import { words, allowed } from './words.server'; export class Game { index: number; guesses: string[]; answers: string[]; answer: string; /** * Create a game object from the player's cookie, or initialise a new game */ constructor(serialized: string | undefined = undefined) { if (serialized) { const [index, guesses, answers] = serialized.split('-'); this.index = +index; this.guesses = guesses ? guesses.split(' ') : []; this.answers = answers ? answers.split(' ') : []; } else { this.index = Math.floor(Math.random() * words.length); this.guesses = ['', '', '', '', '', '']; this.answers = []; } this.answer = words[this.index]; } /** * Update game state based on a guess of a five-letter word. Returns * true if the guess was valid, false otherwise */ enter(letters: string[]) { const word = letters.join(''); const valid = allowed.has(word); if (!valid) return false; this.guesses[this.answers.length] = word; const available = Array.from(this.answer); const answer = Array(5).fill('_'); // first, find exact matches for (let i = 0; i < 5; i += 1) { if (letters[i] === available[i]) { answer[i] = 'x'; available[i] = ' '; } } // then find close matches (this has to happen // in a second step, otherwise an early close // match can prevent a later exact match) for (let i = 0; i < 5; i += 1) { if (answer[i] === '_') { const index = available.indexOf(letters[i]); if (index !== -1) { answer[i] = 'c'; available[index] = ' '; } } } this.answers.push(answer.join('')); return true; } /** * Serialize game state so it can be set as a cookie */ toString() { return `${this.index}-${this.guesses.join(' ')}-${this.answers.join(' ')}`; } }