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James Ketrenos 395fb5558d Lobby, Game-Order, Active states starting to work
Signed-off-by: James Ketrenos <james_eikona@ketrenos.com>
2022-01-29 16:03:20 -08:00

600 lines
15 KiB
JavaScript
Executable File

"use strict";
const express = require("express"),
crypto = require("crypto"),
{ readFile, writeFile } = require("fs").promises;
let gameDB;
require("../db/games").then(function(db) {
gameDB = db;
});
const router = express.Router();
function shuffle(array) {
var currentIndex = array.length, temporaryValue, randomIndex;
// While there remain elements to shuffle...
while (0 !== currentIndex) {
// Pick a remaining element...
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
// And swap it with the current element.
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
}
const assetData = {
tiles: [
{ type: "wood", y: 0. / 4. },
{ type: "wood", y: 1. / 4. },
{ type: "wood", y: 2. / 4. },
{ type: "wood", y: 3. / 4. },
{ type: "wheat", y: 0. / 4. },
{ type: "wheat", y: 1. / 4. },
{ type: "wheat", y: 2. / 4. },
{ type: "wheat", y: 3. / 4. },
{ type: "stone", y: 0. / 4. },
{ type: "stone", y: 1. / 4. },
{ type: "stone", y: 2. / 4. },
{ type: "sheep", y: 0. / 4. },
{ type: "sheep", y: 1. / 4. },
{ type: "sheep", y: 2. / 4. },
{ type: "sheep", y: 3. / 4. },
{ type: "brick", y: 0. / 4. },
{ type: "brick", y: 1. / 4. },
{ type: "brick", y: 2. / 4. },
{ type: "robber", y: 0 }
],
pips: [
{ roll: 7, pips: 0, y: 3. / 6., x: 0. / 6. },
{ roll: 5, pips: 4, y: 0. / 6., x: 0. / 6. },
{ roll: 2, pips: 1, y: 0. / 6., x: 1. / 6. },
{ roll: 6, pips: 5, y: 0. / 6., x: 2. / 6. },
{ roll: 3, pips: 2, y: 0. / 6., x: 3. / 6. },
{ roll: 8, pips: 5, y: 0. / 6., x: 4. / 6. },
{ roll: 10, pips: 3, y: 0. / 6., x: 5. / 6. },
{ roll: 9, pips: 4, y: 1. / 6., x: 0. / 6. },
{ roll: 12, pips: 1, y: 1. / 6., x: 1. / 6. },
{ roll: 11, pips: 2, y: 1. / 6., x: 2. / 6. },
{ roll: 4, pips: 3, y: 1. / 6., x: 3. / 6. },
{ roll: 8, pips: 5, y: 1. / 6., x: 4. / 6. },
{ roll: 10, pips: 3, y: 1. / 6., x: 5. / 6. },
{ roll: 9, pips: 4, y: 2. / 6., x: 0. / 6. },
{ roll: 4, pips: 3, y: 2. / 6., x: 1. / 6. },
{ roll: 5, pips: 4, y: 2. / 6., x: 2. / 6. },
{ roll: 6, pips: 6, y: 2. / 6., x: 3. / 6. },
{ roll: 3, pips: 2, y: 2. / 6., x: 4. / 6. },
{ roll: 11, pips: 2, y: 2. / 6., x: 5. / 6. }
],
borders: [
{ file: 'borders-1.6.png', left: "sheep", right: "bank" },
{ file: 'borders-2.1.png', center: "sheep" },
{ file: 'borders-3.2.png', left: "wheat", right: "bank" },
{ file: 'borders-4.3.png', center: "wood" },
{ file: 'borders-5.4.png', left: "sheep", right: "bank" },
{ file: 'borders-6.5.png', center: "bank" }
],
developmentCards: []
};
for (let i = 0; i < 14; i++) {
assetData.developmentCards.push("knight");
}
for (let i = 0; i < 6; i++) {
assetData.developmentCards.push("progress");
}
for (let i = 0; i < 5; i++) {
assetData.developmentCards.push("victoryPoint");
}
const games = {};
const roll = (game, session) => {
let message;
const player = session.player,
name = session.name ? session.name : "Unnamed";
switch (game.state) {
case "lobby":
return `Rolling dice in the lobby is not allowed!`;
case "game-order":
if (player.order) {
return `Player ${name} already rolled for order.`;
}
game.dice = [ Math.ceil(Math.random() * 6) ];
player.order = game.dice[0];
message = `${name} rolled ${game.dice[0]} for play order.`;
game.chat.push({ date: Date.now(), message: message });
break;
case "active":
game.dice = [ Math.ceil(Math.random() * 6), Math.ceil(Math.random() * 6) ];
message = `${name} rolled ${game.dice[0] + game.dice[1]}.`;
game.chat.push({ date: Date.now(), message: message });
return;
default:
return `Invalid game state (${game.state}) in roll.`;
}
};
const getPlayer = (game, color) => {
if (!game) {
return {
roads: 15,
cities: 4,
settlements: 5,
points: 0,
status: "Not active",
lastActive: 0,
order: 0
};
}
return game.players[color];
};
const getSession = (game, session) => {
if (!game.sessions) {
game.sessions = {};
}
if (!session.player_id) {
session.player_id = crypto.randomBytes(32).toString('hex');
}
const id = session.player_id;
/* If this session is not yet in the game,
* add it and set the player's name */
if (!(id in game.sessions)) {
game.sessions[id] = {
name: undefined,
color: undefined,
player: undefined
};
}
return game.sessions[id];
};
const loadGame = async (id) => {
if (/^\.|\//.exec(id)) {
return undefined;
}
if (id in games) {
return games[id];
}
let game = await readFile(`games/${id}`)
.catch(() => {
return;
});
if (!game) {
game = createGame(id);
} else {
try {
game = JSON.parse(game);
} catch (error) {
console.error(error, game);
return null;
}
}
/* Reconnect session player colors to the player objects */
for (let id in game.sessions) {
const session = game.sessions[id];
if (session.color && session.color in game.players) {
session.player = game.players[session.color];
} else {
session.color = undefined;
session.player = undefined;
}
}
games[id] = game;
return game;
};
const adminActions = (game, action, value) => {
switch (action) {
case "kick":
let color;
switch (value) {
case 'orange': color = 'O'; break;
case 'red': color = 'R'; break;
case 'blue': color = 'B'; break;
case 'white': color = 'W'; break;
}
if (!color) {
return `Unable to find player ${value}`
}
const player = game.players[color];
