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396 lines
13 KiB
396 lines
13 KiB
import {BallState, Player, PlayerPhantom} from "../model/tactic/Player"
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import {ratioWithinBase} from "../geo/Pos"
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import {ComponentId, TacticComponent, TacticContent,} from "../model/tactic/Tactic"
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import {overlaps} from "../geo/Box"
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import {Action, ActionKind, moves} from "../model/tactic/Action"
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import {removeBall, updateComponent} from "./TacticContentDomains"
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import {areInSamePath, changePlayerBallState, getOrigin, isNextInPath, removePlayer} from "./PlayerDomains"
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import {BALL_TYPE} from "../model/tactic/CourtObjects";
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export function getActionKind(
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target: TacticComponent | null,
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ballState: BallState,
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): ActionKind {
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switch (ballState) {
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case BallState.HOLDS_ORIGIN:
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case BallState.HOLDS_BY_PASS:
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return target
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? ActionKind.SHOOT
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: ActionKind.DRIBBLE
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case BallState.PASSED_ORIGIN:
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case BallState.PASSED:
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case BallState.NONE:
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return target && target.type != BALL_TYPE
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? ActionKind.SCREEN
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: ActionKind.MOVE
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}
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}
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export function getActionKindBetween(origin: Player | PlayerPhantom, target: TacticComponent | null, state: BallState): ActionKind {
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//remove the target if the target is a phantom that is within the origin's path
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if (target != null && target.type == 'phantom' && areInSamePath(origin, target)) {
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target = null;
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}
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return getActionKind(target, state)
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}
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export function isActionValid(origin: TacticComponent, target: TacticComponent | null, components: TacticComponent[]): boolean {
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/// action is valid if the origin is neither a phantom nor a player
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if (origin.type != "phantom" && origin.type != "player") {
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return true
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}
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// action is invalid if the origin already moves (unless the origin holds a ball which will lead to a ball pass)
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if (origin.actions.find(a => moves(a.type)) && origin.ballState != BallState.HOLDS_BY_PASS) {
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return false
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}
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//Action is valid if the target is null
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if (target == null) {
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return true
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}
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// action is invalid if it targets its own origin
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if (origin.id === target.id) {
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return false
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}
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// action is invalid if the target already moves and is not indirectly bound with origin
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if (target.actions.find(a => moves(a.type)) && (hasBoundWith(target, origin, components) || hasBoundWith(origin, target, components))) {
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return false
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}
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// Action is invalid if there is already an action between origin and target.
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if (origin.actions.find(a => a.target === target?.id) || target?.actions.find(a => a.target === origin.id)) {
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return false
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}
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// Action is invalid if there is already an anterior action within the target's path
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if (target.type == "phantom" || target.type == "player") {
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// cant have an action with current path
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if (areInSamePath(origin, target))
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return false;
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if (alreadyHasAnAnteriorActionWith(origin, target, components)) {
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return false
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}
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}
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return true
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}
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function hasBoundWith(origin: TacticComponent, target: TacticComponent, components: TacticComponent[]): boolean {
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const toVisit = [origin.id]
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const visited: string[] = []
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let itemId: string | undefined
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while ((itemId = toVisit.pop())) {
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if (visited.indexOf(itemId) !== -1)
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continue
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visited.push(itemId)
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const item = components.find(c => c.id === itemId)!
