import {MessageUserPosition, Point} from "./Websocket/MessageUserPosition"; import {PointInterface} from "./Websocket/PointInterface"; import {Group} from "./Group"; import {Distance} from "./Distance"; export class World { static readonly MIN_DISTANCE = 12; // Users, sorted by ID private users: Map; private groups: Group[]; 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(); 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 { 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)); } 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); 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; } }); if(usersToRemove) { // Detecte le ou les users qui se sont fait sortir du groupe let difference = users.filter(x => !groupTmp.includes(x)); // TODO : Notify users un difference that they have left the group } let newgroup = new Group(groupTmp); this.groups.push(newgroup); } private static compareDistances(distA: Distance, distB: Distance): number { if (distA.distance < distB.distance) { return -1; } if (distA.distance > distB.distance) { return 1; } return 0; } }