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import {Card, Suit} from 'mccarthyism-core';
import Client from './Client';
import logSocket from './logSocket';
import Room from './Room';
import server from './server';
class Player {
game: Game;
client: Client;
cards: Card[] = [];
stack: Card[] = [];
flipped: Card[] = [];
disconnected = false;
disconnectListener?: () => void;
rank = 0;
constructor(game: Game, client: Client) {
this.game = game;
this.client = client;
}
sendGameState() {
const i = this.game.players.indexOf(this);
this.client.socket.emit('gameState', {
cards: this.cards,
rank: this.rank,
players: this.game.players.map((p: Player) => ({
username: p.client.username,
numCards: p.cards.length,
stackSize: p.stack.length,
flipped: p.flipped,
rank: p.rank,
})),
phase: this.game.phase,
lastPlayed: this.game.lastPlayed,
lastPlayedPlayer: this.game.lastPlayedPlayer < 0 ? null : this.game.players[this.game.lastPlayedPlayer].client.username,
playerTurn: this.game.players[this.game.playerTurn].client.username
});
}
}
export default class Game {
room: Room;
players: Player[] = [];
phase = 0;
lastPlayed = 0;
lastPlayedPlayer = -1;
playerTurn = 0;
playersFinished = 0;
constructor(room: Room) {
this.room = room;
this.start();
}
async start() {
const cards = [];
for (let i = 1; i <= 13; ++i)
for (let j = 0; j < 4; ++j)
cards.push({rank: i, suit: j});
const handSize = 5 - Math.floor(this.room.clients.length/7);
// Shuffle red cards
for (let i = 0; i < 26; ++i) {
const j = Math.floor(Math.random() * (i+1));
[cards[i], cards[j]] = [cards[j], cards[i]];
}
// Shuffle black cards
for (let i = 0; i < 26; ++i) {
const j = Math.floor(Math.random() * (i+1));
[cards[i+26], cards[j+26]] = [cards[j+26], cards[i+26]];
}
for (let i = 0; i < this.room.clients.length; ++i) {
this.players.push(new Player(this, this.room.clients[i]));
this.players[i].cards.push(cards[i], cards[i+26]); // Make sure everyone has a red and black card
}
const remainingCards = [];
for (let i = this.room.clients.length; i < 26; ++i)
remainingCards.push(cards[i], cards[i+26]);
// Shuffle remaining cards
for (let i = 0; i < remainingCards.length; ++i) {
const j = Math.floor(Math.random() * (i+1));
[remainingCards[i], remainingCards[j]] = [remainingCards[j], remainingCards[i]];
}
for (let i = 0; i < this.room.clients.length; ++i)
for (let j = 0; j < handSize-2; ++j)
this.players[i].cards.push(remainingCards[i*(handSize-2)+j]);
const startingPlayer = this.players[0]; // Pick a random starting player instead??
this.playerTurn = this.players.indexOf(startingPlayer);
this.playersFinished = this.room.clients.length;
// Run the game
while (true) {
const playersLeft: Player[] = [];
this.players.forEach((p: Player) => {
if (!p.rank && !p.disconnected) {
if (p.cards.length === 0) p.rank = this.playersFinished--;
else playersLeft.push(p);
}
});
if (playersLeft.length === 1) break;
await this.round();
}
this.broadcastGameState();
setTimeout(() => {
server.to(this.room.name).emit('endGame');
this.room.host.once('startGame', () => this.room.startGame());
this.room.game = null;
}, 5000);
}
broadcastGameState() {
this.players.forEach((p: Player) => p.sendGameState());
}
async round() {
this.phase = 0;
this.players.forEach((p: Player) => p.stack = []);
this.players.forEach((p: Player) => p.flipped = []);
await this.prepare(); // Phase 0
this.phase = 1;
this.lastPlayed = 0;
while (true) { // Phase 1
const p = this.players[this.playerTurn];
if (p.rank || p.disconnected) {
this.playerTurn = (this.playerTurn + 1) % this.players.length;
continue;
}
await this.turn();
if (this.phase === 2) break; // Called BS!
this.lastPlayedPlayer = this.playerTurn;
this.playerTurn = (this.playerTurn + 1) % this.players.length;
}
while (this.lastPlayed > 0) { // Phase 2
await this.flip();
if (this.phase === 3 as number) { // Oops, flipped over a red card!
await this.giveup(); // The player who called BS won and now the challenged player must give up a card!
return;
}
this.lastPlayed--;
}
this.phase = 3;
await this.giveup(); // The player who called BS won and now they must give up a card!
}
async prepare() { // Players prepare their hand for this round
this.broadcastGameState();
const playerPromises = [];
for (let i = 0; i < this.room.clients.length; ++i) {
const p = this.players[i];
if (p.rank || p.disconnected) continue;
playerPromises.push(new Promise<void>(resolve => {
p.client.once('prepare', stack => {
delete p.disconnectListener;
(() => {
p.stack = stack;
p.cards = [...stack];
return;
})();
resolve();
});
p.disconnectListener = () => {
delete p.disconnectListener;
p.client.removeAllListeners('prepare');
resolve();
};
}));
}
await Promise.all(playerPromises);
}
async turn() { // Do a turn
const p = this.players[this.playerTurn];
this.broadcastGameState();
await new Promise<void>(resolve => {
p.client.once('turn', num => {
delete p.disconnectListener;
(() => {
if (num === -1) {
this.phase = 2; // Called BS, move on to the next phase!
return;
}
if (num > this.lastPlayed) {
this.lastPlayed = num;
return;
}
p.client.socket.disconnect();
logSocket(p.client.socket, 'Bad cards argument on turn');
})();
resolve();
});
p.disconnectListener = () => {
delete p.disconnectListener;
p.client.removeAllListeners('turn');
resolve();
};
});
}
async flip() { // Someone called BS and now the challenged player must flip over a card
const p = this.players[this.lastPlayedPlayer];
this.broadcastGameState();
await new Promise<void>(resolve => {
p.client.once('flip', selectedPlayer => {
delete p.disconnectListener;
(() => {
if (this.players[selectedPlayer].stack.length > 0) {
if (this.players[selectedPlayer].stack[0].suit === Suit.Spades ||
this.players[selectedPlayer].stack[0].suit === Suit.Clubs) this.phase = 3; // Red card
this.players[selectedPlayer].flipped.push(this.players[selectedPlayer].stack[0]);
this.players[selectedPlayer].stack.splice(0, 1);
return;
}
p.client.socket.disconnect();
logSocket(p.client.socket, 'Bad cards argument on turn');
})();
resolve();
});
p.disconnectListener = () => {
delete p.disconnectListener;
p.client.removeAllListeners('flip');
resolve();
};
});
}
async giveup() { // Give up a card
const p = this.players[this.lastPlayed > 0 ? this.lastPlayedPlayer : this.playerTurn];
this.broadcastGameState();
await new Promise<void>(resolve => {
p.client.once('giveup', card => {
delete p.disconnectListener;
(() => {
p.cards.splice(card, 1);
return;
})();
resolve();
});
p.disconnectListener = () => {
delete p.disconnectListener;
p.client.removeAllListeners('giveup');
resolve();
};
});
}
updateSocket(client: Client) {
this.players.find((p: Player) => p.client === client)!.sendGameState();
}
remove(client: Client) {
const p = this.players.find((p: Player) => p.client === client)!;
p.disconnected = true;
if (p.disconnectListener)
p.disconnectListener();
}
};