1102 lines
30 KiB
JavaScript
1102 lines
30 KiB
JavaScript
Games = new Mongo.Collection("games");
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Players = new Mongo.Collection("players");
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// A round is one of the 5 game rounds.
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Rounds = new Mongo.Collection("rounds");
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// Each round contains one or more votes.
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Votes = new Mongo.Collection("votes");
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// Each vote has a player vote from each player.
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PlayerVotes = new Mongo.Collection("playerVotes");
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if (Meteor.isClient) {
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Template.body.created = function () {
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Session.set("currentView", "startMenu");
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};
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Template.main.helpers({
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whichView: function () {
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return Session.get("currentView");
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}
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});
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Template.startMenu.events({
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"click .button-new-game": function (event) {
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Session.set("currentView", "newGame");
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},
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"click .button-join-game": function (event) {
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Session.set("currentView", "joinGame");
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}
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});
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Template.newGame.events({
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"click .button-main-menu": function (event) {
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Session.set("currentView", "startMenu");
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},
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'submit .new-game-form': function (event) {
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event.preventDefault();
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var playerName = $(event.currentTarget).find('.name-input').val();
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if (!playerName) {
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return false;
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}
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var game = generateNewGame();
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var player = generateNewPlayer(game, playerName);
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Meteor.subscribe('games', game.accessCode);
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Session.set("loading", true);
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Meteor.subscribe('players', game._id, function onReady() {
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Session.set("loading", false);
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Session.set("gameID", game._id);
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Session.set("playerID", player._id);
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Session.set("currentView", "lobby");
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});
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Meteor.subscribe('rounds', game._id)
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Meteor.subscribe('votes', game._id)
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Meteor.subscribe('playerVotes', game._id)
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Tracker.autorun(trackGameState);
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}
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});
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Template.newGame.helpers({
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track: function () {
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trackGameState();
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},
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trackPlayers: function () {
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trackPlayersState();
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}
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});
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Template.joinGame.events({
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"click .button-main-menu": function (event) {
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Session.set("currentView", "startMenu");
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},
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'submit .join-game-form': function (event) {
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event.preventDefault();
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var code = $(event.currentTarget).find('.code-input').val();
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var name = $(event.currentTarget).find('.name-input').val();
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if (!name){
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return false;
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}
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code = code.trim().toLowerCase();
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var game = Games.findOne({ accessCode: code });
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Session.set("loading", true);
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Meteor.subscribe('games', code, function onReady() {
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Session.set("loading", false);
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var game = Games.findOne({ accessCode: code });
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if (game.state === 'lobby') {
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Meteor.subscribe('players', game._id);
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player = generateNewPlayer(game, name);
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Meteor.subscribe('rounds', game._id)
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Meteor.subscribe('votes', game._id)
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Meteor.subscribe('playerVotes', game._id)
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Session.set("gameID", game._id);
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Session.set("playerID", player._id);
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Session.set("currentView", "lobby");
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} else {
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//invalid code validation here
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return false;
