quill/val Public Public: anyone can read this; nobody can change it.
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Files 19b0f58ca24daca7a3766f319cc2ed42ce27e794
| 1 | /** |
| 2 | * The arena: this game's one live match, served the way `engine/arena.ts` |
| 3 | * serves any match — ticking only while somebody is connected, one playing |
| 4 | * seat an address, a positionless view for whoever has no seat, and every |
| 5 | * snapshot built for one viewer from what they can see. |
| 6 | * |
| 7 | * What is this game's own is here: taking a seat replaces a bot in the |
| 8 | * emptiest team (same body, same credits, same position, so joining |
| 9 | * mid-round hands you a live player rather than a lobby), the commands a |
| 10 | * client may send, the shape of the snapshot, and the kill feed read off the |
| 11 | * match a tick at a time. |
| 12 | */ |
| 13 | |
| 14 | import { agentById, sightBlocked } from "./abilities.ts"; |
| 15 | import { runBots } from "./bots.ts"; |
| 16 | import { recordResult } from "./db.ts"; |
| 17 | import { makeArena, type Command, type Game, type Why } from "./engine/arena.ts"; |
| 18 | import { fallsBetween, marksOf, trimFeed, type Fall, type Mark } from "./killfeed.ts"; |
| 19 | import type { Point } from "./map.ts"; |
| 20 | import { wallBetween } from "./map.ts"; |
| 21 | import { buyAbility, buyShield, buyWeapon, newMatch, pickAgent, PLAYER_R, ROSTER, setInput, speedOf, tick, visible } from "./match.ts"; |
| 22 | import type { MatchState, Player, Zone } from "./state.ts"; |
| 23 | import { isWeaponId, WEAPONS } from "./weapons.ts"; |
| 24 | |
| 25 | export { TICK, type Command, type Seat, type Why } from "./engine/arena.ts"; |
| 26 | |
| 27 | /** |
| 28 | * How many ticks apart this game's snapshots go out, given the seats filled: |
| 29 | * every tick, for every room this match can hold. |
| 30 | * |
| 31 | * The rule used to halve the rate at the third seat. The browser's render |
| 32 | * delay follows the rate it measures — 1.3 × the interval, floored at 45ms |
| 33 | * (`static/engine/interp.js`) — so that third seat moved every other body |
| 34 | * everybody saw from 45ms in the past to 87ms. In a game about peeking a |
| 35 | * corner first that was the wrong thing to save, and what it saved is small |
| 36 | * enough to write down. |
| 37 | * |
| 38 | * Measured 2026-09 on a 6-vCPU EPYC 9555P under bun 1.3: medians of seven |
| 39 | * 20-second runs of a seeded match with idle humans in the seats, the |
| 40 | * never-sending loop subtracted to leave the snapshots alone. |
| 41 | * |
| 42 | * one world tick 27µs |
| 43 | * one snapshot, vision filter and all 6µs |
| 44 | * |
| 45 | * seats loop, every tick of which snapshots bytes out: live round / whole match |
| 46 | * 4 1.3ms a second 0.8ms 210 kB/s / 340 kB/s |
| 47 | * 8 2.0ms a second 1.7ms 385 kB/s / 645 kB/s |
| 48 | * 10 2.1ms a second 2.0ms 465 kB/s / 790 kB/s |
| 49 | * |
| 50 | * That is 0.2% of one core with the room full; a box five times slower is |
| 51 | * at 1%. The wire is the larger number — 790 kB/s (6 Mbit/s) out of the box |
| 52 | * at ten seats, 80 kB/s to each of them — which a small droplet's port |
| 53 | * carries without noticing and a phone on 4G has ten times the headroom |
| 54 | * for. A live-round snapshot is ~1.6 KiB a seat; a buy phase is larger, |
| 55 | * which is the gap between the two bytes columns. |
| 56 | * |
| 57 | * The threshold is the room: ten seats is every seat there is, so the every |
| 58 | * tick case is the only one a person ever sits in. Past the measured room |
| 59 | * the old cadence stays because it is unmeasured, not because it is right. |
| 60 | */ |
| 61 | export const broadcastEvery = (filled: number): number => (filled <= ROSTER * 2 ? 1 : 2); |
| 62 | |
| 63 | const round2 = (n: number): number => Math.round(n * 10) / 10; |
