|
@@ -1,223 +1,223 @@
|
|
var Card = require('./Card.js');
|
|
var Card = require('./Card.js');
|
|
|
|
|
|
class GameMachine {
|
|
class GameMachine {
|
|
- constructor() {
|
|
|
|
- this.state = {
|
|
|
|
- board: new Board(),
|
|
|
|
- players: [],
|
|
|
|
- hash: "0123456789"
|
|
|
|
- };
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- setState(state) {
|
|
|
|
- this.state = { ...this.state, ...state};
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- setBoard(board) {
|
|
|
|
- this.state = { ...this.state, board};
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- setPlayers(players) {
|
|
|
|
- this.state = { ...this.state, players};
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- runMove(move) {
|
|
|
|
- move.performMove(this.state.board);
|
|
|
|
- }
|
|
|
|
|
|
+ constructor() {
|
|
|
|
+ this.state = {
|
|
|
|
+ board: new Board(),
|
|
|
|
+ players: [],
|
|
|
|
+ hash: "0123456789"
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ setState(state) {
|
|
|
|
+ this.state = { ...this.state, ...state};
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ setBoard(board) {
|
|
|
|
+ this.state = { ...this.state, board};
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ setPlayers(players) {
|
|
|
|
+ this.state = { ...this.state, players};
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ runMove(move) {
|
|
|
|
+ move.performMove(this.state.board);
|
|
|
|
+ }
|
|
}
|
|
}
|
|
|
|
|
|
class Board {
|
|
class Board {
|
|
- constructor() {
|
|
|
|
- this.data = [];
|
|
|
|
- this.owners = [];
|
|
|
|
-
|
|
|
|
- // These 2 to be updated after every move
|
|
|
|
- this.triggerPaths = []; // like attackVectors
|
|
|
|
- this.plusPaths = []; // like attackVectors
|
|
|
|
- for (var i=0; i < 9; i += 1) {
|
|
|
|
- this.triggerPaths[i] = [];
|
|
|
|
- this.plusPaths[i] = {
|
|
|
|
- winner: -1,
|
|
|
|
- sums: []
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- debug() {
|
|
|
|
- console.log('BOARD');
|
|
|
|
- console.log('---------------------------');
|
|
|
|
- console.log('Cards :');
|
|
|
|
- let s = '';
|
|
|
|
- for(var i=0,j=0;i<this.data.length;i+=1) {
|
|
|
|
- s += this.owners[i] + ':' + this.data[i] + '\t';
|
|
|
|
- j += 1;
|
|
|
|
- if(j%3===0)s += '\n';
|
|
|
|
- }
|
|
|
|
- console.log(s);
|
|
|
|
- console.log('---------------------------');
|
|
|
|
- console.log('Triggers');
|
|
|
|
- console.log('---------------------------');
|
|
|
|
- s = '';
|
|
|
|
- for(var i=0,j=0;i<this.triggerPaths.length;i+=1) {
|
|
|
|
- s += '[' + this.triggerPaths[i] + ']' + '\t\t';
|
|
|
|
- j += 1;
|
|
|
|
- if(j%3===0)s += '\n';
|
|
|
|
- }
|
|
|
|
- console.log(s);
|
|
|
|
- console.log('---------------------------');
|
|
|
|
- console.log('Pluspaths');
|
|
|
|
- console.log('---------------------------');
|
|
|
|
- s = '';
|
|
|
|
- for(var i=0,j=0;i<this.plusPaths.length;i+=1) {
|
|
|
|
- s += '[' + (this.plusPaths[i].winner) + ']' + '\t\t';
|
|
|
|
- j += 1;
|
|
|
|
- if(j%3===0)s += '\n';
|
|
|
|
- }
|
|
|
|
- console.log(s);
|
|
|
|
- console.log('---------------------------');
|
|
|
|
-
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- putCard(card, position, player) { // position = 0-9
|
|
|
|
- this.data[ position ] = card;
|
|
|
|
- this.owners[position] = player;
|
|
|
|
-
|
|
|
|
- this._calculatePlusAndTriggers(position);
|
|
|
|
- this._analyze(position);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _calculatePlusAndTriggers(position) {
|
|
|
|
- const attacker = this.data[position];
|
|
|
|
- for (let j = 0; j < 4; j += 1) {
|
|
|
|
- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
-
|
|
|
|
- const dx = this._getDisplacement(j);
|
|
|
|
- const attackedCard = this.data[position + dx];
|
|
|
|
- const defendJ = ( j + 2 ) % 4;
|
|
|
|
-
|
|
|
|
- if (attackedCard) {
|
|
|
|
- const sum = attacker.attack[j] + attackedCard.attack[defendJ];
|
|
|
|
- this.plusPaths[ position ].sums[j] = sum;
|
|
|
|
- this.plusPaths[ position + dx].sums[defendJ] = sum;
|
|
|
|
- this.triggerPaths[ position ][j] = attacker.attack[j] - attackedCard.attack[defendJ];
|
|
|
|
- this.triggerPaths[position + dx][defendJ] = -this .triggerPaths[position][j]; // opposite to the above
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _getDisplacement(j) {
|
|
|
|
- switch(j) {
|
|
|
|
- case 0: return 1;//return {x: 1, y:0};
|
|
|
|
- case 1: return -3;//return {x: 0, y:1};
|
|
|
|
- case 2: return -1;//return {x: -1, y:0};
|
|
|
|
- case 3: return 3;//return {x: 0, y:-1};
|
|
|
|
- default: throw Error("Cannot _getDisplacement of this value: " + j);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _flipCard(position, combo, owner) {
|
|
|
|
- // change owner!
