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server.js
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var express = require('express');
var app = express();
var server = require('http').createServer(app);
var io = require('socket.io').listen(server);
app.get('/', function (req, res) {
res.sendFile(__dirname + '/index.html');
});
/////////////////////////////////////////
function shuffle(array) {
var currentIndex = array.length, temporaryValue, randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
// And swap it with the current element.
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
var cards = ['Duc', 'Duc', 'Duc', 'Ambassadeur', 'Ambassadeur', 'Ambassadeur', 'Capitaine',
'Capitaine', 'Capitaine', 'Assassin', 'Assassin', 'Assassin', 'Comtesse', 'Comtesse', 'Comtesse'];
var deck = shuffle(cards);
var players = []; //Info des joueurs côté client
var players_cards = []; //Infos des joueurs côté serveur
var count_ready_players = 0;
var current_player; //Joueur qui joue le tour
var index_players = 0; //Pour itérer sur la liste des joueurs
var game_started = false;
var counter_player = undefined
var already_played = false;
var truth_lie = undefined;
var lost_card = false;
var targeted_player = undefined;
//VOL
var contrer_voler_capitaine = false;
var contrer_voler_ambassadeur = false;
//ECHANGER CARTES
var echange_cards = [];
var picked_cards = [];
var picked_cards_flag = false;
//ASSASSINAT (3 pièces)
var contrer_assassine = false;
//////////////////////////////////////////
io.sockets.on('connection', function (socket) {
if (game_started) { //Si la partie a déjà commencé: spectateur
socket.emit('start_game');
socket.emit('refresh_players_game', players);
socket.emit('get_current_player_id', current_player.id);
}
//LOBBY
socket.on('new_player', function (player_username) {
if (1 <= player_username.length && player_username.length <= 12) {
console.log("Pseudo: " + player_username + ", ID: " + socket.id);
players.push({
username: player_username,
id: socket.id,
ready: false,
cards: [false, false],
pieces: 0,
autorise: false,
alive: true
});
io.sockets.emit('refresh_players_lobby', players);
}
});
socket.on('player_ready', function () {
let player = players.find(player => player.id == socket.id);
if (!player.ready) {
player.ready = true;
socket.join('in_game'); //Joueur en jeu (room in_game)
io.sockets.emit('refresh_players_lobby', players);
count_ready_players++;
if (count_ready_players == players.length && count_ready_players >= 2) {
start_game();
}
}
});
socket.on('player_not_ready', function () {
let player = players.find(player => player.id == socket.id);
if (player.ready) {
player.ready = false;
socket.leave('in_game'); //Joueur plus en jeu
io.sockets.emit('refresh_players_lobby', players);
count_ready_players--;
}
});
socket.on('disconnect', function () {
let disconnected_player = players.find(player => player.id == socket.id);
//Si joueur déconnecté est en jeu
if (disconnected_player != undefined && game_started) {
console.log("Le joueur " + disconnected_player.username + " s'est déconnecté en jeu!");
disconnected_player.alive = false;
socket.leave('in_game'); //Joueur plus en jeu
io.sockets.emit('refresh_players_game', players);
//Relance la partie si plus aucun joueur en vie
let flag = true;
players.forEach((player) => {
if (player.alive) {
flag = false;
}
});
if (flag) {
restart_game();
}
}
//Si joueur déconnecté dans le lobby
else if (disconnected_player != undefined) {
console.log("Le joueur " + disconnected_player.username + " s'est déconnecté du lobby!");
socket.leave('in_game'); //Joueur plus en jeu
players.splice(players.findIndex(player => player.id == socket.id), 1);
io.sockets.emit('refresh_players_lobby', players);
}
});
//GAME
socket.on('autoriser', function () {
let player = players.find(player => player.id === socket.id);
if (player && socket.id !== current_player.id) {
player.autorise = true;
socket.emit('aide_etrangere_flag', false);
socket.emit('taxe_flag', false);
socket.emit('voler_flag', false);
socket.emit('voler_flag_targeted_player', false);
socket.emit('echanger_flag', false);
socket.emit('assassine_flag', false);
socket.emit('assassine_flag_targeted_player', false);
}
});
socket.on('lie', function () {
if (socket.id === current_player.id) {
truth_lie = false;
socket.emit('choice_flag', false);
}
});
socket.on('truth', function () {
if (socket.id === current_player.id) {
truth_lie = true;
socket.emit('choice_flag', false);
}
});
