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Rooms.js
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179 lines (147 loc) · 3.97 KB
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var _ = require('lodash');
var people = require('./People')
var Rooms = {};
var CARD_COLORS = ['green', 'red', 'blue'];
var CARD_NUMBERS = [1, 2, 3];
var CARD_SHAPES = ['S', 'oval', 'diamond'];
var CARD_FILLS = ['empty', 'striped', 'full'];
function shuffle(array) {
var currentIndex = array.length, temporaryValue, randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
// And swap it with the current element.
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
Rooms.rooms = [
{id: 1, maxPeople: 8, game: { started: false }},
{id: 2, maxPeople: 8, game: { started: false }},
{id: 3, maxPeople: 8, game: { started: false }}
]
Rooms.getRooms = function() {
var rooms = _.map(Rooms.rooms, function(room) {
return Rooms.getRoom(room.id);
})
return rooms;
}
function getRoomSockets(roomId) {
var sockets = _.clone(Rooms.io.sockets.adapter.rooms["rooms/" + roomId] || {length: 0});
sockets.sockets = _.keys(sockets.sockets);
return sockets;
}
Rooms.getRoom = function(roomId) {
var room = _.find(Rooms.rooms, function(room) {
return room.id == roomId;
});
var socketRoom = getRoomSockets(roomId);
var returnedRoom = _.clone(room);
returnedRoom.currentPeople = socketRoom.length;
returnedRoom.names = _.map(socketRoom.sockets, function(socketId) {
return people[socketId];
})
return returnedRoom;
}
Rooms.assignGameOwner = function(roomId, ownerId) {
var room = _.find(Rooms.rooms, function(room) {
return room.id == roomId;
});
room.game.owner = ownerId;
}
Rooms.getGame = function(roomId) {
var room = _.find(Rooms.rooms, function(room) {
return room.id == roomId;
});
return _.omit(room.game, 'deck');
}
function _getGame(roomId) {
var room = _.find(Rooms.rooms, function(room) {
return room.id == roomId;
});
return room.game;
}
Rooms.playerLeft = function(socketId) {
_.forEach(Rooms.rooms, function(room) {
if (room.game.owner === socketId) {
var roomSockets = getRoomSockets(room.id);
if (roomSockets.length) {
room.game.owner = roomSockets[0];
}
else {
room.game.owner = undefined;
}
}
})
}
Rooms.startGame = function(roomId) {
var deck = [];
_.forEach(CARD_COLORS, function(color) {
_.forEach(CARD_NUMBERS, function(number) {
_.forEach(CARD_SHAPES, function(shape) {
_.forEach(CARD_FILLS, function(fill) {
deck.push({
color: color,
number: number,
shape: shape,
fill: fill
})
})
})
})
})
deck = shuffle(deck);
var id = 1;
_.forEach(deck, function(card) {
card.id = id;
id++;
})
var room = _.find(Rooms.rooms, function(room) {
return room.id == roomId;
});
room.game.deck = deck;
room.game.started = true;
var sockets = getRoomSockets(roomId);
room.game.sets = {};
_.forEach(sockets.sockets, function(id) {
room.game.sets[people[id]] = 0;
})
room.game.activeCards = room.game.deck.splice(0, 12);
}
Rooms.validateSet = function(roomId, set) {
var attributes = {
color: [],
number: [],
shape: [],
fill: []
};
_.forEach(set, function(card) {
_.forEach(attributes, function(attrArray, key) {
attributes[key].push(card[key]);
})
});
var setIsValid = _.every(attributes, function(attr) {
var allSame = _.uniq(attr).length === 1;
var allDiffer = _.uniq(attr).length === 3;
return (allSame || allDiffer);
})
return setIsValid;
}
Rooms.processSet = function(clientId, roomId, set) {
var game = _getGame(roomId);
_.forEach(set, function(card) {
var index = _.findIndex(game.activeCards, function(activeCard) {
return card.color === activeCard.color &&
card.number === activeCard.number &&
card.shape === activeCard.shape &&
card.fill === activeCard.fill;
})
game.activeCards.splice(index, 1, game.deck.pop());
})
game.sets[people[clientId]] += 1;
}
module.exports = Rooms