1469 lines
40 KiB
JavaScript
Executable File
1469 lines
40 KiB
JavaScript
Executable File
"use strict";
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const express = require("express"),
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crypto = require("crypto"),
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{ readFile, writeFile } = require("fs").promises,
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fs = require("fs"),
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accessSync = fs.accessSync,
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randomWords = require("random-words");
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const layout = require('./layout.js');
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let gameDB;
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require("../db/games").then(function(db) {
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gameDB = db;
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});
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const router = express.Router();
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function shuffle(array) {
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var currentIndex = array.length, temporaryValue, randomIndex;
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// While there remain elements to shuffle...
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while (0 !== currentIndex) {
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// Pick a remaining element...
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randomIndex = Math.floor(Math.random() * currentIndex);
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currentIndex -= 1;
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// And swap it with the current element.
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temporaryValue = array[currentIndex];
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array[currentIndex] = array[randomIndex];
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array[randomIndex] = temporaryValue;
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}
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return array;
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}
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const assetData = {
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tiles: [
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{ type: "desert", card: 0 },
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{ type: "wood", card: 0 },
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{ type: "wood", card: 1 },
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{ type: "wood", card: 2 },
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{ type: "wood", card: 3 },
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{ type: "wheat", card: 0 },
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{ type: "wheat", card: 1 },
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{ type: "wheat", card: 2 },
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{ type: "wheat", card: 3 },
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{ type: "stone", card: 0 },
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{ type: "stone", card: 1 },
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{ type: "stone", card: 2 },
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{ type: "sheep", card: 0 },
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{ type: "sheep", card: 1 },
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{ type: "sheep", card: 2 },
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{ type: "sheep", card: 3 },
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{ type: "brick", card: 0 },
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{ type: "brick", card: 1 },
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{ type: "brick", card: 2 }
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],
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pips: [
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{ roll: 5, pips: 4 },
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{ roll: 2, pips: 1 },
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{ roll: 6, pips: 5 },
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{ roll: 3, pips: 2 },
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{ roll: 8, pips: 5 },
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{ roll: 10, pips: 3 },
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{ roll: 9, pips: 4 },
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{ roll: 12, pips: 1 },
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{ roll: 11, pips: 2 },
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{ roll: 4, pips: 3 },
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{ roll: 8, pips: 5 },
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{ roll: 10, pips: 3 },
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{ roll: 9, pips: 4 },
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{ roll: 4, pips: 3 },
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{ roll: 5, pips: 4 },
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{ roll: 6, pips: 6 },
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{ roll: 3, pips: 2 },
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{ roll: 11, pips: 2 },
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{ roll: 7, pips: 0 }, /* Robber is at the end or indexing gets off */
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],
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borders: [
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{ left: "sheep", right: "bank" },
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{ center: "sheep" },
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{ left: "wheat", right: "bank" },
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{ center: "wood" },
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{ left: "sheep", right: "bank" },
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{ center: "bank" }
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],
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developmentCards: []
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};
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for (let i = 0; i < 14; i++) {
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assetData.developmentCards.push("knight");
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}
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for (let i = 0; i < 6; i++) {
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assetData.developmentCards.push("progress");
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}
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for (let i = 0; i < 5; i++) {
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assetData.developmentCards.push("victoryPoint");
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}
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const games = {};
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const processTies = (players) => {
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players.sort((A, B) => {
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if (A.order === B.order) {
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return B.orderRoll - A.orderRoll;
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}
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return A.order - B.order;
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});
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/* Sort the players into buckets based on their
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* order, and their current roll. If a resulting
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* roll array has more than one element, then there
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* is a tie that must be resolved */
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let slots = [];
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players.forEach(player => {
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if (!slots[player.order]) {
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slots[player.order] = [];
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}
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if (!(player.orderRoll in slots[player.order])) {
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slots[player.order][player.orderRoll] = [];
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}
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slots[player.order][player.orderRoll].push(player);
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});
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let ties = false, order = 0;
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slots.forEach((slot) => {
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slot.forEach(pips => {
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if (pips.length !== 1) {
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ties = true;
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pips.forEach(player => {
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player.orderRoll = 0;
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player.order = order;
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player.orderStatus = `Tied for ${order+1}.`;
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});
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} else {
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pips[0].order = order;
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pips[0].orderStatus = `Placed in ${order+1}.`;
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}
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order += pips.length
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})
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});
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return !ties;
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}
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const getPlayerName = (game, player) => {
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for (let id in game.sessions) {
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if (game.sessions[id].player === player) {
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return game.sessions[id].name;
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}
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}
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return '';
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};
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const getPlayerColor = (game, player) => {
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for (let color in game.players) {
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if (game.players[color] === player) {
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return color;
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}
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}
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return '';
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}
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const playerNameFromColor = (game, color) => {
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for (let id in game.sessions) {
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if (game.sessions[id].color === color) {
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return game.sessions[id].name;
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}
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}
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return '';
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};
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const playerFromColor = (game, color) => {
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for (let id in game.sessions) {
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if (game.sessions[id].color === color) {
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return game.sessions[id].player;
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}
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}
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return undefined;
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};
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const processGameOrder = (game, player, dice) => {
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let message;
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player.orderRoll = dice;
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let players = [];
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let doneRolling = true;
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for (let key in game.players) {
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const tmp = game.players[key];
