initial commit

This commit is contained in:
Jose Conde
2024-07-05 01:19:43 +02:00
commit 733ac3891f
43 changed files with 3660 additions and 0 deletions

238
src/game/DominoesGame.ts Normal file
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import { PRNG } from 'seedrandom';
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 { PlayerNotificationManager } from './PlayerNotificationManager';
import { GameState } from './dto/GameState';
export class DominoesGame {
private id: string;
private seed: string | undefined;
autoDeal: boolean = true;
board: Board;
currentPlayerIndex: number = 0;
gameInProgress: boolean = false;
gameOver: boolean = false;
gameBlocked: boolean = false;
gameTied: boolean = false;
tileSelectionPhase: boolean = true;
logger: LoggingService = new LoggingService();
blockedCount: number = 0;
winner: PlayerInterface | null = null;
rng: PRNG;
handSize: number = 7;
notificationManager: PlayerNotificationManager = new PlayerNotificationManager(this);
lastMove: PlayerMove | null = null;
constructor(public players: PlayerInterface[], seed: PRNG) {
this.id = uuid();
this.logger.info(`Game ID: ${this.id}`);
this.logger.info(`Seed: ${this.seed}`);
this.rng = seed
this.board = new Board(seed);
this.initializeGame();
}
async initializeGame() {
this.gameOver = false;
this.gameBlocked = false;
this.gameTied = false;
this.board.boneyard = this.generateTiles();
}
generateTiles(): Tile[] {
const tiles: Tile[] = [];
for (let i = 6; i >= 0; i--) {
for (let j = i; j >= 0; j--) {
tiles.push(new Tile([i, j]));
}
}
this.logger.debug('tiles :>> ' + tiles);
return this.shuffle(tiles);
}
private shuffle(array: Tile[]): Tile[] {
for (let i = array.length - 1; i > 0; i--) {
const j = Math.floor(this.rng() * (i + 1));
[array[i], array[j]] = [array[j], array[i]];
}
return array;
}
nextPlayer() {
this.currentPlayerIndex = (this.currentPlayerIndex + 1) % this.players.length;
}
isBlocked(): boolean {
return this.blockedCount === this.players.length;
}
isGameOver(): boolean {
const hasWinner: boolean = this.players.some(player => player.hand.length === 0);
return hasWinner || this.gameBlocked;
}
getWinner(): PlayerInterface | null {
if (!this.gameOver) {
return null;
}
const winnerNoTiles = this.players.find(player => player.hand.length === 0);
if (winnerNoTiles !== undefined) {
return winnerNoTiles;
}
const winnerMinPipsCount = this.players.reduce((acc, player) => {
return player.pipsCount() < acc.pipsCount() ? player : acc;
});
return winnerMinPipsCount;
}
getStartingPlayerIndex(): number {
// Determine starting player
let startingIndex = this.players.findIndex(player => player.hand.some(tile => tile.pips[0] === 6 && tile.pips[1] === 6));
if (startingIndex === -1) {
startingIndex = this.players.findIndex(player => player.hand.some(tile => tile.pips[0] === 5 && tile.pips[1] === 5));
if (startingIndex === -1) {
startingIndex = this.players.findIndex(player => player.hand.some(tile => tile.pips[0] === 4 && tile.pips[1] === 4));
if (startingIndex === -1) {
startingIndex = this.players.findIndex(player => player.hand.some(tile => tile.pips[0] === 3 && tile.pips[1] === 3));
