This commit is contained in:
Jose Conde
2024-07-12 16:27:52 +02:00
parent ca0f1466c2
commit 5f117667a4
29 changed files with 823 additions and 407 deletions

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@ -1,15 +1,15 @@
import { PRNG } from 'seedrandom';
import {EventEmitter} from 'events';
import { Board } from "./entities/Board";
import { PlayerMove } from "./entities/PlayerMove";
import { PlayerInterface } from "./entities/player/PlayerInterface";
import { Tile } from "./entities/Tile";
import { LoggingService } from "../common/LoggingService";
import { printBoard, printLine, uuid, wait } from '../common/utilities';
import { GameSummary } from './dto/GameSummary';
import { printBoard, printLine, uuid, wait, whileNotUndefined } from '../common/utilities';
import { PlayerNotificationService } from '../server/services/PlayerNotificationService';
import { GameState } from './dto/GameState';
export class DominoesGame {
export class DominoesGame extends EventEmitter {
private id: string;
private seed: string | undefined;
autoDeal: boolean = true;
@ -25,11 +25,13 @@ export class DominoesGame {
winner: PlayerInterface | null = null;
rng: PRNG;
handSize: number = 7;
notificationManager: PlayerNotificationService = new PlayerNotificationService();
notificationService: PlayerNotificationService = new PlayerNotificationService();
lastMove: PlayerMove | null = null;
forcedInitialPlayerIndex: number | null = null;
canAskNextPlayerMove: boolean = true;
constructor(public players: PlayerInterface[], seed: PRNG) {
super();
this.id = uuid();
this.logger.info(`Game ID: ${this.id}`);
this.rng = seed
@ -76,6 +78,7 @@ export class DominoesGame {
}
nextPlayer() {
this.logger.debug('Turn ended');
this.currentPlayerIndex = (this.currentPlayerIndex + 1) % this.players.length;
}
@ -88,10 +91,7 @@ export class DominoesGame {
return hasWinner || this.gameBlocked;
}
getWinner(): PlayerInterface | null {
if (!this.gameOver) {
return null;
}
getWinner(): PlayerInterface {
const winnerNoTiles = this.players.find(player => player.hand.length === 0);
if (winnerNoTiles !== undefined) {
return winnerNoTiles;
@ -123,35 +123,70 @@ export class DominoesGame {
}
}
}
this.logger.debug('Starting player index: ' + startingIndex);
return startingIndex === -1 ? 0 : startingIndex;
}
async playTurn(): Promise<void> {
const player = this.players[this.currentPlayerIndex];
console.log(`${player.name}'s turn (${player.hand.length} tiles)`);
printBoard(this.board);
// let playerMove: PlayerMove | null = null;
// while(playerMove === null) {
// try {
// playerMove = await player.makeMove(this.board);
// } catch (error) {
// this.logger.error(error, 'Error making move');
// }
// }
const playerMove = await player.makeMove(this.board);
printBoard(this.board, true);
this.lastMove = playerMove;
if (playerMove === null) {
console.log('Player cannot move');
this.blockedCount += 1;
this.nextPlayer();
return;
}
this.blockedCount = 0;
this.board.play(playerMove);
player.hand = player.hand.filter(tile => tile !== playerMove.tile);
this.nextPlayer();
playTurn() {
try {
const player = this.players[this.currentPlayerIndex];
this.notificationService.sendEventToPlayers('server:next-turn', this.players, this.getGameState());
this.logger.debug(`${player.name}'s turn (${player.hand.length} tiles)`);
printBoard(this.board)
player.askForMove(this.board);
} catch (error) {
this.logger.error(error, 'Error playing turn');
}
}
finishTurn(playerMove: PlayerMove | null) {
try {
this.lastMove = playerMove;
if (playerMove === null) {
console.log('Player cannot move');
this.blockedCount += 1;
this.gameBlocked = this.isBlocked();
if (this.gameBlocked) {
this.gameEnded();
return;
}
this.nextPlayer();
this.playTurn();
return;
}
const player = this.players[this.currentPlayerIndex];
this.blockedCount = 0;
this.board.play(playerMove);
player.hand = player.hand.filter(tile => tile !== playerMove.tile);
this.notificationService.sendEventToPlayers('server:server-player-move', this.players, { move: playerMove });
this.canAskNextPlayerMove = false;
// whileNotUndefined(() => this.canAskNextPlayerMove === true ? {} : undefined);
this.gameOver = this.isGameOver();
if (!this.gameOver) {
this.printPlayersHand();
this.nextPlayer();
this.playTurn();
} else {
this.gameEnded();
}
} catch (error) {
this.logger.error(error, 'Error finishing move');
}
}
gameEnded() {
this.gameInProgress = false;
this.winner = this.getWinner();
this.setScores();
const summary = {
gameId: this.id,
isBlocked: this.gameBlocked,
isTied: this.gameTied,
winner: this.winner?.getState(),
score: this.players.map(player => ({name: player.name, score: player.score}))
}
this.emit('game-over', summary);
}
resetPlayersScore() {
@ -160,63 +195,85 @@ export class DominoesGame {
}
}
async start(): Promise<GameSummary> {
this.resetPlayersScore();
this.gameInProgress = false;
this.tileSelectionPhase = true;
await this.notificationManager.notifyGameState(this);
await this.notificationManager.notifyPlayersState(this.players);
this.logger.debug('clients received boneyard :>> ' + this.board.boneyard);
await wait(1000);
if (this.autoDeal) {
this.dealTiles();
await this.notificationManager.notifyGameState(this);
await this.notificationManager.notifyPlayersState(this.players);
} else {
await this.tilesSelection();
}
this.tileSelectionPhase = false;
this.gameInProgress = true;
this.currentPlayerIndex = (this.forcedInitialPlayerIndex !== null) ? this.forcedInitialPlayerIndex : this.getStartingPlayerIndex();
printLine(`${this.players[this.currentPlayerIndex].name} is the starting player:`);
while (!this.gameOver) {
await this.playTurn();
await this.notificationManager.notifyGameState(this);
await this.notificationManager.notifyPlayersState(this.players);
this.gameBlocked = this.isBlocked();
this.gameOver = this.isGameOver();
}
this.gameInProgress = false;
this.winner = this.getWinner();
return {
gameId: this.id,
isBlocked: this.gameBlocked,
isTied: this.gameTied,
winner: this.winner
};
setCanAskNextPlayerMove(value: boolean) {
this.canAskNextPlayerMove = value
}
dealTiles() {
private deal() {
if (this.autoDeal) {
this.autoDealTiles();
} else {
// await this.tilesSelection();
}
this.printPlayersHand();
}
printPlayersHand() {
for (let player of this.players) {
this.logger.debug(`${player.name}'s hand (${player.hand.length}): ${player.hand.map(tile => tile.toString())}`);
}
}
async start(): Promise<void> {
try {
// Initalize game
this.gameInProgress = false;
this.resetPlayersScore();
this.tileSelectionPhase = true;
// await this.notificationManager.notifyGameState(this);
// await this.notificationManager.notifyPlayersState(this.players);
this.deal();
const extractStates = (p: PlayerInterface) => {
return p.getState()
};
await this.notificationService.sendEventToPlayers('server:hand-dealt', this.players, extractStates);
this.tileSelectionPhase = false;
// Start game
this.gameInProgress = true;
this.currentPlayerIndex = (this.forcedInitialPlayerIndex !== null) ? this.forcedInitialPlayerIndex : this.getStartingPlayerIndex();
printLine(`${this.players[this.currentPlayerIndex].name} is the starting player:`);
this.logger.debug("Before play turn")
this.playTurn();
// await this.notificationManager.notifyGameState(this);
// await this.notificationManager.notifyPlayersState(this.players);
} catch (error) {
this.logger.error(error, 'Error starting game');
}
}
setScores() {
const totalPips = this.players.reduce((acc, player) => acc + player.pipsCount(), 0) || 0;
if (this.winner !== null) {
const winner = this.winner;
winner.score = totalPips;
if (winner.teamedWith !== null) {
winner.teamedWith.score = totalPips;
}
}
}
private autoDealTiles() {
for (let i = 0; i < this.handSize; i++) {
for (let player of this.players) {
const tile: Tile | undefined = this.board.boneyard.pop();
if (tile !== undefined) {
tile.revealed = true;
tile.playerId = player.id;
player.hand.push(tile);
}
}
}
}
async tilesSelection() {
private async tilesSelection() {
while (this.board.boneyard.length > 0) {
for (let player of this.players) {
const choosen = await player.chooseTile(this.board);
await this.notificationManager.notifyGameState(this);
await this.notificationManager.notifyPlayersState(this.players);
// await this.notificationService.notifyGameState(this);
// await this.notificationService.notifyPlayersState(this.players);
if (this.board.boneyard.length === 0) {
break;
}
@ -240,6 +297,7 @@ export class DominoesGame {
currentPlayer: currentPlayer.getState(),
board: this.board.tiles.map(tile => ({
id: tile.id,
playerId: tile.playerId,
pips: tile.pips
})),
boardFreeEnds: this.board.getFreeEnds(),