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if (tmp.status === 'Not active') {
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continue;
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}
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if (!tmp.orderRoll) {
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doneRolling = false;
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}
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players.push(tmp);
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}
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/* If 'doneRolling' is TRUE then everyone has rolled */
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if (doneRolling) {
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if (processTies(players)) {
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message = `Player order set to ${players.map((player, index) => {
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return `${index+1}. ${getPlayerName(game, player)}`;
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}).join(', ')}.`;
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addChatMessage(game, null, message);
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game.playerOrder = players.map(player => getPlayerColor(game, player));
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game.state = 'initial-placement';
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message = `Initial settlement placement has started!`;
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game.direction = 'forward';
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game.turn = {
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actions: ['place-settlement'],
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limits: { corners: getValidCorners(game) },
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name: getPlayerName(game, players[0]),
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color: getPlayerColor(game, players[0])
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};
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addChatMessage(game, null, message);
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message = `It is ${game.turn.name}'s turn to place a settlement.`;
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} else {
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message = `There are still ties for player order!`;
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}
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}
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if (message) {
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addChatMessage(game, null, message);
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}
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}
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const roll = (game, session) => {
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let message, error;
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const player = session.player,
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name = session.name ? session.name : "Unnamed";
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switch (game.state) {
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case "lobby":
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error = `Rolling dice in the lobby is not allowed!`;
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case "game-order":
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if (!player) {
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error = `This player is not active!`;
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break;
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}
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if (player.order || player.orderRoll) {
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error = `Player ${name} has already rolled for player order.`;
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break;
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}
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game.dice = [ Math.ceil(Math.random() * 6) ];
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message = `${name} rolled ${game.dice[0]}.`;
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addChatMessage(game, session, message);
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message = undefined;
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processGameOrder(game, player, game.dice[0]);
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break;
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case "normal":
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if (game.turn.color !== session.color) {
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error = `It is not your turn.`;
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break;
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}
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if (game.turn.roll) {
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error = `You already rolled this turn.`;
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break;
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}
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processRoll(game, [ Math.ceil(Math.random() * 6), Math.ceil(Math.random() * 6) ]);
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break;
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default:
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error = `Invalid game state (${game.state}) in roll.`;
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break;
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}
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if (!error && message) {
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addChatMessage(game, session, message);
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}
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return error;
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};
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const distributeResources = (game, roll) => {
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console.log(`Roll: ${roll}`);
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/* Find which tiles have this roll */
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let tiles = [];
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for (let i = 0; i < game.pipOrder.length; i++) {
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let index = game.pipOrder[i];
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if (assetData.pips[index].roll === roll) {
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if (game.robber === i) {
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addChatMessage(game, null, `That pesky Robber stole resources!`);
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} else {
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tiles.push(i);
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}
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}
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}
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console.log(`Matched tiles: ${tiles.join(',')}.`);
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const receives = {
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"O": { wood: 0, brick: 0, sheep: 0, wheat: 0, stone: 0 },
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"R": { wood: 0, brick: 0, sheep: 0, wheat: 0, stone: 0 },
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"W": { wood: 0, brick: 0, sheep: 0, wheat: 0, stone: 0 },
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"B": { wood: 0, brick: 0, sheep: 0, wheat: 0, stone: 0 },
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};
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/* Find which corners are on each tile */
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tiles.forEach(index => {
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let shuffle = game.tileOrder[index];
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console.log(index, game.tiles[shuffle]);
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const resource = game.tiles[shuffle];
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layout.tiles[index].corners.forEach(cornerIndex => {
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const active = game.placements.corners[cornerIndex];
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if (active && active.color) {
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receives[active.color][resource.type] += active.type === 'settlement' ? 1 : 2;
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}
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})
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});
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for (let color in receives) {
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const entry = receives[color];
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if (!entry.wood && !entry.brick && !entry.sheep && !entry.wheat && !entry.stone) {
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continue;
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}
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let message = [];
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for (let type in receives[color]) {
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const player = playerFromColor(game, color);
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player[type] += receives[color][type];
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if (receives[color][type]) {
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message.push(`${receives[color][type]} ${type}`);
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}
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}
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addChatMessage(game, null, `${playerNameFromColor(game, color)} receives ${message.join(', ')}.`);
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}
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}
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const processRoll = (game, dice) => {
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let session;
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for (let id in game.sessions) {
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if (game.sessions[id].name === game.turn.name) {
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session = game.sessions[id];
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}
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}
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if (!session) {
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console.error(`Cannot process roll without an active player session`);
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return;
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}
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game.dice = dice;
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addChatMessage(game, session, `${session.name} rolled ${game.dice[0]}, ${game.dice[1]}.`);
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game.turn.roll = game.dice[0] + game.dice[1];
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if (game.turn.roll === 7) {
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addChatMessage(game, null, `ROBBER! ROBBER! ROBBER!`);
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game.turn.robberDone = false;
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delete game.turn.placedRobber;
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for (let id in game.sessions) {
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const player = game.sessions[id].player;
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if (player) {
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let discard = player.stone + player.wheat + player.brick + player.wood + player.sheep;
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if (discard > 7) {
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discard = Math.floor(discard / 2);
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player.mustDiscard = discard;
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addChatMessage(game, null, `${game.sessions[id].name} must discard ${discard} resource cards.`);
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} else {
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delete player.mustDiscard;
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}
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}
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}
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/*
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if you roll a 7, no one receives any resource cards.