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const itemBounds = item.actions.flatMap(a => typeof a.target == "string" ? [a.target] : [])
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if (itemBounds.indexOf(target.id) !== -1) {
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return true
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}
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toVisit.push(...itemBounds)
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}
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return false
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}
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function alreadyHasAnAnteriorActionWith(origin: Player | PlayerPhantom, target: Player | PlayerPhantom, components: TacticComponent[]): boolean {
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const targetOrigin = target.type === "phantom" ? getOrigin(target, components) : target
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const targetOriginPath = [targetOrigin.id, ...(targetOrigin.path?.items ?? [])]
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const originOrigin = origin.type === "phantom" ? getOrigin(origin, components) : origin
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const originOriginPath = [originOrigin.id, ...(originOrigin.path?.items ?? [])]
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const targetIdx = targetOriginPath.indexOf(target.id)
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for (let i = targetIdx; i < targetOriginPath.length; i++) {
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const phantom = components.find(c => c.id === targetOriginPath[i])! as (Player | PlayerPhantom)
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if (phantom.actions.find(a => typeof a.target === "string" && (originOriginPath.indexOf(a.target) !== -1))) {
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return true;
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}
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}
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const originIdx = originOriginPath.indexOf(origin.id)
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for (let i = 0; i <= originIdx; i++) {
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const phantom = components.find(c => c.id === originOriginPath[i])! as (Player | PlayerPhantom)
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if (phantom.actions.find(a => typeof a.target === "string" && targetOriginPath.indexOf(a.target) > targetIdx)) {
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return true;
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}
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}
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return false;
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}
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export function createAction(
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origin: Player | PlayerPhantom,
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courtBounds: DOMRect,
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arrowHead: DOMRect,
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content: TacticContent,
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): { createdAction: Action; newContent: TacticContent } {
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/**
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* Creates a new phantom component.
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* Be aware that this function will reassign the `content` parameter.
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*/
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function createPhantom(originState: BallState): ComponentId {
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const {x, y} = ratioWithinBase(arrowHead, courtBounds)
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let itemIndex: number
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let originPlayer: Player
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if (origin.type == "phantom") {
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// if we create a phantom from another phantom,
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// simply add it to the phantom's path
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const originPlr = getOrigin(origin, content.components)!
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itemIndex = originPlr.path!.items.length
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originPlayer = originPlr
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} else {
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// if we create a phantom directly from a player
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// create a new path and add it into
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itemIndex = 0
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originPlayer = origin
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}
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const path = originPlayer.path
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const phantomId = "phantom-" + itemIndex + "-" + originPlayer.id
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content = updateComponent(
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{
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...originPlayer,
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path: {
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items: path ? [...path.items, phantomId] : [phantomId],
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},
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},
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content,
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)
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let phantomState: BallState
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switch (originState) {
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case BallState.HOLDS_ORIGIN:
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phantomState = BallState.HOLDS_BY_PASS
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break
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case BallState.PASSED:
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case BallState.PASSED_ORIGIN:
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phantomState = BallState.NONE
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break
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default:
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phantomState = originState
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}
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const phantom: PlayerPhantom = {
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type: "phantom",
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id: phantomId,
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rightRatio: x,
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bottomRatio: y,
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originPlayerId: originPlayer.id,
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ballState: phantomState,
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actions: [],
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}
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content = {
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...content,
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components: [...content.components, phantom],
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}
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return phantom.id
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}
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for (const component of content.components) {
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if (component.id == origin.id) {
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continue
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}
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const componentBounds = document
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.getElementById(component.id)!
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.getBoundingClientRect()
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if (overlaps(componentBounds, arrowHead)) {
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let toId = component.id
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if (component.type == "ball") {
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toId = createPhantom(true)
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content = removeBall(content)
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}
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const action: Action = {
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target: toId,
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type: getActionKind(component, origin.ballState),
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segments: [{next: toId}],
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}
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return {
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newContent: updateComponent(
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{
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...content.components.find((c) => c.id == origin.id)!,
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actions: [...origin.actions, action],
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},
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content,
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),
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createdAction: action,
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}
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}
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}
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const phantomId = createPhantom(origin.ballState)
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const action: Action = {
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target: phantomId,
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type: getActionKind(null, origin.ballState),
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segments: [{next: phantomId}],
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}
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return {
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newContent: updateComponent(
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{
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...content.components.find((c) => c.id == origin.id)!,
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actions: [...origin.actions, action],
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},
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content,
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),
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createdAction: action,
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}
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}
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export function removeAllActionsTargeting(
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componentId: ComponentId,
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content: TacticContent,
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): TacticContent {
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const components = []
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for (let i = 0; i < content.components.length; i++) {
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const component = content.components[i]
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components.push({
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...component,
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actions: component.actions.filter((a) => a.target != componentId),
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})
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}
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return {
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...content,
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components,
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}
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}
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export function removeAction(origin: TacticComponent, action: Action, actionIdx: number, content: TacticContent): TacticContent {
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origin = {
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...origin,
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actions: origin.actions.toSpliced(actionIdx, 1),
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}
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content = updateComponent(
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origin,
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content,
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)
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if (action.target == null) return content
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const target = content.components.find(
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(c) => action.target == c.id,
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)!
