diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..3b41050
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,5 @@
+*.swp
+wwwcats
+wwwcats.exe
+wwwcats.log
+TODO.txt
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..be3f7b2
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,661 @@
+ GNU AFFERO GENERAL PUBLIC LICENSE
+ Version 3, 19 November 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
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+ Preamble
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+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU Affero General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU Affero General Public License for more details.
+
+ You should have received a copy of the GNU Affero General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If your software can interact with users remotely through a computer
+network, you should also make sure that it provides a way for users to
+get its source. For example, if your program is a web application, its
+interface could display a "Source" link that leads users to an archive
+of the code. There are many ways you could offer source, and different
+solutions will be better for different programs; see section 13 for the
+specific requirements.
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU AGPL, see
+.
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..b62f197
--- /dev/null
+++ b/README.md
@@ -0,0 +1,48 @@
+# Detonating Cats
+
+A web-based clone of the popular _[Exploding Kittens](https://explodingkittens.com)_ card game. I wrote this
+because I wanted to play the game online with my friends during the December 2020 coronavirus lockdown and
+was dissatisfied with the existing clones of the game.
+
+## Features
+
+This is a pretty much feature-complete clone of the base game. The objective is to permit any play
+which would be allowed by the rules in a real-life game.
+
+I have done my best to emulate the most important aspects of the game faithfully; while no computer
+card game is ever 100% true to the experience of the real thing, this version attempts to preserve
+many of the features of _Exploding Kittens_ which make the game dramatic, dynamic and fun.
+
+The game is fast and lightweight, and can be hosted on any server with no dependencies; all you need
+is the game server binary and the corresponding static client bundle.
+
+## Caveats
+
+ * I designed everything myself, including drawing the cards. I have no idea about user interface design,
+ so the whole thing feels a bit early-2000s.
+ * The game has not been well-tested. I made this for fun, and there are probably bugs. You've been warned!
+ * If you're interested in improving any aspect of the game, contributions are very welcome. Please open an
+ issue or pull request on GitHub!
+
+## Compilation
+
+To compile, you need a recent version of [Go](https://golang.org) – version 1.14 or newer is probably fine.
+All the other dependencies are fetched automatically.
+
+After cloning the repository:
+```
+$ go build
+$ # Or, for a statically linked, stripped binary:
+$ CGO_ENABLED=0 go build -ldflags "-s -w"
+```
+
+Just run the `wwwcats` binary to start the server, and `./wwwcats -h` for help with more options.
+
+## License
+
+Copyright (C) 2021 Lawrence Brown.
+
+"Exploding Kittens" is a trademark of Exploding Kittens Inc.
+
+The program's source code is released under the terms of the GNU Affero General Public License (version 3).
+Please see the `LICENSE` file for more information.
diff --git a/cards.go b/cards.go
new file mode 100644
index 0000000..43361f0
--- /dev/null
+++ b/cards.go
@@ -0,0 +1,241 @@
+package main
+
+import (
+ "math/rand"
+ "time"
+ "sort"
+)
+
+type Deck struct {
+ // The end of the slice is the top of the deck
+ cards []string
+}
+
+func newDeck() (d *Deck) {
+ d = new(Deck)
+
+ // Add all the cards, EXCEPT those which should not be dealt to players
+ d.insertMultiple(map[string]int{
+ "nope": 5,
+ "attack": 4,
+ "skip": 4,
+ "favour": 4,
+ "shuffle": 4,
+ "see3": 5,
+ "random1": 4,
+ "random2": 4,
+ "random3": 4,
+ "random4": 4,
+ "random5": 4,
+ })
+
+ d.shuffle()
+
+ return
+}
+
+func (d *Deck) addExtraCards(players int) {
+ d.insertMultiple(map[string]int{
+ "exploding": players - 1,
+ "defuse": 6 - players,
+ })
+
+ d.shuffle()
+
+ return
+}
+
+func (d *Deck) insertOnTop(card string) {
+ d.cards = append(d.cards, card)
+}
+
+func (d *Deck) insertMultiple(cards map[string]int) {
+ for card, number := range cards {
+ for i := 0; i < number; i++ {
+ d.insertOnTop(card)
+ }
+ }
+}
+
+func (d *Deck) insertAtPos(pos int, card string) {
+ // the top of the deck is the end of the array
+ pos = len(d.cards) - (pos)
+ d.cards = append(d.cards, "")
+ copy(d.cards[pos+1:], d.cards[pos:])
+ d.cards[pos] = card
+}
+
+func (d *Deck) draw() (card string) {
+ // pop
+ card, d.cards = d.cards[len(d.cards)-1], d.cards[:len(d.cards)-1]
+ return
+}
+
+func (d *Deck) peek(num int) (ret []string) {
+ from := len(d.cards) - num
+ if from < 0 {
+ from = 0
+ }
+
+ length := num
+ if len(d.cards) < num {
+ length = len(d.cards)
+ }
+
+ ret = make([]string, length)
+ copy(ret, d.cards[from:])
+
+ // Reverse
+ for i := len(ret)/2 - 1; i >= 0; i-- {
+ opp := len(ret) - 1 - i
+ ret[i], ret[opp] = ret[opp], ret[i]
+ }
+
+ return
+}
+
+func (d *Deck) shuffle() {
+ rand.Seed(time.Now().UnixNano())
+ rand.Shuffle(len(d.cards), func(i, j int) {
+ d.cards[i], d.cards[j] = d.cards[j], d.cards[i]
+ })
+}
+
+func (d *Deck) dealHand(playerCount int) (h *Hand) {
+ h = new(Hand)
+
+ h.cards = []string{"defuse"}
+
+ var cardCount int
+ if playerCount > 5 {
+ cardCount = 6
+ } else {
+ cardCount = 7
+ }
+
+ for i := 0; i < cardCount; i++ {
+ h.cards = append(h.cards, d.draw())
+ }
+
+ return
+}
+
+func (d *Deck) cardsLeft() int {
+ return len(d.cards)
+}
+
+type Hand struct {
+ cards []string
+}
+
+func (h *Hand) cardList() (list string) {
+ for _, card := range h.cards {
+ list = list + " " + card
+ }
+
+ return
+}
+
+func (h *Hand) getCard(num int) string {
+ return h.cards[num]
+}
+
+func (h *Hand) addCard(card string) {
+ h.cards = append(h.cards, card)
+}
+
+func (h *Hand) removeCard(num int) {
+ h.cards = append(h.cards[:num], h.cards[num+1:]...)
+}
+
+func (h *Hand) removeByName(wanted string) {
+ for i, card := range h.cards {
+ if card == wanted {
+ h.cards = append(h.cards[:i], h.cards[i+1:]...)
