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