chg: dev: outsource the Grid generation and interactions to the backend #4
This commit is contained in:
@@ -1,5 +1,4 @@
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import React from 'react';
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import Grid from './grid/grid';
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import GridControl from './grid/grid-control';
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class MineSeeker extends React.Component {
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@@ -41,54 +40,10 @@ class MineSeeker extends React.Component {
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.css('line-height', ($field.width() - 2) + 'px');
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}
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/**
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* STEP
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*/
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makePointsCalcAndStep(coords) {
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let users = this.refs.gridControl.refs.userControl,
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activePlayer = users.state.activePlayer ? 'blue' : 'red',
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inactivePlayer = users.state.activePlayer ? 'red' : 'blue',
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redPoints = 'red' === activePlayer
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? users.refs[activePlayer].state.mines
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: users.refs[inactivePlayer].state.mines,
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bluePoints = 'blue' === activePlayer
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? users.refs[activePlayer].state.mines
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: users.refs[inactivePlayer].state.mines;
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this.refs.gridControl.stepEvent(coords);
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let mineCache = this.refs.gridControl.state.foundUserMineCache;
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redPoints += 'red' === activePlayer ? mineCache : 0;
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bluePoints += 'blue' === activePlayer ? mineCache : 0;
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return { red: redPoints, blue: bluePoints };
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}
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/**
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* START
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*/
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makeGameStart(payload) {
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this.refs.gridControl.refs.userControl.setState({ activePlayer: 1 });
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this.refs.gridControl.refs.userControl.refs.red.setState({
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name: '' !== payload.users.red ? payload.users.red : payload.users.redAnon,
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});
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this.refs.gridControl.refs.userControl.refs.blue.setState({
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name: '' !== payload.users.blue ? payload.users.blue : payload.users.blueAnon,
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desc: 'blue' === this.refs.gridControl.state.webPlayer
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? this.refs.gridControl.state.desc.you
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: this.refs.gridControl.state.desc.buddy,
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active: true,
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});
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this.refs.gridControl.setState({ overlay: false });
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}
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/**
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* THE END
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*/
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makeGameEndIfItEnds(bluePoints, redPoints, resign = false) {
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makeGameEndIfItEnds(bluePoints, redPoints, resign = false, leftMines = []) {
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let redWins = 25 < redPoints,
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blueWins = 25 < bluePoints;
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@@ -103,7 +58,7 @@ class MineSeeker extends React.Component {
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});
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}
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this.refs.gridControl.showLeftMines();
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this.refs.gridControl.showLeftMines(leftMines);
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this.refs.gridControl.refs.userControl.setState({ activePlayer: false });
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this.refs.gridControl.refs.userControl.refs.red.setState({ desc: '' });
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this.refs.gridControl.refs.userControl.refs.blue.setState({ desc: '' });
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@@ -196,16 +151,19 @@ class MineSeeker extends React.Component {
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});
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}
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/**
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* Opponent's step arrived via Mercure — apply the server-resolved revealed cells.
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*/
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wTopic(payload) {
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if (this.refs.gridControl.state.webPlayer !== payload.data.player) {
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if (null === payload.data.resign) {
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'dev' === this.state.env && console.warn(payload.user + ' has been stepped to coords: ' + payload.data.coords[0] + ', ' + payload.data.coords[1]);
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'dev' === this.state.env && console.warn('Opponent stepped: Auto-Step process');
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'dev' === this.state.env && console.warn(
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payload.user + ' stepped to ' + payload.data.coords[0] + ',' + payload.data.coords[1],
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);
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this.refs.gridControl.refs.userControl.setState({ bombSelected: payload.data.bomb });
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let points = this.makePointsCalcAndStep(payload.data.coords);
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this.makeGameEndIfItEnds(points.blue, points.red);
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this.refs.gridControl.applyStep(payload.data);
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this.makeGameEndIfItEnds(payload.data.bluePoints, payload.data.redPoints, false, payload.data.leftMines);
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} else {
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this.resignProcess(payload.data.resign);
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}
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@@ -216,11 +174,6 @@ class MineSeeker extends React.Component {
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// Mercure / SSE connection
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// ------------------------------------------------------------------ //
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/**
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* Dispatches every incoming SSE message.
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* Distinguishes subscription events, game-step events, and disconnect events
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* using the same payload shape as the former WAMP broadcast.
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*/
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handleMercureMessage(payload) {
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let isTopicEvent = 'undefined' !== typeof payload.data;
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let isNotUnsubscribe = 'undefined' === typeof payload.msg;
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@@ -279,9 +232,16 @@ class MineSeeker extends React.Component {
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};
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}
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wInit(gridServer, gridClient) {
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/**
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* Initialise the grid control with an empty 16×16 grid.
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* For inherited games, previously revealed cells are applied after the grid renders.
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*/
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wInit(revealedCells = []) {
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// 16×16 grid of null — cells are filled in lazily as they are revealed by the server
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let emptyGrid = Array.from({ length: 16 }, () => Array(16).fill(null));
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this.refs.gridControl.setState({
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grid: this.state.gameInherited ? gridServer : gridClient,
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grid: emptyGrid,
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channel: this.state.channel,
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desc: {
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buddy: (
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@@ -314,9 +274,30 @@ class MineSeeker extends React.Component {
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</div>
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) : '',
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renderGridFields: this.state.gameAssoc,
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}, () => {
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// After the grid fields are rendered, apply any historically revealed cells
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revealedCells.forEach(cell => this.refs.gridControl.applyRevealedCell(cell, cell.player));
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});
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}
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makeGameStart(payload) {
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this.refs.gridControl.refs.userControl.setState({ activePlayer: 1 });
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this.refs.gridControl.refs.userControl.refs.red.setState({
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name: '' !== payload.users.red ? payload.users.red : payload.users.redAnon,
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});
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this.refs.gridControl.refs.userControl.refs.blue.setState({
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name: '' !== payload.users.blue ? payload.users.blue : payload.users.blueAnon,
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desc: 'blue' === this.refs.gridControl.state.webPlayer
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? this.refs.gridControl.state.desc.you
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: this.refs.gridControl.state.desc.buddy,
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active: true,
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});
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this.refs.gridControl.setState({ overlay: false });
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}
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/** POST /api/game/join — register this player, broadcast subscription event via Mercure */
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joinGame() {
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return fetch('/api/game/join/' + this.state.gameAssoc, {
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@@ -325,13 +306,13 @@ class MineSeeker extends React.Component {
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}).catch(e => 'dev' === this.state.env && console.error('Join error', e));
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}
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/** POST /api/game/step — persist a move and fan it out via Mercure */
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/** POST /api/game/step — persist a move, fan it out via Mercure, and return revealed cells */
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publishStep(dataPack) {
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return fetch('/api/game/step/' + this.state.gameAssoc, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify(dataPack),
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}).catch(e => 'dev' === this.state.env && console.error('Step error', e));
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});
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}
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// ------------------------------------------------------------------ //
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@@ -340,16 +321,14 @@ class MineSeeker extends React.Component {
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async componentDidMount() {
