| 1 | import { useLayoutEffect, useRef, useState } from 'react'; |
| 2 | import { |
| 3 | ringFor, |
| 4 | ringLayout, |
| 5 | ringOpening, |
| 6 | WALL_SIDES, |
| 7 | wallStacks, |
| 8 | type RingCapacity, |
| 9 | type WallProgress, |
| 10 | } from '../game/wall'; |
| 11 | |
| 12 | import { useT } from './lang'; |
| 13 | |
| 14 | /** |
| 15 | * What is left of the wall, built as a square in the middle of the table. |
| 16 | * |
| 17 | * Four staggered sides like a #, with the corners open — but a square the size |
| 18 | * of the wall *as it is dealt*, not of 144 tiles. Eighteen full-size stacks a |
| 19 | * side is longer than the middle of any ordinary window is tall, and by the |
| 20 | * time anyone is looking there is nothing like that much wall left, so it is |
| 21 | * rebuilt smaller and the tiles stay the size of the ones in your hand. What |
| 22 | * goes where is `ringFor` and `ringLayout` in `game/wall.ts`; this measures the |
| 23 | * middle for them and puts the answer on screen. |
| 24 | * |
| 25 | * Every stack carries its index, and that is load-bearing — `table/geometry.ts` |
| 26 | * measures these elements to build the colliders rather than restating the CSS |
| 27 | * that sizes them. |
| 28 | */ |
| 29 | export function WallRing({ state }: { state: WallProgress }) { |
| 30 | const t = useT(); |
| 31 | const ring = useRef<HTMLDivElement>(null); |
| 32 | const { cap, opening } = useSquare(ring); |
| 33 | const sides = ringLayout(wallStacks(state), cap); |
| 34 | |
| 35 | return ( |
| 36 | <div |
| 37 | className="wall-ring" |
| 38 | ref={ring} |
| 39 | aria-label={t('牌牆', 'The wall')} |
| 40 | style={opening ? { width: opening.w, height: opening.h } : undefined} |
| 41 | > |
| 42 | {/* One cell, never drawn: the ring is measured in stacks, so something has |
| 43 | to be the size of a stack before any of them have been placed. */} |
| 44 | <i className="wall-probe" /> |
| 45 | {WALL_SIDES.map((cls, side) => ( |
| 46 | <div className={`wall-side ${cls}`} key={cls}> |
| 47 | {sides[side].map(({ index, stack }) => ( |
| 48 | <div |
| 49 | key={index} |
| 50 | data-stack={index} |
| 51 | className={`wall-stack s${stack.count}${stack.dead ? ' dead' : ''}${ |
| 52 | stack.next ? ' next' : '' |
| 53 | }`} |
| 54 | > |
| 55 | <i /> |
| 56 | </div> |
| 57 | ))} |
| 58 | </div> |
| 59 | ))} |
| 60 | </div> |
| 61 | ); |
| 62 | } |
| 63 | |
| 64 | interface Square { |
| 65 | cap: RingCapacity; |
| 66 | /** The opening the square leaves, once there is a middle to measure. */ |
| 67 | opening: { w: number; h: number } | null; |
| 68 | } |
| 69 | |
| 70 | /** |
| 71 | * How big to build the square, measured rather than worked out twice: how big a |
| 72 | * tile is is CSS's business, so one cell is rendered and asked how it came out, |
| 73 | * and the middle is whatever the four strips have left. Nothing here depends on |
| 74 | * the state of the hand — the square is built once for the window it is in and |
| 75 | * then eaten, so it does not close in on the discards lying inside it. |
| 76 | */ |
| 77 | function useSquare(ring: React.RefObject<HTMLDivElement | null>): Square { |
| 78 | const [square, setSquare] = useState<Square>({ cap: { h: 1, v: 1 }, opening: null }); |
| 79 | |
| 80 | useLayoutEffect(() => { |
| 81 | const el = ring.current; |
| 82 | const middle = el?.parentElement; |
| 83 | const probe = el?.querySelector<HTMLElement>('.wall-probe'); |
| 84 | if (!el || !middle || !probe) return; |
| 85 | |
| 86 | const read = () => { |
| 87 | const box = probe.getBoundingClientRect(); |
| 88 | const cell = { s: box.width, d: box.height }; |
| 89 | if (cell.s <= 0) return; |
| 90 | // Stood on its corner, a square needs its *diagonal* where it used to |
| 91 | // need its side — so the room it has to be built in shrinks by however |
| 92 | // much the turn costs. Square on that is 1 and nothing changes; at 45° it |
| 93 | // is √2 and the square comes out about seven tenths the size, which is |
| 94 | // what keeps its arms on the table rather than off the edge of it. |
| 95 | const style = getComputedStyle(el); |
| 96 | const turn = (parseFloat(style.getPropertyValue('--wall-turn')) || 0) * (Math.PI / 180); |
| 97 | const spread = Math.abs(Math.cos(turn)) + Math.abs(Math.sin(turn)); |
| 98 | const room = parseFloat(style.getPropertyValue('--wall-room')) || 1; |
| 99 | // The walls hang *outside* the opening, one depth on each side, and |
| 100 | // `ringFor` only expects to be told about one of them. Turned, the other |
| 101 | // one is what runs off the table, so it comes off here. |
| 102 | const cap = ringFor( |
| 103 | { |
| 104 | w: (middle.clientWidth * room) / spread - cell.d, |
| 105 | h: (middle.clientHeight * room) / spread - cell.d, |
| 106 | }, |
| 107 | cell, |
| 108 | ); |
| 109 | const opening = ringOpening(cap, cell); |
| 110 | setSquare((was) => |
| 111 | was.cap.h === cap.h && |
| 112 | was.cap.v === cap.v && |
| 113 | was.opening?.w === opening.w && |
| 114 | was.opening?.h === opening.h |
| 115 | ? was |
| 116 | : { cap, opening }, |
| 117 | ); |
| 118 | }; |
| 119 | |
| 120 | read(); |
| 121 | // The middle, not the square: the square's own size is this effect's doing, |
| 122 | // and watching it would be watching itself. |
| 123 | const observer = new ResizeObserver(read); |
| 124 | observer.observe(middle); |
| 125 | observer.observe(probe); |
| 126 | return () => observer.disconnect(); |
| 127 | }, [ring]); |
| 128 | |
| 129 | return square; |
| 130 | } |