843 lines
21 KiB
JavaScript
Executable File
843 lines
21 KiB
JavaScript
Executable File
"use strict";
|
|
|
|
const express = require("express"),
|
|
crypto = require("crypto"),
|
|
{ readFile, writeFile } = require("fs").promises,
|
|
fs = require("fs"),
|
|
accessSync = fs.accessSync,
|
|
randomWords = require("random-words");
|
|
|
|
let gameDB;
|
|
|
|
require("../db/games").then(function(db) {
|
|
gameDB = db;
|
|
});
|
|
|
|
const router = express.Router();
|
|
|
|
function shuffle(array) {
|
|
var currentIndex = array.length, temporaryValue, randomIndex;
|
|
|
|
// While there remain elements to shuffle...
|
|
while (0 !== currentIndex) {
|
|
|
|
// Pick a remaining element...
|
|
randomIndex = Math.floor(Math.random() * currentIndex);
|
|
currentIndex -= 1;
|
|
|
|
// And swap it with the current element.
|
|
temporaryValue = array[currentIndex];
|
|
array[currentIndex] = array[randomIndex];
|
|
array[randomIndex] = temporaryValue;
|
|
}
|
|
|
|
return array;
|
|
}
|
|
|
|
const assetData = {
|
|
tiles: [
|
|
{ type: "robber", card: 0 },
|
|
{ type: "wood", card: 0 },
|
|
{ type: "wood", card: 1 },
|
|
{ type: "wood", card: 2 },
|
|
{ type: "wood", card: 3 },
|
|
{ type: "wheat", card: 0 },
|
|
{ type: "wheat", card: 1 },
|
|
{ type: "wheat", card: 2 },
|
|
{ type: "wheat", card: 3 },
|
|
{ type: "stone", card: 0 },
|
|
{ type: "stone", card: 1 },
|
|
{ type: "stone", card: 2 },
|
|
{ type: "sheep", card: 0 },
|
|
{ type: "sheep", card: 1 },
|
|
{ type: "sheep", card: 2 },
|
|
{ type: "sheep", card: 3 },
|
|
{ type: "brick", card: 0 },
|
|
{ type: "brick", card: 1 },
|
|
{ type: "brick", card: 2 }
|
|
],
|
|
pips: [
|
|
{ roll: 7, pips: 0 },
|
|
{ roll: 5, pips: 4 },
|
|
{ roll: 2, pips: 1 },
|
|
{ roll: 6, pips: 5 },
|
|
{ roll: 3, pips: 2 },
|
|
{ roll: 8, pips: 5 },
|
|
{ roll: 10, pips: 3 },
|
|
{ roll: 9, pips: 4 },
|
|
{ roll: 12, pips: 1 },
|
|
{ roll: 11, pips: 2 },
|
|
{ roll: 4, pips: 3 },
|
|
{ roll: 8, pips: 5 },
|
|
{ roll: 10, pips: 3 },
|
|
{ roll: 9, pips: 4 },
|
|
{ roll: 4, pips: 3 },
|
|
{ roll: 5, pips: 4 },
|
|
{ roll: 6, pips: 6 },
|
|
{ roll: 3, pips: 2 },
|
|
{ roll: 11, pips: 2 }
|
|
],
|
|
borders: [
|
|
{ left: "sheep", right: "bank" },
|
|
{ center: "sheep" },
|
|
{ left: "wheat", right: "bank" },
|
|
{ center: "wood" },
|
|
{ left: "sheep", right: "bank" },
|
|
{ center: "bank" }
|
|
],
|
|
developmentCards: []
|
|
};
|
|
for (let i = 0; i < 14; i++) {
|
|
assetData.developmentCards.push("knight");
|
|
}
|
|
for (let i = 0; i < 6; i++) {
|
|
assetData.developmentCards.push("progress");
|
|
}
|
|
for (let i = 0; i < 5; i++) {
|
|
assetData.developmentCards.push("victoryPoint");
|
|
}
|
|
|
|
const games = {};
|
|
|
|
const processTies = (players) => {
|
|
players.sort((A, B) => {
|
|
if (A.order === B.order) {
|
|
return B.orderRoll - A.orderRoll;
|
|
}
|
|
return A.order - B.order;
|
|
});
|
|
|
|
/* Sort the players into buckets based on their
|
|
* order, and their current roll. If a resulting
|
|
* roll array has more than one element, then there
|
|
* is a tie that must be resolved */
|
|
|
|
let slots = [];
|
|
players.forEach(player => {
|
|
if (!slots[player.order]) {
|
|
slots[player.order] = [];
|
|
}
|
|
if (!(player.orderRoll in slots[player.order])) {