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if (!this.state.connectionLost) {
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let gridClient = this.state.gameInherited ? null : new Grid().state.grid;
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try {
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if (this.state.gameInherited) {
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/** Fetch existing grid and player info */
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/** Fetch existing player info and previously revealed cells */
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const resp = await fetch('/api/game/connect/' + this.state.gameAssoc);
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const b64 = await resp.text();
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const serverData = JSON.parse(window.atob(b64));
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if ('undefined' === typeof serverData.grid || null === serverData.grid) {
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if ('undefined' === typeof serverData.users || null === serverData.users) {
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this.refs.gridControl.setState({
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overlay: true,
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overlayTitle: 'This channel does not exists!',
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@@ -361,21 +340,18 @@ class MineSeeker extends React.Component {
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this.rpcUsers = serverData.users;
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this.openEventSource();
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this.wInit(serverData.grid, null);
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this.wInit(serverData.revealedCells || []);
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} else {
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/** Create the game record with this client's grid */
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/** Create the game record — the server generates the grid */
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await fetch('/api/game/start', {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({
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grid: window.btoa(JSON.stringify(gridClient)),
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gameAssoc: this.state.gameAssoc,
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}),
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body: JSON.stringify({ gameAssoc: this.state.gameAssoc }),
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});
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this.openEventSource();
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this.wInit(null, gridClient);
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this.wInit();
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}
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'dev' === this.state.env && console.info('Connection initialised — joining channel');
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@@ -403,29 +379,37 @@ class MineSeeker extends React.Component {
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this.setState({ stepCache: cache });
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}
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onClick(coords) {
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async onClick(coords) {
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let activePlayer = this.refs.gridControl.refs.userControl.state.activePlayer ? 'blue' : 'red';
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if (this.refs.gridControl.checkFieldHasBeenNeverClicked(coords[0], coords[1])) {
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if (activePlayer === this.refs.gridControl.state.webPlayer) {
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let points = this.makePointsCalcAndStep(coords);
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this.makeGameEndIfItEnds(points.blue, points.red);
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if (!this.refs.gridControl.checkFieldHasBeenNeverClicked(coords[0], coords[1])) {
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return;
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}
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if (activePlayer !== this.refs.gridControl.state.webPlayer) {
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return;
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}
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let dataPack = {
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coords: coords,
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player: activePlayer,
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bomb: this.refs.gridControl.refs.userControl.state.bombSelected,
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redPoints: points.red,
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bluePoints: points.blue,
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resign: null,
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redExplodedBomb: 'red' === activePlayer && this.refs.gridControl.refs.userControl.state.bombSelected,
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blueExplodedBomb: 'blue' === activePlayer && this.refs.gridControl.refs.userControl.state.bombSelected,
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};
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!this.state.connectionLost
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? this.publishStep(dataPack)
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: this.cachePublish(dataPack);
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if (this.state.connectionLost) {
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this.cachePublish(dataPack);
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return;
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}
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try {
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const resp = await this.publishStep(dataPack);
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const result = await resp.json();
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this.refs.gridControl.applyStep(result);
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this.makeGameEndIfItEnds(result.bluePoints, result.redPoints, false, result.leftMines);
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} catch (e) {
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'dev' === this.state.env && console.error('Step error', e);
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}
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}
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@@ -20,10 +20,7 @@ class GridControl extends React.Component {
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desc: null,
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renderGridFields: false,
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gridFields: [],
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updatedFieldCache: [],
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bombFieldCache: [],
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foundUserMineCache: 0,
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playBomb: false,
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overlay: false,
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overlayTitle: '',
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overlaySubTitle: '',
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@@ -45,18 +42,13 @@ class GridControl extends React.Component {
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return 'gridField_' + row + '_' + col;
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}
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checkMine(row, col) {
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return 'undefined' !== typeof this.state.grid[row] && 'undefined' !== typeof this.state.grid[row][col] && 'm' !== this.state.grid[row][col];
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}
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checkFieldHasBeenNeverClicked(row, col) {
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return 0 > this.state.updatedFieldCache.indexOf(this.refString(row, col)) && !this.refs[this.refString(row, col)].state.active;
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return !this.refs[this.refString(row, col)].state.active;
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}
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getBombRadius(row, col) {
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let isBombTargetCenter = 1 < row && row < this.state.grid.length - 2 && 1 < col && col < this.state.grid[row].length - 2;
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/** if the (5x5) target not fits the grid */
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if (!isBombTargetCenter) {
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col = 2 > col ? 2 : col;
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row = 2 > row ? 2 : row;
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@@ -82,53 +74,6 @@ class GridControl extends React.Component {
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];
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}
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getNeighbourRadius(row, col) {
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return [
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[row - 1, col], [row - 1, col - 1], [row - 1, col + 1], [row, col - 1], [row, col + 1], [row + 1, col],
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[row + 1, col + 1], [row + 1, col - 1],
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];
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}
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checkNeighbourItem(row, col) {
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if (this.checkMine(row, col)) {
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var currentField = this.refs[this.refString(row, col)];
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/**
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* It must be cached because the GridField.state not updated until
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* all showAppropriateFields() method runned out!!
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*/
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if (this.checkFieldHasBeenNeverClicked(row, col)) {
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this.state.updatedFieldCache.push(this.refString(row, col));
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currentField.setState({
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currentImage: this.state.grid[row][col],
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currentObj: this.state.grid[row][col],
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active: true,
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});
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if (0 === this.state.grid[row][col]) {
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return {
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row: row,
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col: col,
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};
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}
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}
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}
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return false;
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}
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checkNeighbours(row, col) {
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let anotherFields = [],
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neighbours = this.getNeighbourRadius(row, col);
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for (let i = 0, j = neighbours.length; i < j; i++) {
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anotherFields.push(this.checkNeighbourItem(neighbours[i][0], neighbours[i][1]));
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}
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return anotherFields;
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}
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bombClear() {
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if (this.state.bombFieldCache.length) {
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for (var i = 0, j = this.state.bombFieldCache.length; i < j; i++) {
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@@ -152,43 +97,30 @@ class GridControl extends React.Component {
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}
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}
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showLeftMines() {
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for (let i = 0, j = this.state.grid.length; i < j; i++) {
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for (let k = 0, l = this.state.grid[i].length; k < l; k++) {
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let currentField = this.refs[this.refString(i, k)];
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if ('m' === this.state.grid[i][k] && this.checkFieldHasBeenNeverClicked(i, k)) {
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/**
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* Show unrevealed mines at the end of the game.
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* leftMines comes from the server and contains only cells not yet revealed.
