X-Git-Url: https://git.cworth.org/git?a=blobdiff_plain;f=game.js;h=b43a75c42a36fd69212b75a29aa9f140ea153d1f;hb=c381788fa303d9ca392fc4b7b25c4d55344717da;hp=72c3c7f16fd1c8fd0b24b96935ad588228cdfbf0;hpb=756dc24a56a1da12d01025d7ebdef88ac7ea3471;p=empires-server diff --git a/game.js b/game.js index 72c3c7f..b43a75c 100644 --- a/game.js +++ b/game.js @@ -1,3 +1,5 @@ +const no_team = { name: "" }; + /* A single player can have multiple connections, (think, multiple * browser windows with a common session cookie). */ class Player { @@ -6,7 +8,7 @@ class Player { this.session_id = session_id; this.name = name; this.connections = [connection]; - this.team = ""; + this.team = no_team; } add_connection(connection) { @@ -34,7 +36,7 @@ class Player { return JSON.stringify({ id: this.id, name: this.name, - team: this.team + team: this.team.name }); } } @@ -48,8 +50,9 @@ class Game { this.next_player_id = 1; this.teams = []; this.state = { - team_to_play: "" + team_to_play: no_team }; + this.first_move = true; /* Send a comment to every connected client every 15 seconds. */ setInterval(() => {this.broadcast_string(":");}, 15000); @@ -80,23 +83,71 @@ class Game { * 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" }; + /* The checks here don't apply on the first move. */ + if (! this.first_move) { + + /* Discard any move asserting to be the first move if it's no + * longer the first move. This resolves the race condition if + * multiple players attempt to make the first move. */ + if (move.assert_first_move) { + return { legal: false, + message: "Your opponent beat you to the first move" }; + } + + /* Cannot move if you are not on a team. */ + if (player.team === no_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 }; } + /* Assign team only if player is unassigned. + * Return true if assignment made, false otherwise. */ + assign_player_to_team_perhaps(player, team) + { + if (player.team !== no_team) + return false; + + player.team = team; + this.broadcast_event("player-update", player.info_json()); + + return true; + } + + /* This function is called after the child add_move has returned + * 'result' so that any generic processing can happen. + * + * In particular, we assign teams for a two-player game where a + * player assumed a team by making the first move. */ + post_move(player, result) + { + if (this.first_move && result.legal) { + this.first_move = false; + + this.assign_player_to_team_perhaps(player, this.teams[0]); + + /* Yes, start at 1 to skip teams[0] which we just assigned. */ + for (let i = 1; i < this.teams.length; i++) { + const other = this.players.find(p => (p !== player) && (p.team === no_team)); + if (!other) + return; + this.assign_player_to_team_perhaps(other, this.teams[i]); + } + } + } + add_player(session, connection) { /* First see if we already have a player object for this session. */ const existing = this.players_by_session[session.id]; @@ -174,6 +225,11 @@ class Game { /* And the player-info event. */ response.write(`event: player-info\ndata: ${player.info_json()}\n\n`); + /* As well as player-enter events for all existing players. */ + this.players.filter(p => p !== player).forEach(p => { + response.write(`event: player-enter\ndata: ${p.info_json()}\n\n`); + }); + /* Finally, if this game class has a "state" property, stream that * current state to the client. */ if (this.state) { @@ -185,7 +241,7 @@ class Game { handle_player(request, response) { const player = this.players_by_session[request.session.id]; const name = request.body.name; - const team = request.body.team; + const team_name = request.body.team; var updated = false; if (! player) { response.sendStatus(404); @@ -203,12 +259,18 @@ class Game { updated = true; } - if (team !== null && (player.team !== team) && - (team === "" || this.teams.includes(team))) + if (team_name !== null && (player.team.name !== team_name)) { - player.team = team; - - updated = true; + if (team_name === "") { + player.team = no_team; + updated = true; + } else { + const index = this.teams.findIndex(t => t.name === team_name); + if (index >= 0) { + player.team = this.teams[index]; + updated = true; + } + } } if (updated)