Compare commits

..

10 Commits

87 changed files with 5100 additions and 3977 deletions

View File

@ -1,5 +1,5 @@
<component name="ProjectCodeStyleConfiguration"> <component name="ProjectCodeStyleConfiguration">
<state> <state>
<option name="PREFERRED_PROJECT_CODE_STYLE" value="Default" /> <option name="USE_PER_PROJECT_SETTINGS" value="true" />
</state> </state>
</component> </component>

View File

@ -1,24 +1,32 @@
<Project Sdk="Microsoft.NET.Sdk"> <Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net7.0</TargetFramework> <TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings> <ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<IsPackable>false</IsPackable> <IsPackable>false</IsPackable>
<LangVersion>13</LangVersion>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.3.2" /> <PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.8.0"/>
<PackageReference Include="NSubstitute" Version="5.0.0" /> <PackageReference Include="NSubstitute" Version="5.1.0"/>
<PackageReference Include="NUnit" Version="3.13.3" /> <PackageReference Include="NUnit" Version="4.0.1"/>
<PackageReference Include="NUnit3TestAdapter" Version="4.2.1" /> <PackageReference Include="NUnit3TestAdapter" Version="4.5.0"/>
<PackageReference Include="NUnit.Analyzers" Version="3.3.0" /> <PackageReference Include="NUnit.Analyzers" Version="3.10.0">
<PackageReference Include="coverlet.collector" Version="3.1.2" /> <PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="coverlet.collector" Version="6.0.0">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\pac-man-board-game\pac-man-board-game.csproj" /> <ProjectReference Include="..\pac-man-board-game\pac-man-board-game.csproj"/>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -11,12 +11,10 @@ using pacMan.Utils;
namespace BackendTests.Controllers; namespace BackendTests.Controllers;
[TestFixture]
[TestOf(nameof(GameController))]
public class GameControllerTests public class GameControllerTests
{ {
private IActionService _actionService = null!;
private GameController _controller = null!;
private GameService _gameService = null!;
[SetUp] [SetUp]
public void Setup() public void Setup()
{ {
@ -27,6 +25,10 @@ public class GameControllerTests
_controller = new GameController(Substitute.For<ILogger<GameController>>(), _gameService, _actionService); _controller = new GameController(Substitute.For<ILogger<GameController>>(), _gameService, _actionService);
} }
private IActionService _actionService = null!;
private GameController _controller = null!;
private GameService _gameService = null!;
[Test] [Test]
public void Run_ReturnsSame() public void Run_ReturnsSame()
{ {
@ -51,4 +53,22 @@ public class GameControllerTests
else else
Assert.Fail("Result is not an ArraySegment<byte>"); Assert.Fail("Result is not an ArraySegment<byte>");
} }
[Test]
public void DoAction_NegativeAction()
{
const string data = "Nothing happens";
var message = new ActionMessage { Action = (GameAction)(-1), Data = data };
_controller.DoAction(message);
Assert.That(message.Data, Is.EqualTo(data));
}
[Test]
public void DoAction_OutOfBoundsAction()
{
const string data = "Nothing happens";
var message = new ActionMessage { Action = (GameAction)100, Data = data };
_controller.DoAction(message);
Assert.That(message.Data, Is.EqualTo(data));
}
} }

View File

@ -1,5 +1,9 @@
using pacMan.Controllers;
namespace BackendTests.Controllers; namespace BackendTests.Controllers;
[TestFixture]
[TestOf(nameof(PlayerController))]
public class PlayerControllerTests public class PlayerControllerTests
{ {
// TODO // TODO

View File

@ -2,6 +2,8 @@ using pacMan.GameStuff.Items;
namespace BackendTests.Game.Items; namespace BackendTests.Game.Items;
[TestFixture]
[TestOf(nameof(DiceCup))]
public class DiceCupTests public class DiceCupTests
{ {
[Test] [Test]

View File

@ -2,6 +2,8 @@ using pacMan.GameStuff.Items;
namespace BackendTests.Game.Items; namespace BackendTests.Game.Items;
[TestFixture]
[TestOf(nameof(Dice))]
public class DiceTests public class DiceTests
{ {
[Test] [Test]

View File

@ -2,6 +2,7 @@ using System.Text.Json;
using BackendTests.TestUtils; using BackendTests.TestUtils;
using Microsoft.Extensions.Logging; using Microsoft.Extensions.Logging;
using NSubstitute; using NSubstitute;
using pacMan.DTOs;
using pacMan.Exceptions; using pacMan.Exceptions;
using pacMan.GameStuff; using pacMan.GameStuff;
using pacMan.GameStuff.Items; using pacMan.GameStuff.Items;
@ -9,21 +10,9 @@ using pacMan.Services;
namespace BackendTests.Services; namespace BackendTests.Services;
[TestFixture, TestOf(nameof(ActionService))]
public class ActionServiceTests public class ActionServiceTests
{ {
private readonly Player _blackPlayer = Players.Create("black");
private readonly Player _redPlayer = Players.Create("red");
private readonly Player _whitePlayer = Players.Create("white");
private ActionMessage _blackMessage = null!;
private pacMan.Services.Game _game = null!;
private GameService _gameService = null!;
private ActionMessage _redMessage = null!;
private IActionService _service = null!;
private Queue<DirectionalPosition> _spawns = null!;
private ActionMessage _whiteMessage = null!;
[SetUp] [SetUp]
public void Setup() public void Setup()
{ {
@ -36,6 +25,18 @@ public class ActionServiceTests
_service = new ActionService(Substitute.For<ILogger<ActionService>>(), _gameService); _service = new ActionService(Substitute.For<ILogger<ActionService>>(), _gameService);
} }
private readonly Player _blackPlayer = Players.Create("black");
private readonly Player _redPlayer = Players.Create("red");
private readonly Player _whitePlayer = Players.Create("white");
private ActionMessage _blackMessage = null!;
private pacMan.Services.Game _game = null!;
private GameService _gameService = null!;
private ActionMessage _redMessage = null!;
private IActionService _service = null!;
private Queue<DirectionalPosition> _spawns = null!;
private ActionMessage _whiteMessage = null!;
private JsonElement SerializeData(string username) => private JsonElement SerializeData(string username) =>
JsonDocument.Parse(JsonSerializer.Serialize( JsonDocument.Parse(JsonSerializer.Serialize(
new JoinGameData { Username = username, GameId = _game.Id } new JoinGameData { Username = username, GameId = _game.Id }
@ -50,8 +51,6 @@ public class ActionServiceTests
new() { At = new Position { X = 9, Y = 9 }, Direction = Direction.Right } new() { At = new Position { X = 9, Y = 9 }, Direction = Direction.Right }
}); });
#region RollDice()
[Test] [Test]
public void RollDice_ReturnsListOfIntegers() public void RollDice_ReturnsListOfIntegers()
{ {
@ -64,10 +63,6 @@ public class ActionServiceTests
}); });
} }
#endregion
#region PlayerInfo(ActionMessage message)
[Test] [Test]
public void PlayerInfo_DataIsNull() public void PlayerInfo_DataIsNull()
{ {
@ -97,32 +92,6 @@ public class ActionServiceTests
Assert.That(new List<Player> { _whitePlayer }, Is.EqualTo(players)); Assert.That(new List<Player> { _whitePlayer }, Is.EqualTo(players));
} }
#endregion
#region DoAction(ActionMessage message)
[Test]
public void DoAction_NegativeAction()
{
const string data = "Nothing happens";
var message = new ActionMessage { Action = (GameAction)(-1), Data = data };
_service.DoAction(message);
Assert.That(message.Data, Is.EqualTo(data));
}
[Test]
public void DoAction_OutOfBoundsAction()
{
const string data = "Nothing happens";
var message = new ActionMessage { Action = (GameAction)100, Data = data };
_service.DoAction(message);
Assert.That(message.Data, Is.EqualTo(data));
}
#endregion
#region Ready()
[Test] [Test]
public void Ready_PlayerIsNull() public void Ready_PlayerIsNull()
{ {
@ -183,15 +152,11 @@ public class ActionServiceTests
Is.EqualTo(_blackPlayer.Username).Or.EqualTo(_whitePlayer.Username)); Is.EqualTo(_blackPlayer.Username).Or.EqualTo(_whitePlayer.Username));
} }
#endregion
#region FindNextPlayer()
[Test] [Test]
public void FindNextPlayer_NoPlayers() public void FindNextPlayer_NoPlayers()
{ {
_service.Game = new pacMan.Services.Game(new Queue<DirectionalPosition>()); _service.Game = new pacMan.Services.Game(new Queue<DirectionalPosition>());
Assert.Throws<InvalidOperationException>(() => _service.FindNextPlayer()); Assert.Throws<PlayerNotFoundException>(() => _service.FindNextPlayer());
} }
[Test] [Test]
@ -221,6 +186,4 @@ public class ActionServiceTests
var second = _service.FindNextPlayer(); var second = _service.FindNextPlayer();
Assert.That(second, Is.EqualTo(_whitePlayer.Username)); Assert.That(second, Is.EqualTo(_whitePlayer.Username));
} }
#endregion
} }

View File

@ -3,19 +3,14 @@ using Microsoft.Extensions.Logging;
using NSubstitute; using NSubstitute;
using pacMan.Exceptions; using pacMan.Exceptions;
using pacMan.GameStuff; using pacMan.GameStuff;
using pacMan.GameStuff.Items;
using pacMan.Services; using pacMan.Services;
namespace BackendTests.Services; namespace BackendTests.Services;
[TestFixture]
[TestOf(nameof(GameService))]
public class GameServiceTests public class GameServiceTests
{ {
private readonly DirectionalPosition _spawn3By3Up = new()
{ At = new Position { X = 3, Y = 3 }, Direction = Direction.Up };
private GameService _service = null!;
private Queue<DirectionalPosition> _spawns = null!;
[SetUp] [SetUp]
public void SetUp() public void SetUp()
{ {
@ -29,7 +24,11 @@ public class GameServiceTests
}); });
} }
#region CreateAndJoin(IPlayer player, Queue<DirectionalPosition> spawns) private readonly DirectionalPosition _spawn3By3Up = new()
{ At = new Position { X = 3, Y = 3 }, Direction = Direction.Up };
private GameService _service = null!;
private Queue<DirectionalPosition> _spawns = null!;
[Test] [Test]
public void CreateAndJoin_WhenEmpty() public void CreateAndJoin_WhenEmpty()
@ -53,15 +52,11 @@ public class GameServiceTests
Assert.Throws<ArgumentException>(() => _service.CreateAndJoin(player, _spawns)); Assert.Throws<ArgumentException>(() => _service.CreateAndJoin(player, _spawns));
} }
#endregion
#region JoinbyId(Guid id)
[Test] [Test]
public void JoinById_WhenIdNotExists() public void JoinById_WhenIdNotExists()
{ {
var player = Players.Create("white"); var player = Players.Create("white");
_service.Games.Add(new pacMan.Services.Game(_spawns) { Players = new List<Player> { player } }); _service.Games.Add(new pacMan.Services.Game(_spawns) { Players = [player] });
Assert.Throws<GameNotFoundException>(() => _service.JoinById(Guid.NewGuid(), player)); Assert.Throws<GameNotFoundException>(() => _service.JoinById(Guid.NewGuid(), player));
} }
@ -70,7 +65,7 @@ public class GameServiceTests
public void JoinById_WhenIdExists() public void JoinById_WhenIdExists()
{ {
var player = Players.Create("white"); var player = Players.Create("white");
var game = new pacMan.Services.Game(_spawns) { Players = new List<Player> { player } }; var game = new pacMan.Services.Game(_spawns) { Players = [player] };
_service.Games.Add(game); _service.Games.Add(game);
@ -84,6 +79,4 @@ public class GameServiceTests
Assert.That(_service.Games, Has.Count.EqualTo(1)); Assert.That(_service.Games, Has.Count.EqualTo(1));
}); });
} }
#endregion
} }

View File

@ -6,8 +6,23 @@ using pacMan.Utils;
namespace BackendTests.Services; namespace BackendTests.Services;
[TestFixture, TestOf(nameof(pacMan.Services.Game))]
public class GameTests public class GameTests
{ {
[SetUp]
public void Setup()
{
_spawns = new Queue<DirectionalPosition>(
new[] { _spawn3By3Up, _spawn7By7Left, _spawn7By7Down, _spawn7By7Right });
_game = new pacMan.Services.Game(_spawns);
_redPlayer = Players.Create("red");
_bluePlayer = Players.Create("blue");
_yellowPlayer = Players.Create("yellow");
_greenPlayer = Players.Create("green");
_purplePlayer = Players.Create("purple");
}
private readonly DirectionalPosition _spawn3By3Up = new() private readonly DirectionalPosition _spawn3By3Up = new()
{ At = new Position { X = 3, Y = 3 }, Direction = Direction.Up }; { At = new Position { X = 3, Y = 3 }, Direction = Direction.Up };
@ -29,20 +44,6 @@ public class GameTests
private Queue<DirectionalPosition> _spawns = null!; private Queue<DirectionalPosition> _spawns = null!;
private Player _yellowPlayer = null!; private Player _yellowPlayer = null!;
[SetUp]
public void Setup()
{
_spawns = new Queue<DirectionalPosition>(
new[] { _spawn3By3Up, _spawn7By7Left, _spawn7By7Down, _spawn7By7Right });
_game = new pacMan.Services.Game(_spawns);
_redPlayer = Players.Create("red");
_bluePlayer = Players.Create("blue");
_yellowPlayer = Players.Create("yellow");
_greenPlayer = Players.Create("green");
_purplePlayer = Players.Create("purple");
}
private void AddFullParty() private void AddFullParty()
{ {
_game.AddPlayer(_bluePlayer); _game.AddPlayer(_bluePlayer);
@ -51,18 +52,12 @@ public class GameTests
_game.AddPlayer(_greenPlayer); _game.AddPlayer(_greenPlayer);
} }
#region NextPlayer()
[Test] [Test]
public void NextPlayer_WhenEmpty() public void NextPlayer_WhenEmpty()
{ {
Assert.Throws<InvalidOperationException>(() => _game.NextPlayer()); Assert.Throws<PlayerNotFoundException>(() => _game.NextPlayer());
} }
#endregion
#region IsGameStarted
[Test] [Test]
public void IsGameStarted_WhenEmpty() public void IsGameStarted_WhenEmpty()
{ {
@ -101,10 +96,6 @@ public class GameTests
Assert.That(_game.IsGameStarted, Is.True); Assert.That(_game.IsGameStarted, Is.True);
} }
#endregion
#region AddPlayer(Player player)
[Test] [Test]
public void AddPlayer_WhenEmpty() public void AddPlayer_WhenEmpty()
{ {
@ -157,10 +148,6 @@ public class GameTests
Assert.Throws<GameNotPlayableException>(() => _game.AddPlayer(_greenPlayer)); Assert.Throws<GameNotPlayableException>(() => _game.AddPlayer(_greenPlayer));
} }
#endregion
#region Sendtoall(ArraySegment<byte> segment)
[Test] [Test]
public void SendToAll_WhenConnectionsIsNull() public void SendToAll_WhenConnectionsIsNull()
{ {
@ -171,7 +158,6 @@ public class GameTests
public void SendToAll_WhenConnectionsIsNotNull() public void SendToAll_WhenConnectionsIsNotNull()
{ {
var counter = 0; var counter = 0;
async Task Send(ArraySegment<byte> segment) => await Task.Run(() => counter++);
_game.Connections += Send; _game.Connections += Send;
_game.Connections += Send; _game.Connections += Send;
@ -182,12 +168,11 @@ public class GameTests
while (counter < 2) { } while (counter < 2) { }
Assert.That(counter, Is.EqualTo(2)); Assert.That(counter, Is.EqualTo(2));
return;
async Task Send(ArraySegment<byte> segment) => await Task.Run(() => counter++);
} }
#endregion
#region SetReady(Player player)
[Test] [Test]
public void SetReady_ReturnsAllPlayers() public void SetReady_ReturnsAllPlayers()
{ {
@ -222,10 +207,6 @@ public class GameTests
Assert.Throws<PlayerNotFoundException>(() => _game.SetReady(_redPlayer.Username)); Assert.Throws<PlayerNotFoundException>(() => _game.SetReady(_redPlayer.Username));
} }
#endregion
#region SetAllIngame()
[Test] [Test]
public void SetAllInGame_SetsStateToInGame() public void SetAllInGame_SetsStateToInGame()
{ {
@ -257,10 +238,6 @@ public class GameTests
Assert.That(_game.Players, Is.Empty); Assert.That(_game.Players, Is.Empty);
} }
#endregion
#region IsGameStarted()
[Test] [Test]
public void IsGameStarted_AllWaiting() public void IsGameStarted_AllWaiting()
{ {
@ -275,6 +252,4 @@ public class GameTests
_game.Players.ForEach(player => player.State = State.InGame); _game.Players.ForEach(player => player.State = State.InGame);
Assert.That(_game.IsGameStarted, Is.True); Assert.That(_game.IsGameStarted, Is.True);
} }
#endregion
} }

View File

@ -1,23 +1,22 @@
using System.Net.WebSockets; using System.Net.WebSockets;
using Microsoft.Extensions.Logging; using Microsoft.Extensions.Logging;
using NSubstitute; using NSubstitute;
using pacMan.Interfaces;
using pacMan.Services; using pacMan.Services;
using pacMan.Utils; using pacMan.Utils;
namespace BackendTests.Services; namespace BackendTests.Services;
[TestFixture]
[TestOf(nameof(WebSocketService))]
public class WebSocketServiceTests public class WebSocketServiceTests
{ {
private IWebSocketService _service = null!;
[SetUp] [SetUp]
public void SetUp() public void SetUp()
{ {
_service = new WebSocketService(Substitute.For<ILogger<WebSocketService>>()); _service = new WebSocketService(Substitute.For<ILogger<WebSocketService>>());
} }
#region Send(Websocket, ArraySegment<byte>) private IWebSocketService _service = null!;
[Test] [Test]
public void Send_OpenWebsocket() public void Send_OpenWebsocket()
@ -48,10 +47,6 @@ public class WebSocketServiceTests
webSocket.Received().SendAsync(segment, WebSocketMessageType.Text, true, CancellationToken.None); webSocket.Received().SendAsync(segment, WebSocketMessageType.Text, true, CancellationToken.None);
} }
#endregion
#region Receive(Websocket, byte[])
[Test] [Test]
public void Receive_ExactBuffer() public void Receive_ExactBuffer()
{ {
@ -90,10 +85,6 @@ public class WebSocketServiceTests
webSocket.ReceivedWithAnyArgs().ReceiveAsync(default, CancellationToken.None); webSocket.ReceivedWithAnyArgs().ReceiveAsync(default, CancellationToken.None);
} }
#endregion
#region Close(Websocket, WebSocketCloseStatus, string?)
[Test] [Test]
public void Close_OpenWebsocket() public void Close_OpenWebsocket()
{ {
@ -124,6 +115,4 @@ public class WebSocketServiceTests
webSocket.ReceivedWithAnyArgs().CloseAsync(default, default, CancellationToken.None); webSocket.ReceivedWithAnyArgs().CloseAsync(default, default, CancellationToken.None);
} }
#endregion
} }

View File

@ -3,9 +3,15 @@ using pacMan.Utils;
namespace BackendTests.Utils; namespace BackendTests.Utils;
[TestFixture]
[TestOf(nameof(Extensions))]
public class ExtensionsTests public class ExtensionsTests
{ {
#region ToArraySegment(this object obj) [SetUp]
public void Setup()
{
_bytes = "Hello World!"u8.ToArray();
}
[Test] [Test]
public void ToArraySegmentValidObject() public void ToArraySegmentValidObject()
@ -24,18 +30,8 @@ public class ExtensionsTests
Assert.That(segment, Has.Count.EqualTo(4)); Assert.That(segment, Has.Count.EqualTo(4));
} }
#endregion
#region GetString(this byte[] bytes, int length)
private byte[] _bytes = null!; private byte[] _bytes = null!;
[SetUp]
public void Setup()
{
_bytes = "Hello World!"u8.ToArray();
}
[Test] [Test]
public void GetString_ValidByteArray() public void GetString_ValidByteArray()
{ {
@ -65,6 +61,4 @@ public class ExtensionsTests
{ {
Assert.That(_bytes.GetString(_bytes.Length / 2), Is.EqualTo("Hello ")); Assert.That(_bytes.GetString(_bytes.Length / 2), Is.EqualTo("Hello "));
} }
#endregion
} }

View File

@ -1,10 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk"> <Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net7.0</TargetFramework> <TargetFramework>net9.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings> <ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<RootNamespace>DAL</RootNamespace> <RootNamespace>DAL</RootNamespace>
<LangVersion>13</LangVersion>
</PropertyGroup> </PropertyGroup>
</Project> </Project>

View File

@ -4,8 +4,8 @@ namespace DAL.Database.Service;
public class UserService public class UserService
{ {
private readonly List<User> _users = new() private readonly List<User> _users =
{ [
new User new User
{ {
Username = "Firefox", Username = "Firefox",
@ -18,10 +18,10 @@ public class UserService
Password = "Chrome", Password = "Chrome",
Colour = "blue" Colour = "blue"
} }
}; ];
public async Task<User?> Login(string username, string password) public Task<User?> Login(string username, string password)
{ {
return await Task.Run(() => _users.FirstOrDefault(x => x.Username == username && x.Password == password)); return Task.Run(() => _users.FirstOrDefault(x => x.Username == username && x.Password == password));
} }
} }