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*/
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showLeftMines(leftMines = []) {
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for (let mine of leftMines) {
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let currentField = this.refs[this.refString(mine.row, mine.col)];
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if (currentField && !currentField.state.active) {
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currentField.setState({
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currentImage: currentField.state.icons.root + currentField.state.icons.left,
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});
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}
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}
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}
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}
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/** set __ACTIVE__ player in the UserControl !!!! */
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changePlayer(idx, max, currentObject) {
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/** set __ACTIVE__ player in the UserControl */
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changePlayer() {
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var userControl = this.refs.userControl,
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activePlayer = userControl.state.activePlayer ? 'blue' : 'red',
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inactivePlayer = userControl.state.activePlayer ? 'red' : 'blue';
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if (
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userControl.state.bombSelected
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&& idx === (max - 1)
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|| !idx
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&& !userControl.state.bombSelected
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&& 'm' !== currentObject
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) {
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userControl.setState({
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activePlayer: userControl.state.activePlayer ? 0 : 1,
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});
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/** the desc is inversely because the user.active is not changed yet !!! */
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userControl.refs[activePlayer].setState({
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active: false,
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desc: '',
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});
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userControl.setState({ activePlayer: userControl.state.activePlayer ? 0 : 1 });
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userControl.refs[activePlayer].setState({ active: false, desc: '' });
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userControl.refs[inactivePlayer].setState({
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active: true,
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desc: activePlayer === this.state.webPlayer
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@@ -196,202 +128,121 @@ class GridControl extends React.Component {
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: this.state.desc.you,
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});
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}
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}
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/**
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* Show all fields that needed after click
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* Apply a single revealed cell to the grid UI.
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* Called both for live steps and when reconstructing the board for a joining player.
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*
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* @param currentField
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* @param row
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* @param col
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* @param {object} cell - { row, col, value } value is 'm' | 0-8
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* @param {string} player - 'red' | 'blue'
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* @param {boolean} isMainCell - true for the primary clicked cell (sets last-clicked highlight)
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*/
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showAppropriateFields(currentField, row, col) {
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currentField.setState({
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currentObj: this.state.grid[row][col],
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applyRevealedCell(cell, player, isMainCell = false) {
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let ref = this.refs[this.refString(cell.row, cell.col)];
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if (!ref || ref.state.active) {
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return;
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}
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if ('m' === cell.value) {
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ref.setState({
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currentImage: ref.state.icons.root + ref.state.icons.flag[player],
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currentObj: 'm',
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active: true,
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});
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} else {
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ref.setState({
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currentImage: cell.value,
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currentObj: cell.value,
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active: true,
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});
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if (this.checkFieldHasBeenNeverClicked(row, col)) {
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this.state.updatedFieldCache.push(this.refString(row, col));
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}
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if (0 === this.state.grid[row][col]) {
|
||||
let neighbours = this.checkNeighbours(row, col);
|
||||
|
||||
neighbours
|
||||
.filter(i => false !== i)
|
||||
.forEach(element => {
|
||||
let currentField = this.refs[this.refString(element.row, element.col)];
