Starting to work!
Signed-off-by: James Ketrenos <james_eikona@ketrenos.com>
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f692fa9575
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@ -2,6 +2,7 @@ import React, { useState, useEffect } from "react";
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import "./Board.css";
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import history from "./history.js";
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import Paper from '@material-ui/core/Paper';
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import Button from '@material-ui/core/Button';
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import TextField from '@material-ui/core/TextField';
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import List from '@material-ui/core/List';
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import ListItem from '@material-ui/core/ListItem';
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@ -286,6 +287,24 @@ const Chat = ({ game, promoteGameState }) => {
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);
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}
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const Action = ({ game, promoteGameState }) => {
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const actionClick = (event) => {
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this.setGameState("active").then((state) => {
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game.state = state;
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});
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};
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return (
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<>
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{ game.state == 'lobby' &&
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<Paper className="Action">
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<Button onClick={actionClick}>Start game</Button>
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</Paper>
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}
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</>
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);
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}
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/* This needs to take in a mechanism to declare the
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* player's active item in the game */
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const Players = ({ game, promoteGameState }) => {
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@ -403,7 +422,10 @@ class Board extends React.Component {
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this.randomize = this.randomize.bind(this);
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this.throwDice = this.throwDice.bind(this);
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this.promoteGameState = this.promoteGameState.bind(this);
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this.resetGameLoad = this.resetGameLoad.bind(this);
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this.loadGame = this.loadGame.bind(this);
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this.rollDice = this.rollDice.bind(this);
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this.setGameState = this.setGameState.bind(this);
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this.mouse = { x: 0, y: 0 };
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this.radius = 0.317;
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@ -426,6 +448,39 @@ class Board extends React.Component {
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this.id = (props.router && props.router.params.id) ? props.router.params.id : 0;
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}
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rollDice() {
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if (this.loadTimer) {
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window.clearTimeout(this.loadTimer);
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this.loadTimer = null;
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}
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return window.fetch(`${base}/api/v1/games/${this.state.game.id}/roll`, {
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method: "PUT",
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cache: 'no-cache',
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credentials: 'same-origin',
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headers: {
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'Content-Type': 'application/json'
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}
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}).then((res) => {
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if (res.status > 400) {
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console.log(res);
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throw new Error(`Unable to roll dice`);
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}
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return res.json();
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}).then((game) => {
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console.log (`Dice rolled!`);
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console.log(game.dice);
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this.game = game;
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this.setState({ game: { ...this.state.game, dice: game.dice }} );
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}).catch((error) => {
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console.error(error);
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alert(error);
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}).then(() => {
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this.resetGameLoad();
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return this.game.dice;
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});
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}
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loadGame() {
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if (this.loadTimer) {
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window.clearTimeout(this.loadTimer);
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@ -433,7 +488,7 @@ class Board extends React.Component {
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}
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if (this.state.game) {
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// return;
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//return;
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}
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window.fetch(`${base}/api/v1/games/${this.state.game.id}`, {
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@ -456,10 +511,18 @@ class Board extends React.Component {
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console.error(error);
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alert(error);
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}).then(() => {
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this.loadTimer = window.setTimeout(this.loadGame, 1000);
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this.resetGameLoad();
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});
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}
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resetGameLoad() {
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if (this.loadTimer) {
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window.clearTimeout(this.loadTimer);
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this.loadTimer = 0;
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}
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this.loadTimer = window.setTimeout(this.loadGame, 1000);
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}
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promoteGameState(change) {
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console.log("Requesting state change: ", change);
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@ -489,7 +552,7 @@ class Board extends React.Component {
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console.error(error);
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alert(error);
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}).then(() => {
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this.loadTimer = window.setTimeout(this.loadGame, 1000);
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this.resetGameLoad();
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});
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}
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@ -517,49 +580,92 @@ class Board extends React.Component {
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}
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}
