2025-03-01 14:41:40 +01:00

225 lines
6.6 KiB
JavaScript

const roomController = require('./room');
const youtubeService = require('../services/youtubeService');
const shuffleArray = (array) => {
const shuffled = [...array];
for (let i = shuffled.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
}
return shuffled;
};
const gameStates = {};
const initializeGameState = (roomId) => {
if (!gameStates[roomId]) {
gameStates[roomId] = {
round: 0,
phase: 'waiting',
roles: {},
selectedSong: null,
scores: {},
songOptions: [],
guessResults: {},
currentComposer: null,
roundStartTime: null,
phaseTimeLimit: {
composing: 30,
guessing: 30
},
lastFrequency: 440,
};
const users = roomController.getRoomUsers(roomId);
users.forEach(user => {
gameStates[roomId].scores[user.id] = 0;
});
}
return gameStates[roomId];
};
const startNewRound = async (roomId) => {
const gameState = gameStates[roomId];
if (!gameState) return false;
const users = roomController.getRoomUsers(roomId);
if (users.length < 2) return false;
gameState.round += 1;
gameState.phase = 'composing';
gameState.guessResults = {};
gameState.roundStartTime = Date.now();
gameState.roles = {};
gameState.currentComposer = determineNextComposer(roomId, gameState, users);
users.forEach(user => {
gameState.roles[user.id] = user.id === gameState.currentComposer ? 'composer' : 'guesser';
});
return await selectSongAndOptions(gameState);
};
const determineNextComposer = (roomId, gameState, users) => {
if (gameState.round === 1 || !gameState.currentComposer) {
return users[Math.floor(Math.random() * users.length)].id;
}
const currentIndex = users.findIndex(user => user.id === gameState.currentComposer);
if (currentIndex === -1) {
return users[Math.floor(Math.random() * users.length)].id;
}
return users[(currentIndex + 1) % users.length].id;
};
// Then modify the selectSongAndOptions function to use the shuffle:
const selectSongAndOptions = async (gameState) => {
try {
const availableIds = await youtubeService.getAvailableSongIds();
if (!availableIds || availableIds.length === 0) {
console.error("No song IDs available for selection");
return false;
}
const selectedId = availableIds[Math.floor(Math.random() * availableIds.length)];
gameState.selectedSong = { id: selectedId };
const optionIds = new Set([selectedId]);
const attempts = Math.min(20, availableIds.length);
let count = 0;
while (optionIds.size < 5 && count < attempts) {
const randomId = availableIds[Math.floor(Math.random() * availableIds.length)];
optionIds.add(randomId);
count++;
}
// Shuffle the song options to randomize the position of the correct answer
gameState.songOptions = shuffleArray(Array.from(optionIds).map(id => ({ id })));
return true;
} catch (error) {
console.error("Error selecting songs and options:", error);
return false;
}
};
const getTimeRemaining = (roomId) => {
const gameState = gameStates[roomId];
if (!gameState || !gameState.roundStartTime) return 0;
const phaseDuration = gameState.phaseTimeLimit[gameState.phase] * 1000;
const timeElapsed = Date.now() - gameState.roundStartTime;
const timeRemaining = Math.max(0, phaseDuration - timeElapsed);
return Math.ceil(timeRemaining / 1000);
};
const advancePhase = (roomId) => {
const gameState = gameStates[roomId];
if (!gameState) {
console.error(`Cannot advance phase: no game state for room ${roomId}`);
return false;
}
const currentPhase = gameState.phase;
console.log(`Advancing phase for room ${roomId} from ${currentPhase}`);
if (currentPhase === 'composing') {
gameState.phase = 'guessing';
gameState.roundStartTime = Date.now();
console.log(`Room ${roomId} advanced to guessing phase`);
return { phase: 'guessing' };
}
else if (currentPhase === 'guessing') {
gameState.phase = 'results';
console.log(`Room ${roomId} advanced to results phase`);
return { phase: 'results' };
}
else if (currentPhase === 'results') {
console.log(`Room ${roomId} starting new round from results phase`);
return startNewRound(roomId);
}
console.warn(`Cannot advance from unknown phase "${currentPhase}" in room ${roomId}`);
return false;
};
const updateFrequency = (roomId, frequency) => {
if (!gameStates[roomId]) return false;
gameStates[roomId].lastFrequency = frequency;
return true;
};
const submitGuess = (roomId, userId, songId) => {
const gameState = gameStates[roomId];
if (!gameState || gameState.phase !== 'guessing' || gameState.roles[userId] !== 'guesser') {
return false;
}
const isCorrect = gameState.selectedSong.id === parseInt(songId);
const points = isCorrect ? 10 : 0;
gameState.guessResults[userId] = {songId, isCorrect, points};
if (isCorrect) {
gameState.scores[userId] = (gameState.scores[userId] || 0) + points;
}
return {
isCorrect,
correctSong: gameState.selectedSong,
points
};
};
const getCurrentFrequency = (roomId) => gameStates[roomId]?.lastFrequency || 440;
const getRoles = (roomId) => gameStates[roomId]?.roles || {};
const getUserRole = (roomId, userId) => gameStates[roomId]?.roles[userId] || null;
const getSongOptions = (roomId) => gameStates[roomId]?.songOptions || [];
const getSelectedSong = (roomId) => gameStates[roomId]?.selectedSong || null;
const getRoundResults = (roomId) => {
const gameState = gameStates[roomId];
if (!gameState) return {round: 0, scores: {}, guessResults: {}, selectedSong: null};
return {
round: gameState.round,
selectedSong: gameState.selectedSong,
guessResults: gameState.guessResults,
scores: gameState.scores
};
};
const cleanupGameState = (roomId) => {
delete gameStates[roomId];
};
const getCurrentComposer = (roomId) => gameStates[roomId]?.currentComposer || null;
const getGameState = (roomId) => {
return gameStates[roomId] || null;
};
module.exports = {
initializeGameState,
startNewRound,
getTimeRemaining,
advancePhase,
updateFrequency,
getCurrentFrequency,
submitGuess,
getRoundResults,
getRoles,
getUserRole,
getSongOptions,
getSelectedSong,
cleanupGameState,
getCurrentComposer,
getGameState
};