anvilsign in

collin/mahjong

1import { STACKS_PER_SIDE, WALL_SIZE, WALL_STACKS } from './tiles';
2import type { SeatId } from './types';
3
4/**
5 * What the wall square looks like right now.
6 *
7 * The square is eaten from both ends at once — normal draws come off the front,
8 * kong and flower replacements off the back — so how much of it is left is not
9 * one number but a per-stack question, and two things want the answer: the
10 * drawing of it (ui/WallRing) and the physics (table/geometry), since a stack
11 * still standing is something a thrown tile has to get past.
12 *
13 * Deliberately typed against the fields it reads rather than `GameState`, so it
14 * stays a function of the wall and nothing else.
15 */
16export interface WallProgress {
17 drawnFront: number;
18 drawnBack: number;
19 rules: { wallReserve: number };
20}
21
22export interface Stack {
23 /** Tiles still in this stack: 2 full, 1 half, 0 spent. */
24 count: 0 | 1 | 2;
25 /** Part of the 16-tile 底牌 tail that ends the hand. */
26 dead: boolean;
27 /** The break point — the stack the next draw comes off. */
28 next: boolean;
29}
30
31/**
32 * Position 0 is the break point. Stack `i` holds positions `2i` and `2i+1`, and
33 * a position is still there if it is past the front and short of the back.
34 */
35export function wallStacks(s: WallProgress): Stack[] {
36 const front = s.drawnFront;
37 const back = WALL_SIZE - s.drawnBack;
38 const deadFrom = back - s.rules.wallReserve;
39
40 return Array.from({ length: WALL_STACKS }, (_, i) => {
41 const a = i * 2;
42 const b = a + 1;
43 const live = (p: number) => p >= front && p < back;
44 const count = ((live(a) ? 1 : 0) + (live(b) ? 1 : 0)) as 0 | 1 | 2;
45 return { count, dead: b >= deadFrom, next: front === a || front === b };
46 });
47}
48
49/**
50 * Whether a stack is something a thrown tile has to get past.
51 *
52 * A stack of two stands as tall as the tile being thrown at it. One of one is
53 * low enough to sail over, and a spent one is not there at all — so only a full
54 * stack is a barrier. This is the rule behind both halves of the throw: the
55 * colliders the pile bounces off, and whether a seat may flick at all.
56 */
57export const isBarrier = (s: Stack) => s.count === 2;
58
59/** The four sides in the order WallRing lays them out, clockwise from the top. */
60export const WALL_SIDES = ['top', 'right', 'bottom', 'left'] as const;
61export type WallSide = (typeof WALL_SIDES)[number];
62
63/**
64 * Which side of the square sits in front of each seat — the one a seat has to
65 * throw over. Seats run bottom, right, top, left (see ui/rotation.ts) and the
66 * sides are drawn top, right, bottom, left, so the two orders are not the same.
67 */
68export const SEAT_WALL_SIDE: Record<SeatId, number> = { 0: 2, 1: 1, 2: 0, 3: 3 };
69
70/** The stacks making up one quarter of the square as it was built. */
71export function sideStacks(stacks: Stack[], side: number): Stack[] {
72 return stacks.slice(side * STACKS_PER_SIDE, (side + 1) * STACKS_PER_SIDE);
73}
74
75/** How many stacks a side of the square holds, once the middle is measured. */
76export interface RingCapacity {
77 /** Along the top and the bottom. */
78 h: number;
79 /** Down the left and the right. */
80 v: number;
81}
82
83/** Dealt out before anybody looks at the table: sixteen tiles, four ways. */
84const DEALT = 64;
85/**
86 * How much wall is left once a hand has been dealt. The square is built to the
87 * whole hundred and forty-four now rather than to this — see `RING` — so this
88 * is only a fact about the wall, and what the tests measure a fresh deal
89 * against.
90 */
91export const DEALT_STACKS = WALL_STACKS - DEALT / 2;
92
93/**
94 * The square is the whole wall: eighteen stacks of two a side, four sides, the
95 * hundred and forty-four tiles, exactly as it is built on a table.
