import Hanafuda; import I18n; import Messaging; import players from Room; import * as Screen from GUI.Screen; import Session; import StatusHandler; import * as Async from UnitJS.Async; import * as Dom from UnitJS.Dom; import * as Fun from UnitJS.Fun; var deck = document.getElementById("deck"); var rest = document.getElementById("rest"); var status = { dom: document.getElementById("status"), game: null, playing: false, step: null, month: null }; var sets; var selected = null; var turnedCard = null; var queue = []; return { init: init } function init(state) { sets = buildSets(); window.addEventListener('focus', runQueue); Messaging.addEventListener(["Game"], function(o) { queue.push(handleGameMessage(o)); if(document.hasFocus() && queue.length == 1) { runQueue(); } else { StatusHandler.set("♪"); } }); Async.run(setGame({tag: "Game", state: state, logs: []})); } function buildSets() { var sets = {}; ['river', 'you', 'them'].forEach(function(id) { var dom = document.getElementById(id); if(dom.tagName.toLowerCase() == 'ul') { sets[id] = {card: null, dom: dom}; } else { sets[id] = {}; for(var i = 0; i < dom.children.length; i++) { if(dom.children[i].tagName.toLowerCase() == 'ul') { sets[id][dom.children[i].className] = {card: {}, dom: dom.children[i]}; } } } }); return sets; } function runQueue() { if(queue.length > 0) { var length = queue.length; Async.run.apply(null, queue.concat( Async.apply(function() { queue = queue.slice(length); runQueue(); }) )); } } function handleGameMessage(o) { if(o.state.public.turns == 0) { if(o.logs.length > 0) { // but still some logs, from the previous round return Async.sequence(applyDiff(o), setGame(o)); // so play the diff, then set the new round } else { return setGame(o); // directly set a whole new game } } else { return applyDiff(o); } } function setGame(o) { return function(f) { setStatus(o.state); setCaptures(o.state); [ [sets.river, o.state.public.river, RiverCard], [sets.you.hand, o.state.playerHand, HandCard] ].forEach(function(args) {setCardSet.apply(null, args)}); setTheirCards(o.state); handleStep(o)(f); }; } function handleStep(o) { return function(f) { handleTurnedCard(o, f); if(status.step == "Scored") { if(status.playing) { askKoikoi(o, f); } else { theyScored(o, f); } } else if (status.step == "Over") { gameEnd(o, f); } else { f(); } }; } function handleTurnedCard(o, f) { if(status.step == "Turned") { setTurned(o.state.public.step.contents); } else { if(status.step == "ToPlay" && o.state.public.playing == o.state.public.oyake) { rest.className = ["card", "turn" + o.state.public.turns].join(' '); } if(deck.lastChild.id != "rest") { deck.removeChild(deck.lastChild); } } } function askKoikoi(o, f) { Screen.dialog({ text: I18n.get('youScored'), answers: [ {label: 'endRound', action: function() {play({koiKoi: false}); f();}}, {label: 'koikoi', action: function() {play({koiKoi: true}); f();}} ] }); } function theyScored(o, f) { Screen.dialog({ text: I18n.get('theyScored')(players.get(o.state.public.playing)), answers: [ {label: 'ok', action: f} ] }); } function gameEnd(o, f) { var winner, maxScore; for(var key in o.state.public.scores) { if(maxScore == undefined || o.state.public.scores[key] > maxScore) { winner = key; maxScore = o.state.public.scores[key]; } } Screen.dialog({ text: I18n.get(Session.is(winner) ? 'won' : 'lost'), answers: [{ label: 'endGame', action: function() { Messaging.send({tag: "Quit"}); Screen.select('reception'); f(); } }] }); } function applyDiff(o) { return Async.sequence.apply(null, o.logs.map(animate).concat( Async.apply(setStatus, o.state), handleStep(o) ) ); } function animate(movement) { return Async.bind( Async.apply(function() { var card; var movingCards = []; var side = (status.playing) ? 