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cardGame/roomMod.js

103 lines
2.7 KiB
JavaScript

// Build a room, fill will players, etc.
const cardGen = require('./cardGen');
const components = require('./components');
// Room should, setPlayers, add them to correct team (TODO), build their decks, and first shuffle
function startItemCount(){
let item = [];
let itemCount = 0;
returns = {'item': item, 'itemCount': itemCount};
return(returns);
}
function setPlayers(playerData, itemData){
itemData.player = {}; //let player = {}; // Player item belongs to
itemData.players = []; // List of the players (an associated playerItem?)
let playerNo = 0 + itemData['itemCount']; // Start loop from current itemCount
playerCount = playerData.length + itemData['itemCount']; // End at playerCount diff from itemCount
let i = 0;
for(playerNo; playerNo < playerCount; playerNo++){
itemData['players'].push([playerNo, playerData[i]]); // Add player no to array so can be looped
i++;
}
return itemData;
}
// For future, when 2v2s, and 5v1 Raids, etc.
function setTeams(){
}
function roomGeneration(roomId){
return new Promise((resolve, reject) => {
(async () => {
// Player's sockets
console.log('--- Room for generation ---');
console.log(io.sockets.adapter.rooms.get(roomId));
let itemData = startItemCount();
// Player data with Sockets
let playerData = [];
let i = 1;
let clients = global.io.sockets.adapter.rooms.get(roomId);
for (const clientId of clients) {
const clientSocket = global.io.sockets.sockets.get(clientId);
playerData.push({
'playerId': clientSocket.playerId
,'deck':{'playerId':i,'deckId':1}
,'socketId': clientSocket.id // TODO: ONLY FOR SERVERSIDE!!!
});
i++;
}
// Add players for the room (seperate to playerData, currently what's used)
// ??
itemData = setPlayers(playerData, itemData);
// TODO: Get their selected decks
// Add all the empty components to the room itemData
itemData.component = components.component;
// Generate the decks, and card within the deck cardLists
[itemData] = await Promise.all([ cardGen.requestDeck(itemData) ]);
// Some room stuff, likely change this
itemData.roomId = roomId;
itemData.turn = 0; // The turn count of the match
itemData.playersTurn = 0; // This means it's playerData[0] turn
// Room has just been created, so add the itemData and playerData to the room
// on server-side so it's easily accessible
roomData[roomId].itemData = itemData;
roomData[roomId].playerData = playerData;
// Return the all the itemData to the client(s)
// TODO: This will need to give different data for each, or at least
// to differ the boardside
return resolve(itemData);
})()
});
}
// TODO: disconnect, reconnect, resume
module.exports = {
startItemCount
,setPlayers
,roomGeneration
};