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peddlers-of-ketran/server/util/validLocations.ts

174 lines
6.3 KiB
TypeScript

import { CornerType, Game, PlayerColor } from "../routes/games/types";
import { layout } from "./layout";
const isRuleEnabled = (game: any, rule: string): boolean => {
return rule in game.rules && game.rules[rule].enabled;
};
const getValidRoads = (game: any, color: string): number[] => {
const limits: number[] = [];
/* For each road, if the road is set, skip it.
* If no color is set, check the two corners. If the corner
* has a matching color, add this to the set. Otherwise skip.
*/
layout.roads.forEach((road, roadIndex) => {
// Skip if placements or roads missing, or if this road is already occupied
// Treat the explicit sentinel "unassigned" as "not available" so only
// consider a road occupied when a color is present and not "unassigned".
if (
!game.placements ||
!game.placements.roads ||
(game.placements.roads[roadIndex] &&
game.placements.roads[roadIndex].color &&
game.placements.roads[roadIndex].color !== "unassigned")
) {
return;
}
let valid = false;
for (let c = 0; !valid && c < road.corners.length; c++) {
const cornerIndex = road.corners[c] as number;
if (cornerIndex == null || (layout as any).corners[cornerIndex] == null) {
continue;
}
const corner = (layout as any).corners[cornerIndex];
const cornerColor =
(game as any).placements &&
(game as any).placements.corners &&
(game as any).placements.corners[cornerIndex] &&
(game as any).placements.corners[cornerIndex].color;
/* Roads do not pass through other player's settlements.
* Consider a corner with color === "unassigned" as empty. */
if (cornerColor && cornerColor !== "unassigned" && cornerColor !== color) {
continue;
}
for (let r = 0; !valid && r < (corner.roads || []).length; r++) {
/* This side of the corner is pointing to the road being validated. Skip it. */
if (!corner.roads || corner.roads[r] === roadIndex) {
continue;
}
const rr = corner.roads[r];
if (rr == null) {
continue;
}
const placementsRoads = (game as any).placements && (game as any).placements.roads;
if (placementsRoads && placementsRoads[rr] && placementsRoads[rr].color === color) {
valid = true;
}
}
}
if (valid) {
limits.push(roadIndex);
}
});
return limits;
};
const getValidCorners = (game: Game, color: PlayerColor = "unassigned", type?: CornerType): number[] => {
const limits: number[] = [];
console.log("getValidCorners", color, type);
/* For each corner, if the corner already has a color set, skip it if type
* isn't set. If type is set and is a match, and the color is a match,
* add it to the list.
*
* If we are limiting based on active player, a corner is only valid
* if it connects to a road that is owned by that player.
*
* If no color is set, walk each road that leaves that corner and
* check to see if there is a settlement placed at the end of that road
*
* If so, this location cannot have a settlement.
*
* If still valid, and we are in initial settlement placement, and if
* Volcano is enabled, verify the tile is not the Volcano.
*/
layout.corners.forEach((corner, cornerIndex) => {
const placement = game.placements && game.placements.corners ? game.placements.corners[cornerIndex] : undefined;
if (!placement) {
// Treat a missing placement as unassigned (no owner)
// Continue processing using a falsy placement where appropriate
}
if (type) {
if (placement && placement.color === color && placement.type === type) {
limits.push(cornerIndex);
}
return;
}
// If the corner has a color set and it's not the explicit sentinel
// "unassigned" then it's occupied and should be skipped.
// Note: placement.color may be undefined (initial state), treat that
// the same as unassigned.
if (placement && placement.color && placement.color !== "unassigned") {
return;
}
let valid;
// Treat either a falsy color (""/undefined) or the explicit sentinel
// "unassigned" as meaning "do not filter by player".
if (!color || color === "unassigned") {
valid = true; /* Not filtering based on current player */
} else {
valid = false;
for (let r = 0; !valid && r < (corner.roads || []).length; r++) {
const rr = corner.roads[r];
if (rr == null) {
continue;
}
const placementsRoads = game.placements && game.placements.roads;
valid = !!(placementsRoads && placementsRoads[rr] && placementsRoads[rr].color === color);
}
}
for (let r = 0; valid && r < (corner.roads || []).length; r++) {
if (!corner.roads) {
break;
}
const ridx = corner.roads[r];
if (ridx == null || layout.roads[ridx] == null) {
continue;
}
const road = layout.roads[ridx];
for (let c = 0; valid && c < (road.corners || []).length; c++) {
/* This side of the road is pointing to the corner being validated.
* Skip it. */
if (road.corners[c] === cornerIndex) {
continue;
}
/* There is a settlement within one segment from this
* corner, so it is invalid for settlement placement */
const cc = road.corners[c] as number;
const ccPlacement = game.placements && game.placements.corners ? game.placements.corners[cc] : undefined;
const ccColor = ccPlacement ? ccPlacement.color : undefined;
if (ccColor && ccColor !== "unassigned") {
valid = false;
}
}
}
if (valid) {
/* During initial placement, if volcano is enabled, do not allow
* placement on a corner connected to the volcano (robber starts
* on the volcano) */
if (
!(
game.state === "initial-placement" &&
isRuleEnabled(game, "volcano") &&
game.robber &&
layout.tiles &&
layout.tiles[game.robber] &&
Array.isArray(layout.tiles[game.robber]?.corners) &&
layout.tiles[game.robber]?.corners.indexOf(cornerIndex as number) !== -1
)
) {
limits.push(cornerIndex);
}
}
});
return limits;
};
export { getValidCorners, getValidRoads, isRuleEnabled };