javascript implementation of Zilch game
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function Game(Interface) {
var self = this;
self.Interface = new Interface;
self.Interface.on("restart", self.restart.bind(this));
self.Interface.on("takePoints", self.takePoints.bind(this));
self.Interface.on("addPoints", self.addPoints.bind(this));
self.Interface.on("roleDices", self.roleDices.bind(this));
self.Interface.on("toggleDice", self.toggleDice.bind(this));
self.setup();
}
Game.prototype.restart = function() {
this.Interface.setup();
this.setup();
};
Game.prototype.setup = function() {
var self = this;
self.player = {
score: 0,
zilch: 0
};
self.cpu = {
score: 0,
zilch: 0
};
self.dices = []
for (var i = 0; i < 6; i++) {
var dice = {};
dice.value = this.random(6);
dice.disabled = true;
self.dices[i] = dice;
}
self.history = [];
self.cpuStarts = self.random(2);
self.playing = !self.cpuStarts;
self.points = 0;
self.Interface.setPlaying(self.playing);
self.Interface.setPoints(self.points);
self.Interface.setPlayer(self.player);
self.Interface.setCpu(self.cpu);
self.Interface.setDices(self.dices);
if (self.cpuStarts) {
self.Interface.showMessage("CPU starts!", 1000, function() {
self.roleDices();
});
} else {
self.Interface.showMessage("Player starts!", 0, function() {
self.Interface.disableRoleDices(false);
});
}
};
Game.prototype.random = function(int) {
return Math.floor((Math.random() * int));
};
Game.prototype.roleDices = function(all) {
var self = this;
self.Interface.clearMessage();
var rollCount = 0;
for (var i = 0; i < 6; i++) {
self.dices[i] = self.dices[i] || {};
var dice = self.dices[i];
if (all || !dice.disabled) {
dice.value = this.random(6);
if (all) {
dice.disabled = false;
}
rollCount++;
}
}
if (self.playing && self.player.zilch == 3) {
self.player.zilch = 0;
} else if (self.cpu.zilch == 3) {
self.cpu.zilch = 0;
}
if (rollCount == 0) {
self.roleDices(true);
} else if (self.checkZilch(rollCount == 6)) {
self.Interface.animateDices(self.dices, function() {
if (self.playing) {
self.player.zilch++;
var history = {};
history['player'] = 'Zilch';
self.history.push(history);
if (self.player.zilch > 2) {
if (self.player.score < 500) {
self.player.score = 0;
} else {
self.player.score -= 500;
}
var history = {};
history['player'] = '-500';
self.history.push(history);
}
} else {
self.cpu.zilch++;
var history = {};
history['cpu'] = 'Zilch';
self.history.push(history);
if (self.cpu.zilch > 2) {
if (self.cpu.score < 500) {
self.cpu.score = 0;
} else {
self.cpu.score -= 500;
}
var history = {};
history['cpu'] = '-500';
self.history.push(history);
}
}
self.Interface.showMessage("Zilch!", 1000, function() {
self.endRound();
});
});
} else {
self.Interface.animateDices(self.dices);
self.Interface.disableTakePoints(true);
self.Interface.disableRoleDices(true);
self.Interface.setDices(self.dices);
if (!self.playing) {
self.cpuPlay();
}
}
};
Game.prototype.checkZilch = function(all) {
var self = this;
var rawPoints = [0, 0, 0, 0, 0, 0];
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (all || !dice.disabled) {
rawPoints[dice.value]++;
}
}
// Zilch?
return rawPoints[0] < 1 && rawPoints[1] < 3 && rawPoints[2] < 3 && rawPoints[3] < 3 && rawPoints[4] < 1 && rawPoints[5] < 3;
}
Game.prototype.toggleDice = function(diceIndex) {
var self = this;
var dice = self.dices[diceIndex];
if (!dice || dice.disabled) {
console.error("This should not happen!")
