import React, { useState } from "react";
import "./Board.css";
const base = process.env.PUBLIC_URL;
const assetsPath = `${base}/assets`;
const Board = ({ table, game }) => {
const rows = [3, 4, 5, 4, 3, 2]; /* The final row of 2 is to place roads and corners */
const [signature, setSignature] = useState("");
const [pips, setPips] = useState(<>>);
const [borders, setBorders] = useState(<>>);
const [tiles, setTiles] = useState(<>>);
const [corners, setCorners] = useState(<>>);
const [roads, setRoads] = useState(<>>);
const [transform, setTransform] = useState(1);
const
hexRatio = 1.1547,
tileWidth = 67,
tileHalfWidth = tileWidth * 0.5,
tileHeight = tileWidth * hexRatio,
tileHalfHeight = tileHeight * 0.5,
radius = tileHeight * 2,
borderOffsetX = 86, /* ~1/10th border image width... hand tuned */
borderOffsetY = 3;
/* Actual sizing */
const
tileImageWidth = 90, /* Based on hand tuned and image width */
tileImageHeight = tileImageWidth/hexRatio,
borderImageWidth = (2 + 2/3) * tileImageWidth, /* 2.667 * .Tile.width */
borderImageHeight = borderImageWidth * 0.29; /* 0.29 * .Border.height */
const Tile = ({tile}) => {
const onClick = (event) => {
console.log(`Tile clicked: ${tile.index}`);
};
return
;
};
const Road = ({road}) => {
const onClick = (event) => {
console.log(`Road clicked: ${road.index}`);
table.placeRoad(road.index);
};
return ;
};
const Corner = ({corner}) => {
const onClick = (event) => {
console.log(`Corner ${corner.index}:`, game.layout.corners[corner.index]);
table.placeSettlement(corner.index);
return;
};
return ;
};
const generateRoads = () => {
let row = 0, rowCount = 0;
let y = -2.5 + tileHalfWidth - (rows.length - 1) * 0.5 * tileWidth,
x = -tileHalfHeight -(rows[row] - 1) * 0.5 * tileHeight;
let index = 0;
let road;
const corners = [];
for (let i = 0; i < 21; i++) {
const lastRow = row === rows.length - 1;
if (row > 2 && rowCount === 0) {
road = {
index: index++,
angle: -60,
top: y-0.5*tileHalfHeight,
left: x-tileHalfHeight
};
corners.push();
}
road = {
index: index++,
angle: 240,
top: y,
left: x
};
corners.push();
road = {
index: index++,
angle: -60,
top: y-0.5*tileHalfHeight,
left: x+tileHalfHeight
};
corners.push();
if (!lastRow) {
road = {
index: index++,
angle: 0,
top: y,
left: x
};
corners.push();
}
if (++rowCount === rows[row]) {
if (!lastRow) {
road = {
index: index++,
angle: 0,
top: y,
left: x+2.*tileHalfHeight
};
corners.push();
}
if (row > 2) {
road = {
index: index++,
angle: 60,
top: y-0.5*tileHalfHeight,
left: x+3.*tileHalfHeight
};
corners.push();
}
row++;
rowCount = 0;
y += tileHeight - 10.5;
x = -tileHalfHeight - (rows[row] - 1) * 0.5 * tileHeight;
} else {
x += tileHeight;
}
}
return corners;
}
const generateCorners = () => {
let row = 0, rowCount = 0;
let y = -8 + 0.5 * tileHalfWidth - (rows.length - 1) * 0.5 * tileWidth,
x = -tileHalfHeight -(rows[row] - 1) * 0.5 * tileHeight;
let index = 0;
const corners = [];
let corner;
for (let i = 0; i < 21; i++) {
if (row > 2 && rowCount === 0) {
corner = {
index: index++,
top: y-0.5*tileHalfHeight,
left: x-tileHalfHeight
};
corners.push();
}
corner = {
index: index++,
top: y,
left: x
};
corners.push();
corner = {
index: index++,
top: y-0.5*tileHalfHeight,
left: x+tileHalfHeight
};
corners.push();
if (++rowCount === rows[row]) {
corner = {
index: index++,
top: y,
left: x+2.*tileHalfHeight
};
corners.push();
if (row > 2) {
corner = {
index: index++,
top: y-0.5*tileHalfHeight,
left: x+3.*tileHalfHeight
};
corners.push();
}
row++;
rowCount = 0;
y += tileHeight - 10.5;
x = -tileHalfHeight - (rows[row] - 1) * 0.5 * tileHeight;
} else {
x += tileHeight;
}
}
return corners;
}
const generatePips = () => {
let row = 0, rowCount = 0;
let y = tileHalfWidth - (rows.length - 1) * 0.5 * tileWidth,
x = -(rows[row] - 1) * 0.5 * tileHeight;
return game.pipOrder.map(order => {
const pip = game.pips[order];
const div = ;
if (++rowCount === rows[row]) {
row++;
