WordGrid/ui/src/Game.tsx

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import * as React from "react";
import {
GameState,
GameWasm, Letter,
Letter as LetterData,
MyResult,
PlayedTile,
PlayerAndScore,
ScoreResult,
Tray, TurnAction, TurnAdvanceResult
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} from "../../pkg/word_grid";
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import {
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HighlightableLetterData,
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LocationType,
matchCoordinate,
mergeTrays,
PlayableLetterData,
Settings,
TileDispatchAction,
TileDispatchActionType
} from "./utils";
import {useEffect, useMemo, useReducer, useRef, useState} from "react";
import {TileExchangeModal} from "./TileExchange";
import {Grid, Scores, TileTray} from "./UI";
function addLogInfo(existingLog: React.JSX.Element[], newItem: React.JSX.Element) {
newItem = React.cloneElement(newItem, { key: existingLog.length })
existingLog.push(newItem);
return existingLog.slice();
}
export function Game(props: {
wasm: GameWasm,
settings: Settings,
end_game_fn: () => void,
}) {
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const cellTypes = useMemo(() => {
return props.wasm.get_board_cell_types();
}, []);
const [isGameOver, setGameOver] = useState<boolean>(false);
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const [confirmedScorePoints, setConfirmedScorePoints] = useState<number>(-1);
function movePlayableLetters(playerLetters: PlayableLetterData[], update: TileDispatchAction) {
if(update.action === TileDispatchActionType.RETRIEVE) {
let tray: Tray = props.wasm.get_tray("Player");
return mergeTrays(playerLetters, tray.letters);
} else if (update.action === TileDispatchActionType.MOVE) {
let startIndex = matchCoordinate(playerLetters, update.start);
let endIndex = matchCoordinate(playerLetters, update.end);
if(startIndex != null) {
let startLetter = playerLetters[startIndex];
startLetter.location = update.end.location;
startLetter.index = update.end.index;
}
if(endIndex != null) {
let endLetter = playerLetters[endIndex];
endLetter.location = update.start.location;
endLetter.index = update.start.index;
}
setConfirmedScorePoints(-1);
return playerLetters.slice();
} if (update.action === TileDispatchActionType.SET_BLANK) {
const blankLetter = playerLetters[update.blankIndex];
if(blankLetter.text !== update.newBlankValue) {
blankLetter.text = update.newBlankValue;
if (blankLetter.location == LocationType.GRID) {
setConfirmedScorePoints(-1);
}
}
return playerLetters.slice();
} else if (update.action === TileDispatchActionType.RETURN) {
return mergeTrays(playerLetters, playerLetters);
} else {
console.error("Unknown tray update");
console.error({update});
}
}
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function exchangeFunction(selectedArray: Array<boolean>) {
const result: MyResult<TurnAction | string> = props.wasm.exchange_tiles(selectedArray);
if(result.response_type === "ERR") {
logDispatch(<div><em>{(result.value as string)}</em></div>);
} else {
handlePlayerAction(result.value as TurnAction, props.settings.playerName);
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setTurnCount(turnCount + 1);
if(result.game_state.type === "Ended") {
endGame(result.game_state);
}
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}
}
function addWordFn(word: string) {
props.wasm.add_word(word);
}
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const [playerLetters, trayDispatch] = useReducer(movePlayableLetters, []);
const [logInfo, logDispatch] = useReducer(addLogInfo, []);
const [turnCount, setTurnCount] = useState<number>(1);
const playerAndScores: PlayerAndScore[] = useMemo(() => {
return props.wasm.get_scores();
}, [turnCount, isGameOver]);
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const [boardLetters, setBoardLetters] = useState<HighlightableLetterData[]>(() => {
const newLetterData = [] as HighlightableLetterData[];
for(let i=0; i<15*15; i++) {
newLetterData.push(undefined);
}
return newLetterData;
});
useEffect(() => {
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const newLetterData = props.wasm.get_board_letters() as HighlightableLetterData[];
