EN605.607.81.SP22_ASDM_Project/front_end/src/yew_components.rs
Stephen Seo 059d0608b6 Impl match players via phrase
Front-end now has option to input phrase on game start.
Fixed back-end accepting empty strings (will treat empty strings as if
no phrase was given).
2022-04-27 12:47:45 +09:00

1784 lines
84 KiB
Rust

//Four Line Dropper Frontend - A webapp that allows one to play a game of Four Line Dropper
//Copyright (C) 2022 Stephen Seo
//
//This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
//
//This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
//
//You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
use crate::ai::{get_ai_choice, AIDifficulty};
use crate::constants::{
AI_CHOICE_DURATION_MILLIS, BACKEND_TICK_DURATION_MILLIS, BACKEND_URL, COLS,
INFO_TEXT_MAX_ITEMS, ROWS,
};
use crate::game_logic::{check_win_draw, WinType};
use crate::html_helper::{
append_to_info_text, element_append_class, element_has_class, element_remove_class,
get_window_document, send_to_backend,
};
use crate::random_helper::get_seeded_random;
use crate::state::{
board_from_string, BoardState, GameState, GameStateResponse, MainMenuMessage,
NetworkedGameState, PairingRequestResponse, PairingStatusResponse, PlaceTokenResponse,
PlacedEnum, SharedState, Turn,
};
use std::cell::Cell;
use std::collections::HashMap;
use std::rc::Rc;
use js_sys::{Function, Promise};
use web_sys::{AddEventListenerOptions, Document, HtmlInputElement};
use wasm_bindgen_futures::JsFuture;
use yew::prelude::*;
pub struct MainMenu {}
impl Component for MainMenu {
type Message = MainMenuMessage;
type Properties = ();
fn create(_ctx: &Context<Self>) -> Self {
Self {}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
let player_type: Turn;
{
let mut rng = get_seeded_random().expect("Random should be available");
player_type = if rng.rand_range(0..2) == 0 {
Turn::CyanPlayer
} else {
Turn::MagentaPlayer
};
}
let easy_player_type = player_type;
let normal_player_type = player_type;
let hard_player_type = player_type;
let onclick_singleplayer_easy = ctx
.link()
.callback(move |_| MainMenuMessage::SinglePlayer(easy_player_type, AIDifficulty::Easy));
let onclick_singleplayer_normal = ctx.link().callback(move |_| {
MainMenuMessage::SinglePlayer(normal_player_type, AIDifficulty::Normal)
});
let onclick_singleplayer_hard = ctx
.link()
.callback(move |_| MainMenuMessage::SinglePlayer(hard_player_type, AIDifficulty::Hard));
let onclick_local_multiplayer = ctx.link().callback(|_| MainMenuMessage::LocalMultiplayer);
let onclick_networked_multiplayer = ctx
.link()
.callback(|_| MainMenuMessage::NetworkedMultiplayer(None));
let menu_class = if shared.game_state.borrow().eq(&GameState::MainMenu) {
"menu"
} else {
"hidden_menu"
};
html! {
<div class={menu_class} id={"mainmenu"}>
<b class={"menuText"}>{"Please pick a game mode."}</b>
<div class={"singlePlayerMenu"}>
<button class={"menuSinglePlayerEasy"} onclick={onclick_singleplayer_easy}>
{"Singleplayer Easy"}
</button>
<button class={"menuSinglePlayerNormal"} onclick={onclick_singleplayer_normal}>
{"Singleplayer Normal"}
</button>
<button class={"menuSinglePlayerHard"} onclick={onclick_singleplayer_hard}>
{"Singleplayer Hard"}
</button>
</div>
<button class={"menuLocalMultiplayer"} onclick={onclick_local_multiplayer}>
{"Local Multiplayer"}
</button>
<div class={"multiplayerMenu"}>
<button class={"networkedMultiplayer"} onclick={onclick_networked_multiplayer}>
{"Networked Multiplayer"}
</button>
<button class={"NMPhrase"} onclick={ctx.link().callback(|_| {
let (_window, document) = get_window_document().expect("Should be able to get window/document");
let input = HtmlInputElement::from(wasm_bindgen::JsValue::from(document.get_element_by_id("NMPhraseText").expect("Should be able to get NMPhrase input element")));
MainMenuMessage::NetworkedMultiplayer(Some(input.value()))
})}>
{"NMultiplayer with Phrase"}
</button>
<input class={"NMPhrase"} id={"NMPhraseText"} placeholder={"input phrase here"} autofocus=true />
</div>
</div>
}
}
fn update(&mut self, ctx: &Context<Self>, msg: Self::Message) -> bool {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
let window = web_sys::window().expect("no window exists");
let document = window.document().expect("window should have a document");
shared.game_state.replace(msg.into());
if !shared.game_state.borrow().eq(&GameState::MainMenu) {
let mainmenu = document
.get_element_by_id("mainmenu")
.expect("mainmenu should exist");
mainmenu.set_class_name("hidden_menu");
match shared.game_state.borrow().clone() {
GameState::SinglePlayer(turn, _) => {
if shared.turn.get() == turn {
append_to_info_text(
&document,
"info_text1",
"<b class=\"cyan\">It is CyanPlayer's (player) Turn</b>",
1,
)
.ok();
} else {
append_to_info_text(
&document,
"info_text1",
"<b class=\"cyan\">It is CyanPlayer's (ai) Turn</b>",
1,
)
.ok();
// AI player starts first
ctx.link()
.get_parent()
.expect("Wrapper should be parent of MainMenu")
.clone()
.downcast::<Wrapper>()
.send_message(WrapperMsg::AIChoice);
}
}
GameState::NetworkedMultiplayer {
paired: _,
current_side: _,
current_turn: _,
phrase: _,
} => {
append_to_info_text(
&document,
"info_text1",
"<b>Waiting to pair with another player...</b>",
1,
)
.ok();
// start the Wrapper Tick loop
ctx.link()
.get_parent()
.expect("Wrapper should be a parent of MainMenu")