//Le joueur qui envoit cette requête va perdre une carte
socket.on('lose_card', function (card_number) {
if (socket.id === current_player.id || (counter_player && socket.id === counter_player.id)
|| (targeted_player && socket.id === targeted_player.id)) {
lost_card = true;
//Vue
let player = players.find(player => player.id === socket.id);
//Serveur
let player_cards = players_cards.find(player => player.id === socket.id);
//Carte perdue
let card = player_cards.cards[card_number].name;
//Serveur
player_cards.cards[card_number].active = false;
//Affichage des cartes globales (vue)
player.cards[card_number] = card;
//Le joueur n'a plus de cartes en jeu
if (!player_cards.cards[0].active && !player_cards.cards[1].active) {
player.alive = false;
socket.leave('in_game');
}
io.sockets.emit('refresh_players_game', players);
socket.emit('choice_cards_flag', false);
io.sockets.emit('action_messages', player.username + " perd son/sa " + card);
socket.emit('cards', player_cards.cards);
}
});
socket.on('revenu', function () {
if (socket.id === current_player.id && !already_played && current_player.pieces <= 9) {
already_played = true;
socket.emit('my_turn_flag', false);
current_player.pieces += 1;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + ' prend le revenu');
next_turn_player();
}
});
socket.on('aide_etrangere', function () {
if (socket.id === current_player.id && !already_played && current_player.pieces <= 9) {
already_played = true;
socket.emit('my_turn_flag', false);
let countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
socket.broadcast.to('in_game').emit('aide_etrangere_flag', true);
io.sockets.emit('action_messages', current_player.username + " veut utiliser l'aide étrangère !");
let myTimer = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Si tous les joueurs autorisent le tour
if (all_players_autorised()) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
current_player.pieces += 2;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + " gagne deux pièces ! (Aide étrangère)");
already_played = false;
console.log("Tout le monde a autorisé !");
next_turn_player();
}
//Un joueur contre l'action du joueur courant
else if (counter_player && counter_player.id !== current_player.id) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
io.sockets.emit('action_messages', counter_player.username + " contre " + current_player.username
+ " et prétend avoir un Duc !");
socket.broadcast.to('in_game').emit('aide_etrangere_flag', false);
//Demander au joueur courant si le joueur qui contre ment ou pas
socket.emit('choice_flag', true);
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer2 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur courant croit que le joueur qui contre dit la vérité
if (truth_lie === true) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
socket.emit('choice_flag', false);
io.sockets.emit('action_messages', current_player.username + " croit que "
+ counter_player.username + " ne ment pas !");
next_turn_player();
}
//Le joueur courant croit que le joueur qui contre ment
else if (truth_lie === false) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
socket.emit('choice_flag', false);
//Le joueur qui contre possède la carte Duc
if (player_owns_card(counter_player, 'Duc')) {
io.sockets.emit('action_messages', current_player.username + " va donc perdre une carte !");
socket.emit('choice_cards_flag', true);
//Timer de perte de carte du joueur courant
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer3 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur courant choisit sa carte à perdre
if (lost_card) {
clearInterval(myTimer3);
io.sockets.emit('countdown_flag', false);
next_turn_player();
}
//Temp écoulé: le joueur courant perd sa première ou sa deuxième carte
else if (--countdown < 0) {
clearInterval(myTimer3);
io.sockets.emit('countdown_flag', false);
let player = players.find(player => player.id === socket.id);
let player_cards = players_cards.find(player => player.id === socket.id);
let card;
if (player_cards.cards[0].active) {
card = player_cards.cards[0].name;
player.cards[0] = card;
player_cards.cards[0].active = false;
}
else if (player_cards.cards[1].active) {
card = player_cards.cards[1].name;
player.cards[1] = card;
player_cards.cards[1].active = false;
}
//Le joueur n'a plus de cartes en jeu
if (!player_cards.cards[0].active && !player_cards.cards[1].active) {
player.alive = false;
socket.leave('in_game');
}
io.sockets.emit('refresh_players_game', players);