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throwDice() {
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for (let i = 0; i < 2; i++) {
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dice[i] = {
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pips: Math.ceil(Math.random() * 6),
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angle: Math.random() * Math.PI * 2,
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jitter: (Math.random() - 0.5) * diceSize * 0.125
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}
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setGameState(state) {
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if (this.loadTimer) {
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window.clearTimeout(this.loadTimer);
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this.loadTimer = null;
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}
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window.requestAnimationFrame(this.drawFrame);
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const sum = dice[0].pips + dice[1].pips;
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if (sum === 7) { /* Robber! */
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if (this.state.total > 7) {
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let half = Math.ceil(this.state.total * 0.5);
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this.setState({ total: this.state.total - half});
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while (half) {
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switch (Math.floor(Math.random() * 5)) {
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case 0: if (this.state.wood) { this.setState({ wood: this.state.wood - 1}); half--; } break;
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case 1: if (this.state.sheep) { this.setState({ sheep: this.state.sheep - 1}); half--; } break;
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case 2: if (this.state.stone) { this.setState({ stone: this.state.stone - 1}); half--; } break;
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case 3: if (this.state.brick) { this.setState({ brick: this.state.brick - 1}); half--; } break;
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case 4:
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default: if (this.state.wheat) { this.setState({ wheat: this.state.wheat - 1}); half--; } break;
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return window.fetch(`${base}/api/v1/games/${this.state.game.id}/state/${state}`, {
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method: "PUT",
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cache: 'no-cache',
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credentials: 'same-origin',
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headers: {
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'Content-Type': 'application/json'
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}
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}).then((res) => {
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if (res.status > 400) {
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console.log(res);
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throw new Error(`Unable to set state to ${state}`);
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}
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return res.json();
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}).then((game) => {
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console.log (`Game state set to ${game.state}!`);
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this.game = game;
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this.setState({ game: { ...this.state.game, state: game.state }} );
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}).catch((error) => {
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console.error(error);
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alert(error);
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}).then(() => {
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this.resetGameLoad();
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return this.game.state;
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});
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}
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throwDice() {
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dice[0].pips = dice[1].pips = 0;
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return this.rollDice().then((roll) => {
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roll.forEach((value, index) => {
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dice[index] = {
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pips: value,
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angle: Math.random() * Math.PI * 2,
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jitter: (Math.random() - 0.5) * diceSize * 0.125
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};
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});
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window.requestAnimationFrame(this.drawFrame);
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if (this.game.state == 'lobby') {
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return;
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}
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const sum = dice[0].pips + dice[1].pips;
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if (sum === 7) { /* Robber! */
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if (this.state.total > 7) {
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let half = Math.ceil(this.state.total * 0.5);
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this.setState({ total: this.state.total - half});
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while (half) {
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switch (Math.floor(Math.random() * 5)) {
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case 0: if (this.state.wood) { this.setState({ wood: this.state.wood - 1}); half--; } break;
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case 1: if (this.state.sheep) { this.setState({ sheep: this.state.sheep - 1}); half--; } break;
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case 2: if (this.state.stone) { this.setState({ stone: this.state.stone - 1}); half--; } break;
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case 3: if (this.state.brick) { this.setState({ brick: this.state.brick - 1}); half--; } break;
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case 4:
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default: if (this.state.wheat) { this.setState({ wheat: this.state.wheat - 1}); half--; } break;
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}
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}
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}
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} else {
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this.tiles.forEach((tile) => {
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if (tile.pip.roll !== sum) {
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return;
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}
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this.setState({ [tile.type]: this.state[tile.type] + 1});
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this.setState({ total: this.state.total + 1 });
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});
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}
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} else {
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this.tiles.forEach((tile) => {
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if (tile.pip.roll !== sum) {
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return;
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}
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this.setState({ [tile.type]: this.state[tile.type] + 1});
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this.setState({ total: this.state.total + 1 });
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});
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}
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this.setState({
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total: this.state.total,
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wood: this.state.wood,
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sheep: this.state.sheep,
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stone: this.state.stone,
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brick: this.state.brick,
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wheat: this.state.wheat
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this.setState({
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total: this.state.total,