View File

@ -11,6 +11,11 @@ cd ..
dotnet run dotnet run
``` ```
### Log in
For testing there are currently two users available:
- Username: `Firefox`, Password: `Firefox`
- Username: `Chrome`, Password: `Chrome`
## Stack ## Stack
- Frontend - Frontend

View File

@ -1,4 +1,6 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation"> <wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:String x:Key="/Default/Environment/UnitTesting/UnitTestSessionStore/Sessions/=4f001339_002D2d48_002D46c8_002D91bc_002D45608c0ab446/@EntryIndexedValue">&lt;SessionState ContinuousTestingMode="0" IsActive="True" Name="All tests from &amp;lt;BackendTests&amp;gt;" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session"&gt; <s:Boolean x:Key="/Default/Dpa/ExcludeFilters/=_002A_003B_002A_003BpacMan_002EControllers_002EGameController_003BConnect/@EntryIndexedValue">True</s:Boolean>
&lt;Project Location="/home/martin/Git/Csharp/pac-man-board-game/BackendTests" Presentation="&amp;lt;BackendTests&amp;gt;" /&gt; <s:Boolean x:Key="/Default/Environment/UnitTesting/CreateUnitTestDialog/ShowAdvancedOptions/@EntryValue">True</s:Boolean>
&lt;/SessionState&gt;</s:String></wpf:ResourceDictionary> <s:String x:Key="/Default/Environment/UnitTesting/CreateUnitTestDialog/TestProjectMapping/=60072632_002DA16F_002D4007_002D8A97_002DAC74B7E6703B/@EntryIndexedValue">35336347-32EB-4764-A28E-3F8FF6CA54C4</s:String>
<s:String x:Key="/Default/Environment/UnitTesting/CreateUnitTestDialog/TestTemplateMapping/=NUnit3x/@EntryIndexedValue">db4927dd-2e12-48a7-9a84-2b7e3e31b9c8</s:String>
</wpf:ResourceDictionary>

View File

@ -0,0 +1,9 @@
{
"tabWidth": 2,
"semi": false,
"singleQuote": false,
"arrowParens": "avoid",
"bracketSpacing": true,
"bracketSameLine": true,
"printWidth": 120
}

View File

@ -2,34 +2,37 @@
"name": "pac_man_board_game", "name": "pac_man_board_game",
"version": "0.1.1", "version": "0.1.1",
"private": true, "private": true,
"type": "module",
"dependencies": { "dependencies": {
"@emotion/react": "^11.11.1", "@emotion/react": "^11.11.3",
"@headlessui/react": "^1.7.17", "@headlessui/react": "^1.7.18",
"@heroicons/react": "^2.0.18", "@heroicons/react": "^2.1.1",
"jotai": "^2.3.1", "jotai": "^2.6.1",
"jotai-devtools": "^0.6.2", "jotai-devtools": "^0.7.1",
"oidc-client": "^1.11.5", "oidc-client": "^1.11.5",
"react": "^18.2.0", "react": "^18.2.0",
"react-dom": "^18.2.0", "react-dom": "^18.2.0",
"react-router-dom": "^6.15.0", "react-router-dom": "^6.21.1",
"web-vitals": "^3.4.0" "web-vitals": "^3.5.1"
}, },
"devDependencies": { "devDependencies": {
"@types/react": "^18.2.33", "@types/node": "^20.10.8",
"@types/react-dom": "^18.2.14", "@types/react": "^18.2.47",
"@vitejs/plugin-react": "^4.1.0", "@types/react-dom": "^18.2.18",
"@vitest/coverage-c8": "^0.33.0", "@vitejs/plugin-react": "^4.2.1",
"@vitest/coverage-v8": "^1.1.3",
"autoprefixer": "^10.4.16", "autoprefixer": "^10.4.16",
"cross-env": "^7.0.3", "cross-env": "^7.0.3",
"happy-dom": "^12.9.1", "happy-dom": "^12.10.3",
"postcss": "^8.4.31", "postcss": "^8.4.33",
"tailwindcss": "^3.3.3", "prettier": "^3.1.1",
"typescript": "^5.1.6", "tailwindcss": "^3.4.1",
"vite": "^4.4.9", "typescript": "^5.3.3",
"vite-plugin-node-polyfills": "^0.15.0", "vite": "^5.0.11",
"vite-plugin-svgr": "^3.2.0", "vite-plugin-node-polyfills": "^0.19.0",
"vite-tsconfig-paths": "^4.2.0", "vite-plugin-svgr": "^4.2.0",
"vitest": "^0.34.6" "vite-tsconfig-paths": "^4.2.3",
"vitest": "^1.1.3"
}, },
"resolutions": { "resolutions": {
"css-what": "^5.0.1", "css-what": "^5.0.1",
@ -41,7 +44,8 @@
"build": "vite build", "build": "vite build",
"serve": "vite preview", "serve": "vite preview",
"test": "cross-env CI=true vitest", "test": "cross-env CI=true vitest",
"coverage": "vitest run --coverage" "coverage": "vitest run --coverage",
"format": "prettier --write \"src/**/*.{js,jsx,ts,tsx,json,css,md}\""
}, },
"browserslist": { "browserslist": {
"production": [ "production": [

File diff suppressed because it is too large Load Diff

View File

@ -1,21 +1,21 @@
import React, {FC} from "react"; import React, { FC } from "react"
import {Navigate, Route, Routes} from "react-router-dom"; import { Navigate, Route, Routes } from "react-router-dom"
import Layout from "./components/layout"; import Layout from "./components/layout"
import AppRoutes from "./AppRoutes"; import AppRoutes from "./AppRoutes"
import "./index.css"; import "./index.css"
import {useAtomValue} from "jotai"; import { useAtomValue } from "jotai"
import {thisPlayerAtom} from "./utils/state"; import { thisPlayerAtom } from "./utils/state"
export const App: FC = () => ( export const App: FC = () => (
<Layout> <Layout>
<Routes> <Routes>
{AppRoutes.map((route, index) => { {AppRoutes.map((route, index) => {
const {element, secured = false, ...rest} = route; const { element, secured = false, ...rest } = route
return <Route key={index} {...rest} element={<Secured secured={secured}>{element}</Secured>}/>; return <Route key={index} {...rest} element={<Secured secured={secured}>{element}</Secured>} />
})} })}
</Routes> </Routes>
</Layout> </Layout>
); )
/** /**
* This component is used to redirect the user to the login page if they are not logged in and the page is secured. * This component is used to redirect the user to the login page if they are not logged in and the page is secured.
@ -23,13 +23,15 @@ export const App: FC = () => (
* @param secured Whether or not the page is secured. * @param secured Whether or not the page is secured.
* @constructor The Secured component. * @constructor The Secured component.
*/ */
const Secured: FC<{ const Secured: FC<
secured: boolean {
} & ChildProps> = ({children, secured}) => { secured: boolean
const player = useAtomValue(thisPlayerAtom); } & ChildProps
> = ({ children, secured }) => {
const player = useAtomValue(thisPlayerAtom)
if (secured && player === undefined) { if (secured && player === undefined) {
return <Navigate to={"/login"} replace/> return <Navigate to={"/login"} replace />
} }
return <>{children}</> return <>{children}</>

View File

@ -1,37 +1,37 @@
import React from "react"; import React from "react"
import {Counter} from "./pages/counter"; import { Counter } from "./pages/counter"
import GamePage from "./pages/game"; import GamePage from "./pages/game"
import LobbyPage from "./pages/lobby"; import LobbyPage from "./pages/lobby"
import LoginPage from "./pages/login"; import LoginPage from "./pages/login"
import HomePage from "./pages/home"; import HomePage from "./pages/home"
const AppRoutes = [ const AppRoutes = [
{ {
index: true, index: true,
element: <HomePage/> element: <HomePage />,
}, },
{ {
path: "/counter", path: "/counter",
element: <Counter/> element: <Counter />,
}, },
{ {
path: "/game/:id", path: "/game/:id",
element: <GamePage/>, element: <GamePage />,
secured: true secured: true,
}, },
{ {
path: "/lobby", path: "/lobby",
element: <LobbyPage/>, element: <LobbyPage />,
secured: true secured: true,
}, },
{ {
path: "/login", path: "/login",
element: <LoginPage/> element: <LoginPage />,
}, },
{ {
path: "*", path: "*",
element: <p>Page not found</p> element: <p>Page not found</p>,
} },
]; ]
export default AppRoutes; export default AppRoutes

View File

@ -1,16 +1,15 @@
import React, {FC} from "react"; import React, { FC } from "react"
export const Button: FC<ButtonProps> = ( export const Button: FC<ButtonProps> = ({
{ className,
className, onClick,
onClick, style,
style, title,
title, id,
id, disabled = false,
disabled = false, children,
children, type = "button",
type = "button", }) => {
}) => {
return ( return (
<button <button
id={id} id={id}
@ -23,4 +22,4 @@ export const Button: FC<ButtonProps> = (
{children} {children}
</button> </button>
) )
} }

View File

@ -1,36 +1,34 @@
import React, {FC} from "react"; import React, { FC } from "react"
import useToggle from "../hooks/useToggle"; import useToggle from "../hooks/useToggle"
import {BugAntIcon} from "@heroicons/react/20/solid"; import { BugAntIcon } from "@heroicons/react/20/solid"
import {selectedMapAtom} from "../utils/state"; import { selectedMapAtom } from "../utils/state"
import {useAtom} from "jotai"; import { useAtom } from "jotai"
const DebugMenu: FC = () => { const DebugMenu: FC = () => {
const [open, toggleOpen] = useToggle()
const [open, toggleOpen] = useToggle();
if (import.meta.env.DEV) { if (import.meta.env.DEV) {
return ( return (
<div> <div>
{open && <DebugOptions/>} {open && <DebugOptions />}
<button className={"fixed bottom-2 right-2 bg-gray-800 text-white p-2 z-50 rounded-full"} <button
title={"Debug menu"} className={"fixed bottom-2 right-2 bg-gray-800 text-white p-2 z-50 rounded-full"}
onClick={() => toggleOpen()}> title={"Debug menu"}
<BugAntIcon className={"w-8 m-1"}/> onClick={() => toggleOpen()}>
<BugAntIcon className={"w-8 m-1"} />
</button> </button>
</div> </div>
)
);
} }
} }
export default DebugMenu; export default DebugMenu
const DebugOptions: FC = () => { const DebugOptions: FC = () => {
const [map, setMap] = useAtom(selectedMapAtom)
const [map, setMap] = useAtom(selectedMapAtom);
function clearSessionStorage(): void { function clearSessionStorage(): void {
sessionStorage.clear(); sessionStorage.clear()
} }
function restartGame(): void { function restartGame(): void {

View File

@ -1,56 +1,49 @@
import React, {FC} from "react"; import React, { FC } from "react"
import {useAtom, useAtomValue} from "jotai"; import { useAtom, useAtomValue } from "jotai"
import {selectedDiceAtom, thisPlayerAtom,} from "../utils/state"; import { selectedDiceAtom, thisPlayerAtom } from "../utils/state"
import {Button} from "./button"; import { Button } from "./button"
export const AllDice: FC<{ values?: number[] } & ComponentProps> = ( export const AllDice: FC<{ values?: number[] } & ComponentProps> = ({ className, values }) => {
{ const [selectedDice, setSelectedDice] = useAtom(selectedDiceAtom)
className,
values,
}) => {
const [selectedDice, setSelectedDice] = useAtom(selectedDiceAtom);
function handleClick(dice: SelectedDice): void { function handleClick(dice: SelectedDice): void {
setSelectedDice(dice); setSelectedDice(dice)
} }
return ( return (
<div className={"flex gap-5 justify-center"}> <div className={"flex gap-5 justify-center"}>
{values?.map((value, index) => {values?.map((value, index) => (
<Dice key={index} <Dice
className={`${selectedDice?.index === index ? "border-2 border-black" : ""} ${className}`} key={index}
value={value} className={`${selectedDice?.index === index ? "border-2 border-black" : ""} ${className}`}
onClick={(value) => handleClick({index, value})}/>)} value={value}
onClick={value => handleClick({ index, value })}
/>
))}
</div> </div>
); )
};
interface DiceProps extends ComponentProps {
value?: number,
onClick?: (value: number) => void,
} }
export const Dice: FC<DiceProps> = ( interface DiceProps extends ComponentProps {
{ value?: number
className, onClick?: (value: number) => void
value, }
onClick,
}) => {
const thisPlayer = useAtomValue(thisPlayerAtom); export const Dice: FC<DiceProps> = ({ className, value, onClick }) => {
const thisPlayer = useAtomValue(thisPlayerAtom)
function handleClick() { function handleClick() {
if (onClick && value) { if (onClick && value) {
onClick(value); onClick(value)
} }
} }
return ( return (
<Button className={`text-2xl bg-gray-400 px-4 m-1 ${className}`} <Button
disabled={!thisPlayer?.isTurn()} className={`text-2xl bg-gray-400 px-4 m-1 ${className}`}
onClick={handleClick}> disabled={!thisPlayer?.isTurn()}
onClick={handleClick}>
{value?.toString()} {value?.toString()}
</Button> </Button>
); )
}; }

View File

@ -1,24 +1,17 @@
import React, {forwardRef, ReactEventHandler} from "react"; import React, { forwardRef, ReactEventHandler } from "react"
export interface DropdownProps extends ComponentProps { export interface DropdownProps extends ComponentProps {
options?: string[], options?: string[]
onSelect?: ReactEventHandler<HTMLSelectElement>, onSelect?: ReactEventHandler<HTMLSelectElement>
} }
const Dropdown: FRComponent<DropdownProps, HTMLSelectElement> = forwardRef(( const Dropdown: FRComponent<DropdownProps, HTMLSelectElement> = forwardRef(({ className, options, onSelect }, ref) => (
{ <select
className, ref={ref}
options, className={"border-2 border-gray-300 rounded-md py-1 px-2 bg-white " + className}
onSelect onSelect={onSelect}>
}, ref) => ( {options?.map((option, index) => <option key={index}>{option}</option>)}
<select ref={ref} className={"border-2 border-gray-300 rounded-md py-1 px-2 bg-white " + className}
onSelect={onSelect}>
{
options?.map((option, index) => (
<option key={index}>{option}</option>
))
}
</select> </select>
)); ))
export default Dropdown; export default Dropdown

View File

@ -1,147 +1,138 @@
import React, {FC, Fragment, useEffect, useState} from "react"; import React, { FC, Fragment, useEffect, useState } from "react"
import {Character} from "../game/character"; import { Character } from "../game/character"
import findPossiblePositions from "../game/possibleMovesAlgorithm"; import findPossiblePositions from "../game/possibleMovesAlgorithm"
import {GameTile} from "./gameTile"; import { GameTile } from "./gameTile"
import {TileType} from "../game/tileType"; import { TileType } from "../game/tileType"
import {atom, useAtom, useAtomValue, useSetAtom} from "jotai"; import { atom, useAtom, useAtomValue, useSetAtom } from "jotai"
import {allCharactersAtom, currentPlayerAtom, playersAtom, selectedDiceAtom} from "../utils/state"; import { allCharactersAtom, currentPlayerAtom, playersAtom, selectedDiceAtom } from "../utils/state"
import {Dialog, Transition} from "@headlessui/react"; import { Dialog, Transition } from "@headlessui/react"
interface BoardProps extends ComponentProps { interface BoardProps extends ComponentProps {
onMove?: Action<Position[]>, onMove?: Action<Position[]>
map: GameMap map: GameMap
} }
const modalOpenAtom = atom(false); const modalOpenAtom = atom(false)
const Board: FC<BoardProps> = ( const Board: FC<BoardProps> = ({ className, onMove, map }) => {
{ const currentPlayer = useAtomValue(currentPlayerAtom)
className, const characters = useAtomValue(allCharactersAtom)
onMove, const selectedDice = useAtomValue(selectedDiceAtom)
map const [selectedCharacter, setSelectedCharacter] = useState<Character>()
}) => { const [possiblePositions, setPossiblePositions] = useState<Path[]>([])
const [hoveredPosition, setHoveredPosition] = useState<Path>()
const currentPlayer = useAtomValue(currentPlayerAtom); const setModalOpen = useSetAtom(modalOpenAtom)
const characters = useAtomValue(allCharactersAtom);
const selectedDice = useAtomValue(selectedDiceAtom);
const [selectedCharacter, setSelectedCharacter] = useState<Character>();
const [possiblePositions, setPossiblePositions] = useState<Path[]>([]);
const [hoveredPosition, setHoveredPosition] = useState<Path>();
const setModalOpen = useSetAtom(modalOpenAtom);
function handleSelectCharacter(character: Character): void { function handleSelectCharacter(character: Character): void {
if (character.isPacMan() && currentPlayer?.pacMan.colour !== character.colour) { if (character.isPacMan() && currentPlayer?.pacMan.colour !== character.colour) {
return; return
} }
setSelectedCharacter(character); setSelectedCharacter(character)
} }
function handleShowPath(path: Path): void { function handleShowPath(path: Path): void {
setHoveredPosition(path); setHoveredPosition(path)
} }
function handleMoveCharacter(destination: Path): void { function handleMoveCharacter(destination: Path): void {
if (selectedCharacter) { if (selectedCharacter) {
setHoveredPosition(undefined); setHoveredPosition(undefined)
if (selectedCharacter.isGhost()) { if (selectedCharacter.isGhost()) {
tryMovePacManToSpawn(destination); tryMovePacManToSpawn(destination)
} }
selectedCharacter.follow(destination); selectedCharacter.follow(destination)
const positions = pickUpPellets(destination); const positions = pickUpPellets(destination)
onMove?.(positions); onMove?.(positions)
setSelectedCharacter(undefined); setSelectedCharacter(undefined)
} }
} }
function tryMovePacManToSpawn(destination: Path): void { function tryMovePacManToSpawn(destination: Path): void {
const takenChar = characters.find(c => c.isPacMan() && c.isAt(destination.end)); const takenChar = characters.find(c => c.isPacMan() && c.isAt(destination.end))
if (takenChar) { if (takenChar) {
takenChar.moveToSpawn(); takenChar.moveToSpawn()
stealFromPlayer(); stealFromPlayer()
} }
} }
function stealFromPlayer(): void { function stealFromPlayer(): void {
setModalOpen(true); setModalOpen(true)
} }
function pickUpPellets(destination: Path): Position[] { function pickUpPellets(destination: Path): Position[] {
const positions: Position[] = []; const positions: Position[] = []
if (selectedCharacter?.isPacMan()) { if (selectedCharacter?.isPacMan()) {
for (const tile of [...(destination.path ?? []), destination.end]) {
for (const tile of [...destination.path ?? [], destination.end]) { const currentTile = map[tile.y][tile.x]
const currentTile = map[tile.y][tile.x];
function updateTileAndPlayerBox(isPowerPellet = false): void { function updateTileAndPlayerBox(isPowerPellet = false): void {
if (isPowerPellet) { if (isPowerPellet) {
currentPlayer?.addPowerPellet(); currentPlayer?.addPowerPellet()
} else { } else {
currentPlayer?.addPellet(); currentPlayer?.addPellet()
} }
map[tile.y][tile.x] = TileType.empty; map[tile.y][tile.x] = TileType.empty
positions.push(tile); positions.push(tile)
} }
if (currentTile === TileType.pellet) { if (currentTile === TileType.pellet) {
updateTileAndPlayerBox(); updateTileAndPlayerBox()
} else if (currentTile === TileType.powerPellet) { } else if (currentTile === TileType.powerPellet) {
updateTileAndPlayerBox(true); updateTileAndPlayerBox(true)
} }
} }
} }
return positions; return positions
} }
useEffect(() => { useEffect(() => {
if (selectedCharacter && selectedDice) { if (selectedCharacter && selectedDice) {
const possiblePaths = findPossiblePositions(map, selectedCharacter, selectedDice.value, characters); const possiblePaths = findPossiblePositions(map, selectedCharacter, selectedDice.value, characters)
setPossiblePositions(possiblePaths); setPossiblePositions(possiblePaths)
} else { } else {
setPossiblePositions([]); setPossiblePositions([])
} }
}, [selectedCharacter, selectedDice]); }, [selectedCharacter, selectedDice])
return ( return (
<div className={`w-fit ${className}`}> <div className={`w-fit ${className}`}>
<SelectPlayerModal/> <SelectPlayerModal />
{ {map.map((row, rowIndex) => (
map.map((row, rowIndex) => <div key={rowIndex} className={"flex"}>
<div key={rowIndex} className={"flex"}> {row.map((tile, colIndex) => (
{ <GameTile
row.map((tile, colIndex) => key={colIndex + rowIndex * colIndex}
<GameTile type={tile}
key={colIndex + rowIndex * colIndex} possiblePath={possiblePositions.find(p => p.end.x === colIndex && p.end.y === rowIndex)}
type={tile} character={characters.find(c => c.isAt({ x: colIndex, y: rowIndex }))}
possiblePath={possiblePositions.find(p => p.end.x === colIndex && p.end.y === rowIndex)} isSelected={selectedCharacter?.isAt({ x: colIndex, y: rowIndex })}
character={characters.find(c => c.isAt({x: colIndex, y: rowIndex}))} showPath={hoveredPosition?.path?.find(pos => pos.x === colIndex && pos.y === rowIndex) !== undefined}
isSelected={selectedCharacter?.isAt({x: colIndex, y: rowIndex})} handleMoveCharacter={handleMoveCharacter}
showPath={hoveredPosition?.path?.find(pos => pos.x === colIndex && pos.y === rowIndex) !== undefined} handleSelectCharacter={handleSelectCharacter}
handleMoveCharacter={handleMoveCharacter} handleStartShowPath={handleShowPath}
handleSelectCharacter={handleSelectCharacter} handleStopShowPath={() => setHoveredPosition(undefined)}
handleStartShowPath={handleShowPath} />
handleStopShowPath={() => setHoveredPosition(undefined)}/> ))}
) </div>
} ))}
</div>)
}
</div> </div>
); )
}; }
export default Board; export default Board
const SelectPlayerModal: FC = () => { const SelectPlayerModal: FC = () => {
const [isOpen, setIsOpen] = useAtom(modalOpenAtom); const [isOpen, setIsOpen] = useAtom(modalOpenAtom)
const currentPlayer = useAtomValue(currentPlayerAtom); const currentPlayer = useAtomValue(currentPlayerAtom)
const allPlayers = useAtomValue(playersAtom).filter(p => p !== currentPlayer); const allPlayers = useAtomValue(playersAtom).filter(p => p !== currentPlayer)
if (currentPlayer === undefined) return null; if (currentPlayer === undefined) return null
function close(): void { function close(): void {
setIsOpen(false); setIsOpen(false)
} }
return ( return (
@ -155,9 +146,8 @@ const SelectPlayerModal: FC = () => {
enterTo="opacity-100" enterTo="opacity-100"
leave="ease-in duration-200" leave="ease-in duration-200"
leaveFrom="opacity-100" leaveFrom="opacity-100"
leaveTo="opacity-0" leaveTo="opacity-0">
> <div className="fixed inset-0 bg-black bg-opacity-25" />
<div className="fixed inset-0 bg-black bg-opacity-25"/>
</Transition.Child> </Transition.Child>
<div className="fixed inset-0 overflow-y-auto"> <div className="fixed inset-0 overflow-y-auto">
@ -169,10 +159,8 @@ const SelectPlayerModal: FC = () => {
enterTo="opacity-100 scale-100" enterTo="opacity-100 scale-100"
leave="ease-in duration-200" leave="ease-in duration-200"
leaveFrom="opacity-100 scale-100" leaveFrom="opacity-100 scale-100"
leaveTo="opacity-0 scale-95" leaveTo="opacity-0 scale-95">
> <Dialog.Panel className="w-full max-w-md transform overflow-hidden rounded-2xl bg-white p-6 text-left align-middle shadow-xl transition-all">
<Dialog.Panel
className="w-full max-w-md transform overflow-hidden rounded-2xl bg-white p-6 text-left align-middle shadow-xl transition-all">
<Dialog.Title as="h3" className="text-lg font-medium leading-6 text-gray-900"> <Dialog.Title as="h3" className="text-lg font-medium leading-6 text-gray-900">
Steal from player Steal from player
</Dialog.Title> </Dialog.Title>
@ -182,29 +170,29 @@ const SelectPlayerModal: FC = () => {
</Dialog.Description> </Dialog.Description>
</div> </div>
{ {allPlayers.map(player => (
allPlayers.map(player => <div key={player.username} className={"border-b pb-1"}>
<div key={player.username} className={"border-b pb-1"}> <span className={"mx-2"}>
<span className={"mx-2"}>{player.username} has {player.box.pellets} pellets</span> {player.username} has {player.box.pellets} pellets
<button className={"text-blue-500 enabled:cursor-pointer disabled:text-gray-500"} </span>
style={{background: "none"}} <button
disabled={player.box.pellets === 0} className={"text-blue-500 enabled:cursor-pointer disabled:text-gray-500"}
onClick={() => { style={{ background: "none" }}
currentPlayer?.stealFrom(player); disabled={player.box.pellets === 0}
close(); onClick={() => {
}}> currentPlayer?.stealFrom(player)
Steal close()
</button> }}>
</div> Steal
) </button>
} </div>
))}
<div className="mt-4"> <div className="mt-4">
<button <button
type="button" type="button"
className="inline-flex justify-center rounded-md border border-transparent bg-blue-100 px-4 py-2 text-sm font-medium text-blue-900 hover:bg-blue-200 focus:outline-none focus-visible:ring-2 focus-visible:ring-blue-500 focus-visible:ring-offset-2" className="inline-flex justify-center rounded-md border border-transparent bg-blue-100 px-4 py-2 text-sm font-medium text-blue-900 hover:bg-blue-200 focus:outline-none focus-visible:ring-2 focus-visible:ring-blue-500 focus-visible:ring-offset-2"
onClick={close} onClick={close}>
>
Don't steal from anyone Don't steal from anyone
</button> </button>
</div> </div>

View File

@ -1,33 +1,36 @@
import React, {FC, MouseEventHandler} from "react"; import React, { FC, MouseEventHandler } from "react"
import {State} from "../game/player"; import { State } from "../game/player"
import {currentPlayerAtom, playersAtom, rollDiceButtonAtom, thisPlayerAtom} from "../utils/state"; import { currentPlayerAtom, playersAtom, rollDiceButtonAtom, thisPlayerAtom } from "../utils/state"
import {useAtomValue} from "jotai"; import { useAtomValue } from "jotai"
import {Button} from "./button"; import { Button } from "./button"
import rules from "../game/rules"; import rules from "../game/rules"
interface GameButtonProps extends ComponentProps { interface GameButtonProps extends ComponentProps {
onReadyClick?: MouseEventHandler, onReadyClick?: MouseEventHandler
onRollDiceClick?: MouseEventHandler onRollDiceClick?: MouseEventHandler
} }
const GameButton: FC<GameButtonProps> = ( const GameButton: FC<GameButtonProps> = ({ onReadyClick, onRollDiceClick }) => {
{ const currentPlayer = useAtomValue(currentPlayerAtom)
onReadyClick, const thisPlayer = useAtomValue(thisPlayerAtom)
onRollDiceClick, const players = useAtomValue(playersAtom)
}) => { const activeRollDiceButton = useAtomValue(rollDiceButtonAtom)
const currentPlayer = useAtomValue(currentPlayerAtom); if (
