mirror of
https://github.com/aNNiMON/Own-Programming-Language-Tutorial.git
synced 2024-09-20 08:44:20 +03:00
188 lines
6.2 KiB
JavaScript
188 lines
6.2 KiB
JavaScript
var app = require('express')();
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var server = require('http').Server(app);
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var io = require('socket.io')(server);
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server.listen(6469, function () {
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console.log("Server is now running...");
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});
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var SIZE = 10;
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var CELL_START = 0;
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var HORIZONTAL = 0;
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var VERTICAL = 1;
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var LEFT_TO_DOWN = 2;
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var LEFT_TO_UP = 3;
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var RIGHT_TO_UP = 4;
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var RIGHT_TO_DOWN = 5;
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var CROSS = 6;
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var CELL_LAST = 6;
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var Cells = [
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{support: [1, 1, 0, 0], index: HORIZONTAL, next: VERTICAL},
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{support: [0, 0, 1, 1], index: VERTICAL, next: HORIZONTAL},
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{support: [1, 0, 0, 1], index: LEFT_TO_DOWN, next: LEFT_TO_UP},
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{support: [1, 0, 1, 0], index: LEFT_TO_UP, next: RIGHT_TO_UP},
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{support: [0, 1, 1, 0], index: RIGHT_TO_UP, next: RIGHT_TO_DOWN},
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{support: [0, 1, 0, 1], index: RIGHT_TO_DOWN, next: LEFT_TO_DOWN},
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{support: [1, 1, 1, 1], index: CROSS, next: CROSS}
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];
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function supportLeft(v) { return Cells[v].support[0]; };
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function supportRight(v) { return Cells[v].support[1]; };
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function supportUp(v) { return Cells[v].support[2]; };
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function supportDown(v) { return Cells[v].support[3]; };
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function create2DArray(size, value) {
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var result = new Array(size);
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for (var i = 0; i < size; i++) {
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result[i] = new Array(size);
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for (var j = 0; j < size; j++)
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result[i][j] = value;
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}
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return result;
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}
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var Board = function (size) {
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var self = {};
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self.board1 = create2DArray(size, CELL_START);
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self.board2 = create2DArray(size, CELL_START);
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self.create = function () {
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for (var i = 0; i < size; i++) {
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for (var j = 0; j < size; j++) {
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var cell = Math.floor(Math.random() * CELL_LAST + 1);
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self.board1[i][j] = cell;
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self.board2[i][j] = cell;
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}
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}
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};
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self.switchCell = function (x, y, isGhost) {
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if (isGhost)
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self.board2[x][y] = Cells[self.board2[x][y]].next;
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else
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self.board1[x][y] = Cells[self.board1[x][y]].next;
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};
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var isConnected = function (board, curX, curY, visited) {
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// If it is a last cell - game is finished
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if ( (curX === SIZE - 1) && (curY === SIZE - 1) ) return true;
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// Already visited - exit
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if (visited[curX][curY]) return false;
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// Mark visited
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visited[curX][curY] = true;
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// Check pipes matching
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var current = board[curX][curY];
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if ( supportLeft(current) && (curX > 0) && (supportRight(board[curX - 1][curY])) ) {
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if (isConnected(board, curX - 1, curY, visited)) return true;
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}
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if ( supportRight(current) && (curX < SIZE - 1) && (supportLeft(board[curX + 1][curY])) ) {
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if (isConnected(board, curX + 1, curY, visited)) return true;
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}
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if ( supportUp(current) && (curY > 0) && (supportDown(board[curX][curY - 1])) ) {
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if (isConnected(board, curX, curY - 1, visited)) return true;
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}
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if ( supportDown(current) && (curY < SIZE - 1) && (supportUp(board[curX][curY + 1])) ) {
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if (isConnected(board, curX, curY + 1, visited)) return true;
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}
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return false;
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};
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var isFinished = function(board) {
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// Start pipe must have left touchpoint
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if (!supportLeft(board[0][0])) return false;
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// Finish pipe - right touchpoint
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if (!supportRight(board[SIZE - 1][SIZE - 1])) return false;
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var visited = new Array(SIZE);
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for (var i = 0; i < SIZE; i++) {
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visited[i] = new Array(SIZE);
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for (var j = 0; j < SIZE; j++) visited[i][j] = false;
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}
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// Recursive traversal from left upper pipe
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return isConnected(board, 0, 0, visited);
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};
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self.isGameFinished = function (isGhost) {
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return isFinished(isGhost ? self.board2 : self.board1);
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};
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return self;
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};
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var board = {};
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var players = [];
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io.on('connection', function (socket) {
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if (players.length >= 2) {
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console.log('Sorry, server is full.');
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return;
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}
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socket.playerId = players.length + 1;
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players.push({socket: socket});
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console.log('Player ' + socket.playerId + ' Connected!');
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socket.on('switchCell', function (data) {
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var isGhost = socket.playerId === 2;
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var current = isGhost ? 1 : 0;
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var opposite = isGhost ? 0 : 1;
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board.switchCell(data.x, data.y, isGhost);
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players[opposite].socket.emit('updateGhostCell', data);
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if (board.isGameFinished(isGhost)) {
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players[current].socket.emit('gameFinished', true);
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players[opposite].socket.emit('gameFinished', false);
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} else if (board.isGameFinished(!isGhost)) {
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players[opposite].socket.emit('gameFinished', true);
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players[current].socket.emit('gameFinished', false);
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}
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});
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socket.on('updateCursor', function (data) {
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var isGhost = socket.playerId === 2;
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var opposite = isGhost ? 0 : 1;
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players[opposite].socket.emit('updateGhostCursor', data);
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});
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socket.on('connect_timeout', function (exception) {
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console.log('SOCKET TIMEOUT ' + exception);
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socket.destroy();
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});
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socket.on('disconnect', function () {
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console.log('disconnect Player ' + socket.playerId);
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players.splice(socket.playerId - 1, 1);
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});
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// start game
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if (players.length === 2) {
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board = Board(SIZE);
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board.create();
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players[0].socket.emit('gameStart', board.board1);
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players[1].socket.emit('gameStart', board.board2);
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}
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});
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/*io.on('connection', function(socket) {
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console.log('New connection');
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socket.on('greetings', function(data) {
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console.log('Got greetings from client');
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socket.emit('pong', "Hello from server");
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});
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socket.on('complex_object', function(data) {
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console.log('Got object: ' + data);
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socket.emit('complex_object', {key1: data.key2, key2: data.key1, arr: [0,1,2,"34"]});
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});
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});*/
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/*io.on('connection', function(socket) {
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console.log('New connection');
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socket.emit('pong', "Hello");
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socket.on('ping', function(data) {
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console.log('Got ping from client');
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socket.emit('pong', "Hello from server, " + data);
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});
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socket.on('pong', function(data) {
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console.log('Got pong from client');
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console.log('pong');
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});
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});*/ |