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@ -1,4 +1,5 @@
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import { Player, GridCellState, GameState, clone } from '../module/util.js'
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import { Player, GridCellState, GameState, clone, ShipType, isShipType, isShipCell } from '../module/util.js'
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import { InvalidShipPlacementError, InvalidAdvanceStateError } from '../module/errors.js'
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/**
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* Singleton service for managing the state of the game.
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@ -11,6 +12,13 @@ export class GameStateService {
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*/
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player_x_game_board = {}
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/**
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* A mapping of player => ship definitions.
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* @private
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* @type {object}
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*/
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player_x_ships = {}
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/**
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* An array of all players. This is mostly for internal purposes.
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* @private
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@ -88,6 +96,7 @@ export class GameStateService {
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// Generate empty boards for each player
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for ( const player of this.players ) {
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this.player_x_game_board[player] = this._build_empty_board()
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this.player_x_ships[player] = []
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}
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}
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@ -152,21 +161,6 @@ export class GameStateService {
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})
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}
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/**
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* Build an empty structure of grid cells.
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* @return {object[][]}
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* @private
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*/
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_build_empty_board() {
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return Array(this.n_rows).fill('').map(_ => {
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return Array(this.n_cols).fill('').map(_ => {
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return {
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render: GridCellState.Available,
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}
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})
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})
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}
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/**
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* get the "score" (the number of hits) that the
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* current player has (counting sunk ships)
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@ -231,7 +225,7 @@ export class GameStateService {
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* @return
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* @private
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*/
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advance_game_state(){
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advance_game_state() {
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/** functions to be made that validate:
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* 1) number of ships
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* 2) player one placement
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@ -241,36 +235,224 @@ export class GameStateService {
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* 6) player 2 turn
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* 7) advance to player one
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* 8) player win
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*
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*
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*/
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//1
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if(this.current_state === GameState.ChoosingNumberOfShips)
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{
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if(this.n_boats >= 1 && this.n_boats <= 5 )
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{
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this.current_state = GameState.PlayerSetup;
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if (this.current_state === GameState.ChoosingNumberOfShips) {
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if (this.n_boats >= 1 && this.n_boats <= 5) {
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this.current_state = GameState.PlayerSetup;
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this.current_player = Player.One;
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this.current_opponent = Player.Two;
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this.current_opponent = Player.Two;
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} else {
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throw new InvalidAdvanceStateError("Invalid Number of Boats");
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}
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else
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{
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throw new Error("Invalid Number of Boats");
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}
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}
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if(this.current_state === GameState.PlayerSetup)
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{
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if(this.current_player === Player.One)
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{
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if (this.current_state === GameState.PlayerSetup) {
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if (this.current_player === Player.One) {
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//wait
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// because the place_ship handles all the validation
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// all you need to do is make sure they have placed all the appropriate ships
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// e.g. if ( this.get_ship_entities(this.current_player).length === this.n_boats ) { ... }
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}
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if(this.current_player === Player.Two)
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{
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if (this.current_player === Player.Two) {
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//wait for now
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}
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}
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}
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/**
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* Attempt to place a ship of the given type at the given coordinates.
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* Throws an InvalidShipPlacementError if the coordinates are invalid.
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* Coordinates should be [row_index, column_index] of either end of the ship.
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*
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* @example
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* If I am placing a 1x3 ship and I want it to be in row 3 column 2 horizontal
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* to row 3 column 4, then I would call:
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* game_service.place_ship(ShipType.x3, [3,2], [3,4])
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*
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* @param {ShipType} ship_type
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* @param {[number, number]} coords_one
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* @param {[number, number]} coords_two
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*/
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place_ship(ship_type, coords_one, coords_two) {
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// make sure the coordinates are valid for the given ship type
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this.validate_coordinates(ship_type, coords_one, coords_two)
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// get the ships for the current player
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const player_ships = this.get_ship_entities(this.current_player)
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// make sure they don't already have this ship type
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const have_ship_type = player_ships.some(ship => ship.ship_type === ship_type)
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if ( have_ship_type )
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throw new InvalidShipPlacementError('A ship with this type has already been placed.')
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// make sure they don't already have too many
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if ( player_ships.length >= this.n_boats )
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throw new InvalidShipPlacementError('This player cannot place any more ships.')
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// place the ship
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this.player_x_ships[this.current_player].push({ ship_type, coords_one, coords_two })
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// mark the cells as having a ship in them
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this.get_covered_cells(coords_one, coords_two).some(([row_i, col_i]) => {
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this._set_cell_state(this.current_player, row_i, col_i, GridCellState.Ship)
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})
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}
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/**
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* Get an array of cell coordinates that are covered by a ship that spans
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* the given coordinates.
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*
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* @example
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* If a ship goes from row 1 column 1 to row 4 column 1, then I can get
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* the coordinates of all cells covered by that ship using:
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* game_service.get_covered_cells([1,1], [4,1])
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* Which would return [[1,1], [2,1], [3,1], [4,1]].
