TableturfBattleApp/TableturfBattleServer/Game.cs

307 lines
11 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Drawing;
using Newtonsoft.Json;
namespace TableturfBattleServer;
public class Game {
[JsonIgnore]
public Guid ID { get; } = Guid.NewGuid();
[JsonProperty("state")]
public GameState State { get; set; }
[JsonProperty("turnNumber")]
public int TurnNumber { get; set; }
[JsonProperty("players")]
public List<Player> Players { get; } = new(4);
[JsonProperty("maxPlayers")]
public int MaxPlayers { get; set; }
[JsonProperty("stage")]
public string? StageName { get; private set; }
[JsonProperty("board")]
public Space[,]? Board { get; private set; }
public Game(int maxPlayers) => this.MaxPlayers = maxPlayers;
public bool TryAddPlayer(Player player, out int playerIndex, out Error error) {
lock (this.Players) {
if (this.State != GameState.WaitingForPlayers) {
playerIndex = -1;
error = new("GameAlreadyStarted", "The game has already started.");
return false;
}
if (this.Players.Any(p => p.Token == player.Token)) {
playerIndex = -1;
error = new("PlayerAlreadyJoined", "You're already in the game.");
return false;
}
if (this.Players.Count >= this.MaxPlayers) {
playerIndex = -1;
error = new("GameFull", "The game is full.");
return false;
}
playerIndex = this.Players.Count;
this.Players.Add(player);
error = default;
return true;
}
}
public bool GetPlayer(Guid clientToken, [MaybeNullWhen(false)] out int playerIndex, [MaybeNullWhen(false)] out Player player) {
for (var i = 0; i < this.Players.Count; i++) {
var player2 = this.Players[i];
if (player2.Token == clientToken) {
playerIndex = i;
player = player2;
return true;
}
}
playerIndex = -1;
player = null;
return false;
}
public bool CanPlay(int playerIndex, Card card, int x, int y, int rotation, bool isSpecialAttack) {
if (card is null) throw new ArgumentNullException(nameof(card));
if (this.Board == null) return false;
if (isSpecialAttack && (this.Players[playerIndex].SpecialPoints < card.SpecialCost))
return false;
var isAnchored = false;
for (int dx = 0; dx < 8; dx++) {
for (int dy = 0; dy < 8; dy++) {
if (card.GetSpace(dx, dy, rotation) == Space.Empty)
continue;
var x2 = x + dx;
var y2 = y + dy;
if (x2 < 0 || x2 > this.Board.GetUpperBound(0)
|| y2 < 0 || y2 > this.Board.GetUpperBound(1))
return false; // Out of bounds.
switch (this.Board[x2, y2]) {
case Space.Wall: case Space.OutOfBounds:
return false;
case >= Space.SpecialInactive1:
return false; // Can't overlap special spaces ever.
case Space.Empty:
break;
default:
if (!isSpecialAttack) return false; // Can't overlap ink except with a special attack.
break;
}
if (!isAnchored) {
// A normal play must be adjacent to ink of the player's colour.
// A special attack must be adjacent to a special space of theirs.
for (int dy2 = -1; dy2 <= 1; dy2++) {
for (int dx2 = -1; dx2 <= 1; dx2++) {
if (dx2 == 0 && dy2 == 0) continue;
var x3 = x2 + dx2;
var y3 = y2 + dy2;
if (x3 < 0 || x3 > this.Board.GetUpperBound(0)
|| y3 < 0 || y3 > this.Board.GetUpperBound(1))
continue;
if (this.Board[x3, y3] >= (isSpecialAttack ? Space.SpecialInactive1 : Space.Ink1)
&& (((int) this.Board[x3, y3]) & 3) == playerIndex) {
isAnchored = true;
break;
}
}
}
}
}
}
return isAnchored;
}
internal void Tick() {
if (this.State == GameState.WaitingForPlayers && this.Players.Count >= 2 && this.Players.All(p => p.selectedStageIndex != null)) {
// Choose colours.
for (int i = 0; i < this.Players.Count; i++) {
this.Players[i].Colour = i switch {
0 => new(236, 249, 1),
1 => new( 74, 92, 252),
2 => new(249, 6, 224),
_ => new( 6, 249, 148),
};
this.Players[i].SpecialColour = i switch {
0 => new(250, 158, 0),
1 => new( 1, 237, 254),
2 => new(128, 6, 249),
_ => new( 6, 249, 6),
};
this.Players[i].SpecialAccentColour = i switch {
0 => new(249, 249, 31),
1 => new(213, 225, 225),
2 => new(235, 180, 253),
_ => new(180, 253, 199),
};
}
// Choose the stage.
var random = new Random();
var stageIndex = this.Players[random.Next(this.Players.Count)].selectedStageIndex!.Value;
if (stageIndex < 0) stageIndex = random.Next(StageDatabase.Stages.Count);
var stage = StageDatabase.Stages[stageIndex];
this.StageName = stage.Name;
this.Board = (Space[,]) stage.grid.Clone();
// Place starting positions.
var list = stage.startSpaces.Where(s => s.Length >= this.Players.Count).MinBy(s => s.Length) ?? throw new InvalidOperationException("Couldn't find start spaces");
for (int i = 0; i < this.Players.Count; i++)
this.Board[list[i].X, list[i].Y] = Space.SpecialInactive1 | (Space) i;
this.State = GameState.Preparing;
this.SendEvent("stateChange", this, true);
} else if (this.State == GameState.Preparing && this.Players.All(p => p.Deck != null)) {
// Draw cards.
var random = new Random();
foreach (var player in this.Players)
player.Shuffle(random);
this.State = GameState.Redraw;
this.SendEvent("stateChange", this, true);
} else if (this.State == GameState.Redraw && this.Players.All(p => p.Move != null)) {
var random = new Random();
foreach (var player in this.Players) {
if (player.Move!.IsSpecialAttack) {
player.Shuffle(random);
}
player.Move = null;
}
this.State = GameState.Ongoing;
this.TurnNumber = 1;
this.SendEvent("stateChange", this, true);
} else if (this.State == GameState.Ongoing && this.Players.All(p => p.Move != null)) {
var moves = new Move?[this.Players.Count];
var placements = new List<Placement>();
var specialSpacesActivated = new List<Point>();
// Place the ink.
