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game.js
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var DeckBuilder = require('./deckBuilder.js');
var Deck = require('./deck.js');
var rules = require('./public/js/rules.js');
var Game = function(eventEmitter) {
this._eventEmitter = eventEmitter;
// The amount of cards that the dealer gives each player at the start
this._initialCardCount = 7;
// The current game state
this._started = false;
this._players = [];
this._playersDone = [];
this._deck = null;
this._deckBuilder = new DeckBuilder();
this._currentTurn = null;
this._rotationReversed = false;
// End turn after placing card (modified by special effect)
this._endTurn = true;
// Check if jack card effect is active
this._jackActive = false;
// The suit that is chosen by player with Jack Effect
this._jackSuit = null;
// The amount of cards a player must take (triggerd by special effect card)
this._debt = 0;
}
Game.prototype.addPlayer = function(player){
this._players.push(player);
}
Game.prototype.start = function() {
console.log("Game has been started");
this._started = true;
this.createDeck();
// Wait for all players to be ready
this._eventEmitter.emit('waitForPlayers');
};
// Create new Deck
Game.prototype.createDeck = function() {
this._deckBuilder.setPlayerCount(this._players.length);
var cards = this._deckBuilder.build();
this._deck = new Deck(cards, this._eventEmitter);
this.shuffleCards();
this.dealCards();
}
Game.prototype.shuffleCards = function(){
this._deck.shuffle();
}
// Deal cards to all players
Game.prototype.dealCards = function(){
for( var i = 0; i < this._initialCardCount; i++ ){
for( var j = 0; j < this._players.length; j ++ ){
var card = this._deck.take(1);
this._players[j].give(card);
}
}
//return this._eventEmitter.emit('dealCards');
}
Game.prototype.removePlayer = function(playerId){
var cards = null;
for( var i = 0; i < this._players.length; i++){
if( this._players[i].getId() == playerId ){
// Remove the cards from
cards = this._players[i].getHand();
this._players[i].removeCards();
this._players.splice(i, 1);
}
}
if( cards != null)
this._deck.returnCards(cards);
}
Game.prototype.getPlayerCount = function(){
return this._players.length;
}
Game.prototype.getPlayers = function(){
return this._players;
}
// Get all that about the players without giving away too much info for the client side
Game.prototype.getPlayersClientSide = function(){
var players = [];
for( var i = 0; i < this._players.length; i++){
var player = {
nickname: this._players[i]._nickname,
cardCount: this._players[i].getHand().length,
onTurn: (i == this._currentTurn),
ready: this._players[i]._ready
};
players.push(player);
}
return players;
}
Game.prototype.isStarted = function(){
return this._started;
}
Game.prototype.nextTurn = function(){
if( !this._endTurn )
return false;
this.setNextTurn();
this._eventEmitter.emit('nextTurn', this._players[this._currentTurn]);
return true;
}
Game.prototype.kickPlayerByIndex = function(index){
if( typeof this._players[index] == "undefined")
return false;
this._players.splice(index, 1);
}
Game.prototype.stop = function(){
// Reset all vars
this._started = false;
this._players = [];
this._playersDone = [];
this._deck = null;
this._currentTurn = null;
this._rotationReversed = false;
this._endTurn = true;
this._jackActive = false;
this._jackSuit = null;
this._debt = 0;
}
// Give the first turn to a random player
Game.prototype.firstTurn = function(){
var randomIndex = Math.floor(Math.random()*this._players.length);
var randomPlayer = this._players[randomIndex];
this._currentTurn = randomIndex;
this._eventEmitter.emit('nextTurn', randomPlayer);
}
Game.prototype.move = function(player, card){
// User actually has the card
var playerHasCard = player.hasCard(card);
if( !playerHasCard ){
console.log(player._nickname + " tried to place a card he/she does not have");
return false;
}
if( player.getHand().length == 1){
if( [0,1,2,7,8,11].indexOf(card._value) != -1){
console.log("can't end game with a special card");
return false;
}
}
if( !this._jackActive ) {
this._endTurn = true;
if (!rules.check(card, this._deck.getLastCard(), rules)) {
console.log(player._nickname + " tried to place a card against the rules");
return false;
}
}
// The player can only place "2's" and "jokers" when there is a debt
if( this._debt > 0){
if(card._value != 0 && card._value != 2){
console.log(player._nickname + " tried to place a card that is not a 2 or a joker");
return false;
}
}
if( this._jackActive ){