socket.emit('choice_cards_flag', false);
io.sockets.emit('action_messages', player.username + " perd son/sa " + card);
socket.emit('cards', player_cards.cards);
next_turn_player();
}
}, 1000);
}
//Le joueur qui contre ne possède pas la carte Duc
else {
io.sockets.emit('action_messages', counter_player.username + " a menti et va perdre une carte !");
io.sockets.to(counter_player.id).emit('choice_cards_flag', true);
//Timer de perte de carte
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer3 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur qui contre choisit sa carte à perdre
if (lost_card) {
clearInterval(myTimer3);
io.sockets.emit('countdown_flag', false);
current_player.pieces += 2;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + " gagne deux pièces ! (Aide étrangère)");
next_turn_player();
}
//Temp écoulé: le joueur qui contre perd sa première ou sa deuxième carte
else if (--countdown < 0) {
clearInterval(myTimer3);
io.sockets.emit('countdown_flag', false);
let player = players.find(player => player.id === counter_player.id);
let player_cards = players_cards.find(player => player.id === counter_player.id);
let card;
if (player_cards.cards[0].active) {
card = player_cards.cards[0].name;
player.cards[0] = card;
player_cards.cards[0].active = false;
}
else if (player_cards.cards[1].active) {
card = player_cards.cards[1].name;
player.cards[1] = card;
player_cards.cards[1].active = false;
}
//Le joueur n'a plus de cartes en jeu
if (!player_cards.cards[0].active && !player_cards.cards[1].active) {
player.alive = false;
let socket_counter_player = io.sockets.connected[counter_player.id];
socket_counter_player.leave('in_game');
}
io.sockets.emit('refresh_players_game', players);
io.sockets.to(counter_player.id).emit('choice_cards_flag', false);
io.sockets.emit('action_messages', player.username + " perd son/sa " + card);
io.sockets.to(counter_player.id).emit('cards', player_cards.cards);
current_player.pieces += 2;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + " gagne deux pièces ! (Aide étrangère)");
next_turn_player();
}
}, 1000);
}
}
//Temps écoulé
else if (--countdown < 0) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
socket.emit('choice_flag', false);
io.sockets.emit('action_messages', current_player.username + " croit que "
+ counter_player.username + " ne ment pas !");
next_turn_player();
}
}, 1000);
}
//A la fin du compteur, tout le monde autorise par défaut
else if (--countdown < 0) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
socket.broadcast.to('in_game').emit('aide_etrangere_flag', false);
current_player.pieces += 2;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + " gagne deux pièces ! (Aide étrangère)");
already_played = false;
console.log("Tout le monde a autorisé !");
next_turn_player();
}
}, 1000);
}
});
socket.on('contrer', function () {
if (!counter_player && socket.id !== current_player.id && players.find(player => player.id === socket.id).alive) {
counter_player = players.find(player => player.id == socket.id);
}
});
socket.on('assassinat', function () {
if (socket.id === current_player.id && !already_played) {
if (current_player.pieces >= 7) {
already_played = true;
current_player.pieces -= 7;
socket.emit('my_turn_flag', false);
socket.emit('target_type', 'assassinat');
socket.emit('target_player_flag', true);
io.sockets.emit('action_messages', current_player.username + " va assassiner un joueur !");
io.sockets.emit('refresh_players_game', players);
}
else {
console.log(current_player.username + " ne possède pas assez d'argent !");
}
}
});
socket.on('assassinat_player', function (target_player_id) {
if (socket.id === current_player.id && target_player_id !== socket.id && !targeted_player && players.find(player => player.id === target_player_id).alive) {
socket.emit('target_player_flag', false);
targeted_player = players.find(player => player.id === target_player_id);
io.sockets.emit('action_messages', current_player.username + " assassine " + targeted_player.username
+ " et celui-ci perd une carte ! (Assassinat)");
io.sockets.to(target_player_id).emit('choice_cards_flag', true);
//Timer de perte de carte du joueur ciblé
let countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur ciblé choisit sa carte à perdre
if (lost_card) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
next_turn_player();
}
//Temps écoulé: le joueur ciblé perd sa première ou sa deuxième carte
else if (--countdown < 0) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
