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helpers.ts
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helpers.ts
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import { Socket } from "socket.io";
import { usersType, gameRequestsType, roomsType } from "./types";
import {
equalFlags0,
equalFlags1,
equalFlags2,
equalFlags3,
equalFlags4,
countries,
} from "./CountryInfo/countries";
const RequestChange = (gameRequests: gameRequestsType) => {
console.log("\n=============================");
console.log("Change in requests");
console.log(gameRequests);
console.log("=============================\n");
};
const JoinLeave = (joined: boolean, onlineUsers: usersType[]) => {
console.log("\n=============================");
console.log(joined ? "User Joined" : "User left");
console.log("Number of users online: ", onlineUsers.length);
console.log("Current users: ", onlineUsers);
console.log("=============================\n");
};
const removeUser = (
playerToRemove: string,
gameRequests: gameRequestsType,
myID: string
): void => {
const index = gameRequests[playerToRemove].indexOf(myID);
if (index > -1) {
gameRequests[playerToRemove].splice(index, 1);
}
};
const addUser = (
opponentID: string,
gameRequests: gameRequestsType,
myID: string
): void => {
gameRequests[opponentID].push(myID);
};
const requestChecker = (
person1: string,
person2: string,
gameRequests: gameRequestsType,
rooms: roomsType,
allSockets: Socket[],
io: any,
users: usersType[]
): void => {
// if two people requesting eachother
if (
gameRequests[person1].includes(person2) &&
gameRequests[person2].includes(person1)
) {
// number of rooms
const numRooms = Object.keys(rooms).length;
const newRoom = "room" + numRooms;
// put these two people in a room
rooms[newRoom] = [person1, person2];
// loop over all people in sockets and match them with the person 1 and person 2 id's by socket.id and then add people with same ids to room
allSockets.forEach((element) => {
if (element.id === person1 || element.id === person2) {
element.join(newRoom);
}
});
// tell people to start game
io.to(newRoom).emit("put-in-room");
var gameCountryList: Array<string[]> = [];
for (let index = 0; index < Object.keys(countries).length; index++) {
gameCountryList.push(chooseCountry());
}
io.to(newRoom).emit("all-flags", gameCountryList);
for (var i = users.length - 1; i >= 0; --i) {
if (users[i].id === person1 || users[i].id === person2) {
users.splice(i, 1);
}
}
io.emit("allPlayableUsers", users);
}
};
const finishedGameEmit = (
score: number,
socket: Socket,
rooms: roomsType,
io: any
) => {
Object.keys(rooms).forEach((room) => {
var opponent: string = "";
// if includes, first save other player as opponent and then delete room
if (rooms[room].includes(socket.id)) {
opponent =
rooms[room][0] === socket.id ? rooms[room][1] : rooms[room][0];
}
io.to(opponent).emit("opponent-info", score);
});
};
const removeFromRoom = (
rooms: roomsType,
users: usersType[],
socket: Socket,
personToRemove: string
): void => {
var opponent: string = "";
// cycle through all rooms
// need to remove person person with id
for (var i = users.length - 1; i >= 0; --i) {
if (users[i].id === socket.id) {
Object.keys(rooms).forEach((room) => {
// if includes, first save other player as opponent and then delete room
if (rooms[room].includes(personToRemove)) {
opponent =
rooms[room][0] === personToRemove
? rooms[room][1]
: rooms[room][0];
delete rooms[room];
}
});
users.splice(i, 1);
}
}
};
const chooseCountry = (): string[] => {
var countryA, countryB;
// run at least once or as long as countries are same
do {
countryA =
Object.keys(countries)[
(Object.keys(countries).length * Math.random()) << 0
];
countryB =
Object.keys(countries)[
(Object.keys(countries).length * Math.random()) << 0
];
} while ( // continue while
countryA === countryB || // both same
(equalFlags0.includes(countryA) && equalFlags0.includes(countryB)) || // both flags don't look the same...
(equalFlags1.includes(countryA) && equalFlags1.includes(countryB)) ||
(equalFlags2.includes(countryA) && equalFlags2.includes(countryB)) ||
(equalFlags3.includes(countryA) && equalFlags3.includes(countryB)) ||
(equalFlags4.includes(countryA) && equalFlags4.includes(countryB))
);
// set question
const question = Math.random() > 0.5 ? countryA : countryB;
return [countryA, countryB, question];
};
const notifyRoom = (rooms: roomsType, socket: Socket, io: any) => {
// tell other person in room that their opponent left
Object.keys(rooms).forEach((room) => {
if (rooms[room].includes(socket.id)) {
// tell everyone in room that user left (so tell other player)
io.to(room).emit("opponent-left");
// remove all sockets from the room (aka deleting room)
io.in(room).socketsLeave(room);
// delete room in rooms
delete rooms[room];
}
return;
});
};
const removeUserRequest = (gameRequests: gameRequestsType, socket: Socket) => {
// remove player from receiving requests
delete gameRequests[socket.id];
// remove this person's requests in other people's arrays
Object.keys(gameRequests).forEach((userArr) => {
if (gameRequests[userArr].includes(socket.id)) {
var index = gameRequests[userArr].indexOf(socket.id);
if (index > -1) {
gameRequests[userArr].splice(index, 1);
}
}
});
};
export {
RequestChange,
removeUser,
JoinLeave,
requestChecker,
removeFromRoom,
chooseCountry,
finishedGameEmit,
notifyRoom,
removeUserRequest,
addUser,
};