| 1 | import type { NetThrow } from '../game/ctl'; |
| 2 | import type { GameState } from '../game/engine'; |
| 3 | import { makeRng, type Tile } from '../game/tiles'; |
| 4 | import type { SeatId } from '../game/types'; |
| 5 | import { SEAT_ROT } from '../ui/rotation'; |
| 6 | import { |
| 7 | aimAt, |
| 8 | canThrow, |
| 9 | canThrowFrom, |
| 10 | centreOf, |
| 11 | measure, |
| 12 | type Point, |
| 13 | type TableGeometry, |
| 14 | } from './geometry'; |
| 15 | import { |
| 16 | addBody, |
| 17 | advance as advanceWorld, |
| 18 | createWorld, |
| 19 | liftFor, |
| 20 | reshape, |
| 21 | settled, |
| 22 | drop, |
| 23 | lift, |
| 24 | tileAt, |
| 25 | SLIDE_TIME, |
| 26 | type Body, |
| 27 | type Impact, |
| 28 | type Rect, |
| 29 | type World, |
| 30 | } from './physics'; |
| 31 | |
| 32 | const SEATS: SeatId[] = [0, 1, 2, 3]; |
| 33 | |
| 34 | /** |
| 35 | * The tiles in the middle, kept honest against the game state. |
| 36 | * |
| 37 | * This *diffs* rather than listening for events, and that is the whole design. |
| 38 | * A discard is identified by which seat threw it and how many it had thrown |
| 39 | * before — and those keys never shift, because discards are only ever pushed and |
| 40 | * `engine.executeClaim` only ever pops the one on top. So every way the pile can |
| 41 | * change is the same code path: a key that has appeared is a tile to throw in, a |
| 42 | * key that has gone is a tile to take out. Undo, 下一局, a claim, and picking up |
| 43 | * a saved game all fall out of that without the engine knowing this exists. |
| 44 | * |
| 45 | * Nothing here is stored in the game state, so there is no save format to |
| 46 | * change. A pile is rebuilt from the discards it can see, seeded off the hand |
| 47 | * number and each tile's place in it, which is why a refresh mid-hand comes back |
| 48 | * to the pile it had rather than a freshly scattered one. |
| 49 | */ |
| 50 | |
| 51 | /** How long a placed tile is in the air. Long enough to arc over the wall. */ |
| 52 | const PLACE_FLIGHT = 0.62; |
| 53 | /** A flicked tile hops rather than lofts — across the table, not over a wall. */ |
| 54 | const THROW_LIFT = 0.18; |
| 55 | /** Fastest flick we will honour, px/s. Beyond this it is a slip, not a throw. */ |
| 56 | export const MAX_THROW_SPEED = 3600; |
| 57 | /** How long a claimed tile takes to leave the table for the seat taking it. */ |
| 58 | const TAKE_FLIGHT = 0.34; |
| 59 | |
| 60 | /** A tile on its way off the table, no longer part of the pile. */ |
| 61 | interface Leaving { |
| 62 | body: Body; |
| 63 | tx: number; |
| 64 | ty: number; |
| 65 | /** 0 to 1. */ |
| 66 | t: number; |
| 67 | } |
| 68 | |
| 69 | /** |
| 70 | * Whether a tile turns over on its way in. |
| 71 | * |
| 72 | * Off for now. Like `LOB_WHEN_WALLED` below, the tumble is kept whole — the |
| 73 | * flip is a real axis in `physics.ts` and the renderer already squashes the |
| 74 | * tile along it — and this is the only switch that reaches it, so putting it |
| 75 | * back is one word rather than a rewrite. |
| 76 | */ |
| 77 | const TUMBLE: boolean = false; |
| 78 | |
| 79 | /** |
| 80 | * Whether a wall standing in the way turns a discard into a lob over the top |
| 81 | * rather than a flick across the table. |
| 82 | * |
| 83 | * Back on now that the square is a square again. It was off while the wall ran |
| 84 | * along the edges of the middle, where there was nothing much to get over and |
| 85 | * everything read better slid; a square standing in the middle with the pool |
| 86 | * inside it is the other case, and a tile slid flat at it simply bounces off |
| 87 | * and ends up lying outside — which is not where a discard goes. As the square |
| 88 | * is eaten the gaps open and the slide comes back on its own, seat by seat. |
| 89 | */ |
| 90 | const LOB_WHEN_WALLED: boolean = true; |
| 91 | |
| 92 | /** How many sandbox throws stay on the table before the oldest is swept off. |
| 93 | * A wall's worth: enough to test a crowded pool, not enough to bury it. */ |
| 94 | const LOOSE_LIMIT = 60; |
| 95 | |
| 96 | /** Let go of moving faster than this and it was a flick, not a place. Slow |
| 97 | * enough that putting a tile down deliberately never sends it skidding. */ |
