diff --git a/backend/handlers/gameHandler.js b/backend/handlers/gameHandler.js index 4774ba5..e4e62f1 100644 --- a/backend/handlers/gameHandler.js +++ b/backend/handlers/gameHandler.js @@ -1,40 +1,24 @@ const RoomModel = require('../schemas/room'); -const { getPositionAfterMove } = require('../utils/functions'); -/* - Function handle all requests - file constains functions: - 1. roll - 2. move -*/ +const { getPawnPositionAfterMove } = require('../utils/functions'); + module.exports = (io, socket) => { const req = socket.request; - - const roll = async () => { + /* + Function responsible for drawing number in range from 1 to 6 and returning it to the player + if current player can move with drawed number allow the player to make a move + else skip player's turn + */ + const rollDiceNumber = async () => { const rolledNumber = Math.ceil(Math.random() * 6); - const room = await RoomModel.findOne({ _id: req.session.roomId }).exec(); + let room = await RoomModel.findOne({ _id: req.session.roomId }).exec(); room.rolledNumber = rolledNumber; await RoomModel.findOneAndUpdate({ _id: req.session.roomId }, room).exec(); io.to(req.session.roomId.toString()).emit('game:roll', rolledNumber); - - const isPossible = await isMovePossible(req.session.roomId, req.session.color, rolledNumber); + const isPossible = await canPlayerMoveAnyPawn(req.session.roomId, req.session.color, rolledNumber); if (!isPossible) { - const room = await RoomModel.findOne({ _id: req.session.roomId }).exec(); - const playerIndex = room.players.findIndex(player => player.nowMoving === true); - const roomSize = room.players.length; - room.players[playerIndex].nowMoving = false; - if (playerIndex + 1 === roomSize) { - room.players[0].nowMoving = true; - } else { - room.players[playerIndex + 1].nowMoving = true; - } - // Updating timer - room.nextMoveTime = Date.now() + 15000; - room.rolledNumber = null; - // Pushing above data to database - RoomModel.findOneAndUpdate({ _id: req.session.roomId }, room, err => { - if (err) return err; - io.to(req.session.roomId.toString()).emit('room:data', JSON.stringify(room)); - }); + room = changeMovingPlayer(room); + await RoomModel.findOneAndUpdate({ _id: req.session.roomId }, room).exec(); + io.to(req.session.roomId.toString()).emit('room:data', JSON.stringify(room)); } }; /* @@ -45,7 +29,7 @@ module.exports = (io, socket) => { 2) (if player's pawn is near finish line) if the move does not go beyond the win line Returns boolean */ - const isMovePossible = async (roomId, playerColor, rolledNumber) => { + const canPlayerMoveAnyPawn = async (roomId, playerColor, rolledNumber) => { let isMovePossible = false; const room = await RoomModel.findOne({ _id: roomId.toString() }).exec(); const playerPawns = room.pawns.filter(pawn => pawn.color === playerColor); @@ -56,66 +40,77 @@ module.exports = (io, socket) => { isMovePossible = true; } // Checking the second condition - if (pawn.position !== getPositionAfterMove(rolledNumber, pawn) && pawn.position !== pawn.basePos) { + if (pawn.position !== getPawnPositionAfterMove(rolledNumber, pawn) && pawn.position !== pawn.basePos) { isMovePossible = true; } } return isMovePossible; }; - - const skip = async () => { - const room = await RoomModel.findOne({ _id: req.session.roomId }).exec(); - if (room.nextMoveTime >= Date.now()) return; - // Updating moving player - const playerIndex = room.players.findIndex(player => player.nowMoving === true); - const roomSize = room.players.length; - room.players[playerIndex].nowMoving = false; - if (playerIndex + 1 === roomSize) { - room.players[0].nowMoving = true; - } else { - room.players[playerIndex + 1].nowMoving = true; + const isMoveValid = async (pawn, room) => { + if (req.session.color !== pawn.color) { + return false; } - // Updating timer - room.nextMoveTime = Date.now() + 15000; - room.rolledNumber = null; - setTimeout(skip, 15000); - // Pushing above data to database - RoomModel.findOneAndUpdate({ _id: req.session.roomId }, room, err => { - if (err) return err; - io.to(req.session.roomId.toString()).emit('room:data', JSON.stringify(room)); - }); + currentlyMovingPlayer = room.players.filter(player => player.nowMoving === true); + if (req.session.playerId !== currentlyMovingPlayer._id) { + return false; + } + return true; }; - const move = async ({ pawnId }) => { - const room = await RoomModel.findOne({ _id: req.session.roomId }).exec(); - const pawnIndex = room.pawns.findIndex(pawn => pawn._id == pawnId); - room.pawns[pawnIndex].position = getPositionAfterMove(room.rolledNumber, room.pawns[pawnIndex]); - const pawnsOnPos = room.pawns.filter(pawn => pawn.position == room.pawns[pawnIndex].position); - pawnsOnPos.forEach(pawn => { + /* + Function responsible for skipping a player's turn, if he did not move within the allotted time + Function is used in timeouts that start after a player's move or after skipping his turn + */ + const skipPlayerTurn = async () => { + let room = await RoomModel.findOne({ _id: req.session.roomId }).exec(); + room = changeMovingPlayer(room); + await RoomModel.findOneAndUpdate({ _id: req.session.roomId }, room).exec(); + io.to(req.session.roomId.toString()).emit('room:data', JSON.stringify(room)); + }; + /* + Function responsible for moving the pawn by the number of spots that have been drawn + Props: pawnId - Id which is needed to find a pawn in the board. Id is the only thing that distinguishes pawns of the same color. + */ + const movePawn = async ({ pawnId }) => { + let room = await RoomModel.findOne({ _id: req.session.roomId }).exec(); + const indexOfMovedPawn = room.pawns.findIndex(pawn => pawn._id == pawnId); + const newPositionOfMovedPawn = getPawnPositionAfterMove(room.rolledNumber, room.pawns[indexOfMovedPawn]); + if (!isMoveValid(room.pawns[indexOfMovedPawn], room)) return; + room.pawns[indexOfMovedPawn].position = newPositionOfMovedPawn; + // Looking for pawns in the same position as the new position of the pawn + const pawnsInTheSamePosition = room.pawns.filter(pawn => pawn.position === newPositionOfMovedPawn); + // Each pawn in this position is checked to see if it has the same color as the pawn that has now moved to this position, if so, it is moved to the base (captured) + pawnsInTheSamePosition.forEach(pawn => { if (pawn.color !