| 1 | import { useLayoutEffect, useRef, useState } from 'react'; |
| 2 | import { STACKS_PER_SIDE } from '../game/tiles'; |
| 3 | import { |
| 4 | rhombus, |
| 5 | ringLayout, |
| 6 | RING, |
| 7 | WALL_SIDES, |
| 8 | wallStacks, |
| 9 | type Rhombus, |
| 10 | type WallProgress, |
| 11 | } from '../game/wall'; |
| 12 | |
| 13 | import { useT } from './lang'; |
| 14 | |
| 15 | /** |
| 16 | * What is left of the wall, built as a square in the middle of the table. |
| 17 | * |
| 18 | * Four staggered sides like a #, with the corners open — but a square the size |
| 19 | * of the wall *as it is dealt*, not of 144 tiles. Eighteen full-size stacks a |
| 20 | * side is longer than the middle of any ordinary window is tall, and by the |
| 21 | * time anyone is looking there is nothing like that much wall left, so it is |
| 22 | * rebuilt smaller and the tiles stay the size of the ones in your hand. What |
| 23 | * goes where is `RING` and `ringLayout` in `game/wall.ts`; this measures the |
| 24 | * middle for them and puts the answer on screen. |
| 25 | * |
| 26 | * Every stack carries its index, and that is load-bearing — `table/geometry.ts` |
| 27 | * measures these elements to build the colliders rather than restating the CSS |
| 28 | * that sizes them. |
| 29 | */ |
| 30 | export function WallRing({ state }: { state: WallProgress }) { |
| 31 | const t = useT(); |
| 32 | const ring = useRef<HTMLDivElement>(null); |
| 33 | const { opening, cell, shape } = useSquare(ring); |
| 34 | const sides = ringLayout(wallStacks(state), RING); |
| 35 | |
| 36 | return ( |
| 37 | <div |
| 38 | className="wall-ring" |
| 39 | ref={ring} |
| 40 | aria-label={t('牌牆', 'The wall')} |
| 41 | style={ |
| 42 | opening |
| 43 | ? // `--ws` is set from here rather than from the tile, because the |
| 44 | // square is the fixed thing now and the tile is what gives. |
| 45 | ({ |
| 46 | width: opening.w, |
| 47 | height: opening.h, |
| 48 | '--ws': `${cell}px`, |
| 49 | // A side is its stacks and nothing else, so there is no sum for |
| 50 | // the corners to come out of by a pixel. |
| 51 | '--wall-len': `${RING.h * cell}px`, |
| 52 | } as React.CSSProperties) |
| 53 | : undefined |
| 54 | } |
| 55 | > |
| 56 | {/* One cell, never drawn: the ring is measured in stacks, so something has |
| 57 | to be the size of a stack before any of them have been placed. */} |
| 58 | <i className="wall-probe" /> |
| 59 | {WALL_SIDES.map((cls, side) => ( |
| 60 | <div |
| 61 | className={`wall-side ${cls}`} |
| 62 | key={cls} |
| 63 | style={ |
| 64 | shape |
| 65 | ? ({ |
| 66 | '--vx': `${shape.places[side].x}px`, |
| 67 | '--vy': `${shape.places[side].y}px`, |
| 68 | '--dir': `${shape.places[side].dir}deg`, |
| 69 | } as React.CSSProperties) |
| 70 | : undefined |
| 71 | } |
| 72 | > |
| 73 | {sides[side].map(({ index, stack }) => ( |
| 74 | <div |
| 75 | key={index} |
| 76 | data-stack={index} |
| 77 | // The 16-tile 底牌 tail is not marked out. It is still the tail — |
| 78 | // `Stack.dead` says so and the engine ends the hand on it — but a |
| 79 | // wall on a table is one wall, not a wall with the end greyed off. |
| 80 | className={`wall-stack s${stack.count}${stack.next ? ' next' : ''}`} |
| 81 | // The layout already knows which way this stack is lying, so the |
| 82 | // physics is told rather than left to work it out off a box that |
| 83 | // has been turned. See table/geometry.ts. |
| 84 | data-angle={shape ? shape.places[side].dir : 0} |
| 85 | > |
| 86 | <i /> |
| 87 | </div> |
| 88 | ))} |
| 89 | </div> |
| 90 | ))} |
| 91 | </div> |
