/**
* BombManager
* 爆弾エンティティの生成,更新,破棄を管理する
* クールダウンと設置位置解決をまとめて扱う
*/
import type { Container } from "pixi.js";
import { config } from "@client/config";
import { createBombIdFromPayload } from "@repo/shared";
import type { BombNetworkPayload } from "@repo/shared";
import { LocalPlayerController } from "@client/scenes/game/entities/player/PlayerController";
import { BombController } from "./BombController";
import type { GamePlayers } from "@client/scenes/game/application/game.types";
/** 経過時間ミリ秒を返す関数型 */
export type ElapsedMsProvider = () => number;
/** 爆弾の描画更新に使う入力データ型 */
export type BombRenderPayload = BombNetworkPayload & {
radiusGrid: number;
};
/** 爆弾設置時に返す結果型 */
export type BombPlacementResult = {
bombId: string;
payload: BombNetworkPayload;
};
type BombManagerOptions = {
worldContainer: Container;
players: GamePlayers;
myId: string;
getElapsedMs: ElapsedMsProvider;
};
/** 爆弾エンティティのライフサイクルを管理する */
export class BombManager {
private worldContainer: Container;
private players: GamePlayers;
private myId: string;
private getElapsedMs: ElapsedMsProvider;
private bombs = new Map<string, BombController>();
private lastBombPlacedElapsedMs = Number.NEGATIVE_INFINITY;
constructor({ worldContainer, players, myId, getElapsedMs }: BombManagerOptions) {
this.worldContainer = worldContainer;
this.players = players;
this.myId = myId;
this.getElapsedMs = getElapsedMs;
}
/** 自プレイヤー位置に爆弾を設置し,生成IDを返す */
public placeBomb(): BombPlacementResult | null {
const me = this.players[this.myId];
if (!me || !(me instanceof LocalPlayerController)) return null;
const elapsedMs = this.getElapsedMs();
const { BOMB_COOLDOWN_MS, BOMB_FUSE_MS } = config.GAME_CONFIG;
if (elapsedMs - this.lastBombPlacedElapsedMs < BOMB_COOLDOWN_MS) {
return null;
}
const position = me.getPosition();
const payload: BombNetworkPayload = {
x: position.x,
y: position.y,
explodeAtElapsedMs: elapsedMs + BOMB_FUSE_MS,
};
const bombId = createBombIdFromPayload(payload);
this.upsertBombFromNetwork(bombId, payload);
this.lastBombPlacedElapsedMs = elapsedMs;
return {
bombId,
payload,
};
}
/** 通信ペイロードから指定IDの爆弾を追加または更新する */
public upsertBombFromNetwork(bombId: string, payload: BombNetworkPayload): void {
const renderPayload: BombRenderPayload = {
...payload,
radiusGrid: config.GAME_CONFIG.BOMB_RADIUS_GRID,
};
this.upsertBomb(bombId, renderPayload);
}
/** 描画ペイロードで指定IDの爆弾を追加または更新する */
public upsertBomb(bombId: string, payload: BombRenderPayload): void {
const current = this.bombs.get(bombId);
if (current) {
this.worldContainer.removeChild(current.getDisplayObject());
current.destroy();
}
const bomb = new BombController(payload);
this.bombs.set(bombId, bomb);
this.worldContainer.addChild(bomb.getDisplayObject());
}
/** 指定IDの爆弾を削除する */
public removeBomb(bombId: string): void {
const bomb = this.bombs.get(bombId);
if (!bomb) return;
this.worldContainer.removeChild(bomb.getDisplayObject());
bomb.destroy();
this.bombs.delete(bombId);
}
/** 爆弾状態を更新し終了済みを破棄する */
public tick(): void {
const elapsedMs = this.getElapsedMs();
this.bombs.forEach((bomb, bombId) => {
bomb.tick(elapsedMs);
if (bomb.isFinished()) {
this.removeBomb(bombId);
return;
}
});
}
/** 管理中の爆弾をすべて破棄する */
public destroy(): void {
this.bombs.forEach((bomb) => bomb.destroy());
this.bombs.clear();
}
}