96 *
97 * It used to be rebuilt to what was *left* after a hand had been dealt — barely
98 * half of it — because eighteen full-size stacks a side wants about 560px and no
99 * ordinary window has that between the top and bottom strips. That bought a
100 * square, at the price of it not being the wall: a side ran out of stacks before
101 * it reached its corner, so the four of them never met.
102 *
103 * What gives instead is the tile. A wall tile is not a hand tile — on a table it
104 * is the same tile, but on a screen the wall has to fit the middle and the hand
105 * has to be readable, and those are two different jobs. See `rhombus`.
106 */
107export const RING: RingCapacity = { h: STACKS_PER_SIDE, v: STACKS_PER_SIDE };
108
109/** One wall, placed: where its own near corner sits from the middle of the
110 * ring, and which way it runs. Degrees clockwise from east, as CSS turns. */
111export interface WallPlace {
112 x: number;
113 y: number;
114 dir: number;
115}
116
117export interface Rhombus {
118 places: WallPlace[];
119 /** The whole thing's footprint, walls included — what has to fit the middle. */
120 box: { w: number; h: number };
121 /** The opening left in the middle of it, as a box round the four corners. */
122 open: { x: number; y: number; w: number; h: number };
123}
124
125const rad = (deg: number) => (deg * Math.PI) / 180;
126
127/**
128 * Where the four walls stand.
129 *
130 * A rhombus of any corner angle, which at ninety degrees is the square everyone
131 * knows. Four walls of the same eighteen stacks, each pinned at the corner it is
132 * built from and running its whole length from there — which carries it past the
133 * far corner, over the outside of the next wall along. That overhang is the
134 * pinwheel, and it is the reason the corners are covered rather than mitred.
135 *
136 * How far a wall has to overrun to cover the next one depends on the corner it
137 * is turning: two bands of thickness `t` meeting at an interior angle ψ overlap
138 * by `t / tan(ψ/2)` along the edge. A rhombus has two different corner angles,
139 * so the four walls would each want a different overrun — and they cannot have
140 * one, because they are all the same eighteen stacks long. So all four take the
141 * *sharper* corner's overrun: the shallow corners then overlap by more than they
142 * strictly need, which is a thicker join and never a gap. At ninety degrees the
143 * two are equal and it comes out as exactly one wall-depth, which is where the
144 * square's own arithmetic came from.
145 *
146 * Everything is linear in `len` and `thick`, so the caller can solve for the
147 * tile by asking once at a size of one and scaling the answer.
148 */
149export function rhombus(
150 len: number,
151 thick: number,
152 angle: number,
153 turn = 0,
154 lapping = 1,
155): Rhombus {
156 // Interior angles alternate round a rhombus and come to a straight line.
157 const a = Math.min(179, Math.max(1, angle));
158 const sharp = Math.min(a, 180 - a);
159 // What the corner needs, and then as much more of it as is asked for. Never
160 // less: below one the walls stop reaching each other, which is the gap. Above
161 // it they simply lie over each other further, and the corners close either
162 // way — the wall keeps its whole length whatever this is, so a longer overrun
163 // pulls the corners in rather than leaving anything behind.
164 const lap = (thick / Math.tan(rad(sharp) / 2)) * Math.max(1, lapping);
165 // Corner to corner. The wall is longer than this by the overrun.
166 const edge = Math.max(thick, len - lap);
167
168 // Two pairs of parallel sides: turning by `a` then by `180 - a`, twice round.
169 const dirs = [turn, turn + a, turn + 180, turn + 180 + a];
170 const u = (deg: number) => ({ x: Math.cos(rad(deg)), y: Math.sin(rad(deg)) });
171
172 // Corners, hung so the middle of them lands on the middle of the ring.