.clone()
.downcast::<Wrapper>()
.send_message(WrapperMsg::StartBackendTick);
}
_ => {
append_to_info_text(
&document,
"info_text1",
"<b class=\"cyan\">It is CyanPlayer's Turn</b>",
1,
)
.ok();
}
}
}
true
}
}
struct ResetButton {}
impl Component for ResetButton {
type Message = ();
type Properties = ();
fn create(_ctx: &Context<Self>) -> Self {
Self {}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let onclick_reset = ctx.link().callback(|_| ());
html! {
<button class={"resetbutton"} id={"resetbutton"} onclick={onclick_reset}>
{"Reset"}
</button>
}
}
fn update(&mut self, ctx: &Context<Self>, _msg: Self::Message) -> bool {
ctx.link()
.get_parent()
.expect("Wrapper should be parent of ResetButton")
.clone()
.downcast::<Wrapper>()
.send_message(WrapperMsg::Reset);
true
}
}
pub struct Slot {}
pub enum SlotMessage {
Press,
}
#[derive(Clone, PartialEq, Properties)]
pub struct SlotProperties {
idx: u8,
state: Rc<Cell<BoardState>>,
placed: Rc<Cell<bool>>,
}
impl Component for Slot {
type Message = SlotMessage;
type Properties = SlotProperties;
fn create(_ctx: &Context<Self>) -> Self {
Self {}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let idx = ctx.props().idx;
let state = ctx.props().state.as_ref().get();
let onclick = ctx.link().callback(move |_| SlotMessage::Press);
let col = idx % COLS;
let row = idx / COLS;
let place = if ctx.props().placed.get() && !state.is_win() {
"placed"
} else {
""
};
ctx.props().placed.replace(false);
html! {
<button class={format!("slot {} r{} c{} {}", state, row, col, place)} id={format!("slot{}", idx)} onclick={onclick}>
{idx}
</button>
}
}
fn update(&mut self, ctx: &Context<Self>, msg: Self::Message) -> bool {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
match shared.game_state.borrow().clone() {
GameState::MainMenu => return false,
GameState::SinglePlayer(_, _) | GameState::LocalMultiplayer => (),
GameState::NetworkedMultiplayer {
paired,
current_side,
current_turn,
phrase: _,
} => {
if paired && current_side.is_some() {
if current_side.as_ref().unwrap() == &current_turn {
// notify Wrapper with picked slot
if let Some(p) = ctx.link().get_parent() {
p.clone().downcast::<Wrapper>().send_message(
WrapperMsg::BackendRequest {
place: ctx.props().idx,
},
);
return false;
}
}
}
}
GameState::PostGameResults(_) => return false,
}
if shared.game_state.borrow().eq(&GameState::MainMenu) {
return false;
}
match msg {
SlotMessage::Press => {
// notify Wrapper with message
let msg = WrapperMsg::Pressed(ctx.props().idx);
if let Some(p) = ctx.link().get_parent() {
p.clone().downcast::<Wrapper>().send_message(msg);
}
}
}
true
}
}
pub struct Wrapper {
player_id: Option<u32>,
place_request: Option<u8>,
do_backend_tick: bool,
}
impl Wrapper {
fn defer_message(
&self,
ctx: &Context<Self>,
msg: <Wrapper as Component>::Message,
millis: i32,
) {
ctx.link().send_future(async move {
let promise = Promise::new(&mut |resolve: js_sys::Function, _reject| {
let window = web_sys::window();
if window.is_none() {
resolve.call0(&resolve).ok();
return;
}
let window = window.unwrap();
if window
.set_timeout_with_callback_and_timeout_and_arguments_0(&resolve, millis)
.is_err()
{
resolve.call0(&resolve).ok();
}
});
let js_fut = JsFuture::from(promise);
js_fut.await.ok();
msg
});
}
fn get_networked_player_id(&mut self, ctx: &Context<Self>) {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
let phrase_clone: Option<String> = shared.game_state.borrow().get_phrase();
// make a request to get the player_id
ctx.link().send_future(async move {
let mut json_entries = HashMap::new();
json_entries.insert("type".into(), "pairing_request".into());
if let Some(phrase_string) = phrase_clone {
json_entries.insert("phrase".into(), phrase_string);
}
let send_to_backend_result = send_to_backend(json_entries).await;
if let Err(e) = send_to_backend_result {
return WrapperMsg::BackendResponse(BREnum::Error(format!("{:?}", e)));
}
let request_result: Result<PairingRequestResponse, _> =
serde_json::from_str(&send_to_backend_result.unwrap());
if let Err(e) = request_result {
return WrapperMsg::BackendResponse(BREnum::Error(format!("{:?}", e)));
}
let request = request_result.unwrap();
if request.r#type != "pairing_response" {
return WrapperMsg::BackendResponse(BREnum::Error(
"Backend returned invalid type for pairing_request".into(),
));
}
if let Some(color) = request.color {
WrapperMsg::BackendResponse(BREnum::GotID(
request.id,
if color == "cyan" {
Some(Turn::CyanPlayer)
} else {
Some(Turn::MagentaPlayer)
},
))
} else {
WrapperMsg::BackendResponse(BREnum::GotID(request.id, None))
}
});
}
fn get_networked_player_type(&mut self, ctx: &Context<Self>) {
// make a request to get the pairing status
if self.player_id.is_none() {
log::warn!("Cannot request pairing status if ID is unknown");
return;
}
let player_id: u32 = self.player_id.unwrap();
ctx.link().send_future(async move {
let mut json_entries = HashMap::new();
json_entries.insert("type".into(), "check_pairing".into());
json_entries.insert("id".into(), format!("{}", player_id));
let send_to_backend_result = send_to_backend(json_entries).await;
if let Err(e) = send_to_backend_result {
return WrapperMsg::BackendResponse(BREnum::Error(format!("{:?}", e)));
}
let request_result: Result<PairingStatusResponse, _> =
serde_json::from_str(&send_to_backend_result.unwrap());