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}
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});
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Tracker.autorun(trackGameState);
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}
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});
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Template.lobby.events({
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"click .button-start":function () {
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var game = getCurrentGame();
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var players = Players.find({'gameID': game._id});
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if (players.count() < 3) {
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$('.player-alert-5').show();
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$('.player-alert-10').hide();
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return false;
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}
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if (players.count() > 10) {
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$('.player-alert-10').show();
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$('.player-alert-5').hide();
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return false;
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}
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assignTurnOrder(players);
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players = Players.find({'gameID': game._id}, {'sort': {'ord': 1}});
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assignTeams(players);
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assignSpecialRoles(players, game);
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generateNewRound(game, 0);
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Games.update(game._id, {$set: {state: 'rolePhase'}});
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},
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"click .button-leave":function () {
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var game = getCurrentGame();
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Games.update(game._id, {$set: {numPlayers: game.numPlayers - 1}});
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Session.set("currentView", "startMenu");
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Players.remove(getCurrentPlayer()._id);
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Session.set("playerID", null);
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Session.set("gameID", null);
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},
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"click .displayHistory":function () {
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var game = getCurrentGame();
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Games.update(game._id, {$set: {displayHistory: ! game.displayHistory}});
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},
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"click .merlin":function () {
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var game = getCurrentGame();
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Games.update(game._id, {$set: {merlin: ! game.merlin}});
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},
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"click .assassin":function () {
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var game = getCurrentGame();
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Games.update(game._id, {$set: {assassin: ! game.assassin}});
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},
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"click .morgana":function () {
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var game = getCurrentGame();
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Games.update(game._id, {$set: {morgana: ! game.morgana}});
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},
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"click .mordred":function () {
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var game = getCurrentGame();
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Games.update(game._id, {$set: {mordred: ! game.mordred}});
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},
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"click .percival":function () {
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var game = getCurrentGame();
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Games.update(game._id, {$set: {percival: ! game.percival}});
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}
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});
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Template.lobby.helpers({
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game: function () {
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return getCurrentGame();
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},
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code: function () {
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return getAccessCode();
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},
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players: function () {
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var game = getCurrentGame();
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if (!game) { return null; }
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var players = Players.find({'gameID': game._id}, {'sort': {'ord': 1}}).fetch();
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return players;
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},
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displayHistory: function () {
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return getCurrentGame().displayHistory;
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},
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merlin: function () {
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return getCurrentGame().merlin;
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},
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assassin: function () {
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return getCurrentGame().assassin;
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},
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morgana: function () {
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return getCurrentGame().morgana;
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},
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mordred: function () {
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return getCurrentGame().mordred;
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},
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percival: function () {
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return getCurrentGame().percival;
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}
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});
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Template.score.helpers({
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game: function () {
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return getCurrentGame();
