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game.js
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game.js
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module.exports = function(io, gameid, username, howmany, maplevel, db) {
/*// Database connection
const mongoose = require('mongoose');
mongoose.connect('mongodb://localhost/chatdb');
var db = mongoose.connection;*/
var client = io.of('/'+gameid);
var socketCounter = 0;
// Database table models
Chat = require('./public/models/chat');
Territory = require('./public/models/territory');
Gameutils = require('./public/models/gameutils');
Player = require('./public/models/players');
//let gameid = 1; // Will be change!
isGameFinish = false;
socketEvents();
loadTerritories();
// Getting all the territories and posting to the client
function initialInfantryDeployment(){
// var where = {gameid: gameid};
Territory.getAllTerritories(gameid, function(err, territories){
if(err)
{ console.log("Socket error occured."); }
else
{
//console.log(territories);
client.emit('updatedterritory', territories);
}
});
//client.emit('getplayers', players);
}
// Each territory has a territoryid, continent, territory name, number of soldiers on it and who belongs to playerid (-1 means nobody)
var territories, players,gameutil;
function loadTerritories(){
function Territory (gameid, tid, continent, tname, neighbors, infantry, ownsto){
this.gameid = gameid;
this.tid = tid;
this.continent = continent;
this.tname = tname;
this.neighbors = neighbors;
this.infantry = infantry;
this.ownsto = ownsto;
}
if(maplevel == "hard" || maplevel == "easy") // TODO: Custom map for easy will be implemented!
{
// All territories with their neighbors for 41 Territories
var TER0 = new Territory(gameid, 0, 0,'Venezuela', [ 4, 1, 2 ] , 0, -1);
var TER1 = new Territory(gameid, 1, 0,'Brazil', [ 3, 0, 1, 2, 13 ] , 0, -1);
var TER2 = new Territory(gameid, 2, 0,'PERU', [ 3, 0, 1 ] , 0, -1);
var TER3 = new Territory(gameid, 3, 0,'Argentina', [ 0, 1, 2 ] , 0, -1);
var TER4 = new Territory(gameid, 4, 1,'Mexico', [ 6, 0, 5 ] , 0, -1);
var TER5 = new Territory(gameid, 5, 1,'Western United States', [ 6, 4, 11, 10 ] , 0, -1);
var TER6 = new Territory(gameid, 6, 1,'Eastern United States', [ 10, 7, 5 ] , 0, -1);
var TER7 = new Territory(gameid, 7, 1,'Eastern Canada', [ 6, 10, 40 ] , 0, -1);
var TER8 = new Territory(gameid, 8, 1,'Alaska', [ 9, 11, 0, 32] , 0, -1);
var TER9 = new Territory(gameid, 9, 1,'North West Territory', [ 8, 11, 10, 40 ] , 0, -1);
var TER10 = new Territory(gameid, 10, 1, 'Ontario', [ 6, 11, 5, 7, 9, 40 ] , 0, -1);
var TER11 = new Territory(gameid, 11, 1, 'Alberta', [ 10, 8, 9, 5 ] , 0, -1);
var TER12 = new Territory(gameid, 12, 4, 'Egypt', [ 19, 17, 13, 14 ] , 0, -1);
var TER13 = new Territory(gameid, 13, 4, 'North Africa', [ 18, 1, 12, 14, 15 ] , 0, -1);
var TER14 = new Territory(gameid, 14, 4, 'East Africa', [ 12, 17, 27, 15, 13 ] , 0, -1);
var TER15 = new Territory(gameid, 15, 4, 'Congo', [ 13, 16, 14 ] , 0, -1);
var TER16 = new Territory(gameid, 16, 4, 'South Africa', [ 15, 27, 14 ] , 0, -1);
var TER17 = new Territory(gameid, 17, 2, 'Middle East', [ 12, 14, 25, 26, 20, 19 ] , 0, -1);
var TER18 = new Territory(gameid, 18, 3, 'Western Europe', [ 13, 19, 22 ] , 0, -1);
