510 lines
14 KiB
JavaScript
510 lines
14 KiB
JavaScript
const express = require('express');
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const http = require('http');
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const { Server } = require('socket.io');
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const path = require('path');
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const cookieParser = require('cookie-parser');
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//const { v4: uuidv4 } = require('uuid');
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const { randomUUID } = require('node:crypto');
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const app = express();
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const server = http.createServer(app);
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const io = new Server(server);
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app.use(cookieParser());
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app.use(express.static(path.join(__dirname, 'public')));
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// Store all game rooms
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const games = {};
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// YarnGame class
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class YarnGame {
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constructor(roomName) {
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this.roomName = roomName;
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this.inProgress = false;
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this.gameHost = null;
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this.gameSettings = {
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scoreLimit: 50,
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timeLimit: 60,
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botCount: 0
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};
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this.players = []; // { player_id, name, score, socketId }
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this.disconnectedPlayers = []; // So people can keep their score when they reconnect
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this.yarnStory = []; // { player: "", str: "" }
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this.chat = []; // { id, name, msg }
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this.round_data = []; // { entry_text, player_id, votes: [] }
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this.currentPhase = 'lobby'; // lobby, writing, voting, gameOver
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this.timer = null;
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this.timeRemaining = 0;
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this.submittedPlayers = new Set();
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this.votedPlayers = new Set();
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}
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addPlayer(playerId, name, socketId) {
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const existingPlayer = this.players.find(p => p.player_id === playerId);
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if (existingPlayer) {
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existingPlayer.socketId = socketId;
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existingPlayer.name = name;
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console.log(`Existing player ${name} reconnected to game ${this.roomName}.`)
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return existingPlayer;
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} else {
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console.log(`New player ${name} joined game ${this.roomName}.`)
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}
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const existingDisconnectedPlayer = this.disconnectedPlayers.find(p => p.player_id === playerId);
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if (existingDisconnectedPlayer) {
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existingDisconnectedPlayer.socketId = socketId;
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existingDisconnectedPlayer.name = name;
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this.players.push(existingDisconnectedPlayer);
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console.log(`Existing recently-disconnected player ${name} reconnected to game ${this.roomName}.`)
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return existingDisconnectedPlayer;
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}
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const player = {
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player_id: playerId,
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name: name,
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score: 0,
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socketId: socketId
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};
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this.players.push(player);
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// First player becomes host
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if (this.players.length === 1) {
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this.gameHost = playerId;
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}
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return player;
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}
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removePlayer(playerId) {
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const index = this.players.findIndex(p => p.player_id === playerId);
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if (index !== -1) {
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const removed = this.players.splice(index, 1);
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this.disconnectedPlayers.push(removed[0]);
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// Assign new host if host left
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if (this.gameHost === playerId && this.players.length > 0) {
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this.gameHost = this.players[0].player_id;
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}
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}
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if (this.players.length > 0) {
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console.log(`Player ${this.players[index].name} dropped.`)
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}
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return this.players.length;
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}
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getPlayer(playerId) {
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return this.players.find(p => p.player_id === playerId);
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}
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getPlayerBySocket(socketId) {
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return this.players.find(p => p.socketId === socketId);
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}
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updatePlayerName(playerId, name) {
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const player = this.getPlayer(playerId);
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if (player) {
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player.name = name;
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}
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}
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startGame(settings) {
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this.gameSettings = { ...this.gameSettings, ...settings };
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this.inProgress = true;
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this.yarnStory = [{ player: "Narrator", str: "It was a dark and stormy night..." }];
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this.players.forEach(p => p.score = 0);
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this.startWritingPhase();
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}
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startWritingPhase() {
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this.currentPhase = 'writing';
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this.round_data = [];
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this.submittedPlayers = new Set();
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this.timeRemaining = this.gameSettings.timeLimit;
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}
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submitEntry(playerId, entryText) {
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if (this.currentPhase !== 'writing') return false;
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if (this.submittedPlayers.has(playerId)) return false;
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this.round_data.push({
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entry_text: entryText.trim(),
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player_id: playerId,
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votes: []
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});
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this.submittedPlayers.add(playerId);
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return true;
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}
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allPlayersSubmitted() {
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return this.submittedPlayers.size >= this.players.length;
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}
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startVotingPhase() {
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this.currentPhase = 'voting';
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this.votedPlayers = new Set();
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this.timeRemaining = 30; // 30 seconds for voting
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}
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submitVote(playerId, entryIndex) {
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if (this.currentPhase !== 'voting') return false;
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if (this.votedPlayers.has(playerId)) return false;
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const entry = this.round_data[entryIndex];
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// Can't vote for own entry
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//if (!entry || entry.player_id === playerId) return false;
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entry.votes.push(playerId);
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this.votedPlayers.add(playerId);
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return true;
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}
