5150 lines
156 KiB
TypeScript
Executable File
5150 lines
156 KiB
TypeScript
Executable File
import express from 'express';
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import crypto from 'crypto';
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import { layout, staticData } from '../util/layout';
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import basePath from '../basepath';
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import { debug, all, info, INCOMING_GET_BATCH_MS } from './games/constants';
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import { getValidRoads, getValidCorners, isRuleEnabled } from '../util/validLocations';
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import {
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Player,
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Game,
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Session,
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CornerPlacement,
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RoadPlacement,
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Offer,
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Turn,
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Tile,
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PlayerColor,
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PLAYER_COLORS,
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RESOURCE_TYPES,
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ResourceType,
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} from './games/types';
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import {
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audio,
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join as webrtcJoin,
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part as webrtcPart,
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handleRelayICECandidate,
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handleRelaySessionDescription,
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broadcastPeerStateUpdate,
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} from './webrtc-signaling';
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const router = express.Router();
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import {
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addActivity,
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addChatMessage,
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getNextPlayerSession,
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clearPlayer,
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canGiveBuilding,
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setForRoadPlacement,
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setForCityPlacement,
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setForSettlementPlacement,
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adjustResources,
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sendUpdateToPlayers,
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getFilteredPlayers,
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sendUpdateToPlayer,
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startTurnTimer,
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getName,
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queueSend,
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shuffle,
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resetTurnTimer,
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} from './games/helpers';
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import { gameDB, games } from './games/store';
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import { transientState } from './games/sessionState';
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import { createGame, resetGame, setBeginnerGame } from './games/gameFactory';
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import { getVictoryPointRule, setRules, supportedRules } from './games/rules';
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import { pickRobber } from './games/robber';
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import { IncomingMessage } from './games/types';
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import { newTurn } from './games/turnFactory';
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const processTies = (players: Player[]): boolean => {
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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. To ensure that
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* earlier rolls remain more significant across
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* subsequent tie-break rounds, we pad singleton
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* players' numeric `order` when ties are detected so
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* their earlier digits don't get outranked by extra
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* digits appended to tied players. */
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let slots: Player[][] = [];
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players.forEach((player: Player) => {
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if (!slots[player.order]) {
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slots[player.order] = [];
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}
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slots[player.order]!.push(player);
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});
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let ties = false,
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position = 1;
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const irstify = (position: number): string => {
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switch (position) {
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case 1:
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return `1st`;
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case 2:
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return `2nd`;
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case 3:
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return `3rd`;
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case 4:
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return `4th`;
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default:
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return position.toString();
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}
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};
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// First detect whether any ties exist at all. If so, we need to pad
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// singleton players' `order` values (multiply by 6) so that their
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// existing rolls remain more significant than any additional digits
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// that will be appended by tied players when they re-roll.
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for (const slot of slots) {
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if (slot && slot.length > 1) {
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ties = true;
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break;
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}
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}
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if (ties) {
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// Pad singleton players by shifting their order a digit left in base-6
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players.forEach((player: Player) => {
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const slot = slots[player.order];
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if (slot && slot.length === 1) {
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player.order = (player.order || 0) * 6;
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}
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});
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// Rebuild slots based on the newly padded orders so we can assign
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// positions correctly below.
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slots = [];
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players.forEach((player: Player) => {
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if (!slots[player.order]) {
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slots[player.order] = [];
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}
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slots[player.order]!.push(player);
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});
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}
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/* Reverse from high to low */
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const rev = slots.slice().reverse();
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for (const slot of rev) {
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const s = slot || [];
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// Only consider actual populated slots. Empty slots (holes) should be skipped.
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if (s.length > 1) {
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// real tie among multiple players in this slot
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ties = true;
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s.forEach((player: Player) => {
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player.orderRoll = 0; /* Ties have to be re-rolled */
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player.position = irstify(position);
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player.orderStatus = `Tied for ${irstify(position)}`;
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player.tied = true;
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});
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position += s.length;
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} else if (s.length === 1 && s[0]) {
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// single player in this slot - clear tie and record position
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s[0].tied = false;
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s[0].position = irstify(position);
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s[0].orderStatus = `Placed in ${irstify(position)}.`;
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position += 1;
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} else {
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// empty slot - skip
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continue;
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}
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}
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return ties;
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};
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const processGameOrder = (game: Game, player: Player, dice: number): string | undefined => {
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if (player.orderRoll) {
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return `You have already rolled for game order and are not in a tie.`;
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}
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player.orderRoll = dice;
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player.order = (player.order || 0) * 6 + dice;
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const players: Player[] = [];
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let doneRolling = true;
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for (const key in game.players) {
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const p = game.players[key];
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if (!p) {
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doneRolling = false;
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continue;
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}
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if (!p.orderRoll) {
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doneRolling = false;
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}
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players.push(p);
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}
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/* If 'doneRolling' is FALSE then there are still players to roll */
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if (!doneRolling) {
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sendUpdateToPlayers(game, {
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players: getFilteredPlayers(game),
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chat: game.chat,
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});
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return undefined;
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}
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/* sort updated player.order into the array */
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players.sort((A, B) => {
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return B.order - A.order;
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});
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console.log(
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`${info}: Pre process ties: `,
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players.reduce((acc, p) => ({ ...acc, [p.color as string]: p.orderRoll }), {})
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);
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if (processTies(players)) {
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console.log(
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`${info}: There are ties in player rolls:`,
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players.reduce((acc, p) => ({ ...acc, [p.color as string]: p.orderRoll }), {})
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);
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sendUpdateToPlayers(game, {
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players: getFilteredPlayers(game),
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chat: game.chat,
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});
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return undefined;
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}
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addChatMessage(
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game,
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null,
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`Player order set to ` +
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players.map(player => `${player.position}: ${player.name}`).join(', ') +
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`.`
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);
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game.playerOrder = players.map(player => player.color);
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game.state = 'initial-placement';
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game.direction = 'forward';
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const first = players[0]!;
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game.turn = newTurn(first);
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setForSettlementPlacement(game, getValidCorners(game));
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addActivity(
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game,
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null,
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`${game.robberName} Robber Robinson entered the scene as the nefarious robber!`
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);
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addChatMessage(game, null, `Initial settlement placement has started!`);
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addChatMessage(game, null, `It is ${game.turn.name}'s turn to place a settlement.`);
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sendUpdateToPlayers(game, {
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players: getFilteredPlayers(game),
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state: game.state,
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direction: game.direction,
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turn: game.turn,
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chat: game.chat,
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activities: game.activities,
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});
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return undefined;
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};
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const processVolcano = (game: Game, session: Session, dice: number[]) => {
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const name = session.name ? session.name : 'Unnamed';
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void session.player;
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const volcano = layout.tiles.findIndex((_tile, index) => {
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const tileIndex = game.tileOrder ? game.tileOrder[index] : undefined;
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return (
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typeof tileIndex === 'number' &&
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!!staticData.tiles &&
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staticData.tiles[tileIndex]?.type === 'desert'
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);
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});
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/* Find the volcano tile */
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console.log(`${info}: Processing volcano roll!`, { dice });
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addChatMessage(game, session, `${name} rolled ${dice[0]} for the Volcano!`);
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game.dice = dice;
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game.state = 'normal';
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if (volcano !== -1 && layout.tiles?.[volcano] && dice && dice[0] !== undefined) {
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const corners = layout.tiles[volcano].corners;
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if (corners && corners[dice[0] % 6] !== undefined) {
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game.turn.volcano = corners[dice[0] % 6];
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}
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}
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const volcanoIdx = typeof game.turn.volcano === 'number' ? game.turn.volcano : undefined;
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const corner = volcanoIdx !== undefined ? game.placements.corners[volcanoIdx] : undefined;
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if (corner && corner.color && corner.color !== 'unassigned') {
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const player = game.players[corner.color];
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if (player) {
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if (corner.type === 'city') {
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if (player.settlements && player.settlements > 0) {
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addChatMessage(game, null, `${player.name}'s city was wiped back to just a settlement!`);
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player.cities = (player.cities || 0) + 1;
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player.settlements = (player.settlements || 0) - 1;
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corner.type = 'settlement';
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} else {
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addChatMessage(
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game,
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null,
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`${player.name}'s city was wiped out, and they have no settlements to replace it!`
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);
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corner.type = 'none';
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corner.color = 'unassigned';
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player.cities = (player.cities || 0) + 1;
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}
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} else {
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addChatMessage(game, null, `${player.name}'s settlement was wiped out!`);
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corner.type = 'none';
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corner.color = 'unassigned';
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player.settlements = (player.settlements || 0) + 1;
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}
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}
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}
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sendUpdateToPlayers(game, {
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turn: game.turn,
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state: game.state,
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chat: game.chat,
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dice: game.dice,
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placements: game.placements,
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players: getFilteredPlayers(game),
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longestRoad: game.longestRoad,
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longestRoadLength: game.longestRoadLength,
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});
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};
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const roll = (game: Game, session: Session, dice?: number[] | undefined): string | undefined => {
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const player = session.player as Player,
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name = session.name ? session.name : 'Unnamed';
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if (!dice) {
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dice = [Math.ceil(Math.random() * 6), Math.ceil(Math.random() * 6)];
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}
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switch (game.state) {
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case 'lobby':
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/* currently not available as roll is only after color is
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* set for players */ addChatMessage(game, session, `${name} rolled ${dice[0]}.`);
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sendUpdateToPlayers(game, { chat: game.chat });
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return undefined;
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case 'game-order':
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game.startTime = Date.now();
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addChatMessage(game, session, `${name} rolled ${dice[0]}.`);
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if (typeof dice[0] !== 'number') {
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return `Invalid roll value.`;
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}
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return processGameOrder(game, player, dice[0]);
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case 'normal':
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if (game.turn.color !== session.color) {
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return `It is not your turn.`;
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}
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if (game.turn.roll) {
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return `You already rolled this turn.`;
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}
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processRoll(game, session, dice);
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return;
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case 'volcano':
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if (game.turn.color !== session.color) {
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return `It is not your turn.`;
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}
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if (game.turn.select) {
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return `You can not roll for the Volcano until all players have mined their resources.`;
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}
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/* Only use the first die for the Volcano roll */
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if (typeof dice[0] !== 'number') {
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return `Invalid roll value.`;
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}
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processVolcano(game, session, [dice[0]]);
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return;
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default:
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return `Invalid game state (${game.state}) in roll.`;
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}
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};
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const sessionFromColor = (game: Game, color: string): Session | undefined => {
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for (const key in game.sessions) {
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const s = game.sessions[key];
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if (s && s.color === color) {
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return s;
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}
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}
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return undefined;
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};
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interface ResourceCount {
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wood: number;
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brick: number;
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sheep: number;
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wheat: number;
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stone: number;
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desert: number;
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bank: number;
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}
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type Received = Record<PlayerColor | 'robber', ResourceCount>;
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const distributeResources = (game: Game, roll: number): void => {
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console.log(`Roll: ${roll}`);
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/* Find which tiles have this roll */
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const matchedTiles: Tile[] = [];
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const pipOrder = game.pipOrder || [];
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pipOrder.forEach((pipIndex: number, pos: number) => {
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if (staticData.pips?.[pipIndex] && staticData.pips[pipIndex].roll === roll) {
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/* TODO: Fix so it isn't hard coded to "wheat" and instead is the correct resource given
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* the resource distribution in shuffeled */
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matchedTiles.push({
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type: 'wheat',
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robber: game.robber === pos,
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index: pos,
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corners: [],
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pip: 0,
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roads: [],
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asset: 0,
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});
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}
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});
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const receives: Received = {} as Received;
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/* Initialize all fields of 'receives' to zero so we can safely increment any
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* matched tile */
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PLAYER_COLORS.forEach(color => {
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receives[color] = {} as ResourceCount;
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RESOURCE_TYPES.forEach(type => {
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receives[color]![type] = 0;
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});
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});
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/* Ensure robber entry exists */
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if (!receives.robber) {
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receives.robber = {} as ResourceCount;
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RESOURCE_TYPES.forEach(type => {
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receives.robber[type] = 0;
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});
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}
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/* Find which corners are on each tile */
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matchedTiles.forEach((tile: Tile) => {
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const tileOrder = game.tileOrder;
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const gameTiles = staticData.tiles;
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if (tile.index >= tileOrder.length) {
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return;
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}
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const shuffle = tileOrder[tile.index]!;
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const resource = gameTiles[shuffle] ? gameTiles[shuffle] : null;
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if (!resource) {
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return;
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}
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const tileLayout = layout.tiles[tile.index];
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if (!tileLayout) {
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return;
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}
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tileLayout.corners.forEach((cornerIndex: number) => {
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// corners may refer to undefined slots in placements; guard against that
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const active = game.placements.corners[cornerIndex];
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if (!active || !active.color) {
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return;
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}
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const count = active.type === 'settlement' ? 1 : 2;
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if (!tile.robber) {
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if (resource && resource.type) {
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// ensure receives entry for this color exists
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if (!receives[active.color]) {
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receives[active.color] = {} as ResourceCount;
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RESOURCE_TYPES.forEach(t => (receives[active.color]![t] = 0));
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}
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receives[active.color]![resource.type] =
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(receives[active.color]![resource.type] || 0) + count;
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}
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} else {
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const victim = game.players[active.color];
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if (isRuleEnabled(game, `robin-hood-robber`) && victim && (victim.points || 0) <= 2) {
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addChatMessage(
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game,
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null,
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`Robber does not steal ${count} ${resource.type} from ${victim?.name} due to Robin Hood Robber house rule.`
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);
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if (resource && resource.type) {
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if (!receives[active.color]) {
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receives[active.color] = {} as ResourceCount;
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RESOURCE_TYPES.forEach(t => (receives[active.color]![t] = 0));
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}
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receives[active.color]![resource.type] =
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(receives[active.color]![resource.type] || 0) + count;
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}
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} else {
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// If resource.type is falsy, skip.
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if (resource && resource.type) {
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trackTheft(game, active.color, 'robber', resource.type, count);
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receives.robber[resource.type] = (receives.robber[resource.type] || 0) + count;
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}
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}
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}
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});
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});
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|
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const robberList: string[] = [];
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PLAYER_COLORS.forEach(color => {
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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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return;
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}
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const messageParts: string[] = [];
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let s: Session | undefined;
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RESOURCE_TYPES.forEach(type => {
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if (entry[type] === 0) {
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return;
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}
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if (color !== 'robber') {
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s = sessionFromColor(game, color);
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if (s && s.player) {
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switch (type) {
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case 'wood':
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case 'brick':
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case 'sheep':
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case 'wheat':
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case 'stone':
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s.player[type] += entry[type];
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s.player.resources += entry[type];
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break;
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default:
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console.error('Invalid resource type to distribute:', type);
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return;
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}
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messageParts.push(`${entry[type]} ${type}`);
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}
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} else {
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robberList.push(`${entry[type]} ${type}`);
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}
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});
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if (s) {
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addChatMessage(game, s, `${s.name} receives ${messageParts.join(', ')} for pip ${roll}.`);
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}
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});
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if (robberList.length) {
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addChatMessage(
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game,
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null,
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`That pesky ${game.robberName} Robber Roberson stole ${robberList.join(', ')}!`
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);
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}
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};
|
|
|
|
const processRoll = (game: Game, session: Session, dice: number[]): any => {
|
|
if (!dice[1]) {
|
|
console.error(`Invalid roll sequence!`);
|
|
return;
|
|
}
|
|
|
|
addChatMessage(game, session, `${session.name} rolled ` + `${dice[0]}, ${dice[1]}.`);
|
|
|
|
const sum = dice && dice[0] !== undefined && dice[1] !== undefined ? dice[0] + dice[1] : 0;
|
|
|
|
game.dice = dice;
|
|
game.turn.roll = sum;
|
|
|
|
if (game.turn.roll !== 7) {
|
|
let synonym = isRuleEnabled(game, 'twelve-and-two-are-synonyms') && (sum === 2 || sum === 12);
|
|
|
|
distributeResources(game, game.turn.roll);
|
|
|
|
if (isRuleEnabled(game, 'twelve-and-two-are-synonyms')) {
|
|
if (sum === 12) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`House rule 'Twelve and Two are
|
|
Synonyms' activated. Twelve was rolled, so two is triggered too!`
|
|
);
|
|
distributeResources(game, 2);
|
|
}
|
|
if (sum === 2) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`House rule 'Twelve and Two are
|
|
Synonyms' activated. Two was rolled, so twelve is triggered too!`
|
|
);
|
|
distributeResources(game, 12);
|
|
}
|
|
}
|
|
|
|
if (isRuleEnabled(game, 'roll-double-roll-again')) {
|
|
if (dice[0] === dice[1]) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`House rule 'Roll Double, Roll
|
|
Again' activated.`
|
|
);
|
|
game.turn.roll = 0;
|
|
}
|
|
}
|
|
|
|
if (isRuleEnabled(game, 'volcano')) {
|
|
if (
|
|
sum === parseInt(game.rules['volcano'].number) ||
|
|
(synonym && (game.rules['volcano'].number === 2 || game.rules['volcano'].number === 12))
|
|
) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`House rule 'Volcano' activated. The
|
|
Volcano is erupting!`
|
|
);
|
|
|
|
game.state = 'volcano';
|
|
|
|
let count = 0;
|
|
|
|
if (game.rules['volcano'].gold) {
|
|
game.turn.select = {};
|
|
const volcanoIdx = layout.tiles.findIndex((_tile, index) => {
|
|
const tileIndex = game.tileOrder ? game.tileOrder[index] : undefined;
|
|
return (
|
|
typeof tileIndex === 'number' &&
|
|
!!staticData.tiles &&
|
|
staticData.tiles[tileIndex]?.type === 'desert'
|
|
);
|
|
});
|
|
if (volcanoIdx !== -1 && layout.tiles[volcanoIdx]) {
|
|
const vCorners = layout.tiles[volcanoIdx].corners || [];
|
|
vCorners.forEach((index: number) => {
|
|
const corner = game.placements.corners[index];
|
|
if (corner && corner.color && corner.color !== 'unassigned') {
|
|
if (!game.turn.select) {
|
|
game.turn.select = {} as Record<string, number>;
|
|
}
|
|
if (!game.turn.select) {
|
|
game.turn.select = {} as Record<string, number>;
|
|
}
|
|
if (!(corner.color in game.turn.select)) {
|
|
game.turn.select[corner.color] = 0;
|
|
}
|
|
game.turn.select[corner.color] =
|
|
(game.turn.select[corner.color] || 0) + (corner.type === 'settlement' ? 1 : 2);
|
|
count += corner.type === 'settlement' ? 1 : 2;
|
|
}
|
|
});
|
|
}
|
|
console.log(`Volcano! - `, {
|
|
mode: 'gold',
|
|
selected: game.turn.select,
|
|
});
|
|
if (count) {
|
|
/* To gain volcano resources, you need at least 3 settlements,
|
|
* so Robin Hood Robber does not apply */
|
|
if (volcanoIdx === game.robber) {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`That pesky ${game.robberName} Robber Roberson blocked ${count} volcanic mineral resources!`
|
|
);
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`${game.turn.name} must roll the die to determine which direction the lava will flow!`
|
|
);
|
|
if (game.turn.select) delete game.turn.select;
|
|
} else {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`House rule 'Volcanoes have minerals' activated. Players must select which resources to receive from the Volcano!`
|
|
);
|
|
game.turn.actions = ['select-resources'];
|
|
game.turn.active = 'volcano';
|
|
}
|
|
} else {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`${game.turn.name} must roll the die to determine which direction the lava will flow!`
|
|
);
|
|
delete game.turn.select;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (let id in game.sessions) {
|
|
const _sess = game.sessions[id];
|
|
if (_sess && _sess.player) {
|
|
sendUpdateToPlayer(game, _sess, {
|
|
private: _sess.player,
|
|
});
|
|
}
|
|
}
|
|
|
|
sendUpdateToPlayers(game, {
|
|
turn: game.turn,
|
|
players: getFilteredPlayers(game),
|
|
chat: game.chat,
|
|
dice: game.dice,
|
|
state: game.state,
|
|
});
|
|
return;
|
|
}
|
|
|
|
/* ROBBER Robber Robinson! */
|
|
|
|
game.turn.robberInAction = true;
|
|
game.turn.placedRobber = false;
|
|
const mustDiscard = [];
|
|
|
|
for (let id in game.sessions) {
|
|
const player = game.sessions[id]?.player;
|
|
if (player) {
|
|
let discard =
|
|
(player.stone || 0) +
|
|
(player.wheat || 0) +
|
|
(player.brick || 0) +
|
|
(player.wood || 0) +
|
|
(player.sheep || 0);
|
|
if (discard > 7) {
|
|
discard = Math.floor(discard / 2);
|
|
player.mustDiscard = discard;
|
|
mustDiscard.push(player);
|
|
} else {
|
|
delete player.mustDiscard;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mustDiscard.length === 0) {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`ROBBER! ${game.robberName} Robber Roberson has fled, and no one had to discard!`
|
|
);
|
|
addChatMessage(game, null, `A new robber has arrived and must be placed by ${game.turn.name}.`);
|
|
game.turn.actions = ['place-robber'];
|
|
game.turn.limits = { pips: [] };
|
|
for (let i = 0; i < staticData.tiles.length; i++) {
|
|
if (i === game.robber) {
|
|
continue;
|
|
}
|
|
game.turn.limits.pips.push(i);
|
|
}
|
|
} else {
|
|
mustDiscard.forEach(player => {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`The robber was rolled and ${player.name} must discard ${player.mustDiscard} resource cards!`
|
|
);
|
|
for (let key in game.sessions) {
|
|
const _sess = game.sessions[key];
|
|
if (_sess && _sess.player === player) {
|
|
sendUpdateToPlayer(game, _sess, {
|
|
private: player,
|
|
});
|
|
break;
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
sendUpdateToPlayers(game, {
|
|
turn: game.turn,
|
|
players: getFilteredPlayers(game),
|
|
chat: game.chat,
|
|
dice: game.dice,
|
|
});
|
|
};
|
|
|
|
// newPlayer is provided by ./games/playerFactory
|
|
|
|
const getSession = (game: Game, id: string): Session => {
|
|
if (!game.sessions) {
|
|
game.sessions = {};
|
|
}
|
|
|
|
/* If this session is not yet in the game, add it and set the player's name */
|
|
if (!(id in game.sessions)) {
|
|
game.sessions[id] = {
|
|
id: id,
|
|
short: `[${id.substring(0, 8)}]`,
|
|
name: '',
|
|
color: 'unassigned',
|
|
lastActive: Date.now(),
|
|
live: true,
|
|
};
|
|
}
|
|
|
|
const session = game.sessions[id]!;
|
|
session.lastActive = Date.now();
|
|
session.live = true;
|
|
if (session.player) {
|
|
session.player.live = true;
|
|
session.player.lastActive = session.lastActive;
|
|
}
|
|
|
|
/* Expire old unused sessions */
|
|
for (let _id in game.sessions) {
|
|
const _session = game.sessions[_id];
|
|
if (!_session) {
|
|
continue;
|
|
}
|
|
// Treat the explicit "unassigned" sentinel as not set for expiring sessions
|
|
if ((_session.color && _session.color !== 'unassigned') || _session.name || _session.player) {
|
|
continue;
|
|
}
|
|
if (_id === id) {
|
|
continue;
|
|
}
|
|
/* 60 minutes */
|
|
const age = Date.now() - (_session.lastActive || 0);
|
|
if (age > 60 * 60 * 1000) {
|
|
console.log(`${session.short}: Expiring old session ${_id}: ${age / (60 * 1000)} minutes`);
|
|
delete game.sessions[_id];
|
|
transientState.clearSession(game.id, _id);
|
|
}
|
|
}
|
|
|
|
transientState.preserveSession(game.id, session.id, session);
|
|
return game.sessions[id]!;
|
|
};
|
|
|
|
const loadGame = async (id: string): Promise<Game> => {
|
|
if (/^\.|\//.exec(id)) {
|
|
throw Error('Invalid game ID');
|
|
}
|
|
|
|
if (id in games) {
|
|
const cached = games[id]!;
|
|
return cached;
|
|
}
|
|
|
|
let game: Game | null = null;
|
|
try {
|
|
game = await gameDB.getGameById(id);
|
|
} catch (e) {
|
|
console.error(`${info}: gameDB.getGameById error`, e);
|
|
game = null;
|
|
}
|
|
|
|
if (game) {
|
|
// After loading, restore transient state
|
|
transientState.restoreGame(id, game);
|
|
for (let sid in game.sessions) {
|
|
if (game.sessions[sid]) {
|
|
transientState.restoreSession(id, sid, game.sessions[sid]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!game) {
|
|
// If an id was requested, create the new game using that id
|
|
// so clients that connect to /ws/:id or POST /:id will get a game
|
|
// with the expected slug instead of a random one.
