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path: root/static/src/engine/network.ts
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import {
  ComponentType,
  PositionComponent,
  TrailingPositionComponent,
} from "./component";
import { create_cat, create_laser, Entity, EntityType } from "./entity";
import {
  EntityBornEvent,
  EntityDeathEvent,
  EntityPositionUpdateEvent,
  EventPublisher,
  EventQueue,
  EventType,
  InitialStateEvent,
  SetControllableEvent,
} from "./events";
import { Game } from "./game";
import { InputSystem } from "./input";
import { RenderSystem } from "./render";
import { System, SystemType } from "./system";

export class NetworkSystem extends System {
  constructor(
    private readonly event_queue: EventQueue,
    private readonly event_publisher: EventPublisher,
  ) {
    super(SystemType.NETWORK);
  }

  public update(_dt: number, game: Game) {
    const events = this.event_queue.peek();
    for (const event of events) {
      switch (event.event_type) {
        case EventType.INITIAL_STATE:
          this.process_initial_state_event(event as InitialStateEvent, game);
          break;
        case EventType.SET_CONTROLLABLE:
          this.process_set_controllable_event(
            event as SetControllableEvent,
            game,
          );
          break;
        case EventType.ENTITY_BORN:
          this.process_entity_born_event(event as EntityBornEvent, game);
          break;
        case EventType.ENTITY_POSITION_UPDATE:
          this.process_entity_position_update_event(
            event as EntityPositionUpdateEvent,
            game,
          );
          break;
        case EventType.ENTITY_DEATH:
          this.process_entity_death_event(event as EntityDeathEvent, game);
          break;
      }
    }

    this.event_queue.clear();
    this.event_publisher.publish();
  }

  private process_initial_state_event(event: InitialStateEvent, game: Game) {
    console.log("received initial state", event);
    const { world, entities } = event.data;
    const render_system = game.get_system<RenderSystem>(SystemType.RENDER);
    if (!render_system) {
      console.error("render system not found");
      return;
    }
    render_system.set_world_dimensions(world.width, world.height);
    Object.values(entities).forEach((entity) =>
      game.put_entity(this.process_new_entity(entity)),
    );
  }

  private process_entity_position_update_event(
    event: EntityPositionUpdateEvent,
    game: Game,
  ) {
    console.log("received entity position update", event);
    const { position, id } = event.data;
    const entity = game.get_entity(id);
    if (typeof entity === "undefined") return;

    const position_component = entity.components[
      ComponentType.POSITION
    ] as PositionComponent;
    position_component.x = position.x;
    position_component.y = position.y;

    if (ComponentType.TRAILING_POSITION in entity.components) {
      const trailing_position = entity.components[
        ComponentType.TRAILING_POSITION
      ] as TrailingPositionComponent;
      trailing_position.trails.push({
        x: position_component.x,
        y: position_component.y,
        time: Date.now(),
      });
    }
  }

  private process_entity_born_event(event: EntityBornEvent, game: Game) {
    console.log("received a new entity", event);
    const { entity } = event.data;
    game.put_entity(this.process_new_entity(entity));
  }

  private process_new_entity(entity: Entity): Entity {
    if (entity.entity_type === EntityType.LASER) {
      return create_laser(entity);
    }
    if (entity.entity_type === EntityType.CAT) {
      return create_cat(entity);
    }
    return entity;
  }

  private process_entity_death_event(event: EntityDeathEvent, game: Game) {
    console.log("an entity died D:", event);
    const { id } = event.data;
    game.remove_entity(id);
  }

  private process_set_controllable_event(
    event: SetControllableEvent,
    game: Game,
  ) {
    console.log("got a controllable event", event);
    if (event.data.client_id !== game.client_id) {
      console.warn("got controllable event for client that is not us");
      return;
    }

    const input_system = game.get_system<InputSystem>(SystemType.INPUT)!;
    input_system.add_controllable_entity(event.data.id);
  }
}