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app.js
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var mongojs = require("mongojs")
var db = mongojs('localhost:27017/myGame', ['account']);
var express = require('express');
var app = express();
var serv = require('http').Server(app);
app.get('/', function(req, res) {
res.sendFile(__dirname + '/client/index.html');
});
app.use('/client', express.static(__dirname + '/client'));
app.use(express.static('public'));
app.use(express.static('client'));
serv.listen(2000);
console.log("Server started.");
var SOCKET_LIST = {};
var players = [];
var enterGamePossible = true;
var victims = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
var lastVictim;
var counter = 0;
var playerID = 0;
var newCardID = 8;
var poison = true;
var heal = true;
var winner;
var Entity = function() {
var self = {
username: "username",
role: "role",
alive: true,
id: "",
}
return self;
}
var Player = function(id, data) {
var self = Entity();
self.id = playerID;
playerID++;
self.username = data.username;
self.role = "Villager";
self.socketID = '';
Player.list[id] = self;
players.push(self);
return self;
}
Player.list = {};
Player.onConnect = function(socket, username) {
var player = Player(socket.id, username);
}
Player.onDisconnect = function(socket) {
delete Player.list[socket.id];
for (i = 0; i < players.length; i++) {
if (players[i].socketID === socket.id) {
console.log(players[i].username + ' disconnected');
io.emit('deletePlayerFromCard', players[i].username, newCardID);
newCardID++
players.splice(i, 1);
}
}
}
var DEBUG = true;
var isValidPassword = function(data, cb) {
db.account.find({
username: data.username,
password: data.password
}, function(err, res) {
if (res.length > 0)
cb(true);
else
cb(false);
});
}
var isUsernameTaken = function(data, cb) {
db.account.find({
username: data.username
}, function(err, res) {
if (res.length > 0)
cb(true);
else
cb(false);
});
}
var addUser = function(data, cb) {
db.account.insert({
username: data.username,
password: data.password
}, function(err) {
cb();
});
}
var inGame = 0;
var io = require('socket.io')(serv, {});
io.sockets.on('connection', function(socket) {
socket.id = Math.random();
socket.username = "";
SOCKET_LIST[socket.id] = socket;
socket.on('signIn', function(data) {
isValidPassword(data, function(res) {
var firstUsername = true;
for (i = 0; i < players.length; i++) {
if (players[i].username === data.username) {
firstUsername = false;
}
}
if (firstUsername === false) {
socket.emit('signInResponse', {
succes: 'alreadyInGame'
});
} else if (res) {
Player.onConnect(socket, data);
socket.username = data.username;
console.log(data.username + " connected");
console.log(players);
socket.emit('signInResponse', {
success: true
});
if (players.length >= 8) {
enterGamePossible = false;
setTimeout(function() {
io.emit('checkLoginIsPossibleAnswer', false);
}, 1000);
}
} else {
socket.emit('signInResponse', {
success: false
});
}
});
});
socket.on('testString', function() {
console.log("Test String");
});
socket.on('signUp', function(data) {
isUsernameTaken(data, function(res) {
if (res) {
socket.emit('signUpResponse', {
success: false
});
} else {
addUser(data, function() {
socket.emit('signUpResponse', {
success: true
});
});
}
});
});
socket.on('checkLoginIsPossible', function() {
socket.emit('checkLoginIsPossibleAnswer', enterGamePossible);
});
socket.on('loadPlayers', function() {
socket.emit('connectToLobby', players);
io.emit('updatePlayer', players);
});
socket.on('updateSocket', function(data) {
socket.username = data;
for (i = 0; i < players.length; i++) {
if (players[i].username === data) {
if (players[i].socketID === '') {
players[i].socketID = socket.id;
}
}
}
});
// Keine neuen Spieler können sich in das Spiel einloggen.