== req.session.color) { const index = room.pawns.findIndex(i => i._id === pawn._id); room.pawns[index].position = room.pawns[index].basePos; } }); - // Updating moving player + room = changeMovingPlayer(room); + await RoomModel.findOneAndUpdate({ _id: req.session.roomId }, room).exec(); + io.to(req.session.roomId.toString()).emit('room:data', JSON.stringify(room)); + }; + /* + Function responsible for changing the currently moving player in room object. + It changes the value of nowMoving for both players and sets a new turn-end time and erases the currently drawn number. + The function is used as an auxiliary function in other functions because many of them perform the operation of changing the currently moving player. + Args: room (object) from mongoDB + Returns: room object after changes + */ + const changeMovingPlayer = room => { const playerIndex = room.players.findIndex(player => player.nowMoving === true); - const roomSize = room.players.length; room.players[playerIndex].nowMoving = false; - if (playerIndex + 1 === roomSize) { + if (playerIndex + 1 === room.players.length) { room.players[0].nowMoving = true; } else { room.players[playerIndex + 1].nowMoving = true; } - // Updating timer room.nextMoveTime = Date.now() + 15000; room.rolledNumber = null; - setTimeout(skip, 15000); - // Pushing above data to database - RoomModel.findOneAndUpdate({ _id: req.session.roomId }, room, (err, updatedRoom) => { - if (!updatedRoom) return err; - io.to(req.session.roomId.toString()).emit('room:data', JSON.stringify(room)); - }); + setTimeout(skipPlayerTurn, 15000); + return room; }; - socket.on('game:roll', roll); - socket.on('game:move', move); - socket.on('game:skip', skip); + + socket.on('game:roll', rollDiceNumber); + socket.on('game:move', movePawn); + socket.on('game:skip', skipPlayerTurn); }; diff --git a/backend/handlers/playerHandler.js b/backend/handlers/playerHandler.js index 8fc8bbe..568b8f3 100644 --- a/backend/handlers/playerHandler.js +++ b/backend/handlers/playerHandler.js @@ -1,15 +1,7 @@ const RoomModel = require('../schemas/room'); const { colors } = require('../utils/constants'); const { getStartPositions } = require('../utils/functions'); -/* - Function handle all player's requests to server - file constains functions: - 1. login - with helper functions: - - addPlayerToExistingRoom - - createNewRoom - 2. ready -*/ + module.exports = (io, socket) => { const req = socket.request; diff --git a/backend/utils/functions.js b/backend/utils/functions.js index a799e05..81f5522 100644 --- a/backend/utils/functions.js +++ b/backend/utils/functions.js @@ -13,7 +13,7 @@ function getStartPositions() { } return startPositions; } -function getPositionAfterMove(rolledNumber, pawn) { +function getPawnPositionAfterMove(rolledNumber, pawn) { const { position, color } = pawn; switch (color) { case 'red': @@ -72,4 +72,4 @@ function getPositionAfterMove(rolledNumber, pawn) { } } } -module.exports = { getStartPositions, getPositionAfterMove }; +module.exports = { getStartPositions, getPawnPositionAfterMove }; diff --git a/src/components/Gameboard.jsx b/src/components/Gameboard.jsx index 5b37fd8..000f284 100644 --- a/src/components/Gameboard.jsx +++ b/src/components/Gameboard.jsx @@ -7,7 +7,7 @@ import Navbar from './Navbar'; const Gameboard = () => { // Context data const socket = useContext(SocketContext); - const player = useContext(PlayerDataContext); + const context = useContext(PlayerDataContext); // Render data const [pawns, setPawns] = useState([]); const [players, setPlayers] = useState([]); @@ -32,7 +32,7 @@ const Gameboard = () => { } }, [pawns]); useEffect(() => { - socket.emit('room:data', player.roomId); + socket.emit('room:data', context.roomId); socket.on('room:data', data => { data = JSON.parse(data); // Filling navbar with empty player nick container @@ -42,15 +42,14 @@ const Gameboard = () => { // Checks if client is currently moving player by session ID const nowMovingPlayer = data.players.find(player => player.nowMoving === true); if (nowMovingPlayer) { - if (nowMovingPlayer._id === player.playerId) { + if (nowMovingPlayer._id === context.playerId) { setNowMoving(true); } else { setNowMoving(false); } setMovingPlayer(nowMovingPlayer.color); } - const currentPlayer = data.players.find(player => player._id === player.playerId); - + const currentPlayer = data.players.find(player => player._id === context.playerId); checkWin(); setIsReady(currentPlayer.ready); setRolledNumber(data.rolledNumber); diff --git a/src/components/Navbar.jsx b/src/components/Navbar.jsx index f41f642..4a27c2d 100644 --- a/src/components/Navbar.jsx +++ b/src/components/Navbar.jsx @@ -10,7 +10,7 @@ const Navbar = ({ players, started, time, isReady, rolledNumber, nowMoving, roll