|
|
game = await createGame(id || null);
|
|
// Persist the newly-created game immediately
|
|
try {
|
|
await gameDB.saveGame(game);
|
|
} catch (e) {
|
|
console.error(`${info}: Failed to persist newly created game ${game.id}`, e);
|
|
}
|
|
}
|
|
|
|
/* Clear out cached names from player colors and rebuild them
|
|
* from the information in the saved game sessions */
|
|
for (let color in game.players) {
|
|
game.players[color]!.name = '';
|
|
game.players[color]!.status = 'Not active';
|
|
}
|
|
|
|
/* Reconnect session player colors to the player objects */
|
|
game.unselected = [];
|
|
for (let id in game.sessions) {
|
|
const session = game.sessions[id]!;
|
|
if (
|
|
session.name &&
|
|
session.color &&
|
|
session.color !== 'unassigned' &&
|
|
session.color in game.players
|
|
) {
|
|
session.player = game.players[session.color]!;
|
|
session.player.name = session.name;
|
|
session.player.status = 'Active';
|
|
session.player.live = false;
|
|
} else {
|
|
session.color = 'unassigned';
|
|
delete session.player;
|
|
}
|
|
|
|
session.live = false;
|
|
|
|
/* Populate the 'unselected' list from the session table */
|
|
if ((!session.color || session.color === 'unassigned') && session.name) {
|
|
game.unselected.push(session);
|
|
}
|
|
}
|
|
|
|
/* Reconstruct turn.limits if in initial-placement state and limits are missing */
|
|
if (
|
|
game.state === 'initial-placement' &&
|
|
game.turn &&
|
|
(!game.turn.limits || Object.keys(game.turn.limits).length === 0)
|
|
) {
|
|
console.log(`${info}: Reconstructing turn.limits for initial-placement state after reload`);
|
|
const currentColor = game.turn.color;
|
|
|
|
// Check if we need to place a settlement (no action or place-settlement action)
|
|
if (
|
|
!game.turn.actions ||
|
|
game.turn.actions.length === 0 ||
|
|
game.turn.actions.indexOf('place-settlement') !== -1
|
|
) {
|
|
// During initial placement, settlements may be placed on any valid corner
|
|
// (they are not constrained by existing roads), so do not filter by color.
|
|
setForSettlementPlacement(game, getValidCorners(game));
|
|
console.log(
|
|
`${info}: Set turn limits for settlement placement (${
|
|
game.turn.limits?.corners?.length || 0
|
|
} valid corners)`
|
|
);
|
|
}
|
|
// Check if we need to place a road
|
|
else if (game.turn.actions.indexOf('place-road') !== -1) {
|
|
// Find the most recently placed settlement by the current player
|
|
let mostRecentSettlementIndex = -1;
|
|
if (game.placements && game.placements.corners) {
|
|
// Look for settlements of the current player's color
|
|
for (let i = game.placements.corners.length - 1; i >= 0; i--) {
|
|
const corner = game.placements.corners[i];
|
|
if (corner && corner.color === currentColor && corner.type === 'settlement') {
|
|
mostRecentSettlementIndex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mostRecentSettlementIndex >= 0 && layout.corners?.[mostRecentSettlementIndex]?.roads) {
|
|
const roads = layout.corners?.[mostRecentSettlementIndex]?.roads || [];
|
|
setForRoadPlacement(game, roads);
|
|
console.log(
|
|
`${info}: Set turn limits for road placement (${roads.length} valid roads from settlement ${mostRecentSettlementIndex})`
|
|
);
|
|
} else {
|
|
// Fallback: Allow all valid roads for this player
|
|
const roads = getValidRoads(game, currentColor);
|
|
setForRoadPlacement(game, roads);
|
|
console.log(
|
|
`${info}: Set turn limits for road placement (fallback: ${roads.length} valid roads)`
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
games[id] = game;
|
|
return game;
|
|
};
|
|
|
|
const adminCommands = (game: Game, action: string, value: string, query: any): any => {
|
|
let color: string | undefined,
|
|
parts: RegExpMatchArray | null,
|
|
session: Session | any,
|
|
corners: any,
|
|
corner: any,
|
|
error: any;
|
|
void color;
|
|
|
|
switch (action) {
|
|
case 'rules':
|
|
const rule = value.replace(/=.*$/, '');
|
|
if (rule === 'list') {
|
|
const rules: any = {};
|
|
for (let key in supportedRules) {
|
|
if (game.rules[key]) {
|
|
rules[key] = game.rules[key];
|
|
} else {
|
|
rules[key] = { enabled: false };
|
|
}
|
|
}
|
|
return JSON.stringify(rules, null, 2);
|
|
}
|
|
let values = value.replace(/^.*=/, '').split(',');
|
|
const rulesObj: Record<string, any> = {};
|
|
rulesObj[rule] = {};
|
|
values.forEach(keypair => {
|
|
let [key, val] = keypair.split(':');
|
|
let parsed: any = val;
|
|
if (val === 'true') {
|
|
parsed = true;
|
|
} else if (val === 'false') {
|
|
parsed = false;
|
|
} else if (typeof val === 'string' && !isNaN(parseInt(val))) {
|
|
parsed = parseInt(val);
|
|
}
|
|
if (rule && key) rulesObj[rule][key] = parsed;
|
|
});
|
|
console.log(`admin - setRules -`, rulesObj);
|
|
setRules(game, undefined, rulesObj);
|
|
break;
|
|
|
|
case 'debug':
|
|
if (parseInt(value) === 0 || value === 'false') {
|
|
delete game.debug;
|
|
} else {
|
|
game.debug = true;
|
|
}
|
|
break;
|
|
|
|
case 'give':
|
|
parts = value.match(/^([^-]+)(-(.*))?$/);
|
|
if (!parts) {
|
|
return `Unable to parse give request.`;
|
|
}
|
|
const type = parts[1],
|
|
card = parts[3] || 1;
|
|
|
|
if (game.sessions) {
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id] && game.sessions[id].name === game.turn.name) {
|
|
session = game.sessions[id];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!session) {
|
|
return `Unable to determine current player turn to give resources.`;
|
|
}
|
|
|
|
let done = true;
|
|
switch (type) {
|
|
case 'road':
|
|
error = canGiveBuilding(game);
|
|
if (error) {
|
|
return error;
|
|
}
|
|
|
|
if (session.player.roads === 0) {
|
|
return `Player ${game.turn.name} does not have any more roads to give.`;
|
|
}
|
|
let roads = getValidRoads(game, session.color === 'unassigned' ? '' : session.color);
|
|
if (roads.length === 0) {
|
|
return `There are no valid locations for ${game.turn.name} to place a road.`;
|
|
}
|
|
game.turn.free = true;
|
|
setForRoadPlacement(game, roads);
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`Admin gave a road to ${game.turn.name}.` + `They must now place the road.`
|
|
);
|
|
break;
|
|
case 'city':
|
|
error = canGiveBuilding(game);
|
|
if (error) {
|
|
return error;
|
|
}
|
|
|
|
if (session.player.cities === 0) {
|
|
return `Player ${game.turn.name} does not have any more cities to give.`;
|
|
}
|
|
corners = getValidCorners(
|
|
game,
|
|
session.color === 'unassigned' ? '' : session.color,
|
|
'settlement'
|
|
);
|
|
if (corners.length === 0) {
|
|
return `There are no valid locations for ${game.turn.name} to place a settlement.`;
|
|
}
|
|
game.turn.free = true;
|
|
setForCityPlacement(game, corners);
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`Admin gave a city to ${game.turn.name}. ` + `They must now place the city.`
|
|
);
|
|
break;
|
|
case 'settlement':
|
|
error = canGiveBuilding(game);
|
|
if (error) {
|
|
return error;
|
|
}
|
|
|
|
if (session.player.settlements === 0) {
|
|
return `Player ${game.turn.name} does not have any more settlements to give.`;
|
|
}
|
|
corners = getValidCorners(game, session.color === 'unassigned' ? '' : session.color);
|
|
if (corners.length === 0) {
|
|
return `There are no valid locations for ${game.turn.name} to place a settlement.`;
|
|
}
|
|
game.turn.free = true;
|
|
setForSettlementPlacement(game, corners);
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`Admin gave a settlment to ${game.turn.name}. ` + `They must now place the settlement.`
|
|
);
|
|
break;
|
|
case 'wheat':
|
|
case 'sheep':
|
|
case 'wood':
|
|
case 'stone':
|
|
case 'brick':
|
|
const count = parseInt(String(card));
|
|
session.player[type] += count;
|
|
session.resources += count;
|
|
addChatMessage(game, null, `Admin gave ${count} ${type} to ${game.turn.name}.`);
|
|
break;
|
|
default:
|
|
done = false;
|
|
break;
|
|
}
|
|
if (done) {
|
|
break;
|
|
}
|
|
|
|
const index = game.developmentCards.findIndex(
|
|
(item: any) => item.card.toString() === card && item.type === type
|
|
);
|
|
|
|
if (index === -1) {
|
|
console.log({ card, type }, game.developmentCards);
|
|
return `Unable to find ${type}-${card} in the current deck of development cards.`;
|
|
}
|
|
|
|
const tmp = game.developmentCards.splice(index, 1)[0]!;
|
|
tmp.turn = game.turns ? game.turns - 1 : 0;
|
|
session.player.development.push(tmp);
|
|
addChatMessage(game, null, `Admin gave a ${card}-${type} to ${game.turn.name}.`);
|
|
break;
|
|
|
|
case 'cards':
|
|
let results = game.developmentCards
|
|
.map((card: any) => `${card.type}-${card.card}`)
|
|
.join(', ');
|
|
return results;
|
|
|
|
case 'roll':
|
|
let diceRaw = (query.dice || Math.ceil(Math.random() * 6)).toString();
|
|
let dice = diceRaw.split(',').map((die: string) => parseInt(die));
|
|
|
|
console.log({ dice });
|
|
if (!value) {
|
|
return `Unable to parse roll request.`;
|
|
}
|
|
|
|
switch (value) {
|
|
case 'orange':
|
|
color = 'O';
|
|
break;
|
|
case 'red':
|
|
color = 'R';
|
|
break;
|
|
case 'blue':
|
|
color = 'B';
|
|
break;
|
|
case 'white':
|
|
color = 'W';
|
|
break;
|
|
}
|
|
if (corner && corner.color && corner.color !== 'unassigned') {
|
|
const player = game.players ? game.players[corner.color] : undefined;
|
|
if (player) {
|
|
if (corner.type === 'city') {
|
|
if (player.settlements) {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`${player.name}'s city was wiped back to just a settlement!`
|
|
);
|
|
player.cities = (player.cities || 0) + 1;
|
|
player.settlements = (player.settlements || 1) - 1;
|
|
corner.type = 'settlement';
|
|
} else {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`${player.name}'s city was wiped out, and they have no settlements to replace it!`
|
|
);
|
|
delete corner.type;
|
|
delete corner.color;
|
|
player.cities = (player.cities || 0) + 1;
|
|
}
|
|
} else {
|
|
addChatMessage(game, null, `${player.name}'s settlement was wiped out!`);
|
|
delete corner.type;
|
|
delete corner.color;
|
|
player.settlements = (player.settlements || 0) + 1;
|
|
}
|
|
}
|
|
}
|
|
if (!session) {
|
|
return `Unable to determine current player turn for admin roll.`;
|
|
}
|
|
let warning = roll(game, session, dice);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
|
|
case 'pass':
|
|
let name = game.turn.name;
|
|
const next = getNextPlayerSession(game, name || '');
|
|
if (!next) {
|
|
addChatMessage(game, null, `Admin attempted to skip turn but no next player was found.`);
|
|
break;
|
|
}
|
|
game.turn = {
|
|
name: next.name,
|
|
color: next.color,
|
|
} as unknown as Turn;
|
|
game.turns = (game.turns || 0) + 1;
|
|
startTurnTimer(game, next);
|
|
addChatMessage(game, null, `The admin skipped ${name}'s turn.`);
|
|
addChatMessage(game, null, `It is ${next.name}'s turn.`);
|
|
break;
|
|
|
|
case 'kick':
|
|
switch (value) {
|
|
case 'orange':
|
|
color = 'O';
|
|
break;
|
|
case 'red':
|
|
color = 'R';
|
|
break;
|
|
case 'blue':
|
|
color = 'B';
|
|
break;
|
|
case 'white':
|
|
color = 'W';
|
|
break;
|
|
}
|
|
if (corner && corner.color && corner.color !== 'unassigned') {
|
|
const player = game.players[corner.color];
|
|
if (player) {
|
|
if (corner.type === 'city') {
|
|
if (player.settlements && player.settlements > 0) {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`${player.name}'s city was wiped back to just a settlement!`
|
|
);
|
|
player.cities = (player.cities || 0) + 1;
|
|
player.settlements = (player.settlements || 0) - 1;
|
|
corner.type = 'settlement';
|
|
} else {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`${player.name}'s city was wiped out, and they have no settlements to replace it!`
|
|
);
|
|
delete corner.type;
|
|
delete corner.color;
|
|
player.cities = (player.cities || 0) + 1;
|
|
}
|
|
} else {
|
|
addChatMessage(game, null, `${player.name}'s settlement was wiped out!`);
|
|
delete corner.type;
|
|
delete corner.color;
|
|
player.settlements = (player.settlements || 0) + 1;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 'state':
|
|
if (game.state !== 'lobby') {
|
|
return `Game already started.`;
|
|
}
|
|
if (!game.active || game.active < 2) {
|
|
return `Not enough players in game to start.`;
|
|
}
|
|
game.state = 'game-order';
|
|
/* Delete any non-played colors from the player map; reduces all
|
|
* code that would otherwise have to filter out players by checking
|
|
* the 'Not active' state of player.status */
|
|
for (let key in game.players) {
|
|
const p = game.players[key];
|
|
if (!p || p.status !== 'Active') {
|
|
delete game.players[key];
|
|
}
|
|
}
|
|
addChatMessage(game, null, `Admin requested to start the game.`);
|
|
break;
|
|
|
|
default:
|
|
return `Invalid admin action ${action}.`;
|
|
}
|
|
};
|
|
|
|
const setPlayerName = (game: Game, session: Session, name: string): string | undefined => {
|
|
if (session.name === name) {
|
|
return; /* no-op */
|
|
}
|
|
if (session.color !== 'unassigned') {
|
|
return `You cannot change your name while you have a color selected.`;
|
|
}
|
|
|
|
if (!name) {
|
|
return `You can not set your name to nothing!`;
|
|
}
|
|
|
|
if (name.toLowerCase() === 'the bank') {
|
|
return `You cannot play as the bank!`;
|
|
}
|
|
|
|
/* Check to ensure name is not already in use */
|
|
let rejoin = false;
|
|
for (let id in game.sessions) {
|
|
const tmp = game.sessions[id];
|
|
if (!tmp || tmp === session || !tmp.name) {
|
|
continue;
|
|
}
|
|
if (tmp.name.toLowerCase() === name.toLowerCase()) {
|
|
if (!tmp.player || Date.now() - (tmp.player.lastActive || 0) > 60000) {
|
|
rejoin = true;
|
|
/* Update the session object from tmp, but retain websocket
|
|
* from active session */
|
|
Object.assign(session, tmp, { ws: session.ws, id: session.id });
|
|
console.log(`${info}: ${name} has been reallocated to a new session.`);
|
|
delete game.sessions[id];
|
|
transientState.clearSession(game.id, id);
|
|
} else {
|
|
return `${name} is already taken and has been active in the last minute.`;
|
|
}
|
|
}
|
|
}
|
|
|
|
let message;
|
|
|
|
if (!session.name) {
|
|
message = `A new player has entered the lobby as ${name}.`;
|
|
} else {
|
|
if (rejoin) {
|
|
if (session.color !== 'unassigned') {
|
|
message = `${name} has reconnected to the game.`;
|
|
} else {
|
|
message = `${name} has rejoined the lobby.`;
|
|
}
|
|
session.name = name;
|
|
if (session.ws && game.id in audio && session.id in audio[game.id]!) {
|
|
webrtcPart(audio[game.id]!, session);
|
|
}
|
|
} else {
|
|
message = `${session.name} hs changed their name to ${name}.`;
|
|
if (session.ws && game.id in audio) {
|
|
webrtcPart(audio[game.id]!, session);
|
|
}
|
|
}
|
|
}
|
|
|
|
session.name = name;
|
|
session.live = true;
|
|
if (session.player) {
|
|
session.color = session.player.color || '';
|
|
session.player.name = session.name;
|
|
session.player.status = `Active`;
|
|
session.player.lastActive = Date.now();
|
|
session.player.name = name;
|
|
session.player.live = true;
|
|
}
|
|
|
|
if (session.ws && session.hasAudio) {
|
|
webrtcJoin(audio[game.id]!, session);
|
|
}
|
|
console.log(`${info}: ${message}`);
|
|
addChatMessage(game, null, message);
|
|
|
|
/* Rebuild the unselected list */
|
|
if (session.color === 'unassigned') {
|
|
console.log(`${info}: Adding ${session.name} to the unselected`);
|
|
}
|
|
game.unselected = [];
|
|
for (let id in game.sessions) {
|
|
const s = game.sessions[id];
|
|
if (!s) continue;
|
|
if (!s.color && s.name) {
|
|
game.unselected.push(s);
|
|
}
|
|
}
|
|
|
|
sendUpdateToPlayer(game, session, {
|
|
name: session.name,
|
|
color: session.color,
|
|
live: session.live,
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
players: getFilteredPlayers(game),
|
|
participants: getParticipants(game),
|
|
unselected: getFilteredUnselected(game),
|
|
chat: game.chat,
|
|
});
|
|
/* Now that a name is set, send the full game to the player */
|
|
sendGameToPlayer(game, session);
|
|
return undefined;
|
|
};
|
|
|
|
const colorToWord = (color: string): string => {
|
|
switch (color) {
|
|
case 'O':
|
|
return 'orange';
|
|
case 'W':
|
|
return 'white';
|
|
case 'B':
|
|
return 'blue';
|
|
case 'R':
|
|
return 'red';
|
|
default:
|
|
return '';
|
|
}
|
|
};
|
|
|
|
const getActiveCount = (game: Game): number => {
|
|
let active = 0;
|
|
for (let color in game.players) {
|
|
const p = game.players[color];
|
|
if (!p || !p.name) {
|
|
continue;
|
|
}
|
|
active++;
|
|
}
|
|
return active;
|
|
};
|
|
|
|
const setPlayerColor = (game: Game, session: Session, color: PlayerColor): string | undefined => {
|
|
/* Selecting the same color is a NO-OP */
|
|
if (session.color === color) {
|
|
return;
|
|
}
|
|
|
|
/* Verify the player has a name set */
|
|
if (!session.name) {
|
|
return `You may only select a player when you have set your name.`;
|
|
}
|
|
|
|
if (game.state !== 'lobby') {
|
|
return `You may only select a player when the game is in the lobby.`;
