this.session_id = session_id;
this.name = name;
this.connections = [connection];
+ this.team = "";
}
add_connection(connection) {
return JSON.stringify({
id: this.id,
name: this.name,
+ team: this.team
});
}
}
constructor(id) {
this.id = id;
this.players = [];
+ this.players_by_session = {};
this.next_player_id = 1;
+ this.teams = [];
+ this.state = {
+ team_to_play: ""
+ };
+ this.first_move = true;
/* Send a comment to every connected client every 15 seconds. */
setInterval(() => {this.broadcast_string(":");}, 15000);
return this._meta;
}
+ /* Just performs some checks for whether a move is definitely not
+ * legal (such as not the player's turn). A child class is expected
+ * to override this (and call super.add_move early!) to implement
+ * the actual logic for a move. */
+ add_move(player, move) {
+
+ /* The checks here don't apply on the first move. */
+ if (! this.first_move) {
+
+ /* Discard any move asserting to be the first move if it's no
+ * longer the first move. This resolves the race condition if
+ * multiple players attempt to make the first move. */
+ if (move.assert_first_move) {
+ return { legal: false,
+ message: "Your opponent beat you to the first move" };
+ }
+
+ /* Cannot move if you are not on a team. */
+ if (player.team === "")
+ {
+ return { legal: false,
+ message: "You must be on a team to take a turn" };
+ }
+
+ /* Cannot move if it's not this player's team's turn. */
+ if (player.team !== this.state.team_to_play)
+ {
+ return { legal: false,
+ message: "It's not your turn to move" };
+ }
+ }
+
+ return { legal: true };
+ }
+
+ /* Assign team only if player is unassigned.
+ * Return true if assignment made, false otherwise. */
+ assign_player_to_team_perhaps(player, team)
+ {
+ if (player.team !== "")
+ return false;
+
+ player.team = team;
+ this.broadcast_event("player-update", player.info_json());
+
+ return true;
+ }
+
+ /* This function is called after the child add_move has returned
+ * 'result' so that any generic processing can happen.
+ *
+ * In particular, we assign teams for a two-player game where a
+ * player assumed a team by making the first move. */
+ post_move(player, result)
+ {
+ if (this.first_move && result.legal) {
+ this.first_move = false;
+
+ this.assign_player_to_team_perhaps(player, this.teams[0]);
+
+ /* Yes, start at 1 to skip teams[0] which we just assigned. */
+ for (let i = 1; i < this.teams.length; i++) {
+ const other = this.players.find(p => p !== player && p.team === "");
+ if (!other)
+ return;
+ this.assign_player_to_team_perhaps(other, this.teams[i]);
+ }
+ }
+ }
+
add_player(session, connection) {
/* First see if we already have a player object for this session. */
- const existing_index = this.players.findIndex(
- player => player.session_id === session.id);
- if (existing_index >= 0) {
- const player = this.players[existing_index];
- player.add_connection(connection);
- return player;
+ const existing = this.players_by_session[session.id];
+ if (existing) {
+ existing.add_connection(connection);
+ return existing;
}
/* No existing player. Add a new one. */
this.broadcast_event("player-enter", player_data);
this.players.push(player);
+ this.players_by_session[session.id] = player;
this.next_player_id++;
return player;
}
- find_player(session) {
- const existing_index = this.players.findIndex(
- player => player.session_id === session.id);
- if (existing_index >= 0)
- return this.players[existing_index];
-
- return null;
- }
-
/* Drop a connection object from a player, and if it's the last one,
* then drop that player from the game's list of players. */
remove_player_connection(player, connection) {
if (remaining === 0) {
const player_data = JSON.stringify({ id: player.id });
this.players.filter(p => p !== player);
+ delete this.players_by_session[player.session_id];
this.broadcast_event("player-exit", player_data);
}
}
/* And the player-info event. */
response.write(`event: player-info\ndata: ${player.info_json()}\n\n`);
+ /* As well as player-enter events for all existing players. */
+ this.players.filter(p => p !== player).forEach(p => {
+ response.write(`event: player-enter\ndata: ${p.info_json()}\n\n`);
+ });
+
/* Finally, if this game class has a "state" property, stream that
* current state to the client. */
if (this.state) {
}
handle_player(request, response) {
- const player = this.find_player(request.session);
+ const player = this.players_by_session[request.session.id];
+ const name = request.body.name;
+ const team = request.body.team;
+ var updated = false;
if (! player) {
response.sendStatus(404);
return;
}
- if (request.body.name && (player.name !== request.body.name)) {
- player.name = request.body.name;
+ if (name && (player.name !== name)) {
+ player.name = name;
/* In addition to setting the name within this game's player
* object, also set the name in the session. */
- request.session.nickname = player.name;
+ request.session.nickname = name;
request.session.save();
- this.broadcast_event("player-update", player.info_json());
+ updated = true;
+ }
+
+ if (team !== null && (player.team !== team) &&
+ (team === "" || this.teams.includes(team)))
+ {
+ player.team = team;
+
+ updated = true;
}
+ if (updated)
+ this.broadcast_event("player-update", player.info_json());
+
response.send("");
}