]> git.cworth.org Git - empires-server/blobdiff - server.js
Add a new server: lmno.js
[empires-server] / server.js
index bbc5d8aaea831c7b90b4a98c765b3d47b0d0f5ff..b0fc79ea2fb664c52246549f6c720a81b2f93391 100644 (file)
--- a/server.js
+++ b/server.js
@@ -5,12 +5,45 @@ const body_parser = require("body-parser");
 const app = express();
 app.use(cors());
 
+const GameState = {
+  JOIN:    1,
+  REVEAL:  2,
+  CAPTURE: 3,
+  properties: {
+    1: {name: "join"},
+    2: {name: "reveal"},
+    3: {name: "capture"}
+  }
+};
+
+/**
+ * Shuffles array in place.
+ * @param {Array} a items An array containing the items.
+ */
+function shuffle(a) {
+  if (a === undefined)
+    return;
+
+  var j, x, i;
+  for (i = a.length - 1; i > 0; i--) {
+    j = Math.floor(Math.random() * (i + 1));
+    x = a[i];
+    a[i] = a[j];
+    a[j] = x;
+  }
+}
+
 class Game {
   constructor() {
     this._players = [];
+    this.characters_to_reveal = null;
     this.next_player_id = 1;
     this.clients = [];
     this.next_client_id = 1;
+    this.state = GameState.JOIN;
+
+    /* Send a comment to every connected client every 15 seconds. */
+    setInterval(() => {this.broadcast_string(":");}, 15000);
   }
 
   add_player(name, character) {
@@ -24,18 +57,58 @@ class Game {
     /* The syntax here is using an anonymous function to create a new
       object from new_player with just the subset of fields that we
       want. */
-    const player_string = JSON.stringify((({id, name}) => ({id, name}))(new_player));
-    this.broadcast("player-register", player_string);
+    const player_data = JSON.stringify((({id, name}) => ({id, name}))(new_player));
+    this.broadcast_event("player-join", player_data);
   }
 
   remove_player(id) {
     const index = this._players.findIndex(player => player.id === id);
     this._players.splice(index, 1);
+
+    this.broadcast_event("player-leave", `{"id": ${id}}`);
   }
 
-  remove_all_players() {
+  reset() {
     this._players = [];
+    this.characters_to_reveal = null;
     this.next_player_id = 1;
+
+    this.change_state(GameState.JOIN);
+
+    this.broadcast_event("players", "{}");
+  }
+
+  reveal_next() {
+    if (this.reveal_index >= this.characters_to_reveal.length) {
+      clearInterval(this.reveal_interval);
+      this.broadcast_event("character-reveal", '{"character":""}');
+      return;
+    }
+    const character = this.characters_to_reveal[this.reveal_index];
+    this.reveal_index++;
+    const character_data = JSON.stringify({"character":character});
+    this.broadcast_event("character-reveal", character_data);
+  }
+
+  reveal() {
+    this.change_state(GameState.REVEAL);
+
+    if (this.characters_to_reveal === null) {
+      this.characters_to_reveal = [];
+      this.characters_to_reveal = this._players.reduce((characters, player) => {
+        characters.push(player.character);
+        return characters;
+      }, []);
+      shuffle(this.characters_to_reveal);
+    }
+
+    this.reveal_index = 0;
+
+    this.reveal_interval = setInterval(this.reveal_next.bind(this), 3000);
+  }
+
+  start() {
+    this.change_state(GameState.CAPTURE);
   }
 
   capture(captor_id, captee_id) {
@@ -44,6 +117,8 @@ class Game {
      * the API specification which we want here. */
     let captor = this._players.find(player => player.id === captor_id);
     captor.captures.push(captee_id);
+
+    this.broadcast_event("capture", `{"captor": ${captor_id}, "captee": ${captee_id}}`);
   }
 
   liberate(captee_id) {
@@ -82,9 +157,47 @@ class Game {
     this.clients = this.clients.filter(client => client.id !== id);
   }
 
-  /* Send an event to all clients */
-  broadcast(type, data) {
-    this.clients.forEach(client => client.response.write(`event: ${type}\ndata: ${data}\n\n`));
+  /* Send a string to all clients */
+  broadcast_string(str) {
+    this.clients.forEach(client => client.response.write(str + '\n'));
+  }
+
+  /* Send an event to all clients.
+   *
+   * An event has both a declared type and a separate data block.
+   * It also ends with two newlines (to mark the end of the event).
+   */
+  broadcast_event(type, data) {
+    this.broadcast_string(`event: ${type}\ndata: ${data}\n`);
+  }
+
+  game_state_event_data(old_state, new_state) {
+    var old_state_name;
+    if (old_state)
+      old_state_name = GameState.properties[old_state].name;
+    else
+      old_state_name = "none";
+    const new_state_name = GameState.properties[new_state].name;
+
+    return `{"old_state":"${old_state_name}","new_state":"${new_state_name}"}`;
+  }
+
+  /* Inform clients about a state change. */
+  broadcast_state_change() {
+    const event_data = this.game_state_event_data(this.old_state, this.state);
+    this.broadcast_event("game-state", event_data);
+  }
+
+  /* Change game state and broadcast the change to all clients. */
+  change_state(state) {
+    /* Do nothing if there is no actual change happening. */
+    if (state === this.state)
+      return;
+
+    this.old_state = this.state;
+    this.state = state;
+
+    this.broadcast_state_change();
   }
 }
 
@@ -110,10 +223,22 @@ function handle_events(request, response) {
     response.write(players_data);
   }
 
+  /* And we need to inform the client of the current game state.
+   *
+   * In fact, we need to cycle through each state transition from the
+   * beginning so the client can see each.
+   */
+  var old_state = null;
+  for (var state = GameState.JOIN; state <= game.state; state++) {
+    var event_data = game.game_state_event_data(old_state, state);
+    response.write("event: game-state\n" + "data: " + event_data + "\n\n");
+    old_state = state;
+  }
+
   /* Add this new client to our list of clients. */
   const id = game.add_client(response);
 
-  /* And queue up cleanup to be tirggered on client close. */
+  /* And queue up cleanup to be triggered on client close. */
   request.on('close', () => {
     game.remove_client(id);
   });
@@ -133,8 +258,18 @@ app.post('/deregister/:id', (request, response) => {
   response.send();
 });
 
+app.post('/reveal', (request, response) => {
+  game.reveal();
+  response.send();
+});
+
+app.post('/start', (request, response) => {
+  game.start();
+  response.send();
+});
+
 app.post('/reset', (request, response) => {
-  game.remove_all_players();
+  game.reset();
   response.send();
 });
 
@@ -168,5 +303,5 @@ app.get('/players', (request, response) => {
 app.get('/events', handle_events);
 
 app.listen(3000, function () {
-  console.log('Example app listening on port 3000!');
+  console.log('Empires server listening on localhost:3000');
 });