fjas
This commit is contained in:
222
server/models/character.js
Executable file
222
server/models/character.js
Executable file
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import * as roll from "../utils/dice.js";
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import * as id from "../utils/id.js";
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/**
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* A playable character.
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*
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* @class
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*/
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export class Character {
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/** @type {string} character's name */
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name;
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/**
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* Alive?
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*
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* @protected
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* @type {boolean}
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*/
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_alive = true;
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get alive() {
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return _alive;
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}
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/**
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* @protected
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* @type {number} The number of XP the character has.
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*/
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_xp = 0;
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get xp() {
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return this._xp;
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}
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/**
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* @protected
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* @type {number} The character's level.
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*/
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_level = 1;
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get level() {
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return this._level;
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}
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/**
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* @protected
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* @type {string} unique name used for chats when there's a name clash and also other things that require a unique character id
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*/
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_id;
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get id() {
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return this._id;
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}
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/**
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* @protected
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* @type {string} username of the player that owns this character.
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*/
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_username;
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get username() {
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return this._username;
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}
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/** @type {string} Bloodline background */
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ancestry;
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/** @type {string} Foundational background */
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foundation;
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/** @type {string} Money */
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silver;
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/** @type {number} Current number of hit points */
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currentHitPoints;
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/** @type {number} Number of hit points when fully healed */
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maxHitPoints;
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/** @type {number} Number items you can carry */
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itemSlots;
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/** @type {Set<string>} Things the character is particularly proficient at. */
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proficiencies = new Set();
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/** @type {Map<string,number} Things the character is particularly proficient at. */
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equipment = new Map();
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/**
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* @param {string} playerUname The name of player who owns this character. Note that the game can own a character - somehow.
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* @param {string} name The name of the character
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* @param {boolean} initialize Should we initialize the character
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*/
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constructor(playerUname, name, initialize) {
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this.name = name;
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// Initialize the unique name if this character.
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//
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// things to to hell if two characters with the same name are created at exactly the same time with the same random seed.
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this._id = id.fromName(playerUname, name);
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// should we skip initialization of this object
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if (initialize !== true) {
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return;
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}
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//
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// Initializing
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//
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// Rolling skills
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/** @type {number} Awareness Skill */
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this.awareness = roll.d6() + 2;
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/** @type {number} Grit Skill */
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this.grit = roll.d6() + 2;
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/** @type {number} Knowledge Skill */
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this.knowledge = roll.d6() + 2;
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/** @type {number} Magic Skill */
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this.magic = roll.d6() + 2;
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/** @type {number} Melee Attack Skill */
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this.meleeCombat = roll.d6() + 2;
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/** @type {number} Ranged Attack Skill */
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this.rangedCombat = roll.d6() + 2;
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/** @type {number} Skulduggery Skill */
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this.skulduggery = roll.d6() + 2;
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switch (roll.d8()) {
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case 1:
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this.ancestry = "human";
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// Humans get +1 to all skills
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this.awareness++;
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this.grit++;
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this.knowledge++;
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this.magic++;
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this.meleeCombat++;
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this.rangedCombat++;
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this.skulduggery++;
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break;
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case 2:
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this.ancestry = "dwarven";
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this.meleeCombat = Math.max(this.meleeCombat, 10);
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break;
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case 3:
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this.ancestry = "elven";
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this.rangedCombat = Math.max(this.rangedCombat, 10);
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break;
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case 4:
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this.ancestry = "giant";
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this.meleeCombat = Math.max(this.grit, 10);
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break;
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case 5:
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this.ancestry = "Gnomish";
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this.meleeCombat = Math.max(this.awareness, 10);
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break;
