import { Chess } from "chess.js";
import { Clients } from "./clients.js";
import { str_obj, send_group_packet, flip_color } from "./utils.js";
export class Game {
constructor(data, ws, wss) {
this.wss = wss;
this.gamecode = data.gamecode;
ws.gamecode = this.gamecode;
this.clients = new Clients(ws, data.id, data.name, data.country, data.team);
this.spectators = [];
this.game = new Chess();
if (data.hasOwnProperty("moves")) {
if (typeof data.moves == "string") this.game.load_pgn(data.moves);
else this.game.load_pgn(data.moves.join(" "));
}
// create func aliases
this.get_info = this.clients.get_info.bind(this.clients);
this.get_ws = this.clients.get_ws.bind(this.clients);
this.color_of = this.clients.color_of.bind(this.clients);
this.alive = this.clients.alive.bind(this.clients);
this.remove_client = this.clients.erase.bind(this.clients);
this.add_spectator = this.spectators.push;
this.is_game_over = this.game.game_over;
this.move = this.game.move;
this.undo = this.game.undo;
}
/**
* Gets the games pgn
*
* @returns {String} the games PGN
*/
get pgn() {
return this.game.pgn();
}
/**
* Gets the number of players
* players !== number of clients
*
* @returns {Number} the number of players
*/
get players() {
return this.clients.players;
}
/**
* Gets the number of clients
* clients !== number of players
*
* @returns {Number} the number of clients
*/
get client_count() {
return this.clients.length;
}
/**
* Gets the list of clients
*
* @returns {WebSocket[]} the list of clients
*/
get client_list() {
return this.clients.client_list;
}
/**
* Checks if a move is valid
*
* @param {String} move the move
* @returns {Boolean} valid
*/
validate_move(move) {
const res = this.game.move(move);
if (str_obj(res) == "{}") return false;
this.game.undo();
return true;
}
/**
* Adds a client
*
* @param {WebSocket} ws The websocket of the client
* @param {Object} data The packet the client sent
* @param {Boolean} is_white=has_empty_slot Is the client white
*/
add_client(ws, data, is_white = this.clients.w.empty) {
this.clients.add(ws, data.name, data.id, data.country, is_white);
ws.gamecode = this.gamecode;
return is_white ? 0 : 1;
}
/**
* Cleans dead clients
*
* @param {} set_is_alive=true To set `websocket.is_alive` = false or not
*/
clean_clients(set_is_alive = true) {
/**
* @param {WebSocket} c client
* @param {WebSocketServer} wss websocketserver
* @param {CallableFunction} removal_func
*/
function remove_client(c, wss, removal_func) {
if (!c) return;
if (c.is_alive === true && set_is_alive) {
c.is_alive = false;
return;
}
removal_func(c);
c.terminate();
wss.clients.delete(c);
}
this.spectators.forEach((spec) => {
remove_client(spec, this.wss, this.remove_spectator.bind(this));
});
this.client_list.forEach((client) => {
remove_client(client, this.wss, this.remove_client.bind(this));
});
}
/**
* Checks if the game is dead: no clients & no spectators
*
* @returns {Boolean} is dead
*/
get dead() {
return this.client_count === 0 && this.spectators.length == 0;
}
/**
* Removes a spectator websocket
*
* @param {WebSocket} ws The websocket to remove
* @callback
*/
remove_spectator(ws) {
this.spectators.slice(this.spectators.indexOf(ws));
}
/**
* Sends a packet to the clients and spectators
*
* @param {Object} packet The packet to send
* @param {String} header The header to use
*/
send_group_packet(packet, header) {
delete packet.gamecode;
send_group_packet(packet, header, this.clients.client_list);
send_group_packet(packet, header, this.spectators);
}
/**
* Sends a packet to the opponent, and spectators
*
* @param {Object} data The packet to send
* @param {WebSocket} ws The thing thats sending it
* @param {String} header The header to use
*/
send_signal_packet(data, ws, header) {
let us = this.color_of(ws);
if (us === undefined) return false;
let sendto = this.get_ws(flip_color(us));
if (!sendto) return false;
sendto.send_packet(data, header);
send_group_packet(data, header, this.spectators); // give it to the specs
return true;
}
/**
* Reset the internal game
*/
reset_game() {
this.game = new Chess();
}
}