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Game.js
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Game.js
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const Player = require("./Player");
const Tasks = require("./Tasks");
const { getRandomId } = require("./utils");
const GameState = {
LOBBY : "lobby",
RUNNING : "running",
ENDING : "ending"
};
Object.freeze(GameState);
module.exports.GameState = GameState;
module.exports.GameSession = class {
constructor(id, name, lifetime) {
this.id = id;
this.name = name;
this.time_left = lifetime;
this.players = new Array();
this.managSocket = null;
this.state = GameState.LOBBY;
this.tasks = null;
this.links = [];
}
getPlayersInfo() {
return this.players.map((pl) => {
return {
name: pl.name,
pos: pl.pos,
total: pl.total,
out: pl.outstanding
};
});
}
getPlayersInfoWithStyle() {
return this.players.map((pl) => {
return {
name: pl.name,
pos: pl.pos,
total: pl.total,
out: pl.outstanding,
diffuseColor: pl.color,
textureDataUrl: pl.textureDataUrl
};
});
}
getPlayerById(id) {
return this.players.find((pl) => pl.id == id);
}
async getTaskForPlayer(player) {
return this.tasks.getTask(player.pos);
}
async getDefaultCodeForPlayer(player) {
return this.tasks.getDefaultCode(player.pos);
}
async loadTestsForPlayer(player) {
let tests = await this.tasks.getTests(player.pos);
player.sandbox.loadTests(tests);
}
nameIsTaken(username) {
return this.players.find((pl) => pl.name == username);
}
addPlayer(id, name) {
let newPlayer = new Player(id, name);
this.players.push(newPlayer);
if (this.managSocket) {
this.managSocket.emit("new-player", {
name,
pos: newPlayer.pos,
total: newPlayer.total,
out: newPlayer.outstanding
});
}
return newPlayer;
}
removePlayer(id) {
let player = this.players.find((pl) => pl.id == id);
if (player) {
this.players = this.players.filter((pl) => pl.id != id);
return player.name;
}
else return undefined;
}
clusterBuilder() {
if (this.players.length == 0) {
return;
}
let i = 0, timeout = 2000;
let sandboxCreationChain = () => {
console.log(`Create the Sandbox for the ${i + 1}th Player`);
this.players[i].createSandbox(this.id);
i++;
if (i < this.players.length) {
setTimeout(sandboxCreationChain, timeout);
}
}
setTimeout(sandboxCreationChain, timeout);
}
readySteadyGo() {
this.state = GameState.RUNNING;
this.broadcast("start-game");
this.tasks = new Tasks();
this.clusterBuilder();
}
connectPlayer(player) {
player.socket.emit("start-game");
player.createSandbox(this.id);
player.belated_state = undefined;
this.broadcast("belated-connect", { name: player.name })
}
updatePlayerPositionAndStats(name, path, total, out) {
this.broadcast("update-player", { name, path, total, out }, name);
}
notifyAboutNewPlayer(player) {
this.broadcast("new-player", {
"name": player.name,
"pos": player.pos,
"total": player.total,
"out": player.out
});
}
notifyAboutPlayerStyle(player) {
this.broadcast("player-style", {
"name": player.name,
"diffuseColor": player.color,
"textureDataUrl": player.textureDataUrl
});
}
broadcast(type, params, except) {
for (let player of this.players) {
if (player.socket && player.name != except) {
player.socket.emit(type, params);
}
}
}
getIdForBelatedLink() {
let uniqueLinkId = null;
do {
uniqueLinkId = getRandomId();
} while(this.links.find(lk => lk == uniqueLinkId));
this.links.push(uniqueLinkId);
return uniqueLinkId;
}
isActualFreeLink(plid) {
return this.links.find(lk => lk == plid) ? true : false;
}
assignLink(player, link) {
this.links = this.links.filter(lk => lk != link);
player.belated_state = GameState.LOBBY;
this.managSocket.emit("take-link", { link });
}
};