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instead, every player who has more than 7 resource cards must select
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half (rounded down) of their
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resource cards and return them to the bank.
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then you muyst move the robber:
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1. you must move the robber immediately to the number token of any other
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terrain ohex or to the desert hex,
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2. you then steal 1 (random) resourcde card from an opponent who has a settlement or city
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adjacent to the target terrain hex. the player who is robbed holds their resource cards
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face down. you then take 1 card at random. if the target hex is adjacent to 2 or
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more player's settlements or cities, you choose which one you want to steal from.
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If the production number for the hex containing the robber is rolled, the owners of
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adjacent settlements and citieis do not receive resourcres. The robber prevents it.
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*/
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} else {
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distributeResources(game, game.turn.roll);
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}
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}
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const getPlayer = (game, color) => {
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if (!game) {
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return {
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roads: 15,
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cities: 4,
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settlements: 5,
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points: 0,
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status: "Not active",
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lastActive: 0,
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order: 0,
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stone: 0,
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wheat: 0,
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sheep: 0,
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wood: 0,
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brick: 0
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};
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}
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return game.players[color];
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};
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const getSession = (game, session) => {
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if (!game.sessions) {
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game.sessions = {};
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}
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if (!session.player_id) {
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session.player_id = crypto.randomBytes(32).toString('hex');
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}
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const id = session.player_id;
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/* If this session is not yet in the game,
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* add it and set the player's name */
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if (!(id in game.sessions)) {
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game.sessions[id] = {
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name: undefined,
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color: undefined,
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player: undefined
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};
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}
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return game.sessions[id];
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};
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const loadGame = async (id) => {
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if (/^\.|\//.exec(id)) {
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return undefined;
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}
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if (id in games) {
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return games[id];
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}
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let game = await readFile(`games/${id}`)
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.catch(() => {
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return;
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});
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if (!game) {
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game = createGame(id);
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} else {
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try {
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game = JSON.parse(game);
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} catch (error) {
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console.error(error, game);
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return null;
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}
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}
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if (!game.pipOrder || !game.borderOrder || !game.tileOrder) {
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console.log("Shuffling old save file");
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shuffleBoard(game);
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}
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if (!game.pips || !game.borders || !game.tiles) {
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[ "pips", "borders", "tiles" ].forEach((field) => {
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game[field] = assetData[field]
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});
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}
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if (game.state === 'active') {
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game.state = 'initial-placement';
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}
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if (typeof game.turn !== 'object') {
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delete game.turn;
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}
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if (!game.placements) {
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resetGame(game);
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}
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/* Reconnect session player colors to the player objects */
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for (let id in game.sessions) {
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const session = game.sessions[id];
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if (session.color && session.color in game.players) {
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session.player = game.players[session.color];
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} else {
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session.color = undefined;
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session.player = undefined;
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}
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}
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games[id] = game;
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return game;
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};
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const clearPlayer = (player) => {
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player.status = 'Not active';
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player.lastActive = 0;
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player.order = 0;
