Files
dickendock/backend/src/tools/gebietseroberung/routes.js

422 lines
20 KiB
JavaScript

const express = require('express');
const db = require('../../db');
const { authenticate } = require('../../middleware/auth');
const router = express.Router();
// ── DB-Migration ──────────────────────────────────────────────────────────────
(function migrate() {
const cols = db.pragma('table_info(geo_games)').map(c => c.name);
if (!cols.length) {
db.exec(`
CREATE TABLE IF NOT EXISTS geo_games (
id INTEGER PRIMARY KEY AUTOINCREMENT,
owner_id INTEGER NOT NULL,
opponent_id INTEGER NOT NULL,
grid TEXT NOT NULL,
terrain 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'))
);
`);
}
for (const [col, def] of [
['move_count', 'INTEGER NOT NULL DEFAULT 0'],
['terrain', 'TEXT'],
['last_event', 'TEXT'],
['owner_head', 'TEXT'],
['opp_head', 'TEXT'],
]) {
if (!cols.includes(col)) db.exec(`ALTER TABLE geo_games ADD COLUMN ${col} ${def}`);
}
// fog_owner/fog_opp waren alte Spalten, ignorieren
})();
// ── Konstanten ────────────────────────────────────────────────────────────────
const GRID = 20;
const DIRS8 = [[-1,-1],[-1,0],[-1,1],[0,-1],[0,1],[1,-1],[1,0],[1,1]];
const T_NORMAL = 0;
const T_GOLD = 1;
const T_MINE = 2;
const T_ROCK = 3;
// ── Terrain generieren ────────────────────────────────────────────────────────
function generateTerrain() {
const t = Array(GRID).fill(null).map(() => Array(GRID).fill(T_NORMAL));
const safe = new Set();
for (let r=0;r<3;r++) for (let c=0;c<3;c++) { safe.add(`${r},${c}`); safe.add(`${GRID-1-r},${GRID-1-c}`); }
const cells = [];
for (let r=0;r<GRID;r++) for (let c=0;c<GRID;c++) if (!safe.has(`${r},${c}`)) cells.push([r,c]);
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;
for (let i=0;i<12&&idx<cells.length;i++,idx++) t[cells[idx][0]][cells[idx][1]] = T_GOLD;
for (let i=0;i<10&&idx<cells.length;i++,idx++) t[cells[idx][0]][cells[idx][1]] = T_MINE;
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 ────────────────────────────────────────────────────────────────
function computeFog(grid, playerId) {
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;
}
// ── Hilfsfunktionen ───────────────────────────────────────────────────────────
function createGrid(ownerId, oppId) {
const g = Array(GRID).fill(null).map(() => Array(GRID).fill(0));
g[0][0] = ownerId;
g[GRID-1][GRID-1] = oppId;
return g;
}
// Prüft ob [row,col] an den Kopf [hr,hc] angrenzt (8 Richtungen)
function isAdjacentToHead(row, col, hr, hc) {
return Math.abs(row - hr) <= 1 && Math.abs(col - hc) <= 1 && !(row === hr && col === hc);
}
// Fallback für canMove: prüft ob Spieler noch irgendwo vom Kopf aus ziehen kann
function isAdjacent(grid, row, col, playerId) {
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, terrain, playerId, headRow, headCol) {
// Schlangen-Regel: nur Felder die an den Kopf grenzen sind erreichbar
if (headRow !== undefined && headCol !== undefined) {
for (const [dr,dc] of DIRS8) {
const r=headRow+dr, c=headCol+dc;
if (r>=0&&r<GRID&&c>=0&&c<GRID&&grid[r][c]===0&&terrain[r][c]!==T_ROCK) return true;
}
return false;
}
// Fallback (alte Spiele ohne head)
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;
}
// Score auf dem vollständigen (ungemaskten) Grid berechnen
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);
}
// ── Minenexplosion: alle 8 Nachbarn der Mine werden zerstört ─────────────────
// Gibt zurück: { grid, destroyedByOwner, destroyedByOpp, blastCells }
function explodeMine(grid, terrain, row, col, ownerId, oppId) {
let destroyedByOwner = 0;
let destroyedByOpp = 0;
const blastCells = [];
for (const [dr,dc] of DIRS8) {
const r=row+dr, c=col+dc;
if (r<0||r>=GRID||c<0||c>=GRID) continue;
const cell = grid[r][c];
if (cell === ownerId) { destroyedByOwner++; grid[r][c] = 0; blastCells.push([r,c]); }
else if (cell === oppId) { destroyedByOpp++; grid[r][c] = 0; blastCells.push([r,c]); }
else if (cell === 0 && terrain[r][c] !== T_ROCK) { blastCells.push([r,c]); }
}
// Mine selbst wird neutral (bereits besetzt durch Spieler, bleibt als besetztes Mine-Feld)
return { destroyedByOwner, destroyedByOpp, blastCells };
}
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 }),
}).catch(() => {});
}
// Spiel laden + Fog anwenden + echte Scores beifügen
