import {Executor} from "../core/execution/ExecutionManager"; import {Cell, MutableGame, PlayerEvent, PlayerID, MutablePlayer, TileEvent, Player, Game, BoatEvent, Tile, PlayerType} from "../core/game/Game"; import {createGame} from "../core/game/GameImpl"; import {EventBus} from "../core/EventBus"; import {Config} from "../core/configuration/Config"; import {createRenderer, GameRenderer} from "./graphics/GameRenderer"; import {InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent} from "./InputHandler" import {ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, ClientLeaveMessageSchema, ClientMessageSchema, GameID, Intent, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn} from "../core/Schemas"; import {TerrainMap} from "../core/game/TerrainMapLoader"; import {and, bfs, dist, manhattanDist} from "../core/Util"; import {TerrainLayer} from "./graphics/layers/TerrainLayer"; import {WinCheckExecution} from "../core/execution/WinCheckExecution"; import {SendAttackIntentEvent, SendBoatAttackIntentEvent, SendBreakAllianceIntentEvent, SendSpawnIntentEvent, Transport} from "./Transport"; import {createCanvas} from "./graphics/Utils"; import {DisplayMessageEvent, MessageType} from "./graphics/layers/EventsDisplay"; import {placeName} from "./graphics/NameBoxCalculator"; export function createClientGame(playerName: () => string, clientID: ClientID, playerID: PlayerID, ip: string | null, gameID: GameID, config: Config, terrainMap: TerrainMap): ClientGame { let eventBus = new EventBus() let game = createGame(terrainMap, eventBus, config) const canvas = createCanvas() let gameRenderer = createRenderer(canvas, game, eventBus, clientID) const wsHost = process.env.WEBSOCKET_URL || window.location.host; const wsProtocol = window.location.protocol === 'https:' ? 'wss:' : 'ws:'; const socket = new WebSocket(`${wsProtocol}//${wsHost}`) const transport = new Transport(socket, eventBus, gameID, clientID, playerID, playerName) return new ClientGame( clientID, playerID, ip, gameID, eventBus, game, gameRenderer, new InputHandler(canvas, eventBus), new Executor(game, gameID), socket, ) } export class ClientGame { private myPlayer: Player private turns: Turn[] = [] private isActive = false private currTurn = 0 private intervalID: NodeJS.Timeout private isProcessingTurn = false constructor( private id: ClientID, private playerID: PlayerID, private clientIP: string | null, private gameID: GameID, private eventBus: EventBus, private gs: Game, private renderer: GameRenderer, private input: InputHandler, private executor: Executor, private socket: WebSocket, ) { } public join() { this.socket.onopen = () => { console.log('Connected to game server!'); this.socket.send( JSON.stringify( ClientJoinMessageSchema.parse({ type: "join", gameID: this.gameID, clientID: this.id, clientIP: this.clientIP, lastTurn: this.turns.length }) ) ) }; this.socket.onmessage = (event: MessageEvent) => { const message: ServerMessage = ServerMessageSchema.parse(JSON.parse(event.data)) if (message.type == "start") { console.log("starting game!") for (const turn of message.turns) { if (turn.turnNumber < this.turns.length) { continue } this.turns.push(turn) } if (!this.isActive) { this.start() } // this.sendIntent({ // type: "updateName", // name: this.playerName, // clientID: this.id // }) } if (message.type == "turn") { this.addTurn(message.turn) } }; this.socket.onerror = (err) => { console.error('Socket encountered error: ', err, 'Closing socket'); this.socket.close(); }; this.socket.onclose = (event: CloseEvent) => { console.log(`WebSocket closed. Code: ${event.code}, Reason: ${event.reason}`); if (!this.isActive) { return } if (event.code != 1000) { this.join() } }; } public start() { console.log('version 3') this.isActive = true this.eventBus.on(PlayerEvent, (e) => this.playerEvent(e)) this.eventBus.on(MouseUpEvent, (e) => this.inputEvent(e)) this.renderer.initialize() this.input.initialize() this.gs.addExecution(...this.executor.spawnBots(this.gs.config().numBots())) this.gs.addExecution(...this.executor.fakeHumanExecutions(this.gs.config().numFakeHumans(this.gameID))) this.gs.addExecution(new WinCheckExecution(this.eventBus)) this.intervalID = setInterval(() => this.tick(), 10); } public stop() { clearInterval(this.intervalID) this.isActive = false if (this.socket.readyState === WebSocket.OPEN) { console.log('on stop: leaving game') const msg = ClientLeaveMessageSchema.parse({ type: "leave", clientID: this.id, gameID: this.gameID, }) this.socket.send(JSON.stringify(msg)) } else { console.log('WebSocket is not open. Current state:', this.socket.readyState); console.log('attempting reconnect') } } public addTurn(turn: Turn): void { if (this.turns.length != turn.turnNumber) { console.error(`got wrong turn have turns ${this.turns.length}, received turn ${turn.turnNumber}`) } this.turns.push(turn) } public tick() { if (this.currTurn >= this.turns.length || this.isProcessingTurn) { return } this.isProcessingTurn = true this.gs.addExecution(...this.executor.createExecs(this.turns[this.currTurn])) this.gs.executeNextTick() this.renderer.tick() this.currTurn++ this.isProcessingTurn = false } private playerEvent(event: PlayerEvent) { console.log('received new player event!') if (event.player.clientID() == this.id) { console.log('setting name') this.myPlayer = event.player } } private inputEvent(event: MouseUpEvent) { if (!this.isActive) { return } const cell = this.renderer.transformHandler.screenToWorldCoordinates(event.x, event.y) if (!this.gs.isOnMap(cell)) { return } const tile = this.gs.tile(cell) if (tile.isLand() && !tile.hasOwner() && this.gs.inSpawnPhase()) { this.eventBus.emit(new SendSpawnIntentEvent(cell)) return } if (this.gs.inSpawnPhase()) { return } if (this.myPlayer == null) { return } const owner = tile.owner() const targetID = owner.isPlayer() ? owner.id() : null; if (tile.owner() == this.myPlayer) { return } if (tile.owner().isPlayer() && this.myPlayer.isAlliedWith(tile.owner() as Player)) { this.eventBus.emit(new DisplayMessageEvent("Cannot attack ally", MessageType.WARN)) return } if (tile.isLand()) { for (const border of this.myPlayer.borderTiles()) { for (const n of border.neighbors()) { if (n.owner() == tile.owner()) { this.eventBus.emit(new SendAttackIntentEvent(targetID)) return } } } } } }