fix: Hex Wars - Kopf nach Mine korrekt, volles Grid bei Spielende

This commit is contained in:
2026-06-28 15:15:33 +02:00
parent 628272e762
commit 2ec631166b
2 changed files with 26 additions and 12 deletions

View File

@@ -175,10 +175,16 @@ function getGameForUser(id, requesterId) {
if (!terrain.length) return { ...game, myScore:0, oppScore:0 };
// Fog anwenden
const visible = computeFog(grid, requesterId);
const maskedGrid = grid.map((row,r) => row.map((cell,c) => visible[r][c] ? cell : (cell===requesterId ? cell : 0)));
const maskedTerrain = terrain.map((row,r) => row.map((cell,c) => visible[r][c] ? cell : -1));
// Bei beendetem Spiel: vollständiges Grid ohne Fog
let maskedGrid, maskedTerrain;
if (game.status === 'finished') {
maskedGrid = grid;
maskedTerrain = terrain;
} else {
const visible = computeFog(grid, requesterId);
maskedGrid = grid.map((row,r) => row.map((cell,c) => visible[r][c] ? cell : (cell===requesterId ? cell : 0)));
maskedTerrain = terrain.map((row,r) => row.map((cell,c) => visible[r][c] ? cell : -1));
}
// Kopf des anfragenden Spielers mitliefern (für Frontend-Validierung)
const myHead = requesterId === game.owner_id ? game.owner_head : game.opp_head;
@@ -356,13 +362,15 @@ router.post('/:id/move', authenticate, (req, res) => {
let status = 'active';
let winnerId = null;
// pfe nach Zug
// Effektiver Kopf nach Zug (bei Mine: zurückgesetzter Kopf, sonst neue Position)
const oppHeadStr = game.owner_id === me ? game.opp_head : game.owner_head;
const [oppHR, oppHC] = oppHeadStr ? oppHeadStr.split(',').map(Number) : [null, null];
const myNewHR = row, myNewHC = col;
const effectiveMyHeadStr = game.owner_id === me ? newOwnerHead : newOppHead;
const [effectiveMyHR, effectiveMyHC] = effectiveMyHeadStr
? effectiveMyHeadStr.split(',').map(Number) : [row, col];
// Spielende: niemand kann mehr ziehen
if (!canMove(grid, terrain, opponent, oppHR, oppHC) && !canMove(grid, terrain, me, myNewHR, myNewHC)) {
if (!canMove(grid, terrain, opponent, oppHR, oppHC) && !canMove(grid, terrain, me, effectiveMyHR, effectiveMyHC)) {
status = 'finished';
} else if (!canMove(grid, terrain, opponent, oppHR, oppHC)) {
nextTurn = me;