feat: Hex Wars - Fog of War, Terrain, Minen, Gold, Felsen

This commit is contained in:
2026-06-26 15:57:44 +02:00
parent ada2625813
commit 5e4b06aa86
2 changed files with 406 additions and 273 deletions

View File

@@ -13,74 +13,156 @@ const router = express.Router();
owner_id INTEGER NOT NULL,
opponent_id INTEGER NOT NULL,
grid TEXT NOT NULL,
terrain TEXT NOT NULL DEFAULT '[]',
fog_owner TEXT NOT NULL DEFAULT '[]',
fog_opp TEXT NOT NULL DEFAULT '[]',
current_turn INTEGER NOT NULL,
status TEXT NOT NULL DEFAULT 'active',
winner_id INTEGER,
move_count INTEGER NOT NULL DEFAULT 0,
last_event TEXT,
created_at TEXT NOT NULL DEFAULT (datetime('now','localtime')),
updated_at TEXT NOT NULL DEFAULT (datetime('now','localtime'))
);
`);
}
// move_count nachrüsten falls Tabelle schon existiert
if (!cols.includes('move_count')) {
db.exec(`ALTER TABLE geo_games ADD COLUMN move_count INTEGER NOT NULL DEFAULT 0`);
// Spalten nachrüsten falls Tabelle schon existiert
for (const col of ['move_count','terrain','fog_owner','fog_opp','last_event']) {
if (!cols.includes(col)) {
const def = col === 'move_count' ? 'INTEGER NOT NULL DEFAULT 0' : 'TEXT';
db.exec(`ALTER TABLE geo_games ADD COLUMN ${col} ${def}`);
}
}
})();
const GRID = 20;
// ── Konstanten ────────────────────────────────────────────────────────────────
const GRID = 20;
const DIRS8 = [[-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1]];
// Terrain-Werte (in separatem 20x20 Array gespeichert, unabhängig von grid)
const T_NORMAL = 0;
const T_GOLD = 1; // +3 Punkte
const T_MINE = 2; // -3 Punkte + Zug verlieren
const T_ROCK = 3; // unbesetzbar
// ── Terrain generieren ────────────────────────────────────────────────────────
function generateTerrain(ownerId, oppId) {
const t = Array(GRID).fill(null).map(() => Array(GRID).fill(T_NORMAL));
// Startecken und ihre direkten Nachbarn freihalten
const safeZone = new Set();
for (const [dr,dc] of [[0,0],[0,1],[1,0],[1,1],[-1,0],[0,-1]]) {
safeZone.add(`0,${Math.max(0,dc)}`);
safeZone.add(`${Math.max(0,dr)},0`);
safeZone.add(`${Math.min(GRID-1,GRID-1+dr)},${Math.min(GRID-1,GRID-1+dc)}`);
}
// Einfacher: 2x2 Startbereich je Ecke freihalten
for (let r=0;r<3;r++) for (let c=0;c<3;c++) { safeZone.add(`${r},${c}`); safeZone.add(`${GRID-1-r},${GRID-1-c}`); }
const cells = [];
for (let r=0;r<GRID;r++) for (let c=0;c<GRID;c++) if (!safeZone.has(`${r},${c}`)) cells.push([r,c]);
// Zufällig mischen
for (let i=cells.length-1;i>0;i--) { const j=Math.floor(Math.random()*(i+1)); [cells[i],cells[j]]=[cells[j],cells[i]]; }
let idx = 0;
// 12 Goldfelder
for (let i=0;i<12&&idx<cells.length;i++,idx++) t[cells[idx][0]][cells[idx][1]] = T_GOLD;
// 10 Minen
for (let i=0;i<10&&idx<cells.length;i++,idx++) t[cells[idx][0]][cells[idx][1]] = T_MINE;
// 18 Felsen
for (let i=0;i<18&&idx<cells.length;i++,idx++) t[cells[idx][0]][cells[idx][1]] = T_ROCK;
return t;
}
// ── Fog of War: sichtbare Zellen für einen Spieler berechnen ─────────────────
function computeFog(grid, terrain, playerId) {