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delete player.orderRoll;
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delete player.orderStatus;
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}
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const adminActions = (game, action, value) => {
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let color, player;
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switch (action) {
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case "state":
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switch (value) {
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case 'game-order':
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resetGame(game);
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game.state = 'game-order';
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break;
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}
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break;
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case "roll":
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let parts = value.match(/^([1-6])(-([1-6]))?$/);
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if (!parts) {
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return `Unable to parse roll request.`;
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}
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let dice = [ parseInt(parts[1]) ];
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if (parts[3]) {
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dice.push(parseInt(parts[3]));
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}
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let session;
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for (let id in game.sessions) {
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if (game.sessions[id].name === game.turn.name) {
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session = game.sessions[id];
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}
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}
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if (!session) {
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return `Unable to determine current player turn for admin roll.`;
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}
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console.log(dice, parts);
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addChatMessage(game, null, `Admin rolling ${dice.join(', ')} for ${game.turn.name}.`);
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switch (game.state) {
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case 'game-order':
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game.dice = dice;
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message = `${game.turn.name} rolled ${game.dice[0]}.`;
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addChatMessage(game, session, message);
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message = undefined;
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processGameOrder(game, session.player, game.dice[0]);
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break;
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case 'normal':
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processRoll(game, dice);
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break;
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|
}
|
|
break;
|
|
|
|
case "kick":
|
|
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}`
|
|
}
|
|
|
|
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 ${game.id}.`);
|
|
const preamble = session.name ? `${session.name}, playing as ${color},` : color;
|
|
addChatMessage(game, null, `${preamble} was kicked from game by the Admin.`);
|
|
if (player) {
|
|
session.player = undefined;
|
|
clearPlayer(player);
|
|
}
|
|
session.color = 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;
|
|
let message;
|
|
|
|
session.name = name;
|
|
|
|
if (name) {
|
|
if (!old) {
|
|
message = `A new player has entered the lobby as ${name}.`;
|
|
} else {
|
|
message = `${old} has changed their name to ${name}.`;
|
|
}
|
|
} else {
|
|
return `You can not set your name to nothing!`;
|
|
}
|
|
|
|
addChatMessage(game, null, message);
|
|
|
|
}
|
|
|
|
const setPlayerColor = (game, session, color) => {
|
|
if (!game) {
|
|
return `No game found`;
|
|
}
|
|
|
|
const name = session.name, player = session.player;
|
|
|
|
/* Selecting the same color is a NO-OP */
|
|
if (session.color === color) {
|
|
return;
|
|
}
|
|
|
|
const priorActive = getActiveCount(game);
|
|
let message;
|
|
|
|
if (player) {
|
|
/* Deselect currently active player for this session */
|
|
clearPlayer(player);
|
|
if (game.state !== 'lobby') {
|
|
message = `${name} has exited to the lobby and is no longer playing as ${session.color}.`
|
|
addChatMessage(game, null, message);
|
|
} else {
|
|
message = `${name} is no longer ${session.color}.`;
|
|
}
|
|
session.player = undefined;
|
|
session.color = undefined;
|
|
}
|
|
|
|
/* Verify the player has a name set */
|
|
if (!name) {
|
|
return `You may only select a player when you have set your name.`;
|
|
}
|
|
|
|
/* If the player is not selecting a color, then return */
|
|
if (!color) {
|
|
if (message) {
|
|
addChatMessage(game, null, message);
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* Verify selection is valid */
|
|
if (!(color in game.players)) {
|
|
return `An invalid player selection was attempted.`;
|
|
}
|
|
|
|
/* Verify selection is not already taken */
|
|
for (let key in game.sessions) {
|
|
const tmp = game.sessions[key].player;
|
|
if (tmp && tmp.color === color) {
|
|
return `${game.sessions[key].name} already has ${color}`;
|
|
}
|
|
}
|
|
|
|
/* All good -- set this player to requested selection */
|
|
session.player = getPlayer(game, color);
|
|
|
|
session.player.status = `Active`;
|
|
session.player.lastActive = Date.now();
|
|
session.color = color;
|
|
addChatMessage(game, session, `${session.name} has chosen to play as ${color}.`);
|
|
|
|
const afterActive = getActiveCount(game);
|
|
if (afterActive !== priorActive) {
|
|
if (priorActive < 2 && afterActive >= 2) {
|
|
addChatMessage(game, null,
|
|
`There are now enough players to start the game when you are ready.`);
|
|
}
|
|
}
|
|
};
|
|
|
|
const addChatMessage = (game, session, message) => {
|
|
game.chat.push({
|
|
from: session ? session.name : undefined,
|
|
color: session ? session.color : undefined,
|
|
date: Date.now(),
|
|
message: message
|
|
});
|
|
};
|
|
|
|
const getColorFromName = (game, name) => {
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id].name === name) {
|
|
return game.sessions[id].color;
|
|
}
|
|
}
|
|
return '';
|
|
};
|
|
|
|
const getLastPlayerName = (game) => {
|
|
let index = game.playerOrder.length - 1;
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id].color === game.playerOrder[index]) {
|
|
return game.sessions[id].name;
|
|
}
|
|
}
|
|
return '';
|
|
}
|
|
|
|
const getFirstPlayerName = (game) => {
|
|
let index = 0;
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id].color === game.playerOrder[index]) {
|
|
return game.sessions[id].name;
|
|
}
|
|
}
|
|
return '';
|
|
}
|
|
|
|
const getNextPlayer = (game, name) => {
|
|
let color;
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id].name === name) {
|
|
color = game.sessions[id].color;
|
|
break;
|
|
}
|
|
}
|
|
if (!color) {
|
|
return name;
|
|
}
|
|
let index = game.playerOrder.indexOf(color);
|
|
index = (index + 1) % game.playerOrder.length;
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id].color === game.playerOrder[index]) {
|
|
return game.sessions[id].name;
|
|
}
|
|
}
|
|
return name;
|
|
}
|
|
|
|
const getPrevPlayer = (game, name) => {
|
|
let color;
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id].name === name) {
|
|
color = game.sessions[id].color;
|
|
break;
|
|
}
|
|
}
|
|
if (!color) {
|
|
return name;
|
|
}
|
|
let index = game.playerOrder.indexOf(color);
|
|
index = (index - 1) % game.playerOrder.length;
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id].color === game.playerOrder[index]) {
|
|
return game.sessions[id].name;
|
|
}
|
|
}
|
|
return name;
|
|
}
|
|
|
|
const getValidCorners = (game) => {
|
|
const limits = [];
|
|
|
|
/* For each corner, if the corner already has a color set, skip it
|
|
* If no color is set, walk each road that leaves that corner and
|
|
* check to see if there is a settlement placed at the end of that road
|
|
* If so, this location cannot have a settlement.