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// we need to go through and set 'highlight' field to either true or false
// it will always be false if the player that just went was the AI
// TODO - build in support for multiple other players
for(let i=0; i<newLetterData.length; i++) {
const newLetter = newLetterData[i];
if(boardLetters[i] === undefined && newLetter !== undefined && playerTurnName == props.settings.playerName) {
newLetter.highlight = true;
} else if(newLetter !== undefined) {
newLetter.highlight = false;
}
}
setBoardLetters(newLetterData);
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}, [turnCount]);
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const playerTurnName = useMemo(() => {
return props.wasm.get_current_player();
}, [turnCount]);
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const logDivRef = useRef(null);
const [isTileExchangeOpen, setIsTileExchangeOpen] = useState<boolean>(false);
useEffect(() => {
// Effect is to keep the log window scrolled down
if (logDivRef.current != null) {
logDivRef.current.scrollTo(0, logDivRef.current.scrollHeight); // scroll down
}
}, [logInfo]);
const remainingTiles = useMemo(() => {
return props.wasm.get_remaining_tiles();
}, [turnCount, isGameOver]);
const remainingAITiles = useMemo(() => {
let result = props.wasm.get_player_tile_count(props.settings.aiName) as MyResult<number | String>;
if(result.response_type == "OK") {
return result.value as number;
} else {
console.error(result.value);
return -1;
}
}, [turnCount, isGameOver]);
function handlePlayerAction(action: TurnAction, playerName: string) {
if (action.type == "PlayTiles"){
const result = action.result;
result.words.sort((a, b) => b.score - a.score);
for(let word of result.words) {
logDispatch(<div>{playerName} received {word.score} points for playing '{word.word}.'</div>);
}
logDispatch(<div>{playerName} received a total of <strong>{result.total} points</strong> for their turn.</div>);
} else if(action.type == "ExchangeTiles") {
logDispatch(<div>{playerName} exchanged {action.tiles_exchanged} tile{action.tiles_exchanged > 1 ? 's' : ''} for their turn.</div>);
}
else if(action.type == "Pass"){
logDispatch(<div>{playerName} passed.</div>);
}
}
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function endGame(state: GameState) {
if(state.type != "InProgress") {
setGameOver(true);
logDispatch(<h4>Scoring</h4>);
const scores = props.wasm.get_scores() as PlayerAndScore[];
let pointsBonus = 0;
for(const playerAndScore of scores) {
const name = playerAndScore.name;
if(name == state.finisher) {
// we'll do the finisher last
continue
}
const letters = state.remaining_tiles.get(name);
if(letters.length == 0) {
logDispatch(<div>{name} has no remaining tiles.</div>);
} else {
let pointsLost = 0;
let letterListStr = '';
for(let i=0; i<letters.length; i++) {
const letter = letters[i];
const letterText = letter.is_blank ? 'a blank' : letter.text;
pointsLost += letter.points;
letterListStr += letterText;
// we're doing a list of 3 or more so add commas
if(letters.length > 2) {
if(i == letters.length - 2) {
letterListStr += ', and ';
} else if (i < letters.length - 2) {
letterListStr += ', ';
}
} else if (i == 0 && letters.length == 2){
// list of 2
letterListStr += ' and ';
}
}
logDispatch(<div>{name} penalized {pointsLost} points for not using {letterListStr}.</div>);
pointsBonus += pointsLost;
}
}
if(state.finisher != null) {
logDispatch(<div>{state.finisher} receives {pointsBonus} bonus for completing first.</div>);
}
const highestScore = scores
.map((score) => score.score)
.sort((a, b) => b - a)
.at(0);
const playersAtHighest = scores.filter((score) => score.score == highestScore);
let endGameMsg: string = '';
if(playersAtHighest.length > 1 && state.finisher == null) {
endGameMsg = "Tie game!";
} else if (playersAtHighest.length > 1 && state.finisher != null) {
// if there's a tie then the finisher gets the win
endGameMsg = `${playersAtHighest[0].name} won by finishing first!`;
}
else {
endGameMsg = `${playersAtHighest[0].name} won!`;
}
logDispatch(<h4>Game over - {endGameMsg}</h4>);
} else {
// what are we doing in this function?!
