClient";
|
||||
import { consolex, initRemoteSender } from "../core/Consolex";
|
||||
import { getConfig, getServerConfig } from "../core/configuration/Config";
|
||||
import { GameUpdateViewData } from "../core/GameView";
|
||||
import { GameUpdateViewData, GameView } from "../core/GameView";
|
||||
|
||||
export interface LobbyConfig {
|
||||
playerName: () => string
|
||||
@@ -75,17 +74,15 @@ export async function createClientGame(lobbyConfig: LobbyConfig, gameConfig: Gam
|
||||
const config = getConfig(gameConfig)
|
||||
|
||||
const terrainMap = await loadTerrainMap(gameConfig.gameMap);
|
||||
const gameView = new GameView(terrainMap.map)
|
||||
|
||||
let game = createGame(terrainMap.map, terrainMap.miniMap, eventBus, config)
|
||||
const worker = new WorkerClient(lobbyConfig.gameID, gameConfig)
|
||||
await worker.initialize((gu: GameUpdateViewData) => {
|
||||
console.log('got update!')
|
||||
})
|
||||
await worker.initialize()
|
||||
|
||||
consolex.log('going to init path finder')
|
||||
consolex.log('inited path finder')
|
||||
const canvas = createCanvas()
|
||||
let gameRenderer = createRenderer(canvas, game, eventBus, lobbyConfig.clientID)
|
||||
let gameRenderer = createRenderer(canvas, gameView, eventBus, lobbyConfig.clientID)
|
||||
|
||||
|
||||
consolex.log(`creating private game got difficulty: ${gameConfig.difficulty}`)
|
||||
@@ -93,36 +90,29 @@ export async function createClientGame(lobbyConfig: LobbyConfig, gameConfig: Gam
|
||||
return new ClientGameRunner(
|
||||
lobbyConfig.clientID,
|
||||
eventBus,
|
||||
game,
|
||||
gameRenderer,
|
||||
new InputHandler(canvas, eventBus),
|
||||
new Executor(game, lobbyConfig.gameID),
|
||||
transport,
|
||||
worker,
|
||||
gameView
|
||||
)
|
||||
}
|
||||
|
||||
export class ClientGameRunner {
|
||||
private myPlayer: Player
|
||||
private turns: Turn[] = []
|
||||
private isActive = false
|
||||
|
||||
private currTurn = 0
|
||||
|
||||
private intervalID: NodeJS.Timeout
|
||||
|
||||
private isProcessingTurn = false
|
||||
private turnsSeen = 0
|
||||
private hasJoined = false
|
||||
|
||||
constructor(
|
||||
private clientID: ClientID,
|
||||
private eventBus: EventBus,
|
||||
private gs: Game,
|
||||
private renderer: GameRenderer,
|
||||
private input: InputHandler,
|
||||
private executor: Executor,
|
||||
private transport: Transport,
|
||||
private worker: WorkerClient
|
||||
private worker: WorkerClient,
|
||||
private gameView: GameView
|
||||
) { }
|
||||
|
||||
public start() {
|
||||
@@ -133,27 +123,25 @@ export class ClientGameRunner {
|
||||
|
||||
this.renderer.initialize()
|
||||
this.input.initialize()
|
||||
this.gs.addExecution(...this.executor.spawnBots(this.gs.config().numBots()))
|
||||
if (this.gs.config().spawnNPCs()) {
|
||||
this.gs.addExecution(...this.executor.fakeHumanExecutions())
|
||||
}
|
||||
this.gs.addExecution(new WinCheckExecution(this.eventBus))
|
||||
|
||||
this.intervalID = setInterval(() => this.tick(), 10);
|
||||
this.worker.start((gu: GameUpdateViewData) => {
|
||||
this.gameView.update(gu)
|
||||
this.renderer.tick()
|
||||
})
|
||||
|
||||
const onconnect = () => {
|
||||
consolex.log('Connected to game server!');
|
||||
this.transport.joinGame(this.turns.length)
|
||||
this.transport.joinGame(this.turnsSeen)
|
||||
};
|
||||
const onmessage = (message: ServerMessage) => {
|
||||
if (message.type == "start") {
|
||||
this.hasJoined = true
|
||||
consolex.log("starting game!")