|
|
}
|
|
|
|
/* Verify selection is valid */
|
|
if (color && !(color in game.players)) {
|
|
return `An invalid player selection was attempted.`;
|
|
}
|
|
|
|
/* Verify selection is not already taken */
|
|
if (color) {
|
|
const candidate = game.players[color];
|
|
if (!candidate) {
|
|
return `An invalid player selection was attempted.`;
|
|
}
|
|
if (candidate.status !== 'Not active') {
|
|
return `${candidate.name} already has ${colorToWord(color)}`;
|
|
}
|
|
}
|
|
|
|
let active = getActiveCount(game);
|
|
|
|
if (session.player) {
|
|
/* Deselect currently active player for this session */
|
|
clearPlayer(session.player);
|
|
// remove the player association
|
|
delete session.player;
|
|
const old_color = session.color;
|
|
session.color = 'unassigned';
|
|
active--;
|
|
|
|
/* If the player is not selecting a color, then return */
|
|
if (!color) {
|
|
const msg =
|
|
String(session.name || '') + ' is no longer ' + String(colorToWord(String(old_color)));
|
|
addChatMessage(game, null, msg);
|
|
if (!game.unselected) game.unselected = [];
|
|
game.unselected.push(session);
|
|
game.active = active;
|
|
if (active === 1) {
|
|
addChatMessage(game, null, `There are no longer enough players to start a game.`);
|
|
}
|
|
sendUpdateToPlayer(game, session, {
|
|
name: session.name,
|
|
color: '',
|
|
live: session.live,
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
active: game.active,
|
|
unselected: getFilteredUnselected(game),
|
|
players: getFilteredPlayers(game),
|
|
chat: game.chat,
|
|
});
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* All good -- set this player to requested selection */
|
|
active++;
|
|
session.color = color;
|
|
session.live = true;
|
|
const picked = game.players[color];
|
|
if (picked) {
|
|
session.player = picked;
|
|
picked.name = session.name;
|
|
picked.status = `Active`;
|
|
picked.lastActive = Date.now();
|
|
picked.live = true;
|
|
}
|
|
addChatMessage(game, session, `${session.name} has chosen to play as ${colorToWord(color)}.`);
|
|
|
|
const update: any = {
|
|
players: getFilteredPlayers(game),
|
|
participants: getParticipants(game),
|
|
chat: game.chat,
|
|
};
|
|
|
|
/* Rebuild the unselected list */
|
|
const unselected = [];
|
|
for (let id in game.sessions) {
|
|
const s = game.sessions[id];
|
|
if (!s) continue;
|
|
if (!s.color && s.name) {
|
|
unselected.push(s);
|
|
}
|
|
}
|
|
if (!game.unselected) game.unselected = [];
|
|
if (unselected.length !== game.unselected.length) {
|
|
game.unselected = unselected;
|
|
update.unselected = getFilteredUnselected(game);
|
|
}
|
|
|
|
if (!game.active) game.active = 0;
|
|
if (game.active !== active) {
|
|
if (game.active < 2 && active >= 2) {
|
|
addChatMessage(game, null, `There are now enough players to start the game.`);
|
|
}
|
|
game.active = active;
|
|
update.active = game.active;
|
|
}
|
|
|
|
sendUpdateToPlayer(game, session, {
|
|
name: session.name,
|
|
color: session.color,
|
|
live: session.live,
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, update);
|
|
return undefined;
|
|
};
|
|
|
|
const processCorner = (
|
|
game: Game,
|
|
color: string,
|
|
cornerIndex: number,
|
|
placedCorner: CornerPlacement
|
|
): number => {
|
|
/* If this corner is allocated and isn't assigned to the walking color, skip it */
|
|
if (placedCorner.color && placedCorner.color !== 'unassigned' && placedCorner.color !== color) {
|
|
return 0;
|
|
}
|
|
/* If this corner is already being walked, skip it */
|
|
if (placedCorner.walking) {
|
|
return 0;
|
|
}
|
|
|
|
placedCorner.walking = true;
|
|
/* Calculate the longest road branching from both corners */
|
|
let longest = 0;
|
|
layout.corners?.[cornerIndex]?.roads.forEach((roadIndex: number) => {
|
|
const placedRoad = game.placements.roads[roadIndex];
|
|
if (!placedRoad) return;
|
|
if (placedRoad.walking) {
|
|
return;
|
|
}
|
|
const tmp = processRoad(game, color, roadIndex, placedRoad);
|
|
longest = Math.max(tmp, longest);
|
|
/*if (tmp > longest) {
|
|
longest = tmp;
|
|
placedCorner.longestRoad = roadIndex;
|
|
placedCorner.longest
|
|
}
|
|
longest = Math.max(
|
|
*/
|
|
});
|
|
|
|
return longest;
|
|
};
|
|
|
|
const buildCornerGraph = (
|
|
game: Game,
|
|
color: string,
|
|
cornerIndex: number,
|
|
placedCorner: CornerPlacement,
|
|
set: any
|
|
): void => {
|
|
/* If this corner is allocated and isn't assigned to the walking color, skip it */
|
|
if (placedCorner.color && placedCorner.color !== 'unassigned' && placedCorner.color !== color) {
|
|
return;
|
|
}
|
|
/* If this corner is already being walked, skip it */
|
|
if (placedCorner.walking) {
|
|
return;
|
|
}
|
|
|
|
placedCorner.walking = true;
|
|
/* Calculate the longest road branching from both corners */
|
|
layout.corners?.[cornerIndex]?.roads.forEach((roadIndex: number) => {
|
|
const placedRoad = game.placements.roads[roadIndex];
|
|
if (!placedRoad) return;
|
|
buildRoadGraph(game, color, roadIndex, placedRoad, set);
|
|
});
|
|
};
|
|
|
|
const processRoad = (
|
|
game: Game,
|
|
color: string,
|
|
roadIndex: number,
|
|
placedRoad: RoadPlacement
|
|
): number => {
|
|
/* If this road isn't assigned to the walking color, skip it */
|
|
if (placedRoad.color !== color) {
|
|
return 0;
|
|
}
|
|
|
|
/* If this road is already being walked, skip it */
|
|
if (placedRoad.walking) {
|
|
return 0;
|
|
}
|
|
|
|
placedRoad.walking = true;
|
|
/* Calculate the longest road branching from both corners */
|
|
let roadLength = 1;
|
|
layout.roads?.[roadIndex]?.corners.forEach((cornerIndex: number) => {
|
|
const placedCorner = game.placements.corners?.[cornerIndex];
|
|
if (!placedCorner) return;
|
|
if (placedCorner.walking) {
|
|
return;
|
|
}
|
|
roadLength += processCorner(game, color, cornerIndex, placedCorner);
|
|
});
|
|
|
|
return roadLength;
|
|
};
|
|
|
|
const buildRoadGraph = (
|
|
game: Game,
|
|
color: string,
|
|
roadIndex: number,
|
|
placedRoad: RoadPlacement,
|
|
set: number[]
|
|
) => {
|
|
/* If this road isn't assigned to the walking color, skip it */
|
|
if (placedRoad.color !== color) {
|
|
return;
|
|
}
|
|
/* If this road is already being walked, skip it */
|
|
if (placedRoad.walking) {
|
|
return;
|
|
}
|
|
|
|
placedRoad.walking = true;
|
|
set.push(roadIndex);
|
|
/* Calculate the longest road branching from both corners */
|
|
layout.roads?.[roadIndex]?.corners.forEach((cornerIndex: number) => {
|
|
const placedCorner = game.placements?.corners?.[cornerIndex];
|
|
if (!placedCorner) return;
|
|
buildCornerGraph(game, color, cornerIndex, placedCorner, set);
|
|
});
|
|
};
|
|
|
|
const clearRoadWalking = (game: Game): void => {
|
|
/* Clear out walk markers on roads */
|
|
layout.roads.forEach((_item, itemIndex) => {
|
|
if (game.placements?.roads?.[itemIndex]) {
|
|
delete game.placements.roads[itemIndex].walking;
|
|
}
|
|
});
|
|
|
|
/* Clear out walk markers on corners */
|
|
layout.corners.forEach((_item, itemIndex) => {
|
|
if (game.placements?.corners?.[itemIndex]) {
|
|
delete game.placements.corners[itemIndex].walking;
|
|
}
|
|
});
|
|
};
|
|
|
|
const calculateRoadLengths = (game: Game, session: Session): void => {
|
|
clearRoadWalking(game);
|
|
|
|
let currentLongest = game.longestRoad,
|
|
currentLength =
|
|
currentLongest && typeof currentLongest === 'string' && game.players[currentLongest]
|
|
? game.players[currentLongest].longestRoad || -1
|
|
: -1;
|
|
|
|
/* Clear out player longest road counts */
|
|
for (let key in game.players) {
|
|
if (game.players[key]) {
|
|
game.players[key].longestRoad = 0;
|
|
}
|
|
}
|
|
|
|
/* Build a set of connected road graphs. Once all graphs are
|
|
* constructed, walk through each graph, starting from each
|
|
* location in the graph. If the length ever equals the
|
|
* number of items in the graph, short circuit--longest path.
|
|
* Otherwise, check all paths from each segment. This is
|
|
* needed to catch loops where starting from an outside end
|
|
* point may result in not counting the length of the loop
|
|
*/
|
|
let graphs: {
|
|
color: string;
|
|
set: number[];
|
|
longestRoad?: number;
|
|
longestStartSegment?: number;
|
|
}[] = [];
|
|
layout.roads.forEach((_: any, roadIndex: number) => {
|
|
const placedRoad = game.placements?.roads?.[roadIndex];
|
|
if (
|
|
placedRoad &&
|
|
placedRoad.color &&
|
|
placedRoad.color !== 'unassigned' &&
|
|
typeof placedRoad.color === 'string'
|
|
) {
|
|
let set: number[] = [];
|
|
buildRoadGraph(game, placedRoad.color, roadIndex, placedRoad, set);
|
|
if (set.length) {
|
|
graphs.push({ color: placedRoad.color, set });
|
|
}
|
|
}
|
|
});
|
|
|
|
if (debug.road) console.log('Graphs A:', graphs);
|
|
|
|
clearRoadWalking(game);
|
|
graphs.forEach((graph: any) => {
|
|
graph.longestRoad = 0;
|
|
graph.set.forEach((roadIndex: number) => {
|
|
const placedRoad = game.placements.roads[roadIndex];
|
|
if (!placedRoad) return;
|
|
clearRoadWalking(game);
|
|
const length = processRoad(game, placedRoad.color as string, roadIndex, placedRoad);
|
|
if (length >= graph.longestRoad) {
|
|
graph.longestStartSegment = roadIndex;
|
|
graph.longestRoad = length;
|
|
}
|
|
});
|
|
});
|
|
|
|
if (debug.road) console.log('Graphs B:', graphs);
|
|
|
|
if (debug.road)
|
|
console.log(
|
|
'Pre update:',
|
|
game.placements.roads.filter(road => road && road.color)
|
|
);
|
|
|
|
for (let color in game.players) {
|
|
if (game.players[color]?.status === 'Not active') {
|
|
continue;
|
|
}
|
|
if (game.players[color]) {
|
|
game.players[color].longestRoad = 0;
|
|
}
|
|
}
|
|
|
|
graphs.forEach((graph: any) => {
|
|
graph.set.forEach((roadIndex: number) => {
|
|
const placedRoad = game.placements.roads[roadIndex];
|
|
if (!placedRoad) return;
|
|
clearRoadWalking(game);
|
|
const longestRoad = processRoad(game, placedRoad.color as string, roadIndex, placedRoad);
|
|
placedRoad['longestRoad'] = longestRoad;
|
|
if (
|
|
placedRoad.color &&
|
|
placedRoad.color !== 'unassigned' &&
|
|
typeof placedRoad.color === 'string'
|
|
) {
|
|
const player = game.players[placedRoad.color];
|
|
if (player) {
|
|
const prevVal = player['longestRoad'] || 0;
|
|
player['longestRoad'] = Math.max(prevVal, longestRoad);
|
|
}
|
|
}
|
|
});
|
|
});
|
|
|
|
game.placements.roads.forEach((road: any) => delete road.walking);
|
|
|
|
if (debug.road)
|
|
console.log(
|
|
'Post update:',
|
|
game.placements.roads.filter((road: any) => road && road.color)
|
|
);
|
|
|
|
let checkForTies = false;
|
|
|
|
if (debug.road) console.log(currentLongest, currentLength);
|
|
|
|
if (currentLongest && typeof currentLongest === 'string' && game.players[currentLongest]) {
|
|
const playerLongest = game.players[currentLongest]['longestRoad'] || 0;
|
|
if (playerLongest < currentLength) {
|
|
const prevSession = sessionFromColor(game, currentLongest as string);
|
|
if (prevSession) {
|
|
addChatMessage(game, prevSession, `${prevSession.name} had their longest road split!`);
|
|
}
|
|
checkForTies = true;
|
|
}
|
|
}
|
|
|
|
let longestRoad = 4;
|
|
let longestPlayers: Player[] = [];
|
|
for (let key in game.players) {
|
|
const player = game.players[key];
|
|
if (!player || player.status === 'Not active') {
|
|
continue;
|
|
}
|
|
const pLen = player.longestRoad || 0;
|
|
if (pLen > longestRoad) {
|
|
longestPlayers = [player];
|
|
longestRoad = pLen;
|
|
} else if (pLen === longestRoad) {
|
|
if (longestRoad >= 5) {
|
|
longestPlayers.push(player);
|
|
}
|
|
}
|
|
}
|
|
|
|
console.log({ longestPlayers });
|
|
|
|
if (longestPlayers.length > 0) {
|
|
if (longestPlayers.length === 1) {
|
|
game.longestRoadLength = longestRoad;
|
|
if (longestPlayers[0] && longestPlayers[0].color) {
|
|
if (game.longestRoad !== longestPlayers[0].color) {
|
|
game.longestRoad = longestPlayers[0].color;
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${longestPlayers[0].name} now has the longest ` + `road (${longestRoad})!`
|
|
);
|
|
}
|
|
}
|
|
} else {
|
|
if (checkForTies) {
|
|
game.longestRoadLength = longestRoad;
|
|
const names = longestPlayers.map(player => player.name);
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${names.join(', ')} are tied for longest ` + `road (${longestRoad})!`
|
|
);
|
|
}
|
|
/* Do not reset the longest road! Current Longest is still longest! */
|
|
}
|
|
} else {
|
|
game.longestRoad = false;
|
|
game.longestRoadLength = 0;
|
|
}
|
|
};
|
|
|
|
const isCompatibleOffer = (player: Player, offer: Offer): boolean => {
|
|
const isBank = offer.name === 'The bank';
|
|
|
|
const playerGetsLen = player.gets.length;
|
|
const playerGivesLen = player.gives.length;
|
|
const offerGetsLen = offer.gets.length;
|
|
const offerGivesLen = offer.gives.length;
|
|
|
|
let valid = playerGetsLen === offerGivesLen && playerGivesLen === offerGetsLen;
|
|
|
|
if (!valid) {
|
|
console.log(`Gives and gets lengths do not match!`);
|
|
return false;
|
|
}
|
|
|
|
console.log(
|
|
{
|
|
player: 'Submitting player',
|
|
gets: player.gets,
|
|
gives: player.gives,
|
|
},
|
|
{
|
|
name: offer.name,
|
|
gets: offer.gets,
|
|
gives: offer.gives,
|
|
}
|
|
);
|
|
|
|
for (const get of player.gets) {
|
|
if (!offer.gives.some(item => (item.type === get.type || isBank) && item.count === get.count)) {
|
|
valid = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (valid) {
|
|
for (const give of player.gives) {
|
|
if (
|
|
!offer.gets.some(item => (item.type === give.type || isBank) && item.count === give.count)
|
|
) {
|
|
valid = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return valid;
|
|
};
|
|
|
|
const isSameOffer = (player: Player, offer: Offer): boolean => {
|
|
const isBank = offer.name === 'The bank';
|
|
if (isBank) {
|
|
return false;
|
|
}
|
|
|
|
if (player.gets.length !== offer.gets.length || player.gives.length !== offer.gives.length) {
|
|
return false;
|
|
}
|
|
|
|
for (const get of player.gets) {
|
|
if (!offer.gets.find(item => item.type === get.type && item.count === get.count)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
for (const give of player.gives) {
|
|
if (!offer.gives.find(item => item.type === give.type && item.count === give.count)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
/* Verifies player can meet the offer */
|
|
const checkPlayerOffer = (_game: Game, player: Player, offer: Offer): string | undefined => {
|
|
let error: string | undefined = undefined;
|
|
const name = player.name || 'Unknown';
|
|
|
|
console.log({
|
|
checkPlayerOffer: {
|
|
name,
|
|
player,
|
|
gets: offer.gets,
|
|
gives: offer.gives,
|
|
sheep: player.sheep,
|
|
wheat: player.wheat,
|
|
brick: player.brick,
|
|
stone: player.stone,
|
|
wood: player.wood,
|
|
description: offerToString(offer),
|
|
},
|
|
});
|
|
|
|
for (const give of offer.gives) {
|
|
if (error) break;
|
|
if (!RESOURCE_TYPES.includes(give.type)) {
|
|
error = `${give.type} is not a valid resource!`;
|
|
break;
|
|
}
|
|
|
|
if (give.count <= 0) {
|
|
error = `${give.count} must be more than 0!`;
|
|
break;
|
|
}
|
|
|
|
if (player[give.type] < give.count) {
|
|
error = `${name} does do not have ${give.count} ${give.type}!`;
|
|
break;
|
|
}
|
|
|
|
if (offer.gets.find(get => give.type === get.type)) {
|
|
error = `${name} can not give and get the same resource type!`;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!error) {
|
|
for (const get of offer.gets) {
|
|
if (error) break;
|
|
if (get.count <= 0) {
|
|
error = `${get.count} must be more than 0!`;
|
|
break;
|
|
}
|
|
if (offer.gives.find(give => get.type === give.type)) {
|
|
error = `${name} can not give and get the same resource type!`;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return error;
|
|
};
|
|
|
|
const canMeetOffer = (player: Player, offer: Offer): boolean => {
|
|
for (const get of offer.gets) {
|
|
if (get.type === 'bank') {
|
|
if (!player.gives[0]) {
|
|
return false;
|
|
}
|
|
const giveType = player.gives[0].type;
|
|
if (player[giveType] < get.count || get.count <= 0) {
|
|
return false;
|
|
}
|
|
} else if (player[get.type] < get.count || get.count <= 0) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
};
|
|
|
|
const setGameFromSignature = (game: Game, border: string, pip: string, tile: string): boolean => {
|
|
const salt = 251;
|
|
const borders = [],
|
|
pips = [],
|
|
tiles = [];
|
|
for (let i = 0; i < 6; i++) {
|
|
const parsed = parseInt(border.slice(i * 2, i * 2 + 2), 16);
|
|
if (Number.isNaN(parsed)) return false;
|
|
borders[i] = parsed ^ salt;
|
|
if (borders[i]! > 6) {
|
|
return false;
|
|
}
|
|
}
|
|
for (let i = 0; i < staticData.tiles.length; i++) {
|
|
const parsed = parseInt(pip.slice(i * 2, i * 2 + 2), 16);
|
|
if (Number.isNaN(parsed)) return false;
|
|
// Ensure we decode to a single byte explicitly. Parenthesize to avoid
|
|
// surprises from operator precedence (% vs ^) and mask to 0..255.
