Test
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9f1bf7eb4d
commit
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255
index.js
255
index.js
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@ -1,147 +1,50 @@
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var express = require('express');
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const worldgen = require("./worldgen.js")
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const data = require("./tileinfo.js")
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const util = require("./util.js")
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const gridSize = [18, 18];
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const perlinScale = 3;
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var express = require('express');
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class Player {
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constructor(id, color, name) {
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this.name = name
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this.id = id;
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this.color = color;
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this.buildings = [0,0,0,0,0,0,0,0,0,0,0,0,0]
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this.gold = 100
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this.power = 100 + util.randomNumber(2,50)
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<<<<<<< HEAD
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class Server {
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constructor(){
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this.games = []
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}
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kill(client) {
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if(game.players.length < 2){
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for(let x = 0; x < game.gridSize[0]; x++) {
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for(let y = 0; y < game.gridSize[1]; y++) {
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if (game.world.map[x][y].owner == this.id) {
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game.world.map[x][y].owner = null
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game.world.map[x][y].color = null
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}
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}
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addGame(name) {
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let roomNames = []
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for (let i = 0; i < this.games.length; i++) {
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roomNames.push(this.games[i].name)
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}
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if (!roomNames.includes(name)) {
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const game = new Game([18,18], name)
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this.games.push(game)
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console.log("added game - " + game.name)
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} else {
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console.log("KILL")
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let playerList = game.players.filter(obj => obj.id != this.id);
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while (playerList > 1) {
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for (let i = 1; i < playerList.length-1; i++) {
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if (playerList[util.randomNumber(0,i)].gold < playerList[i].gold) {
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delete playerList[i];
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}
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}
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playerlist = playerList.filter(obj => obj != null)
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}
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var player2 = playerList[0]
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this.transfer(player2)
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}
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sendMap(client)
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game.removePlayer(this.id);
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}
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transfer(player2) {
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player2.gold += this.gold
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player2.power += this.power
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for(let x = 0; x < game.gridSize[0]; x++) {
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for(let y = 0; y < game.gridSize[1]; y++) {
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if (game.world.map[x][y].owner == this.id) {
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game.world.map[x][y].owner = player2.id
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game.world.map[x][y].color = player2.color
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}
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}
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}
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for (i = 0; i < this.buildings.length; i++) {
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player2.buildings[i] += this.buildings[i]
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}
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}
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}
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class World {
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constructor(gridSize, perlinScale) {
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console.log(gridSize)
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this.map = worldgen.generateWorld(gridSize, perlinScale)
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}
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// Determine what method of clicking is to be used by player
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click(structure, x, y, client){
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const player = game.getPlayerByID(client.id);
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//Build Mode
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if (this.map[x][y].owner == player.id) {
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this.placeStructure(structure, x, y, player, client)
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}
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//Claim Mode
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if (this.map[x][y].owner == null) {
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this.claimLand(x, y, player, client)
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}
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if (this.map[x][y].owner != null && this.map[x][y].owner != player.id) {
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//Attack Mode
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console.log("tried to make room already taken")
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}
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}
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// Function for placing buildings on land
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placeStructure(structure, x, y, player, client) {
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// Get info for the structure desired to be built from databank
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const strucInfo = data.structureTypes[structure]
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// Get the tile object the structure is to be built upon
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const tileOfInterest = this.map[x][y];
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// get info for the tile the structure is to be built upon from databank
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const tileInfo = data.tileTypes[tileOfInterest.type]
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const cost = strucInfo.buildPrice + tileInfo.buildPrice;
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getGameByName(name, mode) {
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if (
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// Check if the structure is valid to be built
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strucInfo.buildable == true
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// Check if player is still under building limit for structure
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&& player.buildings[structure] < strucInfo.maxQuantity
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// Ensure no other builings are already built in this tile
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&& tileOfInterest.structure == 0
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// Check to see if the structure can be built on the type of tile
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&& strucInfo.buildableOn.includes(tileOfInterest.type)
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// Check if player has enough gold to build this
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&& player.gold > cost
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) {
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// Update tile on map
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this.map[x][y].structure = structure
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// Increment building count for this structure
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player.buildings[structure] ++;
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// Charge player for cost of structure
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player.gold -= cost;
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sendMap(client)
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var game = this.games.filter(obj => obj.name == name)[0]
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console.log(name, mode, game)
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console.log(game == undefined && mode)
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if (game == undefined && mode) {
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this.addGame(name)
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return this.games.filter(obj => obj.name == name)[0]