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},
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missionNum: function (object) {
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var game = getCurrentGame();
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var numPlayers = missionNumPlayers(object.hash.round, game.numPlayers);
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if (!numPlayers) {return null;}
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if (numPlayers[1] === 2) {
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return numPlayers[0] + "*";
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} else {
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return numPlayers[0];
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}
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},
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roundFinished: function (object) {
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var game = getCurrentGame();
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var param = "result" + object.hash.round;
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if (game[param] === "pass") {
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return "pass";
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} else if (game[param] === "fail"){
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return "fail";
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} else {
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return null;
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}
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}
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});
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Template.roleInfo.helpers({
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player: function () {
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return getCurrentPlayer();
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},
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team: function () {
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return capitalize(getCurrentPlayer().team);
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},
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role: function () {
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var role = getCurrentPlayer().role;
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if (!role) {
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role = "normal";
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}
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return capitalize(role);
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},
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isSpy: function () {
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return (getCurrentPlayer().team === "spy");
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},
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isMerlin: function () {
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return (getCurrentPlayer().role === "merlin");
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},
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isAssassin: function () {
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return (getCurrentPlayer().role === "assassin");
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},
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isPercival: function () {
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return (getCurrentPlayer().role === "percival");
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},
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isMorgana: function () {
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return (getCurrentPlayer().role === "morgana");
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},
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isMordred: function () {
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return (getCurrentPlayer().role === "mordred");
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},
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gameHasMordred: function () {
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return !!Players.findOne({gameID: getCurrentGame()._id, role: 'mordred'});
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},
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possibleMerlins: function () {
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var result = [];
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var merlins = Players.find({
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$and: [
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{'gameID': getCurrentGame()._id},
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{$or :[
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{'role': 'merlin'},
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{'role': 'morgana'}
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] }
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]
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}, {sort: {'name': 1}});
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merlins.forEach(function (player) {
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result.push(player.name);
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});
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return result.join(' or ');
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},
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allSpies: function () {
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var game = getCurrentGame();
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var currentPlayer = getCurrentPlayer();
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if (!game) { return null; }
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var players = Players.find({'gameID': game._id}, {'sort': {'ord': 1}}).fetch();
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var spies = [];
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players.forEach(function (player) {
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if (player.team === "spy" && player._id !== currentPlayer._id
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&& !(currentPlayer.role == "merlin" && player.role == "mordred")) {
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spies.push(player);
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}
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});
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return spies;
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}
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});
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Template.rolePhase.events({
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'click button': function () {
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var player = getCurrentPlayer();
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Players.update(player._id, {$set: {ready: "ready"}});
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Tracker.autorun(trackPlayersState);
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}
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});
