Fix reactive with new system

This commit is contained in:
2024-04-25 20:36:32 +02:00
parent 56cbe9bab4
commit 5f4df966c4
14 changed files with 577 additions and 228 deletions
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import type { GameObjectRegister } from "."
import type { Effect } from "./Effect"
import type { GameObjectNetcode } from "./GameObject"
enum CardRole {
PERSONAL = "personal",
MARKET = "market",
FIRE_GEM = "fire_gem"
}
enum CardType {
HERO = "hero",
HERO_ABILITY = "hero_ability",
CURRENCY = "currency",
WEAPON = "weapon",
CHAMPION = "champion",
ACTION = "action",
ITEM = "item"
}
enum CardFaction {
BASE = "base",
BLUE = "blue",
RED = "red",
GREEN = "green",
YELLOW = "yellow"
}
export interface CardNetcode extends GameObjectNetcode {
card_id: number
sprite: string
name: string
cost?: number
role: CardRole
card_type: CardType
faction: CardFaction
effects: Array<string>
defense?: number
guard?: boolean
}
export type Card = Omit<CardNetcode, 'effects'> & {
effects: Array<Effect>
health_as_champion?: number
}
export function create_card(input: CardNetcode, register: GameObjectRegister) {
const card = new Proxy<any>(input, {
get(target: CardNetcode, prop, reciever) {
if (prop == "effects") {
return target.effects.map((e) => register.effects[e])
}
if (prop == "health_as_champion") {
return Object.values(register.turns).find(e => e.champions_health.has(card))?.champions_health.get(card)
}
return Reflect.get(target, prop, reciever);
},
set(target, prop, val, receiver) {
return Reflect.set(target, prop, val, receiver);
}
}) as Card
return card
}
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import { GameObjectRegister } from "."
import type { GameObjectNetcode } from "./GameObject"
enum CardEffects {
GOLD = "gold",
DAMAGE = "damage",
HEAL = "heal",
PERPARE = "prepare",
STUN = "stun",
SACRIFICE = "sacrifice",
DRAW = "draw",
DRAW_AND_DISCARD = "draw_and_discard",
DISCARD = "discard",
RESTACK_DISCARDED_CHAMPION = "restack_discarded_champion",
RESTACK_DISCARDED_CARD = "restack_discarded_card",
STACK_NEXT_ACTION_BOUGHT = "stack_next_action_bought",
STACK_NEXT_CARD_BOUGHT = "stack_next_card_bought",
PLAY_NEXT_CARD_BOUGHT = "play_next_card_bought"
}
enum EffectTimes {
PER_CHAMPION = "per_champion",
PER_OTHER_CHAMPION = "per_other_champion",
PER_OTHER_GUARD = "per_other_guard",
PER_CARD_OF_SAME_FACTION = "per_card_of_same_faction"
}
enum EffectType {
CHAMPION_ACTION = "champion_action",
SUICIDE = "suicide",
FACTION_COMBO = "faction_combo"
}
export interface EffectNetcode extends GameObjectNetcode {
effect: CardEffects
amount: number
sub_effects: Array<EffectNetcode>
mutex: Array<string>
effect_type?: EffectType
times?: EffectTimes
}
export type Effect = Omit<EffectNetcode, 'sub_effects' | 'mutex'> & {
sub_effects: { [key: string]: Effect }
mutex: { [key: string]: Effect }
}
export function create_effect(input: EffectNetcode, register: GameObjectRegister) {
return new Proxy<any>(input, {
get(target, prop, reciever) {
if (prop == "sub_effects") {
return Object.fromEntries(Object.entries(register.effects).filter(([i, v]) => i in target.sub_effects))
}
if (prop == "mutex") {
return Object.fromEntries(Object.entries(register.effects).filter(([i, v]) => i in target.mutex))
}
return Reflect.get(target, prop, reciever);
},
set(target, prop, val, receiver) {
return Reflect.set(target, prop, val, receiver);
}
}) as Effect
}
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import { type GameObjectRegister } from "."
