366 lines
11 KiB
JavaScript
Executable File
366 lines
11 KiB
JavaScript
Executable File
"use strict";
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const express = require("express"),
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config = require("config"),
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moment = require("moment"),
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crypto = require("crypto"),
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util = require("util"),
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Promise = require("bluebird"),
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{ readFile, writeFile } = require("fs").promises;
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let gameDB;
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require("../db/games").then(function(db) {
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gameDB = db;
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});
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const router = express.Router();
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function shuffle(array) {
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var currentIndex = array.length, temporaryValue, randomIndex;
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// While there remain elements to shuffle...
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while (0 !== currentIndex) {
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// Pick a remaining element...
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randomIndex = Math.floor(Math.random() * currentIndex);
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currentIndex -= 1;
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// And swap it with the current element.
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temporaryValue = array[currentIndex];
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array[currentIndex] = array[randomIndex];
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array[randomIndex] = temporaryValue;
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}
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return array;
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}
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const assetData = {
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tiles: [
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{ type: "wood", y: 0. / 4. },
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{ type: "wood", y: 1. / 4. },
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{ type: "wood", y: 2. / 4. },
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{ type: "wood", y: 3. / 4. },
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{ type: "wheat", y: 0. / 4. },
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{ type: "wheat", y: 1. / 4. },
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{ type: "wheat", y: 2. / 4. },
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{ type: "wheat", y: 3. / 4. },
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{ type: "stone", y: 0. / 4. },
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{ type: "stone", y: 1. / 4. },
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{ type: "stone", y: 2. / 4. },
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{ type: "sheep", y: 0. / 4. },
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{ type: "sheep", y: 1. / 4. },
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{ type: "sheep", y: 2. / 4. },
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{ type: "sheep", y: 3. / 4. },
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{ type: "brick", y: 0. / 4. },
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{ type: "brick", y: 1. / 4. },
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{ type: "brick", y: 2. / 4. },
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{ type: "robber", y: 0 }
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],
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pips: [
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{ roll: 7, pips: 0, y: 3. / 6., x: 0. / 6. },
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{ roll: 5, pips: 4, y: 0. / 6., x: 0. / 6. },
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{ roll: 2, pips: 1, y: 0. / 6., x: 1. / 6. },
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{ roll: 6, pips: 5, y: 0. / 6., x: 2. / 6. },
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{ roll: 3, pips: 2, y: 0. / 6., x: 3. / 6. },
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{ roll: 8, pips: 5, y: 0. / 6., x: 4. / 6. },
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{ roll: 10, pips: 3, y: 0. / 6., x: 5. / 6. },
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{ roll: 9, pips: 4, y: 1. / 6., x: 0. / 6. },
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{ roll: 12, pips: 1, y: 1. / 6., x: 1. / 6. },
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{ roll: 11, pips: 2, y: 1. / 6., x: 2. / 6. },
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{ roll: 4, pips: 3, y: 1. / 6., x: 3. / 6. },
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{ roll: 8, pips: 5, y: 1. / 6., x: 4. / 6. },
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{ roll: 10, pips: 3, y: 1. / 6., x: 5. / 6. },
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{ roll: 9, pips: 4, y: 2. / 6., x: 0. / 6. },
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{ roll: 4, pips: 3, y: 2. / 6., x: 1. / 6. },
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{ roll: 5, pips: 4, y: 2. / 6., x: 2. / 6. },
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{ roll: 6, pips: 6, y: 2. / 6., x: 3. / 6. },
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{ roll: 3, pips: 2, y: 2. / 6., x: 4. / 6. },
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{ roll: 11, pips: 2, y: 2. / 6., x: 5. / 6. }
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],
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borders: [
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{ file: 'borders-1.6.png', left: "sheep", right: "bank" },
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{ file: 'borders-2.1.png', center: "sheep" },
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{ file: 'borders-3.2.png', left: "wheat", right: "bank" },
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{ file: 'borders-4.3.png', center: "wood" },
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{ file: 'borders-5.4.png', left: "sheep", right: "bank" },
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{ file: 'borders-6.5.png', center: "bank" }
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],
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developmentCards: []
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};
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for (let i = 0; i < 14; i++) {
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assetData.developmentCards.push("knight");
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}
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for (let i = 0; i < 6; i++) {
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assetData.developmentCards.push("progress");
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}
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for (let i = 0; i < 5; i++) {
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assetData.developmentCards.push("victoryPoint");
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}
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const games = {};
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const roll = (game, player) => {
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let error;
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if (!player) {
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error = "No player active; roll has no action";
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console.log(error);
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return error;
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}
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const name = player.name;
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switch (game.state) {
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case "lobby":
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if (player.order) {
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error = `Player ${name} already rolled for order.`;
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console.log(error);
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return error;
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}
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game.dice = [ Math.ceil(Math.random() * 6) ];
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player.order = game.dice[0];
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const message = `${name} rolled ${game.dice[0]} for play order.`;
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game.chat.push({ date: Date.now(), message: message });
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console.log(message);
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return;
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}
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error = `Invalid game state (${game.state}) in roll.`;
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return error;