|
||||
this.showAppropriateFields(currentField, element.row, element.col);
|
||||
if (isMainCell) {
|
||||
this.state.lastClicked[player] = [cell.row, cell.col];
|
||||
ref.setState({
|
||||
lastClickedRed: 'red' === player,
|
||||
lastClickedBlue: 'blue' === player,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Player control method
|
||||
*
|
||||
* @param currentObject {int|string} Current object from Grid class
|
||||
* @param row {int}
|
||||
* @param col {int}
|
||||
* @param justOnFirstIteration {int} When bomb is being used check the whole explosion area
|
||||
* Apply a full step response from the server.
|
||||
* stepData shape: { coords, player, bomb, revealedCells, minesFound, redPoints, bluePoints, resign, gameOver,
|
||||
* leftMines }
|
||||
*/
|
||||
handleGridField(currentObject, row, col, justOnFirstIteration = 0) {
|
||||
var userControl = this.refs.userControl,
|
||||
gridFieldControl = this.refs[this.refString(row, col)],
|
||||
activePlayer = userControl.state.activePlayer ? 'blue' : 'red',
|
||||
inactivePlayer = userControl.state.activePlayer ? 'red' : 'blue';
|
||||
applyStep(stepData) {
|
||||
let player = stepData.player;
|
||||
let isBomb = stepData.bomb;
|
||||
let minesFound = stepData.minesFound || 0;
|
||||
let revealedCells = stepData.revealedCells || [];
|
||||
|
||||
/** if the clicked field is NEVER CLICKED */
|
||||
if (this.checkFieldHasBeenNeverClicked(row, col)) {
|
||||
/** update LAST CLICKED grid field */
|
||||
if (!justOnFirstIteration) {
|
||||
if (null !== this.state.lastClicked[activePlayer]) {
|
||||
this.refs[this.refString(this.state.lastClicked[activePlayer][0], this.state.lastClicked[activePlayer][1])].setState({
|
||||
lastClickedRed: false,
|
||||
lastClickedBlue: false,
|
||||
});
|
||||
// Reset previous last-clicked highlight for this player
|
||||
let lastClicked = this.state.lastClicked[player];
|
||||
if (lastClicked) {
|
||||
let lastRef = this.refs[this.refString(lastClicked[0], lastClicked[1])];
|
||||
if (lastRef) {
|
||||
lastRef.setState({ lastClickedRed: false, lastClickedBlue: false });
|
||||
}
|
||||
}
|
||||
|
||||
this.state.lastClicked[activePlayer] = [row, col];
|
||||
|
||||
/** if you found mine */
|
||||
if ('m' === currentObject) {
|
||||
this.state.foundUserMineCache++;
|
||||
|
||||
if (!justOnFirstIteration) {
|
||||
/** set last clicked field w/ color */
|
||||
this.state.lastClicked[activePlayer] = [row, col];
|
||||
|
||||
this.state.sound[
|
||||
20 < (userControl.refs[activePlayer].state.mines + this.state.foundUserMineCache)
|
||||
? 'warning'
|
||||
: 'mine'
|
||||
].play();
|
||||
}
|
||||
|
||||
/** set current image in field */
|
||||
gridFieldControl.setState({
|
||||
currentImage: gridFieldControl.state.icons.root + gridFieldControl.state.icons.flag[activePlayer],
|
||||
});
|
||||
// Sound
|
||||
if (isBomb) {
|
||||
this.state.sound.bomb.play();
|
||||
} else if (0 < minesFound) {
|
||||
let currentMines = this.refs.userControl.refs[player].state.mines;
|
||||
this.state.sound[20 < (currentMines + minesFound) ? 'warning' : 'mine'].play();
|
||||
} else {
|
||||
this.state.sound.click.play();
|
||||
|
||||
/** set current image in field - WHEN it is a number */
|
||||
if (!isNaN(currentObject)) {
|
||||
gridFieldControl.setState({
|
||||
currentImage: currentObject,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* set bombs status - we must add one mine (currentObject === 'm' ? 1 : 0) to current mine
|
||||
* when it found NOW because the status is not refreshed unless the handleGridField() ends
|
||||
*/
|
||||
userControl.refs[activePlayer].setState({
|
||||
enabledBomb: userControl.refs[activePlayer].state.mines + ('m' === currentObject ? 1 : 0) <= userControl.refs[inactivePlayer].state.mines,
|
||||
// Apply each revealed cell; first cell gets the last-clicked highlight
|
||||
revealedCells.forEach((cell, idx) => {
|
||||
this.applyRevealedCell(cell, player, 0 === idx);
|
||||
});
|
||||
|
||||
userControl.refs[inactivePlayer].setState({
|
||||
enabledBomb: userControl.refs[activePlayer].state.mines + ('m' === currentObject ? 1 : 0) >= userControl.refs[inactivePlayer].state.mines,
|
||||
});
|
||||
// Update scores
|
||||
let userControl = this.refs.userControl;
|
||||
let inactivePlayer = 'red' === player ? 'blue' : 'red';
|
||||
|
||||
/** set-up last clicked */
|
||||
if (!justOnFirstIteration) {
|
||||
gridFieldControl.setState({
|
||||
lastClickedRed: 'red' === activePlayer,
|
||||
lastClickedBlue: 'blue' === activePlayer,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Show elems w/ conditions
|
||||
*
|
||||
* @param row
|
||||
* @param col
|
||||
* @param idx
|
||||
* @param max
|
||||
*/
|
||||
show(row, col, idx = 0, max = 0) {
|
||||
this.handleGridField(this.state.grid[row][col], row, col, idx);
|
||||
this.showAppropriateFields(this.refs[this.refString(row, col)], row, col);
|
||||
this.changePlayer(idx, max, this.state.grid[row][col]);
|
||||
}
|
||||
|
||||
/**
|
||||
* STEP one
|
||||
*
|
||||
* @param coords
|
||||
*/
|
||||
stepEvent(coords) {
|
||||
/** if the clicked field is NEVER CLICKED */
|
||||
if (this.checkFieldHasBeenNeverClicked(coords[0], coords[1])) {
|
||||
var activePlayer = this.refs.userControl.state.activePlayer ? 'blue' : 'red';
|
||||
|
||||
this.state.foundUserMineCache = 0;
|
||||
this.state.playBomb = true;
|
||||
|
||||
/** Show elements */
|
||||
if (this.refs.userControl.state.bombSelected) {
|
||||
this.state.sound.bomb.play();
|
||||
|
||||
var bombRadius = this.getBombRadius(coords[0], coords[1]);
|
||||
for (var i = 0, j = bombRadius.length; i < j; i++) {
|
||||
this.show(bombRadius[i][0], bombRadius[i][1], i, j);
|
||||
}
|
||||
|
||||
/** remove BOMB from activePlayer */
|
||||
this.refs.userControl.refs[activePlayer].setState({
|
||||
haveBomb: false,
|
||||
});
|
||||
} else {
|
||||
this.show(coords[0], coords[1]);
|
||||
}
|
||||
|
||||
/** Mine score handling */
|
||||
if (this.state.foundUserMineCache) {
|
||||
this.refs.userControl.setState({
|
||||
mines: this.refs.userControl.state.mines - this.state.foundUserMineCache,
|
||||
if (0 < minesFound) {
|
||||
userControl.setState({
|
||||
mines: 51 - stepData.redPoints - stepData.bluePoints,
|
||||
foundMines: true,
|
||||
}, () => {
|
||||
/** because of CSS animation in .found-mine */
|
||||
setTimeout(() => this.refs.userControl.setState({ foundMines: false }), 500);
|
||||
|
||||
/** add the found mines to the active Player */
|
||||
this.refs.userControl.refs[activePlayer].setState({
|
||||
mines: this.refs.userControl.refs[activePlayer].state.mines + this.state.foundUserMineCache,
|
||||
setTimeout(() => userControl.setState({ foundMines: false }), 500);
|
||||
userControl.refs[player].setState({
|
||||
mines: 'red' === player ? stepData.redPoints : stepData.bluePoints,