const thisPlayer = useAtomValue(thisPlayerAtom); players.length >= rules.minPlayers &&
const players = useAtomValue(playersAtom); (currentPlayer === undefined || currentPlayer.state === State.waitingForPlayers)
const activeRollDiceButton = useAtomValue(rollDiceButtonAtom); ) {
return <Button onClick={onReadyClick}>Ready</Button>
if (players.length >= rules.minPlayers && (currentPlayer === undefined || currentPlayer.state === State.waitingForPlayers)) {
return <Button onClick={onReadyClick}>Ready</Button>;
} }
if (!thisPlayer?.isTurn()) { // TODO also show when waiting for other players if (!thisPlayer?.isTurn()) {
return <Button disabled>Please wait</Button>; // TODO also show when waiting for other players
return <Button disabled>Please wait</Button>
} }
return <Button onClick={onRollDiceClick} disabled={!activeRollDiceButton}>Roll dice</Button>; return (
}; <Button onClick={onRollDiceClick} disabled={!activeRollDiceButton}>
Roll dice
</Button>
)
}
export default GameButton; export default GameButton

View File

@ -1,39 +1,46 @@
import React, {FC, useEffect} from "react"; import React, { FC, useEffect } from "react"
import {AllDice} from "./dice"; import { AllDice } from "./dice"
import {doAction, GameAction} from "../utils/actions"; import { doAction, GameAction } from "../utils/actions"
import GameBoard from "./gameBoard"; import GameBoard from "./gameBoard"
import WebSocketService from "../websockets/WebSocketService"; import WebSocketService from "../websockets/WebSocketService"
import Player from "../game/player"; import Player from "../game/player"
import PlayerStats from "../components/playerStats"; import PlayerStats from "../components/playerStats"
import {useAtom, useAtomValue, useSetAtom} from "jotai"; import { useAtom, useAtomValue, useSetAtom } from "jotai"
import {diceAtom, ghostsAtom, playersAtom, rollDiceButtonAtom, selectedDiceAtom} from "../utils/state"; import { diceAtom, ghostsAtom, playersAtom, rollDiceButtonAtom, selectedDiceAtom } from "../utils/state"
import GameButton from "./gameButton"; import GameButton from "./gameButton"
import {Button} from "./button"; import { Button } from "./button"
import {useNavigate, useParams} from "react-router-dom"; import { useNavigate, useParams } from "react-router-dom"
import {getData} from "../utils/api"; import { getData } from "../utils/api"
const wsService = new WebSocketService(import.meta.env.VITE_API_WS); const wsService = new WebSocketService(import.meta.env.VITE_API_WS)
export const GameComponent: FC<{ player: Player, map: GameMap }> = ({player, map}) => { /**
* Represents the main game component.
* @component
* @param player - The current player.
* @param map - The current game map.
*
* @returns The rendered game component.
*/
export const GameComponent: FC<{ player: Player; map: GameMap }> = ({ player, map }) => {
const players = useAtomValue(playersAtom)
const dice = useAtomValue(diceAtom)
const [selectedDice, setSelectedDice] = useAtom(selectedDiceAtom)
const setActiveRollDiceButton = useSetAtom(rollDiceButtonAtom)
const ghosts = useAtomValue(ghostsAtom)
const players = useAtomValue(playersAtom); const navigate = useNavigate()
const dice = useAtomValue(diceAtom); const { id } = useParams()
const [selectedDice, setSelectedDice] = useAtom(selectedDiceAtom);
const setActiveRollDiceButton = useSetAtom(rollDiceButtonAtom);
const ghosts = useAtomValue(ghostsAtom);
const navigate = useNavigate();
const {id} = useParams();
/** /**
* Rolls the dice for the current player's turn. * Rolls the dice for the current player's turn.
*/ */
function rollDice(): void { function rollDice(): void {
if (!player.isTurn()) return; if (!player.isTurn()) return
setSelectedDice(undefined); setSelectedDice(undefined)
wsService.send({action: GameAction.rollDice}); wsService.send({ action: GameAction.rollDice })
setActiveRollDiceButton(false); setActiveRollDiceButton(false)
} }
/** /**
@ -42,22 +49,22 @@ export const GameComponent: FC<{ player: Player, map: GameMap }> = ({player, map
*/ */
function onCharacterMove(eatenPellets: Position[]): void { function onCharacterMove(eatenPellets: Position[]): void {
if (dice && selectedDice) { if (dice && selectedDice) {
dice.splice(selectedDice.index, 1); dice.splice(selectedDice.index, 1)
} }
setSelectedDice(undefined); setSelectedDice(undefined)
const data: ActionMessage = { const data: ActionMessage = {
action: GameAction.moveCharacter, action: GameAction.moveCharacter,
data: { data: {
dice: dice?.length ?? 0 > 0 ? dice : null, dice: dice?.length ?? 0 > 0 ? dice : null,
players: players, players: players,
ghosts: ghosts, ghosts: ghosts,
eatenPellets: eatenPellets eatenPellets: eatenPellets,
} },
}; }
wsService.send(data); wsService.send(data)
if (dice?.length === 0) { if (dice?.length === 0) {
endTurn(); endTurn()
} }
} }
@ -70,15 +77,15 @@ export const GameComponent: FC<{ player: Player, map: GameMap }> = ({player, map
data: { data: {
username: player.username, username: player.username,
gameId: id, gameId: id,
} as JoinGameData } as JoinGameData,
}); })
} }
/** /**
* Sends a ready action to the WebSocket service. * Sends a ready action to the WebSocket service.
*/ */
function sendReady(): void { function sendReady(): void {
wsService.send({action: GameAction.ready}); wsService.send({ action: GameAction.ready })
} }
/** /**
@ -86,44 +93,40 @@ export const GameComponent: FC<{ player: Player, map: GameMap }> = ({player, map
* to advance to the next player in the game. * to advance to the next player in the game.
*/ */
function endTurn(): void { function endTurn(): void {
wsService.send({action: GameAction.nextPlayer}); wsService.send({ action: GameAction.nextPlayer })
} }
/** /**
* Leaves the current game and navigates to the lobby. * Leaves the current game and navigates to the lobby.
*/ */
function leaveGame(): void { function leaveGame(): void {
wsService.send({action: GameAction.disconnect}); wsService.send({ action: GameAction.disconnect })
navigate("/lobby"); navigate("/lobby")
} }
useEffect(() => { useEffect(() => {
getData(`/game/exists/${id}`).then(res => {
if (!res.ok) {
return navigate("/lobby")
}
wsService.onReceive = doAction
wsService.open()
getData(`/game/exists/${id}`) wsService.waitForOpen().then(() => joinGame())
.then(res => { })
if (!res.ok) {
return navigate("/lobby");
}
wsService.onReceive = doAction;
wsService.open();
wsService.waitForOpen().then(() => joinGame()); return () => wsService.close()
}) }, [])
return () => wsService.close();
}, []);
return ( return (
<> <>
<Button onClick={leaveGame}>Leave game</Button> <Button onClick={leaveGame}>Leave game</Button>
<div className={"flex justify-center"}> <div className={"flex justify-center"}>{players?.map(p => <PlayerStats key={p.username} player={p} />)}</div>
{players?.map(p => <PlayerStats key={p.username} player={p}/>)}
</div>
<div className={"flex-center"}> <div className={"flex-center"}>
<GameButton onReadyClick={sendReady} onRollDiceClick={rollDice}/> <GameButton onReadyClick={sendReady} onRollDiceClick={rollDice} />
</div> </div>
<AllDice values={dice}/> <AllDice values={dice} />
<GameBoard className={"mx-auto my-2"} onMove={onCharacterMove} map={map}/> <GameBoard className={"mx-auto my-2"} onMove={onCharacterMove} map={map} />
</> </>
); )
}; }

View File

@ -1,165 +1,151 @@
import React, {FC, useEffect, useState} from "react"; import React, { FC, useEffect, useState } from "react"
import {TileType} from "../game/tileType"; import { TileType } from "../game/tileType"
import {Character, Dummy} from "../game/character"; import { Character, Dummy } from "../game/character"
import {Direction} from "../game/direction"; import { Direction } from "../game/direction"
import {Colour} from "../game/colour"; import { Colour } from "../game/colour"
interface TileWithCharacterProps extends ComponentProps { interface TileWithCharacterProps extends ComponentProps {
possiblePath?: Path, possiblePath?: Path
character?: Character, character?: Character
type?: TileType, type?: TileType
handleMoveCharacter?: Action<Path>, handleMoveCharacter?: Action<Path>
handleSelectCharacter?: Action<Character>, handleSelectCharacter?: Action<Character>
handleStartShowPath?: Action<Path>, handleStartShowPath?: Action<Path>
handleStopShowPath?: VoidFunction, handleStopShowPath?: VoidFunction
isSelected?: boolean, isSelected?: boolean
showPath?: boolean showPath?: boolean
} }
export const GameTile: FC<TileWithCharacterProps> = ( export const GameTile: FC<TileWithCharacterProps> = ({
{ possiblePath,
possiblePath, character,
character, type,
type, handleMoveCharacter,
handleMoveCharacter, handleSelectCharacter,
handleSelectCharacter, handleStartShowPath,
handleStartShowPath, handleStopShowPath,
handleStopShowPath, isSelected = false,
isSelected = false, showPath = false,
showPath = false }) => (
}) => ( <Tile
<Tile className={`${possiblePath?.end ? "border-4 border-white" : ""}`} className={`${possiblePath?.end && "border-4 border-white"}`}
type={type} type={type}
onClick={possiblePath ? () => handleMoveCharacter?.(possiblePath) : undefined} onClick={possiblePath ? () => handleMoveCharacter?.(possiblePath) : undefined}
onMouseEnter={possiblePath ? () => handleStartShowPath?.(possiblePath) : undefined} onMouseEnter={possiblePath ? () => handleStartShowPath?.(possiblePath) : undefined}
onMouseLeave={handleStopShowPath}> onMouseLeave={handleStopShowPath}>
<> <>
{character && {character && (
<div className={"flex-center wh-full"}> <div className={"flex-center wh-full"}>
<CharacterComponent <CharacterComponent
character={character} character={character}
onClick={handleSelectCharacter} onClick={handleSelectCharacter}
className={isSelected ? "animate-bounce" : ""}/> className={isSelected ? "animate-bounce" : ""}
</div> />
} </div>
{showPath && <Circle/>} )}
<AddDummy path={possiblePath}/> {showPath && <Circle />}
<AddDummy path={possiblePath} />
</> </>
</Tile> </Tile>
); )
const Circle: FC<{ colour?: Colour } & ComponentProps> = ({colour = Colour.white, className}) => ( const Circle: FC<{ colour?: Colour } & ComponentProps> = ({ colour = Colour.white, className }) => (
<div className={`flex-center w-full h-full ${className}`}> <div className={`flex-center w-full h-full ${className}`}>
<div className={`w-1/2 h-1/2 rounded-full`} <div className={`w-1/2 h-1/2 rounded-full`} style={{ backgroundColor: colour }} />
style={{backgroundColor: colour}}/>
</div> </div>
); )
interface TileProps extends ChildProps { interface TileProps extends ChildProps {
type?: TileType, type?: TileType
onClick?: VoidFunction, onClick?: VoidFunction
onMouseEnter?: VoidFunction, onMouseEnter?: VoidFunction
onMouseLeave?: VoidFunction, onMouseLeave?: VoidFunction
character?: Character, character?: Character
onCharacterClick?: Action<Character>, onCharacterClick?: Action<Character>
characterClass?: string, characterClass?: string
} }
const Tile: FC<TileProps> = ( const Tile: FC<TileProps> = ({ type = TileType.empty, onClick, onMouseEnter, onMouseLeave, className, children }) => {
{ const [tileSize, setTileSize] = useState(2)
type = TileType.empty,
onClick,
onMouseEnter,
onMouseLeave,
className,
children
}) => {
const [tileSize, setTileSize] = useState(2);
function setColor(): string { function setColor(): string {
switch (type) { switch (type) {
case TileType.wall: case TileType.wall:
return "bg-blue-500"; return "bg-blue-500"
case TileType.ghostSpawn: case TileType.ghostSpawn:
return "bg-red-500"; return "bg-red-500"
case TileType.pacmanSpawn: case TileType.pacmanSpawn:
return "bg-green-500"; // TODO should be the colour of the player return "bg-green-500" // TODO should be the colour of the player
default: default:
return "bg-black"; return "bg-black"
} }
} }
useEffect(() => { useEffect(() => {
function handleResize(): void { function handleResize(): void {
const newSize = Math.floor(window.innerWidth / 16); const newSize = Math.floor(window.innerWidth / 16)
setTileSize(newSize); setTileSize(newSize)
} }
handleResize(); handleResize()
window.addEventListener("resize", handleResize); window.addEventListener("resize", handleResize)
return () => window.removeEventListener("resize", handleResize); return () => window.removeEventListener("resize", handleResize)
}, []); }, [])
return ( return (
<div className={`${setColor()} hover:border relative max-w-[75px] max-h-[75px] ${className}`} <div
style={{width: `${tileSize}px`, height: `${tileSize}px`}} className={`${setColor()} hover:border relative max-w-[75px] max-h-[75px] ${className}`}
onClick={onClick} style={{ width: `${tileSize}px`, height: `${tileSize}px` }}
onMouseEnter={onMouseEnter} onClick={onClick}
onMouseLeave={onMouseLeave}> onMouseEnter={onMouseEnter}
onMouseLeave={onMouseLeave}>
{children} {children}
{type === TileType.pellet && <Circle colour={Colour.yellow}/>} {type === TileType.pellet && <Circle colour={Colour.yellow} />}
{type === TileType.powerPellet && <Circle colour={Colour.red}/>} {type === TileType.powerPellet && <Circle colour={Colour.red} />}
</div> </div>
); )
};
const AddDummy: FC<{ path?: Path } & ComponentProps> = ({path}) => (
<>
{path &&
<div className={"flex-center wh-full"}>
<CharacterComponent character={new Dummy(path)}/>
</div>
}
</>
);
interface CharacterComponentProps extends ComponentProps {
character?: Character,
onClick?: Action<Character>,
} }
const CharacterComponent: FC<CharacterComponentProps> = ( const AddDummy: FC<{ path?: Path } & ComponentProps> = ({ path }) => (
{ <>
character, {path && (
onClick, <div className={"flex-center wh-full"}>
className <CharacterComponent character={new Dummy(path)} />
}) => { </div>
)}
</>
)
interface CharacterComponentProps extends ComponentProps {
character?: Character
onClick?: Action<Character>
}
const CharacterComponent: FC<CharacterComponentProps> = ({ character, onClick, className }) => {
function getSide() { function getSide() {
switch (character?.position?.direction) { switch (character?.position?.direction) {
case Direction.up: case Direction.up:
return "right-1/4 top-0"; return "right-1/4 top-0"
case Direction.down: case Direction.down:
return "right-1/4 bottom-0"; return "right-1/4 bottom-0"
case Direction.left: case Direction.left:
return "left-0 top-1/4"; return "left-0 top-1/4"
case Direction.right: case Direction.right:
return "right-0 top-1/4"; return "right-0 top-1/4"
} }
} }
if (character === undefined) return null; if (character === undefined) return null
return ( return (
<div className={`rounded-full w-4/5 h-4/5 cursor-pointer hover:border border-black relative ${className}`} <div
style={{backgroundColor: `${character.colour}`}} className={`rounded-full w-4/5 h-4/5 cursor-pointer hover:border border-black relative ${className}`}
onClick={() => onClick?.(character)}> style={{ backgroundColor: `${character.colour}` }}
onClick={() => onClick?.(character)}>
<div> <div>
<div className={`absolute ${getSide()} w-1/2 h-1/2 rounded-full bg-black`}/> <div className={`absolute ${getSide()} w-1/2 h-1/2 rounded-full bg-black`} />
</div> </div>
</div> </div>
); )
}; }

View File

@ -1,23 +1,18 @@
import React, {forwardRef} from "react"; import React, { forwardRef } from "react"
const Input: FRComponent<InputProps, HTMLInputElement> = forwardRef(( const Input: FRComponent<InputProps, HTMLInputElement> = forwardRef(
{ ({ type = "text", className, id, placeholder, required = false, name, autoComplete = "off" }, ref) => (
type = "text", <input
className, type={type}
id, autoComplete={autoComplete}
placeholder, ref={ref}
required = false, id={id}
name, name={name}
autoComplete = "off", className={"border-2 border-gray-300 rounded-md p-1 " + className}
}, ref) => ( placeholder={placeholder}
<input type={type} required={required}
autoComplete={autoComplete} />
ref={ref} ),
id={id} )
name={name}
className={"border-2 border-gray-300 rounded-md p-1 " + className}
placeholder={placeholder}
required={required}/>
));
export default Input; export default Input

View File

@ -1,13 +1,11 @@
import React, {FC} from "react"; import React, { FC } from "react"
import NavMenu from "./navMenu"; import NavMenu from "./navMenu"
const Layout: FC<ChildProps> = ({children}) => ( const Layout: FC<ChildProps> = ({ children }) => (
<div> <div>
<NavMenu/> <NavMenu />
<main> <main>{children}</main>
{children}
</main>
</div> </div>
); )
export default Layout; export default Layout

View File

@ -1,84 +1,89 @@
import React, {FC, useEffect} from "react"; import React, { FC, useEffect } from "react"
import {Link, useNavigate} from "react-router-dom"; import { Link, useNavigate } from "react-router-dom"
import {useAtom, useAtomValue} from "jotai"; import { useAtom, useAtomValue } from "jotai"
import {thisPlayerAtom} from "../utils/state"; import { thisPlayerAtom } from "../utils/state"
import {UserCircleIcon} from "@heroicons/react/24/outline"; import { UserCircleIcon } from "@heroicons/react/24/outline"
import useToggle from "../hooks/useToggle"; import useToggle from "../hooks/useToggle"
const NavMenu: FC = () => { const NavMenu: FC = () => {
const player = useAtomValue(thisPlayerAtom); const player = useAtomValue(thisPlayerAtom)
return ( return (
<header className={"z-10"}> <header className={"z-10"}>
<nav className="mb-3 flex justify-between border-b-2"> <nav className="mb-3 flex justify-between border-b-2">
<Link to="/"><h2 className={"m-1"}>Pac-Man Board Game</h2></Link> <Link to="/">
<h2 className={"m-1"}>Pac-Man Board Game</h2>
</Link>
<ul className="inline-flex gap-2 items-center mr-5 relative"> <ul className="inline-flex gap-2 items-center mr-5 relative">
<NavItem to="/">Home</NavItem> <NavItem to="/">Home</NavItem>
{ {player === undefined ? (
player === undefined ? <NavItem className={"mx-2"} to={"/login"}>
<NavItem className={"mx-2"} to={"/login"}>Login</NavItem> Login
: </NavItem>
<> ) : (
<NavItem to={"/lobby"}>Lobby</NavItem> <>
<ProfileDropdown className={"mx-2"}/> <NavItem to={"/lobby"}>Lobby</NavItem>
</> <ProfileDropdown className={"mx-2"} />
} </>
)}
</ul> </ul>
</nav> </nav>
</header> </header>
); )
}; }
export default NavMenu; export default NavMenu
const NavItem: FC<LinkProps> = ({to, children, className}) => ( const NavItem: FC<LinkProps> = ({ to, children, className }) => (
<li> <li>
<Link className={`hover:underline ${className}`} to={to}>{children}</Link> <Link className={`hover:underline ${className}`} to={to}>
{children}
</Link>
</li> </li>
); )
const ProfileDropdown: FC<ComponentProps> = ({className}) => { const ProfileDropdown: FC<ComponentProps> = ({ className }) => {
const [player, setPlayer] = useAtom(thisPlayerAtom); const [player, setPlayer] = useAtom(thisPlayerAtom)
const [isOpened, toggleOpen] = useToggle(); const [isOpened, toggleOpen] = useToggle()
const navigate = useNavigate(); const navigate = useNavigate()
async function logout(): Promise<void> { async function logout(): Promise<void> {
setPlayer(undefined); setPlayer(undefined)
navigate("/login"); navigate("/login")
} }
useEffect(() => { useEffect(() => {
if (isOpened) { if (isOpened) {
function closeIfOutsideButton(e: MouseEvent): void { function closeIfOutsideButton(e: MouseEvent): void {
if (isOpened && e.target instanceof HTMLElement) { if (isOpened && e.target instanceof HTMLElement) {
if (e.target.closest("#profile-dropdown") === null) { if (e.target.closest("#profile-dropdown") === null) {
toggleOpen(false); toggleOpen(false)
} }
} }
} }
document.addEventListener("click", closeIfOutsideButton); document.addEventListener("click", closeIfOutsideButton)
return () => document.removeEventListener("click", closeIfOutsideButton); return () => document.removeEventListener("click", closeIfOutsideButton)
} }
}, [isOpened])
}, [isOpened]);
return ( return (
<> <>
<li id={"profile-dropdown"} <li
className={`inline-flex-center cursor-pointer hover:bg-gray-100 h-full px-2 ${className}`} id={"profile-dropdown"}
onClick={() => toggleOpen()}> className={`inline-flex-center cursor-pointer hover:bg-gray-100 h-full px-2 ${className}`}
<UserCircleIcon className={"w-7"}/> onClick={() => toggleOpen()}>
<UserCircleIcon className={"w-7"} />
<span>{player?.username}</span> <span>{player?.username}</span>
</li> </li>
{ {isOpened && (
isOpened && <div className={"absolute right-2 border rounded-b -bottom-9 px-5"}>
<div className={"absolute right-2 border rounded-b -bottom-9 px-5"}> <button onClick={logout} className={"hover:underline py-1"}>
<button onClick={logout} className={"hover:underline py-1"}>Logout</button> Logout
</div> </button>
} </div>
)}
</> </>
) )
} }

View File

@ -1,29 +1,27 @@
import React, {FC} from "react"; import React, { FC } from "react"
import Player, {State} from "../game/player"; import Player, { State } from "../game/player"
import {useAtomValue} from "jotai"; import { useAtomValue } from "jotai"
import {currentPlayerNameAtom} from "../utils/state"; import { currentPlayerNameAtom } from "../utils/state"
const PlayerStats: FC<{ player: Player } & ComponentProps> = ( const PlayerStats: FC<{ player: Player } & ComponentProps> = ({ player, className, id }) => {
{ const currentPlayerName = useAtomValue(currentPlayerNameAtom)
player,
className,
id
}) => {
const currentPlayerName = useAtomValue(currentPlayerNameAtom);
return ( return (
<div key={player.colour} <div
className={`w-fit m-2 ${player.state === State.disconnected ? "text-gray-500" : ""} ${className}`} id={id}> key={player.colour}
className={`w-fit m-2 ${player.state === State.disconnected ? "text-gray-500" : ""} ${className}`}
id={id}>
<p className={player.username === currentPlayerName ? "underline" : ""}>Player: {player.username}</p> <p className={player.username === currentPlayerName ? "underline" : ""}>Player: {player.username}</p>
<p>Colour: {player.colour}</p> <p>Colour: {player.colour}</p>
{player.state === State.inGame || player.state === State.disconnected ? {player.state === State.inGame || player.state === State.disconnected ? (
<> <>
<p>Pellets: {player.box.pellets}</p> <p>Pellets: {player.box.pellets}</p>
<p>PowerPellets: {player.box.powerPellets}</p> <p>PowerPellets: {player.box.powerPellets}</p>
</> </>
: ) : (
<p>{player.state === State.waitingForPlayers ? "Waiting" : "Ready"}</p>} <p>{player.state === State.waitingForPlayers ? "Waiting" : "Ready"}</p>
)}
</div> </div>
); )
}; }
export default PlayerStats; export default PlayerStats

View File

@ -1,32 +1,31 @@
export default class Box implements BoxProps { export default class Box implements BoxProps {
public readonly colour; public readonly colour
public pellets; public pellets
public powerPellets; public powerPellets
public constructor({colour, pellets = 0, powerPellets = 0}: BoxProps) { public constructor({ colour, pellets = 0, powerPellets = 0 }: BoxProps) {
this.colour = colour; this.colour = colour
this.pellets = pellets; this.pellets = pellets
this.powerPellets = powerPellets; this.powerPellets = powerPellets
} }
public addPellet(): void { public addPellet(): void {
this.pellets++; this.pellets++
} }
public removePellet(): boolean { public removePellet(): boolean {
if (this.pellets <= 0) return false; if (this.pellets <= 0) return false
this.pellets--; this.pellets--
return true; return true
} }
public addPowerPellet(): void { public addPowerPellet(): void {
this.powerPellets++; this.powerPellets++
} }
public removePowerPellet(): boolean { public removePowerPellet(): boolean {
if (this.powerPellets <= 0) return false; if (this.powerPellets <= 0) return false
this.powerPellets--; this.powerPellets--
return true; return true
} }
} }

View File

@ -1,5 +1,5 @@
import {Direction} from "./direction"; import { Direction } from "./direction"
import {Colour} from "./colour"; import { Colour } from "./colour"
export enum CharacterType { export enum CharacterType {
pacMan, pacMan,
@ -8,89 +8,106 @@ export enum CharacterType {
} }
export class Character implements CharacterProps { export class Character implements CharacterProps {
public readonly colour; public readonly colour
public position; public position
public isEatable; public isEatable
public readonly spawnPosition; public readonly spawnPosition
public readonly type; public readonly type
public constructor( public constructor({
{ colour,
colour, position = null,
position = null, type = CharacterType.dummy,
type = CharacterType.dummy, isEatable = type === CharacterType.pacMan,
isEatable = type === CharacterType.pacMan, spawnPosition = null,
spawnPosition = null }: CharacterProps) {
}: CharacterProps) { this.colour = colour
this.colour = colour; this.isEatable = isEatable
this.isEatable = isEatable; this.spawnPosition = spawnPosition
this.spawnPosition = spawnPosition;
if (position) { if (position) {
this.position = position; this.position = position
} else { } else {
this.position = spawnPosition ? { this.position = spawnPosition
end: spawnPosition!.at, ? {
direction: spawnPosition!.direction end: spawnPosition!.at,
