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https://github.com/Kugelschieber/breach.git
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Move Game config into separate object
The 4 constructor arguments already were a bit confusing with two `number` types, also the game config will likely be the output of the matrix generator, so it makes sense to have a separate interface for that anyway.
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@@ -1,3 +1,5 @@
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import GameConfiguration from "./GameConfiguration";
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export enum EndState {
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Won,
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Lost,
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@@ -95,31 +97,26 @@ export class Game {
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private readonly startTimeTimeStamp: number
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private endTimestamp: number | null = null
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constructor(
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public readonly matrix: string[],
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private readonly sequences: string[][],
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public readonly maxBufferLength: number,
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public readonly timeout: number,
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) {
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this.size = Math.sqrt(matrix.length)
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constructor(private readonly config: GameConfiguration) {
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this.size = Math.sqrt(config.matrix.length)
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this.timeoutInterval = setTimeout(() => {
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this.state = EndState.Lost
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this.stopClock()
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},
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this.timeout)
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this.config.timeout)
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this.startTimeTimeStamp = Date.now()
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}
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get remainingMilliseconds(): number {
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if (this.endTimestamp) {
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return this.timeout - (this.endTimestamp - this.startTimeTimeStamp)
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return this.config.timeout - (this.endTimestamp - this.startTimeTimeStamp)
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}
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return this.timeout - (Date.now() - this.startTimeTimeStamp)
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return this.config.timeout - (Date.now() - this.startTimeTimeStamp)
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}
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getCell(row: number, column: number): Cell {
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return {
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value: this.matrix[row + column * this.size],
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value: this.config.matrix[row + column * this.size],
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isUsed: this.buffer.some(x =>
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x.positionInMatrixRow == row &&
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x.positionInMatrixColumn == column
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@@ -128,7 +125,7 @@ export class Game {
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}
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getSequences(): Sequence[] {
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return this.sequences.map(sequence => {
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return this.config.sequences.map(sequence => {
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let longestPrefixLength = 0
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for (let i = 0; i < this.buffer.length; ++i) {
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let prefixLength = 0;
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@@ -162,7 +159,7 @@ export class Game {
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this.state = EndState.Won
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} else {
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this.stopClock()
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if (this.buffer.length >= this.maxBufferLength) {
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if (this.buffer.length >= this.config.maxBufferLength) {
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this.state = EndState.Lost
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}
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}
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