var TER19 = new Territory(gameid, 19, 3, 'Southern Europe', [ 12, 17, 22, 19, 20 ] , 0, -1);
var TER20 = new Territory(gameid, 20, 3, 'Ukraine', [ 31, 26, 17, 21, 22, 19 ] , 0, -1);
var TER21 = new Territory(gameid, 21, 3, 'Scandinavia', [ 20, 22, 24, 23 ] , 0, -1);
var TER22 = new Territory(gameid, 22, 3, 'Northern Europe', [ 23, 21, 19, 18, 20 ] , 0, -1);
var TER23 = new Territory(gameid, 23, 3, 'Great Britain', [ 24, 21, 22 ] , 0, -1);
var TER24 = new Territory(gameid, 24, 3, 'Iceland', [ 40, 23, 21 ] , 0, -1);
var TER25 = new Territory(gameid, 25, 2, 'India', [ 17, 26, 29, 28 ] , 0, -1);
var TER26 = new Territory(gameid, 26, 2, 'Afghanistan', [ 17, 20, 31, 25, 29 ] , 0, -1);
var TER27 = new Territory(gameid, 27, 4, 'Madagascar', [ 16, 14 ] , 0, -1);
var TER28 = new Territory(gameid, 28, 2, 'Siam', [ 37, 25, 29 ] , 0, -1);
var TER29 = new Territory(gameid, 29, 2, 'China', [ 26, 28, 25, 34, 31, 30 ] , 0, -1);
var TER30 = new Territory(gameid, 30, 2, 'Mongolia', [ 29, 34, 35, 32, 36 ] , 0, -1);
var TER31 = new Territory(gameid, 31, 2, 'Ural', [ 20, 34, 26, 29 ] , 0, -1);
var TER32 = new Territory(gameid, 32, 2, 'Kamchatka', [ 8, 36, 35, 33, 30 ] , 0, -1);
var TER33 = new Territory(gameid, 33, 2, 'Yakutsk', [ 35, 32, 34 ] , 0, -1);
var TER34 = new Territory(gameid, 34, 2, 'Siberia', [ 31, 33, 35, 30, 29 ] , 0, -1);
var TER35 = new Territory(gameid, 35, 2, 'Irutsk', [ 30, 33, 34, 32 ] , 0, -1);
var TER36 = new Territory(gameid, 36, 2, 'Japan', [ 0, 30 ] , 0, -1);
var TER37 = new Territory(gameid, 37, 5, 'Indonesia', [ 28, 38, 39 ] , 0, -1);
var TER38 = new Territory(gameid, 38, 5, 'New Guinea', [ 37, 39 ] , 0, -1);
var TER39 = new Territory(gameid, 39, 5, 'Australia', [ 37, 38 ] , 0, -1);
var TER40 = new Territory(gameid, 40, 1, 'Greenland', [ 9, 10, 7, 24 ] , 0, -1);
territories = [TER0,TER1,TER2,TER3,TER4,TER5,TER6,
TER7,TER8,TER9,TER10,TER11,TER12,TER13,
TER14,TER15,TER16,TER17,TER18,TER19,TER20,
TER21,TER22,TER23,TER24,TER25,TER26,TER27,
TER28,TER29,TER30,TER31,TER32,TER33,TER34,
TER35,TER36,TER37,TER38,TER39,TER40];
}
else if (maplevel == "medium"){
//31 countries
// Continents: 0: south america, 1: north america, 2: asia, 3: europe, 4: africa, 5: ocenia
var TER0 = new Territory(gameid, 0, 0, 'Veneru', [ 1, 2, 3 ] , 0, -1);
var TER1 = new Territory(gameid, 1, 0, 'Brazil', [ 0, 2, 10 ] , 0, -1);
var TER2 = new Territory(gameid, 2, 0, 'Argentina', [ 0, 1 ] , 0, -1);
var TER3 = new Territory(gameid, 3, 1, 'Western United States', [ 0, 4, 7 ] , 0, -1);
var TER4 = new Territory(gameid, 4, 1, 'Eastern United States', [ 3, 5, 7 ] , 0, -1);
var TER5 = new Territory(gameid, 5, 1, 'Eastern Canada', [ 7, 4, 29 ] , 0, -1);
var TER6 = new Territory(gameid, 6, 1, 'North Canada', [ 7, 23, 29 ] , 0, -1);
var TER7 = new Territory(gameid, 7, 1, 'Southwestern Canada', [ 6, 5, 4, 3, 29 ] , 0, -1);
var TER8 = new Territory(gameid, 8, 4, 'Middle Africa', [ 9, 10, 21, 11 ] , 0, -1);
var TER9 = new Territory(gameid, 9, 4, 'Egypt', [ 10,12,8, 14 ] , 0, -1);
var TER10 = new Territory(gameid, 10, 4, 'North Africa', [ 1, 9, 13, 14 ] , 0, -1);
var TER11 = new Territory(gameid, 11, 4, 'South Africa', [ 8,21 ] , 0, -1);
