153 lines
3.5 KiB
TypeScript
153 lines
3.5 KiB
TypeScript
import Deck from '@/lib/TarokkaDeck';
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import generateID from '@/tools/simpleID';
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import parseMilliseconds from '@/tools/parseMilliseconds';
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import { GameState, GameUpdate, Settings } from '@/types';
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const deck = new Deck();
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export default class GameStore {
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private startTime: number;
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private dms: Map<string, GameState>;
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private spectators: Map<string, GameState>;
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private players: Map<string, string>;
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constructor() {
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this.startTime = Date.now();
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this.dms = new Map();
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this.spectators = new Map();
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this.players = new Map();
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setInterval(() => this.log(), 15 * 60 * 1000);
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}
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createGameIDs() {
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const dmID = generateID();
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const spectatorID = generateID();
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if (
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this.dms.has(dmID) ||
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this.dms.has(spectatorID) ||
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this.spectators.has(dmID) ||
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this.spectators.has(spectatorID)
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) {
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return this.createGameIDs();
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}
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return {
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dmID,
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spectatorID,
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};
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}
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createGame(): GameState {
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const { dmID, spectatorID } = this.createGameIDs();
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const newGame: GameState = {
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dmID,
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spectatorID,
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players: new Set(),
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cards: deck.getHand(),
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lastUpdated: Date.now(),
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settings: {
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positionBack: true,
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positionFront: true,
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prophecy: true,
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notes: true,
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cardStyle: 'color',
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},
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};
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this.dms.set(dmID, newGame);
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this.spectators.set(spectatorID, newGame);
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return newGame;
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}
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joinGame(gameID: string, playerID: string): GameUpdate {
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const game = this.getGame(gameID);
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game.players.add(playerID);
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game.lastUpdated = Date.now();
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this.players.set(playerID, gameID);
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return this.gameUpdate(game);
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}
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leaveGame(gameID: string, playerID: string): GameState {
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const game = this.getGame(gameID);
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game.players.delete(playerID);
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game.lastUpdated = Date.now();
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return game;
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}
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flipCard(gameID: string, cardIndex: number): GameUpdate {
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const game = this.getGame(gameID);
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const card = game.cards[cardIndex];
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if (!card) throw new Error(`Card ${cardIndex} not found`);
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card.flipped = !card.flipped;
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game.lastUpdated = Date.now();
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return this.gameUpdate(game);
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}
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updateSettings(gameID: string, settings: Settings) {
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const game = this.getGame(gameID);
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Object.assign(game.settings, settings);
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return this.gameUpdate(game);
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}
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getGame(gameID: string): GameState {
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const game = this.dms.get(gameID) || this.spectators.get(gameID);
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if (!game) throw new Error(`Game ${gameID} not found`);
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return game;
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}
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gameUpdate(game: GameState): GameUpdate {
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const { dmID, spectatorID, cards, settings } = game;
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return { dmID, spectatorID, cards, settings };
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}
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playerExit(playerID: string): GameState {
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const gameID = this.players.get(playerID);
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if (!gameID) throw new Error(`Player ${playerID} not found`);
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this.players.delete(playerID);
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return this.leaveGame(gameID, playerID);
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}
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log() {
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const now = Date.now();
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const uptime = now - this.startTime;
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const { days, hours, minutes, seconds } = parseMilliseconds(uptime);
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const dayLog = days ? ` ${days} ${days > 1 ? 'days' : 'day'}` : '';
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const hourLog = hours ? ` ${hours} ${hours > 1 ? 'hours' : 'hour'}` : '';
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const minuteLog = minutes ? ` ${minutes} ${minutes > 1 ? 'minutes' : 'minute'}` : '';
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const uptimeLog = `Up${dayLog}${hourLog}${minuteLog} ${seconds} seconds`;
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console.log('-'.repeat(uptimeLog.length));
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console.log(uptimeLog);
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console.log(`Games: ${this.dms.size}`);
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console.log(`Players: ${this.players.size}`);
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console.log('-'.repeat(uptimeLog.length));
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}
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deleteGame(gameID: string): void {
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this.dms.delete(gameID);
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this.spectators.delete(gameID);
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}
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}
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