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