implemented basic game state loop for leduc holdem
This commit is contained in:
parent
68d5bcbe2a
commit
db813574ae
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@ -4,15 +4,12 @@
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"private": true,
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"dependencies": {
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"@material-ui/core": "^4.9.0",
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"@testing-library/jest-dom": "^4.2.4",
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"@testing-library/react": "^9.3.2",
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"@testing-library/user-event": "^7.1.2",
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"element-react": "^1.4.34",
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"element-theme-default": "^1.4.13",
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"node-sass": "^4.13.0",
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"react": "^16.12.0",
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"react-dom": "^16.12.0",
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"react-hot-loader": "^4.12.18",
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"react-hot-loader": "^4.12.19",
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"react-router-dom": "^5.1.2",
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"react-scripts": "3.3.0",
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"socket.io-client": "^2.3.0"
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@ -37,5 +34,8 @@
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"last 1 firefox version",
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"last 1 safari version"
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]
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},
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"devDependencies": {
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"axios": "^0.19.2"
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}
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}
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@ -0,0 +1,4 @@
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window.g = {
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apiUrl: 'http://localhost:10080', // 配置服务器地址
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// WebSocketUrl: '/api/' // 配置WebSocket地址
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};
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@ -24,6 +24,7 @@
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work correctly both with client-side routing and a non-root public URL.
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Learn how to configure a non-root public URL by running `npm run build`.
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-->
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<script type="text/javascript" src="./config.js"></script>
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<title>RLcard Showdown</title>
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</head>
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<body>
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@ -13,6 +13,7 @@
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"index": 1
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}
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],
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"publicCard": "SJ",
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"moveHistory": [
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[
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{
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@ -32,7 +33,6 @@
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"move": "Check"
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}
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],
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"SJ",
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[
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{
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"playerIdx": 0,
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@ -9,17 +9,17 @@ class LeducHoldemGameBoard extends React.Component {
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render() {
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return (
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<div style={{width: "100%", height: "100%", backgroundColor: "#ffcc99", position: "relative"}}>
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<div id={"bottom-player"}>
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<div className="played-card-area">
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played card area
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</div>
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<div className="player-main-area">
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<div className="player-info">
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<span>{`Player Id ${bottomId}\n${this.props.playerInfo.length > 0 ? this.props.playerInfo[bottomIdx].role : ""}`}</span>
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</div>
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{bottomIdx >= 0 ? <div className="player-hand">{this.computeSingleLineHand(this.props.hands[bottomIdx])}</div> : <div className="player-hand-placeholder"><span>Waiting...</span></div>}
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</div>
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</div>
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{/*<div id={"bottom-player"}>*/}
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{/* <div className="played-card-area">*/}
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{/* played card area*/}
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{/* </div>*/}
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{/* <div className="player-main-area">*/}
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{/* <div className="player-info">*/}
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{/* <span>{`Player Id ${bottomId}\n${this.props.playerInfo.length > 0 ? this.props.playerInfo[bottomIdx].role : ""}`}</span>*/}
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{/* </div>*/}
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{/* {bottomIdx >= 0 ? <div className="player-hand">{this.computeSingleLineHand(this.props.hands[bottomIdx])}</div> : <div className="player-hand-placeholder"><span>Waiting...</span></div>}*/}
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{/* </div>*/}
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{/*</div>*/}
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</div>
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);
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}
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@ -4,14 +4,6 @@ import './assets/index.css';
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import App from './App';
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// import element ui
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import 'element-theme-default';
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import * as serviceWorker from './serviceWorker';
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ReactDOM.render(<App />, document.getElementById('root'));
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// If you want your app to work offline and load faster, you can change
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// unregister() to register() below. Note this comes with some pitfalls.
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// Learn more about service workers: https://bit.ly/CRA-PWA
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serviceWorker.unregister();
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@ -1,137 +0,0 @@
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// This optional code is used to register a service worker.
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// register() is not called by default.
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// This lets the app load faster on subsequent visits in production, and gives
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// it offline capabilities. However, it also means that developers (and users)
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// will only see deployed updates on subsequent visits to a page, after all the
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// existing tabs open on the page have been closed, since previously cached
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// resources are updated in the background.
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// To learn more about the benefits of this model and instructions on how to
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// opt-in, read https://bit.ly/CRA-PWA
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const isLocalhost = Boolean(
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window.location.hostname === 'localhost' ||
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// [::1] is the IPv6 localhost address.
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window.location.hostname === '[::1]' ||
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// 127.0.0.0/8 are considered localhost for IPv4.
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window.location.hostname.match(
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/^127(?:\.(?:25[0-5]|2[0-4][0-9]|[01]?[0-9][0-9]?)){3}$/
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)
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);
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export function register(config) {
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if (process.env.NODE_ENV === 'production' && 'serviceWorker' in navigator) {
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// The URL constructor is available in all browsers that support SW.