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@ -2,24 +2,30 @@ import { DominoesGame } from "./DominoesGame";
import { PlayerAI } from "./entities/player/PlayerAI";
import { PlayerInterface } from "./entities/player/PlayerInterface";
import { LoggingService } from "../common/LoggingService";
import { getRandomSeed, uuid, wait } from "../common/utilities";
import { getRandomSeed, uuid, wait, whileNot } from "../common/utilities";
import { MatchSessionState } from "./dto/MatchSessionState";
import { PlayerNotificationService } from '../server/services/PlayerNotificationService';
import seedrandom, { PRNG } from "seedrandom";
import { NetworkPlayer } from "./entities/player/NetworkPlayer";
import { PlayerHuman } from "./entities/player/PlayerHuman";
import { GameSummary } from "./dto/GameSummary";
import { PlayerMove } from "./entities/PlayerMove";
export class MatchSession {
private currentGame: DominoesGame | null = null;
private minHumanPlayers: number = 1;
private gameNumber: number = 0;
private waitingForPlayers: boolean = true;
private waitingSeconds: number = 0;
private logger: LoggingService = new LoggingService();
private playerNotificationManager = new PlayerNotificationService();
private notificationService = new PlayerNotificationService();
private winnerIndex: number | null = null;
private clientsReady: string[] = [];
id: string;
matchInProgress: boolean = false;
gameInProgress: boolean = false;
matchWinner?: PlayerInterface = undefined;
maxPlayers: number = 4;
mode: string = 'classic';
@ -35,7 +41,7 @@ export class MatchSession {
this.seed = seed || getRandomSeed();
this.id = uuid();
this.name = name || `Game ${this.id}`;
this.addPlayer(creator);
this.addPlayerToSession(creator);
this.creator = creator;
this.logger.info(`Match session created by: ${creator.name}`);
@ -43,7 +49,8 @@ export class MatchSession {
this.logger.info(`Match session name: ${this.name}`);
this.logger.info(`Points to win: ${this.pointsToWin}`);
this.sessionInProgress = true;
this.matchInProgress = false;
this.waitingForPlayers = true;
this.logger.info('Waiting for players to be ready');
}
get numPlayers() {
@ -58,56 +65,137 @@ export class MatchSession {
return this.players.filter(player => player instanceof PlayerHuman).length;
}
private async startMatch(seed: string) {
this.rng = seedrandom(seed);
const missingPlayers = this.maxPlayers - this.numPlayers;
for (let i = 0; i < missingPlayers; i++) {
this.addPlayer(this.createPlayerAI(i));
setClientReady(userId: string) {
this.logger.trace(`${userId} - ${this.clientsReady}`);
if (!this.clientsReady.includes(userId)) {
this.logger.trace(`Client ${userId} is ready`)
this.clientsReady.push(userId);
}
this.state = 'ready'
this.resetScoreboard()
let gameNumber: number = 0;
this.matchInProgress = true
this.playerNotificationManager.notifyMatchState(this);
let winnerIndex: number | null = null;
while (this.matchInProgress) {
this.currentGame = new DominoesGame(this.players, this.rng);
if (winnerIndex !== null) {
this.currentGame.setForcedInitialPlayerIndex(winnerIndex);
}
gameNumber += 1;
this.state = 'started'
this.logger.info(`Game #${gameNumber} started`);
// this.game.reset()
const gameSummary = await this.currentGame.start();
winnerIndex = this.players.findIndex(player => player.id === gameSummary.winner?.id);
this.setScores();
this.checkMatchWinner();
this.resetPlayers();
this.state = 'waiting'
await this.playerNotificationManager.notifyMatchState(this);
this.playerNotificationManager.sendEventToPlayers('game-finished', this.players);
if (this.matchInProgress) {
await this.checkHumanPlayersReady();
}
}
this.state = 'end'
// await this.game.start();
return this.endGame();
}
async checkHumanPlayersReady() {
this.logger.info('Waiting for human players to be ready');
return new Promise((resolve) => {
const interval = setInterval(() => {
this.logger.debug(`Human players ready: ${this.numPlayersReady}/${this.numHumanPlayers}`)
if (this.numPlayersReady === this.numHumanPlayers) {
clearInterval(interval);
resolve(true);
async checkAllClientsReadyBeforeStart() {
try {
if (this.currentGame) {
const conditionFn = () => {
this.logger.trace(`Clients ready: ${this.clientsReady.length}/${this.numHumanPlayers}`);
return this.clientsReady.length === this.numHumanPlayers
}
}, 1000);
});
await whileNot(conditionFn, 10);
this.logger.info(`Game #${this.gameNumber} started`);
this.currentGame.start();
this.gameInProgress = true;
}
} catch (error) {
this.logger.error(error, 'Error starting game');
}
}
getPlayer(userId: string) {
return this.players.find(player => player.id === userId);
}
playerMove(move: any) {
if (this.currentGame) {
if ((move === null) || (move === undefined) || move.type === 'pass') {
this.currentGame.finishTurn(null);
return;
}
const player = this.getPlayer(move.playerId);
if (!player) {
throw new Error("Player not found");
}
const tile = player.hand.find(tile => tile.id === move.tile.id);
if (!tile) {
throw new Error("Tile not found");
}
const newMove = new PlayerMove(tile, move.type, move. playerId)
this.currentGame.finishTurn(newMove);
}
}