if (startingIndex === -1) {
startingIndex = this.players.findIndex(player => player.hand.some(tile => tile.pips[0] === 2 && tile.pips[1] === 2));
if (startingIndex === -1) {
startingIndex = this.players.findIndex(player => player.hand.some(tile => tile.pips[0] === 1 && tile.pips[1] === 1));
if (startingIndex === -1) {
startingIndex = this.players.findIndex(player => player.hand.some(tile => tile.pips[0] === 0 && tile.pips[1] === 0));
}
}
}
}
}
}
return startingIndex === -1 ? 0 : startingIndex;
}
async playTurn(): Promise<void> {
const player = this.players[this.currentPlayerIndex];
console.log(`${player.name}'s turn (${player.hand.length} tiles)`);
printBoard(this.board);
// let playerMove: PlayerMove | null = null;
// while(playerMove === null) {
// try {
// playerMove = await player.makeMove(this.board);
// } catch (error) {
// this.logger.error(error, 'Error making move');
// }
// }
const playerMove = await player.makeMove(this.board);
printBoard(this.board, true);
this.lastMove = playerMove;
if (playerMove === null) {
console.log('Player cannot move');
this.blockedCount += 1;
this.nextPlayer();
return;
}
this.blockedCount = 0;
this.board.play(playerMove);
player.hand = player.hand.filter(tile => tile !== playerMove.tile);
this.nextPlayer();
}
async start(): Promise<GameSummary> {
this.gameInProgress = false;
this.tileSelectionPhase = true;
await this.notificationManager.notifyGameState();
await this.notificationManager.notifyPlayersState();
this.logger.debug('clients received boneyard :>> ' + this.board.boneyard);
await wait(1000);
if (this.autoDeal) {
this.dealTiles();
await this.notificationManager.notifyGameState();
await this.notificationManager.notifyPlayersState();
} else {
await this.tilesSelection();
}
this.tileSelectionPhase = false;
this.gameInProgress = true;
this.currentPlayerIndex = this.getStartingPlayerIndex();
printLine(`${this.players[this.currentPlayerIndex].name} is the starting player:`);
while (!this.gameOver) {
await this.playTurn();
await this.notificationManager.notifyGameState();
await this.notificationManager.notifyPlayersState();
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
};
}
dealTiles() {
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;
player.hand.push(tile);
}
}
}
}
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();
await this.notificationManager.notifyPlayersState();
if (this.board.boneyard.length === 0) {
break;
}
}
}
}
getGameState(): GameState {
const currentPlayer = this.players[this.currentPlayerIndex]
return {
id: uuid(),
lastMove: this.lastMove,
gameInProgress: this.gameInProgress,
winner: this.winner,
tileSelectionPhase: this.tileSelectionPhase,
gameBlocked: this.gameBlocked,
gameTied: this.gameTied,
gameId: this.id,
boneyard: this.board.boneyard.map(tile => ({ id: tile.id})),
players: this.players.map(player => ({
id: player.id,
name: player.name,
score: player.score,
hand: player.hand.map(tile => tile.id),
})),
currentPlayer: {
id: currentPlayer.id,
name: currentPlayer.name
},
board: this.board.tiles.map(tile => ({
id: tile.id,
pips: tile.pips
})),
boardFreeEnds: this.board.getFreeEnds(),
}
}
}