|
|
pips[i] = (parsed ^ salt ^ (salt * i)) & 0xff;
|
|
if (pips[i]! > staticData.tiles.length - 1) {
|
|
return false;
|
|
}
|
|
}
|
|
for (let i = 0; i < staticData.tiles.length; i++) {
|
|
const parsed = parseInt(tile.slice(i * 2, i * 2 + 2), 16);
|
|
if (Number.isNaN(parsed)) return false;
|
|
// As above, decode unambiguously into a single byte value.
|
|
tiles[i] = (parsed ^ salt ^ (salt * i)) & 0xff;
|
|
if (tiles[i]! > staticData.tiles.length - 1) {
|
|
return false;
|
|
}
|
|
}
|
|
game.borderOrder = borders;
|
|
game.pipOrder = pips;
|
|
game.tileOrder = tiles;
|
|
return true;
|
|
};
|
|
|
|
const offerToString = (offer: Offer): string => {
|
|
return (
|
|
(offer.gives || []).map(item => `${item.count} ${item.type}`).join(', ') +
|
|
' in exchange for ' +
|
|
(offer.gets || []).map(item => `${item.count} ${item.type}`).join(', ')
|
|
);
|
|
};
|
|
|
|
router.put('/:id/:action/:value?', async (req, res) => {
|
|
const { action, id } = req.params,
|
|
value = req.params.value ? req.params.value : '';
|
|
console.log(`PUT games/${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 = 'Invalid request';
|
|
|
|
if ('private-token' in req.headers) {
|
|
if (req.headers['private-token'] !== req.app.get('admin')) {
|
|
error = `Invalid admin credentials.`;
|
|
} else {
|
|
error = adminCommands(game, action, value, req.query);
|
|
}
|
|
if (!error) {
|
|
sendGameToPlayers(game);
|
|
} else {
|
|
console.log(`admin-action error: ${error}`);
|
|
}
|
|
}
|
|
|
|
return res.status(400).send(error);
|
|
});
|
|
|
|
const startTrade = (game: Game, session: Session): string | undefined => {
|
|
/* Only the active player can begin trading */
|
|
if (game.turn.name !== session.name) {
|
|
return `You cannot start trading negotiations when it is not your turn.`;
|
|
}
|
|
/* Clear any free gives if the player begins trading */
|
|
game.turn.free = false;
|
|
game.turn.actions = ['trade'];
|
|
game.turn.limits = {};
|
|
for (let key in game.players) {
|
|
const p = game.players[key];
|
|
if (!p) continue;
|
|
p.gives = [];
|
|
p.gets = [];
|
|
PLAYER_COLORS.forEach(color => {
|
|
p.offerRejected[color] = false;
|
|
});
|
|
}
|
|
addActivity(game, session, `${session.name} requested to begin trading negotiations.`);
|
|
return undefined;
|
|
};
|
|
|
|
const cancelTrade = (game: Game, session: Session): string | undefined => {
|
|
/* TODO: Perhaps 'cancel' is how a player can remove an offer... */
|
|
if (game.turn.name !== session.name) {
|
|
return `Only the active player can cancel trading negotiations.`;
|
|
}
|
|
game.turn.actions = [];
|
|
game.turn.limits = {};
|
|
addActivity(game, session, `${session.name} has cancelled trading negotiations.`);
|
|
return undefined;
|
|
};
|
|
|
|
const processOffer = (game: Game, session: Session, offer: Offer): string | undefined => {
|
|
const player = session.player as Player;
|
|
let warning = checkPlayerOffer(game, player, offer);
|
|
if (warning) {
|
|
return warning;
|
|
}
|
|
if (isSameOffer(player, offer)) {
|
|
console.log(player);
|
|
return `You already have a pending offer submitted for ${offerToString(offer)}.`;
|
|
}
|
|
|
|
player.gives = offer.gives;
|
|
player.gets = offer.gets;
|
|
|
|
if (game.turn.color === session.color) {
|
|
game.turn.offer = offer;
|
|
}
|
|
|
|
/* If this offer matches what another player wants, clear rejection on that other player's offer */
|
|
for (const color in game.players) {
|
|
if (color === session.color) continue;
|
|
const other = game.players[color]!;
|
|
if (other.status !== 'Active') continue;
|
|
/* Comparison reverses give/get order */
|
|
if (isSameOffer(other, { name: other.name, color: other.color, gives: offer.gets, gets: offer.gives })) {
|
|
other.offerRejected[session.color] = false;
|
|
}
|
|
}
|
|
|
|
addActivity(game, session, `${session.name} submitted an offer to give ${offerToString(offer)}.`);
|
|
return undefined;
|
|
};
|
|
|
|
const rejectOffer = (game: Game, session: Session, offer: Offer): void => {
|
|
/* If the active player rejected an offer, they rejected another player */
|
|
const other = game.players[offer.color]!;
|
|
|
|
other.offerRejected[session.color] = true;
|
|
session.player!.offerRejected[offer.color] = true;
|
|
addActivity(game, session, `${session.name} rejected ${other.name}'s offer.`);
|
|
};
|
|
|
|
const acceptOffer = (game: Game, session: Session, offer: Offer): string | undefined => {
|
|
const name = session.name,
|
|
player = session.player as Player;
|
|
|
|
if (game.turn.name !== name) {
|
|
return `Only the active player can accept an offer.`;
|
|
}
|
|
|
|
let target: Player | undefined = undefined;
|
|
|
|
console.log({ description: offerToString(offer) });
|
|
|
|
let warning = checkPlayerOffer(game, player, offer);
|
|
if (warning) {
|
|
return warning;
|
|
}
|
|
|
|
if (
|
|
!isCompatibleOffer(player, {
|
|
name: offer.name,
|
|
color: offer.color,
|
|
gives: offer.gets,
|
|
gets: offer.gives,
|
|
})
|
|
) {
|
|
return `Unfortunately, trades were re-negotiated in transit and the deal is invalid!`;
|
|
}
|
|
|
|
/* Verify that the offer sent by the active player matches what
|
|
* the latest offer was that was received by the requesting player */
|
|
if (offer.name !== 'The bank') {
|
|
target = game.players[offer.color];
|
|
if (!target) return `Invalid trade target.`;
|
|
if (
|
|
target.offerRejected[offer.color]
|
|
) {
|
|
return `${target.name} rejected this offer.`;
|
|
}
|
|
if (!isCompatibleOffer(target, offer)) {
|
|
return `Unfortunately, trades were re-negotiated in transit and ` + `the deal is invalid!`;
|
|
}
|
|
|
|
warning = checkPlayerOffer(
|
|
game,
|
|
target,
|
|
{
|
|
name: target.name,
|
|
color: target.color,
|
|
gives: offer.gets,
|
|
gets: offer.gives,
|
|
}
|
|
);
|
|
if (warning) {
|
|
return warning;
|
|
}
|
|
|
|
if (
|
|
!isSameOffer(
|
|
target,
|
|
{ name: target.name, color: target.color, gives: offer.gets, gets: offer.gives }
|
|
)
|
|
) {
|
|
console.log({ target, offer });
|
|
return `These terms were not agreed to by ${target.name}!`;
|
|
}
|
|
|
|
if (!canMeetOffer(target, player)) {
|
|
return `${target.name} cannot meet the terms.`;
|
|
}
|
|
}
|
|
|
|
debugChat(game, 'Before trade');
|
|
|
|
/* Transfer goods */
|
|
for (const item of offer.gets) {
|
|
if (target) {
|
|
target[item.type] -= item.count;
|
|
target.resources -= item.count;
|
|
}
|
|
player[item.type] += item.count;
|
|
player.resources += item.count;
|
|
}
|
|
for (const item of offer.gives) {
|
|
if (target) {
|
|
target[item.type] += item.count;
|
|
target.resources += item.count;
|
|
}
|
|
player[item.type] -= item.count;
|
|
player.resources -= item.count;
|
|
}
|
|
|
|
const from = offer.name === 'The bank' ? 'the bank' : offer.name;
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} traded ` + ` ${offerToString(offer)} ` + `from ${from}.`
|
|
);
|
|
addActivity(game, session, `${session.name} accepted a trade from ${from}.`);
|
|
if (target) {
|
|
target.gives = [];
|
|
target.gets = [];
|
|
}
|
|
if (session.player) {
|
|
session.player.gives = [];
|
|
session.player.gets = [];
|
|
}
|
|
game.turn.offer = null;
|
|
|
|
debugChat(game, 'After trade');
|
|
|
|
game.turn.actions = [];
|
|
return undefined;
|
|
};
|
|
|
|
const trade = (game: Game, session: Session, action: string, offer?: Offer): string | undefined => {
|
|
if (game.state !== 'normal') {
|
|
return `Game not in correct state to begin trading.`;
|
|
}
|
|
|
|
if (!session.player) {
|
|
return `You must select a color before trading.`;
|
|
}
|
|
|
|
if (!game.turn.actions || game.turn.actions.indexOf('trade') === -1) {
|
|
return startTrade(game, session);
|
|
}
|
|
|
|
/* Only the active player can cancel trading */
|
|
if (action === 'cancel') {
|
|
return cancelTrade(game, session);
|
|
}
|
|
|
|
/* Any player can make an offer */
|
|
if (action === 'offer') {
|
|
if (!offer) {
|
|
return `No offer was specified.`;
|
|
}
|
|
return processOffer(game, session, offer);
|
|
}
|
|
|
|
/* Any player can reject an offer */
|
|
if (action === 'reject') {
|
|
if (!offer) {
|
|
return `No offer was specified.`;
|
|
}
|
|
rejectOffer(game, session, offer);
|
|
return undefined;
|
|
}
|
|
|
|
/* Only the active player can accept an offer */
|
|
if (action === 'accept') {
|
|
if (!offer) {
|
|
return `No offer was specified.`;
|
|
}
|
|
|
|
if (offer.name === 'The bank') {
|
|
session.player.gets = offer.gets;
|
|
session.player.gives = offer.gives;
|
|
}
|
|
return acceptOffer(game, session, offer);
|
|
}
|
|
return undefined;
|
|
};
|
|
|
|
const clearTimeNotice = (game: Game, session: Session): string | undefined => {
|
|
if (!session.player || !session.player.turnNotice) {
|
|
/* benign state; don't alert the user */
|
|
//return `You have not been idle.`;
|
|
}
|
|
if (session.player) session.player.turnNotice = '';
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const pass = (game: Game, session: Session): string | undefined => {
|
|
const name = session.name;
|
|
if (game.turn.name !== name) {
|
|
return `You cannot pass when it isn't your turn.`;
|
|
}
|
|
|
|
if (!session.player) {
|
|
return `You must select a color before passing.`;
|
|
}
|
|
|
|
/* 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.robberInAction) {
|
|
return `Robber is in action. Turn can not stop until all Robber tasks are resolved.`;
|
|
}
|
|
|
|
if (game.state === 'volcano') {
|
|
return `You cannot not stop turn until you have finished the Volcano tasks.`;
|
|
}
|
|
|
|
const next = getNextPlayerSession(game, session.name);
|
|
if (!next || !next.player) {
|
|
return `Unable to find the next player to pass to.`;
|
|
}
|
|
session.player.totalTime += Date.now() - session.player.turnStart;
|
|
session.player.turnNotice = '';
|
|
game.turn = newTurn(next.player);
|
|
next.player.turnStart = Date.now();
|
|
startTurnTimer(game, next);
|
|
game.turns++;
|
|
addActivity(game, session, `${name} passed their turn.`);
|
|
addChatMessage(game, null, `It is ${next.name}'s turn.`);
|
|
sendUpdateToPlayer(game, next, {
|
|
private: next.player,
|
|
});
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
delete game.dice;
|
|
|
|
sendUpdateToPlayers(game, {
|
|
turns: game.turns,
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
dice: game.dice,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const placeRobber = (game: Game, session: Session, robber: number | string): string | undefined => {
|
|
const name = session.name;
|
|
let robberIdx = typeof robber === 'string' ? parseInt(robber) : robber;
|
|
|
|
if (game.state !== 'normal' && game.turn.roll !== 7) {
|
|
return `You cannot place robber unless 7 was rolled!`;
|
|
}
|
|
if (game.turn.name !== name) {
|
|
return `You cannot place the robber when it isn't your turn.`;
|
|
}
|
|
|
|
for (const color in game.players) {
|
|
const p = game.players[color];
|
|
if (!p) continue;
|
|
if (p.status === 'Not active') continue;
|
|
if ((p.mustDiscard || 0) > 0) {
|
|
return `You cannot place the robber until everyone has discarded!`;
|
|
}
|
|
}
|
|
|
|
if (game.robber === robberIdx) {
|
|
return `You must move the robber to a new location!`;
|
|
}
|
|
game.robber = robberIdx as number;
|
|
game.turn.placedRobber = true;
|
|
|
|
pickRobber(game);
|
|
addActivity(
|
|
game,
|
|
null,
|
|
`${game.robberName} Robber Robinson entered the scene as the nefarious robber!`
|
|
);
|
|
|
|
const targets: Array<{ color: string; name: string }> = [];
|
|
layout.tiles?.[robberIdx as number]?.corners?.forEach((cornerIndex: number) => {
|
|
const active = game.placements?.corners?.[cornerIndex];
|
|
if (
|
|
active &&
|
|
active.color &&
|
|
active.color !== game.turn.color &&
|
|
targets.findIndex(item => item.color === active.color) === -1
|
|
) {
|
|
targets.push({
|
|
color: active.color,
|
|
name: game.players?.[active.color]?.name || '',
|
|
});
|
|
}
|
|
});
|
|
|
|
if (targets.length) {
|
|
game.turn.actions = ['steal-resource'];
|
|
game.turn.limits = { players: targets } as any;
|
|
} else {
|
|
game.turn.actions = [];
|
|
game.turn.robberInAction = false;
|
|
delete game.turn.limits;
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`The dread robber ${game.robberName} was placed on a terrain ` +
|
|
`with no other players, ` +
|
|
`so ${game.turn.name} does not steal resources from anyone.`
|
|
);
|
|
}
|
|
|
|
sendUpdateToPlayers(game, {
|
|
placements: game.placements,
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
robber: game.robber,
|
|
robberName: game.robberName,
|
|
activities: game.activities,
|
|
longestRoad: game.longestRoad,
|
|
longestRoadLength: game.longestRoadLength,
|
|
});
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const stealResource = (game: Game, session: Session, color: string): string | undefined => {
|
|
if (!game.turn.actions || game.turn.actions.indexOf('steal-resource') === -1) {
|
|
return `You can only steal a resource when it is valid to do so!`;
|
|
}
|
|
const playersLimit = (game.turn.limits as any)?.players || [];
|
|
if (playersLimit.findIndex((item: any) => item.color === color) === -1) {
|
|
return `You can only steal a resource from a player on this terrain!`;
|
|
}
|
|
|
|
const victimSession = sessionFromColor(game, color);
|
|
if (!victimSession || !victimSession.player) {
|
|
return `You sent a weird color for the target to steal from.`;
|
|
}
|
|
const victimPlayer = victimSession.player as Player;
|
|
const sessionPlayer = session.player as Player;
|
|
const cards: string[] = [];
|
|
['wheat', 'brick', 'sheep', 'stone', 'wood'].forEach((field: string) => {
|
|
for (let i = 0; i < ((victimPlayer as any)[field] || 0); i++) {
|
|
cards.push(field);
|
|
}
|
|
});
|
|
|
|
debugChat(game, 'Before steal');
|
|
|
|
if (cards.length === 0) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${victimSession.name} did not have any cards for ${session.name} to steal.`
|
|
);
|
|
game.turn.actions = [];
|
|
game.turn.limits = {} as any;
|
|
} else {
|
|
const idx = Math.floor(Math.random() * cards.length);
|
|
const type = cards[idx];
|
|
if (!type) {
|
|
game.turn.actions = [];
|
|
game.turn.limits = {} as any;
|
|
return undefined;
|
|
}
|
|
const t = String(type);
|
|
// adjust typed resource counts via helper
|
|
adjustResources(victimPlayer as Player, { [t]: -1 });
|
|
adjustResources(sessionPlayer as Player, { [t]: 1 });
|
|
game.turn.actions = [];
|
|
game.turn.limits = {} as any;
|
|
trackTheft(game, (victimSession as any).color || '', session.color, type, 1);
|
|
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} randomly stole 1 ${type} from ${victimSession.name}.`
|
|
);
|
|
sendUpdateToPlayer(game, victimSession, {
|
|
private: victimSession.player,
|
|
});
|
|
}
|
|
debugChat(game, 'After steal');
|
|
|
|
game.turn.robberInAction = false;
|
|
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
players: getFilteredPlayers(game),
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const buyDevelopment = (game: Game, session: Session): string | undefined => {
|
|
const player = session.player as Player;
|
|
|
|
if (game.state !== 'normal') {
|
|
return `You cannot purchase a development card unless the game is active (${game.state}).`;
|
|
}
|
|
|
|
if (session.color !== game.turn.color) {
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
|
|
if (!game.turn.roll) {
|
|
return `You cannot build until you have rolled.`;
|
|
}
|
|
|
|
if (game.turn && game.turn.robberInAction) {
|
|
return `Robber is in action. You can not purchase until all Robber tasks are resolved.`;
|
|
}
|
|
|
|
if (!game.developmentCards || game.developmentCards.length < 1) {
|
|
return `There are no more development cards!`;
|
|
}
|
|
|
|
if ((player.stone || 0) < 1 || (player.wheat || 0) < 1 || (player.sheep || 0) < 1) {
|
|
return `You have insufficient resources to purchase a development card.`;
|
|
}
|
|
|
|
if (game.turn.developmentPurchased) {
|
|
return `You have already purchased a development card this turn.`;
|
|
}
|
|
|
|
debugChat(game, 'Before development purchase');
|
|
addActivity(game, session, `${session.name} purchased a development card.`);
