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boardgame.io

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'use strict'; Object.defineProperty(exports, '__esModule', { value: true }); function _interopDefault (ex) { return (ex && (typeof ex === 'object') && 'default' in ex) ? ex['default'] : ex; } var nonSecure = require('nanoid/non-secure'); var redux = require('redux'); var produce = _interopDefault(require('immer')); var isPlainObject = _interopDefault(require('lodash.isplainobject')); var rfc6902 = require('rfc6902'); var flatted = require('flatted'); require('setimmediate'); var React = _interopDefault(require('react')); var PropTypes = _interopDefault(require('prop-types')); var ioNamespace = require('socket.io-client'); var ioNamespace__default = _interopDefault(ioNamespace); function noop() { } const identity = x => x; function assign(tar, src) { // @ts-ignore for (const k in src) tar[k] = src[k]; return tar; } function run(fn) { return fn(); } function blank_object() { return Object.create(null); } function run_all(fns) { fns.forEach(run); } function is_function(thing) { return typeof thing === 'function'; } function safe_not_equal(a, b) { return a != a ? b == b : a !== b || ((a && typeof a === 'object') || typeof a === 'function'); } function is_empty(obj) { return Object.keys(obj).length === 0; } function subscribe(store, ...callbacks) { if (store == null) { return noop; } const unsub = store.subscribe(...callbacks); return unsub.unsubscribe ? () => unsub.unsubscribe() : unsub; } function component_subscribe(component, store, callback) { component.$$.on_destroy.push(subscribe(store, callback)); } function create_slot(definition, ctx, $$scope, fn) { if (definition) { const slot_ctx = get_slot_context(definition, ctx, $$scope, fn); return definition[0](slot_ctx); } } function get_slot_context(definition, ctx, $$scope, fn) { return definition[1] && fn ? assign($$scope.ctx.slice(), definition[1](fn(ctx))) : $$scope.ctx; } function get_slot_changes(definition, $$scope, dirty, fn) { if (definition[2] && fn) { const lets = definition[2](fn(dirty)); if ($$scope.dirty === undefined) { return lets; } if (typeof lets === 'object') { const merged = []; const len = Math.max($$scope.dirty.length, lets.length); for (let i = 0; i < len; i += 1) { merged[i] = $$scope.dirty[i] | lets[i]; } return merged; } return $$scope.dirty | lets; } return $$scope.dirty; } function update_slot_base(slot, slot_definition, ctx, $$scope, slot_changes, get_slot_context_fn) { if (slot_changes) { const slot_context = get_slot_context(slot_definition, ctx, $$scope, get_slot_context_fn); slot.p(slot_context, slot_changes); } } function get_all_dirty_from_scope($$scope) { if ($$scope.ctx.length > 32) { const dirty = []; const length = $$scope.ctx.length / 32; for (let i = 0; i < length; i++) { dirty[i] = -1; } return dirty; } return -1; } function exclude_internal_props(props) { const result = {}; for (const k in props) if (k[0] !== '$') result[k] = props[k]; return result; } function null_to_empty(value) { return value == null ? '' : value; } const is_client = typeof window !== 'undefined'; let now = is_client ? () => window.performance.now() : () => Date.now(); let raf = is_client ? cb => requestAnimationFrame(cb) : noop; const tasks = new Set(); function run_tasks(now) { tasks.forEach(task => { if (!task.c(now)) { tasks.delete(task); task.f(); } }); if (tasks.size !== 0) raf(run_tasks); } /** * Creates a new task that runs on each raf frame * until it returns a falsy value or is aborted */ function loop(callback) { let task; if (tasks.size === 0) raf(run_tasks); return { promise: new Promise(fulfill => { tasks.add(task = { c: callback, f: fulfill }); }), abort() { tasks.delete(task); } }; } function append(target, node) { target.appendChild(node); } function append_styles(target, style_sheet_id, styles) { const append_styles_to = get_root_for_style(target); if (!append_styles_to.getElementById(style_sheet_id)) { const style = element('style'); style.id = style_sheet_id; style.textContent = styles; append_stylesheet(append_styles_to, style); } } function get_root_for_style(node) { if (!node) return document; const root = node.getRootNode ? node.getRootNode() : node.ownerDocument; if (root && root.host) { return root; } return node.ownerDocument; } function append_empty_stylesheet(node) { const style_element = element('style'); append_stylesheet(get_root_for_style(node), style_element); return style_element.sheet; } function append_stylesheet(node, style) { append(node.head || node, style); } function insert(target, node, anchor) { target.insertBefore(node, anchor || null); } function detach(node) { node.parentNode.removeChild(node); } function destroy_each(iterations, detaching) { for (let