rowCount = 0;
y += tileWidth;
x = - (rows[row] - 1) * 0.5 * tileHeight;
} else {
x += tileHeight;
}
return div;
});
};
const generateTiles = () => {
let row = 0, rowCount = 0;
let y = tileHalfWidth - (rows.length - 1) * 0.5 * tileWidth,
x = -(rows[row] - 1) * 0.5 * tileHeight;
let index = 0;
return game.tileOrder.map(order => {
const tile = Object.assign({},
game.tiles[order],
{ index: index++, left: x, top: y});
let div = ;
if (++rowCount === rows[row]) {
row++;
rowCount = 0;
y += tileWidth;
x = - (rows[row] - 1) * 0.5 * tileHeight;
} else {
x += tileHeight;
}
return div;
});
};
const generateBorders = () => {
const sides = 6;
let side = -1;
return game.borderOrder.map(order => {
const border = game.borders[order];
side++;
let x = + Math.sin(Math.PI - side / sides * 2. * Math.PI) * radius,
y = Math.cos(Math.PI - side / sides * 2. * Math.PI) * radius;
let prev = (order === 0) ? 6 : order;
const file = `borders-${order+1}.${prev}.png`;
return ;
});
};
/* If the game is loaded, and the signature is different,
* regenerate everything */
if (game && game.signature !== signature) {
console.log(`Generate for ${game.signature}`);
setPips(generatePips);
setBorders(generateBorders);
setTiles(generateTiles);
setCorners(generateCorners);
setRoads(generateRoads);
setSignature(game.signature);
} else {
if (!game) {
console.log(`No game in Board`);
}
}
/* Adjust the 'transform: scale' for the BoardBox
* so the board fills the Board
*
* The board is H tall, and H * hexRatio wide */
const board = document.querySelector('.Board');
if (board) {
const width = board.offsetWidth,
height = board.offsetHeight;
let _transform;
if (height * hexRatio > width) {
_transform = width / (450. * hexRatio);
} else {
_transform = height / (450.);
}
if (_transform !== transform) {
const boardBox = board.querySelector('.BoardBox');
if (boardBox) {
console.log(`Setting transofrm scale to ${_transform}`);
boardBox.style.transform = `scale(${_transform})`;
}
setTransform(_transform);
}
}
if (game && game.turn.roll) {
let nodes = document.querySelectorAll('.Pip.Active');
for (let i = 0; i < nodes.length; i++) {
nodes[i].classList.remove('Active');
}
nodes = document.querySelectorAll(`.Pip[data-roll="${game.turn.roll}"]`);
for (let i = 0; i < nodes.length; i++) {
nodes[i].classList.add('Active');
}
}
if (game && game.placements) {
/* Set color and type based on placement data from the server */
game.placements.corners.forEach((corner, index) => {
const el = document.querySelector(`.Corner[data-index="${index}"]`);
if (!el) {
return;
}
if (!corner.color) {
el.removeAttribute('data-color');
el.removeAttribute('data-type');
} else {
el.setAttribute('data-color', corner.color);
el.setAttribute('data-type', corner.type);
}
});
game.placements.roads.forEach((road, index) => {
const el = document.querySelector(`.Road[data-index="${index}"]`);
if (!el) {
return;
}
if (!road.color) {
el.removeAttribute('data-color');
} else {
el.setAttribute('data-color', road.color);
}
});
/* Clear all 'Option' targets */
const nodes = document.querySelectorAll(`.Option`);
for (let i = 0; i < nodes.length; i++) {
nodes[i].classList.remove('Option');
}
/* Add 'Option' based on game.turn.limits */
if (game.turn && game.turn.limits) {
if (game.turn.limits['roads']) {
game.turn.limits['roads'].forEach(index => {
const el = document.querySelector(`.Road[data-index="${index}"]`);
if (!el) {
return;
}
el.classList.add('Option');
});
}
if (game.turn.limits['corners']) {
game.turn.limits['corners'].forEach(index => {
const el = document.querySelector(`.Corner[data-index="${index}"]`);
if (!el) {
return;
}
el.classList.add('Option');
});
}
}
}
const canAction = (action) => {
return (game && game.turn && Array.isArray(game.turn.actions) && game.turn.actions.indexOf(action) !== -1);
};
return (
{ borders }
{ tiles }
{ pips }
{ game && <>
{ corners }
{ roads }
> }
);
};
export default Board;