const {Anchor} = require('./anchor');
const Piece = require('./piece');
const {NullValidator} = require('./validator');
const {vector, ...Vector} = require('./vector')
const {radius} = require('./size')
const Shuffler = require('./shuffler');
const dragMode = require('./drag-mode');
const {Connector, noConnectionRequirements} = require('./connector');
/**
* A puzzle primitive representation that can be easily stringified, exchanged and persisted
*
* @typedef {object} PuzzleDump
* @property {import('./vector').Vector} pieceRadius
* @property {number} proximity
* @property {import('./piece').PieceDump[]} pieces
*/
/**
* @typedef {object} Settings
* @property {import('./vector').Vector|number} [pieceRadius]
* @property {number} [proximity]
*/
/**
* A set of a {@link Piece}s that can be manipulated as a whole, and that can be
* used as a pieces factory
*/
class Puzzle {
/**
* @param {Settings} [options]
*/
constructor({pieceRadius = 2, proximity = 1} = {}) {
this.pieceSize = radius(pieceRadius);
this.proximity = proximity;
/** @type {Piece[]} */
this.pieces = [];
/** @type {import('./validator').Validator} */
this.validator = new NullValidator();
/** @type {import('./drag-mode').DragMode} */
this.dragMode = dragMode.TryDisconnection;
this.horizontalConnector = Connector.horizontal();
this.verticalConnector = Connector.vertical();
}
/**
* Creates and adds to this puzzle a new piece
*
* @param {import('./structure').Structure} [structure] the piece structure
* @param {import('./piece').PieceConfig} [config] the piece config
* @returns {Piece} the new piece
*/
newPiece(structure = {}, config = {}) {
const piece = new Piece(structure, config);
this.addPiece(piece);
return piece;
}
/**
* @param {Piece} piece
*/
addPiece(piece) {
this.pieces.push(piece);
piece.belongTo(this);
}
/**
* @param {Piece[]} pieces
*/
addPieces(pieces) {
pieces.forEach(it => this.addPiece(it));
}
/**
* Annotates all the pieces with the given list of metadata
*
* @param {object[]} metadata
*/
annotate(metadata) {
this.pieces.forEach((piece, index) => piece.annotate(metadata[index]));
}
/**
* Relocates all the pieces to the given list of points
*
* @param {import('./pair').Pair[]} points
*/
relocateTo(points) {
this.pieces.forEach((piece, index) => piece.relocateTo(...points[index]));
}
/**
* Tries to connect pieces in their current positions
* This method is O(n^2)
*/
autoconnect() {
this.pieces.forEach(it => this.autoconnectWith(it));
}
/**
* Disconnects all pieces
*/
disconnect() {
this.pieces.forEach(it => it.disconnect());
}
/**
* Tries to connect the given piece to the rest of the set
* This method is O(n)
* @param {Piece} piece
*/
autoconnectWith(piece) {
this.pieces.filter(it => it !== piece).forEach(other => {
piece.tryConnectWith(other);
other.tryConnectWith(piece, true);
})
}
/**
* @param {number} maxX
* @param {number} maxY
*/
shuffle(maxX, maxY) {
this.shuffleWith(Shuffler.random(maxX, maxY));
}
/**
* @param {import('./shuffler').Shuffler} shuffler
*/
shuffleWith(shuffler) {
this.disconnect();
shuffler(this.pieces).forEach(({x, y}, index) => {
this.pieces[index].relocateTo(x, y);
});
this.autoconnect();
}
/**
* @param {number} dx
* @param {number} dy
*/
translate(dx, dy) {
this.pieces.forEach(it => it.translate(dx, dy));
}
/**
* Translates all the puzzle pieces so that are completely
* within the given bounds, if possible.
*
* If pieces can not be completly places within the given
* bounding box, the the `max` param is ignored.
*
* @param {import('./vector').Vector} min
* @param {import('./vector').Vector} max
*/
reframe(min, max) {
let dx;
const leftOffstage = min.x - Math.min(...this.pieces.map(it => it.leftAnchor.x));
if (leftOffstage > 0) {
dx = leftOffstage;
} else {
const rightOffstage = max.x - Math.max(...this.pieces.map(it => it.rightAnchor.x))
if (rightOffstage < 0) {
dx = rightOffstage;
} else {
dx = 0;
}
}
let dy;
const upOffstage = min.y - Math.min(...this.pieces.map(it => it.upAnchor.y));
if (upOffstage > 0) {
dy = upOffstage;
} else {
const downOffstage = max.y - Math.max(...this.pieces.map(it => it.downAnchor.y))
if (downOffstage < 0) {
dy = downOffstage;
} else {
dy = 0;
}
}
this.translate(dx, dy);
}
/**
* @param {import('./piece').TranslationListener} f
*/
onTranslate(f) {
this.pieces.forEach(it => it.onTranslate(f));
}
/**
* @param {import('./piece').ConnectionListener} f
*/
onConnect(f) {
this.pieces.forEach(it => it.onConnect(f));
}
/**
* @param {import('./piece').ConnectionListener} f
*/
onDisconnect(f) {
this.pieces.forEach(it => it.onDisconnect(f));
}
/**
* @param {import('./validator').ValidationListener} f
*/
onValid(f) {
this.validator.onValid(f);
}
/**
* Answers the list of points where
* central anchors of pieces are located
*
* @type {import('./pair').Pair[]}
*/
get points() {
return this.pieces.map(it => it.centralAnchor.asPair());
}
/**
* Answers a list of points whose coordinates are scaled
* to the {@link Puzzle#pieceWidth}
*
* @type {import('./pair').Pair[]}
*/
get refs() {
return this.points.map(([x, y], index) => {
const diameter = this.pieces[index].diameter;
return [x / diameter.x, y / diameter.y]
})
}
/**
* @type {any[]}
*/
get metadata() {
return this.pieces.map(it => it.metadata);
}
/**
* Returns the first piece
*
* @type {Piece}
*/
get head() {
return this.pieces[0];
}
/**
* Returns the central anchor of the first piece
*
* @type {Anchor}
*/
get headAnchor() {
return this.head.centralAnchor;
}
/**
* Returns the attached vertical ConnectionRequirement
* function.
