Multiples games in parallel
release-tag / release-image (push) Successful in 58s

This commit is contained in:
2024-05-11 18:16:36 +02:00
parent 2927592ec2
commit 0c650dafc8
9 changed files with 128 additions and 50 deletions
+6 -30
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@@ -1,18 +1,11 @@
<script setup lang="ts">
import { ref } from "vue";
import goStore, { register, setReady, oauth2_register_discord, setup_websocket } from "@/netcode";
const config = useRuntimeConfig()
import goStore, { setReady, oauth2_register_discord, setup_websocket } from "@/netcode";
await setup_websocket()
const route = useRoute()
let username = ref<string>("legonzaur");
onMounted(async () => {
const code = route.query.code
if (!code) { return }
@@ -26,37 +19,20 @@ onMounted(async () => {
)
})
async function discordLogin() {
await navigateTo(config.public.discordLoginEndpoint, {
external: true
})
}
</script>
<template>
<div id="game_status">
<template v-if="!goStore.self">
<div v-if="goStore.game?.started">
<b>SPECTATOR MODE</b>
</div>
<template v-if="!goStore.game?.started">
<input type="text" v-model="username" />
<button @click="register(username)">LOGIN</button>
<button @click="discordLogin()">DISCORD</button>
</template>
</template>
<template v-if="goStore.self && !goStore.game?.started">
<template v-if="goStore.self && !goStore.current_game?.started">
<input @change="setReady(($event.target as HTMLInputElement).checked)" type="checkbox" id="ready" />
<label for="ready">Ready</label>
</template>
</div>
<GameBoard></GameBoard>
<LoginView v-if="goStore.context === 'login'"></LoginView>
<GameBoard v-if="goStore.context != 'lobby' && goStore.context != 'login'"></GameBoard>
<LobbyView v-if="goStore.context == 'lobby'"></LobbyView>
</template>
<style>
+1 -1
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@@ -2,7 +2,7 @@
import goStore from '~/netcode';
import type { Player } from '~/netcode/Player';
const current_players = computed<Array<Player>>(() => Array.from(goStore.players.values()).filter(p => p.team === goStore.game?.current_turn))
const current_players = computed<Array<Player>>(() => Array.from(goStore.players.values()).filter(p => p.team === goStore.current_game?.current_turn))
const discard_unwrapped = ref<boolean>(false)
</script>
+10
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@@ -0,0 +1,10 @@
<script setup lang="ts">
import goStore, { netcode_create_game, join_game } from '~/netcode';
</script>
<template>
<button @click="netcode_create_game">Create Game</button>
<div v-for="g in goStore.lobby?.games"><button @click="join_game(g)">{{ g }}</button></div>
</template>
<style scoped></style>
+27
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@@ -0,0 +1,27 @@
<script setup lang="ts">
import goStore, { netcode_create_game, join_game } from '~/netcode';
const config = useRuntimeConfig()
async function discordLogin() {
await navigateTo(config.public.discordLoginEndpoint, {
external: true
})
}
</script>
<template>
<div v-if="goStore.current_game?.started">
<b>SPECTATOR MODE</b>
</div>
<template v-if="!goStore.current_game?.started">
<!-- <input type="text" v-model="username" />
<button @click="register(username)">LOGIN</button> -->
<button @click="discordLogin()">DISCORD</button>
</template>
</template>
<style scoped></style>
+10 -8
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@@ -3,7 +3,7 @@ import goStore, { buy, useEffect } from '@/netcode';
import { CardEffects } from '@/netcode/Effect'
import { CardType } from '@/netcode/Card'
const isTurn = computed(() => goStore.self && goStore.game?.started && (goStore.self.team == goStore.game.current_turn))
const isTurn = computed(() => goStore.self && goStore.current_game?.started && (goStore.self.team == goStore.current_game.current_turn))
</script>
@@ -11,7 +11,7 @@ const isTurn = computed(() => goStore.self && goStore.game?.started && (goStore.