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src/game/GameSession.ts Normal file
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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 { GameSessionState } from "./dto/GameSessionState";
import { PlayerNotificationManager } from './PlayerNotificationManager';
import seedrandom, { PRNG } from "seedrandom";
export class GameSession {
private game: DominoesGame | null = null;
private minHumanPlayers: number = 1;
private waitingForPlayers: boolean = true;
private waitingSeconds: number = 0;
private logger: LoggingService = new LoggingService();
private mode: string = 'classic';
private pointsToWin: number = 100;
private playerNotificationManager: PlayerNotificationManager;
id: string;
players: PlayerInterface[] = [];
sessionInProgress: boolean = false;
maxPlayers: number = 4;
seed!: string
rng!: PRNG
constructor(public creator: PlayerInterface, public name?: string) {
this.playerNotificationManager = new PlayerNotificationManager(this);
this.id = uuid();
this.name = name || `Game ${this.id}`;
this.addPlayer(creator);
this.logger.info(`GameSession created by: ${creator.name}`);
this.creator = creator;
this.playerNotificationManager.notifySessionState();
}
get numPlayers() {
return this.players.length;
}
private async startGame(seed: string) {
this.rng = seedrandom(seed);
const missingPlayers = this.maxPlayers - this.numPlayers;
for (let i = 0; i < missingPlayers; i++) {
this.addPlayer(this.createPlayerAI(i));
}
this.game = new DominoesGame(this.players, this.rng);
this.sessionInProgress = true;
this.logger.info('Game started');
this.playerNotificationManager.notifySessionState();
await this.game.start();
return this.endGame();
}
private endGame(): any {
if (this.game !== null) {
this.sessionInProgress = false;
const { gameBlocked, gameTied, winner } = this.game;
gameBlocked ? console.log('Game blocked!') : gameTied ? console.log('Game tied!') : console.log('Game over!');
console.log('Winner: ' + winner?.name + ' with ' + winner?.pipsCount() + ' points');
this.getScore(this.game);
this.sessionInProgress = false;
this.logger.info('Game ended');
this.game = null;
this.playerNotificationManager.notifySessionState();
return {
gameBlocked,
gameTied,
winner
};
}
}
private getScore(game: DominoesGame) {
const pips = game.players
.sort((a,b) => (b.pipsCount() - a.pipsCount()))
.map(player => {
return `${player.name}: ${player.pipsCount()}`;
});
console.log(`Pips count: ${pips.join(', ')}`);
const totalPoints = game.players.reduce((acc, player) => acc + player.pipsCount(), 0);
if (game.winner !== null) {
game.winner.score += totalPoints;
}
const scores = game.players
.sort((a,b) => (b.score - a.score))
.map(player => {
return `${player.name}: ${player.score}`;
});
console.log(`Scores: ${scores.join(', ')}`);
}
createPlayerAI(i: number) {
const AInames = ["Alice (AI)", "Bob (AI)", "Charlie (AI)", "David (AI)"];
return new PlayerAI(AInames[i], this.rng);
}
async start(seed?: string) {
this.seed = seed || getRandomSeed();
console.log('seed :>> ', this.seed);
if (this.sessionInProgress) {
throw new Error("Game already in progress");
}
this.waitingForPlayers = true;
this.logger.info('Waiting for players to join');
while (this.numPlayers < this.maxPlayers) {
this.waitingSeconds += 1;
this.logger.info(`Waiting for players to join: ${this.waitingSeconds}`);
await wait(1000);
}
this.waitingForPlayers = false;
this.logger.info('All players joined');
this.startGame(this.seed);
}
addPlayer(player: PlayerInterface) {
if (this.numPlayers >= this.maxPlayers) {
throw new Error("GameSession is full");
}
this.players.push(player);
this.logger.info(`${player.name} joined the game!`);
}
toString() {
return `GameSession:(${this.id} ${this.name})`;
}
getState(): GameSessionState {
return {
id: this.id,
name: this.name!,
creator: this.creator.id,
players: this.players.map(player =>( {
id: player.id,
name: player.name,
})),
sessionInProgress: this.sessionInProgress,
maxPlayers: this.maxPlayers,
numPlayers: this.numPlayers,
waitingForPlayers: this.waitingForPlayers,
waitingSeconds: this.waitingSeconds,
seed: this.seed,
mode: this.mode,
pointsToWin: this.pointsToWin,
status: this.sessionInProgress ? 'in progress' : 'waiting'
};
}
}

