/**
* BombHitOrchestrator
* 爆弾爆発イベントとローカルプレイヤー情報を橋渡しして当たり判定を実行する
* 自プレイヤーのみを判定対象とし,Bot被弾はサーバー側で処理する
*/
import { domain } from "@repo/shared";
const { checkBombHit } = domain.game.bombHit;
import type { BombExplodedPayload } from "@client/scenes/game/entities/bomb/BombManager";
import { BombHitContextProvider } from "./BombHitContextProvider";
/** 当たり判定オーケストレーターの初期化入力 */
type BombHitOrchestratorOptions = {
contextProvider: BombHitContextProvider;
};
/** 爆弾爆発イベントの判定結果を表す型 */
export type BombHitEvaluationResult = {
status: "duplicate" | "missing-local-player" | "no-hit" | "hit";
hitPlayerId: string | null;
};
/** 爆弾当たり判定の実行順序を制御する */
export class BombHitOrchestrator {
private contextProvider: BombHitContextProvider;
private handledBombIds = new Set<string>();
constructor({ contextProvider }: BombHitOrchestratorOptions) {
this.contextProvider = contextProvider;
}
/** 爆弾爆発イベントを受けて自プレイヤーの当たり判定を実行し結果を返す */
public handleBombExploded(payload: BombExplodedPayload): BombHitEvaluationResult {
if (this.handledBombIds.has(payload.bombId)) {
return { status: "duplicate", hitPlayerId: null };
}
this.handledBombIds.add(payload.bombId);
const localPlayer = this.contextProvider.getLocalReportableCircle();
if (!localPlayer) {
return { status: "missing-local-player", hitPlayerId: null };
}
const result = checkBombHit({
bomb: {
x: payload.x,
y: payload.y,
radius: payload.radius,
teamId: payload.teamId,
},
player: localPlayer,
});
if (!result.isHit) {
return { status: "no-hit", hitPlayerId: null };
}
return { status: "hit", hitPlayerId: localPlayer.playerId };
}
/** 判定済み状態を初期化する */
public clear(): void {
this.handledBombIds.clear();
}
}