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}
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router.put("/:id/:action/:value?", (req, res) => {
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console.log(`PUT games/${req.params.id}/${req.params.action}`);
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if (!(req.params.id in games)) {
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const error = `Game not found: ${req.params.id}`;
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return res.status(404).send(error);
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}
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const game = games[req.params.id];
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let error;
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if (!req.session.activePlayer || !(req.session.activePlayer in game.players)) {
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error = `Invalid player: ${req.session.activePlayer}`;
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return sendGame(res, req, game, error);
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}
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const player = game.players[req.session.activePlayer],
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name = player.name;
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switch (req.params.action) {
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case "roll":
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error = roll(game, player);
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break;
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case "shuffle":
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if (game.state === "lobby") {
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shuffleBoard(game);
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const message = `${name} requested a new board.`;
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game.chat.push({ date: Date.now(), message: message });
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console.log(message);
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} else {
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error = `Game no longer in lobby (${game.state}). Can not shuffle board.`;
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}
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case "state":
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const state = req.params.value ? req.params.value : "active";
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if (state != game.state) {
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game.state = state;
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const message = `${name} set game state to ${state}.`;
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game.chat.push({ date: Date.now(), message: message });
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}
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}
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return sendGame(res, req, game, error);
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})
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router.get("/:id", async (req, res/*, next*/) => {
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const id = req.params.id;
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console.log("GET games/" + id);
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let error, game;
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if (id in games) {
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game = games[id];
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return sendGame(res, req, game)
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}
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if (/^\.|\//.exec(id)) {
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error = `Requested game ID is invalid`;
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console.log(error, id);
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return res.status(400).send(error);
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}
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game = await readFile(`games/${id}`)
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.catch(() => {
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return;
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});
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if (!game) {
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error = `Game ${id} not found -- returning invalid game state.`;
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console.warn(error);
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game = { id: id, state: 'invalid' };
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} else {
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game = JSON.parse(game);
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}
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games[id] = game;
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return sendGame(res, req, game, error);
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});
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router.put("/:id", (req, res/*, next*/) => {
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console.log("PUT games/" + req.params.id);
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if (req.params.id in games) {
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const game = games[req.params.id],
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changes = req.body;
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console.log(req.session.id, req.session.activePlayer);
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console.log(JSON.stringify(changes, null, 2));
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for (let change in changes) {
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switch (change) {
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case "players":
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console.log("Player change.");
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for (let player in changes.players) {
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const playerChange = changes.players[player];
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if (playerChange.name != "") {
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game.chat.push({ from: player, date: Date.now(), message: `${player} is now '${playerChange.name}'.` });
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req.session.activePlayer = player;
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game.players[player].status = `Just joined`;
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} else {
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game.chat.push({ from: player, date: Date.now(), message: `${player} is no longer claimed.` });
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req.session.activePlayer = "";
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game.players[player].status = `Not active`;
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}
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game.players[player].name = playerChange.name;
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}
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break;
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case "chat":
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console.log("Chat change.");
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game.chat.push({
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from: changes.chat.player,
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date: Date.now(),
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message: changes.chat.message
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});
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if (game.chat.length > 10) {
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game.chat.splice(0, game.chat.length - 10);
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}
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break;
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}
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}
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return sendGame(res, req, game);
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} else {
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const error = `Game not found: ${req.params.id}`;
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return res.status(404).send(error);
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}
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});
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const sendGame = async (res, req, game, error) => {
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let active = 0;
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for (let player in game.players) {
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player = game.players[player];
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active += ((player.status && player.status != 'Not active') ? 1 : 0);
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}
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if (active < 2 && game.state != 'lobby' && game.state != 'invalid') {
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let message = "Insufficient players in game. Setting back to lobby."
