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import { genItems, getMap } from "../map.js";
import { updatePlayers } from "./players.js"
import { updateUI } from "./ui.js"
import { updateMovement } from "./movement.js"
import { updateItems } from "./items.js"
import { GameState, Input, Rotation, SpawnIndex } from "../types.js";
import { updateGhosts } from "./ai.js";
export const InitialState: GameState = {
started: false,
input: {},
players: [],
ghosts: [undefined, undefined, undefined, undefined],
items: {},
mapId: undefined,
frame: 0,
rng: 0,
roundTimer: 0,
endRoundTimer: undefined
}
export const random = (state: GameState): number => {
return state.rng = (state.rng * 926659 + 4294967291) % 16381
}
export const onLogic = (
pastData: GameState = InitialState,
input: Input = { players: {} },
frame: number
) => {
let data = structuredClone(pastData)
data.frame = frame
random(data)
let startPressed = updatePlayers(data, input);
let playersLeft = 0
for (let id in data.players) {
let player = data.players[id]
if (player.dead) {
player.framesDead++
} else {
playersLeft++
}
}
if (data.started) {
data.roundTimer++
if (data.roundTimer < 60 * 5) {
// uh do nothing just draw shit
} else if (playersLeft > 1) {
updateMovement(data)
updateItems(data)
updateGhosts(data)
} else {
if (data.endRoundTimer === undefined) {
data.endRoundTimer = 60 * 5
}
data.endRoundTimer--
if (data.endRoundTimer < 1) {
nextMap(data)
}
}
} else {
updateUI(data)
}
if (startPressed && !data.started && Object.values(data.players).length > 1) {
nextMap(data)
data.started = true;
}
let map = getMap(data.mapId)
if (map && Object.keys(data.items).length < 1) {
data.items = genItems(map, false)
}
return data
}
const nextMap = (gameData: GameState) => {
if (gameData.mapId === undefined) {
gameData.mapId = 0
} else {
gameData.mapId++
}
if (gameData.mapId > 3) {
gameData.mapId = undefined
gameData.started = false
return
}
gameData.ghosts = [undefined, undefined, undefined, undefined]
let map = getMap(gameData.mapId)
let index = SpawnIndex.PAC_SPAWN_1
for (let id in gameData.players) {
let player = gameData.players[id]
player.pos = structuredClone(map.spawns[index++])
player.dead = false
player.framesDead = 0
player.thiccLeft = 0
player.atePellets = 0
player.moving = false
player.moveRotation = Rotation.NOTHING
player.inputRotation = Rotation.NOTHING
player.velocityRotation = Rotation.NOTHING
}
gameData.items = genItems(map)
gameData.roundTimer = 0
gameData.endRoundTimer = undefined
}
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