173 const u0 = u(dirs[0]);
174 const u1 = u(dirs[1]);
175 const corners = [{ x: (-edge * (u0.x + u1.x)) / 2, y: (-edge * (u0.y + u1.y)) / 2 }];
176 corners.push({ x: corners[0].x + edge * u0.x, y: corners[0].y + edge * u0.y });
177 corners.push({ x: corners[1].x + edge * u1.x, y: corners[1].y + edge * u1.y });
178 corners.push({ x: corners[2].x - edge * u0.x, y: corners[2].y - edge * u0.y });
179
180 const places: WallPlace[] = [];
181 const xs: number[] = [];
182 const ys: number[] = [];
183 for (let i = 0; i < 4; i++) {
184 const dir = dirs[i];
185 const along = u(dir);
186 // A box laid down at an angle grows along its own +y, which is its
187 // direction turned a quarter clockwise. Whichever way that points, the wall
188 // has to end up on the *outside*, so it is hung off the far side when it
189 // does not.
190 const nx = -Math.sin(rad(dir));
191 const ny = Math.cos(rad(dir));
192 const mid = { x: corners[i].x + (edge / 2) * along.x, y: corners[i].y + (edge / 2) * along.y };
193 const outward = nx * mid.x + ny * mid.y >= 0;
194 const x = corners[i].x + (outward ? 0 : -thick * nx);
195 const y = corners[i].y + (outward ? 0 : -thick * ny);
196 places.push({ x, y, dir });
197 // Its four corners, for the footprint.
198 for (const [dl, dt] of [[0, 0], [len, 0], [len, thick], [0, thick]]) {
199 xs.push(x + dl * along.x + dt * nx);
200 ys.push(y + dl * along.y + dt * ny);
201 }
202 }
203
204 const cx = corners.map((c) => c.x);
205 const cy = corners.map((c) => c.y);
206 return {
207 places,
208 box: { w: Math.max(...xs) - Math.min(...xs), h: Math.max(...ys) - Math.min(...ys) },
209 open: {
210 x: Math.min(...cx),
211 y: Math.min(...cy),
212 w: Math.max(...cx) - Math.min(...cx),
213 h: Math.max(...cy) - Math.min(...cy),
214 },
215 };
216}
217
218/** A stack and which of the 72 it is — the index is what the physics reads. */
219export interface Placed {
220 index: number;
221 stack: Stack;
222}
223
224/**
225 * Where what is left of the wall actually goes.
226 *
227 * Four walls of eighteen full-size stacks want about 560px a side, and the
228 * middle of the table is nothing like that in both directions at once — so a
229 * square built to the tile is a square that hangs out under the players. What
230 * saves it is that by the time anyone is looking, four hands have been dealt
231 * off the front and there is nothing like a whole wall left: only what is still
232 * standing is drawn, and it is laid out around a ring cut to the middle rather
233 * than to the tile. Players push the remaining stacks about to keep them tidy
234 * for exactly this reason.
235 *
236 * The rebuilt square is the size of the wall as it is dealt, so at the start
237 * the run fills it exactly, and from then on it is simply *eaten*: the tail is
238 * pinned to the end of the square and normal draws take stacks off the front,
239 * which leaves a growing gap where they were and moves nothing else. Kong and
240 * flower replacements come off the other end and shorten it from there. Both
241 * ends are where they would be on a table, and the square keeps the size it was
242 * built at — a square that shrank every draw would close in on the discards
243 * lying inside it.
244 */
245export function ringLayout(stacks: Stack[], cap: RingCapacity): Placed[][] {
246 const sides: Placed[][] = [[], [], [], []];
247 const lengths = [cap.h, cap.v, cap.h, cap.v];
248 const slots = 2 * (cap.h + cap.v);
249 if (slots <= 0) return sides;
250
251 // Each stack has its own place in the square and keeps it: the far end is the
252 // far end of the square, and everything counts back from there. Draws off the
253 // front open a gap at the break point, draws off the tail shorten the other
254 // end, and no tile that is still standing ever has to move.
255 const offset = WALL_STACKS - slots;
256
257 for (let index = 0; index < stacks.length; index++) {
258 const stack = stacks[index];
259 // A wall too long for its square only happens before a hand is dealt, and
260 // then only for the frame it takes to deal it. What falls off the start is
261 // the part about to be drawn anyway.
262 let at = index - offset;
263 if (stack.count === 0 || at < 0 || at >= slots) continue;
264 let side = 0;
265 while (at >= lengths[side]) at -= lengths[side++];
266 sides[side].push({ index, stack });
267 }
268 return sides;
269}