/** * 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 { 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 { 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, 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); } }