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@gamepark/rules-api

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API to implement the rules of a board game

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.MaterialGameSetup = void 0; var utils_1 = require("../utils"); var items_1 = require("./items"); var memory_1 = require("./memory"); var moves_1 = require("./moves"); /** * Helper class to implement {@link GameSetup} when using the {@link MaterialRules} approach. */ var MaterialGameSetup = /** @class */ (function () { function MaterialGameSetup() { /** * The game setup state we are working on * @protected */ this.game = { players: [], items: {}, memory: {} }; } Object.defineProperty(MaterialGameSetup.prototype, "rules", { /** * Get an instance of the rules of the game */ get: function () { return new this.Rules(this.game); }, enumerable: false, configurable: true }); /** * Entry point for {@link GameSetup} * @param options Options of the game * @param tutorial Initial tutorial state if any * @returns the initial state of the game */ MaterialGameSetup.prototype.setup = function (options, tutorial) { this.game = { players: getPlayerIds(options), items: {}, memory: {}, tutorial: tutorial }; this.setupMaterial(options); this.start(options); return this.game; }; Object.defineProperty(MaterialGameSetup.prototype, "players", { /** * @returns array of the player ids (shortcut for this.game.players) */ get: function () { return this.game.players; }, enumerable: false, configurable: true }); /** * Override this function if you need to set up some material before the game starts. Called by {@link setup}. * @param _options Options of the game */ MaterialGameSetup.prototype.setupMaterial = function (_options) { }; /** * Help function to execute a move immediately on the game state. * When the game is on, the moves should never be played directly: the framework takes care of playing the moves when necessary * (on te server, on the clients, during replays...). * However, during the setup, the moves must be played immediately in the game state to provide the initial game state to the framework. * This help function allows to easily play a {@link MaterialMove}, using the rules provided in {@link Rules}, including the consequences. * * @param move The MaterialMove to play * @protected */ MaterialGameSetup.prototype.playMove = function (move) { if ((0, utils_1.hasRandomMove)(this.rules)) { move = this.rules.randomize(move); } var consequences = this.rules.play(JSON.parse(JSON.stringify(move))); (0, utils_1.applyAutomaticMoves)(this.rules, consequences); }; /** * Helper function to manipulate the items of the game. See {@link Material}. * @param type The type of Material we want to work on * @returns a Material instance to manipulate all the material of that type in current game state. */ MaterialGameSetup.prototype.material = function (type) { var _this = this; return new items_1.Material(type, this.game.items[type], function (move) { return _this.playMove(move); }); }; /** * Utility function to access the memory tool for the game or on player. * this.game.memory can be used to store any data that is not available through the state of the material, or current rule. * * @param player Optional, identifier of the player if we want to manipulate a specific player's memory * @returns {@link GameMemory} or {@link PlayerMemory} utility * @protected */ MaterialGameSetup.prototype.getMemory = function (player) { return player === undefined ? new memory_1.GameMemory(this.game) : new memory_1.PlayerMemory(this.game, player); }; /** * Helper function to memorize some information that does not fit in an item or the rules state, in the game state * @param key Key under which the memory is store. Usually a value of a numeric enum named "Memory". * @param value Value to memorize * @param player optional, if we need to memorize a different value for each player. */ MaterialGameSetup.prototype.memorize = function (key, value, player) { return this.getMemory(player).memorize(key, value); }; /** * Helper function to play a {@link StartPlayerTurn} move on the game setup state. * @param id Rule id to start * @param player Player that starts the game (default value: this.game.players[0]) */ MaterialGameSetup.prototype.startPlayerTurn = function (id, player) { if (player === void 0) { player = this.game.players[0]; } this.playMove(moves_1.MaterialMoveBuilder.startPlayerTurn(id, player)); }; /** * Helper function to play a {@link StartSimultaneousRule} move on the game setup state. * @param id Rule id to start * @param players Players that are active (all the players by default) */ MaterialGameSetup.prototype.startSimultaneousRule = function (id, players) { this.playMove(moves_1.MaterialMoveBuilder.startSimultaneousRule(id, players)); }; /** * Helper function to play a {@link StartRule} move on the game setup state. * @param id Rule id to start */ MaterialGameSetup.prototype.startRule = function (id) { this.playMove(moves_1.MaterialMoveBuilder.startRule(id)); }; return MaterialGameSetup; }()); exports.MaterialGameSetup = MaterialGameSetup; function getPlayerIds(options) { var _a; if (Array.isArray(options.players)) { return options.players.map(function (player, index) { var _a; return (_a = player.id) !== null && _a !== void 0 ? _a : index + 1; }); } else { var numberOfPlayers = (_a = options.players) !== null && _a !== void 0 ? _a : 2; return Array.from(Array(numberOfPlayers).keys()).map(function (index) { return (index + 1); }); } } //# sourceMappingURL=MaterialGameSetup.js.map