// This is the entry point for the game, method called by session host
async start() {
if (this.matchInProgress) {
throw new Error("Game already in progress");
}
this.waitingForPlayers = false;
await this.startMatch(this.seed);
}
addPlayerToSession(player: PlayerInterface) {
if (this.numPlayers >= this.maxPlayers) {
throw new Error("GameSession is full");
}
this.players.push(player);
this.logger.info(`${player.name} joined the game!`);
}
private continueMatch(gameSummary: GameSummary) {
this.winnerIndex = this.players.findIndex(player => player.id === gameSummary?.winner?.id);
if (this.winnerIndex !== null) {
this.currentGame?.setForcedInitialPlayerIndex(this.winnerIndex);
}
this.setScores(gameSummary || undefined);
this.checkMatchWinner();
this.resetPlayers();
if (!this.matchInProgress) {
this.state = 'end'
this.notificationService.sendEventToPlayers('server:match-finished', this.players, {
lastGame: gameSummary,
sessionState: this.getState(),
});
} else {
this.state = 'waiting'
// await this.playerNotificationManager.notifyMatchState(this);
this.notificationService.sendEventToPlayers('server:game-finished', this.players, {
lastGame: gameSummary,
sessionState: this.getState()
});
this.waitingForPlayers = true;
}
}
private startGame() {
this.gameNumber += 1;
this.logger.info(`Game #${this.gameNumber} started`);
this.currentGame = new DominoesGame(this.players, this.rng);
this.currentGame.on('game-over', (gameSummary: GameSummary) => {
this.gameInProgress = false;
this.continueMatch(gameSummary);
});
this.logger.info(`Waiting for ${this.numHumanPlayers} clients to be ready`);
this.checkAllClientsReadyBeforeStart();
}
private async startMatch(seed: string) {
try {
this.state = 'in-game'
this.rng = seedrandom(seed);
this.resetScoreboard()
this.gameNumber = 0;
this.matchInProgress = true
// this.playerNotificationManager.notifyMatchState(this);
this.winnerIndex = null;
this.startGame();
} catch (error) {
this.logger.error(error);
this.matchInProgress = false;
this.state = 'error'
}
}
// async checkHumanPlayersReady() {
// this.logger.info('Waiting for human players to be ready');
// return new Promise((resolve) => {
// const interval = setInterval(() => {
// this.logger.debug(`Human players ready: ${this.numPlayersReady}/${this.numHumanPlayers}`)
// if (this.numPlayersReady === this.numHumanPlayers) {
// clearInterval(interval);
// resolve(true);
// }
// }, 1000);
// });
// }
resetPlayers() {
this.players.forEach(player => {
@ -134,17 +222,19 @@ export class MatchSession {
});
}
setScores() {
const totalPips = this.currentGame?.players.reduce((acc, player) => acc + player.pipsCount(), 0) || 0;
if (this.currentGame && this.currentGame.winner !== null) {
const winner = this.currentGame.winner;
const currentPips = this.scoreboard.get(winner.name) || 0;
this.logger.debug (`${winner.name} has ${currentPips} points`);
this.scoreboard.set(winner.name, currentPips + totalPips);
if (winner.teamedWith !== null) {
this.scoreboard.set(winner.teamedWith.name, currentPips + totalPips);
}
setScores(gameSummary?: GameSummary) {
if (!gameSummary) {
return;
}
const { score } = gameSummary;
score.forEach(playerScore => {
const currentScore = this.scoreboard.get(playerScore.name) ?? 0;
this.scoreboard.set(playerScore.name, currentScore + playerScore.score);
});
}
afterTileAnimation(data: any) {
this.currentGame?.setCanAskNextPlayerMove(true);
}
private endGame(): any {
@ -155,13 +245,6 @@ export class MatchSession {
this.getScore(this.currentGame);
this.logger.info('Game ended');
this.currentGame = null;
this.playerNotificationManager.notifyMatchState(this);
return {
gameBlocked,
gameTied,
winner
};
}
}
@ -186,46 +269,23 @@ export class MatchSession {
createPlayerAI(i: number) {
const AInames = ["Alice (AI)", "Bob (AI)", "Charlie (AI)", "David (AI)"];
const player = new PlayerAI(AInames[i], this.rng);
const player = new PlayerAI(AInames[i], this.rng, this.id);
player.ready = true;
return player;
}
async start() {
if (this.matchInProgress) {
throw new Error("Game already in progress");
}
this.waitingForPlayers = true;
this.logger.info('Waiting for players to be ready');
while (this.numPlayers < this.maxPlayers) {
this.waitingSeconds += 1;
this.logger.info(`Waiting for players to join: ${this.waitingSeconds}`);
await wait(1000);
}
this.waitingForPlayers = false;
this.logger.info('All players joined');
await this.startMatch(this.seed);
}
addPlayer(player: PlayerInterface) {
if (this.numPlayers >= this.maxPlayers) {
throw new Error("GameSession is full");
}
this.players.push(player);
this.logger.info(`${player.name} joined the game!`);
}
setPlayerReady(userId: string) {
this.logger.debug(userId)
const player = this.players.find(player => player.id === userId);
if (!player) {
throw new Error("Player not found");
}
player.ready = true;
this.logger.info(`${player.name} is ready!`);
this.playerNotificationManager.notifyMatchState(this);
}
this.notificationService.notifyMatchState(this);
if (this.matchInProgress && this.numPlayersReady === this.numHumanPlayers) {
this.startGame();
}
}
toString() {
return `GameSession:(${this.id} ${this.name})`;

