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+var Card = require('./Card.js');
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+
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+class GameMachine {
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+ constructor() {
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+ this.state = {
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+ board: new Board(),
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+ players: [],
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+ hash: "0123456789"
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+ };
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+
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+ }
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+
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+ setState(state) {
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+ this.state = { ...this.state, ...state};
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+ }
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+
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+ setBoard(board) {
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+ this.state = { ...this.state, board};
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+ }
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+
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+ setPlayers(players) {
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+ this.state = { ...this.state, players};
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+ }
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+
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+ runMove(move) {
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+ move.performMove(this.state.board);
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+ }
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+}
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+
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+class Board {
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+ constructor() {
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+ this.data = [];
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+ this.owners = [];
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+
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+ // These 2 to be updated after every move
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+ this.triggerPaths = []; // like attackVectors
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+ this.plusPaths = []; // like attackVectors
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+ for (var i=0; i < 9; i += 1) {
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+ this.triggerPaths[i] = [];
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+ this.plusPaths[i] = {
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+ winner: -1,
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+ sums: []
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+ }
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+ }
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+ }
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+
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+ debug() {
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+ console.log('BOARD');
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+ console.log('---------------------------');
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+ console.log('Cards :');
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+ let s = '';
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+ for(var i=0,j=0;i<this.data.length;i+=1) {
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+ s += this.owners[i] + ':' + this.data[i] + '\t';
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+ j += 1;
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+ if(j%3===0)s += '\n';
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+ }
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+ console.log(s);
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+ console.log('---------------------------');
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+ console.log('Triggers');
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+ console.log('---------------------------');
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+ s = '';
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+ for(var i=0,j=0;i<this.triggerPaths.length;i+=1) {
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+ s += '[' + this.triggerPaths[i] + ']' + '\t\t';
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+ j += 1;
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+ if(j%3===0)s += '\n';
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+ }
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+ console.log(s);
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+ console.log('---------------------------');
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+ console.log('Pluspaths');
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+ console.log('---------------------------');
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+ s = '';
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+ for(var i=0,j=0;i<this.plusPaths.length;i+=1) {
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+ s += '[' + (this.plusPaths[i].winner) + ']' + '\t\t';
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+ j += 1;
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+ if(j%3===0)s += '\n';
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+ }
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+ console.log(s);
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+ console.log('---------------------------');
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+
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+ }
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+
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+ putCard(card, position, player) { // position = 0-9
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+ this.data[ position ] = card;
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+ this.owners[position] = player;
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+
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+ this._calculatePlusAndTriggers(position);
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+ this._analyze(position);
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+ }
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+
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+ _calculatePlusAndTriggers(position) {
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+ const attacker = this.data[position];
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+ for (let j = 0; j < 4; j += 1) {
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+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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+
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+ const dx = this._getDisplacement(j);
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+ const attackedCard = this.data[position + dx];
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+ const defendJ = ( j + 2 ) % 4;
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+
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+ if (attackedCard) {
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+ const sum = attacker.attack[j] + attackedCard.attack[defendJ];
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+ this.plusPaths[ position ].sums[j] = sum;
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+ this.plusPaths[ position + dx].sums[defendJ] = sum;
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+ this.triggerPaths[ position ][j] = attacker.attack[j] - attackedCard.attack[defendJ];
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+ this.triggerPaths[position + dx][defendJ] = -this .triggerPaths[position][j]; // opposite to the above
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+ }
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+ }
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+ }
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+
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+ _getDisplacement(j) {
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+ switch(j) {
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+ case 0: return 1;//return {x: 1, y:0};
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+ case 1: return -3;//return {x: 0, y:1};
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+ case 2: return -1;//return {x: -1, y:0};
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+ case 3: return 3;//return {x: 0, y:-1};
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+ default: throw Error("Cannot _getDisplacement of this value: " + j);
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+ }
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+ }
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+
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+ _flipCard(position, combo, owner) {
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+ // change owner!
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+
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+ this.owners[position] = owner;
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+ if(combo) this._analyze(position, combo);
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+ }
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+
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+ _analyze(position, combo) {
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+ // check rules!
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+ if( this._checkSameRule(position) && !combo ) {
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+ // Apply Same Rule
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+ this._applySameRule(position);
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+ } else if ( this._checkPlusRule(position) && !combo ) {
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+ // Apply Plus Rule
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+ this._applyPlusRule(position);
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+ } else {
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+ this._applyAttackRule(position);
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+ }
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+ }
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+
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+ _applyAttackRule(position) { //seems ok
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+ if ( !this.triggerPaths[position] ) return;
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+ for (let j = 0; j < 4; j += 1) {
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+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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+ const dx = this._getDisplacement(j);
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+ if ( this.triggerPaths[position][j] > 0 ) {
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+ this._flipCard(position + dx, false, this.owners[position]);
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+ }
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+ }
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+ }
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+
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+ _applySameRule(position) {
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+ for (let j = 0; j < 4; j += 1) {
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+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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+ const dx = this._getDisplacement(j);
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+ if ( this.triggerPaths[position][j] === 0 ) {
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+ this._flipCard(position + dx, true, this.owners[position]);
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+ }
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+ }
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+ }
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+
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+ _applyPlusRule(position) {
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+ for (let j = 0; j < 4; j += 1) { // this for loop can be fixed seems obsolete & slow
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+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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+ const dx = this._getDisplacement(j);
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+ if ( this.plusPaths[position].sums[j] === this.plusPaths[position].winner ) {
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+ this._flipCard(position + dx, true, this.owners[position]);
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+ }
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+ }
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+ }
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+
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+ _checkSameRule(position) {
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+ const card = this.data[position];
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+ let sames = 0;
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+ for (let j = 0; j < 4; j += 1) {
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+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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+ if (this.triggerPaths[position] &&
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+ this.triggerPaths[position][j] === 0) {
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+ sames += 1;
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+ }
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+ }
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+ return sames > 1;
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+ }
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+
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+ _checkPlusRule(position) { // refactor plz // need fix (problem double plus a.k.a. four side attack)
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+ const card = this.data[position];
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+ let pluses = {};
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+ let sum = -1;
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+ for (let j = 0; j < 4; j += 1) {
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+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
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+ if(sum = this.plusPaths[position].sums[j])
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+ pluses[sum] = (pluses[sum] || 0) + 1;
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+ }
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+ for (var i in pluses) {
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+ if (pluses[i] > 1) {
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+ this.plusPaths[position].winner = parseInt(i);
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+ console.log(i);
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+ return true;
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+ }
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+ }
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+ this.plusPaths[position].winner = -1;
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+ return false;
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+ }
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+
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+ isEmpty(position) {
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+ return !!this.data[position];
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+ }
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+}
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+// START From top left goin row row
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+Board.ATTACK_VECTORS = [
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+// [R, U, L, D] // right up left down
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+ [1, 0, 0, 1],
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+ [1, 0, 1, 1],
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+ [0, 0, 1, 1],
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+ [1, 1, 0, 1],
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+ [1, 1, 1, 1],
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+ [0, 1, 1, 1],
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+ [1, 1, 0, 0],
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+ [1, 1, 1, 0],
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+ [0, 1, 1, 0]
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+];
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+
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+module.exports = {
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+ GameMachine
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+};
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