|
||||
for (const turn of message.turns) {
|
||||
if (turn.turnNumber < this.turns.length) {
|
||||
if (turn.turnNumber < this.turnsSeen) {
|
||||
continue
|
||||
}
|
||||
this.turns.push(turn)
|
||||
this.worker.sendTurn(turn)
|
||||
this.turnsSeen++
|
||||
}
|
||||
}
|
||||
if (message.type == "turn") {
|
||||
@@ -161,48 +149,23 @@ export class ClientGameRunner {
|
||||
this.transport.joinGame(0)
|
||||
return
|
||||
}
|
||||
if (this.turns.length != message.turn.turnNumber) {
|
||||
consolex.error(`got wrong turn have turns ${this.turns.length}, received turn ${message.turn.turnNumber}`)
|
||||
if (this.turnsSeen != message.turn.turnNumber) {
|
||||
consolex.error(`got wrong turn have turns ${this.turnsSeen}, received turn ${message.turn.turnNumber}`)
|
||||
} else {
|
||||
this.turns.push(message.turn)
|
||||
this.worker.sendTurn(message.turn)
|
||||
this.turnsSeen++
|
||||
}
|
||||
}
|
||||
};
|
||||
this.transport.connect(onconnect, onmessage)
|
||||
|
||||
}
|
||||
|
||||
public stop() {
|
||||
clearInterval(this.intervalID)
|
||||
this.worker.cleanup()
|
||||
this.isActive = false
|
||||
this.transport.leaveGame()
|
||||
}
|
||||
|
||||
public tick() {
|
||||
if (this.currTurn >= this.turns.length || this.isProcessingTurn) {
|
||||
return
|
||||
}
|
||||
this.isProcessingTurn = true
|
||||
this.worker.sendTurn(this.turns[this.currTurn])
|
||||
this.gs.addExecution(...this.executor.createExecs(this.turns[this.currTurn]))
|
||||
try {
|
||||
const start = performance.now()
|
||||
this.gs.executeNextTick()
|
||||
const duration = performance.now() - start
|
||||
if (duration > 200) {
|
||||
console.warn(`tick ${this.gs.ticks() - 1} took ${duration}ms to execute`)
|
||||
}
|
||||
} catch (error) {
|
||||
showErrorModal(error, this.clientID)
|
||||
this.stop()
|
||||
const errorText = `Error: ${error.message}\nStack: ${error.stack}`;
|
||||
consolex.error(errorText)
|
||||
}
|
||||
this.renderer.tick()
|
||||
this.currTurn++
|
||||
this.isProcessingTurn = false
|
||||
}
|
||||
|
||||
private playerEvent(event: PlayerEvent) {
|
||||
if (event.player.clientID() == this.clientID) {
|
||||
consolex.log('setting name')
|
||||
@@ -215,16 +178,16 @@ export class ClientGameRunner {
|
||||
return
|
||||
}
|
||||
const cell = this.renderer.transformHandler.screenToWorldCoordinates(event.x, event.y)
|
||||
if (!this.gs.isOnMap(cell)) {
|
||||
if (!this.gameView.isOnMap(cell)) {
|
||||
return
|
||||
}
|
||||
consolex.log(`clicked cell ${cell}`)
|
||||
const tile = this.gs.tile(cell)
|
||||
if (tile.terrain().isLand() && !tile.hasOwner() && this.gs.inSpawnPhase()) {
|
||||
const tile = this.gameView.tile(cell)
|
||||
if (tile.terrain().isLand() && !tile.hasOwner() && this.gameView.inSpawnPhase()) {
|
||||
this.eventBus.emit(new SendSpawnIntentEvent(cell))
|
||||
return
|
||||
}
|
||||
if (this.gs.inSpawnPhase()) {
|
||||
if (this.gameView.inSpawnPhase()) {
|
||||
return
|
||||
}
|
||||
if (this.myPlayer == null) {
|
||||
|
||||
Reference in New Issue
Block a user