This is a documentation for Board Game Arena: play board games online !
State classes: State directory: Difference between revisions
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$args = $this->getArgs(); | $args = $this->getArgs(); | ||
$possibleSpaces = $args['possibleSpaces']; | $possibleSpaces = $args['possibleSpaces']; | ||
$playerCards = $this->getPlayerCards($ | $playerCards = $this->getPlayerCards($playerId); | ||
$possibleAnswerPoints = []; | $possibleAnswerPoints = []; | ||
Revision as of 13:34, 16 September 2025
🚧 Work in Progress 🚧
You can test it on the Studio, but not yet deploy it to production.
State classes allow to create a PHP class for each game state. It allows to split the code in multiple files, without using Traits. The advantage is that the IDE understands the structure and can provide auto-completion and error highlights, that are lost in Traits.
Structure
The State class in modules/php/States/PlayerTurn.php will have this structure:
namespace Bga\Games\<MyGameName>\States;
use Bga\GameFramework\StateType;
use Bga\GameFramework\States\GameState;
use Bga\GameFramework\States\PossibleAction;
use Bga\Games\<MyGameName>\Game;
class PlayerTurn extends GameState
{
function __construct(
protected Game $game,
) {
parent::__construct($game,
id: 2,
type: StateType::ACTIVE_PLAYER,
// optional
description: clienttranslate('${actplayer} must play a card or pass'),
descriptionMyTurn: clienttranslate('${you} must play a card or pass'),
transitions: [],
updateGameProgression: false,
initialPrivate: null,
);
}
public function getArgs(): array
{
// the data sent to the front when entering the state
return [];
}
function onEnteringState(int $activePlayerId) {
// the code to run when entering the state
}
#[PossibleAction]
public function actPlayCard(int $cardId, int $activePlayerId, array $args): string
{
// the code to run when the player triggers actPlayCard with bgaPerformAction
}
function zombie(int $playerId): string {
// the code to run when the player is a Zombie
}
}
The state must extends Bga\GameFramework\States\GameState and follow the same __construct function as the example. Only $game, id and type are mandatory, other parameters are optional. In non GAME states, the zombie function is also mandatory.
Differences with states declared in states.inc.php
Moved elements
The function getArgs replaces the function that was declared as "args" => "argXXX" on states.inc.php. Same for the function onEnteringState that was "action" => "stXXX" on states.inc.php. The zombie function doesn't have the state as first parameter anymore, because it's not needed in this context.
The possible actions for this states don't need to be declared as an array, they will be found with the tag #[PossibleAction] over each possible action.
The functions declared in Game.php will be accessible with $this->game instead of $this. The Game sub-objects are available on the State class too, so you can write $this->notif->all without needing to pass through the game variable.
New elements
In the new class
The getArgs function can set some predefined parameters that will be automatically filled:
int $activePlayerId/$active_player_idwill be filled by the result of getActivePlayerId. To be used on ACTIVE_PLAYER states only.int $playerId/$player_id/$currentPlayerId/$current_player_idwill be filled by the player id of the current PRIVATE state. To be used on PRIVATE states only.
The onEnteringState function can set some predefined parameters that will be automatically filled:
array $argswill be filled by the result of$this->getArgs().int $activePlayerId/$active_player_idwill be filled by the result of getActivePlayerId. To be used on ACTIVE_PLAYER states only.int $playerId/$player_id/$currentPlayerId/$current_player_idwill be filled by the player id of the current PRIVATE state. To be used on PRIVATE states only.
The actXXX functions (auto-wired functions) can set some predefined parameters that will be automatically filled:
array $argswill be filled by the result of$this->getArgs().int $activePlayerId/$active_player_idwill be filled by the result of getActivePlayerId. To be used on ACTIVE_PLAYER states only.int $currentPlayerId/$current_player_idwill be filled by the result of getCurrentPlayerId.
For all those functions, and also the zombie function, they can now send a redirection to a game state as a returned result. The allowed writings are:
return NextPlayer::classwill redirect to the state declared in that class.return ST_END_GAME;=return 99;will redirect to the state of that id. It must be typed as int, numbers in a string won't work.return 'nextPlayer';will redirect to the transition of that name (requirestransitionsto be declared in the constructor).
If you use this writing, remove $this->gamestate->nexState to avoid double redirection!
The initialPrivate parameter of the constructor can be null or an int as before, but can now also accept a class name as value initialPrivate: PlaceCard::class
Outside the new class
You can now pass a state class as the parameter of GameStateBuilder::gameSetup(PlayDisc::class)->build(), and on some function that previously only accepted transitions, like $this->gamestate->nextPrivateState(ConfirmTurn::class) or $this->gamestate->setPlayerNonMultiactive($currentPlayerId, EndRound::class)
Zombie
Some utilities function has been added for Zombie Mode, so the example you can see in Zombie Mode can be simplified to :
Example of Zombie level 0
function zombie(int $playerId): void {
return NextPlayer::class;
}
Example of Zombie level 1
function zombie(int $playerId): void {
$args = $this->getArgs();
$zombieChoice = $this->getRandomZombieChoice($args['playableCardsIds']); // random choice over possible moves
return $this->actPlayCard($zombieChoice, $playerId, $args); // this function will return the state to go to, so we return it to end the zombie function
}
Example of Zombie level 2
function zombie(int $playerId): void {
$args = $this->getArgs();
$possibleSpaces = $args['possibleSpaces'];
$playerCards = $this->getPlayerCards($playerId);
$possibleAnswerPoints = [];
foreach ($possibleSpaces as $choice) {
$possibleAnswerPoints[$choice] = $this->getPointsFromState3Choice($playerCards, $choice); // for each possible choice, compute the points the player/Bot would immediately gain
}
$zombieChoice = $this->getBestZombieChoice($possibleAnswerPoints); // get top choice over possible moves
return $this->actPlayCard($zombieChoice, $playerId, $args); // this function will return the state to go to, so we return it to end the zombie function
}