mirror of
https://github.com/AndrioCelos/TableturfBattleApp.git
synced 2026-04-10 11:04:47 -05:00
This allows any number of games to be played in a room. Each player bar will show the number of games that player has won. If a goal win count is selected in More Options, the set will end when someone reaches that many wins. Otherwise, players can start a new game after the game ends.
448 lines
17 KiB
C#
448 lines
17 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Net;
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using System.Numerics;
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using System.Text;
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using Newtonsoft.Json;
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namespace TableturfBattleServer;
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public class Game {
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[JsonIgnore]
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public Guid ID { get; } = Guid.NewGuid();
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[JsonProperty("state")]
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public GameState State { get; set; }
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[JsonProperty("turnNumber")]
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public int TurnNumber { get; set; }
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[JsonProperty("players")]
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public List<Player> Players { get; } = new(4);
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[JsonProperty("maxPlayers")]
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public int MaxPlayers { get; set; }
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[JsonProperty("stage")]
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public string? StageName { get; private set; }
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[JsonProperty("board")]
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public Space[,]? Board { get; private set; }
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[JsonProperty("startSpaces")]
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public Point[]? StartSpaces;
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[JsonProperty("goalWinCount")]
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public int? GoalWinCount { get; set; }
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[JsonProperty("turnTimeLimit")]
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public int? TurnTimeLimit { get; set; }
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[JsonProperty("turnTimeLeft")]
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public int? TurnTimeLeft { get; set; }
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[JsonIgnore]
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internal DateTime abandonedSince = DateTime.UtcNow;
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internal List<string> setStages = new();
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public Game(int maxPlayers) => this.MaxPlayers = maxPlayers;
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public bool TryAddPlayer(Player player, out int playerIndex, out Error error) {
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lock (this.Players) {
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if (this.State != GameState.WaitingForPlayers) {
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playerIndex = -1;
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error = new(HttpStatusCode.Gone, "GameAlreadyStarted", "The game has already started.");
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return false;
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}
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if (this.Players.Any(p => p.Token == player.Token)) {
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playerIndex = -1;
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error = new(HttpStatusCode.Conflict, "PlayerAlreadyJoined", "You're already in the game.");
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return false;
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}
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if (this.Players.Count >= this.MaxPlayers) {
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playerIndex = -1;
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error = new(HttpStatusCode.Conflict, "GameFull", "The game is full.");
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return false;
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}
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playerIndex = this.Players.Count;
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this.Players.Add(player);
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error = default;
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return true;
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}
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}
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public bool GetPlayer(Guid clientToken, [MaybeNullWhen(false)] out int playerIndex, [MaybeNullWhen(false)] out Player player) {
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for (var i = 0; i < this.Players.Count; i++) {
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var player2 = this.Players[i];
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if (player2.Token == clientToken) {
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playerIndex = i;
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player = player2;
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return true;
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}
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}
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playerIndex = -1;
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player = null;
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return false;
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}
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public bool CanPlay(int playerIndex, Card card, int x, int y, int rotation, bool isSpecialAttack) {
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if (card is null) throw new ArgumentNullException(nameof(card));
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if (this.Board is null || this.Players[playerIndex].CurrentGameData is not SingleGameData gameData) return false;
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if (isSpecialAttack && (gameData.SpecialPoints < card.SpecialCost))
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return false;
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var isAnchored = false;
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for (int dx = 0; dx < 8; dx++) {
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for (int dy = 0; dy < 8; dy++) {
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if (card.GetSpace(dx, dy, rotation) == Space.Empty)
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continue;
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var x2 = x + dx;
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var y2 = y + dy;
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if (x2 < 0 || x2 > this.Board.GetUpperBound(0)
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|| y2 < 0 || y2 > this.Board.GetUpperBound(1))
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return false; // Out of bounds.