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import { NetworkPlayer } from "./entities/player/NetworkPlayer";
import { LoggingService } from "../common/LoggingService";
export class NetworkClientNotifier {
static instance: NetworkClientNotifier;
io: any;
logger: LoggingService = new LoggingService();
constructor() {
if (!NetworkClientNotifier.instance) {
NetworkClientNotifier.instance = this;
}
return NetworkClientNotifier.instance
}
setSocket(io: any) {
this.io = io;
}
async notifyPlayer(player: NetworkPlayer, event: string, data: any = {}, timeoutSecs: number = 300): 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 broadcast(event: string, data: any) {
const responses = await this.io.emit(event, data);
this.logger.debug('responses :>> ', responses);
return true;
}
}

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import { Board } from "./entities/Board";
import { PlayerInterface } from "./entities/player/PlayerInterface";
import { askQuestion, printError, printSelection, printTiles, wait } from "../common/utilities";
import { PlayerMove } from "./entities/PlayerMove";
import { Tile } from "./entities/Tile";
import { PlayerMoveSide, PlayerMoveSideType } from "./constants";
import { PlayerInteractionInterface } from "./PlayerInteractionInterface";
export class PlayerInteractionConsole implements PlayerInteractionInterface {
player: PlayerInterface;
constructor(player: PlayerInterface) {
this.player = player;
}
async makeMove(board: Board): Promise<PlayerMove | null> {
let move: PlayerMove | null = null;
let tile: Tile;
let side: PlayerMoveSideType | null = null;
const { player } = this;
printSelection('Hand: ', player.hand);
while (move === null) {
const answer = await askQuestion('Enter your move (tile index side is L or R, e.g. 0L, <Enter> to pass');
const char0 = answer.charAt(0);
const char1 = answer.charAt(1);
if (answer === '' || answer === '') {
return null;
}
if (char1 === 'L' || char1 === 'R' || char1 === 'l' || char1 === 'r') {
side = char1 === 'L' || char1 === 'l' ? PlayerMoveSide.LEFT : PlayerMoveSide.RIGHT;
}
if (char0 > '0' && char0 <= String(player.hand.length)) {
const tileIndex = parseInt(char0) - 1;
tile = player.hand[tileIndex];
move = board.isValidMove(tile, side, player);
if (move === null) {
printError('Invalid move');
}
}
}
return move;
}
async chooseTile(board: Board): Promise<Tile> {
const { player: { hand} } = this;
let index: number = -1;
while (index < 0 || index >= board.boneyard.length) {
printTiles('Hand: ', hand);
printSelection('Boneyard: ', board.boneyard);
const answer = await askQuestion('Choose a tile from the boneyard');
if (answer === '') {
index = 0;
continue;
}
if (answer < '0' || answer > '9') {
printError('Invalid selection');
continue;
}
index = parseInt(answer) - 1;
}
const tile = board.boneyard.splice(index, 1)[0];
tile.revealed = true;
hand.push(tile);
return tile;
}
}

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import { Board } from "./entities/Board";
import { PlayerInterface } from "./entities/player/PlayerInterface";
import { PlayerMove } from "./entities/PlayerMove";
import { Tile } from "./entities/Tile";
export interface PlayerInteractionInterface {
player: PlayerInterface;
makeMove(board: Board): Promise<PlayerMove | null>;
chooseTile(board: Board): Promise<Tile>
}

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import { PlayerInteractionInterface } from './PlayerInteractionInterface';
import { Board } from './entities/Board';
import { PlayerInterface } from './entities/player/PlayerInterface';
import { PlayerMove } from './entities/PlayerMove';
import { Tile } from './entities/Tile';
import { NetworkClientNotifier } from './NetworkClientNotifier';
import { NetworkPlayer } from './entities/player/NetworkPlayer';
import { PlayerMoveSide, PlayerMoveSideType } from './constants';
import { SocketDisconnectedError } from '../common/exceptions/SocketDisconnectedError';
export class PlayerInteractionNetwork implements PlayerInteractionInterface {
player: PlayerInterface;
clientNotifier = new NetworkClientNotifier();
constructor(player: PlayerInterface) {
this.player = player;
}
async makeMove(board: Board): Promise<PlayerMove | null> {
let response = undefined;
try {
response = await this.clientNotifier.notifyPlayer(this.player as NetworkPlayer, 'makeMove', {
freeHands: board.getFreeEnds(),
});
} catch (error) {
throw new SocketDisconnectedError();
}
const { tile: tilePlayed, type, direction } = response;
if (type === 'pass') {
return null;
}
const { player: { hand} } = this;
const index: number = hand.findIndex(t => t.id === tilePlayed.id);
const side: PlayerMoveSideType = type === 'left' ? PlayerMoveSide.LEFT : PlayerMoveSide.RIGHT;
const tile = hand.splice(index, 1)[0];
tile.revealed = true;
return board.isValidMove(tile, side, this.player, direction);
}
async chooseTile(board: Board): Promise<Tile> {
const { player: { hand} } = this;
const response: any = await this.clientNotifier.notifyPlayer(this.player as NetworkPlayer, 'chooseTile');
const index: number = board.boneyard.findIndex(t => t.id === response.tileId);
const tile = board.boneyard.splice(index, 1)[0];
tile.revealed = true;
hand.push(tile);
return tile;
}
}