} : null; direction: spawnPosition!.direction,
}
: null
} }
this.type = type; this.type = type
} }
public follow(path: Path): void { public follow(path: Path): void {
if (!this.position) { if (!this.position) {
this.position = path; this.position = path
} else { } else {
this.position.end = path.end; this.position.end = path.end
this.position.direction = path.direction; this.position.direction = path.direction
this.position.path = undefined; this.position.path = undefined
} }
} }
public isPacMan(): boolean { public isPacMan(): boolean {
return this.type === CharacterType.pacMan; return this.type === CharacterType.pacMan
} }
public isGhost(): boolean { public isGhost(): boolean {
return this.type === CharacterType.ghost; return this.type === CharacterType.ghost
} }
public moveToSpawn(): void { public moveToSpawn(): void {
if (!this.spawnPosition) return; if (!this.spawnPosition) return
this.follow({end: this.spawnPosition.at, direction: this.spawnPosition.direction}); this.follow({
end: this.spawnPosition.at,
direction: this.spawnPosition.direction,
})
} }
public isAt(position: Position): boolean { public isAt(position: Position): boolean {
return this.position !== null && this.position.end.x === position.x && this.position.end.y === position.y; return this.position !== null && this.position.end.x === position.x && this.position.end.y === position.y
} }
} }
export class PacMan extends Character implements CharacterProps { export class PacMan extends Character implements CharacterProps {
public constructor({
public constructor({colour, position, isEatable = true, spawnPosition, type = CharacterType.pacMan}: CharacterProps) { colour,
super({colour: colour, position: position, isEatable: isEatable, spawnPosition: spawnPosition, type: type}); position,
isEatable = true,
spawnPosition,
type = CharacterType.pacMan,
}: CharacterProps) {
super({
colour: colour,
position: position,
isEatable: isEatable,
spawnPosition: spawnPosition,
type: type,
})
} }
} }
export class Ghost extends Character implements CharacterProps { export class Ghost extends Character implements CharacterProps {
public constructor({ colour, position, isEatable, spawnPosition, type = CharacterType.ghost }: CharacterProps) {
public constructor({colour, position, isEatable, spawnPosition, type = CharacterType.ghost}: CharacterProps) { super({
super({colour: colour, position: position, isEatable: isEatable, spawnPosition: spawnPosition, type: type}); colour: colour,
position: position,
isEatable: isEatable,
spawnPosition: spawnPosition,
type: type,
})
} }
} }
export class Dummy extends Character implements CharacterProps { export class Dummy extends Character implements CharacterProps {
public constructor(position: Path) { public constructor(position: Path) {
super({ super({
colour: Colour.grey, colour: Colour.grey,
position: position, position: position,
isEatable: false, isEatable: false,
spawnPosition: {at: {x: 0, y: 0}, direction: Direction.up}, spawnPosition: { at: { x: 0, y: 0 }, direction: Direction.up },
type: CharacterType.dummy, type: CharacterType.dummy,
}); })
} }
} }

View File

@ -8,4 +8,4 @@ export enum Colour {
grey = "grey", grey = "grey",
} }
export const getColours = (): Colour[] => Object.values(Colour); export const getColours = (): Colour[] => Object.values(Colour)

View File

@ -2,8 +2,7 @@ export enum Direction {
left, left,
up, up,
right, right,
down down,
} }
export const getDirections = () => Object.values(Direction) export const getDirections = () => Object.values(Direction).filter(d => !isNaN(Number(d))) as Direction[]
.filter(d => !isNaN(Number(d))) as Direction[];

View File

@ -1,5 +1,5 @@
import {CharacterType} from "./character"; import { CharacterType } from "./character"
import {Direction} from "./direction"; import { Direction } from "./direction"
/** /**
* 0 = empty * 0 = empty
@ -25,29 +25,32 @@ export const customMap: GameMap = [
[1, 2, 1, 0, 1, 2, 1, 0, 1, 2, 1, 0, 1, 2, 1], [1, 2, 1, 0, 1, 2, 1, 0, 1, 2, 1, 0, 1, 2, 1],
[1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1], [1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1],
[1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1],
]; ]
export function getCharacterSpawns(map: GameMap): { type: CharacterType, position: DirectionalPosition }[] { export function getCharacterSpawns(map: GameMap): { type: CharacterType; position: DirectionalPosition }[] {
const result: { type: CharacterType; position: DirectionalPosition }[] = []
const result: { type: CharacterType, position: DirectionalPosition }[] = [];
for (let row = 0; row < map.length; row++) { for (let row = 0; row < map.length; row++) {
for (let col = 0; col < map.length; col++) { for (let col = 0; col < map.length; col++) {
// TODO find direction // TODO find direction
if (map[row][col] === 4) { if (map[row][col] === 4) {
result.push({type: CharacterType.ghost, position: {at: {x: col, y: row}, direction: Direction.up}}); result.push({
type: CharacterType.ghost,
position: { at: { x: col, y: row }, direction: Direction.up },
})
} else if (map[row][col] === 5) { } else if (map[row][col] === 5) {
result.push({ result.push({
type: CharacterType.pacMan, position: {at: {x: col, y: row}, direction: Direction.up} type: CharacterType.pacMan,
}); position: { at: { x: col, y: row }, direction: Direction.up },
})
} }
} }
} }
return result; return result
} }
export function getPacManSpawns(map: GameMap): DirectionalPosition[] { export function getPacManSpawns(map: GameMap): DirectionalPosition[] {
return getCharacterSpawns(map) return getCharacterSpawns(map)
.filter(s => s.type === CharacterType.pacMan) .filter(s => s.type === CharacterType.pacMan)
.map(s => s.position) .map(s => s.position)
} }

View File

@ -1,54 +1,62 @@
import {Character, CharacterType} from "./character"; import { Character, CharacterType } from "./character"
import Box from "./box"; import Box from "./box"
import {getDefaultStore} from "jotai"; import { getDefaultStore } from "jotai"
import {currentPlayerNameAtom, playersAtom} from "../utils/state"; import { currentPlayerNameAtom, playersAtom } from "../utils/state"
import rules from "./rules"; import rules from "./rules"
/**
* Represents the different states of a game.
*
* @enum {number}
*/
export enum State { export enum State {
waitingForPlayers, waitingForPlayers,
ready, ready,
inGame, inGame,
disconnected disconnected,
} }
export default class Player implements PlayerProps { export default class Player implements PlayerProps {
private static store = getDefaultStore(); private static store = getDefaultStore()
public readonly username; public readonly username
public readonly pacMan; public readonly pacMan
public readonly colour; public readonly colour
public readonly box; public readonly box
public state; public state
constructor(props: PlayerProps) { constructor(props: PlayerProps) {
this.username = props.username; this.username = props.username
this.colour = props.colour; this.colour = props.colour
this.box = new Box(props.box ?? {colour: props.colour}); this.box = new Box(props.box ?? { colour: props.colour })
this.pacMan = new Character(props.pacMan ?? { this.pacMan = new Character(
colour: props.colour, props.pacMan ?? {
type: CharacterType.pacMan colour: props.colour,
}); type: CharacterType.pacMan,
this.state = props.state ?? State.waitingForPlayers; },
)
this.state = props.state ?? State.waitingForPlayers
} }
public isTurn(): boolean { public isTurn(): boolean {
return Player.store.get(currentPlayerNameAtom) === this.username; return Player.store.get(currentPlayerNameAtom) === this.username
} }
public addPellet(): void { public addPellet(): void {
this.box.addPellet(); this.box.addPellet()
} }
public addPowerPellet(): void { public addPowerPellet(): void {
this.box.addPowerPellet(); this.box.addPowerPellet()
} }
public stealFrom(other: Player): void { public stealFrom(other: Player): void {
for (let i = 0; i < rules.maxStealPellets; i++) { for (let i = 0; i < rules.maxStealPellets; i++) {
const removed = other.box.removePellet(); const removed = other.box.removePellet()
if (removed) if (removed) this.box.addPellet()
this.box.addPellet();
} }
Player.store.set(playersAtom, Player.store.get(playersAtom).map(player => player)); Player.store.set(
playersAtom,
Player.store.get(playersAtom).map(player => player),
)
} }
} }

View File

@ -1,6 +1,6 @@
import {TileType} from "./tileType"; import { TileType } from "./tileType"
import {Character} from "./character"; import { Character } from "./character"
import {Direction, getDirections} from "./direction"; import { Direction, getDirections } from "./direction"
/** /**
* Finds all the possible positions for the character to move to * Finds all the possible positions for the character to move to
@ -10,10 +10,15 @@ import {Direction, getDirections} from "./direction";
* @param characters All the characters on the map * @param characters All the characters on the map
* @returns An array of paths the character can move to * @returns An array of paths the character can move to
*/ */
export default function findPossiblePositions(board: GameMap, character: Character, steps: number, characters: Character[]): Path[] { export default function findPossiblePositions(
if (!character.position || !character.spawnPosition) throw new Error("Character has no position or spawn position"); board: GameMap,
return findPossibleRecursive(board, character.position, steps, character, characters); character: Character,
}; steps: number,
characters: Character[],
): Path[] {
if (!character.position || !character.spawnPosition) throw new Error("Character has no position or spawn position")
return findPossibleRecursive(board, character.position, steps, character, characters)
}
/** /**
* Uses recursion to move through the map and find all the possible positions * Uses recursion to move through the map and find all the possible positions
@ -24,38 +29,40 @@ export default function findPossiblePositions(board: GameMap, character: Charact
* @param characters All the characters on the map * @param characters All the characters on the map
* @returns {Path[]} An array of paths the character can move to * @returns {Path[]} An array of paths the character can move to
*/ */
function findPossibleRecursive(map: GameMap, currentPath: Path, steps: number, character: Character, characters: Character[]): Path[] { function findPossibleRecursive(
map: GameMap,
const paths: Path[] = []; currentPath: Path,
steps: number,
character: Character,
characters: Character[],
): Path[] {
const paths: Path[] = []
if (isOutsideBoard(currentPath, map.length)) { if (isOutsideBoard(currentPath, map.length)) {
if (character.isPacMan()) { if (character.isPacMan()) {
return addTeleportationTiles(map, currentPath, steps, character, characters); return addTeleportationTiles(map, currentPath, steps, character, characters)
} }
} else if (!isWall(map, currentPath)) { } else if (!isWall(map, currentPath)) {
if (!characterHitsAnotherCharacter(character, currentPath, characters)) { if (!characterHitsAnotherCharacter(character, currentPath, characters)) {
if (steps <= 0) { if (steps <= 0) {
if (!(isSpawn(map, currentPath) && !isOwnSpawn(currentPath, character))) { if (!(isSpawn(map, currentPath) && !isOwnSpawn(currentPath, character))) {
paths.push(currentPath); paths.push(currentPath)
} }
} else { } else {
tryAddToPath(currentPath)
tryAddToPath(currentPath); steps--
steps--;
for (const direction of getDirections()) { for (const direction of getDirections()) {
paths.push(...tryMove(map, currentPath, direction, steps, character, characters)); paths.push(...tryMove(map, currentPath, direction, steps, character, characters))
} }
} }
} else { } else {
const pacMan = ghostHitsPacMan(character, currentPath, characters); const pacMan = ghostHitsPacMan(character, currentPath, characters)
if (pacMan instanceof Character && !isCharactersSpawn(currentPath, pacMan)) { if (pacMan instanceof Character && !isCharactersSpawn(currentPath, pacMan)) {
paths.push(currentPath); paths.push(currentPath)
} }
} }
} }
return paths; return paths
} }
/** /**
@ -65,7 +72,7 @@ function findPossibleRecursive(map: GameMap, currentPath: Path, steps: number, c
* @returns {boolean} True if the character is on its spawn, otherwise false * @returns {boolean} True if the character is on its spawn, otherwise false
*/ */
function isCharactersSpawn(currentPath: Path, character: Character): boolean { function isCharactersSpawn(currentPath: Path, character: Character): boolean {
return character.spawnPosition?.at.x === currentPath.end.x && character.spawnPosition.at.y === currentPath.end.y; return character.spawnPosition?.at.x === currentPath.end.x && character.spawnPosition.at.y === currentPath.end.y
} }
/** /**
@ -75,8 +82,12 @@ function isCharactersSpawn(currentPath: Path, character: Character): boolean {
* @param characters All the characters on the board * @param characters All the characters on the board
* @returns {boolean} True if the character is a ghost and hits Pac-Man, otherwise false * @returns {boolean} True if the character is a ghost and hits Pac-Man, otherwise false
*/ */
function ghostHitsPacMan(character: Character, currentPath: Path, characters: Character[]): Character | undefined | false { function ghostHitsPacMan(
return character.isGhost() && characters.find(c => c.isPacMan() && c.isAt(currentPath.end)); character: Character,
currentPath: Path,
characters: Character[],
): Character | undefined | false {
return character.isGhost() && characters.find(c => c.isPacMan() && c.isAt(currentPath.end))
} }
/** /**
@ -87,7 +98,7 @@ function ghostHitsPacMan(character: Character, currentPath: Path, characters: Ch
* @returns {boolean} True if the character hits another character, otherwise false * @returns {boolean} True if the character hits another character, otherwise false
*/ */
function characterHitsAnotherCharacter(character: Character, currentPath: Path, characters: Character[]): boolean { function characterHitsAnotherCharacter(character: Character, currentPath: Path, characters: Character[]): boolean {
return characters.find(c => c !== character && c.isAt(currentPath.end)) !== undefined; return characters.find(c => c !== character && c.isAt(currentPath.end)) !== undefined
} }
/** /**
@ -96,9 +107,9 @@ function characterHitsAnotherCharacter(character: Character, currentPath: Path,
*/ */
function tryAddToPath(currentPos: Path): void { function tryAddToPath(currentPos: Path): void {
if (!currentPos.path) { if (!currentPos.path) {
currentPos.path = []; currentPos.path = []
} else if (!currentPos.path.includes(currentPos.end)) { } else if (!currentPos.path.includes(currentPos.end)) {
currentPos.path = [...currentPos.path, currentPos.end]; currentPos.path = [...currentPos.path, currentPos.end]
} }
} }
@ -113,39 +124,53 @@ function tryAddToPath(currentPos: Path): void {
* @param characters All the characters on the board * @param characters All the characters on the board
* @returns An array of paths the character can move to * @returns An array of paths the character can move to
*/ */
function tryMove(board: GameMap, path: Path, direction: Direction, steps: number, character: Character, characters: Character[]): Path[] { function tryMove(
board: GameMap,
path: Path,
direction: Direction,
steps: number,
character: Character,
characters: Character[],
): Path[] {
function getNewPosition(): Position { function getNewPosition(): Position {
switch (direction) { switch (direction) {
case Direction.left: case Direction.left:
return { return {
x: path.end.x - 1, x: path.end.x - 1,
y: path.end.y y: path.end.y,
}; }
case Direction.up: case Direction.up:
return { return {
x: path.end.x, x: path.end.x,
y: path.end.y - 1 y: path.end.y - 1,
}; }
case Direction.right: case Direction.right:
return { return {
x: path.end.x + 1, x: path.end.x + 1,
y: path.end.y y: path.end.y,
}; }
case Direction.down: case Direction.down:
return { return {
x: path.end.x, x: path.end.x,
y: path.end.y + 1 y: path.end.y + 1,
}; }
} }
} }
if (path.direction !== (direction + 2) % 4) { if (path.direction !== (direction + 2) % 4) {
return findPossibleRecursive(board, { return findPossibleRecursive(
end: getNewPosition(), direction: direction, path: path.path board,
}, steps, character, characters); {
end: getNewPosition(),
direction: direction,
path: path.path,
},
steps,
character,
characters,
)
} }
return []; return []
} }
/** /**
@ -157,22 +182,26 @@ function tryMove(board: GameMap, path: Path, direction: Direction, steps: number
* @param characters All the characters on the map * @param characters All the characters on the map
* @returns {Path[]} An array of paths the character can move to * @returns {Path[]} An array of paths the character can move to
*/ */
function addTeleportationTiles(board: GameMap, currentPath: Path, steps: number, character: Character, characters: Character[]): Path[] { function addTeleportationTiles(
const possiblePositions = findTeleportationTiles(board); board: GameMap,
const paths: Path[] = []; currentPath: Path,
steps: number,
character: Character,
characters: Character[],
): Path[] {
const possiblePositions = findTeleportationTiles(board)
const paths: Path[] = []
for (const pos of possiblePositions) { for (const pos of possiblePositions) {
function inInterval(coordinate: "x" | "y"): boolean { function inInterval(coordinate: "x" | "y"): boolean {
return pos.end[coordinate] !== interval(0, board.length - 1, currentPath.end[coordinate]) return pos.end[coordinate] !== interval(0, board.length - 1, currentPath.end[coordinate])
} }
if (inInterval("x") || inInterval("y")) { if (inInterval("x") || inInterval("y")) {
pos.path = currentPath.path
pos.path = currentPath.path; paths.push(...findPossibleRecursive(board, pos, steps, character, characters))
paths.push(...findPossibleRecursive(board, pos, steps, character, characters));
} }
} }
return paths; return paths
} }
/** /**
@ -183,7 +212,7 @@ function addTeleportationTiles(board: GameMap, currentPath: Path, steps: number,
* @returns {number} The value if it's between the lower and upper bounds, otherwise it returns the lower or upper bound * @returns {number} The value if it's between the lower and upper bounds, otherwise it returns the lower or upper bound
*/ */
function interval(lower: number, upper: number, value: number): number { function interval(lower: number, upper: number, value: number): number {
return Math.max(Math.min(value, upper), lower); return Math.max(Math.min(value, upper), lower)
} }
/** /**
@ -192,18 +221,17 @@ function interval(lower: number, upper: number, value: number): number {
* @returns An array of paths containing the teleportation tiles * @returns An array of paths containing the teleportation tiles
*/ */
function findTeleportationTiles(map: GameMap): Path[] { function findTeleportationTiles(map: GameMap): Path[] {
const possiblePositions: Path[] = []; const possiblePositions: Path[] = []
const edge = [0, map.length - 1]; const edge = [0, map.length - 1]
for (const e of edge) { for (const e of edge) {
for (let i = 0; i < map[e].length; i++) { for (let i = 0; i < map[e].length; i++) {
pushPath(map, possiblePositions, i, e)
pushPath(map, possiblePositions, i, e); pushPath(map, possiblePositions, e, i)
pushPath(map, possiblePositions, e, i);
} }
} }
return possiblePositions; return possiblePositions
} }
/** /**
@ -215,7 +243,10 @@ function findTeleportationTiles(map: GameMap): Path[] {
*/ */
function pushPath(board: GameMap, possiblePositions: Path[], x: number, y: number): void { function pushPath(board: GameMap, possiblePositions: Path[], x: number, y: number): void {
if (board[y] && board[y][x] !== TileType.wall) { if (board[y] && board[y][x] !== TileType.wall) {
possiblePositions.push({end: {x: x, y: y}, direction: findDirection(x, y, board.length)}); possiblePositions.push({
end: { x: x, y: y },
direction: findDirection(x, y, board.length),
})
} }
} }
@ -226,17 +257,17 @@ function pushPath(board: GameMap, possiblePositions: Path[], x: number, y: numbe
* @param boardSize The length of the board * @param boardSize The length of the board
*/ */
function findDirection(x: number, y: number, boardSize: number): Direction { function findDirection(x: number, y: number, boardSize: number): Direction {
let direction: Direction; let direction: Direction
if (x === 0) { if (x === 0) {
direction = Direction.right; direction = Direction.right
} else if (y === 0) { } else if (y === 0) {
direction = Direction.down; direction = Direction.down
} else if (x === boardSize - 1) { } else if (x === boardSize - 1) {
direction = Direction.left; direction = Direction.left
} else { } else {
direction = Direction.up; direction = Direction.up
} }
return direction; return direction
} }
/** /**
@ -245,8 +276,8 @@ function findDirection(x: number, y: number, boardSize: number): Direction {
* @param boardSize The size of the board * @param boardSize The size of the board
*/ */
function isOutsideBoard(currentPos: Path, boardSize: number): boolean { function isOutsideBoard(currentPos: Path, boardSize: number): boolean {
const pos = currentPos.end; const pos = currentPos.end
return pos.x < 0 || pos.x >= boardSize || pos.y < 0 || pos.y >= boardSize; return pos.x < 0 || pos.x >= boardSize || pos.y < 0 || pos.y >= boardSize
} }
/** /**
@ -255,8 +286,8 @@ function isOutsideBoard(currentPos: Path, boardSize: number): boolean {
* @param currentPos The current position of the character * @param currentPos The current position of the character
*/ */
function isWall(board: GameMap, currentPos: Path): boolean { function isWall(board: GameMap, currentPos: Path): boolean {
const pos = currentPos.end; const pos = currentPos.end
return board[pos.y][pos.x] === TileType.wall; // Shouldn't work, but it does return board[pos.y][pos.x] === TileType.wall // Shouldn't work, but it does
} }
/** /**
@ -265,8 +296,8 @@ function isWall(board: GameMap, currentPos: Path): boolean {
* @param currentPos The current position of the character * @param currentPos The current position of the character
*/ */
function isSpawn(board: GameMap, currentPos: Path) { function isSpawn(board: GameMap, currentPos: Path) {
const pos = currentPos.end; const pos = currentPos.end
return board[pos.y][pos.x] === TileType.pacmanSpawn || board[pos.y][pos.x] === TileType.ghostSpawn; return board[pos.y][pos.x] === TileType.pacmanSpawn || board[pos.y][pos.x] === TileType.ghostSpawn
} }
/** /**
@ -275,8 +306,7 @@ function isSpawn(board: GameMap, currentPos: Path) {
* @param character The current character * @param character The current character
*/ */
function isOwnSpawn(currentPos: Path, character: Character): boolean { function isOwnSpawn(currentPos: Path, character: Character): boolean {
const pos = currentPos.end; const pos = currentPos.end
const charPos = character.spawnPosition!.at; const charPos = character.spawnPosition!.at
return charPos.x === pos.x && charPos.y === pos.y; return charPos.x === pos.x && charPos.y === pos.y
} }

View File

@ -4,4 +4,4 @@ const rules = {
maxStealPellets: 2, maxStealPellets: 2,
} }
export default rules; export default rules

View File

@ -5,4 +5,4 @@ export enum TileType {
powerPellet, powerPellet,
ghostSpawn, ghostSpawn,
pacmanSpawn, pacmanSpawn,
} }

View File

@ -1,4 +1,4 @@
import {useState} from "react"; import { useState } from "react"
/** /**
* A hook that returns a boolean value and a function to toggle it. The function can optionally be passed a boolean * A hook that returns a boolean value and a function to toggle it. The function can optionally be passed a boolean
@ -6,7 +6,7 @@ import {useState} from "react";
* @returns A tuple containing the boolean value and a function to toggle it. * @returns A tuple containing the boolean value and a function to toggle it.
*/ */
export default function useToggle(defaultValue = false): [boolean, (value?: boolean) => void] { export default function useToggle(defaultValue = false): [boolean, (value?: boolean) => void] {
const [value, setValue] = useState(defaultValue); const [value, setValue] = useState(defaultValue)
const toggleValue = (newValue?: boolean) => newValue ? setValue(newValue) : setValue(!value); const toggleValue = (newValue?: boolean) => (newValue ? setValue(newValue) : setValue(!value))
return [value, toggleValue]; return [value, toggleValue]
} }

View File

@ -3,35 +3,37 @@
@tailwind utilities; @tailwind utilities;
.debug { .debug {
@apply border border-red-500; @apply border border-red-500;
@apply after:content-['debug'] after:absolute; @apply after:content-['debug'] after:absolute;
} }
.flex-center { .flex-center {
@apply flex justify-center items-center; @apply flex justify-center items-center;
} }
.inline-flex-center { .inline-flex-center {
@apply inline-flex justify-center items-center; @apply inline-flex justify-center items-center;