for (let id in game.sessions) {
const session = game.sessions[id];
if (session.player !== player) {
continue;
}
console.log(`Kicking ${value} from ${game.id}.`);
const name = session.name ? `${session.name} (${color})` : color;
game.chat.push({
date: Date.now(),
message: `${name} has been kicked from game.`
});
session.player = undefined;
return;
}
return `Unable to find active session for ${color} (${value})`;
default:
return `Invalid admin action ${action}.`;
}
};
const setPlayerName = (game, session, name) => {
if (session.color) {
return `You cannot change your name while you are in game.`;
}
/* Check to ensure name is not already in use */
if (game && name) for (let key in game.sessions) {
const tmp = game.sessions[key];
if (tmp.name && tmp.name.toLowerCase() === name.toLowerCase()) {
return `${name} is already taken.`;
}
}
const old = session.name ? session.name : "Unknown";
let message;
session.name = name;
if (name) {
message = `${old} is now known as ${name}.`;
} else {
message = `${old} no longer has a name.`;
}
game.chat.push({
date: Date.now(),
message: message
});
}
const setPlayerColor = (game, session, color) => {
if (!game) {
return `No game found`;
}
const name = session.name, player = session.player;
/* Selecting the same color is a NO-OP */
if (session.color === color) {
return;
}
if (player) {
/* Deselect currently active player for this session */
player.status = 'Not active';
player.lastActive = 0;
game.chat.push({
date: Date.now(),
message: `${session.color} is no longer claimed.`
});
session.player = undefined;
session.color = undefined;
}
/* Verify the player has a name set */
if (!name) {
return `You may only select a player when you have set your name.`;
}
/* If the player is not selecting a color, then return */
if (!color) {
return;
}
/* Verify selection is valid */
if (!(color in game.players)) {
return `An invalid player selection was attempted.`;
}
/* Verify selection is not already taken */
for (let key in game.sessions) {
const tmp = game.sessions[key].player;
if (tmp && tmp.color === color) {
return `${game.sessions[key].name} already has ${color}`;
}
}
/* All good -- set this player to requested selection */
session.player = getPlayer(game, color);
session.player.status = `Active`;
session.player.lastActive = Date.now();
session.color = color;
game.chat.push({
date: Date.now(),
message: `${color} is now '${session.name}'.`
});
};
router.put("/:id/:action/:value?", async (req, res) => {
const { action, id } = req.params,
value = req.params.value ? req.params.value : "";
console.log(`PUT games/${id}/${action}/${value}`);
const game = await loadGame(id);
if (!game) {
const error = `Game not found and cannot be created: ${id}`;
return res.status(404).send(error);
}
let error;
if ('private-token' in req.headers) {
if (req.headers['private-token'] !== req.app.get('admin')) {
error = `Invalid admin credentials.`;
} else {
error = adminActions(game, action, value);
}
return sendGame(req, res, game, error);
}
const session = getSession(game, req.session);
switch (action) {
case 'player-name':
error = setPlayerName(game, session, value);
return sendGame(req, res, game, error);
case 'player-selected':
error = setPlayerColor(game, session, value);
return sendGame(req, res, game, error);
}
if (!session.player) {
error = `Player must have an active color.`;
return sendGame(req, res, game, error);
}
const name = session.name;
switch (action) {
case "roll":
error = roll(game, session);
break;
case "shuffle":
if (game.state !== "lobby") {
error = `Game no longer in lobby (${game.state}). Can not shuffle board.`;
}
if (!error && game.turns > 0) {
error = `Game already in progress (${game.turns} so far!) and cannot be shuffled.`;
}
if (!error) {
shuffleBoard(game);
const message = `${name} requested a new board.`;
game.chat.push({ date: Date.now(), message: message });
console.log(message);
}
break
case "state":
const state = value;
if (!state) {
error = `Invalid state.`;
} else if (state != game.state) {
game.state = state;
const message = `${name} set game state to ${state}.`;
game.chat.push({ date: Date.now(), message: message });
}
break;
}
return sendGame(req, res, game, error);
})
router.get("/:id", async (req, res/*, next*/) => {
const { id } = req.params;
console.log("GET games/" + id);
let game = await loadGame(id);
if (game) {
return sendGame(req, res, game)
}
game = createGame(id);
return sendGame(req, res, game);
});
router.put("/:id", (req, res/*, next*/) => {
const { id } = req.params;
console.log("PUT games/" + id);
if (!(id in games)) {
const error = `Game not found: ${req.params.id}`;
return res.status(404).send(error);
}
const game = games[id],
changes = req.body;
for (let change in changes) {
switch (change) {
case "chat":
console.log("Chat change.");
game.chat.push({
from: changes.chat.player,
date: Date.now(),
message: changes.chat.message
});
if (game.chat.length > 10) {
game.chat.splice(0, game.chat.length - 10);
}
break;
}
}
return sendGame(req, res, game);
});
const sendGame = async (req, res, game, error) => {
let active = 0;
for (let color in game.players) {
const player = game.players[color];
active += ((player.status && player.status != 'Not active') ? 1 : 0);
}
if (active < 2 && game.state != 'lobby' && game.state != 'invalid') {
let message = "Insufficient players in game. Setting back to lobby."
