]> git.cworth.org Git - empires-server/blobdiff - game.js
tictactoe: Simplify code by not reusing the expression "this.state"
[empires-server] / game.js
diff --git a/game.js b/game.js
index de77148aa3ed58888930d4b872da8e0c92a28644..60a22a633ee23e028b0fc94e9ffc9de345d6fe87 100644 (file)
--- a/game.js
+++ b/game.js
@@ -1,9 +1,8 @@
 /* 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 = "";
@@ -46,6 +45,9 @@ class Game {
     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);
@@ -71,40 +73,51 @@ class Game {
     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) {
@@ -118,7 +131,8 @@ class Game {
 
   /* 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.
@@ -166,7 +180,7 @@ class Game {
   }
 
   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;