i = 0; i < iterations.length; i += 1) { if (iterations[i]) iterations[i].d(detaching); } } function element(name) { return document.createElement(name); } function svg_element(name) { return document.createElementNS('http://www.w3.org/2000/svg', name); } function text(data) { return document.createTextNode(data); } function space() { return text(' '); } function empty() { return text(''); } function listen(node, event, handler, options) { node.addEventListener(event, handler, options); return () => node.removeEventListener(event, handler, options); } function stop_propagation(fn) { return function (event) { event.stopPropagation(); // @ts-ignore return fn.call(this, event); }; } function attr(node, attribute, value) { if (value == null) node.removeAttribute(attribute); else if (node.getAttribute(attribute) !== value) node.setAttribute(attribute, value); } function to_number(value) { return value === '' ? null : +value; } function children(element) { return Array.from(element.childNodes); } function set_data(text, data) { data = '' + data; if (text.wholeText !== data) text.data = data; } function set_input_value(input, value) { input.value = value == null ? '' : value; } function select_option(select, value) { for (let i = 0; i < select.options.length; i += 1) { const option = select.options[i]; if (option.__value === value) { option.selected = true; return; } } select.selectedIndex = -1; // no option should be selected } function select_value(select) { const selected_option = select.querySelector(':checked') || select.options[0]; return selected_option && selected_option.__value; } function toggle_class(element, name, toggle) { element.classList[toggle ? 'add' : 'remove'](name); } function custom_event(type, detail, { bubbles = false, cancelable = false } = {}) { const e = document.createEvent('CustomEvent'); e.initCustomEvent(type, bubbles, cancelable, detail); return e; } // we need to store the information for multiple documents because a Svelte application could also contain iframes // https://github.com/sveltejs/svelte/issues/3624 const managed_styles = new Map(); let active = 0; // https://github.com/darkskyapp/string-hash/blob/master/index.js function hash(str) { let hash = 5381; let i = str.length; while (i--) hash = ((hash << 5) - hash) ^ str.charCodeAt(i); return hash >>> 0; } function create_style_information(doc, node) { const info = { stylesheet: append_empty_stylesheet(node), rules: {} }; managed_styles.set(doc, info); return info; } function create_rule(node, a, b, duration, delay, ease, fn, uid = 0) { const step = 16.666 / duration; let keyframes = '{\n'; for (let p = 0; p <= 1; p += step) { const t = a + (b - a) * ease(p); keyframes += p * 100 + `%{${fn(t, 1 - t)}}\n`; } const rule = keyframes + `100% {${fn(b, 1 - b)}}\n}`; const name = `__svelte_${hash(rule)}_${uid}`; const doc = get_root_for_style(node); const { stylesheet, rules } = managed_styles.get(doc) || create_style_information(doc, node); if (!rules[name]) { rules[name] = true; stylesheet.insertRule(`@keyframes ${name} ${rule}`, stylesheet.cssRules.length); } const animation = node.style.animation || ''; node.style.animation = `${animation ? `${animation}, ` : ''}${name} ${duration}ms linear ${delay}ms 1 both`; active += 1; return name; } function delete_rule(node, name) { const previous = (node.style.animation || '').split(', '); const next = previous.filter(name ? anim => anim.indexOf(name) < 0 // remove specific animation : anim => anim.indexOf('__svelte') === -1 // remove all Svelte animations ); const deleted = previous.length - next.length; if (deleted) { node.style.animation = next.join(', '); active -= deleted; if (!active) clear_rules(); } } function clear_rules() { raf(() => { if (active) return; managed_styles.forEach(info => { const { stylesheet } = info; let i = stylesheet.cssRules.length; while (i--) stylesheet.deleteRule(i); info.rules = {}; }); managed_styles.clear(); }); } let current_component; function set_current_component(component) { current_component = component; } function get_current_component() { if (!current_component) throw new Error('Function called outside component initialization'); return current_component; } function afterUpdate(fn) { get_current_component().$$.after_update.push(fn); } function onDestroy(fn) { get_current_component().$$.on_destroy.push(fn); } function createEventDispatcher() { const component = get_current_component(); return (type, detail, { cancelable = false } = {}) => { const callbacks = component.$$.callbacks[type]; if (callbacks) { // TODO are there situations where events could be dispatched // in a server (non-DOM) environment? const event = custom_event(type, detail, { cancelable }); callbacks.slice().forEach(fn => { fn.call(component, event); }); return !event.defaultPrevented; } return true; }; } function setContext(key, context) { get_current_component().