/* A single player can have multiple connections, (think, multiple
* browser windows with a common session cookie). */
class Player {
- constructor(id, session_id, name, connection) {
+ constructor(id, name, connection) {
this.id = id;
- 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
});
}
}
this.id = id;
this.players = [];
this.next_player_id = 1;
+ this.teams = [];
+ this.state = {
+ team_to_play: ""
+ };
/* 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) {
+ /* 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 };
+ }
+
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[session.id];
+ if (existing) {
+ existing.add_connection(connection);
+ return existing;
}
/* No existing player. Add a new one. */
const id = this.next_player_id;
- const player = new Player(id, session.id, session.nickname, connection);
+ const player = new Player(id, session.nickname, connection);
/* Broadcast before adding player to list (to avoid announcing the
* new player to itself). */
const player_data = JSON.stringify({ id: player.id, name: player.name });
this.broadcast_event("player-enter", player_data);
- this.players.push(player);
+ this.players[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) {
/* Send a string to all players */
broadcast_string(str) {
- this.players.forEach(player => player.send(str + '\n'));
+ for (let [session_id, player] of Object.entries(this.players))
+ player.send(str + '\n');
}
/* Send an event to all players.
}
handle_player(request, response) {
- const player = this.find_player(request.session);
+ const player = this.players[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("");
}