|
|
*/
|
|
layout.corners.forEach((corner, cornerIndex) => {
|
|
if (game.placements.corners[cornerIndex].color) {
|
|
return;
|
|
}
|
|
let valid = true;
|
|
for (let r = 0; valid && r < corner.roads.length; r++) {
|
|
const road = layout.roads[corner.roads[r]];
|
|
for (let c = 0; valid && c < road.corners.length; c++) {
|
|
/* This side of the road is pointing to the corner being validated. Skip it. */
|
|
if (road.corners[c] === cornerIndex) {
|
|
continue;
|
|
}
|
|
/* There is a settlement within one segment from this
|
|
* corner, so it is invalid for settlement placement */
|
|
if (game.placements.corners[road.corners[c]].color) {
|
|
valid = false;
|
|
}
|
|
}
|
|
}
|
|
if (valid) {
|
|
limits.push(cornerIndex);
|
|
}
|
|
});
|
|
|
|
return limits;
|
|
}
|
|
|
|
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: ${id}`;
|
|
return res.status(404).send(error);
|
|
}
|
|
|
|
let error;
|
|
|
|
if ('private-token' in req.headers) {
|
|
if (req.headers['private-token'] !== req.app.get('admin')) {
|
|
error = `Invalid admin credentials.`;
|
|
} else {
|
|
error = adminActions(game, action, value);
|
|
}
|
|
return sendGame(req, res, game, error);
|
|
}
|
|
|
|
const session = getSession(game, req.session);
|
|
|
|
switch (action) {
|
|
case 'player-name':
|
|
error = setPlayerName(game, session, value);
|
|
return sendGame(req, res, game, error);
|
|
case 'player-selected':
|
|
error = setPlayerColor(game, session, value);
|
|
return sendGame(req, res, game, error);
|
|
case 'chat':
|
|
const chat = req.body;
|
|
addChatMessage(game, session, chat.message);
|
|
return sendGame(req, res, game);
|
|
}
|
|
|
|
if (!session.player) {
|
|
error = `Player must have an active color.`;
|
|
return sendGame(req, res, game, error);
|
|
}
|
|
|
|
const name = session.name;
|
|
let message, index;
|
|
|
|
switch (action) {
|
|
case "roll":
|
|
error = roll(game, session);
|
|
break;
|
|
case "shuffle":
|
|
if (game.state !== "lobby") {
|
|
error = `Game no longer in lobby (${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.`;
|
|
addChatMessage(game, null, message);
|
|
console.log(message);
|
|
}
|
|
break;
|
|
case 'pass':
|
|
if (game.turn.name !== name) {
|
|
error = `You cannot pass when it isn't your turn.`
|
|
break;
|
|
}
|
|
|
|
/* If the current turn is a robber placement, and everyone has
|
|
* discarded, set the limits for where the robber can be placed */
|
|
if (game.turn && game.turn.roll === 7 && !game.turn.robberDone) {
|
|
error = `Robber is in action. Turn can not stop until all Robber tasks are resolved.`;
|
|
break;
|
|
}
|
|
|
|
if (!error) {
|
|
const next = getNextPlayer(game, name);
|
|
game.turn = {
|
|
name: next,
|
|
color: getColorFromName(game, next)
|
|
};
|
|
addChatMessage(game, session, `${name} passed their turn.`);
|
|
addChatMessage(game, null, `It is ${next}'s turn.`);
|
|
}
|
|
break;
|
|
case 'place-robber':
|
|
if (game.state !== 'normal' && game.turn.roll !== 7) {
|
|
error = `You cannot place robber unless 7 was rolled!`;
|
|
break;
|
|
}
|
|
if (game.turn.name !== name) {
|
|
error = `You cannot place the robber when it isn't your turn.`;
|
|
break;
|
|
}
|
|
for (let color in game.players) {
|
|
if (game.players[color].status === 'Not active') {
|
|
continue;
|
|
}
|
|
if (game.players[color].mustDiscard > 0) {
|
|
error = `You cannot place the robber until everyone has discarded!`;
|
|
break;
|
|
}
|
|
}
|
|
const robber = parseInt(value ? value : 0);
|
|
if (game.robber === robber) {
|
|
error = `You must move the robber to a new location!`;
|
|
break;
|
|
}
|
|
game.robber = robber;
|
|
game.turn.placedRobber = true;
|
|
addChatMessage(game, session, `Robber has been moved!`);
|
|
|
|
let colors = [];
|
|
layout.tiles[robber].corners.forEach(cornerIndex => {
|
|
const active = game.placements.corners[cornerIndex];
|
|
if (active && active.color && active.color !== game.turn.color && colors.indexOf(active.color) == -1) {
|
|
colors.push(active.color);
|
|
}
|
|
});
|
|
|
|
if (colors.length) {