|
|
|
|
-
|
|
|
|
- this.owners[position] = owner;
|
|
|
|
- if(combo) this._analyze(position, combo);
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _analyze(position, combo) {
|
|
|
|
- // check rules!
|
|
|
|
- if( this._checkSameRule(position) && !combo ) {
|
|
|
|
- // Apply Same Rule
|
|
|
|
- this._applySameRule(position);
|
|
|
|
- } else if ( this._checkPlusRule(position) && !combo ) {
|
|
|
|
- // Apply Plus Rule
|
|
|
|
- this._applyPlusRule(position);
|
|
|
|
- } else {
|
|
|
|
- this._applyAttackRule(position);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _applyAttackRule(position) { //seems ok
|
|
|
|
- if ( !this.triggerPaths[position] ) return;
|
|
|
|
- for (let j = 0; j < 4; j += 1) {
|
|
|
|
- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
- const dx = this._getDisplacement(j);
|
|
|
|
- if ( this.triggerPaths[position][j] > 0 ) {
|
|
|
|
- this._flipCard(position + dx, false, this.owners[position]);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _applySameRule(position) {
|
|
|
|
- for (let j = 0; j < 4; j += 1) {
|
|
|
|
- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
- const dx = this._getDisplacement(j);
|
|
|
|
- if ( this.triggerPaths[position][j] === 0 ) {
|
|
|
|
- this._flipCard(position + dx, true, this.owners[position]);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _applyPlusRule(position) {
|
|
|
|
- for (let j = 0; j < 4; j += 1) { // this for loop can be fixed seems obsolete & slow
|
|
|
|
- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
- const dx = this._getDisplacement(j);
|
|
|
|
- if ( this.plusPaths[position].sums[j] === this.plusPaths[position].winner ) {
|
|
|
|
- this._flipCard(position + dx, true, this.owners[position]);
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _checkSameRule(position) {
|
|
|
|
- const card = this.data[position];
|
|
|
|
- let sames = 0;
|
|
|
|
- for (let j = 0; j < 4; j += 1) {
|
|
|
|
- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
- if (this.triggerPaths[position] &&
|
|
|
|
- this.triggerPaths[position][j] === 0) {
|
|
|
|
- sames += 1;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- return sames > 1;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- _checkPlusRule(position) { // refactor plz // need fix (problem double plus a.k.a. four side attack)
|
|
|
|
- const card = this.data[position];
|
|
|
|
- let pluses = {};
|
|
|
|
- let sum = -1;
|
|
|
|
- for (let j = 0; j < 4; j += 1) {
|
|
|
|
- if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
- if(sum = this.plusPaths[position].sums[j])
|
|
|
|
- pluses[sum] = (pluses[sum] || 0) + 1;
|
|
|
|
- }
|
|
|
|
- for (var i in pluses) {
|
|
|
|
- if (pluses[i] > 1) {
|
|
|
|
- this.plusPaths[position].winner = parseInt(i);
|
|
|
|
- console.log(i);
|
|
|
|
- return true;
|
|
|
|
- }
|
|
|
|
- }
|
|
|
|
- this.plusPaths[position].winner = -1;
|
|
|
|
- return false;
|
|
|
|
- }
|
|
|
|
-
|
|
|
|
- isEmpty(position) {
|
|
|
|
- return !!this.data[position];
|
|
|
|
- }
|
|
|
|
|
|
+ constructor() {
|
|
|
|
+ this.data = [];
|
|
|
|
+ this.owners = [];