|
|
slots[player.order][player.orderRoll] = [];
|
|
}
|
|
slots[player.order][player.orderRoll].push(player);
|
|
});
|
|
|
|
let ties = false, order = 0;
|
|
slots.forEach((slot) => {
|
|
slot.forEach(pips => {
|
|
if (pips.length !== 1) {
|
|
ties = true;
|
|
pips.forEach(player => {
|
|
player.orderRoll = 0;
|
|
player.order = order;
|
|
player.orderStatus = `Tied for ${order}`;
|
|
});
|
|
} else {
|
|
pips[0].order = order;
|
|
pips[0].orderStatus = `Placed in ${order}`;
|
|
}
|
|
order += pips.length
|
|
})
|
|
});
|
|
|
|
return !ties;
|
|
}
|
|
|
|
const processGameOrder = (game, player, dice) => {
|
|
let message;
|
|
|
|
console.log(`rolled ${dice}`);
|
|
player.orderRoll = dice;
|
|
|
|
let players = [];
|
|
|
|
let doneRolling = true;
|
|
|
|
for (let key in game.players) {
|
|
const tmp = game.players[key];
|
|
if (tmp.status === 'Not active') {
|
|
continue;
|
|
}
|
|
if (!tmp.orderRoll) {
|
|
doneRolling = false;
|
|
}
|
|
tmp.color = key;
|
|
players.push(tmp);
|
|
}
|
|
|
|
/* If 'doneRolling' is TRUE then everyone has rolled */
|
|
if (doneRolling) {
|
|
if (processTies(players)) {
|
|
message = `Player order set to ${players.map(player => player.color).join(',')}.`;
|
|
game.chat.push({ date: Date.now(), message: message });
|
|
game.state = 'active'
|
|
message = `Game has started!`;
|
|
} else {
|
|
message = `There are still ties for player order!`;
|
|
}
|
|
}
|
|
|
|
if (message) {
|
|
game.chat.push({ date: Date.now(), message: message });
|
|
}
|
|
}
|
|
|
|
const roll = (game, session) => {
|
|
let message, error;
|
|
|
|
const player = session.player,
|
|
name = session.name ? session.name : "Unnamed";
|
|
|
|
switch (game.state) {
|
|
case "lobby":
|
|
error = `Rolling dice in the lobby is not allowed!`;
|
|
|
|
case "game-order":
|
|
if (!player) {
|
|
error = `This player is not active!`;
|
|
break;
|
|
}
|
|
|
|
if (player.order || player.orderRoll) {
|
|
error = `Player ${name} has already rolled for player order.`;
|
|
// break;
|
|
}
|
|
|
|
game.dice = [ Math.ceil(Math.random() * 6) ];
|
|
processGameOrder(game, player, game.dice[0]);
|
|
break;
|
|
|
|
case "active":
|
|
game.dice = [ Math.ceil(Math.random() * 6), Math.ceil(Math.random() * 6) ];
|
|
message = `${name} rolled ${game.dice[0] + game.dice[1]}.`;
|
|
break;
|
|
|
|
default:
|
|
error = `Invalid game state (${game.state}) in roll.`;
|
|
break;
|
|
}
|
|
|
|
if (!error && message) {
|
|
game.chat.push({ from: session.color, date: Date.now(), message: message });
|
|
}
|
|
return error;
|
|
};
|
|
|
|
const getPlayer = (game, color) => {
|
|
if (!game) {
|
|
return {
|
|
roads: 15,
|
|
cities: 4,
|
|
settlements: 5,
|
|
points: 0,
|
|
status: "Not active",
|
|
lastActive: 0,
|
|
order: 0
|
|
};
|
|
}
|
|
|
|
return game.players[color];
|
|
};
|
|
|
|
const getSession = (game, session) => {
|
|
if (!game.sessions) {
|
|
game.sessions = {};
|
|
}
|
|
|
|
if (!session.player_id) {
|
|
session.player_id = crypto.randomBytes(32).toString('hex');
|
|
}
|
|
|
|
const id = session.player_id;
|
|
|
|
/* If this session is not yet in the game,
|
|
* add it and set the player's name */
|
|
if (!(id in game.sessions)) {
|
|
game.sessions[id] = {
|
|
name: undefined,
|
|