|
|
game.turn.actions = [ 'steal-resource' ],
|
|
game.turn.limits = { players: colors };
|
|
addChatMessage(game, session, `${session.name} must select player to steal resource from.`);
|
|
} else {
|
|
game.turn.actions = [];
|
|
game.turn.robberDone = true;
|
|
delete game.turn.limits;
|
|
addChatMessage(game, session, `The Robber was moved to a terrain with no other players.`);
|
|
}
|
|
|
|
break;
|
|
case 'steal-resource':
|
|
if (game.turn.actions.indexOf('steal-resource') === -1) {
|
|
error = `You can only steal a resource when it is valid to do so!`;
|
|
break;
|
|
}
|
|
if (game.turn.limits.players.indexOf(value) === -1) {
|
|
error = `You can only steal a resource from a player on this terrain!`;
|
|
break;
|
|
}
|
|
let victim = game.players[value];
|
|
const cards = [];
|
|
[ 'wheat', 'brick', 'sheep', 'stone', 'wood' ].forEach(field => {
|
|
for (let i = 0; i < victim[field]; i++) {
|
|
cards.push(field);
|
|
}
|
|
});
|
|
if (cards.length === 0) {
|
|
addChatMessage(game, session, `Victim did not have any cards to steal.`);
|
|
} else {
|
|
let index = Math.floor(Math.random() * cards.length),
|
|
type = cards[index];
|
|
victim[type]--;
|
|
session.player[type]++
|
|
game.turn.actions = [];
|
|
game.turn.limits = {};
|
|
addChatMessage(game, session,
|
|
`${session.name} randomly stole ${type} from ${playerNameFromColor(game, value)}.`);
|
|
}
|
|
game.turn.robberDone = true;
|
|
break;
|
|
case 'place-settlement':
|
|
if (game.state !== 'initial-placement' && game.state !== 'normal') {
|
|
error = `You cannot place an item unless the game is active.`;
|
|
break;
|
|
}
|
|
if (session.color !== game.turn.color) {
|
|
error = `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
break;
|
|
}
|
|
index = parseInt(value);
|
|
if (game.placements.corners[index] === undefined) {
|
|
error = `You have requested to place a settlement illegally!`;
|
|
break;
|
|
}
|
|
/* If this is not a valid road in the turn limits, discard it */
|
|
if (game.turn && game.turn.limits && game.turn.limits.corners && game.turn.limits.corners.indexOf(index) === -1) {
|
|
error = `You tried to cheat! You should not try to break the rules.`;
|
|
break;
|
|
}
|
|
const corner = game.placements.corners[index];
|
|
if (corner.color) {
|
|
error = `This location already has a settlement belonging to ${playerNameFromColor(game, corner.color)}!`;
|
|
break;
|
|
}
|
|
corner.color = session.color;
|
|
corner.type = 'settlement';
|
|
if (game.state === 'initial-placement') {
|
|
if (game.direction && game.direction === 'backward') {
|
|
session.initialSettlement = index;
|
|
}
|
|
game.turn.actions = ['place-road'];
|
|
game.turn.limits = { roads: layout.corners[index].roads }; /* road placement is limited to be near this corner */
|
|
addChatMessage(game, session, `Placed a settlement. Next, they need to place a road.`);
|
|
} else {
|
|
error = `Settlement placement not enabled for normal game play.`;
|
|
break;
|
|
}
|
|
break;
|
|
case 'place-road':
|
|
if (game.state !== 'initial-placement' && game.state !== 'normal') {
|
|
error = `You cannot place an item unless the game is active.`;
|
|
break;
|
|
}
|
|
if (session.color !== game.turn.color) {
|
|
error = `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
break;
|
|
}
|
|
index = parseInt(value);
|
|
if (game.placements.roads[index] === undefined) {
|
|
error = `You have requested to place a road illegally!`;
|
|
break;
|
|
}
|
|
/* If this is not a valid road in the turn limits, discard it */
|
|
if (game.turn && game.turn.limits && game.turn.limits.roads && game.turn.limits.roads.indexOf(index) === -1) {
|
|
error = `You tried to cheat! You should not try to break the rules.`;
|
|
break;
|
|
}
|
|
const road = game.placements.roads[index];
|
|
if (road.color) {
|
|
error = `This location already has a road belonging to ${playerNameFromColor(game, road.color)}!`;
|
|
break;
|
|
}
|
|
if (game.state === 'initial-placement') {
|
|
road.color = session.color;
|
|