if let Err(e) = request_result {
return WrapperMsg::BackendResponse(BREnum::Error(format!("{:?}", e)));
}
let response = request_result.unwrap();
if response.r#type != "pairing_status" {
return WrapperMsg::BackendResponse(BREnum::Error(
"Invalid response type when check_pairing".into(),
));
}
if response.status == "paired" && response.color.is_some() {
WrapperMsg::BackendResponse(BREnum::GotPairing(response.color.map(|string| {
if string == "cyan" {
Turn::CyanPlayer
} else {
Turn::MagentaPlayer
}
})))
} else {
WrapperMsg::BackendResponse(BREnum::Error("Not paired".into()))
}
});
}
fn get_game_status(&mut self, ctx: &Context<Self>) {
if self.player_id.is_none() {
log::warn!("Cannot request pairing status if ID is unknown");
return;
}
let player_id: u32 = self.player_id.unwrap();
ctx.link().send_future(async move {
let mut json_entries = HashMap::new();
json_entries.insert("id".into(), format!("{}", player_id));
json_entries.insert("type".into(), "game_state".into());
let send_to_backend_result = send_to_backend(json_entries).await;
if let Err(e) = send_to_backend_result {
return WrapperMsg::BackendResponse(BREnum::Error(format!("{:?}", e)));
}
let response_result: Result<GameStateResponse, _> =
serde_json::from_str(&send_to_backend_result.unwrap());
if let Err(e) = response_result {
return WrapperMsg::BackendResponse(BREnum::Error(format!("{:?}", e)));
}
let response = response_result.unwrap();
if response.r#type != "game_state" {
return WrapperMsg::BackendResponse(BREnum::Error(
"Invalid state when checking game_state".into(),
));
}
let networked_game_state = match response.status.as_str() {
"not_paired" => NetworkedGameState::NotPaired,
"unknown_id" => NetworkedGameState::UnknownID,
"cyan_turn" => NetworkedGameState::CyanTurn,
"magenta_turn" => NetworkedGameState::MagentaTurn,
"cyan_won" => NetworkedGameState::CyanWon,
"magenta_won" => NetworkedGameState::MagentaWon,
"draw" => NetworkedGameState::Draw,
"opponent_disconnected" => NetworkedGameState::Disconnected,
_ => NetworkedGameState::InternalError,
};
WrapperMsg::BackendResponse(BREnum::GotStatus(networked_game_state, response.board))
});
}
fn send_place_request(&mut self, ctx: &Context<Self>, placement: u8) {
if self.player_id.is_none() {
log::warn!("Cannot request pairing status if ID is unknown");
return;
}
let player_id: u32 = self.player_id.unwrap();
ctx.link().send_future(async move {
let mut json_entries = HashMap::new();
json_entries.insert("id".into(), format!("{}", player_id));
json_entries.insert("position".into(), format!("{}", placement));
json_entries.insert("type".into(), "place_token".into());
let send_to_backend_result = send_to_backend(json_entries).await;
if let Err(e) = send_to_backend_result {
return WrapperMsg::BackendResponse(BREnum::Error(format!("{:?}", e)));
}
let response_result: Result<PlaceTokenResponse, _> =
serde_json::from_str(&send_to_backend_result.unwrap());
if let Err(e) = response_result {
return WrapperMsg::BackendResponse(BREnum::Error(format!("{:?}", e)));
}
let response = response_result.unwrap();
if response.r#type != "place_token" {
return WrapperMsg::BackendResponse(BREnum::Error(
"Invalid state when place_token".into(),
));
}
let placed_enum = match response.status.as_str() {
"accepted" => PlacedEnum::Accepted,
"illegal" => PlacedEnum::Illegal,
"not_your_turn" => PlacedEnum::NotYourTurn,
"game_ended_draw" => PlacedEnum::Other(NetworkedGameState::Draw),
"game_ended_cyan_won" => PlacedEnum::Other(NetworkedGameState::CyanWon),
"game_ended_magenta_won" => PlacedEnum::Other(NetworkedGameState::MagentaWon),
"unknown_id" => PlacedEnum::Other(NetworkedGameState::UnknownID),
"not_paired_yet" => PlacedEnum::Other(NetworkedGameState::NotPaired),
_ => PlacedEnum::Other(NetworkedGameState::InternalError),
};
WrapperMsg::BackendResponse(BREnum::GotPlaced(placed_enum, response.board))
});
}
fn update_board_from_string(
&mut self,
shared: &SharedState,
document: &Document,
board_string: String,
) {
let board = board_from_string(board_string.clone());
for (idx, slot) in board.iter().enumerate() {
let was_open =
element_has_class(&document, &format!("slot{}", idx), "open").unwrap_or(false);
element_remove_class(&document, &format!("slot{}", idx), "open").ok();
element_remove_class(&document, &format!("slot{}", idx), "placed").ok();
element_remove_class(&document, &format!("slot{}", idx), "win").ok();
element_remove_class(&document, &format!("slot{}", idx), "cyan").ok();
element_remove_class(&document, &format!("slot{}", idx), "magenta").ok();
match slot.get() {
BoardState::Empty => {
element_append_class(&document, &format!("slot{}", idx), "open").ok();
}
BoardState::Cyan => {
element_append_class(&document, &format!("slot{}", idx), "cyan").ok();
}
BoardState::CyanWin => {
element_append_class(&document, &format!("slot{}", idx), "cyan").ok();
element_append_class(&document, &format!("slot{}", idx), "win").ok();
}
BoardState::Magenta => {
element_append_class(&document, &format!("slot{}", idx), "magenta").ok();
}
BoardState::MagentaWin => {
element_append_class(&document, &format!("slot{}", idx), "magenta").ok();
element_append_class(&document, &format!("slot{}", idx), "win").ok();
}
}
let char_at_idx = board_string
.chars()
.nth(idx)
.expect("idx into board_string should be in range");
if char_at_idx == 'f' || char_at_idx == 'h' {
if char_at_idx == 'f' {