if( card._suit != this._jackSuit && card._value != 0 && card._value != 11 ){
console.log(player._nickname + " tried to place a card that is not allowed by the jack rule");
return false;
}
this._jackActive = false;
this._jackSuit = null;
this._eventEmitter.emit('endJackEffect');
}
// Take the card from the player
player.take(card);
// Place card in the deck
this._deck.place(card);
this.checkDone(player);
this.triggerSpecialEffect(card, player);
return true;
}
// Get the only player that is not finished
Game.prototype.getLoser = function(){
for( var i = 0; i < this._players.length; i++){
if( !this._players[i]._done){
return this._players[i];
}
}
}
Game.prototype.checkDone = function(player){
if(player.checkDone() ){
this._playersDone.push(player);
}
}
Game.prototype.allDone = function(){
var notDone = 0;
for( var i = 0; i < this._players.length; i++){
if( !this._players[i]._done){
notDone++;
}
}
// There are still more than one players who are not finished yet
if( notDone > 1){
return false;
}
return true;
}
Game.prototype.takeCards = function(player, amount) {
this._endTurn = true;
var cards = this._deck.take(amount);
if( !cards){
this._eventEmitter.emit('noCardsLeft', player);
return false;
}
player.give(cards);
console.log( player._nickname + " has taken "+cards.length + " cards");
return cards;
}
Game.prototype.skipTurn = function(player){
// Check if the player currently on turn is actually existing
if( typeof this._players[ this._currentTurn ] == "undefined"){
return false;
}
var currentTurnPlayer = this._players[ this._currentTurn ];
// Verify that the current socket is the actual player that is on turn
if( currentTurnPlayer._socketid != player._socketid){
return false;
}
// The player may only skip a turn if the deck is empty
if( !this._deck.isEmpty()){
return false;
}
// Can't skip turn with debt!
if( this._debt > 0){
return false;
}
this.nextTurn();
}
Game.prototype.triggerSpecialEffect = function(card, player){
if( card._value == 2){
this._debt += 2;
console.log('next player has debt of '+this._debt);
this.messageNextPlayer('debt');
}
else if( card._value == 0){
this._debt += 5;
console.log('next player has debt of '+this._debt);
this.messageNextPlayer('debt');
}
else if( card._value == 7){
this._endTurn = false;
}
else if (card._value == 11){
this._endTurn = false;
this._jackActive = true;
this._eventEmitter.emit('chooseSuit', player);
}
else if( card._value == 1){
this.flipRotation();
}
else if( card._value == 8){
this.setNextTurn();
}
}
Game.prototype.messageNextPlayer = function(event, data){
var nextTurnIndex = this.getNextTurn();
var nextPlayer = this._players[nextTurnIndex];
this._eventEmitter.emit('messageNextPlayer', {
event: event,
nextPlayer: nextPlayer,
data: data
});
return true;
}
Game.prototype.payDebt = function(player){
var cards = this.takeCards(player, this._debt);
console.log(player._nickname + " paid his debt of "+ this._debt + " cards");
// Reset debt
this._debt = 0;
return cards;
}
Game.prototype.setSuit = function(suit){
if( !this._jackActive )
return false;
if( !this._deckBuilder.suitExists(suit)){
return false;
}
this._jackSuit = suit;
this._endTurn = true;
this.nextTurn();
return true;
}
Game.prototype.flipRotation = function(){
if( this._rotationReversed ){
this._rotationReversed = false;
return false;
}
this._rotationReversed = true;
}
Game.prototype.setNextTurn = function(){
if( this._currentTurn == null){
this._currentTurn = 0;
return false;
}
var next = this.getNextTurn();
this._currentTurn = next;
}
Game.prototype.getNextTurn = function(){
var next = this.getNextPlayer(this._currentTurn);
if( typeof this._players[next] == "undefined"){
return false;
}
return next;
}
Game.prototype.getNextPlayer = function(currentIndex){
if( this.notEnoughPlayers() )
{
this._eventEmitter.emit('endGame');
return false;
}
if( !this._rotationReversed ) {
next = ++currentIndex;
if( next > this._players.length -1){
next = 0;
}
}
else{
next = --currentIndex;
if (next < 0) {
next = this._players.length - 1;
}
}
if (typeof this._players[next] == "undefined" || this._players[next]._done) {
return this.getNextPlayer(next);
}
return next;
}
Game.prototype.notEnoughPlayers = function(){
if( this._players.length == 1)
return true;
var playersDone = 0;
for( var i = 0; i < this._players.length; i++){
if( this._players[i]._done ){
playersDone++;
}
}
if( playersDone >= this._players.length - 1){
return true;
}
return false;
}
Game.prototype.currentTurnPlayer = function(){
return this._players[this._currentTurn];
}
module.exports = Game;