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Set.js
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Set.js
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'use strict';
const cardEmotes = require('./emotes.json');
const STYLE = ['solid', 'striped', 'outline'];
const SHAPE = ['diamond', 'squiggle', 'oval'];
const COLOR = ['red', 'purple', 'green'];
const COUNT = [1, 2, 3];
const EASY_CARDS = 9; // easy game has 9 cards
const NORMAL_CARDS = 12;
const TIME_WARNS = [30, 10];
class SetGame {
constructor(isEasy, minutes, channel) {
if (minutes < 1 || minutes > 5) {
throw new Error('Minutes out of range. Must be at least 1 minute and no more than 5.');
}
this.board = [];
this.isEasy = isEasy;
this.remainingSeconds = minutes * 60;
this.timer = setInterval(this.advanceTimer.bind(this), 1000);
this.channel = channel;
this.setCount = 0;
this.fillBoard();
}
fillBoard() {
this.board = [];
for (let i = 0; i < (this.isEasy ? EASY_CARDS : NORMAL_CARDS); i++) {
this.board.push(this.generateRandomCard());
}
}
generateRandomCard() {
const style = this.isEasy ? 'solid' : pickRandom(STYLE);
const shape = pickRandom(SHAPE);
const color = pickRandom(COLOR);
const count = pickRandom(COUNT);
const card = new SetCard(style, shape, color, count);
if (this.board.reduce((acc, cur) => acc || cur.toString() === card.toString(), false)) {
// card already on board, rerandom
return this.generateRandomCard();
} else {
return card;
}
}
advanceTimer() {
this.remainingSeconds -= 1;
if (this.remainingSeconds <= 0) {
this.channel.send(`**__Time's Up!__** You found ${this.setCount} Sets!`);
clearInterval(this.timer);
} else if (TIME_WARNS.includes(this.remainingSeconds)) {
this.channel.send(`**${this.remainingSeconds} seconds left!**`);
}
}
isGameDone() {
return this.remainingSeconds <= 0;
}
getMMSS() {
let seconds = ("0" + this.remainingSeconds % 60).slice(-2);
let minutes = Math.floor(this.remainingSeconds / 60);
return minutes + ":" + seconds;
}
async printBoard() {
for (let i = 0; i < this.board.length; i += 3) {
await this.channel.send(`[${i} - ${i + 2}]`);
let result = '';
for (let j = i; j < Math.min(this.board.length, i + 3); j++) {
result += this.board[j].toEmote();
}
await this.channel.send(result);
}
}
pick(one, two, three) {
if (one < 0 || one >= this.board.length
|| two < 0 || two >= this.board.length
|| three < 0 || three >= this.board.length) {
this.channel.send('Make sure all your card numbers are on the board!');
} else {
let oneCard = this.board[one];
let twoCard = this.board[two];
let threeCard = this.board[three];
this.channel.send(oneCard.toEmote() + twoCard.toEmote() + threeCard.toEmote())
.then(() => {
if (isASet(oneCard, twoCard, threeCard)) {
this.channel.send("**SET!**\n---");
this.setCount++;
this.board[one] = this.generateRandomCard();
this.board[two] = this.generateRandomCard();
this.board[three] = this.generateRandomCard();
this.printBoard();
} else {
this.channel.send("**Not a Set :(**");
}
})
.catch(err => this.channel.send(`**__Error:__** ${err.message}`));
}
}
}
class SetCard {
constructor(style, shape, color, count) {
this.style = style;
this.shape = shape;
this.color = color;
this.count = count;
this.emote = cardEmotes[`${style}_${shape}_${color}`];
}
toString() {
return `${this.style}-${this.shape}-${this.color}-${this.count}`;
}
toEmote() {
let result = cardEmotes.card_left;
switch (this.count) {
case 1:
result += cardEmotes.card_blank + this.emote + cardEmotes.card_blank;
break;
case 2:
result += this.emote + cardEmotes.card_blank + this.emote;
break;
case 3:
result += this.emote + this.emote + this.emote;
break;
default:
throw new Error('Invalid count for card - ' + this.count);
}
return result + cardEmotes.card_right;
}
}
/**
* Picks a random item out of the given array
* @param {any[]} array - The array to pick an item out of
* @return {any} The item randomly picked
*/
function pickRandom(array) {
return array[Math.floor(Math.random() * array.length)];
}
/**
* Checks if the given card are a set, that is for all properties they are all unique or all the
* same across the cards.
* @param {...SetCard} var_args - Cards to check if they are a Set or not
*/
function isASet() {
const cardProps = [...arguments].map(card => card.toString().split('-'));
for (let i = 0; i < cardProps[0].length; i++) {
let props = new Set(cardProps.reduce((acc, cur) => [...acc, cur[i]], []));
if (props.size > 1 && props.size < arguments.length) {
return false;
}
}
return true;
}
module.exports = SetGame;