+ return
+ }
+ }
+}
+
+func (h *Hand) contains(wanted string) bool {
+ for _, card := range h.cards {
+ if card == wanted {
+ return true
+ }
+ }
+ return false
+}
+
+func (h *Hand) containsMultiple(wanted string, num int) bool {
+ found := 0
+ for _, card := range h.cards {
+ if card == wanted {
+ found += 1
+ if found == num {
+ return true
+ }
+ }
+ }
+ return false
+}
+
+func (h *Hand) getLength() int {
+ return len(h.cards)
+}
+
+func (h *Hand) takeRandom() string {
+ rand.Seed(time.Now().UnixNano())
+ cardNo := rand.Intn(len(h.cards))
+ card := h.getCard(cardNo)
+ h.removeCard(cardNo)
+ return card
+}
+
+func (h *Hand) sort() {
+ weights := map[string]int{
+ "defuse": 10,
+ "nope": 20,
+ "skip": 30,
+ "attack": 40,
+ "see3": 50,
+ "shuffle": 60,
+ "favour": 70,
+ "random1": 80,
+ "random2": 90,
+ "random3": 100,
+ "random4": 110,
+ "random5": 120,
+ }
+
+ sort.Slice(h.cards, func (a, b int) bool {
+ return weights[h.cards[a]] < weights[h.cards[b]]
+ })
+}
+
+type GameState struct {
+ // Used to save the game state before performing a NOPEable action
+ // needs to contain anything that can be reversed by a NOPE
+ deck Deck
+ currentPlayer int
+ attack bool
+}
+
+func makeGameState(g *Game) *GameState {
+ // Copy everything
+ cards := make([]string, len(g.deck.cards))
+ copy(cards, g.deck.cards)
+
+ return &GameState{
+ deck: Deck{
+ cards: cards,
+ },
+ currentPlayer: g.currentPlayer,
+ attack: g.attack,
+ }
+}
+
+func (gs *GameState) restore(g *Game) {
+ g.deck = &gs.deck
+ g.currentPlayer = gs.currentPlayer
+ g.attack = gs.attack
+}
diff --git a/client.go b/client.go
new file mode 100644
index 0000000..54fbecf
--- /dev/null
+++ b/client.go
@@ -0,0 +1,184 @@
+package main
+
+import (
+ "log"
+ "strconv"
+ "strings"
+ "time"
+
+ "runtime/debug"
+
+ "github.com/gorilla/websocket"
+)
+
+const (
+ // Timeout for writing to a client
+ writeWait = 10 * time.Second
+
+ // Timeout for receiving a 'pong' from the client
+ pongWait = 15 * time.Second
+
+ // How often should we ping? Must be less than pongWait
+ pingPeriod = (pongWait * 9) / 10
+
+ maxMessageSize = 512
+)
+
+type Client struct {
+ // Websocket connection object
+ conn *websocket.Conn
+
+ // Buffer for outgoing messages
+ send chan []byte
+
+ name string
+ lobby *Lobby
+}
+
+func (c *Client) readPump(lobbies map[string]*Lobby) {
+ // Sets up a client, reads incoming messages and sends them to the right place
+ //
+ // This is called as a goroutine for each client, and this function
+ // is the only function allowed to read from the client.
+
+ defer func() {
+ // Clean up
+ c.conn.Close()
+ if c.lobby != nil {
+ c.lobby.unregister <- c
+ }
+
+ if r := recover(); r != nil {
+ c.dieGracefully(r)
+ }
+ }()
+
+ c.conn.SetReadLimit(maxMessageSize)
+ c.conn.SetReadDeadline(time.Now().Add(pongWait))
+ c.conn.SetPongHandler(func(string) error {
+ c.conn.SetReadDeadline(time.Now().Add(pongWait))
+ return nil
+ })
+
+ for {
+
+ // Read the incoming messages
+
+ _, bytes, err := c.conn.ReadMessage()
+ if err != nil {
+ // The connection is dead
+ if websocket.IsUnexpectedCloseError(err, websocket.CloseGoingAway, websocket.CloseAbnormalClosure) {
+ log.Printf("%s !!! Connection closed (%v)", c.name, err)
+ }
+ break
+ }
+
+ message := string(bytes)
+
+ // Check for badly-formed messages which could do something strange
+ if strings.Contains(message, "\n") || strings.Contains(message, "\r") {
+ continue
+ }
+
+ log.Printf("%s >>> %s", c.name, message)
+
+ // If this client is in a lobby, let the lobby handle the message
+
+ if c.lobby != nil {
+ c.lobby.readFromClient(c, message)
+ continue
+ }
+
+ // The client is not currently in a lobby; check if they're trying to join
+
+ fields := strings.Fields(message)
+
+ if len(fields) == 3 && fields[0] == "join_lobby" {
+ lobby_name := fields[1]
+ player_name := fields[2]
+
+ // Length is already limited by SetReadLimit, so we're not worried
+
+ c.joinToLobby(lobby_name, player_name, lobbies)
+ }
+ }
+}
+
+func (c *Client) writePump() {
+ // Counterpart to readPump
+ // Massively adapted from the gorilla websocket docs
+
+ ticker := time.NewTicker(pingPeriod)
+
+ defer func() {
+ ticker.Stop()
+ c.conn.Close()
+
+ if r := recover(); r != nil {
+ c.dieGracefully(r)
+ }
+ }()
+
+ // Send the server version on connect
+ c.sendMsg("version "+strconv.Itoa(REVISION))
+
+ for {
+ select {
+ case message, ok := <-c.send:
+ c.conn.SetWriteDeadline(time.Now().Add(writeWait))
+
+ if !ok {
+ log.Printf("%s !!! Write channel closed", c.name)
+
+ // Close the channel
+ // I have no idea how this actually works
+ c.conn.WriteMessage(websocket.CloseMessage, []byte{})
+ return
+ }
+
+ w, err := c.conn.NextWriter(websocket.TextMessage)
+ if err != nil {
+ log.Printf("%s !!! Disconnected on write (%v)", c.name, err)
+ return
+ }
+ w.Write(message)
+
+ /*
+ // Finish writing whatever is left
+ n := len(c.send)
+ for i := 0; i < n; i++ {
+ w.Write([]byte("\r\n"))
+ w.Write(<-c.send)
+ }
+ */
+
+ if err := w.Close(); err != nil {
+ log.Printf("%s !!! Couldn't close write (%v)", c.name, err)
+ return
+ }
+
+ case <-ticker.C:
+ c.conn.SetWriteDeadline(time.Now().Add(writeWait))
+ if err := c.conn.WriteMessage(websocket.PingMessage, nil); err != nil {
+ log.Printf("%s !!! Ping timeout (%v)", c.name, err)
+ return
+ }
+ }
+ }
+}
+
+func (c *Client) sendMsg(message string) {
+ log.Printf("%s <<< %s", c.name, message)
+
+ select {
+ case c.send <- []byte(message):
+ default:
+ log.Fatal("Failed to write to client", c.name)
+ }
+}
+
+func (c *Client) dieGracefully(r interface {}) {
+ // Terminates a panicking client to avoid crashing the server
+ log.Printf("!!! PANIC in client %s: %v !!!", c.name, r)
+ debug.PrintStack()
+}
diff --git a/game.go b/game.go
new file mode 100644
index 0000000..690d863
--- /dev/null
+++ b/game.go
@@ -0,0 +1,741 @@
+package main
+
+import (
+ "log"
+ "math/rand"
+ "strconv"
+ "strings"
+ "time"
+)
+
+type Game struct {
+ // The corresponding Lobby object, to allow communication
+ // with clients
+ lobby *Lobby
+
+ // It's easier if we index the spectators, so we use a map
+ // Only synced with the client during netburst
+ spectators map[*Client]bool
+
+ // We need a strict order for players, so we use a slice
+ // The player list is order-sensitive, so we re-sync it
+ // with the client every time it's updated.
+ players []*Client
+ currentPlayer int
+
+ // Various game-related variables
+ started bool
+ defusing bool
+ attack bool
+ favouring *Client // Who is asking for a favour?
+ favoured *Client // Who is being asked for a favour?
+ favourType int // !! not reset !!
