Files
battleship/app/src/lib/state.svelte.ts
2024-10-06 00:53:46 +05:30

161 lines
5.6 KiB
TypeScript

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<Array<CellType>> = $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;
}
}