import { type Team } from "./Team"
import { type GameObjectNetcode } from "./GameObject"
import type { Card } from "./Card"
export interface GameNetcode extends GameObjectNetcode {
market_stack: Array<string>
market: Array<string>
gem_stack: Array<string>
started: boolean
current_turn: string
}
export type Game = Omit<GameNetcode, 'market_stack' | 'market' | 'gem_stack' | 'current_turn'> & {
market_stack: Array<Card>
market: Array<Card | null>
gem_stack: Array<Card>
current_turn: Team
}
export function create_game(input: GameNetcode, register: GameObjectRegister) {
return new Proxy<any>(input, {
get(target, prop, reciever) {
if (prop == "market_stack") {
return input.market_stack.map(e => register.cards.get(e))
}
if (prop == "market") {
return input.market.map(e => register.cards.get(e))
}
if (prop == "gem_stack") {
return input.gem_stack.map(e => register.cards.get(e))
}
if (prop == "current_turn") {
return register.teams.get(input.current_turn)
}
return Reflect.get(target, prop, reciever);
},
set(target, prop, val, receiver) {
return Reflect.set(target, prop, val, receiver);
}
}) as Game
}
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export type GameObjectNetcode = {
uuid: string
}
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import { type GameObjectRegister } from "."
import type { Card } from "./Card"
import type { GameObjectNetcode } from "./GameObject"
import { type Team } from "./Team"
import { type Turn } from "./Turn"
export interface PlayerNetcode extends GameObjectNetcode {
stack_pile: Array<string>
discard_pile: Array<string>
hand: Array<string>
board: Array<string>
team: string
username: string
turn: string
}
export type Player = Omit<PlayerNetcode, 'discard_pile' | 'stack_pile' | 'hand' | 'board' | 'team' | 'turn'> & {
stack_pile: Array<Card | null>
discard_pile: Array<Card>
hand: Array<Card | null>
board: Array<Card>
team: Team
turn: Turn
}
export function create_player(input: PlayerNetcode, register: GameObjectRegister) {
return new Proxy<any>(input, {
get(target: PlayerNetcode, prop, reciever) {
if (prop == "stack_pile") {
return target.stack_pile.map(e => register.cards.get(e))
}
if (prop == "discard_pile") {
return target.discard_pile.map(e => register.cards.get(e))
}
if (prop == "hand") {
return target.hand.map(e => register.cards.get(e))
}
if (prop == "board") {
return target.board.map(e => register.cards.get(e))
}
if (prop == "team") {
return register.teams.get(target.team)
}
if (prop == "turn") {
return register.turns.get(target.turn)
}
return Reflect.get(target, prop, reciever);
},
set(target, prop, val, receiver) {
return Reflect.set(target, prop, val, receiver);
}
}) as Player
}
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import { type GameObjectRegister } from "."
import type { GameObjectNetcode } from "./GameObject"
import { type Player } from "./Player"
export interface TeamNetcode extends GameObjectNetcode {
health: number
color: string
name: string
}
export type Team = TeamNetcode & {
players: Array<Player>
}
export function create_team(input: TeamNetcode, register: GameObjectRegister) {
const team = new Proxy<any>(input, {
get(target: TeamNetcode, prop, reciever) {
if (prop == "players") {
return Object.values(register.players).filter((p) => p.team == team)
}
return Reflect.get(target, prop, reciever);
},
set(target, prop, val, receiver) {
return Reflect.set(target, prop, val, receiver);
}
}) as Team
return team
}
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import { type GameObjectRegister } from "."
import type { Card } from "./Card"
import { type Effect } from "./Effect"
import type { GameObjectNetcode } from "./GameObject"
export interface TurnNetcode extends GameObjectNetcode {
cards_locked: Array<string>
effects_availables: Array<string>
champions_health: { [key: string]: string }
discard_markers: number
damage_reserve: number
heal_reserve: number
gold_reserve: number
}
export type Turn = Omit<TurnNetcode, 'cards_locked' | 'effects_availables' | 'champions_health'> & {
cards_locked: { [key: string]: Card }
effects_availables: Array<Effect>
champions_health: Map<Card, number>
}
export function create_turn(input: TurnNetcode, register: GameObjectRegister) {
return new Proxy<any>(input, {
get(target: TurnNetcode, prop, reciever) {
if (prop == "card_locked") {
return target.cards_locked.map(e => register.cards.get(e))
}
if (prop == "effects_availables") {
return target.effects_availables.map(e => register.effects.get(e))
}
if (prop == "champions_health") {
const healths = new Map()
for (const c in target.champions_health) {
healths.set(register.cards.get(c), target.champions_health[c])
}
return healths
}
return Reflect.get(target, prop, reciever);
},
set(target, prop, val, receiver) {
console.log(isReactive(target))
return Reflect.set(target, prop, val, receiver);