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switch (this.Board[x2, y2]) {
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case Space.Wall: case Space.OutOfBounds:
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return false;
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case >= Space.SpecialInactive1:
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return false; // Can't overlap special spaces ever.
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case Space.Empty:
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break;
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default:
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if (!isSpecialAttack) return false; // Can't overlap ink except with a special attack.
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break;
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}
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if (!isAnchored) {
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// A normal play must be adjacent to ink of the player's colour.
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// A special attack must be adjacent to a special space of theirs.
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for (int dy2 = -1; dy2 <= 1; dy2++) {
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for (int dx2 = -1; dx2 <= 1; dx2++) {
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if (dx2 == 0 && dy2 == 0) continue;
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var x3 = x2 + dx2;
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var y3 = y2 + dy2;
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if (x3 < 0 || x3 > this.Board.GetUpperBound(0)
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|| y3 < 0 || y3 > this.Board.GetUpperBound(1))
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continue;
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if (this.Board[x3, y3] >= (isSpecialAttack ? Space.SpecialInactive1 : Space.Ink1)
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&& (((int) this.Board[x3, y3]) & 3) == playerIndex) {
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isAnchored = true;
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break;
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}
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}
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}
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}
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}
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}
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return isAnchored;
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}
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internal void Tick() {
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if (this.State is GameState.WaitingForPlayers or GameState.ChoosingStage && this.Players.Count >= 2 && this.Players.All(p => p.selectedStageIndex != null)) {
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// Choose colours.
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for (int i = 0; i < this.Players.Count; i++) {
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this.Players[i].Colour = i switch {
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0 => new(236, 249, 1),
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1 => new( 74, 92, 252),
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2 => new(249, 6, 224),
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_ => new( 6, 249, 148),
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};
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this.Players[i].SpecialColour = i switch {
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0 => new(250, 158, 0),
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1 => new( 1, 237, 254),
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2 => new(128, 6, 249),
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_ => new( 6, 249, 6),
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};
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this.Players[i].SpecialAccentColour = i switch {
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0 => new(249, 249, 31),
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1 => new(213, 225, 225),
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2 => new(235, 180, 253),
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_ => new(180, 253, 199),
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};
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this.Players[i].UIBaseColourIsSpecialColour = i != 1;
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}
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// Choose the stage.
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var random = new Random();
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var stageIndex = this.Players[random.Next(this.Players.Count)].selectedStageIndex!.Value;
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if (stageIndex < 0) stageIndex = random.Next(StageDatabase.Stages.Count);
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var stage = StageDatabase.Stages[stageIndex];
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this.StageName = stage.Name;
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this.setStages.Add(stage.Name);
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this.Board = (Space[,]) stage.grid.Clone();
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// Place starting positions.
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var list = stage.startSpaces.Where(s => s.Length >= this.Players.Count).MinBy(s => s.Length) ?? throw new InvalidOperationException("Couldn't find start spaces");
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this.StartSpaces = list;
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for (int i = 0; i < this.Players.Count; i++)
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this.Board[list[i].X, list[i].Y] = Space.SpecialInactive1 | (Space) i;
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this.State = GameState.ChoosingDeck;
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this.SendEvent("stateChange", this, true);
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} else if (this.State == GameState.ChoosingDeck && this.Players.All(p => p.CurrentGameData.Deck != null)) {
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// Draw cards.
