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fixed cpu not loosing state

master
Lurkars 5 years ago
parent
commit
657ffa7ce8
  1. 105
      js/game.js

105
js/game.js

@ -2,7 +2,7 @@
* Game (Model + Controller)
*/
function Game(Interface) {
var self = this;
let self = this;
// get interface
self.Interface = new Interface;
@ -29,7 +29,7 @@ Game.prototype.restart = function() {
* Setup new game
*/
Game.prototype.setup = function () {
var self = this;
let self = this;
self.player = {
score: 0,
zilch: 0
@ -40,8 +40,8 @@ Game.prototype.setup = function() {
};
self.dices = []
for (var i = 0; i < 6; i++) {
var dice = {};
for (let i = 0; i < 6; i++) {
let dice = {};
dice.value = this.random(6);
dice.disabled = true;
self.dices[i] = dice;
@ -93,7 +93,7 @@ Game.prototype.random = function(int) {
* Roll dices
*/
Game.prototype.rollDices = function (all) {
var self = this;
let self = this;
self.Interface.clearMessage();
if (self.newRound) {
@ -102,10 +102,10 @@ Game.prototype.rollDices = function(all) {
self.newRound = false;
}
var rollCount = 0;
for (var i = 0; i < 6; i++) {
let rollCount = 0;
for (let i = 0; i < 6; i++) {
self.dices[i] = self.dices[i] || {};
var dice = self.dices[i];
let dice = self.dices[i];
if (all || !dice.disabled) {
dice.value = this.random(6);
if (all) {
@ -126,7 +126,7 @@ Game.prototype.rollDices = function(all) {
if (self.playing) {
self.player.zilch++;
var history = {};
let history = {};
history['player'] = 'Zilch';
self.history.push(history);
self.points = 0;
@ -139,7 +139,7 @@ Game.prototype.rollDices = function(all) {
}
var history = {};
let history = {};
history['player'] = '-500';
self.history.push(history);
self.points = -500;
@ -162,7 +162,7 @@ Game.prototype.rollDices = function(all) {
} else {
self.cpu.zilch++;
var history = {};
let history = {};
history['cpu'] = 'Zilch';
self.history.push(history);
self.points = 0;
@ -174,7 +174,7 @@ Game.prototype.rollDices = function(all) {
self.cpu.score -= 500;
}
var history = {};
let history = {};
history['cpu'] = '-500';
self.history.push(history);
self.points = -500;
@ -212,8 +212,8 @@ Game.prototype.rollDices = function(all) {
* Toggle dice selection
*/
Game.prototype.toggleDice = function (diceIndex) {
var self = this;
var dice = self.dices[diceIndex];
let self = this;
let dice = self.dices[diceIndex];
if (!dice || dice.disabled) {
console.error("This should not happen!")
@ -222,15 +222,15 @@ Game.prototype.toggleDice = function(diceIndex) {
dice.selected = !dice.selected;
var points = self.calculatePoints();
var valid = true;
let points = self.calculatePoints();
let valid = true;
for (var i = 0; i < 6; i++) {
var toggleDice = self.dices[i];
for (let i = 0; i < 6; i++) {
let toggleDice = self.dices[i];
if (toggleDice.selected && !toggleDice.disabled) {
toggleDice.selected = false;
var togglePoints = self.calculatePoints();
let togglePoints = self.calculatePoints();
if (points > togglePoints) {
toggleDice.invalid = false;
} else if (togglePoints == points) {
@ -266,20 +266,20 @@ Game.prototype.toggleDice = function(diceIndex) {
* Calculate points on selected dices or all dices
*/
Game.prototype.calculatePoints = function (all) {
var self = this;
var result = [0, 0, 0, 0, 0, 0];
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
let self = this;
let result = [0, 0, 0, 0, 0, 0];
for (let i = 0; i < 6; i++) {
let dice = self.dices[i];
if ((all || dice.selected) && !dice.disabled) {
result[dice.value]++;
}
}
var straight = true;
var pairs = 0;
var triple1 = 0;
var triple2 = 0;
for (var i = 0; i < 6; i++) {
let straight = true;
let pairs = 0;
let triple1 = 0;
let triple2 = 0;
for (let i = 0; i < 6; i++) {
straight &= (result[i] == 1);
if (result[i] == 2) {
pairs++;
@ -290,15 +290,15 @@ Game.prototype.calculatePoints = function(all) {
triple2 = i + 1;
}
}
var points = 0;
let points = 0;
if (straight) {