| 98 | const DRAG_FLICK = 260; |
| 99 | |
| 100 | /** A tile lifted out of a hand and carried about. Drawn, but not simulated. */ |
| 101 | export interface Held { |
| 102 | seat: SeatId; |
| 103 | tile: Tile; |
| 104 | /** Where it came from in that seat's hand, so the caller knows what to play. */ |
| 105 | index: number; |
| 106 | x: number; |
| 107 | y: number; |
| 108 | angle: number; |
| 109 | /** The size it was in the hand — it shrinks to pool size once thrown. */ |
| 110 | w: number; |
| 111 | h: number; |
| 112 | } |
| 113 | |
| 114 | /** One throw, as the overlay wants to see it: let go of at (x, y) along |
| 115 | * (fx, fy), and actually sent along (vx, vy). `how` says why they differ. */ |
| 116 | export interface ThrowMark { |
| 117 | x: number; |
| 118 | y: number; |
| 119 | fx: number; |
| 120 | fy: number; |
| 121 | vx: number; |
| 122 | vy: number; |
| 123 | how: string; |
| 124 | } |
| 125 | |
| 126 | /** A throw that has been let go of, waiting for the discard it belongs to. */ |
| 127 | interface Release { |
| 128 | seat: SeatId; |
| 129 | x: number; |
| 130 | y: number; |
| 131 | angle: number; |
| 132 | w: number; |
| 133 | h: number; |
| 134 | vx: number; |
| 135 | vy: number; |
| 136 | spin: number; |
| 137 | } |
| 138 | |
| 139 | export class TablePool { |
| 140 | world: World | null = null; |
| 141 | geo: TableGeometry | null = null; |
| 142 | /** The tile in somebody's fingers, if any. */ |
| 143 | held: Held | null = null; |
| 144 | /** |
| 145 | * Poke the render loop. Set by ui/Pool.tsx while it is mounted; a gesture |
| 146 | * calls it so a carried tile follows the finger without waiting on a re-render. |
| 147 | */ |
| 148 | wake: () => void = () => {}; |
| 149 | |
| 150 | private table: HTMLElement | null = null; |
| 151 | /** Bodies by `seat:index` into that seat's discards. */ |
| 152 | private entries = new Map<string, Body>(); |
| 153 | private release: Release | null = null; |
| 154 | /** When the throw was let go of. Online its discard takes a round-trip to |
| 155 | * come back, so a release has to be able to outlive a few frames. */ |
| 156 | private releasedAt = 0; |
| 157 | /** What the wall looked like when we last measured, so we know to re-measure. */ |
| 158 | private measuredAt = ''; |
| 159 | private hand = -1; |
| 160 | /** The tile currently on the table to be claimed, so it can be marked. */ |
| 161 | private newestKey: string | null = null; |
| 162 | /** How many melds each seat had last time, to spot who took a tile. */ |
| 163 | private melds = [0, 0, 0, 0]; |
| 164 | /** Tiles on their way off the table. Drawn, but out of the physics. */ |
| 165 | private leaving: Leaving[] = []; |
| 166 | /** |
| 167 | * The last few throws: where each was let go of, the line it was let go |
| 168 | * *along*, and the line it actually left on. |
| 169 | * |
| 170 | * Read by the collider overlay and by nothing else. A throw is not always |
| 171 | * sent where it was aimed — a flick with standing wall in front of it is |
| 172 | * lobbed rather than slid, and one whose line misses the square altogether is |
| 173 | * re-aimed at the middle of it — and a tile that leaves on a line nobody |
| 174 | * threw reads exactly like a tile that bounced off something invisible. |
| 175 | */ |
| 176 | throws: ThrowMark[] = []; |
| 177 | /** The discard being dragged about, if any. */ |
| 178 | private carried: Body | null = null; |
| 179 | /** |
| 180 | * Sandbox throws: real tiles in the real world, but belonging to no discard, |
| 181 | * so the reconciler never looks at them — nothing in `entries` means nothing |
| 182 | * to cull. See `throwLoose`. |
| 183 | */ |
| 184 | private loose: Body[] = []; |
| 185 | /** When the table will have stopped talking. See `heckle`. */ |
| 186 | private quietAt = 0; |
| 187 | |
| 188 | // Which seats can throw, as a string, so the seats can re-render when it |
| 189 | // changes. Read through useSyncExternalStore, the same way the game is. |
| 190 | private openness = '----'; |
| 191 | private listeners = new Set<() => void>(); |
| 192 | |
| 193 | attach(table: HTMLElement) { |
| 194 | this.table = table; |
| 195 | this.measuredAt = ''; |
| 196 | } |
| 197 | |
