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| 'use strict';
Object.defineProperty(exports, "__esModule", {
value: true
});
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { Eif (protoProps) defineProperties(Constructor.prototype, protoProps); Eif (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
require('regenerator-runtime/runtime');
var _events = require('events');
var _events2 = _interopRequireDefault(_events);
var _shuffleArray = require('shuffle-array');
var _shuffleArray2 = _interopRequireDefault(_shuffleArray);
var _Player = require('./Player');
var _Player2 = _interopRequireDefault(_Player);
var _Deck = require('./Deck');
var _Deck2 = _interopRequireDefault(_Deck);
var _WheatField = require('./cards/WheatField');
var _WheatField2 = _interopRequireDefault(_WheatField);
var _Card = require('./cards/Card');
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _asyncToGenerator(fn) { return function () { var gen = fn.apply(this, arguments); return new Promise(function (resolve, reject) { function step(key, arg) { try { var info = gen[key](arg); var value = info.value; } catch (error) { reject(error); return; } if (info.done) { resolve(value); } else { return Promise.resolve(value).then(function (value) { step("next", value); }, function (err) { step("throw", err); }); } } return step("next"); }); }; }
function _classCallCheck(instance, Constructor) { Iif (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { Iif (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { Iif (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); Eif (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
/**
* A Game of Machi Koro
* Events are emitted during the turns from here
*/
var Game = function (_EventEmitter) {
_inherits(Game, _EventEmitter);
/**
* Start a game with some players
*/
function Game(_ref) {
var _ref$quantity = _ref.quantity,
quantity = _ref$quantity === undefined ? require('./../config/deck.json') : _ref$quantity;
_classCallCheck(this, Game);
var _this = _possibleConstructorReturn(this, (Game.__proto__ || Object.getPrototypeOf(Game)).call(this));
_this.players = [];
_this.playing = false;
_this.deck = new _Deck2.default(quantity);
_this.emit('ready');
return _this;
}
/**
* @param {Player} player
* @return {Game}
*/
_createClass(Game, [{
key: 'addPlayer',
value: function addPlayer(player) {
this.players.push(player);
return this;
}
/**
* Starts up a game
*/
}, {
key: 'start',
value: function start() {
if (this.players.length < 2) throw Error('Not enough players to start');
this.emit('game:starting');
// give starting cards & coins to players
var _iteratorNormalCompletion = true;
var _didIteratorError = false;
var _iteratorError = undefined;
try {
for (var _iterator = this.players[Symbol.iterator](), _step; !(_iteratorNormalCompletion = (_step = _iterator.next()).done); _iteratorNormalCompletion = true) {
var player = _step.value;
player.setGame(this);
player.coins = 3;
var _arr = [new _WheatField2.default()];
for (var _i = 0; _i < _arr.length; _i++) {
var card = _arr[_i];
card.setOwner(player);
this.deck.ownedCards.push(card);
}
}
} catch (err) {
_didIteratorError = true;
_iteratorError = err;
} finally {
try {
Iif (!_iteratorNormalCompletion && _iterator.return) {
_iterator.return();
}
} finally {
Iif (_didIteratorError) {
throw _iteratorError;
}
}
}
this.turn = 0;
this.players = (0, _shuffleArray2.default)(this.players);
this.playing = true;
}
/**
* Number of rounds
* @returns {number}
*/
}, {
key: 'play',
/**
* Just keep doing turns
*/
value: function () {
var _ref2 = _asyncToGenerator(regeneratorRuntime.mark(function _callee() {
return regeneratorRuntime.wrap(function _callee$(_context) {