// Sichtbar: alle eigenen Zellen + alle 8 Nachbarn davon
const visible = Array(GRID).fill(null).map(() => Array(GRID).fill(false));
for (let r=0;r<GRID;r++) {
for (let c=0;c<GRID;c++) {
if (grid[r][c] === playerId) {
visible[r][c] = true;
for (const [dr,dc] of DIRS8) {
const nr=r+dr, nc=c+dc;
if (nr>=0&&nr<GRID&&nc>=0&&nc<GRID) visible[nr][nc] = true;
}
}
}
}
return visible;
}
// ── Grid-Hilfsfunktionen ──────────────────────────────────────────────────────
function createGrid(ownerId, oppId) {
const grid = Array(GRID).fill(null).map(() => Array(GRID).fill(0));
grid[0][0] = ownerId;
grid[GRID - 1][GRID - 1] = oppId;
return JSON.stringify(grid);
grid[GRID-1][GRID-1] = oppId;
return grid;
}
// Diagonal erlaubt: alle 8 Richtungen
function isAdjacent(grid, row, col, playerId) {
const dirs = [[-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1]];
for (const [dr, dc] of dirs) {
const r = row + dr, c = col + dc;
if (r >= 0 && r < GRID && c >= 0 && c < GRID && grid[r][c] === playerId) return true;
for (const [dr,dc] of DIRS8) {
const r=row+dr, c=col+dc;
if (r>=0&&r<GRID&&c>=0&&c<GRID&&grid[r][c]===playerId) return true;
}
return false;
}
function canMove(grid, playerId) {
for (let r = 0; r < GRID; r++)
for (let c = 0; c < GRID; c++)
if (grid[r][c] === 0 && isAdjacent(grid, r, c, playerId)) return true;
function canMove(grid, terrain, playerId) {
for (let r=0;r<GRID;r++)
for (let c=0;c<GRID;c++)
if (grid[r][c]===0 && terrain[r][c]!==T_ROCK && isAdjacent(grid,r,c,playerId)) return true;
return false;
}
function countCells(grid, playerId) {
let n = 0;
for (let r = 0; r < GRID; r++)
for (let c = 0; c < GRID; c++)
if (grid[r][c] === playerId) n++;
return n;
// Punkte zählen: normale Felder +1, Gold +3, Mine -3
function calcScore(grid, terrain, playerId) {
let score = 0;
for (let r=0;r<GRID;r++) {
for (let c=0;c<GRID;c++) {
if (grid[r][c] !== playerId) continue;
if (terrain[r][c] === T_GOLD) score += 3;
else if (terrain[r][c] === T_MINE) score -= 3;
else score += 1;
}
}
return Math.max(0, score);
}
function sendPush(userId, title, message) {
const cfg = db.prepare('SELECT user_key, app_token FROM pushover_settings WHERE user_id=?').get(userId);
if (!cfg?.app_token || !cfg?.user_key) return;
fetch('https://api.pushover.net/1/messages.json', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ token: cfg.app_token, user: cfg.user_key, title, message, priority: 0 }),
method: 'POST', headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ token:cfg.app_token, user:cfg.user_key, title, message, priority:0 }),
}).catch(() => {});
}
// Spiel mit JOIN laden (inkl. owner_name / opp_name)
function getGame(id) {
return db.prepare(`
// Spiel laden + Fog-of-War für anfragenden User anwenden
function getGameForUser(id, requesterId) {
const game = db.prepare(`
SELECT g.*, u1.username as owner_name, u2.username as opp_name
FROM geo_games g
JOIN users u1 ON u1.id = g.owner_id
JOIN users u2 ON u2.id = g.opponent_id
WHERE g.id = ?