let player = players.find(player => player.id === target_player_id);
let player_cards = players_cards.find(player => player.id === target_player_id);
let card;
if (player_cards.cards[0].active) {
card = player_cards.cards[0].name;
player.cards[0] = card;
player_cards.cards[0].active = false;
}
else if (player_cards.cards[1].active) {
card = player_cards.cards[1].name;
player.cards[1] = card;
player_cards.cards[1].active = false;
}
//Le joueur n'a plus de cartes en jeu
if (!player_cards.cards[0].active && !player_cards.cards[1].active) {
player.alive = false;
let socket_target_player = io.sockets.connected[target_player_id];
socket_target_player.leave('in_game');
}
io.sockets.emit('refresh_players_game', players);
io.sockets.to(target_player_id).emit('choice_cards_flag', false);
io.sockets.emit('action_messages', player.username + " perd son/sa " + card);
io.sockets.to(target_player_id).emit('cards', player_cards.cards);
next_turn_player();
}
}, 1000);
}
});
socket.on('taxe', function () {
if (socket.id === current_player.id && !already_played && current_player.pieces <= 9) {
already_played = true;
socket.emit('my_turn_flag', false);
socket.broadcast.to('in_game').emit('taxe_flag', true);
io.sockets.emit('action_messages', current_player.username + " veut collecter les taxes !");
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Si tous les joueurs autorisent le tour
if (all_players_autorised()) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
current_player.pieces += 3;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + " gagne trois pièces ! (Taxe)");
console.log("Tout le monde a autorisé !");
next_turn_player();
}
//Un joueur contre l'action du joueur courant
else if (counter_player && counter_player.id !== current_player.id) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
io.sockets.emit('action_messages', counter_player.username + " met en doute " + current_player.username
+ " et le défie de montrer son Duc !");
socket.broadcast.to('in_game').emit('taxe_flag', false);
//Le joueur courant possède la carte Duc
if (player_owns_card(current_player, 'Duc')) {
io.sockets.emit('action_messages', counter_player.username + " va donc perdre une carte !");
io.to(counter_player.id).emit('choice_cards_flag', true);
//Timer de perte de carte du joueur qui contre
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer2 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur qui contre choisit sa carte à perdre
if (lost_card) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
current_player.pieces += 3;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + " gagne trois pièces ! (Taxe)");
next_turn_player();
}
//Temp écoulé: le joueur qui contre perd sa première ou sa deuxième carte
else if (--countdown < 0) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
let player = players.find(player => player.id === counter_player.id);
let player_cards = players_cards.find(player => player.id === counter_player.id);
let card;
if (player_cards.cards[0].active) {
card = player_cards.cards[0].name;
player.cards[0] = card;
player_cards.cards[0].active = false;
}
else if (player_cards.cards[1].active) {
card = player_cards.cards[1].name;
player.cards[1] = card;
player_cards.cards[1].active = false;
}
//Le joueur n'a plus de cartes en jeu
if (!player_cards.cards[0].active && !player_cards.cards[1].active) {
player.alive = false;
let socket_counter_player = io.sockets.connected[counter_player.id];
socket_counter_player.leave('in_game');
}
io.sockets.emit('refresh_players_game', players);
io.to(counter_player.id).emit('choice_cards_flag', false);
io.sockets.emit('action_messages', player.username + " perd son/sa " + card);
io.to(counter_player.id).emit('cards', player_cards.cards);
current_player.pieces += 3;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + " gagne trois pièces ! (Taxe)");
next_turn_player();
}
}, 1000);
}
//Le joueur courant n'a pas la carte Duc
else {
io.sockets.emit('action_messages', current_player.username + " a menti et va perdre une carte !");
socket.emit('choice_cards_flag', true);
//Timer de perte de carte du joueur courant
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer2 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur courant choisit sa carte à perdre
if (lost_card) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
next_turn_player();
}
//Temp écoulé: le joueur courant perd sa première ou sa deuxième carte
