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6d5f218a44
## Description: Teams are not sorted based on clans, clan members always stay on the same team. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: <DISCORD USERNAME>
725 lines
18 KiB
TypeScript
725 lines
18 KiB
TypeScript
import { Config } from "../configuration/Config";
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import {
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Cell,
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Execution,
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Game,
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PlayerID,
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PlayerInfo,
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Player,
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TerraNullius,
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Unit,
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AllianceRequest,
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Alliance,
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Nation,
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UnitType,
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UnitInfo,
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GameUpdates,
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TerrainType,
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EmojiMessage,
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Team,
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GameMode,
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TeamName,
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PlayerType,
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} from "./Game";
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import { GameUpdate } from "./GameUpdates";
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import { GameUpdateType } from "./GameUpdates";
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import { NationMap } from "./TerrainMapLoader";
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import { PlayerImpl } from "./PlayerImpl";
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import { TerraNulliusImpl } from "./TerraNulliusImpl";
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import { AllianceRequestImpl } from "./AllianceRequestImpl";
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import { AllianceImpl } from "./AllianceImpl";
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import { ClientID, AllPlayersStats } from "../Schemas";
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import { MessageType } from "./Game";
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import { UnitImpl } from "./UnitImpl";
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import { consolex } from "../Consolex";
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import { GameMap, GameMapImpl, TileRef, TileUpdate } from "./GameMap";
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import { UnitGrid } from "./UnitGrid";
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import { StatsImpl } from "./StatsImpl";
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import { Stats } from "./Stats";
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import { simpleHash } from "../Util";
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import { assignTeams } from "./TeamAssignment";
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export function createGame(
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humans: PlayerInfo[],
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gameMap: GameMap,
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miniGameMap: GameMap,
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nationMap: NationMap,
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config: Config,
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): Game {
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return new GameImpl(humans, gameMap, miniGameMap, nationMap, config);
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}
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export type CellString = string;
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export class GameImpl implements Game {
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private _ticks = 0;
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private unInitExecs: Execution[] = [];
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private nations_: Nation[] = [];
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_players: Map<PlayerID, PlayerImpl> = new Map<PlayerID, PlayerImpl>();
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_playersBySmallID = [];
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private execs: Execution[] = [];
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private _width: number;
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private _height: number;
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_terraNullius: TerraNulliusImpl;
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allianceRequests: AllianceRequestImpl[] = [];
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alliances_: AllianceImpl[] = [];
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private nextPlayerID = 1;
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private _nextUnitID = 1;
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private updates: GameUpdates = createGameUpdatesMap();
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private unitGrid: UnitGrid;
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private _stats: StatsImpl = new StatsImpl();
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private playerTeams: Team[] = [
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{ name: TeamName.Red },
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{ name: TeamName.Blue },
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];
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private botTeam: Team = { name: TeamName.Bot };
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constructor(
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private _humans: PlayerInfo[],
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private _map: GameMap,
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private miniGameMap: GameMap,
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nationMap: NationMap,
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private _config: Config,
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) {
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this.addHumans();
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this._terraNullius = new TerraNulliusImpl();
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this._width = _map.width();
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this._height = _map.height();
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this.nations_ = nationMap.nations.map(
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(n) =>
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new Nation(
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n.flag || "",
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n.name,
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new Cell(n.coordinates[0], n.coordinates[1]),
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n.strength,
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),
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);
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this.unitGrid = new UnitGrid(this._map);
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}
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private addHumans() {
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if (this.config().gameConfig().gameMode != GameMode.Team) {
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this._humans.forEach((p) => this.addPlayer(p, 0));
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return;
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}
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const playerToTeam = assignTeams(this._humans);
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for (const [playerInfo, team] of playerToTeam.entries()) {
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if (team == "kicked") {
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console.warn(`Player ${playerInfo.name} was kicked from team`);
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continue;
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}
