fjas
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125
server/models/item.js
Executable file
125
server/models/item.js
Executable file
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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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