} }
.wh-full { .wh-full {
@apply w-full h-full; @apply w-full h-full;
} }
h1 { h1 {
@apply text-4xl; @apply text-4xl;
} }
h2 { h2 {
@apply text-3xl; @apply text-3xl;
} }
br { br {
@apply my-2; @apply my-2;
} }
.button-default, button[type=submit], input[type=submit] { .button-default,
@apply bg-blue-500 hover:bg-blue-600 text-white font-bold py-2 px-4 rounded; button[type="submit"],
@apply disabled:bg-gray-500; input[type="submit"] {
@apply bg-blue-500 hover:bg-blue-600 text-white font-bold py-2 px-4 rounded;
@apply disabled:bg-gray-500;
} }

View File

@ -1,25 +1,26 @@
import React from 'react'; import React from "react"
import {createRoot} from 'react-dom/client'; import { createRoot } from "react-dom/client"
import {BrowserRouter} from 'react-router-dom'; import { BrowserRouter } from "react-router-dom"
import {App} from './App'; import { App } from "./App"
// @ts-ignore // @ts-ignore
import reportWebVitals from './reportWebVitals'; import reportWebVitals from "./reportWebVitals"
import {DevTools} from "jotai-devtools"; import { DevTools } from "jotai-devtools"
import DebugMenu from "./components/debugMenu"; import DebugMenu from "./components/debugMenu"
const baseUrl = document.getElementsByTagName('base')[0].getAttribute('href'); const baseUrl = document.getElementsByTagName("base")[0].getAttribute("href")
const rootElement = document.getElementById('root'); const rootElement = document.getElementById("root")
if (rootElement === null) throw new Error("Root element is null"); if (rootElement === null) throw new Error("Root element is null")
const root = createRoot(rootElement); const root = createRoot(rootElement)
root.render( root.render(
<BrowserRouter basename={baseUrl ?? undefined}> <BrowserRouter basename={baseUrl ?? undefined}>
<DevTools/> <DevTools />
<DebugMenu/> <DebugMenu />
<App/> <App />
</BrowserRouter>); </BrowserRouter>,
)
// If you want to start measuring performance in your app, pass a function // If you want to start measuring performance in your app, pass a function
// to log results (for example: reportWebVitals(console.log)) // to log results (for example: reportWebVitals(console.log))
// or send to an analytics endpoint. Learn more: https://bit.ly/CRA-vitals // or send to an analytics endpoint. Learn more: https://bit.ly/CRA-vitals
reportWebVitals(); reportWebVitals()

View File

@ -1,29 +1,27 @@
import React, {FC} from "react"; import React, { FC } from "react"
import WebSocketService from "../websockets/WebSocketService"; import WebSocketService from "../websockets/WebSocketService"
const ws = new WebSocketService("wss://localhost:3000/api/ws"); const ws = new WebSocketService("wss://localhost:3000/api/ws")
export const Counter: FC = () => { export const Counter: FC = () => {
const [currentCount, setCurrentCount] = React.useState(0)
const [currentCount, setCurrentCount] = React.useState(0); function incrementCounterAndSend() {
async function incrementCounterAndSend() {
if (ws.isOpen()) { if (ws.isOpen()) {
await ws.send((currentCount + 1).toString()); ws.send((currentCount + 1).toString())
} }
} }
function receiveMessage(data: MessageEvent<string>) { function receiveMessage(data: MessageEvent<string>) {
const count = parseInt(data.data); const count = parseInt(data.data)
if (!isNaN(count)) if (!isNaN(count)) setCurrentCount(count)
setCurrentCount(count);
} }
React.useEffect(() => { React.useEffect(() => {
ws.onReceive = receiveMessage; ws.onReceive = receiveMessage
ws.open(); ws.open()
return () => ws.close(); return () => ws.close()
}, []); }, [])
return ( return (
<div> <div>
@ -31,9 +29,13 @@ export const Counter: FC = () => {
<p>This is a simple example of a React component.</p> <p>This is a simple example of a React component.</p>
<p aria-live="polite">Current count: <strong>{currentCount}</strong></p> <p aria-live="polite">
Current count: <strong>{currentCount}</strong>
</p>
<button className="btn btn-primary" onClick={incrementCounterAndSend}>Increment</button> <button className="btn btn-primary" onClick={incrementCounterAndSend}>
Increment
</button>
</div> </div>
); )
}; }

View File

@ -1,17 +1,16 @@
import React, {FC} from "react"; import React, { FC } from "react"
import {GameComponent} from "../components/gameComponent"; import { GameComponent } from "../components/gameComponent"
import {useAtomValue} from "jotai"; import { useAtomValue } from "jotai"
import {selectedMapAtom, thisPlayerAtom} from "../utils/state"; import { selectedMapAtom, thisPlayerAtom } from "../utils/state"
const GamePage: FC = () => { const GamePage: FC = () => {
const player = useAtomValue(thisPlayerAtom); const player = useAtomValue(thisPlayerAtom)
const map = useAtomValue(selectedMapAtom); const map = useAtomValue(selectedMapAtom)
if (player && map) { if (player && map) {
return <GameComponent player={player} map={map}/>; return <GameComponent player={player} map={map} />
} else {
return null;
} }
}; return null
}
export default GamePage; export default GamePage

View File

@ -1,27 +1,35 @@
import React, {FC} from "react"; import React, { FC } from "react"
import {Link} from "react-router-dom"; import { Link } from "react-router-dom"
import {useAtomValue} from "jotai"; import { useAtomValue } from "jotai"
import {thisPlayerAtom} from "../utils/state"; import { thisPlayerAtom } from "../utils/state"
const HomePage: FC = () => { const HomePage: FC = () => {
const player = useAtomValue(thisPlayerAtom); const player = useAtomValue(thisPlayerAtom)
return ( return (
<div className={"container max-w-[800px] mx-auto px-2"}> <div className={"container max-w-[800px] mx-auto px-2"}>
<h1 className={"w-fit mx-auto"}>Hello {player?.username ?? "Player"}. Do you want to play a game?</h1> <h1 className={"w-fit mx-auto"}>Hello {player?.username ?? "Player"}. Do you want to play a game?</h1>
<p className={"text-center mt-5"}> <p className={"text-center mt-5"}>
{!player ? {!player ? (
<>Start by {" "} <>
<Link to={"/login"} className={"text-blue-600"}>logging in</Link>. Start by{" "}
<Link to={"/login"} className={"text-blue-600"}>
logging in
</Link>
.
</> </>
: ) : (
<>Go to the {" "} <>
<Link to={"/lobby"} className={"text-blue-600"}>lobby</Link> to select a game. Go to the{" "}
<Link to={"/lobby"} className={"text-blue-600"}>
lobby
</Link>{" "}
to select a game.
</> </>
} )}
</p> </p>
</div> </div>
); )
}; }
export default HomePage; export default HomePage

View File

@ -1,66 +1,65 @@
import React, {FC, Suspense} from "react"; import React, { FC, Suspense } from "react"
import {atom, useAtomValue} from "jotai"; import { atom, useAtomValue } from "jotai"
import {Button} from "../components/button"; import { Button } from "../components/button"
import {selectedMapAtom, thisPlayerAtom} from "../utils/state"; import { selectedMapAtom, thisPlayerAtom } from "../utils/state"
import {getData, postData} from "../utils/api"; import { getData, postData } from "../utils/api"
import {getPacManSpawns} from "../game/map"; import { getPacManSpawns } from "../game/map"
import {useNavigate} from "react-router-dom"; import { useNavigate } from "react-router-dom"
const fetchAtom = atom(async () => { const fetchAtom = atom(async () => {
const response = await getData("/game/all"); const response = await getData("/game/all")
return await response.json() as Game[]; return (await response.json()) as Game[]
}); })
const LobbyPage: FC = () => { const LobbyPage: FC = () => {
const thisPlayer = useAtomValue(thisPlayerAtom)
const thisPlayer = useAtomValue(thisPlayerAtom); const navigate = useNavigate()
const navigate = useNavigate(); const map = useAtomValue(selectedMapAtom)
const map = useAtomValue(selectedMapAtom);
async function createGame(): Promise<void> { async function createGame(): Promise<void> {
const response = await postData("/game/create", { const response = await postData("/game/create", {
body: {player: thisPlayer, spawns: getPacManSpawns(map)} as CreateGameData body: {
}); player: thisPlayer,
spawns: getPacManSpawns(map),
} as CreateGameData,
})
if (response.ok) { if (response.ok) {
const data = await response.json(); const data = await response.json()
navigate("/game/" + data.id) navigate("/game/" + data.id)
} else { } else {
const data = await response.text(); const data = await response.text()
console.error("Error: ", data); console.error("Error: ", data)
// TODO display error // TODO display error
} }
} }
return ( return (
<> <>
<Button onClick={createGame}>New game</Button> <Button onClick={createGame}>New game</Button>
<Suspense fallback={"Please wait"}> <Suspense fallback={"Please wait"}>
<GameTable className={"mx-auto"}/> <GameTable className={"mx-auto"} />
</Suspense> </Suspense>
</> </>
); )
} }
export default LobbyPage; export default LobbyPage
const GameTable: FC<ComponentProps> = ({className}) => { const GameTable: FC<ComponentProps> = ({ className }) => {
const data = useAtomValue(fetchAtom)
const data = useAtomValue(fetchAtom); const thisPlayer = useAtomValue(thisPlayerAtom)
const thisPlayer = useAtomValue(thisPlayerAtom); const navigate = useNavigate()
const navigate = useNavigate();
async function joinGame(gameId: string): Promise<void> { async function joinGame(gameId: string): Promise<void> {
if (thisPlayer === undefined) throw new Error("Player is undefined"); if (thisPlayer === undefined) throw new Error("Player is undefined")
const result = await postData("/game/join/" + gameId, {body: thisPlayer}); const result = await postData("/game/join/" + gameId, { body: thisPlayer })
if (result.ok) { if (result.ok) {
navigate("/game/" + gameId); navigate("/game/" + gameId)
} else { } else {
console.error("Failed to join game " + gameId, await result.text()); console.error("Failed to join game " + gameId, await result.text())
// TODO show error message // TODO show error message
} }
} }
@ -68,33 +67,34 @@ const GameTable: FC<ComponentProps> = ({className}) => {
return ( return (
<table className={`rounded overflow-hidden ${className}`}> <table className={`rounded overflow-hidden ${className}`}>
<thead className={"bg-gray-500 text-white"}> <thead className={"bg-gray-500 text-white"}>
<tr className={"my-5"}> <tr className={"my-5"}>
<th className={"p-2"}>Id</th> <th className={"p-2"}>Id</th>
<th className={"p-2"}>Count</th> <th className={"p-2"}>Count</th>
<th className={"p-2"}>State</th> <th className={"p-2"}>State</th>
<th className={"p-2"}>Join</th> <th className={"p-2"}>Join</th>
</tr> </tr>
</thead> </thead>
<tbody> <tbody>
{data?.map(game => {data?.map(game => (
<tr key={game.id} className={"even:bg-gray-200"}> <tr key={game.id} className={"even:bg-gray-200"}>
<td className={"p-2"}>{game.id}</td> <td className={"p-2"}>{game.id}</td>
<td className={"text-center"}>{game.count}</td> <td className={"text-center"}>{game.count}</td>
<td>{game.isGameStarted ? "Closed" : "Open"}</td> <td>{game.isGameStarted ? "Closed" : "Open"}</td>
<td className={"p-2"}> <td className={"p-2"}>
<Button disabled={game.isGameStarted} onClick={() => joinGame(game.id)}> <Button disabled={game.isGameStarted} onClick={() => joinGame(game.id)}>
Join Join
</Button> </Button>
</td> </td>
</tr>
)}
{
data?.length === 0 &&
<tr>
<td colSpan={4} className={"text-center"}>No games found</td>
</tr> </tr>
} ))}
{data?.length === 0 && (
<tr>
<td colSpan={4} className={"text-center"}>
No games found
</td>
</tr>
)}
</tbody> </tbody>
</table> </table>
); )
} }

View File

@ -1,23 +1,22 @@
import React, {FC, FormEvent, useState} from "react"; import React, { FC, FormEvent, useState } from "react"
import {Button} from "../components/button"; import { Button } from "../components/button"
import Input from "../components/input"; import Input from "../components/input"
import {useSetAtom} from "jotai"; import { useSetAtom } from "jotai"
import {thisPlayerAtom} from "../utils/state"; import { thisPlayerAtom } from "../utils/state"
import Player from "../game/player"; import Player from "../game/player"
import {useNavigate} from "react-router-dom"; import { useNavigate } from "react-router-dom"
import {postData} from "../utils/api"; import { postData } from "../utils/api"
const LoginPage: FC = () => { const LoginPage: FC = () => {
const setThisPlayer = useSetAtom(thisPlayerAtom)
const setThisPlayer = useSetAtom(thisPlayerAtom); const navigate = useNavigate()
const navigate = useNavigate(); const [error, setError] = useState<string | undefined>()
const [error, setError] = useState<string | undefined>();
async function handleLogin(e: FormEvent<HTMLFormElement>): Promise<void> { async function handleLogin(e: FormEvent<HTMLFormElement>): Promise<void> {
e.preventDefault(); e.preventDefault()
const fields = e.currentTarget.querySelectorAll("input"); const fields = e.currentTarget.querySelectorAll("input")
let user: User = {username: "", password: ""}; let user: User = { username: "", password: "" }
for (const field of fields) { for (const field of fields) {
user = { user = {
...user, ...user,
@ -26,36 +25,41 @@ const LoginPage: FC = () => {
} }
const response = await postData("/player/login", { const response = await postData("/player/login", {
body: {username: user.username, password: user.password} as User body: { username: user.username, password: user.password } as User,
}) })
if (response.ok) { if (response.ok) {
const data = await response.json() as PlayerProps; const data = (await response.json()) as PlayerProps
setThisPlayer(new Player(data)); setThisPlayer(new Player(data))
navigate("/lobby"); navigate("/lobby")
} else { } else {
const data = await response.text(); const data = await response.text()
console.error(data); console.error(data)
setError(data); setError(data)
} }
} }
const username = "username", password = "password"; const username = "username",
password = "password"
return ( return (
<form onSubmit={handleLogin} className={"container w-fit mx-auto flex flex-col gap-2"}> <form onSubmit={handleLogin} className={"container w-fit mx-auto flex flex-col gap-2"}>
<h1 className={"my-5"}>Login</h1> <h1 className={"my-5"}>Login</h1>
{error && <p className={"text-red-500"}>{error}</p>} {error && <p className={"text-red-500"}>{error}</p>}
<label htmlFor={username}>Username:</label> <label htmlFor={username}>Username:</label>
<Input id={username} name={username} placeholder={"Username"} autoComplete={"username"} required/> <Input id={username} name={username} placeholder={"Username"} autoComplete={"username"} required />
<label htmlFor={password}>Password:</label> <label htmlFor={password}>Password:</label>
<Input id={password} name={password} type={"password"} placeholder={"Password"} <Input
autoComplete={"current-password"} required/> id={password}
name={password}
type={"password"}
placeholder={"Password"}
autoComplete={"current-password"}
required
/>
<Button type={"submit"}>Login</Button> <Button type={"submit"}>Login</Button>
</form> </form>
); )
} }
export default LoginPage; export default LoginPage

View File

@ -1,13 +1,13 @@
const reportWebVitals = (onPerfEntry) => { const reportWebVitals = onPerfEntry => {
if (onPerfEntry && onPerfEntry instanceof Function) { if (onPerfEntry && onPerfEntry instanceof Function) {
import('web-vitals').then(({ getCLS, getFID, getFCP, getLCP, getTTFB }) => { import("web-vitals").then(({ getCLS, getFID, getFCP, getLCP, getTTFB }) => {
getCLS(onPerfEntry); getCLS(onPerfEntry)
getFID(onPerfEntry); getFID(onPerfEntry)
getFCP(onPerfEntry); getFCP(onPerfEntry)
getLCP(onPerfEntry); getLCP(onPerfEntry)
getTTFB(onPerfEntry); getTTFB(onPerfEntry)
}); })
} }
}; }
export default reportWebVitals; export default reportWebVitals

View File

@ -1,25 +1,27 @@
type FRComponent<T = ComponentProps, HTML extends HTMLElement = HTMLElement> = React.ForwardRefExoticComponent<React.PropsWithoutRef<T> & React.RefAttributes<HTML>>; type FRComponent<T = ComponentProps, HTML extends HTMLElement = HTMLElement> = React.ForwardRefExoticComponent<
React.PropsWithoutRef<T> & React.RefAttributes<HTML>
>
interface ComponentProps { interface ComponentProps {
className?: string, className?: string
style?: React.CSSProperties, style?: React.CSSProperties
id?: string, id?: string
title?: string, title?: string
} }
interface ChildProps extends ComponentProps { interface ChildProps extends ComponentProps {
children?: React.JSX.Element | string, children?: React.JSX.Element | string
} }
interface LinkProps extends ChildProps { interface LinkProps extends ChildProps {
to: string, to: string
newTab?: boolean, newTab?: boolean
} }
interface ButtonProps extends ChildProps { interface ButtonProps extends ChildProps {
onClick?: (event: React.MouseEvent<HTMLButtonElement, MouseEvent>) => void, onClick?: (event: React.MouseEvent<HTMLButtonElement, MouseEvent>) => void
disabled?: boolean, disabled?: boolean
type?: "button" | "submit" | "reset", type?: "button" | "submit" | "reset"
} }
interface InputProps extends ComponentProps { interface InputProps extends ComponentProps {
@ -31,23 +33,23 @@ interface InputProps extends ComponentProps {
} }
interface CharacterProps { interface CharacterProps {
colour: import("../game/colour").Colour, colour: import("../game/colour").Colour
position?: Path | null, position?: Path | null
isEatable?: boolean, isEatable?: boolean
spawnPosition?: DirectionalPosition | null, spawnPosition?: DirectionalPosition | null
type?: import("../game/character").CharacterType, type?: import("../game/character").CharacterType
} }
interface BoxProps { interface BoxProps {
pellets?: number, pellets?: number
powerPellets?: number, powerPellets?: number
readonly colour: import("../game/colour").Colour, readonly colour: import("../game/colour").Colour
} }
interface PlayerProps { interface PlayerProps {
readonly username: string, readonly username: string
readonly pacMan?: CharacterProps, readonly pacMan?: CharacterProps
readonly colour: import("../game/colour").Colour, readonly colour: import("../game/colour").Colour
readonly box?: BoxProps, readonly box?: BoxProps
state?: import("../game/player").State, state?: import("../game/player").State
} }

View File

@ -1,68 +1,68 @@
type MessageEventFunction<T = any> = (data: MessageEvent<T>) => void; type MessageEventFunction<T = any> = (data: MessageEvent<T>) => void
type Setter<T> = React.Dispatch<React.SetStateAction<T>>; type Setter<T> = React.Dispatch<React.SetStateAction<T>>
type GUID = `${string}-${string}-${string}-${string}-${string}`; type GUID = `${string}-${string}-${string}-${string}-${string}`
type WebSocketData = string | ArrayBufferLike | Blob | ArrayBufferView; type WebSocketData = string | ArrayBufferLike | Blob | ArrayBufferView
type ActionMessage<T = any> = { type ActionMessage<T = any> = {
readonly action: import("../utils/actions").GameAction, readonly action: import("../utils/actions").GameAction
readonly data?: T readonly data?: T
} }
type Action<T> = (obj: T) => void; type Action<T> = (obj: T) => void
type BiAction<T1, T2> = (obj1: T1, obj2: T2) => void; type BiAction<T1, T2> = (obj1: T1, obj2: T2) => void
type Predicate<T> = (obj: T) => boolean; type Predicate<T> = (obj: T) => boolean
type SelectedDice = { type SelectedDice = {
value: number, value: number
index: number index: number
}; }
type Position = { x: number, y: number }; type Position = { x: number; y: number }
type GameMap = number[][]; type GameMap = number[][]
type DirectionalPosition = { type DirectionalPosition = {
at: Position, at: Position
direction: import("../game/direction").Direction direction: import("../game/direction").Direction
} }
type Path = { type Path = {
path?: Position[] | null, path?: Position[] | null
// TODO replace with DirectionalPosition // TODO replace with DirectionalPosition
end: Position, end: Position
direction: import("../game/direction").Direction direction: import("../game/direction").Direction
} }
type Game = { type Game = {
readonly id: string, readonly id: string
readonly count: number, readonly count: number
readonly isGameStarted: boolean, readonly isGameStarted: boolean
} }
type User = { type User = {
readonly username: string, readonly username: string
readonly password: string, readonly password: string
readonly colour?: import("../game/colour").Colour readonly colour?: import("../game/colour").Colour
} }
type Api<T = ApiRequest> = (path: string, data?: ApiRequest & T) => Promise<Response>; type Api<T = ApiRequest> = (path: string, data?: ApiRequest & T) => Promise<Response>
type ApiRequest = { type ApiRequest = {
headers?: HeadersInit, headers?: HeadersInit
body?: any body?: any
} }
type JoinGameData = { type JoinGameData = {
readonly username: string, readonly username: string
readonly gameId: GUID, readonly gameId: GUID
} }
type CreateGameData = { type CreateGameData = {
readonly player: PlayerProps, readonly player: PlayerProps
readonly spawns: DirectionalPosition[], readonly spawns: DirectionalPosition[]
} }

View File

@ -1,10 +1,10 @@
import Player from "../game/player"; import Player from "../game/player"
import {CharacterType, Ghost} from "../game/character"; import { CharacterType, Ghost } from "../game/character"
import {getCharacterSpawns} from "../game/map"; import { getCharacterSpawns } from "../game/map"
import {TileType} from "../game/tileType"; import { TileType } from "../game/tileType"
import {getDefaultStore} from "jotai"; import { getDefaultStore } from "jotai"
import {currentPlayerNameAtom, diceAtom, ghostsAtom, playersAtom, rollDiceButtonAtom, selectedMapAtom} from "./state"; import { currentPlayerNameAtom, diceAtom, ghostsAtom, playersAtom, rollDiceButtonAtom, selectedMapAtom } from "./state"
import {Colour} from "../game/colour"; import { Colour } from "../game/colour"
export enum GameAction { export enum GameAction {
error, error,
@ -17,107 +17,112 @@ export enum GameAction {
// TODO add updatePellets // TODO add updatePellets
} }
const store = getDefaultStore(); const store = getDefaultStore()
const map = store.get(selectedMapAtom); const map = store.get(selectedMapAtom)
const ghostsProps: CharacterProps[] = [ const ghostsProps: CharacterProps[] = [{ colour: Colour.purple }, { colour: Colour.purple }]
{colour: Colour.purple}, let spawns = getCharacterSpawns(map).filter(spawn => spawn.type === CharacterType.ghost)
{colour: Colour.purple},
];
let spawns = getCharacterSpawns(map).filter(spawn => spawn.type === CharacterType.ghost);
ghostsProps.forEach(ghost => { ghostsProps.forEach(ghost => {
ghost.spawnPosition = spawns.pop()?.position; ghost.spawnPosition = spawns.pop()?.position
})
const ghosts = ghostsProps.map(props => new Ghost(props))
}); store.set(ghostsAtom, ghosts)
const ghosts = ghostsProps.map(props => new Ghost(props));
store.set(ghostsAtom, ghosts);
export const doAction: MessageEventFunction<string> = (event): void => { export const doAction: MessageEventFunction<string> = (event): void => {
const message: ActionMessage = JSON.parse(event.data); const message: ActionMessage = JSON.parse(event.data)
console.debug("Received message:", message); console.debug("Received message:", message)
switch (message.action as GameAction) { switch (message.action as GameAction) {
case GameAction.error: case GameAction.error:
console.error("Error:", message.data); console.error("Error:", message.data)
break; break
case GameAction.rollDice: case GameAction.rollDice:
setDice(message.data); setDice(message.data)
break; break
case GameAction.moveCharacter: case GameAction.moveCharacter:
moveCharacter(message.data); moveCharacter(message.data)
break; break
case GameAction.joinGame: case GameAction.joinGame:
joinGame(message.data); joinGame(message.data)
break; break
case GameAction.ready: case GameAction.ready:
ready(message.data); ready(message.data)
break; break
case GameAction.nextPlayer: case GameAction.nextPlayer:
nextPlayer(message.data); nextPlayer(message.data)
break; break
case GameAction.disconnect: case GameAction.disconnect:
updatePlayers(message.data); updatePlayers(message.data)
break; break
} }
};
function setDice(data?: number[]): void {
store.set(diceAtom, data);
} }
type MoveCharacterData = { dice: number[], players: PlayerProps[], ghosts: CharacterProps[], eatenPellets: Position[] }; function setDice(data?: number[]): void {
store.set(diceAtom, data)
}
type MoveCharacterData = {
dice: number[]
players: PlayerProps[]
ghosts: CharacterProps[]
eatenPellets: Position[]
}
function moveCharacter(data?: MoveCharacterData): void { function moveCharacter(data?: MoveCharacterData): void {
store.set(diceAtom, data?.dice); store.set(diceAtom, data?.dice)
updatePlayers(data?.players); updatePlayers(data?.players)
updateGhosts(data); updateGhosts(data)
removeEatenPellets(data); removeEatenPellets(data)
} }
function updatePlayers(updatedPlayers?: PlayerProps[]): void { function updatePlayers(updatedPlayers?: PlayerProps[]): void {
if (updatedPlayers) { if (updatedPlayers) {