$$.context.set(key, context); return context; } function getContext(key) { return get_current_component().$$.context.get(key); } // TODO figure out if we still want to support // shorthand events, or if we want to implement // a real bubbling mechanism function bubble(component, event) { const callbacks = component.$$.callbacks[event.type]; if (callbacks) { // @ts-ignore callbacks.slice().forEach(fn => fn.call(this, event)); } } const dirty_components = []; const binding_callbacks = []; const render_callbacks = []; const flush_callbacks = []; const resolved_promise = Promise.resolve(); let update_scheduled = false; function schedule_update() { if (!update_scheduled) { update_scheduled = true; resolved_promise.then(flush); } } function add_render_callback(fn) { render_callbacks.push(fn); } // flush() calls callbacks in this order: // 1. All beforeUpdate callbacks, in order: parents before children // 2. All bind:this callbacks, in reverse order: children before parents. // 3. All afterUpdate callbacks, in order: parents before children. EXCEPT // for afterUpdates called during the initial onMount, which are called in // reverse order: children before parents. // Since callbacks might update component values, which could trigger another // call to flush(), the following steps guard against this: // 1. During beforeUpdate, any updated components will be added to the // dirty_components array and will cause a reentrant call to flush(). Because // the flush index is kept outside the function, the reentrant call will pick // up where the earlier call left off and go through all dirty components. The // current_component value is saved and restored so that the reentrant call will // not interfere with the "parent" flush() call. // 2. bind:this callbacks cannot trigger new flush() calls. // 3. During afterUpdate, any updated components will NOT have their afterUpdate // callback called a second time; the seen_callbacks set, outside the flush() // function, guarantees this behavior. const seen_callbacks = new Set(); let flushidx = 0; // Do *not* move this inside the flush() function function flush() { const saved_component = current_component; do { // first, call beforeUpdate functions // and update components while (flushidx < dirty_components.length) { const component = dirty_components[flushidx]; flushidx++; set_current_component(component); update(component.$$); } set_current_component(null); dirty_components.length = 0; flushidx = 0; while (binding_callbacks.length) binding_callbacks.pop()(); // then, once components are updated, call // afterUpdate functions. This may cause // subsequent updates... for (let i = 0; i < render_callbacks.length; i += 1) { const callback = render_callbacks[i]; if (!seen_callbacks.has(callback)) { // ...so guard against infinite loops seen_callbacks.add(callback); callback(); } } render_callbacks.length = 0; } while (dirty_components.length); while (flush_callbacks.length) { flush_callbacks.pop()(); } update_scheduled = false; seen_callbacks.clear(); set_current_component(saved_component); } function update($$) { if ($$.fragment !== null) { $$.update(); run_all($$.before_update); const dirty = $$.dirty; $$.dirty = [-1]; $$.fragment && $$.fragment.p($$.ctx, dirty); $$.after_update.forEach(add_render_callback); } } let promise; function wait() { if (!promise) { promise = Promise.resolve(); promise.then(() => { promise = null; }); } return promise; } function dispatch(node, direction, kind) { node.dispatchEvent(custom_event(`${direction ? 'intro' : 'outro'}${kind}`)); } const outroing = new Set(); let outros; function group_outros() { outros = { r: 0, c: [], p: outros // parent group }; } function check_outros() { if (!outros.r) { run_all(outros.c); } outros = outros.p; } function transition_in(block, local) { if (block && block.i) { outroing.delete(block); block.i(local); } } function transition_out(block, local, detach, callback) { if (block && block.o) { if (outroing.has(block)) return; outroing.add(block); outros.c.push(() => { outroing.delete(block); if (callback) { if (detach) block.d(1); callback(); } }); block.o(local); } else if (callback) { callback(); } } const null_transition = { duration: 0 }; function create_in_transition(node, fn, params) { let config = fn(node, params); let running = false; let animation_name; let task; let uid = 0; function cleanup() { if (animation_name) delete_rule(node, animation_name); } function go() { const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition; if (css) animation_name = create_rule(node, 0, 1, duration, delay, easing, css, uid++); tick(0, 1); const start_time = now() + delay; const