Pokemon_server / server /room-battle-bestof.ts
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import { Utils } from '../lib';
import { RoomGamePlayer, RoomGame } from "./room-game";
import type { RoomBattlePlayerOptions, RoomBattleOptions } from './room-battle';
import type { PrivacySetting, RoomSettings } from './rooms';
const BEST_OF_IN_BETWEEN_TIME = 40;
export class BestOfPlayer extends RoomGamePlayer<BestOfGame> {
wins = 0;
ready: boolean | null = null;
options: Omit<RoomBattlePlayerOptions, 'user'> & { user: null };
dcAutoloseTime: number | null = null;
constructor(user: User | null, game: BestOfGame, num: number, options: RoomBattlePlayerOptions) {
super(user, game, num);
this.options = { ...options, user: null };
}
avatar() {
let avatar = Users.get(this.id)?.avatar;
if (!avatar || typeof avatar === 'number') avatar = 'unknownf';
const url = Chat.plugins.avatars?.Avatars.src(avatar) ||
`https://${Config.routes.client}/sprites/trainers/${avatar}.png`;
return url;
}
updateReadyButton() {
const user = this.getUser();
if (!user?.connected) return;
this.dcAutoloseTime = null;
const room = this.game.room;
const battleRoom = this.game.games[this.game.games.length - 1]?.room as Room | undefined;
const gameNum = this.game.games.length + 1;
if (this.ready === false) {
const notification = `|tempnotify|choice|Next game|It's time for game ${gameNum} in your best-of-${this.game.bestOf}!`;
if (battleRoom && user.inRooms.has(battleRoom.roomid)) {
battleRoom.send(notification);
} else {
this.sendRoom(notification);
}
} else {
const notification = `|tempnotifyoff|choice`;
battleRoom?.sendUser(user, notification);
this.sendRoom(notification);
}
if (this.ready === null) {
const button = `|c|~|/uhtml controls,`;
this.sendRoom(button);
battleRoom?.sendUser(user, button);
return;
}
const cmd = `/msgroom ${room.roomid},/confirmready`;
const button = `|c|~|/uhtml controls,<div class="infobox"><p style="margin:6px">Are you ready for game ${gameNum}, ${this.name}?</p><p style="margin:6px">` +
(this.ready ?
`<button class="button" disabled><i class="fa fa-check"></i> I'm ready!</button> &ndash; waiting for opponent...` :
`<button class="button notifying" name="send" value="${cmd}">I'm ready!</button>`
) +
`</p></div>`;
this.sendRoom(button);
battleRoom?.sendUser(user, button);
}
}
export class BestOfGame extends RoomGame<BestOfPlayer> {
override readonly gameid = 'bestof' as ID;
override allowRenames = false;
override room!: GameRoom;
bestOf: number;
format: Format;
winThreshold: number;
options: Omit<RoomBattleOptions, 'players'> & { parent: Room, players: null };
forcedSettings: { modchat?: string | null, privacy?: string | null } = {};
ties = 0;
games: { room: GameRoom, winner: BestOfPlayer | null | undefined, rated: number }[] = [];
playerNum = 0;
/** null = tie, undefined = not ended */
winner: BestOfPlayer | null | undefined = undefined;
/** when waiting between battles, this is the just-ended battle room, the one with the |tempnotify| */
waitingBattle: GameRoom | null = null;
nextBattleTimerEnd: number | null = null;
nextBattleTimer: NodeJS.Timeout | null = null;
/** Does NOT control bestof's own timer, which is always-on. Controls timers in sub-battles. */
needsTimer = false;
score: number[] | null = null;
constructor(room: GameRoom, options: RoomBattleOptions) {
super(room);
this.gameid = 'bestof' as ID;
this.format = Dex.formats.get(options.format);
this.bestOf = Number(Dex.formats.getRuleTable(this.format).valueRules.get('bestof'))!;
this.winThreshold = Math.floor(this.bestOf / 2) + 1;
this.title = this.format.name;
if (!toID(this.title).includes('bestof')) {
this.title += ` (Best-of-${this.bestOf})`;
}
this.room.bestOf = this;
this.options = {
...options,
isBestOfSubBattle: true,
parent: this.room,
allowRenames: false,
players: null,
};
for (const playerOpts of options.players) {
this.addPlayer(playerOpts.user, playerOpts);
}
process.nextTick(() => this.nextGame());
}
override onConnect(user: User) {
const player = this.playerTable[user.id];
player?.sendRoom('|cantleave|');
player?.updateReadyButton();
}
override makePlayer(user: User | null, options: RoomBattlePlayerOptions): BestOfPlayer {
