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MineSeeker/assets/js/mine-seeker/contexts/GameProvider.jsx

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/**
* This file is part of the SplendidBear Websites' projects.
*
* Copyright (c) 2026 @ www.splendidbear.org
*
* For the full copyright and license information, please view the LICENSE
* file that was distributed with this source code.
*/
import React, { useRef } from 'react';
import { Howl } from 'howler';
import GameContext from './GameContext';
import { useGameRefs, useGameState } from '@mine-hooks';
import { DESC, IMAGES, patchCells } from '@mine-utils';
export const GameProvider = ({ children }) => {
const {
webPlayerRef,
activePlayerRef,
bombSelectedRef,
connectionLostRef,
redRef,
blueRef,
lastClickedRef,
endRef,
} = useGameRefs();
const {
webPlayer, setWebPlayer,
activePlayer, setActivePlayer,
overlay, setOverlay,
overlayTitle, setOverlayTitle,
overlaySubTitle, setOverlaySubTitle,
mines, setMines,
bombSelected, setBombSelected,
foundMines, setFoundMines,
red, setRed,
blue, setBlue,
cells, setCells,
gridReady, setGridReady,
connectionLost, setConnectionLost,
} = useGameState();
const sounds = useRef({
click: new Howl({ src: ['/sound/click.mp3'] }),
bomb: new Howl({ src: ['/sound/bomb.mp3'] }),
mine: new Howl({ src: ['/sound/mine.mp3'] }),
warning: new Howl({ src: ['/sound/warning.mp3'] }),
won: new Howl({ src: ['/sound/won.mp3'] }),
});
/** Sync helpers (keep ref + state in lockstep) */
const syncWebPlayer = v => {
webPlayerRef.current = v;
setWebPlayer(v);
};
const syncActivePlayer = v => {
activePlayerRef.current = v;
setActivePlayer(v);
};
const syncBombSelected = v => {
bombSelectedRef.current = v;
setBombSelected(v);
};
const syncConnLost = v => {
connectionLostRef.current = v;
setConnectionLost(v);
};
const syncRed = fn => {
const n = fn(redRef.current);
redRef.current = n;
setRed(n);
};
const syncBlue = fn => {
const n = fn(blueRef.current);
blueRef.current = n;
setBlue(n);
};
/** Overlay */
const showOverlay = (title, sub) => {
setOverlay(true);
setOverlayTitle(title);
setOverlaySubTitle(sub);
};
const hideOverlay = () => setOverlay(false);
/** Cell helpers */
const applyRevealedCell = (cell, player, isMainCell = false) => {
const { row, col, value } = cell;
setCells(prev => {
if (prev[row][col].active) return prev;
const patch = 'm' === value
? { currentImage: IMAGES.flag(player), currentObj: 'm', active: true }
: { currentImage: value, currentObj: value, active: true };
if (isMainCell) {
patch.lastClickedRed = 'red' === player;
patch.lastClickedBlue = 'blue' === player;
}
return patchCells(prev, [{ row, col, ...patch }]);
});
if (isMainCell) lastClickedRef.current = { ...lastClickedRef.current, [player]: [row, col] };
};
const showLeftMines = (leftMines = []) => {
if (!leftMines.length) return;
setCells(prev => {
const patches = leftMines
.filter(({ row, col }) => !prev[row][col].active)
.map(({ row, col }) => ({ row, col, currentImage: IMAGES.leftMine }));
return patches.length ? patchCells(prev, patches) : prev;
});
};
/** Game logic */
const changePlayer = () => {
const wasColor = activePlayerRef.current ? 'blue' : 'red';
const nextColor = activePlayerRef.current ? 'red' : 'blue';
const nextVal = activePlayerRef.current ? 0 : 1;
const desc = wasColor === webPlayerRef.current ? DESC.buddy : DESC.you;
syncActivePlayer(nextVal);
syncRed(p => ({ ...p, active: 'red' === nextColor, desc: 'red' === nextColor ? desc : '' }));
