255 lines
6.5 KiB
JavaScript
255 lines
6.5 KiB
JavaScript
import * as Card from GUI.Card;
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import * as HandCard from GUI.Card.HandCard;
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import * as RiverCard from GUI.Card.RiverCard;
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import * as TurnedCard from GUI.Card.TurnedCard;
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import * as Screen from GUI.Screen;
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import {animate, catchUp, delay, getQueue} from GUI.Screen.Game.Animation;
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import {
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dom, init as initState, play, select, sets, globalState
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} from GUI.Screen.Game.State;
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import Hanafuda;
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import I18n;
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import Messaging;
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import players from Room;
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import Save;
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import Session;
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import StatusHandler;
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import * as Async from UnitJS.Async;
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import * as Dom from UnitJS.Dom;
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import * as Fun from UnitJS.Fun;
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return {
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init: init
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}
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function init(gameID) {
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initState();
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initMessageHandlers();
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Async.run(
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Async.bind(
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getSavedStates(gameID),
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function(states) {
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return Async.sequence(
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startSession(),
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previously(states)
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);
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}
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)
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);
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}
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function backToMain() {
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window.location = '..';
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}
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function fail(errorCode) {
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return function(f) {
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Screen.dialog({
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text: I18n.get(errorCode),
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answers: [{label: 'backToMain', action: backToMain}]
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});
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}
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}
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function getSavedStates(gameID) {
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var states = Save.get('games.state.Game#' + gameID);
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return states != undefined ? Async.wrap(states) : fail('gameNotFound');
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}
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function startSession() {
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var name = Save.get('player.name');
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if(name != undefined) {
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Session.start(name);
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return Async.wrap();
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} else {
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return fail('noNameToPlay');
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}
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}
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function previously(states) {
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if(states.former != undefined && states.latest.logs.length > 0) {
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return Async.sequence(
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setGame(states.former),
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handleGameMessage(states.latest)
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);
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} else {
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return setGame(states.latest);
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}
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}
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function initMessageHandlers() {
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window.addEventListener('focus', catchUp);
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Messaging.addEventListener(["Game"], function(o) {
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if(o.state.public.coordinates.gameID == globalState.game.public.coordinates.gameID) {
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delay(handleGameMessage(o.state));
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if(document.hasFocus() && getQueue().length == 1) {
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catchUp();
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} else {
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StatusHandler.set("♪");
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}
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}
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});
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}
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function handleGameMessage(state) {
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if(state.public.coordinates.turn == 0) {
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if(state.logs.length > 0) { // but still some logs, from the previous round
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return Async.sequence(applyDiff(state), setGame(state)); // so play the diff, then set the new round
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} else {
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return setGame(state); // directly set a whole new game
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}
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} else {
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return applyDiff(state);
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}
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}
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function setGame(state) {
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return function(f) {
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setStatus(state);
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setCaptures(state);
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[
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[sets.river, state.public.river, RiverCard.make],
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[sets.you.hand, state.playerHand, HandCard.make]
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].forEach(function(args) {setCardSet.apply(null, args)});
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setTheirCards(state);
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handleStep(state)(f);
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};
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}
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function handleStep(state) {
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return function(f) {
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handleTurnedCard(state, f);
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if(globalState.step == "Scored") {
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if(globalState.playing) {
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askKoikoi(state, f);
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} else {
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theyScored(state, f);
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}
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} else if (globalState.step == "Over") {
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gameEnd(state, f);
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} else {
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f();
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}
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};
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}
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function handleTurnedCard(state, f) {
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if(globalState.step == "Turned") {
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setTurned(state.public.step.contents);
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} else {
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if(globalState.step == "ToPlay" && state.public.playing == state.public.oyake) {
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dom.rest.className = ["card", "turn" + state.public.coordinates.turn].join(' ');
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}
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if(deck.lastChild.id != "rest") {
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deck.removeChild(deck.lastChild);
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}
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}
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}
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function askKoikoi(state, f) {
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Screen.dialog({
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text: I18n.get('youScored'),
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answers: [
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{label: 'endRound', action: function() {play({koiKoi: false}); f();}},
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{label: 'koikoi', action: function() {play({koiKoi: true}); f();}}
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]
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});
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}
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function theyScored(state, f) {
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Screen.dialog({
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text: I18n.get('theyScored')(players.get(state.public.playing)),
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answers: [
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{label: 'ok', action: f}
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]
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});
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}
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function gameEnd(state, f) {
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var winner, maxScore;
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for(var key in state.public.scores) {
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if(maxScore == undefined || state.public.scores[key] > maxScore) {
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winner = key;
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maxScore = state.public.scores[key];
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}
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}
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Screen.dialog({
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text: I18n.get(Session.is(winner) ? 'won' : 'lost'),
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answers: [{label: 'endGame', action: backToMain}]
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});
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}
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function applyDiff(state) {
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return Async.sequence.apply(null,
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state.logs.map(animate).concat(
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Async.apply(setStatus, state),
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handleStep(state)
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)
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);
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}
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function setStatus(game) {
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Dom.clear(dom.status);
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globalState.game = game;
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globalState.step = game.public.step.tag;
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if(game.public.coordinates.month != globalState.month) {
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globalState.month = game.public.coordinates.month;
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}
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dom.status.appendChild(
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Dom.make('li', {textContent: I18n.get('monthFlower')(I18n.get(globalState.month))})
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);
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var turn = null;
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globalState.playing = Session.is(game.public.playing);
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if(globalState.playing) {
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sets.you.hand.dom.classList.toggle("yourTurn", globalState.step == "ToPlay");
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turn = I18n.get("yourTurn");
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} else {
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sets.you.hand.dom.classList.remove("yourTurn");
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turn = I18n.get('playing')(players.get(game.public.playing));
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}
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dom.status.appendChild(Dom.make('li', {textContent: turn}));
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}
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function setCaptures(game) {
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for(var key in game.public.players) {
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var elem = document.getElementById(Session.is(key) ? "you" : "them");
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elem.getElementsByClassName('score')[0].textContent = game.public.scores[key] + " pts";
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var byClass = {}
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Object.values(Hanafuda.Family).forEach(function(family) {
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byClass[family.class] = elem.getElementsByClassName(family.class)[0];
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Dom.clear(byClass[family.class]);
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});
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game.public.players[key].meld.forEach(function(cardName) {
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var card = Card.make(cardName);
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byClass[card.value.family.class].appendChild(card.dom);
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});
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}
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}
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function setCardSet(set, cardNames, constructor) {
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constructor = constructor || Card.make;
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set.card = {};
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Dom.clear(set.dom);
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cardNames.forEach(function(cardName) {
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var card = constructor(cardName);
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set.card[cardName] = card;
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set.dom.appendChild(card.dom);
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});
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}
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function setTheirCards(game) {
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var turnsTheyPlayed = Math.floor(
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(game.public.coordinates.turn + (Session.is(game.public.oyake) ? 0 : 1)) / 2
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);
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Dom.clear(sets.them.hand.dom);
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for(var i = 0; i < 8 - turnsTheyPlayed; i++) {
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sets.them.hand.dom.appendChild(Dom.make('li', {class: "card"}));
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}
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}
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function setTurned(cardName) {
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globalState.turnedCard = TurnedCard.make(cardName);
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if(globalState.playing) {
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select(globalState.turnedCard);
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}
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}
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