const newList: Player[] = updatedPlayers.map(p => new Player(p)); const newList: Player[] = updatedPlayers.map(p => new Player(p))
store.set(playersAtom, newList); store.set(playersAtom, newList)
} }
} }
function updateGhosts(data?: MoveCharacterData): void { function updateGhosts(data?: MoveCharacterData): void {
const updatedGhosts = data?.ghosts; const updatedGhosts = data?.ghosts
if (updatedGhosts) { if (updatedGhosts) {
const newList: Ghost[] = updatedGhosts.map(g => new Ghost(g)); const newList: Ghost[] = updatedGhosts.map(g => new Ghost(g))
store.set(ghostsAtom, newList); store.set(ghostsAtom, newList)
} }
} }
function removeEatenPellets(data?: MoveCharacterData): void { function removeEatenPellets(data?: MoveCharacterData): void {
const pellets = data?.eatenPellets; const pellets = data?.eatenPellets
for (const pellet of pellets ?? []) { for (const pellet of pellets ?? []) {
map[pellet.y][pellet.x] = TileType.empty; map[pellet.y][pellet.x] = TileType.empty
} }
} }
function joinGame(data?: PlayerProps[]): void { // TODO missing data when refreshing page function joinGame(data?: PlayerProps[]): void {
const playerProps = data ?? []; // TODO missing data when refreshing page
spawns = getCharacterSpawns(map).filter(spawn => spawn.type === CharacterType.pacMan); const playerProps = data ?? []
store.set(playersAtom, playerProps.map(p => new Player(p))); spawns = getCharacterSpawns(map).filter(spawn => spawn.type === CharacterType.pacMan)
store.set(
playersAtom,
playerProps.map(p => new Player(p)),
)
} }
type ReadyData = { allReady: boolean, players: PlayerProps[] }; type ReadyData = { allReady: boolean; players: PlayerProps[] }
function ready(data?: ReadyData): void { function ready(data?: ReadyData): void {
if (data) { if (data) {
const players = data.players.map(p => new Player(p)); const players = data.players.map(p => new Player(p))
store.set(playersAtom, players); store.set(playersAtom, players)
if (data.allReady) { if (data.allReady) {
store.set(currentPlayerNameAtom, data.players[0].username); store.set(currentPlayerNameAtom, data.players[0].username)
} }
} }
} }
function nextPlayer(currentPlayerName?: string): void { function nextPlayer(currentPlayerName?: string): void {
store.set(currentPlayerNameAtom, currentPlayerName); store.set(currentPlayerNameAtom, currentPlayerName)
store.set(rollDiceButtonAtom, true); store.set(rollDiceButtonAtom, true)
} }

View File

@ -1,12 +1,28 @@
export const getData: Api = async (path, {headers} = {}) => { /**
if (import.meta.env.MODE === "test") return Promise.resolve(new Response(JSON.stringify([]))); * getData is an asynchronous function that makes an API request to retrieve data.
* If the mode is test, it returns a promise that resolves to an empty array.
*
* @param path - The path of the API endpoint.
* @param headers - The headers to be included in the request.
* @returns - A promise that resolves to the response from the API.
*/
export const getData: Api = async (path, { headers } = {}) => {
if (import.meta.env.MODE === "test") return Promise.resolve(new Response(JSON.stringify([])))
return await fetch(import.meta.env.VITE_API_HTTP + path, { return await fetch(import.meta.env.VITE_API_HTTP + path, {
method: "GET", method: "GET",
headers: headers headers: headers,
}); })
} }
export const postData: Api = async (path, {body, headers} = {}) => { /**
* Makes a POST request to the API endpoint.
*
* @param path - The path of the endpoint.
* @param body - The payload of the request.
* @param headers - Additional headers for the request.
* @returns - A Promise that resolves to the Response object representing the server's response.
*/
export const postData: Api = async (path, { body, headers } = {}) => {
return await fetch(import.meta.env.VITE_API_HTTP + path, { return await fetch(import.meta.env.VITE_API_HTTP + path, {
method: "POST", method: "POST",
headers: { headers: {

View File

@ -1,74 +1,75 @@
import Player from "../game/player"; import Player from "../game/player"
import {atom} from "jotai"; import { atom } from "jotai"
import {Ghost} from "../game/character"; import { Ghost } from "../game/character"
import {customMap} from "../game/map"; import { customMap } from "../game/map"
const playerStorage = "player"; const playerStorage = "player"
/** /**
* All players in the game. * All players in the game.
*/ */
export const playersAtom = atom<Player[]>([]); export const playersAtom = atom<Player[]>([])
/** /**
* All player characters (Pac-Man) in the game. * All player characters (Pac-Man) in the game.
*/ */
export const playerCharactersAtom = atom(get => get(playersAtom).map(player => player.pacMan)); export const playerCharactersAtom = atom(get => get(playersAtom).map(player => player.pacMan))
/** /**
* All ghosts in the game. * All ghosts in the game.
*/ */
export const ghostsAtom = atom<Ghost[]>([]); export const ghostsAtom = atom<Ghost[]>([])
/** /**
* All characters in the game. * All characters in the game.
*/ */
export const allCharactersAtom = atom(get => [...get(playerCharactersAtom), ...get(ghostsAtom)]); export const allCharactersAtom = atom(get => [...get(playerCharactersAtom), ...get(ghostsAtom)])
/** /**
* The player that is currently logged in. * The player that is currently logged in.
*/ */
const playerAtom = atom<Player | undefined>(undefined); const playerAtom = atom<Player | undefined>(undefined)
/** /**
* Gets a getter and setter to get or set the player that is currently logged in. * Gets a getter and setter to get or set the player that is currently logged in.
* Returns A tuple containing a getter and setter to get or set the player that is currently logged in. * Returns A tuple containing a getter and setter to get or set the player that is currently logged in.
*/ */
export const thisPlayerAtom = atom(get => { export const thisPlayerAtom = atom(
const atomValue = get(playerAtom); get => {
if (!atomValue) { const atomValue = get(playerAtom)
const item = sessionStorage.getItem(playerStorage); if (!atomValue) {
if (item) { const item = sessionStorage.getItem(playerStorage)
const playerProps = JSON.parse(item) as PlayerProps; if (item) {
return new Player(playerProps); const playerProps = JSON.parse(item) as PlayerProps
return new Player(playerProps)
}
} }
} return atomValue
return atomValue; },
}, (_get, set, player: Player | undefined) => { (_get, set, player: Player | undefined) => {
if (player) if (player) sessionStorage.setItem(playerStorage, JSON.stringify(player))
sessionStorage.setItem(playerStorage, JSON.stringify(player)); else sessionStorage.removeItem(playerStorage)
else set(playerAtom, player)
sessionStorage.removeItem(playerStorage); },
set(playerAtom, player); )
});
/** /**
* All dice that have been rolled. * All dice that have been rolled.
*/ */
export const diceAtom = atom<number[] | undefined>(undefined); export const diceAtom = atom<number[] | undefined>(undefined)
/** /**
* The dice that have been selected by the player. * The dice that have been selected by the player.
*/ */
export const selectedDiceAtom = atom<SelectedDice | undefined>(undefined); export const selectedDiceAtom = atom<SelectedDice | undefined>(undefined)
/** /**
* The name of the player whose turn it is. * The name of the player whose turn it is.
*/ */
export const currentPlayerNameAtom = atom<string | undefined>(undefined); export const currentPlayerNameAtom = atom<string | undefined>(undefined)
/** /**
* The player whose turn it is. * The player whose turn it is.
*/ */
export const currentPlayerAtom = atom<Player | undefined>(get => { export const currentPlayerAtom = atom<Player | undefined>(get => {
const currentPlayerName = get(currentPlayerNameAtom); const currentPlayerName = get(currentPlayerNameAtom)
return get(playersAtom).find(player => player.username === currentPlayerName); return get(playersAtom).find(player => player.username === currentPlayerName)
}); })
/** /**
* Whether the roll dice button should be enabled. * Whether the roll dice button should be enabled.
*/ */
export const rollDiceButtonAtom = atom(true); export const rollDiceButtonAtom = atom(true)
/** /**
* The map that is currently selected. * The map that is currently selected.
*/ */
export const selectedMapAtom = atom(customMap); export const selectedMapAtom = atom(customMap)

View File

@ -5,14 +5,14 @@
* @returns A promise that resolves when the predicate is true. * @returns A promise that resolves when the predicate is true.
*/ */
export function wait(predicate: Predicate<void>, timeout: number = 50): Promise<void> { export function wait(predicate: Predicate<void>, timeout: number = 50): Promise<void> {
return new Promise<void>((resolve) => { return new Promise<void>(resolve => {
const f = () => { const f = () => {
if (predicate()) { if (predicate()) {
return resolve(); return resolve()
} }
setTimeout(f, timeout); setTimeout(f, timeout)
}; }
f(); f()
}); })
} }

View File

@ -1,11 +1,11 @@
/// <reference types="vite/client" /> /// <reference types="vite/client" />
interface ImportMetaEnv { interface ImportMetaEnv {
readonly VITE_API_URI: string, readonly VITE_API_URI: string
readonly VITE_API_HTTP: string, readonly VITE_API_HTTP: string
readonly VITE_API_WS: string, readonly VITE_API_WS: string
} }
interface ImportMeta { interface ImportMeta {
readonly env: ImportMetaEnv; readonly env: ImportMetaEnv
} }

View File

@ -1,9 +1,9 @@
import {wait} from "../utils/utils"; import { wait } from "../utils/utils"
interface IWebSocket { interface IWebSocket {
onOpen?: VoidFunction, onOpen?: VoidFunction
onReceive?: MessageEventFunction, onReceive?: MessageEventFunction
onClose?: VoidFunction, onClose?: VoidFunction
onError?: VoidFunction onError?: VoidFunction
} }
@ -11,59 +11,59 @@ interface IWebSocket {
* WebSocketService class provides a WebSocket client interface for easy communication with a WebSocket server. * WebSocketService class provides a WebSocket client interface for easy communication with a WebSocket server.
*/ */
export default class WebSocketService { export default class WebSocketService {
private ws?: WebSocket; private ws?: WebSocket
private readonly _url: string; private readonly _url: string
constructor(url: string, {onOpen, onReceive, onClose, onError}: IWebSocket = {}) { constructor(url: string, { onOpen, onReceive, onClose, onError }: IWebSocket = {}) {
this._url = url; this._url = url
this._onOpen = onOpen; this._onOpen = onOpen
this._onReceive = onReceive; this._onReceive = onReceive
this._onClose = onClose; this._onClose = onClose
this._onError = onError; this._onError = onError
} }
private _onOpen?: VoidFunction; private _onOpen?: VoidFunction
set onOpen(onOpen: VoidFunction) { set onOpen(onOpen: VoidFunction) {
this._onOpen = onOpen; this._onOpen = onOpen
if (!this.ws) return; if (!this.ws) return
this.ws.onopen = onOpen; this.ws.onopen = onOpen
} }
private _onReceive?: MessageEventFunction; private _onReceive?: MessageEventFunction
set onReceive(onReceive: MessageEventFunction) { set onReceive(onReceive: MessageEventFunction) {
this._onReceive = onReceive; this._onReceive = onReceive
if (!this.ws) return; if (!this.ws) return
this.ws.onmessage = onReceive; this.ws.onmessage = onReceive
} }
private _onClose?: VoidFunction; private _onClose?: VoidFunction
set onClose(onClose: VoidFunction) { set onClose(onClose: VoidFunction) {
this._onClose = onClose; this._onClose = onClose
if (!this.ws) return; if (!this.ws) return
this.ws.onclose = onClose; this.ws.onclose = onClose
} }
private _onError?: VoidFunction; private _onError?: VoidFunction
set onError(onError: VoidFunction) { set onError(onError: VoidFunction) {
this._onError = onError; this._onError = onError
if (!this.ws) return; if (!this.ws) return
this.ws.onerror = onError; this.ws.onerror = onError
} }
/** /**
* Opens a WebSocket connection with the specified URL and sets the event callbacks. * Opens a WebSocket connection with the specified URL and sets the event callbacks.
*/ */
public open(): void { public open(): void {
if (typeof WebSocket === "undefined" || this.isConnecting()) return; if (typeof WebSocket === "undefined" || this.isConnecting()) return
this.ws = new WebSocket(this._url); this.ws = new WebSocket(this._url)
if (this._onOpen) this.ws.onopen = this._onOpen; if (this._onOpen) this.ws.onopen = this._onOpen
if (this._onReceive) this.ws.onmessage = this._onReceive; if (this._onReceive) this.ws.onmessage = this._onReceive
if (this._onClose) this.ws.onclose = this._onClose; if (this._onClose) this.ws.onclose = this._onClose
if (this._onError) this.ws.onerror = this._onError; if (this._onError) this.ws.onerror = this._onError
} }
/** /**
@ -72,8 +72,8 @@ export default class WebSocketService {
* @returns {Promise<void>} - A promise that resolves when the "isOpen" condition is met. * @returns {Promise<void>} - A promise that resolves when the "isOpen" condition is met.
*/ */
public async waitForOpen(): Promise<void> { public async waitForOpen(): Promise<void> {
await wait(() => this.isOpen()); await wait(() => this.isOpen())
if (this._onOpen) this.onOpen = this._onOpen; if (this._onOpen) this.onOpen = this._onOpen
} }
/** /**
@ -83,16 +83,16 @@ export default class WebSocketService {
*/ */
public send(data: ActionMessage | string): void { public send(data: ActionMessage | string): void {
if (typeof data !== "string") { if (typeof data !== "string") {
data = JSON.stringify(data); data = JSON.stringify(data)
} }
this.ws?.send(data); this.ws?.send(data)
} }
/** /**
* Closes the WebSocket connection. * Closes the WebSocket connection.
*/ */
public close(): void { public close(): void {
this.ws?.close(); this.ws?.close()
} }
/** /**
@ -100,7 +100,7 @@ export default class WebSocketService {
* @returns {boolean} Returns true if the WebSocket is open, otherwise false. * @returns {boolean} Returns true if the WebSocket is open, otherwise false.
*/ */
public isOpen(): boolean { public isOpen(): boolean {
return this.ws?.readyState === WebSocket?.OPEN; return this.ws?.readyState === WebSocket?.OPEN
} }
/** /**
@ -109,7 +109,7 @@ export default class WebSocketService {
* @returns {boolean} - Returns 'true' if the WebSocket is connecting, otherwise 'false'. * @returns {boolean} - Returns 'true' if the WebSocket is connecting, otherwise 'false'.
*/ */
public isConnecting(): boolean { public isConnecting(): boolean {
return this.ws?.readyState === WebSocket?.CONNECTING; return this.ws?.readyState === WebSocket?.CONNECTING
} }
/** /**
@ -118,6 +118,6 @@ export default class WebSocketService {
* @returns {boolean} Returns true if the WebSocket connection is closed, false otherwise. * @returns {boolean} Returns true if the WebSocket connection is closed, false otherwise.
*/ */
public isClosed(): boolean { public isClosed(): boolean {
return this.ws?.readyState === WebSocket?.CLOSED; return this.ws?.readyState === WebSocket?.CLOSED
} }
} }

View File

@ -1,5 +1,6 @@
using System.Net.WebSockets; using System.Net.WebSockets;
using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc;
using pacMan.DTOs;
using pacMan.Exceptions; using pacMan.Exceptions;
using pacMan.GameStuff; using pacMan.GameStuff;
using pacMan.GameStuff.Items; using pacMan.GameStuff.Items;
@ -8,37 +9,43 @@ using pacMan.Utils;
namespace pacMan.Controllers; namespace pacMan.Controllers;
/// <summary>
/// Controls the game logic and handles requests related to games.
/// </summary>
[ApiController] [ApiController]
[Route("api/[controller]")] [Route("api/[controller]")]
public class GameController : GenericController public class GameController(ILogger<GameController> logger, IGameService webSocketService, IActionService actionService)
: GenericController(logger, webSocketService)
{ {
private readonly IActionService _actionService; [HttpGet("[action]")]
private readonly GameService _gameService; public override Task Connect() => base.Connect();
public GameController(ILogger<GameController> logger, GameService webSocketService, IActionService actionService) : /// <summary>
base(logger, webSocketService) /// Retrieves all games from the WebSocketService.
/// </summary>
/// <returns>
/// An IEnumerable of Game objects representing all the games.
/// </returns>
[HttpGet("[action]")]
public IEnumerable<Game> All()
{ {
_gameService = webSocketService; Logger.LogDebug("Returning all games");
_actionService = actionService; return webSocketService.Games;
} }
[HttpGet("connect")] /// <summary>
public override async Task Accept() => await base.Accept(); /// Adds a player to a game.
/// </summary>
[HttpGet("all")] /// <param name="gameId">The unique identifier of the game.</param>
public IEnumerable<Game> GetAllGames() /// <param name="player">The player to be joined.</param>
/// <returns>An IActionResult representing the result of the operation.</returns>
[HttpPost("[action]/{gameId:guid}")]
public IActionResult Join(Guid gameId, [FromBody] Player player) // TODO what if player is in a game already?
{ {
Logger.Log(LogLevel.Debug, "Returning all games"); Logger.LogDebug("Joining game {}", gameId);
return _gameService.Games;
}
[HttpPost("join/{gameId:guid}")]
public IActionResult JoinGame(Guid gameId, [FromBody] Player player) // TODO what if player is in a game already?
{
Logger.Log(LogLevel.Debug, "Joining game {}", gameId);
try try
{ {
_gameService.JoinById(gameId, player); webSocketService.JoinById(gameId, player);
return Ok("Game joined successfully"); return Ok("Game joined successfully");
} }
catch (GameNotFoundException e) catch (GameNotFoundException e)
@ -51,65 +58,112 @@ public class GameController : GenericController
} }
} }
[HttpGet("exists/{gameId:guid}")] /// <summary>
public IActionResult GameExists(Guid gameId) /// Checks if a game with the specified ID exists.
/// </summary>
/// <param name="gameId">The ID of the game to check.</param>
/// <returns>
/// Returns an <see cref="IActionResult" /> representing the result of the operation.
/// If a game with the specified ID exists, returns an <see cref="OkResult" />.
/// If a game with the specified ID doesn't exist, returns a <see cref="NotFoundResult" />.
/// </returns>
[HttpGet("[action]/{gameId:guid}")]
public IActionResult Exists(Guid gameId)
{ {
Logger.Log(LogLevel.Debug, "Checking if game {} exists", gameId); Logger.LogDebug("Checking if game {} exists", gameId);
return _gameService.Games.Any(game => game.Id == gameId) ? Ok() : NotFound(); return webSocketService.Games.Any(game => game.Id == gameId) ? Ok() : NotFound();
} }
[HttpPost("create")] /// <summary>
public IActionResult CreateGame([FromBody] CreateGameData data) /// Creates a new game and adds the specified player to it.
/// </summary>
/// <param name="data">The data required to create the game.</param>
/// <returns>
/// Returns an <see cref="IActionResult" /> representing the result of the operation.
/// If the game is successfully created, returns a <see cref="CreatedResult" /> with the game details and a location
/// URL.
/// If there is an error during creation, returns a <see cref="BadRequestObjectResult" /> with the error message.
/// </returns>
[HttpPost("[action]")]
public IActionResult Create([FromBody] CreateGameData data)
{ {
Logger.Log(LogLevel.Debug, "Creating game"); Logger.LogDebug("Creating game");
try try
{ {
var game = _gameService.CreateAndJoin(data.Player, data.Spawns); var game = webSocketService.CreateAndJoin(data.Player, data.Spawns);
return Created($"/{game.Id}", game); return Created($"/{game.Id}", game);
} }
catch (Exception e) catch (Exception e)
{ {
return BadRequest(e.Message); // TODO not necessary? return BadRequest(e.Message);
} }
} }
protected override Task Echo() protected override Task Echo()
{ {
_actionService.WebSocket = WebSocket ?? throw new NullReferenceException("WebSocket is null"); actionService.WebSocket = WebSocket ?? throw new NullReferenceException("WebSocket is null");
return base.Echo(); return base.Echo();
} }
/// <summary>
/// Runs the given WebSocketReceiveResult and byte array data to perform an action.
/// </summary>
/// <param name="result">The WebSocketReceiveResult object containing information about the received data.</param>
/// <param name="data">The byte array data received from the WebSocket.</param>
/// <returns>
/// Returns an ArraySegment object representing the action response in byte array format.
/// </returns>
protected override ArraySegment<byte> Run(WebSocketReceiveResult result, byte[] data) protected override ArraySegment<byte> Run(WebSocketReceiveResult result, byte[] data)
{ {
var stringResult = data.GetString(result.Count); var stringResult = data.GetString(result.Count);
Logger.Log(LogLevel.Information, "Received: {}", stringResult); Logger.LogInformation("Received: {}", stringResult);
var action = ActionMessage.FromJson(stringResult); var action = ActionMessage.FromJson(stringResult);
try try
{ {
_actionService.DoAction(action); DoAction(action);
} }
catch (Exception e) catch (Exception e)
{ {
Logger.Log(LogLevel.Error, "{}", e.Message); Logger.LogError("{}", e.Message);
action = new ActionMessage { Action = GameAction.Error, Data = e.Message }; action = new ActionMessage { Action = GameAction.Error, Data = e.Message };
} }
return action.ToArraySegment(); return action.ToArraySegment();
} }
protected override async void Send(ArraySegment<byte> segment) /// <summary>
/// Sends the specified data segment.
/// </summary>
/// <param name="segment">The data segment to send.</param>
protected override void Send(ArraySegment<byte> segment)
{ {
if (_actionService.Game is not null) if (actionService.Game is not null)
_actionService.SendToAll(segment); actionService.SendToAll(segment);
else if (WebSocket is not null) else if (WebSocket is not null)
await _gameService.Send(WebSocket, segment); webSocketService.Send(WebSocket, segment);
} }
protected override ArraySegment<byte>? Disconnect() => protected override ArraySegment<byte>? Disconnect() =>
new ActionMessage { Action = GameAction.Disconnect, Data = _actionService.Disconnect() } new ActionMessage { Action = GameAction.Disconnect, Data = actionService.Disconnect() }
.ToArraySegment(); .ToArraySegment();
protected override void SendDisconnectMessage(ArraySegment<byte> segment) => _actionService.SendToAll(segment); protected override void SendDisconnectMessage(ArraySegment<byte> segment) => actionService.SendToAll(segment);
/// <summary>
/// Performs the specified action based on the given message.
/// </summary>
/// <param name="message">The action message containing the action to be performed.</param>
public void DoAction(ActionMessage message) =>
message.Data = message.Action switch
{
GameAction.RollDice => actionService.RollDice(),
GameAction.MoveCharacter => actionService.HandleMoveCharacter(message.Data),
GameAction.JoinGame => actionService.FindGame(message.Data),
GameAction.Ready => actionService.Ready(),
GameAction.NextPlayer => actionService.FindNextPlayer(),
GameAction.Disconnect => actionService.LeaveGame(),
_ => message.Data
};
} }

View File

@ -1,29 +1,42 @@
using System.Net.WebSockets; using System.Net.WebSockets;
using Microsoft.AspNetCore.Mvc; using Microsoft.AspNetCore.Mvc;
using pacMan.Interfaces; using pacMan.Services;
namespace pacMan.Controllers; namespace pacMan.Controllers;
public abstract class GenericController : ControllerBase /// <summary>
/// Represents a generic controller for handling WebSocket connections.
/// </summary>
public abstract class GenericController(ILogger<GenericController> logger, IWebSocketService webSocketService)
: ControllerBase
{ {
/// <summary>
/// Buffer size used for processing data.
/// </summary>
private const int BufferSize = 1024 * 4; private const int BufferSize = 1024 * 4;
private readonly IWebSocketService _webSocketService;
protected readonly ILogger<GenericController> Logger; protected readonly ILogger<GenericController> Logger = logger;
protected WebSocket? WebSocket; protected WebSocket? WebSocket;
protected GenericController(ILogger<GenericController> logger, IWebSocketService webSocketService) /// <summary>
{ /// Establishes a WebSocket connection with the client.
Logger = logger; /// </summary>
_webSocketService = webSocketService; /// <remarks>
Logger.Log(LogLevel.Debug, "WebSocket Controller created"); /// This method checks if the HTTP request is a WebSocket request. If it is, it accepts the WebSocket connection, logs
} /// the connection establishment, and sets the WebSocket property to
/// the accepted WebSocket instance.
public virtual async Task Accept() /// After the connection is established, the method calls the Echo method to start echoing messages.
/// If the request is not a WebSocket request, it sets the HTTP response status code to 400 (BadRequest).
/// </remarks>
/// <returns>
/// The task representing the asynchronous operation.
/// </returns>
public virtual async Task Connect()
{ {