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Template.rolePhase.helpers({
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player: function () {
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return getCurrentPlayer();
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},
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players: function () {
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var game = getCurrentGame();
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if (!game) { return null; }
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var players = Players.find({'gameID': game._id}, {'sort': {'ord': 1}}).fetch();
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return players;
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},
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});
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Template.pickPhaseLeader.events({
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'click button':function () {
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var game = getCurrentGame();
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var numChosen = Players.find({'gameID': game._id, 'chosen': true}).count();
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var roundMax = missionNumPlayers(game.round, game.numPlayers)[0];
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if (numChosen == roundMax) {
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var currentVote = getCurrentVote();
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var chosen = [];
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Players.find({'gameID': game._id, 'chosen': true})
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.fetch()
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.forEach(function (player) {
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chosen.push(player.ord);
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var pv = PlayerVotes.findOne({voteID: currentVote._id, ord: player.ord});
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pv.classes.push("chosen");
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PlayerVotes.update(pv._id, { $set: { chosen: true, classes: pv.classes } });
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});
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Votes.update(currentVote._id, { $set: { chosen: chosen, status: "voting" }});
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Games.update(game._id, {$set: {state: "votingPhase"}});
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}
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}
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});
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Template.pickPhaseLeader.helpers({
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players: function () {
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var game = getCurrentGame();
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if (!game) { return null; }
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var players = Players.find({'gameID': game._id}, {'sort': {'ord': 1}}).fetch();
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return players;
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},
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pickMax: function () {
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var game = getCurrentGame();
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var numChosen = Players.find({'gameID': game._id, 'chosen': true}).count();
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var roundMax = missionNumPlayers(game.round, game.numPlayers)[0];
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return numChosen == roundMax;
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},
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voteRejected: function () {
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return getCurrentGame().voteRejected;
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}
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});
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Template.pickPhase.helpers({
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player: function () {
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return getCurrentPlayer();
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},
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leader: function () {
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return getCurrentGame().leader;
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},
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chosen: function () {
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return getCurrentPlayer().chosen;
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},
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chosenPlayers:function () {
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var game = getCurrentGame();
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var players = Players.find({'gameID': game._id, 'chosen': true}, {'sort': {'ord': 1}}).fetch();
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if (!players) { return null; }
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return players;
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},
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voteRejected: function () {
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return getCurrentGame().voteRejected;
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}
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});
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Template.player.events({
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'click .player':function () {
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var game = getCurrentGame();
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var numChosen = Players.find({'gameID': game._id, 'chosen': true}).count();
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var roundMax = missionNumPlayers(game.round, game.numPlayers)[0];
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if (numChosen < roundMax) {
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Players.update(this._id, {$set: {chosen: ! this.chosen}});
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} else if(this.chosen) {
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Players.update(this._id, {$set: {chosen: false}});
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}
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}
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});
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Template.player.helpers({
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isSpy: function () {
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return (this.team === "spy" ? true : false);
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}
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});
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Template.votingPhase.helpers({
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chosenPlayers: function () {
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var game = getCurrentGame();