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 || '[]');
// Echte Scores auf ungemasktem Grid berechnen
const ownerScore = terrain.length ? calcScore(grid, terrain, game.owner_id) : 0;
const oppScore = terrain.length ? calcScore(grid, terrain, game.opponent_id) : 0;
// Dem Requester mitteilen welcher Score seiner ist
const myScore = requesterId === game.owner_id ? ownerScore : oppScore;
const oppSc = requesterId === game.owner_id ? oppScore : ownerScore;
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));
// Kopf des anfragenden Spielers mitliefern (für Frontend-Validierung)
const myHead = requesterId === game.owner_id ? game.owner_head : game.opp_head;
const oppHead = requesterId === game.owner_id ? game.opp_head : game.owner_head;
return {
...game,
grid: JSON.stringify(maskedGrid),
terrain: JSON.stringify(maskedTerrain),
fog: JSON.stringify(visible),
myScore,
oppScore: oppSc,
myHead,
oppHead,
};
}
const uid = req => req.user.id;
// ── Alle Spiele ───────────────────────────────────────────────────────────────
router.get('/', authenticate, (req, res) => {
const me = uid(req);
const games = 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.owner_id=? OR g.opponent_id=?)
AND NOT (g.status='finished' AND g.move_count < 2)
ORDER BY g.updated_at DESC
`).all(me, me);
res.json(games);
});
// ── Topliste ──────────────────────────────────────────────────────────────────
router.get('/leaderboard', authenticate, (req, res) => {
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
`).all();
res.json(rows);
});
// ── User ──────────────────────────────────────────────────────────────────────
router.get('/users', authenticate, (req, res) => {
const me = uid(req);
const isAdmin = req.user?.role === 'admin';
const users = isAdmin
? db.prepare('SELECT id, username FROM users WHERE id != ? ORDER BY username').all(me)
: db.prepare('SELECT id, username FROM users WHERE id != ? AND hidden != 1 ORDER BY username').all(me);
res.json(users);
});
// ── Einzelnes Spiel ───────────────────────────────────────────────────────────
router.get('/:id', authenticate, (req, res) => {
const me = uid(req);
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' });
res.json(game);
});
// ── Neues Spiel ───────────────────────────────────────────────────────────────
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 (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, Number(opponent_id));
const terrain = generateTerrain();
const result = db.prepare(`
INSERT INTO geo_games (owner_id, opponent_id, grid, terrain, current_turn, move_count, owner_head, opp_head)
VALUES (?, ?, ?, ?, ?, 0, ?, ?)
`).run(me, Number(opponent_id), JSON.stringify(grid), JSON.stringify(terrain), me, '0,0', `${GRID-1},${GRID-1}`);
const myName = db.prepare('SELECT username FROM users WHERE id=?').get(me)?.username || 'Jemand';
sendPush(Number(opponent_id), '⬡ Hex Wars', `${myName} hat dich zu einem Spiel eingeladen! Du bist zuerst dran.`);
res.json({ id: result.lastInsertRowid });
});
// ── Zug machen ────────────────────────────────────────────────────────────────
router.post('/:id/move', authenticate, (req, res) => {
const me = uid(req);
const { row, col } = req.body;
if (row === undefined || col === undefined) return res.status(400).json({ error: 'row/col fehlt' });
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.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);
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' });
// Schlangen-Regel: Zug muss an den eigenen Kopf angrenzen
const myHeadStr = game.owner_id === me ? game.owner_head : game.opp_head;
const [myHR, myHC] = myHeadStr ? myHeadStr.split(',').map(Number) : [null, null];
if (myHR !== null && !isAdjacentToHead(row, col, myHR, myHC))
return res.status(400).json({ error: 'Nur an deinen Kopf anbauen!' });
if (myHR === null && !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;
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';
// Zug ausführen
grid[row][col] = me;
// Neuen Kopf setzen
let newOwnerHead = game.owner_head;
let newOppHead = game.opp_head;
if (game.owner_id === me) newOwnerHead = `${row},${col}`;
else newOppHead = `${row},${col}`;
let lastEvent = null;
let mineHit = false;