(Placement placement, int cardSize)? placementData = null;
foreach (var i in Enumerable.Range(0, this.Players.Count).Where(i => this.Players[i] != null).OrderByDescending(i => this.Players[i]!.Move!.Card.Size)) {
var player = this.Players[i];
var move = player.Move!;
moves[i] = move;
player.CardsUsed.Add(move.Card.Number);
if (move.IsPass) {
player.Passes++;
player.SpecialPoints++;
player.TotalSpecialPoints++;
} else {
if (move.IsSpecialAttack)
player.SpecialPoints -= move.Card.SpecialCost;
if (placementData == null || move.Card.Size != placementData.Value.cardSize) {
if (placementData != null)
placements.Add(placementData.Value.placement);
placementData = (new(), move.Card.Size);
}
var placement = placementData.Value.placement;
placement.Players.Add(i);
for (int dy = 0; dy < 8; dy++) {
var y = move.Y + dy;
for (int dx = 0; dx < 8; dx++) {
var x = move.X + dx;
var point = new Point(x, y);
switch (move.Card.GetSpace(dx, dy, move.Rotation)) {
case Space.Ink1:
if (placement.SpacesAffected.TryGetValue(point, out var space)) {
if (space < Space.SpecialInactive1) {
// Two ink spaces overlapped; create a wall there.
this.Board[x, y] = placement.SpacesAffected[point] = Space.Wall;
}
} else {
if (this.Board[x, y] < Space.SpecialInactive1) // Ink spaces can't overlap special spaces from larger cards.
this.Board[x, y] = placement.SpacesAffected[point] = Space.Ink1 | (Space) i;
}
break;
case Space.SpecialInactive1:
if (placement.SpacesAffected.TryGetValue(point, out space) && space >= Space.SpecialInactive1) {
// Two special spaces overlapped; create a wall there.
this.Board[x, y] = placement.SpacesAffected[point] = Space.Wall;
} else {
// If a special space overlaps an ink space, overwrite it.
this.Board[x, y] = placement.SpacesAffected[point] = Space.SpecialInactive1 | (Space) i;
}
break;
}
}
}
}
}
if (placementData != null)
placements.Add(placementData.Value.placement);
// Activate special spaces.
for (int y = 0; y < this.Board.GetLength(1); y++) {
for (int x = 0; x < this.Board.GetLength(0); x++) {
if ((this.Board[x, y] & Space.SpecialActive1) == Space.SpecialInactive1) {
var anyEmptySpace = false;
for (int dy = -1; !anyEmptySpace && dy <= 1; dy++) {
for (int dx = -1; dx <= 1; dx++) {
var x2 = x + dx;
var y2 = y + dy;
if (x2 >= 0 && x2 < this.Board.GetLength(0) && y2 >= 0 && y2 < this.Board.GetLength(1)
&& this.Board[x2, y2] == Space.Empty) {
anyEmptySpace = true;
break;
}
}
}
if (!anyEmptySpace) {
var player = this.Players[(int) this.Board[x, y] & 3]!;
this.Board[x, y] |= Space.SpecialActive1;
player.SpecialPoints++;
player.TotalSpecialPoints++;
specialSpacesActivated.Add(new(x, y));
}
}
}
}
if (this.TurnNumber == 12) {
this.State = GameState.Ended;
this.SendEvent("gameEnd", new { game = this, moves, placements, specialSpacesActivated }, true);
foreach (var player in this.Players) {
player.Move = null;
}
} else {
this.TurnNumber++;
// Draw cards.
foreach (var player in this.Players) {
var index = player.GetHandIndex(player.Move!.Card.Number);
var draw = player.drawOrder![this.TurnNumber + 2];
player.Hand![index] = player.Deck![draw];
player.Move = null;
}
this.SendEvent("turn", new { game = this, moves, placements, specialSpacesActivated }, true);
}
}
}
internal void SendPlayerReadyEvent(int playerIndex) => this.SendEvent("playerReady", new { playerIndex }, false);
internal void SendEvent(string eventType, object? data, bool includePlayerData) {
foreach (var session in Program.httpServer.WebSocketServices.Hosts.First().Sessions.Sessions) {
if (session is TableturfWebSocketBehaviour behaviour && behaviour.GameID == this.ID) {
if (includePlayerData) {
object? playerData = null;
for (int i = 0; i < this.Players.Count; i++) {
var player = this.Players[i];
if (player.Token == behaviour.ClientToken) {
playerData = new { playerIndex = i, hand = player.Hand, deck = player.Deck, move = player.Move, cardsUsed = player.CardsUsed };
break;
}
}
behaviour.SendInternal(JsonConvert.SerializeObject(new { @event = eventType, data, playerData }));
} else {
behaviour.SendInternal(JsonConvert.SerializeObject(new { @event = eventType, data }));
}
}
}
}
}