| 198 | detach() { |
| 199 | this.table = null; |
| 200 | this.world = null; |
| 201 | this.geo = null; |
| 202 | this.loose = []; |
| 203 | this.carried = null; |
| 204 | this.held = null; |
| 205 | this.release = null; |
| 206 | this.entries.clear(); |
| 207 | this.leaving = []; |
| 208 | this.measuredAt = ''; |
| 209 | } |
| 210 | |
| 211 | subscribe = (cb: () => void) => { |
| 212 | this.listeners.add(cb); |
| 213 | return () => this.listeners.delete(cb); |
| 214 | }; |
| 215 | |
| 216 | /** Which seats have a clear line in, as a string — cheap to compare. */ |
| 217 | getSnapshot = () => this.openness; |
| 218 | |
| 219 | /** Force a re-measure — the window resized, or the layout changed under us. */ |
| 220 | invalidate() { |
| 221 | this.measuredAt = ''; |
| 222 | } |
| 223 | |
| 224 | /** |
| 225 | * Whether this seat can flick a tile in, or has to lift it over the wall. |
| 226 | * Unmeasured (or compact, where there is no square) means no. |
| 227 | */ |
| 228 | canThrow(seat: SeatId): boolean { |
| 229 | return this.openness[seat] === 'y'; |
| 230 | } |
| 231 | |
| 232 | /** Where the middle of the table is, for a gesture working out its aim. */ |
| 233 | get poolCentre(): Point | null { |
| 234 | return this.geo ? centreOf(this.geo.pool) : null; |
| 235 | } |
| 236 | |
| 237 | /** Whether a point is already inside the square — a tile dropped there stays. */ |
| 238 | inPool(x: number, y: number): boolean { |
| 239 | const p = this.geo?.pool; |
| 240 | if (!p) return false; |
| 241 | return x >= p.x && x <= p.x + p.w && y >= p.y && y <= p.y + p.h; |
| 242 | } |
| 243 | |
| 244 | /** Whether a tile let go of *here* has a clear line in. Not the same question |
| 245 | * as `canThrow(seat)`: a carried tile is wherever the player took it. */ |
| 246 | canThrowFrom(x: number, y: number): boolean { |
| 247 | return !!this.geo && canThrowFrom(this.geo, { x, y }); |
| 248 | } |
| 249 | |
| 250 | /** Where the pool sits on the table, for the patch of it you can reach into. */ |
| 251 | get poolRect(): Rect | null { |
| 252 | return this.geo?.pool ?? null; |
| 253 | } |
| 254 | |
| 255 | /** |
| 256 | * Take hold of whatever discard is under the finger. |
| 257 | * |
| 258 | * The pile is a pile of tiles, so the thing you do to it is pick one up and |
| 259 | * put it somewhere else — which is what everybody does to a pool of discards |
| 260 | * while waiting for their turn. It comes up out of the pile and is carried |
| 261 | * over the top of it rather than ploughing through it. |
| 262 | */ |
| 263 | grabAt(x: number, y: number): boolean { |
| 264 | if (!this.world) return false; |
| 265 | const b = tileAt(this.world, x, y); |
| 266 | if (!b) return false; |
| 267 | lift(b); |
| 268 | this.carried = b; |
| 269 | return true; |
| 270 | } |
| 271 | |
| 272 | /** Follow the finger. A carried tile is placed, not pushed. */ |
| 273 | dragTo(x: number, y: number, angle?: number) { |
| 274 | const b = this.carried; |
| 275 | if (!b) return; |
| 276 | b.x = x; |
| 277 | b.y = y; |
| 278 | if (angle !== undefined) b.angle = angle; |
| 279 | } |
| 280 | |
| 281 | /** |
| 282 | * Let go. Slowly, and it is put down where it is; flicked, and it goes off |
| 283 | * across the felt at the speed it left the fingers — the same throw a tile |
| 284 | * gets out of a hand, made from the middle of the table instead. |
| 285 | */ |
| 286 | releaseGrab(vx: number, vy: number, spin: number) { |
| 287 | const b = this.carried; |
| 288 | if (!b) return; |
| 289 | this.carried = null; |
| 290 | const speed = Math.hypot(vx, vy); |
| 291 | const scale = speed > MAX_THROW_SPEED ? MAX_THROW_SPEED / speed : 1; |
| 292 | const flick = speed > DRAG_FLICK; |
| 293 | drop(b, flick ? vx * scale : 0, flick ? vy * scale : 0, flick ? spin : 0); |
| 294 | } |
| 295 | |
| 296 | /** Whether a discard is in somebody's fingers right now. */ |
| 297 | get dragging(): boolean { |
| 298 | return !!this.carried; |
| 299 | } |
| 300 | |
| 301 | // ---- the tile in your fingers ----------------------------------------- |
| 302 | |
| 303 | /** Lifted out of a hand. From here the canvas draws it, not the DOM. */ |
| 304 | pickUp(held: Held) { |
| 305 | this.held = held; |
| 306 | } |
| 307 | |