while (1) {
switch (_context.prev = _context.next) {
case 0:
if (!this.playing) this.start();
case 1:
_context.next = 3;
return this.doTurn();
case 3:
if (!_context.sent) {
_context.next = 6;
break;
}
_context.next = 1;
break;
case 6:
case 'end':
return _context.stop();
}
}
}, _callee, this);
}));
function play() {
return _ref2.apply(this, arguments);
}
return play;
}()
/**
* Roll the dice for a player
* @param {Player} player
* @return {Promise.<{dice: number[], roll: number}>}
*/
}, {
key: 'doDiceRolls',
value: function () {
var _ref3 = _asyncToGenerator(regeneratorRuntime.mark(function _callee2(player) {
var again, dice, roll, _iteratorNormalCompletion2, _didIteratorError2, _iteratorError2, _iterator2, _step2, num;
return regeneratorRuntime.wrap(function _callee2$(_context2) {
while (1) {
switch (_context2.prev = _context2.next) {
case 0:
again = false;
dice = void 0;
case 2:
dice = [this.constructor.rollDice()];
_context2.next = 5;
return player.actions.roll2Dice.call(player);
case 5:
Eif (!_context2.sent) {
_context2.next = 7;
break;
}
dice.push(this.constructor.rollDice());
case 7:
this.emit('turn:roll', {
number: this.turn,
roll: dice,
player: player
});
// can only rollAgain once per turn
Eif (!again) {
_context2.next = 12;
break;
}
again = false;
_context2.next = 15;
break;
case 12:
_context2.next = 14;
return player.actions.rollAgain.call(player, dice);
case 14:
again = _context2.sent;
case 15:
Iif (again) {
_context2.next = 2;
break;
}
case 16:
roll = 0;
_iteratorNormalCompletion2 = true;
_didIteratorError2 = false;
_iteratorError2 = undefined;
_context2.prev = 20;
for (_iterator2 = dice[Symbol.iterator](); !(_iteratorNormalCompletion2 = (_step2 = _iterator2.next()).done); _iteratorNormalCompletion2 = true) {
num = _step2.value;
roll += num;
}_context2.next = 28;
break;
case 24:
_context2.prev = 24;
_context2.t0 = _context2['catch'](20);
_didIteratorError2 = true;
_iteratorError2 = _context2.t0;
case 28:
_context2.prev = 28;
_context2.prev = 29;
Iif (!_iteratorNormalCompletion2 && _iterator2.return) {
_iterator2.return();
}
case 31:
_context2.prev = 31;
Eif (!_didIteratorError2) {
_context2.next = 34;
break;
}
throw _iteratorError2;
case 34:
return _context2.finish(31);
case 35:
return _context2.finish(28);
case 36:
_context2.next = 38;
return player.actions.add2ToRoll.call(player, dice);
case 38:
Eif (!_context2.sent) {
_context2.next = 40;
break;
}
roll += 2;
case 40:
this.emit('turn:rolled', {
number: this.turn,
roll: roll,
dice: dice,
player: player
});
return _context2.abrupt('return', { dice: dice, roll: roll });
case 42:
case 'end':
return _context2.stop();
}
}
}, _callee2, this, [[20, 24, 28, 36], [29,, 31, 35]]);
}));
function doDiceRolls(_x) {
return _ref3.apply(this, arguments);
}
return doDiceRolls;
}()
/**
* Activate cards for a player
* @param {Player} player
* @param {number} roll
*/
}, {
key: 'doActivateCards',
value: function doActivateCards(player, roll) {
// activate OTHER REDs
var _iteratorNormalCompletion3 = true;
var _didIteratorError3 = false;
var _iteratorError3 = undefined;
try {
for (var _iterator3 = this.players[Symbol.iterator](), _step3; !(_iteratorNormalCompletion3 = (_step3 = _iterator3.next()).done); _iteratorNormalCompletion3 = true) {
var other = _step3.value;
var _iteratorNormalCompletion7 = true;
var _didIteratorError7 = false;
var _iteratorError7 = undefined;
try {
for (var _iterator7 = other.cards[Symbol.iterator](), _step7; !(_iteratorNormalCompletion7 = (_step7 = _iterator7.next()).done); _iteratorNormalCompletion7 = true) {
var card = _step7.value;
Iif (card.color === _Card.Color.RED) {
if (card.rolled(roll, player)) this.emit('card:activate', {
