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SerpentRace/SerpentRace_Backend/src/Application/Game/BoardGenerationService.ts
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2025-11-03 23:17:25 +01:00

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import { GameField, BoardData } from '../../Domain/Game/GameAggregate';
import { logOther, logError } from '../Services/Logger';
interface SpecialFieldInfo {
position: number;
type: 'positive' | 'negative' | 'luck';
}
export class BoardGenerationService {
async generateBoard(
positiveFieldCount: number,
negativeFieldCount: number,
luckFieldCount: number
): Promise<BoardData> {
// Pattern-based approach has 100% success rate, no retry needed
const result = this.generateSingleAttempt(positiveFieldCount, negativeFieldCount, luckFieldCount);
logOther('Pattern-based board generation completed', {
totalFields: result.fields.length,
specialFields: result.fields.filter((f: GameField) => f.type !== 'regular').length,
positiveFields: result.fields.filter((f: GameField) => f.type === 'positive').length,
negativeFields: result.fields.filter((f: GameField) => f.type === 'negative').length,
luckFields: result.fields.filter((f: GameField) => f.type === 'luck').length
});
return result;
}
private generateSingleAttempt(
positiveFieldCount: number,
negativeFieldCount: number,
luckFieldCount: number
): BoardData {
// Step 1: Choose special field positions
const specialFieldPositions = this.chooseSpecialFieldPositions(
positiveFieldCount,
negativeFieldCount,
luckFieldCount
);
// Step 2: Calculate step values using pattern-based approach
const fields = this.calculatePatternBasedStepValues(specialFieldPositions);
return {
fields
};
}
private chooseSpecialFieldPositions(
positiveFieldCount: number,
negativeFieldCount: number,
luckFieldCount: number
): SpecialFieldInfo[] {
const totalSpecial = positiveFieldCount + negativeFieldCount + luckFieldCount;
const specialFields: SpecialFieldInfo[] = [];
// Generate unique random positions
const positions = new Set<number>();
while (positions.size < totalSpecial) {
const position = Math.floor(Math.random() * 100) + 1; // 1-100
positions.add(position);
}
// Convert to sorted array
const sortedPositions = Array.from(positions).sort((a, b) => a - b);
// Distribute types randomly
const types: ('positive' | 'negative' | 'luck')[] = [
...Array(positiveFieldCount).fill('positive'),
...Array(negativeFieldCount).fill('negative'),
...Array(luckFieldCount).fill('luck')
];
// Shuffle types
for (let i = types.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[types[i], types[j]] = [types[j], types[i]];
}
sortedPositions.forEach((position, index) => {
specialFields.push({
position,
type: types[index] || 'positive'
});
});
return specialFields;
}
private calculatePatternBasedStepValues(specialFields: SpecialFieldInfo[]): GameField[] {
// Initialize all fields as regular
const fields: GameField[] = Array.from({ length: 100 }, (_, i) => ({
position: i + 1,
type: 'regular' as const
}));
// Update special fields with pattern-based step values
specialFields.forEach(specialField => {
const fieldIndex = specialField.position - 1; // Convert to 0-based index
fields[fieldIndex].type = specialField.type;
if (specialField.type === 'luck') {
// Luck fields don't need step values
return;
}
// Calculate step values based on position rules
let maxStepValue: number;
let minStepValue: number;
if (specialField.position <= 80) {
// Positions 1-80: step values can be ±20
maxStepValue = 20;
minStepValue = -20;
} else {
// Positions 81-100: step values can be -30 to +10
maxStepValue = 10;
minStepValue = -30;
}
// Generate appropriate step value for field type
if (specialField.type === 'positive') {
// Positive fields: use positive step values (3-8 range for good gameplay)
const stepValue = Math.floor(Math.random() * 6) + 3; // 3-8
fields[fieldIndex].stepValue = Math.min(stepValue, maxStepValue);
} else {
// Negative fields: use negative step values (-3 to -8 range)
const stepValue = -(Math.floor(Math.random() * 6) + 3); // -3 to -8
fields[fieldIndex].stepValue = Math.max(stepValue, minStepValue);
}
});
return fields;
}
// This method can be used by FieldEffectService for movement calculations
public calculatePatternBasedMovement(
currentPosition: number,
stepValue: number,
diceValue: number
): number {
// Calculate pattern modifier based on current position
const patternModifier = this.getPatternModifier(currentPosition, stepValue > 0);
// Calculate final position: currentPosition + (stepValue × dice) + patternModifier
const movement = stepValue * diceValue;
let finalPosition = currentPosition + movement + patternModifier;
// Ensure position stays within board bounds (1-100)
if (finalPosition < 1) {
finalPosition = 1;
} else if (finalPosition > 100) {
finalPosition = 100;
}
return finalPosition;
}
private getPatternModifier(position: number, positiveField: boolean): number {
// Pattern modifiers for strategic complexity:
// - Positions ending in 0 (10, 20, 30...): No modifier
// - Positions ending in 5 (15, 25, 35...): ±3 modifier
// - Positions divisible by 3 (9, 12, 21...): ±2 modifier
// - Odd positions (1, 7, 11...): ±1 modifier
// - Other even positions: No modifier
if (position % 10 === 0) {
return 0; // Positions ending in 0
} else if (position % 10 === 5) {
return positiveField ? 3 : -3; // Positions ending in 5
} else if (position % 3 === 0) {
return positiveField ? 2 : -2; // Divisible by 3
} else if (position % 2 === 1) {
return positiveField ? 1 : -1; // Odd positions
} else {
return 0; // Other even positions
}
}
private validate20_30Rule(currentPosition: number, targetPosition: number, distance: number): boolean {
// Fields 1-85: max 20 fields in any direction
if (currentPosition <= 85) {
return distance <= 20;
}
// Fields 86-100: max 30 fields backward, max 20 fields forward
if (currentPosition > 85) {
if (targetPosition > currentPosition) {
// Moving forward: max 20 fields
return distance <= 20;
} else {
// Moving backward: max 30 fields
return distance <= 30;
}
}
return false;
}
}