255 lines
8.6 KiB
JavaScript
255 lines
8.6 KiB
JavaScript
const express = require("express");
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const http = require("http");
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const net = require("net"); // Added for Bot Support
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const WebSocket = require("ws");
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const app = express();
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app.use(express.static("public"));
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const server = http.createServer(app);
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const wss = new WebSocket.Server({ server });
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// Board Logic
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const board_wolf = { 0: [1, 2, 3], 1: [0, 2, 4, 5], 2: [0, 1, 3, 5], 3: [0, 2, 5, 6], 4: [1, 5, 7], 5: [1, 2, 3, 4, 6, 7, 8, 9], 6: [3, 5, 9], 7: [4, 5, 8, 10], 8: [5, 7, 9, 10], 9: [5, 6, 8, 10], 10: [7, 8, 9] };
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const board_sheep = { 0: [1, 2, 3], 1: [2, 4, 5], 2: [1, 3, 5], 3: [2, 5, 6], 4: [5, 7], 5: [4, 6, 7, 8, 9], 6: [5, 9], 7: [8, 10], 8: [7, 9, 10], 9: [8, 10], 10: [] };
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// Direction Map for Bots
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const pos_coords = { 0: [0,1], 1: [1,0], 2: [1,1], 3: [1,2], 4: [2,0], 5: [2,1], 6: [2,2], 7: [3,0], 8: [3,1], 9: [3,2], 10: [4,1] };
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const dir_map = { "n": [0,-1], "s": [0,1], "o": [1,0], "w": [-1,0], "no": [1,-1], "nw": [-1,-1], "so": [1,1], "sw": [-1,1] };
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function getDir(from, to) {
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const dX = pos_coords[to][0] - pos_coords[from][0];
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const dY = pos_coords[to][1] - pos_coords[from][1];
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return Object.keys(dir_map).find(k => dir_map[k][0] === dX && dir_map[k][1] === dY);
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}
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const rooms = {};
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// --- BOT TCP SERVER (Port 3031) ---
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const botServer = net.createServer((socket) => {
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let roomId = `BOT_${Math.random().toString(36).substring(7)}`;
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let botName = "UnknownBot";
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socket.write("SEND: <your token>\n");
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socket.on("data", (data) => {
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const msg = data.toString().trim();
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// Initial Handshake
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if (!rooms[roomId]) {
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botName = msg.split(" ").pop();
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// socket.write(`#welcome ${botName}\n`);
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rooms[roomId] = {
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game: { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null, lastMove: null },
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players: [{ role: "wolf", isBot: true, socket: socket }], // Bot defaults to Wolf
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nextFirstRole: "sheep"
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};
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broadcastRoomList();
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return;
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}
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const room = rooms[roomId];
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const bot = room.players.find(p => p.isBot);
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const game = room.game;
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if (game.turn !== bot.role || game.winner) return;
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// Handle Bot Move (e.g., "nw" or "3o")
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let from, to;
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if (bot.role === "wolf") {
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from = game.wolf;
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const targetDir = msg.toLowerCase();
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to = board_wolf[from].find(t => getDir(from, t) === targetDir);
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} else {
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const sheepId = parseInt(msg[0]);
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const targetDir = msg.substring(1).toLowerCase();
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from = sheepId;
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to = board_sheep[from].find(t => getDir(from, t) === targetDir);
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}
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if (to !== undefined) {
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handleMove(roomId, bot.role, { from, to });
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}
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});
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socket.on("close", () => {
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delete rooms[roomId];
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broadcastRoomList();
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});
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});
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function swapRoles(room) {
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room.players.forEach(p => {
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p.role = (p.role === "wolf") ? "sheep" : "wolf";
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if (p.isBot) p.botInitialized = false; // Reset bot flag for new role msg
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});
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}
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function sendBotState(roomId) {
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const room = rooms[roomId];
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const bot = room.players.find(p => p.isBot);
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if (!bot || !bot.socket) return;
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const game = room.game;
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// 1. Handle Game End
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if (game.winner) {
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const result = (game.winner === bot.role) ? "you win" : "you loose";
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bot.socket.write(`#gameends ${result}\n`);
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return;
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}
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// 2. Send Role (Only once at start of game/restart)
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if (!bot.botInitialized) {
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bot.socket.write(`#role ${bot.role === "wolf" ? "WOLF" : "SCHAF"}\n`);
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bot.botInitialized = true;
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}
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// 3. Send Turn Data
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if (game.turn === bot.role) {
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bot.socket.write(`#pos_opponent ${bot.role === "wolf" ? game.sheep.join(" ") : game.wolf}\n`);
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bot.socket.write(`#pos_you ${bot.role === "wolf" ? game.wolf : game.sheep.join(" ")}\n`);
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let moves = [];
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if (bot.role === "wolf") {
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board_wolf[game.wolf].forEach(t => {
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if (!game.sheep.includes(t)) moves.push(getDir(game.wolf, t));
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});
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} else {
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game.sheep.forEach(s => {
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board_sheep[s].forEach(t => {
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if (t !== game.wolf && !game.sheep.includes(t)) moves.push(`${s}${getDir(s, t)}`);
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});
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});
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}