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// if the removed action is a shoot, set the origin as holding the ball
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if (action.type == ActionKind.SHOOT && (origin.type === "player" || origin.type === "phantom")) {
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if (origin.ballState === BallState.PASSED)
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content = changePlayerBallState(origin, BallState.HOLDS_BY_PASS, content)
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else if (origin.ballState === BallState.PASSED_ORIGIN)
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content = changePlayerBallState(origin, BallState.HOLDS_ORIGIN, content)
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if (target.type === "player" || target.type === "phantom")
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content = changePlayerBallState(target, BallState.NONE, content)
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}
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if (target.type === "phantom") {
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let path = null
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if (origin.type === "player") {
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path = origin.path
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} else if (origin.type === "phantom") {
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path = getOrigin(origin, content.components).path
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}
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if (
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path != null &&
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path.items.find((c) => c == target.id)
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) {
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content = removePlayer(target, content)
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}
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}
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return content
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}
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/**
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* Spreads the changes to others actions and components, directly or indirectly bound to the origin, implied by the change of the origin's actual state with
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* the given newState.
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* @param origin
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* @param newState
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* @param content
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*/
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export function spreadNewStateFromOriginStateChange(origin: Player | PlayerPhantom, newState: BallState, content: TacticContent): TacticContent {
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if (origin.ballState === newState) {
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return content
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}
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origin = {
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...origin,
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ballState: newState
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}
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content = updateComponent(origin, content)
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for (let i = 0; i < origin.actions.length; i++) {
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const action = origin.actions[i]
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if (typeof action.target !== "string") {
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continue;
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}
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const actionTarget = content.components.find(c => action.target === c.id)! as Player | PlayerPhantom;
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let targetState: BallState = actionTarget.ballState
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let deleteAction = false
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if (isNextInPath(origin, actionTarget, content.components)) {
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/// If the target is the next phantom from the origin, its state is propagated.
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targetState = (newState === BallState.PASSED || newState === BallState.PASSED_ORIGIN) ? BallState.NONE : newState
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} else if (newState === BallState.NONE && action.type === ActionKind.SHOOT) {
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/// if the new state removes the ball from the player, remove all actions that were meant to shoot the ball
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deleteAction = true
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targetState = BallState.NONE // then remove the ball for the target as well
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} else if ((newState === BallState.HOLDS_BY_PASS || newState === BallState.HOLDS_ORIGIN) && action.type === ActionKind.SCREEN) {
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targetState = BallState.HOLDS_BY_PASS
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}
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if (deleteAction) {
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content = removeAction(origin, action, i, content)
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origin = content.components.find(c => c.id === origin.id)! as Player | PlayerPhantom
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i--; // step back
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} else {
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// do not change the action type if it is a shoot action
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const type = action.type == ActionKind.SHOOT
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? ActionKind.SHOOT
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: getActionKindBetween(origin, actionTarget, newState)
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origin = {
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...origin,
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actions: origin.actions.toSpliced(i, 1, {
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...action,
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type
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})
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}
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content = updateComponent(origin, content)
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}
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content = spreadNewStateFromOriginStateChange(actionTarget, targetState, content)
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}
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return content
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} |