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James Ketrenos 5cd124b24f Corner roads are correct. Have not tested corner banks
Signed-off-by: James Ketrenos <james_eikona@ketrenos.com>
2022-02-05 14:54:19 -08:00

1158 lines
29 KiB
JavaScript
Executable File

"use strict";
const express = require("express"),
crypto = require("crypto"),
{ readFile, writeFile } = require("fs").promises,
fs = require("fs"),
accessSync = fs.accessSync,
randomWords = require("random-words");
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;
}
/* Board Tiles:
* 0 1 2
* 3 4 5 6
* 7 8 9 10 11
* 12 13 14 15
* 16 17 18
*/
/*
* c0
* /\
* r0 / \r1
* c6 / \ c1
* | |
* r6| p,a | r2
* c5| | c3
* \ /
* r5 \ / r3
* \/
* c4
*/
/* |
* 1 2 |
* 0 1| 3| 5|
* \. / \ / \ / \ 3
* \. 0/ 1\ 3/ 4\ 6/ 7\
* \./ \ / \ / \
* 0| 2| 4| |6
* 17 2| 0 5| 1 8| 2 |9 4
* 8| 10| 12| |14
* / \ / \ / \ / \
* 10/ 11\ 13/ 14\ 16/ 17\ 19/ 20\
* / \ / \ / \ / \
* 7| 9| 11| 13| |15
* 16 12| 3 15| 4 18| 5 21| 6 |22
* 17| 19| 21| 23| |25 5
* / \ / \ / \ / \ / \ ,/
* 23/ 24\ 26/ 27\ 29/ 30\ 32/ 33\ 35/ 36\ ,/
* / \ / \ / \ / \ / \ ,/
* 16| 18| 20| 22| 24| |26
* 15 25| 7 28| 8 31| 9 34| 10 37| 11 |38 6
* 27| 29| 31| 33| 35| |37
* /' \ / \ / \ / \ / \ /
* /' 39\ 40/ 41\ 43/ 44\ 46/ 47\ 49/ 50\ /53
* /' \ / \ / \ / \ / \ / 7
* 28| 30| 32| 34| |36
* 14 42| 12 45| 13 48| 14 51| 15 |52
* 38| 40| 42| 44| |46
* \ / \ / \ / \ /
* 54\ 55/ 56\ 58/ 59\ 61/ 62\ /65
* \ / \ / \ / \ / 8
* 39| 41| 43| |45
* 13 57| 16 60| 17 63| 18 |64
* 47| 49| 51| |53
* \ / \ / \ / `\
* 66\ 67/ 68\ 69/ 70\ /71 `\
* \ / \ / \ / `\
* 48| 50| 52| 9
* |
* 12 | 11 10
*/
const Tile = (corners, roads) => {
return {
corners: corners, /* 6 */
pip: -1,
roads: roads,
asset: -1
};
};
/* Borders have three sections each, so they are numbered
* 0-17 clockwise. Some corners share two borders. */
const Corner = (roads, banks) => {
return {
roads: roads, /* max of 3 */
banks: banks, /* max of 2 */
data: undefined
};
};
const Road = (corners) => {
return {
corners: corners, /* 2 */
data: undefined
}
};
const layout = {
tiles: [
Tile([ 0, 1, 2, 10, 9, 8], [ 0, 1, 5, 13, 11, 2]),
Tile([ 2, 3, 4, 12, 11, 10], [ 3, 4, 8, 16, 14, 5]),
Tile([ 4, 5, 6, 14, 13, 12], [ 6, 7, 9, 19, 17, 8]),
Tile([ 7, 8, 9, 19, 18, 17], [ 10, 11, 15, 26, 24, 12]),
Tile([ 9, 10, 11, 21, 20, 19], [ 13, 14, 18, 29, 27, 15]),
Tile([ 11, 12, 13, 23, 22, 21], [ 16, 17, 21, 32, 30, 18]),
Tile([ 13, 14, 15, 25, 24, 23], [ 19, 20, 22, 35, 33, 21]),
Tile([ 16, 17, 18, 29, 28, 27], [ 23, 24, 18, 40, 39, 25]),
Tile([ 18, 19, 20, 31, 30, 29], [ 26, 27, 31, 43, 41, 28]),
Tile([ 20, 21, 22, 33, 32, 31], [ 29, 30, 34, 46, 44, 31]),
Tile([ 22, 23, 24, 35, 34, 33], [ 32, 33, 37, 49, 47, 34]),
Tile([ 24, 25, 26, 37, 36, 35], [ 35, 36, 38, 53, 50, 37]),
Tile([ 28, 29, 30, 40, 39, 38], [ 40, 41, 45, 55, 54, 42]),
Tile([ 30, 31, 32, 42, 41, 40], [ 43, 44, 48, 58, 56, 45]),
Tile([ 32, 33, 34, 44, 43, 42], [ 46, 47, 51, 61, 59, 48]),
Tile([ 34, 35, 36, 46, 45, 44], [ 49, 50, 52, 65, 62, 51]),