`).get(id);
if (!game) return null;
const grid = JSON.parse(game.grid);
const terrain = JSON.parse(game.terrain || '[]');
if (!terrain.length) return game; // Migration: altes Spiel ohne Terrain
// Fog berechnen
const visible = computeFog(grid, terrain, requesterId);
// Grid maskieren: versteckte Gegner-Felder als 0 zeigen, Terrain nur wo sichtbar
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)); // -1 = Nebel
return { ...game, grid: JSON.stringify(maskedGrid), terrain: JSON.stringify(maskedTerrain), fog: JSON.stringify(visible) };
}
const uid = req => req.user.id;
@@ -97,28 +179,23 @@ router.get('/', authenticate, (req, res) => {
AND NOT (g.status='finished' AND g.move_count < 2)
ORDER BY g.updated_at DESC
`).all(me, me);
// Für Listenansicht kein Fog nötig — nur eigene Felder zählen
res.json(games);
});
// ── Topliste ──────────────────────────────────────────────────────────────────
router.get('/leaderboard', authenticate, (req, res) => {
// Nur Spiele die wirklich gespielt wurden (mind. 1 Zug pro Spieler = move_count >= 2)
// und nicht durch Aufgeben ohne Züge beendet wurden
const rows = db.prepare(`
SELECT u.username, COUNT(*) as wins
FROM geo_games g
JOIN users u ON u.id = g.winner_id
WHERE g.status = 'finished'
AND g.winner_id IS NOT NULL
AND g.move_count >= 2
GROUP BY g.winner_id
ORDER BY wins DESC
LIMIT 20
WHERE g.status='finished' AND g.winner_id IS NOT NULL AND g.move_count >= 2
GROUP BY g.winner_id ORDER BY wins DESC LIMIT 20
`).all();
res.json(rows);
});
// ── Alle User (für Einladen) ──────────────────────────────────────────────────
// ── Alle User ─────────────────────────────────────────────────────────────────
router.get('/users', authenticate, (req, res) => {
const me = uid(req);
const isAdmin = req.user?.role === 'admin';
@@ -128,10 +205,10 @@ router.get('/users', authenticate, (req, res) => {
res.json(users);
});
// ── Einzelnes Spiel ───────────────────────────────────────────────────────────
// ── Einzelnes Spiel (mit Fog) ─────────────────────────────────────────────────
router.get('/:id', authenticate, (req, res) => {
const me = uid(req);
const game = getGame(req.params.id);
const game = getGameForUser(req.params.id, me);
if (!game) return res.status(404).json({ error: 'Nicht gefunden' });
if (game.owner_id !== me && game.opponent_id !== me)
return res.status(403).json({ error: 'Kein Zugriff' });
@@ -143,19 +220,21 @@ router.post('/', authenticate, (req, res) => {
const me = uid(req);
const { opponent_id } = req.body;
if (!opponent_id) return res.status(400).json({ error: 'Gegner fehlt' });
if (opponent_id === me) return res.status(400).json({ error: 'Du kannst nicht gegen dich spielen' });
if (Number(opponent_id) === me) return res.status(400).json({ error: 'Du kannst nicht gegen dich spielen' });
const opp = db.prepare('SELECT id, username FROM users WHERE id=?').get(opponent_id);
if (!opp) return res.status(404).json({ error: 'Benutzer nicht gefunden' });
const grid = createGrid(me, opponent_id);
const grid = createGrid(me, Number(opponent_id));
const terrain = generateTerrain(me, Number(opponent_id));
const result = db.prepare(`
INSERT INTO geo_games (owner_id, opponent_id, grid, current_turn, move_count)
VALUES (?, ?, ?, ?, 0)
`).run(me, opponent_id, grid, me);
INSERT INTO geo_games (owner_id, opponent_id, grid, terrain, current_turn, move_count)
VALUES (?, ?, ?, ?, ?, 0)
`).run(me, Number(opponent_id), JSON.stringify(grid), JSON.stringify(terrain), me);
const myName = db.prepare('SELECT username FROM users WHERE id=?').get(me)?.username || 'Jemand';
sendPush(opponent_id, '⬡ Hex Wars', `${myName} hat dich zu einem Spiel eingeladen! Du bist zuerst dran.`);
sendPush(Number(opponent_id), '⬡ Hex Wars', `${myName} hat dich zu einem Spiel eingeladen! Du bist zuerst dran.`);
res.json({ id: result.lastInsertRowid });
});
@@ -168,64 +247,79 @@ router.post('/:id/move', authenticate, (req, res) => {
const game = db.prepare('SELECT * FROM geo_games WHERE id=?').get(req.params.id);
if (!game) return res.status(404).json({ error: 'Spiel nicht gefunden' });
