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set card game
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"use strict" | |
var properties = { | |
'color' : [ 'red', 'green', 'purple' ], | |
'count' : [ 1, 2, 3 ], | |
'shading' : [ 'solid', 'striped', 'open' ], | |
'symbol' : [ 'diamond', 'squiggle', 'oval'] | |
}; | |
function Card(characteristics) { | |
var self = this; | |
for (var k in characteristics) | |
self[k] = characteristics[k]; | |
} | |
function SetGame() { | |
var self = this; | |
self.cards = []; | |
self.tableCards = []; | |
self.setsChosen = []; | |
/* permute the properties to get 81 cards */ | |
for (var color in properties.color) | |
for (var count in properties.count) | |
for (var shading in properties.shading) | |
for (var symbol in properties.symbol) | |
self.cards.push( | |
new Card({ | |
'number' : self.cards.length, | |
'color' : properties['color'][color], | |
'count' : properties['count'][count], | |
'shading': properties['shading'][shading], | |
'symbol' : properties['symbol'][symbol] })); | |
/* method to check that three cards are a "set" */ | |
function cardsAreCompatible(c1, c2, c3) { | |
/* extract arrays of values for comparison */ | |
var valueExtraction = Object.keys(c1).map(function(k) { return [c1[k], c2[k], c3[k]] }); | |
/* map each array to a boolean, then reduce to find out if everything matched*/ | |
return valueExtraction.map(function(values) { | |
return values[0] == values[1] && values[1] == values[2] || | |
(values[0] != values[1] && values[0] != values[2] && values[1] != values[2]); | |
}).reduce(function(b1, b2) { | |
return b1 && b2; | |
}); | |
}; | |
/* map of unique possible sets */ | |
self._possibleSets = {}; | |
self._invalidSets = {}; | |
/* brute force check every card's compatibility ahead of time, there are 1080 unique possibilities*/ | |
self.cards.forEach(function(c1) { | |
self.cards.forEach(function(c2) { | |
if (c1 !== c2) self.cards.forEach(function(c3) { | |
if (c2 !== c3) { | |
/* sort to cause key collisions between duplicates */ | |
var cards = [c1.number, c2.number, c3.number].sort() | |
if (self._possibleSets[cards] || self._invalidSets[cards]) return; | |
if (cardsAreCompatible(c1,c2,c3)) { | |
self._possibleSets[cards] = true; | |
} else { | |
self._invalidSets[cards] = true; | |
} | |
} | |
}) | |
}) | |
}); | |
/* swap each card with a random location */ | |
self.shuffle = function() { | |
for (var i = 0; i < self.cards.length; ++i) { | |
var newLocation = Math.floor(Math.random() * self.cards.length); | |
var tmp = self.cards[newLocation]; | |
self.cards[newLocation] = self.cards[i]; | |
self.cards[i] = tmp; | |
} | |
}; | |
self.findSetsOnTable = function() { | |
var sets = []; | |
/* check every combination of the cards on the table against the known sets */ | |
self.tableCards.forEach(function(c1) { | |
self.tableCards.forEach(function(c2) { | |
if (c1 !== c2) self.tableCards.forEach(function(c3) { | |
if (c2 !== c3) { | |
var cards = [c1.number,c2.number,c3.number].sort(); | |
if(self._possibleSets[cards]) { | |
sets.push([c1,c2,c3]); | |
} | |
} | |
}); | |
}); | |
}); | |
return sets; | |
}; | |
/* removes the cards from the table, puts them in the setsChosen */ | |
self.claimSet = function(cards) { | |
self.setsChosen.push(cards); | |
var tableCardNumbers = self.tableCards.map(function(c) { return c.number; }); | |
cards.forEach(function(card) { | |
self.tableCards.splice(tableCardNumbers.indexOf(card.number),1); | |
}); | |
}; | |
self._noSetsExistOnTable = function() { | |
return self.findSetsOnTable().length == 0; | |
}; | |
/* get the next three cards from the deck */ | |
self._nextThree = function() { | |
var nextThreeCards = self.cards.slice(-3); | |
self.cards = self.cards.slice(0, -3); | |
return nextThreeCards; | |
}; | |
/* deals cards until there is a set on the table or the game ends */ | |
self.dealCards = function() { | |
while (self._noSetsExistOnTable() || self.tableCards.length < 12) { | |
if (self.cards.length === 0) return; | |
self.tableCards = self.tableCards.concat(self._nextThree()); | |
} | |
}; | |
self.gameOver = function() { | |
return self._noSetsExistOnTable() && self.cards.length === 0; | |
} | |
self.reset = function() { | |
self.setsChosen.forEach(function(s) { | |
s.forEach(function(card){ | |
self.cards.push(card); | |
}); | |
}) | |
self.cards = self.cards.concat(self.tableCards); | |
self.setsChosen = []; | |
self.tableCards = []; | |
} | |
self.simulateToCompletionAndGetSetsChosen = function() { | |
var game = self; | |
var tmpDate = Date.now(); | |
console.log('Game initialized in', (Date.now() - tmpDate)/1000, 'seconds' ); | |
tmpDate = Date.now(); | |
game.shuffle(); | |
console.log('deck shuffled'); | |
game.dealCards(); | |
console.log('initial cards dealt'); | |
while (!game.gameOver()) { | |
var currentSet = game.findSetsOnTable().pop(); | |
console.log("SET!", currentSet); | |
game.claimSet(currentSet); | |
game.dealCards(); | |
console.log('after dealing there are', game.tableCards.length, 'cards on the table and', game.cards.length, 'in the deck'); | |
} | |
console.log('no more sets found!', game.tableCards.length, 'cards were not matched'); | |
console.log('Game completed in', (Date.now() - tmpDate) / 1000, 'seconds.', game.setsChosen.length, 'sets found' ); | |
return game.setsChosen; | |
} | |
} | |
module.exports = SetGame; | |
if (module.parent === null) { | |
/* actually running the code if it isn't being included*/ | |
var game = new SetGame(); | |
console.log(game.simulateToCompletionAndGetSetsChosen()); | |
} |
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