| 64 | |
| 65 | /** Sit in the emptiest team, on a bot's seat, keeping its body as it stands. */ |
| 66 | function sit(state: MatchState): Player | null { |
| 67 | const humans = { red: 0, blue: 0 }; |
| 68 | for (const player of state.players) if (!player.bot) humans[player.team] += 1; |
| 69 | const wanted = humans.red <= humans.blue ? "red" : "blue"; |
| 70 | const seat = state.players.find((p) => p.bot && p.team === wanted) ?? state.players.find((p) => p.bot); |
| 71 | if (!seat) return null; |
| 72 | seat.bot = false; |
| 73 | seat.think = 0; |
| 74 | seat.input = { mx: 0, my: 0, angle: seat.angle, fire: false, use: false, reload: false, cast: null }; |
| 75 | return seat; |
| 76 | } |
| 77 | |
| 78 | /** The seat goes back to a bot, mid-round and all. */ |
| 79 | function stand(_state: MatchState, player: Player): void { |
| 80 | player.bot = true; |
| 81 | player.think = 0; |
| 82 | player.input.fire = false; |
| 83 | player.input.use = false; |
| 84 | } |
| 85 | |
| 86 | const num = (value: unknown): number | undefined => |
| 87 | typeof value === "number" && Number.isFinite(value) ? value : undefined; |
| 88 | |
| 89 | /** Everything a client may ask for, validated here and nowhere else. */ |
| 90 | function runCommand(state: MatchState, player: Player, message: Command): void { |
| 91 | switch (message.t) { |
| 92 | case "i": |
| 93 | setInput(player, { |
| 94 | mx: num(message.mx), |
| 95 | my: num(message.my), |
| 96 | angle: num(message.a), |
| 97 | fire: typeof message.f === "boolean" ? message.f : undefined, |
| 98 | use: typeof message.u === "boolean" ? message.u : undefined, |
| 99 | reload: typeof message.r === "boolean" ? message.r : undefined, |
| 100 | cast: message.c === "c" || message.c === "q" || message.c === "e" || message.c === "x" ? message.c : undefined, |
| 101 | }); |
| 102 | break; |
| 103 | case "buy": { |
| 104 | const what = String(message.what ?? ""); |
| 105 | if (isWeaponId(what)) buyWeapon(state, player, what); |
| 106 | else if (what === "light" || what === "heavy") buyShield(state, player, what); |
| 107 | else if (what === "c" || what === "q") buyAbility(state, player, what); |
| 108 | break; |
| 109 | } |
| 110 | case "agent": |
| 111 | if (typeof message.id === "string") pickAgent(state, player, message.id); |
| 112 | break; |
| 113 | } |
| 114 | } |
| 115 | |
| 116 | /** What this game is to the arena: one match, and the answers `makeArena` asks for. */ |
| 117 | export function valGame( |
| 118 | state: MatchState, |
| 119 | record: (summary: string, red: number, blue: number, rounds: number) => void = recordResult, |
| 120 | cadence: (filled: number) => number = broadcastEvery, |
| 121 | ): Game<MatchState, Player> { |
| 122 | let lastResult: string | null = null; |
| 123 | // The kill feed is read off the match a tick at a time; the rules keep no |
| 124 | // list of their own, and this is a view, not a rule. |
| 125 | let marks: Mark[] = marksOf(state.players); |
| 126 | let feed: Fall[] = []; |
| 127 | |
| 128 | // Names and a gun, never a position: the feed says what happened, not |
| 129 | // where, so it can never be read as a call-out. |
| 130 | const feedFor = (state: MatchState) => |
| 131 | feed.map((f) => ({ |
| 132 | k: f.killer, |
| 133 | v: f.victim, |
| 134 | w: f.weapon ? WEAPONS[f.weapon].name : null, |
| 135 | h: f.headshot, |
| 136 | t: round2(Math.max(0, state.now - f.at)), |
| 137 | })); |
| 138 | |
| 139 | /** The public state everyone already sees on the page itself. */ |
| 140 | function spectatorShape(state: MatchState, _why: Why) { |
| 141 | return { |
| 142 | phase: state.phase, |
| 143 | clock: round2(Math.max(0, state.clock)), |
| 144 | round: state.round, |
| 145 | score: state.score, |
| 146 | attackers: state.attackers, |
| 147 | result: state.result, |