color: undefined,
|
|
player: undefined
|
|
};
|
|
}
|
|
|
|
return game.sessions[id];
|
|
};
|
|
|
|
const loadGame = async (id) => {
|
|
if (/^\.|\//.exec(id)) {
|
|
return undefined;
|
|
}
|
|
|
|
if (id in games) {
|
|
return games[id];
|
|
}
|
|
|
|
let game = await readFile(`games/${id}`)
|
|
.catch(() => {
|
|
return;
|
|
});
|
|
|
|
if (!game) {
|
|
game = createGame(id);
|
|
} else {
|
|
try {
|
|
game = JSON.parse(game);
|
|
} catch (error) {
|
|
console.error(error, game);
|
|
return null;
|
|
}
|
|
}
|
|
|
|
if (!game.pipOrder || !game.borderOrder || !game.tileOrder) {
|
|
console.log("Shuffling old save file");
|
|
shuffleBoard(game);
|
|
}
|
|
|
|
if (!game.pips || !game.borders || !game.tiles) {
|
|
[ "pips", "borders", "tiles" ].forEach((field) => {
|
|
game[field] = assetData[field]
|
|
});
|
|
}
|
|
|
|
/* Reconnect session player colors to the player objects */
|
|
for (let id in game.sessions) {
|
|
const session = game.sessions[id];
|
|
if (session.color && session.color in game.players) {
|
|
session.player = game.players[session.color];
|
|
} else {
|
|
session.color = undefined;
|
|
session.player = undefined;
|
|
}
|
|
}
|
|
|
|
games[id] = game;
|
|
return game;
|
|
};
|
|
|
|
const clearPlayer = (player) => {
|
|
player.status = 'Not active';
|
|
player.lastActive = 0;
|
|
player.order = 0;
|
|
delete player.orderRoll;
|
|
delete player.orderStatus;
|
|
}
|
|
|
|
const adminActions = (game, action, value) => {
|
|
let color, player;
|
|
|
|
switch (action) {
|
|
case "state":
|
|
switch (value) {
|
|
case 'game-order':
|
|
for (let key in game.players) {
|
|
game.players[key].order = 0;
|
|
delete game.players[key].orderRoll;
|
|
delete game.players[key].orderStatus;
|
|
}
|
|
game.state = 'game-order';
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case "roll":
|
|
let dice = value.replace(/.*-/, '');
|
|
switch (value.replace(/-.*/, '')) {
|
|
case 'orange': color = 'O'; break;
|
|
case 'red': color = 'R'; break;
|
|
case 'blue': color = 'B'; break;
|
|
case 'white': color = 'W'; break;
|
|
}
|
|
if (!color) {
|
|
return `Unable to find player ${value.replace(/-.*/, '')}`
|
|
}
|
|
|
|
player = game.players[color];
|
|
processGameOrder(game, player, dice);
|
|
|
|
break;
|
|
|
|
case "kick":
|
|
switch (value) {
|
|
case 'orange': color = 'O'; break;
|
|
case 'red': color = 'R'; break;
|
|
case 'blue': color = 'B'; break;
|
|
case 'white': color = 'W'; break;
|
|
}
|
|
if (!color) {
|
|
return `Unable to find player ${value}`
|
|
}
|
|
|
|
player = game.players[color];
|
|
for (let id in game.sessions) {
|
|
const session = game.sessions[id];
|
|
if (session.player !== player) {
|
|
continue;
|
|
}
|
|
console.log(`Kicking ${value} from ${game.id}.`);
|
|
const preamble = session.name ? `${session.name}, playing as ${color},` : color;
|
|
game.chat.push({
|
|
date: Date.now(),
|
|
message: `${preamble} was kicked from game by the Admin.`
|
|
});
|
|
if (player) {
|
|
session.player = undefined;
|
|
clearPlayer(player);
|
|
}
|
|
session.color = undefined;
|
|
return;
|
|
}
|
|
return `Unable to find active session for ${color} (${value})`;
|
|
|
|
default:
|
|
return `Invalid admin action ${action}.`;
|
|
}
|
|
};
|
|
|
|
const setPlayerName = (game, session, name) => {