points += 1500;
} else if (pairs == 3) {
points += 1500;
} else if (triple1) {
var triple1Points = triple1 * (triple1 == 1 ? 1000 : 100);
for (var i = 0; i < result[triple1 - 1] - 3; i++) {
let triple1Points = triple1 * (triple1 == 1 ? 1000 : 100);
for (let i = 0; i < result[triple1 - 1] - 3; i++) {
triple1Points *= 2;
}
points += triple1Points;
@ -325,12 +325,12 @@ Game.prototype.calculatePoints = function(all) {
* Add points for current player
*/
Game.prototype.addPoints = function () {
var self = this;
let self = this;
self.points += self.calculatePoints();
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
for (let i = 0; i < 6; i++) {
let dice = self.dices[i];
if (dice.selected) {
dice.selected = false;
dice.disabled = true;
@ -346,7 +346,7 @@ Game.prototype.addPoints = function() {
* Take points and end round
*/
Game.prototype.takePoints = function () {
var self = this;
let self = this;
self.addPoints();
@ -354,7 +354,7 @@ Game.prototype.takePoints = function() {
self.player.score += self.points;
self.player.zilch = 0;
self.Interface.setPlayer(self.player);
var history = {};
let history = {};
history['player'] = self.points;
self.history.push(history);
@ -362,7 +362,7 @@ Game.prototype.takePoints = function() {
self.cpu.score += self.points;
self.cpu.zilch = 0;
self.Interface.setCpu(self.cpu);
var history = {};
let history = {};
history['cpu'] = self.points;
self.history.push(history);
}
@ -379,12 +379,12 @@ Game.prototype.takePoints = function() {
* End round for current player
*/
Game.prototype.endRound = function () {
var self = this;
let self = this;
self.newRound = true;
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
for (let i = 0; i < 6; i++) {
let dice = self.dices[i];
if (dice.disabled) {
dice.selected = true;
} else {
@ -400,7 +400,7 @@ Game.prototype.endRound = function() {
self.Interface.setCpu(self.cpu);
// check score
var checkScore = self.playing && self.cpuStarts || !self.playing && !self.cpuStarts;
let checkScore = self.playing && self.cpuStarts || !self.playing && !self.cpuStarts;
if (checkScore && self.player.score >= 10000 && self.player.score > self.cpu.score) {
self.Interface.disableRestart(false);
@ -437,22 +437,22 @@ Game.prototype.endRound = function() {
* CPU playing logic
*/
Game.prototype.cpuPlay = function () {
var self = this;
let self = this;
self.Interface.disableRestart(true);
setTimeout(function () {
// first select all available dices
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
for (let i = 0; i < 6; i++) {
let dice = self.dices[i];
if (!dice.disabled) {
self.toggleDice(i);
}
}
// check if dice gains points
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
var tmpPoints = self.calculatePoints();
for (let i = 0; i < 6; i++) {
let dice = self.dices[i];
let tmpPoints = self.calculatePoints();
if (!dice.disabled) {
self.toggleDice(i);
if (self.calculatePoints() < tmpPoints) {
@ -462,17 +462,18 @@ Game.prototype.cpuPlay = function() {
}
// count free dices
var freeDices = 0;
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
let freeDices = 0;
for (let i = 0; i < 6; i++) {
let dice = self.dices[i];
if (!dice.disabled && !dice.selected) {
freeDices++;
}
}
setTimeout(function () {
let cpuPoints = self.points + self.calculatePoints();
// strategy: end round if points >= 300 and less than 4 dices left and not loosing
if (self.points + self.calculatePoints() >= 300 && freeDices < 4 && freeDices > 0 && self.player.score < 10000) {
if (cpuPoints >= 300 && freeDices < 4 && freeDices > 0 && (self.player.score < 10000 || (self.cpu.score + cpuPoints) > self.player.score)) {
self.takePoints();
} else {
self.addPoints();
@ -485,4 +486,4 @@ Game.prototype.cpuPlay = function() {
}
// create new game
var game = new Game(Interface);
let game = new Game(Interface);
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