+
+ remove_player(id) {
+ const index = this._players.findIndex(player => player.id === id);
+ this._players.splice(index, 1);
+ }
+
+ remove_all_players() {
+ this._players = [];
+ this.next_player_id = 1;
+ }
+
+ capture(captor_id, captee_id) {
+ /* TODO: Fix to fail on already-captured players (or to move the
+ * captured player from an old captor to a new—need to clarify in
+ * the API specification which we want here. */
+ let captor = this._players.find(player => player.id === captor_id);
+ captor.captures.push(captee_id);
+ }
+
+ liberate(captee_id) {
+ let captor = this._players.find(player => player.captures.includes(captee_id));
+ captor.captures.splice(captor.captures.indexOf(captee_id), 1);
+ }
+
+ restart() {
+ for (const player of this._players) {
+ player.captures = [];
+ }
+ }
+
+ get characters() {
+ return this._players.map(player => player.character);
+ }
+
+ get empires() {
+ return this._players.map(player => ({id: player.id, captures: player.captures}));
+ }
+
+ get players() {
+ return this._players.map(player => ({id: player.id, name: player.name }));
+ }