Tile([ 39, 40, 41, 49, 48, 47], [ 55, 56, 60, 67, 66, 57]),
Tile([ 41, 42, 43, 51, 50, 49], [ 58, 59, 63, 69, 68, 60]),
Tile([ 43, 44, 45, 53, 52, 51], [ 61, 62, 64, 71, 70, 63])
],
roads: [
/* 0 */
Road([0, 1]),
Road([1, 2]),
Road([0, 8]),
Road([2, 3]),
Road([3, 4]),
Road([2, 10]),
Road([4, 5]),
Road([5, 6]),
Road([4, 12]),
Road([6, 14]),
/* 10 */
Road([8, 7]),
Road([8, 9]),
Road([7, 17]),
Road([9, 10]),
Road([10, 11]),
Road([9, 19]),
Road([12, 11]),
Road([12, 13]),
Road([11, 21]),
Road([14, 13]),
/* 20 */
Road([14, 15]),
Road([13,23 ]),
Road([15, 25]),
Road([17, 16]),
Road([17, 18]),
Road([16, 27]),
Road([19, 18]),
Road([19, 20]),
Road([18, 29]),
Road([21, 20]),
/* 30 */
Road([21, 22]),
Road([20, 31]),
Road([23, 22]),
Road([23, 24]),
Road([22,33]),
Road([25,24]),
Road([25,26]),
Road([24, 35]),
Road([26,37]),
Road([27,28]),
/* 40 */
Road([29,28]),
Road([29,30]),
Road([28,38]),
Road([31,30]),
Road([31,32]),
Road([30,40]),
Road([33,32]),
Road([33,34]),
Road([32,42]),
Road([35,34]),
/* 50 */
Road([35,36]),
Road([34,44]),
Road([36,46]),
Road([37,36]),
Road([38,39]),
Road([40,39]),
Road([40,41]),
Road([39,47]),
Road([41,42]),
Road([42,43]),
/* 60 */
Road([41,49]),
Road([44,43]),
Road([44,45]),
Road([43,51]),
Road([45,53]),
Road([46,45]),
Road([47,48]),
Road([49,48]),
Road([49,50]),
Road([51,50]),
/* 70 */
Road([51,52]),
Road([53,52]),
],
corners: [
/* 0 */
/* 0 */ Corner([2, 0],[17,0]),
/* 1 */ Corner([0, 1],[0,1]),
/* 2 */ Corner([1,3,5],[1]),
/* 3 */ Corner([3,4],[1,2]),
/* 4 */ Corner([8,4,6],[2]),
/* 5 */ Corner([6,7],[2,3]),
/* 6 */ Corner([7,9],[3,4]),
/* 7 */ Corner([12,10],[16,17]),
/* 8 */ Corner([2,10,11],[17]),
/* 9 */ Corner([11,13,15],[]),
/* 10 */
/* 10 */ Corner([5,13,14],[]),
/* 11 */ Corner([14,16,18],[]),
/* 12 */ Corner([8,16,17],[]),
/* 13 */ Corner([17,19,21],[]),
/* 14 */ Corner([9,19,20],[4]),
/* 15 */ Corner([20,22],[4,5]),
/* 16 */ Corner([23,25],[16,15]),
/* 17 */ Corner([12,23,24],[16]),
/* 18 */ Corner([24,26,28],[]),
/* 19 */ Corner([15,26,27],[]),
/* 20 */
/* 20 */ Corner([27,29,31],[]),
/* 21 */ Corner([18,29,30],[]),
/* 22 */ Corner([30,32,34],[]),
/* 23 */ Corner([21,32,33],[]),
/* 24 */ Corner([33,35,37],[]),
/* 25 */ Corner([22,35,36],[5]),
/* 26 */ Corner([36,38],[5,6]),
/* 27 */ Corner([25,39],[15,14]),
/* 28 */ Corner([39,40,42],[14]),
/* 29 */ Corner([28,40,41],[]),
/* 30 */
/* 30 */ Corner([41,43,45],[]),
/* 31 */ Corner([31,43,44],[]),
/* 32 */ Corner([44,46,48],[]),
/* 33 */ Corner([34,46,47],[]),
/* 34 */ Corner([47,49,51],[]),
/* 35 */ Corner([37,49,50],[]),
/* 36 */ Corner([50,53,52],[7]),
/* 37 */ Corner([38,53],[6,7]),
/* 38 */ Corner([42,54],[14,13]),
/* 39 */ Corner([54,55,57],[13]),
/* 40 */
/* 40 */ Corner([45,55,56],[]),
/* 41 */ Corner([56,58,60],[]),
/* 42 */ Corner([48,58,59],[]),
/* 43 */ Corner([59,61,63],[]),
/* 44 */ Corner([51,61,62],[]),
/* 45 */ Corner([62,65,64],[8]),
/* 46 */ Corner([52,65],[7,8]),
/* 47 */ Corner([57,66],[13,12]),
/* 48 */ Corner([67,66],[12,11]),