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var random = new Random();
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foreach (var player in this.Players)
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player.Shuffle(random);
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this.State = GameState.Redraw;
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this.TurnTimeLeft = this.TurnTimeLimit;
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this.SendEvent("stateChange", this, true);
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} else if (this.State == GameState.Redraw && this.Players.All(p => p.Move != null)) {
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var random = new Random();
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foreach (var player in this.Players) {
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if (player.Move!.IsSpecialAttack) {
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player.Shuffle(random);
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}
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player.ClearMoves();
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}
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this.State = GameState.Ongoing;
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this.TurnNumber = 1;
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this.TurnTimeLeft = this.TurnTimeLimit;
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this.SendEvent("stateChange", this, true);
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} else if (this.State == GameState.Ongoing && this.Players.All(p => p.Move != null)) {
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var moves = new Move?[this.Players.Count];
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var placements = new List<Placement>();
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var anySpecialAttacks = false;
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var specialSpacesActivated = new List<Point>();
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if (this.Board == null) throw new InvalidOperationException("No board?!");
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foreach (var player in this.Players) {
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var move = player.Move!;
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player.CurrentGameData.turns.Add(new() { CardNumber = move.Card.Number, X = move.X, Y = move.Y, Rotation = move.Rotation, IsPass = move.IsPass, IsTimeout = move.IsTimeout, IsSpecialAttack = move.IsSpecialAttack });
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}
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// Place the ink.
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(Placement placement, int cardSize)? placementData = null;
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var coveringMoves = 0;
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foreach (var i in Enumerable.Range(0, this.Players.Count).Where(i => this.Players[i] != null).OrderByDescending(i => this.Players[i]!.Move!.Card.Size)) {
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var player = this.Players[i];
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var move = player.Move!;
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var isCovering = false;
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moves[i] = move;
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player.CardsUsed.Add(move.Card.Number);
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if (move.IsPass) {
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player.CurrentGameData.Passes++;
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player.CurrentGameData.SpecialPoints++;
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} else {
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if (move.IsSpecialAttack) {
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anySpecialAttacks = true;
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player.CurrentGameData.SpecialPoints -= move.Card.SpecialCost;
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}
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if (placementData == null || move.Card.Size != placementData.Value.cardSize) {
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if (placementData != null)
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placements.Add(placementData.Value.placement);
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placementData = (new(), move.Card.Size);
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}
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var placement = placementData.Value.placement;
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placement.Players.Add(i);
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for (int dy = 0; dy < 8; dy++) {
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var y = move.Y + dy;
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for (int dx = 0; dx < 8; dx++) {
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var x = move.X + dx;
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var point = new Point(x, y);
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switch (move.Card.GetSpace(dx, dy, move.Rotation)) {
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case Space.Ink1:
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if (placement.SpacesAffected.TryGetValue(point, out var space)) {
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if (space < Space.SpecialInactive1) {
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// Two ink spaces overlapped; create a wall there.
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this.Board[x, y] = placement.SpacesAffected[point] = Space.Wall;
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}
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} else {
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isCovering = this.Board[x, y] != Space.Empty;
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if (this.Board[x, y] < Space.SpecialInactive1) // Ink spaces can't overlap special spaces from larger cards.
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this.Board[x, y] = placement.SpacesAffected[point] = Space.Ink1 | (Space) i;
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}
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break;
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case Space.SpecialInactive1:
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if (placement.SpacesAffected.TryGetValue(point, out space) && space >= Space.SpecialInactive1) {
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// Two special spaces overlapped; create a wall there.
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this.Board[x, y] = placement.SpacesAffected[point] = Space.Wall;
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} else {
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// If a special space overlaps an ink space, overwrite it.
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isCovering = this.Board[x, y] != Space.Empty;
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this.Board[x, y] = placement.SpacesAffected[point] = Space.SpecialInactive1 | (Space) i;
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}
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break;
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}
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}
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}
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}
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if (isCovering) coveringMoves++;
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}
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if (placementData != null)
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placements.Add(placementData.Value.placement);
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// Activate special spaces.