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/** Reset BOMB status */
|
||||
if (this.refs.userControl.state.bombSelected) {
|
||||
/** reset bomb selected status */
|
||||
this.refs.userControl.setState({ bombSelected: false });
|
||||
// Bomb-enabled status: a player may use their bomb when their score <= opponent's
|
||||
userControl.refs.red.setState({ enabledBomb: stepData.redPoints <= stepData.bluePoints });
|
||||
userControl.refs.blue.setState({ enabledBomb: stepData.bluePoints <= stepData.redPoints });
|
||||
|
||||
/** clear cache, reset symbols */
|
||||
// Change active player: always after a bomb, or when no mine was found on a normal click
|
||||
if (isBomb || 0 === minesFound) {
|
||||
this.changePlayer();
|
||||
}
|
||||
|
||||
// Clean up bomb state
|
||||
if (isBomb) {
|
||||
userControl.setState({ bombSelected: false });
|
||||
userControl.refs[player].setState({ haveBomb: false });
|
||||
this.bombClear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* On Hover when you want to drop BOMB
|
||||
* Target grid field
|
||||
* @param coords
|
||||
* On Hover when you want to drop BOMB — show target area overlay
|
||||
*/
|
||||
onHoverGridField(coords) {
|
||||
if (this.refs.userControl.state.bombSelected) {
|
||||
var activePlayer = this.refs.userControl.state.activePlayer ? 'blue' : 'red';
|
||||
|
||||
if (activePlayer === this.state.webPlayer) {
|
||||
/** clear cache, reset symbols */
|
||||
this.bombClear();
|
||||
|
||||
/** new cache && field activate */
|
||||
this.bombCreate(coords[0], coords[1]);
|
||||
} else {
|
||||
this.refs.userControl.setState({ bombSelected: false });
|
||||
|
||||
@@ -1,90 +0,0 @@
|
||||
import React from 'react';
|
||||
|
||||
class Grid extends React.Component {
|
||||
constructor() {
|
||||
super();
|
||||
|
||||
this.state = {
|
||||
row: 16,
|
||||
col: 16,
|
||||
mines: 51,
|
||||
set: [],
|
||||
};
|
||||
|
||||
this.state.grid = this.numberingGrid(
|
||||
this.createGrid(
|
||||
this.shuffleSet(
|
||||
this.createSet(
|
||||
this.state.set,
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
createSet(obj) {
|
||||
for (let i = 0, j = this.state.row * this.state.col; i < j; i++) {
|
||||
obj.push(0 < this.state.mines ? 'm' : 'w');
|
||||
this.state.mines--;
|
||||
}
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
shuffleSet(obj) {
|
||||
return obj.sort(function() {
|
||||
return Math.round(Math.random()) - .5;
|
||||
});
|
||||
}
|
||||
|
||||
createGrid(obj) {
|
||||
let grid = [[]],
|
||||
row = 0,
|
||||
col = 0;
|
||||
|
||||
for (let i = 0, j = obj.length; i < j; i++) {
|
||||
grid[row][col] = obj[i];
|
||||
|
||||
if (15 === col && 15 !== row) {
|
||||
row++;
|
||||
col = 0;
|
||||
grid.push([]);
|
||||
} else {
|
||||
col++;
|
||||
}
|
||||
}
|
||||
|
||||
return grid;
|
||||
}
|
||||
|
||||
isThereMine(obj, row, col) {
|
||||
return 'm' === obj?.[row]?.[col] ? 1 : 0;
|
||||
}
|
||||
|
||||
numberingGrid(obj) {
|
||||
let nbr = 0;
|
||||
|
||||
for (let i = 0; i < this.state.row; i++) {
|
||||
for (let j = 0; j < this.state.col; j++) {
|
||||
if ('w' === obj[i][j]) {
|
||||
nbr = 0;
|
||||
|
||||
nbr += this.isThereMine(obj, i - 1, j);
|
||||
nbr += this.isThereMine(obj, i - 1, j - 1);
|
||||
nbr += this.isThereMine(obj, i - 1, j + 1);
|
||||
nbr += this.isThereMine(obj, i, j - 1);
|
||||
nbr += this.isThereMine(obj, i, j + 1);
|
||||
nbr += this.isThereMine(obj, i + 1, j);
|
||||
nbr += this.isThereMine(obj, i + 1, j + 1);
|
||||
nbr += this.isThereMine(obj, i + 1, j - 1);
|
||||
|
||||
obj[i][j] = nbr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return obj;
|
||||
}
|
||||
}
|
||||
|
||||
export default Grid;
|
||||
@@ -39,11 +39,11 @@ class MercureController extends AbstractController
|
||||
) {
|
||||
}
|
||||
|
||||
/** POST /api/game/start — save the grid and create the PlayedGame record */
|
||||
/** POST /api/game/start — generate the grid on the server and create the PlayedGame record */
|
||||
public function start(Request $request): JsonResponse
|
||||
{
|
||||
$data = $request->toArray();
|
||||
$result = $this->rpcManager->saveGrid([$data['grid'], $data['gameAssoc']]);
|
||||
$result = $this->rpcManager->saveGrid($data['gameAssoc']);
|
||||
|
||||
return $this->json(['success' => $result]);
|
||||
}
|
||||
@@ -64,12 +64,12 @@ class MercureController extends AbstractController
|
||||
return $this->json(['success' => true]);
|
||||
}
|
||||
|
||||
/** POST /api/game/step/{gameAssoc} — persist the step and broadcast game event via Mercure */
|
||||
/** POST /api/game/step/{gameAssoc} — persist the step, broadcast via Mercure, and return revealed cells */
|
||||
public function step(string $gameAssoc, Request $request): JsonResponse
|
||||
{
|
||||
$this->topicManager->publish($gameAssoc, $this->resolveUserName($request), $request->toArray());
|
||||
$result = $this->topicManager->publish($gameAssoc, $this->resolveUserName($request), $request->toArray());
|
||||
|
||||
return $this->json(['success' => true]);
|
||||
return $this->json($result);
|
||||
}
|
||||
|
||||
/** POST /api/game/leave/{gameAssoc} — broadcast disconnect event via Mercure */
|
||||
|
||||
@@ -44,6 +44,12 @@ class Step
|
||||
#[Column(nullable: true)]
|
||||
private ?bool $wBomb = null;
|
||||
|
||||
#[Column(length: 10, nullable: true)]
|
||||
private ?string $player = null;
|
||||
|
||||
#[Column(type: Types::JSON, nullable: true)]
|
||||
private ?array $revealedCells = null;
|
||||
|
||||
#[ManyToOne(inversedBy: 'steps')]
|
||||
private ?PlayedGame $playedGame = null;
|
||||
|
||||
@@ -86,6 +92,26 @@ class Step
|
||||
$this->wBomb = $wBomb;
|
||||
}
|
||||
|
||||
public function getPlayer(): ?string
|
||||
{
|
||||
return $this->player;
|
||||
}
|
||||
|
||||
public function setPlayer(?string $player): void
|
||||
{
|
||||
$this->player = $player;
|
||||
}
|
||||
|
||||
public function getRevealedCells(): ?array
|
||||
{
|
||||
return $this->revealedCells;
|
||||
}
|
||||
|
||||
public function setRevealedCells(?array $revealedCells): void
|
||||
{
|
||||
$this->revealedCells = $revealedCells;
|
||||
}
|
||||
|
||||
public function getPlayedGame(): ?PlayedGame
|
||||
{
|
||||
return $this->playedGame;
|
||||
|
||||
@@ -24,5 +24,5 @@ interface RpcManagerInterface
|
||||
{
|
||||
public function getConnectInformation($params): string;
|
||||
|
||||
public function saveGrid($data): bool;
|
||||
public function saveGrid(string $gameAssoc): bool;
|
||||
}
|
||||
|
||||
@@ -28,5 +28,5 @@ interface TopicManagerInterface
|
||||
|
||||
public function unSubscribe(string $gameAssoc, string $userName): void;
|
||||
|
||||
public function publish(string $gameAssoc, string $userName, array $event): void;
|
||||
public function publish(string $gameAssoc, string $userName, array $event): array;
|
||||
}
|
||||
|
||||
@@ -33,6 +33,10 @@ use RuntimeException;