+ // 1 - favour, 2 - random, 3 - steal
+
+ deck *Deck
+ hands map[*Client]*Hand
+
+ // We store one action's worth of 'history' in case of a nope
+ history *GameState
+}
+
+func newGame(lobby *Lobby) *Game {
+ return &Game{
+ lobby: lobby,
+ spectators: make(map[*Client]bool),
+ hands: make(map[*Client]*Hand),
+ currentPlayer: -1,
+ }
+}
+
+func (g *Game) addPlayer(client *Client) {
+ // Adds a player to the spectators
+ // /!\ This function expects the caller to have already obtained a lock on
+ // g.lobby.clients - not doing this leads to a race condition
+ g.spectators[client] = true
+ g.lobby.sendBcastRaw("joins " + client.name)
+ g.netburst(client)
+}
+
+func (g *Game) removePlayer(client *Client) {
+ _, ok := g.spectators[client]
+ if !ok {
+ // First downgrade the player to spectator
+ g.downgradePlayer(client)
+ }
+
+ delete(g.spectators, client)
+ g.lobby.sendBcast("parts " + client.name)
+}
+
+func (g *Game) playerNumber(client *Client) (num int) {
+ // Finds the number of a player in the players slice
+ // Mostly useful for removing players
+ num = -1
+ for i, _ := range g.players {
+ if g.players[i] == client {
+ num = i
+ break
+ }
+ }
+ return
+}
+
+func (g *Game) playerByName(name string) (player *Client) {
+ for _, thisPlayer := range g.players {
+ if thisPlayer.name == name {
+ player = thisPlayer
+ break
+ }
+ }
+ return
+}
+
+func (g *Game) upgradePlayer(client *Client) {
+ // Move a player from the spectators into the players
+ delete(g.spectators, client)
+ g.players = append(g.players, client)
+
+ g.lobby.sendBcast("upgrades " + client.name)
+ g.lobby.sendBcast("players" + g.playerList())
+
+ // Display a message to tell the client they are playing
+ client.sendMsg("message playing")
+}
+
+func (g *Game) downgradePlayer(client *Client) {
+ currentlyPlaying := false
+ if g.playerNumber(client) == g.currentPlayer {
+ currentlyPlaying = true
+ }
+
+ clientToRemove := g.playerNumber(client)
+ g.players = append(g.players[:clientToRemove], g.players[clientToRemove+1:]...)
+ g.spectators[client] = true
+ delete(g.hands, client)
+
+ g.lobby.sendBcast("downgrades " + client.name)
+ g.lobby.sendBcast("players" + g.playerList())
+
+ if !g.started {
+ // Display a message to tell the client they are spectating
+ client.sendMsg("message spectating")
+ return
+ }
+
+ // Gracefully remove the player from the game in progress
+ client.sendMsg("message spectating_exploded")
+
+ // Erase their hand
+ client.sendMsg("hand")
+
+ if len(g.players) == 1 {
+ go g.wins(g.players[0])
+ return
+ }
+
+ if g.favouring == client {
+ g.favoured.sendMsg("q_cancel")
+ g.favouring = nil
+ g.favoured = nil
+ }
+ if g.favoured == client && g.favourType == 1 {
+ // The favour is cancelled
+ g.lobby.sendBcast("bcast favour_cancel")
+ g.favouring.sendMsg("unlock")
+ g.favouring = nil
+ g.favoured = nil
+ }
+ // for favourType 2, it is instant - this can't happen
+ // for favourType 3, we are waiting on a response from the player ASKING
+ // (so we can deal with it in answersQuestion)
+
+ // If they are currently playing, advance to the next player
+ if currentlyPlaying && len(g.players) > 0 {
+ g.nextTurn()
+ }
+}
+
+func (g *Game) wins(winner *Client) {
+ g.lobby.sendBcast("wins " + winner.name)
+
+ // This function runs a separate goroutine, so it's safe to sleep
+ time.Sleep(5 * time.Second)
+
+ // Destroy the game and create a new one
+ g.lobby.sendBcast("hand")
+ g.lobby.sendBcast("draw_pile no")
+ g.lobby.sendBcast("no_discard")
+ g.lobby.sendBcast("bcast new_game")
+
+ g.lobby.clientsMu.Lock()
+ defer g.lobby.clientsMu.Unlock()
+
+ g.lobby.currentGame = newGame(g.lobby)
+ for client := range g.lobby.clients {
+ g.lobby.currentGame.addPlayer(client)
+ // We add a very short delay to allow each joining client to be processed separately
+ time.Sleep(50 * time.Millisecond)
+ }
+
+ // The GC should now be able to collect this old game object, I think
+}
+
+func (g *Game) netburst(client *Client) {
+ // Communicates the current game state to a newly joining client
+ client.sendMsg("spectators" + g.spectatorList())
+ client.sendMsg("players" + g.playerList())
+
+ // Display a message to tell the client they are spectating
+ if !g.started {
+ client.sendMsg("message spectating")
+ return
+ }
+
+ // allow the client to spectate a game-in-progress
+ client.sendMsg("message spectating_started")
+ if g.deck.cardsLeft() > 0 {
+ client.sendMsg("draw_pile yes")
+ }
+}
+
+func (g *Game) spectatorList() (list string) {
+ for spec := range g.spectators {
+ list = list + " " + spec.name
+ }
+ return
+}
+
+func (g *Game) playerList() (list string) {
+ for _, player := range g.players {
+ list = list + " " + player.name
+ }
+ return
+}
+
+func (g *Game) readFromClient(c *Client, msg string) {
+ fields := strings.Fields(msg)
+
+ switch fields[0] {
+ case "join":
+ // Joining the game (from spectators)
+
+ if g.started {
+ // You can't join an active game
+ break
+ }
+
+ _, ok := g.spectators[c]
+ if !ok {
+ // Player is not a spectator!
+ break
+ }
+
+ g.upgradePlayer(c)
+
+ case "leave":
+ // Leaving the game (back to spectators)
+
+ _, ok := g.spectators[c]
+ if ok {
+ // Player is a spectator!
+ break
+ }
+
+ g.downgradePlayer(c)
+
+ case "start":
+ if g.started {
+ break
+ }
+
+ if len(g.players) < 2 {
+ c.sendMsg("bcast min_players")
+ break
+ }
+
+ if len(g.players) > 6 {
+ g.lobby.sendBcast("bcast max_players")
+ break
+ }
+
+ if len(g.players) == 6 {
+ // Warning message
+ g.lobby.sendBcast("bcast high_players")
+ }
+
+ g.start()
+
+ case "draw":
+ _, ok := g.spectators[c]
+ if ok {
+ break
+ }
+
+ if g.currentPlayer >= len(g.players) {
+ log.Println("Player out of range")
+ break
+ }
+
+ if g.deck.cardsLeft() < 1 {
+ c.sendMsg("err illegal_move")
+ break
+ }
+
+ if g.players[g.currentPlayer].name != c.name {
+ c.sendMsg("err illegal_move")
+ break
+ }
+
+ if g.defusing {
+ log.Println("Defusing")
+ break
+ }
+
+ g.drawCard(c)
+
+ case "play":
+ _, ok := g.spectators[c]
+ if ok {
+ break
+ }
+
+ if len(fields) != 2 {
+ break
+ }
+
+ if g.currentPlayer >= len(g.players) {
+ log.Println("Player out of range")
+ break
+ }
+
+ if g.favouring != nil {
+ // There is a case where it would be legal to play
+ // NOPE here - TODO
+ break
+ }
+
+ card, err := strconv.Atoi(fields[1])
+ if err != nil {
+ c.sendMsg("err illegal_move")
+ break
+ }
+
+ if card >= g.hands[c].getLength() {
+ c.sendMsg("err illegal_move")
+ break
+ }
+
+ cardText := g.hands[c].getCard(card)
+