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} spent 1 stone, 1 wheat, 1 sheep to purchase a development card.`
|
|
);
|
|
player.stone = (player.stone || 0) - 1;
|
|
player.wheat = (player.wheat || 0) - 1;
|
|
player.sheep = (player.sheep || 0) - 1;
|
|
player.resources = 0;
|
|
player.developmentCards = (player.developmentCards || 0) + 1;
|
|
['wheat', 'brick', 'sheep', 'stone', 'wood'].forEach(resource => {
|
|
player.resources = (player.resources || 0) + ((player as any)[resource] || 0);
|
|
});
|
|
debugChat(game, 'After development purchase');
|
|
const card = (game.developmentCards || []).pop();
|
|
if (card) {
|
|
(card as any).turn = game.turns ? game.turns - 1 : 0;
|
|
if (!player.development) player.development = [] as any;
|
|
(player.development as any).push(card as any);
|
|
}
|
|
|
|
if (isRuleEnabled(game, 'most-developed')) {
|
|
if (
|
|
(player.development?.length || 0) >= 5 &&
|
|
(!(game as any)['mostDeveloped'] ||
|
|
(player.developmentCards || 0) >
|
|
(game.players[(game as any)['mostDeveloped'] as string]?.developmentCards || 0))
|
|
) {
|
|
if ((game as any)['mostDeveloped'] !== session.color) {
|
|
(game as any)['mostDeveloped'] = session.color;
|
|
(game as any)['mostPortCount'] = player.developmentCards;
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} now has the most development cards (${player.developmentCards})!`
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
|
|
sendUpdateToPlayers(game, {
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
mostDeveloped: (game as any)['mostDeveloped'],
|
|
players: getFilteredPlayers(game),
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const playCard = (game: Game, session: Session, card: any): string | undefined => {
|
|
const name = session.name;
|
|
const player = session.player as Player;
|
|
|
|
if (game.state !== 'normal') {
|
|
return `You cannot purchase a development card unless the game is active (${game.state}).`;
|
|
}
|
|
if (session.color !== game.turn.color) {
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
if (!game.turn.roll) {
|
|
return `You cannot play a card until you have rolled.`;
|
|
}
|
|
|
|
if (game.turn && game.turn.robberInAction) {
|
|
return `Robber is in action. You can not play a card until all Robber tasks are resolved.`;
|
|
}
|
|
|
|
card = (player.development || []).find(
|
|
(item: any) => item.type == card.type && item.card == card.card && !(item.card as any).played
|
|
);
|
|
if (!card) {
|
|
return `The card you want to play was not found in your hand!`;
|
|
}
|
|
|
|
if ((player as any)['playedCard'] === game.turns && card.type !== 'vp') {
|
|
return `You can only play one development card per turn!`;
|
|
}
|
|
|
|
/* Check if this is a victory point */
|
|
if (card.type === 'vp') {
|
|
let points = player.points || 0;
|
|
(player.development || []).forEach((item: any) => {
|
|
if (item.type === 'vp') {
|
|
points++;
|
|
}
|
|
});
|
|
if (points < getVictoryPointRule(game)) {
|
|
return `You can not play victory point cards until you can reach ${getVictoryPointRule(
|
|
game
|
|
)}!`;
|
|
}
|
|
addChatMessage(game, session, `${name} played a Victory Point card.`);
|
|
}
|
|
|
|
if (card.type === 'progress') {
|
|
switch (card.card) {
|
|
case 'road-1':
|
|
case 'road-2': {
|
|
const allowed = Math.min(player.roads || 0, 2);
|
|
if (!allowed) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} played a Road Building card, but has no roads to build.`
|
|
);
|
|
break;
|
|
}
|
|
const roads = getValidRoads(game, session.color as string);
|
|
if (roads.length === 0) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} played a Road Building card, but they do not have any valid locations to place them.`
|
|
);
|
|
break;
|
|
}
|
|
game.turn.active = 'road-building' as any;
|
|
game.turn.free = true;
|
|
game.turn.freeRoads = allowed;
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} played a Road Building card. They now place ${allowed} roads for free.`
|
|
);
|
|
setForRoadPlacement(game, roads);
|
|
break;
|
|
}
|
|
case 'monopoly':
|
|
game.turn.actions = ['select-resources'];
|
|
game.turn.active = 'monopoly' as any;
|
|
addActivity(
|
|
game,
|
|
session,
|
|
`${session.name} played the Monopoly card, and is selecting their resource type to claim.`
|
|
);
|
|
break;
|
|
case 'year-of-plenty':
|
|
game.turn.actions = ['select-resources'];
|
|
game.turn.active = 'year-of-plenty' as any;
|
|
addActivity(game, session, `${session.name} played the Year of Plenty card.`);
|
|
break;
|
|
default:
|
|
addActivity(game, session, `Oh no! ${card.card} isn't impmented yet!`);
|
|
break;
|
|
}
|
|
}
|
|
(card as any).played = true;
|
|
(player as any)['playedCard'] = game.turns;
|
|
|
|
if (card.type === 'army') {
|
|
(player as any)['army'] = ((player as any)['army'] || 0) + 1;
|
|
addChatMessage(game, session, `${session.name} played a Knight and must move the robber!`);
|
|
|
|
if (
|
|
(player as any)['army'] > 2 &&
|
|
(!(game as any)['largestArmy'] ||
|
|
((game.players as any)[(game as any)['largestArmy']]?.army || 0) < (player as any)['army'])
|
|
) {
|
|
if ((game as any)['largestArmy'] !== session.color) {
|
|
(game as any)['largestArmy'] = session.color;
|
|
(game as any)['largestArmySize'] = (player as any)['army'];
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} now has the largest army (${(player as any)['army']})!`
|
|
);
|
|
}
|
|
}
|
|
|
|
game.turn.robberInAction = true;
|
|
game.turn.placedRobber = false;
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`The robber ${game.robberName} has fled before the power of the Knight, ` +
|
|
`but a new robber has returned and ${session.name} must now place them.`
|
|
);
|
|
game.turn.actions = ['place-robber', 'playing-knight'];
|
|
game.turn.limits = { pips: [] } as any;
|
|
for (let i = 0; i < staticData.tiles.length; i++) {
|
|
if (i === game.robber) continue;
|
|
(game.turn.limits as any).pips.push(i);
|
|
}
|
|
}
|
|
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
largestArmy: (game as any)['largestArmy'],
|
|
largestArmySize: (game as any)['largestArmySize'],
|
|
turn: game.turn,
|
|
players: getFilteredPlayers(game),
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const placeSettlement = (
|
|
game: Game,
|
|
session: Session,
|
|
index: number | string
|
|
): string | undefined => {
|
|
if (!session.player) return `You are not playing a player.`;
|
|
const player: Player = session.player;
|
|
if (typeof index === 'string') index = parseInt(index);
|
|
|
|
if (game.state !== 'initial-placement' && game.state !== 'normal') {
|
|
return `You cannot place a settlement unless the game is active (${game.state}).`;
|
|
}
|
|
|
|
if (session.color !== game.turn.color) {
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
|
|
/* index out of range... */
|
|
if (
|
|
!game.placements ||
|
|
game.placements.corners === undefined ||
|
|
game.placements.corners[index] === undefined
|
|
) {
|
|
return `You have requested to place a settlement illegally!`;
|
|
}
|
|
|
|
/* 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
|
|
) {
|
|
return `You tried to cheat! You should not try to break the rules.`;
|
|
}
|
|
const corner = game.placements.corners[index]!;
|
|
if (corner.color && corner.color !== 'unassigned') {
|
|
const owner = game.players && game.players[corner.color];
|
|
const ownerName = owner ? owner.name : 'unknown';
|
|
return `This location already has a settlement belonging to ${ownerName}!`;
|
|
}
|
|
|
|
if (!player.banks) {
|
|
player.banks = [];
|
|
}
|
|
|
|
if (game.state === 'normal') {
|
|
if (!game.turn.free) {
|
|
if (
|
|
(player.brick || 0) < 1 ||
|
|
(player.wood || 0) < 1 ||
|
|
(player.wheat || 0) < 1 ||
|
|
(player.sheep || 0) < 1
|
|
) {
|
|
return `You have insufficient resources to build a settlement.`;
|
|
}
|
|
}
|
|
|
|
if ((player.settlements || 0) < 1) {
|
|
return `You have already built all of your settlements.`;
|
|
}
|
|
|
|
player.settlements = (player.settlements || 0) - 1;
|
|
|
|
if (!game.turn.free) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} spent 1 brick, 1 wood, 1 sheep, 1 wheat to purchase a settlement.`
|
|
);
|
|
player.brick = (player.brick || 0) - 1;
|
|
player.wood = (player.wood || 0) - 1;
|
|
player.wheat = (player.wheat || 0) - 1;
|
|
player.sheep = (player.sheep || 0) - 1;
|
|
player.resources -= 4;
|
|
}
|
|
game.turn.free = false;
|
|
|
|
corner.color = session.color;
|
|
corner.type = 'settlement';
|
|
let bankType = undefined;
|
|
|
|
const banks = layout.corners?.[index]?.banks;
|
|
if (banks && banks.length) {
|
|
banks.forEach((bank: any) => {
|
|
const border = game.borderOrder[Math.floor(bank / 3)]!,
|
|
type: ResourceType = staticData.borders?.[border]?.[bank % 3]!;
|
|
console.log(`${session.short}: Bank ${bank} = ${type}`);
|
|
if (!type) {
|
|
console.log(`${session.short}: Bank ${bank}`);
|
|
return;
|
|
}
|
|
bankType = type === 'bank' ? '3 of anything for 1 resource' : `2 ${type} for 1 resource`;
|
|
if (player.banks.indexOf(type) === -1) {
|
|
player.banks.push(type);
|
|
}
|
|
|
|
player.ports++;
|
|
|
|
if (isRuleEnabled(game, 'port-of-call')) {
|
|
console.log(`Checking port-of-call`, player.ports, game.mostPorts);
|
|
if (player.ports >= 3 && (!game.mostPorts || player.ports > game.mostPortCount)) {
|
|
if (game.mostPorts !== session.color) {
|
|
game.mostPorts = session.color;
|
|
game.mostPortCount = player.ports;
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} now has the most ports (${player.ports})!`
|
|
);
|
|
}
|
|
}
|
|
}
|
|
});
|
|
}
|
|
game.turn.actions = [];
|
|
game.turn.limits = {};
|
|
if (bankType) {
|
|
addActivity(
|
|
game,
|
|
session,
|
|
`${session.name} placed a settlement by a maritime bank that trades ${bankType}.`
|
|
);
|
|
} else {
|
|
addActivity(game, session, `${session.name} placed a settlement.`);
|
|
}
|
|
calculateRoadLengths(game, session);
|
|
} else if (game.state === 'initial-placement') {
|
|
if (game.direction && game.direction === 'backward') {
|
|
(session as any).initialSettlement = index;
|
|
}
|
|
corner.color = session.color || '';
|
|
corner.type = 'settlement';
|
|
let bankType = undefined;
|
|
const banks2 = layout.corners?.[index]?.banks;
|
|
if (banks2 && banks2.length) {
|
|
banks2.forEach((bank: any) => {
|
|
const border = game.borderOrder[Math.floor(bank / 3)]!,
|
|
type = staticData.borders?.[border]?.[bank % 3];
|
|
console.log(`${session.short}: Bank ${bank} = ${type}`);
|
|
if (!type) {
|
|
return;
|
|
}
|
|
bankType = type === 'bank' ? '3 of anything for 1 resource' : `2 ${type} for 1 resource`;
|
|
if (player.banks.indexOf(type) === -1) {
|
|
player.banks.push(type);
|
|
}
|
|
player.ports++;
|
|
});
|
|
}
|
|
player.settlements = (player.settlements || 0) - 1;
|
|
if (bankType) {
|
|
addActivity(
|
|
game,
|
|
session,
|
|
`${session.name} placed a settlement by a maritime bank that trades ${bankType}. ` +
|
|
`Next, they need to place a road.`
|
|
);
|
|
} else {
|
|
addActivity(
|
|
game,
|
|
session,
|
|
`${session.name} placed a settlement. ` + `Next, they need to place a road.`
|
|
);
|
|
}
|
|
setForRoadPlacement(game, layout.corners?.[index]?.roads || []);
|
|
}
|
|
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
placements: game.placements,
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
state: game.state,
|
|
longestRoad: game.longestRoad,
|
|
longestRoadLength: game.longestRoadLength,
|
|
players: getFilteredPlayers(game),
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const placeRoad = (game: Game, session: Session, index: number): string | undefined => {
|
|
if (!session.player) {
|
|
return `You are not playing a player.`;
|
|
}
|
|
|
|
const player: Player = session.player;
|
|
|
|
if (!game || !game.turn) {
|
|
return `Invalid game state.`;
|
|
}
|
|
|
|
if (session.color !== game.turn.color) {
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
|
|
if (game.placements.roads[index] === undefined) {
|
|
return `You have requested to place a road illegally!`;
|
|
}
|
|
|
|
if (
|
|
!game.turn.limits ||
|
|
!game.turn.limits.roads ||
|
|
game.turn.limits.roads.indexOf(index) === -1
|
|
) {
|
|
return `You tried to cheat! You should not try to break the rules.`;
|
|
}
|
|
|
|
const road = game.placements.roads[index];
|
|
if (road.color) {
|
|
return `This location already has a road belonging to ${game.players[road.color]?.name}!`;
|
|
}
|
|
|
|
if (game.state === 'normal') {
|
|
if (!game.turn.free) {
|
|
if (player.brick < 1 || player.wood < 1) {
|
|
return `You have insufficient resources to build a road.`;
|
|
}
|
|
}
|
|
|
|
if (player.roads < 1) {
|
|
return `You have already built all of your roads.`;
|
|
}
|
|
|
|
if (!game.turn.free) {
|
|
addChatMessage(game, session, `${session.name} spent 1 brick and 1 wood to build a road.`);
|
|
player.brick--;
|
|
player.wood--;
|
|
player.resources -= 2;
|
|
}
|
|
game.turn.free = false;
|
|
}
|
|
|
|
road.color = session.color;
|
|
road.type = 'road';
|
|
player.roads--;
|
|
/* Handle normal play road placement including Road Building free roads.
|
|
* If the turn is a road-building action, decrement freeRoads and
|
|
* only clear actions when no free roads remain. Otherwise, during
|
|
* initial placement we advance the initial-placement sequence. */
|
|
if (game.state === 'normal') {
|
|
addActivity(game, session, `${session.name} placed a road.`);
|
|
calculateRoadLengths(game, session);
|
|
|
|
let resetLimits = true;
|
|
if (game.turn && game.turn.active === 'road-building') {
|
|
if (game.turn.freeRoads !== undefined) {
|
|
game.turn.freeRoads -= 1;
|
|
}
|
|
if (game.turn.freeRoads === 0) {
|
|
game.turn.free = false;
|
|
game.turn.active = null;
|
|
game.turn.freeRoads = 0;
|
|
}
|
|
|
|
const roads = getValidRoads(game, session.color as string);
|
|
if (!roads || roads.length === 0) {
|
|
game.turn.active = null;
|
|
game.turn.freeRoads = 0;
|
|
addActivity(
|
|
game,
|
|
session,
|
|
`${session.name} has another road to play, but there are no more valid locations.`
|
|
);
|
|
} else if (game.turn.freeRoads > 0) {
|
|
game.turn.free = true;
|
|
setForRoadPlacement(game, roads);
|
|
resetLimits = false;
|
|
}
|
|
}
|
|
|
|
if (resetLimits) {
|
|
game.turn.free = false;
|
|
game.turn.actions = [];
|
|
game.turn.limits = {};
|
|
}
|
|
} else if (game.state === 'initial-placement') {
|
|
const order: PlayerColor[] = game.playerOrder;
|
|
const idx = order.indexOf(session.color);
|
|
// defensive: if player not found, just clear actions and continue
|
|
if (idx === -1 || order.length === 0) {
|
|
game.turn.actions = [];
|
|
game.turn.limits = {};
|
|
} else {
|
|
const direction = game.direction || 'forward';
|
|
if (direction === 'forward') {
|
|
if (idx === order.length - 1) {
|
|
// Last player in forward pass: switch to backward and allow that
|
|
// same last player to place a settlement to begin reverse pass.
|
|
game.direction = 'backward';
|
|
const nextColor = order[order.length - 1];
|
|
if (nextColor && game.players && game.players[nextColor]) {
|
|
const limits = getValidCorners(game);
|
|
console.log(
|
|
`${info}: initial-placement - ${
|
|
session.name
|
|
} placed road; direction=forward; next=${nextColor}; nextName=${
|
|
game.players[nextColor].name
|
|
}; corners=${limits ? limits.length : 0}`
|
|
);
|
|
game.turn = {
|
|
name: game.players[nextColor].name,
|
|
color: nextColor,
|
|
} as unknown as Turn;
|
|
// During initial placement, settlements may be placed on any valid corner
|
|
setForSettlementPlacement(game, limits);
|
|
}
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`Initial placement now proceeds in reverse order. It is ${game.turn.name}'s turn to place a settlement.`
|
|
);
|
|
} else {
|
|
const nextColor = order[idx + 1];
|
|
if (nextColor && game.players && game.players[nextColor]) {
|
|
game.turn = {
|
|
name: game.players[nextColor].name,
|
|
color: nextColor,
|
|
} as unknown as Turn;
|
|
// During initial placement forward pass, allow any valid corner
|
|
// (not restricted by the player's existing roads).