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bot.socket.write(`#moves ${moves.join(" ")}\n`);
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}
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}
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// --- EXISTING LOGIC UPDATED ---
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function broadcastRoomList() {
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const list = JSON.stringify({ type: "room_list", rooms: getRoomList() });
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wss.clients.forEach(client => {
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if (client.readyState === WebSocket.OPEN && !client.roomId) client.send(list);
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});
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}
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function getRoomList() {
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return Object.keys(rooms).map(id => ({
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id,
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players: rooms[id].players.length,
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isBotRoom: rooms[id].players.some(p => p.isBot)
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}));
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}
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function handleMove(roomId, role, { from, to }) {
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const room = rooms[roomId];
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if (!room || room.game.winner || room.game.turn !== role) return;
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const game = room.game;
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const allowed = (role === "wolf") ? board_wolf[from] : board_sheep[from];
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if (!allowed?.includes(to) || game.sheep.includes(to) || game.wolf === to) return;
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if (role === "wolf") { game.wolf = to; game.turn = "sheep"; }
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else { game.sheep[game.sheep.indexOf(from)] = to; game.turn = "wolf"; }
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game.moveCount++;
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game.winner = checkWinConditions(game);
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broadcastState(roomId);
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if (room.players.some(p => p.isBot)) sendBotState(roomId);
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}
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function broadcastState(roomId) {
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const room = rooms[roomId];
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if (!room) return;
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room.players.forEach(p => {
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if (p.ws?.readyState === WebSocket.OPEN) {
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p.ws.send(JSON.stringify({ type: "state", game: room.game, yourRole: p.role, onlineCount: room.players.length }));
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}
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});
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}
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function checkWinConditions(game) {
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if (game.wolf === 0 || game.moveCount >= 40) return "wolf";
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const canWolfMove = board_wolf[game.wolf].some(to => !game.sheep.includes(to));
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if (!canWolfMove) return "sheep";
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return null;
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}
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// WebSocket connection logic remains mostly same, just ensure it adds human to bot room
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wss.on("connection", (ws, req) => {
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const urlParams = new URLSearchParams(req.url.split('?')[1]);
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let roomId = urlParams.get("room");
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let sessionId = urlParams.get("sessionId");
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if (!roomId || roomId === "null") {
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ws.send(JSON.stringify({ type: "room_list", rooms: getRoomList() }));
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return;
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}
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if (!rooms[roomId]) {
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rooms[roomId] = {
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game: { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null, lastMove: null },
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players: [], nextFirstRole: "sheep"
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};
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}
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const room = rooms[roomId];
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ws.roomId = roomId;
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let player = room.players.find(p => p.sessionId === sessionId);
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if (player) {
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// Reconnecting existing player
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player.ws = ws;
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} else if (room.players.length < 2) {
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// New player joining: logic to pick the opposite role
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let role;
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if (room.players.length === 1) {
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// Pick the role that isn't taken
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const takenRole = room.players[0].role;
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role = (takenRole === "wolf") ? "sheep" : "wolf";
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} else {
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// First player in the room defaults to sheep
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role = "sheep";
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}
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player = { ws, role, sessionId };
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room.players.push(player);
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}
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// Inform the client of their assigned role
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ws.send(JSON.stringify({ type: "init", role: player.role, roomId }));
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broadcastRoomList();
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broadcastState(roomId);
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// If a bot is involved, update its state
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if (room.players.some(p => p.isBot)) sendBotState(roomId);
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ws.on("message", msg => {
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let data = JSON.parse(msg);
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if (data.type === "restart") {
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swapRoles(room);
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room.game = { wolf: 5, sheep: [0, 1, 3], turn: "sheep", moveCount: 0, winner: null, lastMove: null };
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// Critical: Re-sync roles for all human clients on restart
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room.players.forEach(p => {
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if (p.ws && p.ws.readyState === WebSocket.OPEN) {
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p.ws.send(JSON.stringify({ type: "init", role: p.role, roomId }));
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}
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});
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broadcastState(roomId);
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if (room.players.some(p => p.isBot)) sendBotState(roomId);
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} else {
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handleMove(roomId, player.role, data);
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}
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});
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});
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server.listen(3030, () => console.log("Web Server running on 3030"));
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botServer.listen(3031, () => console.log("Bot TCP Server running on 3031")); |