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const publicUrl = new URL(process.env.PUBLIC_URL, window.location.href);
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if (publicUrl.origin !== window.location.origin) {
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// Our service worker won't work if PUBLIC_URL is on a different origin
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// from what our page is served on. This might happen if a CDN is used to
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// serve assets; see https://github.com/facebook/create-react-app/issues/2374
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return;
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}
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window.addEventListener('load', () => {
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const swUrl = `${process.env.PUBLIC_URL}/service-worker.js`;
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if (isLocalhost) {
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// This is running on localhost. Let's check if a service worker still exists or not.
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checkValidServiceWorker(swUrl, config);
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// Add some additional logging to localhost, pointing developers to the
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// service worker/PWA documentation.
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navigator.serviceWorker.ready.then(() => {
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console.log(
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'This web app is being served cache-first by a service ' +
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'worker. To learn more, visit https://bit.ly/CRA-PWA'
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);
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});
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} else {
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// Is not localhost. Just register service worker
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registerValidSW(swUrl, config);
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}
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});
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}
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}
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function registerValidSW(swUrl, config) {
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navigator.serviceWorker
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.register(swUrl)
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.then(registration => {
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registration.onupdatefound = () => {
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const installingWorker = registration.installing;
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if (installingWorker == null) {
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return;
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}
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installingWorker.onstatechange = () => {
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if (installingWorker.state === 'installed') {
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if (navigator.serviceWorker.controller) {
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// At this point, the updated precached content has been fetched,
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// but the previous service worker will still serve the older
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// content until all client tabs are closed.
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console.log(
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'New content is available and will be used when all ' +
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'tabs for this page are closed. See https://bit.ly/CRA-PWA.'
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);
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// Execute callback
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if (config && config.onUpdate) {
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config.onUpdate(registration);
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}
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} else {
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// At this point, everything has been precached.
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// It's the perfect time to display a
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// "Content is cached for offline use." message.
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console.log('Content is cached for offline use.');
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// Execute callback
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if (config && config.onSuccess) {
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config.onSuccess(registration);
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}
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}
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}
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};
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};
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})
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.catch(error => {
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console.error('Error during service worker registration:', error);
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});
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}
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function checkValidServiceWorker(swUrl, config) {
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// Check if the service worker can be found. If it can't reload the page.
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fetch(swUrl, {
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headers: { 'Service-Worker': 'script' }
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})
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.then(response => {
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// Ensure service worker exists, and that we really are getting a JS file.
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const contentType = response.headers.get('content-type');
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if (
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response.status === 404 ||
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(contentType != null && contentType.indexOf('javascript') === -1)
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) {
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// No service worker found. Probably a different app. Reload the page.
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navigator.serviceWorker.ready.then(registration => {
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registration.unregister().then(() => {
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window.location.reload();
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});
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});
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} else {
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// Service worker found. Proceed as normal.
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registerValidSW(swUrl, config);
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}
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})
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.catch(() => {
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console.log(
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'No internet connection found. App is running in offline mode.'
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);
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});
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}
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export function unregister() {
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if ('serviceWorker' in navigator) {
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navigator.serviceWorker.ready.then(registration => {
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registration.unregister();
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});
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}
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}
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// jest-dom adds custom jest matchers for asserting on DOM nodes.