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game.chat.push({ date: Date.now(), message: message });
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console.log(message);
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game.state = 'lobby';
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}
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await writeFile(`games/${game.id}`, JSON.stringify(game, null, 2))
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.catch((error) => {
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console.error(`Unable to write to games/${games.id}`);
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console.error(error);
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});
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return res.status(200).send(Object.assign({}, game, {
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timestamp: Date.now(),
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status: error ? error : "success",
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activePlayer: (req.session && req.session.activePlayer) ?
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req.session.activePlayer : null
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}));
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}
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router.post("/:id?", (req, res/*, next*/) => {
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console.log("POST games/");
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const id = req.params.id;
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if (id && id in games) {
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const error = `Can not create new game for ${id} -- it already exists.`
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console.error(error);
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return res.status(400).send(error);
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}
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const game = {
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startTime: Date.now(),
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state: "lobby", /* lobby, in-game, finished */
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tiles: [],
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pips: [],
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borders: [],
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tokens: [],
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players: {
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R: { roads: 15, cities: 4, settlements: 5, points: 0, name: "", status: "Not active" },
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O: { roads: 15, cities: 4, settlements: 5, points: 0, name: "", status: "Not active" },
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B: { roads: 15, cities: 4, settlements: 5, points: 0, name: "", status: "Not active" },
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W: { roads: 15, cities: 4, settlements: 5, points: 0, name: "", status: "Not active" }
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},
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developmentCards: assetData.developmentCards.slice(),
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dice: [ 0, 0 ],
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sheep: 19,
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ore: 19,
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wool: 19,
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brick: 19,
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wheat: 19,
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longestRoad: null,
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largestArmy: null,
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chat: [ { from: "R", date: Date.now(), message: "Server initialized!" } ],
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id: id ? id : crypto.randomBytes(8).toString('hex')
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};
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games[game.id] = game;
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req.session.activePlayer = null;
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shuffleBoard(game);
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console.log(`New game created: ${game.id}`);
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return sendGame(res, req, game);
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});
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const shuffleBoard = (game) => {
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[ "tiles", "pips", "borders" ].forEach((field) => {
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game[field] = []
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for (let i = 0; i < assetData[field].length; i++) {
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game[field].push(i);
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}
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/* Shuffle an array of indexes */
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shuffle(game[field]);
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/* Convert from an index array to a full array */
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for (let i = 0; i < assetData[field].length; i++) {
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game[field][i] = assetData[field][game[field][i]];
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}
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});
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shuffle(game.developmentCards)
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}
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/*
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return gameDB.sequelize.query("SELECT " +
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"photos.*,albums.path AS path,photohashes.hash,modified,(albums.path || photos.filename) AS filepath FROM photos " +
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"LEFT JOIN albums ON albums.id=photos.albumId " +
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"LEFT JOIN photohashes ON photohashes.photoId=photos.id " +
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"WHERE photos.id=:id", {
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replacements: {
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id: id
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}, type: gameDB.Sequelize.QueryTypes.SELECT,
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raw: true
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}).then(function(photos) {
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if (photos.length == 0) {
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return null;
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}
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*/
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if (0) {
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router.get("/*", (req, res/*, next*/) => {
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return gameDB.sequelize.query(query, {
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replacements: replacements, type: gameDB.Sequelize.QueryTypes.SELECT
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}).then((photos) => {
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});
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});
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}
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module.exports = router;
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