| 308 | moveHeld(x: number, y: number, angle?: number) { |
| 309 | if (!this.held) return; |
| 310 | this.held.x = x; |
| 311 | this.held.y = y; |
| 312 | if (angle !== undefined) this.held.angle = angle; |
| 313 | } |
| 314 | |
| 315 | /** Put it back in the hand — the throw was not committed to. */ |
| 316 | cancelHeld() { |
| 317 | this.held = null; |
| 318 | } |
| 319 | |
| 320 | /** |
| 321 | * Let go of it. The body is not made here: the reconciler owns every tile in |
| 322 | * the pool, so this leaves the throw where the next `sync` will find it and |
| 323 | * the caller goes on to call `game.discard`. The held tile stays drawn until |
| 324 | * that happens, so there is no frame with nothing on screen. |
| 325 | */ |
| 326 | throwHeld(vx: number, vy: number, spin: number) { |
| 327 | const h = this.held; |
| 328 | if (!h) return; |
| 329 | const speed = Math.hypot(vx, vy); |
| 330 | const scale = speed > MAX_THROW_SPEED ? MAX_THROW_SPEED / speed : 1; |
| 331 | this.release = { |
| 332 | seat: h.seat, |
| 333 | x: h.x, |
| 334 | y: h.y, |
| 335 | angle: h.angle, |
| 336 | w: h.w, |
| 337 | h: h.h, |
| 338 | vx: vx * scale, |
| 339 | vy: vy * scale, |
| 340 | spin, |
| 341 | }; |
| 342 | this.releasedAt = Date.now(); |
| 343 | } |
| 344 | |
| 345 | /** |
| 346 | * A throw that is not a discard. |
| 347 | * |
| 348 | * The tile stays in the hand, the game does not move, and the body goes |
| 349 | * straight into the world rather than waiting for a discard to arrive and |
| 350 | * claim it. For throwing the same tile a hundred times with the colliders |
| 351 | * drawn, which is the only way to tell a bounce that is wrong from a bounce |
| 352 | * that only looks wrong. |
| 353 | */ |
| 354 | throwLoose(vx: number, vy: number, spin: number) { |
| 355 | const h = this.held; |
| 356 | const geo = this.geo; |
| 357 | const world = this.world; |
| 358 | if (!h || !geo || !world) return; |
| 359 | const speed = Math.hypot(vx, vy); |
| 360 | const scale = speed > MAX_THROW_SPEED ? MAX_THROW_SPEED / speed : 1; |
| 361 | this.loose.push( |
| 362 | this.fling(geo, h.tile, { |
| 363 | seat: h.seat, |
| 364 | x: h.x, |
| 365 | y: h.y, |
| 366 | angle: h.angle, |
| 367 | w: h.w, |
| 368 | h: h.h, |
| 369 | vx: vx * scale, |
| 370 | vy: vy * scale, |
| 371 | spin, |
| 372 | }), |
| 373 | ); |
| 374 | // Oldest off the table first, or an afternoon of this buries the felt and |
| 375 | // every throw lands on a pile instead of on the thing being tested. |
| 376 | while (this.loose.length > LOOSE_LIMIT) this.drop(this.loose.shift()!); |
| 377 | this.held = null; |
| 378 | } |
| 379 | |
| 380 | /** Sweep the sandbox's tiles away and start again. */ |
| 381 | clearLoose() { |
| 382 | for (const b of this.loose) this.drop(b); |
| 383 | this.loose = []; |
| 384 | } |
| 385 | |
| 386 | private drop(body: Body) { |
| 387 | const at = this.world?.bodies.indexOf(body) ?? -1; |
| 388 | if (at >= 0) this.world!.bodies.splice(at, 1); |
| 389 | } |
| 390 | |
| 391 | /** |
| 392 | * A throw that happened on somebody's phone, arriving over the wire in their |
| 393 | * own frame: `u` along their edge, `vy` into the table. It is stood at their |
| 394 | * side of this screen and turned into the table's coordinates, so the tile |
| 395 | * flies in from off their edge — from where they are sitting, as a thrown |
| 396 | * tile should. The discard it belongs to arrives through the state as usual; |
| 397 | * this only decides how it enters. |
| 398 | */ |
| 399 | throwFromNet(seat: SeatId, t: NetThrow) { |
| 400 | const geo = this.geo; |
| 401 | if (!geo) return; |
| 402 | const f = geo.felt; |
| 403 | // Just beyond the felt, where the thrower's strip is. |
| 404 | const m = geo.tile.h * 1.4; |
| 405 | const u = Math.min(1, Math.max(0, t.u)); |
| 406 | let x: number; |
| 407 | let y: number; |
| 408 | let vx: number; |
| 409 | let vy: number; |
| 410 | // Each seat's frame: x runs to the player's right along their edge, y into |
| 411 | // the table. The screen rotation for each seat is what `ROT` says it is. |
| 412 | switch (seat) { |
| 413 | case 0: |
| 414 | x = f.x + u * f.w; |
| 415 | y = f.y + f.h + m; |
| 416 | vx = t.vx; |
| 417 | vy = -t.vy; |
| 418 | break; |