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*
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* @param {[number, number]} coords_one
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* @param {[number, number]} coords_two
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* @return {[number, number][]}
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*/
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get_covered_cells(coords_one, coords_two) {
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const [row_one, col_one] = coords_one
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const [row_two, col_two] = coords_two
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const [left_col, right_col] = [Math.min(col_one, col_two), Math.max(col_one, col_two)]
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const [top_row, bottom_row] = [Math.min(row_one, row_two), Math.max(row_one, row_two)]
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const is_horizontal = top_row === bottom_row
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if ( is_horizontal ) {
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return Array((right_col - left_col) + 1).fill('').map((_, i) => {
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return [top_row, i + left_col]
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})
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} else {
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return Array((bottom_row - top_row) + 1).fill('').map((_, i) => {
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return [i + top_row, left_col]
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})
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}
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}
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/**
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* Validate the given coordinates for the given ship type.
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* Throws an InvalidShipPlacementError if the coordinates are invalid.
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* Coordinates should be [row_index, column_index] of either end of the ship.
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*
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* @example
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* If I am placing a 1x3 ship and I want it to be in row 3 column 2 horizontal
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* to row 3 column 4, then I would call:
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* game_service.validate_coordinates(ShipType.x3, [3,2], [3,4])
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*
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* @param {ShipType} ship_type
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* @param {[number, number]} coords_one
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* @param {[number, number]} coords_two
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*/
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validate_coordinates(ship_type, coords_one, coords_two) {
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if ( !isShipType(ship_type) ) throw new InvalidShipPlacementError('Invalid ship type: '+ship_type)
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const ship_length = this.get_ship_length(ship_type)
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const [row_one, col_one] = coords_one
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const [row_two, col_two] = coords_two
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const [left_col, right_col] = [Math.min(col_one, col_two), Math.max(col_one, col_two)]
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const [top_row, bottom_row] = [Math.min(row_one, row_two), Math.max(row_one, row_two)]
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const is_horizontal = top_row === bottom_row
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const ship_cells = this.get_ship_cells(this.current_player)
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const placement_cells = []
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if ( is_horizontal ) {
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// Make sure the input length matches the given ship type
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if ( (right_col - left_col) !== (ship_length - 1) )
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throw new InvalidShipPlacementError('Invalid coordinates: ship length is invalid')
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Array(ship_length).fill('').map((_, i) => {
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placement_cells.push([top_row, i + left_col])
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})
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} else {
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// Make sure the input length matches the given ship type
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if ( (bottom_row - top_row) !== (ship_length - 1) )
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throw new InvalidShipPlacementError('Invalid coordinates: ship length is invalid')
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Array(ship_length).fill('').map((_, i) => {
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placement_cells.push([i + top_row, left_col])
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})
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}
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// Make sure none of the placement cells overlap with existing ships
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const has_overlap = ship_cells.some(([ship_row, ship_col]) => {
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return placement_cells.some(([placement_row, placement_col]) => {
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return ship_row === placement_row && ship_col === placement_col
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})
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})
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if ( has_overlap )
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throw new InvalidShipPlacementError('Invalid coordinates: ship overlaps with others')
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}
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/**
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* Get the number of cells the given ship type should occupy.
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* @param {ShipType} ship_type
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* @return {number}
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*/
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get_ship_length(ship_type) {
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if ( ship_type === ShipType.x1 ) return 1
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if ( ship_type === ShipType.x2 ) return 2
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if ( ship_type === ShipType.x3 ) return 3
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if ( ship_type === ShipType.x4 ) return 4
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if ( ship_type === ShipType.x5 ) return 5
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}
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/**
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* Get the coordinates of all cells that have ships in them, for the given player.
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* @param {Player} player
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* @return {[number, number]}
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*/
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get_ship_cells(player) {
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const cells = []
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this.player_x_game_board[player].some((row, row_i) => {
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row.some((col, col_i) => {
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if ( isShipCell(col.render) ) {
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cells.push([row_i, col_i])
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}
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})
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})
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return cells
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}
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/**
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* Get an array of ship entities for the given player.
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* @param {Player} player
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* @return {object[]}
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*/
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get_ship_entities(player) {
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return clone(this.player_x_ships[player])
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}
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/**
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* Build an empty structure of grid cells.
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* @return {object[][]}
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* @private
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*/
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_build_empty_board() {
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return Array(this.n_rows).fill('').map(_ => {
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return Array(this.n_cols).fill('').map(_ => {
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return {
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render: GridCellState.Available,
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}
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})
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})
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}
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/**
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* Set the state of the cell at the given coordinates on the player's board
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* to the specified state.
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* @param {Player} player
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* @param {number} row_i
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* @param {number} col_i
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* @param {GridCellState} state
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* @private
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*/
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_set_cell_state(player, row_i, col_i, state) {
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this.player_x_game_board[player][row_i][col_i].render = state
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}
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}
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