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GameStateManager.ts
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GameStateManager.ts
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import DuelRequest from '@bot/entity/DuelRequest';
import GameBoard from '@bot/entity/GameBoard';
import MessagingTunnel from '@bot/messaging/MessagingTunnel';
import GameStateValidator from '@bot/state/GameStateValidator';
import TicTacToeBot from '@bot/TicTacToeBot';
import AI from '@tictactoe/AI';
import Entity from '@tictactoe/Entity';
import { GuildMember } from 'discord.js';
/**
* Manages and stores game state through the module.
*
* @author Utarwyn
* @since 2.2.0
*/
export default class GameStateManager {
/**
* Module bot instance.
*/
public readonly bot: TicTacToeBot;
/**
* Collection of member cooldown end times.
*/
public readonly memberCooldownEndTimes: Map<string, number>;
/**
* Collection of gameboards managed by the instance.
*/
public readonly gameboards: Array<GameBoard>;
/**
* Stores game validator.
* @private
*/
private readonly validator: GameStateValidator;
/**
* Creates the game state manager.
*
* @param bot module bot instance
*/
constructor(bot: TicTacToeBot) {
this.bot = bot;
this.gameboards = [];
this.memberCooldownEndTimes = new Map();
this.validator = new GameStateValidator(this);
}
/**
* Requests a duel between two members.
*
* @param tunnel messaging tunnel that initiated the request
* @param invited member invited to be part of the duel
* @returns true if duel request has been handled, false otherwise
*/
public async requestDuel(tunnel: MessagingTunnel, invited: GuildMember): Promise<boolean> {
if (this.validator.isInteractionValid(tunnel)) {
if (!this.validator.isNewGamePossible(tunnel, invited)) {
return false;
}
const duel = new DuelRequest(
this,
tunnel,
invited,
this.bot.configuration.requestExpireTime,
this.bot.configuration.requestReactions
);
// Reply with the duel request and attach the created message
const message = await tunnel.replyWith(duel.content);
await duel.attachTo(message);
// Setup user cooldown
const cooldown = this.bot.configuration.requestCooldownTime ?? 0;
if (cooldown > 0) {
this.memberCooldownEndTimes.set(tunnel.author.id, Date.now() + cooldown * 1000);
}
}
return true;
}
/**
* Creates a game with one member and another or an AI.
*
* @param tunnel messaging tunnel that initiated the game creation
* @param invited member invited to be part of the game, undefined means the AI
* @returns true if game request has been handled, false otherwise
*/
public async createGame(tunnel: MessagingTunnel, invited?: GuildMember): Promise<boolean> {
if (this.validator.isInteractionValid(tunnel)) {
if (!this.validator.isNewGamePossible(tunnel, invited)) {
return false;
}
const gameboard = new GameBoard(
this,
tunnel,
invited ?? new AI(),
this.bot.configuration
);
// Register the gameboard in the list
this.gameboards.push(gameboard);
// Reply with the gameboard and attach the created message
const message = await tunnel.replyWith(gameboard.content);
await gameboard.attachTo(message);
}
return true;
}
/**
* Ends a game based on its gameboard and the entity who wins.
*
* @param gameboard gameboard object that needs to be removed
* @param winner winner of the game, undefined means game expiration, null is a tie
*/
public endGame(gameboard: GameBoard, winner?: Entity | null): void {
if (winner) {
this.bot.eventHandler.emitEvent('win', {
winner,
loser: gameboard.entities.find(entity => entity !== winner)
});
} else if (winner === null) {
this.bot.eventHandler.emitEvent('tie', {
players: gameboard.entities
});
}
this.gameboards.splice(this.gameboards.indexOf(gameboard), 1);
}
}