|
|
if (session.color) {
|
|
return `You cannot change your name while you are in game.`;
|
|
}
|
|
|
|
/* Check to ensure name is not already in use */
|
|
if (game && name) for (let key in game.sessions) {
|
|
const tmp = game.sessions[key];
|
|
if (tmp.name && tmp.name.toLowerCase() === name.toLowerCase()) {
|
|
return `${name} is already taken.`;
|
|
}
|
|
}
|
|
|
|
const old = session.name;
|
|
let message;
|
|
|
|
session.name = name;
|
|
|
|
if (name) {
|
|
if (!old) {
|
|
message = `A new player has entered the lobby as ${name}.`;
|
|
} else {
|
|
message = `${old} has changed their name to ${name}.`;
|
|
}
|
|
} else {
|
|
return `You can not set your name to nothing!`;
|
|
}
|
|
|
|
game.chat.push({
|
|
date: Date.now(),
|
|
message: message
|
|
});
|
|
}
|
|
|
|
const setPlayerColor = (game, session, color) => {
|
|
if (!game) {
|
|
return `No game found`;
|
|
}
|
|
|
|
const name = session.name, player = session.player;
|
|
|
|
/* Selecting the same color is a NO-OP */
|
|
if (session.color === color) {
|
|
return;
|
|
}
|
|
|
|
const priorActive = getActiveCount(game);
|
|
|
|
if (player) {
|
|
/* Deselect currently active player for this session */
|
|
clearPlayer(player);
|
|
let message;
|
|
if (game.state !== 'lobby') {
|
|
message = `${name} has exited to the lobby and is no longer playing as ${session.color}.`
|
|
} else {
|
|
message = `${name} is no longer ${session.color}.`;
|
|
}
|
|
game.chat.push({
|
|
date: Date.now(),
|
|
message: message
|
|
});
|
|
session.player = undefined;
|
|
session.color = undefined;
|
|
}
|
|
|
|
/* Verify the player has a name set */
|
|
if (!name) {
|
|
return `You may only select a player when you have set your name.`;
|
|
}
|
|
|
|
/* If the player is not selecting a color, then return */
|
|
if (!color) {
|
|
return;
|
|
}
|
|
|
|
/* Verify selection is valid */
|
|
if (!(color in game.players)) {
|
|
return `An invalid player selection was attempted.`;
|
|
}
|
|
|
|
/* Verify selection is not already taken */
|
|
for (let key in game.sessions) {
|
|
const tmp = game.sessions[key].player;
|
|
if (tmp && tmp.color === color) {
|
|
return `${game.sessions[key].name} already has ${color}`;
|
|
}
|
|
}
|
|
|
|
/* All good -- set this player to requested selection */
|
|
session.player = getPlayer(game, color);
|
|
|
|
session.player.status = `Active`;
|
|
session.player.lastActive = Date.now();
|
|
session.color = color;
|
|
game.chat.push({
|
|
from: color,
|
|
date: Date.now(),
|
|
message: `${session.name} has chosen to play as ${color}.`
|
|
});
|
|
|
|
const afterActive = getActiveCount(game);
|
|
if (afterActive !== priorActive) {
|
|
if (priorActive < 2 && afterActive >= 2) {
|
|
game.chat.push({
|
|
date: Date.now(),
|
|
message: `There are now enough players to start the game when you are ready.`
|
|
});
|
|
}
|
|
}
|
|
};
|
|
|
|
router.put("/:id/:action/:value?", async (req, res) => {
|
|
const { action, id } = req.params,
|
|
value = req.params.value ? req.params.value : "";
|
|
console.log(`PUT games/${id}/${action}/${value}`);
|
|
|
|
const game = await loadGame(id);
|
|
if (!game) {
|
|
const error = `Game not found and cannot be created: ${id}`;
|
|
return res.status(404).send(error);
|
