X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=game.js;h=72c3c7f16fd1c8fd0b24b96935ad588228cdfbf0;hb=756dc24a56a1da12d01025d7ebdef88ac7ea3471;hp=8a0e0834c0a48587e24e6ff3d4589224b87a2a3b;hpb=b5a5c28f09756d7a7e65dd2bc75de130bc71e0dd;p=empires-server diff --git a/game.js b/game.js index 8a0e083..72c3c7f 100644 --- a/game.js +++ b/game.js @@ -1,8 +1,9 @@ /* A single player can have multiple connections, (think, multiple * browser windows with a common session cookie). */ class Player { - constructor(id, name, connection) { + constructor(id, session_id, name, connection) { this.id = id; + this.session_id = session_id; this.name = name; this.connections = [connection]; this.team = ""; @@ -43,8 +44,12 @@ class Game { constructor(id) { this.id = id; this.players = []; + this.players_by_session = {}; 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); @@ -70,9 +75,31 @@ 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 = this.players[session.id]; + const existing = this.players_by_session[session.id]; if (existing) { existing.add_connection(connection); return existing; @@ -80,14 +107,15 @@ class Game { /* No existing player. Add a new one. */ const id = this.next_player_id; - const player = new Player(id, session.nickname, connection); + const player = new Player(id, session.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[session.id] = player; + this.players.push(player); + this.players_by_session[session.id] = player; this.next_player_id++; return player; @@ -100,14 +128,14 @@ class Game { if (remaining === 0) { const player_data = JSON.stringify({ id: player.id }); this.players.filter(p => p !== player); + delete this.players_by_session[player.session_id]; this.broadcast_event("player-exit", player_data); } } /* Send a string to all players */ broadcast_string(str) { - for (let [session_id, player] of Object.entries(this.players)) - player.send(str + '\n'); + this.players.forEach(player => player.send(str + '\n')); } /* Send an event to all players. @@ -155,7 +183,7 @@ class Game { } handle_player(request, response) { - const player = this.players[request.session.id]; + const player = this.players_by_session[request.session.id]; const name = request.body.name; const team = request.body.team; var updated = false;