ludo-web-multiplayer/backend/handlers/handlersFunctions.js

47 lines
1.4 KiB
JavaScript

const { sendToPlayersRolledNumber, sendWinner } = require('../socket/emits');
const rollDice = () => {
const rolledNumber = Math.ceil(Math.random() * 6);
return rolledNumber;
};
const makeRandomMove = async roomId => {
const { updateRoom, getRoom } = require('../services/roomService');
const room = await getRoom(roomId);
if (room.winner) return;
if (room.rolledNumber === null) {
room.rolledNumber = rollDice();
sendToPlayersRolledNumber(room._id.toString(), room.rolledNumber);
}
const pawnsThatCanMove = room.getPawnsThatCanMove();
if (pawnsThatCanMove.length > 0) {
const randomPawn = pawnsThatCanMove[Math.floor(Math.random() * pawnsThatCanMove.length)];
room.movePawn(randomPawn);
}
// If player rolled a 6 they should get another turn: keep same player but reset timer
if (room.rolledNumber !== 6) {
room.changeMovingPlayer();
} else {
room.resetTurnForSamePlayer();
}
const winner = room.getWinner();
if (winner) {
room.endGame(winner);
sendWinner(room._id.toString(), winner);
}
await updateRoom(room);
};
const isMoveValid = (session, pawn, room) => {
if (session.color !== pawn.color) {
return false;
}
if (session.playerId !== room.getCurrentlyMovingPlayer()._id.toString()) {
return false;
}
return true;
};
module.exports = { rollDice, makeRandomMove, isMoveValid };