+ if g.defusing && cardText != "defuse" {
+ log.Println("Defusing")
+ break
+ }
+
+ if cardText != "nope" && g.players[g.currentPlayer].name != c.name {
+ c.sendMsg("err illegal_move")
+ break
+ }
+
+ g.favouring = nil
+ g.favoured = nil
+ g.hands[c].removeCard(card)
+ c.sendMsg("hand" + g.hands[c].cardList())
+ g.playsCard(c, cardText)
+
+ case "play_multiple":
+ _, ok := g.spectators[c]
+ if ok {
+ break
+ }
+
+ if len(fields) != 3 {
+ break
+ }
+
+ if g.currentPlayer >= len(g.players) {
+ break
+ }
+
+ if g.favouring != nil {
+ c.sendMsg("err illegal_move")
+ break
+ }
+
+ if g.defusing {
+ break
+ }
+
+ num, err := strconv.Atoi(fields[1])
+ if err != nil || num > 3 || num < 2 {
+ c.sendMsg("err illegal_move")
+ break
+ }
+
+ if !g.hands[c].containsMultiple(fields[2], num) {
+ c.sendMsg("err illegal_move")
+ break
+ }
+
+ g.favouring = nil
+ g.favoured = nil
+ for i := 0; i < num; i++ {
+ g.hands[c].removeByName(fields[2])
+ }
+ c.sendMsg("hand" + g.hands[c].cardList())
+ g.playsCombo(c, fields[2], num)
+
+ case "a":
+ if len(fields) != 3 {
+ if len(fields) == 2 {
+ c.sendMsg("q "+fields[1])
+ }
+ break
+ }
+
+ g.answersQuestion(c, fields[1], fields[2])
+
+ case "sort":
+ _, ok := g.spectators[c]
+ if ok {
+ break
+ }
+ if !g.started {
+ break
+ }
+ g.hands[c].sort()
+ c.sendMsg("hand" + g.hands[c].cardList())
+
+ default:
+ log.Println("Uncaught message from", c.name+":", msg)
+ } // End switch
+}
+
+func (g *Game) drawCard(c *Client) {
+ card := g.deck.draw()
+ g.history = nil
+ g.favouring = nil
+ g.favoured = nil
+
+ g.lobby.sendBcast("cards_left "+strconv.Itoa(g.deck.cardsLeft()))
+
+ if card == "exploding" {
+ g.lobby.sendBcast("exploded " + c.name)
+
+ if !g.hands[c].contains("defuse") {
+ g.downgradePlayer(c)
+ return
+ }
+
+ g.defusing = true
+ c.sendMsg("defusing")
+
+ g.nextTurn()
+ return
+ }
+
+ g.hands[c].addCard(card)
+ c.sendMsg("hand" + g.hands[c].cardList())
+ // Tell the player what card they drew
+ c.sendMsg("drew " + card)
+ // Tell everyone else that a mystery card was drawn
+ g.lobby.sendComplexBcast("drew_other "+c.name, map[*Client]bool{c: true})
+
+ g.incrementTurn()
+ g.nextTurn()
+}
+
+func (g *Game) playsCard(player *Client, card string) {
+ g.lobby.sendBcast("played " + player.name + " " + card)
+
+ // Every case here should do something with g.history
+ // - either make a backup, or clear it so that we can't
+ // NOPE too far back into history
+ switch card {
+ case "defuse":
+ if !g.defusing {
+ return
+ }
+ player.sendMsg("q defuse_pos")
+ case "favour":
+ g.favouring = player
+ g.favourType = 1
+ player.sendMsg("q favour_who")
+ case "shuffle":
+ g.history = makeGameState(g)
+ g.deck.shuffle()
+ case "nope":
+ if g.history == nil {
+ g.lobby.sendBcast("bcast no_nope")
+ return
+ }
+ // Back up the game state before restoring the old one
+ // - that way, you can NOPE a NOPE
+ history := makeGameState(g)
+ g.history.restore(g)
+ g.history = history
+ g.nextTurn()
+ case "skip":
+ g.history = makeGameState(g)
+ g.incrementTurn()
+ g.nextTurn()
+ case "attack":
+ g.history = makeGameState(g)
+ if g.attack {
+ // player is on the first turn of an attack
+ g.attack = false
+ } else {
+ g.currentPlayer++
+ g.attack = true
+ }
+ g.nextTurn()
+ case "see3":
+ cards := g.deck.peek(3)
+ player.sendMsg("seen " + strings.Join(cards, " "))
+ g.history = nil
+ default:
+ log.Println("unhandled card: ", card)
+ }
+}
+
+func (g *Game) playsCombo(player *Client, card string, num int) {
+ g.lobby.sendBcast("played_multiple " + player.name + " " + strconv.Itoa(num) + " " + card)
+
+ g.history = nil // TODO
+
+ if num == 2 {
+ // 2 of a kind - random card
+ g.favouring = player
+ g.favourType = 2
+ player.sendMsg("q random_who")
+ } else if num == 3 {
+ // 3 of a kind - 'stealing' a card
+ g.favouring = player
+ g.favourType = 3
+ player.sendMsg("q steal_who")
+ } else {
+ log.Fatal("what the chuff??")
+ }
+}
+
+func (g *Game) answersQuestion(player *Client, question string, answer string) {
+ switch question {
+ case "defuse_pos":
+ if !g.defusing {
+ break
+ }
+
+ if g.players[g.currentPlayer] != player {
+ break
+ }
+
+ pos, err := strconv.Atoi(answer)
+ if err != nil {
+ player.sendMsg("q " + question)
+ break
+ }
+
+ if pos > g.deck.cardsLeft() {
+ player.sendMsg("q " + question)
+ break
+ }
+
+ g.deck.insertAtPos(pos, "exploding")
+ g.defusing = false
+ g.lobby.sendBcast("cards_left "+strconv.Itoa(g.deck.cardsLeft()))
+ g.incrementTurn()
+ g.nextTurn()
+ case "favour_who":
+ if g.favouring != player {
+ break
+ }
+
+ target := g.playerByName(answer)
+ if target == nil || target == player {
+ player.sendMsg("q " + question)
+ break
+ }
+
+ g.favoured = target
+ g.lobby.sendComplexBcast("favoured "+player.name+" "+target.name, map[*Client]bool{target: true})
+ target.sendMsg("q favour_what " + player.name)
+ player.sendMsg("lock") // block further play until the transaction completes
+ case "random_who":
+ if g.favouring != player {
+ break
+ }
+
+ target := g.playerByName(answer)
+ if target == nil || target == player {
+ player.sendMsg("q " + question)
+ break
+ }
+
+ // removes the card from the target's hand
+
+ // what if they have no cards?
+ if g.hands[target].getLength() == 0 {
+ g.lobby.sendBcast("random_n "+player.name+" "+target.name)
+ g.favouring = nil
+ g.favoured = nil
+ break
+ }
+
+ card := g.hands[target].takeRandom()
+
+ g.lobby.sendComplexBcast("randomed "+player.name+" "+target.name,
+ map[*Client]bool{target: true, player: true})
+ target.sendMsg("random_gave "+player.name+" "+card)
+ player.sendMsg("random_recv "+target.name+" "+card)
+
+ g.hands[player].addCard(card)
+ player.sendMsg("hand" + g.hands[player].cardList())
+ target.sendMsg("hand" + g.hands[target].cardList())
+ g.favouring = nil
+ g.favoured = nil
+ case "steal_who":
+ if g.favouring != player {
+ break
+ }
+
+ target := g.playerByName(answer)
+ if target == nil || target == player {
+ player.sendMsg("q " + question)
+ break
+ }
+
+ g.favoured = target
+ player.sendMsg("q steal_what")
+ case "favour_what":
+ if g.favoured != player {
+ player.sendMsg("err illegal_move")
+ break
+ }
+
+ card, err := strconv.Atoi(answer)
+ if err != nil {
+ player.sendMsg("err illegal_move")
+ break
+ }
+
+ if card >= g.hands[player].getLength() {
+ player.sendMsg("err illegal_move")
+ break
+ }
+
+ cardText := g.hands[player].getCard(card)
+
+ // TODO: prevent favouring a nope
+ // this is harder than it seems and will require some changes in the game's logic...
