re factor rog
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199
lib/features/state/game_view_model.dart
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199
lib/features/state/game_view_model.dart
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import 'package:flutter_riverpod/flutter_riverpod.dart';
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import 'package:latlong2/latlong.dart';
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import 'package:rogapp/features/data/checkpoint.dart';
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import 'package:rogapp/features/data/data_provider.dart';
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import 'package:rogapp/features/data/user_location.dart';
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import 'package:rogapp/features/state/game_state.dart';
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import 'package:rogapp/features/utils/params.dart';
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final gameViewModelProvider =
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StateNotifierProvider<GameViewModel, GameState>((ref) {
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final dataProvider = DataProvider();
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return GameViewModel(dataProvider);
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});
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class GameViewModel extends StateNotifier<GameState> {
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final DataProvider _dataProvider;
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GameViewModel(this._dataProvider) : super(const GameState()) {
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loadInitialData();
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}
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Future<void> loadInitialData() async {
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List<Feature> markers = await _dataProvider.getMarkers();
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state = state.copyWith(markers: markers);
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}
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void setMarkers(List<Feature> markers) {
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state = state.copyWith(markers: markers);
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}
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void startGame() {
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if (state.isWithinStartRadius) {
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state = state.copyWith(status: GameStatus.started);
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}
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}
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void updateLocation(UserLocation location) {
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Feature startMarker = state.markers.firstWhere(
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(marker) => marker.properties.cp == -1,
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orElse: () => Feature.empty());
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List<Feature> checkpoints =
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state.markers.where((marker) => marker.properties.cp != -1).toList();
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bool isWithinStartRadius =
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_checkProximity(location, startMarker /* start marker location */
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);
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bool hasLeftArea =
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state.hasLeftStartArea || _checkHasLeftStartArea(location, startMarker);
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Feature? atCheckpoint = _checkAtAnyCheckpoint(location, checkpoints);
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// Check if at any checkpoint (except start point after game started)
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bool isAtCheckpoint =
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state.status == GameStatus.started && atCheckpoint != null;
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if (isAtCheckpoint) {
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_handleCheckpointArrival(location, atCheckpoint);
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}
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// Update game state based on the new location
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state = state.copyWith(
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currentLocation: location,
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isWithinStartRadius: isWithinStartRadius,
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hasLeftStartArea: hasLeftArea,
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status: isAtCheckpoint ? GameStatus.atCheckpoint : state.status,
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);
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}
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void _handleCheckpointArrival(UserLocation location, Feature marker) {
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// Directly set the current checkpoint; no need to check if the photo was taken here
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state = state.copyWith(currentCheckpoint: marker);
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// If no checkpoint photo has been taken yet, set the pending action to take a checkpoint photo
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if (!state.checkpointPhotoTaken) {
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state = state.copyWith(pendingAction: PendingAction.checkInPhoto);
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}
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// Additional actions specific to buy points can be prepared here, but it's usually better
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// to handle them after the checkpoint photo is submitted, not at the moment of arrival.
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}
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void submitCheckInPhoto(String photoPath) {
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// Logic to save or upload the check-in photo...
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state = state.copyWith(checkpointPhotoTaken: true);
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// Determine the next action based on the checkpoint type
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if (state.currentCheckpoint != null &&
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isBuyPoint(state.currentCheckpoint!)) {
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state = state.copyWith(pendingAction: PendingAction.receiptPhoto);
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} else {
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// If it's not a buy point, mark the checkpoint visit as complete
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_markCheckpointVisited(state.currentCheckpoint!);
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}
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}
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void submitReceiptPhoto(String photoPath) {
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// Logic to save or upload the receipt photo...
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state = state.copyWith(receiptPhotoTaken: true);
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// After submitting the receipt photo, mark the checkpoint visit as complete
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_markCheckpointVisited(state.currentCheckpoint!);
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}
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void _markCheckpointVisited(Feature checkpoint) {
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state = state.copyWith(
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visitedMarkers: Set.from(state.visitedMarkers)..add(checkpoint),
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hasVisitedCheckpoint: true,
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pendingAction: PendingAction.none, // Reset the pending action
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);
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// Additional logic to determine if the game is completed...
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}
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bool isBuyPoint(Feature checkpoint) {
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if (checkpoint.properties.buyPoint != null) {
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return true;
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}
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return false;
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}
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bool _checkProximity(UserLocation location, Feature startMarker) {
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const Distance distance = Distance();
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return distance(
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LatLng(location.latitude, location.longitude),
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LatLng(startMarker.geometry.latitude,
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startMarker.geometry.longitude)) <=
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startMinDistance;
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}
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bool _checkHasLeftStartArea(UserLocation location, Feature startMarker) {
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const Distance distance = Distance();
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return distance(
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LatLng(location.latitude, location.longitude),
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LatLng(startMarker.geometry.latitude,
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startMarker.geometry.longitude)) >=
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minAwayfromStartDistance;
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}
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Feature? _checkAtAnyCheckpoint(UserLocation location, List<Feature> markers) {
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const Distance distance = Distance();
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for (Feature marker in markers) {
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final double distanceInMeters = distance(
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LatLng(location.latitude, location.longitude),
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LatLng(marker.geometry.latitude, marker.geometry.longitude),
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);
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if (marker.properties.checkinRadious != null &&
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marker.properties.checkinRadious! >= distanceInMeters) {
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return marker;
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}
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}
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return null;
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}
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Feature? _getCheckpointFromLocation(UserLocation location) {
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const thresholdDistance = 50.0; // meters, adjust based on your game design
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const Distance distance = Distance();
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for (final marker in state.markers) {
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final double distanceInMeters = distance(
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LatLng(location.latitude, location.longitude),
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LatLng(marker.geometry.latitude, marker.geometry.longitude),
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);
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if (distanceInMeters <=
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(marker.properties.checkinRadious ?? thresholdDistance)) {
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return marker;
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}
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}
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return null; // No checkpoint is close enough to the user's location
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}
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bool _isBackAtStart(UserLocation location) {
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const startThresholdDistance = 150.0; // Define proximity threshold
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const Distance distance = Distance();
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// Assuming the start point is the first marker
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// Adjust based on your game's logic
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final startPoint = state.markers.first;
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final double distanceToStart = distance(
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LatLng(location.latitude, location.longitude),
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LatLng(startPoint.geometry.latitude, startPoint.geometry.longitude),
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);
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// User is considered back at the start if within the threshold distance
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return distanceToStart <= startThresholdDistance;
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}
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void endGame() {
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if (state.status == GameStatus.gameCompleted) {
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// Perform any end game actions
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}
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}
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void loadGameState(GameState gameState) {
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state = gameState;
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}
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}
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