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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, isValidTargetCell } from '../module/util.js'
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import { InvalidShipPlacementError, InvalidAdvanceStateError, InvalidMissileFireAttemptError } 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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@ -32,6 +40,34 @@ export class GameStateService {
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*/
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n_cols = 9
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/**
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* Number boats placed on the board.
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* @private
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* @type {number}
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*/
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n_boats = 1
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/**
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* gets the number of boats placed on the board
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* @private
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* @return {number}
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*/
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get_n_boats(){
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return (this.n_boats);
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}
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/**
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* sets the number of boats to a valid number
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* @private
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* @return none
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*/
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set_n_boats(number){
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if(number >= 1 && number <= 5 )
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{
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this.n_boats = number;
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}
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}
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/**
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* The current state of the game.
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* @private
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@ -60,6 +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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@ -124,6 +161,326 @@ export class GameStateService {
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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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* @return {number}
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* @private
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*/
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get_player_score () {
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let i = 1;
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let j = 1;
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let score = 0;
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for(i; i<=9; i++)
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{
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for(j; j<=9; j++)
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{
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let cell = this.player_x_game_board[this.current_opponent][i][j];
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if(cell.render === GridCellState.Damaged || cell.render === GridCellState.Sunk )
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{
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score++;
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}
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}
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}
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return(score);
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}
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/**
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* gets the number of the boats (sunken, damaged or not) that the opponent has
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* used to help keep get progress method looking clean
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* @return {number}
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* @private
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*/
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get_boat_count(){
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let i = 1;
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let j = 1;
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let boat_count = 0;
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for(i; i<=9; i++)
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{
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for(j; j<=9; j++)
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{
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let cell = this.player_x_game_board[this.current_opponent][i][j];
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if(cell.render === GridCellState.Damaged || cell.render === GridCellState.Sunk || cell.render === GridCellState.Ship )
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{
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boat_count++;
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}
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}
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}
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return(boat_count);
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}
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/**
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* gets the progress (hits/total boats) that the player has
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* @return {number}
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* @private
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*/
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get_progress(){
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return(this.get_player_score() / this.get_progress() )
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}
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/**
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* responsible for advancing the game state
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* will be consisting of
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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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/** 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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* 3) player two placement
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* 4) player one turn
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* 5) advance to player 2
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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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//1
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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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} else {
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throw new InvalidAdvanceStateError("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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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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//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 fire a missile at the current opponent at the given coordinates.
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* The coordinates should be an array of [row_index, column_index] where the missile should fire.
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* Returns true if the missile hit an undamaged cell of a ship.
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*
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* @example
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* If I want to fire a missile at row 5 column 7, then:
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* game_service.attempt_missile_fire([5, 7])
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*
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* @param {[number, number]} coords
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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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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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if ( target_cell.render === GridCellState.Ship ) {
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// We hit an un-hit ship cell!
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this._set_cell_state(this.current_opponent, target_row_i, target_col_i, GridCellState.Damaged)
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// set ships to sunk where appropriate
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this._sink_damaged_ships(this.current_opponent)
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return true
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} else if ( target_cell.render === GridCellState.Available ) {
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// We missed...
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this._set_cell_state(this.current_opponent, target_row_i, target_col_i, GridCellState.Missed)
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}
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return false
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}
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/**
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* Checks the player's ships. If any are fully damaged, it flags that ship's cells
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* as "sunk" rather than damaged.