element_append_class(&document, &format!("slot{}", idx), "placed").ok();
}
if was_open {
append_to_info_text(
&document,
"info_text0",
&format!("<b class=\"cyan\">CyanPlayer placed at {}</b>", idx),
INFO_TEXT_MAX_ITEMS,
)
.ok();
}
} else if char_at_idx == 'g' || char_at_idx == 'i' {
if char_at_idx == 'g' {
element_append_class(&document, &format!("slot{}", idx), "placed").ok();
}
if was_open {
append_to_info_text(
&document,
"info_text0",
&format!("<b class=\"magenta\">MagentaPlayer placed at {}</b>", idx),
INFO_TEXT_MAX_ITEMS,
)
.ok();
}
}
shared.board[idx].set(slot.get());
}
}
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum BREnum {
Error(String),
GotID(u32, Option<Turn>),
GotPairing(Option<Turn>),
GotStatus(NetworkedGameState, Option<String>),
GotPlaced(PlacedEnum, String),
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum WrapperMsg {
Pressed(u8),
AIPressed(u8),
AIChoice,
AIChoiceImpl,
StartBackendTick,
StartBackendTickImpl,
BackendTick,
BackendRequest { place: u8 },
BackendResponse(BREnum),
Reset,
}
impl WrapperMsg {
fn is_ai_pressed(self) -> bool {
matches!(self, WrapperMsg::AIPressed(_))
}
}
impl Component for Wrapper {
type Message = WrapperMsg;
type Properties = ();
fn create(_ctx: &Context<Self>) -> Self {
Self {
player_id: None,
place_request: None,
do_backend_tick: true,
}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
html! {
<div class="wrapper">
<MainMenu />
<ResetButton />
<Slot idx=0 state={shared.board[0].clone()} placed={shared.placed[0].clone()} />
<Slot idx=1 state={shared.board[1].clone()} placed={shared.placed[1].clone()} />
<Slot idx=2 state={shared.board[2].clone()} placed={shared.placed[2].clone()} />
<Slot idx=3 state={shared.board[3].clone()} placed={shared.placed[3].clone()} />
<Slot idx=4 state={shared.board[4].clone()} placed={shared.placed[4].clone()} />
<Slot idx=5 state={shared.board[5].clone()} placed={shared.placed[5].clone()} />
<Slot idx=6 state={shared.board[6].clone()} placed={shared.placed[6].clone()} />
<Slot idx=7 state={shared.board[7].clone()} placed={shared.placed[7].clone()} />
<Slot idx=8 state={shared.board[8].clone()} placed={shared.placed[8].clone()} />
<Slot idx=9 state={shared.board[9].clone()} placed={shared.placed[9].clone()} />
<Slot idx=10 state={shared.board[10].clone()} placed={shared.placed[10].clone()} />
<Slot idx=11 state={shared.board[11].clone()} placed={shared.placed[11].clone()} />
<Slot idx=12 state={shared.board[12].clone()} placed={shared.placed[12].clone()} />
<Slot idx=13 state={shared.board[13].clone()} placed={shared.placed[13].clone()} />
<Slot idx=14 state={shared.board[14].clone()} placed={shared.placed[14].clone()} />
<Slot idx=15 state={shared.board[15].clone()} placed={shared.placed[15].clone()} />
<Slot idx=16 state={shared.board[16].clone()} placed={shared.placed[16].clone()} />
<Slot idx=17 state={shared.board[17].clone()} placed={shared.placed[17].clone()} />
<Slot idx=18 state={shared.board[18].clone()} placed={shared.placed[18].clone()} />
<Slot idx=19 state={shared.board[19].clone()} placed={shared.placed[19].clone()} />
<Slot idx=20 state={shared.board[20].clone()} placed={shared.placed[20].clone()} />
<Slot idx=21 state={shared.board[21].clone()} placed={shared.placed[21].clone()} />
<Slot idx=22 state={shared.board[22].clone()} placed={shared.placed[22].clone()} />
<Slot idx=23 state={shared.board[23].clone()} placed={shared.placed[23].clone()} />
<Slot idx=24 state={shared.board[24].clone()} placed={shared.placed[24].clone()} />
<Slot idx=25 state={shared.board[25].clone()} placed={shared.placed[25].clone()} />
<Slot idx=26 state={shared.board[26].clone()} placed={shared.placed[26].clone()} />
<Slot idx=27 state={shared.board[27].clone()} placed={shared.placed[27].clone()} />
<Slot idx=28 state={shared.board[28].clone()} placed={shared.placed[28].clone()} />
<Slot idx=29 state={shared.board[29].clone()} placed={shared.placed[29].clone()} />
<Slot idx=30 state={shared.board[30].clone()} placed={shared.placed[30].clone()} />
<Slot idx=31 state={shared.board[31].clone()} placed={shared.placed[31].clone()} />
<Slot idx=32 state={shared.board[32].clone()} placed={shared.placed[32].clone()} />
<Slot idx=33 state={shared.board[33].clone()} placed={shared.placed[33].clone()} />
<Slot idx=34 state={shared.board[34].clone()} placed={shared.placed[34].clone()} />
<Slot idx=35 state={shared.board[35].clone()} placed={shared.placed[35].clone()} />
<Slot idx=36 state={shared.board[36].clone()} placed={shared.placed[36].clone()} />
<Slot idx=37 state={shared.board[37].clone()} placed={shared.placed[37].clone()} />
<Slot idx=38 state={shared.board[38].clone()} placed={shared.placed[38].clone()} />
<Slot idx=39 state={shared.board[39].clone()} placed={shared.placed[39].clone()} />
<Slot idx=40 state={shared.board[40].clone()} placed={shared.placed[40].clone()} />
<Slot idx=41 state={shared.board[41].clone()} placed={shared.placed[41].clone()} />
<Slot idx=42 state={shared.board[42].clone()} placed={shared.placed[42].clone()} />
<Slot idx=43 state={shared.board[43].clone()} placed={shared.placed[43].clone()} />
<Slot idx=44 state={shared.board[44].clone()} placed={shared.placed[44].clone()} />
<Slot idx=45 state={shared.board[45].clone()} placed={shared.placed[45].clone()} />
<Slot idx=46 state={shared.board[46].clone()} placed={shared.placed[46].clone()} />
