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jack: function(req, res) { | |
if (req.isSocket && req.body.hasOwnProperty('gameId') && req.body.hasOwnProperty('pNum') && req.body.hasOwnProperty('thiefId') && req.body.hasOwnProperty('victimId') && req.body.hasOwnProperty('jackId') && req.body.hasOwnProperty('targetId')) { | |
Game.findOne(req.body.gameId).populate('players').populate('deck').populate('scrap').exec(function(error, game) { | |
if (error || !game) { | |
console.log("Game " + req.body.gameId + " not found for jack"); | |
res.send(404); | |
} else { | |
Player.find([req.body.thiefId, req.body.victimId]).populate('hand').populate('points').populate('runes').exec(function(erro, players) { | |
if (erro || !players[0] || !players[1]) { | |
console.log("Can't find players for jack"); | |
res.send(404); | |
} else { | |
//Sort players returns an array of the two players sorted according to their pNum attribute | |
//This is used to determine who is player0 and who is player1 | |
var playerSort = sortPlayers(players); | |
Card.findOne(req.body.targetId).populate('attachments').exec(function(err, target) { | |
if (err || !target) { | |
console.log("Card " + req.body.targetId + " not found for jack"); | |
res.send(404); | |
} else { | |
var yourTurn = req.body.pNum === game.turn % 2; | |
if (yourTurn) { | |
//Player models have a frozenId attribute corresponding to one card that they are not allowed to play on a given turn | |
var cardIsFrozen = playerSort[req.body.pNum].frozenId === req.body.jackId; | |
if (!cardIsFrozen) { | |
playerSort[(req.body.pNum + 1) % 2].points.remove(target.id); | |
playerSort[req.body.pNum].points.add(target.id); | |
playerSort[req.body.pNum].hand.remove(req.body.jackId); | |
target.attachments.add(req.body.jackId); | |
playerSort[req.body.pNum].frozenId = null; | |
game.turn++; | |
game.save(function(er, savedGame) { | |
target.save(function(e, savedTarget) { | |
//This save is the weird one. When the first player to be saved is the one playing | |
//the jack from their hand, the log is correct, but the server is wrong | |
playerSort[0].save(function(e6, savedP0) { | |
console.log("\nsavedP0: "); | |
//If player0 played the jack, this log | |
//properly shows the target card was added to | |
//player0's points collection | |
//In that case, this log is INCONSISTENT | |
//WITH THE SERVER, which doesn't have | |
//the new card added to the points collection | |
console.log(savedP0); | |
playerSort[0].save(function(e7, savedP1) { | |
console.log("\nsavedP1: "); | |
//This log is also always right, but the server | |
//actually agrees with what is logged for this player | |
console.log(savedP1); | |
//publishUpdate always has the right data, since savedP0 and savedP1 | |
//are always right, even though the server is wrong if req.body.pNum === 0 | |
Game.publishUpdate(game.id, { | |
change: 'jack', | |
game: savedGame, | |
players: [savedP0, savedP1], | |
thief: req.body.pNum, | |
targetCard: savedTarget | |
}); | |
}); | |
}); | |
}); | |
}); | |
} | |
} | |
res.send({ | |
jack: true, | |
yourTurn: yourTurn, | |
frozen: cardIsFrozen | |
}); | |
} | |
}); | |
} | |
}); | |
} | |
}); | |
} | |
}, |
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