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@ -1,5 +1,6 @@
import { NetworkPlayer } from "./entities/player/NetworkPlayer";
import { LoggingService } from "../common/LoggingService";
import { ServerEvents } from "./constants";
export class NetworkClientNotifier {
static instance: NetworkClientNotifier;
@ -17,33 +18,20 @@ export class NetworkClientNotifier {
this.io = io;
}
async notifyPlayer(player: NetworkPlayer, event: string, data: any = {}, timeoutSecs: number = 900): Promise<any> {
try {
const response = await this.io.to(player.socketId)
.timeout(timeoutSecs * 1000)
.emitWithAck(event, data);
return response[0]
} catch (error) {
this.logger.error(error);
return false;
}
}
async sendEvent(player: NetworkPlayer, event: string, data?: any) {
const eventData = { event, data };
this.io.to(player.socketId).emit('game-event', eventData);
this.io.to(player.socketId).emit(ServerEvents.SERVER_EVENT, eventData);
}
async sendEventWithAck(player: NetworkPlayer, event: string, data: any, timeoutSecs: number = 900) {
const eventData = { event, data };
const response = await this.io.to(player.socketId)
.timeout(timeoutSecs * 1000).emitWithAck('game-event-ack', eventData);
return response[0];
}
async broadcast(event: string, data: any) {
const responses = await this.io.emit(event, data);
this.logger.debug('responses :>> ', responses);
return true;
try {
const eventData = { event, data };
const response = await this.io.to(player.socketId)
.timeout(timeoutSecs * 1000).emitWithAck(ServerEvents.SERVER_EVENT_WITH_ACK, eventData);
return response[0];
} catch (error) {
this.logger.error(error, 'sendEventWithAck error');
return null;
}
}
}

