# Game engine API
Your game engine should be a NPM module and export a number of methods.
Most of the methods return GameData
, the game state. You can alter the GameData
passed in the argument and return, or return a whole new object.
# Required methods
# init
init (players: number, expansions: string[], options: any, seed: string, creator?: number): Promise<GameData>
Creates the initial game data. The function can be asynchronous - if you need to make an API call to an external tool like a map generator, for example.
After initialization, the players are 0-indexed: a 4 player games will have players 0
, 1
, 2
and 3
.
creator
is the index of the player that created the game. It can be undefined
if the creator of the game is not a player.
# players
The number of players
# expansions
The list of expansions activated
# options
An object containing the options chosen for the game
# seed
The random seed for the game. Games with the same seed should always produce the same random results (map generation, card shuffling, dice throws...).
# move
move (data: GameData, move: any, player: number): GameData
Execute a move by player
.
Throw an error if the move is invalid.
Note that if you implement toSave to not save the result, you can send the result to the UI without storing the modified game state in the database. It is useful when you want to allow the user to play around and only confirm at the very end.
# ended
ended (data: GameData): boolean
Returns whether or not the game is ended.
# scores
scores (data: GameData): number[]
Give the score of each player. The scores are displayed in the sidebar next to player games. They are also used to determine the player ranking at the end for elo calculation, unless ranking is implemented.
# dropPlayer
dropPlayer(data: GameData, player: number): Promise<GameData>
Drop a player out.
You should either change the player to an AI or completely remove them from the game. If it is the current player, the turn should automatically go to the next, non dropped-player.
# currentPlayer
currentPlayer(data: GameData): number | number[] | undefined
Get the current player(s). Some games like 6nimmt can have multiple players that can play at the same time.
When the game is ended, the currentPlayer
can be undefined
.
# logLength
logLength(data: GameData): number
Returns the length of the log of the game.
It is used to send log slices to the viewer, especially when executing a move, when we want to send only the new log items to the viewer.
# logSlice
logSlice (data: GameData, options: {player?: number; start: number; end?: number}): any
Returns a log slice to be sent player's viewer from start to end included.
The return value can have any structure. We recommend something like {log: items[], availableMoves?: moves[]}
to show the log and the available moves
at the final state.
# options.player
The player to whom to send the log.
If undefined
, it is to a spectator. Otherwise it corresponds to the player id of the player.
The secrets should be stripped from the log items, depending on who receives the log info. For example, in a card game, the spectators or other players should not see a player's card - unless the game is already ended.
# options.start
The beginning of the log slice.
# options.end
The end of the log slice. If undefined
, it corresponds to the very end of the existing log.
# Optional methods
# setPlayerMetaData
setPlayerMetaData(data: GameData, player: number, metaData: {name: string}): GameData
Set metadata on the player, from BGS.
name
: Name of the player
Other metadata such as an avatar, clan name, ... could be given in the future.
# setPlayerSettings
setPlayerSettings(data: GameData, player: number, settings: Record<string, unknown>): GameData
Update player settings - such as autocharge in Gaia Project.
Only update settings for the given keys. Other settings are left unchanged.
# playerSettings
playerSettings(data: GameData, player: number): Record<string, unknown>
Get player settings.
# rankings
rankings (data: GameData): number[]
Rankings for the players.
Only necessary if scores does not give enough information to rank the players. For example, if the player with the smallest score is the winner, or if there are tie-breaking conditions not reflected in the score.
The first player should be ranked 1
, the second player ranked 2
, ...
If there are ties, just give the same ranking.
# round
round (data: GameData): number | undefined
The current round in the game.
It is shown in the game listings, and used for statistic purposes.
# cancelled
cancelled (data: GameData): boolean
Returns true if the game is cancelled. For example if a player drops out too early in the game, during faction selection.
Note that this is probably going to be deprecated. It can complicate things for tournaments, ...
# factions
factions (data: GameData): Array<string | undefined>
Return the faction of each player, if applicable.
Used for thumbnails in game lists and sidebar - images can be defined for each faction.
Also used for statistics.
# stripSecret
stripSecret (data: GameData, player?: number): any;
Middleware to process data to be sent to a player's viewer, strip secrets if needed.
In case of a spectator, player
is undefined.
# toSave
toSave(data: GameData): any | undefined
Middleware to process data to be stored in the database.
Return undefined
to NOT store the data. It can happen for example
when a player executes a move without confirming it, a dry run so to speak.
# messages
messages(data: GameData): {messages: string[], data: GameData}
Important messages / game events to show in the game's chat.
data
should be modified so that a subsequent call does not show the same messages.
# replay
replay (data: GameData, options?: { to?: number }): GameData
Replays a game.
It can be called after the database is manually edited, or the game engine is updated.
to
is optional and means replaying to that move, e.g. replay(data, {to: 1})
will only redo the first move, and
the rest of the moves will not be played.
# stats
stats (data: GameData): Record<string, Many<Record<string, number | string>>>
Gets stats on a game, to be used to write to CSV. The Many
type is type Many<T> = T | T[]
.
For example, here is what it could return for one game:
{
basic: {
point: 120,
turns: 500
},
detailed: [{
player: 0,
boosters: 5,
turns: 120
}, {
player: 1,
boosters: 9,
turns: 100
}]
}
Here two CSVs would be generated, basic.csv
and detailed.csv
.