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127 lines
2.8 KiB
127 lines
2.8 KiB
/** @module util */
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/**
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* Enum of all possible states of a grid cell.
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* @type {object}
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*/
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export const GridCellState = {
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// Empty cell, default state
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Available: 'available',
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// Disabled. Ship cannot be placed here.
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Disabled: 'disabled',
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// There is a ship in this cell.
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Ship: 'ship',
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// This cell contains part of a ship which was damaged but not sunk
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Damaged: 'damaged',
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// This cell contains part of a ship which was sunk
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Sunk: 'sunk',
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// This cell was targeted, but nothing was hit
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Missed: 'missed',
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}
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/**
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* Returns true if the given grid cell state represents a ship in some way.
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* @param {GridCellState} grid_cell_state
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* @return {boolean}
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*/
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export function isShipCell(grid_cell_state) {
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return [
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GridCellState.Ship,
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GridCellState.Damaged,
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GridCellState.Sunk,
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].includes(grid_cell_state)
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}
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/**
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* Returns true if the given grid cell state can be fired upon.
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* @param {GridCellState} grid_cell_state
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* @return {boolean}
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*/
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export function isValidTargetCell(grid_cell_state) {
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return [
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GridCellState.Ship,
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GridCellState.Available,
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].includes(grid_cell_state)
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}
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/**
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* Enum of all possible players.
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* @type {object}
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*/
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export const Player = {
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One: 'player_one',
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Two: 'player_two',
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}
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/**
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* Enum of all possible game states. These are player-agnostic.
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* @type {object}
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*/
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export const GameState = {
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// Both players are choosing the number of ships to play with (1-5)
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ChoosingNumberOfShips: 'choosing_number_of_ships',
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// A player is placing their ships
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PlayerSetup: 'player_setup',
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// We are prompting to change to the other player
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PromptPlayerChange: 'prompt_player_change',
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// It is the player's turn to fire a missle at their opponent
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PlayerTurn: 'player_turn',
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// A player has won
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PlayerVictory: 'player_victory',
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}
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/**
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* The various supported ship types, by dimension.
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* @type {object}
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*/
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export const ShipType = {
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x1: '1x1',
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x2: '1x2',
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x3: '1x3',
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x4: '1x4',
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x5: '1x5',
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}
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export function isShipType(type) {
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return ['1x1', '1x2', '1x3', '1x4', '1x5'].includes(type)
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}
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/**
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* Makes a deep copy of the value passed in.
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* @param {*} obj
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* @return {*}
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*/
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export function clone(obj) {
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// If it's just a value, return it.
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if ( typeof obj !== 'object' || obj === null ) return obj
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// If it's an array, copy its values.
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if ( Array.isArray(obj) ) return obj.map(x => clone(x))
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// If it's an object, copy its properties.
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const copy = {}
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for ( const prop in obj ) {
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copy[prop] = clone(obj[prop])
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}
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return copy
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}
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/**
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* Generate an absolute URL to a file w/in the project directory.
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* @param {string} path
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* @return {string}
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*/
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export function appUrl(path) {
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if ( path.startsWith('/') ) path = path.slice(1)
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return `${APP_BASE_PATH}${path}`
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}
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