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case 6:
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this.ancestry = "primordial";
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this.meleeCombat = Math.max(this.magic, 10);
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break;
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case 7:
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this.ancestry = "draconic";
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this.meleeCombat = Math.max(this.knowledge, 10);
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break;
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case 8:
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this.ancestry = "demonic";
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this.meleeCombat = Math.max(this.skulduggery, 10);
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break;
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default:
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throw new Error('Logic error, ancestry d8() roll was out of scope');
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}
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//
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// Determine the character's Foundation
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//
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//
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/** @type {string} Foundational background */
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this.foundation = "";
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const foundationRoll = roll.withSides(15);
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switch (foundationRoll) {
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case 1:
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this.foundation = "brawler";
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this.proficiencies.add("light_armor");
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this.equipment.set("studded_leather", 1);
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this.equipment.set("spiked_gauntlets", 1);
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this.silver = 40;
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this.maxHitPoints = this.currentHitPoints = 15;
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this.itemSlots = 7;
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this.meleeCombat = Math.max(this.meleeCombat, 10);
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this.knowledge = Math.min(this.knowledge, 10);
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break;
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case 2:
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this.foundation = "druid";
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this.proficiencies.add("armor/natural");
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this.equipment
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.set("sickle", 1)
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.set("poisoner's kit", 1)
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.set("healer's kit", 1)
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default:
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this.foundation = "debug";
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this.proficiencies.add("heavy_armor");
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this.proficiencies.add("heavy_weapons");
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this.equipment.set("debug_armor", 1);
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this.equipment.set("longsword", 1);
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this.silver = 666;
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this.itemSlots = 10;
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this.maxHitPoints = 20;
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this.currentHitPoints = 20;
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// default:
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// throw new Error(`Logic error, foundation d15 roll of ${foundationRoll} roll was out of scope`);
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}
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}
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}
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const c = new Character("username", "test", true);
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console.log(c);
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34
server/models/game.js
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34
server/models/game.js
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@@ -0,0 +1,34 @@
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/*
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* The game object holds everything.
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* All the locations, players, characters, items, npcs, quests, loot, etc.
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*
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* It is a pseudo-singleton in that you should only ever create one.
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*
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* Serializing this object effectively saves the game.
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*/
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import { Character } from "./character";
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import { ItemTemplate } from "./item";
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class Game{
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/** @type {Map<string,ItemTemplate>} List of all item templates in the game */
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_itemTemplates = new Map();
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/** @type {Map<string,Location>} The list of locations in the game */
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_locations = new Map();
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/**
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* The characters in the game.
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*
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* @protected
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* @type {Map<string,Character>}
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*/
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_characters = new Map();
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/**
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* @protected
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* @type {Map<string,Player>} The list of users in the game
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*/
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_players = new Map();
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}
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125
server/models/item.js
Executable file
125
server/models/item.js
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@@ -0,0 +1,125 @@
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import { cleanIdentifier } from "../utils/helpers";
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/**
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* Item templates are the built-in basic items of the game.
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* A character cannot directly own one of these items,
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* they can only own CharacterItems, and ItemTemplates can be used to
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* generate these CharacterItems.
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*/
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export class ItemTemplate {
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_id;
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_name;
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_description;
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_itemSlots;
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/** @type {string} Item's machine-friendly name */
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get id() {
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return this._id;
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}
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/** @type {string} Item's human-friendly name */
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get name() {
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return this._name;
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}
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/** @type {string} Item's Description */
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get description() {
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return this._description;
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}
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/** @type {number} Number of Item Slots taken up by this item. */
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get itemSlots() {
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return this._itemSlots;
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}
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/**
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* Constructor
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*
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* @param {string} name. The Item's Name.
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* @param {number} itemSlots number of item slots the item takes up in a character's inventory.
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* @param {string} description Item's detailed description.
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* @param {string=} id Item's machine-friendly name.
