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a2a6654bf5
destroyers find and capture trade ships ports generate more trade ships
233 lines
8.2 KiB
TypeScript
233 lines
8.2 KiB
TypeScript
import { Executor } from "../core/execution/ExecutionManager";
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import { Cell, MutableGame, PlayerEvent, PlayerID, MutablePlayer, TileEvent, Player, Game, UnitEvent, Tile, PlayerType, GameMap, Difficulty } from "../core/game/Game";
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import { createGame } from "../core/game/GameImpl";
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import { EventBus } from "../core/EventBus";
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import { Config, getConfig } from "../core/configuration/Config";
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import { createRenderer, GameRenderer } from "./graphics/GameRenderer";
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import { InputHandler, MouseUpEvent, ZoomEvent, DragEvent, MouseDownEvent } from "./InputHandler"
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import { ClientID, ClientIntentMessageSchema, ClientJoinMessageSchema, ClientLeaveMessageSchema, ClientMessageSchema, GameID, Intent, ServerMessage, ServerMessageSchema, ServerSyncMessage, Turn } from "../core/Schemas";
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import { loadTerrainMap, TerrainMap } from "../core/game/TerrainMapLoader";
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import { and, bfs, dist, manhattanDist } from "../core/Util";
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import { WinCheckExecution } from "../core/execution/WinCheckExecution";
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import { SendAttackIntentEvent, SendSpawnIntentEvent, Transport } from "./Transport";
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import { createCanvas } from "./graphics/Utils";
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import { DisplayMessageEvent, MessageType } from "./graphics/layers/EventsDisplay";
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import { v4 as uuidv4 } from 'uuid';
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export interface LobbyConfig {
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isLocal: boolean
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playerName: () => string
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gameID: GameID
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ip: string | null
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map: GameMap | null
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difficulty: Difficulty | null
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}
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export interface GameConfig {
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map: GameMap
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difficulty: Difficulty
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clientID: ClientID,
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gameID: GameID,
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}
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export function joinLobby(lobbyConfig: LobbyConfig, onjoin: () => void): () => void {
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const clientID = uuidv4()
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const playerID = uuidv4()
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const eventBus = new EventBus()
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const config = getConfig()
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const transport = new Transport(lobbyConfig.isLocal, eventBus, lobbyConfig.gameID, lobbyConfig.ip, clientID, playerID, config, lobbyConfig.playerName)
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const onconnect = () => {
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console.log(`Joined game lobby ${lobbyConfig.gameID}`);
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transport.joinGame(0)
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};
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const onmessage = (message: ServerMessage) => {
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if (message.type == "start") {
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console.log('lobby: game started')
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onjoin()
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const gameConfig = {
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map: message.config?.gameMap || lobbyConfig.map,
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difficulty: message.config?.difficulty || lobbyConfig.difficulty,
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clientID: clientID,
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gameID: lobbyConfig.gameID,
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ip: lobbyConfig.ip,
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}
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createClientGame(gameConfig, eventBus, transport).then(r => r.start())
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};
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}
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transport.connect(onconnect, onmessage)
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return () => {
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console.log('leaving game')
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transport.leaveGame()
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}
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}
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export async function createClientGame(gameConfig: GameConfig, eventBus: EventBus, transport: Transport): Promise<GameRunner> {
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const config = getConfig()
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const terrainMap = await loadTerrainMap(gameConfig.map)
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let game = createGame(terrainMap, eventBus, config)
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const canvas = createCanvas()
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let gameRenderer = createRenderer(canvas, game, eventBus, gameConfig.clientID)
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console.log(`creating private game got difficulty: ${gameConfig.difficulty}`)
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return new GameRunner(
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gameConfig,
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eventBus,
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game,
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gameRenderer,
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new InputHandler(canvas, eventBus),
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new Executor(game, gameConfig.difficulty, gameConfig.gameID),
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transport,
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)
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}
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export class GameRunner {
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private myPlayer: Player
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private turns: Turn[] = []
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private isActive = false
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private currTurn = 0
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private intervalID: NodeJS.Timeout
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private isProcessingTurn = false
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private hasJoined = false
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constructor(
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private gameConfig: GameConfig,
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private eventBus: EventBus,
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private gs: Game,
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private renderer: GameRenderer,
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private input: InputHandler,
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private executor: Executor,
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private transport: Transport,
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) { }
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public start() {
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console.log('starting client game')
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this.isActive = true
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this.eventBus.on(PlayerEvent, (e) => this.playerEvent(e))
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this.eventBus.on(MouseUpEvent, (e) => this.inputEvent(e))
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this.renderer.initialize()
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this.input.initialize()
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this.gs.addExecution(...this.executor.spawnBots(this.gs.config().numBots()))
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if (this.gs.config().spawnNPCs()) {
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this.gs.addExecution(...this.executor.fakeHumanExecutions())
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}
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this.gs.addExecution(new WinCheckExecution(this.eventBus))
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this.intervalID = setInterval(() => this.tick(), 10);
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const onconnect = () => {
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console.log('Connected to game server!');
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this.transport.joinGame(this.turns.length)
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};
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const onmessage = (message: ServerMessage) => {
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if (message.type == "start") {
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this.hasJoined = true
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console.log("starting game!")