|
|
setForSettlementPlacement(game, getValidCorners(game));
|
|
addChatMessage(game, null, `It is ${game.turn.name}'s turn to place a settlement.`);
|
|
}
|
|
}
|
|
} else {
|
|
// backward
|
|
if (idx === 0) {
|
|
// Finished reverse initial placement; move to normal play and first player's turn
|
|
game.state = 'normal';
|
|
const firstColor = order[0];
|
|
if (firstColor && game.players && game.players[firstColor]) {
|
|
game.turn = {
|
|
name: game.players[firstColor].name,
|
|
color: firstColor,
|
|
} as unknown as Turn;
|
|
}
|
|
|
|
addChatMessage(game, null, `Everyone has placed their two settlements!`);
|
|
|
|
/* Figure out which players received which resources for their
|
|
* initial (second) settlement placement. This mirrors the original
|
|
* behaviour where the player receives resources adjacent to their
|
|
* final initial settlement. */
|
|
for (const sid in game.sessions) {
|
|
const s = game.sessions[sid];
|
|
const p = s && s.player;
|
|
const receives: Record<string, number> = {} as Record<string, number>;
|
|
if (!p) continue;
|
|
if (
|
|
(s as any).initialSettlement !== undefined &&
|
|
(s as any).initialSettlement !== null
|
|
) {
|
|
layout.tiles.forEach((tile, tindex) => {
|
|
if (tile.corners.indexOf((s as any).initialSettlement) !== -1) {
|
|
const tileIdx = game.tileOrder ? game.tileOrder[tindex] : undefined;
|
|
if (tileIdx === undefined || !staticData.tiles) return;
|
|
const tileDef = staticData.tiles[tileIdx];
|
|
if (!tileDef || !tileDef.type) return;
|
|
const resource = tileDef.type as ResourceType | undefined;
|
|
if (!resource) return;
|
|
// only count known resource types
|
|
if (RESOURCE_TYPES.indexOf(resource as ResourceType) === -1) return;
|
|
if (!(resource in receives)) receives[resource] = 0;
|
|
receives[resource] = (receives[resource] || 0) + 1;
|
|
}
|
|
});
|
|
const messageParts: string[] = [];
|
|
for (const type in receives) {
|
|
const cnt = receives[type] || 0;
|
|
// update player resources
|
|
// guard against unknown resource keys
|
|
switch (type) {
|
|
case 'wood':
|
|
case 'brick':
|
|
case 'sheep':
|
|
case 'wheat':
|
|
case 'stone':
|
|
(p as any)[type] = ((p as any)[type] || 0) + cnt;
|
|
p.resources = (p.resources || 0) + cnt;
|
|
break;
|
|
default:
|
|
// ignore unknown resource types
|
|
continue;
|
|
}
|
|
sendUpdateToPlayer(game, s, {
|
|
private: p,
|
|
});
|
|
messageParts.push(`${cnt} ${type}`);
|
|
}
|
|
if (messageParts.length) {
|
|
addChatMessage(
|
|
game,
|
|
s,
|
|
`${s.name} receives ${messageParts.join(', ')} for initial settlement placement.`
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
addChatMessage(game, null, `It is ${game.turn.name}'s turn.`);
|
|
} else {
|
|
const nextColor = order[idx - 1];
|
|
if (nextColor && game.players && game.players[nextColor]) {
|
|
const limits = getValidCorners(game);
|
|
console.log(
|
|
`${info}: initial-placement - ${
|
|
session.name
|
|
} placed road; direction=backward; next=${nextColor}; nextName=${
|
|
game.players[nextColor].name
|
|
}; corners=${limits ? limits.length : 0}`
|
|
);
|
|
game.turn = {
|
|
name: game.players[nextColor].name,
|
|
color: nextColor,
|
|
} as unknown as Turn;
|
|
// During initial placement, settlements may be placed on any valid corner
|
|
setForSettlementPlacement(game, limits);
|
|
addChatMessage(game, null, `It is ${game.turn.name}'s turn to place a settlement.`);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
game.turn.actions = [];
|
|
game.turn.limits = {};
|
|
}
|
|
|
|
calculateRoadLengths(game, session);
|
|
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
placements: game.placements,
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
players: getFilteredPlayers(game),
|
|
state: game.state,
|
|
direction: (game as any)['direction'],
|
|
longestRoad: game.longestRoad,
|
|
longestRoadLength: game.longestRoadLength,
|
|
});
|
|
return undefined;
|
|
};
|
|
const discard = (game: any, session: any, discards: Record<string, any>): string | undefined => {
|
|
const player = session.player;
|
|
|
|
if (game.turn.roll !== 7) {
|
|
return `You can only discard due to the Robber!`;
|
|
}
|
|
let sum = 0;
|
|
for (let type in discards) {
|
|
const val = discards[type];
|
|
const parsed = typeof val === 'string' ? parseInt(val) : Number(val);
|
|
if (player[type] < parsed) {
|
|
return `You have requested to discard more ${type} than you have.`;
|
|
}
|
|
sum += parsed;
|
|
}
|
|
if (sum > player.mustDiscard) {
|
|
return `You can not discard that many cards! You can only discard ${player.mustDiscard}.`;
|
|
}
|
|
|
|
if (sum === 0) {
|
|
return `You must discard at least one card.`;
|
|
}
|
|
|
|
for (let type in discards) {
|
|
const count = parseInt(discards[type]);
|
|
player[type] -= count;
|
|
player.mustDiscard -= count;
|
|
player.resources -= count;
|
|
}
|
|
addChatMessage(game, null, `${session.name} discarded ${sum} resource cards.`);
|
|
if (player.mustDiscard > 0) {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`${session.name} did not discard enough and must discard ${player.mustDiscard} more cards.`
|
|
);
|
|
}
|
|
|
|
let move = true;
|
|
for (let color in game.players) {
|
|
const discard = game.players[color].mustDiscard > 0;
|
|
if (discard) {
|
|
move = false;
|
|
}
|
|
}
|
|
|
|
if (move) {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`Drat! A new robber has arrived and must be placed by ${game.turn.name}!`
|
|
);
|
|
game.turn.actions = ['place-robber'];
|
|
game.turn.limits = { pips: [] };
|
|
for (let i = 0; i < staticData.tiles.length; i++) {
|
|
if (i === game.robber) {
|
|
continue;
|
|
}
|
|
game.turn.limits.pips.push(i);
|
|
}
|
|
}
|
|
sendUpdateToPlayer(game, session, {
|
|
private: player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
players: getFilteredPlayers(game),
|
|
chat: game.chat,
|
|
turn: game.turn,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const buyRoad = (game: any, session: any): string | undefined => {
|
|
const player = session.player;
|
|
|
|
if (game.state !== 'normal') {
|
|
return `You cannot purchase a development card unless the game is active (${game.state}).`;
|
|
}
|
|
if (session.color !== game.turn.color) {
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
if (!game.turn.roll) {
|
|
return `You cannot build until you have rolled.`;
|
|
}
|
|
|
|
if (game.turn && game.turn.robberInAction) {
|
|
return `Robber is in action. You can not purchase until all Robber tasks are resolved.`;
|
|
}
|
|
|
|
if (player.brick < 1 || player.wood < 1) {
|
|
return `You have insufficient resources to build a road.`;
|
|
}
|
|
if (player.roads < 1) {
|
|
return `You have already built all of your roads.`;
|
|
}
|
|
const roads = getValidRoads(game, session.color);
|
|
if (roads.length === 0) {
|
|
return `There are no valid locations for you to place a road.`;
|
|
}
|
|
setForRoadPlacement(game, roads);
|
|
addActivity(game, session, `${game.turn.name} is considering building a road.`);
|
|
sendUpdateToPlayers(game, {
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const selectResources = (game: any, session: any, cards: string[]): string | undefined => {
|
|
const player = session.player;
|
|
void player;
|
|
if (
|
|
!game ||
|
|
!game.turn ||
|
|
!game.turn.actions ||
|
|
game.turn.actions.indexOf('select-resources') === -1
|
|
) {
|
|
return `Please, let's not cheat. Ok?`;
|
|
}
|
|
|
|
if (
|
|
session.color !== game.turn.color &&
|
|
(!game.turn.select || !(session.color in game.turn.select))
|
|
) {
|
|
console.log(session.color, game.turn.color, game.turn.select);
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
|
|
let count = 2;
|
|
if (game.turn && game.turn.active === 'monopoly') {
|
|
count = 1;
|
|
}
|
|
if (game.state === 'volcano') {
|
|
console.log({ cards, turn: game.turn });
|
|
if (!game.turn.select) {
|
|
count = 0;
|
|
} else if (session.color in game.turn.select) {
|
|
count = game.turn.select[session.color];
|
|
delete game.turn.select[session.color];
|
|
if (Object.getOwnPropertyNames(game.turn.select).length === 0) {
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`${game.turn.name} must roll the die to determine which direction the lava will flow!`
|
|
);
|
|
delete game.turn.select;
|
|
}
|
|
} else {
|
|
count = 0;
|
|
}
|
|
}
|
|
|
|
if (!cards || cards.length > count || cards.length === 0) {
|
|
return `You have chosen the wrong number of cards!`;
|
|
}
|
|
|
|
const isValidCard = (type: string): boolean => {
|
|
switch (type.trim()) {
|
|
case 'wheat':
|
|
case 'brick':
|
|
case 'sheep':
|
|
case 'stone':
|
|
case 'wood':
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
};
|
|
|
|
const selected: Record<string, number> = {};
|
|
for (const card of cards) {
|
|
if (!isValidCard(card)) {
|
|
return `Invalid resource type!`;
|
|
}
|
|
selected[card] = (selected[card] || 0) + 1;
|
|
}
|
|
const display: string[] = [];
|
|
for (let card in selected) {
|
|
display.push(`${selected[card]} ${card}`);
|
|
}
|
|
|
|
switch (game.turn.active) {
|
|
case 'monopoly':
|
|
const gave: string[] = [],
|
|
type = String(cards[0]);
|
|
let total = 0;
|
|
for (let color in game.players) {
|
|
const player = game.players[color];
|
|
if (player.status === 'Not active') {
|
|
continue;
|
|
}
|
|
if (color === session.color) {
|
|
continue;
|
|
}
|
|
if ((player as any)[type]) {
|
|
gave.push(`${player.name} gave ${(player as any)[type]} ${type}`);
|
|
(session.player as any)[type] += (player as any)[type];
|
|
session.resources += (player as any)[type];
|
|
total += (player as any)[type];
|
|
(player as any)[type] = 0;
|
|
for (let key in game.sessions) {
|
|
if (game.sessions[key].player === player) {
|
|
sendUpdateToPlayer(game, game.sessions[key], {
|
|
private: game.sessions[key].player,
|
|
});
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gave.length) {
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} played Monopoly and selected ${display.join(', ')}. ` +
|
|
`Players ${gave.join(', ')}. In total, they received ${total} ${type}.`
|
|
);
|
|
} else {
|
|
addActivity(
|
|
game,
|
|
session,
|
|
`${session.name} has chosen ${display.join(
|
|
', '
|
|
)}! Unfortunately, no players had that resource. Wa-waaaa.`
|
|
);
|
|
}
|
|
delete game.turn.active;
|
|
game.turn.actions = [];
|
|
break;
|
|
|
|
case 'year-of-plenty':
|
|
cards.forEach(type => {
|
|
session.player[type]++;
|
|
session.player.resources++;
|
|
});
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} player Year of Plenty.` +
|
|
`They chose to receive ${display.join(', ')} from the bank.`
|
|
);
|
|
delete game.turn.active;
|
|
game.turn.actions = [];
|
|
break;
|
|
case 'volcano':
|
|
cards.forEach(type => {
|
|
session.player[type]++;
|
|
session.player.resources++;
|
|
});
|
|
addChatMessage(
|
|
game,
|
|
session,
|
|
`${session.name} player mined ${display.join(', ')} from the Volcano!`
|
|
);
|
|
if (!game.turn.select) {
|
|
delete game.turn.active;
|
|
game.turn.actions = [];
|
|
}
|
|
break;
|
|
}
|
|
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
players: getFilteredPlayers(game),
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const buySettlement = (game: any, session: any): string | undefined => {
|
|
const player = session.player;
|
|
if (game.state !== 'normal') {
|
|
return `You cannot purchase a development card unless the game is active (${game.state}).`;
|
|
}
|
|
if (session.color !== game.turn.color) {
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
if (!game.turn.roll) {
|
|
return `You cannot build until you have rolled.`;
|
|
}
|
|
|
|
if (game.turn && game.turn.robberInAction) {
|
|
return `Robber is in action. You can not purchase until all Robber tasks are resolved.`;
|
|
}
|
|
|
|
if (player.brick < 1 || player.wood < 1 || player.wheat < 1 || player.sheep < 1) {
|
|
return `You have insufficient resources to build a settlement.`;
|
|
}
|
|
if (player.settlements < 1) {
|
|
return `You have already built all of your settlements.`;
|
|
}
|
|
const corners = getValidCorners(game, session.color);
|
|
if (corners.length === 0) {
|
|
return `There are no valid locations for you to place a settlement.`;
|
|
}
|
|
setForSettlementPlacement(game, corners);
|
|
addActivity(game, session, `${game.turn.name} is considering placing a settlement.`);
|
|
sendUpdateToPlayers(game, {
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const buyCity = (game: any, session: any): string | undefined => {
|
|
const player = session.player;
|
|
if (game.state !== 'normal') {
|
|
return `You cannot purchase a development card unless the game is active (${game.state}).`;
|
|
}
|
|
if (session.color !== game.turn.color) {
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
if (!game.turn.roll) {
|
|
return `You cannot build until you have rolled.`;
|
|
}
|
|
if (player.wheat < 2 || player.stone < 3) {
|
|
return `You have insufficient resources to build a city.`;
|
|
}
|
|
|
|
if (game.turn && game.turn.robberInAction) {
|
|
return `Robber is in action. You can not purchase until all Robber tasks are resolved.`;
|
|
}
|
|
|
|
if (player.city < 1) {
|
|
return `You have already built all of your cities.`;
|
|
}
|
|
const corners = getValidCorners(game, session.color, 'settlement');
|
|
if (corners.length === 0) {
|
|
return `There are no valid locations for you to place a city.`;
|
|
}
|
|
setForCityPlacement(game, corners);
|
|
addActivity(game, session, `${game.turn.name} is considering upgrading a settlement to a city.`);
|
|
sendUpdateToPlayers(game, {
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const placeCity = (game: any, session: any, index: any): string | undefined => {
|
|
const player = session.player;
|
|
if (typeof index === 'string') index = parseInt(index);
|
|
if (game.state !== 'normal') {
|
|
return `You cannot purchase a development card unless the game is active (${game.state}).`;
|
|
}
|
|
if (session.color !== game.turn.color) {
|
|
return `It is not your turn! It is ${game.turn.name}'s turn.`;
|
|
}
|
|
/* Valid index check */
|
|
if (game.placements.corners[index] === undefined) {
|
|
return `You have requested to place a city illegally!`;
|
|
}
|
|
/* If this is not a placement the turn limits, discard it */
|
|
if (
|
|
!game.turn ||
|
|
!game.turn.limits ||
|
|
!game.turn.limits.corners ||
|
|
game.turn.limits.corners.indexOf(index) === -1
|
|
) {
|
|
return `You tried to cheat! You should not try to break the rules.`;
|
|
}
|
|
const corner = game.placements.corners[index];
|
|
if (corner.color !== 'unassigned' && corner.color !== session.color) {
|
|
return `This location already has a settlement belonging to ${
|
|
game.players[corner.color].name
|
|
}!`;
|
|
}
|
|
if (corner.type !== 'settlement') {
|
|
return `This location already has a city!`;
|
|
}
|
|
if (game.turn.free) {
|
|
delete game.turn.free;
|
|
}
|
|
|
|
debugChat(game, 'Before city placement');
|
|
|
|
corner.color = session.color;
|
|
corner.type = 'city';
|
|
player.cities--;
|
|
player.settlements++;
|
|
if (!game.turn.free) {
|
|
addChatMessage(game, session, `${session.name} spent 2 wheat, 3 stone to upgrade to a city.`);
|
|
player.wheat -= 2;
|
|
player.stone -= 3;
|
|
player.resources = 0;
|
|
['wheat', 'brick', 'sheep', 'stone', 'wood'].forEach(resource => {
|
|
player.resources += player[resource];
|
|
});
|
|
}
|
|
delete game.turn.free;
|
|
|
|
debugChat(game, 'After city placement');
|
|
game.turn.actions = [];
|
|
game.turn.limits = {};
|
|
addActivity(game, session, `${session.name} upgraded a settlement to a city!`);
|
|
sendUpdateToPlayer(game, session, {
|
|
private: session.player,
|
|
});
|
|
sendUpdateToPlayers(game, {
|
|
placements: game.placements,
|
|
turn: game.turn,
|
|
chat: game.chat,
|
|
activities: game.activities,
|
|
players: getFilteredPlayers(game),
|
|
longestRoad: game.longestRoad,
|
|
longestRoadLength: game.longestRoadLength,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const ping = (session: Session) => {
|
|
if (!session.ws) {
|
|
console.log(`[no socket] Not sending ping to ${session.name} -- connection does not exist.`);
|
|
return;
|
|
}
|
|
|
|
session.ping = Date.now();
|
|
// console.log(`${session.short}: Sending ping to ${session.name}`);
|
|
|
|
try {
|
|
session.ws.send(JSON.stringify({ type: 'ping', ping: session.ping }));
|
|
} catch (e) {
|
|
console.error(`${session.id}: Failed to send ping:`, e);
|
|
// If send fails, the socket is likely dead - clean up
|
|
if (session.keepAlive) {
|
|
clearTimeout(session.keepAlive);
|
|
session.keepAlive = undefined;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Clear any existing timeout
|
|
if (session.keepAlive) {
|
|
clearTimeout(session.keepAlive);
|
|
}
|
|
|
|
// Set timeout to disconnect if no pong received within 20 seconds
|
|
session.keepAlive = setTimeout(() => {
|
|
console.warn(
|
|
`${session.id}: No pong received from ${session.name} within 20s, closing connection`
|
|
);
|
|
if (session.ws) {
|
|
try {
|
|
session.ws.close();
|
|
} catch (e) {
|
|
console.error(`${session.id}: Error closing socket:`, e);
|
|
}
|
|
}
|
|
session.ws = undefined;
|
|
session.keepAlive = undefined;
|
|
}, 20000);
|
|
};
|
|
|
|
// Add new function to schedule recurring pings
|
|
const schedulePing = (session: Session) => {
|
|
// Diagnostic logging to help detect multiple intervals being created
|
|
try {
|
|
console.log(
|
|
`${session.short}: schedulePing called for ${getName(
|
|
session
|
|
)} - existing pingInterval? ${!!session.pingInterval}`
|
|
);
|
|
} catch (e) {
|
|
/* ignore logging errors */
|
|
}
|
|
|
|
if (session.pingInterval) {
|
|
// Clear any previous interval before creating a new one
|
|
try {
|
|
clearInterval(session.pingInterval);
|
|
} catch (e) {
|
|
console.warn(`${session.short}: Failed to clear previous pingInterval:`, e);
|
|
}
|
|
}
|
|
|
|
// Send ping every 10 seconds
|
|
session.pingInterval = setInterval(() => {
|
|
ping(session);
|
|
}, 10000);
|
|
try {
|
|
console.log(`${session.short}: pingInterval started for ${getName(session)}`);
|
|
} catch (e) {
|
|
/* ignore logging errors */
|
|
}
|
|
};
|
|
|
|
// wsInactive not present in this refactor; no-op placeholder removed
|
|
|
|
const setGame = (game: any, session: any, state: any): string | undefined => {
|
|
if (!state) {
|
|
return `Invalid state.`;
|
|
}
|
|
|
|
if (session.color === 'unassigned') {
|
|
return `You must have an active player to start the game.`;
|
|
}
|
|
|
|
if (state === game.state) {
|
|
return;
|
|
}
|
|
|
|
switch (state) {
|
|
case 'game-order':
|
|
if (game.state !== 'lobby') {
|
|
return `You can only start the game from the lobby.`;
|
|
}
|
|
const active = getActiveCount(game);
|
|
if (active < 2) {
|
|
return `You need at least two players to start the game.`;
|
|
}
|
|
/* Delete any non-played colors from the player map; reduces all
|
|
* code that would otherwise have to filter out players by checking
|
|
* the 'Not active' state of player.status */
|
|
for (let key in game.players) {
|
|
if (game.players[key].status !== 'Active') {
|
|
delete game.players[key];
|
|
}
|
|
}
|
|
addChatMessage(game, null, `${session.name} requested to start the game.`);
|
|
game.state = state;
|
|
|
|
sendUpdateToPlayers(game, {
|
|
state: game.state,
|
|
chat: game.chat,
|
|
});
|
|
break;
|
|
}
|
|
return undefined;
|
|
};
|
|
|
|
const resetDisconnectCheck = (_game: any, req: any): void => {
|
|
void _game;
|
|
if (req.disconnectCheck) {
|
|
clearTimeout(req.disconnectCheck);
|
|
}
|
|
//req.disconnectCheck = setTimeout(() => { wsInactive(game, req) }, 20000);
|
|
};
|
|
|
|
// WebRTC join/part handling moved to server/routes/webrtc-signaling.ts
|
|
// use webrtcJoin(audio[gameId], session, config) and webrtcPart(audio[gameId], session)
|
|
|
|
const departLobby = (game: any, session: any, _color?: string): void => {
|
|
const update: any = {};
|
|
update.unselected = getFilteredUnselected(game);
|
|
|
|
if (session.player) {
|
|
session.player.live = false;
|
|
update.players = game.players;
|
|
}
|
|
|
|
if (session.name) {
|
|
if (session.color !== 'unassigned') {
|
|
addChatMessage(game, null, `${session.name} has disconnected ` + `from the game.`);
|
|
} else {
|
|
addChatMessage(game, null, `${session.name} has left the lobby.`);
|
|
}
|
|
update.chat = game.chat;
|
|
} else {
|
|
console.log(
|
|
`${session.short}: departLobby - ${getName(session)} is ` +
|
|
`being removed from ${game.id}'s sessions.`
|
|
);
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id] === session) {
|
|
delete game.sessions[id];
|
|
transientState.clearSession(game.id, id);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
sendUpdateToPlayers(game, update);
|
|
};
|
|
|
|
const sendGameToPlayer = (game: any, session: any): void => {
|
|
console.log(`${session.short}: -> sendGamePlayer:${getName(session)} - full game`);
|
|
if (!session.ws) {
|
|
console.log(`${session.short}: -> sendGamePlayer:: Currently no connection`);
|
|
return;
|
|
}
|
|
|
|
let update: any;
|
|
|
|
/* Only send empty name data to unnamed players */
|
|
if (!session.name) {
|
|
console.log(
|
|
`${session.short}: -> sendGamePlayer:${getName(session)} - only sending empty name`
|
|
);
|
|
update = { name: '' };
|
|
} else {
|
|
update = getFilteredGameForPlayer(game, session);
|
|
}
|
|
|
|
const message = JSON.stringify({
|
|
type: 'game-update',
|
|
update: update,
|
|
});
|
|
queueSend(session, message);
|
|
};
|
|
|
|
const sendGameToPlayers = (game: any): void => {
|
|
console.log(`${all}: -> sendGamePlayers - full game`);
|
|
|
|
for (let key in game.sessions) {
|
|
sendGameToPlayer(game, game.sessions[key]);
|
|
}
|
|
};
|
|
|
|
const getFilteredUnselected = (game: any): string[] => {
|
|
if (!game.unselected) {
|
|
return [];
|
|
}
|
|
return game.unselected.filter((session: any) => session.live).map((session: any) => session.name);
|
|
};
|
|
|
|
const parseChatCommands = (game: any, message: string): void => {
|
|
/* Chat messages can set game flags and fields */
|
|
const partsRaw = message.match(/^set +([^ ]*) +(.*)$/i) as RegExpMatchArray | null;
|
|
if (!partsRaw || partsRaw.length !== 3) {
|
|
return;
|
|
}
|
|
const parts = partsRaw as RegExpMatchArray;
|
|
const key = parts[1] || '';
|
|
switch (key.toLowerCase()) {
|
|
case 'game':
|
|
if (parts[2] && parts[2].trim().match(/^beginner('?s)?( +layout)?/i)) {
|
|
setBeginnerGame(game);
|
|
addChatMessage(game, null, `Game board set to the Beginner's Layout.`);
|
|
break;
|
|
}
|
|
const signature = parts[2]
|
|
? parts[2].match(/^([0-9a-f]{12})-([0-9a-f]{38})-([0-9a-f]{38})/i)
|
|
: null;
|
|
if (signature) {
|
|
if (
|
|
setGameFromSignature(game, signature[1] || '', signature[2] || '', signature[3] || '')
|
|
) {
|
|
game.signature = parts[2];
|
|
addChatMessage(game, null, `Game board set to ${parts[2]}.`);
|
|
} else {
|
|
addChatMessage(game, null, `Requested an invalid game board.`);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
};
|
|
|
|
const sendError = (session: Session, error: string): void => {
|
|
console.error(`${session.short}: Error: ${error}`);
|
|
try {
|
|
session.ws.send(JSON.stringify({ type: 'error', data: error }));
|
|
} catch (e) {
|
|
/* ignore */
|
|
}
|
|
};
|
|
|
|
const sendWarning = (session: Session, warning: string): void => {
|
|
console.warn(`${session.short}: Warning: ${warning}`);
|
|
try {
|
|
session?.ws?.send(JSON.stringify({ type: 'warning', warning }));
|
|
} catch (e) {
|
|
/* ignore */
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Get participants list for the game room
|
|
* Uses the reusable room helper and adds game-specific data (color)
|
|
*
|
|
* This demonstrates how to extend the base participant list with app-specific data
|
|
*/
|
|
const getParticipants = (game: any): any[] => {
|
|
// Use the reusable room helper for base participant data
|
|
// If you were using the new architecture, this would be:
|
|
// import { getParticipants as getBaseParticipants } from './room/helpers';
|
|
// const baseParticipants = getBaseParticipants(game.sessions);
|
|
|
|
const participants: any[] = [];
|
|
for (let id in game.sessions) {
|
|
const session = game.sessions[id];
|
|
if (!session) continue;
|
|
|
|
// Base participant data (reusable across any application)
|
|
const baseParticipant = {
|
|
name: session.name || null,
|
|
session_id: session.id,
|
|
live: session.live || false,
|
|
protected: session.protected || false,
|
|
has_media: session.has_media !== false,
|
|
bot_run_id: session.bot_run_id || null,
|
|
bot_provider_id: session.bot_provider_id || null,
|
|
bot_instance_id: session.bot_instance_id || null,
|
|
muted: session.muted || false,
|
|
video_on: session.video_on !== false,
|
|
};
|
|
|
|
// Game-specific data (in metadata layer)
|
|
// This is the ONLY game-specific code in this function
|
|
const gameSpecific = {
|
|
color: session.color || null, // Game-specific: player color
|
|
// In the new architecture, this would be: session.metadata?.color
|
|
};
|
|
|
|
participants.push({ ...baseParticipant, ...gameSpecific });
|
|
}
|
|
return participants;
|
|
};
|
|
|
|
const clearGame = (game: any, _session: any): string | undefined => {
|
|
void _session;
|
|
resetGame(game);
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`The game has been reset. You can play again with this board, or ` +
|
|
`click 'New Table' to mix things up a bit.`
|
|
);
|
|
sendGameToPlayers(game);
|
|
return undefined;
|
|
};
|
|
|
|
const gotoLobby = (game: any, session: any): string | undefined => {
|
|
if (!game.waiting) {
|
|
game.waiting = [];
|
|
}
|
|
const already = game.waiting.indexOf(session.name) !== -1;
|
|
|
|
const waitingFor = [];
|
|
for (let key in game.sessions) {
|
|
if (game.sessions[key] === session) {
|
|
continue;
|
|
}
|
|
|
|
if (game.sessions[key].player && game.waiting.indexOf(game.sessions[key].name) == -1) {
|
|
waitingFor.push(game.sessions[key].name);
|
|
}
|
|
}
|
|
|
|
if (!already) {
|
|
game.waiting.push(session.name);
|
|
addChatMessage(game, null, `${session.name} has gone to the lobby.`);
|
|
} else if (waitingFor.length !== 0) {
|
|
return (
|
|
`You are already waiting in the lobby. ` +
|
|
`${waitingFor.join(',')} still needs to go to the lobby.`
|
|
);
|
|
}
|
|
|
|
if (waitingFor.length === 0) {
|
|
resetGame(game);
|
|
addChatMessage(game, null, `All players are back to the lobby.`);
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`The game has been reset. You can play again with this board, or ` +
|
|
`click 'New Table' to mix things up a bit.`
|
|
);
|
|
sendGameToPlayers(game);
|
|
return;
|
|
}
|
|
|
|
addChatMessage(game, null, `Waiting for ${waitingFor.join(',')} to go to lobby.`);
|
|
sendUpdateToPlayers(game, {
|
|
chat: game.chat,
|
|
});
|
|
return undefined;
|
|
};
|
|
|
|
const normalizeIncoming = (msg: unknown): IncomingMessage | null => {
|
|
let parsed: IncomingMessage | null = null;
|
|
try {
|
|
if (typeof msg === 'string') {
|
|
parsed = JSON.parse(msg);
|
|
} else {
|
|
parsed = msg as IncomingMessage;
|
|
}
|
|
} catch (e) {
|
|
return null;
|
|
}
|
|
if (!parsed) return null;
|
|
const type = parsed.type || (parsed as any).action || null;
|
|
const data = parsed.data || (Object.keys(parsed).length ? Object.assign({}, parsed) : null);
|
|
return { type, data };
|
|
};
|
|
|
|
router.ws('/ws/:id', async (ws, req) => {
|
|
console.log('New WebSocket connection');
|
|
if (!req.cookies || !(req.cookies as any)['player']) {
|
|
// If the client hasn't established a session cookie, they cannot
|
|
// participate in a websocket-backed game session. Log the request
|
|
// headers to aid debugging (e.g. missing Cookie header due to
|
|
// cross-site requests or proxy configuration) and close the socket
|
|
// with a sensible code so the client sees a deterministic close.