var TER12 = new Territory(gameid, 12, 2, 'Middle East', [ 14, 9, 8, 20, 30 ] , 0, -1);
var TER13 = new Territory(gameid, 13, 3, 'Western Europe', [ 18, 10, 14 ] , 0, -1);
var TER14 = new Territory(gameid, 14, 3, 'Middle Europe', [ 18, 13, 15, 16, 12, 9 ] , 0, -1);
var TER15 = new Territory(gameid, 15, 3, 'Ukraine', [ 16, 12, 14, 30] , 0, -1);
var TER16 = new Territory(gameid, 16, 3, 'Scandinavia', [ 15, 19, 14, 18 ] , 0, -1);
var TER17 = new Territory(gameid, 17, 2, 'Middle Russia', [ 24, 23, 22 ] , 0, -1);
var TER18 = new Territory(gameid, 18, 3, 'Great Britain', [ 19, 14, 16,13 ] , 0, -1);
var TER19 = new Territory(gameid, 19, 3, 'Iceland', [ 29, 18, 16 ] , 0, -1);
var TER20 = new Territory(gameid, 20, 2, 'India', [ 26, 22, 12, 30 ] , 0, -1);
var TER21 = new Territory(gameid, 21, 4, 'Madagascar', [ 11, 8 ] , 0, -1);
var TER22 = new Territory(gameid, 22, 2, 'China', [ 25, 17, 23, 26, 20, 24,30 ] , 0, -1);
var TER23 = new Territory(gameid, 23, 2, 'Kamchatka', [ 6, 25, 22, 17 ] , 0, -1);
var TER24 = new Territory(gameid, 24, 2, 'Siberia', [ 22, 17, 30] , 0, -1);
var TER25 = new Territory(gameid, 25, 2, 'Japan', [ 23, 22 ] , 0, -1);
var TER26 = new Territory(gameid, 26, 5, 'Indonesia', [ 22, 28, 27,20 ] , 0, -1);
var TER27 = new Territory(gameid, 27, 5, 'New Guinea', [ 26, 28 ] , 0, -1);
var TER28 = new Territory(gameid, 28, 5, 'Australia', [ 26, 27 ] , 0, -1);
var TER29 = new Territory(gameid, 29, 1, 'Greenland', [ 19, 5, 6 , 7 ] , 0, -1);
var TER30 = new Territory(gameid, 30, 2, 'Western Asia', [ 24, 12, 15, 20, 22 ] , 0, -1);
territories = [TER0,TER1,TER2,TER3,TER4,TER5,TER6,
TER7,TER8,TER9,TER10,TER11,TER12,TER13,
TER14,TER15,TER16,TER17,TER18,TER19,TER20,
TER21,TER22,TER23,TER24,TER25,TER26,TER27,
TER28,TER29,TER30];
}
/*
else if(maplevel == "easy")
{
var TER0 = new Territory(gameid, 0, 0, 'Brasil', [1, 2, 7], 0, -1);
var TER1 = new Territory(gameid, 1, 0, 'Argentina', [0], 0, -1);
var TER2 = new Territory(gameid, 2, 1, 'Mexico', [0, 3], 0, -1);
var TER3 = new Territory(gameid, 3, 1, 'United States', [2, 4], 0, -1);
var TER4 = new Territory(gameid, 4, 1, 'Canada', [3, 6, 5], 0, -1);
var TER5 = new Territory(gameid, 5, 1, 'Alaska', [4, 15], 0, -1);
var TER6 = new Territory(gameid, 6, 1, 'Greenland', [4, 10], 0, -1);
var TER7 = new Territory(gameid, 7, 4, 'North Africa', [0, 9, 13, 8], 0, -1);
var TER8 = new Territory(gameid, 8, 4, 'South Africa', [7], 0, -1);
var TER9 = new Territory(gameid, 9, 3, 'Western Europe', [12, 10, 7, 11], 0, -1);
var TER10 = new Territory(gameid, 10, 3, 'United Kingdom', [6, 9, 11, 14], 0, -1);
var TER11 = new Territory(gameid, 11, 3, 'Northern Europe', [12, 10, 9, 15, 14], 0, -1);
var TER12 = new Territory(gameid, 12, 3, 'Eastern Europe', [13, 11, 9], 0, -1);
var TER13 = new Territory(gameid, 13, 3, 'Middle East', [7, 12, 15, 16], 0, -1);
var TER14 = new Territory(gameid, 14, 3, 'Scandinavia', [11, 15, 10], 0, -1);
var TER15 = new Territory(gameid, 15, 2, 'Russia', [14, 11, 16, 5], 0, -1);
var TER16 = new Territory(gameid, 16, 2, 'Middle Asia', [15, 17, 13, 18], 0, -1);
var TER17 = new Territory(gameid, 17, 2, 'India', [18, 16], 0, -1);
var TER18 = new Territory(gameid, 18, 2, 'China', [19, 15, 17, 16], 0, -1);
var TER19 = new Territory(gameid, 19, 5, 'Australia', [18], 0, -1);