end_time = start_time + duration; if (task) task.abort(); running = true; add_render_callback(() => dispatch(node, true, 'start')); task = loop(now => { if (running) { if (now >= end_time) { tick(1, 0); dispatch(node, true, 'end'); cleanup(); return running = false; } if (now >= start_time) { const t = easing((now - start_time) / duration); tick(t, 1 - t); } } return running; }); } let started = false; return { start() { if (started) return; started = true; delete_rule(node); if (is_function(config)) { config = config(); wait().then(go); } else { go(); } }, invalidate() { started = false; }, end() { if (running) { cleanup(); running = false; } } }; } function create_out_transition(node, fn, params) { let config = fn(node, params); let running = true; let animation_name; const group = outros; group.r += 1; function go() { const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition; if (css) animation_name = create_rule(node, 1, 0, duration, delay, easing, css); const start_time = now() + delay; const end_time = start_time + duration; add_render_callback(() => dispatch(node, false, 'start')); loop(now => { if (running) { if (now >= end_time) { tick(0, 1); dispatch(node, false, 'end'); if (!--group.r) { // this will result in `end()` being called, // so we don't need to clean up here run_all(group.c); } return false; } if (now >= start_time) { const t = easing((now - start_time) / duration); tick(1 - t, t); } } return running; }); } if (is_function(config)) { wait().then(() => { // @ts-ignore config = config(); go(); }); } else { go(); } return { end(reset) { if (reset && config.tick) { config.tick(1, 0); } if (running) { if (animation_name) delete_rule(node, animation_name); running = false; } } }; } function create_bidirectional_transition(node, fn, params, intro) { let config = fn(node, params); let t = intro ? 0 : 1; let running_program = null; let pending_program = null; let animation_name = null; function clear_animation() { if (animation_name) delete_rule(node, animation_name); } function init(program, duration) { const d = (program.b - t); duration *= Math.abs(d); return { a: t, b: program.b, d, duration, start: program.start, end: program.start + duration, group: program.group }; } function go(b) { const { delay = 0, duration = 300, easing = identity, tick = noop, css } = config || null_transition; const program = { start: now() + delay, b }; if (!b) { // @ts-ignore todo: improve typings program.group = outros; outros.r += 1; } if (running_program || pending_program) { pending_program = program; } else { // if this is an intro, and there's a delay, we need to do // an initial tick and/or apply CSS animation immediately if (css) { clear_animation(); animation_name = create_rule(node, t, b, duration, delay, easing, css); } if (b) tick(0, 1); running_program = init(program, duration); add_render_callback(() => dispatch(node, b, 'start')); loop(now => { if (pending_program && now > pending_program.start) { running_program = init(pending_program, duration); pending_program = null; dispatch(node, running_program.b, 'start'); if (css) { clear_animation(); animation_name = create_rule(node, t, running_program.b, running_program.duration, 0, easing, config.css); } } if (running_program) { if (now >= running_program.end) { tick(t = running_program.b, 1 - t); dispatch(node, running_program.b, 'end'); if (!pending_program) { // we're done if (running_program.b) { // intro — we can tidy up immediately clear_animation(); } else { // outro — needs to be coordinated if (!--running_program.group.r) run_all(running_program.group.c); } } running_program = null; } else if (now >= running_program.start) { const p = now - running_program.start; t = running_program.a + running_program.d * easing(p / running_program.duration); tick(t, 1 - t); } } return !!(running_program || pending_program); }); } } return { run(b) { if (is_function(config)) { wait().then(() => { // @ts-ignore config = config(); go(b); }); } else { go(b); } }, end() { clear_animation(); running_program = pending_program = null; } }; } function get_spread_update(levels, updates) { const update = {}; const to_null_out = {}; const accounted_for = { $$scope: 1 }; let i = levels.length; while (i--) { const o = levels[i]; const n = updates[i]; if (n) { for (const key in o) { if (!(key in n)) to_null_out[key] = 1; } for (const key in n) { if (!accounted_for[key]) { update[key] = n[key]; accounted_for[key] = 1; } } levels[i] = n; } else { for (const key in o) { accounted_for[key] = 1; } } } for (const key in to_null_out) { if (!(key in update)) update[key] = undefined; } return update; } function get_spread_object(spread_props) { return typeof spread_props === 'object' && spread_props !