495 líneas
16 KiB
JavaScript
495 líneas
16 KiB
JavaScript
import { createServer } from 'http';
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import { parse } from 'url';
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import next from 'next';
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import { Server } from 'socket.io';
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const dev = process.env.NODE_ENV !== 'production';
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const hostname = 'localhost';
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const port = 3000;
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const app = next({ dev, hostname, port });
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const handle = app.getRequestHandler();
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// Store active game rooms
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const gameRooms = new Map();
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const playerRooms = new Map();
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// Generate unique room ID
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function generateRoomId() {
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return Math.random().toString(36).substring(2, 8).toUpperCase();
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}
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// Create a new game state
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function createGameState(roomId) {
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return {
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id: roomId,
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players: [],
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currentPlayerIndex: 0,
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board: [],
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boneyard: [],
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boardEnds: [],
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winner: null,
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isGameOver: false,
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turnsPassed: 0,
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gameMode: 'waiting',
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};
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}
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// Generate domino set
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function generateDominoSet() {
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const tiles = [];
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for (let i = 0; i <= 6; i++) {
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for (let j = i; j <= 6; j++) {
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tiles.push({
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id: `${i}-${j}`,
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left: i,
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right: j,
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isDouble: i === j,
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});
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}
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}
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return tiles;
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}
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// Shuffle array
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function shuffleArray(array) {
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const shuffled = [...array];
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for (let i = shuffled.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]];
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}
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return shuffled;
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}
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// Deal tiles
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function dealTiles(numPlayers) {
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const allTiles = shuffleArray(generateDominoSet());
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const tilesPerPlayer = 7;
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const playerTiles = [];
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for (let i = 0; i < numPlayers; i++) {
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playerTiles.push(allTiles.splice(0, tilesPerPlayer));
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}
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return {
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playerTiles,
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boneyard: allTiles,
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};
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}
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// Find starting player
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function findStartingPlayer(players) {
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let highestDouble = -1;
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let startingPlayerIndex = 0;
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players.forEach((player, index) => {
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player.tiles.forEach(tile => {
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if (tile.isDouble && tile.left > highestDouble) {
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highestDouble = tile.left;
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startingPlayerIndex = index;
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}
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});
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});
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return startingPlayerIndex;
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}
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// Start game
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function startGame(roomId) {
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const gameState = gameRooms.get(roomId);
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if (!gameState) throw new Error('Game not found');
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const { playerTiles, boneyard } = dealTiles(gameState.players.length);
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const updatedPlayers = gameState.players.map((player, index) => ({
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...player,
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tiles: playerTiles[index],
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score: 0,
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}));
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const startingPlayerIndex = findStartingPlayer(updatedPlayers);
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const newGameState = {
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...gameState,
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players: updatedPlayers,
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currentPlayerIndex: startingPlayerIndex,
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boneyard,
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gameMode: 'playing',
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};
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gameRooms.set(roomId, newGameState);
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return newGameState;
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}
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app.prepare().then(() => {
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const server = createServer(async (req, res) => {
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try {
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const parsedUrl = parse(req.url, true);
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await handle(req, res, parsedUrl);
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} catch (err) {
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console.error('Error occurred handling', req.url, err);
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res.statusCode = 500;
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res.end('internal server error');
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}
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});
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const io = new Server(server, {
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cors: {
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origin: '*',
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methods: ['GET', 'POST'],
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},
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});
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io.on('connection', (socket) => {
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console.log('Client connected:', socket.id);
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socket.on('create-room', () => {
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const roomId = generateRoomId();
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const gameState = createGameState(roomId);
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gameRooms.set(roomId, gameState);
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socket.join(roomId);
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socket.emit('room-created', roomId);
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console.log('Room created:', roomId);
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});
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socket.on('join-room', (roomId, playerName) => {
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const gameState = gameRooms.get(roomId);
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if (!gameState) {
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socket.emit('error', 'Room not found');
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return;
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}
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if (gameState.players.length >= 4) {
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socket.emit('error', 'Room is full');
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return;
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}
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if (gameState.gameMode !== 'waiting') {
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socket.emit('error', 'Game already started');
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return;
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}
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const player = {
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id: socket.id,
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name: playerName,
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tiles: [],
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score: 0,
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isAI: false,
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isReady: false,
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};