| 92 | ); |
| 93 | } |
| 94 | |
| 95 | interface Square { |
| 96 | /** The opening the square leaves, once there is a middle to measure. */ |
| 97 | opening: { w: number; h: number } | null; |
| 98 | /** How big a stack came out — the wall's own tile size, in px. */ |
| 99 | cell: number; |
| 100 | /** Where the four walls stand, from `rhombus`. */ |
| 101 | shape: Rhombus | null; |
| 102 | } |
| 103 | |
| 104 | /** |
| 105 | * How big to build the square, measured rather than worked out twice: how big a |
| 106 | * tile is is CSS's business, so one cell is rendered and asked how it came out, |
| 107 | * and the middle is whatever the four strips have left. Nothing here depends on |
| 108 | * the state of the hand — the square is built once for the window it is in and |
| 109 | * then eaten, so it does not close in on the discards lying inside it. |
| 110 | */ |
| 111 | function useSquare(ring: React.RefObject<HTMLDivElement | null>): Square { |
| 112 | const [square, setSquare] = useState<Square>({ opening: null, cell: 0, shape: null }); |
| 113 | |
| 114 | useLayoutEffect(() => { |
| 115 | const el = ring.current; |
| 116 | const middle = el?.parentElement; |
| 117 | const probe = el?.querySelector<HTMLElement>('.wall-probe'); |
| 118 | if (!el || !middle || !probe) return; |
| 119 | |
| 120 | const read = () => { |
| 121 | const box = probe.getBoundingClientRect(); |
| 122 | if (box.width <= 0) return; |
| 123 | // What shape a stack is, is CSS's business — read it, don't restate it. |
| 124 | const ratio = box.height / box.width; |
| 125 | // Stood on its corner, a square needs its *diagonal* where it used to |
| 126 | // need its side — so the room it has to be built in shrinks by however |
| 127 | // much the turn costs. Square on that is 1 and nothing changes; at 45° it |
| 128 | // is √2 and the square comes out about seven tenths the size, which is |
| 129 | // what keeps its arms on the table rather than off the edge of it. |
| 130 | const style = getComputedStyle(el); |
| 131 | const turn = parseFloat(style.getPropertyValue('--wall-turn')) || 0; |
| 132 | const angle = parseFloat(style.getPropertyValue('--wall-angle')) || 90; |
| 133 | // A multiple of the overrun the corner actually needs. One is the tightest |
| 134 | // join there can be; more is a longer overlap, and there is no less. |
| 135 | const lap = parseFloat(style.getPropertyValue('--wall-lap')) || 1; |
| 136 | |
| 137 | // Everything about the shape is linear in the stack, so it is asked for |
| 138 | // once at a stack of one and the answer scaled to the middle there is. |
| 139 | const unit = rhombus(STACKS_PER_SIDE, ratio, angle, turn, lap); |
| 140 | const s = Math.max( |
| 141 | 1, |
| 142 | Math.min(middle.clientWidth / unit.box.w, middle.clientHeight / unit.box.h), |
| 143 | ); |
| 144 | const shape = rhombus(STACKS_PER_SIDE * s, ratio * s, angle, turn, lap); |
| 145 | const opening = { w: shape.open.w, h: shape.open.h }; |
| 146 | setSquare((was) => |
| 147 | was.cell === s && was.opening?.w === opening.w && was.opening?.h === opening.h |
| 148 | ? was |
| 149 | : { opening, cell: s, shape }, |
| 150 | ); |
| 151 | }; |
| 152 | |
| 153 | read(); |
| 154 | // The middle, not the square: the square's own size is this effect's doing, |
| 155 | // and watching it would be watching itself. |
| 156 | const observer = new ResizeObserver(read); |
| 157 | observer.observe(middle); |
| 158 | observer.observe(probe); |
| 159 | return () => observer.disconnect(); |
| 160 | }, [ring]); |
| 161 | |
| 162 | return square; |
| 163 | } |