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allPlayersVoted() {
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return this.votedPlayers.size >= this.players.length;
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}
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tallyVotes() {
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if (this.round_data.length === 0) return null;
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// Find winner (most votes)
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let winner = this.round_data[0];
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for (const entry of this.round_data) {
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if (entry.votes.length > winner.votes.length) {
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winner = entry;
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}
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}
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// Award points
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const winnerPlayer = this.getPlayer(winner.player_id);
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if (winnerPlayer) {
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winnerPlayer.score += 5 + winner.votes.length;
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}
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// Add to story
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if (winner.entry_text) {
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this.yarnStory.push({
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player: winnerPlayer ? winnerPlayer.name : "Unknown",
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str: winner.entry_text
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});
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}
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return winner;
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}
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checkGameOver() {
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const winner = this.players.find(p => p.score >= this.gameSettings.scoreLimit);
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if (winner) {
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this.currentPhase = 'gameOver';
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this.inProgress = false;
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return winner;
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}
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return null;
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}
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resetGame() {
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this.inProgress = false;
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this.currentPhase = 'lobby';
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this.round_data = [];
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this.yarnStory = [];
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this.submittedPlayers = new Set();
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this.votedPlayers = new Set();
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if (this.timer) {
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clearInterval(this.timer);
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this.timer = null;
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}
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}
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addChatMessage(playerId, msg) {
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const player = this.getPlayer(playerId);
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const chatMsg = {
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id: playerId,
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name: player ? player.name : 'Unknown',
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msg: msg
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};
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this.chat.push(chatMsg);
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// Keep last 100 messages
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if (this.chat.length > 100) {
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this.chat.shift();
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}
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return chatMsg;
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}
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getState() {
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return {
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roomName: this.roomName,
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inProgress: this.inProgress,
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gameHost: this.gameHost,
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gameSettings: this.gameSettings,
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players: this.players.map(p => ({
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player_id: p.player_id,
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name: p.name,
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score: p.score,
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hasSubmitted: this.submittedPlayers.has(p.player_id),
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hasVoted: this.votedPlayers.has(p.player_id)
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})),
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yarnStory: this.yarnStory,
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currentPhase: this.currentPhase,
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timeRemaining: this.timeRemaining,
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round_data: this.currentPhase === 'voting' ? this.round_data.map((e, i) => ({
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index: i,
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entry_text: e.entry_text,
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voteCount: e.votes.length
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})) : []
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};
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}
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}
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// Get or create a game room
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function getOrCreateGame(roomName) {
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if (!games[roomName]) {
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console.log(`Creating new room with name ${roomName}`)
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games[roomName] = new YarnGame(roomName);
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}
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return games[roomName];
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}
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// Route for game rooms
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app.get('/:roomName', (req, res) => {
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res.sendFile(path.join(__dirname, 'public', 'index.html'));
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});
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// Socket.IO connection handling
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io.on('connection', (socket) => {
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let currentRoom = null;
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let playerId = null;
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socket.on('joinRoom', (data) => {
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const { roomName, playerUUID, playerName } = data;
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currentRoom = roomName;
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playerId = playerUUID;
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socket.join(roomName);
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const game = getOrCreateGame(roomName);
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if (playerName) {
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game.addPlayer(playerId, playerName, socket.id);
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}
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// Send current game state to the joining player
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socket.emit('gameState', game.getState());
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socket.emit('chatHistory', game.chat);
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// Notify others
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if (playerName) {
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io.to(roomName).emit('playerJoined', {
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player_id: playerId,
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name: playerName
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});
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io.to(roomName).emit('playersUpdate', game.getState().players);
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}
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});
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socket.on('setName', (data) => {
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const { name } = data;
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if (!currentRoom || !playerId) return;
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const game = games[currentRoom];
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if (!game) return;
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game.addPlayer(playerId, name, socket.id);
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socket.emit('nameSet', { success: true, name });
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io.to(currentRoom).emit('playersUpdate', game.getState().players);
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io.to(currentRoom).emit('gameState', game.getState());
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});
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socket.on('updateSettings', (data) => {
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if (!currentRoom || !playerId) return;
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const game = games[currentRoom];
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if (!game || game.gameHost !== playerId) return;
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game.gameSettings = { ...game.gameSettings, ...data };
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io.to(currentRoom).emit('settingsUpdate', game.gameSettings);
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});
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socket.on('startGame', (settings) => {
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if (!currentRoom || !playerId) return;
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const game = games[currentRoom];
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if (!game || game.gameHost !== playerId) return;
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if (game.players.length < 2) {
