BGS Docs

Game engine API

Your game engine should be a NPM module and export a number of methods.

To host the engine on the platform — from the npm registry or an uploaded npm pack tarball — see Adding a game.

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 — the values the creator picked from the options declared on the game info. See Game options, preferences & settings; always read defensively, keys may be absent.

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...).

The seed is stored on the game document and visible to players. If your engine keeps secrets (defines stripSecret), the platform hashes it with a server-only key before passing it here, so players cannot precompute the hidden random results (card order, dice throws, ...) from the stored seed. Override with the optional hashSeed engine export:

export const hashSeed = true; // force hashing (no stripSecret, but the seed drives hidden data)
export const hashSeed = false; // force the raw seed (stripSecret engine whose secrets don't depend on the seed)

When omitted, hashing follows the presence of stripSecret.

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. If your game supports undoing moves, this is the required way to implement it — see Undo and tentative moves.

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 rankings is implemented.

dropPlayer

dropPlayer(data: GameData, player: number): Promise<GameData>

Drop a player out. Called when a player quits or is dropped after running out of time (see Game clocks & timing).

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. It must be safe at any point of the game — see Bot players for how this differs from platform bot slots.

moveAI

moveAI(data: GameData, player: number): Promise<GameData> | GameData

Play one move for player, chosen by the engine. This powers the platform's bot players: when a bot slot becomes the current player, the game-server calls moveAI and stores the result like a regular move. It should be exported from the engine's entry point (the module the game-server loads), since that's what the bot driver calls. See Bot players for the full platform behavior (scheduling, failure policy, requirements).

Optional — only games whose engine implements moveAI can have bot players. The game-server auto-detects it when an engine version is installed (probing the entry point for a moveAI export) and records it as meta.bots on the game info, which the creation UI uses to offer bot seats. All five current games implement it: Power Grid, Container, 6nimmt! (take6), Splendor and Gaia Project. Reusing the auto-play logic from dropPlayer is a good starting point; a simple random legal move is fine.

Bots are deliberately dumb — they're for testing the UI solo, not for enjoyment. See issue #251 for real AI opponents.

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.

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. The available settings are declared on the game info — see Game options, preferences & settings.

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.

By default, saving a state credits the mover with timePerMove and publishes a turn summary. Use isLiveUpdate to share intermediate changes and timeIncrements to control when players earn time. Return undefined for private tentative input that should not be saved.

isLiveUpdate

isLiveUpdate(data: GameData): boolean

Called on the saved state returned by toSave. Return true to share a change without publishing a turn summary:

Return false (or omit this hook) for normal turn handling. Game endings always use normal handling, regardless of this flag.

timeIncrements

timeIncrements(data: GameData): number[]

Return each player's cumulative number of earned increments, for example [3, 2, 3]. Each increase credits timePerMove immediately, on live and normal saves alike. For cooperative choices, increase it on the first confirmation. Undoing and reconfirming keeps the count unchanged. Confirming a new choice forced by a teammate increases it again. Replay and admin edits never grant time. Without this hook, normal saves credit only the mover.

Undo and tentative moves

For private, undoable choices, keep the turn in the viewer and return undefined from toSave until it is confirmed. Undo edits that local turn. For shared choices, use live saves instead. Never remove published log entries; other viewers read logs incrementally.

canMoveOutOfTurn

canMoveOutOfTurn(data: GameData, move: unknown, player: number): boolean

Return true to allow this move from an inactive player, for example Change my choice after clicking Ready. The engine then validates the move normally. Absent or false, only active players may move.

For repeatable ready/reopen actions, keep completion counts unchanged and coalesce the toggles in replay history.

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.