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wood: this.state.wood,
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sheep: this.state.sheep,
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stone: this.state.stone,
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brick: this.state.brick,
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wheat: this.state.wheat
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});
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}).catch((error) => {
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console.error(error);
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});
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}
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@ -760,17 +866,20 @@ class Board extends React.Component {
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ctx.fillStyle = "rgba(128, 128, 0, 0.125)";
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ctx.strokeStyle = "rgba(255, 255, 0, 0.5)";
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const roll = dice[0].pips + dice[1].pips;
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if (roll) this.tiles.forEach((tile) => {
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if (tile.pip.roll === roll) {
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ctx.save();
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ctx.beginPath();
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ctx.arc(tile.pos.x, tile.pos.y, tileHeight * 0.5, 0, Math.PI * 2);
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ctx.fill();
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ctx.stroke();
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ctx.restore();
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}
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});
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if (this.game.state != 'lobby') {
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const roll = dice[0].pips + dice[1].pips;
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if (roll) this.tiles.forEach((tile) => {
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if (tile.pip.roll === roll) {
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ctx.save();
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ctx.beginPath();
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ctx.arc(tile.pos.x, tile.pos.y, tileHeight * 0.5, 0, Math.PI * 2);
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ctx.fill();
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ctx.stroke();
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ctx.restore();
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}
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});
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}
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if (this.closest.tile) {
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ctx.save();
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@ -1076,12 +1185,12 @@ class Board extends React.Component {
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this.borders = this.game.borders.map((file) => {
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return Border(this, file);
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});
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this.loadTimer = window.setTimeout(this.loadGame, 1000);
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}).catch((error) => {
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console.error(error);
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alert(error);
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})
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}).then(() => {
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this.resetGameLoad();
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});
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setTimeout(this.updateDimensions, 1000);
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}
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@ -1107,6 +1216,7 @@ class Board extends React.Component {
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<div className="Game">
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<Players game={game} promoteGameState={this.promoteGameState}/>
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<Chat game={game} promoteGameState={this.promoteGameState}/>
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<Action game={game} promoteGameState={this.promoteGameState}/>
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</div>
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}
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<div>In hand</div>
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@ -99,6 +99,43 @@ for (let i = 0; i < 5; i++) {
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const games = {};
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const roll = (game, player) => {
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if (player == 0) {
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console.log("No player active; roll has no action");
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return;
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}
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switch (game.state) {
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case "lobby":
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if (game.players[player].order) {
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console.log(`Player ${player} already rolled for order.`);
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return;
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}
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game.dice = [ Math.ceil(Math.random() * 6) ];
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game.players[player].order = game.dice[0];
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const message = `${player} rolled ${game.dice[0]} for play order.`;
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game.chat.push({ date: Date.now(), message: message });
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console.log(message);
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return;
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}
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}
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router.put("/:id/:action", (req, res) => {
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console.log(`PUT games/${req.params.id}/${req.params.action}`);
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if (!req.params.action in games) {
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const error = `Game not found: ${req.params.id}`;
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return res.status(404).send(error);
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}
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const game = games[req.params.id];
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switch (req.params.action) {
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case "roll":
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roll(game, req.session.activePlayer);
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break;
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}
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return sendGame(res, req, game);
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})
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router.get("/:id", (req, res/*, next*/) => {
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console.log("GET games/" + req.params.id);
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if (req.params.id in games) {
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@ -15,15 +15,14 @@ require("../db/users.js").then(function(db) {
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router.get("/", function(req, res/*, next*/) {
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console.log("/users/");
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return getSessionUser(req).then(function(user) {
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return getSessionUser(req).then((user) => {
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return res.status(200).send(user);
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}).catch(function(error) {
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}).catch((error) => {
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console.log("User not logged in: " + error);
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return res.status(200).send({});
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});
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});
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router.put("/password", function(req, res) {
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console.log("/users/password");
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