return new BestOfPlayer(user, this, ++this.playerNum, options);
}
override addPlayer(user: User, options: RoomBattlePlayerOptions) {
const player = super.addPlayer(user, options);
if (!player) throw new Error(`Failed to make player ${user} in ${this.roomid}`);
this.room.auth.set(user.id, Users.PLAYER_SYMBOL);
return player;
}
checkPrivacySettings(options: RoomBattleOptions & Partial<RoomSettings>) {
let inviteOnly = false;
const privacySetter = new Set<ID>([]);
for (const p of options.players) {
if (p.user) {
if (p.inviteOnly) {
inviteOnly = true;
privacySetter.add(p.user.id);
} else if (p.hidden) {
privacySetter.add(p.user.id);
}
this.checkForcedUserSettings(p.user);
}
}
if (privacySetter.size) {
const room = this.room;
if (this.forcedSettings.privacy) {
room.setPrivate(false);
room.settings.modjoin = null;
room.add(`|raw|<div class="broadcast-blue"><strong>This best-of set is required to be public due to a player having a name starting with '${this.forcedSettings.privacy}'.</div>`);
} else if (!options.tour || (room.tour?.allowModjoin)) {
room.setPrivate('hidden');
if (inviteOnly) room.settings.modjoin = '%';
room.privacySetter = privacySetter;
if (inviteOnly) {
room.settings.modjoin = '%';
room.add(`|raw|<div class="broadcast-red"><strong>This best-of set is invite-only!</strong><br />Users must be invited with <code>/invite</code> (or be staff) to join</div>`);
}
}
}
}
checkForcedUserSettings(user: User) {
this.forcedSettings = {
modchat: this.forcedSettings.modchat || Rooms.RoomBattle.battleForcedSetting(user, 'modchat'),
privacy: this.forcedSettings.privacy || Rooms.RoomBattle.battleForcedSetting(user, 'privacy'),
};
if (
this.players.some(p => p.getUser()?.battleSettings.special) ||
(this.options.rated && this.forcedSettings.modchat)
) {
this.room.settings.modchat = '\u2606';
}
}
setPrivacyOfGames(privacy: PrivacySetting) {
for (let i = 0; i < this.games.length; i++) {
const room = this.games[i].room;
const prevRoom = this.games[i - 1]?.room;
const gameNum = i + 1;
room.setPrivate(privacy);
this.room.add(`|uhtmlchange|game${gameNum}|<a href="/${room.roomid}">${room.title}</a>`);
room.add(`|uhtmlchange|bestof|<h2><strong>Game ${gameNum}</strong> of <a href="/${this.roomid}">a best-of-${this.bestOf}</a></h2>`).update();
if (prevRoom) {
prevRoom.add(`|uhtmlchange|next|Next: <a href="/${room.roomid}"><strong>Game ${gameNum} of ${this.bestOf}</strong></a>`).update();
}
}
this.updateDisplay();
}
clearWaiting() {
this.waitingBattle = null;
for (const player of this.players) {
player.ready = null;
player.updateReadyButton();
}
if (this.nextBattleTimer) {
clearInterval(this.nextBattleTimer);
this.nextBattleTimerEnd = null;
}
this.nextBattleTimerEnd = null;
this.nextBattleTimer = null;
}
getOptions(): RoomBattleOptions | null {
const players = this.players.map(player => ({
...player.options,
user: player.getUser()!,
}));
if (players.some(p => !p.user)) {
return null;
}
return {
...this.options,
players,
};
}
nextGame() {
const prevBattleRoom = this.waitingBattle;
if (!prevBattleRoom && this.games.length) return; // should never happen
this.clearWaiting();
const options = this.getOptions();
if (!options) {
for (const p of this.players) {
if (!p.getUser()) {
// tbc this isn't just being offline, it's changing name or being offline for 15 minutes
this.forfeitPlayer(p, ` lost by being unavailable at the start of a game.`);
return;
}
}
throw new Error(`Failed to get options for ${this.roomid}`);
}
const battleRoom = Rooms.createBattle(options);
// shouldn't happen even in lockdown
if (!battleRoom) throw new Error("Failed to create battle for " + this.title);
this.games.push({
room: battleRoom,
winner: undefined,
rated: battleRoom.rated,
});
// the absolute result is what counts for rating
battleRoom.rated = 0;
if (this.needsTimer) {
battleRoom.battle?.timer.start();
}
const gameNum = this.games.length;
const p1 = this.players[0];
const p2 = this.players[1];
battleRoom.add(
Utils.html`|html|<table width="100%"><tr><td align="left">${p1.name}</td><td align="right">${p2.name}</tr>` +
`<tr><td align="left">${this.renderWins(p1)}</td><td align="right">${this.renderWins(p2)}</tr></table>`
);
battleRoom.add(