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// allows you to do things like:
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// expect(element).toHaveTextContent(/react/i)
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// learn more: https://github.com/testing-library/jest-dom
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import '@testing-library/jest-dom/extend-expect';
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@ -1,5 +1,5 @@
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export function removeCards(cards, hands){ // remove cards from hands, return the remained hands
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let remainedHands = JSON.parse(JSON.stringify(hands));
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let remainedHands = deepCopy(hands);
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// if the player's action is pass then return the copy of original hands
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if(cards === "P"){
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return remainedHands;
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@ -19,10 +19,13 @@ export function removeCards(cards, hands){ // remove cards from hands, retur
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return remainedHands;
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}
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export function doubleRaf (callback) {
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export function doubleRaf(callback){
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// secure all the animation got rendered before callback function gets executed
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requestAnimationFrame(() => {
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requestAnimationFrame(callback)
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})
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}
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export function deepCopy(toCopy){
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return JSON.parse(JSON.stringify(toCopy));
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}
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@ -2,9 +2,9 @@ import React from 'react';
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import '../assets/gameview.scss';
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import { DoudizhuGameBoard } from '../components/GameBoard';
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import webSocket from "socket.io-client";
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import {removeCards, doubleRaf} from "../utils";
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import { removeCards, doubleRaf, deepCopy } from "../utils";
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import { Button, Layout, Slider as elSlider } from 'element-react';
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import { Button, Layout } from 'element-react';
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import Slider from '@material-ui/core/Slider';
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class DoudizhuGameView extends React.Component {
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ws: null,
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gameInfo: this.initGameState,
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gameStateLoop: null,
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considerationTime: this.initConsiderationTime
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considerationTimeSetting: this.initConsiderationTime
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};
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}
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let currentConsiderationTime = this.state.gameInfo.considerationTime;
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if(currentConsiderationTime > 0) {
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currentConsiderationTime -= this.considerationTimeDeduction;
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let gameInfo = JSON.parse(JSON.stringify(this.state.gameInfo));
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.considerationTime = currentConsiderationTime;
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this.setState({gameInfo: gameInfo});
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this.gameStateTimer();
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@ -49,7 +49,7 @@ class DoudizhuGameView extends React.Component {
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type: 1,
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message: {turn: turn}
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};
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let gameInfo = JSON.parse(JSON.stringify(this.state.gameInfo));
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let gameInfo = deepCopy(this.state.gameInfo);
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this.setState({gameInfo: gameInfo});
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this.state.ws.emit("getMessage", gameStateReq);
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}
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switch(message.type){
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case 0:
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// init replay info
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let gameInfo = JSON.parse(JSON.stringify(this.state.gameInfo));
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.playerInfo = message.message.playerInfo;
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gameInfo.hands = message.message.initHands.map(element => {
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return element.split(" ");
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// getting player actions
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let res = message.message;
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if(res.turn === this.state.gameInfo.turn && res.playerIdx === this.state.gameInfo.currentPlayer){
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let gameInfo = JSON.parse(JSON.stringify(this.state.gameInfo));
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.latestAction[res.playerIdx] = res.move === "P" ? "P" : res.move.split(" ");
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gameInfo.turn++;
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gameInfo.currentPlayer = (gameInfo.currentPlayer+1)%3;
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@ -104,7 +104,7 @@ class DoudizhuGameView extends React.Component {
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}else{
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console.log("Cannot find cards in move from player's hand");
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}
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gameInfo.considerationTime = this.state.considerationTime;
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gameInfo.considerationTime = this.state.considerationTimeSetting;
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this.setState({gameInfo: gameInfo});
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}else{
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console.log("Mismatched game turn or current player index", message);
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}
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render(){
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// todo: reset game state timer when considerationTimeSetting changes
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return (
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<div>
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<div style={{width: "960px", height: "540px"}}>
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@ -169,8 +170,8 @@ class DoudizhuGameView extends React.Component {
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</Layout.Col>
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<Layout.Col span="16">
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<Slider
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value={this.state.considerationTime}
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onChange={(e, newVal)=>{console.log('slider val', newVal);this.setState({considerationTime: newVal})}}
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value={this.state.considerationTimeSetting}
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onChange={(e, newVal)=>{console.log('slider val', newVal);this.setState({considerationTimeSetting: newVal})}}
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aria-labelledby="discrete-slider"
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valueLabelDisplay="auto"
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step={1000}
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import React from 'react';
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import axios from 'axios';
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import '../assets/gameview.scss';
