var Color = require("./color"); var Grid = require("./grid"); var Player = require("./player"); //var Gate = require("./gate"); var core = require("./game-core"); var consts = require("./game-consts"); var GRID_SIZE = consts.GRID_SIZE; var CELL_WIDTH = consts.CELL_WIDTH; var MAX_PLAYERS = consts.MAX_PLAYERS; var HUES = [0, 10, 20, 25, 30, 35, 40, 45, 50, 60, 70, 100, 110, 120, 125, 130, 135, 140, 145, 150, 160, 170, 180, 190, 200, 210, 220].map(function(val) {return val / 240}); var SATS = [192, 150, 100].map(function(val) {return val / 240}); function Game(id) { //Shuffle the hues. for (var i = 0; i < HUES.length * 50; i++) { var a = Math.floor(Math.random() * HUES.length); var b = Math.floor(Math.random() * HUES.length); var tmp = HUES[a]; HUES[a] = HUES[b]; HUES[b] = tmp; } var possColors = new Array(SATS.length * HUES.length); i = 0; for (var s = 0; s < SATS.length; s++) for (var h = 0; h < HUES.length; h++) possColors[i++] = new Color(HUES[h], SATS[s], .5, 1); var nextInd = 0; var players = []; var newPlayers = []; var frameLocs = []; var frame = 0; var filled = 0; var grid = new Grid(GRID_SIZE, function(row, col, before, after) { if (!!after ^ !!before) { if (after) filled++; else filled--; } }); this.id = id; this.addPlayer = function(client, name) { if (players.length >= MAX_PLAYERS) return false; var start = findEmpty(grid); if (!start) return false; var params = { posX: start.col * CELL_WIDTH, posY: start.row * CELL_WIDTH, currentHeading: Math.floor(Math.random() * 4), name: name, num: nextInd, base: possColors.shift() }; var p = new Player(grid, params); p.tmpHeading = params.currentHeading; p.client = client; players.push(p); newPlayers.push(p); nextInd++; core.initPlayer(grid, p); console.log((p.name || "Unnamed") + " (" + p.num + ") joined."); client.on("requestFrame", function () { if (p.frame === frame) return; p.frame = frame; //Limit number of requests per frame. (One per frame); var splayers = players.map(function(val) {return val.serialData();}); client.emit("game", { "num": p.num, "gameid": id, "frame": frame, "players": splayers, "grid": gridSerialData(grid, players) }); }); //Verifies that this client has executed this frame properly. client.on("verify", function(data, resp) { if (typeof resp !== "function") return; if (!data.frame) resp(false, false, "No frame supplied"); else if (!checkInt(data.frame, 0, frame + 1)) resp(false, false, "Must be a valid frame number"); else { verifyPlayerLocations(data.frame, data.locs, resp); } }); client.on("frame", function(data, errorHan){ if (typeof data === "function") { errorHan(false, "No data supplied."); return; } if (typeof errorHan !== "function") errorHan = function() {}; if (!data) errorHan(false, "No data supplied."); else if (!checkInt(data.frame, 0, Infinity)) errorHan(false, "Requires a valid non-negative frame integer."); else if (data.frame > frame) errorHan(false, "Invalid frame received."); else { if (data.heading !== undefined) { if (checkInt(data.heading, 0, 4)) { p.tmpHeading = data.heading; errorHan(true); } else errorHan(false, "New heading must be an integer of range [0, 4)."); } } }); client.on('disconnect', function() { p.die(); //Die immediately if not already. p.disconnected = true; console.log((p.name || "Unnamed") + " (" + p.num + ") left."); }); return true; }; function pushPlayerLocations() { var locs = []; for (var p of players) locs[p.num] = [p.posX, p.posY, p.waitLag]; locs.frame = frame; if (frameLocs.length >= 300) //Give it 5 seconds of lag. frameLocs.shift(); frameLocs.push(locs); } function verifyPlayerLocations(fr, verify, resp) { var minFrame = frame - frameLocs.length + 1; if (fr < minFrame || fr > frame) { resp(false, false, "Frames out of reference"); return; } function string(loc) { return '(' + loc[0] + ', ' + loc[1] + ') [' + loc[2] + ']'; } var locs = frameLocs[fr - minFrame]; if (locs.frame !== fr) { resp(false, false, locs.frame + " != " + fr); return; } for (var num in verify) { if (locs[num][0] !== verify[num][0] || locs[num][1] !== verify[num][1] || locs[num][2] !== verify[num][2]) { resp(false, true, 'P' + num + ' ' + string(locs[num]) + ' !== ' + string(verify[num])); return; } } resp(true, false); } function tick() { //TODO: notify those players that this server automatically drops out. var splayers = players.map(function(val) {return val.serialData();}); var snews = newPlayers.map(function(val) { //Emit game stats. val.client.emit("game", { "num": val.num, "gameid": id, "frame": frame, "players": splayers, "grid": gridSerialData(grid, players), }); return val.serialData(); }); var moves = players.map(function(val) { //Account for race condition (when heading is set after emitting frames, and before updating). val.heading = val.tmpHeading; return {num: val.num, left: !!val.disconnected, heading: val.heading}; }); update(); var data = {frame: frame + 1, moves: moves}; if (snews.length > 0) { data.newPlayers = snews; newPlayers = []; } for (var pl of players) pl.client.emit("notifyFrame", data); frame++; pushPlayerLocations(); } this.tickFrame = tick; function update() { var dead = []; core.updateFrame(grid, players, dead); for (var pl of dead) { if (!pl.handledDead) { possColors.unshift(pl.baseColor); pl.handledDead = true; } console.log((pl.name || "Unnamed") + " (" + pl.num + ") died."); pl.client.emit("dead"); pl.client.disconnect(true); } } } function checkInt(value, min, max) { if (typeof value !== "number") return false; if (value < min || value >= max) return false; if (Math.floor(value) !== value) return false; return true; } function gridSerialData(grid, players) { var buff = Buffer.alloc(grid.size * grid.size); var numToIndex = new Array(players.length > 0 ? players[players.length - 1].num + 1 : 0); for (var i = 0; i < players.length; i++) numToIndex[players[i].num] = i + 1; for (var r = 0; r < grid.size; r++) for (var c = 0; c < grid.size; c++) { var ele = grid.get(r, c); buff[r * grid.size + c] = ele ? numToIndex[ele.num] : 0; } return buff; } function findEmpty(grid) { var available = []; for (var r = 1; r < grid.size - 1; r++) for (var c = 1; c < grid.size - 1; c++) { var cluttered = false; checkclutter: for (var dr = -1; dr <= 1; dr++) { for (var dc = -1; dc <= 1; dc++) { if (grid.get(r + dr, c + dc)) { cluttered = true; break checkclutter; } } } if (!cluttered) available.push({row: r, col: c}); } if (available.length === 0) return null; else return available[Math.floor(available.length * Math.random())]; } module.exports = Game;