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| import { Game, Phase, Battle, Player, PlayersCards, PlayersBid, TrumpAnnouncement } from './game.interfaces';
import { SET_DECK, DEAL_CARD_TO_PLAYER, DEAL_CARD_TO_STOCK, BID, Bid, REGISTER_PLAYER, SET_PHASE, ASSIGN_STOCK, SHARE_STOCK, INITIALIZE_BATTLE, THROW_CARD, CALCULATE_BATTLE_RESULT, FINALIZE_TRICK, INITIALIZE_BIDDING, bid, DECLARE_BOMB, INCREASE_BID, IncreaseBid } from './game.actions';
import * as _ from 'lodash';
import { getBidWinner, getUniqueBidders, isBidder } from './helpers/bid.helpers';
import { getCard, isKingOrQueen, hasMarriageOfSuit } from './helpers/cards.helpers';
import { calculatePointsByPlayer, getCardSuit } from './helpers/battle.helpers';
import { getNextBiddingTurn, getPlayerTotalPoints, isOnBarrel } from './helpers/players.helpers';
import { CardPattern } from './index';
const defaultState: Game = {
settings: {
permitBombOnBarrel: true,
maxBombs: 2,
barrelPointsLimit: 880
},
phase: Phase.REGISTERING_PLAYERS_START,
players: [],
deck: [],
stock: [],
bid: [],
cards: {},
battle: null
};
export function game(state: Game = defaultState, action): any {
switch (action.type) {
case BID:
{
const { player, bid, pass } = action as Bid;
return {
...state,
bid: [{ player, bid, pass }, ...state.bid]
};
}
case INCREASE_BID:
{
const { player, bid } = action as IncreaseBid;
return {
...state,
bid: [{ player, bid, pass: false }, ...state.bid]
};
}
case DEAL_CARD_TO_STOCK:
{
const [firstDeckCard, ...restDeckCards] = state.deck;
return {
...state,
stock: [firstDeckCard, ...state.stock],
deck: restDeckCards
};
}
case DEAL_CARD_TO_PLAYER:
const [firstDeckCard, ...restDeckCards] = state.deck;
return {
...state,
cards: {
...state.cards,
[action.id]: [firstDeckCard, ...state.cards[action.id]]
},
deck: restDeckCards
};
case SET_DECK:
return {
...state,
deck: [...action.deck]
};
case REGISTER_PLAYER:
return {
...state,
players: [...state.players, { id: action.id, battlePoints: [] } as Player],
cards: {
...state.cards,
[action.id]: []
}
};
case SET_PHASE: {
return {
...state,
phase: action.phase
}
}
case ASSIGN_STOCK: {
const winnerPlayerId = getBidWinner(state.bid).player;
return {
...state,
phase: Phase.SHARE_STOCK,
stock: [],
cards: {
...state.cards,
[winnerPlayerId]: [
...state.cards[winnerPlayerId],
...state.stock
]
}
}
}
case SHARE_STOCK: {
const winnerPlayerId = action.player;
const targetPlayerId = action.targetPlayer;
const winnerPlayerCards = state.cards[winnerPlayerId];
const targetPlayerCards = state.cards[targetPlayerId]
const cardToShare = getCard(winnerPlayerCards, action.card);
return {
...state,
stock: [],
cards: {
...state.cards,
[winnerPlayerId]: _.without(winnerPlayerCards, cardToShare),
[targetPlayerId]: [cardToShare, ...targetPlayerCards]
}
}
}
case INITIALIZE_BATTLE: {
return {
...state,
phase: Phase.BATTLE_START,
battle: {
trumpAnnouncements: [],
leadPlayer: getBidWinner(state.bid).player,
trickCards: [],
wonCards: _.reduce(state.players, (wonCards: PlayersCards, player: Player) => {
wonCards[player.id] = [];
return wonCards;
}, {})
} as Battle
}
}
case INITIALIZE_BIDDING: {
return {
...state,
phase: Phase.BIDDING_IN_PROGRESS,
bid: [
{bid: 100, player: getNextBiddingTurn(state), pass: false}
] as PlayersBid[]
};
}
case THROW_CARD: {
const battle = state.battle;
const playerCards = state.cards[action.player];
const playerCard: CardPattern = getCard(playerCards, action.card);
const isFirstCardOnTable = battle.trickCards.length === 0;
const isKingOrQueenCard = isKingOrQueen(playerCard);
const hasPlayerMarriageOfSuit = hasMarriageOfSuit(playerCards, getCardSuit(playerCard));
let trumpAnnouncements: TrumpAnnouncement[];
if(isFirstCardOnTable && isKingOrQueenCard && hasPlayerMarriageOfSuit) {
trumpAnnouncements = [
{ player: action.player, suit: getCardSuit(playerCard) } as TrumpAnnouncement,
...battle.trumpAnnouncements
];
} else {
trumpAnnouncements = [...battle.trumpAnnouncements];
}
return {
...state,
cards: {
...state.cards,
[action.player]: _.without(state.cards[action.player], playerCard)
},
battle: {
...battle,
trumpAnnouncements,
trickCards: [...battle.trickCards, playerCard],
} as Battle
}
}
case CALCULATE_BATTLE_RESULT: {
return {
...state,
phase: Phase.BATTLE_RESULTS_ANNOUNCEMENT,
players: _.chain(state.players)
.map(({id, battlePoints}: Player) => {
return {
id,
battlePoints: [...battlePoints, calculatePointsByPlayer(state, id)]
} as Player;
})
.value()
}
}
case DECLARE_BOMB: {
return {
...state,
phase: Phase.BOMB_DECLARED,
deck: [],
bid: [],
cards: _.reduce(state.players, (cards, player: Player) => {
cards[player.id] = [];
return cards;
}, {}),
battle: null,
players: _.reduce(state.players, (players, player: Player) => {
const { id, battlePoints } = player;
return [...players, {
id,
battlePoints: [
...battlePoints,
action.player === id ? null : (isOnBarrel(state, player) ? 0 : 60)
]
}];
}, [])
}
}
case FINALIZE_TRICK: {
return {
...state,
phase: Phase.ASSIGN_TRICK_CARDS,
battle: {
...state.battle,
leadPlayer: action.trickWinner,
trickCards: [],
wonCards: {
...state.battle.wonCards,
[action.trickWinner]: [
...state.battle.trickCards,
...state.battle.wonCards[action.trickWinner]
]
}
}
}
}
default:
return state
}
} |