<div id="market">
<CardPreview :data="null"></CardPreview>
<div class="separator"></div>
<CardPreview :data="c" v-for="c in goStore.game?.market" @click="c && buy(c)">
<CardPreview :data="c" v-for="c in goStore.current_game?.market" @click="c && buy(c)">
<template v-if="isTurn && c && c.cost && (goStore.self?.turn.gold_reserve ?? 0) >= c.cost">
<button @click.stop="buy(c)">BUY</button>
<button @click.stop="useEffect(goStore.self!.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT)!, c)"
@@ -28,18 +28,19 @@ const isTurn = computed(() => goStore.self && goStore.game?.started && (goStore.
</template>
</CardPreview>
<div class="separator"></div>
<CardPreview :data="goStore.game?.gem_stack.at(-1)" @click="buy(goStore.game?.gem_stack.at(-1)!)">
<CardPreview :data="goStore.current_game?.gem_stack.at(-1)"
@click="buy(goStore.current_game?.gem_stack.at(-1)!)">
<template
v-if="isTurn && goStore.game?.gem_stack.length && goStore.game?.gem_stack.length > 0 && (goStore.self?.turn.gold_reserve ?? 0) >= (goStore.game?.gem_stack.at(-1)?.cost ?? Infinity)">
<button @click.stop="buy(goStore.game.gem_stack.at(-1)!)">
v-if="isTurn && goStore.current_game?.gem_stack.length && goStore.current_game?.gem_stack.length > 0 && (goStore.self?.turn.gold_reserve ?? 0) >= (goStore.current_game?.gem_stack.at(-1)?.cost ?? Infinity)">
<button @click.stop="buy(goStore.current_game.gem_stack.at(-1)!)">
BUY
</button>
<button
@click.stop="useEffect(goStore.self!.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT)!, goStore.game.gem_stack.at(-1))"
@click.stop="useEffect(goStore.self!.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT)!, goStore.current_game.gem_stack.at(-1))"
v-if="goStore.self?.turn.find_effect(CardEffects.PLAY_NEXT_CARD_BOUGHT)">
BUY IN HAND</button>
<button
@click.stop="useEffect(goStore.self!.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT)!, goStore.game.gem_stack.at(-1))"
@click.stop="useEffect(goStore.self!.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT)!, goStore.current_game.gem_stack.at(-1))"
v-if="goStore.self?.turn.find_effect(CardEffects.STACK_NEXT_CARD_BOUGHT)">
BUY IN STACK(generic)
</button>
@@ -60,5 +61,6 @@ const isTurn = computed(() => goStore.self && goStore.game?.started && (goStore.
}
.separator {
width: 50px;}
width: 50px;
}
</style>
+2 -2
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@@ -25,9 +25,9 @@ const props = withDefaults(defineProps<Props>(), {
discard_unwrapped: () => false,
})
const isPlayerTurn = computed(() => props.player.team === goStore.game?.current_turn);
const isPlayerTurn = computed(() => props.player.team === goStore.current_game?.current_turn);
const isSelf = computed(() => props.player.uuid === goStore.self?.uuid);
const isSelfTurn = computed(() => goStore.self?.team === goStore.game?.current_turn)
const isSelfTurn = computed(() => goStore.self?.team === goStore.current_game?.current_turn)
const isPlayerEnemy = computed(() => goStore.self?.team !== props.player.team)
function run_effect(
+1 -1
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@@ -2,7 +2,7 @@
import goStore, { useEffect, playCard, playAllCards, discard, lockCard, heal, damage_champion, damage_team, endTurn } from '~/netcode';
import { CardEffects } from '@/netcode/Effect'
const isTurn = computed(() => goStore.self?.team == goStore.game?.current_turn)
const isTurn = computed(() => goStore.self?.team == goStore.current_game?.current_turn)
</script>
+25
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@@ -0,0 +1,25 @@
import { type GameObjectRegister } from "."
