added skipping turn if player cant move

This commit is contained in:
Wenszel 2022-06-03 21:36:33 +02:00
parent dbd2a84196
commit bcb3473360

View File

@ -8,18 +8,68 @@ const { getPositionAfterMove } = require('../utils/functions');
*/
module.exports = (io, socket) => {
const req = socket.request;
const roll = () => {
const roll = async () => {
const rolledNumber = Math.ceil(Math.random() * 6);
req.session.reload(err => {
req.session.reload(async err => {
if (err) return socket.disconnect();
// Saving session data
req.session.rolledNumber = rolledNumber;
req.session.save();
socket.emit('game:roll', rolledNumber);
const isPossible = await isMovePossible(req.session.roomId, req.session.color, rolledNumber);
if (!isPossible) {
RoomModel.findOne({ _id: req.session.roomId }, (err, room) => {
// 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;
}
// Updating timer
room.nextMoveTime = Date.now() + 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));
socket.emit('game:move');
socket.emit('game:skip');
});
});
}
});
};
const skip = () => {
RoomModel.findOne({ _id: req.session.roomId }, function (err, room) {
/*
Function responsible for check if any pawn of the player can move
if he cannot move, his turn will be skipped
Player's pawn can move if:
1) (if player's pawn is in base) if the rolled number is 1,6
2) (if player's pawn is near finish line) if the move does not go beyond the win line
*/
const isMovePossible = async (roomId, playerColor, rolledNumber) => {
let isMovePossible = false;
await RoomModel.findOne({ _id: roomId.toString() }, (err, room) => {
if (err) return err;
const playerPawns = room.pawns.filter(pawn => pawn.color === playerColor);
// Checking each player's pawn
for (const pawn of playerPawns) {
// Checking the first condition
if (pawn.position === pawn.basePos && (rolledNumber === 6 || rolledNumber === 1)) {
isMovePossible = true;
}
// Checking the second condition
if (pawn.position !== getPositionAfterMove(rolledNumber, pawn) && pawn.position !== pawn.basePos) {
isMovePossible = true;
}
}
});
return isMovePossible;
};
const skip = async () => {
await RoomModel.findOne({ _id: req.session.roomId }, (err, room) => {
if (room.nextMoveTime >= Date.now()) return err;
// Updating moving player
const playerIndex = room.players.findIndex(player => player.nowMoving === true);