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for (int y = 0; y < this.Board.GetLength(1); y++) {
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for (int x = 0; x < this.Board.GetLength(0); x++) {
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if ((this.Board[x, y] & Space.SpecialActive1) == Space.SpecialInactive1) {
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var anyEmptySpace = false;
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for (int dy = -1; !anyEmptySpace && dy <= 1; dy++) {
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for (int dx = -1; dx <= 1; dx++) {
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var x2 = x + dx;
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var y2 = y + dy;
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if (x2 >= 0 && x2 < this.Board.GetLength(0) && y2 >= 0 && y2 < this.Board.GetLength(1)
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&& this.Board[x2, y2] == Space.Empty) {
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anyEmptySpace = true;
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break;
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}
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}
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}
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if (!anyEmptySpace) {
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var player = this.Players[(int) this.Board[x, y] & 3]!;
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this.Board[x, y] |= Space.SpecialActive1;
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player.CurrentGameData.SpecialPoints++;
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player.CurrentGameData.TotalSpecialPoints++;
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specialSpacesActivated.Add(new(x, y));
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}
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}
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}
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}
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if (this.TurnNumber >= 12) {
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this.TurnTimeLeft = null;
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this.State = this.GoalWinCount is not null ? GameState.GameEnded : GameState.SetEnded;
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// Determine the winner and check whether a player has won the set yet.
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var scores = new int[this.Players.Count]; int? winner = null; int maxScore = 0;
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for (var x = 0; x < this.Board.GetLength(0); x++) {
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for (var y = 0; y < this.Board.GetLength(1); y++) {
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if (((int) this.Board[x, y] & 0xC) != 0)
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scores[(int) this.Board[x, y] & 0x3]++;
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}
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}
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for (var i = 0; i < scores.Length; i++) {
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if (scores[i] > maxScore) {
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winner = i;
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maxScore = scores[i];
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} else if (scores[i] == maxScore)
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winner = null;
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}
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if (winner is not null) {
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this.Players[winner.Value].CurrentGameData.won = true;
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this.Players[winner.Value].GamesWon++;
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if (this.Players[winner.Value].GamesWon >= this.GoalWinCount)
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this.State = GameState.SetEnded;
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}
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foreach (var player in this.Players) player.ClearMoves();
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this.SendEvent("gameEnd", new { game = this, moves, placements, specialSpacesActivated }, true);
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} else {
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this.TurnNumber++;
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this.TurnTimeLeft = this.TurnTimeLimit + (anySpecialAttacks ? 6 : 4) + coveringMoves + (specialSpacesActivated.Count > 0 ? 1 : 0); // Extra seconds for the animations.
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// Draw cards.
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foreach (var player in this.Players) {
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var index = player.GetHandIndex(player.Move!.Card.Number);
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var draw = player.CurrentGameData.drawOrder![this.TurnNumber + 2];
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player.Hand![index] = player.CurrentGameData.Deck![draw];
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player.ClearMoves();
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}
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this.SendEvent("turn", new { game = this, moves, placements, specialSpacesActivated }, true);
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}
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} else if (this.TurnTimeLeft != null) {
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--this.TurnTimeLeft;
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if (this.TurnTimeLeft <= -3) { // Add a small grace period to account for network lag.
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for (var i = 0; i < this.Players.Count; i++) {
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var player = this.Players[i];
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if (player.Move == null) {
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if (this.State == GameState.Redraw) {
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// If someone times out during the redraw state, don't redraw.
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player.Move = new(player.Hand![0], false, 0, 0, 0, false, true);
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this.SendPlayerReadyEvent(i, true);
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} else if (this.State == GameState.Ongoing) {
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if (player.ProvisionalMove != null)
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player.Move = player.ProvisionalMove;
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else {
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// If someone times out during a game and didn't have a valid move highlighted, they'll automatically discard their largest card.
