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Copy pathdirector.js
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133 lines (110 loc) · 3.83 KB
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var Board = require('./board.js');
var STATE = require('./states.js');
var Player = require('./player.js');
var util = require('./util.js');
var STARTING_POOL = 5;
var board = [
[0,0,4,0,0,0,4,0,0,0,4,0,0,0,4,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,0,1,0,0,0,1,0,0,0,1,0,0,0,1],
[2,1,1,1,2,1,1,1,2,1,1,1,2,1,1,1,2],
[0,0,1,0,0,0,1,0,0,0,1,0,0,0,1,0,0],
[0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0],
[0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0],
[0,0,0,0,1,1,2,1,1,1,2,1,1,0,0,0,0],
[0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0],
[0,0,0,0,0,0,1,1,2,1,1,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1],
[1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1],
[1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1],
[0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0]
];
var Director = function(playercount, board) {
var self = this;
// load the board
self.board = board = new Board(board);
var starts = util.shuffleArray(board.getStartPositions());
self.players = [];
for(var i = 0; i < playercount; i++) {
var startpos = starts.shift();
var playerid = 200+i;
var player = new Player(startpos, playerid, STARTING_POOL);
self.players.push(player);
}
self.init();
};
Director.prototype.init = function() {
var self = this;
var board = self.board;
self.turns = 0;
//board.printBoard();
};
Director.prototype.takeTurn = function(renderer) {
var self = this;
var board = self.board;
var players = self.players;
var player = players.shift(); // next player
players.push(player);
console.log("player " + player.id + " starting at x: " + player.x + " y: " + player.y);
var movement = [Math.floor((Math.random() * 6) + 1)];
console.log("player rolled a " + movement);
var availableMoves = [];
// select piece
player.selectPiece(board, movement, function(piece) {
availableMoves = board.availableMoves(player, piece, movement);
var callback = function(move) {
console.log(player.id + " player has chosen their turn ("+piece.id+"): " + JSON.stringify(move));
var bumped = board.makeMove(player, piece, move);
console.log("piece got bumped: " + bumped);
// update player
player.move(piece, move);
if(bumped == STATE.BLOCKER) {
// player needs to drop blocker
// auto drop:
while(true) {
var y = Math.floor((Math.random() * board.boardHeight));
var x = Math.floor((Math.random() * board.boardWidth));
console.log("x: " + x + " y: " + y);
if(board.getPiece(x,y) == STATE.DEFAULT) {
console.log("drop blocker ("+x+","+y+")!");
board.setPiece(x,y,STATE.BLOCKER);
break;
}
}
} else if(bumped == STATE.FINISH) {
console.log(player.id + " has won the game!");
} else {
for(var i = 0; i < players.length; i++) {
if(players[i].id == bumped) {
console.log("player got bumped! reset their piece");
players[i].reset(move);
}
}
}
//board.printBoard();
// players.push(player); // put player back
self.turns++;
console.log("finished turn " + self.turns);
if(bumped != STATE.FINISH && self.turns < 10000) {
setTimeout(function() { self.tick(renderer) }, 250);
} else if (bumped == STATE.FINISH) {
// temporary, wire up event emitting
renderer();
//setTimeout(function() { location.reload() }, 1000);
}
};
if(availableMoves.length > 0)
player.takeTurn(availableMoves, callback);
else
self.tick(renderer);
});
};
Director.prototype.tick = function(renderer) {
var self = this;
self.takeTurn(renderer);
if(renderer) renderer();
};
dir = new Director(4, board);
setTimeout(function() { dir.tick(drawboard); }, 1000);
//dir.tick();