workadventure/back/src/Model/World.ts

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import {MessageUserPosition, Point} from "./Websocket/MessageUserPosition";
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import {PointInterface} from "./Websocket/PointInterface";
import {Group} from "./Group";
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import {Distance} from "./Distance";
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export class World {
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static readonly MIN_DISTANCE = 12;
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// Users, sorted by ID
private users: Map<string, PointInterface>;
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private groups: Group[];
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private connectCallback: (user1: string, user2: string) => void;
private disconnectCallback: (user1: string, user2: string) => void;
constructor(connectCallback: (user1: string, user2: string) => void, disconnectCallback: (user1: string, user2: string) => void)
{
this.users = new Map<string, PointInterface>();
this.groups = [];
this.connectCallback = connectCallback;
this.disconnectCallback = disconnectCallback;
}
public join(userPosition: MessageUserPosition): void {
this.users.set(userPosition.userId, userPosition.position);
}
public updatePosition(userPosition: MessageUserPosition): void {
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let context = this;
let usersToBeGroupedWith: Distance[] = [];
this.users.forEach(function(user, userId) {
let distance = World.computeDistance(userPosition.position, user); // compute distance between peers.
if(distance <= World.MIN_DISTANCE) {
if(context.groups.length > 0) {
context.groups.forEach(group => {
if(group.isPartOfGroup(userPosition)) { // Is the user in a group ?
if(group.isStillIn(userPosition)) { // Is the user leaving the group ? (is the user at more than max distance of each player)
// Should we split the group? (is each player reachable from the current player?)
// This is needed if
// A <==> B <==> C <===> D
// becomes A <==> B <=====> C <> D
// If C moves right, the distance between B and C is too great and we must form 2 groups
}
} else {
// If the user is in no group
// Is there someone in a group close enough and with room in the group ?
}
});
} else {
// Aucun groupe n'existe donc je stock les users assez proches de moi
let dist = {
distance: distance,
first: userPosition,
second: user // TODO: convertir en messageUserPosition
}
usersToBeGroupedWith.push(dist);
}
}
}, context);
usersToBeGroupedWith.sort(World.compareDistances);
// TODO : vérifier qu'ils ne sont pas déja dans un groupe plein
}
public static computeDistance(user1: PointInterface, user2: PointInterface): number
{
return Math.sqrt(Math.pow(user2.x - user1.x, 2) + Math.pow(user2.y - user1.y, 2));
}
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getDistancesBetweenGroupUsers(group: Group): Distance[]
{
let i = 0;
let users = group.getUsers();
let distances: Distance[] = [];
users.forEach(function(user1, key1) {
users.forEach(function(user2, key2) {
if(key1 < key2) {
distances[i] = {
distance: World.computeDistance(user1.position, user2.position),
first: user1,
second: user2
};
i++;
}
});
});
distances.sort(World.compareDistances);
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return distances;
}
filterGroup(distances: Distance[], group: Group): void
{
let users = group.getUsers();
let usersToRemove = false;
let groupTmp: MessageUserPosition[] = [];
distances.forEach(dist => {
if(dist.distance <= World.MIN_DISTANCE) {
let users = [dist.first];
let usersbis = [dist.second]
groupTmp.push(dist.first);
groupTmp.push(dist.second);
} else {
usersToRemove = true;
}
});
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if(usersToRemove) {
// Detecte le ou les users qui se sont fait sortir du groupe
let difference = users.filter(x => !groupTmp.includes(x));
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// TODO : Notify users un difference that they have left the group
}
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let newgroup = new Group(groupTmp);
this.groups.push(newgroup);
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}
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private static compareDistances(distA: Distance, distB: Distance): number
{
if (distA.distance < distB.distance) {
return -1;
}
if (distA.distance > distB.distance) {
return 1;
}
return 0;
}
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}