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this.addPlayer(playerInfo, 0, team);
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}
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}
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isOnEdgeOfMap(ref: TileRef): boolean {
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return this._map.isOnEdgeOfMap(ref);
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}
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owner(ref: TileRef): Player | TerraNullius {
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return this.playerBySmallID(this.ownerID(ref));
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}
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playerBySmallID(id: number): Player | TerraNullius {
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if (id == 0) {
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return this.terraNullius();
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}
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return this._playersBySmallID[id - 1];
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}
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map(): GameMap {
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return this._map;
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}
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miniMap(): GameMap {
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return this.miniGameMap;
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}
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addUpdate(update: GameUpdate) {
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(this.updates[update.type] as any[]).push(update);
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}
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nextUnitID(): number {
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const old = this._nextUnitID;
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this._nextUnitID++;
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return old;
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}
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setFallout(tile: TileRef, value: boolean) {
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if (value && this.hasOwner(tile)) {
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throw Error(`cannot set fallout, tile ${tile} has owner`);
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}
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if (this._map.hasFallout(tile)) {
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return;
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}
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this._map.setFallout(tile, value);
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this.addUpdate({
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type: GameUpdateType.Tile,
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update: this.toTileUpdate(tile),
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});
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}
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units(...types: UnitType[]): UnitImpl[] {
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return Array.from(this._players.values()).flatMap((p) => p.units(...types));
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}
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unitInfo(type: UnitType): UnitInfo {
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return this.config().unitInfo(type);
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}
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nations(): Nation[] {
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return this.nations_;
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}
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createAllianceRequest(requestor: Player, recipient: Player): AllianceRequest {
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if (requestor.isAlliedWith(recipient)) {
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consolex.log("cannot request alliance, already allied");
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return;
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}
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if (
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recipient
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.incomingAllianceRequests()
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.find((ar) => ar.requestor() == requestor) != null
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) {
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consolex.log(`duplicate alliance request from ${requestor.name()}`);
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return;
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}
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const correspondingReq = requestor
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.incomingAllianceRequests()
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.find((ar) => ar.requestor() == recipient);
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if (correspondingReq != null) {
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consolex.log(`got corresponding alliance requests, accepting`);
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correspondingReq.accept();
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return;
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}
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const ar = new AllianceRequestImpl(requestor, recipient, this._ticks, this);
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this.allianceRequests.push(ar);
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this.addUpdate(ar.toUpdate());
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return ar;
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}
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acceptAllianceRequest(request: AllianceRequestImpl) {
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this.allianceRequests = this.allianceRequests.filter((ar) => ar != request);
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const alliance = new AllianceImpl(
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this,
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request.requestor() as PlayerImpl,
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request.recipient() as PlayerImpl,
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this._ticks,
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);
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this.alliances_.push(alliance);
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(request.requestor() as PlayerImpl).pastOutgoingAllianceRequests.push(
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request,
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);
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this.addUpdate({
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type: GameUpdateType.AllianceRequestReply,
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request: request.toUpdate(),
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accepted: true,
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});
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}
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rejectAllianceRequest(request: AllianceRequestImpl) {
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this.allianceRequests = this.allianceRequests.filter((ar) => ar != request);
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(request.requestor() as PlayerImpl).pastOutgoingAllianceRequests.push(
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request,
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);
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this.addUpdate({
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type: GameUpdateType.AllianceRequestReply,
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request: request.toUpdate(),
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accepted: false,
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});
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}
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hasPlayer(id: PlayerID): boolean {
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return this._players.has(id);
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}
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config(): Config {
