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//Cards: from 1-13, where 1: Ace, 11: Jack, 12: Queen, 13: King
//Symbols: hearts, dimonds, clubs, spades -> h, d, c, s
//Therefore 1S is the Ace of Spades, 11H is the Jack of Hearts, 7C is the Seven of Clubs --> remember: http://youtu.be/1iwC2QljLn4
var Utils = require("./utils.js");
var utils = new Utils();
function Game() {
this.pack = this._shufflePack(this._createPack());
}
//sets up two times 52 cards as a pack
Game.prototype._createPack = function() {
var suits = ["H", "C", "S", "D"];
var pack = [];
var n = 52;
var index = n / suits.length;
var packCount= 0;
for(i = 0; i <= 3; i++)
for(j = 1; j <= index; j++) {
pack[packCount++] = j + suits[i];
}
finalPack = pack.concat(pack);
return finalPack;
}
//shuffles the pack - based on the Fisher-Yates algorithm
Game.prototype._shufflePack = function(pack) {
var i = pack.length, j, tempi, tempj;
if (i === 0) return false;
while (--i) {
j = Math.floor(Math.random() * (i + 1));
tempi = pack[i]; tempj = pack[j]; pack[i] = tempj; pack[j] = tempi;
}
return pack;
}
Game.prototype._getPack = function(which) {
var pack = [];
if (which == "first") {
pack = ["6H", "12H", "4S", "11H", "3H", "2D", "13S", "7H", "3S", "8H", "2D", "11S", "13C", "4H", "1D", "7D"];
} else if (which == "first") {
}
return pack;
}
//draw one card from the pack of cards, initial T|F appends cards in hand
Game.prototype.drawCard = function(pack, amount, hand, initial) {
var cards = [];
cards = pack.slice(0, amount);
pack.splice(0, amount);
if (!initial) {
hand.push.apply(hand, cards);
}
return cards;
}
//plays a card with specific index, from specific hand, and places the card on the table
Game.prototype.playCard = function(index, hand, table) {
var playedCard = hand.splice(index, 1); //we can only play one card at a time at the moment
table.push.apply(table, playedCard);
}
//at the start of the game, we put one card to the table from the pack (top card of the deck)
Game.prototype.playFirstCardToTable = function(pack) {
var card = pack.splice(0, 1);
return card;
}
//not yet tested but - it should return all the cards on the table - so we can reshuffle it and use it as a new pack
Game.prototype.cardsOnTable = function(table, card) {
if (card) {
return table.concat(card);
} else {
return table;
}
}
//returns the last card on the table
Game.prototype.lastCardOnTable = function(table) {
return utils.last(table);
}
Game.prototype.isCardPlayable = function(card, lastCardOnTable, table) {
if (card) {
if(table.suiteRequest){
console.log("game.isCardPlayable : OK ! suite request => "+table.suiteRequest);
var cardNumber = parseInt(card);
var cardSuite = card[card.length-1];
var lastCardNumber = parseInt(lastCardOnTable);
var cardSuiteRequest = table.suiteRequest;
if (cardNumber === lastCardNumber || cardSuite === cardSuiteRequest) {
table.suiteRequest = "";
table.actionCard=false
return true;
} else {
return false;
}
}else{
console.log("game.isCardPlayable : NOT OK ! no suite request");
var cardNumber = parseInt(card);
var cardSuite = card[card.length-1];
var lastCardNumber = parseInt(lastCardOnTable);
var lastCardSuite = lastCardOnTable[lastCardOnTable.length-1];
if (cardNumber === lastCardNumber || cardSuite === lastCardSuite) {
return true;
} else {
return false;
}
}
}
}
Game.prototype.isPenalisingActionCardPlayable = function(card, lastCardOnTable) {
if (card) {
var cardNumber = parseInt(card);
var lastCardNumber = parseInt(lastCardOnTable);
if (cardNumber === lastCardNumber && (lastCardNumber === 2 ) ) {
return true;
} else {
return false;
}
}
}
Game.prototype.isRequestActionCardPlayable = function(card, lastCardOnTable) {
if (card) {
var cardNumber = parseInt(card);
var lastCardNumber = parseInt(lastCardOnTable);
if (cardNumber === 1 && lastCardNumber === 1) {
return true;
} else if (cardNumber === 13 && lastCardNumber === 13) {
return true;
} else {
return false;
}
}
}
/* checking if card is an action card */
Game.prototype.isActionCard = function(card, penalising) {
console.log("game.isActionCard : card = "+card);
penalising = (typeof penalising === "undefined") ? false : penalising;
if (card && !penalising) {
var cardNumber = parseInt(card);
if (cardNumber in utils.has(["1", "2", "13"])) {
return true;
} else {
return false;
}
}
if (card && penalising) {
var cardNumber = parseInt(card);
if (cardNumber === 2) {
return true;
} else {
return false;
}
}
}
Game.prototype.isInHand = function(card, hand) { //checks whether there's a card in our hand, forced draw
if (card) {
cardNumber = parseInt(card);
//parse numbers in hand
var numbersInHand = [];
for (var i = 0; i < hand.length; i++) {
numbersInHand.push(parseInt(hand[i]));
}
if (utils.indexOf(numbersInHand, cardNumber) > -1) {
return true; //I can play a card if i want to
} else {
return false; //I can't play, force me to draw.
}
}
}
Game.prototype.isSuiteInHand = function(suite, hand) {
if (suite) {
var suitesInHand = [];
for (var i = 0; i < hand.length; i++) {
suitesInHand.push(hand[i][hand[i].length-1]);
console.log("game is suite in hand push : " + hand[i][hand[i].length-1] );
}
if (utils.indexOf(suitesInHand, suite) > -1) {
console.log("game is suite in hand- response : true");
return true;
} else {
console.log("game is suite in hand- response : false");
return false;
}
}
}
Game.prototype.isWinning = function(hand) {
if (hand.length == 0) {
return true;
} else { return false; }
}
module.exports = Game;