|
||||
*/
|
||||
class RpcManager implements RpcManagerInterface
|
||||
{
|
||||
private const ROWS = 16;
|
||||
private const COLS = 16;
|
||||
private const MINES = 51;
|
||||
|
||||
public function __construct(
|
||||
private readonly EntityManagerInterface $entityManager,
|
||||
private readonly LoggerInterface $logger,
|
||||
@@ -42,54 +46,61 @@ class RpcManager implements RpcManagerInterface
|
||||
public function getConnectInformation($params): string
|
||||
{
|
||||
$gameAssoc = is_array($params) ? $params[0] : $params;
|
||||
$grid = $this->getGrid($gameAssoc);
|
||||
$users = null !== $grid ? $this->getUsers($gameAssoc) : null;
|
||||
|
||||
$playedGame = $this->entityManager
|
||||
->getRepository(PlayedGame::class)
|
||||
->findOneByGameAssoc($gameAssoc);
|
||||
|
||||
if (null === $playedGame) {
|
||||
try {
|
||||
return base64_encode(json_encode([
|
||||
'grid' => $grid,
|
||||
'users' => $users,
|
||||
], JSON_THROW_ON_ERROR, 512));
|
||||
'users' => null,
|
||||
'revealedCells' => null,
|
||||
], JSON_THROW_ON_ERROR));
|
||||
} catch (JsonException $e) {
|
||||
throw new RuntimeException($e->getMessage());
|
||||
}
|
||||
}
|
||||
|
||||
public function saveGrid($data): bool
|
||||
$users = $this->getUserCollection($playedGame);
|
||||
$revealedCells = $this->aggregateRevealedCells($playedGame);
|
||||
|
||||
try {
|
||||
return base64_encode(json_encode([
|
||||
'users' => $users,
|
||||
'revealedCells' => $revealedCells,
|
||||
], JSON_THROW_ON_ERROR));
|
||||
} catch (JsonException $e) {
|
||||
throw new RuntimeException($e->getMessage());
|
||||
}
|
||||
}
|
||||
|
||||
public function saveGrid(string $gameAssoc): bool
|
||||
{
|
||||
$existingGame = $this->entityManager
|
||||
->getRepository(PlayedGame::class)
|
||||
->findOneByGameAssoc($data[1]);
|
||||
->findOneByGameAssoc($gameAssoc);
|
||||
|
||||
if (null !== $existingGame) {
|
||||
return true;
|
||||
}
|
||||
|
||||
$grid2d = $this->generateGrid();
|
||||
$playedGame = new PlayedGame();
|
||||
$grid = new Grid();
|
||||
try {
|
||||
$rows = json_decode(base64_decode($data[0]), true, 512, JSON_THROW_ON_ERROR);
|
||||
} catch (JsonException $e) {
|
||||
throw new RuntimeException($e->getMessage());
|
||||
}
|
||||
|
||||
try {
|
||||
foreach ($rows as $row) {
|
||||
foreach ($grid2d as $row) {
|
||||
$gridRow = new GridRow();
|
||||
|
||||
$gridRow->setGridCol($row);
|
||||
|
||||
/** Save Row */
|
||||
$gridRow->setGrid($grid);
|
||||
$this->entityManager->persist($gridRow);
|
||||
}
|
||||
|
||||
/** Save Grid */
|
||||
$grid->setPlayedGame($playedGame);
|
||||
$this->entityManager->persist($grid);
|
||||
|
||||
/** Save PlayedGame */
|
||||
$playedGame->setGameAssoc($data[1]);
|
||||
$playedGame->setGameAssoc($gameAssoc);
|
||||
$playedGame->setGrid($grid);
|
||||
$playedGame->setCreated(new DateTime());
|
||||
$playedGame->setUpdated(new DateTime());
|
||||
@@ -104,70 +115,68 @@ class RpcManager implements RpcManagerInterface
|
||||
}
|
||||
|
||||
/**
|
||||
* It gets the current Grid by PlayedGame/gameAssoc
|
||||
*
|
||||
* @param $gameAssoc
|
||||
*
|
||||
* @return array
|
||||
* Generate a random 16×16 grid with 51 mines and adjacent-mine numbers.
|
||||
*/
|
||||
private function getGrid($gameAssoc): ?array
|
||||
private function generateGrid(): array
|
||||
{
|
||||
$gridCols = array();
|
||||
|
||||
try {
|
||||
$this->entityManager->clear();
|
||||
|
||||
/** @var PlayedGame $playedGame */
|
||||
$playedGame = $this->entityManager
|
||||
->getRepository(PlayedGame::class)
|
||||
->findOneByGameAssoc($gameAssoc);
|
||||
|
||||
if (null === $playedGame) {
|
||||
return null;
|
||||
}
|
||||
|
||||
if (null === $rows = $playedGame->getGrid()) {
|
||||
return null;
|
||||
}
|
||||
|
||||
$rows = $rows->getGridRow();
|
||||
|
||||
/** @var GridRow $row */
|
||||
foreach ($rows as $row) {
|
||||
$gridCols[] = $row->getGridCol();
|
||||
}
|
||||
|
||||
return $gridCols;
|
||||
} catch (Exception $e) {
|
||||
$this->logger->error($e->getMessage());
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the Users by PlayedGame
|
||||
*
|
||||
* @param $gameAssoc
|
||||
*
|
||||
* @return array
|
||||
*/
|
||||
private function getUsers($gameAssoc): array
|
||||
{
|
||||
return $this->getUserCollection(
|
||||
$this->entityManager
|
||||
->getRepository(PlayedGame::class)
|
||||
->findOneByGameAssoc($gameAssoc)
|
||||
// Build flat set: 51 mines ('m') + remaining water ('w')
|
||||
$set = array_merge(
|
||||
array_fill(0, self::MINES, 'm'),
|
||||
array_fill(0, self::ROWS * self::COLS - self::MINES, 'w'),
|
||||
);
|
||||
|
||||
// Fisher-Yates shuffle
|
||||
for ($i = count($set) - 1; $i > 0; $i--) {
|
||||
$j = random_int(0, $i);
|
||||
[$set[$i], $set[$j]] = [$set[$j], $set[$i]];
|
||||
}
|
||||
|
||||
// Reshape to 2-D
|
||||
$grid = [];
|
||||
for ($r = 0; $r < self::ROWS; $r++) {
|
||||
$grid[$r] = array_slice($set, $r * self::COLS, self::COLS);
|
||||
}
|
||||
|
||||
// Replace 'w' with adjacent-mine count
|
||||
$dirs = [[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 1], [1, -1], [1, 0], [1, 1]];
|
||||
for ($r = 0; $r < self::ROWS; $r++) {
|
||||
for ($c = 0; $c < self::COLS; $c++) {
|
||||
if ('w' !== $grid[$r][$c]) {
|
||||
continue;
|
||||
}
|
||||
$count = 0;
|
||||
foreach ($dirs as [$dr, $dc]) {
|
||||
if (isset($grid[$r + $dr][$c + $dc]) && 'm' === $grid[$r + $dr][$c + $dc]) {
|
||||
$count++;
|
||||
}
|
||||
}
|
||||
$grid[$r][$c] = $count;
|
||||
}
|
||||
}
|
||||
|
||||
return $grid;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get user collection from PlayedGame entity
|
||||
*
|
||||
* @param PlayedGame $playedGame
|
||||
*
|
||||
* @return array
|
||||
* Collect all cells revealed so far, enriched with the player colour from each Step.
|
||||
*/
|
||||
private function aggregateRevealedCells(PlayedGame $playedGame): array
|
||||
{
|
||||
$all = [];
|
||||
|
||||
foreach ($playedGame->getSteps() as $step) {
|
||||
if (null === $step->getRevealedCells()) {
|
||||
continue;
|
||||
}
|
||||
$player = $step->getPlayer();
|
||||
foreach ($step->getRevealedCells() as $cell) {
|
||||
$all[] = array_merge($cell, ['player' => $player]);
|
||||
}
|
||||
}
|
||||
|
||||
return $all;
|
||||
}
|
||||
|
||||
private function getUserCollection(PlayedGame $playedGame): array
|
||||
{
|
||||
return [
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
namespace App\Util;
|
||||
|
||||
use App\Entity\Gamer;
|
||||
use App\Entity\GridRow;
|
||||
use App\Entity\PlayedGame;
|
||||
use App\Entity\Step;
|
||||
use App\Entity\User;
|
||||
@@ -94,17 +95,22 @@ class TopicManager implements TopicManagerInterface
|
||||
));
|
||||
}
|
||||
|
||||
public function publish(string $gameAssoc, string $userName, array $event): void
|
||||
/**
|
||||
* Resolve the revealed cells for a step, persist it, and broadcast via Mercure.