|
}
|
|
|
|
let error;
|
|
|
|
if ('private-token' in req.headers) {
|
|
if (req.headers['private-token'] !== req.app.get('admin')) {
|
|
error = `Invalid admin credentials.`;
|
|
} else {
|
|
error = adminActions(game, action, value);
|
|
}
|
|
return sendGame(req, res, game, error);
|
|
}
|
|
|
|
const session = getSession(game, req.session);
|
|
|
|
switch (action) {
|
|
case 'player-name':
|
|
error = setPlayerName(game, session, value);
|
|
return sendGame(req, res, game, error);
|
|
case 'player-selected':
|
|
error = setPlayerColor(game, session, value);
|
|
return sendGame(req, res, game, error);
|
|
}
|
|
|
|
if (!session.player) {
|
|
error = `Player must have an active color.`;
|
|
return sendGame(req, res, game, error);
|
|
}
|
|
|
|
const name = session.name;
|
|
|
|
switch (action) {
|
|
case "roll":
|
|
error = roll(game, session);
|
|
break;
|
|
case "shuffle":
|
|
if (game.state !== "lobby") {
|
|
error = `Game no longer in lobby (${game.state}). Can not shuffle board.`;
|
|
}
|
|
if (!error && game.turns > 0) {
|
|
error = `Game already in progress (${game.turns} so far!) and cannot be shuffled.`;
|
|
}
|
|
if (!error) {
|
|
shuffleBoard(game);
|
|
const message = `${name} requested a new board.`;
|
|
game.chat.push({ date: Date.now(), message: message });
|
|
console.log(message);
|
|
}
|
|
break
|
|
case "state":
|
|
const state = value;
|
|
if (!state) {
|
|
error = `Invalid state.`;
|
|
} else if (state != game.state) {
|
|
game.state = state;
|
|
const message = `${name} set game state to ${state}.`;
|
|
game.chat.push({ date: Date.now(), message: message });
|
|
}
|
|
break;
|
|
}
|
|
|
|
return sendGame(req, res, game, error);
|
|
})
|
|
|
|
router.get("/:id", async (req, res/*, next*/) => {
|
|
const { id } = req.params;
|
|
// console.log("GET games/" + id);
|
|
|
|
let game = await loadGame(id);
|
|
if (game) {
|
|
return sendGame(req, res, game)
|
|
}
|
|
|
|
game = createGame(id);
|
|
|
|
return sendGame(req, res, game);
|
|
});
|
|
|
|
router.put("/:id", (req, res/*, next*/) => {
|
|
const { id } = req.params;
|
|
|
|
console.log("PUT games/" + id);
|
|
if (!(id in games)) {
|
|
const error = `Game not found: ${req.params.id}`;
|
|
return res.status(404).send(error);
|
|
}
|
|
|
|
const game = games[id],
|
|
changes = req.body;
|
|
|
|
for (let change in changes) {
|
|
switch (change) {
|
|
case "chat":
|
|
console.log("Chat change.");
|
|
game.chat.push({
|
|
from: changes.chat.player,
|
|
date: Date.now(),
|
|
message: changes.chat.message
|
|
});
|
|
/*
|
|
if (game.chat.length > 10) {
|
|
game.chat.splice(0, game.chat.length - 10);
|
|
}
|
|
*/
|
|
break;
|
|
}
|
|
}
|
|
return sendGame(req, res, game);
|
|
});
|
|
|
|
const getActiveCount = (game) => {
|
|
let active = 0;
|
|
for (let color in game.players) {
|
|
const player = game.players[color];
|
|
active += ((player.status && player.status != 'Not active') ? 1 : 0);
|
|
}
|
|
return active;
|
|
}
|
|
|
|
const sendGame = async (req, res, game, error) => {
|
|
const active = getActiveCount(game);
|
|
|
|
/* Enforce game limit of >= 2 players */
|
|
if (active < 2 && game.state != 'lobby' && game.state != 'invalid') {
|
|
let message = "Insufficient players in game. Setting back to lobby."