territories = [TER0,TER1,TER2,TER3,TER4,TER5,TER6,
TER7,TER8,TER9,TER10,TER11,TER12,TER13,
TER14,TER15,TER16,TER17,TER18,TER19];
}
*/
function Player(gameid, pid, name, infantry, territories){
this.gameid = gameid;
this.pid = pid;
this.name = name;
this.infantry = infantry;
this.territories = territories;
}
// Dummy players
var PLAYER1 = new Player(gameid,0, username, 20, []);
var PLAYER2 = new Player(gameid,1, "x", 20, []);
var PLAYER3 = new Player(gameid,2, "x", 20, []);
var PLAYER4 = new Player(gameid,3, "x", 20, []);
var PLAYER5 = new Player(gameid,4, "x", 20, []);
var PLAYER6 = new Player(gameid,5, "x", 20, []);
let howManyPeople = howmany;
// INITIAL SETUP HOW MANY PEOPLE
if(howManyPeople==2){
players= [PLAYER1,PLAYER2];
}
else if(howManyPeople==3)
{
players = [PLAYER1,PLAYER2,PLAYER3];
}
else if(howManyPeople==4)
{
players = [PLAYER1,PLAYER2,PLAYER3,PLAYER4];
}
else if(howManyPeople==5)
{
players = [PLAYER1,PLAYER2,PLAYER3,PLAYER4,PLAYER5];
}
else if(howManyPeople==6)
{
players = [ PLAYER1,PLAYER2,PLAYER3,PLAYER4,PLAYER5,PLAYER6];
}
let territoryCount = territories.length;
let playerCount = howManyPeople;
// Assumed 3 people is playing
let firstEachInfantry = Math.floor(60/40 + 1);
// Predetermined infantry deployment for the initial map
for (var i = 0, j = 0; i < territories.length; i++){
territories[i].ownsto = j;
territories[i].infantry++;
players[j].territories.push(i); // Territory added to that player
players[j].infantry--;
j++;
if(j == howManyPeople)
{ j = 0; }
}
// Infantry deployment continues for the first turn
for (var i = 0; i < playerCount; i++){
//console.log(players[i].territories)
for (var j = 0; j < players[i].territories.length; j++){
var tobeput = Math.floor(players[i].infantry/players[i].territories.length+1);
territories[players[i].territories[j]].infantry += tobeput;
//console.log(territories[players[i].territories[j]].infantry);
players[i].infantry -= tobeput;
}
var occupiedTerritoryNum = players[i].territories.length;
players[i].infantry = Math.floor(occupiedTerritoryNum/3); // Initially players have no infantry for the first turn to be played by users
}
/*
// END GAME CONDITION
for (var i = 0; i < territories.length-1; i++){
territories[i].ownsto = 1;
territories[i].infantry = 20;
players[1].territories.push(i);
}
territories[territories.length-1].infantry = 1;
territories[territories.length-1].ownsto = 2;
players[2].territories.push(territories.length-1);
*/
var pids = [];
var pnames = [];
for (var k = 0; k < players.length; k++){
pids.push(k);
}
for (var t = 0; t < players.length; t++){
pnames.push(players[t].name);
}
gameutil = {gameid: gameid, currentplayer: 0, currentphase: -1, players: pids, playernames: pnames, gamefinish: false, howmany:howmany, maplevel:maplevel, creater:username};
}
// Adding the territories into database
Gameutils.addGameUtil(gameutil, function(err, docs){
if(err)
{
console.log("Territories could not be created."); }
else
{
Gameutils.getCurrentGameid(gameid,function(err,id){
if(err)
{console.log("annaerror",err)}
else {
console.log(id[0].gameid + " gameid budur");
}
});
}
});
// Adding the territories into database
Territory.createTerritories(territories, function(err, docs){
