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@ -89,6 +89,12 @@ export class GameStateService {
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*/
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current_opponent = Player.Two
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/**
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* True if, during the current turn, the user has tried to fire a missile.
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* @type {boolean}
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*/
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current_turn_had_missile_attempt = false
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/**
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* Construct a new game service. Initialize any internal states.
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*/
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@ -274,6 +280,12 @@ export class GameStateService {
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* @return {boolean}
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*/
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attempt_missile_fire([target_row_i, target_col_i]) {
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if ( this.current_turn_had_missile_attempt ) {
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throw new InvalidMissileFireAttemptError('Cannot fire more than once per turn.')
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} else {
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this.current_turn_had_missile_attempt = true
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}
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const target_cell = this._get_cell_state(this.current_opponent, target_row_i, target_col_i)
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if ( !isValidTargetCell(target_cell.render) )
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throw new InvalidMissileFireAttemptError('Cannot fire on cell with state: ' + target_cell.render)
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@ -472,6 +484,35 @@ export class GameStateService {
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return cells
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}
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/**
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* If there is a winner, this will return the Player that won.
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* If no winner has been decided yet, will return undefined.
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* @return {Player|undefined}
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*/
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get_winner() {
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const [player_1, player_2] = this.players
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// Make sure to sink any fully-damaged ships
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this._sink_damaged_ships(player_1)
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const player_1_loses = this.get_ship_cells(player_1).every(cell => cell.render === GridCellState.Sunk)
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if ( player_1_loses ) return player_2
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// Make sure to sink any fully-damaged ships
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this._sink_damaged_ships(player_2)
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const player_2_loses = this.get_ship_cells(player_2).every(cell => cell.render === GridCellState.Sunk)
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if ( player_2_loses ) return player_2
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}
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/**
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* Returns the other player.
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* @param {Player} player
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* @return {Player}
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*/
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get_other_player(player) {
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if ( player === Player.One ) return Player.Two
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else if ( player === Player.Two ) return Player.One
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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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