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room-game.js
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room-game.js
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/**
* Room games
* Pokemon Showdown - http://pokemonshowdown.com/
*
* Room games are an abstract representation of an activity that a room
* can be focused on, such as a battle, tournament, or chat game like
* Hangman. Rooms are limited to one roomgame at a time.
*
* Room games can keep track of designated players. If a user is a player,
* they will not be allowed to change name until their games are complete.
*
* The player system is optional: Some games, like Hangman, don't designate
* players and just allow any user in the room to play.
*
* @license MIT license
*/
'use strict';
// globally Rooms.RoomGamePlayer
class RoomGamePlayer {
/**
* @param {User} user
* @param {RoomGame} game
*/
constructor(user, game) {
// we explicitly don't hold a reference to the user
this.userid = user.userid;
this.name = user.name;
this.game = game;
user.games.add(this.game.id);
user.updateSearch();
}
destroy() {
let user = Users.getExact(this.userid);
if (user) {
user.games.delete(this.game.id);
user.updateSearch();
}
}
toString() {
return this.userid;
}
/**
* @param {string} data
*/
send(data) {
let user = Users.getExact(this.userid);
if (user) user.send(data);
}
/**
* @param {string} data
*/
sendRoom(data) {
let user = Users.getExact(this.userid);
if (user) user.sendTo(this.game.id, data);
}
}
// globally Rooms.RoomGame
class RoomGame {
/**
* @param {ChatRoom | GameRoom} room
*/
constructor(room) {
this.id = room.id;
/** @type {ChatRoom | GameRoom} */
this.room = room;
this.gameid = 'game';
this.title = 'Game';
this.allowRenames = false;
this.players = Object.create(null);
this.playerCount = 0;
this.playerCap = 0;
this.ended = false;
}
destroy() {
this.room.game = null;
this.room = /** @type {any} */ (null);
for (let i in this.players) {
this.players[i].destroy();
}
}
/**
* @param {User} user
* @param {any[]} rest
*/
addPlayer(user, ...rest) {
if (user.userid in this.players) return false;
if (this.playerCount >= this.playerCap) return false;
let player = this.makePlayer(user, ...rest);
if (!player) return false;
this.players[user.userid] = player;
this.playerCount++;
return true;
}
/**
* @param {User} user
* @param {any[]} rest
*/
makePlayer(user, ...rest) {
return new RoomGamePlayer(user, this);
}
/**
* @param {User} user
*/
removePlayer(user) {
if (!this.allowRenames) return false;
if (!(user.userid in this.players)) return false;
this.players[user.userid].destroy();
delete this.players[user.userid];
this.playerCount--;
return true;
}
/**
* @param {User} user
* @param {string} oldUserid
*/
renamePlayer(user, oldUserid) {
if (user.userid === oldUserid) {
this.players[user.userid].name = user.name;
} else {
this.players[user.userid] = this.players[oldUserid];
this.players[user.userid].userid = user.userid;
this.players[user.userid].name = user.name;
delete this.players[oldUserid];
}
}
// Commands:
// These are all optional to implement:
// forfeit(user)
// Called when a user uses /forfeit
// Also planned to be used for some force-forfeit situations, such
// as when a user changes their name and .allowRenames === false
// This is strongly recommended to be supported, as the user is
// extremely unlikely to keep playing after this function is
// called.
// choose(user, text)
// Called when a user uses /choose [text]
// If you have buttons, you are recommended to use this interface
// instead of making your own commands.
// undo(user, text)
// Called when a user uses /undo [text]
// joinGame(user, text)
// Called when a user uses /joingame [text]
// leaveGame(user, text)
// Called when a user uses /leavegame [text]
// Events:
// Note:
// A user can have multiple connections. For instance, if you have
// two tabs open and connected to PS, those tabs represent two
// connections, but a single PS user. Each tab can be in separate
// rooms.
/**
* Called when a user joins a room. (i.e. when the user's first
* connection joins)
*
* While connection is passed, it should not usually be used:
* Any handling of connections should happen in onConnect.
* @param {User} user
* @param {Connection} connection
*/
onJoin(user, connection) {}
/**
* Called when a user is banned from the room this game is taking
* place in.
* @param {User} user
*/
removeBannedUser(user) {}
/**
* Called when a user in the game is renamed. `isJoining` is true
* if the user was previously a guest, but now has a username.
* Check `!user.named` for the case where a user previously had a
* username but is now a guest. By default, updates a player's
* name as long as allowRenames is set to true.
* @param {User} user
* @param {string} oldUserid
* @param {boolean} isJoining
* @param {boolean} isForceRenamed
*/
onRename(user, oldUserid, isJoining, isForceRenamed) {
if (!this.allowRenames || (!user.named && !isForceRenamed)) {
if (!(user.userid in this.players)) {
user.games.delete(this.id);
user.updateSearch();
}
return;
}
if (!(oldUserid in this.players)) return;
this.renamePlayer(user, oldUserid);
}
/**
* Called when a user leaves the room. (i.e. when the user's last
* connection leaves)
* @param {User} user
*/
onLeave(user) {}
/**
* Called each time a connection joins a room (after onJoin if
* applicable). By default, this is also called when connection
* is updated in some way (such as by changing user or renaming).
* If you don't want this behavior, override onUpdateConnection
* and/or onRename.
* @param {User} user
* @param {Connection} connection
*/
onConnect(user, connection) {}
/**
* Called for each connection in a room that changes users by
* merging into a different user. By default, runs the onConnect
* handler.
* Player updates and an up-to-date report of what's going on in
* the game should be sent during `onConnect`. You should rarely
* need to handle the other events.
* @param {User} user
* @param {Connection} connection
*/
onUpdateConnection(user, connection) {
this.onConnect(user, connection);
}
}
// these exports are traditionally attached to rooms.js
exports.RoomGame = RoomGame;
exports.RoomGamePlayer = RoomGamePlayer;