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import { | |
$currentPlayerId, | |
$gameMode, | |
$nextPlayerId, | |
$players, | |
GameMode, | |
NO_CURRENT_PLAYER, | |
Player, | |
Uuid, | |
changeGameMode, | |
common, | |
gearDecrease, | |
gearIncrease, | |
gearReset, | |
levelDown, | |
levelUp, | |
playerJoined, | |
playerKill, | |
playerLeft, | |
playerNameChanged, | |
playersReordered, | |
restartGame, | |
sexChange, | |
turnNext, | |
turnSet, | |
} from '../common'; | |
import { sample, createEffect } from 'effector'; | |
export * from '../common'; | |
export const reportStoreUpdateFx = createEffect< | |
{ sid: string; name: string; value: unknown }, | |
void | |
>(); | |
const MAX_LEVEL: { [Key in GameMode]: number } = { | |
common: 10, | |
legendary: 20, | |
unlimited: Infinity, | |
}; | |
const MIN_LEVEL = 1; | |
for (const $store of common.history.stores) { | |
sample({ | |
clock: $store, | |
fn: (value) => ({ value, sid: $store.sid, name: $store.compositeName.fullName }), | |
target: reportStoreUpdateFx, | |
}); | |
} | |
$gameMode.on(changeGameMode, (_, newMode) => newMode); | |
$players.on(changeGameMode, (players, gameMode) => | |
players.map((player) => ({ | |
...player, | |
level: Math.min(Math.max(player.level, MIN_LEVEL), MAX_LEVEL[gameMode]), | |
})), | |
); | |
$currentPlayerId.reset(restartGame); | |
$players.on(restartGame, (players) => players.map((player) => ({ ...player, level: 1, gear: 0 }))); | |
$players | |
.on(playerJoined, (list, player) => [...list, player]) | |
.on(playersReordered, (players, orderedIds) => | |
orderedIds.map((id) => players.find((player) => player.id === id)!), | |
); | |
const playerLeftGame = sample({ | |
clock: playerLeft, | |
source: { current: $currentPlayerId, next: $nextPlayerId, list: $players }, | |
fn: ({ next, current, list }, leftId) => { | |
let nextId = leftId === current ? next : current; | |
if (list.length === 1) { | |
nextId = NO_CURRENT_PLAYER; | |
} | |
return { | |
next: nextId, | |
list: list.filter((player) => player.id !== leftId), | |
}; | |
}, | |
}); | |
$players.on(playerLeftGame, (_, { list }) => list); | |
$currentPlayerId.on(playerLeftGame, (_, { next }) => next); | |
$players.on(playerNameChanged, (players, { id, name }) => | |
players.map((player) => (player.id === id ? { ...player, name } : player)), | |
); | |
$currentPlayerId.on(turnSet, (_, playerId) => playerId); | |
sample({ | |
clock: turnNext, | |
source: $nextPlayerId, | |
target: $currentPlayerId, | |
}); | |
$players | |
.on( | |
sexChange, | |
update((player) => ({ sex: player.sex === 'male' ? 'female' : 'male' })), | |
) | |
.on( | |
gearIncrease, | |
update((player) => ({ gear: player.gear + 1 })), | |
) | |
.on( | |
gearDecrease, | |
update((player) => ({ gear: player.gear - 1 })), | |
) | |
.on( | |
gearReset, | |
update(() => ({ gear: 0 })), | |
) | |
.on( | |
playerKill, | |
update(() => ({ gear: 0 })), | |
); | |
sample({ | |
clock: levelUp, | |
source: { players: $players, gameMode: $gameMode }, | |
fn: ({ players, gameMode }, playerId) => | |
players.map((player) => { | |
if (player.id === playerId) { | |
return { ...player, level: Math.min(player.level + 1, MAX_LEVEL[gameMode]) }; | |
} | |
return player; | |
}), | |
target: $players, | |
}); | |
$players.on( | |
levelDown, | |
update((player) => ({ ...player, level: Math.max(player.level - 1, MIN_LEVEL) })), | |
); | |
function update(cb: (player: Player) => Partial<Player> | undefined) { | |
return (list: Player[], id: Uuid) => | |
list.map((player) => { | |
if (player.id === id) { | |
const updated = cb(player); | |
if (updated) { | |
return { ...player, ...updated }; | |
} | |
return player; | |
} | |
return player; | |
}); | |
} |
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