Files
OpenFrontIO/src/client/ClientGame.ts
T
Evan a2a6654bf5 fixed bug where each intent was duplicated
destroyers find and capture trade ships
ports generate more trade ships
2024-11-22 20:28:58 -08:00

233 lines
8.2 KiB
TypeScript

import { Executor } from "../core/execution/ExecutionManager";
import { Cell, MutableGame, PlayerEvent, PlayerID, MutablePlayer, TileEvent, Player, Game, UnitEvent, Tile, PlayerType, GameMap, Difficulty } from "../core/game/Game";
import { createGame } from "../core/game/GameImpl";
import { EventBus } from "../core/EventBus";
import { Config, getConfig } 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 { loadTerrainMap, TerrainMap } from "../core/game/TerrainMapLoader";
import { and, bfs, dist, manhattanDist } from "../core/Util";
import { WinCheckExecution } from "../core/execution/WinCheckExecution";
import { SendAttackIntentEvent, SendSpawnIntentEvent, Transport } from "./Transport";
import { createCanvas } from "./graphics/Utils";
import { DisplayMessageEvent, MessageType } from "./graphics/layers/EventsDisplay";
import { v4 as uuidv4 } from 'uuid';
export interface LobbyConfig {
isLocal: boolean
playerName: () => string
gameID: GameID
ip: string | null
map: GameMap | null
difficulty: Difficulty | null
}
export interface GameConfig {
map: GameMap
difficulty: Difficulty
clientID: ClientID,
gameID: GameID,
}
export function joinLobby(lobbyConfig: LobbyConfig, onjoin: () => void): () => void {
const clientID = uuidv4()
const playerID = uuidv4()
const eventBus = new EventBus()
const config = getConfig()
const transport = new Transport(lobbyConfig.isLocal, eventBus, lobbyConfig.gameID, lobbyConfig.ip, clientID, playerID, config, lobbyConfig.playerName)
const onconnect = () => {
console.log(`Joined game lobby ${lobbyConfig.gameID}`);
transport.joinGame(0)
};
const onmessage = (message: ServerMessage) => {
if (message.type == "start") {
console.log('lobby: game started')
onjoin()
const gameConfig = {
map: message.config?.gameMap || lobbyConfig.map,
difficulty: message.config?.difficulty || lobbyConfig.difficulty,
clientID: clientID,
gameID: lobbyConfig.gameID,
ip: lobbyConfig.ip,
}
createClientGame(gameConfig, eventBus, transport).then(r => r.start())
};
}
transport.connect(onconnect, onmessage)
return () => {
console.log('leaving game')
transport.leaveGame()
}
}
export async function createClientGame(gameConfig: GameConfig, eventBus: EventBus, transport: Transport): Promise<GameRunner> {
const config = getConfig()
const terrainMap = await loadTerrainMap(gameConfig.map)
let game = createGame(terrainMap, eventBus, config)
const canvas = createCanvas()
let gameRenderer = createRenderer(canvas, game, eventBus, gameConfig.clientID)
console.log(`creating private game got difficulty: ${gameConfig.difficulty}`)
return new GameRunner(
gameConfig,
eventBus,
game,
gameRenderer,
new InputHandler(canvas, eventBus),
new Executor(game, gameConfig.difficulty, gameConfig.gameID),
transport,
)
}
export class GameRunner {
private myPlayer: Player
private turns: Turn[] = []
private isActive = false
private currTurn = 0
private intervalID: NodeJS.Timeout
private isProcessingTurn = false
private hasJoined = false
constructor(
private gameConfig: GameConfig,
private eventBus: EventBus,
private gs: Game,
private renderer: GameRenderer,
private input: InputHandler,
private executor: Executor,
private transport: Transport,
) { }
public start() {
console.log('starting client game')
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()))
if (this.gs.config().spawnNPCs()) {
this.gs.addExecution(...this.executor.fakeHumanExecutions())
}
this.gs.addExecution(new WinCheckExecution(this.eventBus))
this.intervalID = setInterval(() => this.tick(), 10);
const onconnect = () => {
console.log('Connected to game server!');
this.transport.joinGame(this.turns.length)
};
const onmessage = (message: ServerMessage) => {
if (message.type == "start") {
this.hasJoined = true
console.log("starting game!")
for (const turn of message.turns) {
if (turn.turnNumber < this.turns.length) {
continue
}
this.turns.push(turn)
}
}
if (message.type == "turn") {
if (!this.hasJoined) {
return
}
if (this.turns.length != message.turn.turnNumber) {
console.error(`got wrong turn have turns ${this.turns.length}, received turn ${message.turn.turnNumber}`)
} else {
this.turns.push(message.turn)
}
}
};
this.transport.connect(onconnect, onmessage)
}
public stop() {
clearInterval(this.intervalID)
this.isActive = false
this.transport.leaveGame()
}
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.gameConfig.clientID) {
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
}
console.log(`clicked cell ${cell}`)
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()) {
if (tile.hasOwner()) {
if (this.myPlayer.sharesBorderWith(tile.owner())) {
this.eventBus.emit(new SendAttackIntentEvent(targetID, this.myPlayer.troops() * this.renderer.uiState.attackRatio))
}
} else {
outer_loop: for (const t of bfs(tile, and(t => !t.hasOwner() && t.isLand(), dist(tile, 200)))) {
for (const n of t.neighbors()) {
if (n.owner() == this.myPlayer) {
this.eventBus.emit(new SendAttackIntentEvent(targetID, this.myPlayer.troops() * this.renderer.uiState.attackRatio))
break outer_loop
}
}
}
}
}
}
}