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@ -0,0 +1,120 @@
import { LoggingService } from "../common/LoggingService";
import { printLine, wait } from "../common/utilities";
import { InteractionService } from "../server/services/InteractionService";
import { PlayerMoveSide } from "./constants";
import { Board } from "./entities/Board";
import { PlayerAI } from "./entities/player/PlayerAI";
import { PlayerInterface } from "./entities/player/PlayerInterface";
import { PlayerMove } from "./entities/PlayerMove";
import { Tile } from "./entities/Tile";
import { PlayerInteractionInterface } from "./PlayerInteractionInterface";
export class PlayerInteractionAI implements PlayerInteractionInterface {
player: PlayerInterface;
interactionService: InteractionService = new InteractionService();
logger: LoggingService = new LoggingService();
constructor(player: PlayerInterface) {
this.player = player;
}
askForMove(board: Board): void {
this.logger.trace('Asking for move (AI)');
let move: PlayerMove | null = null;
if (board.tiles.length === 0) {
printLine('playing the first tile');
const highestPair = this.getHighestPair();
if (highestPair !== null) {
move = new PlayerMove(highestPair, PlayerMoveSide.BOTH, this.player.id);
}
const maxTile = this.getMaxTile();
if (maxTile !== null) {
move = new PlayerMove(maxTile, PlayerMoveSide.BOTH, this.player.id);
}
} else {
move = this.chooseTileGreed(board);
}
const rndWait = Math.floor(Math.random() * 1500) + 2000;
setTimeout(() => {
this.interactionService.playerMove({
sessionId: (<PlayerAI>this.player).sessionId,
move
});
this.logger.trace('Move sent to server (AI');
}, rndWait);
}
async makeMove(board: Board): Promise<PlayerMove | null> {
const rndWait = Math.floor(Math.random() * 1000) + 1000;
await wait(rndWait); // Simulate thinking time
if (board.tiles.length === 0) {
printLine('playing the first tile');
const highestPair = this.getHighestPair();
if (highestPair !== null) {
return new PlayerMove(highestPair, PlayerMoveSide.BOTH, this.player.id);
}
const maxTile = this.getMaxTile();
if (maxTile !== null) {
return new PlayerMove(maxTile, PlayerMoveSide.BOTH, this.player.id);
}
}
// Analyze the game state
// Return the best move based on strategy
return this.chooseTileGreed(board);
}
async chooseTile(board: Board): Promise<Tile> {
const randomWait = Math.floor((Math.random() * 1000) + 500);
await wait(randomWait); // Simulate thinking time
const randomIndex = Math.floor((<PlayerAI>this.player).rng() * board.boneyard.length);
const tile = board.boneyard.splice(randomIndex, 1)[0];
this.player.hand.push(tile);
printLine(`${this.player.name} has chosen a tile`);
return tile;
}
private getHighestPair(): Tile | null {
if (this.player.hand.length === 0) {
return null;
}
let highestPair: Tile | null = null;
const pairs = this.player.hand.filter(tile => tile.pips[0] === tile.pips[1]);
pairs.forEach(tile => {
if (tile.count > (highestPair?.count ?? 0)) {
highestPair = tile;
}
});
return highestPair;
}
private chooseTileGreed(board: Board): PlayerMove | null { // greed algorithm
let bestMove: PlayerMove |null = null;
let bestTileScore: number = -1;
const validMoves: PlayerMove[] = board.getValidMoves(this.player);
validMoves.forEach(move => {
const { tile } = move;
const tileScore = tile.pips[0] + tile.pips[1];
if (tileScore > bestTileScore) {
bestMove = move;
bestTileScore = tileScore;
}
});
return bestMove;
}
getMaxTile(): Tile | null {
if (this.player.hand.length === 0) {
return null;
}
let maxTile: Tile | null = null;
this.player.hand.forEach(tile => {
if (tile.count > (maxTile?.count ?? 0)) {
maxTile = tile;
}
});
return maxTile;
}
}