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return this._config;
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}
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inSpawnPhase(): boolean {
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return this._ticks <= this.config().numSpawnPhaseTurns();
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}
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ticks(): number {
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return this._ticks;
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}
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executeNextTick(): GameUpdates {
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this.updates = createGameUpdatesMap();
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this.execs.forEach((e) => {
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if (
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e.isActive() &&
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(!this.inSpawnPhase() || e.activeDuringSpawnPhase())
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) {
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e.tick(this._ticks);
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}
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});
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const inited: Execution[] = [];
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const unInited: Execution[] = [];
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this.unInitExecs.forEach((e) => {
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if (!this.inSpawnPhase() || e.activeDuringSpawnPhase()) {
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e.init(this, this._ticks);
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inited.push(e);
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} else {
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unInited.push(e);
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}
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});
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this.removeInactiveExecutions();
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this.execs.push(...inited);
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this.unInitExecs = unInited;
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for (const player of this._players.values()) {
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// Players change each to so always add them
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this.addUpdate(player.toUpdate());
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}
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if (this.ticks() % 10 == 0) {
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this.addUpdate({
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type: GameUpdateType.Hash,
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tick: this.ticks(),
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hash: this.hash(),
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});
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}
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this._ticks++;
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return this.updates;
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}
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private hash(): number {
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let hash = 1;
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this._players.forEach((p) => {
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hash += p.hash();
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});
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return hash;
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}
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terraNullius(): TerraNullius {
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return this._terraNullius;
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}
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removeInactiveExecutions(): void {
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const activeExecs: Execution[] = [];
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for (const exec of this.execs) {
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if (this.inSpawnPhase()) {
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if (exec.activeDuringSpawnPhase()) {
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if (exec.isActive()) {
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activeExecs.push(exec);
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}
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} else {
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activeExecs.push(exec);
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}
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} else {
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if (exec.isActive()) {
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activeExecs.push(exec);
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}
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}
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}
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this.execs = activeExecs;
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}
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players(): Player[] {
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return Array.from(this._players.values()).filter((p) => p.isAlive());
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}
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allPlayers(): Player[] {
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return Array.from(this._players.values());
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}
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executions(): Execution[] {
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return [...this.execs, ...this.unInitExecs];
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}
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addExecution(...exec: Execution[]) {
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this.unInitExecs.push(...exec);
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}
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removeExecution(exec: Execution) {
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this.execs = this.execs.filter((execution) => execution !== exec);
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this.unInitExecs = this.unInitExecs.filter(
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(execution) => execution !== exec,
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);
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}
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playerView(id: PlayerID): Player {
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return this.player(id);
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}
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addPlayer(
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playerInfo: PlayerInfo,
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manpower: number,
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team: Team = null,
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): Player {
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const player = new PlayerImpl(
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this,
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this.nextPlayerID,
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playerInfo,
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manpower,
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team ?? this.maybeAssignTeam(playerInfo),
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);
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this._playersBySmallID.push(player);
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this.nextPlayerID++;
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this._players.set(playerInfo.id, player);
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return player;
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}
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private maybeAssignTeam(player: PlayerInfo): Team | null {
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if (this._config.gameConfig().gameMode != GameMode.Team) {
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return null;
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}
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if (player.playerType == PlayerType.Bot) {