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import { DominoesGame } from "./DominoesGame";
import { GameSession } from "./GameSession";
import { GameState } from "./dto/GameState";
export class PlayerNotificationManager {
game!: DominoesGame;
session!: GameSession;
constructor(game: DominoesGame | GameSession) {
if (game instanceof GameSession) {
this.session = game;
} else {
this.game = game;
}
}
async notifyGameState() {
if(!this.game) throw new Error('Game not initialized');
const gameState: GameState = this.game.getGameState();
const { players } = this.game;
let promises: Promise<void>[] = players.map(player => player.notifyGameState(gameState));
return await Promise.all(promises);
}
async notifyPlayersState() {
if(!this.game) throw new Error('Game not initialized');
const { players } = this.game;
let promises: Promise<void>[] = players.map(player => player.notifyPlayerState(player.getState()));
return await Promise.all(promises);
}
async notifySessionState() {
if(!this.session) throw new Error('Session not initialized');
const { players } = this.session;
let promises: Promise<void>[] = players.map(player => player.notifySessionState(this.session.getState()));
return await Promise.all(promises);
}
}

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import { PRNG } from "seedrandom";
import { Board } from "./entities/Board";
import { Tile } from "./entities/Tile";
export class SimulatedBoard extends Board {
constructor(tiles: Tile[] = [], rng: PRNG) {
super(rng);
this.tiles = tiles;
}
evaluate(): number {
return this.tiles.length;
//return this.tiles.reduce((acc, tile) => acc + tile.count, 0);
}
}

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src/game/constants.ts Normal file
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export type PlayerType = 'AI' | 'Human';
export type PlayerMoveSideType = 'left' | 'right' | 'both';
export type JointValueType = 0 | 1 | 2;
export const PlayerMoveSide: { [key: string]: PlayerMoveSideType } = {
LEFT: 'left',
RIGHT: 'right',
BOTH: 'both'
};
export const JointValue: { [key: string]: JointValueType } = {
LEFT: 0,
RIGHT: 1,
NONE: 2
};

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src/game/dto/Game.ts Normal file
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import { PlayerDto } from "./PlayerDto";
export interface GameSessionState {
id: string;
name: string;
creator: string;
players: PlayerDto[];
seed: string;
waitingForPlayers: boolean;
mode: string;
pointsToWin: number;
sessionInProgress: boolean;
status: string;
maxPlayers: number;
numPlayers: number;
waitingSeconds: number;
}

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src/game/dto/GameState.ts Normal file
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import { PlayerMove } from "../entities/PlayerMove";
import { PlayerDto } from "./PlayerDto";
export interface GameState {
id: string;
players: PlayerDto[];
boneyard: any[];
currentPlayer: PlayerDto | null;
board: any[];
gameInProgress: boolean;
winner?: any;
gameBlocked: boolean;
gameTied: boolean;
gameId: string;
tileSelectionPhase: boolean;
boardFreeEnds: number[];
lastMove: PlayerMove | null;
}

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import { PlayerInterface } from "../entities/player/PlayerInterface";
export interface GameSummary {
gameId: string;
isBlocked: boolean;
isTied: boolean;
winner: PlayerInterface | null;
}

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export interface PlayerDto {
id: string;
name: string;
score?: number;
hand?: string[];
}

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export interface PlayerState {
id: string;
name: string;
score: number;
hand: any[];
teamedWith: string | undefined;
}