addChatMessage(game, session, `${name} placed a road.`);
|
|
let next;
|
|
if (game.direction === 'forward' && getLastPlayerName(game) === name) {
|
|
game.direction = 'backward';
|
|
next = name;
|
|
} else if (game.direction === 'backward' && getFirstPlayerName(game) === name) {
|
|
/* Done! */
|
|
delete game.direction;
|
|
} else {
|
|
if (game.direction === 'forward') {
|
|
next = getNextPlayer(game, name);
|
|
} else {
|
|
next = getPrevPlayer(game, name);
|
|
}
|
|
}
|
|
if (next) {
|
|
game.turn = {
|
|
actions: ['place-settlement'],
|
|
limits: { corners: getValidCorners(game) },
|
|
name: next,
|
|
color: getColorFromName(game, next)
|
|
};
|
|
addChatMessage(game, null, `It is ${next}'s turn. Place a settlement.`);
|
|
} else {
|
|
game.turn = {
|
|
actions: [],
|
|
limits: { },
|
|
name: name,
|
|
color: getColorFromName(game, name)
|
|
};
|
|
|
|
addChatMessage(game, null, `Everyone has placed their two settlements!`);
|
|
|
|
/* Figure out which players received which resources */
|
|
for (let id in game.sessions) {
|
|
const session = game.sessions[id], player = session.player,
|
|
receives = {};
|
|
if (!player) {
|
|
continue;
|
|
}
|
|
if (session.initialSettlement) {
|
|
layout.tiles.forEach((tile, index) => {
|
|
if (tile.corners.indexOf(session.initialSettlement) !== -1) {
|
|
const resource = assetData.tiles[game.tileOrder[index]].type;
|
|
if (!(resource in receives)) {
|
|
receives[resource] = 0;
|
|
}
|
|
receives[resource]++;
|
|
}
|
|
});
|
|
let message = [];
|
|
for (let type in receives) {
|
|
player[type] += receives[type];
|
|
message.push(`${receives[type]} ${type}`);
|
|
}
|
|
addChatMessage(game, null, `${session.name} receives ${message.join(', ')}.`);
|
|
}
|
|
}
|
|
addChatMessage(game, null, `It is ${name}'s turn.`);
|
|
game.state = 'normal';
|
|
}
|
|
} else {
|
|
error = `Road placement not enabled for normal game play.`;
|
|
break;
|
|
}
|
|
break;
|
|
case 'place-city':
|
|
error = `City placement not yet implemented!`;
|
|
break;
|
|
case 'discard':
|
|
if (game.turn.roll !== 7) {
|
|
error = `You can only discard due to the Robber!`;
|
|
break;
|
|
}
|
|
const discards = req.body, player = session.player;
|
|
let sum = 0;
|
|
for (let type in discards) {
|
|
if (player[type] < parseInt(discards[type])) {
|
|
error = `You have requested to discard more ${type} than you have.`
|
|
break;
|
|
}
|
|
sum += parseInt(discards[type]);
|
|
}
|
|
if (sum > player.mustDiscard) {
|
|
error = `You have requested to discard more cards than you are allowed!`;
|
|
break;
|
|
}
|
|
for (let type in discards) {
|
|
player[type] -= parseInt(discards[type]);
|
|
player.mustDiscard -= parseInt(discards[type])
|
|
}
|
|
addChatMessage(game, null, `${session.name} discarded ${sum} resource cards.`);
|
|
if (player.mustDiscard) {
|
|
addChatMessage(game, null, `${session.name} must discard ${player.mustDiscard} more cards.`);
|
|
}
|
|
break;
|
|
case "state":
|
|
const state = value;
|
|
if (!state) {
|
|
error = `Invalid state.`;
|
|
break;
|
|
}
|
|
|
|
if (state === game.state) {
|
|
break;
|
|
}
|
|
|
|
switch (state) {
|
|
case "game-order":
|
|
if (game.state !== 'lobby') {
|
|
error = `You cannot start a game from other than the lobby.`;
|
|
break;
|
|
}
|
|
|
|
resetGame(game);
|
|
|
|
message = `${name} requested to start the game.`;
|
|
addChatMessage(game, null, message);
|
|
game.state = state;
|
|
break;
|
|
}
|
|
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);
|
|
});
|
|
|
|
const getActiveCount = (game) => {
|
|
let active = 0;
|
|
for (let color in game.players) {
|
|
const player = game.players[color];
|
|
active += ((player.status && player.status != 'Not active') ? 1 : 0);
|
|
}
|
|
return active;
|
|
}
|
|
|
|
const sendGame = async (req, res, game, error) => {
|
|
const active = getActiveCount(game);
|
|
|
|
/* Enforce game limit of >= 2 players */
|
|
if (active < 2 && game.state != 'lobby' && game.state != 'invalid') {
|
|
let message = "Insufficient players in game. Setting back to lobby."