number: this.turn,
card: card,
roller: player,
owner: card.owner
});
}
}
} catch (err) {
_didIteratorError7 = true;
_iteratorError7 = err;
} finally {
try {
Iif (!_iteratorNormalCompletion7 && _iterator7.return) {
_iterator7.return();
}
} finally {
Iif (_didIteratorError7) {
throw _iteratorError7;
}
}
}
} // activate ALL BLUEs
} catch (err) {
_didIteratorError3 = true;
_iteratorError3 = err;
} finally {
try {
Iif (!_iteratorNormalCompletion3 && _iterator3.return) {
_iterator3.return();
}
} finally {
Iif (_didIteratorError3) {
throw _iteratorError3;
}
}
}
var _iteratorNormalCompletion4 = true;
var _didIteratorError4 = false;
var _iteratorError4 = undefined;
try {
for (var _iterator4 = this.deck.ownedCards[Symbol.iterator](), _step4; !(_iteratorNormalCompletion4 = (_step4 = _iterator4.next()).done); _iteratorNormalCompletion4 = true) {
var _card = _step4.value;
Eif (_card.color === _Card.Color.BLUE) {
Iif (_card.rolled(roll)) this.emit('card:activate', {
number: this.turn,
roller: player,
owner: _card.owner,
card: _card
});
}
} // activate YOUR GREENs
} catch (err) {
_didIteratorError4 = true;
_iteratorError4 = err;
} finally {
try {
Iif (!_iteratorNormalCompletion4 && _iterator4.return) {
_iterator4.return();
}
} finally {
Iif (_didIteratorError4) {
throw _iteratorError4;
}
}
}
var _iteratorNormalCompletion5 = true;
var _didIteratorError5 = false;
var _iteratorError5 = undefined;
try {
for (var _iterator5 = player.cards[Symbol.iterator](), _step5; !(_iteratorNormalCompletion5 = (_step5 = _iterator5.next()).done); _iteratorNormalCompletion5 = true) {
var _card2 = _step5.value;
Iif (_card2.color === _Card.Color.GREEN) {
if (_card2.rolled(roll)) this.emit('card:activate', {
number: this.turn,
roller: player,
owner: _card2.owner,
card: _card2
});
}
} // activate YOUR PURPLEs
} catch (err) {
_didIteratorError5 = true;
_iteratorError5 = err;
} finally {
try {
Iif (!_iteratorNormalCompletion5 && _iterator5.return) {
_iterator5.return();
}
} finally {
Iif (_didIteratorError5) {
throw _iteratorError5;
}
}
}
var _iteratorNormalCompletion6 = true;
var _didIteratorError6 = false;
var _iteratorError6 = undefined;
try {
for (var _iterator6 = player.cards[Symbol.iterator](), _step6; !(_iteratorNormalCompletion6 = (_step6 = _iterator6.next()).done); _iteratorNormalCompletion6 = true) {
var _card3 = _step6.value;
Iif (_card3.color === _Card.Color.PURPLE) {
if (_card3.rolled(roll)) this.emit('card:activate', {
number: this.turn,
roller: player,
owner: _card3.owner,
card: _card3
});
}
}
} catch (err) {
_didIteratorError6 = true;
_iteratorError6 = err;
} finally {
try {
Iif (!_iteratorNormalCompletion6 && _iterator6.return) {
_iterator6.return();
}
} finally {
Iif (_didIteratorError6) {
throw _iteratorError6;
}
}
}
}
/**
* Request buying cards from deck
* @param {Player} player
* @return {Promise.<Card[]>}
*/
}, {
key: 'doBuyCards',
value: function () {
var _ref4 = _asyncToGenerator(regeneratorRuntime.mark(function _callee3(player) {
var index, cards, card;
return regeneratorRuntime.wrap(function _callee3$(_context3) {
while (1) {
switch (_context3.prev = _context3.next) {
case 0:
this.deck.updateMarket();
_context3.next = 3;
return player.actions.buyFromMarket.call(player, this.deck.market);
case 3:
index = _context3.sent;
cards = [];
Eif (index.length) {
cards = this.deck.buy(index, player);
// emit individually
for (card in cards) {
this.emit('buy:card', {
number: this.turn,
player: player,
card: card
});
}
}
return _context3.abrupt('return', cards);
case 7:
case 'end':
return _context3.stop();
}
}
}, _callee3, this);
}));
function doBuyCards(_x2) {
return _ref4.apply(this, arguments);
}
return doBuyCards;
}()
/**