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src/game/entities/Board.ts Normal file
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import { PRNG } from "seedrandom";
import { PlayerMoveSideType, PlayerMoveSide, JointValue } from "../constants";
import { PlayerInterface } from "./player/PlayerInterface";
import { PlayerMove } from "./PlayerMove";
import { Tile } from "./Tile";
export class Board {
tiles: Tile[] = [];
boneyard: Tile[] = [];
constructor(private rng: PRNG) {}
get isGameOver(): boolean {
return this.tiles.length === 0;
}
get playedPipsCount() {
return this.tiles.reduce((acc, tile) => acc + tile.count, 0);
}
get count () {
return this.tiles.length;
}
get leftEnd() {
return this.tiles[0];
}
get rightEnd() {
return this.tiles[this.tiles.length - 1];
}
get leftFreeEnd() {
return this.leftEnd?.flippedPips[0];
}
get rightFreeEnd() {
return this.rightEnd?.flippedPips[1];
}
getFreeEnds() {
if(this.count === 0) {
return [];
}
return [this.leftEnd.flippedPips[0], this.rightEnd.flippedPips[1]];
}
play(playerMove: PlayerMove): void {
const { type, tile } = playerMove;
tile.revealed = true;
if (type === PlayerMoveSide.LEFT) {
this.playTileLeft(tile);
// printLine(`${tile} -- left`);
} else {
this.playTileRight(tile);
// printLine(`${tile} -- right`);
}
}
playTileLeft(tile: Tile) {
if (tile.flippedPips[1] !== this.leftFreeEnd) {
tile.flip();
}
this.tiles.unshift(tile);
}
playTileRight(tile: Tile) {
if (tile.flippedPips[0] !== this.rightFreeEnd) {
tile.flip();
}
this.tiles.push(tile);
}
matchesFreeEnd(tile: Tile, freeEnd: number): boolean {
return tile.pips[0] === freeEnd || tile.pips[1] === freeEnd;
}
isValidMove(tile: Tile, side: PlayerMoveSideType | null, player: PlayerInterface, direction?: string): PlayerMove | null {
if (this.count === 0) {
return new PlayerMove(tile, PlayerMoveSide.BOTH, player.id, direction);
}
const freeEnds = this.getFreeEnds();
const leftEnd = freeEnds[0];
const rightEnd = freeEnds[1];
if (side !== null) {
if (side === PlayerMoveSide.LEFT) {
if (this.matchesFreeEnd(tile, leftEnd)) {
return new PlayerMove(tile, side, player.id, direction);
}
} else {
if (this.matchesFreeEnd(tile, rightEnd)) {
return new PlayerMove(tile, side, player.id, direction);
}
}
return null;
}
if ((this.matchesFreeEnd(tile, leftEnd) && this.matchesFreeEnd(tile, rightEnd))) {
const side = this.rng() < 0.5 ? PlayerMoveSide.LEFT : PlayerMoveSide.RIGHT;
return new PlayerMove(tile, side, player.id, direction);
} else if (this.matchesFreeEnd(tile, leftEnd)) {
return new PlayerMove(tile, PlayerMoveSide.LEFT, player.id, direction);
} else if (this.matchesFreeEnd(tile, rightEnd)) {
return new PlayerMove(tile, PlayerMoveSide.RIGHT, player.id, direction);
}
return null;
}
getValidMoves(player: PlayerInterface): PlayerMove[] {
return player.hand.reduce((acc, tile) => {
const validMove = this.isValidMove(tile, null, player);
if (validMove !== null) {
acc.push(validMove);
}
return acc;4
}, [] as PlayerMove[]);
}
toString(): string {
return this.tiles.map(tile => tile.toString()).join(' ');
}
}

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import { uuid } from "../../common/utilities";
import { PlayerMoveSideType } from "../constants";
import { Tile } from "./Tile";
export class PlayerMove {
id: string = uuid();
constructor(public tile: Tile, public type: PlayerMoveSideType | null, public playerId: string, direction?: string) {}
toString() {
return `PlayerMove:([${this.tile.pips[0]}|${this.tile.pips[1]}] ${this.type})`;
}
}

37
src/game/entities/Tile.ts Normal file
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import { uuid } from "../../common/utilities";
export class Tile {
id: string;
pips: [number, number];
revealed: boolean = true;
flipped: boolean = false;
constructor(pips: [number, number]) {
this.id = uuid();
this.pips = pips;
}
get count() {
return this.pips[0] + this.pips[1];
}
get isPair(): boolean {
return this.pips[0] === this.pips[1];
}
get flippedPips(): [number, number] {
return this.flipped ? [this.pips[1], this.pips[0]] : this.pips;
}
flip() {
this.flipped = !this.flipped;
}
toString(): string {
if (!this.revealed) {
return '[ | ]';
} else {
return `[${this.flippedPips[0]}|${this.flippedPips[1]}]`;
}
}
}

