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boardgame.io

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'use strict'; var turnOrder = require('./turn-order-4ab12333.js'); var reducer = require('./reducer-6f7cf6b0.js'); /* * 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. */ /** * Creates the initial game state. */ function InitializeGame({ game, numPlayers, setupData, }) { game = reducer.ProcessGameConfig(game); if (!numPlayers) { numPlayers = 2; } const ctx = game.flow.ctx(numPlayers); let state = { // User managed state. G: {}, // Framework managed state. ctx, // Plugin related state. plugins: {}, }; // Run plugins over initial state. state = turnOrder.Setup(state, { game }); state = turnOrder.Enhance(state, { game, playerID: undefined }); const pluginAPIs = turnOrder.GetAPIs(state); state.G = game.setup({ ...pluginAPIs, ctx: state.ctx }, setupData); let initial = { ...state, // List of {G, ctx} pairs that can be undone. _undo: [], // List of {G, ctx} pairs that can be redone. _redo: [], // A monotonically non-decreasing ID to ensure that // state updates are only allowed from clients that // are at the same version that the server. _stateID: 0, }; initial = game.flow.init(initial); [initial] = turnOrder.FlushAndValidate(initial, { game }); // Initialize undo stack. if (!game.disableUndo) { initial._undo = [ { G: initial.G, ctx: initial.ctx, plugins: initial.plugins, }, ]; } return initial; } exports.InitializeGame = InitializeGame;