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