+
+ g.hands[player].removeCard(card)
+ player.sendMsg("hand" + g.hands[player].cardList())
+
+ g.hands[g.favouring].addCard(cardText)
+ g.favouring.sendMsg("hand" + g.hands[g.favouring].cardList())
+
+ // The favour transaction is complete
+ g.favouring.sendMsg("unlock")
+ g.favouring.sendMsg("favour_recv " + g.favoured.name + " " + cardText)
+ g.favoured.sendMsg("favour_gave " + g.favouring.name + " " + cardText)
+ g.lobby.sendComplexBcast("favour_complete "+g.favouring.name+" "+g.favoured.name,
+ map[*Client]bool{g.favoured: true, g.favouring: true})
+ g.favouring = nil
+ g.favoured = nil
+ case "steal_what":
+ if g.favouring != player || g.favoured == nil {
+ break
+ }
+
+ if g.playerNumber(g.favoured) == -1 {
+ // The player being asked has left :(
+ player.sendMsg("q steal_who")
+ break
+ }
+
+ if !g.hands[g.favoured].contains(answer) {
+ g.lobby.sendBcast("steal_n "+g.favouring.name+" "+g.favoured.name+" "+answer)
+ } else {
+ g.hands[g.favoured].removeByName(answer)
+ g.favoured.sendMsg("hand" + g.hands[g.favoured].cardList())
+
+ g.hands[player].addCard(answer)
+ player.sendMsg("hand" + g.hands[g.favouring].cardList())
+
+ g.lobby.sendBcast("steal_y "+g.favouring.name+" "+g.favoured.name+" "+answer)
+ }
+
+ g.favouring = nil
+ g.favoured = nil
+ default:
+ log.Println("unexpected Q/A: ", question, answer)
+ }
+}
+
+func (g *Game) incrementTurn() {
+ // Changes the turn counter to the next player
+ // (or not, if an attack has been played)
+
+ if g.attack {
+ g.attack = false
+ return
+ }
+
+ g.currentPlayer++
+
+ return
+}
+
+func (g *Game) nextTurn() {
+ // Begins the next turn
+ // NB. this doesn't change currentPlayer
+
+ if g.currentPlayer >= len(g.players) {
+ g.currentPlayer = 0
+ }
+
+ g.lobby.sendBcast("now_playing " + g.players[g.currentPlayer].name)
+ if g.deck.cardsLeft() == 0 {
+ g.lobby.sendBcast("draw_pile no")
+ } else {
+ g.lobby.sendBcast("draw_pile yes")
+ }
+}
+
+func (g *Game) start() {
+ // Starts the game
+
+ g.started = true
+
+ g.lobby.sendBcast("clear_message")
+ g.lobby.sendBcast("bcast starting")
+
+ // Shuffle the player list and re-send it
+ rand.Seed(time.Now().UnixNano()) // Hard enough to predict; should be fine
+ rand.Shuffle(len(g.players), func(i, j int) {
+ g.players[i], g.players[j] = g.players[j], g.players[i]
+ })
+ g.currentPlayer = 0
+ g.lobby.sendBcast("players" + g.playerList())
+ g.lobby.sendBcast("now_playing " + g.players[g.currentPlayer].name)
+
+ // Generate the deck
+ g.deck = newDeck()
+
+ // Give each player a hand
+ for _, player := range g.players {
+ // Pass the number of players so the deal method knows how many cards to deal
+ g.hands[player] = g.deck.dealHand(len(g.players))
+ }
+
+ // Shuffle in extra cards
+ g.deck.addExtraCards(len(g.players))
+
+ // Sync the cards to the client
+ for _, player := range g.players {
+ player.sendMsg("hand" + g.hands[player].cardList())
+ }
+ g.lobby.sendBcast("draw_pile yes")
+ g.lobby.sendBcast("cards_left "+strconv.Itoa(g.deck.cardsLeft()))
+}
diff --git a/go.mod b/go.mod
new file mode 100644
index 0000000..854c7a9
--- /dev/null
+++ b/go.mod
@@ -0,0 +1,5 @@
+module github.com/albino/wwwcats
+
+go 1.14
+
+require github.com/gorilla/websocket v1.4.2
diff --git a/go.sum b/go.sum
new file mode 100644
index 0000000..85efffd
--- /dev/null
+++ b/go.sum
@@ -0,0 +1,2 @@
+github.com/gorilla/websocket v1.4.2 h1:+/TMaTYc4QFitKJxsQ7Yye35DkWvkdLcvGKqM+x0Ufc=
+github.com/gorilla/websocket v1.4.2/go.mod h1:YR8l580nyteQvAITg2hZ9XVh4b55+EU/adAjf1fMHhE=
diff --git a/lobby.go b/lobby.go
new file mode 100644
index 0000000..47de09d
--- /dev/null
+++ b/lobby.go
@@ -0,0 +1,177 @@
+package main
+
+import (
+ "log"
+ "strings"
+ "sync"
+
+ "runtime/debug"
+)
+
+type Lobby struct {
+ name string
+
+ // Client management
+
+ // We need a lock for clients, because although the map is never written concurrently,
+ // it can be updated while a send operation is taking place, resulting in a race
+ // condition -> send on closed channel
+ // The reason for doing all this is so that we can make synchronous writes to the send
+ // channel of clients, in order to send events in the order they occur.
+ // Therefore: need to gain a lock when changing OR sending to clients!
+
+ clients map[*Client]bool
+ clientsMu sync.Mutex
+ register chan *Client
+ unregister chan *Client
+
+ currentGame *Game
+}
+
+func newLobby(name string) (lobby *Lobby) {
+ lobby = &Lobby{
+ name: name,
+ clients: make(map[*Client]bool),
+
+ // We make channels with a small buffer, in case we need to
+ // write to them from their own goroutine for convenience
+
+ register: make(chan *Client, 64),
+ unregister: make(chan *Client, 64),
+ }
+ lobby.currentGame = newGame(lobby)
+ return
+}
+
+func (l *Lobby) run(lobbies map[string]*Lobby) {
+ // Goroutine to deal with all the tasks of the lobby
+
+ defer func() {
+ if r := recover(); r != nil {
+ // Recover a panicking lobby to avoid crashing the whole server
+ for client := range l.clients {
+ l.destroyClient(client)
+ }
+
+ delete(lobbies, l.name)
+
+ log.Printf("!!! PANIC in lobby %s: %v !!!", l.name, r)
+ debug.PrintStack()
+ }
+ }()
+
+ for {
+ select {
+
+ case client := <-l.register:
+ l.clients[client] = true
+
+ // Sync the join to the game object
+ l.clientsMu.Lock()
+ l.currentGame.addPlayer(client)
+ l.clientsMu.Unlock()
+
+ case client := <-l.unregister:
+ // Announce and sync
+ // We need to do this before we close the channel
+ l.currentGame.removePlayer(client)
+
+ if _, ok := l.clients[client]; ok {
+ l.destroyClient(client)
+ }
+
+ if len(l.clients) == 0 {
+ // The lobby is finished
+ delete(lobbies, l.name)
+ return
+ }
+
+ }
+ }
+}
+
+func (c *Client) joinToLobby(lobby_name string, player_name string, lobbies map[string]*Lobby) {
+ var lobby *Lobby
+
+ if lobbies[lobby_name] == nil {
+ // Create the lobby, and start its goroutine
+ lobby = newLobby(lobby_name)
+ lobbies[lobby_name] = lobby
+ go lobby.run(lobbies)
+ } else {
+ lobby = lobbies[lobby_name]
+ }
+
+ // Avoid nickname collisions
+ for connected_client := range lobbies[lobby_name].clients {
+ if connected_client.name == player_name {
+ select {
+ case c.send <- []byte("err username_exists"):
+ default:
+ close(c.send)
+ }
+ // Nobody is getting joined to the lobby today
+ return
+ }
+ }
+
+ c.name = player_name
+
+ lobby.register <- c
+ c.lobby = lobby
+}
+
+func (l *Lobby) readFromClient(c *Client, msg string) {
+ fields := strings.Fields(msg)
+
+ if len(fields) < 1 {
+ return
+ }
+
+ // Lobby-wide commands
+
+ if fields[0] == "chat" {
+ l.sendBcast("chat " + c.name + " " + msg[5:])
+ return
+ }
+
+ // Nothing to be done here, hand the message off to the game object
+ l.currentGame.readFromClient(c, msg)
+}
+
+func (l *Lobby) sendBcast(msg string) {
+ l.clientsMu.Lock()
+ defer l.clientsMu.Unlock()
+
+ l.sendBcastRaw(msg)
+}
+
+func (l *Lobby) sendBcastRaw(msg string) {
+ for client := range l.clients {
+ client.sendMsg(msg)
+ }
+}
+
+func (l *Lobby) sendComplexBcast(text string, except map[*Client]bool) {
+ l.clientsMu.Lock()
+ defer l.clientsMu.Unlock()
+
+ for client := range l.clients {
+ _, ok := except[client]
+ if ok {
+ continue
+ }
+
+ client.sendMsg(text)
+ }
+}
+
+func (l *Lobby) destroyClient(client *Client) {
+ l.clientsMu.Lock()
+ defer l.clientsMu.Unlock()
+
+ client.conn.Close()
+ delete(l.clients, client)
+ close(client.send)
+ log.Printf("DELETING %s", client.name)
+}
diff --git a/public_html/about.html b/public_html/about.html
new file mode 100644
index 0000000..e6a5cbb
--- /dev/null
+++ b/public_html/about.html
@@ -0,0 +1,44 @@
+
+
+
+
+ About Detonating Cats
+
+
+
+
About Detonating Cats
+
+ Detonating Cats is a web-based clone of the popular
+ Exploding Kittens card game, written by Lawrence Brown to
+ stave off boredom during the coronavirus lockdown of December 2020.