else if (--countdown < 0) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
let player = players.find(player => player.id === current_player.id);
let player_cards = players_cards.find(player => player.id === current_player.id);
let card;
if (player_cards.cards[0].active) {
card = player_cards.cards[0].name;
player.cards[0] = card;
player_cards.cards[0].active = false;
}
else if (player_cards.cards[1].active) {
card = player_cards.cards[1].name;
player.cards[1] = card;
player_cards.cards[1].active = false;
}
//Le joueur n'a plus de cartes en jeu
if (!player_cards.cards[0].active && !player_cards.cards[1].active) {
player.alive = false;
let socket_current_player = io.sockets.connected[current_player.id];
socket_current_player.leave('in_game');
}
io.sockets.emit('refresh_players_game', players);
io.sockets.to(current_player.id).emit('choice_cards_flag', false);
io.sockets.emit('action_messages', player.username + " perd son/sa " + card);
io.sockets.to(current_player.id).emit('cards', player_cards.cards);
next_turn_player();
}
}, 1000);
}
}
//A la fin du compteur, tout le monde autorise par défaut
else if (--countdown < 0) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
socket.broadcast.to('in_game').emit('taxe_flag', false);
current_player.pieces += 3;
io.sockets.emit('refresh_players_game', players);
io.sockets.emit('action_messages', current_player.username + " gagne trois pièces ! (Taxe)");
console.log("Tout le monde a autorisé !");
next_turn_player();
}
}, 1000);
}
});
/////////////VOL////////////////
socket.on('contrer_voler_capitaine', function () {
if (socket.id === targeted_player.id && !contrer_voler_capitaine) {
contrer_voler_capitaine = true;
}
});
socket.on('contrer_voler_ambassadeur', function () {
if (socket.id === targeted_player.id && !contrer_voler_ambassadeur) {
contrer_voler_ambassadeur = true;
}
});
socket.on('voler', function () {
if (socket.id === current_player.id && !already_played && current_player.pieces <= 9) {
already_played = true;
socket.emit('my_turn_flag', false);
socket.emit('target_type', 'voler');
socket.emit('target_player_flag', true);
io.sockets.emit('action_messages', current_player.username + " va voler un joueur !");
io.sockets.emit('refresh_players_game', players);
}
});
socket.on('voler_player', function (target_player_id) {
if (socket.id === current_player.id && target_player_id !== socket.id && !targeted_player && players.find(player => player.id === target_player_id).alive) {
socket.emit('target_player_flag', false);
targeted_player = players.find(player => player.id === target_player_id);
io.sockets.emit('action_messages', current_player.username + " prétend avoir un Capitaine et veut voler "
+ targeted_player.username);
socket.broadcast.to('in_game').emit('voler_flag', true);
let countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer = setInterval(() => {
io.sockets.emit('countdown', countdown);
//////////////////////////////////////////////////////////////////////
////////////Si tous les joueurs autorisent le tour ou temps écoulé///////////////////
if (all_players_autorised() || --countdown < 0) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
io.sockets.emit('voler_flag', false);
already_played = false;
//Au tour du joueur ciblé de contrer avec son Capitaine/Ambassadeur
console.log("Le tour continue !");
io.to(targeted_player.id).emit('voler_flag_targeted_player', true);
targeted_player.autorise = false;
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer2 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Si le joueur ciblé effectue une action de contre
if (contrer_voler_capitaine || contrer_voler_ambassadeur) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
io.to(targeted_player.id).emit('voler_flag_targeted_player', false);
let counter_card;
if (contrer_voler_capitaine) {
counter_card = 'Capitaine';
}
else if (contrer_voler_ambassadeur) {
counter_card = 'Ambassadeur';
}
io.sockets.emit('action_messages', targeted_player.username + " prétend avoir un " + counter_card + " pour "
+ "contrer " + current_player.username);
//Demander au joueur courant si le joueur ciblé ment ou pas
socket.emit('choice_flag', true);
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer3 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur courant croit que le joueur ciblé dit la vérité
if (truth_lie === true) {
clearInterval(myTimer3);
io.sockets.emit('countdown_flag', false);
socket.emit('choice_flag', false);
io.sockets.emit('action_messages', current_player.username + " croit que "