if (HttpContext.WebSockets.IsWebSocketRequest) if (HttpContext.WebSockets.IsWebSocketRequest)
{ {
using var webSocket = await HttpContext.WebSockets.AcceptWebSocketAsync(); using var webSocket = await HttpContext.WebSockets.AcceptWebSocketAsync();
Logger.Log(LogLevel.Information, "WebSocket connection established to {}", HttpContext.Connection.Id); Logger.LogInformation("WebSocket connection established to {}", HttpContext.Connection.Id);
WebSocket = webSocket; WebSocket = webSocket;
await Echo(); await Echo();
} }
@ -33,16 +46,21 @@ public abstract class GenericController : ControllerBase
} }
} }
/// <summary>
/// An asynchronous method that reads data from the WebSocket connection,
/// processes it, and sends back the processed data.
/// </summary>
/// <returns>A Task representing the asynchronous operation.</returns>
protected virtual async Task Echo() protected virtual async Task Echo()
{ {
if (WebSocket == null) return; if (WebSocket is null) return;
try try
{ {
WebSocketReceiveResult? result; WebSocketReceiveResult? result;
do do
{ {
var buffer = new byte[BufferSize]; var buffer = new byte[BufferSize];
result = await _webSocketService.Receive(WebSocket, buffer); result = await webSocketService.Receive(WebSocket, buffer);
if (result.CloseStatus.HasValue) break; if (result.CloseStatus.HasValue) break;
@ -50,23 +68,27 @@ public abstract class GenericController : ControllerBase
Send(segment); Send(segment);
} while (true); } while (true);
var disconnectSegment = Disconnect(); var disconnectSegment = Disconnect();
if (disconnectSegment != null) if (disconnectSegment is not null)
SendDisconnectMessage((ArraySegment<byte>)disconnectSegment); SendDisconnectMessage((ArraySegment<byte>)disconnectSegment);
await _webSocketService.Close(WebSocket, result.CloseStatus.Value, result.CloseStatusDescription); await webSocketService.Close(WebSocket, result.CloseStatus.Value, result.CloseStatusDescription);
} }
catch (WebSocketException e) catch (WebSocketException e)
{ {
Logger.Log(LogLevel.Error, "{}", e.Message); Logger.LogError("{}", e.Message);
} }
} }
protected virtual async void Send(ArraySegment<byte> segment) /// <summary>
/// Sends the specified byte segment using the WebSocket connection.
/// If the WebSocket connection is null, the method does nothing.
/// </summary>
/// <param name="segment">The byte segment to send.</param>
protected virtual void Send(ArraySegment<byte> segment)
{ {
if (WebSocket == null) return; if (WebSocket is null) return;
await _webSocketService.Send(WebSocket, segment); webSocketService.Send(WebSocket, segment);
} }
protected abstract ArraySegment<byte> Run(WebSocketReceiveResult result, byte[] data); protected abstract ArraySegment<byte> Run(WebSocketReceiveResult result, byte[] data);

View File

@ -6,21 +6,22 @@ using pacMan.GameStuff.Items;
namespace pacMan.Controllers; namespace pacMan.Controllers;
[ApiController] [ApiController]
[Route("api/[controller]")] [Route("api/[controller]/[action]")]
public class PlayerController : ControllerBase public class PlayerController(UserService userService) : ControllerBase
{ {
private readonly UserService _userService; /// <summary>
/// Logs in a user.
public PlayerController(UserService userService) => _userService = userService; /// </summary>
/// <param name="user">The user object containing the username and password.</param>
[HttpPost("login")] /// <returns>Returns an IActionResult indicating the login result.</returns>
[HttpPost]
public async Task<IActionResult> Login([FromBody] User user) public async Task<IActionResult> Login([FromBody] User user)
{ {
var result = await _userService.Login(user.Username, user.Password); var result = await userService.Login(user.Username, user.Password);
if (result is null) return Unauthorized("Invalid username or password"); if (result is null) return Unauthorized("Invalid username or password");
return Ok((Player)result); return Ok((Player)result);
} }
[HttpPost("register")] [HttpPost]
public async Task<IActionResult> Register([FromBody] User user) => throw new NotSupportedException(); public Task<IActionResult> Register([FromBody] User user) => throw new NotSupportedException();
} }

View File

@ -6,12 +6,11 @@ namespace pacMan.Controllers;
[ApiController] [ApiController]
[Route("api/[controller]")] [Route("api/[controller]")]
public class WsController : GenericController public class WsController(ILogger<WsController> logger, IWebSocketService gameService) :
GenericController(logger, gameService)
{ {
public WsController(ILogger<WsController> logger, GameService gameService) : base(logger, gameService) { }
[HttpGet] [HttpGet]
public override async Task Accept() => await base.Accept(); public override async Task Connect() => await base.Connect();
protected override ArraySegment<byte> Run(WebSocketReceiveResult result, byte[] data) protected override ArraySegment<byte> Run(WebSocketReceiveResult result, byte[] data)
{ {

View File

@ -0,0 +1,40 @@
using System.Text.Json.Serialization;
using pacMan.GameStuff;
using pacMan.GameStuff.Items;
namespace pacMan.DTOs;
public readonly record struct JoinGameData(
[property: JsonInclude, JsonPropertyName("username"), JsonRequired]
string Username,
[property: JsonInclude, JsonPropertyName("gameId"), JsonRequired]
Guid GameId
)
{
public void Deconstruct(out string username, out Guid gameId) => (username, gameId) = (Username, GameId);
}
public readonly record struct CreateGameData(
[property: JsonInclude, JsonPropertyName("player"), JsonRequired]
Player Player,
[property: JsonInclude, JsonPropertyName("spawns"), JsonRequired]
Queue<DirectionalPosition> Spawns
);
public readonly record struct ReadyData(
[property: JsonInclude, JsonPropertyName("allReady"), JsonRequired]
bool AllReady,
[property: JsonInclude, JsonPropertyName("players"), JsonRequired]
IEnumerable<Player> Players
);
public readonly record struct MovePlayerData(
[property: JsonInclude, JsonPropertyName("players"), JsonRequired]
List<Player> Players,
[property: JsonInclude, JsonPropertyName("ghosts"), JsonRequired]
List<Character> Ghosts,
[property: JsonInclude, JsonPropertyName("dice"), JsonRequired]
List<int> Dice,
[property: JsonInclude, JsonPropertyName("eatenPellets"), JsonRequired]
List<Position> EatenPellets
);

View File

@ -1,9 +1,9 @@
FROM mcr.microsoft.com/dotnet/aspnet:7.0 AS base FROM mcr.microsoft.com/dotnet/aspnet:8.0 AS base
WORKDIR /app WORKDIR /app
EXPOSE 80 EXPOSE 80
EXPOSE 443 EXPOSE 443
FROM mcr.microsoft.com/dotnet/sdk:7.0 AS build FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
RUN curl -fsSL https://deb.nodesource.com/setup_18.x | bash - \ RUN curl -fsSL https://deb.nodesource.com/setup_18.x | bash - \
&& apt-get install -y \ && apt-get install -y \

View File

@ -0,0 +1,5 @@
namespace pacMan.Exceptions;
public class GameNotFoundException(string message = "Game not found") : Exception(message);
public class GameNotPlayableException(string message = "Game is not allowed to be played") : Exception(message);

View File

@ -1,6 +0,0 @@
namespace pacMan.Exceptions;
public class GameNotFoundException : Exception
{
public GameNotFoundException(string message = "Game not found") : base(message) { }
}

View File

@ -1,6 +0,0 @@
namespace pacMan.Exceptions;
public class GameNotPlayableException : Exception
{
public GameNotPlayableException(string message = "Game is not allowed to be played") : base(message) { }
}

View File

@ -0,0 +1,3 @@
namespace pacMan.Exceptions;
public class PlayerNotFoundException(string? message = "Player not found") : Exception(message);

View File

@ -1,6 +0,0 @@
namespace pacMan.Exceptions;
public class PlayerNotFoundException : Exception
{
public PlayerNotFoundException(string? message = "Player not found") : base(message) { }
}

View File

@ -3,6 +3,9 @@ using System.Text.Json.Serialization;
namespace pacMan.GameStuff; namespace pacMan.GameStuff;
/// <summary>
/// Represents various actions that can be performed in a game.
/// </summary>
public enum GameAction public enum GameAction
{ {
Error, Error,
@ -14,13 +17,23 @@ public enum GameAction
Disconnect Disconnect
} }
/// <summary>
/// Represents an action message with optional data of type <typeparamref name="T" />.
/// Every Action may have a different type of data, or no data at all.
/// </summary>
/// <typeparam name="T">The type of the data.</typeparam>
public class ActionMessage<T> public class ActionMessage<T>
{ {
[JsonPropertyName("action")] public GameAction Action { get; init; } [JsonPropertyName("action")] public GameAction Action { get; init; }
[JsonPropertyName("data")] public T? Data { get; set; } [JsonPropertyName("data")] public T? Data { get; set; }
/// <summary>
/// Parses a JSON string into an ActionMessage object. With dynamic data.
/// </summary>
/// <param name="json">The JSON string to deserialize.</param>
/// <returns>An ActionMessage object populated with the deserialized data.</returns>
public static ActionMessage FromJson(string json) => JsonSerializer.Deserialize<ActionMessage>(json)!; public static ActionMessage FromJson(string json) => JsonSerializer.Deserialize<ActionMessage>(json)!;
} }
public class ActionMessage : ActionMessage<dynamic> { } public class ActionMessage : ActionMessage<dynamic>;

View File

@ -8,6 +8,7 @@ public class Character : IEquatable<Character>
[JsonPropertyName("position")] public MovePath? Position { get; set; } [JsonPropertyName("position")] public MovePath? Position { get; set; }
// TODO isEdible
[JsonInclude] [JsonInclude]
[JsonPropertyName("isEatable")] [JsonPropertyName("isEatable")]
public bool IsEatable { get; set; } = true; public bool IsEatable { get; set; } = true;
@ -31,9 +32,12 @@ public class Character : IEquatable<Character>
return obj.GetType() == GetType() && Equals((Character)obj); return obj.GetType() == GetType() && Equals((Character)obj);
} }
public override int GetHashCode() => HashCode.Combine(Colour, Position, IsEatable, SpawnPosition, (int?)Type); public override int GetHashCode() => HashCode.Combine(Colour, Type);
} }
/// <summary>
/// Represents the types of characters in a game.
/// </summary>
public enum CharacterType public enum CharacterType
{ {
PacMan, PacMan,

View File

@ -4,10 +4,17 @@ namespace pacMan.GameStuff.Items;
public class Box : IEquatable<Box> public class Box : IEquatable<Box>
{ {
[JsonPropertyName("pellets")] public int Pellets { get; init; } [JsonInclude]
[JsonPropertyName("powerPellets")] public int PowerPellet { get; init; } [JsonPropertyName("pellets")]
public int Pellets { get; init; }
[JsonPropertyName("colour")] public required string Colour { get; init; } [JsonInclude]
[JsonPropertyName("powerPellets")]
public int PowerPellet { get; init; }
[JsonInclude]
[JsonPropertyName("colour")]
public required string Colour { get; init; }
public bool Equals(Box? other) public bool Equals(Box? other)
{ {

View File

@ -6,7 +6,14 @@ public class Dice
{ {
private readonly Random _random = new(); private readonly Random _random = new();
[JsonInclude] public int Value { get; private set; } /// <summary>
/// Represents the value of the previous roll.
/// </summary>
[JsonInclude]
public int Value { get; private set; }
/// <summary>
/// Rolls a dice by generating a random number between 1 and 6 and assigns it to the 'Value' property of the dice.
/// </summary>
public void Roll() => Value = _random.Next(1, 7); public void Roll() => Value = _random.Next(1, 7);
} }

View File

@ -2,18 +2,24 @@ using System.Text.Json.Serialization;
namespace pacMan.GameStuff.Items; namespace pacMan.GameStuff.Items;
/// <summary>
/// Represents a cup containing multiple dice.
/// </summary>
public class DiceCup public class DiceCup
{ {
private readonly List<Dice> _dices; private readonly List<Dice> _dices = [new Dice(), new Dice()];
public DiceCup() => /// <summary>
_dices = new List<Dice> /// Gets a list of integer values representing the values of the dices.
{ /// </summary>
new(), /// <value>
new() /// A list of integer values representing the values of the dices.
}; /// </value>
[JsonInclude]
[JsonInclude] public List<int> Values => _dices.Select(dice => dice.Value).ToList(); public List<int> Values => _dices.Select(dice => dice.Value).ToList();
/// <summary>
/// Rolls all the dice in the list.
/// </summary>
public void Roll() => _dices.ForEach(dice => dice.Roll()); public void Roll() => _dices.ForEach(dice => dice.Roll());
} }

View File

@ -3,6 +3,9 @@ using DAL.Database.Models;
namespace pacMan.GameStuff.Items; namespace pacMan.GameStuff.Items;
/// <summary>
/// Represents the various states of a 'Player'.
/// </summary>
public enum State public enum State
{ {
WaitingForPlayers, WaitingForPlayers,
@ -11,6 +14,9 @@ public enum State
Disconnected Disconnected
} }
/// <summary>
/// Represents a player in the game.
/// </summary>
public class Player : IEquatable<Player>, ICloneable public class Player : IEquatable<Player>, ICloneable
{ {
[JsonPropertyName("username")] public required string Username { get; init; } [JsonPropertyName("username")] public required string Username { get; init; }

View File

@ -2,6 +2,9 @@ using System.Text.Json.Serialization;
namespace pacMan.GameStuff; namespace pacMan.GameStuff;
/// <summary>
/// Represents a move path consisting of a sequence of positions and a target end position with a specified direction.
/// </summary>
public class MovePath : IEquatable<MovePath> public class MovePath : IEquatable<MovePath>
{ {
[JsonInclude] [JsonInclude]
@ -19,6 +22,11 @@ public class MovePath : IEquatable<MovePath>
return Equals(Path, other.Path) && End.Equals(other.End) && Direction == other.Direction; return Equals(Path, other.Path) && End.Equals(other.End) && Direction == other.Direction;
} }
/// <summary>
/// Converts a DirectionalPosition object to a MovePath object.
/// </summary>
/// <param name="path">The DirectionalPosition object to convert.</param>
/// <returns>A MovePath object with the same End and Direction as the DirectionalPosition object.</returns>
public static implicit operator MovePath(DirectionalPosition path) => public static implicit operator MovePath(DirectionalPosition path) =>
new() new()
{ {
@ -33,9 +41,12 @@ public class MovePath : IEquatable<MovePath>
return obj.GetType() == GetType() && Equals((MovePath)obj); return obj.GetType() == GetType() && Equals((MovePath)obj);
} }
public override int GetHashCode() => HashCode.Combine(Path, End, (int)Direction); public override int GetHashCode() => HashCode.Combine(End, (int)Direction);
} }
/// <summary>
/// Represents a position with x and y coordinates.
/// </summary>
public class Position : IEquatable<Position> public class Position : IEquatable<Position>
{ {
[JsonPropertyName("x")] public int X { get; init; } [JsonPropertyName("x")] public int X { get; init; }
@ -59,6 +70,9 @@ public class Position : IEquatable<Position>
public override int GetHashCode() => HashCode.Combine(X, Y); public override int GetHashCode() => HashCode.Combine(X, Y);
} }
/// <summary>
/// Enum representing the possible directions: Left, Up, Right, and Down.
/// </summary>
public enum Direction public enum Direction
{ {
Left, Left,
@ -67,6 +81,9 @@ public enum Direction
Down Down
} }
/// <summary>
/// Represents a directional position with a coordinate and a direction.
/// </summary>
public class DirectionalPosition : IEquatable<DirectionalPosition> public class DirectionalPosition : IEquatable<DirectionalPosition>
{ {
[JsonPropertyName("at")] public required Position At { get; init; } [JsonPropertyName("at")] public required Position At { get; init; }
@ -80,6 +97,11 @@ public class DirectionalPosition : IEquatable<DirectionalPosition>
return At.Equals(other.At) && Direction == other.Direction; return At.Equals(other.At) && Direction == other.Direction;
} }
/// <summary>
/// Converts a MovePath object to a DirectionalPosition object.
/// </summary>
/// <param name="path">The MovePath object to convert.</param>
/// <returns>A DirectionalPosition object representing the converted MovePath object.</returns>
public static explicit operator DirectionalPosition(MovePath path) => public static explicit operator DirectionalPosition(MovePath path) =>
new() new()
{ {

View File

@ -1,6 +1,9 @@
namespace pacMan.GameStuff; namespace pacMan.GameStuff;
public class Rules /// <summary>
/// The Rules class holds constant values related to the game rules.
/// </summary>
public static class Rules
{ {
public const int MinPlayers = 2; public const int MinPlayers = 2;
public const int MaxPlayers = 4; public const int MaxPlayers = 4;

View File

@ -1,10 +0,0 @@
using System.Net.WebSockets;
namespace pacMan.Interfaces;
public interface IWebSocketService
{
Task Send(WebSocket webSocket, ArraySegment<byte> segment);
Task<WebSocketReceiveResult> Receive(WebSocket webSocket, byte[] buffer);
Task Close(WebSocket webSocket, WebSocketCloseStatus closeStatus, string? closeStatusDescription);
}

View File

@ -1,5 +1,4 @@
using DAL.Database.Service; using DAL.Database.Service;
using pacMan.Interfaces;
using pacMan.Services; using pacMan.Services;
var builder = WebApplication.CreateBuilder(args); var builder = WebApplication.CreateBuilder(args);
@ -8,6 +7,7 @@ var builder = WebApplication.CreateBuilder(args);
builder.Services.AddControllersWithViews(); builder.Services.AddControllersWithViews();
builder.Services builder.Services
.AddSingleton<IGameService, GameService>()
.AddSingleton<IWebSocketService, WebSocketService>() .AddSingleton<IWebSocketService, WebSocketService>()
.AddSingleton<GameService>() .AddSingleton<GameService>()
.AddScoped<UserService>() .AddScoped<UserService>()

View File

@ -1,8 +1,7 @@
using System.Net.WebSockets; using System.Net.WebSockets;
using System.Text.Json; using System.Text.Json;
using System.Text.Json.Serialization; using pacMan.DTOs;
using pacMan.Exceptions; using pacMan.Exceptions;
using pacMan.GameStuff;
using pacMan.GameStuff.Items; using pacMan.GameStuff.Items;
namespace pacMan.Services; namespace pacMan.Services;
@ -11,11 +10,10 @@ public interface IActionService
{ {
Player Player { set; } Player Player { set; }
Game? Game { get; set; } Game? Game { get; set; }
WebSocket? WebSocket { set; } WebSocket WebSocket { set; }
void DoAction(ActionMessage message);
List<int> RollDice(); List<int> RollDice();
List<Player> FindGame(JsonElement? jsonElement); List<Player> FindGame(JsonElement? jsonElement);
object? HandleMoveCharacter(JsonElement? jsonElement); MovePlayerData HandleMoveCharacter(JsonElement? jsonElement);
ReadyData Ready(); ReadyData Ready();
string FindNextPlayer(); string FindNextPlayer();
List<Player> LeaveGame(); List<Player> LeaveGame();
@ -23,68 +21,65 @@ public interface IActionService
List<Player>? Disconnect(); List<Player>? Disconnect();
} }
public class ActionService : IActionService /// <summary>
/// Provides various actions that can be performed in a game
/// </summary>
public class ActionService(ILogger<ActionService> logger, IGameService gameService) : IActionService
{ {
private readonly GameService _gameService; public WebSocket WebSocket { private get; set; } = null!;
private readonly ILogger<ActionService> _logger;
public ActionService(ILogger<ActionService> logger, GameService gameService)
{
_logger = logger;
_gameService = gameService;
}
public WebSocket? WebSocket { private get; set; }
public Game? Game { get; set; } public Game? Game { get; set; }
public Player? Player { get; set; } public Player? Player { get; set; }
public void DoAction(ActionMessage message) /// <summary>
{ /// Rolls the dice and returns the result. If the game is null, an empty list is returned.
message.Data = message.Action switch /// </summary>
{ /// <returns>A list of integers representing the values rolled on the dice.</returns>
GameAction.RollDice => RollDice(),
GameAction.MoveCharacter => HandleMoveCharacter(message.Data),
GameAction.JoinGame => FindGame(message.Data),
GameAction.Ready => Ready(),
GameAction.NextPlayer => FindNextPlayer(),
GameAction.Disconnect => LeaveGame(),
_ => message.Data
};
}
public List<int> RollDice() public List<int> RollDice()
{ {
Game?.DiceCup.Roll(); Game?.DiceCup.Roll();
var rolls = Game?.DiceCup.Values ?? new List<int>(); var rolls = Game?.DiceCup.Values ?? [];
_logger.Log(LogLevel.Information, "Rolled [{}]", string.Join(", ", rolls)); logger.LogInformation("Rolled [{}]", string.Join(", ", rolls));
return rolls; return rolls;
} }
public object? HandleMoveCharacter(JsonElement? jsonElement) /// <summary>
/// Handles the movement of the character based on the provided JSON element.
/// </summary>
/// <param name="jsonElement">The JSON element containing the data to move the character.</param>
/// <returns>The MovePlayerData object representing the updated character movement information.</returns>
public MovePlayerData HandleMoveCharacter(JsonElement? jsonElement)
{ {
if (Game != null && jsonElement.HasValue) var data = jsonElement?.Deserialize<MovePlayerData>() ?? throw new NullReferenceException("Data is null");
if (Game is not null)
{ {
Game.Ghosts = jsonElement.Value.GetProperty("ghosts").Deserialize<List<Character>>() ?? Game.Ghosts = data.Ghosts;
throw new NullReferenceException("Ghosts is null"); Game.Players = data.Players;
Game.Players = jsonElement.Value.GetProperty("players").Deserialize<List<Player>>() ??
throw new NullReferenceException("Players is null");
} }
return jsonElement; return data;
} }
/// <summary>
/// Finds a game based on the given JSON element.
/// </summary>
/// <param name="jsonElement">The JSON data containing the username and gameId.</param>
/// <returns>The list of players in the found game.</returns>
/// <exception cref="NullReferenceException">Thrown when the JSON data is null.</exception>
/// <exception cref="GameNotFoundException">Thrown when the game with the given gameId does not exist.</exception>
/// <exception cref="PlayerNotFoundException">Thrown when the player with the given username is not found in the game.</exception>
public List<Player> FindGame(JsonElement? jsonElement) public List<Player> FindGame(JsonElement? jsonElement)
{ {
var data = jsonElement?.Deserialize<JoinGameData>() ?? throw new NullReferenceException("Data is null"); var (username, gameId) =
jsonElement?.Deserialize<JoinGameData>() ?? throw new NullReferenceException("Data is null");
var game = _gameService.Games.FirstOrDefault(game => game.Id == data.GameId) ?? var game = gameService.FindGameById(gameId) ??
throw new GameNotFoundException($"Game was not found, id \"{data.GameId}\" does not exist"); throw new GameNotFoundException($"Game was not found, id \"{gameId}\" does not exist");
var player = game.Players.Find(p => p.Username == data.Username) var player = game.FindPlayerByUsername(username) ??
?? throw new PlayerNotFoundException($"Player \"{data.Username}\" was not found in game"); throw new PlayerNotFoundException($"Player \"{username}\" was not found in game");
player.State = game.IsGameStarted ? State.InGame : State.WaitingForPlayers; // TODO doesn't work anymore player.State = game.IsGameStarted ? State.InGame : State.WaitingForPlayers; // TODO doesn't work anymore
Player = player; Player = player;
@ -94,10 +89,18 @@ public class ActionService : IActionService
return Game.Players; return Game.Players;
} }
/// <summary>
/// Prepares the game and returns relevant data.
/// </summary>
/// <exception cref="PlayerNotFoundException">Thrown when the player is not found.</exception>
/// <exception cref="GameNotFoundException">Thrown when the game is not found.</exception>
/// <returns>A <see cref="ReadyData" /> object containing information about game readiness.</returns>
public ReadyData Ready() public ReadyData Ready()
{ {
if (Player == null || Game == null) if (Player is null)
throw new PlayerNotFoundException("Player not found, please create a new player"); throw new PlayerNotFoundException("Player not found, please create a new player");
if (Game is null)
throw new GameNotFoundException();
var players = Game.SetReady(Player.Username).ToArray(); var players = Game.SetReady(Player.Username).ToArray();
// TODO roll to start // TODO roll to start
@ -107,61 +110,55 @@ public class ActionService : IActionService
return new ReadyData { AllReady = allReady, Players = players }; return new ReadyData { AllReady = allReady, Players = players };
} }
/// <summary>
/// Finds the next player in the game.
/// </summary>
/// <returns>
/// The username of the next player in the game, if available.
/// </returns>
/// <exception cref="GameNotFoundException">
/// Thrown if the game is not found.
/// </exception>
public string FindNextPlayer() => Game?.NextPlayer().Username ?? throw new GameNotFoundException(); public string FindNextPlayer() => Game?.NextPlayer().Username ?? throw new GameNotFoundException();
/// <summary>
/// Removes the player from the game.
/// </summary>