`|uhtml|bestof|<h2><strong>Game ${gameNum}</strong> of <a href="/${this.roomid}">a best-of-${this.bestOf}</a></h2>`
).update();
this.room.add(`|html|<h2>Game ${gameNum}</h2>`);
this.room.add(Utils.html`|uhtml|game${gameNum}|<a href="/${battleRoom.roomid}">${battleRoom.title}</a>`);
this.updateDisplay();
prevBattleRoom?.add(
`|uhtml|next|Next: <a href="/${battleRoom.roomid}"><strong>Game ${gameNum} of ${this.bestOf}</strong></a>`
).update();
}
renderWins(player: BestOfPlayer) {
const wins = this.games.filter(game => game.winner === player).length;
const winBuf = `<i class="fa fa-circle"></i> `.repeat(wins);
const restBuf = `<i class="fa fa-circle-o"></i> `.repeat(this.winThreshold - wins);
return player.num === 1 ? winBuf + restBuf : restBuf + winBuf;
}
updateDisplay() {
const p1name = this.players[0].name;
const p2name = this.players[1].name;
let buf = Utils.html`<br /><strong>${p1name} and ${p2name}'s Best-of-${this.bestOf} progress:</strong><br />`;
buf += '<table>';
for (const p of this.players) {
buf += Utils.html`<tr><td>${p.name}: </td><td>`;
for (let i = 0; i < this.bestOf; i++) {
if (this.games[i]?.winner === p) {
buf += `<i class="fa fa-circle"></i>`;
} else {
buf += `<i class="fa fa-circle-o"></i>`;
}
if (i !== this.bestOf - 1) {
buf += ` `;
}
}
buf += `</td></tr>`;
}
buf += `</table><br /><br />`;
buf += `<table><tr>`;
for (const i of [0, null, 1]) {
if (i === null) {
buf += `<td></td>`;
continue;
}
buf += Utils.html`<td><center><strong>${this.players[i].name}</strong></center></td>`;
}
buf += `</tr><tr>`;
for (const i of [0, null, 1]) {
if (i === null) {
buf += `<td></td>`;
continue;
}
const p = this.players[i];
const mirrorLeftPlayer = !i ? ' style="transform: scaleX(-1)"' : "";
buf += `<td><center>`;
buf += `<img class="trainersprite"${mirrorLeftPlayer} src="${p.avatar()}" />`;
buf += `</center></td>`;
}
buf += `</tr><tr>`;
for (const i of [0, null, 1]) {
if (i === null) {
buf += `<td> vs </td>`;
continue;
}
const team = Teams.unpack(this.players[i].options.team || "");
if (!team || !Dex.formats.getRuleTable(this.format).has('teampreview')) {
buf += `<td>`;
buf += `<psicon pokemon="unknown" /> `.repeat(3);
buf += `<br />`;
buf += `<psicon pokemon="unknown" /> `.repeat(3);
buf += `</td>`;
continue;
}
const mirrorLeftPlayer = !i ? ' style="transform: scaleX(-1)"' : "";
buf += `<td>`;
for (const [j, set] of team.entries()) {
if (j % 3 === 0 && j > 1) buf += `<br />`;
buf += `<psicon pokemon="${set.species}"${mirrorLeftPlayer} />`;
}
buf += `</td>`;
}
buf += `</tr></table>`;
this.room.add(`|fieldhtml|<center>${buf}</center>`);
buf = this.games.map(({ room, winner }, index) => {
let progress = `being played`;
if (winner) progress = Utils.html`won by ${winner.name}`;
if (winner === null) progress = `tied`;
return Utils.html`<p>Game ${index + 1}: <a href="/${room.roomid}"><strong>${progress}</strong></a></p>`;
}).join('');
if (this.winner) {
buf += Utils.html`<p>${this.winner.name} won!</p>`;
} else if (this.winner === null) {
buf += `<p>The battle was tied.</p>`;
}
this.room.add(`|controlshtml|<center>${buf}</center>`);
this.room.update();
}
override startTimer() {
this.needsTimer = true;
for (const { room } of this.games) {
room.battle?.timer.start();
}
}
onBattleWin(room: Room, winnerid: ID) {
if (this.ended) return; // can happen if the bo3 is destroyed fsr
const winner = winnerid ? this.playerTable[winnerid] : null;
this.games[this.games.length - 1].winner = winner;
if (winner) {
winner.wins++;
const loserPlayer = room.battle!.players.find(p => p.num !== winner.num);
if (loserPlayer && loserPlayer.dcSecondsLeft <= 0) { // disconnection means opp wins the set
return this.forfeit(loserPlayer.name, ` lost the series due to inactivity.`);
}
this.room.add(Utils.html`|html|${winner.name} won game ${this.games.length}!`).update();
if (winner.wins >= this.winThreshold) {
return this.end(winner.id);
}
} else {
this.ties++;
this.winThreshold = Math.floor((this.bestOf - this.ties) / 2) + 1;
this.room.add(`|html|Game ${this.games.length} was a tie.`).update();
}
if (this.games.length >= this.bestOf) {
return this.end(''); // overall tie
}
// no one has won, skip onwards
this.promptNextGame(room);
}
promptNextGame(room: Room) {
if (!room.battle || this.winner) return; // ???