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*/
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constructor(name, itemSlots, description, id) {
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if (typeof name !== "string") {
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throw new Error("Name must be a string, but " + typeof name + " given.");
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}
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if (typeof description === "undefined") {
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description = "";
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}
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if (typeof description !== "string") {
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throw new Error("Name must be a string, but " + typeof name + " given.");
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}
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if (!Number.isFinite(itemSlots)) {
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throw new Error("itemSlots must be a finite number!");
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}
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if (typeof id === "undefined") {
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id = cleanIdentifier(name);
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}
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if (typeof id !== "string") {
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throw new Error("id must be a string!");
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}
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this._name = name;
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this._id = id;
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this._itemSlots = Number(itemSlots);
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this._description = "";
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}
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createItem() {
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return new ChracterItem(this._id, this._name, this._description, this._itemSlots);
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}
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}
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/**
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* Characters can only own CharacterItems.
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*
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* If two characters have a short sword, each character has a CharacterItem
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* with the name of Shortsword and with the same properties as the orignial Shortsword ItemTemplate.
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*
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* If a character picks up a Pickaxe in the dungeon, a new CharacterItem is spawned and injected into
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* the character's Equipment Map. If the item is dropped/destroyed/sold, the CharacterItem is removed from
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* the character's Equipment Map, and then deleted from memory.
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*
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* If a ChracterItem is traded away to another character, The other character inserts a clone of this item
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* into their equipment map, and the item is then deleted from the previous owner's equipment list.
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* This is done so we do not have mulltiple characters with pointers to the same item - we would rather risk
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* dupes than wonky references.
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*
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* An added bonus is that the character can alter the name and description of the item.
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*
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* Another bonus is, that the game can spawn custom items that arent even in the ItemTemplate Set.
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*/
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export class CharacterItem {
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/** @type {string?} The unique name if the ItemTemplate this item is based on. May be null. */
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templateItemId; // We use the id instead of a pointer, could make garbage collection better.
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/** @type {string} The player's name for this item. */
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name;
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/** @type {string} The player's description for this item. */
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description;
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/** @type {number} Number of item slots taken up by this item. */
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itemSlots;
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constructor(templateItemId, name, description, itemSlots) {
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this.templateItemId = templateItemId;
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this.name = name;
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this.description = description;
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this.itemSlots = itemSlots;
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}
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}
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const i = new ItemTemplate("knife", 10000);
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const ci = new CharacterItem();
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console.log(ci);
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45
server/models/location.js
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45
server/models/location.js
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@@ -0,0 +1,45 @@
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import { Portal } from "./portal";
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/**
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* Location in the world.
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*
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* Can contain characters, quests, monsters, loot, NPCs and more.
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*
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* Can contain mundane portals (such as doors or pathways) to adjacent rooms/locations,
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* or magical portals to distant locations.
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*/
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export class Location {
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/** @protected @type string */
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_id;
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get id() {
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return this._id;
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}
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/** @protected @type string */
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_name;
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get name() {
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return this._name;
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}
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/** @protected @type string */
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_description;
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get description() {
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return this._description;
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}
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/** @protected @type {Map<string,Portal>} */
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_portals = new Map();
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get portals() {
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return this._portals;
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}
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/**
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*/
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constructor(id, name, description) {
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this._id = id;
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this._name = name;
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this._description = description;
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}
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}
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const l = new Location("foo", "bar", "baz");
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5
server/models/player.js
Normal file
5
server/models/player.js
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@@ -0,0 +1,5 @@
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export class Player{
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_username;
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_passwordHash;
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alias;
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}
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27
server/models/portal.js
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27
server/models/portal.js
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@@ -0,0 +1,27 @@
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/**
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* Connects two location ONE WAY.
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*
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* Example: two adjacent rooms connected by a door:
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* Room A has a portal to Room B, and
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* Room B has a portal to Room A.
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*
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* @todo Add encounters to portals
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*/
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export class Portal {
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/**
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* Target Location.
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*/
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_targetLocationId;
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/**
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* Description shown to the player when they inspect the portal from the source location.
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*/
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_description;
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/**
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* Description shown to the player when they traverse the portal.
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*/
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_traversalDescription;
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}
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Reference in New Issue
Block a user