+ targeted_player.username + " ne ment pas !");
next_turn_player();
}
//Le joueur courant croit que le joueur ciblé ment (ne possède ni Capitaine ni Ambassadeur)
else if (truth_lie === false) {
clearInterval(myTimer3);
io.sockets.emit('countdown_flag', false);
socket.emit('choice_flag', false);
//Le joueur qui contre possède la carte Capitaine/Ambassadeur
if (player_owns_card(targeted_player, counter_card)) {
io.sockets.emit('action_messages', current_player.username + " va donc perdre une carte !");
socket.emit('choice_cards_flag', true);
//Timer de perte de carte du joueur courant
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
lost_card = false;
let myTimer4 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur courant choisit sa carte à perdre
if (lost_card) {
clearInterval(myTimer4);
io.sockets.emit('countdown_flag', false);
next_turn_player();
}
//Temp écoulé: le joueur courant perd sa première ou sa deuxième carte
else if (--countdown < 0) {
clearInterval(myTimer4);
io.sockets.emit('countdown_flag', false);
let player = players.find(player => player.id === socket.id);
let player_cards = players_cards.find(player => player.id === socket.id);
let card;
if (player_cards.cards[0].active) {
card = player_cards.cards[0].name;
player.cards[0] = card;
player_cards.cards[0].active = false;
}
else if (player_cards.cards[1].active) {
card = player_cards.cards[1].name;
player.cards[1] = card;
player_cards.cards[1].active = false;
}
//Le joueur courant n'a plus de cartes en jeu
if (!player_cards.cards[0].active && !player_cards.cards[1].active) {
player.alive = false;
socket.leave('in_game');
}
io.sockets.emit('refresh_players_game', players);
socket.emit('choice_cards_flag', false);
io.sockets.emit('action_messages', player.username + " perd son/sa " + card);
socket.emit('cards', player_cards.cards);
next_turn_player();
}
}, 1000);
}
//Le joueur ciblé ne possède pas la carte Capitaine/Ambassadeur
else {
io.sockets.emit('action_messages', targeted_player.username + " a menti et va perdre une carte !");
io.sockets.to(targeted_player.id).emit('choice_cards_flag', true);
//Timer de perte de carte
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
lost_card = false;
let myTimer5 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur ciblé choisit sa carte à perdre
if (lost_card) {
clearInterval(myTimer5);
io.sockets.emit('countdown_flag', false);
//VOL
if (targeted_player.pieces === 1) {
current_player.pieces += 1;
targeted_player.pieces -= 1;
io.sockets.emit('action_messages', current_player.username + " vole une pièce à " + targeted_player.username);
}
else if (targeted_player.pieces >= 2) {
current_player.pieces += 2;
targeted_player.pieces -= 2;
io.sockets.emit('action_messages', current_player.username + " vole deux pièces à " + targeted_player.username);
}
else {
io.sockets.emit('action_messages', current_player.username + " ne vole rien à " + targeted_player.username);
}
io.sockets.emit('refresh_players_game', players);
next_turn_player();
}
//Temp écoulé: le joueur ciblé perd sa première ou sa deuxième carte
else if (--countdown < 0) {
clearInterval(myTimer5);
io.sockets.emit('countdown_flag', false);
let player = players.find(player => player.id === targeted_player.id);
let player_cards = players_cards.find(player => player.id === targeted_player.id);
let card;
if (player_cards.cards[0].active) {
card = player_cards.cards[0].name;
player.cards[0] = card;
player_cards.cards[0].active = false;
}
else if (player_cards.cards[1].active) {
card = player_cards.cards[1].name;
player.cards[1] = card;
player_cards.cards[1].active = false;
}
//Le joueur ciblé n'a plus de cartes en jeu
if (!player_cards.cards[0].active && !player_cards.cards[1].active) {
player.alive = false;
let socket_targeted_player = io.sockets.connected[targeted_player.id];
socket_targeted_player.leave('in_game');
}
io.sockets.emit('refresh_players_game', players);
io.sockets.to(targeted_player.id).emit('choice_cards_flag', false);
io.sockets.emit('action_messages', player.username + " perd son/sa " + card);
io.sockets.to(targeted_player.id).emit('cards', player_cards.cards);
//VOL
if (targeted_player.pieces === 1) {
current_player.pieces += 1;
targeted_player.pieces -= 1;
io.sockets.emit('action_messages', current_player.username + " vole une pièce à " + targeted_player.username);
}
else if (targeted_player.pieces >= 2) {
current_player.pieces += 2;
targeted_player.pieces -= 2;
