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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 | |
*/ | |
/** | |
* Available globally as `Rooms.RoomGamePlayer`. | |
* | |
* Players are an abstraction for the people playing a `RoomGame`. They | |
* may or may not be associated with a user. If they are, the game will | |
* appear on the user's games list. | |
* | |
* Either way, they give a level of abstraction to players, allowing you | |
* to easily sub out users or otherwise associate/dissociate users. | |
* | |
* You should mostly only be adding/removing players with functions like | |
* `addPlayer`, `removePlayer`, etc, and changing the associated user | |
* with `setPlayerUser` or `setEnded`. | |
* | |
* Do not modify `playerTable` or `player.id` yourself, it will make | |
* users' games lists get out of sync. | |
*/ | |
export class RoomGamePlayer<GameClass extends RoomGame = SimpleRoomGame> { | |
readonly num: number; | |
readonly game: GameClass; | |
/** | |
* Will be the username of the user playing, but with some exceptions: | |
* | |
* - Creating a game with no users will initialize player names to | |
* "Player 1", "Player 2", etc. | |
* - Players will retain the name of the last active user, even if that | |
* user abandons the game. | |
*/ | |
name: string; | |
/** | |
* This will be '' if there's no user associated with the player. | |
* | |
* After the game ends, this will still be the user's ID, but it | |
* won't be in the user's game list anymore. | |
* | |
* We intentionally don't hold a direct reference to the user. | |
* | |
* Do not modify directly. You usually want `game.updatePlayer` | |
* (respects allowRenames) or `game.setPlayerUser` (overrides | |
* allowRenames) or `game.renamePlayer` (overrides allowRenames | |
* and also skips gamelist updates if the change was a simple | |
* user rename). | |
* | |
* If force-modifying: remember to sync `this.game.playerTable` and | |
* `this.getUser().games`. | |
*/ | |
readonly id: ID; | |
completed?: boolean; | |
constructor(user: User | string | null, game: GameClass, num = 0) { | |
this.num = num; | |
if (!user) user = num ? `Player ${num}` : `Player`; | |
this.game = game; | |
this.name = (typeof user === 'string' ? user : user.name); | |
if (typeof user === 'string') user = null; | |
this.id = user ? user.id : ''; | |
if (user && !this.game.isSubGame) { | |
user.games.add(this.game.roomid); | |
user.updateSearch(); | |
} | |
} | |
destroy() { | |
(this.game as any) = null; | |
} | |
toString() { | |
return this.id; | |
} | |
getUser() { | |
return this.id ? Users.getExact(this.id) : null; | |
} | |
send(data: string) { | |
this.getUser()?.send(data); | |
} | |
sendRoom(data: string) { | |
this.getUser()?.sendTo(this.game.roomid, data); | |
} | |
} | |
/** | |
* globally Rooms.RoomGame | |
* | |
* If you don't want to define your own player class, you should extend SimpleRoomGame. | |
*/ | |
export abstract class RoomGame<PlayerClass extends RoomGamePlayer = RoomGamePlayer> { | |
abstract gameid: ID; | |
roomid: RoomID; | |
/** | |
* The room this roomgame is in. Rooms can have two RoomGames at a time, | |
* which are available as `this.room.game === this` and `this.room.subGame === this`. | |
*/ | |
room: Room; | |
title = 'Game'; | |
allowRenames = false; | |
isSubGame: boolean; | |
/** | |
* userid:player table. | |
* | |
* Does not contain userless players: use this.players for the full list. | |
* | |
* Do not iterate. You usually want to iterate `game.players` instead. | |
* | |
* Do not modify directly. You usually want `game.addPlayer` or | |
* `game.removePlayer` instead. | |
* | |
* Not a source of truth. Should be kept in sync with | |
* `Object.fromEntries(this.players.filter(p => p.id).map(p => [p.id, p]))` | |
*/ | |
playerTable: { [userid: string]: PlayerClass } = Object.create(null); | |
players: PlayerClass[] = []; | |
playerCount = 0; | |
playerCap = 0; | |
/** should only be set by setEnded */ | |