syncBlue(p => ({ ...p, active: 'blue' === nextColor, desc: 'blue' === nextColor ? desc : '' }));
};
const applyStep = stepData => {
const { player, bomb: isBomb, minesFound = 0, revealedCells = [], redPoints: rp, bluePoints: bp } = stepData;
if (isBomb) {
sounds.current.bomb.play();
} else if (0 < minesFound) {
const cur = ('red' === player ? redRef : blueRef).current.mines;
sounds.current[20 < cur + minesFound ? 'warning' : 'mine'].play();
} else {
sounds.current.click.play();
}
const lc = lastClickedRef.current[player];
setCells(prev => {
let next = prev;
if (lc) next = patchCells(next, [{ row: lc[0], col: lc[1], lastClickedRed: false, lastClickedBlue: false }]);
revealedCells.forEach(({ row, col, value }, idx) => {
if (next[row][col].active) return;
const patch = 'm' === value
? { currentImage: IMAGES.flag(player), currentObj: 'm', active: true }
: { currentImage: value, currentObj: value, active: true };
if (0 === idx) {
patch.lastClickedRed = 'red' === player;
patch.lastClickedBlue = 'blue' === player;
}
next = patchCells(next, [{ row, col, ...patch }]);
});
if (isBomb) next = next.map(r => r.map(c => null !== c.bombTargetArea ? { ...c, bombTargetArea: null } : c));
return next;
});
if (0 < revealedCells.length) {
lastClickedRef.current = { ...lastClickedRef.current, [player]: [revealedCells[0].row, revealedCells[0].col] };
}
if (0 < minesFound) {
setMines(51 - rp - bp);
setFoundMines(true);
setTimeout(() => setFoundMines(false), 500);
syncRed(p => ({ ...p, mines: 'red' === player ? rp : p.mines }));
syncBlue(p => ({ ...p, mines: 'blue' === player ? bp : p.mines }));
}
syncRed(p => ({ ...p, enabledBomb: rp <= bp }));
syncBlue(p => ({ ...p, enabledBomb: bp <= rp }));
if (isBomb || 0 === minesFound) changePlayer();
if (isBomb) {
syncBombSelected(false);
syncRed(p => 'red' === player ? { ...p, haveBomb: false } : p);
syncBlue(p => 'blue' === player ? { ...p, haveBomb: false } : p);
}
};
const makeGameEndIfItEnds = (bluePoints, redPoints, resign = false, leftMines = []) => {
const redWins = 25 < redPoints;
const blueWins = 25 < bluePoints;
if (redWins || blueWins || resign) {
sounds.current.won.play();
if (!resign) showOverlay((redWins ? 'Red' : 'Blue') + ' wins the game!', 'Play again!');
showLeftMines(leftMines);
syncActivePlayer(false);
syncRed(p => ({ ...p, desc: '' }));
syncBlue(p => ({ ...p, desc: '' }));
}
};
const resignProcess = color => {
const wp = webPlayerRef.current;
showOverlay(
color === wp ? 'You have been give up' : 'Your opponent has been resigned',
color === wp ? 'You LOSE!' : 'You WIN!',
);
endRef.current = true;
makeGameEndIfItEnds(0, 0, true);
};
const onBombToggle = () => {
const next = !bombSelectedRef.current;
syncBombSelected(next);
if (!next) {
setCells(prev => prev.map(r => r.map(c => null !== c.bombTargetArea ? { ...c, bombTargetArea: null } : c)));
}
};
return (
<GameContext.Provider
value={{
// State (for rendering)
webPlayer, activePlayer, overlay, overlayTitle, overlaySubTitle,
mines, bombSelected, foundMines, red, blue, cells, gridReady, connectionLost,
// Setters needed by useServerComm
setCells, setGridReady,
// Refs (needed by useServerComm for async-safe reads)
webPlayerRef, activePlayerRef, bombSelectedRef, connectionLostRef, endRef,
// Sync helpers
syncWebPlayer, syncActivePlayer, syncBombSelected, syncConnLost, syncRed, syncBlue,
// Game logic called by useServerComm
showOverlay, hideOverlay,
applyRevealedCell, applyStep,
makeGameEndIfItEnds, resignProcess,
// UI action
onBombToggle,
}}
>
{children}
</GameContext.Provider>
);
};