+
+
+ The game's art and code are original, although the concept and Exploding Kittens trademark are
+ property of Exploding Kittens Inc. Please don't sue me.
+
+
+ The game is licensed under the GNU AGPLv3 license, which grants you the freedom to run, modify and
+ share it, as long as you continue to provide the source code of your copy under the same (or
+ compatible) license. For details and the full license text, please see the LICENSE
+ document distributed alongside this program.
+
+
+ The source code, including full instructions for compiling and running the game on your own computer,
+ is available on GitHub: albino/wwwcats.
+
+
+
diff --git a/public_html/assets/atomic.ogg b/public_html/assets/atomic.ogg
new file mode 100644
index 0000000..18d48b3
--- /dev/null
+++ b/public_html/assets/atomic.ogg
Binary files differ
diff --git a/public_html/assets/card_attack.png b/public_html/assets/card_attack.png
new file mode 100644
index 0000000..d98e18f
--- /dev/null
+++ b/public_html/assets/card_attack.png
Binary files differ
diff --git a/public_html/assets/card_back.png b/public_html/assets/card_back.png
new file mode 100644
index 0000000..e673225
--- /dev/null
+++ b/public_html/assets/card_back.png
Binary files differ
diff --git a/public_html/assets/card_defuse.png b/public_html/assets/card_defuse.png
new file mode 100644
index 0000000..a9f4398
--- /dev/null
+++ b/public_html/assets/card_defuse.png
Binary files differ
diff --git a/public_html/assets/card_exploding.png b/public_html/assets/card_exploding.png
new file mode 100644
index 0000000..ada1d9d
--- /dev/null
+++ b/public_html/assets/card_exploding.png
Binary files differ
diff --git a/public_html/assets/card_favour.png b/public_html/assets/card_favour.png
new file mode 100644
index 0000000..593409c
--- /dev/null
+++ b/public_html/assets/card_favour.png
Binary files differ
diff --git a/public_html/assets/card_nope.png b/public_html/assets/card_nope.png
new file mode 100644
index 0000000..7e66287
--- /dev/null
+++ b/public_html/assets/card_nope.png
Binary files differ
diff --git a/public_html/assets/card_random1.png b/public_html/assets/card_random1.png
new file mode 100644
index 0000000..e46b8fc
--- /dev/null
+++ b/public_html/assets/card_random1.png
Binary files differ
diff --git a/public_html/assets/card_random2.png b/public_html/assets/card_random2.png
new file mode 100644
index 0000000..dfca2f2
--- /dev/null
+++ b/public_html/assets/card_random2.png
Binary files differ
diff --git a/public_html/assets/card_random3.png b/public_html/assets/card_random3.png
new file mode 100644
index 0000000..7fc162b
--- /dev/null
+++ b/public_html/assets/card_random3.png
Binary files differ
diff --git a/public_html/assets/card_random4.png b/public_html/assets/card_random4.png
new file mode 100644
index 0000000..cc16d50
--- /dev/null
+++ b/public_html/assets/card_random4.png
Binary files differ
diff --git a/public_html/assets/card_random5.png b/public_html/assets/card_random5.png
new file mode 100644
index 0000000..693afe4
--- /dev/null
+++ b/public_html/assets/card_random5.png
Binary files differ
diff --git a/public_html/assets/card_see3.png b/public_html/assets/card_see3.png
new file mode 100644
index 0000000..e7c4c05
--- /dev/null
+++ b/public_html/assets/card_see3.png
Binary files differ
diff --git a/public_html/assets/card_shuffle.png b/public_html/assets/card_shuffle.png
new file mode 100644
index 0000000..f139839
--- /dev/null
+++ b/public_html/assets/card_shuffle.png
Binary files differ
diff --git a/public_html/assets/card_skip.png b/public_html/assets/card_skip.png
new file mode 100644
index 0000000..32584a0
--- /dev/null
+++ b/public_html/assets/card_skip.png
Binary files differ
diff --git a/public_html/assets/wood.jpg b/public_html/assets/wood.jpg
new file mode 100644
index 0000000..6d62a51
--- /dev/null
+++ b/public_html/assets/wood.jpg
Binary files differ
diff --git a/public_html/changelog.html b/public_html/changelog.html
new file mode 100644
index 0000000..2ddb065
--- /dev/null
+++ b/public_html/changelog.html
@@ -0,0 +1,33 @@
+
+
+
+
+ Changelog
+
+
+
+
+ 2020-01-25: Added a 'your turn' notification.
+
+
+ 2020-01-22: You can no longer NOPE a Detonating Cat. You no longer get kicked out of the game
+ when trying to steal a card from someone. Tried to stop the server crashing all the time.
+
+
+ 2020-01-19: Added a point-and-click player/card chooser.
+
+
+ 2020-01-18: The game client now checks that the correct version is running. Added a new
+ logging system to help identify bugs in future.
+
+
+ 2020-01-17: Bug fixes: the game no longer crashes when you fail to answer a question, try
+ to NOPE a Favour card, or ask someone with an empty hand for a random card. Networking changes so
+ that messages (usually) appear in the right order.
+
+
+ 2020-01-06: Welcome to Detonating Cats (beta)! The game is just about playable
+ but still very much a work in progress. Feedback is welcome.
+
+
+
diff --git a/public_html/game.js b/public_html/game.js
new file mode 100644
index 0000000..efa3f09
--- /dev/null
+++ b/public_html/game.js
@@ -0,0 +1,576 @@
+var GameState = function() {
+ // Websocket handle
+
+ this.conn = null;
+
+ this.started = false;
+ this.defusing = false;
+ this.ourTurn = false;
+ this.locked = false;
+ this.favouring = false;
+ this.combo = 1;
+
+ // Player and lobby name
+
+ this.name = "";
+ this.lobby = "";
+
+ this.nowPlaying = "";
+ this.players = [];
+
+ // Assets
+
+ this.assets = {};
+
+ this.loadAsset = function(url, el) {
+ this.assets[url] = el;
+ }
+
+ this.resetButtons = function() {
+ let buttons = $(".combo-btn").toArray();
+ buttons.forEach(function(btn) {
+ $(btn).removeClass("active");
+ });
+ this.combo = 1;
+ }
+
+ this.start = function() {
+ // Run the game!