*
* @returns {import('./connector').ConnectionRequirement}
*/
get verticalRequirement() {
return this.verticalConnector.requirement;
}
/**
* Returns the attached horizontal ConnectionRequirement
* function.
*
* @returns {import('./connector').ConnectionRequirement}
*/
get horizontalRequirement() {
return this.horizontalConnector.requirement;
}
/**
* Attaches a connection requirement function that will be used to check whether
* two horizontally close and matching pieces can be actually connected.
*
* By default no horizontal connection requirement is imposed which means that any horizontally
* close and matching pieces will be connected.
*
* @param {import('./connector').ConnectionRequirement} requirement
*/
attachHorizontalConnectionRequirement(requirement) {
this.horizontalConnector.attachRequirement(requirement);
}
/**
* Attaches a connection requirement function that will be used to check whether
* two vertically close and matching pieces can be actually connected.
*
* By default no vertical connection requirement is imposed which means that any vertically
* close and matching pieces will be connected.
*
* @param {import('./connector').ConnectionRequirement} requirement
*/
attachVerticalConnectionRequirement(requirement) {
this.verticalConnector.attachRequirement(requirement);
}
/**
* Attaches the given connection requirement as both a vertical and horizontal requirement.
*
* @see {@link Puzzle#attachVerticalConnectionRequirement}
* @see {@link Puzzle#attachHorizontalConnectionRequirement}
*
* @param {import('./connector').ConnectionRequirement} requirement
*/
attachConnectionRequirement(requirement) {
this.attachHorizontalConnectionRequirement(requirement);
this.attachVerticalConnectionRequirement(requirement);
}
/**
* Removes the vertical and horizontal connection requirements, if any.
*/
clearConnectionRequirements() {
this.attachConnectionRequirement(noConnectionRequirements)
}
/**
* @param {import('./validator').Validator} validator
*/
attachValidator(validator) {
this.validator = validator;
}
/**
* Checks whether this puzzle is valid.
*
* Calling this method will not fire any validation listeners nor update the
* valid property.
*
* @returns {boolean}
*/
isValid() {
return this.validator.isValid(this);
}
/**
* Returns the current validation status
*
* Calling this property will not fire any validation listeners.
*
* @type {boolean}
*/
get valid() {
return this.validator.valid;
}
/**
* Checks whether this puzzle is valid, updating valid property
* and firing validation listeners if becomes valid
*/
validate() {
this.validator.validate(this);
}
/**
* Checks whether this puzzle is valid, updating valid property.
*
* Validations listeners are NOT fired.
*/
updateValidity() {
this.validator.validate(this);
}
/**
* Wether all the pieces in this puzzle are connected
*
* @type {boolean}
*/
get connected() {
return this.pieces.every(it => it.connected);
}
/**
* The piece width, from edge to edge.
* This is the double of the {@link Puzzle#pieceRadius}
*
* @type {import('./vector').Vector}
*/
get pieceDiameter() {
return this.pieceSize.diameter;
}
/**
* The piece width, from center to edge
*
* @type {import('./vector').Vector}
*/
get pieceRadius() {
return this.pieceSize.radius;
}
/** Prevents pieces from disconnecting */
forceConnectionWhileDragging() {
this.dragMode = dragMode.ForceConnection;
}
/** Forces pieces to disconnect */
forceDisconnectionWhileDragging() {
this.dragMode = dragMode.ForceDisconnection;
}
/** Forces pieces to disconnect */
tryDisconnectionWhileDragging() {
this.dragMode = dragMode.TryDisconnection;
}
/**
* @param {Piece} piece
* @param {number} dx
* @param {number} dy
* @see {@link Piece#dragShouldDisconnect}
*/
dragShouldDisconnect(piece, dx, dy) {
return this.dragMode.dragShouldDisconnect(piece, dx, dy);
}
/**
* Converts this piece into a plain, stringify-ready object.
* Pieces should have ids
*
* @param {object} options config options for export
* @param {boolean} [options.compact] if connection information must be omitted
* @returns {PuzzleDump}
*/
export(options = {}) {
return {
pieceRadius: this.pieceRadius,
proximity: this.proximity,
pieces: this.pieces.map(it => it.export(options))
}
}
/**
* @param {PuzzleDump} dump
* @returns {Puzzle}
*/
static import(dump) {
const puzzle = new Puzzle({pieceRadius: dump.pieceRadius, proximity: dump.proximity});
puzzle.addPieces(dump.pieces.map(it => Piece.import(it)));
puzzle.autoconnect();
return puzzle;
}
}
module.exports = Puzzle;