113 lines
3.7 KiB
TypeScript

import { Server } from 'socket.io'
import { TSocket } from '../../utilities/Types'
import ZoneManager from '../../managers/ZoneManager'
import prisma from '../../utilities/Prisma'
import { AStar, type Node } from '../../utilities/Player/AStar'
import Rotation from '../../utilities/Player/Rotation'
import { ExtendedCharacter as Character } from '../../utilities/Types'
interface SocketResponse {
position_x: number
position_y: number
}
// Add a cancellation token
let currentMoveToken: Symbol | null = null
export default function setupCharacterMove(socket: TSocket, io: Server) {
socket.on('character:move', async (data: SocketResponse) => {
try {
console.log('character:move requested', data)
if (!socket.character) {
console.error('character:move error', 'Character not found')
return
}
// Cancel any ongoing movement
currentMoveToken = Symbol('moveToken')
const moveToken = currentMoveToken
const grid = await ZoneManager.getGrid(socket.character.zoneId)
if (grid.length === 0) {
console.error('character:move error', 'Grid not found')
return
}
const start = { x: socket.character.position_x, y: socket.character.position_y }
const end = { x: data.position_x, y: data.position_y }
const path = AStar.findPath(start, end, grid)
if (path.length > 0) {
socket.character.isMoving = true
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
try {
await moveAlongPath(socket, io, path, grid, moveToken)
} finally {
if (currentMoveToken === moveToken) {
socket.character.isMoving = false
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
}
}
} else {
console.log('character:move error', 'No valid path found')
}
} catch (error) {
console.error('character:move error', error)
if (socket.character) {
socket.character.isMoving = false
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
}
}
})
}
async function moveAlongPath(socket: TSocket, io: Server, path: Node[], grid: number[][], moveToken: Symbol) {
if (!socket.character) return
for (let i = 0; i < path.length; i++) {
// Check if this movement has been cancelled
if (currentMoveToken !== moveToken) {
console.log('Movement cancelled, stopping current path')
return
}
const position = path[i]
if (isObstacle(position, grid)) {
console.log('Obstacle encountered at', position)
break
}
// Calculate rotation based on the next position in the path
let rotation = socket.character.rotation
if (i < path.length - 1) {
const nextPosition = path[i + 1]
rotation = Rotation.calculate(position.x, position.y, nextPosition.x, nextPosition.y)
}
await updateCharacterPosition(socket.character, position.x, position.y, rotation)
ZoneManager.updateCharacterInZone(socket.character.zoneId, socket.character)
io.in(socket.character.zoneId.toString()).emit('character:moved', socket.character)
// Add a small delay between moves to avoid overwhelming the server
await new Promise((resolve) => setTimeout(resolve, 250))
}
}
function isObstacle(position: Node, grid: number[][]): boolean {
return grid[position.y][position.x] === 1
}
async function updateCharacterPosition(character: Character, x: number, y: number, rotation: number) {
character.position_x = x
character.position_y = y
character.rotation = rotation
await prisma.character.update({
where: { id: character.id },
data: { position_x: x, position_y: y, rotation }
})
}