import React from 'react' import assertNever from '~/common/assertNever.ts' import Loading from '../components/Loading.tsx' import { AsyncHandle, Card, FighterArea, GameState, GameAction, GameCommandAPI, } from './types.ts' import useServerSocket from './useServerSocket.ts' import Game from './Game.tsx' interface GameClientState extends GameState { isDrawing: boolean } type GameClientAction = GameAction function reducer(state: GameClientState, action: GameClientAction): GameClientState { switch (action.type) { case 'update-state': { return {...state, ...action.state} } case 'set-player-team': { return {...state, team: action.team} } case 'play-card': { const nextHand = [ ...state.player.hand.slice(0, action.handIndex), ...state.player.hand.slice(action.handIndex + 1), ] return { ...state, player: { ...state.player, hand: nextHand }, } } case 'receive-cards': { // first, i can draw and i am not yet drawing // scry N cards from the deck if (state.canDraw && !state.isDrawing) { return { ...state, isDrawing: true, drawChoices: action.cards, } } // then, i am drawing, i can still draw, and I haven't yet drawn. // i draw a card into my hand if (state.canDraw && state.isDrawing && !state.hasDrawn) { return { ...state, drawChoices: [], player: { ...state.player, hand: action.cards }, isDrawing: false, hasDrawn: true, } } // then, i am no longer drawing and cannot draw. this is the board. const team = state.team === 1 ? 'sentinal' : 'scourge' as const return { ...state, board: { ...state.board, [team]: action.cards, }, } } default: return state } } const initialState: GameClientState = { board: { sentinal: Array(4).fill(undefined) as FighterArea, scourge: Array(4).fill(undefined) as FighterArea, }, player: { name: '', id: 0, hand: [], life: 0, ready: false, }, deck: { cards: [] }, team: 1, enemyLife: 0, enemyDeckSize: 0, enemyHandSize: 0, currentTurn: 1, canDraw: false, hasDrawn: false, gameStatus: 0, isDrawing: false, drawChoices: [], } export default function GameClient(): JSX.Element { const [state, dispatch] = React.useReducer(reducer, initialState) const handleGameUpdate = React.useCallback((action: GameAction) => { dispatch(action) }, []) const socketHandle = useServerSocket(handleGameUpdate) const {team} = state const gameHandle = React.useMemo>( () => { if (socketHandle.status !== 'connected') return socketHandle return { status: 'connected', handle: { readyPlayer: () => { if (socketHandle.status !== 'connected') return socketHandle.handle.sendGameCommand({ type: 's', cmd: 'b', player_id: team, }) }, startTurn: () => { if (socketHandle.status !== 'connected') return socketHandle.handle.sendGameCommand({ type: 's', cmd: 's', player_id: team, }) }, endTurn: () => { if (socketHandle.status !== 'connected') return socketHandle.handle.sendGameCommand({ type: 's', cmd: 'e', player_id: team, }) }, getView: () => { if (socketHandle.status !== 'connected') return socketHandle.handle.sendGameCommand({ type: 's', cmd: 'g', player_id: team, }) }, startDraw: () => { if (socketHandle.status !== 'connected') return socketHandle.handle.sendGameCommand({ type: 'a', cmd: 's', player_id: team, }) }, commitDraw: (cardIndex: number) => { if (socketHandle.status !== 'connected') return // dispatch({type}) socketHandle.handle.sendGameCommand({ type: 'a', cmd: `d ${cardIndex}`, player_id: team, }) }, playCard: (handIndex: number, positionIndex: number) => { if (socketHandle.status !== 'connected') return dispatch({ type: 'play-card', handIndex }) socketHandle.handle.sendGameCommand({ type: 'a', cmd: `p ${handIndex} ${positionIndex}`, player_id: team, }) }, moveCard: (positionFrom: number, positionTo: number) => { if (socketHandle.status !== 'connected') return socketHandle.handle.sendGameCommand({ type: 'a', cmd: `m ${positionFrom} ${positionTo}`, player_id: team, }) }, attackCard: (positionFrom: number, positionTo: number) => { if (socketHandle.status !== 'connected') return socketHandle.handle.sendGameCommand({ type: 'a', cmd: `a ${positionFrom} ${positionTo}`, player_id: team, }) }, }, } }, [socketHandle, team], ) React.useEffect(() => { if (gameHandle.status !== 'connected') return gameHandle.handle.readyPlayer() }, [gameHandle, team]) switch (gameHandle.status) { case 'connected': { return } case 'not-connected': case 'connecting': { return } default: return assertNever(gameHandle) } }