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var players = Players.find({'gameID': game._id, 'chosen': true}, {'sort': {'ord': 1}}).fetch();
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return players;
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},
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playersCount: function () {
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var game = getCurrentGame();
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if (!game) { return null; }
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var players = Players.find({ $and: [{vote: {$ne: "accept"}}, {vote: {$ne: "reject"}} ]}).fetch();
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return players.length;
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},
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playerVote: function () {
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var player = getCurrentPlayer();
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return player.vote;
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}
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});
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Template.votingPhase.events({
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'click .button-accept':function () {
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var player = getCurrentPlayer();
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Players.update(player._id, {$set: {vote: "accept"}});
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},
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'click .button-reject':function () {
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var player = getCurrentPlayer();
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Players.update(player._id, {$set: {vote: "reject"}});
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}
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});
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Template.voteResults.helpers({
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exists: function () {
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var game = getCurrentGame();
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if (!game || game.turn < 1) { return null; }
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return true;
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},
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acceptVoters: function () {
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var game = getCurrentGame();
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if (!game) { return null; }
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var players = Players.find({'gameID': game._id, 'previousVote': 'accept'}, {'sort': {'ord': 1}}).fetch();
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return players;
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},
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rejectVoters: function () {
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var game = getCurrentGame();
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if (!game) { return null; }
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var players = Players.find({'gameID': game._id, 'previousVote': 'reject'}, {'sort': {'ord': 1}}).fetch();
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return players;
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},
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numSabotaged: function () {
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var game = getCurrentGame();
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if (!game) {return null; }
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if (game.prevResult[1] < 1) {
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return null;
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} else {
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if (game.prevResult[1] == 1) {
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return "1 spy";
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} else {
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return game.prevResult[1] + " spies";
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}
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}
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},
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missionResult: function () {
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var game = getCurrentGame();
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if (!game) {return null; }
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return (game.prevResult[0] === "fail" ? "failed" : "succeeded");
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},
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missionExists: function () {
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var game = getCurrentGame();
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if (!game) {return null;}
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return game.prevResult;
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}
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});
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Template.missionPhaseChosen.events({
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'click .button-pass':function () {
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var player = getCurrentPlayer();
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Players.update(player._id, {$set: {mission: "pass"}});
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},
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'click .button-fail':function () {
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var player = getCurrentPlayer();
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if (player.team === "spy") {
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Players.update(player._id, {$set: {mission: "fail"}});
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} else {
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Players.update(player._id, {$set: {mission: "pass"}});
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}
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}
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});
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Template.missionPhaseChosen.helpers({
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mission: function () {
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return getCurrentPlayer().mission;
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}
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});
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Template.assassinPhase.events({
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'click .assassinate': function () {
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var game = getCurrentGame();
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var merlin = Players.findOne({'gameID': getCurrentGame()._id, 'role': 'merlin'});
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var target = Players.findOne({'gameID': getCurrentGame()._id, 'assassinated': true});