| 419 | case 1: |
| 420 | x = f.x + f.w + m; |
| 421 | y = f.y + (1 - u) * f.h; |
| 422 | vx = -t.vy; |
| 423 | vy = -t.vx; |
| 424 | break; |
| 425 | case 2: |
| 426 | x = f.x + (1 - u) * f.w; |
| 427 | y = f.y - m; |
| 428 | vx = -t.vx; |
| 429 | vy = t.vy; |
| 430 | break; |
| 431 | default: |
| 432 | x = f.x - m; |
| 433 | y = f.y + u * f.h; |
| 434 | vx = t.vy; |
| 435 | vy = t.vx; |
| 436 | break; |
| 437 | } |
| 438 | const speed = Math.hypot(vx, vy); |
| 439 | const scale = speed > MAX_THROW_SPEED ? MAX_THROW_SPEED / speed : 1; |
| 440 | this.release = { |
| 441 | seat, |
| 442 | x, |
| 443 | y, |
| 444 | // Facing its thrower, the way a tile lifted from their hand would be. |
| 445 | angle: (SEAT_ROT[seat] * Math.PI) / 180, |
| 446 | w: geo.tile.w, |
| 447 | h: geo.tile.h, |
| 448 | vx: vx * scale, |
| 449 | vy: vy * scale, |
| 450 | spin: t.spin, |
| 451 | }; |
| 452 | this.releasedAt = Date.now(); |
| 453 | } |
| 454 | |
| 455 | // ---- keeping up with the game ---------------------------------------- |
| 456 | |
| 457 | /** Bring the pile in line with the state. Cheap when nothing has changed. */ |
| 458 | sync(state: GameState) { |
| 459 | this.remeasure(state); |
| 460 | const geo = this.geo; |
| 461 | const world = this.world; |
| 462 | if (!geo || !world) return; |
| 463 | |
| 464 | // A new hand is a new pile, and nothing should fly anywhere. |
| 465 | const fresh = state.handNumber !== this.hand; |
| 466 | this.hand = state.handNumber; |
| 467 | |
| 468 | const want = new Set<string>(); |
| 469 | const added: { key: string; seat: SeatId; index: number; tile: Tile }[] = []; |
| 470 | for (const seat of SEATS) { |
| 471 | const discards = state.players[seat].discards; |
| 472 | for (let i = 0; i < discards.length; i++) { |
| 473 | const key = `${seat}:${i}`; |
| 474 | want.add(key); |
| 475 | if (!this.entries.has(key)) added.push({ key, seat, index: i, tile: discards[i] }); |
| 476 | } |
| 477 | } |
| 478 | |
| 479 | const taken: Body[] = []; |
| 480 | for (const [key, body] of this.entries) { |
| 481 | if (want.has(key)) continue; |
| 482 | const at = world.bodies.indexOf(body); |
| 483 | if (at >= 0) world.bodies.splice(at, 1); |
| 484 | // Claimed out from under the finger holding it. |
| 485 | if (this.carried === body) this.carried = null; |
| 486 | this.entries.delete(key); |
| 487 | taken.push(body); |
| 488 | } |
| 489 | |
| 490 | // Exactly one tile off the table is somebody taking it — a 碰, a 吃, a 槓, |
| 491 | // or a discard being taken back. It goes to whoever now has a meld they did |
| 492 | // not have a moment ago, and failing that back to the seat that threw it, |
| 493 | // which is what an undo is. Several at once is the hand ending, and those |
| 494 | // simply go. |
| 495 | const claimer = SEATS.find((q) => state.players[q].melds.length > this.melds[q]); |
| 496 | this.melds = SEATS.map((q) => state.players[q].melds.length); |
| 497 | if (taken.length === 1 && !fresh) { |
| 498 | const to = geo.launch[claimer ?? taken[0].seat]; |
| 499 | if (to) this.leaving.push({ body: taken[0], tx: to.x, ty: to.y, t: 0 }); |
| 500 | } |
| 501 | |
| 502 | // One tile at a time is somebody playing, and it gets thrown. Several at |
| 503 | // once is a pile being rebuilt — a save picked up, an undo, a fresh deal — |
| 504 | // and those tiles were thrown long ago, so they are simply already there. |
| 505 | const rebuilding = fresh || added.length > 1; |
| 506 | for (const a of added) { |
| 507 | this.entries.set(a.key, rebuilding ? this.settle(geo, state, a) : this.launch(geo, state, a)); |
| 508 | } |
| 509 | |
| 510 | // A throw is good for exactly one discard. At a local table the discard is |
| 511 | // in the state before the next frame, so the tile has either just arrived |
| 512 | // or is never going to; online it is out on a round-trip, so the release |
| 513 | // waits — but not forever, in case the host turned the move down. |
| 514 | if (added.length || (this.release && Date.now() - this.releasedAt > 2500)) { |
| 515 | this.release = null; |
| 516 | this.held = null; |
| 517 | } |
| 518 | |
| 519 | const ld = state.lastDiscard; |
| 520 | this.newestKey = ld ? `${ld.from}:${state.players[ld.from].discards.length - 1}` : null; |