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socket.emit('error', { message: 'Need at least 2 players to start' });
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return;
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}
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console.log(`Starting new game with settings ${JSON.stringify(settings)}`)
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game.startGame(settings);
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io.to(currentRoom).emit('gameStarted', game.getState());
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startTimer(game);
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});
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socket.on('submitEntry', (data) => {
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if (!currentRoom || !playerId) return;
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const game = games[currentRoom];
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if (!game) return;
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const success = game.submitEntry(playerId, data.entry);
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if (success) {
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io.to(currentRoom).emit('playersUpdate', game.getState().players);
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if (game.allPlayersSubmitted()) {
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clearInterval(game.timer);
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game.startVotingPhase();
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io.to(currentRoom).emit('votingPhase', {
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entries: game.round_data.map((e, i) => ({
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index: i,
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entry_text: e.entry_text
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})),
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timeRemaining: game.timeRemaining
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});
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startVotingTimer(game);
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}
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}
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});
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socket.on('submitVote', (data) => {
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if (!currentRoom || !playerId) return;
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const game = games[currentRoom];
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if (!game) return;
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const success = game.submitVote(playerId, data.entryIndex);
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if (success) {
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io.to(currentRoom).emit('playersUpdate', game.getState().players);
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if (game.allPlayersVoted()) {
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clearInterval(game.timer);
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endVotingPhase(game);
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}
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}
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});
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socket.on('chatMessage', (data) => {
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if (!currentRoom || !playerId) return;
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const game = games[currentRoom];
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if (!game) return;
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const chatMsg = game.addChatMessage(playerId, data.msg);
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io.to(currentRoom).emit('newChatMessage', chatMsg);
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});
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socket.on('playAgain', (settings) => {
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if (!currentRoom || !playerId) return;
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const game = games[currentRoom];
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if (!game || game.gameHost !== playerId) return;
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game.resetGame();
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io.to(currentRoom).emit('gameReset', game.getState());
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});
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socket.on('disconnect', () => {
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if (!currentRoom || !playerId) return;
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const game = games[currentRoom];
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if (!game) return;
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const player = game.getPlayer(playerId);
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const playerName = player ? player.name : 'Unknown';
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const remaining = game.removePlayer(playerId);
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io.to(currentRoom).emit('playerLeft', { player_id: playerId, name: playerName });
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io.to(currentRoom).emit('playersUpdate', game.getState().players);
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io.to(currentRoom).emit('gameState', game.getState());
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// Clean up empty rooms
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console.log(`Removing empty room ${currentRoom}`)
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if (remaining === 0) {
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if (game.timer) clearInterval(game.timer);
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delete games[currentRoom];
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}
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});
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});
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function startTimer(game) {
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if (game.timer) clearInterval(game.timer);
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game.timer = setInterval(() => {
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game.timeRemaining--;
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io.to(game.roomName).emit('timerUpdate', game.timeRemaining);
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if (game.timeRemaining <= 0) {
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clearInterval(game.timer);
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// Force submit empty entries for players who haven't submitted
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for (const player of game.players) {
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if (!game.submittedPlayers.has(player.player_id)) {
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game.submitEntry(player.player_id, "");
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}
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}
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game.startVotingPhase();
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io.to(game.roomName).emit('votingPhase', {
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entries: game.round_data.map((e, i) => ({
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index: i,
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entry_text: e.entry_text
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})),
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timeRemaining: game.timeRemaining
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});
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startVotingTimer(game);
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}
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}, 1000);
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}
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function startVotingTimer(game) {
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if (game.timer) clearInterval(game.timer);
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game.timer = setInterval(() => {
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game.timeRemaining--;
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io.to(game.roomName).emit('timerUpdate', game.timeRemaining);
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if (game.timeRemaining <= 0) {
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clearInterval(game.timer);
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endVotingPhase(game);
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}
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}, 1000);
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}
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function endVotingPhase(game) {
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const winner = game.tallyVotes();
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io.to(game.roomName).emit('roundResults', {
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winner: winner,
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players: game.getState().players,
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story: game.yarnStory
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});
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// Check for game over
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const gameWinner = game.checkGameOver();
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if (gameWinner) {
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io.to(game.roomName).emit('gameOver', {
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winner: gameWinner,
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players: game.getState().players,
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story: game.yarnStory
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});
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} else {
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// Start next round after a short delay
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setTimeout(() => {
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game.startWritingPhase();
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io.to(game.roomName).emit('newRound', game.getState());
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startTimer(game);
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}, 5000);
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}
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}
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const PORT = process.env.PORT || 3000;
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server.listen(PORT, () => {
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console.log(`YARN server running on http://localhost:${PORT}`);
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console.log(`Join a room at http://localhost:${PORT}/game101`);
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});
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