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if (merlin._id === target._id) {
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Games.update(game._id, {$set: {winner: "spies"}});
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} else {
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Games.update(game._id, {$set: {winner: "resistance"}});
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}
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}
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});
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Template.assassinPhase.helpers({
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resistanceMembers: function () {
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return Players.find({'team': 'resistance', 'gameID': getCurrentGame()._id});
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}
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});
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Template.assassinPick.events({
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'click .player': function () {
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var player = Players.findOne({'gameID': getCurrentGame()._id, 'assassinated': true});
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if (player) { Players.update(player._id, {$set: {assassinated: false}}); }
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Players.update(this._id, {$set: {assassinated: true}});
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}
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});
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Template.assassinPick.helpers({
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chosen: function () {
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return this.assassinated;
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}
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});
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|
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Template.specialGameOver.helpers({
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resistanceWins: function () {
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return (getCurrentGame().winner === "resistance");
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},
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|
destroyGame: function () {
|
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var game = getCurrentGame();
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setInterval(function () {
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Games.remove(game._id);
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}, 20000);
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|
}
|
|
});
|
|
|
|
Template.gameOver.helpers({
|
|
destroyGame: function () {
|
|
var game = getCurrentGame();
|
|
setInterval(function () {
|
|
Games.remove(game._id);
|
|
}, 5000);
|
|
}
|
|
});
|
|
|
|
Template.history.helpers({
|
|
displayHistory: function() {
|
|
var game = getCurrentGame();
|
|
return game != null && game.displayHistory;
|
|
},
|
|
players: function() {
|
|
return Players.find({'gameID': getCurrentGame()._id}, {'sort': {'ord': 1}});
|
|
},
|
|
rounds: function() {
|
|
return Rounds.find({gameID: getCurrentGame()._id}, {sort: {'round': 1}});
|
|
},
|
|
votes: function() {
|
|
return Votes.find({gameID: getCurrentGame()._id, roundID: this._id}, {sort: {'ord': 1}});
|
|
},
|
|
playerVotes: function() {
|
|
return PlayerVotes.find({gameID: getCurrentGame()._id, voteID: this._id}, {sort: {'ord': 1}});
|
|
},
|
|
classList: function() {
|
|
return this.classes.join(' ');
|
|
},
|
|
isCompleted: function() {
|
|
return this.result == "fail" || this.result == "pass";
|
|
},
|
|
});
|
|
}
|
|
|
|
if (Meteor.isServer) {
|
|
Meteor.startup(function () {
|
|
// code to run on server at startup
|
|
Games.remove({});
|
|
Players.remove({});
|
|
Rounds.remove({});
|
|
Votes.remove({});
|
|
PlayerVotes.remove({});
|
|
});
|
|
|
|
Meteor.publish('games', function(accessCode) {
|
|
return Games.find({"accessCode": accessCode});
|
|
});
|
|
|
|
Meteor.publish('players', function(gameID) {
|
|
return Players.find({"gameID": gameID});
|
|
});
|
|
|
|
Meteor.publish('rounds', function(gameID) {
|
|
return Rounds.find({"gameID": gameID});
|
|
});
|
|
|
|
Meteor.publish('votes', function(gameID) {
|
|
return Votes.find({"gameID": gameID});
|
|
});
|
|
|
|
Meteor.publish('playerVotes', function(gameID) {
|
|
return PlayerVotes.find({"gameID": gameID});
|
|
});
|
|
}
|
|
|
|
|
|
function generateNewGame() {
|
|
var game = {
|
|
accessCode: generateAccessCode(),
|
|
numPlayers: 0,
|
|
state: "lobby",
|
|
turn: 0,
|
|
round: 0,
|
|
spyRoundsWon: 0,
|
|
resRoundsWon: 0,
|
|
displayHistory: true,
|
|
};
|
|
|
|
var gameID = Games.insert(game);
|
|
game = Games.findOne(gameID);
|
|
return game;
|
|
}
|
|
|
|
function generateAccessCode() {
|
|
var code = "";
|
|
var alpha = "abcdefghjiklmnopqrstuvwxyz";
|
|
|
|
for (var i = 0; i < 6; i++) {
|
|
code += alpha.charAt(Math.floor(Math.random() * alpha.length));
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
function generateNewPlayer(game, name) {
|
|
Games.update(game._id, {$set: {numPlayers: game.numPlayers + 1}});
|
|
|
|
var player = {
|
|
gameID: game._id,
|
|
name: name,
|
|
ord: game.numPlayers,
|
|
};
|
|
|
|
var playerID = Players.insert(player);
|
|
player = Players.findOne(playerID);
|
|
return player;
|
|
}
|
|
|
|
function generateNewVote(game, round, leader) {
|
|
var vote = {
|
|
gameID: game._id,
|
|
roundID: round._id,
|
|
ord: Votes.find({roundID: round._id}).count(),
|
|
leader: leader,
|
|
status: "pending",
|
|
}
|
|
|
|
var voteID = Votes.insert(vote);
|
|
var vote = Votes.findOne(voteID);
|
|
|
|
var players = Players.find({'gameID': game._id}, {'sort': {'ord': 1}});
|
|
players.forEach(function (player, index) {
|
|
var playerVote = {
|
|
gameID: game._id,
|
|
roundID: round._id,
|
|
voteID: voteID,
|
|
ord: player.ord,
|
|
classes: player.ord == leader ? ["leader"] : [],
|
|
}
|
|
PlayerVotes.insert(playerVote);
|
|
});
|
|
}
|
|
function generateNewRound(game, leader) {
|
|
var roundNum = game.round + 1;
|
|
Games.update(game._id, {$set: {round: roundNum}});
|
|
|
|
var round = {
|
|
gameID: game._id,
|
|
round: roundNum,
|
|
fails: null,
|
|
result: null,
|
|
};
|
|
|
|
var roundID = Rounds.insert(round);
|
|
var round = Rounds.findOne(roundID);
|
|
|
|
generateNewVote(game, round, leader);
|
|
|
|
return round;
|
|
}
|
|
|
|
function getCurrentGame() {
|
|
var gameID = Session.get("gameID");
|
|
|
|
if (gameID) {
|
|
return Games.findOne(gameID);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
function getCurrentRound() {
|
|
var game = getCurrentGame();
|
|
|
|
if (game) {
|
|
return Rounds.findOne({gameID: game._id, round: game.round});
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
function getCurrentVote() {
|
|
var round = getCurrentRound();
|
|
|
|
if(round) {
|
|
var votes = Votes.find({'gameID': round.gameID, 'roundID': round._id}, { sort: {'ord': -1} }).fetch();
|
|
return votes[0];
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
function getCurrentPlayer() {
|
|
var playerID = Session.get("playerID");
|
|
|
|
if (playerID) {
|
|
return Players.findOne(playerID);
|
|
}
|
|
}
|
|
|
|
function getAccessCode() {