| 521 | } |
| 522 | |
| 523 | /** Run the physics on. Returns impacts worth a sound. */ |
| 524 | advance(seconds: number, stopOnImpact = false): Impact[] { |
| 525 | this.carryOff(seconds); |
| 526 | return this.world ? advanceWorld(this.world, seconds, stopOnImpact) : []; |
| 527 | } |
| 528 | |
| 529 | /** Tiles leaving the table, lifted and carried off to the seat taking them. */ |
| 530 | private carryOff(seconds: number) { |
| 531 | if (this.leaving.length === 0) return; |
| 532 | for (const l of this.leaving) { |
| 533 | l.t = Math.min(1, l.t + seconds / TAKE_FLIGHT); |
| 534 | // Ease out, so it leaves quickly and arrives gently. |
| 535 | const k = 1 - (1 - l.t) * (1 - l.t); |
| 536 | l.body.x += (l.tx - l.body.x) * k * 0.5; |
| 537 | l.body.y += (l.ty - l.body.y) * k * 0.5; |
| 538 | // Up off the table on the way, the way a tile picked up would be. |
| 539 | l.body.z = Math.sin(l.t * Math.PI) * 40; |
| 540 | l.body.angle += seconds * 2.2; |
| 541 | } |
| 542 | this.leaving = this.leaving.filter((l) => l.t < 1); |
| 543 | } |
| 544 | |
| 545 | /** What is on its way off, and how far gone, for the renderer to fade. */ |
| 546 | get departing(): { body: Body; fade: number }[] { |
| 547 | return this.leaving.map((l) => ({ body: l.body, fade: 1 - l.t })); |
| 548 | } |
| 549 | |
| 550 | get bodies(): Body[] { |
| 551 | return this.world?.bodies ?? []; |
| 552 | } |
| 553 | |
| 554 | /** The tile on the table, if there is one — drawn lit, as a lifted tile is. */ |
| 555 | get newest(): Body | null { |
| 556 | return (this.newestKey && this.entries.get(this.newestKey)) || null; |
| 557 | } |
| 558 | |
| 559 | /** |
| 560 | * A tile is still on its way to the middle. The computer players hold off |
| 561 | * while this is true — nobody at a real table reaches across for a tile that |
| 562 | * has not landed, and a 碰 called over one still turning over in the air looks |
| 563 | * like it was snatched out of flight. |
| 564 | */ |
| 565 | get throwInFlight(): boolean { |
| 566 | const b = this.newest; |
| 567 | return !!b && !b.resting; |
| 568 | } |
| 569 | |
| 570 | /** |
| 571 | * Somebody is being told off for where they put that tile. Held for as long |
| 572 | * as the line takes to say, told to us by whoever is saying it. |
| 573 | */ |
| 574 | heckle(seconds: number) { |
| 575 | this.quietAt = Math.max(this.quietAt, Date.now() + seconds * 1000); |
| 576 | } |
| 577 | |
| 578 | /** |
| 579 | * Whether the table is mid-something and a computer player should wait: a |
| 580 | * tile still in the air, or a player still complaining about the last one. |
| 581 | * Reaching for a tile over the top of somebody objecting to it lands the |
| 582 | * objection on nobody. |
| 583 | */ |
| 584 | get busy(): boolean { |
| 585 | return this.throwInFlight || Date.now() < this.quietAt; |
| 586 | } |
| 587 | |
| 588 | /** Nothing is moving, so the render loop can stop until something changes. */ |
| 589 | get settled(): boolean { |
| 590 | return ( |
| 591 | !this.held && |
| 592 | !this.carried && |
| 593 | this.leaving.length === 0 && |
| 594 | (!this.world || settled(this.world)) |
| 595 | ); |
| 596 | } |
| 597 | |
| 598 | // ---- measuring --------------------------------------------------------- |
| 599 | |
| 600 | /** |
| 601 | * Re-read the table when the wall's shape has changed or the window has. The |
| 602 | * pile keeps its positions across a re-measure: the wall shrinking does not |
| 603 | * move the tiles already on the felt. |
| 604 | */ |
| 605 | private remeasure(state: GameState) { |
| 606 | const table = this.table; |
| 607 | if (!table) return; |
| 608 | // Every tile on the table is a collider now, so the shape of each hand and |
| 609 | // each set laid down is part of what has to be re-read — not just the wall. |
| 610 | const hands = state.players.map((p) => `${p.hand.length}.${p.melds.length}.${p.flowers.length}`); |
| 611 | const stamp = `${state.drawnFront}/${state.drawnBack}/${hands.join(',')}/${Math.round( |
| 612 | table.clientWidth, |
| 613 | )}x${Math.round(table.clientHeight)}`; |
| 614 | if (stamp === this.measuredAt) return; |
| 615 | |
| 616 | const geo = measure(table); |
| 617 | this.measuredAt = geo ? stamp : ''; |