if(err)
{
console.log("Territories could not be created."); }
else
{
//console.log(docs);
}
});
Player.createPlayers(players, function(err, docs){
if(err)
{
console.log("Players could not be created."); }
else
{
//console.log(docs);
}
});
function isRoomFull(){
for(var j = 1; j < howmany; j++)
{
if(players[j].name == 'x')
{
sendStatus("We are still waiting for some people!");
return false;
}
}
return true;
}
function joinGame(recievedUsername){
if(recievedUsername != username) {
if(!isRoomFull())
{
for(var i = 1; i < howmany;i++)
{
if(players[i].name == "x")
{
console.log(players[i].name);
players[i].name = recievedUsername;
client.emit('getplayers', players);
gameLog(recievedUsername+" has joined the game.");
console.log(recievedUsername+" has joined the game.");
return;
}
}
}
else{
gameLog(recievedUsername+" has joined the game as visitor.");
sendStatus(recievedUsername+", the room is full please go to another room.");
}
}
}
function socketEvents(){
client.on('connection', function(socket)
{
socketCounter++;
socket.removeAllListeners();
//socket.join(gameid);
initialInfantryDeployment();
// Getting messages from database
socket.on('getmsgs', function(data){
Chat.getChats(data.gameid, function(err, chats){
if(err)
{ console.log("Socket error occured."); }
else
{ //console.log(chats);
socket.emit('outputmsg', chats); } // Emit the messages
});
});
sendStatus = function(s)
{
console.log(s);
client.emit('serverstatus', [s]);
}
gameLog = function(s)
{
console.log(s);
client = io.of('/'+gameid);
client.emit('gamelog', [s]);
}
//joinGame(username);
socket.on('joingame', function(data){
console.log("joingame is called by ,"+data.username);
joinGame(data.username);
});
// Reinforcement call
socket.on('reinforcement', function(data){
let playerid = data.pid;
let tid = data.tid;
var updateOnPlayer = {};
var playerwhere = {gameid: gameid, playerid: playerid};
// First decreasing of infantry units of the player
Player.decreaseInfantry(playerwhere, updateOnPlayer, {}, function(err, player){
if(err == 800)
{
sendStatus("You do not have any infantry left!!");
}
else
{
var updateOnTerritory = {};
var where = {tid:tid, gameid:gameid};
// Putting infantry on the territory
Territory.putInfantry(where, updateOnTerritory, {}, function(err, territory){
if(err)
{
console.log(err);
sendStatus('An error occured.');
}
else
{
// console.log(territories[tid]);
client.emit('leftinfantry', [player]);
client.emit('updatedterritory', [territory]);
territories[tid] = territory; // Updating the local territory array
}
});
//client.emit('currentplayer', [[gameutil]]);
}
});
});
socket.on('startWar', function(data){
//let gameid = data.gameid;
if(data != undefined) {
var attackTerritory = data.attacker;
var defenseTerritory = data.defender;
// var attackTerritoryWhere = {gameid : gameid, tid : data.attacker};
//var defenseTerritoryWhere = {gameid: gameid, tid : data.defender};
var attackPlayerId = territories[attackTerritory].ownsto;
var defensePlayerId = territories[defenseTerritory].ownsto;
var updateOnPlayer = {};
var updateOnTerritory = {};
var attackArmies = territories[attackTerritory].infantry;
var defenseArmies = territories[defenseTerritory].infantry;