+ // Doesn't actually _start_ the game, but rather starts the game client
+
+ $("#player-name").text(this.name);
+ $("#lobby-name").text(this.lobby);
+
+ // Scroll wheel hack - allows the user to scroll the card deck horizontally
+ $("#card-deck").mousewheel(function(ev, delta) {
+ this.scrollLeft -= (delta * 30);
+ ev.preventDefault();
+ });
+
+ // Send the contents of the chat box when enter is pressed
+ // feat. a stupid scope hack
+ (function (gameState) {
+ $("#chat-message").keydown( function(ev) {
+ if (ev.key === "Enter") {
+ if ($( this ).val().startsWith("/")) {
+ // Send as a command
+ let msg = $( this ).val().substring(1);
+ gameState.send(msg);
+ } else {
+ // Send as a message
+ let msg = $( this ).val();
+ gameState.send("chat " + msg);
+ }
+
+ // Clear the box
+ $( this ).val("");
+ }
+ });
+ })(this);
+
+ // Draw a card
+ (function(gameState) {
+ $("#draw-pile").on('click', function() {
+ if (gameState.ourTurn) {
+ gameState.send("draw");
+ }
+ });
+ })(this);
+
+ // 2x and 3x buttons
+ (function(gameState) {
+ let buttons = $(".combo-btn").toArray();
+ buttons.forEach(function(btn) {
+ $(btn).on("click", function() {
+ // deactive all the buttons, except this one
+ buttons.forEach(function(b) {
+ if (b != btn) {
+ $(b).removeClass("active");
+ }
+ });
+ $(this).toggleClass("active");
+
+ if ($(this).hasClass("active")) {
+ gameState.combo = $(this).attr("id") == "2x-button" ? 2 : 3;
+ } else {
+ gameState.combo = 0;
+ }
+ });
+ });
+ })(this);
+
+ // Sort button
+ (function(gameState) {
+ $("#sort-button").on("click", function() {
+ gameState.send("sort");
+ });
+ })(this);
+
+ // Mute button
+ (function(gameState) {
+ $("#mute-button").on("click", function() {
+ if (gameState.assets["atomic.ogg"].muted) {
+ gameState.assets["atomic.ogg"].muted = false;
+ $("#mute-button").text("Mute sound");
+ } else {
+ gameState.assets["atomic.ogg"].muted = true;
+ $("#mute-button").text("Unmute sound");
+ }
+ });
+ })(this);
+
+ (function(gameState) {
+ window.onbeforeunload = function () {
+ if (gameState.conn.readyState !== WebSocket.CLOSED) {
+ gameState.conn.onclose = null;
+ return ""; // Display confirmation message
+ }
+ };
+ })(this);
+
+ this.console("Welcome to Detonating Cats!");
+
+ // We're ready to bring the game board into view
+ $("body").css("background-color", "black");
+ $("#welcome").toggleClass("reveal");
+ $("#game-view").toggleClass("reveal");
+
+ this.started = true;
+ }
+
+ this.console = function(msg) {
+ $("#game-log").append(msg+" ");
+
+ // Scroll to bottom
+ $("#game-log").scrollTop($("#game-log")[0].scrollHeight);
+ }
+
+ this.drawPlayerList = function() {
+ $("#player-list").empty();
+ this.players.forEach(x => $("#player-list").append("
");
+ }
+
+ return;
+ }
+
+ if (parts[0] == "players") {
+ // Update players list
+ this.players = parts.slice(1).map(x => entities(x));
+ this.drawPlayerList();
+
+ return;
+ }
+
+ if (parts[0] == "joins") {
+ // Announce in console
+ let encoded = entities(parts[1]);
+ this.console(""+encoded+" joined as a spectator.");
+
+ // Update spectators list
+ $("#spectator-list").append("
"+encoded+"
");
+
+ return;
+ }
+
+ if (parts[0] == "parts") {
+ // Announce in console
+ let encoded = entities(parts[1]);
+ this.console(""+encoded+" left the game.");
+
+ // Update spectators list if appropriate
+ $("#spectator-list > li").each( function() {
+ if ($( this ).html() == encoded) {
+ $( this ).remove();
+ }
+ } );
+
+ return;
+ }
+
+ if (parts[0] == "upgrades") {
+ // Announce in console
+ let encoded = entities(parts[1]);
+ this.console(""+encoded+" is now playing.");
+
+ // Update spectators list
+ $("#spectator-list > li").each( function() {
+ if ($( this ).html() == encoded) {
+ $( this ).remove();
+ }
+ } );
+
+ // Server will send players list separately, no worries
+
+ return;
+ }
+
+ if (parts[0] == "downgrades") {
+ // Announce in console
+ let encoded = entities(parts[1]);
+ this.console(""+encoded+" is now spectating.");
+
+ // Update spectators list
+ $("#spectator-list").append("
"+encoded+"
");
+
+ // Server will send players list separately, no worries
+
+ return;
+ }
+
+ if (parts[0] == "chat") {
+ let encodedName = entities(parts[1]);
+ let encodedMsg = entities(ev.data.substring(parts[1].length + 5));
+ this.console(encodedName+": "+encodedMsg);
+
+ return;
+ }
+
+ if (parts[0] == "message") {
+ // This refers to the 'message' container in the middle of the board
+ // that can be used to display useful game info
+ let msg = strings["message_"+ev.data.substring(8)];
+ $("#message").html(msg);
+ $("#message-container").removeClass("reveal");
+
+ return;
+ }
+
+ if (parts[0] == "clear_message") {
+ $("#message").html("");
+ $("#message-container").addClass("reveal");
+
+ return;
+ }
+
+ if (parts[0] == "bcast") {
+ let msg = strings["bcast_"+ev.data.substring(6)];
+ this.console(msg);
+
+ return;
+ }
+
+ if (parts[0] == "hand") {
+ $("#card-deck").empty();
+
+ for (var i=1; i < parts.length; i++) {
+ var card = $("");
+
+ (function (gameState, cardNo, cardName) {
+ card.on("click", function() {
+ if (gameState.locked) {
+ return;
+ }
+
+ if (gameState.favouring) {
+ // Favour NOPE-logic is handled server-side :)
+ gameState.send("a favour_what "+cardNo.toString());
+ gameState.favouring = false;
+ return;
+ }
+
+ if (gameState.combo > 1) {
+ // Do we have enough cards?