| 618 | this.geo = geo; |
| 619 | if (!geo) { |
| 620 | this.world = null; |
| 621 | this.entries.clear(); |
| 622 | this.setOpenness('----'); |
| 623 | return; |
| 624 | } |
| 625 | // What keeps a tile in is the tiles: the stacks still standing, the sets |
| 626 | // laid down, and the hands beyond them. `felt` is the table's own edge and |
| 627 | // is only there so a tile that got past all of that is still on the table. |
| 628 | if (!this.world) this.world = createWorld(geo.felt, geo.barriers); |
| 629 | else reshape(this.world, geo.felt, geo.barriers); |
| 630 | // Only here, never per frame: a hundred-odd ray casts is nothing once a |
| 631 | // draw, and a great deal every sixtieth of a second. |
| 632 | this.setOpenness(SEATS.map((s) => (canThrow(geo, s) ? 'y' : '-')).join('')); |
| 633 | } |
| 634 | |
| 635 | private setOpenness(next: string) { |
| 636 | if (next === this.openness) return; |
| 637 | this.openness = next; |
| 638 | for (const cb of this.listeners) cb(); |
| 639 | } |
| 640 | |
| 641 | // ---- putting tiles in ------------------------------------------------- |
| 642 | |
| 643 | /** A tile that is simply there already — a rebuilt pile. */ |
| 644 | private settle( |
| 645 | geo: TableGeometry, |
| 646 | state: GameState, |
| 647 | a: { seat: SeatId; index: number; tile: Tile }, |
| 648 | ): Body { |
| 649 | const rng = this.seeded(state, a); |
| 650 | const { pool } = geo; |
| 651 | // Bunched towards the middle rather than spread evenly to the edges, which |
| 652 | // is what a pool thrown into from four sides actually looks like. |
| 653 | const spread = 0.3; |
| 654 | return addBody(this.world!, { |
| 655 | tile: a.tile, |
| 656 | seat: a.seat, |
| 657 | x: pool.x + pool.w * (0.5 + (rng() - 0.5) * 2 * spread), |
| 658 | y: pool.y + pool.h * (0.5 + (rng() - 0.5) * 2 * spread), |
| 659 | vx: 0, |
| 660 | vy: 0, |
| 661 | z: 0, |
| 662 | vz: 0, |
| 663 | angle: (rng() - 0.5) * Math.PI, |
| 664 | spin: 0, |
| 665 | w: geo.tile.w, |
| 666 | h: geo.tile.h, |
| 667 | atRest: true, |
| 668 | }); |
| 669 | } |
| 670 | |
| 671 | /** |
| 672 | * A tile let go of by a hand: what a flick actually becomes. |
| 673 | * |
| 674 | * Its own method because a throw is not always a discard — the sandbox |
| 675 | * behind ?colliders throws the same tile over and over without the game |
| 676 | * moving at all, and it has to be the *same* throw or there would be no |
| 677 | * point testing with it. |
| 678 | */ |
| 679 | private fling(geo: TableGeometry, tile: Tile, thrown: Release): Body { |
| 680 | // The flick is the throw. Where the tile goes and how fast it gets there |
| 681 | // are both the hand's business, and nothing here touches either — a tile |
| 682 | // that leaves at an angle to the flick that made it reads as a bounce off |
| 683 | // something invisible, and there is nothing there to bounce off. |
| 684 | // |
| 685 | // The one thing still decided here is *height*, which is not aim. With a |
| 686 | // standing wall in front of the throw a flat tile would only skid into it, |
| 687 | // so it is lofted over instead: exactly as far as it was thrown, simply in |
| 688 | // the air for the first part of the way. A tile that carries past the |
| 689 | // square and out into the open stays there — the middle is not a box, and |
| 690 | // where a discard came to rest is where somebody threw it. |
| 691 | // |
| 692 | // Asked from where the tile actually *is*, not from the seat: a player who |
| 693 | // carried it out over the square has a clear line even though the seat they |
| 694 | // came from does not. |
| 695 | const set = this.inPool(thrown.x, thrown.y); |
| 696 | const walled = !set && LOB_WHEN_WALLED && !this.canThrowFrom(thrown.x, thrown.y); |
| 697 | const { vx, vy } = thrown; |
| 698 | let vz = 0; |
| 699 | const speed = Math.hypot(vx, vy); |
| 700 | let flipTurns = 0; |
| 701 | let flipOver = 0; |
| 702 | let how = set ? 'slide, from inside the square' : 'slide'; |
| 703 | |
| 704 | if (walled) { |
| 705 | how = 'lob — over the wall, same line'; |
| 706 | vz = liftFor(PLACE_FLIGHT); |
| 707 | // Long enough in the air to turn over properly, and harder means more. |
| 708 | flipOver = PLACE_FLIGHT; |
