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index.js
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function calcWeight(game1, game2) {
//this method will calculate the weight between the two game vertices based on genre, theme, etc. will give it 0
let indG = 0;
let indT = 0;
let intersectionT = [];
let intersectionG = [];
let intSize = 0;
if (!(game1.themes === undefined)) {
var game1Themes = game1.themes.length;
} else {
var game1Themes = 0;
}
if (!(game2.themes === undefined)) {
var game2Themes = game2.themes.length;
} else {
var game2Themes = 0;
}
if (!(game1.genres === undefined)) {
var game1Genres = game1.genres.length;
} else {
var game1Genres = 0;
}
if (!(game2.genres === undefined)) {
var game2Genres = game2.genres.length;
} else {
var game2Genres = 0;
}
totalGenreSize = game1Genres + game2Genres;
totalThemeSize = game1Themes + game2Themes;
for(var i = 0; i < game1Genres; i++) {
for(var j = 0; j < game2Genres; j++) {
if((game1.genres)[i] === (game2.genres)[j]) {
intersectionG.push(game2.genres[j]);
}
}
}
for(var i = 0; i < (game1Themes); i++) {
for(var j = 0; j < (game2Themes); j++) {
if(game1.themes[i] === game2.themes[j]) {
intersectionT.push(game2.themes[j]);
}
}
}
let intSize1 = intersectionG.length;
var weight1 = 1.0 - (intSize1 / (totalGenreSize-intSize1));
let intSize2 = intersectionT.length;
var weight2 = 1.0 - (intSize2 / (totalThemeSize - intSize2));
var averageWeight = (weight1 + weight2) / 2.0;
return averageWeight;
}
function sortDistances(games) {
let size = games.length;
var newGames = games;
let minimum = 0;
for(let i = 0; i < size; i++) {
minimum = i;
for(let j = i + 1; j < size; j++){
if(newGames[j].distToSrc < newGames[minimum].distToSrc) {
minimum = j;
}
}
if (minimum != i) {
let temp = newGames[i];
newGames[i] = newGames[minimum];
newGames[minimum] = temp;
}
}
return newGames;
}
function cutNewGames(newgames) {
let finalGames = [];
for(var i = 0; i < 16; i++) {
finalGames[i] = newgames[i];
}
return finalGames;
}
class Game
{
constructor(id, genres, name, rating, themes, index, distToSrc) {
this.id = id;
this.genres = genres;
this.themes = themes;
this.rating = rating;
this.name = name;
this.index = index;
this.distToSrc = distToSrc;
}
}
class Graph
{
constructor(size)
{
if (size <= 0)
{
// Invalid number of nodes
return;
}
this.matrix = Array(size).fill(0).map(() => new Array(size).fill(0));
this.size = size;
}
addEdge(game1, game2) {
if (this.size > game1.index && this.size > game2.index) {
var weight = calcWeight(game1, game2);
if (this.size > game1.index && this.size > game2.index) {
// Link video games
this.matrix[game1.index][game2.index] = weight;
this.matrix[game2.index][game1.index] = weight;
}
}
}
BFS(srcGame, games) {
let visited = new Array(this.size);
let breadth = [];
let queue = new tstl.Queue();
queue.push(srcGame);
while (!queue.empty()) {
var currentGame = queue.front();
queue.pop();
visited[currentGame] = true;
breadth.push(games[currentGame]);
for (var i = 0; i < this.size; i++) {
if(!visited[i] && this.matrix[currentGame][i] < 0.42) {
queue.push(i);
}
}
}
return breadth;
}
dijkstra(srcGame) {
let distances = new Array(this.size); //array of the shortest distances from every game to the source game
let visited = new Array(this.size);//boolean array keeping track of the games visited
for (let gameIndex = 0; gameIndex < this.size; gameIndex++) {
distances[gameIndex] = Number.MAX_VALUE;
visited[gameIndex] = false;
}
distances[srcGame] = 0; //set distance to source game equal to 0
let ancestors = new Array(this.size);
ancestors[srcGame] = -1;
for (let i = 1; i < this.size; i++) {
let closestGame = -1;
let minDistance = Number.MAX_VALUE;
for (let gameIndex = 0; gameIndex < this.size; gameIndex++) {
if (!visited[gameIndex] && distances[gameIndex] < minDistance) {
closestGame = gameIndex;
minDistance = distances[gameIndex];
}
}
// Mark the picked vertex as
// processed
visited[closestGame] = true;
// Update dist value of the
// adjacent vertices of the
// picked vertex.