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@ -5,14 +5,20 @@ import { PlayerMove } from "./entities/PlayerMove";
import { Tile } from "./entities/Tile";
import { PlayerMoveSide, PlayerMoveSideType } from "./constants";
import { PlayerInteractionInterface } from "./PlayerInteractionInterface";
import { InteractionService } from "../server/services/InteractionService";
export class PlayerInteractionConsole implements PlayerInteractionInterface {
player: PlayerInterface;
interactionService: InteractionService = new InteractionService();
constructor(player: PlayerInterface) {
this.player = player;
}
askForMove(board: Board): void {
wait(100)
}
async makeMove(board: Board): Promise<PlayerMove | null> {
let move: PlayerMove | null = null;
let tile: Tile;

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@ -1,3 +1,4 @@
import { InteractionService } from "../server/services/InteractionService";
import { Board } from "./entities/Board";
import { PlayerInterface } from "./entities/player/PlayerInterface";
import { PlayerMove } from "./entities/PlayerMove";
@ -5,7 +6,9 @@ import { Tile } from "./entities/Tile";
export interface PlayerInteractionInterface {
player: PlayerInterface;
interactionService: InteractionService;
askForMove(board: Board): void;
makeMove(board: Board): Promise<PlayerMove | null>;
chooseTile(board: Board): Promise<Tile>
}