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}
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return game;
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}
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claimLand(x, y, player, client) {
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const tileOfInterest = this.map[x][y];
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if (data.structureTypes[tileOfInterest.structure].claimable == true) {
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this.map[x][y].owner = player.id
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this.map[x][y].color = player.color
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sendMap(client)
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removeGame(name) {
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this.players = this.players.filter(obj => obj.name != name);
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console.log("removed goom - " + name)
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}
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}
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}
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function sendMap(client) {
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client.broadcast.emit('sync',{world: game.world.map})
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client.emit('sync',{world: game.world.map})
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}
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class Game {
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constructor(gridSize) {
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constructor(gridSize, roomName) {
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this.name = roomName
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this.players = [];
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this.world = new World(gridSize, perlinScale);
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this.gridSize = gridSize
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}
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}
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var game = new Game([18, 18]);
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class Player {
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constructor(id, color) {
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this.id = id;
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this.color = color;
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}
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=======
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class Player {
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constructor(id, color) {
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this.id = id;
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this.color = color;
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}
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>>>>>>> parent of 9f1bf7e (Good enough for now)
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}
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class Game {
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constructor() {
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this.players = [];
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this.world = worldgen.generateWorld(gridSize, perlinScale);
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}
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addPlayer(id) {
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var color
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switch(util.randomNumber(1,4)) {
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case 1:
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color = "red";
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break;
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case 2:
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color = "aquamarine";
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break;
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case 3:
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color = "green";
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break;
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case 4:
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color = "yellow";
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break;
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}
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const player = new Player(id, color);
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this.players.push(player);
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}
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removePlayer(id) {
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this.players = this.players.filter(obj => obj.id != id);
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console.log("removed player - " + id)
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}
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getPlayerByID(id) {
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console.log(this.players)
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console.log(id)
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const player = this.players.filter(obj => obj.id == id)[0]
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return player
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}
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}
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var game = new Game();
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var app = express() //Static resources server
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var io = require('socket.io')(server);/* Connection events */
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io.on('connection', function(client) {
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console.log('User connected');
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client.emit('gameVars', {gridSize: game.gridSize, world: game.world.map})
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client.on('disconnect', function(){
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console.log(client.id + ' disconnected.')
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game.getPlayerByID(client.id).kill(client)
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// client.broadcast.emit('playerList', game.players)
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game.removePlayer(client.id)
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client.broadcast.emit('playerList', game.players)
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})
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client.on('joinGame', function(data){
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console.log(game.players)
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client.on('joinGame', function(tank){
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game.addPlayer(client.id);
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console.log(client.id + ' joined the game');
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game.addPlayer(client.id, data.name);
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// client.broadcast.emit('playerList', game.players)
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// client.emit('playerList', game.players)
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client.emit('gameVars', {gridSize: gridSize, world: game.world})
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client.broadcast.emit('playerList', game.players)
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client.emit('playerList', game.players)
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})
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client.on('leaveGame', function(tank){
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console.log(client.id + ' disconnected.')
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// game.getPlayerByID(cliend.id).kill()
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game.getPlayerByID(client.id).kill(client)
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// client.broadcast.emit('playerList', game.players)
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game.removePlayer(client.id)
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client.broadcast.emit('playerList', game.players)
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})
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client.on('clickCanvas', function(data){
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const xu = util.clamp(data.tilePosition[0], 0, game.gridSize[0])
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const yu = util.clamp(data.tilePosition[1], 0, game.gridSize[1])
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// game.world.map[xu][yu].structure = data.structure
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game.world.click(data.structure, xu, yu, client)
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// game.world.map[xu][yu].owner = game.getPlayerByID(client.id).color;
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// client.broadcast.emit('sync',{world: game.world.map})
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// client.emit('sync',{world: game.world.map})
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const xu = data.tilePosition[0]
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const yu = data.tilePosition[1]
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game.world[xu][yu].structure = data.structure
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game.world[xu][yu].owner = game.getPlayerByID(client.id).color;
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// console.log(world[xu][yu].owner = game.getPlayerbyID(client.id))
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client.broadcast.emit('sync',{world: game.world})
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client.emit('sync',{world: game.world})
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})
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});
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function sendMap(client) {
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client.broadcast.emit('sync',{world: game.world.map})
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client.emit('sync',{world: game.world.map})
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}
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