for (let gameIndex = 0; gameIndex < this.size; gameIndex++) {
let edgeDistance = this.matrix[closestGame][gameIndex];
if (edgeDistance > 0 && ((minDistance + edgeDistance) < distances[gameIndex])) {
ancestors[gameIndex] = closestGame;
distances[gameIndex] = minDistance + edgeDistance;
}
}
}
for(var i = 0; i < distances.length; i++) {
games[i].distToSrc = distances[i];
}
}
}
var games = [];
var axios = require('axios');
var tstl = require('tstl');
var data = 'fields name, total_rating, genres, themes; limit 500;\nsort total_rating desc;\nwhere total_rating_count > 100;';
var config = {
method: 'post',
url: 'https://api.igdb.com/v4/games',
headers: {
'Client-ID': 'cbmmh3tx0muhs63khi7lveotolhtvq',
'Authorization': 'Bearer 62cm9pfvaenpaabv6ijwwi2hsz7v4p',
'Content-Type': 'text/plain'
},
data : data
};
axios(config)
.then(function (response) {
for (var i = 0; i < ((response.data).length); i++) {
const obj = response.data[i];
var game = new Game (obj.id, obj.genres, obj.name, obj.total_rating, obj.themes, i);
games.push(game);
}
const prompt = require('prompt-sync')();
let cont = true;
var srcGame;
console.log("Welcome to the Gator Game Grabber!\nTell us your favorite game!\n\ \nYou will get a personally curated list of games to add to your wishlist :)\n");
while(cont) {
var playedGame = prompt('Input the exact title of your favorite game: ');
for(var i = 0; i < games.length; i++) {
//console.log(games[i]);
if(games[i].name === playedGame) {
srcGame = games[i];
cont = false;
break;
}
}
if (cont) {
console.log("Invalid title!\n");
}
}
myGraph = new Graph(games.length);
for(var i = 0; i < games.length; i++) {
for(var j = 0; j < games.length; j++) {
myGraph.addEdge(games[i], games[j]);
}
}
console.log('Recommend with Dijkstra: 1\nRecommend with BFS: 2\n');
var algChoice = 0;
while(!(algChoice === '1' || algChoice === '2')) {
console.log("Please choose a valid algorithim (1 or 2)\n");
algChoice = prompt();
if(algChoice === '1') {
myGraph.dijkstra(srcGame.index);
var newGames = new Array();
newGames = sortDistances(games)
mostSimilar = cutNewGames(newGames);
console.log("Hey, Gator! Here are the top 15 most similar games to " + srcGame.name + " grabbed just for you!\n");
for (var i = 1; i < mostSimilar.length; i++) {
console.log((i) + ". " + mostSimilar[i].name);
console.log("Rating: " + mostSimilar[i].rating);
console.log("Similarity Index: " + mostSimilar[i].distToSrc + '\n');
}
} else if(algChoice === '2') {
breadth = myGraph.BFS(srcGame.index, games);
gameSet = new Set();
for (var i = 0; i < breadth.length; i++) {
gameSet.add(breadth[i]);
}
console.log("Hey, Gator! Here are some of the most similar games to " + srcGame.name + " grabbed just for you!\n");
const gameArr = Array.from(gameSet)
for (var i = 1; i < 16; i++) {
console.log(i + ". " + gameArr[i].name + '\nRating: ' + gameArr[i].rating + '\n');
}
}
}
})
.catch(function (error) {
console.log(error);
});