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gameState.players.push(player);
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playerRooms.set(socket.id, roomId);
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socket.join(roomId);
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socket.emit('room-joined', gameState, socket.id);
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socket.to(roomId).emit('player-joined', player);
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console.log(`Player ${playerName} joined room ${roomId}`);
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});
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socket.on('player-ready', (roomId) => {
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const gameState = gameRooms.get(roomId);
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if (!gameState) return;
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const player = gameState.players.find(p => p.id === socket.id);
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if (!player) return;
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player.isReady = true;
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gameRooms.set(roomId, gameState);
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const allReady = gameState.players.length >= 2 && gameState.players.every(p => p.isReady);
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if (allReady) {
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const startedGame = startGame(roomId);
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io.to(roomId).emit('game-started', startedGame);
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console.log('Game started in room:', roomId);
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} else {
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io.to(roomId).emit('game-state-updated', gameState);
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}
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});
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socket.on('make-move', (roomId, move) => {
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console.log('Received make-move:', { roomId, move, socketId: socket.id });
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const gameState = gameRooms.get(roomId);
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if (!gameState) {
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console.log('Game state not found for room:', roomId);
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socket.emit('error', 'Game not found');
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return;
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}
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const currentPlayer = gameState.players[gameState.currentPlayerIndex];
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if (currentPlayer.id !== socket.id) {
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console.log('Not player turn:', { currentPlayerId: currentPlayer.id, socketId: socket.id });
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socket.emit('invalid-move', 'Not your turn');
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return;
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}
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const player = gameState.players.find(p => p.id === move.playerId);
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if (!player) {
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console.log('Player not found:', move.playerId);
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socket.emit('error', 'Player not found');
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return;
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}
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if (move.pass) {
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console.log('Player passing turn');
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gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
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gameState.turnsPassed++;
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} else {
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const tileIndex = player.tiles.findIndex(t => t.id === move.tile.id);
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if (tileIndex === -1) {
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console.log('Tile not found in player hand:', move.tile.id);
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socket.emit('invalid-move', 'Tile not found');
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return;
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}
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// Validar el movimiento
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if (gameState.boardEnds.length > 0) {
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const targetEnd = gameState.boardEnds.find(end =>
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(move.side === 'left' && end.side === 'left') ||
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(move.side === 'right' && end.side === 'right')
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);
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if (!targetEnd) {
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console.log('Invalid side:', move.side);
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socket.emit('invalid-move', 'Invalid side');
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return;
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}
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const canPlace = move.tile.left === targetEnd.value || move.tile.right === targetEnd.value;
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if (!canPlace) {
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console.log('Tile does not match:', { tile: move.tile, targetEnd: targetEnd.value });
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socket.emit('invalid-move', 'Tile does not match board end');
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return;
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}
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}
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console.log('Placing tile:', { tile: move.tile, side: move.side });
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// Remover la ficha de la mano del jugador
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player.tiles.splice(tileIndex, 1);
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// Calcular posición según el lado del tablero
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let position;
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let tileToPlace = { ...move.tile };
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if (gameState.board.length === 0) {
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position = { x: 400, y: 300 };
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} else {
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// Get the current board end value
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const targetEnd = gameState.boardEnds.find(end => end.side === move.side);
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const matchValue = targetEnd?.value || 0;
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// Determine if we need to flip the tile
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// When placing on the RIGHT side:
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// - The LEFT value of the new tile should match the board end
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// - If tile.right matches, we need to flip it
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// When placing on the LEFT side:
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// - The RIGHT value of the new tile should match the board end
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// - If tile.left matches, we need to flip it
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let needsFlip = false;
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if (move.side === 'right') {
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// On right side, left value of tile should match
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if (move.tile.right === matchValue && move.tile.left !== matchValue) {
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needsFlip = true;
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}
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} else {
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// On left side, right value of tile should match
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if (move.tile.left === matchValue && move.tile.right !== matchValue) {
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needsFlip = true;
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}
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}
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// Flip the tile if needed
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if (needsFlip) {
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tileToPlace = {
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...move.tile,
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left: move.tile.right,
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right: move.tile.left,
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};
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console.log('Flipping tile from', move.tile, 'to', tileToPlace);
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}
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if (move.side === 'right') {
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const lastTile = gameState.board[gameState.board.length - 1];
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position = { x: lastTile.position.x + 65, y: lastTile.position.y };
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} else {
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const firstTile = gameState.board[0];
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position = { x: firstTile.position.x - 65, y: firstTile.position.y };
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}
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}
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const placedTile = {
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tile: tileToPlace,
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position,
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orientation: 'horizontal',
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rotation: 0,
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};
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// Agregar al tablero
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if (move.side === 'right') {
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gameState.board.push(placedTile);
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} else {
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gameState.board.unshift(placedTile);
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}
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// Actualizar los extremos del tablero
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if (gameState.board.length === 1) {