|
|
var game = getCurrentGame();
|
|
if (!game) { return; }
|
|
return game.accessCode;
|
|
}
|
|
|
|
function shuffle(array){
|
|
for(var j, x, i = array.length; i; j = Math.floor(Math.random() * i), x = array[--i], array[i] = array[j], array[j] = x);
|
|
return array;
|
|
}
|
|
|
|
function capitalize(string) {
|
|
return string.slice(0,1).toUpperCase() + string.slice(1);
|
|
}
|
|
|
|
function assignTurnOrder(players) {
|
|
var turnOrder = [];
|
|
|
|
for(var i = 0; i < players.count(); i++) {
|
|
turnOrder.push(i);
|
|
}
|
|
|
|
shuffle(turnOrder);
|
|
|
|
players.forEach(function (player, index) {
|
|
Players.update(player._id, {$set: {
|
|
ord: turnOrder.pop()
|
|
}});
|
|
});
|
|
}
|
|
|
|
function assignTeams(players) {
|
|
var teams = [];
|
|
switch (players.count()) {
|
|
case 3:
|
|
teams = ["spy", "resistance", "resistance"];
|
|
break;
|
|
case 4:
|
|
teams = ["spy", "resistance", "resistance", "resistance"];
|
|
break;
|
|
case 5:
|
|
teams = ["spy", "spy",
|
|
"resistance", "resistance", "resistance"];
|
|
break;
|
|
case 6:
|
|
teams = ["spy", "spy",
|
|
"resistance", "resistance", "resistance", "resistance"];
|
|
break;
|
|
case 7:
|
|
teams = ["spy", "spy", "spy",
|
|
"resistance", "resistance", "resistance", "resistance"];
|
|
break;
|
|
case 8:
|
|
teams = ["spy", "spy", "spy",
|
|
"resistance", "resistance", "resistance", "resistance", "resistance"];
|
|
break;
|
|
case 9:
|
|
teams = ["spy", "spy", "spy",
|
|
"resistance", "resistance", "resistance", "resistance", "res)istance", "resistance"];
|
|
break;
|
|
case 10:
|
|
teams = ["spy", "spy", "spy", "spy",
|
|
"resistance", "resistance", "resistance", "resistance", "resistance", "resistance"];
|
|
break;
|
|
}
|
|
|
|
shuffle(teams);
|
|
|
|
players.forEach(function (player, index) {
|
|
Players.update(player._id, {$set: {
|
|
team: teams.pop()
|
|
}});
|
|
});
|
|
|
|
return players;
|
|
}
|
|
|
|
function assignSpecialRoles(players, game) {
|
|
var goodRoles = [];
|
|
var evilRoles = [];
|
|
var goodPlayers = [];
|
|
var evilPlayers = [];
|
|
|
|
if (game.merlin) {goodRoles.push("merlin");}
|
|
if (game.assassin) {evilRoles.push("assassin");}
|
|
if (game.morgana) {evilRoles.push("morgana");}
|
|
if (game.mordred) {evilRoles.push("mordred");}
|
|
if (game.percival) {goodRoles.push("percival");}
|
|
|
|
players.forEach(function (player) {
|
|
if (player.team == "resistance") {
|
|
goodPlayers.push(player);
|
|
} else {
|
|
evilPlayers.push(player);
|
|
}
|
|
});
|
|
|
|
shuffle(goodPlayers);
|
|
shuffle(evilPlayers);
|
|
|
|
for (var i = 0; i < goodRoles.length; i++) {
|
|
Players.update(goodPlayers[i]._id, {$set: {role: goodRoles[i] }});
|
|
}
|
|
for (var j = 0; j < evilRoles.length; j++) {
|
|
Players.update(evilPlayers[j]._id, {$set: {role: evilRoles[j] }});
|
|
}
|
|
}
|
|
|
|
function trackGameState() {
|
|
var gameID = Session.get("gameID");
|
|
var playerID = Session.get("playerID");
|
|
|
|
if (!gameID || !playerID){
|
|
return;
|
|
}
|
|
|
|
var game = Games.findOne(gameID);
|
|
if (!game) {
|
|
return;
|
|
}
|
|
var player = Players.findOne(playerID);
|
|
var players = Players.find({'gameID': game._id}, {'sort': {'ord': 1}});
|
|
var leader = Players.findOne({
|
|
$and: [
|
|
{ 'gameID' : game._id },
|
|
{ 'ord': game.turn % game.numPlayers }
|
|
]
|
|
});
|
|
updateLeader(leader, game);
|
|
|
|
|
|
if (!game || !player){
|
|
Session.set("gameID", null);
|
|
Session.set("playerID", null);
|
|
Session.set("currentView", "startMenu");
|
|
return;
|
|
}
|
|
|
|
if(game.state === "rolePhase"){
|
|
Session.set("currentView", "rolePhase");
|
|
} else if (game.state === "votingPhase") {
|
|
Games.update(game._id, {$set: {prevResult: "", voteRejected: false}});
|
|
Session.set("currentView", 'votingPhase');
|
|
} else if (game.state === "lobby") {
|
|
Session.set("currentView", "lobby");
|
|
} else if (game.state === "pickPhase"){
|
|
if (player._id === leader._id) {
|
|
Session.set("currentView", "pickPhaseLeader");
|
|
} else {
|
|
Session.set("currentView", "pickPhase");
|
|
}
|
|
} else if (game.state === "missionPhase") {
|
|
if (player.chosen) {
|
|
Session.set("currentView", "missionPhaseChosen");
|
|
} else {
|
|
Session.set("currentView", "missionPhase");
|
|
}
|
|
} else if (game.state === "assassinPhase") {
|
|
if (player.role === "assassin"){
|
|
Session.set("currentView", "assassinPhase");
|
|
} else {
|
|
Session.set("currentView", "assassinPhaseWait");
|
|
}
|
|
} else if (game.state === "gameOver") {
|
|
Session.set("currentView", "gameOver");
|
|
}
|
|
|
|
if(!game.winner && game.assassin && game.resRoundsWon > 2){
|
|
Games.update(game._id, {$set: {state: 'assassinPhase'}});
|
|
} else if (!!game.winner) {
|
|
Session.set("currentView", "specialGameOver");
|
|
} else if (game.resRoundsWon > 2 || game.spyRoundsWon > 2 || game.result5) {
|
|
Games.update(game._id, {$set: {state: 'gameOver'}});
|
|
}
|
|
}
|
|
|
|
function trackPlayersState() {
|
|
var game = Games.findOne(Session.get("gameID"));
|
|
var players = Players.find({'gameID': game._id});
|
|
|
|
if (Session.get("currentView") === "rolePhase" && allReady(players)){
|
|
Games.update(game._id, {$set: {state: 'pickPhase'}});
|
|
}
|
|
|
|
if (Session.get("currentView") === "votingPhase" && !!allVoted(players)){
|
|
if (allVoted(players) === "accept"){
|
|
recordVotes(players);
|
|
resetVotes(players);
|
|
Games.update(game._id, {$set: {state: "missionPhase", turn: game.turn + 1}});
|
|
} else {
|
|
recordVotes(players);
|
|
resetAll(players);
|
|
Games.update(game._id, {$set: {state: "pickPhase", turn: game.turn + 1, voteRejected: true }});
|
|
}
|
|
}
|
|
if (game.state === "missionPhase" && !!missionFinished(players)){
|
|
handleMissionResult(missionFinished(players));
|
|
resetAll(players);
|
|
// All players get here. Only run once.
|
|
if (getCurrentPlayer().ord == 0
|
|
&& game.spyRoundsWon < 3 && game.resRoundsWon < 3) {
|
|
generateNewRound(game, game.turn % game.numPlayers);
|
|
}
|
|
}
|
|
}
|
|
|
|
function allReady(players) {
|
|
var result = true;
|
|
players.forEach(function (player) {
|
|
if (player.ready !== "ready") {
|
|
result = false;
|
|
}
|
|
});
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
function allVoted(players) {
|
|
var accept = 0;
|
|
var reject = 0;
|
|
players.forEach(function (player) {
|
|
if (player.vote === "accept") {
|
|
accept++;
|
|
} else if (player.vote === "reject"){
|
|
reject++;
|
|
}
|
|
});
|
|
|
|
if(players.count() > (accept + reject)) {
|
|
return false;
|
|
} else {
|
|
return ( accept > reject ? "accept" : "reject" );
|
|
}
|
|
}
|
|
|
|
function resetAll(players) {
|
|
players.forEach(function (player) {
|
|
Players.update(player._id, { $set: { vote: "" }});
|
|
Players.update(player._id, { $set: { chosen: "" }});
|
|
Players.update(player._id, { $set: { mission: "" }});
|
|
});
|
|
}
|
|
|
|
function recordVotes(players) {
|
|
var currentVote = getCurrentVote();
|
|
|
|
players.forEach(function (player) {
|
|
var pv = PlayerVotes.findOne({voteID: currentVote._id, ord: player.ord});
|
|
pv.classes.push(player.vote);
|
|
PlayerVotes.update(pv._id, { $set: { vote: player.vote, classes: pv.classes } });
|
|
|
|
Players.update(player._id, { $set: { previousVote: player.vote }});
|
|
});
|
|
// This function gets called for every player, but we only want to do
|
|
// this once.