if (game.owner_id !== me && game.opponent_id !== me)
return res.status(403).json({ error: 'Kein Zugriff' });
if (game.owner_id !== me && game.opponent_id !== me) return res.status(403).json({ error: 'Kein Zugriff' });
if (game.status !== 'active') return res.status(400).json({ error: 'Spiel beendet' });
if (game.current_turn !== me) return res.status(400).json({ error: 'Nicht dein Zug' });
const grid = JSON.parse(game.grid);
if (row < 0 || row >= GRID || col < 0 || col >= GRID)
return res.status(400).json({ error: 'Ungültige Position' });
if (grid[row][col] !== 0)
return res.status(400).json({ error: 'Zelle bereits belegt' });
if (!isAdjacent(grid, row, col, me))
return res.status(400).json({ error: 'Zelle grenzt nicht an dein Gebiet' });
const grid = JSON.parse(game.grid);
const terrain = JSON.parse(game.terrain || '[]');
if (row < 0 || row >= GRID || col < 0 || col >= GRID) return res.status(400).json({ error: 'Ungültige Position' });
if (grid[row][col] !== 0) return res.status(400).json({ error: 'Zelle belegt' });
if (terrain.length && terrain[row][col] === T_ROCK) return res.status(400).json({ error: 'Felsen — nicht betretbar' });
if (!isAdjacent(grid, row, col, me)) return res.status(400).json({ error: 'Nicht angrenzend' });
const opponent = game.owner_id === me ? game.opponent_id : game.owner_id;
const newMoves = (game.move_count || 0) + 1;
// Zug ausführen
grid[row][col] = me;
const opponent = game.owner_id === me ? game.opponent_id : game.owner_id;
const newMoves = (game.move_count || 0) + 1;
let nextTurn = opponent;
let status = 'active';
let winnerId = null;
if (!canMove(grid, opponent)) {
if (!canMove(grid, me)) {
status = 'finished';
const mc = countCells(grid, me);
const oc = countCells(grid, opponent);
winnerId = mc > oc ? me : (oc > mc ? opponent : null);
} else {
nextTurn = me; // Gegner überspringen
}
// Mine getroffen?
let mineHit = false;
let lastEvent = null;
if (terrain.length && terrain[row][col] === T_MINE) {
mineHit = true;
lastEvent = JSON.stringify({ type:'mine', player: me, row, col });
}
db.prepare(`
UPDATE geo_games SET grid=?, current_turn=?, status=?, winner_id=?, move_count=?,
updated_at=datetime('now','localtime') WHERE id=?
`).run(JSON.stringify(grid), nextTurn, status, winnerId, newMoves, game.id);
// Pushover
const myName = db.prepare('SELECT username FROM users WHERE id=?').get(me)?.username || 'Jemand';
const oppName = db.prepare('SELECT username FROM users WHERE id=?').get(opponent)?.username || 'Jemand';
if (status === 'finished') {
const mc = countCells(grid, me);
const oc = countCells(grid, opponent);
if (winnerId === me) {
sendPush(opponent, '⬡ Hex Wars beendet', `${myName} hat gewonnen! ${mc} vs ${oc} Felder.`);
sendPush(me, '⬡ Hex Wars gewonnen!', `Du hast gewonnen! ${mc} vs ${oc} Felder. 🎉`);
} else if (winnerId === opponent) {
sendPush(me, '⬡ Hex Wars beendet', `${oppName} hat gewonnen. ${mc} vs ${oc} Felder.`);
sendPush(opponent, '⬡ Hex Wars gewonnen!', `Du hast gewonnen! ${oc} vs ${mc} Felder. 🎉`);
} else {
sendPush(me, '⬡ Hex Wars — Unentschieden!', `${mc} vs ${oc} Felder.`);
sendPush(opponent, '⬡ Hex Wars — Unentschieden!', `${oc} vs ${mc} Felder.`);
}
} else if (nextTurn === opponent) {
sendPush(opponent, '⬡ Hex Wars — Du bist dran!', `${myName} hat gezogen!`);
// Nächster Zug: Mine = Zug verlieren (Gegner dran), sonst normal
let nextTurn = mineHit ? opponent : opponent;
let status = 'active';
let winnerId = null;
// Spielende prüfen
const myCanMove = canMove(grid, terrain, me);
const oppCanMove = canMove(grid, terrain, opponent);
if (!oppCanMove && !myCanMove) {
status = 'finished';
const ms = calcScore(grid, terrain, me);
const os = calcScore(grid, terrain, opponent);
winnerId = ms > os ? me : (os > ms ? opponent : null);
} else if (!oppCanMove) {
nextTurn = me; // Gegner überspringen
}
res.json(getGame(game.id));
db.prepare(`
UPDATE geo_games SET grid=?, current_turn=?, status=?, winner_id=?, move_count=?, last_event=?,
updated_at=datetime('now','localtime') WHERE id=?