|
|
console.log(game);
|
|
addChatMessage(game, null, message);
|
|
console.log(message);
|
|
/* It is no one's turn in the lobby */
|
|
delete game.turn;
|
|
game.state = 'lobby';
|
|
}
|
|
game.active = active;
|
|
|
|
/* If the current turn is a robber placement, and everyone has
|
|
* discarded, set the limits for where the robber can be placed */
|
|
if (game.turn && game.turn.roll === 7) {
|
|
let move = true;
|
|
for (let color in game.players) {
|
|
const discard = game.players[color].mustDiscard;
|
|
if (discard) {
|
|
move = false;
|
|
}
|
|
}
|
|
if (move && !game.turn.placedRobber) {
|
|
game.turn.actions = [ 'place-robber' ];
|
|
game.turn.limits = { pips: [] };
|
|
for (let i = 0; i < 19; i++) {
|
|
if (i === game.robber) {
|
|
continue;
|
|
}
|
|
game.turn.limits.pips.push(i);
|
|
}
|
|
} else {
|
|
/*
|
|
game.turn.limits = {};
|
|
game.turn.actions = [];
|
|
*/
|
|
}
|
|
}
|
|
|
|
/* Update the session lastActive clock */
|
|
let session;
|
|
if (req.session) {
|
|
session = getSession(game, req.session);
|
|
session.lastActive = Date.now();
|
|
if (session.player) {
|
|
session.player.lastActive = session.lastActive;
|
|
}
|
|
} else {
|
|
session = {
|
|
name: "command line"
|
|
};
|
|
}
|
|
|
|
/* Ensure chat messages have a unique date: stamp as it is used as the index key */
|
|
let lastTime = 0;
|
|
if (game.chat) game.chat.forEach((message) => {
|
|
if (message.date <= lastTime) {
|
|
message.date = lastTime + 1;
|
|
}
|
|
lastTime = message.date;
|
|
});
|
|
|
|
/* 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,
|
|
player: session.player,
|
|
sessions: reducedSessions,
|
|
layout: layout
|
|
});
|
|
|
|
return res.status(200).send(playerGame);
|
|
}
|
|
|
|
const resetGame = (game) => {
|
|
delete game.turn;
|
|
|
|
game.state = 'lobby';
|
|
|
|
game.placements = {
|
|
corners: [],
|
|
roads: []
|
|
};
|
|
|
|
for (let key in game.players) {
|
|
game.players[key].wheat =
|
|
game.players[key].sheep =
|
|
game.players[key].stone =
|
|
game.players[key].brick =
|
|
game.players[key].wood = 0;
|
|
}
|
|
|
|
for (let i = 0; i < layout.corners.length; i++) {
|
|
game.placements.corners[i] = {
|
|
color: undefined,
|
|
type: undefined
|
|
};
|
|
}
|
|
|
|
for (let i = 0; i < layout.roads.length; i++) {
|
|
game.placements.roads[i] = {
|
|
color: undefined,
|
|
type: undefined
|
|
};
|
|
}
|
|
|
|
for (let key in game.players) {
|
|
game.players[key].order = 0;
|
|
delete game.players[key].orderRoll;
|
|
delete game.players[key].orderStatus;
|
|
}
|
|
|
|
delete game.turn;
|
|
}
|
|
|
|
const createGame = (id) => {
|
|
/* Look for a new game with random words that does not already exist */
|
|
while (!id) {
|
|
id = randomWords(4).join('_');
|
|
console.log(`Looking for ${id}`);
|
|
try {
|
|
/* If file can be read, it already exists so look for a new name */
|
|
accessSync(`games/${id}`, fs.F_OK);
|
|
id = '';
|
|
} catch (error) {
|
|
console.log(error);
|
|
break;
|
|
}
|
|
}
|
|
|
|
const game = {
|
|
startTime: Date.now(),
|
|
turns: 0,
|
|
state: "lobby", /* lobby, active, finished */
|
|
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: [],
|
|
id: id
|
|
};
|
|
|
|
addChatMessage(game, null, `New game started for ${id}`);
|
|
|
|
[ "pips", "borders", "tiles" ].forEach((field) => {
|
|
game[field] = assetData[field]
|
|
});
|
|
|
|
resetGame(game);
|
|
|
|
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) => {
|
|
const seq = [];
|
|
for (let i = 0; i < 6; i++) {
|
|
seq.push(i);
|
|
}
|
|
shuffle(seq);
|
|
game.borderOrder = seq.slice();
|
|
for (let i = 6; i < 19; i++) {
|
|
seq.push(i);
|
|
}
|
|
shuffle(seq);
|
|
game.tileOrder = seq.slice();
|
|
|
|
/* Pip order is from one of the random corners, then rotate around
|
|
* and skip over the desert (robber) */
|
|
|
|
/* Board:
|
|
* 0 1 2
|
|
* 3 4 5 6
|
|
* 7 8 9 10 11
|
|
* 12 13 14 15
|
|
* 16 17 18
|
|
*/
|
|
const order = [
|
|
[ 0, 1, 2, 6, 11, 15, 18, 17, 16, 12, 7, 3, 4, 5, 10, 14, 13, 8, 9 ],
|
|
[ 2, 6, 11, 15, 18, 17, 16, 12, 7, 3, 0, 1, 5, 10, 14, 13, 8, 4, 9 ],
|
|
[ 11, 15, 18, 17, 16, 12, 7, 3, 0, 1, 2, 6, 10, 14, 13, 8, 4, 5, 9 ],
|
|
[ 18, 17, 16, 12, 7, 3, 0, 1, 2, 6, 11, 15, 14, 13, 8, 4, 5, 10, 9 ],
|
|
[ 16, 12, 7, 3, 0, 1, 2, 6, 11, 15, 18, 17, 13, 8, 4, 5, 10, 14, 9 ],
|
|
[ 7, 3, 0, 1, 2, 6, 11, 15, 18, 17, 16, 12, 8, 4, 5, 10, 14, 13, 9 ]
|
|
]
|
|
const sequence = order[Math.floor(Math.random() * order.length)];
|
|
game.pipOrder = [];
|
|
for (let i = 0, p = 0; i < sequence.length; i++) {
|
|
const target = sequence[i];
|
|
/* If the target tile is the desert (18), then set the
|
|
* pip value to the robber (18) otherwise set
|
|
* the target pip value to the currently incremeneting
|
|
* pip value. */
|
|
if (game.tiles[game.tileOrder[target]].type === 'desert') {
|
|
game.robber = target;
|
|
game.pipOrder[target] = 18;
|
|
} else {
|
|
game.pipOrder[target] = p++;
|
|
}
|
|
}
|
|
|
|
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;
|