ft_transcendence/frontend/src/pages/ttt/ttt.ts
2026-01-09 17:55:44 +01:00

150 lines
4.2 KiB
TypeScript

import "./ttt.css"
import { addRoute, type RouteHandlerReturn } from "@app/routing";
import tttPage from "./ttt.html?raw";
import { showError, showInfo, showSuccess, showWarn } from "@app/toast";
import { io } from "socket.io-client";
import type { GameUpdate, CSocket as Socket } from "./socket";
import { updateUser } from "@app/auth";
declare module 'ft_state' {
interface State {
tttSock?: Socket;
keepAliveInterval?: ReturnType<typeof setInterval>;
}
}
document.addEventListener("ft:pageChange", () => {
if (window.__state.tttSock !== undefined) window.__state.tttSock.close();
if (window.__state.keepAliveInterval !== undefined) clearInterval(window.__state.keepAliveInterval);
window.__state.tttSock = undefined;
window.__state.keepAliveInterval = undefined;
});
export function getSocket(): Socket {
if (window.__state.tttSock === undefined)
window.__state.tttSock = io(window.location.host, { path: "/api/ttt/socket.io/" }) as any as Socket;
if (window.__state.keepAliveInterval === undefined)
window.__state.keepAliveInterval = setInterval(() => window.__state.tttSock?.emit('keepalive'), 100);
return window.__state.tttSock;
}
type CurrentGameInfo = GameUpdate & { lastState: GameUpdate['gameState'] | null };
// Route handler for the Tic-Tac-Toe page.
// Instantiates the game logic and binds UI events.
async function handleTTT(): Promise<RouteHandlerReturn> {
const socket: Socket = getSocket();
void socket;
return {
html: tttPage, postInsert: async (app) => {
if (!app) {
return;
}
let user = await updateUser();
if (user === null)
return;
const joinQueueBtn = document.querySelector<HTMLButtonElement>("#JoinQueueBtn");
if (!joinQueueBtn) {
return showError('fatal error');
}
// TODO: Join queue button
// When clicking on this button, two scenarios:
// not in a game -> Join queue
// In a queue -> Leave queue
// Should I differentiate the scenarios here or inside the requestNewGame function ?
joinQueueBtn.addEventListener("click", () => {
console.log('===== JOIN QUEUE BUTTON PRESSED =====');
socket.emit("joinQueueButton");
});
let curGame: CurrentGameInfo | null = null;
socket.on('updateInformation', (e) => showInfo(`UpdateInformation: t=${e.totalUser};q=${e.inQueue}`));
socket.on('queueEvent', (e) => showInfo(`QueueEvent: ${e}`));
socket.on('newGame', (gameState) => {
showInfo(`newGame: ${gameState.gameId}`)
curGame = { ...gameState, lastState: null };
});
socket.emit('enqueue');
const cells = app.querySelectorAll<HTMLDivElement>(".ttt-cell");
// const grid = app.querySelector(".ttt-grid"); // Not sure about this one
const updateUI = (boardState: (string | null)[]) => {
boardState.forEach((state, idx) => {
cells[idx].innerText = state || " ";
});
};
const makeEnd = (type: 'win' | 'conceded' | 'draw', player: 'X' | 'O') => {
if (type === 'draw') {
showWarn('It\'s a draw !')
}
if (type === 'win') {
let youWin: boolean;
switch (player) {
case 'X':
youWin = (curGame?.playerX === user.id);
break;
case 'O':
youWin = (curGame?.playerO === user.id);
break;
default:
return;
}
if (youWin)
showSuccess('You won the game !');
else
showError('You lost the game :(');
}
};
socket.on('gameEnd', () => {
curGame = null;
socket.emit('enqueue');
showInfo('Game is finished, enqueuing directly')
})
socket.on('gameBoard', (u) => {
if (curGame === null) {
return showError('Got game State, but no in a game ?');
}
updateUI(u.boardState);
if (u.gameState && u.gameState !== "ongoing") {
// grid?.classList.add("pointer-events-none");
if (u.gameState !== curGame.lastState) {
curGame.lastState = u.gameState;
switch (u.gameState) {
case 'winX':
case 'winO':
makeEnd('win', u.gameState[3] as 'X' | 'O');
break;
default:
makeEnd('draw', 'X');
break;
}
}
}
});
cells?.forEach(function(c, idx) {
c.addEventListener("click", () => {
if (socket) {
socket.emit("gameMove", { index: idx });
}
});
});
},
};
}
addRoute("/ttt", handleTTT);