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player.Move = new(player.Hand!.MaxBy(c => c.Size)!, true, 0, 0, 0, false, true);
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}
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this.SendPlayerReadyEvent(i, true);
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}
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}
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}
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}
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} else if (this.State is GameState.GameEnded or GameState.SetEnded && this.Players.All(p => p.Move != null)) {
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foreach (var player in this.Players) {
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player.selectedStageIndex = null;
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player.Hand = null;
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player.CardsUsed.Clear();
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player.Games.Add(new());
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player.ClearMoves();
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}
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this.State = GameState.ChoosingStage;
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this.TurnTimeLeft = this.TurnTimeLimit;
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this.SendEvent("stateChange", this, true);
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}
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}
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internal void SendPlayerReadyEvent(int playerIndex, bool isTimeout) {
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this.SendEvent("playerReady", new { playerIndex, isTimeout }, false);
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}
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internal void SendEvent<T>(string eventType, T data, bool includePlayerData) {
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foreach (var session in Program.httpServer!.WebSocketServices.Hosts.First().Sessions.Sessions) {
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if (session is TableturfWebSocketBehaviour behaviour && behaviour.GameID == this.ID) {
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if (includePlayerData) {
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DTO.PlayerData? playerData = null;
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for (int i = 0; i < this.Players.Count; i++) {
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var player = this.Players[i];
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if (player.Token == behaviour.ClientToken) {
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playerData = new(i, player);
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break;
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}
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}
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behaviour.SendInternal(JsonConvert.SerializeObject(new DTO.WebSocketPayloadWithPlayerData<T>(eventType, data, playerData)));
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} else {
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behaviour.SendInternal(JsonConvert.SerializeObject(new DTO.WebSocketPayload<T>(eventType, data)));
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}
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}
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}
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}
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public void WriteReplayData(Stream stream) {
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const int VERSION = 2;
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if (this.State < GameState.SetEnded)
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throw new InvalidOperationException("Can't save a replay until the set has ended.");
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using var writer = new BinaryWriter(stream, Encoding.UTF8, true);
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writer.Write((byte) VERSION);
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writer.Write((byte) (this.Players.Count | (this.GoalWinCount ?? 0) << 4));
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foreach (var player in this.Players) {
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writer.Write((byte) player.Colour.R);
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writer.Write((byte) player.Colour.G);
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writer.Write((byte) player.Colour.B);
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writer.Write((byte) player.SpecialColour.R);
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writer.Write((byte) player.SpecialColour.G);
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writer.Write((byte) player.SpecialColour.B);
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writer.Write((byte) player.SpecialAccentColour.R);
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writer.Write((byte) player.SpecialAccentColour.G);
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writer.Write((byte) player.SpecialAccentColour.B);
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var nameBytes = Encoding.UTF8.GetBytes(player.Name);
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writer.Write((byte) (nameBytes.Length | (player.UIBaseColourIsSpecialColour ? 0x80 : 0)));
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writer.Write(nameBytes);
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}
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for (int i = 0; i < this.Players[0].Games.Count; i++) {
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var stageNumber = Enumerable.Range(0, StageDatabase.Stages.Count).First(j => this.setStages[i] == StageDatabase.Stages[j].Name);
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writer.Write((byte) stageNumber);
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foreach (var player in this.Players) {
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var gameData = player.Games[i];
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foreach (var card in gameData.Deck!)
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writer.Write((byte) card.Number);
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for (int j = 0; j < 4; j += 2)
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writer.Write((byte) (gameData.initialDrawOrder![j] | gameData.initialDrawOrder[j + 1] << 4));
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for (int j = 0; j < 15; j += 2)
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writer.Write((byte) (gameData.drawOrder![j] | (j < 14 ? gameData.drawOrder[j + 1] << 4 : gameData.won ? 0x80 : 0)));
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}
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for (int j = 0; j < 12; j++) {
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foreach (var player in this.Players) {
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var move = player.Games[i].turns[j];
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writer.Write((byte) move.CardNumber);
|
|
writer.Write((byte) ((move.Rotation & 3) | (move.IsPass ? 0x80 : 0) | (move.IsSpecialAttack ? 0x40 : 0) | (move.IsTimeout ? 0x20 : 0)));
|
|
writer.Write((sbyte) move.X);
|
|
writer.Write((sbyte) move.Y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|