110 lines
4.0 KiB
TypeScript

import { usePrisma } from "../../../../utils/prisma";
const WIN_LINES = [
[0, 1, 2], [3, 4, 5], [6, 7, 8],
[0, 3, 6], [1, 4, 7], [2, 5, 8],
[0, 4, 8], [2, 4, 6],
];
function checkWinner(board: string): "X" | "O" | null {
for (const [a, b, c] of WIN_LINES) {
if (board[a!] !== "-" && board[a!] === board[b!] && board[a!] === board[c!]) {
return board[a!] as "X" | "O";
}
}
return null;
}
export default defineEventHandler(async (event) => {
const user = await requireUser(event);
const id = getRouterParam(event, "id");
if (!id) throw createError({ statusCode: 400, message: "id fehlt" });
const body = await readBody(event) as { cellIndex: number };
const { cellIndex } = body;
if (typeof cellIndex !== "number" || cellIndex < 0 || cellIndex > 8) {
throw createError({ statusCode: 400, message: "Ungültiger Zug" });
}
const db = usePrisma();
const challenge = await db.gameChallenge.findUnique({ where: { id } });
if (!challenge) throw createError({ statusCode: 404, message: "Challenge nicht gefunden" });
if (challenge.status !== "ACTIVE") throw createError({ statusCode: 409, message: "Spiel nicht aktiv" });
const isChallenger = user.id === challenge.challengerId;
const isOpponent = user.id === challenge.opponentId;
if (!isChallenger && !isOpponent) throw createError({ statusCode: 403, message: "Nicht autorisiert" });
const myMark = isChallenger ? "X" : "O";
if (challenge.currentTurn !== myMark) throw createError({ statusCode: 409, message: "Nicht dein Zug" });
if (challenge.board[cellIndex] !== "-") throw createError({ statusCode: 409, message: "Feld bereits belegt" });
const cells = challenge.board.split("");
cells[cellIndex] = myMark;
const newBoard = cells.join("");
const winner = checkWinner(newBoard);
const isDraw = !winner && !newBoard.includes("-");
const updated = await db.gameChallenge.update({
where: { id },
data: {
board: newBoard,
currentTurn: myMark === "X" ? "O" : "X",
...(winner && { winner, status: "FINISHED" }),
...(isDraw && { winner: "draw", status: "FINISHED" }),
},
});
// Ranking update wenn Spiel beendet
if ((winner || isDraw) && challenge.opponentId && challenge.opponentName) {
const challengerId = challenge.challengerId;
const opponentId = challenge.opponentId;
const challengerName = challenge.challengerName;
const opponentName = challenge.opponentName;
if (isDraw) {
await Promise.all([
db.gameScore.upsert({
where: { userId: challengerId },
update: { draws: { increment: 1 }, points: { increment: 1 }, playerName: challengerName },
create: { userId: challengerId, playerName: challengerName, draws: 1, points: 1 },
}),
db.gameScore.upsert({
where: { userId: opponentId },
update: { draws: { increment: 1 }, points: { increment: 1 }, playerName: opponentName },
create: { userId: opponentId, playerName: opponentName, draws: 1, points: 1 },
}),
]);
} else {
const winnerId = winner === "X" ? challengerId : opponentId;
const loserId = winner === "X" ? opponentId : challengerId;
const winnerName = winner === "X" ? challengerName : opponentName;
const loserName = winner === "X" ? opponentName : challengerName;
await Promise.all([
db.gameScore.upsert({
where: { userId: winnerId },
update: { wins: { increment: 1 }, points: { increment: 3 }, playerName: winnerName },
create: { userId: winnerId, playerName: winnerName, wins: 1, points: 3 },
}),
db.gameScore.upsert({
where: { userId: loserId },
update: { losses: { increment: 1 }, playerName: loserName },
create: { userId: loserId, playerName: loserName, losses: 1 },
}),
]);
}
}
// Delete community post when game ends
if ((winner || isDraw) && challenge.postId) {
await db.communityPost.delete({ where: { id: challenge.postId } }).catch(() => {});
}
return updated;
});