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@freeboardgame.org/boardgame.io

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(function (global, factory) { typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) : typeof define === 'function' && define.amd ? define(['exports'], factory) : (global = global || self, factory(global.Plugins = {})); }(this, function (exports) { 'use strict'; function _defineProperty(obj, key, value) { if (key in obj) { Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true }); } else { obj[key] = value; } return obj; } function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { var source = arguments[i] != null ? arguments[i] : {}; var ownKeys = Object.keys(source); if (typeof Object.getOwnPropertySymbols === 'function') { ownKeys = ownKeys.concat(Object.getOwnPropertySymbols(source).filter(function (sym) { return Object.getOwnPropertyDescriptor(source, sym).enumerable; })); } ownKeys.forEach(function (key) { _defineProperty(target, key, source[key]); }); } return target; } function _objectWithoutPropertiesLoose(source, excluded) { if (source == null) return {}; var target = {}; var sourceKeys = Object.keys(source); var key, i; for (i = 0; i < sourceKeys.length; i++) { key = sourceKeys[i]; if (excluded.indexOf(key) >= 0) continue; target[key] = source[key]; } return target; } function _objectWithoutProperties(source, excluded) { if (source == null) return {}; var target = _objectWithoutPropertiesLoose(source, excluded); var key, i; if (Object.getOwnPropertySymbols) { var sourceSymbolKeys = Object.getOwnPropertySymbols(source); for (i = 0; i < sourceSymbolKeys.length; i++) { key = sourceSymbolKeys[i]; if (excluded.indexOf(key) >= 0) continue; if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue; target[key] = source[key]; } } return target; } /* * Copyright 2018 The boardgame.io Authors * * Use of this source code is governed by a MIT-style * license that can be found in the LICENSE file or at * https://opensource.org/licenses/MIT. */ /** * Plugin that maintains state for each player in G.players. * During a turn, G.player will contain the object for the current player. * In two player games, G.opponent will contain the object for the other player. * * @param {function} initPlayerState - Function of type (playerID) => playerState. */ var pluginPlayer = { fnWrap: function fnWrap(moveFn) { return function (G, ctx) { var current = ctx.currentPlayer; var player = G.players[current]; G = _objectSpread({}, G, { player: player }); var other = null; var opponent = null; if (ctx.numPlayers == 2) { other = current == '0' ? '1' : '0'; opponent = G.players[other]; G.opponent = opponent; } for (var _len = arguments.length, args = new Array(_len > 2 ? _len - 2 : 0), _key = 2; _key < _len; _key++) { args[_key - 2] = arguments[_key]; } G = moveFn.apply(void 0, [G, ctx].concat(args)); var players = _objectSpread({}, G.players, _defineProperty({}, current, G.player)); if (other !== null) { players[other] = G.opponent; } { /* eslint-disable-next-line no-unused-vars */ var _G = G, _player = _G.player, _opponent = _G.opponent, rest = _objectWithoutProperties(_G, ["player", "opponent"]); return _objectSpread({}, rest, { players: players }); } }; }, G: { setup: function setup(G, ctx, game) { var players = {}; for (var i = 0; i < ctx.numPlayers; i++) { var playerState = {}; if (game.playerSetup !== undefined) { playerState = game.playerSetup(i + ''); } players[i + ''] = playerState; } return _objectSpread({}, G, { players: players }); } } }; /* * Copyright 2018 The boardgame.io Authors * * Use of this source code is governed by a MIT-style * license that can be found in the LICENSE file or at * https://opensource.org/licenses/MIT. */ exports.PluginPlayer = pluginPlayer; Object.defineProperty(exports, '__esModule', { value: true }); }));