import {Component} from '../../lib/vues6.js'
import {GameState, ShipType} from '../module/util.js'
import {instructions} from '../module/lang.js'
import game_service from '../services/GameState.service.js'
import {GameSounds} from '../module/sounds.js'
const template = `
it is now {{ current_player_display }}'s turn!
{{ instructions.replace('{player}', current_player_display) }}
{{ current_player_display }}'s fleet (winner)
{{ current_opponent_display }}'s fleet
`
/**
* Top-level component which manages the display of the entire game.
* @extends Component
*/
class TopLevelComponent extends Component {
static get selector() { return 'app-top-level' }
static get template() { return template }
static get props() { return [] }
/**
* Make the game state accessible w/in the template.
* @type {object}
*/
GameState = GameState
/**
* The current game state.
* @type {GameState|undefined}
*/
current_state = undefined
/**
* The opponent's grid data.
* @type {object[][]}
*/
opponent_rows = []
/**
* The player's grid data.
* @type {object[][]}
*/
player_rows = []
/**
* The current instructions to be shown to the user.
* @type {string}
*/
instructions = instructions[GameState.ChoosingNumberOfShips]
/**
* True if the player should be able to place their ships.
* @type {boolean}
*/
player_is_placing_ships = false
/**
* True if the player should be able to fire missiles at their opponent.
* @type {boolean}
*/
player_is_firing_missiles = false
/**
* True if there is a missile fire in progressm
* @type {boolean}
*/
fire_in_progress = false
/**
* If in placement mode, the ships that are yet to be placed.
* @type {ShipType[]}
*/
ships_to_place = []
/**
* The display name of the current player.
* @type {string}
*/
current_player_display = ''
/**
* The display name of the current opponent.
* @type {string}
*/
current_opponent_display = ''
/**
* Called when the component is initialized.
* @return {Promise}
*/
async vue_on_create() {
this.current_state = game_service.get_game_state()
// Called every time the game state is updated
game_service.on_state_change( async (next_state, was_refresh) => {
this.current_state = next_state
this.opponent_rows = game_service.get_current_opponent_state()
this.player_rows = game_service.get_current_player_state()
this.current_player_display = game_service.get_player_display(game_service.get_current_player())
this.current_opponent_display = game_service.get_player_display(game_service.get_current_opponent())
this.player_is_placing_ships = next_state === GameState.PlayerSetup
this.player_is_firing_missiles = next_state === GameState.PlayerTurn
if ( !was_refresh && this.player_is_placing_ships ) {
this.ships_to_place = game_service.get_possible_boats()
}
if ( next_state === GameState.PlayerVictory ) {
await GameSounds.Victory.play()
const [victor_state, loser_state] = game_service.get_player_victory_state()
this.player_rows = victor_state
this.opponent_rows = loser_state
}
this.instructions = instructions[this.current_state]
})
}
/**
* Set the number of boats.
* @param {number} n
*/
ship(n) {
game_service.set_n_boats(n)
game_service.advance_game_state()
}
/**
* Called when the current user has placed a ship.
*/
on_ship_placed() {
this.ships_to_place.shift()
if ( this.ships_to_place.length < 1 ) {
// We've placed all the ships. Let's move on.
game_service.advance_game_state()
}
}
/**
* Called when the player attempts to fire a missile.
* @param {number} row_index
* @param {number} column_index
*/
async on_missile_fired([row_index, column_index]) {
if ( this.player_is_firing_missiles && !this.fire_in_progress ) {
this.player_is_firing_missiles = false
this.fire_in_progress = true
this.$nextTick(async () => {
await GameSounds.Fire.play()
const success = game_service.attempt_missile_fire([row_index, column_index])
if ( success ) await GameSounds.Hit.play()
else await GameSounds.Miss.play()
game_service.advance_game_state()
this.fire_in_progress = false
})
}
}
/**
* Called when the player has confirmed the player change.
*/
confirm_player_change() {
game_service.advance_game_state()
}
}
export default TopLevelComponent