X-Git-Url: https://git.cworth.org/git?p=lmno-server;a=blobdiff_plain;f=game.js;h=24e36adbc4106db5df835ddcfcc3ea403f575988;hp=72c3c7f16fd1c8fd0b24b96935ad588228cdfbf0;hb=76232144e294f384cde30933687de514fd90584a;hpb=756dc24a56a1da12d01025d7ebdef88ac7ea3471 diff --git a/game.js b/game.js index 72c3c7f..24e36ad 100644 --- a/game.js +++ b/game.js @@ -50,6 +50,7 @@ class Game { this.state = { team_to_play: "" }; + this.first_move = true; /* Send a comment to every connected client every 15 seconds. */ setInterval(() => {this.broadcast_string(":");}, 15000); @@ -80,23 +81,71 @@ 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 === "") + { + 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 !== "") + 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 === ""); + 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];