this.updateDisplay();
this.waitingBattle = room;
const now = Date.now();
this.nextBattleTimerEnd = now + BEST_OF_IN_BETWEEN_TIME * 1000;
for (const player of this.players) {
player.ready = false;
const dcAutoloseTime = now + room.battle.players[player.num - 1].dcSecondsLeft * 1000;
if (dcAutoloseTime < this.nextBattleTimerEnd) {
player.dcAutoloseTime = dcAutoloseTime;
}
player.updateReadyButton();
}
this.nextBattleTimer = setInterval(() => this.pokeNextBattleTimer(), 10000);
}
pokeNextBattleTimer() {
if (!this.nextBattleTimerEnd || !this.nextBattleTimer) return; // ??
if (Date.now() >= this.nextBattleTimerEnd) {
return this.nextGame();
}
for (const p of this.players) {
if (!p.ready) {
const now = Date.now() - 100; // fudge to make rounding work better
if (p.dcAutoloseTime && now > p.dcAutoloseTime) {
return this.forfeit(p.name, ` lost the series due to inactivity.`);
}
const message = (p.dcAutoloseTime ?
`|inactive|${p.name} has ${Chat.toDurationString(p.dcAutoloseTime - now)} to reconnect!` :
`|inactive|${p.name} has ${Chat.toDurationString(this.nextBattleTimerEnd - now)} to confirm battle start!`
);
this.waitingBattle?.add(message);
this.room.add(message);
}
}
this.waitingBattle?.update();
this.room.update();
}
confirmReady(user: User) {
const player = this.playerTable[user.id];
if (!player) {
throw new Chat.ErrorMessage("You aren't a player in this best-of set.");
}
if (!this.waitingBattle) {
throw new Chat.ErrorMessage("The battle is not currently waiting for ready confirmation.");
}
player.ready = true;
player.updateReadyButton();
const readyMsg = `||${player.name} is ready for game ${this.games.length + 1}.`;
this.waitingBattle.add(readyMsg).update();
this.room.add(readyMsg).update();
if (this.players.every(p => p.ready)) {
this.nextGame();
}
}
override setEnded() {
this.clearWaiting();
super.setEnded();
}
end(winnerid: ID) {
if (this.ended) return;
this.setEnded();
this.room.add(`|allowleave|`).update();
const winner = winnerid ? this.playerTable[winnerid] : null;
this.winner = winner;
if (winner) {
this.room.add(`|win|${winner.name}`);
} else {
this.room.add(`|tie`);
}
this.updateDisplay();
this.room.update();
const p1 = this.players[0];
const p2 = this.players[1];
this.score = this.players.map(p => p.wins);
this.room.parent?.game?.onBattleWin?.(this.room, winnerid);
// run elo stuff here
let p1score = 0.5;
if (winner === p1) {
p1score = 1;
} else if (winner === p2) {
p1score = 0;
}
const { rated, room } = this.games[this.games.length - 1];
if (rated) {
void room.battle?.updateLadder(p1score, winnerid);
}
}
override forfeit(user: User | string, message = '') {
const userid = (typeof user !== 'string') ? user.id : toID(user);
const loser = this.playerTable[userid];
if (loser) this.forfeitPlayer(loser, message);
}
forfeitPlayer(loser: BestOfPlayer, message = '') {
if (this.ended || this.winner) return false;
this.winner = this.players.find(p => p !== loser)!;
this.room.add(`||${loser.name}${message || ' forfeited.'}`);
this.end(this.winner.id);
const lastBattle = this.games[this.games.length - 1].room.battle;
if (lastBattle && !lastBattle.ended) lastBattle.forfeit(loser.id, message);
return true;
}
override destroy() {
this.setEnded();
for (const { room } of this.games) room.expire();
this.games = [];
for (const p of this.players) p.destroy();
this.players = [];
this.playerTable = {};
this.winner = null;
}
}