forked from ilikecats/papercats
246 lines
5.9 KiB
JavaScript
246 lines
5.9 KiB
JavaScript
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var Grid = require("./grid.js");
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var Player = require("./player.js");
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var core = require("./game-core.js");
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var consts = require("./game-consts.js");
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var GRID_SIZE = consts.GRID_SIZE;
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var CELL_WIDTH = consts.CELL_WIDTH;
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var MAX_PLAYERS = consts.MAX_PLAYERS;
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function Game(id)
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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 newPlayerFrames = [];
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var frame = 0;
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var filled = 0;
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var grid = new 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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}
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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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};
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var p = new Player(false, grid, params);
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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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newPlayerFrames.push(p);
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nextInd++;
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core.initPlayer(grid, p);
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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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playerReady(p, frame);
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console.log(p.name + " joined.");
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//TODO: kick off any clients that take too long.
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//TODO: limit number of requests per frame.
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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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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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playerReady(p, frame);
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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, "Late frame received.");
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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.frame < frame)
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console.log(data.frame + " != " + frame);
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if (data.heading)
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{
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if (checkInt(data.heading, 0, 4))
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{
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p.heading = 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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console.log(p.name + " left.")
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});
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return true;
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};
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var ready = 0;
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var tickString = "";
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var readyTick = false;
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function playerReady(player, waitFrame)
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{
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if (player.frame < waitFrame)
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{
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ready++;
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player.frame = waitFrame;
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}
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tick();
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}
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function tick() {
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if (readyTick && ready === players.length)
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{
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ready = 0;
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readyTick = false;
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}else
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return;
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//TODO: notify those that drop out.
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var snews = newPlayers.map(function(val) {return val.serialData();});
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var moves = players.map(function(val) {return {heading: val.heading};});
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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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var waitFrame = frame + 1;
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players.forEach(function(val) {
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val.client.emit("notifyFrame", data, function() {
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if (tickString.length === 10) tickString = "";
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else tickString += " ";
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process.stdout.write(tickString + ". \r");
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playerReady(val, waitFrame);
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console.log("HI");
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});
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});
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frame++;
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update();
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};
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this.tickFrame = function() {
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readyTick = true;
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tick();
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}
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function update()
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{
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var dead = [];
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core.updateFrame(grid, players, newPlayerFrames, dead);
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dead.forEach(function(val) {
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console.log(val.name + " died.");
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val.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[players.length - 1].num + 1);
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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; |