|
|
|
|
+
|
|
|
|
+ // These 2 to be updated after every move
|
|
|
|
+ this.triggerPaths = []; // like attackVectors
|
|
|
|
+ this.plusPaths = []; // like attackVectors
|
|
|
|
+ for (var i=0; i < 9; i += 1) {
|
|
|
|
+ this.triggerPaths[i] = [];
|
|
|
|
+ this.plusPaths[i] = {
|
|
|
|
+ winner: -1,
|
|
|
|
+ sums: []
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ debug() {
|
|
|
|
+ console.log('BOARD');
|
|
|
|
+ console.log('---------------------------');
|
|
|
|
+ console.log('Cards :');
|
|
|
|
+ let s = '';
|
|
|
|
+ for(var i=0,j=0;i<this.data.length;i+=1) {
|
|
|
|
+ s += this.owners[i] + ':' + this.data[i] + '\t';
|
|
|
|
+ j += 1;
|
|
|
|
+ if(j%3===0)s += '\n';
|
|
|
|
+ }
|
|
|
|
+ console.log(s);
|
|
|
|
+ console.log('---------------------------');
|
|
|
|
+ console.log('Triggers');
|
|
|
|
+ console.log('---------------------------');
|
|
|
|
+ s = '';
|
|
|
|
+ for(var i=0,j=0;i<this.triggerPaths.length;i+=1) {
|
|
|
|
+ s += '[' + this.triggerPaths[i] + ']' + '\t\t';
|
|
|
|
+ j += 1;
|
|
|
|
+ if(j%3===0)s += '\n';
|
|
|
|
+ }
|
|
|
|
+ console.log(s);
|
|
|
|
+ console.log('---------------------------');
|
|
|
|
+ console.log('Pluspaths');
|
|
|
|
+ console.log('---------------------------');
|
|
|
|
+ s = '';
|
|
|
|
+ for(var i=0,j=0;i<this.plusPaths.length;i+=1) {
|
|
|
|
+ s += '[' + (this.plusPaths[i].winner) + ']' + '\t\t';
|
|
|
|
+ j += 1;
|
|
|
|
+ if(j%3===0)s += '\n';
|
|
|
|
+ }
|
|
|
|
+ console.log(s);
|
|
|
|
+ console.log('---------------------------');
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ putCard(card, position, player) { // position = 0-9
|
|
|
|
+ this.data[ position ] = card;
|
|
|
|
+ this.owners[position] = player;
|
|
|
|
+
|
|
|
|
+ this._calculatePlusAndTriggers(position);
|
|
|
|
+ this._analyze(position);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _calculatePlusAndTriggers(position) {
|
|
|
|
+ const attacker = this.data[position];
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+
|
|
|
|
+ const dx = this._getDisplacement(j);
|
|
|
|
+ const attackedCard = this.data[position + dx];
|
|
|
|
+ const defendJ = ( j + 2 ) % 4;
|
|
|
|
+
|
|
|
|
+ if (attackedCard) {
|
|
|
|
+ const sum = attacker.attack[j] + attackedCard.attack[defendJ];
|
|
|
|
+ this.plusPaths[ position ].sums[j] = sum;
|
|
|
|
+ this.plusPaths[ position + dx].sums[defendJ] = sum;
|
|
|
|
+ this.triggerPaths[ position ][j] = attacker.attack[j] - attackedCard.attack[defendJ];
|
|
|
|
+ this.triggerPaths[position + dx][defendJ] = -this .triggerPaths[position][j]; // opposite to the above
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _getDisplacement(j) {
|
|
|
|
+ switch(j) {
|
|
|
|
+ case 0: return 1;//return {x: 1, y:0};
|
|
|
|
+ case 1: return -3;//return {x: 0, y:1};
|
|
|
|
+ case 2: return -1;//return {x: -1, y:0};
|
|
|
|
+ case 3: return 3;//return {x: 0, y:-1};
|
|
|
|
+ default: throw Error("Cannot _getDisplacement of this value: " + j);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _flipCard(position, combo, owner) {
|
|
|
|
+ // change owner!