'you' : 'them'; var dest = sets.river; if(movement.captures != undefined) { card = new Card(movement.played); dest = sets[side]; movingCards.push([sets.river, dest, new Card(movement.captures)]); } else { card = new RiverCard(movement.played); } if(movement.source == 'Hand') { movingCards.push([sets[side].hand, dest, card]); } else { var cardSet = {}; cardSet[card.name] = turnedCard || new TurnedCard(card.name); turnedCard = null; movingCards.push([{card: cardSet, dom: deck}, dest, card]); } return movingCards; }), function(movingCards) { return Async.parallel.apply(null, movingCards.map(function(args) { return moveCard.apply(null, args); }) ); } ); } function moveCard(fromSet, toSet, card) { var from, originalCard; var slot = Dom.make('li', {class: ['card', 'slot']}); if (fromSet.card[card.name] != undefined) { originalCard = fromSet.card[card.name].dom; delete fromSet.card[card.name]; } else { var originalCard = fromSet.dom.children[fromSet.dom.children.length - 1]; } from = originalCard.getBoundingClientRect(); fromSet.dom.replaceChild(slot, originalCard); card.dom.style.visibility = 'hidden'; insertCard(toSet, card); var to = card.dom.getBoundingClientRect(); card.dom.style.left = (from.left - to.left) + 'px'; card.dom.style.top = (from.top - to.top) + 'px'; card.dom.classList.add('moving'); card.dom.style.visibility = null; return Async.sequence( Async.wait(10), Async.apply(function() { card.dom.style.left = 0; card.dom.style.top = 0; }), Async.wait(1000), Async.apply(function() { fromSet.dom.removeChild(slot); card.dom.classList.remove('moving'); }) ); } function insertCard(toSet, card) { if(toSet.dom != undefined) { toSet.card[card.name] = card; toSet.dom.appendChild(card.dom); } else { insertCard(toSet[card.value.family.class], card); } } function play(move) { Messaging.send({ tag: "Play", move: move, onGame: status.game }); } function matchingInRiver(card) { return Fun.mapFilter( Fun.of(sets.river.card), Fun.defined )(Hanafuda.sameMonth(card).map(Fun.proj('name'))); } function setStatus(game) { Dom.clear(status.dom); status.game = game; status.step = game.public.step.tag; if(game.public.month != status.month) { status.month = game.public.month; } status.dom.appendChild( Dom.make('li', {textContent: I18n.get('monthFlower')(I18n.get(status.month))}) ); var turn = null; status.playing = Session.is(game.public.playing); if(status.playing) { sets.you.hand.dom.classList.toggle("yourTurn", status.step == "ToPlay"); turn = I18n.get("yourTurn"); } else { sets.you.hand.dom.classList.remove("yourTurn"); turn = I18n.get('playing')(players.get(game.public.playing)); } status.dom.appendChild(Dom.make('li', {textContent: turn})); } function setCaptures(game) { for(var key in game.public.players) { var elem = document.getElementById(Session.is(key) ? "you" : "them"); elem.getElementsByClassName('score')[0].textContent = game.public.scores[key] + " pts"; var byClass = {} Object.values(Hanafuda.Family).forEach(function(family) { byClass[family.class] = elem.getElementsByClassName(family.class)[0]; Dom.clear(byClass[family.class]); }); game.public.players[key].meld.forEach(function(cardName) { var card = new Card(cardName); byClass[card.value.family.class].appendChild(card.dom); }); } } function setCardSet(set, cardNames, constructor) { constructor = constructor || Card; set.card = {}; Dom.clear(set.dom); cardNames.forEach(function(cardName) { var card = new constructor(cardName); set.card[cardName] = card; set.dom.appendChild(card.dom); }); } function setTheirCards(game) { var turnsTheyPlayed = Math.floor( (game.public.turns + (Session.is(game.public.oyake) ? 0 : 1)) / 2 ); Dom.clear(sets.them.hand.dom); for(var i = 0; i < 8 - turnsTheyPlayed; i++) { sets.them.hand.dom.appendChild(Dom.make('li', {class: "card"})); } } function setTurned(cardName) { turnedCard = new TurnedCard(cardName); if(status.playing) { selected = turnedCard; showCandidates(Hanafuda.Card[cardName], true); } } function showCandidates(card, yes) { matchingInRiver(card).forEach(function(riverCard) {riverCard.setCandidate(yes);}); } function setSelected(yes) { selected = yes ? this : null; this.dom.classList.toggle('selected', yes); showCandidates(this.value, yes); }