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