game.chat.push({ date: Date.now(), message: message });
console.log(message);
game.state = 'lobby';
}
game.active = active;
let session;
if (req.session) {
session = getSession(game, req.session);
session.lastActive = Date.now();
} else {
session = {
name: "command line"
};
}
/* Shallow copy game, filling its sessions with a shallow copy of sessions so we can then
* delete the player field from them */
const reducedGame = Object.assign({}, game, { sessions: {} }),
reducedSessions = [];
for (let id in game.sessions) {
const reduced = Object.assign({}, game.sessions[id]);
if (reduced.player) {
delete reduced.player;
}
reducedGame.sessions[id] = reduced;
/* Do not send session-id as those are secrets */
reducedSessions.push(reduced);
}
await writeFile(`games/${game.id}`, JSON.stringify(reducedGame, null, 2))
.catch((error) => {
console.error(`Unable to write to games/${game.id}`);
console.error(error);
});
const playerGame = Object.assign({}, reducedGame, {
timestamp: Date.now(),
status: error ? error : "success",
name: session.name,
color: session.color,
order: (session.color in game.players) ? game.players[session.color].order : 0,
sessions: reducedSessions
});
return res.status(200).send(playerGame);
}
const createGame = (id) => {
id = id ? id : crypto.randomBytes(8).toString('hex');
const game = {
startTime: Date.now(),
turns: 0,
state: "lobby", /* lobby, active, finished */
tiles: [],
pips: [],
borders: [],
tokens: [],
players: {
R: getPlayer(),
O: getPlayer(),
B: getPlayer(),
W: getPlayer()
},
developmentCards: assetData.developmentCards.slice(),
dice: [ 0, 0 ],
sheep: 19,
ore: 19,
wool: 19,
brick: 19,
wheat: 19,
longestRoad: null,
largestArmy: null,
chat: [ { date: Date.now(), message: `New game started for ${id}` } ],
id: id
};
games[game.id] = game;
shuffleBoard(game);
console.log(`New game created: ${game.id}`);
return game;
};
router.post("/:id?", (req, res/*, next*/) => {
console.log("POST games/");
const { id } = req.params;
if (id && id in games) {
const error = `Can not create new game for ${id} -- it already exists.`
console.error(error);
return res.status(400).send(error);
}
const game = createGame(id);
return sendGame(req, res, game);
});
const shuffleBoard = (game) => {
[ "tiles", "pips", "borders" ].forEach((field) => {
game[field] = []
for (let i = 0; i < assetData[field].length; i++) {
game[field].push(i);
}
/* Shuffle an array of indexes */
shuffle(game[field]);
/* Convert from an index array to a full array */
for (let i = 0; i < assetData[field].length; i++) {
game[field][i] = assetData[field][game[field][i]];
}
});
shuffle(game.developmentCards)
}
/*
return gameDB.sequelize.query("SELECT " +
"photos.*,albums.path AS path,photohashes.hash,modified,(albums.path || photos.filename) AS filepath FROM photos " +
"LEFT JOIN albums ON albums.id=photos.albumId " +
"LEFT JOIN photohashes ON photohashes.photoId=photos.id " +
"WHERE photos.id=:id", {
replacements: {
id: id
}, type: gameDB.Sequelize.QueryTypes.SELECT,
raw: true
}).then(function(photos) {
if (photos.length == 0) {
return null;
}
*/
if (0) {
router.get("/*", (req, res/*, next*/) => {
return gameDB.sequelize.query(query, {
replacements: replacements, type: gameDB.Sequelize.QueryTypes.SELECT
}).then((photos) => {
});
});
}
module.exports = router;