-
Notifications
You must be signed in to change notification settings - Fork 1
/
GameController.go
208 lines (167 loc) · 5.84 KB
/
GameController.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
package controller
import (
_ "embed"
"fmt"
"github.com/ably-labs/word-game/word-game-be/constant"
"github.com/ably-labs/word-game/word-game-be/entity"
"github.com/ably-labs/word-game/word-game-be/middleware"
"github.com/ably-labs/word-game/word-game-be/model"
"github.com/ably-labs/word-game/word-game-be/util"
"github.com/ably/ably-go/ably"
"github.com/labstack/echo/v4"
"gorm.io/gorm"
"sort"
)
type GameController struct {
db *gorm.DB
ably *ably.Realtime
}
func NewGameController(e *echo.Group, db *gorm.DB, ably *ably.Realtime) *GameController {
gc := &GameController{
db: db,
ably: ably,
}
g := e.Group("/:id", middleware.RequireAuthorisation, middleware.ValidateLobby, middleware.RequireLobbyMember)
g.GET("/boards", gc.GetBoards)
g.GET("/boards/deck", gc.GetDeck)
g.PATCH("/boards", gc.PatchBoard)
g.POST("/boards", gc.EndTurn, middleware.RequireTurn)
return gc
}
func (gc *GameController) GetBoards(c echo.Context) error {
lobby := c.Get("lobby").(*model.Lobby)
boards := make(map[string]entity.SquareSet)
boards["main"] = lobby.Board
lobbyMember := c.Get("lobbyMember").(*model.LobbyMember)
if lobbyMember.MemberType != constant.MemberTypeSpectator {
boards["deck"] = lobbyMember.Deck
}
return c.JSON(200, boards)
}
func (gc *GameController) GetDeck(c echo.Context) error {
lobbyMember := c.Get("lobbyMember").(*model.LobbyMember)
if lobbyMember.MemberType == constant.MemberTypeSpectator {
return c.JSON(403, entity.ErrSpectating)
}
return c.JSON(200, lobbyMember.Deck)
}
func (gc *GameController) PatchBoard(c echo.Context) error {
moveTile := entity.MoveTile{}
err := c.Bind(&moveTile)
if err != nil {
return c.JSON(400, entity.ErrInvalidInput)
}
lobby := c.Get("lobby").(*model.Lobby)
lobbyMember := c.Get("lobbyMember").(*model.LobbyMember)
var fromBoard entity.SquareSet
var toBoard entity.SquareSet
boardUpdate := false
if moveTile.From == "main" {
fromBoard = lobby.Board
boardUpdate = true
} else {
fromBoard = lobbyMember.Deck
}
if moveTile.To == "main" {
toBoard = lobby.Board
boardUpdate = true
} else {
toBoard = lobbyMember.Deck
}
// Disallow this move if it affects the board when it's not the users turn
if boardUpdate && *lobby.PlayerTurnID != lobbyMember.UserID {
fmt.Println(lobby.PlayerTurnID, lobbyMember.UserID)
return c.JSON(403, entity.ErrNotYourTurn)
}
// Make sure the tiles actually exist
if !validatePos(fromBoard, moveTile.FromIndex) || !validatePos(toBoard, moveTile.ToIndex) {
fmt.Println("Move pos doesn't exist")
return c.JSON(400, entity.ErrInvalidInput)
}
// No tile exists where we're taking from
if (*fromBoard.Squares)[moveTile.FromIndex].Tile == nil {
return c.JSON(400, entity.ErrInvalidPlay)
}
// Trying to use a non-blank tile as a blank tile
if moveTile.Letter != "" && !(*fromBoard.Squares)[moveTile.FromIndex].Tile.Blank {
return c.JSON(400, entity.ErrInvalidInput)
}
if (*toBoard.Squares)[moveTile.ToIndex].Tile != nil {
return c.JSON(400, entity.ErrTileOccupied)
}
(*toBoard.Squares)[moveTile.ToIndex].Tile = (*fromBoard.Squares)[moveTile.FromIndex].Tile
if moveTile.Letter != "" {
(*toBoard.Squares)[moveTile.ToIndex].Tile.Letter = moveTile.Letter
}
(*fromBoard.Squares)[moveTile.FromIndex].Tile = nil
if boardUpdate {
fmt.Println("Updating board")
_ = util.PublishLobbyMessage(gc.ably, lobby.ID, "moveTile", map[string]interface{}{
"move": moveTile,
"tile": (*toBoard.Squares)[moveTile.ToIndex].Tile,
})
}
go gc.db.Save(&lobby)
go gc.db.Save(&lobbyMember)
_ = util.LobbyListUpdate(gc.ably, lobby)
return c.NoContent(204)
}
func validatePos(board entity.SquareSet, position int) bool {
return position >= 0 && position < len(*board.Squares)
}
func (gc *GameController) EndTurn(c echo.Context) error {
lobby := c.Get("lobby").(*model.Lobby)
lobbyMember := c.Get("lobbyMember").(*model.LobbyMember)
score, err := util.ValidateBoard(lobby.Board)
if err != nil {
return c.JSON(400, entity.Error{Err: err.Error()})
}
gc.db.Order("joined_at").Where("member_type = 'player' AND lobby_id = ?", lobby.ID).Find(&lobby.Members)
// don't bother updating anything if this was a pass
if score > 0 {
lobbyMember.Score += score
_ = util.PublishLobbyMessage(gc.ably, lobby.ID, "message", entity.ChatSent{
Message: fmt.Sprintf("<@%d> scored %d points", lobbyMember.UserID, score),
Author: "system",
})
_ = util.PublishLobbyMessage(gc.ably, lobby.ID, "scoreUpdate", lobbyMember)
remainingTiles := lobbyMember.Deck.TileCount()
if len(*lobby.Bag.Squares) > 0 {
lobbyMember.Deck.AddTiles(util.TakeFromBag(7-remainingTiles, &lobby.Bag))
} else if remainingTiles == 0 {
lobby.State = entity.LobbyRoundOver
sort.Slice(lobby.Members, func(i, j int) bool {
return lobby.Members[i].Score < lobby.Members[j].Score
})
// Set winner to current turn
*lobby.PlayerTurnID = lobby.Members[0].UserID
_ = util.PublishLobbyMessage(gc.ably, lobby.ID, "message", entity.ChatSent{
Message: fmt.Sprintf("Game over, <@%d> wins!", *lobby.PlayerTurnID),
Author: "system",
})
}
indices := util.GetPlacedTileIndices(lobby.Board)
for _, index := range indices {
(*lobby.Board.Squares)[index].Tile.Draggable = false
}
} else {
message := fmt.Sprintf("<@%d> passed", lobbyMember.UserID)
if lobbyMember.UserID != *lobby.PlayerTurnID {
message = fmt.Sprintf("<@%d> was skipped", *lobby.PlayerTurnID)
}
_ = util.PublishLobbyMessage(gc.ably, lobby.ID, "message", entity.ChatSent{
Message: message,
Author: "system",
})
}
// If we're still in play, set the next turn
if lobby.State == entity.LobbyInGame {
*lobby.PlayerTurnID = util.GetNextTurn(lobby)
fmt.Println("It is now this players turn ", *lobby.PlayerTurnID)
}
_ = util.PublishLobbyMessage(gc.ably, lobby.ID, "lobbyUpdate", lobby)
_ = util.LobbyListUpdate(gc.ably, lobby)
gc.db.Save(&lobbyMember)
gc.db.Save(&lobby)
return c.NoContent(204)
}