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* @param {Player} player
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* @private
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*/
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_sink_damaged_ships(player) {
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this.get_ship_entities(player).some(ship => {
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const covered_cells = this.get_covered_cells(ship.coords_one, ship.coords_two)
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const all_damaged = covered_cells.every(([cell_row, cell_col]) => {
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return this._get_cell_state(player, cell_row, cell_col).render === GridCellState.Damaged
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})
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if ( all_damaged ) {
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// The entire boat was damaged, so sink it
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covered_cells.some(([cell_row, cell_col]) => {
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this._set_cell_state(player, cell_row, cell_col, GridCellState.Sunk)
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})
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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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|
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if ( (right_col - left_col) !== (ship_length - 1) )
|
|
|
|
|
throw new InvalidShipPlacementError('Invalid coordinates: ship length is invalid')
|
|
|
|
|
|
|
|
|
|
Array(ship_length).fill('').map((_, i) => {
|
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|
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|
placement_cells.push([top_row, i + left_col])
|
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|
|
|
})
|
|
|
|
|
} else {
|
|
|
|
|
// Make sure the input length matches the given ship type
|
|
|
|
|
if ( (bottom_row - top_row) !== (ship_length - 1) )
|
|
|
|
|
throw new InvalidShipPlacementError('Invalid coordinates: ship length is invalid')
|
|
|
|
|
|
|
|
|
|
Array(ship_length).fill('').map((_, i) => {
|
|
|
|
|
placement_cells.push([i + top_row, left_col])
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Make sure none of the placement cells overlap with existing ships
|
|
|
|
|
const has_overlap = ship_cells.some(([ship_row, ship_col]) => {
|
|
|
|
|
return placement_cells.some(([placement_row, placement_col]) => {
|
|
|
|
|
return ship_row === placement_row && ship_col === placement_col
|
|
|
|
|
})
|
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
if ( has_overlap )
|
|
|
|
|
throw new InvalidShipPlacementError('Invalid coordinates: ship overlaps with others')
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the number of cells the given ship type should occupy.
|
|
|
|
|
* @param {ShipType} ship_type
|
|
|
|
|
* @return {number}
|
|
|
|
|
*/
|
|
|
|
|
get_ship_length(ship_type) {
|
|
|
|
|
if ( ship_type === ShipType.x1 ) return 1
|
|
|
|
|
if ( ship_type === ShipType.x2 ) return 2
|
|
|
|
|
if ( ship_type === ShipType.x3 ) return 3
|
|
|
|
|
if ( ship_type === ShipType.x4 ) return 4
|
|
|
|
|
if ( ship_type === ShipType.x5 ) return 5
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the coordinates of all cells that have ships in them, for the given player.
|
|
|
|
|
* @param {Player} player
|
|
|
|
|
* @return {[number, number]}
|
|
|
|
|
*/
|
|
|
|
|
get_ship_cells(player) {
|
|
|
|
|
const cells = []
|
|
|
|
|
this.player_x_game_board[player].some((row, row_i) => {
|
|
|
|
|
row.some((col, col_i) => {
|
|
|
|
|
if ( isShipCell(col.render) ) {
|
|
|
|
|
cells.push([row_i, col_i])
|
|
|
|
|
}
|
|
|
|
|
})
|
|
|
|
|
})
|
|
|
|
|
return cells
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get an array of ship entities for the given player.
|
|
|
|
|
* @param {Player} player
|
|
|
|
|
* @return {object[]}
|
|
|
|
|
*/
|
|
|
|
|
get_ship_entities(player) {
|
|
|
|
|
return clone(this.player_x_ships[player])
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Build an empty structure of grid cells.
|
|
|
|
|
* @return {object[][]}
|
|
|
|
@ -138,6 +495,31 @@ export class GameStateService {
|
|
|
|
|
})
|
|
|
|
|
})
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Set the state of the cell at the given coordinates on the player's board
|
|
|
|
|
* to the specified state.
|
|
|
|
|
* @param {Player} player
|
|
|
|
|
* @param {number} row_i
|
|
|
|
|
* @param {number} col_i
|
|
|
|
|
* @param {GridCellState} state
|
|
|
|
|
* @private
|
|
|
|
|
*/
|
|
|
|
|
_set_cell_state(player, row_i, col_i, state) {
|
|
|
|
|
this.player_x_game_board[player][row_i][col_i].render = state
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the state of the cell at the given coordinates on the player's board.
|
|
|
|
|
* @param {Player} player
|
|
|
|
|
* @param {number} row_i
|
|
|
|
|
* @param {number} col_i
|
|
|
|
|
* @return {object}
|
|
|
|
|
* @private
|
|
|
|
|
*/
|
|
|
|
|
_get_cell_state(player, row_i, col_i) {
|
|
|
|
|
return this.player_x_game_board[player][row_i][col_i]
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Export a single instance, so it can be shared by all files
|
|
|
|
|