let blastCells = [];
let destroyedOwn = 0;
let destroyedOpp = 0;
// ── Mine betreten: Explosion der 8 Nachbarn ──────────────────────────────
if (terrain.length && terrain[row][col] === T_MINE) {
mineHit = true;
const explosion = explodeMine(grid, terrain, row, col, me, opponent);
blastCells = explosion.blastCells;
destroyedOwn = explosion.destroyedByOwner;
destroyedOpp = explosion.destroyedByOpp;
lastEvent = JSON.stringify({ type:'mine', player:me, row, col, blastCells, destroyedOwn, destroyedOpp });
}
// ── Mine ins Sichtfeld gekommen: Explosion prüfen ────────────────────────
// Alle Minen die jetzt im Sichtfeld von BEIDEN Spielern liegen und noch nicht explodiert sind
// werden gezündet sobald ein Spieler sie sieht (d.h. sie grenzen an sein Gebiet)
// Dieses Feature: Mine explodiert wenn sie ins Sichtfeld kommt (nicht wenn betreten)
// → wird beim Betreten gehandhabt (oben), kein extra Trigger nötig
// Nächster Zug
let nextTurn = mineHit ? opponent : opponent; // Mine = Zug verlieren
let status = 'active';
let winnerId = null;
// Köpfe nach Zug
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;
// Spielende: niemand kann mehr ziehen
if (!canMove(grid, terrain, opponent, oppHR, oppHC) && !canMove(grid, terrain, me, myNewHR, myNewHC)) {
status = 'finished';
} else if (!canMove(grid, terrain, opponent, oppHR, oppHC)) {
nextTurn = me;
}
// Schnellsieg: jemand hat doppelt so viele Punkte wie der Gegner (mind. 10 Züge gespielt)
if (status === 'active' && newMoves >= 10) {
const ms = calcScore(grid, terrain, me);
const os = calcScore(grid, terrain, opponent);
if (ms >= os * 2 && os > 0) { status = 'finished'; }
else if (os >= ms * 2 && ms > 0) { status = 'finished'; }
}
if (status === 'finished') {
const ms = calcScore(grid, terrain, me);
const os = calcScore(grid, terrain, opponent);
winnerId = ms > os ? me : (os > ms ? opponent : null);
}
db.prepare(`
UPDATE geo_games SET grid=?, current_turn=?, status=?, winner_id=?, move_count=?, last_event=?,
owner_head=?, opp_head=?, updated_at=datetime('now','localtime') WHERE id=?
`).run(JSON.stringify(grid), nextTurn, status, winnerId, newMoves, lastEvent, newOwnerHead, newOppHead, game.id);
// Pushover
if (status === 'finished') {
const ms = calcScore(grid, terrain, me);
const os = calcScore(grid, terrain, opponent);
const reason = newMoves >= 10 && (ms >= os*2 || os >= ms*2) ? ' (Dominanzsieg!)' : '';
if (winnerId === me) {
sendPush(opponent, '⬡ Hex Wars beendet', `${myName} hat gewonnen!${reason} ${ms} vs ${os} Punkte.`);
sendPush(me, '⬡ Hex Wars gewonnen!', `Du hast gewonnen!${reason} ${ms} vs ${os} Punkte. 🎉`);
} else if (winnerId === opponent) {
sendPush(me, '⬡ Hex Wars beendet', `${oppName} hat gewonnen.${reason} ${ms} vs ${os} Punkte.`);
sendPush(opponent, '⬡ Hex Wars gewonnen!', `Du hast gewonnen!${reason} ${os} vs ${ms} Punkte. 🎉`);
} else {
sendPush(me, '⬡ Hex Wars — Unentschieden!', `${ms} vs ${os} Punkte.`);
sendPush(opponent, '⬡ Hex Wars — Unentschieden!', `${os} vs ${ms} Punkte.`);
}
} else {
if (mineHit) {
sendPush(me, '⬡ Hex Wars — 💣 Mine!', `Du hast eine Mine getroffen! Explosion zerstörte ${destroyedOwn + destroyedOpp} Felder. Du verlierst deinen nächsten Zug.`);
sendPush(opponent, '⬡ Hex Wars — 💥 Explosion!', `${myName} hat eine Mine getroffen! ${destroyedOpp} deiner Felder wurden zerstört. Du bist dran!`);
} else if (nextTurn === opponent) {
sendPush(opponent, '⬡ Hex Wars — Du bist dran!', `${myName} hat gezogen!`);
}
}
res.json(getGameForUser(game.id, me));
});
// ── Aufgeben ──────────────────────────────────────────────────────────────────
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.status !== 'active') return res.status(400).json({ error: 'Spiel bereits beendet' });
const winner = game.owner_id === me ? game.opponent_id : game.owner_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 });
});
// ── 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);
if (!game) return res.status(404).json({ error: 'Nicht gefunden' });
if (game.status !== 'finished') return res.status(400).json({ error: 'Nur beendete Spiele können gelöscht werden' });
db.prepare('DELETE FROM geo_games WHERE id=?').run(req.params.id);
res.json({ ok: true });
});
module.exports = router;