console.error("endGame was called despite the state being InProgress!");
}
}
function runAI() {
const result: MyResult<TurnAdvanceResult> = props.wasm.advance_turn();
if(result.response_type === "OK" && result.value.type == "AIMove") {
handlePlayerAction(result.value.action, props.settings.aiName);
if(result.game_state.type === "Ended") {
endGame(result.game_state);
}
} else {
// this would be quite surprising
console.error({result});
}
setTurnCount(turnCount + 1);
}
useEffect(() => {
logDispatch(<h4>Turn {turnCount}</h4>);
logDispatch(<div>{playerTurnName}'s turn</div>)
setConfirmedScorePoints(-1);
trayDispatch({action: TileDispatchActionType.RETRIEVE});
if(playerTurnName != props.settings.playerName && !isGameOver) {
runAI();
}
}, [turnCount]);
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return <>
<TileExchangeModal
playerLetters={playerLetters}
isOpen={isTileExchangeOpen}
setOpen={setIsTileExchangeOpen}
exchangeFunction={exchangeFunction}
/>
<div className="board-log">
<Grid cellTypes={cellTypes} playerLetters={playerLetters} boardLetters={boardLetters} dispatch={trayDispatch}/>
<div className="message-log">
<Scores playerScores={playerAndScores}/>
<div className="log" ref={logDivRef}>
{logInfo}
</div>
</div>
</div>
<div className="tray-row">
<div>
<div>
{remainingTiles} letters remaining
</div>
<div>
{props.settings.aiName} has {remainingAITiles} tiles
</div>
<button
disabled={remainingTiles == 0}
onClick={() => {
trayDispatch({action: TileDispatchActionType.RETURN}); // want all tiles back on tray for tile exchange
setIsTileExchangeOpen(true);
}}>Open Tile Exchange</button>
</div>
<TileTray letters={playerLetters} trayLength={props.settings.trayLength} dispatch={trayDispatch}/>
<div className="player-controls">
<button className="check" onClick={() => {
const playedTiles = playerLetters.map((i) => {
if (i === undefined) {
return null;
}
if (i.location === LocationType.GRID) {
let result: PlayedTile = {
index: i.index,
character: undefined
};
if (i.is_blank) {
result.character = i.text;
}
return result;
}
return null;
});
const result: MyResult<{ type: "PlayTiles"; result: ScoreResult } | string> = props.wasm.receive_play(playedTiles, confirmedScorePoints > -1);
console.log({result});
if(result.response_type === "ERR") {
const message = result.value as string;
if (message.endsWith("is not a valid word")) {
// extract out word
const word = message.split(" ")[0];
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logDispatch(<AddWordButton word={word} addWordFn={addWordFn} />);
} else {
logDispatch(<div><em>{message}</em></div>);
}
} else {
const score_result = (result.value as { type: "PlayTiles"; result: ScoreResult }).result;
const total_points = score_result.total;
if (confirmedScorePoints > -1) {
handlePlayerAction({type: "PlayTiles", result: score_result}, props.settings.playerName);
setTurnCount(turnCount + 1);
}
if (result.game_state.type === "Ended") {
endGame(result.game_state);
}
setConfirmedScorePoints(total_points);
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}
}}>{confirmedScorePoints > -1 ? `Score ${confirmedScorePoints} points` : "Check"}</button>
<button className="return" onClick={() => {
trayDispatch({action: TileDispatchActionType.RETURN});
}}>Return Tiles</button>
<button className="pass" onClick={() => {
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if (window.confirm("Are you sure you want to pass?")) {
const result = props.wasm.skip_turn() as MyResult<string>;
handlePlayerAction({type: "Pass"}, props.settings.playerName);
setTurnCount(turnCount + 1);
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if (result.game_state.type === "Ended") {
endGame(result.game_state);
}
}
}}>Pass</button>
</div>
</div>
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</>;
}
function AddWordButton(props: {word: string, addWordFn: (x: string) => void}) {
const [isClicked, setIsClicked] = useState<boolean>(false);
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if (!isClicked) {
return <div>
<em>{props.word} is not a valid word.</em>
<button
className="add-to-dictionary"
disabled={isClicked}
onClick={() => {
setIsClicked(true);
props.addWordFn(props.word);
}}>
Add to dictionary
</button>
</div>;
} else {
return <div>
<em>{props.word} was added to dictionary.</em>
</div>;
}
}