| 148 | last: state.last, |
| 149 | events: state.events.slice(0, 5).map((e) => e.text), |
| 150 | feed: feedFor(state), |
| 151 | }; |
| 152 | } |
| 153 | |
| 154 | /** The snapshot for one seat: `seen` is exactly who the arena says they may see. */ |
| 155 | function snapshotShape(state: MatchState, me: Player, seen: Player[]) { |
| 156 | const agent = agentById(me.agent); |
| 157 | const canSee = (point: Point): boolean => !sightBlocked(me, point, state.zones); |
| 158 | // A zone is known to the viewer if they are standing in it (so your own |
| 159 | // smoke never vanishes from under you) or, failing that, if no wall sits |
| 160 | // between the two — the wall test only, not `sightBlocked`, which also |
| 161 | // counts zones and would let a smoke hide the wall behind it. |
| 162 | const canSeeZone = (z: Zone): boolean => |
| 163 | Math.hypot(me.x - z.x, me.y - z.y) <= z.r + PLAYER_R || !wallBetween(me, z); |
| 164 | |
| 165 | return { |
| 166 | phase: state.phase, |
| 167 | clock: round2(Math.max(0, state.clock)), |
| 168 | round: state.round, |
| 169 | score: state.score, |
| 170 | attackers: state.attackers, |
| 171 | result: state.result, |
| 172 | last: state.last, |
| 173 | me: { |
| 174 | id: me.id, |
| 175 | side: me.side, |
| 176 | team: me.team, |
| 177 | agent: me.agent, |
| 178 | alive: me.alive, |
| 179 | x: round2(me.x), |
| 180 | y: round2(me.y), |
| 181 | angle: round2(me.angle), |
| 182 | hp: Math.round(me.hp), |
| 183 | armour: Math.round(me.armour), |
| 184 | credits: me.credits, |
| 185 | weapon: me.weapon, |
| 186 | ammo: me.ammo, |
| 187 | reloading: me.reloadIn > 0, |
| 188 | charges: me.charges, |
| 189 | cooldown: { c: round2(me.cooldown.c), q: round2(me.cooldown.q), e: round2(me.cooldown.e), x: 0 }, |
| 190 | ult: me.ult, |
| 191 | ultNeeds: agent.abilities.x.points, |
| 192 | blind: round2(me.blind), |
| 193 | spike: me.spike, |
| 194 | planting: round2(me.planting), |
| 195 | // How fast the server is about to move you, in units a second, and not |
| 196 | // the reasons behind it: the browser's prediction runs at this number |
| 197 | // and re-derives nothing. A rule that holds you still — planting, |
| 198 | // defusing, a decided round — arrives as a zero. To a tenth, like every |
| 199 | // other number here: rounded to a whole unit instead, a hasted walk |
| 200 | // (337.5) is drawn a half-unit a second fast and clipped back by the |
| 201 | // cap every frame, which measured 0.2 points of per-frame spread. A |
| 202 | // tenth is a no-op for feel and costs at most two bytes. |
| 203 | speed: round2(speedOf(state, me)), |
| 204 | bot: me.bot, |
| 205 | }, |
| 206 | players: seen.map((p) => ({ |
| 207 | id: p.id, |
| 208 | name: p.name, |
| 209 | agent: p.agent, |
| 210 | x: round2(p.x), |
| 211 | y: round2(p.y), |
| 212 | angle: round2(p.angle), |
| 213 | hp: Math.round(p.hp), |
| 214 | armour: Math.round(p.armour), |
| 215 | alive: p.alive, |
| 216 | mate: p.side === me.side, |
| 217 | spike: p.spike, |
| 218 | blind: p.blind > 0, |
| 219 | revealed: p.revealed > 0, |
| 220 | })), |
| 221 | zones: state.zones |
| 222 | .filter((z) => (z.kind === "trip" ? z.side === me.side : canSeeZone(z))) |
| 223 | .map((z) => ({ k: z.kind, x: round2(z.x), y: round2(z.y), r: z.r, f: round2(z.fuse), l: round2(z.life) })), |
| 224 | spike: { |
| 225 | planted: state.spike.planted, |
| 226 | carried: state.spike.carried !== null, |
| 227 | fuse: round2(state.spike.fuse), |
| 228 | defuse: round2(state.spike.defuse), |
| 229 | checkpoint: state.spike.checkpoint, |
| 230 | // A loose spike is the attackers' business until it is armed. |
| 231 | x: state.spike.planted || me.side === "atk" ? round2(state.spike.x) : null, |
| 232 | y: state.spike.planted || me.side === "atk" ? round2(state.spike.y) : null, |
| 233 | }, |