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import {DoudizhuGameBoard, LeducHoldemGameBoard} from '../components/GameBoard';
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import {removeCards, doubleRaf} from "../utils";
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import {LeducHoldemGameBoard} from '../components/GameBoard';
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import {doubleRaf, deepCopy} from "../utils";
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import { Button, Layout, Slider as elSlider } from 'element-react';
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import Slider from '@material-ui/core/Slider';
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class LeducHoldemGameView extends React.Component {
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constructor(props) {
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super(props);
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const mainViewerId = 0; // Id of the player at the bottom of screen
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this.initConsiderationTime = 1000;
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this.considerationTimeDeduction = 100;
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this.gameStateTimeout = null;
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this.apiUrl = window.g.apiUrl;
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this.moveHistory = [];
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this.initGameState = {
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playerInfo: [],
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hands: [],
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latestAction: ["", ""],
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mainViewerId: mainViewerId,
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round: 0,
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turn: 0,
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pot: [1, 1],
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publicCard: "",
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currentPlayer: null,
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considerationTime: this.initConsiderationTime
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};
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this.state = {
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gameInfo: this.initGameState,
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gameStateLoop: null,
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considerationTimeSetting: this.initConsiderationTime
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}
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}
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retrieveReplayData(){
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// for test use
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const replayId = 0;
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axios.get(`${this.apiUrl}/replay/leduc_holdem/${replayId}`)
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.then(res => {
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res = res.data;
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this.moveHistory = res.moveHistory;
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.hands = res.initHands;
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gameInfo.playerInfo = res.playerInfo;
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gameInfo.currentPlayer = res.moveHistory[0][0].playerIdx;
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gameInfo.publicCard = res.publicCard;
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this.setState({gameInfo: gameInfo}, ()=>{
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this.startReplay();
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});
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})
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.catch(err=>{
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console.log("err", err);
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})
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}
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startReplay(){
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if(this.gameStateTimeout){
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window.clearTimeout(this.gameStateTimeout);
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this.gameStateTimeout = null;
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}
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// loop to update game state
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this.gameStateTimer();
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}
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gameStateTimer(){
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this.gameStateTimeout = setTimeout(()=>{
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let currentConsiderationTime = this.state.gameInfo.considerationTime;
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if(currentConsiderationTime > 0) {
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currentConsiderationTime -= this.considerationTimeDeduction;
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.considerationTime = currentConsiderationTime;
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this.setState({gameInfo: gameInfo});
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this.gameStateTimer();
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}else{
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console.log(this.state.gameInfo.latestAction);
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const turn = this.state.gameInfo.turn;
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if(turn >= this.moveHistory[this.state.gameInfo.round].length){
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if(this.state.gameInfo.round === 0){
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// todo: if it's the first round, then reveal the public card and start the second round
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let gameInfo = deepCopy(this.state.gameInfo);
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gameInfo.turn = 0;
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gameInfo.round = 1;
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gameInfo.latestAction = ["", ""];
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gameInfo.currentPlayer = this.moveHistory[1][0].playerIdx;
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gameInfo.considerationTime = this.state.considerationTimeSetting;
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this.setState({gameInfo: gameInfo}, ()=>{
|
||||
this.gameStateTimer();
|
||||
});
|
||||
}else{
|
||||
// todo: if it's the second round, game ends
|
||||
console.log("game ends");
|
||||
}
|
||||
}else{
|
||||
let gameInfo = deepCopy(this.state.gameInfo);
|
||||
// debugger;
|
||||
if(gameInfo.currentPlayer === this.moveHistory[gameInfo.round][gameInfo.turn].playerIdx){
|
||||
gameInfo.latestAction[gameInfo.currentPlayer] = this.moveHistory[gameInfo.round][gameInfo.turn].move;
|
||||
// todo: check if the player choose to fold in this turn
|
||||
|
||||
gameInfo.turn++;
|
||||
gameInfo.currentPlayer = (gameInfo.currentPlayer+1)%2;
|
||||
gameInfo.considerationTime = this.state.considerationTimeSetting;
|
||||
this.setState({gameInfo: gameInfo}, ()=>{
|
||||
this.gameStateTimer();
|
||||
});
|
||||
}else{
|
||||
console.log("Mismatch in current player & move history");
|
||||
}
|
||||
}
|
||||
}
|
||||
}, this.considerationTimeDeduction);
|
||||
}
|
||||
|
||||
render(){
|
||||
return (
|
||||
<div>
|
||||
<div style={{width: "960px", height: "540px"}}>
|
||||
<LeducHoldemGameBoard
|
||||
playerInfo={this.state.gameInfo.playerInfo}
|
||||
hands={this.state.gameInfo.hands}
|
||||
latestAction={this.state.gameInfo.latestAction}
|
||||
mainPlayerId={this.state.gameInfo.mainViewerId}
|
||||
currentPlayer={this.state.gameInfo.currentPlayer}
|
||||
considerationTime={this.state.gameInfo.considerationTime}
|
||||
turn={this.state.gameInfo.turn}
|
||||
runNewTurn={(prevTurn)=>this.runNewTurn(prevTurn)}
|
||||
/>
|
||||
{/*<LeducHoldemGameBoard*/}
|
||||
{/* playerInfo={this.state.gameInfo.playerInfo}*/}
|
||||
{/* hands={this.state.gameInfo.hands}*/}
|
||||
{/* latestAction={this.state.gameInfo.latestAction}*/}
|
||||
{/* mainPlayerId={this.state.gameInfo.mainViewerId}*/}
|
||||
{/* currentPlayer={this.state.gameInfo.currentPlayer}*/}
|
||||
{/* considerationTime={this.state.gameInfo.considerationTime}*/}
|
||||
{/* turn={this.state.gameInfo.turn}*/}
|
||||
{/* runNewTurn={(prevTurn)=>this.runNewTurn(prevTurn)}*/}
|
||||
{/*/>*/}
|
||||
</div>
|
||||
<div className="game-controller">
|
||||
<Layout.Row>
|
||||
<Layout.Col span="24">
|
||||
<Button type="primary" onClick={()=>{this.retrieveReplayData()}}>Connect</Button>
|
||||
</Layout.Col>
|
||||
</Layout.Row>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue