partey_workadventure/back/src/Model/World.ts

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2020-04-07 10:08:04 +02:00
import {MessageUserPosition} from "./Websocket/MessageUserPosition";
import {PointInterface} from "./Websocket/PointInterface";
import {Group} from "./Group";
export class World {
// Users, sorted by ID
private users: Map<string, PointInterface>;
private groups: Group[]
private connectCallback: (user1: string, user2: string) => void;
private disconnectCallback: (user1: string, user2: string) => void;
constructor(connectCallback: (user1: string, user2: string) => void, disconnectCallback: (user1: string, user2: string) => void)
{
this.users = new Map<string, PointInterface>();
this.groups = [];
this.connectCallback = connectCallback;
this.disconnectCallback = disconnectCallback;
}
public join(userPosition: MessageUserPosition): void {
this.users.set(userPosition.userId, userPosition.position);
}
public updatePosition(userPosition: MessageUserPosition): void {
if(typeof userPosition.userId === 'undefined') {
throw new Error('unkown id');
}
//this.users.get(userPosition.userId).x;
// TODO: compute distance between peers.
// Is the user in a group?
// Is the user leaving the group? (is the user at more than max distance of each player)
// Should we split the group? (is each player reachable from the current player?)
// This is needed if
// A <==> B <==> C <===> D
// becomes A <==> B <=====> C <> D
// If C moves right, the distance between B and C is too great and we must form 2 groups
// If the user is in no group
// is there someone in a group close enough and with room in the group?
}
}