io.sockets.emit('action_messages', current_player.username + " vole deux pièces à " + targeted_player.username);
}
else {
io.sockets.emit('action_messages', current_player.username + " ne vole rien à " + targeted_player.username);
}
io.sockets.emit('refresh_players_game', players);
next_turn_player();
}
}, 1000);
}
}
//Temps écoulé: le joueur courant n'a pas choisi si le joueur ciblé mentait ou pas
else if (--countdown < 0) {
clearInterval(myTimer3);
io.sockets.emit('countdown_flag', false);
socket.emit('choice_flag', false);
io.sockets.emit('action_messages', current_player.username + " croit que "
+ targeted_player.username + " ne ment pas !");
next_turn_player();
}
}, 1000);
}
//A la fin du compteur, le joueur ciblé autorise le vol
else if (--countdown < 0 || targeted_player.autorise) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
io.to(targeted_player.id).emit('voler_flag_targeted_player', false);
//VOL
if (targeted_player.pieces === 1) {
current_player.pieces += 1;
targeted_player.pieces -= 1;
io.sockets.emit('action_messages', current_player.username + " vole une pièce à " + targeted_player.username);
}
else if (targeted_player.pieces >= 2) {
current_player.pieces += 2;
targeted_player.pieces -= 2;
io.sockets.emit('action_messages', current_player.username + " vole deux pièces à " + targeted_player.username);
}
else {
io.sockets.emit('action_messages', current_player.username + " ne vole rien à " + targeted_player.username);
}
io.sockets.emit('refresh_players_game', players);
next_turn_player();
}
}, 1000);
}
//////////////////////////////////////////////////////////////////////
///////////Un joueur met en doute le Capitaine du joueur courant/////
else if (counter_player && counter_player.id !== current_player.id) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
io.sockets.emit('action_messages', counter_player.username + " met en doute " + current_player.username
+ " et le défie de montrer son Capitaine !");
socket.broadcast.to('in_game').emit('voler_flag', false);
//Le joueur courant possède la carte Capitaine
if (player_owns_card(current_player, 'Capitaine')) {
io.sockets.emit('action_messages', counter_player.username + " va donc perdre une carte !");
io.to(counter_player.id).emit('choice_cards_flag', true);
//Timer de perte de carte du joueur qui contre
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
lost_card = false;
let myTimer2 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur qui contre choisit sa carte à perdre
if (lost_card) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);
//Si le joueur qui contre est le joueur ciblé par le vol
if (counter_player.id === targeted_player.id) {
//VOL
if (targeted_player.pieces === 1) {
current_player.pieces += 1;
targeted_player.pieces -= 1;
io.sockets.emit('action_messages', current_player.username + " vole une pièce à " + targeted_player.username);
}
else if (targeted_player.pieces >= 2) {
current_player.pieces += 2;
targeted_player.pieces -= 2;
io.sockets.emit('action_messages', current_player.username + " vole deux pièces à " + targeted_player.username);
}
else {
io.sockets.emit('action_messages', current_player.username + " ne vole rien à " + targeted_player.username);
}
io.sockets.emit('refresh_players_game', players);
next_turn_player();
}
else {
//Au tour du joueur ciblé de contrer avec son Capitaine/Ambassadeur
console.log("Continue le tour");
io.to(targeted_player.id).emit('voler_flag_targeted_player', true);
targeted_player.autorise = false;
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Si le joueur ciblé effectue une action de contre
if (contrer_voler_capitaine || contrer_voler_ambassadeur) {
clearInterval(myTimer);
io.sockets.emit('countdown_flag', false);
io.to(targeted_player.id).emit('voler_flag_targeted_player', false);
let counter_card;
if (contrer_voler_capitaine) {
counter_card = 'Capitaine';
}
else if (contrer_voler_ambassadeur) {
counter_card = 'Ambassadeur';
}
io.sockets.emit('action_messages', targeted_player.username + " prétend avoir un " + counter_card + " pour "
+ "contrer " + current_player.username);
//Demander au joueur courant si le joueur qui ciblé ment ou pas
socket.emit('choice_flag', true);
countdown = 15;
io.sockets.emit('countdown', countdown);
io.sockets.emit('countdown_flag', true);
let myTimer2 = setInterval(() => {
io.sockets.emit('countdown', countdown);
//Le joueur courant croit que le joueur ciblé dit la vérité
if (truth_lie === true) {
clearInterval(myTimer2);
io.sockets.emit('countdown_flag', false);