diff --git a/server/routes/games.js b/server/routes/games.js index 8cabe53..4647e34 100755 --- a/server/routes/games.js +++ b/server/routes/games.js @@ -183,7 +183,7 @@ const processGameOrder = (game, player, dice) => { /* If 'doneRolling' is FALSE then there are still players to roll */ if (!doneRolling || !processTies(players)) { sendUpdateToPlayers(game, { - players: game.players, + players: getFilteredPlayers(game), chat: game.chat }) return; @@ -207,7 +207,7 @@ const processGameOrder = (game, player, dice) => { addChatMessage(game, null, `It is ${game.turn.name}'s turn to place a settlement.`);4 sendUpdateToPlayers(game, { - players: game.players, + players: getFilteredPlayers(game), state: game.state, direction: game.direction, turn: game.turn, @@ -276,8 +276,6 @@ const distributeResources = (game, roll) => { } } - console.log(`Matched tiles: ${tiles.join(',')}.`); - const receives = { "O": { wood: 0, brick: 0, sheep: 0, wheat: 0, stone: 0 }, "R": { wood: 0, brick: 0, sheep: 0, wheat: 0, stone: 0 }, @@ -356,9 +354,16 @@ const processRoll = (game, session, dice) => { game.turn.roll = dice[0] + dice[1]; if (game.turn.roll !== 7) { distributeResources(game, game.turn.roll); + for (let id in game.sessions) { + if (game.sessions[id].player) { + sendUpdateToPlayer(game.sessions[id], { + private: game.sessions[id].player + }); + } + } sendUpdateToPlayers(game, { turn: game.turn, - players: game.players, + players: getFilteredPlayers(game), chat: game.chat }); return; @@ -398,7 +403,7 @@ const processRoll = (game, session, dice) => { } else { mustDiscard.forEach(player => { addChatMessage(game, null, `The robber was rolled and ${player.name} must discard ${player.mustDiscard} resource cards!`); - sendUpdateToPlayer(game, { + sendUpdateToPlayer(session, { private: game.player }); }); @@ -406,7 +411,7 @@ const processRoll = (game, session, dice) => { sendUpdateToPlayers(game, { turn: game.turn, - players: game.players, + players: getFilteredPlayers(game), chat: game.chat }); } @@ -877,7 +882,7 @@ const setPlayerName = (game, session, name) => { private: session.player }); sendUpdateToPlayers(game, { - players: game.players, + players: getFilteredPlayers(game), unselected: getFilteredUnselected(game), chat: game.chat }); @@ -958,7 +963,7 @@ const setPlayerColor = (game, session, color) => { sendUpdateToPlayers(game, { active: game.active, unselected: getFilteredUnselected(game), - players: game.players, + players: getFilteredPlayers(game), chat: game.chat }); return; @@ -977,7 +982,7 @@ const setPlayerColor = (game, session, color) => { addChatMessage(game, session, `${session.name} has chosen to play as ${colorToWord(color)}.`); const update = { - players: game.players, + players: getFilteredPlayers(game), chat: game.chat }; @@ -1328,7 +1333,7 @@ const calculateRoadLengths = (game, session) => { if (game.longestRoad !== longestPlayers[0].color) { game.longestRoad = longestPlayers[0].color; addChatMessage(game, session, - `${player.name} now has the longest ` + + `${longestPlayers[0].name} now has the longest ` + `road (${longestRoad})!`); } } else { @@ -2161,6 +2166,9 @@ const playCard = (game, session, card) => { } } + sendUpdateToPlayer(session, { + private: game.player + }); sendUpdateToPlayers(game, { chat: game.chat, activities: game.activities, @@ -2168,9 +2176,6 @@ const playCard = (game, session, card) => { largestArmySize: game.largestArmySize, turn: game.turn }); - sendUpdateToPlayer(session, { - private: game.player - }); } const placeSettlement = (game, session, index) => { @@ -2509,7 +2514,7 @@ const discard = (game, session, discards) => { private: player }); sendUpdateToPlayers(game, { - players: game.players, + players: getFilteredPlayers(game), chat: game.chat, turn: game.turn }); @@ -2670,7 +2675,7 @@ const buySettlement = (game, session) => { if (player.settlements < 1) { return `You have already built all of your settlements.`; } - corners = getValidCorners(game, session.color); + const corners = getValidCorners(game, session.color); if (corners.length === 0) { return `There are no valid locations for you to place a settlement.`; } @@ -2706,7 +2711,7 @@ const buyCity = (game, session) => { if (player.city < 1) { return `You have already built all of your cities.`; } - corners = getValidCorners(game, session.color, 'settlement'); + const corners = getValidCorners(game, session.color, 'settlement'); if (corners.length === 0) { return `There are no valid locations for you to place a city.`; } @@ -2721,7 +2726,7 @@ const buyCity = (game, session) => { const placeCity = (game, session, index) => { const player = session.player; - index = parseInt(value); + index = parseInt(index); if (game.state !== 'normal') { return `You cannot place an item unless the game is active.`; } @@ -3508,7 +3513,7 @@ const wsConnect = async (ws, req) => { session.lastActive = Date.now(); if (session.name) { sendUpdateToPlayers(game, { - players: game.players, + players: getFilteredPlayers(game), unselected: getFilteredUnselected(game) }); }