| 709 | flipTurns = speed > 1300 ? 2 : 1; |
| 710 | } else if (!set) { |
| 711 | // A skated tile leaves the fingers off the cloth, and turns over on its |
| 712 | // way down — harder means longer in the air and more turns in it. |
| 713 | const hop = THROW_LIFT + Math.min(0.22, (speed / MAX_THROW_SPEED) * 0.28); |
| 714 | vz = liftFor(hop); |
| 715 | flipOver = hop; |
| 716 | flipTurns = speed > 2200 ? 2 : speed > 600 ? 1 : 0; |
| 717 | } |
| 718 | if (!TUMBLE) flipTurns = 0; |
| 719 | |
| 720 | this.throws.push({ x: thrown.x, y: thrown.y, fx: thrown.vx, fy: thrown.vy, vx, vy, how }); |
| 721 | if (this.throws.length > 6) this.throws.shift(); |
| 722 | |
| 723 | return addBody(this.world!, { |
| 724 | tile: tile, |
| 725 | seat: thrown.seat, |
| 726 | x: thrown.x, |
| 727 | y: thrown.y, |
| 728 | vx, |
| 729 | vy, |
| 730 | z: 0, |
| 731 | vz, |
| 732 | angle: thrown.angle, |
| 733 | spin: thrown.spin, |
| 734 | flipTurns, |
| 735 | flipOver, |
| 736 | // It tumbles across its line of travel, the way a thrown tile does. |
| 737 | flipAxis: Math.atan2(vy, vx), |
| 738 | w: geo.tile.w, |
| 739 | h: geo.tile.h, |
| 740 | // It was drawn at hand size a moment ago; it shrinks on the way down. |
| 741 | scale: thrown.w / geo.tile.w, |
| 742 | }); |
| 743 | } |
| 744 | |
| 745 | /** A tile arriving now: thrown if somebody threw it, placed over the wall if |
| 746 | * it was tapped, and flat and quick if a bot's wall happens to be open. */ |
| 747 | private launch( |
| 748 | geo: TableGeometry, |
| 749 | state: GameState, |
| 750 | a: { seat: SeatId; index: number; tile: Tile }, |
| 751 | ): Body { |
| 752 | const rng = this.seeded(state, a); |
| 753 | const thrown = this.release?.seat === a.seat ? this.release : null; |
| 754 | |
| 755 | if (thrown) return this.fling(geo, a.tile, thrown); |
| 756 | |
| 757 | // Off the end of the hand, not the middle of it — a tile is thrown from the |
| 758 | // hand holding it, which is the one at the right-hand end of the row. |
| 759 | const from = geo.throwFrom[a.seat] ?? geo.launch[a.seat] ?? centreOf(geo.pool); |
| 760 | const open = !LOB_WHEN_WALLED || this.canThrow(a.seat); |
| 761 | const target = this.aimFor(geo, a.seat, rng); |
| 762 | const flight = open ? 0.34 + rng() * 0.1 : PLACE_FLIGHT; |
| 763 | // A slide is aimed at where it comes to *rest*, since it keeps going after |
| 764 | // it lands and SLIDE_TIME is roughly how much further. A lob is aimed at |
| 765 | // where it touches *down*, because it has to come down on the inside of the |
| 766 | // wall — solving for the resting place lands it short, against the outside. |
| 767 | const reach = open ? flight + SLIDE_TIME : flight; |
| 768 | |
| 769 | const vx = (target.x - from.x) / reach; |
| 770 | const vy = (target.y - from.y) / reach; |
| 771 | return addBody(this.world!, { |
| 772 | tile: a.tile, |
| 773 | seat: a.seat, |
| 774 | x: from.x, |
| 775 | y: from.y, |
| 776 | vx, |
| 777 | vy, |
| 778 | z: 0, |
| 779 | vz: liftFor(flight), |
| 780 | angle: (rng() - 0.5) * Math.PI, |
| 781 | spin: (rng() - 0.5) * (open ? 7 : 2.5), |
| 782 | // It turns over on its way in, whichever way it is going. |
| 783 | flipTurns: TUMBLE ? 1 : 0, |
| 784 | flipOver: flight, |
| 785 | flipAxis: Math.atan2(vy, vx), |
| 786 | w: geo.tile.w, |
| 787 | h: geo.tile.h, |
| 788 | }); |
| 789 | } |
| 790 | |
| 791 | /** Where a tile from this seat is headed, with a little scatter. */ |
| 792 | private aimFor(geo: TableGeometry, seat: SeatId, rng: () => number): Point { |
| 793 | const base = aimAt(geo, seat) ?? centreOf(geo.pool); |
| 794 | const jitter = Math.min(geo.pool.w, geo.pool.h) * 0.22; |
| 795 | return { x: base.x + (rng() - 0.5) * jitter, y: base.y + (rng() - 0.5) * jitter }; |
| 796 | } |
| 797 | |
| 798 | /** |
| 799 | * A tile's own random stream. Keyed on the hand and its place in that seat's |
| 800 | * discards, so the same tile scatters the same way every time it is rebuilt — |
| 801 | * a refresh mid-hand puts the pile back exactly as it was. |
| 802 | */ |
| 803 | private seeded(state: GameState, a: { seat: SeatId; index: number; tile: Tile }) { |
| 804 | return makeRng(state.handNumber * 7919 + a.seat * 977 + a.index * 31 + a.tile + 1); |
| 805 | } |
| 806 | } |