return;
}
dice.selected = !dice.selected;
var points = self.calculatePoints();
var valid = true;
for (var i = 0; i < 6; i++) {
var toggleDice = self.dices[i];
if (toggleDice.selected) {
toggleDice.selected = false;
var togglePoints = self.calculatePoints();
if (points > togglePoints) {
toggleDice.invalid = false;
} else if (togglePoints == points) {
toggleDice.invalid = true;
}
toggleDice.selected = true;
} else {
toggleDice.invalid = false;
}
valid &= !toggleDice.invalid;
}
if (valid && points > 0 && self.playing) {
self.Interface.disableRoleDices(false);
} else {
self.Interface.disableRoleDices(true);
}
if (valid && self.points + points >= 300 && self.playing) {
self.Interface.disableTakePoints(false);
} else {
self.Interface.disableTakePoints(true);
}
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points + points);
};
Game.prototype.calculatePoints = function(diceIndex) {
var self = this;
var result = [0, 0, 0, 0, 0, 0];
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (dice.selected) {
result[dice.value]++;
}
}
var straight = true;
var pairs = 0;
var triple1 = 0;
var triple2 = 0;
for (var i = 0; i < 6; i++) {
straight &= (result[i] == 1);
if (result[i] == 2) {
pairs++;
}
if (triple1 == 0 && result[i] > 2) {
triple1 = i + 1;
} else if (result[i] > 2) {
triple2 = i + 1;
}
}
var points = 0;
if (straight) {
points += 1500;
} else if (pairs == 3) {
points += 1500;
} else if (triple1) {
points += triple1 * (triple1 == 1 ? 1000 : 100) * (result[triple1 - 1] - 2);
if (triple2) {
points += triple2 * (triple2 == 1 ? 1000 : 100) * (result[triple2 - 1] - 2);
}
}
// left Ones
if (pairs < 3 && triple1 != 1 && triple2 != 1) {
points += result[0] * 100;
}
// left Fives
if (pairs < 3 && triple1 != 5 && triple2 != 5) {
points += result[4] * 50;
}
return points;
}
Game.prototype.addPoints = function() {
var self = this;
self.points += self.calculatePoints();
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (dice.selected) {
dice.selected = false;
dice.disabled = true;
}
}
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points);
};
Game.prototype.takePoints = function() {
var self = this;
self.addPoints();
if (self.playing) {
self.player.score += self.points;
self.player.zilch = 0;
var history = {};
history['player'] = self.points;
self.history.push(history);
} else {
self.cpu.score += self.points;
self.cpu.zilch = 0;
var history = {};
history['cpu'] = self.points;
self.history.push(history);
}
if (self.playing && self.cpuStarts && self.player.score > 10000 && self.player.score > self.cpu.score) {
self.Interface.showMessage("Player wins!")
} else if (!self.playing && !self.cpuStarts && self.cpu.score > 10000 && self.cpu.score > self.player.score) {
self.Interface.showMessage("CPU wins!")
} else if (self.player.score > 10000 && self.player.score === self.cpu.score) {
self.Interface.showMessage("Remi!")
}
self.endRound();
};
Game.prototype.endRound = function() {
var self = this;
// Reset
self.points = 0;
self.playing = !self.playing;
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
dice.disabled = true;
}
self.Interface.disableTakePoints(true);
self.Interface.disableRoleDices(true);
self.Interface.setDices(self.dices);
self.Interface.setPoints(self.points);
self.Interface.setPlaying(self.playing);
self.Interface.setPlayer(self.player);
self.Interface.setCpu(self.cpu);
self.Interface.disableTakePoints(true);
if (self.playing) {
self.Interface.disableRoleDices(false);
}
if (!self.playing) {
setTimeout(function() {
self.roleDices();
}, 1500);
}
}
Game.prototype.cpuPlay = function() {
var self = this;
// first select all available dices
for (var i = 0; i < 6; i++) {
var 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();
if (!dice.disabled) {
self.toggleDice(i);
if (self.calculatePoints() < tmpPoints) {
self.toggleDice(i);
}
}
}
// count free dices
var freeDices = 0;
for (var i = 0; i < 6; i++) {
var dice = self.dices[i];
if (!dice.disabled && !dice.selected) {
freeDices++;
}
}
setTimeout(function() {
// strategy: end round if points > 300 and less than 4 dices left
if (self.points + self.calculatePoints() > 300 && freeDices < 4 && freeDices > 0) {
self.takePoints();
} else {
self.addPoints();
self.roleDices();
}
}, 3000);
}
var game = new Game(Interface);