| 234 | orbs: state.orbs.filter((o) => !o.taken).map((o) => ({ x: o.x, y: o.y })), |
| 235 | shots: state.shots.filter((s) => canSee({ x: s.x1, y: s.y1 }) || canSee({ x: s.x2, y: s.y2 })), |
| 236 | // The scoreboard — ten names, agents and tallies — was almost half of |
| 237 | // every snapshot and changes a few times a round, so the arena sends it |
| 238 | // only when it differs from what the seat last received. |
| 239 | board: state.players.map((p) => ({ |
| 240 | id: p.id, |
| 241 | name: p.name, |
| 242 | team: p.team, |
| 243 | side: p.side, |
| 244 | agent: p.agent, |
| 245 | bot: p.bot, |
| 246 | alive: p.alive, |
| 247 | kills: p.kills, |
| 248 | deaths: p.deaths, |
| 249 | damage: Math.round(p.damageDone), |
| 250 | credits: p.team === me.team ? p.credits : null, |
| 251 | ult: p.ult, |
| 252 | ultNeeds: agentById(p.agent).abilities.x.points, |
| 253 | })), |
| 254 | events: state.events.slice(0, 5).map((e) => e.text), |
| 255 | feed: feedFor(state), |
| 256 | }; |
| 257 | } |
| 258 | |
| 259 | /** |
| 260 | * Who fell on this tick. A shot that landed this tick and started where the |
| 261 | * killer stands is what tells a gun kill from an ability kill — the position |
| 262 | * is used here and goes no further. |
| 263 | */ |
| 264 | function readFalls(state: MatchState): void { |
| 265 | const after = marksOf(state.players); |
| 266 | const shooters = new Set<string>(); |
| 267 | for (const shot of state.shots) { |
| 268 | if (!shot.hit || shot.age > 0) continue; |
| 269 | for (const player of state.players) |
| 270 | if (Math.hypot(player.x - shot.x1, player.y - shot.y1) < 2) shooters.add(player.id); |
| 271 | } |
| 272 | const falls = fallsBetween(marks, after, { |
| 273 | at: state.now, |
| 274 | events: state.events.slice(0, 6).map((e) => e.text), |
| 275 | shooters, |
| 276 | }); |
| 277 | marks = after; |
| 278 | if (falls.length) feed = [...feed, ...falls]; |
| 279 | feed = trimFeed(feed, state.now); |
| 280 | } |
| 281 | |
| 282 | /** One tick of this game: the bots, the rules, the feed, and the record. */ |
| 283 | function step(state: MatchState, dt: number): void { |
| 284 | runBots(state, dt); |
| 285 | tick(state, dt); |
| 286 | readFalls(state); |
| 287 | if (state.result && state.result !== lastResult) { |
| 288 | lastResult = state.result; |
| 289 | record(state.result, state.score.red, state.score.blue, state.round); |
| 290 | } |
| 291 | if (state.result === null) lastResult = null; |
| 292 | } |
| 293 | |
| 294 | return { |
| 295 | state, |
| 296 | players: (s) => s.players, |
| 297 | step, |
| 298 | sit, |
| 299 | stand, |
| 300 | visible, |
| 301 | snapshot: snapshotShape, |
| 302 | sticky: "board", |
| 303 | cadence, |
| 304 | spectatorSnapshot: spectatorShape, |
| 305 | command: runCommand, |
| 306 | }; |
| 307 | } |
| 308 | |
| 309 | /** A served match of this game, on a fresh world unless one is handed over. */ |
| 310 | export const makeValArena = ( |
| 311 | state: MatchState = newMatch(), |
| 312 | record: (summary: string, red: number, blue: number, rounds: number) => void = recordResult, |
| 313 | cadence: (filled: number) => number = broadcastEvery, |
| 314 | ) => makeArena<MatchState, Player>(valGame(state, record, cadence)); |
| 315 | |
| 316 | // The one live match the server serves. |
| 317 | const arena = makeValArena(); |
| 318 | |
| 319 | export const { |
| 320 | match, |
| 321 | findPlayer, |
| 322 | addressCapped, |
| 323 | takeSeat, |
| 324 | attach, |
| 325 | release, |
| 326 | releaseAddress, |
| 327 | seatCount, |
| 328 | watch, |
| 329 | unwatch, |
| 330 | spectatorSnapshot, |
| 331 | command, |
| 332 | snapshot, |
| 333 | snapshotForSeat, |
| 334 | attendance, |
| 335 | beat, |
| 336 | advance, |
| 337 | } = arena; |
| 338 | export const startArena = arena.start; |
| 339 | export const stopArena = arena.stop; |