<Slot idx=47 state={shared.board[47].clone()} placed={shared.placed[47].clone()} />
<Slot idx=48 state={shared.board[48].clone()} placed={shared.placed[48].clone()} />
<Slot idx=49 state={shared.board[49].clone()} placed={shared.placed[49].clone()} />
<Slot idx=50 state={shared.board[50].clone()} placed={shared.placed[50].clone()} />
<Slot idx=51 state={shared.board[51].clone()} placed={shared.placed[51].clone()} />
<Slot idx=52 state={shared.board[52].clone()} placed={shared.placed[52].clone()} />
<Slot idx=53 state={shared.board[53].clone()} placed={shared.placed[53].clone()} />
<Slot idx=54 state={shared.board[54].clone()} placed={shared.placed[54].clone()} />
<Slot idx=55 state={shared.board[55].clone()} placed={shared.placed[55].clone()} />
<div class="info_text_wrapper">
<InfoText id=0 />
</div>
<div class="info_text_turn_wrapper">
<InfoText id=1 />
</div>
</div> // wrapper
}
}
fn update(&mut self, ctx: &Context<Self>, msg: Self::Message) -> bool {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
let (_window, document) =
get_window_document().expect("Should be able to get Window and Document");
match msg {
WrapperMsg::Pressed(idx) | WrapperMsg::AIPressed(idx) => {
let mut bottom_idx = idx;
let mut placed = false;
let current_player = shared.turn.get();
// check if player can make a move
if !msg.is_ai_pressed() {
match shared.game_state.borrow().clone() {
GameState::MainMenu => (),
GameState::SinglePlayer(turn, _) => {
if current_player != turn {
return false;
}
}
GameState::LocalMultiplayer => (),
GameState::NetworkedMultiplayer {
paired,
current_side,
current_turn,
phrase: _,
} => {
if paired {
if let Some(current_side) = current_side {
if current_side == current_turn {
self.place_request.replace(idx);
}
}
}
return true;
}
GameState::PostGameResults(_) => (),
}
}
// check if clicked on empty slot
if shared.board[idx as usize].get().is_empty() {
// get bottom-most empty slot
while bottom_idx + COLS < ROWS * COLS
&& shared.board[(bottom_idx + COLS) as usize].get().is_empty()
{
bottom_idx += COLS;
}
// apply current player's color to bottom-most empty slot
shared.board[bottom_idx as usize].replace(shared.turn.get().into());
let current_board_state = shared.board[bottom_idx as usize].get();
// swap turn
shared.turn.replace(shared.turn.get().get_opposite());
// get handle to slot
if let Some(slot) = document.get_element_by_id(&format!("slot{bottom_idx}")) {
// set slot info
slot.set_class_name(&format!(
"slot {} r{} c{} placed",
current_board_state,
bottom_idx / COLS,
bottom_idx % COLS
));
shared.placed[bottom_idx as usize].replace(true);
}
placed = true;
}
// info text below the grid
{
let output_str = match placed {
true => format!("{} placed into slot {}", current_player, bottom_idx),
false => "Invalid place to insert".into(),
};
let text_append_result = append_to_info_text(
&document,
"info_text0",
&output_str,
INFO_TEXT_MAX_ITEMS,
);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text0 failed: {}", e);
}
}
// info text right of the grid
{
let turn = shared.turn.get();
let output_str = if let GameState::SinglePlayer(player_turn, _) =
shared.game_state.borrow().clone()
{
if shared.turn.get() == player_turn {
format!(
"<b class=\"{}\">It is {}'s (player) turn</b>",
turn.get_color(),
turn
)
} else {
format!(
"<b class=\"{}\">It is {}'s (ai) turn</b>",
turn.get_color(),
turn
)
}
} else {
format!(
"<b class=\"{}\">It is {}'s Turn</b>",
turn.get_color(),
turn
)
};
let text_append_result =
append_to_info_text(&document, "info_text1", &output_str, 1);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text1 failed: {}", e);
}
}
// check for win
let check_win_draw_opt = check_win_draw(&shared.board);
if let Some((endgame_state, win_type)) = check_win_draw_opt {
if endgame_state == BoardState::Empty {
// draw
let text_append_result = append_to_info_text(
&document,
"info_text0",
"Game ended in a draw",
INFO_TEXT_MAX_ITEMS,
);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text0 failed: {}", e);
}
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
} else {
// a player won
let turn = Turn::from(endgame_state);
let text_string = format!(
"<b class=\"{}\">{} has won the game</b>",
turn.get_color(),
turn
);
let text_append_result = append_to_info_text(
&document,
"info_text0",
&text_string,
INFO_TEXT_MAX_ITEMS,
);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text0 failed: {}", e);
}
shared
.game_state
.replace(GameState::PostGameResults(turn.into()));
match win_type {
WinType::Horizontal(idx) => {
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 1),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 2),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 3),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let append_result =
element_append_class(&document, &format!("slot{}", idx), "win");
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 1),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 2),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 3),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
shared.board[idx].replace(shared.board[idx].get().into_win());
shared.board[idx + 1]
.replace(shared.board[idx + 1].get().into_win());
shared.board[idx + 2]
.replace(shared.board[idx + 2].get().into_win());
shared.board[idx + 3]