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@ -7,20 +7,30 @@ import { NetworkClientNotifier } from './NetworkClientNotifier';
import { NetworkPlayer } from './entities/player/NetworkPlayer';
import { PlayerMoveSide, PlayerMoveSideType } from './constants';
import { SocketDisconnectedError } from '../common/errors/SocketDisconnectedError';
import { InteractionService } from '../server/services/InteractionService';
export class PlayerInteractionNetwork implements PlayerInteractionInterface {
player: PlayerInterface;
interactionService: InteractionService = new InteractionService();
clientNotifier = new NetworkClientNotifier();
constructor(player: PlayerInterface) {
this.player = player;
}
askForMove(board: Board): void {
this.clientNotifier.sendEvent(this.player as NetworkPlayer, 'server:player-turn', {
freeHands: board.getFreeEnds(),
isFirstMove: board.tiles.length === 0
});
}
async makeMove(board: Board): Promise<PlayerMove | null> {
let response = undefined;
try {
response = await this.clientNotifier.sendEventWithAck(this.player as NetworkPlayer, 'ask-client-for-move', {
freeHands: board.getFreeEnds(),
isFirstMove: board.tiles.length === 0
});
} catch (error) {
throw new SocketDisconnectedError();
@ -39,7 +49,7 @@ export class PlayerInteractionNetwork implements PlayerInteractionInterface {
async chooseTile(board: Board): Promise<Tile> {
const { player: { hand} } = this;
const response: any = await this.clientNotifier.notifyPlayer(this.player as NetworkPlayer, 'chooseTile');
const response: any = await this.clientNotifier.sendEventWithAck(this.player as NetworkPlayer, 'ask-client-for-tile', { boneyard: board.boneyard })
const index: number = board.boneyard.findIndex(t => t.id === response.tileId);
const tile = board.boneyard.splice(index, 1)[0];
tile.revealed = true;

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@ -13,3 +13,20 @@ export const JointValue: { [key: string]: JointValueType } = {
RIGHT: 1,
NONE: 2
};
export const ClientEvents = {
CLIENT_EVENT: 'client:event',
CLIENT_EVENT_WITH_ACK: 'client:event-with-ack'
};
export const ServerEvents = {
SERVER_EVENT: 'server:game-event',
SERVER_EVENT_WITH_ACK: 'server:game-event-ack'
};
export const EventActions = {
START_SESSION: 'client:start-session',
PLAYER_READY: 'client:set-player-ready',
TILE_ANIMATION_ENDED: 'client:tile-animation-ended'
};

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@ -1,8 +1,9 @@
import { PlayerInterface } from "../entities/player/PlayerInterface";
import { PlayerDto } from "./PlayerDto";
export interface GameSummary {
gameId: string;
isBlocked: boolean;
isTied: boolean;
winner: PlayerInterface | null;
winner: PlayerDto;
score: { name: string; score: number; }[]
}

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@ -0,0 +1,6 @@
import { GameSummary } from "./GameSummary";
export interface MatchSummary {
lastGameSummary: GameSummary;
scoreboard: { player: string; score: number; }[];
}

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@ -3,10 +3,12 @@ import { PlayerMoveSideType, PlayerMoveSide, JointValue } from "../constants";
import { PlayerInterface } from "./player/PlayerInterface";
import { PlayerMove } from "./PlayerMove";
import { Tile } from "./Tile";
import { LoggingService } from "../../common/LoggingService";
export class Board {
tiles: Tile[] = [];
boneyard: Tile[] = [];
logger = new LoggingService();
constructor(private rng: PRNG) {}
@ -52,6 +54,8 @@ export class Board {
play(playerMove: PlayerMove): void {
const { type, tile } = playerMove;
const boneTile = this.boneyard.find(t => t.id === tile.id);
tile.revealed = true;
if (type === PlayerMoveSide.LEFT) {
this.playTileLeft(tile);

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@ -5,6 +5,7 @@ export class Tile {
pips: [number, number];
revealed: boolean = true;
flipped: boolean = false;
playerId?: string;
constructor(pips: [number, number]) {
this.id = uuid();