readonly ended: boolean = false; | |
/** Does `/guess` or `/choose` require the user to be able to talk? */ | |
checkChat = false; | |
/** | |
* We should really resolve this collision at _some_ point, but it will have | |
* to be later. The /timer command is written to be resilient to this. | |
*/ | |
timer?: { timerRequesters?: Set<ID>, start: (force?: User) => void, stop: (force?: User) => void } | | |
NodeJS.Timeout | null; | |
constructor(room: Room, isSubGame = false) { | |
this.roomid = room.roomid; | |
this.room = room; | |
this.isSubGame = isSubGame; | |
if (this.isSubGame) { | |
this.room.subGame = this; | |
} else { | |
this.room.game = this; | |
} | |
} | |
destroy() { | |
this.setEnded(); | |
if (this.isSubGame) { | |
this.room.subGame = null; | |
} else { | |
this.room.game = null; | |
} | |
(this as any).room = null; | |
for (const player of this.players) { | |
player.destroy(); | |
} | |
(this as any).players = null; | |
(this as any).playerTable = null; | |
} | |
addPlayer(user: User | string | null = null, ...rest: any[]): PlayerClass | null { | |
if (typeof user !== 'string' && user) { | |
if (user.id in this.playerTable) return null; | |
} | |
if (this.playerCap > 0 && this.playerCount >= this.playerCap) return null; | |
const player = this.makePlayer(user, ...rest); | |
if (!player) return null; | |
if (typeof user === 'string') user = null; | |
this.players.push(player); | |
if (user) { | |
this.playerTable[user.id] = player; | |
this.playerCount++; | |
} | |
return player; | |
} | |
updatePlayer(player: PlayerClass, userOrName: User | string | null) { | |
if (!this.allowRenames) return; | |
this.setPlayerUser(player, userOrName); | |
} | |
setPlayerUser(player: PlayerClass, userOrName: User | string | null) { | |
if (this.ended) return; | |
if (player.id === toID(userOrName)) return; | |
if (player.id) { | |
delete this.playerTable[player.id]; | |
const user = Users.getExact(player.id); | |
if (user) { | |
user.games.delete(this.roomid); | |
user.updateSearch(); | |
} | |
} | |
if (userOrName) { | |
const { name, id } = typeof userOrName === 'string' ? { name: userOrName, id: toID(userOrName) } : userOrName; | |
(player.id as string) = id; | |
player.name = name; | |
this.playerTable[player.id] = player; | |
if (this.room.roomid.startsWith('battle-') || this.room.roomid.startsWith('game-')) { | |
this.room.auth.set(id, Users.PLAYER_SYMBOL); | |
} | |
const user = typeof userOrName === 'string' ? Users.getExact(id) : userOrName; | |
if (user) { | |
user.games.add(this.roomid); | |
user.updateSearch(); | |
} | |
} else { | |
(player.id as string) = ''; | |
} | |
} | |
abstract makePlayer(user: User | string | null, ...rest: any[]): PlayerClass; | |
removePlayer(player: PlayerClass) { | |
this.setPlayerUser(player, null); | |
const playerIndex = this.players.indexOf(player); | |
if (playerIndex < 0) return false; | |
this.players.splice(playerIndex, 1); | |
player.destroy(); | |
this.playerCount--; | |
return true; | |
} | |
/** | |
* Like `setPlayerUser`, but bypasses some unnecessary game list updates if | |
* the user renamed directly from the old userid. | |
* | |
* `this.playerTable[oldUserid]` must exist or this will crash. | |
*/ | |
renamePlayer(user: User, oldUserid: ID) { | |
if (user.id === oldUserid) { | |
this.playerTable[user.id].name = user.name; | |
} else { | |
this.playerTable[user.id] = this.playerTable[oldUserid]; | |
(this.playerTable[user.id].id as string) = user.id; | |
this.playerTable[user.id].name = user.name; | |
delete this.playerTable[oldUserid]; | |
} | |
} | |
/** | |
* This is purely for cleanup, suitable for calling from `destroy()`. | |
* You should make a different function, call it `end` or something, | |
* to end a game properly. See BestOfGame for an example of an `end` | |
* function. | |
*/ | |
setEnded() { | |
if (this.ended) return; | |
(this.ended as boolean) = true; | |
if (this.isSubGame) return; | |
for (const player of this.players) { | |
const user = player.getUser(); | |
