stuff and junk and things

This commit is contained in:
Kim Ravn Hansen
2025-09-05 17:57:09 +02:00
parent 8bcbdbfe35
commit 1720db9eb7
14 changed files with 460 additions and 333 deletions

View File

@@ -7,25 +7,32 @@ import * as id from "../utils/id.js";
* @class
*/
export class Character {
/** @type {string} character's name */
name;
/** @protected @type {number} The number of XP the character has. */
_xp = 0;
get xp() { return this._xp; }
get xp() {
return this._xp;
}
/** @protected @type {number} The character's level. */
_level = 1;
get level() { return this._level; }
get level() {
return this._level;
}
/** @protected @type {string} unique name used for chats when there's a name clash and also other things that require a unique character id */
_id;
get id() { return this._id; }
get id() {
return this._id;
}
/** @protected @type {string} username of the player that owns this character. */
_username;
get username() { return this._username; }
get username() {
return this._username;
}
/** @type {string} Bloodline background */
ancestry;
@@ -57,7 +64,6 @@ export class Character {
* @param {boolean} initialize Should we initialize the character
*/
constructor(playerUname, name, initialize) {
this.name = name;
// Initialize the unique name if this character.
@@ -138,7 +144,9 @@ export class Character {
this.meleeCombat = Math.max(this.skulduggery, 10);
break;
default:
throw new Error('Logic error, ancestry d8() roll was out of scope');
throw new Error(
"Logic error, ancestry d8() roll was out of scope",
);
}
//
@@ -167,7 +175,7 @@ export class Character {
this.equipment
.set("sickle", 1)
.set("poisoner's kit", 1)
.set("healer's kit", 1)
.set("healer's kit", 1);
default:
this.foundation = "debug";
this.proficiencies.add("heavy_armor");

View File

@@ -11,8 +11,7 @@ import WebSocket from "ws";
import { Character } from "./character.js";
import { ItemTemplate } from "./item.js";
export class Game{
export class Game {
/** @type {Map<string,ItemTemplate>} List of all item templates in the game */
_itemTemplates = new Map();
@@ -33,5 +32,8 @@ export class Game{
* @protected
* @type {Map<string,Player>} Map of users in the game username->Player
*/
_players = new Map(); get players() { return this._players; }
_players = new Map();
get players() {
return this._players;
}
}

View File

@@ -7,7 +7,6 @@ import { cleanName } from "../utils/id.js";
* generate these CharacterItems.
*/
export class ItemTemplate {
_id;
_name;
_description;
@@ -42,15 +41,18 @@ export class ItemTemplate {
* @param {string=} id Item's machine-friendly name.
*/
constructor(name, itemSlots, description, id) {
if (typeof name !== "string") {
throw new Error("Name must be a string, but " + typeof name + " given.");
throw new Error(
"Name must be a string, but " + typeof name + " given.",
);
}
if (typeof description === "undefined") {
description = "";
}
if (typeof description !== "string") {
throw new Error("Name must be a string, but " + typeof name + " given.");
throw new Error(
"Name must be a string, but " + typeof name + " given.",
);
}
if (!Number.isFinite(itemSlots)) {
throw new Error("itemSlots must be a finite number!");
@@ -66,11 +68,15 @@ export class ItemTemplate {
this._id = id;
this._itemSlots = Number(itemSlots);
this._description = "";
}
createItem() {
return new ChracterItem(this._id, this._name, this._description, this._itemSlots);
return new ChracterItem(
this._id,
this._name,
this._description,
this._itemSlots,
);
}
}
@@ -82,10 +88,10 @@ export class ItemTemplate {
*
* If a character picks up a Pickaxe in the dungeon, a new CharacterItem is spawned and injected into
* the character's Equipment Map. If the item is dropped/destroyed/sold, the CharacterItem is removed from
* the character's Equipment Map, and then deleted from memory.
* the character's Equipment Map, and then deleted from memory.
*
* If a ChracterItem is traded away to another character, The other character inserts a clone of this item
* into their equipment map, and the item is then deleted from the previous owner's equipment list.
* If a ChracterItem is traded away to another character, The other character inserts a clone of this item
* into their equipment map, and the item is then deleted from the previous owner's equipment list.
* This is done so we do not have mulltiple characters with pointers to the same item - we would rather risk
* dupes than wonky references.
*
@@ -94,9 +100,8 @@ export class ItemTemplate {
* Another bonus is, that the game can spawn custom items that arent even in the ItemTemplate Set.
*/
export class CharacterItem {
/** @type {string?} The unique name if the ItemTemplate this item is based on. May be null. */
templateItemId; // We use the id instead of a pointer, could make garbage collection better.
templateItemId; // We use the id instead of a pointer, could make garbage collection better.
/** @type {string} The player's name for this item. */
name;
@@ -119,7 +124,3 @@ const i = new ItemTemplate("knife", 10000);
const ci = new CharacterItem();
console.log(ci);

