}
const app = express();
+
+/* This 'trust proxy' option, (and, really? a space in an option
+ * name?!) means that express will grab hostname and IP values from
+ * the X-Forwarded-* header fields. We need that so that our games
+ * will display a proper hostname of https://lmno.games/WXYZ instead
+ * of http://localhost/QFBL which will obviously not be a helpful
+ * thing to share around.
+ */
+app.set('trust proxy', true);
app.use(cors());
app.use(body_parser.urlencoded({ extended: false }));
app.use(body_parser.json());
*
* / Serves <identifier>-game.html template
*
- * /player Allows client to set name
+ * /player Allows client to set name or team
*
* /events Serves a stream of events. Game can override
* the handle_events method, call super() first,
*/
const engines = {
empires: require("./empires").Game,
- tictactoe: require("./tictactoe").Game
+ tictactoe: require("./tictactoe").Game,
+ scribe: require("./scribe").Game,
+ empathy: require("./empathy").Game
};
class LMNO {
}
generate_id() {
- return Array(4).fill(null).map(() => LMNO.letters.charAt(Math.floor(Math.random() * LMNO.letters.length))).join('');
+ /* Note: The copy from Array(4) to [...Array(4)] is necessary so
+ * that map() will actually work, (which it doesn't on an array
+ * from Array(N) which is in this strange state of having "empty"
+ * items rather than "undefined" as we get after [...Array(4)] */
+ return [...Array(4)].map(() => LMNO.letters.charAt(Math.floor(Math.random() * LMNO.letters.length))).join('');
}
create_game(engine_name) {
* 1. Vowels (AEIOU) to avoid accidentally spelling an unfortunate word
* 2. Lowercase letters (replace with corresponding capital on input)
* 3. N (replace with M on input)
- * 4. P (replace with B on input)
- * 5. S (replace with F on input)
+ * 4. B (replace with P on input)
+ * 5. F,X (replace with S on input)
*/
-LMNO.letters = "BCDFGHJKLMQRTVWXYZ";
+LMNO.letters = "CCDDDGGGHHJKLLLLMMMMPPPPQRRRSSSTTTVVWWYYZ";
const lmno = new LMNO();
/* Replace unused letters with nearest phonetic match. */
id = id.replace(/N/g, 'M');
- id = id.replace(/P/g, 'B');
- id = id.replace(/S/g, 'F');
+ id = id.replace(/B/g, 'P');
+ id = id.replace(/F/g, 'S');
+ id = id.replace(/X/g, 'S');
/* Replace unused numbers nearest visual match. */
id = id.replace(/0/g, 'O');
let idle = [];
for (let id in lmno.games) {
- if (lmno.games[id].clients.length)
+ if (lmno.games[id].players.length)
active.push(lmno.games[id]);
else
idle.push(lmno.games[id]);
router.get('/', (request, response) => {
const game = request.game;
- if (! request.session.nickname)
- response.render('choose-nickname.html', { game_name: game.meta.name });
- else
+ if (! request.session.nickname) {
+ response.render('choose-nickname.html', {
+ game_name: game.meta.name,
+ options: game.meta.options
+ });
+ } else {
response.render(`${game.meta.identifier}-game.html`);
+ }
});
router.put('/player', (request, response) => {
/* Further, add some routes conditionally depending on whether the
* engine provides specific, necessary methods for the routes. */
- if (engine.prototype.add_move) {
+
+ /* Note: We have to use hasOwnProperty here since the base Game
+ * class has a geeric add_move function, and we don't want that to
+ * have any influence on our decision. Only if the child has
+ * overridden that do we want to create a "/move" route. */
+ if (engine.prototype.hasOwnProperty("add_move")) {
router.post('/move', (request, response) => {
const game = request.game;
const move = request.body.move;
+ const player = game.players_by_session[request.session.id];
+
+ /* Reject move if there is no player for this session. */
+ if (! player) {
+ response.json({legal: false, message: "No valid player from session"});
+ return;
+ }
+
+ const result = game.add_move(player, move);
- const result = game.add_move(move);
+ /* Take care of any generic post-move work. */
+ game.post_move(player, result);
/* Feed move response back to the client. */
response.json(result);