if (user) { | |
user.games.delete(this.roomid); | |
user.updateSearch(); | |
} | |
} | |
} | |
renameRoom(roomid: RoomID) { | |
for (const player of this.players) { | |
const user = player.getUser(); | |
user?.games.delete(this.roomid); | |
user?.games.add(roomid); | |
} | |
this.roomid = roomid; | |
} | |
// Commands: | |
// These are all optional to implement: | |
/** | |
* Called when a user uses /forfeit | |
* Also 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. | |
* | |
* @param user | |
* @param reason if a forced forfeit; should start with space | |
*/ | |
forfeit?(user: User | string, reason?: string): void; | |
/** | |
* Called when a user uses /choose [text] | |
* If you have buttons, you are recommended to use this interface | |
* instead of making your own commands. | |
*/ | |
choose?(user: User, text: string): void; | |
/** | |
* Called when a user uses /undo [text] | |
*/ | |
undo?(user: User, text: string): void; | |
/** | |
* Called when a user uses /joingame [text] | |
*/ | |
joinGame?(user: User, text?: string): void; | |
/** | |
* Called when a user uses /leavegame [text] | |
*/ | |
leaveGame?(user: User, text?: string): void; | |
// 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. | |
*/ | |
onJoin(user: User, connection: Connection) {} | |
/** | |
* Called when a subroom game (battle or bestof) ends, on the | |
* parent game (bestof or tournament). | |
*/ | |
onBattleWin?(room: GameRoom, winnerid: ID): void; | |
/** | |
* Called when a user is banned from the room this game is taking | |
* place in. | |
*/ | |
removeBannedUser(user: User) { | |
this.forfeit?.(user, " lost by being banned."); | |
} | |
/** | |
* 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. | |
*/ | |
onRename(user: User, oldUserid: ID, isJoining: boolean, isForceRenamed: boolean) { | |
if (!this.allowRenames || (!user.named && !isForceRenamed)) { | |
if (!(user.id in this.playerTable) && !this.isSubGame) { | |
user.games.delete(this.roomid); | |
user.updateSearch(); | |
} | |
return; | |
} | |
if (!(oldUserid in this.playerTable)) return; | |
if (!user.named) { | |
return this.onLeave(user, oldUserid); | |
} | |
this.renamePlayer(user, oldUserid); | |
} | |
/** | |
* Called when a user leaves the room. (i.e. when the user's last | |
* connection leaves) | |
*/ | |
onLeave(user: User, oldUserid?: ID) {} | |
/** | |
* 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. | |
* | |
* This means that by default, it's called twice: once when | |
* connected to the server (as guest1763 or whatever), and once | |
* when logged in. | |
*/ | |
onConnect(user: User, connection: 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. | |
*/ | |
onUpdateConnection(user: User, connection: Connection) { | |
this.onConnect(user, connection); | |
} | |
/** | |
* Called for every message a user sends while this game is active. | |
* Return an error message to prevent the message from being sent, | |
* an empty string to prevent it with no error message, or | |
* `undefined` to let it through. | |
*/ | |
onChatMessage(message: string, user: User): string | void {} | |
/** | |
* Called for every message a user sends while this game is active. | |
* Unlike onChatMessage, this function runs after the message has been added to the room's log. | |
* Do not try to use this to block messages, use onChatMessage for that. | |
*/ | |
onLogMessage(message: string, user: User) {} | |
/** | |
* Called when a game's timer needs to be started. Used mainly for tours. | |
*/ | |
startTimer() {} | |
} | |
/** | |
* globally Rooms.SimpleRoomGame | |
* | |
* A RoomGame without a custom player class. Gives a default implementation for makePlayer. | |
*/ | |
export abstract class SimpleRoomGame extends RoomGame { | |
makePlayer(user: User | string | null, ...rest: any[]): RoomGamePlayer { | |
const num = this.players.length ? this.players[this.players.length - 1].num : 1; | |
return new RoomGamePlayer(user, this, num); | |
} | |
} | |