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import { Board } from "../Board";
import { PlayerInterface } from "./PlayerInterface";
import { PlayerMove } from "../PlayerMove";
import { Tile } from "../Tile";
import { LoggingService } from "../../../common/LoggingService";
import { EventEmitter } from "stream";
import { PlayerInteractionInterface } from "../../PlayerInteractionInterface";
import { uuid } from "../../../common/utilities";
import { GameState } from "../../dto/GameState";
import { PlayerState } from "../../dto/PlayerState";
import { GameSessionState } from "../../dto/GameSessionState";
export abstract class AbstractPlayer extends EventEmitter implements PlayerInterface {
hand: Tile[] = [];
score: number = 0;
logger: LoggingService = new LoggingService();
teamedWith: PlayerInterface | null = null;
playerInteraction: PlayerInteractionInterface = undefined as any;
id: string = uuid();
constructor(public name: string) {
super();
}
abstract makeMove(board: Board): Promise<PlayerMove | null>;
abstract chooseTile(board: Board): Promise<Tile>;
async notifyGameState(state: GameState): Promise<void> {
}
async notifyPlayerState(state: PlayerState): Promise<void> {
}
async notifySessionState(state: GameSessionState): Promise<void> {
}
pipsCount(): number {
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(): PlayerState {
return {
id: this.id,
name: this.name,
score: this.score,
hand: this.hand.map(tile => ({
id: tile.id,
pips: tile.pips,
flipped: tile.revealed,
})),
teamedWith: this.teamedWith?.id,
};
}
}

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import { PlayerInteractionInterface } from "../../PlayerInteractionInterface";
import { PlayerInteractionNetwork } from "../../PlayerInteractionNetwork";
import { PlayerHuman } from "./PlayerHuman";
import { NetworkClientNotifier } from "../../NetworkClientNotifier";
import { Tile } from "../Tile";
import { Board } from "../Board";
import { GameState } from "../../dto/GameState";
import { PlayerState } from "../../dto/PlayerState";
import { GameSessionState } from "../../dto/GameSessionState";
import { SocketDisconnectedError } from "../../../common/exceptions/SocketDisconnectedError";
export class NetworkPlayer extends PlayerHuman {
socketId: string;
playerInteraction: PlayerInteractionInterface = new PlayerInteractionNetwork(this);
clientNotifier: NetworkClientNotifier = new NetworkClientNotifier();
constructor(name: string, socketId: string) {
super(name);
this.socketId = socketId;
}
async notifyGameState(state: GameState): Promise<void> {
const response = await this.clientNotifier.notifyPlayer(this, 'gameState', state);
console.log('game state notified :>> ', response);
if (response === undefined || response.status !== 'ok' ) {
throw new SocketDisconnectedError();
}
}
async notifyPlayerState(state: PlayerState): Promise<void> {
const response = await this.clientNotifier.notifyPlayer(this, 'playerState', state);
console.log('player state notified :>> ', response);
if (response === undefined || response.status !== 'ok' ) {
throw new SocketDisconnectedError();
}
}
async notifySessionState(state: GameSessionState): Promise<void> {
const response = await this.clientNotifier.notifyPlayer(this, 'sessionState', state);
console.log('session state notified :>> ', response);
if (response === undefined || response.status !== 'ok' ) {
throw new SocketDisconnectedError();
}
}
async chooseTile(board: Board): Promise<Tile> {
return await this.playerInteraction.chooseTile(board);
}
}