* Request buying landmarks
* @param {Player} player
* @return {Promise.<string[]>}
*/
}, {
key: 'doBuyLandmarks',
value: function () {
var _ref5 = _asyncToGenerator(regeneratorRuntime.mark(function _callee4(player) {
var landmarks, _iteratorNormalCompletion8, _didIteratorError8, _iteratorError8, _iterator8, _step8, landmark;
return regeneratorRuntime.wrap(function _callee4$(_context4) {
while (1) {
switch (_context4.prev = _context4.next) {
case 0:
_context4.next = 2;
return player.actions.buyLandmarks.call(player);
case 2:
landmarks = _context4.sent;
if (!landmarks.length) {
_context4.next = 23;
break;
}
// emit individually
_iteratorNormalCompletion8 = true;
_didIteratorError8 = false;
_iteratorError8 = undefined;
_context4.prev = 7;
for (_iterator8 = landmarks[Symbol.iterator](); !(_iteratorNormalCompletion8 = (_step8 = _iterator8.next()).done); _iteratorNormalCompletion8 = true) {
landmark = _step8.value;
Eif (player.buyLandmark(landmark)) this.emit('buy:landmark', {
number: this.turn,
player: player,
landmark: landmark
});
}
_context4.next = 15;
break;
case 11:
_context4.prev = 11;
_context4.t0 = _context4['catch'](7);
_didIteratorError8 = true;
_iteratorError8 = _context4.t0;
case 15:
_context4.prev = 15;
_context4.prev = 16;
Iif (!_iteratorNormalCompletion8 && _iterator8.return) {
_iterator8.return();
}
case 18:
_context4.prev = 18;
Eif (!_didIteratorError8) {
_context4.next = 21;
break;
}
throw _iteratorError8;
case 21:
return _context4.finish(18);
case 22:
return _context4.finish(15);
case 23:
return _context4.abrupt('return', landmarks);
case 24:
case 'end':
return _context4.stop();
}
}
}, _callee4, this, [[7, 11, 15, 23], [16,, 18, 22]]);
}));
function doBuyLandmarks(_x3) {
return _ref5.apply(this, arguments);
}
return doBuyLandmarks;
}()
/**
* Simulate one turn
* @throws
*/
}, {
key: 'doTurn',
value: function () {
var _ref6 = _asyncToGenerator(regeneratorRuntime.mark(function _callee5() {
var player, _ref7, dice, roll;
return regeneratorRuntime.wrap(function _callee5$(_context5) {
while (1) {
switch (_context5.prev = _context5.next) {
case 0:
if (!(!this.playing || !this.players.length)) {
_context5.next = 2;
break;
}
return _context5.abrupt('return', false);
case 2:
this.turn++;
player = this.players.shift();
this.emit('turn:start', {
number: this.turn,
player: player
});
_context5.next = 7;
return this.doDiceRolls(player);
case 7:
_ref7 = _context5.sent;
dice = _ref7.dice;
roll = _ref7.roll;
_context5.next = 12;
return this.doActivateCards(player, roll);
case 12:
_context5.next = 14;
return this.doBuyCards(player);
case 14:
_context5.next = 16;
return this.doBuyLandmarks(player);
case 16:
// check for winner
if (player.won()) {
this.emit('game:over', { player: player });
this.playing = false;
}
// move player to start or end
if (!this.playing) {
_context5.next = 25;
break;
}
_context5.next = 20;
return player.actions.turnAgain.call(player, dice);
case 20:
Eif (!_context5.sent) {
_context5.next = 24;
break;
}
this.players.unshift(player);
_context5.next = 25;
break;
case 24:
this.players.push(player);
case 25:
this.emit('turn:done', {
number: this.turn,
player: player
});
return _context5.abrupt('return', true);
case 27:
case 'end':
return _context5.stop();
}
}
}, _callee5, this);
}));
function doTurn() {
return _ref6.apply(this, arguments);
}
return doTurn;
}()
}, {
key: 'round',
get: function get() {
return Math.floor(this.turn / this.players.length);
}
/**
* Roll a Dice
* @returns {number} 1-6
*/
}], [{
key: 'rollDice',
value: function rollDice() {
return Math.floor(Math.random() * 5 + 1);
}
}]);
return Game;
}(_events2.default);
exports.default = Game;
//# sourceMappingURL=Game.js.map |