Files
Catacombs/game/lobby.go
2026-03-24 14:47:53 +09:00

149 lines
2.7 KiB
Go

package game
import (
"fmt"
"math/rand"
"sync"
)
type RoomStatus int
const (
RoomWaiting RoomStatus = iota
RoomPlaying
)
type LobbyPlayer struct {
Name string
Class string // empty until class selected
Fingerprint string
Ready bool
}
type LobbyRoom struct {
Code string
Name string
Players []LobbyPlayer
Status RoomStatus
Session *GameSession
}
type Lobby struct {
mu sync.RWMutex
rooms map[string]*LobbyRoom
}
func NewLobby() *Lobby {
return &Lobby{rooms: make(map[string]*LobbyRoom)}
}
func (l *Lobby) CreateRoom(name string) string {
l.mu.Lock()
defer l.mu.Unlock()
code := generateCode()
for l.rooms[code] != nil {
code = generateCode()
}
l.rooms[code] = &LobbyRoom{
Code: code,
Name: name,
Status: RoomWaiting,
}
return code
}
func (l *Lobby) JoinRoom(code, playerName, fingerprint string) error {
l.mu.Lock()
defer l.mu.Unlock()
room, ok := l.rooms[code]
if !ok {
return fmt.Errorf("room %s not found", code)
}
if len(room.Players) >= 4 {
return fmt.Errorf("room %s is full", code)
}
if room.Status != RoomWaiting {
return fmt.Errorf("room %s already in progress", code)
}
room.Players = append(room.Players, LobbyPlayer{Name: playerName, Fingerprint: fingerprint})
return nil
}
func (l *Lobby) SetPlayerClass(code, fingerprint, class string) {
l.mu.Lock()
defer l.mu.Unlock()
if room, ok := l.rooms[code]; ok {
for i := range room.Players {
if room.Players[i].Fingerprint == fingerprint {
room.Players[i].Class = class
}
}
}
}
func (l *Lobby) SetPlayerReady(code, fingerprint string, ready bool) {
l.mu.Lock()
defer l.mu.Unlock()
if room, ok := l.rooms[code]; ok {
for i := range room.Players {
if room.Players[i].Fingerprint == fingerprint {
room.Players[i].Ready = ready
}
}
}
}
func (l *Lobby) AllReady(code string) bool {
l.mu.RLock()
defer l.mu.RUnlock()
room, ok := l.rooms[code]
if !ok || len(room.Players) == 0 {
return false
}
for _, p := range room.Players {
if !p.Ready {
return false
}
}
return true
}
func (l *Lobby) GetRoom(code string) *LobbyRoom {
l.mu.RLock()
defer l.mu.RUnlock()
return l.rooms[code]
}
func (l *Lobby) ListRooms() []*LobbyRoom {
l.mu.RLock()
defer l.mu.RUnlock()
result := make([]*LobbyRoom, 0, len(l.rooms))
for _, r := range l.rooms {
result = append(result, r)
}
return result
}
func (l *Lobby) StartRoom(code string) {
l.mu.Lock()
defer l.mu.Unlock()
if room, ok := l.rooms[code]; ok {
room.Status = RoomPlaying
}
}
func (l *Lobby) RemoveRoom(code string) {
l.mu.Lock()
defer l.mu.Unlock()
delete(l.rooms, code)
}
func generateCode() string {
const letters = "ABCDEFGHJKLMNPQRSTUVWXYZ"
b := make([]byte, 4)
for i := range b {
b[i] = letters[rand.Intn(len(letters))]
}
return string(b)
}