game flow revamp

This commit is contained in:
Jose Conde
2024-07-06 20:32:41 +02:00
parent 733ac3891f
commit a974f576b3
50 changed files with 2994 additions and 268 deletions

250
src/game/MatchSession.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 { MatchSessionState } from "./dto/MatchSessionState";
import { PlayerNotificationManager } from './PlayerNotificationManager';
import seedrandom, { PRNG } from "seedrandom";
import { NetworkPlayer } from "./entities/player/NetworkPlayer";
import { PlayerHuman } from "./entities/player/PlayerHuman";
export class MatchSession {
private currentGame: DominoesGame | null = null;
private minHumanPlayers: number = 1;
private waitingForPlayers: boolean = true;
private waitingSeconds: number = 0;
private logger: LoggingService = new LoggingService();
private playerNotificationManager = new PlayerNotificationManager();
id: string;
matchInProgress: boolean = false;
matchWinner: PlayerInterface | null = null;
maxPlayers: number = 4;
mode: string = 'classic';
players: PlayerInterface[] = [];
pointsToWin: number = 50;
rng!: PRNG
scoreboard: Map<string, number> = new Map();
seed!: string
sessionInProgress: boolean = false;
state: string = 'created'
constructor(public creator: PlayerInterface, public name?: string) {
this.id = uuid();
this.name = name || `Game ${this.id}`;
this.addPlayer(creator);
this.creator = creator;
this.logger.info(`Match session created by: ${creator.name}`);
this.logger.info(`Match session ID: ${this.id}`);
this.logger.info(`Match session name: ${this.name}`);
this.logger.info(`Points to win: ${this.pointsToWin}`);
this.sessionInProgress = true;
this.matchInProgress = false;
this.playerNotificationManager.notifyMatchState(this);
this.playerNotificationManager.notifyPlayersState(this.players);
}
get numPlayers() {
return this.players.length;
}
get numPlayersReady() {
return this.players.filter(player => player.ready).length;
}
get numHumanPlayers() {
return this.players.filter(player => player instanceof PlayerHuman).length;
}
private async startMatch(seed: string) {
this.rng = seedrandom(seed);
const missingPlayers = this.maxPlayers - this.numPlayers;
for (let i = 0; i < missingPlayers; i++) {
this.addPlayer(this.createPlayerAI(i));
}
this.state = 'ready'
this.resetScoreboard()
let gameNumber: number = 0;
this.matchInProgress = true
this.playerNotificationManager.notifyMatchState(this);
while (this.matchInProgress) {
this.currentGame = new DominoesGame(this.players, this.rng);
gameNumber += 1;
this.state = 'started'
this.logger.info(`Game #${gameNumber} started`);
// this.game.reset()
await this.currentGame.start();
this.setScores();
this.checkMatchWinner();
this.resetReadiness();
this.state = 'waiting'
await this.playerNotificationManager.notifyMatchState(this);
this.playerNotificationManager.sendEventToPlayers('game-finished', this.players);
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);
}
}, 1000);
});
}
resetReadiness() {
this.players.forEach(player => {
player.ready = false
});
}
checkMatchWinner() {
const scores = Array.from(this.scoreboard.values());
const maxScore = Math.max(...scores);
if (maxScore >= this.pointsToWin) {
this.matchWinner = this.players.find(player => this.scoreboard.get(player.id) === maxScore)!;
this.logger.info(`Match winner: ${this.matchWinner.name} with ${maxScore} points`);
this.matchInProgress = false;
}
}
resetScoreboard() {
this.scoreboard = new Map();
this.players.forEach(player => {
this.scoreboard.set(player.id, 0);
});
}
setScores() {
const totalPips = this.currentGame?.players.reduce((acc, player) => acc + player.pipsCount(), 0);
if (this.currentGame && this.currentGame.winner !== null) {
const winner = this.currentGame.winner;
this.scoreboard.set(winner.id, this.scoreboard.get(winner.id)! + totalPips!);
if (winner.teamedWith !== null) {
this.scoreboard.set(winner.teamedWith.id, this.scoreboard.get(winner.teamedWith.id)! + totalPips!);
}
}
}
private endGame(): any {
if (this.currentGame !== null) {
const { gameBlocked, gameTied, winner } = this.currentGame;
gameBlocked ? this.logger.info('Game blocked!') : gameTied ? this.logger.info('Game tied!') : this.logger.info('Game over!');
this.logger.info('Winner: ' + winner?.name + ' with ' + winner?.pipsCount() + ' points');
this.getScore(this.currentGame);
this.logger.info('Game ended');
this.currentGame = null;
this.playerNotificationManager.notifyMatchState(this);
return {
gameBlocked,
gameTied,
winner
};
}
}
private getScore(game: DominoesGame) {
const pips = game.players
.sort((a,b) => (b.pipsCount() - a.pipsCount()))
.map(player => {
return `${player.name}: ${player.pipsCount()}`;
});
this.logger.info(`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}`;
});
this.logger.info(`Scores: ${scores.join(', ')}`);
}
createPlayerAI(i: number) {
const AInames = ["Alice (AI)", "Bob (AI)", "Charlie (AI)", "David (AI)"];
const player = new PlayerAI(AInames[i], this.rng);
player.ready = true;
return player;
}
async start(seed?: string) {
this.seed = seed || getRandomSeed();
console.log('seed :>> ', this.seed);
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(user: string) {
const player = this.players.find(player => player.name === user);
if (!player) {
throw new Error("Player not found");
}
player.ready = true;
this.logger.info(`${player.name} is ready!`);
this.playerNotificationManager.notifyMatchState(this);
}
toString() {
return `GameSession:(${this.id} ${this.name})`;
}
getState(): MatchSessionState {
return {
id: this.id,
name: this.name!,
creator: this.creator.id,
players: this.players.map(player =>( {
id: player.id,
name: player.name,
ready: player.ready,
})),
playersReady: this.numPlayersReady,
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',
scoreboard: this.scoreboard,
matchWinner: this.matchWinner?.getState() || null,
matchInProgress: this.matchInProgress
};
}
}