/// <exception cref="NullReferenceException">Throws if the game or player is null.</exception>
/// <returns>A list of remaining players in the game.</returns>
public List<Player> LeaveGame() public List<Player> LeaveGame()
{ {
if (Game == null || Player == null) throw new NullReferenceException("Game or Player is null"); if (Game is null) throw new NullReferenceException("Game is null");
if (Player is null) throw new NullReferenceException("Player is null");
Game.RemovePlayer(Player.Username); Game.RemovePlayer(Player.Username);
return Game.Players; return Game.Players;
} }
/// <summary>
/// Disconnects the player from the game.
/// </summary>
/// <returns>
/// Returns the list of players in the game after disconnecting the player.
/// Returns null if the player is already disconnected or is not connected to a game.
/// </returns>
public List<Player>? Disconnect() public List<Player>? Disconnect()
{ {
if (Player == null) return null; if (Player is null) return null;
Player.State = State.Disconnected; Player.State = State.Disconnected;
if (Game != null) Game.Connections -= SendSegment; if (Game is not null) Game.Connections -= SendSegment;
return Game?.Players; return Game?.Players;
} }
/// <summary>
/// Sends a given byte segment to all players in the game.
/// </summary>
/// <param name="segment">The byte segment to send.</param>
public void SendToAll(ArraySegment<byte> segment) => Game?.SendToAll(segment); public void SendToAll(ArraySegment<byte> segment) => Game?.SendToAll(segment);
private async Task SendSegment(ArraySegment<byte> segment) /// <summary>
{ /// Sends an array segment of bytes through the WebSocket connection.
if (WebSocket != null) await _gameService.Send(WebSocket, segment); /// </summary>
else await Task.FromCanceled(new CancellationToken(true)); /// <param name="segment">The array segment of bytes to send.</param>
} /// <returns>A task that represents the asynchronous send operation.</returns>
} private Task SendSegment(ArraySegment<byte> segment) => gameService.Send(WebSocket, segment);
public struct JoinGameData
{
[JsonInclude]
[JsonPropertyName("username")]
public required string Username { get; init; }
[JsonInclude]
[JsonPropertyName("gameId")]
public required Guid GameId { get; init; }
}
public struct CreateGameData
{
[JsonInclude]
[JsonPropertyName("player")]
public required Player Player { get; init; }
[JsonInclude]
[JsonPropertyName("spawns")]
public required Queue<DirectionalPosition> Spawns { get; init; }
}
public struct ReadyData
{
[JsonInclude]
[JsonPropertyName("allReady")]
public required bool AllReady { get; init; }
[JsonInclude]
[JsonPropertyName("players")]
public required IEnumerable<Player> Players { get; set; }
} }

View File

@ -5,20 +5,26 @@ using pacMan.GameStuff.Items;
namespace pacMan.Services; namespace pacMan.Services;
public class Game /// <summary>
/// Represents a game instance.
/// </summary>
public class Game(Queue<DirectionalPosition> spawns)
{ {
private readonly Random _random = new(); private readonly Random _random = new();
private int _currentPlayerIndex; private int _currentPlayerIndex;
private List<Player> _players = new(); private List<Player> _players = [];
public Game(Queue<DirectionalPosition> spawns) => Spawns = spawns;
[JsonInclude] public Guid Id { get; } = Guid.NewGuid(); [JsonInclude] public Guid Id { get; } = Guid.NewGuid();
/// <summary>
/// Gets or sets the list of players.
/// When setting, the mutable values of the players are updated instead of replacing the list.
/// </summary>
[JsonIgnore] [JsonIgnore]
public List<Player> Players public List<Player> Players
{ {
get => _players; get => _players;
// TODO what if different length?
set set
{ {
if (_players.Count > 0) if (_players.Count > 0)
@ -34,17 +40,36 @@ public class Game
} }
} }
[JsonIgnore] public List<Character> Ghosts { get; set; } = new(); // TODO include [JsonIgnore] public List<Character> Ghosts { get; set; } = []; // TODO include
[JsonIgnore] private Queue<DirectionalPosition> Spawns { get; } /// <summary>
/// The spawn locations on the map.
/// </summary>
/// <value>
/// A Queue of DirectionalPositions representing the spawn locations on the map.
/// </value>
[JsonIgnore]
private Queue<DirectionalPosition> Spawns { get; } = spawns;
[JsonIgnore] public DiceCup DiceCup { get; } = new(); // TODO include [JsonIgnore] public DiceCup DiceCup { get; } = new(); // TODO include
[JsonInclude] public int Count => Players.Count; [JsonInclude] public int Count => Players.Count;
// TODO edge-case when game has started but all players have disconnected, Disconnected property? // TODO edge-case when game has started but all players have disconnected, Disconnected property?
[JsonInclude] public bool IsGameStarted => Count > 0 && Players.Any(player => player.State is State.InGame); /// <summary>
/// Whether the game has started.
/// </summary>
/// <remarks>
/// The game is considered started if the count is greater than zero and at least one player is in the "InGame" state.
/// </remarks>
[JsonInclude]
public bool IsGameStarted => Count > 0 && Players.Any(player => player.State is State.InGame);
/// <summary>
/// Gets the next player in the game.
/// </summary>
/// <returns>The next player.</returns>
/// <exception cref="PlayerNotFoundException">Thrown when there are no players in the game.</exception>
public Player NextPlayer() public Player NextPlayer()
{ {
try try
@ -53,7 +78,7 @@ public class Game
} }
catch (DivideByZeroException) catch (DivideByZeroException)
{ {
throw new InvalidOperationException("There are no players in the game."); throw new PlayerNotFoundException("There are no players in the game.");
} }
return Players[_currentPlayerIndex]; return Players[_currentPlayerIndex];
@ -61,8 +86,22 @@ public class Game
public void Shuffle() => Players.Sort((_, _) => _random.Next(-1, 2)); public void Shuffle() => Players.Sort((_, _) => _random.Next(-1, 2));
/// <summary>
/// An event that is invoked when a message is to be sent to all connections.
/// Each player in the game should be listening to this event.
/// </summary>
/// <remarks>
/// The event handler is of type <see cref="Func{T, TResult}" /> which accepts an <see cref="ArraySegment{T}" /> of
/// bytes and returns a <see cref="Task" />.
/// This event is typically used to perform some action when something happens.
/// </remarks>
public event Func<ArraySegment<byte>, Task>? Connections; public event Func<ArraySegment<byte>, Task>? Connections;
/// <summary>
/// Adds a player to the game.
/// </summary>
/// <param name="player">The player to be added.</param>
/// <exception cref="GameNotPlayableException">Thrown when the game is already full or has already started.</exception>
public void AddPlayer(Player player) public void AddPlayer(Player player)
{ {
if (Players.Count >= Rules.MaxPlayers) if (Players.Count >= Rules.MaxPlayers)
@ -86,6 +125,10 @@ public class Game
return removedPlayer; return removedPlayer;
} }
/// <summary>
/// Sets the spawn position and current position of the specified player's PacMan character.
/// </summary>
/// <param name="player">The player whose PacMan character's spawn and current positions will be set.</param>
private void SetSpawn(Player player) private void SetSpawn(Player player)
{ {
if (player.PacMan.SpawnPosition is not null) return; if (player.PacMan.SpawnPosition is not null) return;
@ -94,8 +137,17 @@ public class Game
player.PacMan.Position = spawn; player.PacMan.Position = spawn;
} }
/// <summary>
/// Sends the specified byte segment to all connected clients.
/// </summary>
/// <param name="segment">The byte segment to send.</param>
public void SendToAll(ArraySegment<byte> segment) => Connections?.Invoke(segment); public void SendToAll(ArraySegment<byte> segment) => Connections?.Invoke(segment);
/// <summary>
/// Sets the state of the player with the specified username to Ready.
/// </summary>
/// <param name="username">The username of the player.</param>
/// <returns>All players</returns>
public IEnumerable<Player> SetReady(string username) public IEnumerable<Player> SetReady(string username)
{ {
var player = Players.FirstOrDefault(p => p.Username == username); var player = Players.FirstOrDefault(p => p.Username == username);
@ -105,11 +157,25 @@ public class Game
return Players; return Players;
} }
/// <summary>
/// Sets all players to the "InGame" state if they are currently in the "Ready" state.
/// </summary>
/// <returns>
/// Returns true if all players were successfully set to the "InGame" state, false otherwise.
/// </returns>
public bool SetAllInGame() public bool SetAllInGame()
{ {
if (Players.Any(player => player.State != State.Ready)) return false; if (Players.Any(player => player.State is not State.Ready)) return false;
foreach (var player in Players) player.State = State.InGame; foreach (var player in Players) player.State = State.InGame;
return true; return true;
} }
/// <summary>
/// Finds a player by their username.
/// </summary>
/// <param name="username">The username of the player to find.</param>
/// <returns>The found Player object if a player with the given username is found; otherwise, null.</returns>
public Player? FindPlayerByUsername(string username) =>
Players.FirstOrDefault(player => player.Username == username);
} }

View File

@ -4,20 +4,27 @@ using pacMan.GameStuff.Items;
namespace pacMan.Services; namespace pacMan.Services;
public interface IGameService : IWebSocketService
{
SynchronizedCollection<Game> Games { get; }
Game JoinById(Guid id, Player player);
Game CreateAndJoin(Player player, Queue<DirectionalPosition> spawns);
Game? FindGameById(Guid id);
Game? FindGameByUsername(string username);
}
/// <summary> /// <summary>
/// The GameService class provides functionality for managing games in a WebSocket environment. It inherits from the /// The GameService class provides functionality for managing games in a WebSocket environment. It inherits from the
/// WebSocketService class. /// WebSocketService class.
/// </summary> /// </summary>
public class GameService : WebSocketService public class GameService(ILogger<WebSocketService> logger) : WebSocketService(logger), IGameService
{ {
public GameService(ILogger<GameService> logger) : base(logger) { }
/// <summary> /// <summary>
/// A thread-safe collection (SynchronizedCollection) of "Game" objects. Utilized for managing multiple game instances /// A thread-safe collection (SynchronizedCollection) of "Game" objects. Utilized for managing multiple game instances
/// simultaneously. /// simultaneously.
/// It represents all the current games being managed by GameService. /// It represents all the current games being managed by GameService.
/// </summary> /// </summary>
public SynchronizedCollection<Game> Games { get; } = new(); public SynchronizedCollection<Game> Games { get; } = [];
/// <summary> /// <summary>
/// This method tries to find a game with the specified id, add a player to it and return the updated game. /// This method tries to find a game with the specified id, add a player to it and return the updated game.
@ -57,8 +64,20 @@ public class GameService : WebSocketService
return game; return game;
} }
public Game? FindGameByUsername(string username) /// <summary>
{ /// Finds a game by its ID.
return Games.FirstOrDefault(game => game.Players.Exists(player => player.Username == username)); /// </summary>
} /// <param name="id">The ID of the game.</param>
/// <returns>The game with the specified ID, or null if no game was found.</returns>
public Game? FindGameById(Guid id) => Games.FirstOrDefault(game => game.Id == id);
/// <summary>
/// Finds a game by the given username.
/// </summary>
/// <param name="username">The username to search for.</param>
/// <returns>
/// The found game, if any. Returns null if no game is found.
/// </returns>
public Game? FindGameByUsername(string username) =>
Games.FirstOrDefault(game => game.Players.Exists(player => player.Username == username));
} }

View File

@ -1,20 +1,33 @@
using System.Net.WebSockets; using System.Net.WebSockets;
using pacMan.Interfaces;
using pacMan.Utils; using pacMan.Utils;
namespace pacMan.Services; namespace pacMan.Services;
public interface IWebSocketService
public class WebSocketService : IWebSocketService
{ {
protected readonly ILogger<WebSocketService> Logger; Task Send(WebSocket webSocket, ArraySegment<byte> segment);
Task<WebSocketReceiveResult> Receive(WebSocket webSocket, byte[] buffer);
public WebSocketService(ILogger<WebSocketService> logger) Task Close(WebSocket webSocket, WebSocketCloseStatus closeStatus, string? closeStatusDescription);
{ }
Logger = logger;
logger.Log(LogLevel.Debug, "WebSocket Service created");
}
/// <summary>
/// WebSocketService class provides methods to send, receive and close a WebSocket connection.
/// </summary>
public class WebSocketService(ILogger<WebSocketService> logger) : IWebSocketService
{
/// <summary>
/// Sends the specified byte array as a text message through the WebSocket connection.
/// </summary>
/// <param name="webSocket">The WebSocket connection.</param>
/// <param name="segment">The byte array to send.</param>
/// <returns>
/// A task representing the asynchronous operation of sending the message.
/// </returns>
/// <remarks>
/// This method sends the specified byte array as a text message through the WebSocket connection.
/// It uses the WebSocket.SendAsync method to send the message asynchronously.
/// After sending the message, it logs a debug message using the logger provided.
/// </remarks>
public async Task Send(WebSocket webSocket, ArraySegment<byte> segment) public async Task Send(WebSocket webSocket, ArraySegment<byte> segment)
{ {
await webSocket.SendAsync( await webSocket.SendAsync(
@ -23,18 +36,34 @@ public class WebSocketService : IWebSocketService
true, true,
CancellationToken.None); CancellationToken.None);
Logger.Log(LogLevel.Debug, "Message sent to WebSocket"); logger.LogDebug("Message sent through WebSocket");
} }
/// <summary>
/// Receives data from a websocket and logs a debug message.
/// </summary>
/// <param name="webSocket">The websocket to receive data from.</param>
/// <param name="buffer">The buffer to store the received data.</param>
/// <returns>
/// A task representing the asynchronous operation. The result contains the <see cref="WebSocketReceiveResult" />
/// which contains information about the received data.
/// </returns>
public async Task<WebSocketReceiveResult> Receive(WebSocket webSocket, byte[] buffer) public async Task<WebSocketReceiveResult> Receive(WebSocket webSocket, byte[] buffer)
{ {
var result = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None); var result = await webSocket.ReceiveAsync(new ArraySegment<byte>(buffer), CancellationToken.None);
Logger.Log(LogLevel.Debug, logger.LogDebug(
"Message \"{}\" received from WebSocket", "Message \"{}\" received from WebSocket",
buffer.GetString(result.Count)); buffer.GetString(result.Count));
return result; return result;
} }
/// <summary>
/// Closes the WebSocket connection with the specified close status and description.
/// </summary>
/// <param name="webSocket">The WebSocket connection to close.</param>
/// <param name="closeStatus">The status code indicating the reason for the close.</param>
/// <param name="closeStatusDescription">The optional description explaining the reason for the close.</param>
/// <returns>A task representing the asynchronous operation.</returns>
public async Task Close(WebSocket webSocket, WebSocketCloseStatus closeStatus, string? closeStatusDescription) public async Task Close(WebSocket webSocket, WebSocketCloseStatus closeStatus, string? closeStatusDescription)
{ {
await webSocket.CloseAsync( await webSocket.CloseAsync(
@ -42,6 +71,6 @@ public class WebSocketService : IWebSocketService
closeStatusDescription, closeStatusDescription,
CancellationToken.None); CancellationToken.None);
Logger.Log(LogLevel.Information, "WebSocket connection closed"); logger.LogInformation("WebSocket connection closed");
} }
} }

View File

@ -6,13 +6,24 @@ namespace pacMan.Utils;
public static partial class Extensions public static partial class Extensions
{ {
/// <summary>
/// Converts the specified byte array into a string using UTF-8 encoding and then removes any invalid characters.
/// </summary>
/// <param name="bytes">The byte array to convert.</param>
/// <param name="length">The number of bytes to decode.</param>
/// <returns>The decoded string without any invalid characters.</returns>
public static string GetString(this byte[] bytes, int length) public static string GetString(this byte[] bytes, int length)
{ {
var s = Encoding.UTF8.GetString(bytes, 0, length); var s = Encoding.UTF8.GetString(bytes, 0, length);
// Removes invalid characters from the string // Removes invalid characters from the string
return InvalidCharacters().Replace(s, ""); return InvalidCharacters().Replace(s, string.Empty);
} }
/// <summary>
/// Converts an object to an <see cref="ArraySegment{T}" /> of bytes.
/// </summary>
/// <param name="obj">The object to convert.</param>
/// <returns>An <see cref="ArraySegment{T}" /> of bytes representing the serialized object in UTF-8 encoding.</returns>
public static ArraySegment<byte> ToArraySegment(this object obj) public static ArraySegment<byte> ToArraySegment(this object obj)
{ {
var json = JsonSerializer.Serialize(obj); var json = JsonSerializer.Serialize(obj);
@ -20,6 +31,10 @@ public static partial class Extensions
return new ArraySegment<byte>(bytes, 0, json.Length); return new ArraySegment<byte>(bytes, 0, json.Length);
} }
/// <summary>
/// Retrieves a regular expression pattern that matches invalid characters.
/// </summary>
/// <returns>A regular expression pattern for matching invalid characters.</returns>
[GeneratedRegex("\\p{C}+")] [GeneratedRegex("\\p{C}+")]
private static partial Regex InvalidCharacters(); private static partial Regex InvalidCharacters();
} }

View File

@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk.Web"> <Project Sdk="Microsoft.NET.Sdk.Web">
<PropertyGroup> <PropertyGroup>
<TargetFramework>net7.0</TargetFramework> <TargetFramework>net9.0</TargetFramework>
<Nullable>enable</Nullable> <Nullable>enable</Nullable>
<TypeScriptCompileBlocked>true</TypeScriptCompileBlocked> <TypeScriptCompileBlocked>true</TypeScriptCompileBlocked>
<TypeScriptToolsVersion>Latest</TypeScriptToolsVersion> <TypeScriptToolsVersion>Latest</TypeScriptToolsVersion>
@ -13,70 +13,71 @@
<RootNamespace>pacMan</RootNamespace> <RootNamespace>pacMan</RootNamespace>
<ImplicitUsings>enable</ImplicitUsings> <ImplicitUsings>enable</ImplicitUsings>
<DockerDefaultTargetOS>Linux</DockerDefaultTargetOS> <DockerDefaultTargetOS>Linux</DockerDefaultTargetOS>
<LangVersion>13</LangVersion>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="Microsoft.AspNetCore.SpaProxy" Version="7.0.10" /> <PackageReference Include="Microsoft.AspNetCore.SpaProxy" Version="8.0.0"/>
<PackageReference Include="Microsoft.TypeScript.MSBuild" Version="5.2.2"> <PackageReference Include="Microsoft.TypeScript.MSBuild" Version="5.3.3">
<PrivateAssets>all</PrivateAssets> <PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets> <IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference> </PackageReference>
<PackageReference Include="System.ServiceModel.Primitives" Version="6.1.0" /> <PackageReference Include="System.ServiceModel.Primitives" Version="8.0.0" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<!-- Don't publish the SPA source files, but do show them in the project files list --> <!-- Don't publish the SPA source files, but do show them in the project files list -->
<Content Remove="$(SpaRoot)**" /> <Content Remove="$(SpaRoot)**"/>
<Content Include="..\.dockerignore"> <Content Include="..\.dockerignore">
<Link>.dockerignore</Link> <Link>.dockerignore</Link>
</Content> </Content>
<None Remove="$(SpaRoot)**" /> <None Remove="$(SpaRoot)**"/>
<None Include="$(SpaRoot)**" Exclude="$(SpaRoot)node_modules\**" /> <None Include="$(SpaRoot)**" Exclude="$(SpaRoot)node_modules\**"/>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<TypeScriptCompile Remove="ClientApp\src\components\Counter.tsx" /> <TypeScriptCompile Remove="ClientApp\src\components\Counter.tsx"/>
<TypeScriptCompile Remove="ClientApp\src\components\FetchData.tsx" /> <TypeScriptCompile Remove="ClientApp\src\components\FetchData.tsx"/>
<TypeScriptCompile Remove="ClientApp\src\components\Home.tsx" /> <TypeScriptCompile Remove="ClientApp\src\components\Home.tsx"/>
<TypeScriptCompile Remove="ClientApp\src\pages\FetchData.tsx" /> <TypeScriptCompile Remove="ClientApp\src\pages\FetchData.tsx"/>
<TypeScriptCompile Remove="ClientApp\src\classes\tileMap.ts" /> <TypeScriptCompile Remove="ClientApp\src\classes\tileMap.ts"/>
<TypeScriptCompile Remove="ClientApp\src\game\tileMap.ts" /> <TypeScriptCompile Remove="ClientApp\src\game\tileMap.ts"/>
<TypeScriptCompile Remove="ClientApp\src\components\gameCanvas.tsx" /> <TypeScriptCompile Remove="ClientApp\src\components\gameCanvas.tsx"/>
<TypeScriptCompile Remove="ClientApp\src\game\game.ts" /> <TypeScriptCompile Remove="ClientApp\src\game\game.ts"/>
<TypeScriptCompile Remove="ClientApp\src\App.test.tsx" /> <TypeScriptCompile Remove="ClientApp\src\App.test.tsx"/>
<TypeScriptCompile Remove="ClientApp\src\game\playerStats.tsx" /> <TypeScriptCompile Remove="ClientApp\src\game\playerStats.tsx"/>
<TypeScriptCompile Remove="ClientApp\src\websockets\actions.ts" /> <TypeScriptCompile Remove="ClientApp\src\websockets\actions.ts"/>
<TypeScriptCompile Remove="ClientApp\src\utils\colours.ts" /> <TypeScriptCompile Remove="ClientApp\src\utils\colours.ts"/>
<TypeScriptCompile Remove="ClientApp\src\utils\dom.ts" /> <TypeScriptCompile Remove="ClientApp\src\utils\dom.ts"/>
<TypeScriptCompile Remove="ClientApp\src\game\pellet.ts" /> <TypeScriptCompile Remove="ClientApp\src\game\pellet.ts"/>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Folder Include="ClientApp\tests\utils\" /> <Folder Include="ClientApp\tests\utils\"/>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\DataAccessLayer\DataAccessLayer.csproj" /> <ProjectReference Include="..\DataAccessLayer\DataAccessLayer.csproj"/>
</ItemGroup> </ItemGroup>
<Target Name="DebugEnsureNodeEnv" BeforeTargets="Build" Condition=" '$(Configuration)' == 'Debug' And !Exists('$(SpaRoot)node_modules') "> <Target Name="DebugEnsureNodeEnv" BeforeTargets="Build" Condition=" '$(Configuration)' == 'Debug' And !Exists('$(SpaRoot)node_modules') ">
<!-- Ensure Node.js is installed --> <!-- Ensure Node.js is installed -->
<Exec Command="node --version" ContinueOnError="true"> <Exec Command="node --version" ContinueOnError="true">
<Output TaskParameter="ExitCode" PropertyName="ErrorCode" /> <Output TaskParameter="ExitCode" PropertyName="ErrorCode"/>
</Exec> </Exec>
<Error Condition="'$(ErrorCode)' != '0'" Text="Node.js is required to build and run this project. To continue, please install Node.js from https://nodejs.org/, and then restart your command prompt or IDE." /> <Error Condition="'$(ErrorCode)' != '0'" Text="Node.js is required to build and run this project. To continue, please install Node.js from https://nodejs.org/, and then restart your command prompt or IDE."/>
<Message Importance="high" Text="Restoring dependencies using 'pnpm'. This may take several minutes..." /> <Message Importance="high" Text="Restoring dependencies using 'pnpm'. This may take several minutes..."/>
<Exec WorkingDirectory="$(SpaRoot)" Command="pnpm install" /> <Exec WorkingDirectory="$(SpaRoot)" Command="pnpm install"/>
</Target> </Target>
<Target Name="PublishRunWebpack" AfterTargets="ComputeFilesToPublish"> <Target Name="PublishRunWebpack" AfterTargets="ComputeFilesToPublish">
<!-- As part of publishing, ensure the JS resources are freshly built in production mode --> <!-- As part of publishing, ensure the JS resources are freshly built in production mode -->
<Exec WorkingDirectory="$(SpaRoot)" Command="pnpm install" /> <Exec WorkingDirectory="$(SpaRoot)" Command="pnpm install"/>
<Exec WorkingDirectory="$(SpaRoot)" Command="pnpm build" /> <Exec WorkingDirectory="$(SpaRoot)" Command="pnpm build"/>
<!-- Include the newly-built files in the publish output --> <!-- Include the newly-built files in the publish output -->
<ItemGroup> <ItemGroup>
<DistFiles Include="$(SpaRoot)build\**" /> <DistFiles Include="$(SpaRoot)build\**"/>
<ResolvedFileToPublish Include="@(DistFiles->'%(FullPath)')" Exclude="@(ResolvedFileToPublish)"> <ResolvedFileToPublish Include="@(DistFiles->'%(FullPath)')" Exclude="@(ResolvedFileToPublish)">
<RelativePath>wwwroot\%(RecursiveDir)%(FileName)%(Extension)</RelativePath> <RelativePath>wwwroot\%(RecursiveDir)%(FileName)%(Extension)</RelativePath>
<CopyToPublishDirectory>PreserveNewest</CopyToPublishDirectory> <CopyToPublishDirectory>PreserveNewest</CopyToPublishDirectory>