var battle=function(attack,defense){
var a=0;
var d=0;
//roll attack dice
var attackDice= new Array();
for (a=1; a <= attack; a++){
attackDice[a]=Math.floor(Math.random()*6)+1;
if(a===1){
attackHigh=attackDice[1];
// console.log("Condition A1");
}
else if(a===2){
attackHigh=Math.max(attackDice[1],attackDice[2]);
attackLow=Math.min(attackDice[1],attackDice[2]);
// console.log("Condition A2");
}
else if (a===3){
attackHigh=Math.max(attackDice[1], attackDice[2],attackDice[3]);
attackDice.sort();
//console.log(attackDice);
attackLow=attackDice.slice(1,2);
// console.log("Condition A3");
}
}
//roll defense dice
var defenseDice= new Array();
for (d=1; d <= defense; d++){
defenseDice[d]=Math.floor(Math.random()*6)+1;
if(d===1){
defenseHigh=defenseDice[1];
// console.log("Condition D1");
}
else if(d===2){
defenseHigh=Math.max(defenseDice[1],defenseDice[2]);
defenseLow=Math.min(defenseDice[1],defenseDice[2]);
//console.log(defenseDice);
// console.log("Condition D2");
}
}
//compare attack and defense
if (attackHigh > defenseHigh){
defenseArmies--;
sendStatus(players[territories[attackTerritory].ownsto].name+" has won the battle against "+players[territories[defenseTerritory].ownsto].name);
gameLog(players[territories[attackTerritory].ownsto].name+" has won the battle against "+players[territories[defenseTerritory].ownsto].name+" "+gameid+ " ["+ getTime() +"]");
//console.log("D Loses");
}
else{
attackArmies--;
sendStatus(players[territories[defenseTerritory].ownsto].name+" has defended himself against "+players[territories[attackTerritory].ownsto].name);
gameLog(players[territories[defenseTerritory].ownsto].name+" has defended himself against "+players[territories[attackTerritory].ownsto].name + " "+gameid+" ["+ getTime() +"]");
//console.log("A Loses");
}
//compare if 2 dice
if (a>2 && d>2){
if (attackLow > defenseLow){
defenseArmies--;
sendStatus(players[territories[attackTerritory].ownsto].name+" has won the battle against "+players[territories[defenseTerritory].ownsto].name);
gameLog(players[territories[attackTerritory].ownsto].name+" has won the battle against "+players[territories[defenseTerritory].ownsto].name + " "+gameid+" ["+ getTime() +"]");
//console.log("D Loses");
}
else{
attackArmies--;
sendStatus(players[territories[defenseTerritory].ownsto].name+" has defended himself against "+players[territories[attackTerritory].ownsto].name);
gameLog(players[territories[defenseTerritory].ownsto].name+" has defended himself against "+players[territories[attackTerritory].ownsto].name + " "+gameid+" ["+ getTime() +"]");
//console.log("A Loses");
}
}
//console.log(a,' Attackers vs. ',d,"Defenders");
if(attackArmies>1 && defenseArmies>0){
var updateOnAttackTerritory = {infantry: attackArmies, ownsto: territories[attackTerritory].ownsto};
var attackTerritoryWhere = {gameid: gameid, tid: attackTerritory};
setTerritoryInfantry(attackTerritoryWhere, updateOnAttackTerritory);
var updateOnDefenseTerritory = {infantry: defenseArmies, ownsto: territories[defenseTerritory].ownsto};
var defenseTerritoryWhere = {gameid: gameid, tid: defenseTerritory};
setTerritoryInfantry(defenseTerritoryWhere, updateOnDefenseTerritory);
}
else if(attackArmies == 1 && defenseArmies>0){
