Merge pull request #12 from sorrelbri/game_record_tree
Game add checkMove hook
This commit is contained in:
commit
14a94be59e
3 changed files with 70 additions and 17 deletions
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@ -244,28 +244,57 @@ const Game = ({ gameData = {}, gameRecord = [] } = {}) => {
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};
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};
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},
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},
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checkMove: function ({ player, pos: { x, y } }) {
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// if game is over
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// TODO either change logic here or add additional method for handling moves off of record
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if (this.pass > 1) {
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return { ...this, success: false };
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}
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const point = this.boardState[`${x}-${y}`];
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const isTurn =
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(this.turn === 1 && player === "black") ||
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(this.turn === -1 && player === "white");
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if (isTurn) {
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if (point.legal) {
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return { ...this, success: true, move: { player, pos: { x, y } } };
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}
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}
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return { ...this, success: false };
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},
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makeMove: function ({ player, pos: { x, y } }) {
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makeMove: function ({ player, pos: { x, y } }) {
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if (this.pass > 1) {
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if (this.pass > 1) {
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return { ...this, success: false };
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return { ...this, success: false };
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}
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}
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if (x === 0) return this.submitPass(player);
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if (x === 0) return game.submitPass(player);
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let game = this;
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let success = false;
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let success = false;
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const point = game.boardState[`${x}-${y}`];
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let game = this;
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const isTurn =
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(game.turn === 1 && player === "black") ||
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// if checkMove has not been run, determine legality
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(game.turn === -1 && player === "white");
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if (!game.move) {
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if (isTurn) {
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game = game.checkMove({ player, pos: { x, y } });
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if (point.legal) {
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}
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game.pass = 0;
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if (
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game.addToRecord({ player, pos: { x, y } });
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// if move is legal
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if (this.kos.length) helper.clearKo.call(this);
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// ? unclear if checking move values is beneficial to prevent race conditions
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point.makeMove(game);
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game.move &&
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game.turn *= -1;
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game.move.player === player &&
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success = true;
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game.move.pos.x === x &&
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}
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game.move.pos.y
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) {
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const point = game.boardState[`${x}-${y}`];
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game.pass = 0;
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// allows for recording of prior move on game record
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game.addToRecord(game.move);
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if (game.kos.length) helper.clearKo.call(game);
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point.makeMove(game);
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game.turn *= -1;
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success = true;
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}
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}
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game.boardState = getBoardState(game);
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game.boardState = getBoardState(game);
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// remove move attribute to prevent duplicate moves
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delete game.move;
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return { ...game, legalMoves: getLegalMoves(game), success };
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return { ...game, legalMoves: getLegalMoves(game), success };
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},
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},
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@ -7,6 +7,29 @@ const GameService = ({ moveQueries, gameQueries }) => {
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};
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};
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const gamesInProgress = {};
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const gamesInProgress = {};
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const storeMove = (gameId) => async ({ player, pos: { x, y } }) => {
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let move = { player, pos: { x, y } };
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try {
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if (moveQueries) {
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const { id } = await moveQueries.addMove({
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gameId,
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player,
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x,
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y,
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gameRecord: true,
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priorMove: null,
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});
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move.id = id;
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move.success = true;
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}
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} catch (e) {
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console.log(e);
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move.success = false;
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} finally {
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return move;
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}
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};
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return {
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return {
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initGame({ id, gameRecord = [], ...gameData }) {
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initGame({ id, gameRecord = [], ...gameData }) {
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if (gamesInProgress[id]) return this.getDataForUI(id);
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if (gamesInProgress[id]) return this.getDataForUI(id);
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@ -31,6 +54,7 @@ const GameService = ({ moveQueries, gameQueries }) => {
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return { message: "error restoring game" };
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return { message: "error restoring game" };
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}
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}
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}
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}
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gamesInProgress[id] = await gamesInProgress[id].checkMove(move);
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gamesInProgress[id] = gamesInProgress[id].makeMove(move);
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gamesInProgress[id] = gamesInProgress[id].makeMove(move);
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if (gamesInProgress[id].success === false)
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if (gamesInProgress[id].success === false)
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return { message: "illegal move" };
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return { message: "illegal move" };
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@ -1,4 +1,4 @@
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// TODO const someSocketLogic = require('./middleware/socketssockets/...');
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// TODO const someSocketLogic = require('./middleware/sockets/...');
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const socketIO = require("socket.io");
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const socketIO = require("socket.io");
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const io = socketIO({ cookie: false });
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const io = socketIO({ cookie: false });
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@ -24,6 +24,7 @@ io.on("connection", async (socket) => {
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socket.on("connect_game", (data) => {
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socket.on("connect_game", (data) => {
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const game = `game-${data.game.id}`;
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const game = `game-${data.game.id}`;
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socket.join(game, async () => {
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socket.join(game, async () => {
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// TODO move this logic into game service
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const gameData = await gameQueries.findGameById(data.game.id);
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const gameData = await gameQueries.findGameById(data.game.id);
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const convertWinType = (winType) => {
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const convertWinType = (winType) => {
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if (winType.includes("B")) return 1;
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if (winType.includes("B")) return 1;
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@ -51,7 +52,6 @@ io.on("connection", async (socket) => {
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socket.on("make_move", async (data) => {
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socket.on("make_move", async (data) => {
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const { user, move, board, game, room } = data;
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const { user, move, board, game, room } = data;
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const gameNsp = `game-${data.game.id}`;
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const gameNsp = `game-${data.game.id}`;
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try {
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try {
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const { board, message, ...meta } = await gameServices.makeMove({
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const { board, message, ...meta } = await gameServices.makeMove({
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id: data.game.id,
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id: data.game.id,
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