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tictactoe.ts
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tictactoe.ts
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import { Room, Delayed, Client } from 'colyseus';
import { type, Schema, MapSchema, ArraySchema } from '@colyseus/schema';
const TURN_TIMEOUT = 10
const BOARD_WIDTH = 3;
class State extends Schema {
@type("string") currentTurn: string;
@type({ map: "boolean" }) players = new MapSchema<boolean>();
@type(["number"]) board: number[] = new ArraySchema<number>(0, 0, 0, 0, 0, 0, 0, 0, 0);
@type("string") winner: string;
@type("boolean") draw: boolean;
}
export class TicTacToe extends Room<State> {
maxClients = 2;
randomMoveTimeout: Delayed;
onCreate () {
this.setState(new State());
this.onMessage("action", (client, message) => this.playerAction(client, message));
}
onJoin (client: Client) {
this.state.players.set(client.sessionId, true);
if (this.state.players.size === 2) {
this.state.currentTurn = client.sessionId;
this.setAutoMoveTimeout();
// lock this room for new users
this.lock();
}
}
playerAction (client: Client, data: any) {
if (this.state.winner || this.state.draw) {
return false;
}
if (client.sessionId === this.state.currentTurn) {
const playerIds = Array.from(this.state.players.keys());
const index = data.x + BOARD_WIDTH * data.y;
if (this.state.board[index] === 0) {
const move = (client.sessionId === playerIds[0]) ? 1 : 2;
this.state.board[index] = move;
if (this.checkWin(data.x, data.y, move)) {
this.state.winner = client.sessionId;
} else if (this.checkBoardComplete()) {
this.state.draw = true;
} else {
// switch turn
const otherPlayerSessionId = (client.sessionId === playerIds[0]) ? playerIds[1] : playerIds[0];
this.state.currentTurn = otherPlayerSessionId;
this.setAutoMoveTimeout();
}
}
}
}
setAutoMoveTimeout() {
if (this.randomMoveTimeout) {
this.randomMoveTimeout.clear();
}
this.randomMoveTimeout = this.clock.setTimeout(() => this.doRandomMove(), TURN_TIMEOUT * 1000);
}
checkBoardComplete () {
return this.state.board
.filter(item => item === 0)
.length === 0;
}
doRandomMove () {
const sessionId = this.state.currentTurn;
for (let x=0; x<BOARD_WIDTH; x++) {
for (let y=0; y<BOARD_WIDTH; y++) {
const index = x + BOARD_WIDTH * y;
if (this.state.board[index] === 0) {
this.playerAction({ sessionId } as Client, { x, y });
return;
}
}
}
}
checkWin (x, y, move) {
let won = false;
let board = this.state.board;
// horizontal
for(let y = 0; y < BOARD_WIDTH; y++){
const i = x + BOARD_WIDTH * y;
if (board[i] !== move) { break; }
if (y == BOARD_WIDTH-1) {
won = true;
}
}
// vertical
for(let x = 0; x < BOARD_WIDTH; x++){
const i = x + BOARD_WIDTH * y;
if (board[i] !== move) { break; }
if (x == BOARD_WIDTH-1) {
won = true;
}
}
// cross forward
if(x === y) {
for(let xy = 0; xy < BOARD_WIDTH; xy++){
const i = xy + BOARD_WIDTH * xy;
if(board[i] !== move) { break; }
if(xy == BOARD_WIDTH-1) {
won = true;
}
}
}
// cross backward
for(let x = 0;x<BOARD_WIDTH; x++){
const y =(BOARD_WIDTH-1)-x;
const i = x + BOARD_WIDTH * y;
if(board[i] !== move) { break; }
if(x == BOARD_WIDTH-1){
won = true;
}
}
return won;
}
onLeave (client) {
this.state.players.delete(client.sessionId);
if (this.randomMoveTimeout) {
this.randomMoveTimeout.clear()
}
let remainingPlayerIds = Array.from(this.state.players.keys());
if (!this.state.winner && !this.state.draw && remainingPlayerIds.length > 0) {
this.state.winner = remainingPlayerIds[0]
}
}
}