var updateOnAttackTerritory = {infantry: attackArmies, ownsto: territories[attackTerritory].ownsto};
var attackTerritoryWhere = {gameid: gameid, tid: attackTerritory};
setTerritoryInfantry(attackTerritoryWhere, updateOnAttackTerritory);
var updateOnDefenseTerritory = {infantry: defenseArmies, ownsto: territories[defenseTerritory].ownsto};
var defenseTerritoryWhere = {gameid: gameid, tid: defenseTerritory};
setTerritoryInfantry(defenseTerritoryWhere, updateOnDefenseTerritory);
}
else if(defenseArmies == 0){
var updateOnAttackTerritory = {infantry: 1, ownsto: territories[attackTerritory].ownsto};
var attackTerritoryWhere = {gameid: gameid, tid: attackTerritory};
//console.log(attackTerritoryWhere);
//console.log("yukarida bakiniz");
setTerritoryInfantry(attackTerritoryWhere, updateOnAttackTerritory);
// console.log(territories[attackTerritory].infantry);
var updateOnDefenseTerritory = {infantry: attackArmies-1, ownsto: territories[attackTerritory].ownsto};
var defenseTerritoryWhere = {gameid: gameid, tid: defenseTerritory};
setTerritoryInfantry(defenseTerritoryWhere, updateOnDefenseTerritory);
var playerid = territories[attackTerritory].ownsto;
var updateOnPlayer = { $push: { territories: defenseTerritory } };
var playerwhere = {gameid: gameid, playerid :playerid};
Player.pushTerritoryToPlayer(playerwhere, updateOnPlayer, {}, function(err, player){
if(err)
{
console.log(err);
sendStatus('An error occured.');
}
else
{
players[playerid] = player; // Updating the local territory array
client.emit('leftinfantry', [player]);
if(player.territories.length == territories.length){
isGameFinish = true;
var gameFinish = { winner: player.pid };
client.emit('gamefinish', [gameFinish]);
}
}
});
}};
if (attackArmies>3 ){
attack=3;
}
else if (attackArmies===3){
attack=2;
}
else if (attackArmies===2){
attack=1;
}
//Determine number of Defense dice
if(defenseArmies>1){
defense=2;
}
else if(defenseArmies===1){
defense=1;
}
battle(attack,defense);
console.log("Remaining Attackers:",attackArmies,"Remaining Defenders:",defenseArmies);
}
});
function setTerritoryInfantry(changedTerritory,updateOnTerritory){
Territory.setTerritoryInfantry(changedTerritory, updateOnTerritory, {}, function(err, territory){
if(err)
{
console.log(err);
sendStatus('An error occured.');
}
else
{
// console.log(territories[changedTerritory]);
//client.emit('leftinfantry', [player]);
territories[changedTerritory.tid] = territory;
client.emit('updatedterritory', [territory]);
// Updating the local territory array
}
});
}
// Gets currentplayer from database and sends to the all clients
socket.on('fortification', function(data){
var fortifyTerritoryFromWhere = {gameid:gameid ,tid :data.fortifyfrom};
var fortifyTerritoryToWhere = {gameid:gameid ,tid:data.fortifyto};
var fortifyTerritoryFrom = data.fortifyfrom;
var fortifyTerritoryTo = data.fortifyto;
var amount = parseInt(data.amount);
var frominfantry = territories[fortifyTerritoryFromWhere.tid].infantry - amount;
var toinfantry = territories[fortifyTerritoryToWhere.tid].infantry + amount;
var updateOnFromTerritory = {infantry: frominfantry};
setTerritoryInfantry(fortifyTerritoryFromWhere, updateOnFromTerritory);
var updateOnToTerritory = {infantry: toinfantry};