}
}) as Turn
}
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import type { RefSymbol } from "@vue/reactivity"
import { type Card, create_card, type CardNetcode } from "./Card"
import { type Effect, create_effect, type EffectNetcode } from "./Effect"
import { type Game, create_game, type GameNetcode } from "./Game"
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 { isReactive } from "vue"
export const socket = new WebSocket("ws://127.0.0.1:8765")
export class GameObjectRegister {
readonly effects: Map<string, Effect>
readonly cards: Map<string, Card>
readonly teams: Map<string, Team>
readonly players: Map<string, Player>
readonly turns: Map<string, Turn>
context: 'login' | 'pregame' | 'game' = "login"
private readonly objects: Map<string, GameObjectNetcode>
game?: Game
self?: Player
constructor() {
this.effects = reactive(new Map())
this.cards = reactive(new Map())
this.teams = reactive(new Map())
this.players = reactive(new Map())
this.turns = reactive(new Map())
this.objects = reactive(new Map())
}
update_object(obj: GameObjectNetcode) {
Object.assign(this.objects.get(obj.uuid) as GameNetcode, obj)
}
createObject = {
"effect": (data: EffectNetcode) => {
const effect = create_effect(data, this)
this.effects.set(data.uuid, effect)
this.objects.set(data.uuid, data)
},
"card": (data: CardNetcode) => {
const card = create_card(data, this)
this.cards.set(data.uuid, card)
this.objects.set(data.uuid, card)
},
"player": (data: PlayerNetcode) => {
const player = create_player(data, this)
this.players.set(data.uuid, player)
this.objects.set(data.uuid, player)
},
"team": (data: TeamNetcode) => {
const team = create_team(data, this)
this.teams.set(data.uuid, team)
this.objects.set(data.uuid, team)
},
"game": (data: GameNetcode) => {
this.game = create_game(data, this)
this.objects.set(data.uuid, this.game)
},
"turn": (data: any) => {
const turn = create_turn(data, this)
this.turns.set(data.uuid, turn)
this.objects.set(data.uuid, turn)
}
} as { [id: string]: (data: any) => any }
set_self(uuid: string) {
this.self = this.players.get(uuid)
}
}
const goStore = reactive(new GameObjectRegister())
socket.onopen = function (e) {
console.log("[open] Connection established");
};
socket.onclose = function (event) {
if (event.wasClean) {
console.warn(`[close] Connection closed cleanly, code=${event.code} reason=${event.reason}`);
} else {
// e.g. server process killed or network down
// event.code is usually 1006 in this case
console.error('[close] Connection died');
}
};
socket.onerror = function (error) {
console.error(error);
};
socket.onmessage = function (event) {
const data = JSON.parse(event.data)
if (data.type == "create" && data.data_type == "object") {
if (!(data.data.object_type in goStore.createObject)) {
throw new Error(`Object ${data.data.object_type} couldn't be created`)
}
goStore.createObject[data.data.object_type](data.data)
} else if (data.type == "update" && data.data_type == "object") {
goStore.update_object(data.data)
} 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 {
console.log(data.type, data.data_type, data.data);
}
};
export async function register(username: string) {
socket.send(JSON.stringify({
type: "register",
data_type: "username",
data: username
}))
}
export async function login(username: string) {
socket.send(JSON.stringify({
type: "login",
data_type: "username",
data: username
}))
}
export async function setReady(value: boolean) {
socket.send(JSON.stringify({
type: "ready",
data_type: "ready_state",
data: value
}))
}
export async function buy(card: Card) {
socket.send(JSON.stringify({
type: "action",
data_type: "buy",
data: card.uuid
}))
}
export async function endTurn() {
socket.send(JSON.stringify({
type: "action",
data_type: "end_turn",
data: true
}))
}
export function playAllCards(cards: Card[]) {
cards.forEach((c: any) => {
playCard(c)
});
}
export function playCard(card: Card) {
console.log(card.uuid)
socket.send(JSON.stringify({
type: "action",
data_type: "play_card",
data: card.uuid
}))
}
export function lockCard(card: Card) {
socket.send(JSON.stringify({
type: "action",
data_type: "lock_card",
data: card.uuid
}))
}
export function useEffect(effect: Effect, target?: Effect | Card | Player | Team) {
console.log({ effect_id: effect.uuid, target: target?.uuid })
socket.send(JSON.stringify({
type: "action",
data_type: "use_effect",
data: { effect_id: effect.uuid, target: target?.uuid }
}))
}
export function discard(card: Card) {
socket.send(JSON.stringify({
type: "action",
data_type: "discard",
data: card.uuid
}))
}
h
export function heal() {
socket.send(JSON.stringify({
type: "action",
data_type: "heal",
data: 1
}))
}
export function damage(target: Team) {
socket.send(JSON.stringify({
type: "action",
data_type: "damage",
data: target.uuid
}))
}
export default goStore