import { type GameObjectNetcode } from "./GameObject"
import type { Game } from "./Game"
export interface LobbyNetcode extends GameObjectNetcode {
games: Array<string>
}
export type Lobby = LobbyNetcode & {
games: Array<Game>
}
export function create_lobby(input: LobbyNetcode, register: GameObjectRegister) {
return new Proxy<any>(input, {
get(target: LobbyNetcode, prop, reciever) {
// if (prop == "games") {
// return target.games.map(e => register.games.get(e))
// }
return Reflect.get(target, prop, reciever);
},
set(target, prop, val, receiver) {
return Reflect.set(target, prop, val, receiver);
}
}) as Lobby
}
+46 -8
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@@ -11,6 +11,7 @@ import type { GameObjectNetcode } from "./GameObject";
import { type Player, create_player, type PlayerNetcode } from "./Player";
import { type Team, create_team, type TeamNetcode } from "./Team";
import { type Turn, create_turn } from "./Turn";
import { type Lobby, create_lobby, type LobbyNetcode } from "./Lobby";
import { type Ref } from "vue";
@@ -22,10 +23,12 @@ export class GameObjectRegister {
readonly teams: Map<string, Team>;
readonly players: Map<string, Player>;
readonly turns: Map<string, Turn>;
readonly games: Map<string, Game>
context: "login" | "pregame" | "game" = "login";
context: "lobby" | "login" | "pregame" | "game" = "login";
private readonly objects: Map<string, GameObjectNetcode>;
game: Ref<Game | null>;
current_game: Ref<Game | null>
lobby: Ref<Lobby | null>;
self: Ref<Player | null>;
constructor() {
this.effects = reactive(new Map());
@@ -33,14 +36,18 @@ export class GameObjectRegister {
this.teams = reactive(new Map());
this.players = reactive(new Map());
this.turns = reactive(new Map());
this.games = reactive(new Map())
this.objects = reactive(new Map());
this.game = ref(null);
this.current_game = ref(null)
this.lobby = ref(null);
this.self = ref(null);
}
update_object(obj: GameObjectNetcode) {
console.log(obj)
console.log(obj.uuid)
console.log(this.objects.get(obj.uuid))
Object.assign(this.objects.get(obj.uuid) as GameNetcode, obj);
}
@@ -66,19 +73,28 @@ export class GameObjectRegister {
this.objects.set(data.uuid, team);
},
game: (data: GameNetcode) => {
this.game.value = create_game(data, this);
this.objects.set(data.uuid, this.game.value);
const game = create_game(data, this);
this.games.set(data.uuid, game);
this.objects.set(data.uuid, game);
},
turn: (data: any) => {
const turn = create_turn(data, this);
this.turns.set(data.uuid, turn);
this.objects.set(data.uuid, turn);
},
lobby: (data: LobbyNetcode) => {
this.lobby.value = create_lobby(data, this);
this.objects.set(data.uuid, this.lobby.value);
},
} as { [id: string]: (data: any) => any };
set_self = (uuid: string) => {
this.self.value = this.players.get(uuid) ?? null;
};
set_current_game = (uuid: string) => {
this.current_game.value = this.games.get(uuid) ?? null;
};
}
const goStore = reactive(new GameObjectRegister());
@@ -130,8 +146,13 @@ export const setup_websocket = () =>
} else if (data.type === "context") {
goStore.context = data.data;
// console.log(data.data);
} else if (data.type === "set" && data.data_type == "self") {
goStore.set_self(data.data);
} else if (data.type === "set") {
if(data.data_type == "self"){
goStore.set_self(data.data);
} else if (data.data_type == "current_game"){
goStore.set_current_game(data.data)
}
} else {
// console.log(data.type, data.data_type, data.data);
}
@@ -292,4 +313,21 @@ export async function damage_champion(target: Card) {
);
}
export async function netcode_create_game(){
await setup_websocket()
socket.send(JSON.stringify({
type: "create",
data_type: "game",
data: "bite"
}))
}
export async function join_game(game_uuid: string){
await setup_websocket()
socket.send(JSON.stringify({
type: "join",
data_type: "game",
data: game_uuid
}))
}
export default goStore;