ludo-web-multiplayer/backend/handlers/gameHandler.js
2023-11-04 21:11:11 +01:00

110 lines
4.1 KiB
JavaScript

const RoomModel = require('../schemas/room');
const { getPawnPositionAfterMove } = require('../utils/functions');
module.exports = (io, socket) => {
const req = socket.request;
const getRoom = async () => {
return await RoomModel.findOne({ _id: req.session.roomId }).exec();
};
const updateRoom = async room => {
return await RoomModel.findOneAndUpdate({ _id: req.session.roomId }, room).exec();
};
const sendToPlayersRolledNumber = rolledNumber => {
io.to(req.session.roomId.toString()).emit('game:roll', rolledNumber);
};
const sendToPlayersData = room => {
io.to(req.session.roomId.toString()).emit('room:data', JSON.stringify(room));
};
const rollDice = async () => {
const rolledNumber = Math.ceil(Math.random() * 6);
sendToPlayersRolledNumber(rolledNumber);
let room = await updateRoom({ rolledNumber: rolledNumber });
if (!canPlayerMove(room, rolledNumber)) {
room = changeMovingPlayer(room);
await updateRoom(room);
sendToPlayersData(room);
}
};
const canPlayerMove = (room, rolledNumber) => {
let isMovePossible = false;
const playerPawns = room.pawns.filter(pawn => pawn.color === req.session.color);
for (const pawn of playerPawns) {
// (if player's pawn is in base) if the rolled number is 1,6
if (pawn.position === pawn.basePos && (rolledNumber === 6 || rolledNumber === 1)) {
isMovePossible = true;
}
// (if player's pawn is near finish line) if the move does not go beyond the win line
if (pawn.position !== getPawnPositionAfterMove(rolledNumber, pawn) && pawn.position !== pawn.basePos) {
isMovePossible = true;
}
}
return isMovePossible;
};
const isMoveValid = async (pawn, room) => {
if (req.session.color !== pawn.color) {
return false;
}
currentlyMovingPlayer = room.players.filter(player => player.nowMoving === true);
if (req.session.playerId !== currentlyMovingPlayer._id) {
return false;
}
return true;
};
const skipPlayerTurn = async () => {
let room = await getRoom();
room = changeMovingPlayer(room);
await updateRoom(room);
sendToPlayersData(room);
};
const movePawn = async ({ pawnId }) => {
let room = await getRoom();
const indexOfPawn = room.pawns.findIndex(pawn => pawn._id == pawnId);
if (!isMoveValid(room.pawns[indexOfPawn], room)) return;
const newPositionOfMovedPawn = getPawnPositionAfterMove(room.rolledNumber, room.pawns[indexOfPawn]);
room.pawns[indexOfPawn].position = newPositionOfMovedPawn;
room = beatPawns(newPositionOfMovedPawn, room);
room = changeMovingPlayer(room);
await updateRoom(room);
sendToPlayersData(room);
};
const beatPawns = (position, room) => {
const pawnsInTheSamePosition = room.pawns.filter(pawn => pawn.position === position);
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;
}
});
return room;
};
const changeMovingPlayer = room => {
if (room.timeoutID) clearTimeout(room.timeoutID);
const playerIndex = room.players.findIndex(player => player.nowMoving === true);
room.players[playerIndex].nowMoving = false;
if (playerIndex + 1 === room.players.length) {
room.players[0].nowMoving = true;
} else {
room.players[playerIndex + 1].nowMoving = true;
}
room.nextMoveTime = Date.now() + 15000;
room.rolledNumber = null;
room.timeoutID = setTimeout(skipPlayerTurn, 15000);
return room;
};
socket.on('game:roll', rollDice);
socket.on('game:move', movePawn);
socket.on('game:skip', skipPlayerTurn);
};