|
|
try {
|
|
const remote =
|
|
req.ip ||
|
|
(req.headers &&
|
|
(req.headers['x-forwarded-for'] || (req.connection && req.connection.remoteAddress))) ||
|
|
'unknown';
|
|
console.warn(
|
|
`[ws] Rejecting connection from ${remote} - missing session cookie. headers=${JSON.stringify(
|
|
req.headers || {}
|
|
)}`
|
|
);
|
|
} catch (e) {
|
|
console.warn(
|
|
'[ws] Rejecting connection - missing session cookie (unable to serialize headers)'
|
|
);
|
|
}
|
|
try {
|
|
// Inform the client why we are closing, then close the socket.
|
|
ws.send(JSON.stringify({ type: 'error', error: `Unable to find session cookie` }));
|
|
} catch (e) {
|
|
/* ignore send errors */
|
|
}
|
|
try {
|
|
// 1008 = Policy Violation - appropriate for missing auth cookie
|
|
ws.close && ws.close(1008, 'Missing session cookie');
|
|
} catch (e) {
|
|
/* ignore close errors */
|
|
}
|
|
return;
|
|
}
|
|
|
|
const { id } = req.params;
|
|
const gameId = id;
|
|
|
|
if (!gameId) {
|
|
console.log('Missing game id');
|
|
try {
|
|
ws.send(JSON.stringify({ type: 'error', error: 'Missing game id' }));
|
|
} catch (e) {}
|
|
try {
|
|
console.log('Missing game id');
|
|
ws.close && ws.close(1008, 'Missing game id');
|
|
} catch (e) {}
|
|
return;
|
|
}
|
|
|
|
const playerCookie =
|
|
req.cookies && (req.cookies as any)['player'] ? String((req.cookies as any)['player']) : '';
|
|
const short = playerCookie ? `[${playerCookie.substring(0, 8)}]` : '[unknown]';
|
|
(ws as any).id = short;
|
|
|
|
console.log(`${short}: Game ${gameId} - New connection from client.`);
|
|
try {
|
|
console.log(
|
|
`${short}: WS handshake headers: origin=${req.headers.origin} cookie=${req.headers.cookie}`
|
|
);
|
|
} catch (e) {
|
|
/* ignore logging errors */
|
|
}
|
|
if (!(gameId in audio)) {
|
|
audio[gameId] = {}; /* List of peer sockets using session.id as index. */
|
|
console.log(`${short}: Game ${gameId} - New Game Audio`);
|
|
} else {
|
|
console.log(`${short}: Game ${gameId} - Already has Audio`);
|
|
}
|
|
|
|
/* Setup WebSocket event handlers prior to performing any async calls or
|
|
* we may miss the first messages from clients */
|
|
ws.on('error', async event => {
|
|
console.error(`WebSocket error: `, event && event.message ? event.message : event);
|
|
const game = await loadGame(gameId);
|
|
if (!game) {
|
|
return;
|
|
}
|
|
const _session = getSession(
|
|
game,
|
|
req.cookies && (req.cookies as any)['player'] ? String((req.cookies as any)['player']) : ''
|
|
);
|
|
if (!_session) return;
|
|
const session = _session;
|
|
session.live = false;
|
|
try {
|
|
console.log(`${short}: ws.on('error') - session.ws === ws? ${session.ws === ws}`);
|
|
console.log(`${short}: ws.on('error') - session.id=${session && session.id}`);
|
|
console.log(`${short}: ws.on('error') - stack:`, new Error().stack);
|
|
// Only close the session.ws if it is the same socket that errored.
|
|
if (session.ws && session.ws === ws) {
|
|
// Clear ping interval
|
|
if (session.pingInterval) {
|
|
clearInterval(session.pingInterval);
|
|
session.pingInterval = undefined;
|
|
}
|
|
|
|
// Clear keepAlive timeout
|
|
if (session.keepAlive) {
|
|
clearTimeout(session.keepAlive);
|
|
session.keepAlive = undefined;
|
|
}
|
|
|
|
try {
|
|
session.ws.close();
|
|
} catch (e) {
|
|
console.warn(`${short}: error while closing session.ws:`, e);
|
|
}
|
|
session.ws = undefined;
|
|
}
|
|
} catch (e) {
|
|
console.warn(`${short}: exception in ws.on('error') handler:`, e);
|
|
}
|
|
|
|
departLobby(game, session);
|
|
});
|
|
|
|
ws.on('close', async event => {
|
|
console.log(
|
|
`${short} - closed connection (event: ${
|
|
event && typeof event === 'object' ? JSON.stringify(event) : event
|
|
})`
|
|
);
|
|
|
|
const game = await loadGame(gameId);
|
|
if (!game) {
|
|
return;
|
|
}
|
|
const _session = getSession(
|
|
game,
|
|
req.cookies && (req.cookies as any)['player'] ? String((req.cookies as any)['player']) : ''
|
|
);
|
|
if (!_session) return;
|
|
const session = _session;
|
|
if (session.player) {
|
|
session.player.live = false;
|
|
}
|
|
session.live = false;
|
|
session.initialSnapshotSent = false;
|
|
|
|
// Only cleanup the session.ws if it references the same socket object
|
|
try {
|
|
console.log(`${short}: ws.on('close') - session.ws === ws? ${session.ws === ws}`);
|
|
console.log(
|
|
`${short}: ws.on('close') - session.id=${session && session.id}, lastActive=${
|
|
session && session.lastActive
|
|
}`
|
|
);
|
|
if (session.ws && session.ws === ws) {
|
|
// Clear ping interval
|
|
if (session.pingInterval) {
|
|
clearInterval(session.pingInterval);
|
|
session.pingInterval = undefined;
|
|
}
|
|
|
|
// Clear keepAlive timeout
|
|
if (session.keepAlive) {
|
|
clearTimeout(session.keepAlive);
|
|
session.keepAlive = undefined;
|
|
}
|
|
|
|
/* Cleanup any voice channels */
|
|
if (gameId in audio) {
|
|
try {
|
|
webrtcPart(audio[gameId]!, session);
|
|
} catch (e) {
|
|
console.warn(`${short}: Error during part():`, e);
|
|
}
|
|
}
|
|
try {
|
|
session.ws.close();
|
|
} catch (e) {
|
|
console.warn(`${short}: error while closing session.ws in on('close'):`, e);
|
|
}
|
|
session.ws = undefined;
|
|
console.log(`${short}:WebSocket closed for ${getName(session)}`);
|
|
}
|
|
} catch (e) {
|
|
console.warn(`${short}: exception in ws.on('close') handler:`, e);
|
|
}
|
|
|
|
departLobby(game, session);
|
|
|
|
/* Check for a game in the Winner state with no more connections
|
|
* and remove it */
|
|
if (game.state === 'winner') {
|
|
let dead = true;
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id]!.live && game.sessions[id]!.name) {
|
|
dead = false;
|
|
}
|
|
}
|
|
if (dead) {
|
|
console.log(`${session.short}: No more players in ${game.id}. ` + `Removing.`);
|
|
addChatMessage(
|
|
game,
|
|
null,
|
|
`No more active players in game. ` + `It is being removed from the server.`
|
|
);
|
|
sendUpdateToPlayers(game, {
|
|
chat: game.chat,
|
|
});
|
|
for (let id in game.sessions) {
|
|
if (game.sessions[id]!.ws) {
|
|
try {
|
|
console.log(
|
|
`${short}: Removing game - closing session ${id} socket (game removal cleanup)`
|
|
);
|
|
console.log(`${short}: Closing socket stack:`, new Error().stack);
|
|
game.sessions[id]!.ws.close();
|
|
} catch (e) {
|
|
console.warn(`${short}: error closing session socket during game removal:`, e);
|
|
}
|
|
delete game.sessions[id];
|
|
transientState.clearSession(game.id, id);
|
|
}
|
|
}
|
|
delete audio[gameId];
|
|
delete games[gameId];
|
|
transientState.clearGame(gameId);
|
|
try {
|
|
if (!gameDB || !gameDB.deleteGame) {
|
|
console.error(`${session.id}: gameDB.deleteGame is not available; cannot remove ${id}`);
|
|
} else {
|
|
await gameDB.deleteGame(gameId);
|
|
}
|
|
} catch (error) {
|
|
console.error(`${session.id}: Unable to remove game ${id} via gameDB.deleteGame`, error);
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
ws.on('message', async message => {
|
|
// Normalize the incoming message to { type, data } so handlers can
|
|
// reliably access the payload without repeated defensive checks.
|
|
const incoming = normalizeIncoming(message);
|
|
if (!incoming || !incoming.type) {
|
|
// If we couldn't parse or determine the type, log and ignore the
|
|
// message to preserve previous behavior.
|
|
try {
|
|
console.error(`${all}: parse/normalize error`, message);
|
|
} catch (e) {
|
|
console.error('parse/normalize error');
|
|
}
|
|
return;
|
|
}
|
|
const data = incoming.data;
|
|
const game = await loadGame(gameId);
|
|
const _session = getSession(
|
|
game,
|
|
req.cookies && (req.cookies as any)['player'] ? String((req.cookies as any)['player']) : ''
|
|
);
|
|
if (!_session) return;
|
|
const session = _session;
|
|
// Keep track of any previously attached websocket so we can detect
|
|
// first-time attaches and websocket replacements (reconnects).
|
|
const previousWs = session.ws;
|
|
// If there was a previous websocket and it's a different object, try to
|
|
// close it to avoid stale sockets lingering in memory.
|
|
if (previousWs && previousWs !== ws) {
|
|
// Clear any existing ping/keepAlive timers associated with the old socket
|
|
try {
|
|
if (session.pingInterval) {
|
|
clearInterval(session.pingInterval);
|
|
session.pingInterval = undefined;
|
|
console.log(
|
|
`${short}: Cleared old pingInterval during reconnection for ${getName(session)}`
|
|
);
|
|
}
|
|
if (session.keepAlive) {
|
|
clearTimeout(session.keepAlive);
|
|
session.keepAlive = undefined;
|
|
console.log(
|
|
`${short}: Cleared old keepAlive during reconnection for ${getName(session)}`
|
|
);
|
|
}
|
|
} catch (e) {
|
|
console.warn(`${short}: Error clearing old timers during reconnection:`, e);
|
|
}
|
|
|
|
// Clean up peer from audio registry before replacing WebSocket
|
|
if (gameId in audio) {
|
|
try {
|
|
webrtcPart(audio[gameId]!, session);
|
|
console.log(
|
|
`${short}: Cleaned up peer ${session.name} from audio registry during reconnection`
|
|
);
|
|
} catch (e) {
|
|
console.warn(`${short}: Error cleaning up peer during reconnection:`, e);
|
|
}
|
|
}
|
|
|
|
try {
|
|
previousWs.close();
|
|
} catch (e) {
|
|
/* ignore close errors */
|
|
}
|
|
}
|
|
// Attach the current websocket for this session.
|
|
session.ws = ws;
|
|
if (session.player) {
|
|
session.player.live = true;
|
|
}
|
|
session.live = true;
|
|
session.lastActive = Date.now();
|
|
session.short = short;
|
|
|
|
let error: string | undefined;
|
|
let warning: string | void | undefined;
|
|
let processed = true;
|
|
|
|
// The initial-game snapshot is sent from the connection attach path to
|
|
// ensure it is only sent once per websocket lifecycle. Avoid sending it
|
|
// here from the message handler to prevent duplicate snapshots when a
|
|
// client sends messages during the attach/reconnect sequence.
|
|
|
|
switch (incoming.type) {
|
|
case 'join':
|
|
// Accept either legacy `config`, newer `data`, or flat payloads where
|
|
// the client sent fields at the top level (normalizeIncoming will
|
|
// populate `data` with the parsed object in that case).
|
|
webrtcJoin(audio[gameId]!, session);
|
|
break;
|
|
|
|
case 'part':
|
|
webrtcPart(audio[gameId]!, session);
|
|
break;
|
|
|
|
case 'relayICECandidate':
|
|
{
|
|
// Delegate to the webrtc signaling helper (it performs its own checks)
|
|
// Accept either config/data or a flat payload (data).
|
|
const cfg = data.config || data.data || data || {};
|
|
handleRelayICECandidate(gameId, cfg, session, debug);
|
|
}
|
|
break;
|
|
|
|
case 'relaySessionDescription':
|
|
{
|
|
// Accept either config/data or a flat payload (data).
|
|
const cfg = data.config || data.data || data || {};
|
|
handleRelaySessionDescription(gameId, cfg, session, debug);
|
|
}
|
|
break;
|
|
|
|
case 'pong':
|
|
// Clear the keepAlive timeout since we got a response
|
|
if (session.keepAlive) {
|
|
clearTimeout(session.keepAlive);
|
|
session.keepAlive = undefined;
|
|
}
|
|
|
|
// Calculate latency if ping timestamp was sent
|
|
// if (session.ping) {
|
|
// session.lastPong = Date.now();
|
|
// const latency = session.lastPong - session.ping;
|
|
// console.log(`${short}: Received pong from ${getName(session)}. Latency: ${latency}ms`);
|
|
// } else {
|
|
// console.log(`${short}: Received pong from ${getName(session)}.`);
|
|
// }
|
|
|
|
// No need to resetDisconnectCheck since it's non-functional
|
|
break;
|
|
|
|
case 'game-update':
|
|
console.log(`${short}: <- game-update ${getName(session)} - full game update.`);
|
|
sendGameToPlayer(game, session);
|
|
break;
|
|
|
|
case 'peer_state_update':
|
|
{
|
|
// Accept either config/data or a flat payload (data).
|
|
const cfg = data.config || data.data || data || {};
|
|
broadcastPeerStateUpdate(gameId, cfg, session);
|
|
}
|
|
break;
|
|
|
|
case 'player-name':
|
|
// Support both legacy { type: 'player-name', name: 'Foo' }
|
|
// and normalized { type: 'player-name', data: { name: 'Foo' } }
|
|
const _pname = (data && data.name) || (data && data.data && data.data.name);
|
|
console.log(`${short}: <- player-name:${getName(session)} - setPlayerName - ${_pname}`);
|
|
error = setPlayerName(game, session, _pname);
|
|
if (error) {
|
|
sendError(session, error);
|
|
} else {
|
|
gameDB.saveGame(game);
|
|
}
|
|
break;
|
|
|
|
case 'set':
|
|
console.log(`${short}: <- set:${getName(session)} ${data.field} = ${data.value}`);
|
|
switch (data.field) {
|
|
case 'state':
|
|
warning = setGame(game, session, data.value);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
} else {
|
|
gameDB.saveGame(game);
|
|
}
|
|
break;
|
|
|
|
case 'color':
|
|
warning = setPlayerColor(game, session, data.value);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
} else {
|
|
gameDB.saveGame(game);
|
|
}
|
|
break;
|
|
default:
|
|
console.warn(`WARNING: Requested SET unsupported field: ${data.field}`);
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case 'get':
|
|
// Batch 'get' requests per-session for a short window so multiple
|
|
// near-simultaneous requests are merged into one response. This
|
|
// reduces CPU and network churn during client startup.
|
|
const requestedFields: string[] = Array.isArray(data.fields)
|
|
? (data.fields as string[])
|
|
: data.data && Array.isArray(data.data.fields)
|
|
? (data.data.fields as string[])
|
|
: [];
|
|
|
|
console.log(
|
|
`${short}: <- get:${getName(session)} ${
|
|
requestedFields.length ? requestedFields.join(',') : '<none>'
|
|
}`
|
|
);
|
|
|
|
// Ensure a batch structure exists on the session
|
|
if (!session._getBatch) {
|
|
session._getBatch = { fields: new Set<string>(), timer: undefined };
|
|
}
|
|
// Merge requested fields into the batch set
|
|
requestedFields.forEach(
|
|
(f: string) => session._getBatch && session._getBatch.fields.add(f)
|
|
);
|
|
|
|
// If a timer is already scheduled, we will respond when it fires.