View File

@@ -1,13 +1,13 @@
import { Portal } from "./portal";
/**
* Location in the world.
*
* Can contain characters, quests, monsters, loot, NPCs and more.
*
* Can contain mundane portals (such as doors or pathways) to adjacent rooms/locations,
* or magical portals to distant locations.
*/
* Location in the world.
*
* Can contain characters, quests, monsters, loot, NPCs and more.
*
* Can contain mundane portals (such as doors or pathways) to adjacent rooms/locations,
* or magical portals to distant locations.
*/
export class Location {
/** @protected @type string */
_id;
@@ -34,7 +34,7 @@ export class Location {
}
/**
*/
*/
constructor(id, name, description) {
this._id = id;
this._name = name;

View File

@@ -1,4 +1,4 @@
import WebSocket from 'ws';
import WebSocket from "ws";
/**
* Player Account.
@@ -13,18 +13,24 @@ import WebSocket from 'ws';
* We regularly ping and pong to ensure that stale connections are closed.
*
*/
export class Player{
export class Player {
/** @protected @type {string} unique username */
_username;
get username() { return this._username; }
get username() {
return this._username;
}
/** @protected @type {string} */
_passwordHash;
get passwordHash() { return this._passwordHash; }
get passwordHash() {
return this._passwordHash;
}
/** @protected @type {WebSocket} Player's current and only websocket. If undefined, the player is not logged in. */
_websocket;
get websocket() { return this._websocket; }
get websocket() {
return this._websocket;
}
/** @protected @type {Date} */
_latestSocketReceived;
@@ -46,7 +52,11 @@ export class Player{
*/
_send(data) {
if (!this._websocket) {
console.error("Trying to send a message to an uninitialized websocket", this, data)
console.error(
"Trying to send a message to an uninitialized websocket",
this,
data,
);
return false;
}
if (this._websocket.readyState === WebSocket.OPEN) {
@@ -54,19 +64,36 @@ export class Player{
return true;
}
if (this._websocket.readyState === WebSocket.CLOSED) {
console.error("Trying to send a message through a CLOSED websocket", this, data);
console.error(
"Trying to send a message through a CLOSED websocket",
this,
data,
);
return false;
}
if (this._websocket.readyState === WebSocket.CLOSING) {
console.error("Trying to send a message through a CLOSING websocket", this, data);
console.error(
"Trying to send a message through a CLOSING websocket",
this,
data,
);
return false;
}
if (this._websocket.readyState === WebSocket.CONNECTING) {
console.error("Trying to send a message through a CONNECTING (not yet open) websocket", this, data);
console.error(
"Trying to send a message through a CONNECTING (not yet open) websocket",
this,
data,
);
return false;
}
console.error("Trying to send a message through a websocket with an UNKNOWN readyState (%d)", this.websocket.readyState, this, data);
console.error(
"Trying to send a message through a websocket with an UNKNOWN readyState (%d)",
this.websocket.readyState,
this,
data,
);
return false;
}
@@ -74,5 +101,3 @@ export class Player{
this.sendMessage(`\n[${this.currentRoom}] > `);
}
}

View File

@@ -8,9 +8,8 @@
* @todo Add encounters to portals
*/
export class Portal {
/**
* Target Location.
* Target Location.
*/
_targetLocationId;
@@ -23,5 +22,4 @@ export class Portal {
* Description shown to the player when they traverse the portal.
*/
_traversalDescription;
}