/* 49 */ Corner([60,67,68],[11]),
/* 50 */
/* 50 */ Corner([68,69],[11,10]),
/* 51 */ Corner([69,70,63],[10]),
/* 52 */ Corner([70,71],[10,9]),
/* 53 */ Corner([64,71],[8,9]),
]
}
const assetData = {
tiles: [
{ type: "desert", card: 0 },
{ type: "wood", card: 0 },
{ type: "wood", card: 1 },
{ type: "wood", card: 2 },
{ type: "wood", card: 3 },
{ type: "wheat", card: 0 },
{ type: "wheat", card: 1 },
{ type: "wheat", card: 2 },
{ type: "wheat", card: 3 },
{ type: "stone", card: 0 },
{ type: "stone", card: 1 },
{ type: "stone", card: 2 },
{ type: "sheep", card: 0 },
{ type: "sheep", card: 1 },
{ type: "sheep", card: 2 },
{ type: "sheep", card: 3 },
{ type: "brick", card: 0 },
{ type: "brick", card: 1 },
{ type: "brick", card: 2 }
],
pips: [
{ roll: 7, pips: 0 },
{ roll: 5, pips: 4 },
{ roll: 2, pips: 1 },
{ roll: 6, pips: 5 },
{ roll: 3, pips: 2 },
{ roll: 8, pips: 5 },
{ roll: 10, pips: 3 },
{ roll: 9, pips: 4 },
{ roll: 12, pips: 1 },
{ roll: 11, pips: 2 },
{ roll: 4, pips: 3 },
{ roll: 8, pips: 5 },
{ roll: 10, pips: 3 },
{ roll: 9, pips: 4 },
{ roll: 4, pips: 3 },
{ roll: 5, pips: 4 },
{ roll: 6, pips: 6 },
{ roll: 3, pips: 2 },
{ roll: 11, pips: 2 }
],
borders: [
{ left: "sheep", right: "bank" },
{ center: "sheep" },
{ left: "wheat", right: "bank" },
{ center: "wood" },
{ left: "sheep", right: "bank" },
{ 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 processTies = (players) => {
players.sort((A, B) => {
if (A.order === B.order) {
return B.orderRoll - A.orderRoll;
}
return A.order - B.order;
});
/* Sort the players into buckets based on their
* order, and their current roll. If a resulting
* roll array has more than one element, then there
* is a tie that must be resolved */
let slots = [];
players.forEach(player => {
if (!slots[player.order]) {
slots[player.order] = [];
}
if (!(player.orderRoll in slots[player.order])) {
slots[player.order][player.orderRoll] = [];
}
slots[player.order][player.orderRoll].push(player);
});
let ties = false, order = 0;
slots.forEach((slot) => {
slot.forEach(pips => {
if (pips.length !== 1) {
ties = true;
pips.forEach(player => {
player.orderRoll = 0;
player.order = order;
player.orderStatus = `Tied for ${order+1}.`;
});
} else {
pips[0].order = order;
pips[0].orderStatus = `Placed in ${order+1}.`;
}
order += pips.length
})
});
return !ties;
}
const getPlayerName = (game, player) => {
for (let id in game.sessions) {
if (game.sessions[id].player === player) {
return game.sessions[id].name;
}
}
return '';
};
const getPlayerColor = (game, player) => {
for (let color in game.players) {
if (game.players[color] === player) {
return color;
}
}
return '';
}
const processGameOrder = (game, player, dice) => {
let message;
player.orderRoll = dice;
let players = [];
let doneRolling = true;
for (let key in game.players) {
const tmp = game.players[key];
if (tmp.status === 'Not active') {
continue;
}
if (!tmp.orderRoll) {
doneRolling = false;
}
players.push(tmp);
}
/* If 'doneRolling' is TRUE then everyone has rolled */