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gameState.boardEnds = [
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{ value: tileToPlace.left, position: placedTile.position, side: 'left' },
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{ value: tileToPlace.right, position: placedTile.position, side: 'right' },
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];
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} else {
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// After placing, the new ends are straightforward:
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// Left end is the left value of the leftmost tile
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// Right end is the right value of the rightmost tile
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const leftTile = gameState.board[0];
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const rightTile = gameState.board[gameState.board.length - 1];
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gameState.boardEnds = [
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{ value: leftTile.tile.left, position: leftTile.position, side: 'left' },
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{ value: rightTile.tile.right, position: rightTile.position, side: 'right' },
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];
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}
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gameState.currentPlayerIndex = (gameState.currentPlayerIndex + 1) % gameState.players.length;
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gameState.turnsPassed = 0;
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if (player.tiles.length === 0) {
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gameState.winner = player.id;
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gameState.isGameOver = true;
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gameState.gameMode = 'finished';
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}
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}
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console.log('Updating game state and emitting to room:', roomId);
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gameRooms.set(roomId, gameState);
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io.to(roomId).emit('game-state-updated', gameState);
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console.log('Game state updated successfully');
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});
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socket.on('draw-tile', (roomId) => {
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const gameState = gameRooms.get(roomId);
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if (!gameState) return;
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const currentPlayer = gameState.players[gameState.currentPlayerIndex];
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if (currentPlayer.id !== socket.id) {
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socket.emit('invalid-move', 'Not your turn');
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return;
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}
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if (gameState.boneyard.length === 0) {
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socket.emit('invalid-move', 'No tiles left to draw');
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return;
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}
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const drawnTile = gameState.boneyard.pop();
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currentPlayer.tiles.push(drawnTile);
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gameRooms.set(roomId, gameState);
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io.to(roomId).emit('game-state-updated', gameState);
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});
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socket.on('leave-room', (roomId) => {
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console.log('Player leaving room:', { socketId: socket.id, roomId });
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const gameState = gameRooms.get(roomId);
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if (!gameState) return;
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// Filter out AI players to count only human players
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const humanPlayers = gameState.players.filter(p => !p.isAI);
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const leavingPlayer = gameState.players.find(p => p.id === socket.id);
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if (!leavingPlayer) return;
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// Remove player from game
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gameState.players = gameState.players.filter(p => p.id !== socket.id);
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playerRooms.delete(socket.id);
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socket.leave(roomId);
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if (gameState.players.length === 0) {
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// No players left, delete room
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gameRooms.delete(roomId);
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console.log('Room deleted - no players remaining:', roomId);
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} else {
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// Check if only one human player remains
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const remainingHumanPlayers = gameState.players.filter(p => !p.isAI);
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if (gameState.gameMode === 'playing' && remainingHumanPlayers.length === 1 && humanPlayers.length > 1) {
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// Only one human player left, they win by default
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const winner = remainingHumanPlayers[0];
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gameState.isGameOver = true;
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gameState.winner = winner.id;
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gameState.gameMode = 'finished';
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console.log(`Player ${winner.name} wins - only player remaining in room ${roomId}`);
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}
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// Adjust currentPlayerIndex if needed
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if (gameState.currentPlayerIndex >= gameState.players.length) {
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gameState.currentPlayerIndex = 0;
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}
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gameRooms.set(roomId, gameState);
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io.to(roomId).emit('player-left', socket.id);
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io.to(roomId).emit('game-state-updated', gameState);
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console.log(`Player ${leavingPlayer.name} left room ${roomId}. ${gameState.players.length} players remaining.`);
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}
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});
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socket.on('disconnect', () => {
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const roomId = playerRooms.get(socket.id);
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if (roomId) {
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const gameState = gameRooms.get(roomId);
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if (gameState) {
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// Filter out AI players to count only human players
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const humanPlayers = gameState.players.filter(p => !p.isAI);
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const disconnectedPlayer = gameState.players.find(p => p.id === socket.id);
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gameState.players = gameState.players.filter(p => p.id !== socket.id);
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playerRooms.delete(socket.id);
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if (gameState.players.length === 0) {
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gameRooms.delete(roomId);
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console.log('Room deleted:', roomId);
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} else {
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// Check if only one human player remains after disconnect
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const remainingHumanPlayers = gameState.players.filter(p => !p.isAI);
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if (gameState.gameMode === 'playing' && remainingHumanPlayers.length === 1 && humanPlayers.length > 1) {
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// Only one human player left, they win by default
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const winner = remainingHumanPlayers[0];
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gameState.isGameOver = true;
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gameState.winner = winner.id;
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gameState.gameMode = 'finished';
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console.log(`Player ${winner.name} wins - only player remaining in room ${roomId}`);
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}
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// Adjust currentPlayerIndex if needed
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if (gameState.currentPlayerIndex >= gameState.players.length) {
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gameState.currentPlayerIndex = 0;
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}
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gameRooms.set(roomId, gameState);
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io.to(roomId).emit('player-left', socket.id);
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io.to(roomId).emit('game-state-updated', gameState);
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}
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}
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}
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console.log('Client disconnected:', socket.id);
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});
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});
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server.listen(port, (err) => {
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if (err) throw err;
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console.log(`> Ready on http://${hostname}:${port}`);
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console.log('> Socket.IO server running');
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});
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});
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