.replace(shared.board[idx + 3].get().into_win());
}
WinType::Vertical(idx) => {
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 2 * (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 3 * (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let append_result =
element_append_class(&document, &format!("slot{}", idx), "win");
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 2 * (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 3 * (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
shared.board[idx].replace(shared.board[idx].get().into_win());
shared.board[idx + (COLS as usize)]
.replace(shared.board[idx + (COLS as usize)].get().into_win());
shared.board[idx + 2 * (COLS as usize)].replace(
shared.board[idx + 2 * (COLS as usize)].get().into_win(),
);
shared.board[idx + 3 * (COLS as usize)].replace(
shared.board[idx + 3 * (COLS as usize)].get().into_win(),
);
}
WinType::DiagonalUp(idx) => {
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 1 - (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 2 - 2 * (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 3 - 3 * (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let append_result =
element_append_class(&document, &format!("slot{}", idx), "win");
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 1 - (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 2 - 2 * (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 3 - 3 * (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
shared.board[idx].replace(shared.board[idx].get().into_win());
shared.board[idx + 1 - (COLS as usize)].replace(
shared.board[idx + 1 - (COLS as usize)].get().into_win(),
);
shared.board[idx + 2 - 2 * (COLS as usize)].replace(
shared.board[idx + 2 - 2 * (COLS as usize)].get().into_win(),
);
shared.board[idx + 3 - 3 * (COLS as usize)].replace(
shared.board[idx + 3 - 3 * (COLS as usize)].get().into_win(),
);
}
WinType::DiagonalDown(idx) => {
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 1 + (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 2 + 2 * (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let placed_class_erase_result = element_remove_class(
&document,
&format!("slot{}", idx + 3 + 3 * (COLS as usize)),
"placed",
);
if let Err(e) = placed_class_erase_result {
log::warn!("ERROR: element_remove_class failed: {}", e);
}
let append_result =
element_append_class(&document, &format!("slot{}", idx), "win");
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 1 + (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 2 + 2 * (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
let append_result = element_append_class(
&document,
&format!("slot{}", idx + 3 + 3 * (COLS as usize)),
"win",
);
if let Err(e) = append_result {
log::warn!("ERROR: element_append_class failed: {}", e);
}
shared.board[idx].replace(shared.board[idx].get().into_win());
shared.board[idx + 1 + (COLS as usize)].replace(
shared.board[idx + 1 + (COLS as usize)].get().into_win(),
);
shared.board[idx + 2 + 2 * (COLS as usize)].replace(
shared.board[idx + 2 + 2 * (COLS as usize)].get().into_win(),
);
shared.board[idx + 3 + 3 * (COLS as usize)].replace(
shared.board[idx + 3 + 3 * (COLS as usize)].get().into_win(),
);
}
WinType::None => unreachable!("WinType should never be None on win"),
}
}
let text_append_result =
append_to_info_text(&document, "info_text1", "<b>Game Over</b>", 1);
if let Err(e) = text_append_result {
log::warn!("ERROR: text append to info_text1 failed: {}", e);
}
shared
.game_state
.replace(GameState::PostGameResults(endgame_state));
} // if: check for win or draw
// check if it is AI's turn
if let GameState::SinglePlayer(player_type, _ai_difficulty) =
shared.game_state.borrow().clone()
{
if shared.turn.get() != player_type {
ctx.link().send_message(WrapperMsg::AIChoice);
}
}
} // WrapperMsg::Pressed(idx) =>
WrapperMsg::AIChoice => {
// defer by 1 second
self.defer_message(ctx, WrapperMsg::AIChoiceImpl, AI_CHOICE_DURATION_MILLIS);
}
WrapperMsg::AIChoiceImpl => {
// get AI's choice
if let GameState::SinglePlayer(player_type, ai_difficulty) =
shared.game_state.borrow().clone()
{
if shared.turn.get() != player_type {
let choice =
get_ai_choice(ai_difficulty, player_type.get_opposite(), &shared.board)
.expect("AI should have an available choice");
ctx.link()
.send_message(WrapperMsg::AIPressed(usize::from(choice) as u8));
}
}
}
WrapperMsg::StartBackendTick => {
self.defer_message(
ctx,
WrapperMsg::StartBackendTickImpl,
BACKEND_TICK_DURATION_MILLIS,
);
}
WrapperMsg::StartBackendTickImpl => {
// If previous id is still stored, request disconnect so that a
// new id can be received
if let Some(id) = self.player_id.take() {
let function = Function::new_no_args(&format!(
"
let xhr = new XMLHttpRequest();
xhr.open('POST', '{}');
xhr.send('{{\"type\": \"disconnect\", \"id\": {}}}');
",
BACKEND_URL, id
));
function.call0(&function).ok();
}
self.do_backend_tick = true;
ctx.link().send_message(WrapperMsg::BackendTick);
}
WrapperMsg::BackendTick => {
let is_networked_multiplayer =
shared.game_state.borrow().is_networked_multiplayer();
if !self.do_backend_tick || !is_networked_multiplayer {
// disconnect id if backend tick is to be stopped
if let Some(id) = self.player_id.take() {
let function = Function::new_no_args(&format!(
"
let xhr = new XMLHttpRequest();
xhr.open('POST', '{}');