setTerritoryInfantry(fortifyTerritoryToWhere, updateOnToTerritory);
gameLog(players[territories[fortifyTerritoryFrom].ownsto].name + " fortified " + amount + " infantries from " + territories[fortifyTerritoryFrom].tname +" to " + territories[fortifyTerritoryTo].tname +" "+gameid+ "["+ getTime() +"]");
});
// Gets currentplayer from database and sends to the all clients
socket.on('getcurrentplayer', function(data){
let gameid = data.gameid;
Gameutils.getCurrentPlayer(gameid, function(err, gameutil){
if(err == 100)
{
console.log(err);
}
else
{
console.log(gameid);
console.log(gameutil+"annen");
client.emit('currentplayer', [gameutil]);
}
});
});
// Endturn call ends the turn and decides the next player
socket.on('endturn', function(data){
let gameid = data.gameid;
let userid = data.userid;
// Check for name and message
if(0) // deactivated
{
sendStatus('Please enter a name and message');
}
else
{
var updateOnGame = {userid: userid};
// Setting the next player
Gameutils.nextTurn(gameid, updateOnGame, {}, function(err, gameutil){
if(err == 100)
{
console.log(err);
}
else if (err == 404 || err == 300)
{
client.emit('status', [gameutil]);
}
else
{
playerwhere = {gameid: gameid, playerid: gameutil.currentplayer};
// Now for the new turn the currentplayer is determined
// We need to set his infantry number in this new turn
//Player.setNewTurnInfantry(gameutil.currentplayer)
//console.log("bubir game util: ", gameutil.currentplayer);
// Getting the territories that player has to decide how many infantry can he put in his new turn
Player.getPlayerTerritories(playerwhere, function(err, players){
if(err)
{
console.log(err);
}
else
{
var occupiedTerritoryNum = 0;
var newTurnInfantryNum = 0;
// Getting occupied number of territories of the user
if(players[0] != undefined)
{
occupiedTerritoryNum = players[0].territories.length;
}
if (occupiedTerritoryNum <= 9)
{
newTurnInfantryNum = 3;
}
else
{
// New turn infantry number
newTurnInfantryNum = Math.floor(occupiedTerritoryNum/3 + 1);;
}
var updateOnPlayer = {infantry: newTurnInfantryNum};
var playerwhere = {gameid : gameid, playerid : gameutil.currentplayer};
// TODO: CONTINENT CONTROL MUST BE ADDED: checkContinentControl(players[0].territories);
Player.setNewTurnInfantry(playerwhere, updateOnPlayer, {}, function(err, player){
if(err)
{
console.log(err);
}
else
{
client.emit('currentplayer', [[gameutil]]);
}
});
client.emit('currentplayer', [[gameutil]]);
}
});
}
});
}
});
// Handle input events when there is a new message
socket.on('newmessage', function(data){
let gameid = data.gameid;
let name = data.name;
let message = data.message;
//var msg = ; // Taking parameters from request body
// Adding the message to the database
Chat.addMessage({gameid: gameid, name: name, message: message}, function(err, msg){
if(err)
{
console.log(err);
res.send("An Error Occured");
}
else
{
//console.log(msg);
client.emit('outputmsg', [data]);
// Send status object
}
});
});
socket.on('disconnect', function() {
socketCounter--;
console.log("cikis",username);
console.log("disc people: ",socketCounter);
});
});
function getTime(){
var date = new Date();
var currentTime = date.getHours()+':'+date.getMinutes()+':'+date.getSeconds();
return currentTime;
}
}
}