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@ -19,11 +19,19 @@ export abstract class AbstractPlayer extends EventEmitter implements PlayerInter
constructor(public name: string) {
super();
}
askForMove(board: Board): void {
this.playerInteraction.askForMove(board);
}
abstract makeMove(board: Board): Promise<PlayerMove | null>;
abstract chooseTile(board: Board): Promise<Tile>;
async makeMove(board: Board): Promise<PlayerMove | null> {
return await this.playerInteraction.makeMove(board);
}
async chooseTile(board: Board): Promise<Tile> {
return this.playerInteraction.chooseTile(board);
}
async sendEventWithAck(event: string, data: any): Promise<void> {
}
@ -41,20 +49,7 @@ export abstract class AbstractPlayer extends EventEmitter implements PlayerInter
return this.hand.reduce((acc, tile) => acc + tile.pips[0] + tile.pips[1], 0);
}
getHighestPair(): Tile | null {
if (this.hand.length === 0) {
return null;
}
let highestPair: Tile | null = null;
const pairs = this.hand.filter(tile => tile.pips[0] === tile.pips[1]);
pairs.forEach(tile => {
if (tile.count > (highestPair?.count ?? 0)) {
highestPair = tile;
}
});
return highestPair;
}
getState(showPips: boolean = false): PlayerDto {
return {
@ -66,6 +61,7 @@ export abstract class AbstractPlayer extends EventEmitter implements PlayerInter
id: tile.id,
pips: tile.pips,
flipped: tile.revealed,
playerId: tile.playerId,
};
if (showPips) {
d.pips = tile.pips;

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@ -6,71 +6,17 @@ import { PlayerMove } from "../PlayerMove";
import { SimulatedBoard } from "../../SimulatedBoard";
import { Tile } from "../Tile";
import { PRNG } from "seedrandom";
import { PlayerInteractionInterface } from "../../PlayerInteractionInterface";
import { PlayerInteractionAI } from "../../PlayerInteractionAI";
import { InteractionService } from "../../../server/services/InteractionService";
export class PlayerAI extends AbstractPlayer {
constructor(name: string, private rng: PRNG) {
playerInteraction: PlayerInteractionInterface = new PlayerInteractionAI(this);
constructor(name: string, public rng: PRNG, public sessionId: string) {
super(name);
}
async makeMove(board: Board): Promise<PlayerMove | null> {
const rndWait = Math.floor(Math.random() * 1000) + 1000;
await wait(rndWait); // Simulate thinking time
if (board.tiles.length === 0) {
printLine('playing the first tile');
const highestPair = this.getHighestPair();
if (highestPair !== null) {
return new PlayerMove(highestPair, PlayerMoveSide.BOTH, this.id);
}
const maxTile = this.getMaxTile();
if (maxTile !== null) {
return new PlayerMove(maxTile, PlayerMoveSide.BOTH, this.id);
}
}
// Analyze the game state
// Return the best move based on strategy
return this.chooseTileGreed(board);
}
async chooseTile(board: Board): Promise<Tile> {
const randomWait = Math.floor((Math.random() * 1000) + 500);
await wait(randomWait); // Simulate thinking time
const randomIndex = Math.floor(this.rng() * board.boneyard.length);
const tile = board.boneyard.splice(randomIndex, 1)[0];
this.hand.push(tile);
printLine(`${this.name} has chosen a tile`);
return tile;
}
getMaxTile(): Tile | null {
if (this.hand.length === 0) {
return null;
}
let maxTile: Tile | null = null;
this.hand.forEach(tile => {
if (tile.count > (maxTile?.count ?? 0)) {
maxTile = tile;
}
});
return maxTile;
}
chooseTileGreed(board: Board): PlayerMove | null { // greed algorithm
let bestMove: PlayerMove |null = null;
let bestTileScore: number = -1;
const validMoves: PlayerMove[] = board.getValidMoves(this);
validMoves.forEach(move => {
const { tile } = move;
const tileScore = tile.pips[0] + tile.pips[1];
if (tileScore > bestTileScore) {
bestMove = move;
bestTileScore = tileScore;
}
});
return bestMove;
}
chooseTileRandom(board: Board): Tile | null { // random algorithm
const validTiles: Tile[] = this.hand.filter(tile => board.isValidMove(tile, null, this));
return validTiles[Math.floor(this.rng() * validTiles.length)];

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@ -12,12 +12,4 @@ export class PlayerHuman extends AbstractPlayer {
super(name);
this.id = id;
}
async makeMove(board: Board): Promise<PlayerMove | null> {
return await this.playerInteraction.makeMove(board);
}
async chooseTile(board: Board): Promise<Tile> {
return this.playerInteraction.chooseTile(board);
}
}

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@ -14,8 +14,9 @@ export interface PlayerInterface {
teamedWith: PlayerInterface | null;
playerInteraction: PlayerInteractionInterface;
ready: boolean;
makeMove(gameState: Board): Promise<PlayerMove | null>;
askForMove(board: Board): void;
makeMove(board: Board): Promise<PlayerMove | null>;
chooseTile(board: Board): Promise<Tile>;
pipsCount(): number;
reset(): void;