xhr.send('{{\"type\": \"disconnect\", \"id\": {}}}');
",
BACKEND_URL, id
));
function.call0(&function).ok();
}
return false;
}
if self.player_id.is_none() {
self.get_networked_player_id(ctx);
} else if shared
.game_state
.borrow()
.get_networked_current_side()
.is_none()
{
self.get_networked_player_type(ctx);
} else if !matches!(
shared.game_state.borrow().clone(),
GameState::PostGameResults(_)
) {
if self.place_request.is_some() {
let placement = self.place_request.take().unwrap();
self.send_place_request(ctx, placement);
} else {
self.get_game_status(ctx);
}
} else {
self.do_backend_tick = false;
log::warn!("Ended backend tick");
}
// repeat BackendTick handling while "connected" to backend
if self.do_backend_tick {
self.defer_message(ctx, WrapperMsg::BackendTick, BACKEND_TICK_DURATION_MILLIS);
}
}
WrapperMsg::BackendRequest { place } => {
self.place_request = Some(place);
}
WrapperMsg::BackendResponse(br_enum) => {
match br_enum {
BREnum::Error(string) => {
// TODO maybe suppress this for release builds
log::warn!("{}", string);
}
BREnum::GotID(id, turn_opt) => {
// set reset and disconnect on page "unload"
let player_id = id;
ctx.link().send_future(async move {
let promise =
Promise::new(&mut |resolve: js_sys::Function, _reject| {
let window =
web_sys::window().expect("Should be able to get window");
let outer_function = Function::new_with_args(
"resolve",
&format!(
"
let xhr = new XMLHttpRequest();
xhr.open('POST', '{}');
xhr.send('{{\"type\": \"disconnect\", \"id\": {}}}');
resolve();
",
BACKEND_URL, player_id
),
);
let binded_func =
outer_function.bind1(&outer_function, &resolve);
window
.add_event_listener_with_callback_and_add_event_listener_options(
"pagehide",
&binded_func,
AddEventListenerOptions::new().capture(true).once(true)
)
.expect("Should be able to set \"pagehide\" callback");
window
.add_event_listener_with_callback_and_add_event_listener_options(
"beforeunload",
&binded_func,
AddEventListenerOptions::new().capture(true).once(true)
)
.expect("Should be able to set \"beforeunload\" callback");
});
let js_fut = JsFuture::from(promise);
js_fut.await.ok();
WrapperMsg::Reset
});
self.player_id = Some(id);
let mut game_state = shared.game_state.borrow().clone();
game_state.set_networked_paired();
game_state.set_networked_current_side(turn_opt);
shared.game_state.replace(game_state);
if let Some(turn_type) = turn_opt {
append_to_info_text(
&document,
"info_text0",
&format!(
"<b class=\"{}\">Paired with player, you are the {}</b>",
turn_type.get_color(),
turn_type
),
INFO_TEXT_MAX_ITEMS,
)
.ok();
append_to_info_text(
&document,
"info_text1",
&format!(
"<b class=\"cyan\">It is CyanPlayer's ({}) Turn</b>",
if turn_type == Turn::CyanPlayer {
"your"
} else {
"opponent's"
}
),
1,
)
.ok();
}
}
BREnum::GotPairing(turn_opt) => {
let mut game_state = shared.game_state.borrow().clone();
game_state.set_networked_current_side(turn_opt);
shared.game_state.replace(game_state);
if let Some(turn_type) = turn_opt {
append_to_info_text(
&document,
"info_text0",
&format!(
"<b class=\"{}\">Paired with player, you are the {}</b>",
turn_type.get_color(),
turn_type
),
INFO_TEXT_MAX_ITEMS,
)
.ok();
append_to_info_text(
&document,
"info_text1",
&format!(
"<b class=\"cyan\">It is CyanPlayer's ({}) Turn</b>",
if turn_type == Turn::CyanPlayer {
"your"
} else {
"opponent's"
}
),
1,
)
.ok();
}
}
BREnum::GotStatus(networked_game_state, board_opt) => {
if let Some(board_string) = board_opt {
self.update_board_from_string(&shared, &document, board_string);
}
let mut current_game_state: GameState = shared.game_state.borrow().clone();
match networked_game_state {
NetworkedGameState::CyanTurn => {
if current_game_state.get_current_turn() != Turn::CyanPlayer {
current_game_state.set_networked_current_turn(Turn::CyanPlayer);
shared.game_state.replace(current_game_state.clone());
append_to_info_text(
&document,
"info_text1",
&format!(
"<b class=\"cyan\">It is CyanPlayer's ({}) Turn</b>",
if current_game_state
.get_network_current_side()
.unwrap_or(Turn::CyanPlayer)
== Turn::CyanPlayer
{
"your"
} else {
"opponent's"
}
),
1,
)
.ok();
}
}
NetworkedGameState::MagentaTurn => {
if current_game_state.get_current_turn() != Turn::MagentaPlayer {
current_game_state
.set_networked_current_turn(Turn::MagentaPlayer);
shared.game_state.replace(current_game_state.clone());
append_to_info_text(
&document,
"info_text1",
&format!(
"<b class=\"magenta\">It is MagentaPlayer's ({}) Turn</b>",
if current_game_state.get_network_current_side().unwrap_or(Turn::CyanPlayer) == Turn::MagentaPlayer
{
"your"
} else {
"opponent's"
}),
1,
)
.ok();
}
}
NetworkedGameState::CyanWon => {
append_to_info_text(
&document,
"info_text1",
"<b class=\"cyan\">CyanPlayer won the game</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::CyanWin));
self.do_backend_tick = false;
}
NetworkedGameState::MagentaWon => {
append_to_info_text(
&document,
"info_text1",
"<b class=\"magenta\">MagentaPlayer won the game</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::MagentaWin));
self.do_backend_tick = false;
}
NetworkedGameState::Draw => {
append_to_info_text(
&document,
"info_text1",
"<b>The game ended in a draw</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
self.do_backend_tick = false;
}
NetworkedGameState::Disconnected => {
append_to_info_text(
&document,
"info_text0",