|
|
if (session._getBatch.timer) {
|
|
break;
|
|
}
|
|
|
|
// Schedule a single reply after the batching window
|
|
session._getBatch.timer = setTimeout(() => {
|
|
try {
|
|
if (!session._getBatch) return;
|
|
const fieldsArray: string[] = Array.from(session._getBatch.fields) as string[];
|
|
const batchedUpdate: any = {};
|
|
fieldsArray.forEach((field: string) => {
|
|
switch (field) {
|
|
case 'player':
|
|
sendWarning(session, `'player' is not a valid item. use 'private' instead`);
|
|
batchedUpdate.player = undefined;
|
|
break;
|
|
case 'id':
|
|
case 'chat':
|
|
case 'startTime':
|
|
case 'state':
|
|
case 'turn':
|
|
case 'turns':
|
|
case 'winner':
|
|
case 'placements':
|
|
case 'longestRoadLength':
|
|
case 'robber':
|
|
case 'robberName':
|
|
case 'tileOrder':
|
|
case 'active':
|
|
case 'largestArmy':
|
|
case 'mostDeveloped':
|
|
case 'mostPorts':
|
|
case 'longestRoad':
|
|
case 'pipOrder':
|
|
case 'signature':
|
|
case 'borderOrder':
|
|
case 'dice':
|
|
case 'activities':
|
|
batchedUpdate[field] = game[field];
|
|
break;
|
|
case 'tiles':
|
|
batchedUpdate.tiles = staticData.tiles;
|
|
break;
|
|
case 'pips':
|
|
// pips are static data (number/roll mapping). Return from staticData
|
|
batchedUpdate.pips = staticData.pips;
|
|
break;
|
|
case 'borders':
|
|
// borders are static data describing ports/banks
|
|
batchedUpdate.borders = staticData.borders;
|
|
break;
|
|
case 'rules':
|
|
batchedUpdate[field] = game.rules ? game.rules : {};
|
|
break;
|
|
case 'name':
|
|
batchedUpdate.name = session.name;
|
|
break;
|
|
case 'unselected':
|
|
batchedUpdate.unselected = getFilteredUnselected(game);
|
|
break;
|
|
case 'private':
|
|
batchedUpdate.private = session.player;
|
|
break;
|
|
case 'players':
|
|
batchedUpdate.players = getFilteredPlayers(game);
|
|
break;
|
|
case 'participants':
|
|
batchedUpdate.participants = getParticipants(game);
|
|
break;
|
|
case 'color':
|
|
console.log(
|
|
`${_session.short}: -> Returning color as ${session.color} for ${getName(
|
|
session
|
|
)}`
|
|
);
|
|
batchedUpdate.color = session.color;
|
|
break;
|
|
case 'timestamp':
|
|
batchedUpdate.timestamp = Date.now();
|
|
break;
|
|
default:
|
|
function hasKey<T>(obj: T, key: PropertyKey): key is keyof T {
|
|
return key in (obj as unknown as Record<string, unknown>);
|
|
}
|
|
if (hasKey(game, field)) {
|
|
console.warn(
|
|
`${short}: WARNING: Requested GET not-privatized/sanitized field: ${field}`
|
|
);
|
|
batchedUpdate[field] = game[field];
|
|
} else if (hasKey(session, field)) {
|
|
console.warn(
|
|
`${short}: WARNING: Requested GET not-sanitized session field: ${field}`
|
|
);
|
|
batchedUpdate[field as keyof typeof game] = session[field];
|
|
} else {
|
|
console.warn(`${short}: WARNING: Requested GET unsupported field: ${field}`);
|
|
}
|
|
break;
|
|
}
|
|
});
|
|
sendUpdateToPlayer(game, session, batchedUpdate);
|
|
} catch (e) {
|
|
console.warn(`${session.id}: get batch handler failed:`, e);
|
|
}
|
|
// clear batch
|
|
if (session._getBatch) {
|
|
session._getBatch.fields.clear();
|
|
clearTimeout(session._getBatch.timer as any);
|
|
session._getBatch.timer = undefined;
|
|
}
|
|
}, INCOMING_GET_BATCH_MS);
|
|
break;
|
|
|
|
case 'chat':
|
|
/* If the chat message is empty, do not add it to the chat */
|
|
if (data.message.trim() == '') {
|
|
break;
|
|
}
|
|
console.log(`${short}:${id} - ${data.type} - "${data.message}"`);
|
|
addChatMessage(game, session, `${session.name}: ${data.message}`, true);
|
|
parseChatCommands(game, data.message);
|
|
sendUpdateToPlayers(game, { chat: game.chat });
|
|
gameDB.saveGame(game);
|
|
break;
|
|
|
|
case 'media-status':
|
|
console.log(`${short}: <- media-status - `, data.audio, data.video);
|
|
session['video'] = data.video;
|
|
session['audio'] = data.audio;
|
|
break;
|
|
|
|
default:
|
|
processed = false;
|
|
break;
|
|
}
|
|
|
|
if (processed) {
|
|
/* saveGame(game); -- do not save here; only save on changes */
|
|
return;
|
|
}
|
|
|
|
/* The rest of the actions and commands require an active game
|
|
* participant */
|
|
|
|
if (session.player?.color === 'unassigned') {
|
|
error = `Player must have an active color.`;
|
|
sendError(session, error);
|
|
return;
|
|
}
|
|
|
|
processed = true;
|
|
|
|
switch (incoming.type) {
|
|
case 'roll':
|
|
console.log(`${short}: <- roll:${getName(session)}`);
|
|
warning = roll(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'shuffle':
|
|
console.log(`${short}: <- shuffle:${getName(session)}`);
|
|
warning = shuffle(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'place-settlement':
|
|
console.log(`${short}: <- place-settlement:${getName(session)} ${data.index}`);
|
|
warning = placeSettlement(game, session, data.index);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'place-city':
|
|
console.log(`${short}: <- place-city:${getName(session)} ${data.index}`);
|
|
warning = placeCity(game, session, data.index);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'place-road':
|
|
console.log(`${short}: <- place-road:${getName(session)} ${data.index}`);
|
|
warning = placeRoad(game, session, parseInt(data.index));
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'place-robber':
|
|
console.log(`${short}: <- place-robber:${getName(session)} ${data.index}`);
|
|
warning = placeRobber(game, session, data.index);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'steal-resource':
|
|
console.log(`${short}: <- steal-resource:${getName(session)} ${data.color}`);
|
|
warning = stealResource(game, session, data.color);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'discard':
|
|
console.log(`${short}: <- discard:${getName(session)}`);
|
|
warning = discard(game, session, data.discards);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'pass':
|
|
console.log(`${short}: <- pass:${getName(session)}`);
|
|
warning = pass(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'select-resources':
|
|
console.log(`${short}: <- select-resources:${getName(session)} - `, data.cards);
|
|
warning = selectResources(game, session, data.cards);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'buy-city':
|
|
console.log(`${short}: <- buy-city:${getName(session)}`);
|
|
warning = buyCity(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'buy-road':
|
|
console.log(`${short}: <- buy-road:${getName(session)}`);
|
|
warning = buyRoad(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'buy-settlement':
|
|
console.log(`${short}: <- buy-settlement:${getName(session)}`);
|
|
warning = buySettlement(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'buy-development':
|
|
console.log(`${short}: <- buy-development:${getName(session)}`);
|
|
warning = buyDevelopment(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'play-card':
|
|
console.log(`${short}: <- play-card:${getName(session)}`);
|
|
warning = playCard(game, session, data.card);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'trade':
|
|
console.log(
|
|
`${short}: <- trade:${getName(session)} - ` +
|
|
(data.action ? data.action : 'start') +
|
|
` -`,
|
|
data.offer ? data.offer : 'no trade yet'
|
|
);
|
|
warning = trade(game, session, data.action, data.offer);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
} else {
|
|
for (let key in game.sessions) {
|
|
const tmp = game.sessions[key];
|
|
if (tmp!.player) {
|
|
sendUpdateToPlayer(game, tmp, {
|
|
private: tmp!.player,
|
|
});
|
|
}
|
|
}
|
|
sendUpdateToPlayers(game, {
|
|
turn: game.turn,
|
|
activities: game.activities,
|
|
chat: game.chat,
|
|
players: getFilteredPlayers(game),
|
|
});
|
|
}
|
|
break;
|
|
case 'turn-notice':
|
|
console.log(`${short}: <- turn-notice:${getName(session)}`);
|
|
warning = clearTimeNotice(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'clear-game':
|
|
console.log(`${short}: <- clear-game:${getName(session)}`);
|
|
warning = clearGame(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'goto-lobby':
|
|
console.log(`${short}: <- goto-lobby:${getName(session)}`);
|
|
warning = gotoLobby(game, session);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
case 'rules':
|
|
console.log(`${short} - <- rules:${getName(session)} - `, data.rules);
|
|
warning = setRules(game, session, data.rules);
|
|
if (warning) {
|
|
sendWarning(session, warning);
|
|
}
|
|
break;
|
|
default:
|
|
console.warn(`Unsupported request: ${data.type}`);
|
|
processed = false;
|
|
break;
|
|
}
|
|
|
|
/* If action was taken, persist the game */
|
|
if (processed) {
|
|
gameDB.saveGame(game);
|
|
}
|
|
|
|
/* If the current player took an action, reset the session timer */
|
|
if (processed && session.color === game.turn.color && game.state !== 'winner') {
|
|
resetTurnTimer(game, session);
|
|
}
|
|
});
|
|
|
|
/* This will result in the node tick moving forward; if we haven't already
|
|
* setup the event handlers, a 'message' could come through prior to this
|
|
* completing */
|
|
const game = await loadGame(gameId);
|
|
if (!game) {
|
|
console.error(`Unable to load/create new game for WS request.`);
|
|
return;
|
|
}
|
|
|
|
const _session2 = getSession(
|
|
game,
|
|
req.cookies && (req.cookies as any)['player'] ? String((req.cookies as any)['player']) : ''
|
|
);
|
|
if (!_session2) return;
|
|
const session = _session2;
|
|
session.ws = ws;
|
|
if (session.player) {
|
|
session.player.live = true;
|
|
}
|
|
session.live = true;
|
|
session.lastActive = Date.now();
|
|
session.short = short;
|
|
// Ensure we only attempt to send the consolidated initial snapshot once
|
|
// per session lifecycle. Tests and clients expect a single 'initial-game'
|
|
// message when a socket first attaches.
|
|
sendInitialGameSnapshot(game, session);
|
|
if (session.name) {
|
|
sendUpdateToPlayers(game, {
|
|
players: getFilteredPlayers(game),
|
|
participants: getParticipants(game),
|
|
unselected: getFilteredUnselected(game),
|
|
});
|
|
}
|
|
|
|
/* If the current turn player just rejoined, set their turn timer */
|
|
if (game.turn && game.turn.color === session.color && game.state !== 'winner') {
|
|
resetTurnTimer(game, session);
|
|
}
|
|
|
|
if (session.name) {
|
|
if (session.color !== 'unassigned') {
|
|
addChatMessage(game, null, `${session.name} has reconnected to the game.`);
|
|
} else {
|
|
addChatMessage(game, null, `${session.name} has rejoined the lobby.`);
|
|
}
|
|
sendUpdateToPlayers(game, { chat: game.chat });
|
|
}
|
|
|
|
resetDisconnectCheck(game, req);
|
|
console.log(`${short}: Game ${id} - WebSocket connect from ${getName(session)}`);
|
|
|
|
/* Start recurring ping mechanism */
|
|
console.log(`${short}: Starting ping interval for ${getName(session)}`);
|
|
schedulePing(session);
|
|
});
|
|
|
|
const debugChat = (game: any, preamble: any) => {
|
|
preamble = `Degug ${preamble.trim()}`;
|
|
|
|
let playerInventory = preamble;
|
|
|
|
for (let key in game.players) {
|
|
const player = game.players[key];
|
|
if (player.status === 'Not active') {
|
|
continue;
|
|
}
|
|
if (playerInventory !== '') {
|
|
playerInventory += ' player';
|
|
} else {
|
|
playerInventory += ' Player';
|
|
}
|
|
playerInventory += ` ${player.name} has `;
|
|
const has = ['wheat', 'brick', 'sheep', 'stone', 'wood']
|
|
.map(resource => {
|
|
const count = player[resource] ? player[resource] : 0;
|
|
return `${count} ${resource}`;
|
|
})
|
|
.filter(item => item !== '')
|
|
.join(', ');
|
|
if (has) {
|
|
playerInventory += `${has}, `;
|
|
} else {
|
|
playerInventory += `nothing, `;
|
|
}
|
|
}
|
|
if (game.debug) {
|
|
addChatMessage(game, null, playerInventory.replace(/, $/, '').trim());
|
|
} else {
|
|
console.log(playerInventory.replace(/, $/, '').trim());
|
|
}
|
|
};
|
|
|
|
const getFilteredGameForPlayer = (game: any, session: any) => {
|
|
/* 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) {
|
|
// Make a shallow copy and then scrub any fields that are private,
|
|
// non-serializable (timers, sockets), or internal (prefixed with '_').
|
|
const original = game.sessions[id];
|
|
const reduced = Object.assign({}, original);
|
|
|
|
// Remove obvious non-serializable fields
|
|
if ('player' in reduced) delete reduced.player;
|
|
if ('ws' in reduced) delete reduced.ws;
|
|
if ('keepAlive' in reduced) delete reduced.keepAlive;
|
|
|
|
// Remove internal helper fields (e.g. _pendingTimeout) and functions
|
|
Object.keys(reduced).forEach(k => {
|
|
try {
|
|
if (k.startsWith('_')) {
|
|
delete reduced[k];
|
|
} else if (typeof reduced[k] === 'function') {
|
|
delete reduced[k];
|
|
} else {
|
|
// Remove values that are likely to be non-serializable objects
|
|
// such as Timers that may appear on some runtime fields.
|
|
const v = reduced[k];
|
|
if (typeof v === 'object' && v !== null) {
|
|
// A quick heuristic: if the object has constructor name 'Timeout' or
|
|
// properties typical of timer internals, drop it to avoid circular refs.
|
|
const ctor = v.constructor && v.constructor.name ? v.constructor.name : '';
|
|
if (ctor === 'Timeout' || ctor === 'TimersList') {
|
|
delete reduced[k];
|
|
}
|
|
}
|
|
}
|
|
} catch (e) {
|
|
// Defensive: if introspection fails, delete the key to be safe
|
|
try {
|
|
delete reduced[k];
|
|
} catch (err) {
|
|
/* ignore */
|
|
}
|
|
}
|
|
});
|
|
|
|
reducedGame.sessions[id] = reduced;
|
|
/* Do not send session-id as those are secrets */
|
|
reducedSessions.push(reduced);
|
|
}
|
|
|
|
const player = session.player ? session.player : undefined;
|
|
|
|
/* Strip out data that should not be shared with players */
|
|
delete reducedGame.developmentCards;
|
|
|
|
/* Delete the game timer */
|
|
delete reducedGame.turnTimer;
|
|
|
|
reducedGame.unselected = getFilteredUnselected(game);
|
|
|
|
return Object.assign(reducedGame, {
|
|
live: true,
|
|
status: session.error ? session.error : 'success',
|
|
name: session.name,
|
|
color: session.color,
|
|
order: session.color in game.players ? game.players[session.color].order : 0,
|
|
private: player,
|
|
sessions: reducedSessions,
|
|
participants: getParticipants(game),
|
|
layout: layout,
|
|
players: getFilteredPlayers(game),
|
|
// Include static asset metadata so clients can render the board immediately
|
|
tiles: staticData.tiles,
|
|
pips: staticData.pips,
|
|
borders: staticData.borders,
|
|
// Include board order/state so clients can render without waiting for extra GETs
|
|
pipOrder: game.pipOrder,
|
|
tileOrder: game.tileOrder,
|
|
borderOrder: game.borderOrder,
|
|
signature: game.signature,
|
|
animationSeeds: game.animationSeeds,
|
|
robber: game.robber,
|
|
robberName: game.robberName,
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Send a consolidated initial snapshot to a single session.
|
|
* This is used to allow clients (and tests) to render the full
|
|
* game state deterministically on first attach instead of having
|
|
* to wait for a flurry of incremental game-update events.
|
|
*/
|
|
const sendInitialGameSnapshot = (game: Game, session: Session) => {
|
|
if (session.initialSnapshotSent) {
|
|
return;
|
|
}
|
|
|
|
try {
|
|
const snapshot = getFilteredGameForPlayer(game, session);
|
|
const message = JSON.stringify({ type: 'initial-game', snapshot });
|
|
// Small debug log to help test harnesses detect that the server sent
|
|
// the consolidated snapshot. Keep output small to avoid noisy logs.
|
|
try {
|
|
const topKeys = Object.keys(snapshot || {})
|
|
.slice(0, 10)
|
|
.join(',');
|
|
console.log(`${session.short}: sending initial-game snapshot keys: ${topKeys}`);
|
|
} catch (e) {
|
|
/* ignore logging errors */
|
|
}
|
|
if (session && session.ws && session.ws.send) {
|
|
session.ws.send(message);
|
|
session.initialSnapshotSent = true;
|
|
} else {
|
|
console.warn(`${session.id}: Unable to send initial snapshot - no websocket available`);
|
|
}
|
|
} catch (err) {
|
|
console.error(`${session.id}: error in sendInitialGameSnapshot`, err);
|
|
}
|
|
};
|
|
|
|
/* Example:
|
|
"stolen": {
|
|
"robber": {
|
|
"stole": {
|
|
"total": 5,
|
|
"wheat": 2,
|
|
"wood": 1,
|
|
"sheep": 2
|
|
}
|
|
},
|
|
"O": {
|
|
"stolen": {
|
|
"total": 2,
|
|
"wheat": 2
|
|
},
|
|
"stole": {
|
|
"total": 2,
|
|
"brick": 2
|
|
}
|
|
},
|
|
"W": {
|
|
"stolen": {
|
|
"total": 4,
|
|
"brick": 2,
|
|
"wood": 1,
|
|
"sheep": 2
|
|
},
|
|
"stole": {
|
|
"total": 3,
|
|
"brick": 2,
|
|
"wheat": 1
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
const trackTheft = (game: any, from: any, to: any, type: any, count: any) => {
|
|
const stats = game.stolen;
|
|
|
|
/* Initialize the stole / stolen structures */
|
|
[to, from].forEach(player => {
|
|
if (!(player in stats)) {
|
|
stats[player] = {
|
|
stole: {
|
|
/* the resources this player stole */ total: 0,
|
|
},
|
|
stolen: {
|
|
/* the resources stolen from this player */ total: 0,
|
|
player: 0 /* by players */,
|
|
robber: 0 /* by robber */,
|
|
},
|
|
};
|
|
}
|
|
});
|
|
|
|
/* Initialize 'type' field in structures */
|
|
if (!(type in stats[from].stolen)) {
|
|
stats[from].stolen[type] = 0;
|
|
}
|
|
if (!(type in stats[to].stole)) {
|
|
stats[to].stole[type] = 0;
|
|
}
|
|
|
|
/* Update counts */
|
|
stats[from].stolen.total += count;
|
|
if (to === 'robber') {
|
|
stats[from].stolen.robber += count;
|
|
} else {
|
|
stats[from].stolen.player += count;
|
|
}
|
|
stats[from].stolen[type] += count;
|
|
stats[to].stole.total += count;
|
|
stats[to].stole[type] += count;
|
|
};
|
|
|
|
/* Simple NO-OP to set session cookie so player-id can use it as the
|
|
* index */
|
|
router.get('/', (req, res /*, next*/) => {
|
|
let playerId;
|
|
if (!req.cookies.player) {
|
|
playerId = crypto.randomBytes(16).toString('hex');
|
|
// Determine whether this request is secure so we can set cookie flags
|
|
// appropriately. In production behind TLS we want SameSite=None and
|
|
// Secure so the cookie is sent on cross-site websocket connects.
|
|
const secure =
|
|
req.secure ||
|
|
(req.headers && req.headers['x-forwarded-proto'] === 'https') ||
|
|
process.env['NODE_ENV'] === 'production';
|
|
const cookieOpts: any = {
|
|
httpOnly: false,
|
|
sameSite: secure ? 'none' : 'lax',
|
|
secure: !!secure,
|
|
};
|
|
// Ensure cookie is scoped to the application basePath so it will be
|
|
// included on requests under the same prefix (and on the websocket
|
|
// handshake which uses the same path prefix).
|
|
cookieOpts.path = basePath || '/';
|
|
res.cookie('player', playerId, cookieOpts as any);
|
|
console.log(
|
|
`[${playerId.substring(0, 8)}]: Set player cookie (opts=${JSON.stringify(cookieOpts)})`
|
|
);
|
|
} else {
|
|
playerId = req.cookies.player;
|
|
}
|
|
|
|
console.log(`[${playerId.substring(0, 8)}]: Browser hand-shake achieved.`);
|
|
|
|
// Mark this response as coming from the backend API to aid debugging
|
|
res.setHeader('X-Backend', 'games');
|
|
return res.status(200).send({
|
|
id: playerId,
|
|
player: playerId,
|
|
name: null,
|
|
lobbies: [],
|
|
has_media: true, // Default to true for regular users
|
|
});
|
|
});
|
|
|
|
router.post('/:id?', async (req, res /*, next*/) => {
|
|
const { id } = req.params;
|
|
|
|
let playerId;
|
|
if (!req.cookies.player) {
|
|
playerId = crypto.randomBytes(16).toString('hex');
|
|
const secure =
|
|
req.secure ||
|
|
(req.headers && req.headers['x-forwarded-proto'] === 'https') ||
|
|
process.env['NODE_ENV'] === 'production';
|
|
const cookieOpts: any = {
|
|
httpOnly: false,
|
|
sameSite: secure ? 'none' : 'lax',
|
|
secure: !!secure,
|
|
};
|
|
cookieOpts.path = basePath || '/';
|
|
res.cookie('player', playerId, cookieOpts as any);
|
|
console.log(
|
|
`[${playerId.substring(0, 8)}]: Set player cookie (opts=${JSON.stringify(cookieOpts)})`
|
|
);
|
|
} else {
|
|
playerId = req.cookies.player;
|
|
}
|
|
|
|
if (id) {
|
|
console.log(`[${playerId.substring(0, 8)}]: Attempting load of ${id}`);
|
|
} else {
|
|
console.log(`[${playerId.substring(0, 8)}]: Creating new game.`);
|
|
}
|
|
const game = await loadGame(id || ''); /* will create game if it doesn't exist */
|
|
console.log(`[${playerId.substring(0, 8)}]: ${game.id} loaded.`);
|
|
|
|
return res.status(200).send({ id: game.id });
|
|
});
|
|
|
|
export default router;
|
|
|
|
// Export helpers for unit testing
|
|
export { processTies, processGameOrder };
|