const express = require("express");
const Game = require("./game.js");
-const engine_name = "tictactoe";
-
-const router = express.Router();
-
class TicTacToe extends Game {
- constructor() {
- super(engine_name);
- this.moves = [];
- this.board = Array(9).fill(null);
- this.clients = [];
- this.next_client_id = 1;
+ constructor(id) {
+ super(id);
+ this.teams = [
+ {
+ id: 0,
+ name: "X"
+ },
+ {
+ id: 1,
+ name: "O"
+ }];
+ this.state = {
+ moves: [],
+ board: Array(9).fill(""),
+ team_to_play: this.teams[0],
+ };
}
- /* Returns Boolean indicating whether move was legal and added. */
- add_move(square) {
- /* Cannot move to an occupied square. */
- if (this.board[square])
- return false;
-
- this.board[square] = 'X';
- this.moves.push(square);
-
- return true;
- }
+ /* Returns true if move was legal and added, false otherwise. */
+ add_move(player, square) {
- add_client(response) {
- const id = this.next_client_id;
- this.clients.push({id: id,
- response: response});
- this.next_client_id++;
+ const state = this.state;
+ const result = super.add_move(player, square);
- return id;
- }
+ /* If the generic Game class can reject this move, then we don't
+ * need to look at it any further. */
+ if (! result.legal)
+ return result;
- remove_client(id) {
- this.clients = this.clients.filter(client => client.id !== id);
- }
+ /* Cannot move to an occupied square. */
+ if (state.board[square])
+ {
+ return { legal: false,
+ message: "Square is already occupied" };
+ }
- /* Send a string to all clients */
- broadcast_string(str) {
- this.clients.forEach(client => client.response.write(str + '\n'));
- }
+ state.board[square] = state.team_to_play;
+ state.moves.push(square);
- /* 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`);
- }
+ if (state.team_to_play.id === 0)
+ state.team_to_play = this.teams[1];
+ else
+ state.team_to_play = this.teams[0];
- broadcast_move(square) {
- this.broadcast_event("move", square);
+ return { legal: true };
}
}
-router.get('/', (request, response) => {
- const game = request.game;
-
- if (! request.session.nickname)
- response.render('choose-nickname.html', { game_name: "Tic Tac Toe" });
- else
- response.render('tictactoe-game.html');
-});
-
-router.post('/move', (request, response) => {
- const game = request.game;
- const square = request.body.square;
-
- const legal = game.add_move(square);
-
- /* Inform this client whether the move was legal. */
- response.send(JSON.stringify(legal));
-
- /* And only if legal, inform all clients. */
- if (! legal)
- return;
-
- game.broadcast_move(square);
-});
-
-router.get('/events', (request, response) => {
- const game = request.game;
-
- /* These headers will keep the connection open so we can stream events. */
- const headers = {
- "Content-type": "text/event-stream",
- "Connection": "keep-alive",
- "Cache-Control": "no-cache"
- };
- response.writeHead(200, headers);
-
- /* Add this new client to our list of clients. */
- const id = game.add_client(response);
+TicTacToe.router = express.Router();
- /* And queue up cleanup to be triggered on client close. */
- request.on('close', () => {
- game.remove_client(id);
- });
-});
+TicTacToe.meta = {
+ name: "Tic Tac Toe",
+ identifier: "tictactoe"
+};
-exports.router = router;
-exports.name = engine_name;
exports.Game = TicTacToe;