if (doneRolling) {
if (processTies(players)) {
message = `Player order set to ${players.map((player, index) => {
return `${index+1}. ${getPlayerName(game, player)}`;
}).join(', ')}.`;
addChatMessage(game, null, message);
game.playerOrder = players.map(player => getPlayerColor(game, player));
game.state = 'active'
message = `Game has started!`;
game.turn = getPlayerName(game, players[0]);
addChatMessage(game, null, message);
message = `It is ${game.turn}'s turn.`;
} else {
message = `There are still ties for player order!`;
}
}
if (message) {
addChatMessage(game, null, message);
}
}
const roll = (game, session) => {
let message, error;
const player = session.player,
name = session.name ? session.name : "Unnamed";
switch (game.state) {
case "lobby":
error = `Rolling dice in the lobby is not allowed!`;
case "game-order":
if (!player) {
error = `This player is not active!`;
break;
}
if (player.order || player.orderRoll) {
error = `Player ${name} has already rolled for player order.`;
break;
}
game.dice = [ Math.ceil(Math.random() * 6) ];
message = `${name} rolled ${game.dice[0]}.`;
addChatMessage(game, session, message);
message = undefined;
processGameOrder(game, player, game.dice[0]);
break;
case "active":
game.dice = [ Math.ceil(Math.random() * 6), Math.ceil(Math.random() * 6) ];
message = `${name} rolled ${game.dice[0]}, ${game.dice[1]}.`;
break;
default:
error = `Invalid game state (${game.state}) in roll.`;
break;
}
if (!error && message) {
addChatMessage(game, session, message);
}
return error;
};
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;
}
}
if (!game.pipOrder || !game.borderOrder || !game.tileOrder) {
console.log("Shuffling old save file");
shuffleBoard(game);
}
if (!game.pips || !game.borders || !game.tiles) {
[ "pips", "borders", "tiles" ].forEach((field) => {
game[field] = assetData[field]
});
}
/* 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 clearPlayer = (player) => {
player.status = 'Not active';
player.lastActive = 0;
player.order = 0;
delete player.orderRoll;
delete player.orderStatus;
}
const adminActions = (game, action, value) => {
let color, player;
switch (action) {
case "state":
switch (value) {
case 'game-order':
for (let key in game.players) {
game.players[key].order = 0;
delete game.players[key].orderRoll;
delete game.players[key].orderStatus;
}
delete game.turn;
game.state = 'game-order';
break;
}
break;
case "roll":
let dice = value.replace(/.*-/, '');
switch (value.replace(/-.*/, '')) {
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.replace(/-.*/, '')}`
}
addChatMessage(game, null, `Admin rolled ${dice} for ${color}.`);
player = game.players[color];
processGameOrder(game, player, dice);
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 ${color}.`);
const afterActive = getActiveCount(game);
if (afterActive !== priorActive) {
if (priorActive < 2 && afterActive >= 2) {
addChatMessage(game, null,
`There are now enough players to start the game when you are ready.`);