== null ? spread_props : {}; } function create_component(block) { block && block.c(); } function mount_component(component, target, anchor, customElement) { const { fragment, on_mount, on_destroy, after_update } = component.$$; fragment && fragment.m(target, anchor); if (!customElement) { // onMount happens before the initial afterUpdate add_render_callback(() => { const new_on_destroy = on_mount.map(run).filter(is_function); if (on_destroy) { on_destroy.push(...new_on_destroy); } else { // Edge case - component was destroyed immediately, // most likely as a result of a binding initialising run_all(new_on_destroy); } component.$$.on_mount = []; }); } after_update.forEach(add_render_callback); } function destroy_component(component, detaching) { const $$ = component.$$; if ($$.fragment !== null) { run_all($$.on_destroy); $$.fragment && $$.fragment.d(detaching); // TODO null out other refs, including component.$$ (but need to // preserve final state?) $$.on_destroy = $$.fragment = null; $$.ctx = []; } } function make_dirty(component, i) { if (component.$$.dirty[0] === -1) { dirty_components.push(component); schedule_update(); component.$$.dirty.fill(0); } component.$$.dirty[(i / 31) | 0] |= (1 << (i % 31)); } function init(component, options, instance, create_fragment, not_equal, props, append_styles, dirty = [-1]) { const parent_component = current_component; set_current_component(component); const $$ = component.$$ = { fragment: null, ctx: null, // state props, update: noop, not_equal, bound: blank_object(), // lifecycle on_mount: [], on_destroy: [], on_disconnect: [], before_update: [], after_update: [], context: new Map(options.context || (parent_component ? parent_component.$$.context : [])), // everything else callbacks: blank_object(), dirty, skip_bound: false, root: options.target || parent_component.$$.root }; append_styles && append_styles($$.root); let ready = false; $$.ctx = instance ? instance(component, options.props || {}, (i, ret, ...rest) => { const value = rest.length ? rest[0] : ret; if ($$.ctx && not_equal($$.ctx[i], $$.ctx[i] = value)) { if (!$$.skip_bound && $$.bound[i]) $$.bound[i](value); if (ready) make_dirty(component, i); } return ret; }) : []; $$.update(); ready = true; run_all($$.before_update); // `false` as a special case of no DOM component $$.fragment = create_fragment ? create_fragment($$.ctx) : false; if (options.target) { if (options.hydrate) { const nodes = children(options.target); // eslint-disable-next-line @typescript-eslint/no-non-null-assertion $$.fragment && $$.fragment.l(nodes); nodes.forEach(detach); } else { // eslint-disable-next-line @typescript-eslint/no-non-null-assertion $$.fragment && $$.fragment.c(); } if (options.intro) transition_in(component.$$.fragment); mount_component(component, options.target, options.anchor, options.customElement); flush(); } set_current_component(parent_component); } /** * Base class for Svelte components. Used when dev=false. */ class SvelteComponent { $destroy() { destroy_component(this, 1); this.$destroy = noop; } $on(type, callback) { const callbacks = (this.$$.callbacks[type] || (this.$$.callbacks[type] = [])); callbacks.push(callback); return () => { const index = callbacks.indexOf(callback); if (index !== -1) callbacks.splice(index, 1); }; } $set($$props) { if (this.$$set && !is_empty($$props)) { this.$$.skip_bound = true; this.$$set($$props); this.$$.skip_bound = false; } } } /* * Copyright 2017 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. */ const MAKE_MOVE = 'MAKE_MOVE'; const GAME_EVENT = 'GAME_EVENT'; const REDO = 'REDO'; const RESET = 'RESET'; const SYNC = 'SYNC'; const UNDO = 'UNDO'; const UPDATE = 'UPDATE'; const PATCH = 'PATCH'; const PLUGIN = 'PLUGIN'; const STRIP_TRANSIENTS = 'STRIP_TRANSIENTS'; /* * Copyright 2017 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. */ /** * Generate a move to be dispatched to the game move reducer. * * @param {string} type - The move type. * @param {Array} args - Additional arguments. * @param {string} playerID - The ID of the player making this action. * @param {string} credentials - (optional) The credentials for the player making this action. */ const makeMove = (type, args, playerID, credentials) => ({ type: MAKE_MOVE, payload: { type, args, playerID, credentials }, }); /** * Generate a game event to be dispatched to the flow reducer. * * @param {string} type - The event type. * @param {Array} args - Additional arguments. * @param {string} playerID - The ID of the player making this action. * @param {string} credentials - (optional) The credentials for the player making this action. */ const gameEvent = (type, args, playerID, credentials) => ({ type: GAME_EVENT, payload: { type, args, playerID, credentials }, }); /** * Generate an automatic game event that is a side-effect