Change group radius management
This commit is contained in:
+87
-25
@@ -213,13 +213,13 @@ export class GameRoom {
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}
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private updateUserGroup(user: User): void {
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user.group?.updatePosition();
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user.group?.searchForNearbyUsers();
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if (user.silent) {
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return;
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}
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const group = user.group;
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const closestItem: User | Group | null = this.searchClosestAvailableUserOrGroup(user);
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if (group === undefined) {
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// If the user is not part of a group:
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// should he join a group?
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@@ -229,12 +229,11 @@ export class GameRoom {
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return;
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}
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const closestItem: User | Group | null = this.searchClosestAvailableUserOrGroup(user);
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if (closestItem !== null) {
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if (closestItem instanceof Group) {
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// Let's join the group!
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closestItem.join(user);
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closestItem.setOutOfBounds(false);
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} else {
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const closestUser: User = closestItem;
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const group: Group = new Group(
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@@ -249,32 +248,95 @@ export class GameRoom {
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}
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}
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} else {
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// If the user is part of a group:
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// should he leave the group?
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let noOneOutOfBounds = true;
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group.getUsers().forEach((foreignUser: User) => {
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if (foreignUser.group === undefined) {
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return;
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let hasKickOutSomeone = false;
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let followingMembers: User[] = [];
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const previewNewGroupPosition = group.previewGroupPosition();
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if (!previewNewGroupPosition) {
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this.leaveGroup(user);
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return;
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}
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if (user.hasFollowers() || user.following) {
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followingMembers = user.hasFollowers()
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? group.getUsers().filter((currentUser) => currentUser.following === user)
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: group.getUsers().filter((currentUser) => currentUser.following === user.following);
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// If all group members are part of the same follow group
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if (group.getUsers().length - 1 === followingMembers.length) {
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let isOutOfBounds = false;
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// If a follower is far away from the leader, "outOfBounds" is set to true
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for (const member of followingMembers) {
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const distance = GameRoom.computeDistanceBetweenPositions(
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member.getPosition(),
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previewNewGroupPosition
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);
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if (distance > this.groupRadius) {
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isOutOfBounds = true;
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break;
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}
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}
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group.setOutOfBounds(isOutOfBounds);
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}
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const usrPos = foreignUser.getPosition();
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const grpPos = foreignUser.group.getPosition();
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const distance = GameRoom.computeDistanceBetweenPositions(usrPos, grpPos);
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}
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// Check if the moving user has kicked out another user
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for (const headMember of group.getGroupHeads()) {
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if (!headMember.group) {
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this.leaveGroup(headMember);
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continue;
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}
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const headPosition = headMember.getPosition();
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const distance = GameRoom.computeDistanceBetweenPositions(headPosition, previewNewGroupPosition);
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if (distance > this.groupRadius) {
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if (foreignUser.hasFollowers() || foreignUser.following) {
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// If one user is out of the group bounds BUT following, the group still exists... but should be hidden.
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// We put it in 'outOfBounds' mode
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group.setOutOfBounds(true);
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noOneOutOfBounds = false;
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} else {
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this.leaveGroup(foreignUser);
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}
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hasKickOutSomeone = true;
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break;
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}
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}
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/**
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* If the current moving user has kicked another user from the radius,
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* the moving user leaves the group because he is too far away.
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*/
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const userDistance = GameRoom.computeDistanceBetweenPositions(user.getPosition(), previewNewGroupPosition);
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if (hasKickOutSomeone && userDistance > this.groupRadius) {
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if (user.hasFollowers() && group.getUsers().length === 3 && followingMembers.length === 1) {
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const other = group
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.getUsers()
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.find((currentUser) => !currentUser.hasFollowers() && !currentUser.following);
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if (other) {
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this.leaveGroup(other);
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}
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} else if (user.hasFollowers()) {
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this.leaveGroup(user);
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for (const member of followingMembers) {
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this.leaveGroup(member);
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}
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// Re-create a group with the followers
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const newGroup: Group = new Group(
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this.roomUrl,
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[user, ...followingMembers],
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this.groupRadius,
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this.connectCallback,
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this.disconnectCallback,
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this.positionNotifier
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);
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this.groups.add(newGroup);
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} else {
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this.leaveGroup(user);
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}
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});
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if (noOneOutOfBounds && !user.group?.isEmpty()) {
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group.setOutOfBounds(false);
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}
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}
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user.group?.updatePosition();
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user.group?.searchForNearbyUsers();
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}
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public sendToOthersInGroupIncludingUser(user: User, message: ServerToClientMessage): void {
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