// Für alle Rollen wird die Funktion shuffleCards aufgerufen
// Die Anzahl an Werwölfen wird so ermittelt, dass pro 4 Spielern ein Werwolf erzeugt wird
socket.on('enterGame', function() {
var numberVilkolakis = Math.round(players.length / 4);
enterGamePossible = false;
io.emit('checkLoginIsPossibleAnswer', false);
shuffleCards(numberVilkolakis, 'Vilkolakis');
shuffleCards(1, 'Witch');
shuffleCards(1, 'Hunter')
console.log(players);
io.emit('renderGame', players);
io.emit('gameMasterAudio', 'night');
io.emit('setDayOrNight', 'night', players);
setTimeout(function() {
gameMaster('night');
}, 5000);
});
// Für jede Karte einer Rolle die zugeordnet werden soll
// wird zufällig ein Spieler ausgewählt. Hat der Spieler
// die Rolle Villager bekommt er die neue Rolle, ansonsten
// wird ein neuer Spieler ausgewählt.
function shuffleCards(number, role) {
for (var i = 0; i < number; i++) {
var choosePlayer = Math.floor((Math.random() * players.length));
if (players[choosePlayer].role === 'Villager') {
players[choosePlayer].role = role;
} else {
i = i - 1;
}
}
}
// Über den Spielleiter werden Tag und Nacht sowie die
// Dorfabstimmung oder die Werwolfabstimmung aufgerufen.
// Ist das Spiel zu Ende wird der Sieger ermittelt.
socket.on('gameMaster', gameMaster = function(data) {
var data
console.log(data);
switch (data) {
case 'night':
io.emit('setDayOrNight', 'night', players);
io.emit('chooseVictim', players, 'night', '', heal, poison);
io.emit('gameMasterAudio', 'kill');
break;
case 'day':
io.emit('setDayOrNight', 'day', players);
io.emit('chooseVictim', players, 'day', '', heal, poison);
io.emit('gameMasterAudio', 'vote');
break;
case 'endGame':
enterGamePossible = true;
lastVictim;
playerID = 0;
newCardID = 8;
poison = true;
heal = true;
var countVilkolakis = 0;
var countVillager = 0;
for (i = 0; i < players.length; i++) {
if (players[i].role === 'Vilkolakis' && players[i].alive) {
countVilkolakis++;
}
if (players[i].alive === true) {
countVillager++;
}
}
if (countVilkolakis === 0 && countVillager === 0) {
console.log('Niemand');
winner = 'none';
io.emit('endGame', 'none');
} else if (countVilkolakis === countVillager) {
console.log('Werwolf');
winner = 'vilkolakis';
io.emit('endGame', 'vilkolakis');
io.emit('gameMasterAudio', 'vilkolakisWin');
} else {
winner = 'villagers';
io.emit('endGame', 'villagers');
io.emit('gameMasterAudio', 'villagerWin');
}
break;
}
});
// Ist Nacht wird der chatText nur an die Werwölfe gesendet
socket.on('verifyVilkolakis', function(username, data) {
for (var i = 0; i < players.length; i++) {
if (players[i].username === username && players[i].role === 'Vilkolakis') {
socket.emit('addToNightChat', data);
}
}
});
// Bei Abstimmungen wird ausgewertet welcher Spieler die meisten Stimmen bekommen hat.
// Ist das Ergebnis unentschieden wird das Opfer durch Zufall bestimmt.