|
|
console.log(game);
|
|
game.chat.push({ date: Date.now(), message: message });
|
|
console.log(message);
|
|
game.state = 'lobby';
|
|
}
|
|
game.active = active;
|
|
|
|
/* Update the session lastActive clock */
|
|
let session;
|
|
if (req.session) {
|
|
session = getSession(game, req.session);
|
|
session.lastActive = Date.now();
|
|
if (session.player) {
|
|
session.player.lastActive = session.lastActive;
|
|
}
|
|
} else {
|
|
session = {
|
|
name: "command line"
|
|
};
|
|
}
|
|
|
|
/* Ensure chat messages have a unique date: stamp as it is used as the index key */
|
|
let lastTime = 0;
|
|
if (game.chat) game.chat.forEach((message) => {
|
|
if (message.date <= lastTime) {
|
|
message.date = lastTime + 1;
|
|
}
|
|
lastTime = message.date;
|
|
});
|
|
|
|
/* Shallow copy game, filling its sessions with a shallow copy of sessions so we can then
|
|
* delete the player field from them */
|
|
const reducedGame = Object.assign({}, game, { sessions: {} }),
|
|
reducedSessions = [];
|
|
|
|
for (let id in game.sessions) {
|
|
const reduced = Object.assign({}, game.sessions[id]);
|
|
if (reduced.player) {
|
|
delete reduced.player;
|
|
}
|
|
reducedGame.sessions[id] = reduced;
|
|
|
|
/* Do not send session-id as those are secrets */
|
|
reducedSessions.push(reduced);
|
|
}
|
|
|
|
await writeFile(`games/${game.id}`, JSON.stringify(reducedGame, null, 2))
|
|
.catch((error) => {
|
|
console.error(`Unable to write to games/${game.id}`);
|
|
console.error(error);
|
|
});
|
|
|
|
const playerGame = Object.assign({}, reducedGame, {
|
|
timestamp: Date.now(),
|
|
status: error ? error : "success",
|
|
name: session.name,
|
|
color: session.color,
|
|
order: (session.color in game.players) ? game.players[session.color].order : 0,
|
|
sessions: reducedSessions
|
|
});
|
|
|
|
return res.status(200).send(playerGame);
|
|
}
|
|
|
|
const createGame = (id) => {
|
|
/* Look for a new game with random words that does not already exist */
|
|
while (!id) {
|
|
id = randomWords(4).join('_');
|
|
console.log(`Looking for ${id}`);
|
|
try {
|
|
/* If file can be read, it already exists so look for a new name */
|
|
accessSync(`games/${id}`, fs.F_OK);
|
|
id = '';
|
|
} catch (error) {
|
|
console.log(error);
|
|
break;
|
|
}
|
|
}
|
|
|
|
const game = {
|
|
startTime: Date.now(),
|
|
turns: 0,
|
|
state: "lobby", /* lobby, active, finished */
|
|
tokens: [],
|
|
players: {
|
|
R: getPlayer(),
|
|
O: getPlayer(),
|
|
B: getPlayer(),
|
|
W: getPlayer()
|
|
},
|
|
developmentCards: assetData.developmentCards.slice(),
|
|
dice: [ 0, 0 ],
|
|
sheep: 19,
|
|
ore: 19,
|
|
wool: 19,
|
|
brick: 19,
|
|
wheat: 19,
|
|
longestRoad: null,
|
|
largestArmy: null,
|
|
chat: [ { date: Date.now(), message: `New game started for ${id}` } ],
|
|
id: id
|
|
};
|
|
|
|
[ "pips", "borders", "tiles" ].forEach((field) => {
|
|
