import { io, Socket } from "socket.io-client"; export type Phase = 'placement' | 'waiting' | 'selfturn' | 'otherturn' | 'gameover'; export type CellType = 'e' | 's' | 'h' | 'm'; // empty, ship, hit, miss export class State { phase: Phase = $state('placement'); playerBoard = $state(new Board(false)); opponentBoard = $state(new Board(true)); users = $state(0); room = $state(''); turn = $state(-1); // -1 not my turn, 0 might be, 1 is socket: Socket; constructor() { const url = import.meta.env.DEV ? 'ws://localhost:3000' : 'wss://battleship.icyground-d91964e0.centralindia.azurecontainerapps.io'; this.socket = io(url, { transports: ['websocket'], auth: { session: sessionStorage.getItem('session') } }); this.socket.on('connect', () => { console.log(this.socket.id); sessionStorage.setItem('session', this.socket.id!); }); this.socket.on('update-room', ({ room, users }) => { if (this.phase == 'placement') this.phase = 'waiting'; this.room = room; this.users = users; }); this.socket.on('upload', (_, callback) => { if (this.phase == 'gameover') { this.playerBoard.randomize(); this.opponentBoard = new Board(true); this.phase = 'waiting'; } callback(this.playerBoard.board); }); this.socket.on('turnover', (id) => { this.turn = (id == this.socket.id) ? 1 : -1; this.phase = this.turn ? 'selfturn' : 'otherturn'; }); this.socket.on('attacked', ({ by, at, hit, sunk, game_over }) => { const [i, j]: [number, number] = at; const board = by == this.socket.id ? this.opponentBoard : this.playerBoard; if (by == this.socket.id) { this.turn = (hit) ? 1 : -1; } else { this.turn = (!hit) ? 1 : -1; } if (hit) { board.board[i][j] = 'h'; for (const [x, y] of [[-1, -1], [1, 1], [1, -1], [-1, 1]]) { const [tx, ty] = [i + x, j + y]; if (tx < 0 || tx >= 10 || ty < 0 || ty >= 10) continue; if (board.board[tx][ty] == 'e') board.board[tx][ty] = 'm'; } } else { board.board[i][j] = 'm'; } if (sunk) { const [[minx, miny], [maxx, maxy]] = sunk; const x1 = Math.max(0, minx - 1); const y1 = Math.max(0, miny - 1); const x2 = Math.min(9, maxx + 1); const y2 = Math.min(9, maxy + 1); for (let x = x1; x <= x2; x++) { for (let y = y1; y <= y2; y++) { if (board.board[x][y] == 'e') { board.board[x][y] = 'm'; } } } } if (game_over) { this.phase = 'gameover'; } }); this.socket.on('restore', ({ turn, player, opponent, gameover }: { turn: boolean, player: string[], opponent: string[], gameover: boolean }) => { this.turn = turn ? 1 : -1; this.phase = this.turn ? 'selfturn' : 'otherturn'; this.playerBoard.board = player.map((s) => s.split('').map(c => c as CellType)); this.opponentBoard.board = opponent.map((s) => s.split('').map(c => c as CellType)); if (gameover) { this.phase = 'gameover'; } }) } attack(i: number, j: number) { if (this.turn != 1) return; if (this.opponentBoard.board[i][j] != 'e') return; this.turn = 0; this.socket.emit('attack', [i, j]); } createRoom() { this.socket.emit('create'); } joinRoom(code: string) { code = code.toUpperCase(); if (code.length != 4 || code == this.room && this.phase !== 'gameover') return; this.socket.emit('join', code); } hasNotStarted() { return this.phase == 'placement' || this.phase == 'waiting'; } playAgain() { this.joinRoom(this.room); } } export class Board { static shipTypes = [5, 4, 3, 3, 2]; board: Array> = $state(Array.from({ length: 10 }, () => Array.from({ length: 10 }, () => 'e'))); isOpponent: boolean = false; constructor(isOpponent: boolean) { this.isOpponent = isOpponent; if (!isOpponent) this.randomize(); } randomize() { this.board = Array.from({ length: 10 }, () => Array.from({ length: 10 }, () => 'e')); for (const shipLength of Board.shipTypes) { while (true) { const dir = Math.round(Math.random()); const x = Math.floor(Math.random() * (dir ? 10 : 11 - shipLength)); const y = Math.floor(Math.random() * (dir ? (11 - shipLength) : 10)); if (this.isOverlapping(x, y, shipLength, dir)) continue; for (let i = 0; i < shipLength; i++) { this.board[dir ? x : x + i][dir ? y + i : y] = 's'; } break; } } } isOverlapping(x: number, y: number, length: number, dir: number): boolean { for (let i = -1; i < 2; i++) { for (let j = -1; j < length + 1; j++) { const [tx, ty] = [x + (dir ? i : j), y + (dir ? j : i)]; if (tx < 0 || tx >= 10 || ty < 0 || ty >= 10) continue; if (this.board[tx][ty] != 'e') return true; } } return false; } }