of a move. * @param {string} type - The event type. * @param {Array} args - Additional arguments. * @param {string} playerID - The ID of the player making this action. * @param {string} credentials - (optional) The credentials for the player making this action. */ const automaticGameEvent = (type, args, playerID, credentials) => ({ type: GAME_EVENT, payload: { type, args, playerID, credentials }, automatic: true, }); const sync = (info) => ({ type: SYNC, state: info.state, log: info.log, initialState: info.initialState, clientOnly: true, }); /** * Used to update the Redux store's state with patch in response to * an action coming from another player. * @param prevStateID previous stateID * @param stateID stateID after this patch * @param {Operation[]} patch - The patch to apply. * @param {LogEntry[]} deltalog - A log delta. */ const patch = (prevStateID, stateID, patch, deltalog) => ({ type: PATCH, prevStateID, stateID, patch, deltalog, clientOnly: true, }); /** * Used to update the Redux store's state in response to * an action coming from another player. * @param {object} state - The state to restore. * @param {Array} deltalog - A log delta. */ const update$1 = (state, deltalog) => ({ type: UPDATE, state, deltalog, clientOnly: true, }); /** * Used to reset the game state. * @param {object} state - The initial state. */ const reset = (state) => ({ type: RESET, state, clientOnly: true, }); /** * Used to undo the last move. * @param {string} playerID - The ID of the player making this action. * @param {string} credentials - (optional) The credentials for the player making this action. */ const undo = (playerID, credentials) => ({ type: UNDO, payload: { type: null, args: null, playerID, credentials }, }); /** * Used to redo the last undone move. * @param {string} playerID - The ID of the player making this action. * @param {string} credentials - (optional) The credentials for the player making this action. */ const redo = (playerID, credentials) => ({ type: REDO, payload: { type: null, args: null, playerID, credentials }, }); /** * Allows plugins to define their own actions and intercept them. */ const plugin = (type, args, playerID, credentials) => ({ type: PLUGIN, payload: { type, args, playerID, credentials }, }); /** * Private action used to strip transient metadata (e.g. errors) from the game * state. */ const stripTransients = () => ({ type: STRIP_TRANSIENTS, }); var ActionCreators = /*#__PURE__*/Object.freeze({ __proto__: null, makeMove: makeMove, gameEvent: gameEvent, automaticGameEvent: automaticGameEvent, sync: sync, patch: patch, update: update$1, reset: reset, undo: undo, redo: redo, plugin: plugin, stripTransients: stripTransients }); /** * Moves can return this when they want to indicate * that the combination of arguments is illegal and * the move ought to be discarded. */ const INVALID_MOVE = 'INVALID_MOVE'; /* * 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 allows using Immer to make immutable changes * to G by just mutating it. */ const ImmerPlugin = { name: 'plugin-immer', fnWrap: (move) => (context, ...args) => { let isInvalid = false; const newG = produce(context.G, (G) => { const result = move({ ...context, G }, ...args); if (result === INVALID_MOVE) { isInvalid = true; return; } return result; }); if (isInvalid) return INVALID_MOVE; return newG; }, }; // Inlined version of Alea from https://github.com/davidbau/seedrandom. // Converted to Typescript October 2020. class Alea { constructor(seed) { const mash = Mash(); // Apply the seeding algorithm from Baagoe. this.c = 1; this.s0 = mash(' '); this.s1 = mash(' '); this.s2 = mash(' '); this.s0 -= mash(seed); if (this.s0 < 0) { this.s0 += 1; } this.s1 -= mash(seed); if (this.s1 < 0) { this.s1 += 1; } this.s2 -= mash(seed); if (this.s2 < 0) { this.s2 += 1; } } next() { const t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32 this.s0 = this.s1; this.s1 = this.s2; return (this.s2 = t - (this.c = Math.trunc(t))); } } function Mash() { let n = 0xefc8249d; const mash = function (data) { const str = data.toString(); for (let i = 0; i < str.length; i++) { n += str.charCodeAt(i); let h = 0.02519603282416938 * n; n = h >>> 0; h -= n; h *= n; n = h >>> 0; h -= n; n += h * 0x100000000; // 2^32 } return (n >>> 0) * 2.3283064365386963e-10; // 2^-32 }; return mash; } function copy(f, t) { t.c = f.c; t.s0 = f.s0; t.s1 = f.s1; t.s2 = f.s2; return t; } function alea(seed, state) { const xg = new Alea(seed); const prng = xg.next.bind(xg); if (state) copy(state, xg); prng.state = () => copy(xg, {}); return prng; } /* * Copyright 2017 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. */ /** * Random * * Calls that require a pseudorandom number generator. * Uses a seed from ctx, and also persists the PRNG * state in ctx so that moves can stay pure. */ class Random { /** * constructor * @param {object} ctx - The ctx object to initialize from. */ constructor(state) { // If we are on the client, the seed is not present. // Just use a temporary seed to execute the move without // crashing it. The move state itself is discarded, // so the actual value doesn't matter. this.state = state || { seed: '0' }; this.used = false; } /** * Generates a new seed from the current date / time. */ static seed() { return Date.now().toString(36).slice(-10); } isUsed() { return this.used; } getState() { return this.state; } /** * Generate a random number. */ _random() { this.used = true; const R = this.state; const seed = R.prngstate ? '' : R.seed; const rand = alea(seed, R.prngstate); const number = rand(); this.state = { ...R, prngstate: rand.state(), }; return number; } api() { const random = this._random.bind(this); const SpotValue = { D4: 4, D6: 6, D8: 8, D10: 10, D12: 12, D20: 20, }; // Generate functions for predefined dice values D4 - D20. const predefined = {}; for (const key in SpotValue) { const spotvalue = SpotValue[key]; predefined[key] = (diceCount) => { return diceCount === undefined ? Math.floor(random() * spotvalue) + 1 : Array.from({ length: diceCount }).map(() => Math.floor(random() * spotvalue) + 1); }; } function Die(spotvalue = 6, diceCount) { return diceCount === undefined ? Math.floor(random() * spotvalue) + 1 : Array.from({ length: diceCount }).map(() => Math.floor(random() * spotvalue) + 1); } return { /** * Similar to Die below, but with fixed spot values. * Supports passing a diceCount * if not defined, defaults to 1 and returns the value directly. * if defined, returns an array containing the random dice values. * * D4: (diceCount) => value * D6: (diceCount) => value * D8: (diceCount) => value * D10: (diceCount) => value * D12: (diceCount) => value * D20: (diceCount) => value */ ...predefined, /** * Roll a die of specified spot value. * * @param {number} spotvalue - The die dimension (default: 6). * @param {number} diceCount - number of dice to throw. * if not defined, defaults to 1 and returns the value directly. * if defined, returns an array containing the random dice values. */ Die, /** * Generate a random number between 0 and 1. */ Number: () => { return random(); }, /** * Shuffle an array. * * @param {Array} deck - The array to shuffle. Does not mutate * the input, but returns the shuffled array. */ Shuffle: (deck) => { const clone = [...deck]; let sourceIndex = deck.length; let destinationIndex = 0; const shuffled = Array.from({ length: sourceIndex }); while (sourceIndex) { const randomIndex = Math.trunc(sourceIndex * random()); shuffled[destinationIndex++] = clone[randomIndex]; clone[randomIndex] = clone[--sourceIndex]; } return shuffled; }, _private: this, }; } } /* * 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. */ const RandomPlugin = { name: 'random', noClient: ({ api }) => { return api._private.isUsed(); }, flush: ({ api }) => { return api._private.getState(); }, api: ({ data }) => { const random = new Random(data); return random.api(); }, setup: ({ game }) => { let { seed } = game; if (seed === undefined) { seed = Random.seed(); } return { seed }; }, playerView: () => undefined, }; var GameMethod; (function (GameMethod) { GameMethod["MOVE"] = "MOVE"; GameMethod["GAME_ON_END"] = "GAME_ON_END"; GameMethod["PHASE_ON_BEGIN"] = "PHASE_ON_BEGIN"; GameMethod["PHASE_ON_END"] = "PHASE_ON_END"; GameMethod["TURN_ON_BEGIN"] = "TURN_ON_BEGIN"; GameMethod["TURN_ON_MOVE"] = "TURN_ON_MOVE"; GameMethod["TURN_ON_END"] = "TURN_ON_END"; })(GameMethod || (GameMethod = {})); /* * 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. */ var Errors; (function (Errors) { Errors["CalledOutsideHook"] = "Events must be called from moves or the `onBegin`, `onEnd`, and `onMove` hooks.\nThis error probably means you called an event from other game code, like an `endIf` trigger or one of the `turn.order` methods."; Errors["EndTurnInOnEnd"] = "`endTurn` is disallowed in `onEnd` hooks \u2014 the turn is already ending."; Errors["MaxTurnEndings"] = "Maximum number of turn endings exceeded for this update.\nThis likely means game code is triggering an infinite loop."; Errors["PhaseEventInOnEnd"] = "`setPhase` & `endPhase` are disallowed in a phase\u2019s `onEnd` hook \u2014 the phase is already ending.\nIf you\u2019re trying to dynamically choose the next phase when a phase ends, use the phase\u2019s `next` trigger."; Errors["StageEventInOnEnd"] = "`setStage`, `endStage` & `setActivePlayers` are disallowed in `onEnd` hooks."; Errors["StageEventInPhaseBegin"] = "`setStage`, `endStage` & `setActivePlayers` are disallowed in a phase\u2019s `onBegin` hook.