game[field] = assetData[field]
|
|
});
|
|
|
|
games[game.id] = game;
|
|
shuffleBoard(game);
|
|
console.log(`New game created: ${game.id}`);
|
|
return game;
|
|
};
|
|
|
|
router.post("/:id?", (req, res/*, next*/) => {
|
|
console.log("POST games/");
|
|
const { id } = req.params;
|
|
if (id && id in games) {
|
|
const error = `Can not create new game for ${id} -- it already exists.`
|
|
console.error(error);
|
|
return res.status(400).send(error);
|
|
}
|
|
|
|
const game = createGame(id);
|
|
|
|
return sendGame(req, res, game);
|
|
});
|
|
|
|
const shuffleBoard = (game) => {
|
|
const seq = [];
|
|
for (let i = 0; i < 6; i++) {
|
|
seq.push(i);
|
|
}
|
|
shuffle(seq);
|
|
game.borderOrder = seq.slice();
|
|
for (let i = 6; i < 19; i++) {
|
|
seq.push(i);
|
|
}
|
|
shuffle(seq);
|
|
game.tileOrder = seq.slice();
|
|
|
|
/* Pip order is from one of the random corners, then rotate around
|
|
* and skip over the desert (robber) */
|
|
|
|
/* Board:
|
|
* 0 1 2
|
|
* 3 4 5 6
|
|
* 7 8 9 10 11
|
|
* 12 13 14 15
|
|
* 16 17 18
|
|
*/
|
|
const order = [
|
|
[ 0, 1, 2, 6, 11, 15, 18, 17, 16, 12, 7, 3, 4, 5, 10, 14, 13, 8, 9 ],
|
|
[ 2, 6, 11, 15, 18, 17, 16, 12, 7, 3, 0, 1, 5, 10, 14, 13, 8, 4, 9 ],
|
|
[ 11, 15, 18, 17, 16, 12, 7, 3, 0, 1, 2, 6, 10, 14, 13, 8, 4, 5, 9 ],
|
|
[ 18, 17, 16, 12, 7, 3, 0, 1, 2, 6, 11, 15, 14, 13, 8, 4, 5, 10, 9 ],
|
|
[ 16, 12, 7, 3, 0, 1, 2, 6, 11, 15, 18, 17, 13, 8, 4, 5, 10, 14, 9 ],
|
|
[ 7, 3, 0, 1, 2, 6, 11, 15, 18, 17, 16, 12, 8, 4, 5, 10, 14, 13, 9 ]
|
|
]
|
|
const sequence = order[Math.floor(Math.random() * order.length)];
|
|
game.pipOrder = [];
|
|
for (let i = 0, p = 0; i < sequence.length; i++) {
|
|
const target = sequence[i];
|
|
/* If the target tile is the desert (18), then set the
|
|
* pip value to the robber (18) otherwise set
|
|
* the target pip value to the currently incremeneting
|
|
* pip value. */
|
|
if (game.tiles[game.tileOrder[target]].type === 'desert') {
|
|
game.pipOrder[target] = 18;
|
|
} else {
|
|
game.pipOrder[target] = p++;
|
|
}
|
|
}
|
|
|
|
shuffle(game.developmentCards)
|
|
}
|
|
|
|
/*
|
|
return gameDB.sequelize.query("SELECT " +
|
|
"photos.*,albums.path AS path,photohashes.hash,modified,(albums.path || photos.filename) AS filepath FROM photos " +
|
|
"LEFT JOIN albums ON albums.id=photos.albumId " +
|
|
"LEFT JOIN photohashes ON photohashes.photoId=photos.id " +
|
|
"WHERE photos.id=:id", {
|
|
replacements: {
|
|
id: id
|
|
}, type: gameDB.Sequelize.QueryTypes.SELECT,
|
|
raw: true
|
|
}).then(function(photos) {
|
|
if (photos.length == 0) {
|
|
return null;
|
|
}
|
|
*/
|
|
if (0) {
|
|
router.get("/*", (req, res/*, next*/) => {
|
|
return gameDB.sequelize.query(query, {
|
|
replacements: replacements, type: gameDB.Sequelize.QueryTypes.SELECT
|
|
}).then((photos) => {
|
|
});
|
|
});
|
|
}
|
|
|
|
module.exports = router;
|