|
||||
* Returns the step result data (same shape as what is broadcast in `data`).
|
||||
*/
|
||||
public function publish(string $gameAssoc, string $userName, array $event): array
|
||||
{
|
||||
null === $event['resign']
|
||||
? $this->saveStepToDb($gameAssoc, $event)
|
||||
: $this->saveResignToDb($gameAssoc, $event['resign']);
|
||||
if (null !== $event['resign']) {
|
||||
$this->saveResignToDb($gameAssoc, $event['resign']);
|
||||
|
||||
$playedGame = $this->getPlayedGame($gameAssoc);
|
||||
$users = $this->getUserCollection($playedGame);
|
||||
$count = $this->getPlayerCount($users);
|
||||
$topic = 'mineseeker/channel/' . $gameAssoc;
|
||||
|
||||
$data = ['resign' => $event['resign'], 'coords' => null];
|
||||
|
||||
try {
|
||||
$this->hub->publish(new Update(
|
||||
$topic,
|
||||
@@ -113,14 +119,254 @@ class TopicManager implements TopicManagerInterface
|
||||
'channel' => $topic,
|
||||
'user' => $userName,
|
||||
'userCnt' => $count,
|
||||
'data' => $event,
|
||||
'data' => $data,
|
||||
], JSON_THROW_ON_ERROR)
|
||||
));
|
||||
} catch (JsonException $e) {
|
||||
throw new RuntimeException($e->getMessage());
|
||||
}
|
||||
|
||||
return $data;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ //
|
||||
// Normal move
|
||||
// ------------------------------------------------------------------ //
|
||||
$coords = $event['coords'];
|
||||
$player = $event['player']; // 'red' | 'blue'
|
||||
$isBomb = (bool) $event['bomb'];
|
||||
|
||||
$playedGame = $this->getPlayedGame($gameAssoc);
|
||||
$grid = $this->loadGrid($gameAssoc);
|
||||
|
||||
// Cells already revealed by previous steps (as "row,col" => true map)
|
||||
$alreadyRevealed = $this->buildRevealedMap($playedGame);
|
||||
|
||||
// Determine which cells to reveal for this step
|
||||
if ($isBomb) {
|
||||
$revealedCells = $this->getBombRevealedCells($grid, $coords[0], $coords[1], $alreadyRevealed);
|
||||
} elseif ('m' === ($grid[$coords[0]][$coords[1]] ?? null)) {
|
||||
// Direct click on a mine — reveal it immediately (flood-fill skips mines)
|
||||
$revealedCells = [['row' => $coords[0], 'col' => $coords[1], 'value' => 'm']];
|
||||
} else {
|
||||
$revealedCells = $this->floodFill($grid, $coords[0], $coords[1], $alreadyRevealed);
|
||||
}
|
||||
|
||||
$minesFound = count(array_filter($revealedCells, static fn($c) => 'm' === $c['value']));
|
||||
$redPoints = ($playedGame->getRedPoints() ?? 0) + ('red' === $player ? $minesFound : 0);
|
||||
$bluePoints = ($playedGame->getBluePoints() ?? 0) + ('blue' === $player ? $minesFound : 0);
|
||||
$gameOver = $redPoints > 25 || $bluePoints > 25;
|
||||
|
||||
// Reveal remaining mines when the game ends
|
||||
$leftMines = [];
|
||||
if ($gameOver) {
|
||||
$finalRevealed = $alreadyRevealed;
|
||||
foreach ($revealedCells as $c) {
|
||||
$finalRevealed[$c['row'] . ',' . $c['col']] = true;
|
||||
}
|
||||
$leftMines = $this->getLeftMines($grid, $finalRevealed);
|
||||
}
|
||||
|
||||
$this->saveStepToDb($gameAssoc, $event, $player, $revealedCells, $redPoints, $bluePoints);
|
||||
|
||||
$users = $this->getUserCollection($playedGame);
|
||||
$count = $this->getPlayerCount($users);
|
||||
$topic = 'mineseeker/channel/' . $gameAssoc;
|
||||
|
||||
$data = [
|
||||
'coords' => $coords,
|
||||
'player' => $player,
|
||||
'bomb' => $isBomb,
|
||||
'revealedCells' => $revealedCells,
|
||||
'minesFound' => $minesFound,
|
||||
'redPoints' => $redPoints,
|
||||
'bluePoints' => $bluePoints,
|
||||
'resign' => null,
|
||||
'gameOver' => $gameOver,
|
||||
'leftMines' => $leftMines,
|
||||
];
|
||||
|
||||
try {
|
||||
$this->hub->publish(new Update(
|
||||
$topic,
|
||||
json_encode([
|
||||
'userTopicId' => $userName,
|
||||
'channel' => $topic,
|
||||
'user' => $userName,
|
||||
'userCnt' => $count,
|
||||
'data' => $data,
|
||||
], JSON_THROW_ON_ERROR)
|
||||
));
|
||||
} catch (JsonException $e) {
|
||||
throw new RuntimeException($e->getMessage());
|
||||
}
|
||||
|
||||
return $data;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ //
|
||||
// Grid helpers
|
||||
// ------------------------------------------------------------------ //
|
||||
|
||||
/** Load the grid rows from the database as a 2-D array. */
|
||||
private function loadGrid(string $gameAssoc): array
|
||||
{
|
||||
$playedGame = $this->getPlayedGame($gameAssoc);
|
||||
$gridEntity = $playedGame?->getGrid();
|
||||
|
||||
if (null === $gridEntity) {
|
||||
return [];
|
||||
}
|
||||
|
||||
$grid = [];
|
||||
/** @var GridRow $row */
|
||||
foreach ($gridEntity->getGridRow() as $row) {
|
||||
$grid[] = $row->getGridCol();
|
||||
}
|
||||
|
||||
return $grid;
|
||||
}
|
||||
|
||||
/**
|
||||
* BFS flood-fill starting at (row, col).
|
||||
* Reveals the clicked cell plus all connected zero-value cells and their non-mine borders.
|
||||
* Mines are never added to the result.
|
||||
*
|
||||
* @param array<string, true> $visited Map of "row,col" already revealed; updated in-place.
