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play and pause button, more improved lobby view
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@@ -2,19 +2,17 @@ const globals = require("../config/globals")
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const GameStateCurator = {
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getGameStateFromPerspectiveOfPerson: (game, person, gameRunner, socket, logger) => {
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if (game.timerParams && game.status === globals.STATUS.IN_PROGRESS) {
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getTimeRemaining(game.accessCode, gameRunner, socket, logger)
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}
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return getGameStateBasedOnPermissions(game, person, gameRunner);
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}
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}
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function getGameStateBasedOnPermissions(game, person, gameRunner) {
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let client = game.status === globals.STATUS.LOBBY // people won't be able to know their role until past the lobby stage.
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? { name: person.name, id: person.id }
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? { name: person.name, id: person.id, userType: person.userType }
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: {
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name: person.name,
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id: person.id,
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userType: person.userType,
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gameRole: person.gameRole,
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gameRoleDescription: person.gameRoleDescription,
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alignment: person.alignment
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@@ -25,12 +23,12 @@ function getGameStateBasedOnPermissions(game, person, gameRunner) {
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accessCode: game.accessCode,
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status: game.status,
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moderator: mapPerson(game.moderator),
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userType: globals.USER_TYPES.PLAYER,
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client: client,
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deck: game.deck,
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people: game.people
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.filter((person) => {
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return person.assigned === true && person.id !== client.id && person.userType !== globals.USER_TYPES.MODERATOR
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return person.assigned === true && person.id !== client.id
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&& (person.userType !== globals.USER_TYPES.MODERATOR && person.userType !== globals.USER_TYPES.TEMPORARY_MODERATOR)
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})
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.map((filteredPerson) => ({ name: filteredPerson.name, userType: filteredPerson.userType })),
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timerParams: game.timerParams,
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@@ -41,7 +39,6 @@ function getGameStateBasedOnPermissions(game, person, gameRunner) {
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accessCode: game.accessCode,
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status: game.status,
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moderator: mapPerson(game.moderator),
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userType: globals.USER_TYPES.MODERATOR,
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client: client,
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deck: game.deck,
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people: mapPeopleForModerator(game.people, client),
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@@ -53,7 +50,6 @@ function getGameStateBasedOnPermissions(game, person, gameRunner) {
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accessCode: game.accessCode,
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status: game.status,
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moderator: mapPerson(game.moderator),
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userType: globals.USER_TYPES.TEMPORARY_MODERATOR,
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client: client,
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deck: game.deck,
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people: mapPeopleForTempModerator(game.people, client),
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@@ -72,6 +68,7 @@ function mapPeopleForModerator(people, client) {
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})
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.map((person) => ({
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name: person.name,
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userType: person.userType,
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gameRole: person.gameRole,
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gameRoleDescription: person.gameRoleDescription,
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alignment: person.alignment
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@@ -85,23 +82,12 @@ function mapPeopleForTempModerator(people, client) {
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})
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.map((person) => ({
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name: person.name,
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userType: person.userType
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}));
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}
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function mapPerson(person) {
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return { name: person.name };
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}
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function getTimeRemaining(accessCode, gameRunner, socket, logger) {
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let thread = gameRunner.timerThreads[accessCode];
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if (thread) {
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thread.send({
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command: globals.GAME_PROCESS_COMMANDS.GET_TIME_REMAINING,
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accessCode: accessCode,
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socketId: socket.id,
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logLevel: logger.logLevel
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});
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}
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return { name: person.name, userType: person.userType };
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}
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module.exports = GameStateCurator;
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