+ let cards = 0;
+ for (var j=1; j < parts.length; j++) {
+ if (parts[j] == cardName) {
+ cards++;
+ if (cards == gameState.combo) {
+ break;
+ }
+ }
+ }
+ if (cards < gameState.combo) {
+ gameState.console("You don't have enough " + strings["card_"+cardName] +
+ " cards to do that!");
+ return;
+ }
+
+ if (gameState.ourTurn) {
+ gameState.send("play_multiple "+gameState.combo.toString()+" "+
+ cardName);
+ gameState.resetButtons();
+ return;
+ }
+ }
+
+ if ((gameState.ourTurn || cardName === "nope") && !cardName.startsWith("random")
+ && ( (!gameState.defusing && cardName !== "defuse")
+ || (gameState.defusing && cardName === "defuse") )) {
+ gameState.send("play "+cardNo.toString());
+ gameState.defusing = false;
+ }
+ });
+ })(this, i-1, parts[i]);
+
+ $("#card-deck").append(card);
+ }
+
+ return;
+ }
+
+ if (ev.data == "draw_pile yes") {
+ $("#draw-pile").html("");
+ $("#draw-pile-counter").removeClass("reveal");
+ return;
+ }
+ if (ev.data == "draw_pile no") {
+ $("#draw-pile").html("");
+ $("#draw-pile-counter").addClass("reveal");
+ return;
+ }
+ if (parts[0] == "cards_left") {
+ $("#remaining-card-count").text(parts[1]);
+ return;
+ }
+
+ if (parts[0] == "now_playing") {
+ this.nowPlaying = entities(parts[1]);
+ this.console("It is "+this.nowPlaying+"'s turn.");
+
+ this.drawPlayerList();
+
+ // cmp with raw data because name isn't stored encoded
+ if (parts[1] == this.name) {
+ this.ourTurn = true;
+ this.assets["atomic.ogg"].play();
+ document.title = strings["title_alert"];
+ } else {
+ this.ourTurn = false;
+ document.title = strings["title_normal"]; // a bit fragile, needs to be same as
+ }
+
+ return;
+ }
+
+ if (parts[0] == "drew") {
+ this.console("You drew "+strings["card_"+parts[1]]+".");
+
+ // Animation
+ cardHUD(parts[1], 2000);
+
+ return;
+ }
+ if (parts[0] == "drew_other") {
+ let encoded = entities(parts[1]);
+ this.console(""+encoded+" drew a card.");
+
+ // Animation
+ $("#draw-pile-animation").html("");
+ animate("#draw-pile-animation", "right", 125, -150, -15, "px");
+
+ return;
+ }
+
+ if (parts[0] == "exploded") {
+ let encoded = entities(parts[1]);
+ this.console(""+encoded+" drew a Detonating Cat!");
+
+ cardHUD("exploding", 1000);
+
+ return;
+ }
+
+ if (parts[0] == "wins") {
+ this.ourTurn = false;
+ let encoded = entities(parts[1]);
+ this.console(""+encoded+" won!");
+ this.nowPlaying = "";
+ return;
+ }
+
+ if (parts[0] == "defusing") {
+ this.console(strings["must_defuse"]);
+ this.defusing = true;
+ return;
+ }
+
+ if (parts[0] == "played") {
+ let encoded = entities(parts[1]);
+ this.console(encoded+" played "+strings["card_"+parts[2]]+".");
+
+ $("#discard-pile").html("");
+
+ if (parts[2] != "see3") {
+ cardHUD(parts[2], 1000);
+ }
+
+ return;
+ }
+
+ if (parts[0] == "played_multiple") {
+ let encoded = entities(parts[1]);
+ this.console(encoded+" played "+parts[2]+"x "+strings["card_"+parts[3]]+".");
+
+ $("#discard-pile").html("");
+
+ if (parts[2] == 2) {
+ cardHUD3([parts[3], parts[3]], 1000);
+ } else {
+ cardHUD3([parts[3], parts[3], parts[3]], 1000);
+ }
+
+ return;
+ }
+
+ if (parts[0] == "no_discard") {
+ $("#discard-pile").html("");
+ return;
+ }
+
+ if (parts[0] == "q") {
+ if (parts[1] == "favour_what") {
+ this.favouring = true;
+ let perpetrator = entities(parts[2]);
+ this.console("" + perpetrator +
+ " is asking you for a favour.");
+ } else if (parts[1] == "favour_who" || parts[1] == "random_who" || parts[1] == "steal_who") {
+ (function (gameState) {
+ modalChoice(function(player) {
+ gameState.send("a "+parts[1]+" "+player);
+ }, strings["question_"+parts[1]], gameState.players, entities(gameState.name), null);
+ })(this);
+ } else if (parts[1] == "steal_what") {
+ (function (gameState) {
+ modalChoice(function(card) {
+ gameState.send("a "+parts[1]+" "+card);
+ }, strings["question_"+parts[1]], cards, null, x => strings["card_"+x]);
+ })(this);
+ } else {
+ ans = prompt(strings["question_"+parts[1]]);
+ this.send("a "+parts[1]+" "+ans);
+ }
+
+ return;
+ }
+ if (parts[0] == "q_cancel") {
+ this.favouring = false;
+ }
+
+ if (parts[0] == "seen") {
+ cardHUD3(parts.slice(1), 2000);
+ this.console("You saw "+strings["card_"+parts[1]]+", "+strings["card_"+parts[2]]+" and "+
+ strings["card_"+parts[3]]+".");
+ return;
+ }
+
+ if (parts[0] == "favoured" || parts[0] == "favour_complete") {
+ let perpetrator = entities(parts[1]);
+ let victim = entities(parts[2]);
+ if (parts[0] == "favoured") {
+ this.console(perpetrator+" is asking "+victim+" for a favour.");
+ } else {
+ this.console(victim+" gave "+perpetrator+" a favour.");
+ }
+ return;
+ }
+ if (parts[0] == "favour_recv" || parts[0] == "favour_gave") {
+ let remotePlayer = entities(parts[1]);
+ let card = strings["card_"+parts[2]];
+ if (parts[0] == "favour_recv") {
+ this.console(remotePlayer + " gave you " + card + ".");
+ cardHUD(parts[2], 2000);
+ } else {
+ this.console("You gave " + remotePlayer + " " + card + ".");
+ }
+ return;
+ }
+
+ if (parts[0] == "randomed" || parts[0] == "random_n") {
+ let perpetrator = entities(parts[1]);
+ let victim = entities(parts[2]);
+ if (parts[0] == "randomed") {
+ this.console(perpetrator+" took a random card from "+victim+".");
+ } else {
+ this.console(perpetrator+" asked "+victim+
+ " for a random card, but they had nothing to give away!");
+ }
+
+ return;
+ }
+ if (parts[0] == "random_recv" || parts[0] == "random_gave") {
+ let remotePlayer = entities(parts[1]);
+ let card = strings["card_"+parts[2]];
+ if (parts[0] == "random_recv") {
+ this.console("You randomly took "+card+" from "+
+ remotePlayer+".");
+ } else {
+ this.console(remotePlayer+" randomly took "+card+
+ " from you.");
+ }
+ cardHUD(parts[2], 2000);
+ return;
+ }
+
+ if (parts[0] == "steal_n" || parts[0] == "steal_y") {
+ let perpetrator = entities(parts[1]);
+ let victim = entities(parts[2]);
+ if (parts[0] == "steal_y") {
+ this.console(perpetrator+" stole "+
+ strings["card_"+parts[3]]+" from "+victim+"!");
+ cardHUD(parts[3], 2000);
+ } else {
+ this.console(perpetrator+" asked "+victim+" for "
+ +strings["card_"+parts[3]]+", but ended up empty-handed!");
+ }
+ return;
+ }
+
+ if (parts[0] == "lock") {
+ this.locked = true;
+ return;
+ }
+ if (parts[0] == "unlock") {
+ this.locked = false;
+ return;
+ }
+
+ console.warn("WARN: received unknown data from server: "+ev.data);
+ }
+
+ this.send = function(msg) {
+ this.conn.send(msg);
+ }
+}
diff --git a/public_html/index.html b/public_html/index.html
new file mode 100644
index 0000000..46371b7
--- /dev/null
+++ b/public_html/index.html
@@ -0,0 +1,120 @@
+
+
+
+
+ Detonating Cats
+
+
+
+
+
+
+
+
+
+
Loading assets, please wait.
+
0 assets loaded.
+
(If this takes too long, try force-reloading with Ctrl+F5...)
+
+
+
+
+
+
+
Welcome to DETONATING CATS (beta)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Changelog
+
+
+
+
+
Privacy notice: game and chat messages may be logged to help with debugging.
+ These logs will not be shared. Your IP address and browser fingerprint are never logged.