|
||||
*/
|
||||
private function floodFill(array $grid, int $row, int $col, array &$visited): array
|
||||
{
|
||||
$cells = [];
|
||||
$queue = [[$row, $col]];
|
||||
$dirs = [[-1, -1], [-1, 0], [-1, 1], [0, -1], [0, 1], [1, -1], [1, 0], [1, 1]];
|
||||
|
||||
while (!empty($queue)) {
|
||||
[$r, $c] = array_shift($queue);
|
||||
$key = $r . ',' . $c;
|
||||
|
||||
if (isset($visited[$key])) {
|
||||
continue;
|
||||
}
|
||||
$visited[$key] = true;
|
||||
|
||||
if (!isset($grid[$r][$c])) {
|
||||
continue;
|
||||
}
|
||||
|
||||
$value = $grid[$r][$c];
|
||||
|
||||
// Mines are never cascade-revealed
|
||||
if ('m' === $value) {
|
||||
continue;
|
||||
}
|
||||
|
||||
$cells[] = ['row' => $r, 'col' => $c, 'value' => $value];
|
||||
|
||||
// Only expand neighbours for zero-cells
|
||||
if (0 === $value) {
|
||||
foreach ($dirs as [$dr, $dc]) {
|
||||
$nr = $r + $dr;
|
||||
$nc = $c + $dc;
|
||||
$nKey = $nr . ',' . $nc;
|
||||
if (!isset($visited[$nKey]) && isset($grid[$nr][$nc])) {
|
||||
$queue[] = [$nr, $nc];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return $cells;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute the 25-cell bomb radius (mirrors the JS getBombRadius logic).
|
||||
*/
|
||||
private function getBombRadius(int $row, int $col): array
|
||||
{
|
||||
$max = 13; // grid is 16×16 (0–15); clamped centre must be in 2–13
|
||||
if (!($row > 1 && $row < 14 && $col > 1 && $col < 14)) {
|
||||
$row = max(2, min($row, $max));
|
||||
$col = max(2, min($col, $max));
|
||||
}
|
||||
|
||||
return [
|
||||
[$row, $col ], [$row - 2, $col - 2], [$row - 2, $col ], [$row - 2, $col + 2],
|
||||
[$row, $col - 2], [$row, $col + 2], [$row + 2, $col - 2], [$row + 2, $col ],
|
||||
[$row + 2, $col + 2], [$row - 2, $col + 1], [$row - 2, $col - 1],
|
||||
[$row - 1, $col - 2], [$row - 1, $col - 1], [$row - 1, $col ], [$row - 1, $col + 1], [$row - 1, $col + 2],
|
||||
[$row, $col - 1], [$row, $col + 1],
|
||||
[$row + 1, $col - 2], [$row + 1, $col - 1], [$row + 1, $col ], [$row + 1, $col + 1], [$row + 1, $col + 2],
|
||||
[$row + 2, $col - 1], [$row + 2, $col + 1],
|
||||
];
|
||||
}
|
||||
|
||||
/**
|
||||
* Reveal cells hit by a bomb. Direct mine hits are revealed (flagged);
|
||||
* non-mine cells trigger a normal flood-fill (so zero-cells still cascade).
|
||||
*/
|
||||
private function getBombRevealedCells(array $grid, int $row, int $col, array $alreadyRevealed): array
|
||||
{
|
||||
$bombCells = $this->getBombRadius($row, $col);
|
||||
$visited = $alreadyRevealed;
|
||||
$cells = [];
|
||||
|
||||
foreach ($bombCells as [$r, $c]) {
|
||||
$key = $r . ',' . $c;
|
||||
if (isset($visited[$key]) || !isset($grid[$r][$c])) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ('m' === $grid[$r][$c]) {
|
||||
$visited[$key] = true;
|
||||
$cells[] = ['row' => $r, 'col' => $c, 'value' => 'm'];
|
||||
} else {
|
||||
// flood-fill handles the zero-cascade and deduplication via $visited
|
||||
$newCells = $this->floodFill($grid, $r, $c, $visited);
|
||||
$cells = array_merge($cells, $newCells);
|
||||
}
|
||||
}
|
||||
|
||||
return $cells;
|
||||
}
|
||||
|
||||
/**
|
||||
* Build a "row,col" => true map from every previously saved step.
|
||||
*/
|
||||
private function buildRevealedMap(PlayedGame $playedGame): array
|
||||
{
|
||||
$map = [];
|
||||
foreach ($playedGame->getSteps() as $step) {
|
||||
foreach ($step->getRevealedCells() ?? [] as $cell) {
|
||||
$map[$cell['row'] . ',' . $cell['col']] = true;
|
||||
}
|
||||
}
|
||||
|
||||
return $map;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return coordinates of mines that have NOT yet been revealed.
|
||||
*
|
||||
* @param array<string, true> $alreadyRevealed
|
||||
*/
|
||||
private function getLeftMines(array $grid, array $alreadyRevealed): array
|
||||
{
|
||||
$mines = [];
|
||||
foreach ($grid as $r => $row) {
|
||||
foreach ($row as $c => $value) {
|
||||
if ('m' === $value && !isset($alreadyRevealed[$r . ',' . $c])) {
|
||||
$mines[] = ['row' => $r, 'col' => $c];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return $mines;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------ //
|
||||
// Database helpers
|
||||
// ------------------------------------------------------------------ //
|
||||
|
||||
private function getPlayedGame(string $gameAssoc): ?PlayedGame
|
||||
{
|
||||
return $this->entityManager
|
||||
@@ -139,30 +385,36 @@ class TopicManager implements TopicManagerInterface
|
||||
private function saveResignToDb(string $gameAssoc, string $color): void
|
||||
{
|
||||
$playedGame = $this->getPlayedGame($gameAssoc);
|
||||
|
||||
$playedGame->setResign($color);
|
||||
|
||||
$this->entityManager->persist($playedGame);
|
||||
$this->entityManager->flush();
|
||||
}
|
||||
|
||||
private function saveStepToDb(string $gameAssoc, array $event): void
|
||||
{
|
||||
private function saveStepToDb(
|
||||
string $gameAssoc,
|
||||
array $event,
|
||||
string $player,
|
||||
array $revealedCells,
|
||||
int $redPoints,
|
||||
int $bluePoints,
|
||||
): void {
|
||||
try {
|
||||
$playedGame = $this->getPlayedGame($gameAssoc);
|
||||
|
||||
$step = new Step();
|
||||
$step->setRow($event['coords'][0]);
|
||||
$step->setCol($event['coords'][1]);
|
||||
$step->setWBomb($event['bomb']);
|
||||
$step->setWBomb((bool) $event['bomb']);
|
||||
$step->setPlayer($player);
|
||||
$step->setRevealedCells($revealedCells);
|
||||
$step->setPlayedGame($playedGame);
|
||||
$step->setCreated(new DateTime());
|
||||
$this->entityManager->persist($step);
|
||||
|
||||
$playedGame->setBluePoints($event['bluePoints']);
|
||||
$playedGame->setRedPoints($event['redPoints']);
|
||||
$playedGame->setBlueExplodedBomb($event['blueExplodedBomb'] ? true : null);
|
||||
$playedGame->setRedExplodedBomb($event['redExplodedBomb'] ? true : null);
|
||||
$playedGame->setRedPoints($redPoints);
|
||||
$playedGame->setBluePoints($bluePoints);
|
||||
$playedGame->setRedExplodedBomb((bool) $event['bomb'] && 'red' === $player ? true : null);
|
||||
$playedGame->setBlueExplodedBomb((bool) $event['bomb'] && 'blue' === $player ? true : null);
|
||||
$playedGame->setUpdated(new DateTime());
|
||||
$this->entityManager->persist($playedGame);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user