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path: root/back/src/Game.ts
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import {Card, Suit} from 'bsx-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.Diamonds ||
							this.players[selectedPlayer].stack[0].suit === Suit.Hearts) 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();
	}
};