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//used for the getting the word array
const utils = require("./utils.js");
/**
* Object used for storing rooms
* @param capacityP -- the number of people that can be in room
* @param pass -- the room password -- null if none
* @param owner -- the person who is creating the room
*/
class Room
{
constructor(capacityP, pass, owner)
{
//max capacity of room -- default is 4 for now
this.capacity = capacityP;
//name of the room
this.roomName = owner.name;
//list of words used in the game
//7 for now will change later to be room specific
this.words = utils.getRandomWords(7);
this.currentWord = this.words.pop();
//list players -- so we can push requests to them
this.users = [];
//increments when rounds pass
this.currentRound = 0;
// the password of the room -- null if no password
this.password = pass;
/**
1 = Waiting for users
2 = Word shown, Waiting for response from users
3 = Showing Result
4 = Game Over, Display Final Results
*/
this.state = 1;
this.addUser(owner);
}
/**
* generate the json object used in 'roomUpdate' socket io event
*
* return {name: score: word:}
*/
genJASON()
{
var result = new Object();
result.name = this.roomName;
result.users = this.users;
return result;
}
/**
* creates json to send in the 'roomUpdate' socket event
*
* {users: gameState: roundWinner: currentWord: }
*/
generateRoomUpdate()
{
var result = new Object();
result.users = [];
this.users.forEach(function(u)
{
result.users.push(u.genJASON());
});
//sort the users based on score
var countOuter = 0;
var countInner = 0;
var countSwap = 0;
// var swapped;
// do
// {
// countOuter++;
// swapped = false;
// for(var i = 0; i < result.users.length; i++)
// {
// countInner++;
// if(result.users[i].score && result.users[i + 1].score &&
// result.users[i].score > result.users[i + 1].score)
// {
// countSwap++;
// var temp = result.users[i];
// result.users[i] = result.users[j];
// result.users[j] = temp;
// swapped = true;
// }
// }
// } while(swapped);
result.gameState = this.state;
//sets round winner
var rWinner = -1;
for(var i = 0; i < this.users.length; i++)
{
if(rWinner < this.users[i].roundScore)
{
result.roundWinner = this.users[i].name;
rWinner = this.users[i].roundScore;
}
}
result.currentWord = this.currentWord;
return result;
}
/**
* adds a user to a room
* @param p
* return 0 if they could join
*/
addUser(player)
{
//console.log("user added");
//check if room is not full
this.users.push(player);
player.room = this;
if(this.users.length == this.capacity)
{
this.state = 2;
}
console.log("user added to room " + player.name);
//console.log(this.users);
this.update();
}
/**
* Removes a specific user from the room and adjusts the size of the array
* if the array is empty, the room closes
* @param p
*/
removeUser(p)
{
console.log("remove users fnc called");
var temp = new Array();
for(var i = 0; i < temp.length; i++)
{
if(p.name === this.users[i].name)
{
}
else
{
temp.push(this.users[i]);
}
}
this.users = temp;
//if room is empty remove the room from rooms list
if(this.users.length == 0)
{
console.log("room scrubbed");
delete rooms[this.roomName];
}
this.update();
}
/**
* Whether or not a user can join this room -- checks for number of people are
* already in the room and the password
* @param p
* @returns {boolean}
*/
canJoin(p)
{
if(this.password == null)
{
return (this.users.length < this.capacity);
}
else
{
return (this.users.length < this.capacity) && (p === this.password);
}
}
/**
* starts new round for the room -- called once all the players have submitted
*/
newRound()
{
console.log("new round started");
if(this.words.length == 0)
{
this.state == 4;
}
else
{
this.currentRound++;
this.users.forEach(function(u)
{
u.submission = '';
});
this.currentWord = this.words.pop();
this.state = 2;
}
this.sendRoomUpdate();
}
//updates room variables
update()
{
switch(this.state)
{
case 1: //waiting for users to join
{
if(this.users.length == this.capacity)
{
this.newRound();
}
break;
}
case 2: // waiting for responses
{
var flag = true;
var test = "";
this.users.forEach(function(u)
{
test+=u.submission;
if(u.submission === '')
{
flag = false;
}
});
console.log("big stuff " + test);
if(flag)
{
this.state = 3;
this.newRound();
// setTimeout(function() {
//
// }, 4000);
}
break;
}
case 3: // showing results -- time out fnc
{
console.log("error &&&&&&&&&&&&&&&&&&");
break;
}
case 4: //game over display final result
{
//sqlStuff.dumpRoom(this);
break;
}
default:
{
console.log("You don goof up")
}
}
console.log(this.state + " state");
this.sendRoomUpdate();
}
}
module.exports = Room;