}
}
};
const addChatMessage = (game, session, message) => {
game.chat.push({
from: session ? session.name : undefined,
color: session ? session.color : undefined,
date: Date.now(),
message: message
});
};
const getNextPlayer = (game, name) => {
let color;
for (let id in game.sessions) {
if (game.sessions[id].name === name) {
color = game.sessions[id].color;
break;
}
}
if (!color) {
return name;
}
let index = game.playerOrder.indexOf(color);
index = (index + 1) % game.playerOrder.length;
for (let id in game.sessions) {
if (game.sessions[id].color === game.playerOrder[index]) {
return game.sessions[id].name;
}
}
return name;
}
router.put("/:id/:action/:value?", async (req, res) => {
const { action, id } = req.params,
value = req.params.value ? req.params.value : "";
console.log(`PUT games/${id}/${action}/${value}`);
const game = await loadGame(id);
if (!game) {
const error = `Game not found and cannot be created: ${id}`;
return res.status(404).send(error);
}
let error;
if ('private-token' in req.headers) {
if (req.headers['private-token'] !== req.app.get('admin')) {
error = `Invalid admin credentials.`;
} else {
error = adminActions(game, action, value);
}
return sendGame(req, res, game, error);
}
const session = getSession(game, req.session);
switch (action) {
case 'player-name':
error = setPlayerName(game, session, value);
return sendGame(req, res, game, error);
case 'player-selected':
error = setPlayerColor(game, session, value);
return sendGame(req, res, game, error);
case 'chat':
const chat = req.body;
addChatMessage(game, session, chat.message);
return sendGame(req, res, game);
}
if (!session.player) {
error = `Player must have an active color.`;
return sendGame(req, res, game, error);
}
const name = session.name;
let message;
switch (action) {
case "roll":
error = roll(game, session);
break;
case "shuffle":
if (game.state !== "lobby") {
error = `Game no longer in lobby (${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) {
error = `You cannot pass when it isn't your turn.`
}
if (!error) {
game.turn = getNextPlayer(game, name);
addChatMessage(game, session, `${name} passed their turn.`);
addChatMessage(game, null, `It is ${game.turn}'s turn.`);
}
case "state":
const state = value;
if (!state) {
error = `Invalid state.`;
break;
}
if (state === game.state) {
break;
}
switch (state) {
case "game-order":
if (game.state !== 'lobby') {
error = `You cannot start a game from other than the lobby.`;
break;
}
for (let key in game.players) {
game.players[key].order = 0;
delete game.players[key].orderRoll;
delete game.players[key].orderStatus;
}
message = `${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;
/* 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,
sessions: reducedSessions,
layout: layout
});
return res.status(200).send(playerGame);
}
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]
});
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.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;