import {info} from "console" import {Config} from "../configuration/Config" import {GameEvent} from "../EventBus" import {ClientID, GameID} from "../Schemas" export type PlayerID = string export class Cell { private strRepr: string constructor( public readonly x, public readonly y ) { this.strRepr = `Cell[${this.x},${this.y}]` } toString(): string {return this.strRepr} } export enum TerrainType { Plains, Highland, Mountain, Lake, Ocean } export enum PlayerType { Bot = "BOT", Human = "HUMAN", FakeHuman = "FAKEHUMAN", } export interface ExecutionView { isActive(): boolean // TODO: remove owner owner(): Player activeDuringSpawnPhase(): boolean } export interface Execution extends ExecutionView { init(mg: MutableGame, ticks: number): void tick(ticks: number): void owner(): MutablePlayer } export interface AllianceRequest { requestor(): Player recipient(): Player } export interface MutableAllianceRequest extends AllianceRequest { accept(): void reject(): void } export interface Alliance { requestor(): Player recipient(): Player } export interface MutableAlliance extends Alliance { } export class PlayerInfo { constructor( public readonly name: string, public readonly playerType: PlayerType, // null if bot. public readonly clientID: ClientID | null, public readonly id: PlayerID ) { } } export interface Tile { isLand(): boolean isShore(): boolean isOceanShore(): boolean isWater(): boolean isShorelineWater(): boolean isOcean(): boolean isLake(): boolean terrain(): TerrainType magnitude(): number owner(): Player | TerraNullius hasOwner(): boolean isBorder(): boolean borders(other: Player | TerraNullius): boolean isInterior(): boolean cell(): Cell neighbors(): Tile[] neighborsWrapped(): Tile[] onShore(): boolean } export interface Boat { troops(): number tile(): Tile owner(): Player target(): Player | TerraNullius isActive(): boolean } export interface MutableBoat extends Boat { move(tile: Tile): void owner(): MutablePlayer target(): MutablePlayer | TerraNullius setTroops(troops: number): void delete(): void } export interface TerraNullius { ownsTile(cell: Cell): boolean isPlayer(): false id(): PlayerID // always zero, maybe make it TerraNulliusID? } export interface Player { info(): PlayerInfo name(): string clientID(): ClientID id(): PlayerID type(): PlayerType troops(): number boats(): Boat[] ownsTile(cell: Cell): boolean isAlive(): boolean borderTiles(): ReadonlySet isPlayer(): this is Player neighbors(): (Player | TerraNullius)[] numTilesOwned(): number tiles(): ReadonlySet sharesBorderWith(other: Player | TerraNullius): boolean incomingAllianceRequests(): AllianceRequest[] outgoingAllianceRequests(): AllianceRequest[] alliances(): Alliance[] alliedWith(other: Player): boolean pendingAllianceRequestWith(other: Player): boolean isTraitor(): boolean toString(): string } export interface MutablePlayer extends Player { setName(name: string): void setTroops(troops: number): void addTroops(troops: number): void removeTroops(troops: number): void conquer(tile: Tile): void relinquish(tile: Tile): void executions(): Execution[] neighbors(): (MutablePlayer | TerraNullius)[] boats(): MutableBoat[] incomingAllianceRequests(): MutableAllianceRequest[] outgoingAllianceRequests(): MutableAllianceRequest[] alliances(): MutableAlliance[] breakAllianceWith(other: Player): void createAllianceRequest(recipient: Player): MutableAllianceRequest addBoat(troops: number, tile: Tile, target: Player | TerraNullius): MutableBoat } export interface Game { // Throws exception is player not found player(id: PlayerID): Player playerByClientID(id: ClientID): Player | null hasPlayer(id: PlayerID): boolean players(): Player[] tile(cell: Cell): Tile isOnMap(cell: Cell): boolean neighbors(cell: Cell | Tile): Tile[] width(): number height(): number numLandTiles(): number forEachTile(fn: (tile: Tile) => void): void executions(): ExecutionView[] terraNullius(): TerraNullius tick(): void ticks(): number inSpawnPhase(): boolean addExecution(...exec: Execution[]): void config(): Config } export interface MutableGame extends Game { player(id: PlayerID): MutablePlayer playerByClientID(id: ClientID): MutablePlayer | null players(): MutablePlayer[] addPlayer(playerInfo: PlayerInfo, troops: number): MutablePlayer executions(): Execution[] } export class TileEvent implements GameEvent { constructor(public readonly tile: Tile) { } } export class PlayerEvent implements GameEvent { constructor(public readonly player: Player) { } } export class BoatEvent implements GameEvent { constructor(public readonly boat: Boat, public oldTile: Tile) { } } export class AllianceRequestEvent implements GameEvent { constructor(public readonly allianceRequest: AllianceRequest) { } } export class AllianceRequestReplyEvent implements GameEvent { constructor(public readonly allianceRequest: AllianceRequest, public readonly accepted: boolean) { } }