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for (const turn of message.turns) {
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if (turn.turnNumber < this.turns.length) {
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continue
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}
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this.turns.push(turn)
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}
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}
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if (message.type == "turn") {
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if (!this.hasJoined) {
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return
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}
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if (this.turns.length != message.turn.turnNumber) {
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console.error(`got wrong turn have turns ${this.turns.length}, received turn ${message.turn.turnNumber}`)
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} else {
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this.turns.push(message.turn)
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}
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}
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};
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this.transport.connect(onconnect, onmessage)
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}
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public stop() {
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clearInterval(this.intervalID)
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this.isActive = false
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this.transport.leaveGame()
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}
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public tick() {
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if (this.currTurn >= this.turns.length || this.isProcessingTurn) {
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return
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}
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this.isProcessingTurn = true
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this.gs.addExecution(...this.executor.createExecs(this.turns[this.currTurn]))
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this.gs.executeNextTick()
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this.renderer.tick()
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this.currTurn++
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this.isProcessingTurn = false
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}
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private playerEvent(event: PlayerEvent) {
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console.log('received new player event!')
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if (event.player.clientID() == this.gameConfig.clientID) {
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console.log('setting name')
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this.myPlayer = event.player
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}
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}
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private inputEvent(event: MouseUpEvent) {
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if (!this.isActive) {
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return
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}
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const cell = this.renderer.transformHandler.screenToWorldCoordinates(event.x, event.y)
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if (!this.gs.isOnMap(cell)) {
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return
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}
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console.log(`clicked cell ${cell}`)
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const tile = this.gs.tile(cell)
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if (tile.isLand() && !tile.hasOwner() && this.gs.inSpawnPhase()) {
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this.eventBus.emit(new SendSpawnIntentEvent(cell))
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return
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}
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if (this.gs.inSpawnPhase()) {
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return
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}
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if (this.myPlayer == null) {
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return
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}
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const owner = tile.owner()
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const targetID = owner.isPlayer() ? owner.id() : null;
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if (tile.owner() == this.myPlayer) {
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return
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}
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if (tile.owner().isPlayer() && this.myPlayer.isAlliedWith(tile.owner() as Player)) {
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this.eventBus.emit(new DisplayMessageEvent("Cannot attack ally", MessageType.WARN))
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return
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}
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if (tile.isLand()) {
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if (tile.hasOwner()) {
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if (this.myPlayer.sharesBorderWith(tile.owner())) {
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this.eventBus.emit(new SendAttackIntentEvent(targetID, this.myPlayer.troops() * this.renderer.uiState.attackRatio))
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}
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} else {
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outer_loop: for (const t of bfs(tile, and(t => !t.hasOwner() && t.isLand(), dist(tile, 200)))) {
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for (const n of t.neighbors()) {
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if (n.owner() == this.myPlayer) {
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this.eventBus.emit(new SendAttackIntentEvent(targetID, this.myPlayer.troops() * this.renderer.uiState.attackRatio))
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break outer_loop
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}
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}
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}
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}
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}
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}
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} |