Files
Battle-for-Tismo/shared/game_state/serialization.js
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JavaScript

// Serialisation: turning the live model into the snapshots the server ships to
// each viewer, with fog-of-war applied per civilisation.
import { parseKey } from "../hex.js";
import { serializeSet } from "./helpers.js";
export const serializationMethods = {
snapshot(viewerCiv = -1) {
return this.viewerSnapshot(this.serializeShared(), viewerCiv);
},
serializeShared() {
return {
seed: this.seed,
totalHours: this.totalHours,
civs: this.civilisations.map((c) => ({ id: c.id, name: c.name })),
protos: this.protoUnits.map((p) => ({ id: p.id, name: p.name })),
buildings: this.protoBuildings.map((b) => ({ id: b.id, name: b.name })),
governments: this.governments.map((g) => ({ id: g.id, name: g.name })),
technologies: this.technologies.map((t) => ({ id: t.id, name: t.name })),
cities: this._serializeCities(),
units: this._serializeUnits(),
territory: this._serializedTerritory,
population: this._serializePopulation(),
// Sparse per-tile marks of war, so the browser can explain a tile's
// GDP per capita without shipping the whole breakdown for every tile.
tileGdpPenalties: this._serializeTileValues(this.tileGdpPenalty),
tileBattleGdpDeficits: this._serializeTileValues(this.tileBattleGdpDeficit),
civStats: this._serializeCivStats(),
budgets: this._serializeCivValues(this.budgets),
research: this._serializeCivValues(this.research),
culture: this._serializeCivValues(this.culture),
government: this._serializeCivValues(this.government),
researched: this._serializeResearched(),
diplomacy: this._serializeDiplomacy(),
conflicts: this._serializeConflicts(),
news: this._serializeNews(),
battles: this._serializeBattles(),
training: Object.fromEntries(
Array.from(this.training.entries()).map(([cityId, queue]) => [
cityId,
queue.map((entry) => ({ ...entry })),
])
),
};
},
viewerSnapshot(shared, viewerCiv, stats = null) {
const result = { ...shared };
result.viewer = viewerCiv;
result.viewerStats = stats || this.viewerStats(viewerCiv);
result.explored = this._cachedExplored(viewerCiv);
result.visible = serializeSet(this.visible.get(viewerCiv) || new Set());
return result;
},
viewerStats(viewerCiv) {
if (viewerCiv < 0) {
return {
population: 0, gdp: 0, gdpPerCapita: 0, budget: 0,
upkeep: 0, research: 0, culture: 0, government: 0,
breakdown: null,
};
}
const headline = this._civHeadline(viewerCiv);
return {
...headline,
budget: this.getBudget(viewerCiv),
upkeep: this.getPlayerUpkeep(viewerCiv),
research: this.getResearch(viewerCiv),
culture: this.getCulture(viewerCiv),
government: this.getGovernment(viewerCiv),
breakdown: this.budgetBreakdown(viewerCiv),
};
},
_serializeCities() {
return this.cities.map((city) => ({
id: city.id,
civ: city.civ,
coords: [city.coords.x, city.coords.y],
name: city.name,
isCapital: city.isCapital,
population: city.population,
improvements: city.improvements,
buildings: { ...city.buildings },
statuses: city.statuses || [],
}));
},
_serializeUnits() {
const battle = this._battleUnitIds();
return this.units.map((unit) => {
const rawPath = unit.path || [];
const pathIndex = unit.pathIndex;
const path = rawPath.map((coords) => [coords.x, coords.y]);
const segmentHours = [];
for (let i = 1; i < rawPath.length; i++) {
segmentHours.push(this._tileTravelHours(unit, rawPath[i]));
}
let stepHours = 0;
if (pathIndex + 1 < rawPath.length) {
stepHours = this._tileTravelHours(unit, rawPath[pathIndex + 1]);
}
return {
id: unit.id,
civ: unit.civ,
proto: unit.proto,
coords: [unit.coords.x, unit.coords.y],
hp: unit.hp,
maxHp: unit.maxHp,
statuses: this._effectiveStatuses(unit, battle.has(unit.id)),
path,
pathIndex,
progressHours: unit.progressHours,
stepHours,
segmentHours,
waypoints: (unit.waypoints || []).map((coords) => [coords.x, coords.y]),
};
});
},
_serializePopulation() {
const result = [];
for (const [k, value] of this.tilePopulation) {
const coords = parseKey(k);
result.push([coords.x, coords.y, Math.round(value)]);
}
return result;
},
// A sparse [x, y, value] list for a per-tile map, used for the war marks.
