import { enemyData } from "./enemyData.js"; import { characterData } from "./characterData.js"; import { propData } from "./propData.js"; import { levelStateStart, levelStateState as levelStateInfo, levelStateUpdate } from "./Outgoing/levelStatePartial.js"; export class levelState{ id : string seed : number = -1 hostId : number = -1 completed : boolean = false isDungeon : boolean = false enemies : enemyData[] = [] objects : propData[] = [] players : characterData[] = [] getRandomInt(max) { return Math.floor(Math.random() * max); } constructor(id, hostId){ this.id = id this.hostId = hostId this.seed = this.getRandomInt(1000000) this.completed = false } copyStart(){ return new levelStateStart(this) } copyUpdate(){ return new levelStateUpdate(this) } copyState(){ return new levelStateInfo(this) } isHostValid(){ if(this.hostId == -1) return false if(this.players.length == 0) return false let playerIdx = this.players.findIndex(p=>p.id==this.hostId) if(playerIdx == -1) return false return true } addPlayer(player : characterData) : boolean{ let playerIdx = this.players.findIndex(p=>p.id==player.id) if(playerIdx != -1) return false this.players.push(player) if(this.hostId == -1){ this.hostId = this.players[0].id } return true } removePlayer(player : characterData) : boolean{ this.players = this.players.filter(p=> p !== player) if(this.hostId == player.id){ if(this.players.length > 0){ this.hostId = this.players[0].id } else{ this.hostId = -1; } } return true } }