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Handles different events and updates the game state accordingly Also Integrated with GameProvider to handle these events
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Abhishek
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Jun 23, 2024
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import { GameEvent, GameEventTypes } from '../../backend/src/types'; | ||
import { GameState } from './contexts/GameContext'; | ||
import { triggerEvent } from './channel'; | ||
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export const clientDispatch = ( | ||
gameState: GameState, | ||
event: GameEvent | ||
): GameState => { | ||
let newGameState: GameState; | ||
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switch (event.type) { | ||
case GameEventTypes.JOIN_GAME: | ||
newGameState = handleJoinGame(gameState, event); | ||
break; | ||
case GameEventTypes.LEAVE_GAME: | ||
newGameState = handleLeaveGame(gameState, event); | ||
break; | ||
case GameEventTypes.DRAW_CARD: | ||
newGameState = handleDrawCard(gameState, event); | ||
break; | ||
case GameEventTypes.THROW_CARD: | ||
newGameState = handleThrowCard(gameState, event); | ||
break; | ||
case GameEventTypes.STATE_SYNC: | ||
newGameState = handleStateSync(gameState, event); | ||
break; | ||
default: | ||
throw new Error(`Unhandled event type: ${event}`); | ||
} | ||
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// Trigger the event to the server | ||
triggerEvent(event); | ||
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return newGameState; | ||
}; | ||
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const handleJoinGame = (gameState: GameState, event: GameEvent): GameState => { | ||
if (event.type !== GameEventTypes.JOIN_GAME) { | ||
throw new Error(`Invalid event type for handleJoinGame: ${event.type}`); | ||
} | ||
const { playerId } = event; | ||
return { | ||
...gameState, | ||
players: [...gameState.players, { id: playerId, cards: [] }], | ||
}; | ||
}; | ||
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const handleLeaveGame = (gameState: GameState, event: GameEvent): GameState => { | ||
if (event.type !== GameEventTypes.LEAVE_GAME) { | ||
throw new Error( | ||
`Invalid event type for handleLeaveGame: ${event.type}` | ||
); | ||
} | ||
const { playerId } = event; | ||
return { | ||
...gameState, | ||
players: gameState.players.filter((player) => player.id !== playerId), | ||
}; | ||
}; | ||
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const handleDrawCard = (gameState: GameState, event: GameEvent): GameState => { | ||
if (event.type !== GameEventTypes.DRAW_CARD) { | ||
throw new Error(`Invalid event type for handleDrawCard: ${event.type}`); | ||
} | ||
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const { playerId } = event; | ||
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// Find the player who drew the card | ||
const updatedPlayers = gameState.players.map((player) => { | ||
if (player.id === playerId) { | ||
// Assume the last card in the player's deck is the drawn card | ||
const drawnCardId = player.cards[player.cards.length - 1]; // Last drawn card | ||
const updatedCards = [...player.cards, drawnCardId]; | ||
return { ...player, cards: updatedCards }; | ||
} | ||
return player; | ||
}); | ||
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return { | ||
...gameState, | ||
players: updatedPlayers, | ||
}; | ||
}; | ||
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const handleThrowCard = (gameState: GameState, event: GameEvent): GameState => { | ||
if (event.type !== GameEventTypes.THROW_CARD) { | ||
throw new Error( | ||
`Invalid event type for handleThrowCard: ${event.type}` | ||
); | ||
} | ||
const { playerId, data } = event; | ||
const { cardId } = data; | ||
return { | ||
...gameState, | ||
players: gameState.players.map((player) => | ||
player.id === playerId | ||
? { ...player, cards: player.cards.filter((c) => c !== cardId) } | ||
: player | ||
), | ||
lastThrownCard: cardId, | ||
}; | ||
}; | ||
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const handleStateSync = (gameState: GameState, event: GameEvent): GameState => { | ||
if (event.type !== GameEventTypes.STATE_SYNC) { | ||
throw new Error( | ||
`Invalid event type for handleStateSync: ${event.type}` | ||
); | ||
} | ||
const { data } = event; | ||
const mappedPlayers = data.players.map((player) => ({ | ||
id: player.id, | ||
cards: player.cards.map((card) => card.id), | ||
})); | ||
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return { | ||
...gameState, | ||
players: mappedPlayers, | ||
cards: data.cards.map((card) => card.id), | ||
currentTurn: data.currentTurn, | ||
lastThrownCard: data.lastThrownCard, | ||
}; | ||
}; |
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