_serializeTileValues(values) {
const result = [];
for (const [k, value] of values) {
const coords = parseKey(k);
result.push([coords.x, coords.y, value]);
}
return result;
},
// One entry per civilisation with its headline economy figures, so the
// diplomacy panel can show every nation's standing without a second lookup.
_serializeCivStats() {
return this.civilisations.map((_, index) => this._civHeadline(index));
},
// Population, GDP and GDP per capita for one civilisation: the headline
// figures the diplomacy panel and the viewer's own stats both show.
_civHeadline(civ) {
const aggregates = this._playerAggregates(civ);
const population = Math.round(aggregates.population);
const gdp = aggregates.gdp;
return { population, gdp, gdpPerCapita: population > 0 ? gdp / population : 0 };
},
_serializeCivValues(values) {
const result = [];
for (let i = 0; i < this.civilisations.length; i++) {
result.push(values.has(i) ? values.get(i) : 0);
}
return result;
},
_serializeResearched() {
const result = [];
for (let i = 0; i < this.civilisations.length; i++) {
const set = this.researched.get(i) || new Set();
const indices = Array.from(set).sort((a, b) => a - b);
result.push(indices);
}
return result;
},
// Every unordered pair with its current status. With a handful of
// civilisations the whole matrix is tiny, and it lets the client show the
// status of every nation without a second lookup.
_serializeDiplomacy() {
const result = [];
for (let a = 0; a < this.civilisations.length; a++) {
for (let b = a + 1; b < this.civilisations.length; b++) {
result.push([a, b, this.getRelation(a, b)]);
}
}
return result;
},
// Every ongoing war with its start date and the casualties each side has
// suffered, broken down into military and civilian dead.
_serializeConflicts() {
const result = [];
for (const conflict of this.conflicts.values()) {
result.push({
a: conflict.a,
b: conflict.b,
started: conflict.startDate,
startHours: conflict.startHours,
sides: [conflict.a, conflict.b].map((civ) => ({
civ,
military: conflict.military.get(civ) || 0,
civilians: Math.round(conflict.civilians.get(civ) || 0),
})),
});
}
return result;
},
_serializeNews() {
return this.news.map((entry) => ({ ...entry }));
},
// One entry per battlefield: [x, y, defenderCiv, attackerCiv]. The tile's
// owner is the defender when present; otherwise the lowest-numbered civ on
// the tile defends. The browser uses this to draw the two stacks facing each
// other with the battle icon between them.
_serializeBattles() {
const result = [];
for (const battle of this._battleTiles()) {
const civs = Array.from(battle.civs).sort((a, b) => a - b);
const owner = this.civAt(battle.coords);
const defender = this._defenderCiv(battle, civs, owner);
const attacker = civs.find((civ) => civ !== defender);
if (attacker === undefined) continue;
result.push([battle.coords.x, battle.coords.y, defender, attacker]);
}
return result;
},
// The side that charged in is the attacker; the occupants defend. When that is
// ambiguous (a mutual charge, or a third party) fall back to the tile's owner
// and then to the lowest-numbered civ present.
_defenderCiv(battle, civs, owner) {
const invaders = new Set();
let hasDefender = false;
for (const unit of battle.units) {
if (unit.invader) invaders.add(unit.civ);
else hasDefender = true;
}
const defenders = civs.filter((civ) => !invaders.has(civ));
if (invaders.size > 0 && hasDefender && defenders.length > 0) {
if (defenders.length === 1) return defenders[0];
return defenders.includes(owner) ? owner : defenders[0];
}
return civs.includes(owner) ? owner : civs[0];
},
};