\nUse `setActivePlayers` in a `turn.onBegin` hook or declare stages with `turn.activePlayers` instead."; Errors["StageEventInTurnBegin"] = "`setStage` & `endStage` are disallowed in `turn.onBegin`.\nUse `setActivePlayers` or declare stages with `turn.activePlayers` instead."; })(Errors || (Errors = {})); /** * Events */ class Events { constructor(flow, ctx, playerID) { this.flow = flow; this.playerID = playerID; this.dispatch = []; this.initialTurn = ctx.turn; this.updateTurnContext(ctx, undefined); // This is an arbitrarily large upper threshold, which could be made // configurable via a game option if the need arises. this.maxEndedTurnsPerAction = ctx.numPlayers * 100; } api() { const events = { _private: this, }; for (const type of this.flow.eventNames) { events[type] = (...args) => { this.dispatch.push({ type, args, phase: this.currentPhase, turn: this.currentTurn, calledFrom: this.currentMethod, // Used to capture a stack trace in case it is needed later. error: new Error('Events Plugin Error'), }); }; } return events; } isUsed() { return this.dispatch.length > 0; } updateTurnContext(ctx, methodType) { this.currentPhase = ctx.phase; this.currentTurn = ctx.turn; this.currentMethod = methodType; } unsetCurrentMethod() { this.currentMethod = undefined; } /** * Updates ctx with the triggered events. * @param {object} state - The state object { G, ctx }. */ update(state) { const initialState = state; const stateWithError = ({ stack }, message) => ({ ...initialState, plugins: { ...initialState.plugins, events: { ...initialState.plugins.events, data: { error: message + '\n' + stack }, }, }, }); EventQueue: for (let i = 0; i < this.dispatch.length; i++) { const event = this.dispatch[i]; const turnHasEnded = event.turn !== state.ctx.turn; // This protects against potential infinite loops if specific events are called on hooks. // The moment we exceed the defined threshold, we just bail out of all phases. const endedTurns = this.currentTurn - this.initialTurn; if (endedTurns >= this.maxEndedTurnsPerAction) { return stateWithError(event.error, Errors.MaxTurnEndings); } if (event.calledFrom === undefined) { return stateWithError(event.error, Errors.CalledOutsideHook); } // Stop processing events once the game has finished. if (state.ctx.gameover) break EventQueue; switch (event.type) { case 'endStage': case 'setStage': case 'setActivePlayers': { switch (event.calledFrom) { // Disallow all stage events in onEnd and phase.onBegin hooks. case GameMethod.TURN_ON_END: case GameMethod.PHASE_ON_END: return stateWithError(event.error, Errors.StageEventInOnEnd); case GameMethod.PHASE_ON_BEGIN: return stateWithError(event.error, Errors.StageEventInPhaseBegin); // Disallow setStage & endStage in turn.onBegin hooks. case GameMethod.TURN_ON_BEGIN: if (event.type === 'setActivePlayers') break; return stateWithError(event.error, Errors.StageEventInTurnBegin); } // If the turn already ended, don't try to process stage events. if (turnHasEnded) continue EventQueue; break; } case 'endTurn': { if (event.calledFrom === GameMethod.TURN_ON_END || event.calledFrom === GameMethod.PHASE_ON_END) { return stateWithError(event.error, Errors.EndTurnInOnEnd); } // If the turn already ended some other way, // don't try to end the turn again. if (turnHasEnded) continue EventQueue; break; } case 'endPhase': case 'setPhase': { if (event.calledFrom === GameMethod.PHASE_ON_END) { return stateWithError(event.error, Errors.PhaseEventInOnEnd); } // If the phase already ended some other way, // don't try to end the phase again. if (event.phase !== state.ctx.phase) continue EventQueue; break; } } const action = automaticGameEvent(event.type, event.args, this.playerID); state = this.flow.processEvent(state, action); } return state; } } /* * Copyright 2020 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. */ const EventsPlugin = { name: 'events', noClient: ({ api }) => api._private.isUsed(), isInvalid: ({ data }) => data.error || false, // Update the events plugin’s internal turn context each time a move // or hook is called. This allows events called after turn or phase // endings to dispatch the current turn and phase correctly. fnWrap: (method, methodType) => (context, ...args) => { const api = context.events; if (api) api._private.updateTurnContext(context.ctx, methodType); const G = method(context, ...args); if (api) api._private.unsetCurrentMethod(); return G; }, dangerouslyFlushRawState: ({ state, api }) => api._private.update(state), api: ({ game, ctx, playerID }) => new Events(game.flow, ctx, playerID).api(), }; /* * 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 makes it possible to add metadata to log entries. * During a move, you can set metadata using ctx.log.setMetadata and it will be * available on the log entry for that move. */ con