X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=game.js;h=60a22a633ee23e028b0fc94e9ffc9de345d6fe87;hb=cf23efebe1600d10396b674e20e7cdf7f88bb58f;hp=baf1e557df502cc28f775f3540fa5f14d55102c8;hpb=4c810ccb16ea6cfcdcb7f507aea2affc2c36f163;p=empires-server diff --git a/game.js b/game.js index baf1e55..60a22a6 100644 --- a/game.js +++ b/game.js @@ -1,11 +1,11 @@ /* 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) { @@ -33,6 +33,7 @@ class Player { return JSON.stringify({ id: this.id, name: this.name, + team: this.team }); } } @@ -43,6 +44,10 @@ class Game { 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); @@ -68,40 +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) { @@ -115,7 +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. @@ -151,6 +168,9 @@ class Game { }); response.write(`event: game-info\ndata: ${game_info_json}\n\n`); + /* And the player-info event. */ + response.write(`event: player-info\ndata: ${player.info_json()}\n\n`); + /* Finally, if this game class has a "state" property, stream that * current state to the client. */ if (this.state) { @@ -159,6 +179,41 @@ class Game { } } + handle_player(request, response) { + 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 (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 = name; + request.session.save(); + + 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(""); + } + broadcast_move(move) { this.broadcast_event("move", move); }