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);
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];
/* Further, add some routes conditionally depending on whether the
* engine provides specific, necessary methods for the routes. */
- if (engine.prototype.add_move) {
+
+ /* Note: We have to use hasOwnProperty here since the base Game
+ * class has a geeric add_move function, and we don't want that to
+ * have any influence on our decision. Only if the child has
+ * overridden that do we want to create a "/move" route. */
+ if (engine.prototype.hasOwnProperty("add_move")) {
router.post('/move', (request, response) => {
const game = request.game;
const move = request.body.move;
/* Returns true if move was legal and added, false otherwise. */
add_move(player, square) {
- /* 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" };
- }
+ const result = super.add_move(player, square);
- /* 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" };
- }
+ /* 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;
/* Cannot move to an occupied square. */
if (this.state.board[square])