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return this.botTeam;
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}
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const rand = simpleHash(player.id);
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return this.playerTeams[rand % this.playerTeams.length];
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}
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player(id: PlayerID | null): Player {
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if (!this._players.has(id)) {
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throw new Error(`Player with id ${id} not found`);
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}
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return this._players.get(id);
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}
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playerByClientID(id: ClientID): Player | null {
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for (const [pID, player] of this._players) {
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if (player.clientID() == id) {
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return player;
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}
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}
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return null;
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}
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isOnMap(cell: Cell): boolean {
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return (
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cell.x >= 0 &&
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cell.x < this._width &&
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cell.y >= 0 &&
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cell.y < this._height
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);
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}
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neighborsWithDiag(tile: TileRef): TileRef[] {
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const x = this.x(tile);
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const y = this.y(tile);
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const ns: TileRef[] = [];
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for (let dx = -1; dx <= 1; dx++) {
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for (let dy = -1; dy <= 1; dy++) {
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if (dx === 0 && dy === 0) continue; // Skip the center tile
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const newX = x + dx;
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const newY = y + dy;
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if (
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newX >= 0 &&
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newX < this._width &&
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newY >= 0 &&
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newY < this._height
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) {
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ns.push(this._map.ref(newX, newY));
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}
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}
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}
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return ns;
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}
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conquer(owner: PlayerImpl, tile: TileRef): void {
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if (!this.isLand(tile)) {
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throw Error(`cannot conquer water`);
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}
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const previousOwner = this.owner(tile) as TerraNullius | PlayerImpl;
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if (previousOwner.isPlayer()) {
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previousOwner._lastTileChange = this._ticks;
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previousOwner._tiles.delete(tile);
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previousOwner._borderTiles.delete(tile);
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}
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this._map.setOwnerID(tile, owner.smallID());
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owner._tiles.add(tile);
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owner._lastTileChange = this._ticks;
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this.updateBorders(tile);
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this._map.setFallout(tile, false);
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this.addUpdate({
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type: GameUpdateType.Tile,
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update: this.toTileUpdate(tile),
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});
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}
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relinquish(tile: TileRef) {
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if (!this.hasOwner(tile)) {
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throw new Error(`Cannot relinquish tile because it is unowned`);
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}
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if (this.isWater(tile)) {
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throw new Error("Cannot relinquish water");
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}
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const previousOwner = this.owner(tile) as PlayerImpl;
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previousOwner._lastTileChange = this._ticks;
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previousOwner._tiles.delete(tile);
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previousOwner._borderTiles.delete(tile);
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this._map.setOwnerID(tile, 0);
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this.updateBorders(tile);
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this.addUpdate({
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type: GameUpdateType.Tile,
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update: this.toTileUpdate(tile),
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});
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}
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private updateBorders(tile: TileRef) {
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const tiles: TileRef[] = [];
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tiles.push(tile);
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this.neighbors(tile).forEach((t) => tiles.push(t));
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for (const t of tiles) {
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if (!this.hasOwner(t)) {
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continue;
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}
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if (this.calcIsBorder(t)) {
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(this.owner(t) as PlayerImpl)._borderTiles.add(t);
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} else {
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(this.owner(t) as PlayerImpl)._borderTiles.delete(t);
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}
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}
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}
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private calcIsBorder(tile: TileRef): boolean {
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if (!this.hasOwner(tile)) {
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return false;
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}
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for (const neighbor of this.neighbors(tile)) {
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const bordersEnemy = this.owner(tile) != this.owner(neighbor);
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if (bordersEnemy) {
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return true;
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}
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}
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return false;