`).run(JSON.stringify(grid), nextTurn, status, winnerId, newMoves, lastEvent, game.id);
// Pushover
if (status === 'finished') {
const ms = calcScore(grid, terrain, me);
const os = calcScore(grid, terrain, opponent);
if (winnerId === me) {
sendPush(opponent, '⬡ Hex Wars beendet', `${myName} hat gewonnen! ${ms} vs ${os} Punkte.`);
sendPush(me, '⬡ Hex Wars gewonnen!', `Du hast gewonnen! ${ms} vs ${os} Punkte. 🎉`);
} else if (winnerId === opponent) {
sendPush(me, '⬡ Hex Wars beendet', `${oppName} hat gewonnen. ${ms} vs ${os} Punkte.`);
sendPush(opponent, '⬡ Hex Wars gewonnen!', `Du hast gewonnen! ${os} vs ${ms} Punkte. 🎉`);
} else {
sendPush(me, '⬡ Hex Wars — Unentschieden!', `${ms} vs ${os} Punkte.`);
sendPush(opponent, '⬡ Hex Wars — Unentschieden!', `${os} vs ${ms} Punkte.`);
}
} else {
const mineMsg = mineHit ? ' 💥 MINE! Du verlierst deinen nächsten Zug!' : '';
if (nextTurn === opponent) sendPush(opponent, '⬡ Hex Wars — Du bist dran!', `${myName} hat gezogen!${mineMsg}`);
if (mineHit) sendPush(me, '⬡ Hex Wars — 💥 Mine!', 'Du hast eine Mine getroffen! Dein nächster Zug gehört dem Gegner.');
}
res.json(getGameForUser(game.id, me));
});
// ── Aufgeben ──────────────────────────────────────────────────────────────────
@@ -233,26 +327,17 @@ router.post('/:id/resign', authenticate, (req, res) => {
const me = uid(req);
const game = db.prepare('SELECT * FROM geo_games WHERE id=?').get(req.params.id);
if (!game) return res.status(404).json({ error: 'Nicht gefunden' });
if (game.owner_id !== me && game.opponent_id !== me)
return res.status(403).json({ error: 'Kein Zugriff' });
if (game.owner_id !== me && game.opponent_id !== me) return res.status(403).json({ error: 'Kein Zugriff' });
if (game.status !== 'active') return res.status(400).json({ error: 'Spiel bereits beendet' });
const winner = game.owner_id === me ? game.opponent_id : game.owner_id;
// move_count bleibt wie es ist — wird für Leaderboard/Liste genutzt
db.prepare(`
UPDATE geo_games SET status='finished', winner_id=?,
updated_at=datetime('now','localtime') WHERE id=?
`).run(winner, game.id);
db.prepare(`UPDATE geo_games SET status='finished', winner_id=?, updated_at=datetime('now','localtime') WHERE id=?`).run(winner, game.id);
const myName = db.prepare('SELECT username FROM users WHERE id=?').get(me)?.username || 'Jemand';
sendPush(winner, '⬡ Hex Wars gewonnen!', `${myName} hat aufgegeben. Du gewinnst! 🎉`);
res.json({ ok: true });
});
module.exports = router;
// ── Spiel löschen (nur Admin, nur beendete/aufgegebene) ───────────────────────
// ── Löschen (Admin) ───────────────────────────────────────────────────────────
router.delete('/:id', authenticate, (req, res) => {
if (req.user?.role !== 'admin') return res.status(403).json({ error: 'Kein Zugriff' });
const game = db.prepare('SELECT * FROM geo_games WHERE id=?').get(req.params.id);
@@ -261,3 +346,5 @@ router.delete('/:id', authenticate, (req, res) => {
db.prepare('DELETE FROM geo_games WHERE id=?').run(req.params.id);
res.json({ ok: true });
});
module.exports = router;