socket.on('evaluation', function(rightToVote, passiveSuffrage, source, victim) {
counter++;
for (i = 0; i < passiveSuffrage.length; i++) {
if (victim === passiveSuffrage[i]) {
victims[i]++;
console.log(victims);
if (counter === rightToVote.length) {
console.log('fang an zu zahelen');
var currentMost = 0;
for (j = 0; j < victims.length; j++) {
if (currentMost <= victims[j]) {
currentMost = victims[j];
console.log(currentMost);
}
}
for (k = 0; k < victims.length; k++) {
if (victims[k] === currentMost) {
var currentMostPlayer = [];
currentMostPlayer.push(passiveSuffrage[k]);
console.log(currentMostPlayer);
var setDeath = Math.floor((Math.random() * currentMostPlayer.length));
lastVictim = currentMostPlayer[setDeath];
console.log(lastVictim);
victims = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
counter = 0;
if (source === 'night') {
var witchIsNotAlive = true;
console.log(source);
for (l = 0; l < players.length; l++) {
if (players[l].role === 'Witch' && players[l].alive) {
witchIsNotAlive = false;
io.emit('chooseVictim', players, 'witch', lastVictim, heal, poison);
io.emit('gameMasterAudio', 'witch');
}
}
if (witchIsNotAlive) {
for (l = 0; l < players.length; l++) {
if (players[l].username === currentMostPlayer[setDeath]) {
killedPlayers = [];
killedPlayers.push(players[l]);
killPlayer(killedPlayers, 'day');
}
}
}
} else if (source === 'day') {
for (l = 0; l < players.length; l++) {
if (players[l].username === currentMostPlayer[setDeath]) {
io.emit('gameMasterAudio', 'voteEnd');
killedPlayers = [];
killedPlayers.push(players[l]);
setTimeout(function() {
killPlayer(killedPlayers, 'night');
}, 5000);
}
}
}
}
}
}
}
}
});
// Aktualisierung der Trankbestände der Hexe
socket.on('evaluationWitch', evaluationWitch = function(newheal, newpoison) {
heal = newheal;
poison = newpoison;
});
// Bei Spielern die Sterben sollen wird das Attribut alive auf false gesetzt.
// Ist das Opfer der Jäger, wird eine Funktion aufgerufen, mit der er erneut jemanden töten kann.
socket.on('killPlayer', killPlayer = function(player, target, source) {
console.log(player);
var countVilkolakis = 0;
var countVillager = 0;
var noHunter = true;
for (h = 0; h < player.length; h++) {
console.log(player[h]);
for (i = 0; i < players.length; i++) {
if (player[h].username === players[i].username) {
players[i].alive = false;
console.log(players[i]);
io.emit('setNotAlive', player[h]);
if (players[i].role === 'Hunter') {
noHunter = false;
}
}
}
}
if (noHunter) {
console.log('noHunter')
for (j = 0; j < players.length; j++) {
if (players[j].role === 'Vilkolakis' && players[j].alive === true) {
countVilkolakis++;
}
if (players[j].alive === true) {
countVillager++;
}
}
if (countVilkolakis === 0) {
gameMaster('endGame');
} else if (countVilkolakis === countVillager) {
gameMaster('endGame');
} else {
io.emit('setDayOrNight', target, players);
if (source !== 'hunter') {
io.emit('gameMasterAudio', target);
} else if (target === 'night') {
io.emit('gameMasterAudio', target);
}
}
setTimeout(function() {
gameMaster(target);
}, 5000);
} else {
io.emit('setDayOrNight', 'day', players);
io.emit('chooseVictim', players, 'hunter', '', heal, poison, target);
if (target === 'day') {
io.emit('gameMasterAudio', 'day');
setTimeout(function() {
io.emit('gameMasterAudio', 'hunter');
}, 5000);
} else {
io.emit('gameMasterAudio', 'hunter');
}
}
});
socket.on('triggerGameMaster', function(data) {
io.emit('gameMasterAudio', data);
});
socket.on('triggerSetDayOrNight', function(data) {
io.emit('setDayOrNight', data, players);
});
socket.on('disconnect', function() {
delete SOCKET_LIST[socket.id];
Player.onDisconnect(socket);
});
socket.on('sendMsgToServer', function(data, username) {
var playerName = ("" + username);
io.emit('addToChat', playerName + ': ' + data);
});
socket.on('gameMasterMsgToServer', function(data) {
io.emit('addToGameMasterChat', data);
});
socket.on('getWinner', function() {
socket.emit('renderEnd', winner);
});
socket.on('evalServer', function(data) {
if (!DEBUG)
return;
var res = eval(data);
socket.emit('evalAnswer', res);
});
});