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}
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target(targeter: Player, target: Player) {
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this.addUpdate({
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type: GameUpdateType.TargetPlayer,
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playerID: targeter.smallID(),
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targetID: target.smallID(),
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});
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}
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public breakAlliance(breaker: Player, alliance: Alliance) {
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let other: Player = null;
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if (alliance.requestor() == breaker) {
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other = alliance.recipient();
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} else {
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other = alliance.requestor();
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}
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if (!breaker.isAlliedWith(other)) {
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throw new Error(
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`${breaker} not allied with ${other}, cannot break alliance`,
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);
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}
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if (!other.isTraitor()) {
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(breaker as PlayerImpl).isTraitor_ = true;
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}
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const breakerSet = new Set(breaker.alliances());
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const alliances = other.alliances().filter((a) => breakerSet.has(a));
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if (alliances.length != 1) {
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throw new Error(
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`must have exactly one alliance, have ${alliances.length}`,
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);
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}
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this.alliances_ = this.alliances_.filter((a) => a != alliances[0]);
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this.addUpdate({
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type: GameUpdateType.BrokeAlliance,
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traitorID: breaker.smallID(),
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betrayedID: other.smallID(),
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});
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}
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public expireAlliance(alliance: Alliance) {
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const p1Set = new Set(alliance.recipient().alliances());
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const alliances = alliance
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.requestor()
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.alliances()
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.filter((a) => p1Set.has(a));
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if (alliances.length != 1) {
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throw new Error(
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`cannot expire alliance: must have exactly one alliance, have ${alliances.length}`,
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);
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}
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this.alliances_ = this.alliances_.filter((a) => a != alliances[0]);
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this.addUpdate({
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type: GameUpdateType.AllianceExpired,
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player1ID: alliance.requestor().smallID(),
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player2ID: alliance.recipient().smallID(),
|
|
});
|
|
}
|
|
|
|
sendEmojiUpdate(msg: EmojiMessage): void {
|
|
this.addUpdate({
|
|
type: GameUpdateType.Emoji,
|
|
emoji: msg,
|
|
});
|
|
}
|
|
|
|
setWinner(winner: Player | TeamName, allPlayersStats: AllPlayersStats): void {
|
|
this.addUpdate({
|
|
type: GameUpdateType.Win,
|
|
winner: typeof winner === "string" ? winner : winner.smallID(),
|
|
winnerType: typeof winner === "string" ? "team" : "player",
|
|
allPlayersStats,
|
|
});
|
|
}
|
|
|
|
teams(): Team[] {
|
|
if (this._config.gameConfig().gameMode != GameMode.Team) {
|
|
return [];
|
|
}
|
|
return [this.botTeam, ...this.playerTeams];
|
|
}
|
|
|
|
displayMessage(
|
|
message: string,
|
|
type: MessageType,
|
|
playerID: PlayerID | null,
|
|
): void {
|
|
let id = null;
|
|
if (playerID != null) {
|
|
id = this.player(playerID).smallID();
|
|
}
|
|
this.addUpdate({
|
|
type: GameUpdateType.DisplayEvent,
|
|
messageType: type,
|
|
message: message,
|
|
playerID: id,
|
|
});
|
|
}
|
|
|
|
addUnit(u: Unit) {
|
|
this.unitGrid.addUnit(u);
|
|
}
|
|
removeUnit(u: Unit) {
|
|
this.unitGrid.removeUnit(u);
|
|
}
|
|
|
|
nearbyUnits(
|
|
tile: TileRef,
|
|
searchRange: number,
|
|
types: UnitType | UnitType[],
|
|
): Array<{ unit: Unit; distSquared: number }> {
|
|
return this.unitGrid.nearbyUnits(tile, searchRange, types) as Array<{
|
|
unit: Unit;
|
|
distSquared: number;
|
|
}>;
|
|
}
|
|
|
|
ref(x: number, y: number): TileRef {
|
|
return this._map.ref(x, y);
|
|
}
|
|
x(ref: TileRef): number {
|
|
return this._map.x(ref);
|
|
}
|
|
y(ref: TileRef): number {
|
|
return this._map.y(ref);
|
|
}
|
|
cell(ref: TileRef): Cell {
|
|
return this._map.cell(ref);
|
|
}
|
|
width(): number {
|
|
return this._map.width();
|
|
}
|
|
height(): number {
|
|
return this._map.height();
|
|
}
|
|
numLandTiles(): number {
|
|
return this._map.numLandTiles();
|
|
}
|
|
isValidCoord(x: number, y: number): boolean {
|
|
return this._map.isValidCoord(x, y);
|
|
}
|
|
isLand(ref: TileRef): boolean {
|
|
return this._map.isLand(ref);
|
|
}
|
|
isOceanShore(ref: TileRef): boolean {
|
|
return this._map.isOceanShore(ref);
|
|
}
|
|
isOcean(ref: TileRef): boolean {
|
|
return this._map.isOcean(ref);
|
|
}
|
|
isShoreline(ref: TileRef): boolean {
|
|
return this._map.isShoreline(ref);
|
|
}
|
|
magnitude(ref: TileRef): number {
|
|
return this._map.magnitude(ref);
|
|
}
|
|
ownerID(ref: TileRef): number {
|
|
return this._map.ownerID(ref);
|
|
}
|
|
hasOwner(ref: TileRef): boolean {
|
|
return this._map.hasOwner(ref);
|
|
}
|
|
setOwnerID(ref: TileRef, playerId: number): void {
|
|
return this._map.setOwnerID(ref, playerId);
|
|
}
|
|
hasFallout(ref: TileRef): boolean {
|
|
return this._map.hasFallout(ref);
|
|
}
|
|
isBorder(ref: TileRef): boolean {
|
|
return this._map.isBorder(ref);
|
|
}
|
|
neighbors(ref: TileRef): TileRef[] {
|
|
return this._map.neighbors(ref);
|
|
}
|
|
isWater(ref: TileRef): boolean {
|
|
return this._map.isWater(ref);
|
|
}
|
|
isLake(ref: TileRef): boolean {
|
|
return this._map.isLake(ref);
|
|
}
|
|
isShore(ref: TileRef): boolean {
|
|
return this._map.isShore(ref);
|
|
}
|
|
cost(ref: TileRef): number {
|
|
return this._map.cost(ref);
|
|
}
|
|
terrainType(ref: TileRef): TerrainType {
|
|
return this._map.terrainType(ref);
|
|
}
|
|
forEachTile(fn: (tile: TileRef) => void): void {
|
|
return this._map.forEachTile(fn);
|
|
}
|
|
manhattanDist(c1: TileRef, c2: TileRef): number {
|
|
return this._map.manhattanDist(c1, c2);
|
|
}
|
|
euclideanDist(c1: TileRef, c2: TileRef): number {
|
|
return this._map.euclideanDist(c1, c2);
|
|
}
|
|
bfs(
|
|
tile: TileRef,
|
|
filter: (gm: GameMap, tile: TileRef) => boolean,
|
|
): Set<TileRef> {
|
|
return this._map.bfs(tile, filter);
|
|
}
|
|
toTileUpdate(tile: TileRef): bigint {
|
|
return this._map.toTileUpdate(tile);
|
|
}
|
|
updateTile(tu: TileUpdate): TileRef {
|
|
return this._map.updateTile(tu);
|
|
}
|
|
numTilesWithFallout(): number {
|
|
return this._map.numTilesWithFallout();
|
|
}
|
|
stats(): Stats {
|
|
return this._stats;
|
|
}
|
|
}
|
|
|
|
// Or a more dynamic approach that will catch new enum values:
|
|
const createGameUpdatesMap = (): GameUpdates => {
|
|
const map = {} as GameUpdates;
|
|
Object.values(GameUpdateType)
|
|
.filter((key) => !isNaN(Number(key))) // Filter out reverse mappings
|
|
.forEach((key) => {
|
|
map[key as GameUpdateType] = [];
|
|
});
|
|
return map;
|
|
};
|