# The game class class Game < ActiveRecord::Base belongs_to :table has_many :seats has_many :players, dependent: :destroy has_many :users, through: :players has_many :player_cards, through: :players has_many :plays, through: :players has_one :controlling_player belongs_to :play_to_beat accepts_nested_attributes_for :players #validates :title, presence: true after_create :add_table # Returns the newest joinable game or creates a new game if none are found scope :play_now, lambda { |user| where(status:nil).joins("LEFT OUTER JOIN players ON players.game_id = games.id").group("games.id").having("count(players) < 4").last || Game.create(title: "Game " + user.soft_token[0..4]) } def start validate_startable return false unless startable? # Start the game self.status = 'Game Started' # Create a deck d = Deck.new # Shuffle the deck d.cards.shuffle! # Deal the cards players.each do |player| 13.times do card = d.cards.shift player.player_cards.new(card.instance_values) end player.save end # Set status to first turn # Player with the lowest card self.status = 'First Play at: ' + self.lowest_card.player.display_name self.controlling_player_id = self.lowest_card.player.id save end def winner begin self.players.find(self.winner_player_id) rescue nil end end def validate_startable @player_count = players.count errors[:players] = 'Must be at least 2 players.' if @player_count < 2 errors[:players] = 'Must be less than 5 players.' if @player_count > 4 errors[:status] = 'Game already started...' if self.status.nil? == false errors[:player_cards] = 'Cards already dealt...' unless player_cards.empty? fail StandardError, errors if errors.count > 0 return true end def current_hand return nil end def startable? begin self.validate_startable rescue return false end end def lowest_card self.player_cards.order(:value).first end def add_player_from_user(user) return false unless self.joinable?(user) new_player = self.players.create(user: user, soft_token: user.soft_token) end def remove_player_from_user(user) return false unless self.has_user? user if self.players.exists?(user_id: user.id) @player = self.players.find_by(user_id: user.id) elsif self.players.exists?(soft_token: user.soft_token) @player = self.players.find_by(soft_token: user.soft_token) end if @player @player.destroy end end def can_accomodate(user) !(already_has?(user) || full?) end #TODO: Which has_user? method is better? Probably has_user?. def already_has?(user) self.players.pluck(:user_id, :soft_token).flatten.compact.to_set.intersect? ([user.id, user.soft_token].to_set) end def has_user? user if user.id return true if self.players.exists?(user_id: user.id) end if user.soft_token return true if self.players.exists?(soft_token: user.soft_token) end return false end def full? players.count >= 4 end def set_controlling_player(arg) case arg when 'next' self.controlling_player_id = self.next_player_id end end def joinable? user !self.has_user?(user) && !self.full? end def player_ids_by_seat_order player_ids = self.seats.order(:position).select {|s| s.player_id}.map {|s| s.player_id} end def next_player_id @controlling_player_index = self.player_ids_by_seat_order.index(controlling_player_id) player_ids_by_seat_order[(@controlling_player_index + 1) % self.player_ids.length] end # The player whose turn it is def controlling_player self.players.find(self.controlling_player_id) end # The user whose turn it is def controlling_user self.players.find(self.controlling_player_id).user end def hand_to_beat self.play_to_beat.try(:play).try(:hand) end def player_to_beat self.play_to_beat.try(:play).try(:player) end def started? !self.status.nil? end def over? return false unless self.started? @inventory_counts = self.players.map {|p| p.player_cards.count > 0 ? player.inventory.count : nil} @inventory_counts.include? 0 end private def add_table self.table ||= Table.create current_game_id: self.id self.seats = self.table.seats self.save end end