|
|
if (getCurrentPlayer().ord == 0) {
|
|
if (allVoted(players) == "accept") {
|
|
Votes.update(currentVote._id, { $set: { status: "accept-pending" }});
|
|
} else {
|
|
Votes.update(currentVote._id, { $set: { status: "reject" }});
|
|
|
|
var game = getCurrentGame();
|
|
var newLeader = currentVote.leader + 1 % game.numPlayers;
|
|
generateNewVote(game, getCurrentRound(), newLeader);
|
|
}
|
|
}
|
|
}
|
|
|
|
function resetVotes(players) {
|
|
players.forEach(function (player) {
|
|
Players.update(player._id, { $set: { vote: "" }});
|
|
});
|
|
}
|
|
|
|
function updateLeader(player, game) {
|
|
Games.update(game._id, {$set: {"leader": player.name}});
|
|
}
|
|
|
|
function missionFinished(players) {
|
|
var game = getCurrentGame();
|
|
var pass = 0;
|
|
var fail = 0;
|
|
var numToFail = missionNumPlayers(game.round, game.numPlayers)[1];
|
|
|
|
players.forEach(function (player) {
|
|
if (player.mission === "fail"){
|
|
fail ++;
|
|
} else if (player.mission === "pass"){
|
|
pass ++;
|
|
}
|
|
});
|
|
|
|
if (missionNumPlayers(game.round, game.numPlayers)[0] > (pass + fail)) {
|
|
return false;
|
|
} else {
|
|
var round = getCurrentRound();
|
|
var resString = fail < numToFail ? "pass" : "fail";
|
|
Rounds.update(round._id, { $set: { result: resString, fails: fail } });
|
|
var vote = getCurrentVote();
|
|
Votes.update(vote._id, { $set: { status: resString } });
|
|
return ( fail >= numToFail ? fail : "pass");
|
|
}
|
|
}
|
|
|
|
function missionNumPlayers(roundNum, numPlayers) {
|
|
switch (true) {
|
|
case numPlayers == 5:
|
|
switch(roundNum) {
|
|
case 1: return [2, 1];
|
|
case 2: return [3, 1];
|
|
case 3: return [2, 1];
|
|
case 4: return [3, 1];
|
|
case 5: return [3, 1];
|
|
}
|
|
break;
|
|
case numPlayers == 6:
|
|
switch(roundNum) {
|
|
case 1: return [2, 1];
|
|
case 2: return [3, 1];
|
|
case 3: return [4, 1];
|
|
case 4: return [3, 1];
|
|
case 5: return [4, 1];
|
|
}
|
|
break;
|
|
case numPlayers == 7:
|
|
switch(roundNum) {
|
|
case 1: return [2, 1];
|
|
case 2: return [3, 1];
|
|
case 3: return [3, 1];
|
|
case 4: return [4, 2];
|
|
case 5: return [4, 1];
|
|
}
|
|
break;
|
|
case numPlayers > 7 && numPlayers < 11:
|
|
switch(roundNum) {
|
|
case 1: return [3, 1];
|
|
case 2: return [4, 1];
|
|
case 3: return [4, 1];
|
|
case 4: return [5, 2];
|
|
case 5: return [5, 1];
|
|
}
|
|
break;
|
|
default:
|
|
return null;
|
|
}
|
|
}
|
|
|
|
function handleMissionResult(result) {
|
|
var game = getCurrentGame();
|
|
var param = "result" + game.round;
|
|
var query = {};
|
|
if (result == "pass") {
|
|
result = ["pass", null];
|
|
Games.update(game._id, {$set: {resRoundsWon: game.resRoundsWon + 1}});
|
|
} else {
|
|
result = ["fail", result];
|
|
Games.update(game._id, {$set: {spyRoundsWon: game.spyRoundsWon + 1}});
|
|
}
|
|
query[param] = result[0];
|
|
Games.update(game._id, {$set: {state: "pickPhase", round: game.round + 1, prevResult: result}});
|
|
Games.update(game._id, {$set: query});
|
|
}
|