|
|
|
|
+
|
|
|
|
+ this.owners[position] = owner;
|
|
|
|
+ if(combo) this._analyze(position, combo);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _analyze(position, combo) {
|
|
|
|
+ // check rules!
|
|
|
|
+ if( this._checkSameRule(position) && !combo ) {
|
|
|
|
+ // Apply Same Rule
|
|
|
|
+ this._applySameRule(position);
|
|
|
|
+ } else if ( this._checkPlusRule(position) && !combo ) {
|
|
|
|
+ // Apply Plus Rule
|
|
|
|
+ this._applyPlusRule(position);
|
|
|
|
+ } else {
|
|
|
|
+ this._applyAttackRule(position);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _applyAttackRule(position) { //seems ok
|
|
|
|
+ if ( !this.triggerPaths[position] ) return;
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ const dx = this._getDisplacement(j);
|
|
|
|
+ if ( this.triggerPaths[position][j] > 0 ) {
|
|
|
|
+ this._flipCard(position + dx, false, this.owners[position]);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _applySameRule(position) {
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ const dx = this._getDisplacement(j);
|
|
|
|
+ if ( this.triggerPaths[position][j] === 0 ) {
|
|
|
|
+ this._flipCard(position + dx, true, this.owners[position]);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _applyPlusRule(position) {
|
|
|
|
+ for (let j = 0; j < 4; j += 1) { // this for loop can be fixed seems obsolete & slow
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ const dx = this._getDisplacement(j);
|
|
|
|
+ if ( this.plusPaths[position].sums[j] === this.plusPaths[position].winner ) {
|
|
|
|
+ this._flipCard(position + dx, true, this.owners[position]);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _checkSameRule(position) {
|
|
|
|
+ const card = this.data[position];
|
|
|
|
+ let sames = 0;
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ if (this.triggerPaths[position] &&
|
|
|
|
+ this.triggerPaths[position][j] === 0) {
|
|
|
|
+ sames += 1;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ return sames > 1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ _checkPlusRule(position) { // refactor plz // need fix (problem double plus a.k.a. four side attack)
|
|
|
|
+ const card = this.data[position];
|
|
|
|
+ let pluses = {};
|
|
|
|
+ let sum = -1;
|
|
|
|
+ for (let j = 0; j < 4; j += 1) {
|
|
|
|
+ if ( Board.ATTACK_VECTORS[position][j] === 0 ) continue;
|
|
|
|
+ if(sum = this.plusPaths[position].sums[j])
|
|
|
|
+ pluses[sum] = (pluses[sum] || 0) + 1;
|
|
|
|
+ }
|
|
|
|
+ for (var i in pluses) {
|
|
|
|
+ if (pluses[i] > 1) {
|
|
|
|
+ this.plusPaths[position].winner = parseInt(i);
|
|
|
|
+ console.log(i);
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ this.plusPaths[position].winner = -1;
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ isEmpty(position) {
|
|
|
|
+ return !!this.data[position];
|
|
|
|
+ }
|
|
}
|
|
}
|
|
// START From top left goin row row
|
|
// START From top left goin row row
|
|
Board.ATTACK_VECTORS = [
|
|
Board.ATTACK_VECTORS = [
|
|
// [R, U, L, D] // right up left down
|
|
// [R, U, L, D] // right up left down
|
|
- [1, 0, 0, 1],
|
|
|
|
- [1, 0, 1, 1],
|
|
|
|
- [0, 0, 1, 1],
|
|
|
|
- [1, 1, 0, 1],
|
|
|
|
- [1, 1, 1, 1],
|
|
|
|
- [0, 1, 1, 1],
|
|
|
|
- [1, 1, 0, 0],
|
|
|
|
- [1, 1, 1, 0],
|
|
|
|
- [0, 1, 1, 0]
|
|
|
|
|
|
+ [1, 0, 0, 1],
|
|
|
|
+ [1, 0, 1, 1],
|
|
|
|
+ [0, 0, 1, 1],
|
|
|
|
+ [1, 1, 0, 1],
|
|
|
|
+ [1, 1, 1, 1],
|
|
|
|
+ [0, 1, 1, 1],
|
|
|
|
+ [1, 1, 0, 0],
|
|
|
|
+ [1, 1, 1, 0],
|
|
|
|
+ [0, 1, 1, 0]
|
|
];
|
|
];
|
|
|
|
|
|
module.exports = {
|
|
module.exports = {
|
|
- GameMachine
|
|
|
|
|
|
+ GameMachine
|
|
};
|
|
};
|