"The opponent disconnected",
INFO_TEXT_MAX_ITEMS,
)
.ok();
append_to_info_text(
&document,
"info_text1",
"<b>The opponent disconnected</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
self.do_backend_tick = false;
}
NetworkedGameState::InternalError => {
append_to_info_text(
&document,
"info_text1",
"<b>There was an internal error</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
self.do_backend_tick = false;
}
NetworkedGameState::NotPaired => (),
NetworkedGameState::UnknownID => {
append_to_info_text(
&document,
"info_text1",
"<b>The game has ended (disconnected?)</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
self.do_backend_tick = false;
}
}
}
BREnum::GotPlaced(placed_status, board_string) => {
self.update_board_from_string(&shared, &document, board_string);
match placed_status {
PlacedEnum::Accepted => {
// noop, handled by update_board_from_string
}
PlacedEnum::Illegal => {
append_to_info_text(
&document,
"info_text0",
"<b>Cannot place a token there</b>",
INFO_TEXT_MAX_ITEMS,
)
.ok();
}
PlacedEnum::NotYourTurn => {
append_to_info_text(
&document,
"info_text0",
"<b>Cannot place a token, not your turn</b>",
INFO_TEXT_MAX_ITEMS,
)
.ok();
}
PlacedEnum::Other(networked_game_state) => match networked_game_state {
NetworkedGameState::CyanTurn => (),
NetworkedGameState::MagentaTurn => (),
NetworkedGameState::CyanWon => {
append_to_info_text(
&document,
"info_text1",
"<b class=\"cyan\">CyanPlayer has won the game</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::CyanWin));
self.do_backend_tick = false;
}
NetworkedGameState::MagentaWon => {
append_to_info_text(
&document,
"info_text1",
"<b class=\"magenta\">MagentaPlayer has won the game</b>",
1,
)
.ok();
shared.game_state.replace(GameState::PostGameResults(
BoardState::MagentaWin,
));
self.do_backend_tick = false;
}
NetworkedGameState::Draw => {
append_to_info_text(
&document,
"info_text1",
"<b>The game ended in a draw</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
self.do_backend_tick = false;
}
NetworkedGameState::Disconnected => {
append_to_info_text(
&document,
"info_text1",
"<b>The opponent disconnected</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
self.do_backend_tick = false;
}
NetworkedGameState::InternalError => {
append_to_info_text(
&document,
"info_text1",
"<b>There was an internal error</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
self.do_backend_tick = false;
}
NetworkedGameState::NotPaired => (),
NetworkedGameState::UnknownID => {
append_to_info_text(
&document,
"info_text1",
"<b>The game has ended (disconnected?)</b>",
1,
)
.ok();
shared
.game_state
.replace(GameState::PostGameResults(BoardState::Empty));
self.do_backend_tick = false;
}
},
}
}
}
}
WrapperMsg::Reset => {
shared.game_state.replace(GameState::default());
shared.turn.set(Turn::CyanPlayer);
for idx in 0..((ROWS * COLS) as usize) {
shared.placed[idx].set(false);
shared.board[idx].set(BoardState::Empty);
element_remove_class(&document, &format!("slot{}", idx), "open").ok();
element_remove_class(&document, &format!("slot{}", idx), "placed").ok();
element_remove_class(&document, &format!("slot{}", idx), "win").ok();
element_remove_class(&document, &format!("slot{}", idx), "cyan").ok();
element_remove_class(&document, &format!("slot{}", idx), "magenta").ok();
element_append_class(&document, &format!("slot{}", idx), "open").ok();
}
if let Some(id) = self.player_id.take() {
let function = Function::new_no_args(&format!(
"
let xhr = new XMLHttpRequest();
xhr.open('POST', '{}');
xhr.send('{{\"type\": \"disconnect\", \"id\": {}}}');
",
BACKEND_URL, id
));
function.call0(&function).ok();
}
self.place_request = None;
element_remove_class(&document, "mainmenu", "hidden_menu").ok();
element_append_class(&document, "mainmenu", "menu").ok();
append_to_info_text(
&document,
"info_text1",
"<b>Waiting to choose game-mode...</b>",
1,
)
.ok();
append_to_info_text(
&document,
"info_text0",
"Reset button was pressed",
INFO_TEXT_MAX_ITEMS,
)
.ok();
self.do_backend_tick = false;
}
} // match (msg)
true
}
}
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct InfoText {}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Properties)]
pub struct InfoTextProperties {
id: usize,
}
impl Component for InfoText {
type Message = ();
type Properties = InfoTextProperties;
fn create(_ctx: &Context<Self>) -> Self {
Self {}
}
fn view(&self, ctx: &Context<Self>) -> Html {
let (shared, _) = ctx
.link()
.context::<SharedState>(Callback::noop())
.expect("state to be set");
match ctx.props().id {
0 => {
html! {
<div id={format!("info_text{}", ctx.props().id)} class={format!("info_text{}", ctx.props().id)}>
{"Hello"}
</div>
}
}
1 => {
if shared.game_state.borrow().eq(&GameState::MainMenu) {
html! {
<div id={format!("info_text{}", ctx.props().id)} class={format!("info_text{}", ctx.props().id)}>
<p>
<b>
{"Waiting to choose game-mode..."}
</b>
</p>
</div>
}
} else if shared.turn.get() == Turn::CyanPlayer {
html! {
<div id={format!("info_text{}", ctx.props().id)} class={format!("info_text{}", ctx.props().id)}>
<p>
<b class={"cyan"}>
{"It is CyanPlayer's turn"}
</b>
</p>
</div>
}
} else {
html! {
<div id={format!("info_text{}", ctx.props().id)} class={format!("info_text{}", ctx.props().id)}>
<p>
<b class={"magenta"}>
{"It is MagentaPlayer's turn"}
</b>
</p>
</div>
}
}
}
_ => {
unreachable!();
}
}
}
}