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import { PlayerMoveSide } from "../../constants";
import { printLine, wait } from "../../../common/utilities";
import { AbstractPlayer } from "../../entities/player/AbstractPlayer";
import { Board } from "../Board";
import { PlayerMove } from "../PlayerMove";
import { SimulatedBoard } from "../../SimulatedBoard";
import { Tile } from "../Tile";
import { PRNG } from "seedrandom";
export class PlayerAI extends AbstractPlayer {
constructor(name: string, private rng: PRNG) {
super(name);
}
async makeMove(board: Board): Promise<PlayerMove | null> {
await wait(500); // 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)];
}
chooseTileMinMax(board: Board, depth: number = 3): Tile | null { // minmax algorithm
const bestMove: Tile | null = null;
let bestScore: number = -Infinity;
const validMoves: PlayerMove[] = board.getValidMoves(this);
validMoves.forEach(move => {
const simulatedBoard = new SimulatedBoard([ ...board.tiles ], this.rng);
simulatedBoard.play(move);
const score = this.minmax(simulatedBoard, depth - 1, false);
});
return null;
}
minmax(simulatedBoard: SimulatedBoard, depth: number, isMaximizing: boolean): number {
if (depth === 0 || simulatedBoard.isGameOver) {
return simulatedBoard.evaluate();
}
if (isMaximizing) {
let maxEval = -Infinity;
const validMoves = simulatedBoard.getValidMoves(this);
validMoves.forEach((move: PlayerMove) => {
const newSimulatedBoard = new SimulatedBoard([ ...simulatedBoard.tiles ], this.rng);
newSimulatedBoard.play(move);
const evaluation: number = this.minmax(newSimulatedBoard, depth - 1, false);
maxEval = Math.max(maxEval, evaluation);
});
return maxEval;
}
else {
let minEval = Infinity;
const validMoves = simulatedBoard.getValidMoves(this);
validMoves.forEach((move: PlayerMove) => {
const newSimulatedBoard = new SimulatedBoard([ ...simulatedBoard.tiles ], this.rng);
newSimulatedBoard.play(move);
const evaluation: number = this.minmax(newSimulatedBoard, depth - 1, true);
minEval = Math.min(minEval, evaluation);
});
return minEval;
}
// if (isMaximizing) {
// let bestScore = -Infinity;
// boardTiles.forEach(tile => {
// const newBoardTiles = [ ...boardTiles ];
// newBoardTiles.push(tile);
// const score = this.minmax(newBoardTiles, depth - 1, false);
// bestScore = Math.max(score, bestScore);
// });
// return bestScore;
// } else {
// let bestScore = Infinity;
// boardTiles.forEach(tile => {
// const newBoardTiles = [ ...boardTiles ];
// newBoardTiles.push(tile);
// const score = this.minmax(newBoardTiles, depth - 1, true);
// bestScore = Math.min(score, bestScore);
// });
// return bestScore;
// }
}
evaluateBoard(board: Board): number {
// Custom heuristic to evaluate the board state
return board.tiles.length; // Simplistic example
}
}

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import { PlayerMoveSide, PlayerMoveSideType } from '../../constants';
import { AbstractPlayer } from './AbstractPlayer';
import { Board } from '../Board';
import { PlayerMove } from '../PlayerMove';
import { Tile } from '../Tile';
import { PlayerInteractionConsole } from '../../PlayerInteractionConsole';
import { PlayerInteractionInterface } from '../../PlayerInteractionInterface';
export class PlayerHuman extends AbstractPlayer {
playerInteraction: PlayerInteractionInterface = new PlayerInteractionConsole(this);
constructor(name: string) {
super(name);
}
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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import { PlayerInteractionInterface } from "../../PlayerInteractionInterface";
import { Board } from "../Board";
import { GameState } from "../../dto/GameState";
import { PlayerMove } from "../PlayerMove";
import { PlayerState } from "../../dto/PlayerState";
import { Tile } from "../Tile";
import { GameSessionState } from "../../dto/GameSessionState";
export interface PlayerInterface {
id: string;
name: string;
score: number;
hand: Tile[];
teamedWith: PlayerInterface | null;
playerInteraction: PlayerInteractionInterface;
makeMove(gameState: Board): Promise<PlayerMove | null>;
chooseTile(board: Board): Promise<Tile>;
pipsCount(): number;
notifyGameState(state: GameState): Promise<void>;
notifyPlayerState(state: PlayerState): Promise<void>;
notifySessionState(state: GameSessionState): Promise<void>;
getState(): PlayerState;
}