things+stuff
This commit is contained in:
@@ -1,4 +0,0 @@
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{
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"tabWidth": 4,
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"printWidth": 170
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}
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43
server/.vscode/launch.json
vendored
43
server/.vscode/launch.json
vendored
@@ -1,25 +1,20 @@
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"type": "node",
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"request": "launch",
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"name": "Launch with Nodemon",
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"runtimeExecutable": "nodemon",
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"runtimeArgs": [
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"--inspect=9229",
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"server.js"
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],
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"env": {
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"NODE_ENV": "dev",
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},
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"restart": true,
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"skipFiles": [
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"<node_internals>/**"
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]
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}
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]
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}
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"type": "node",
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"request": "launch",
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"name": "Launch with Nodemon",
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"runtimeExecutable": "nodemon",
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"runtimeArgs": ["--inspect=9229", "server.js"],
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"env": {
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"NODE_ENV": "dev"
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},
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"restart": true,
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"skipFiles": ["<node_internals>/**"]
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}
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]
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}
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@@ -2,52 +2,50 @@ const dev = process.env.NODE_ENV === "dev";
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const env = process.env.PROD || (dev ? "dev" : "prod");
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export const Config = {
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/** @readonly @type {string} the name of the environment we're running in */
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"env": env,
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/** @readonly @type {string} the name of the environment we're running in */
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env: env,
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/** @readonly @type {boolean} are we running in development-mode? */
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"dev": dev,
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/** @readonly @type {boolean} are we running in development-mode? */
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dev: dev,
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/**
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* Port we're running the server on.
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*
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* @readonly
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* @const {number}
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*/
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port: process.env.PORT || 3000,
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/**
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* Port we're running the server on.
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*
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* @readonly
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* @const {number}
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*/
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port: process.env.PORT || 3000,
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/**
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* Maximum number of players allowed on the server.
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*
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* @readonly
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* @const {number}
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*/
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maxPlayers: dev ? 3 : 40,
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/**
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* Maximum number of players allowed on the server.
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*
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* @readonly
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* @const {number}
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*/
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maxPlayers: dev ? 3 : 40,
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/**
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* Max number of characters in a party.
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* By default, a player can only have a single party.
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* Multiple parties may happen some day.
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*/
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maxPartySize: 4,
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/**
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* Max number of characters in a party.
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* By default, a player can only have a single party.
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* Multiple parties may happen some day.
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*/
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maxPartySize: 4,
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/**
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* Number of failed logins allowed before user is locked out.
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* Also known as Account lockout threshold
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*
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* @readonly
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* @const {number}
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*/
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maxFailedLogins: 5,
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/**
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* Number of failed logins allowed before user is locked out.
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* Also known as Account lockout threshold
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*
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* @readonly
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* @const {number}
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*/
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maxFailedLogins: 5,
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/**
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* When a user has entered a wrong password too many times,
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* block them for this long before they can try again.
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*
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* @readonly
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* @const {number}
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*/
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accountLockoutDurationMs: 15 * 60 * 1000, // 15 minutes.
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/**
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* When a user has entered a wrong password too many times,
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* block them for this long before they can try again.
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*
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||||
* @readonly
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||||
* @const {number}
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*/
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accountLockoutDurationMs: 15 * 60 * 1000, // 15 minutes.
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};
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@@ -3,48 +3,46 @@
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<!-- 2. Get the width of a single character in the monospaced font (this can be done by creating a temporary element with the same font and measuring its width).-->
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<!-- 3. Divide the container's width by the character's width to get the number of characters. -->
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<!DOCTYPE html>
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Measure Div Width in Characters</title>
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<style>
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.monospaced-div {
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font-family: "Courier New", Courier, monospace; /* Monospaced font */
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width: 360px; /* Example width in pixels */
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border: 1px solid #333;
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padding: 10px;
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}
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</style>
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</head>
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<body>
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<div class="monospaced-div">
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This is a div with monospaced text.
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</div>
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Measure Div Width in Characters</title>
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<style>
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.monospaced-div {
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font-family: "Courier New", Courier, monospace; /* Monospaced font */
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width: 360px; /* Example width in pixels */
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border: 1px solid #333;
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padding: 10px;
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}
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</style>
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</head>
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<body>
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<div class="monospaced-div">This is a div with monospaced text.</div>
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<script>
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function getMonospacedCharCount(div) {
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// Create a temporary span to get the width of one character
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const testChar = document.createElement('span');
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testChar.textContent = '0'; // Monospaced fonts use "0" for width
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testChar.style.fontFamily = window.getComputedStyle(div).fontFamily;
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testChar.style.visibility = 'hidden'; // Hide the element
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document.body.appendChild(testChar);
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<script>
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function getMonospacedCharCount(div) {
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// Create a temporary span to get the width of one character
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const testChar = document.createElement("span");
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testChar.textContent = "0"; // Monospaced fonts use "0" for width
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testChar.style.fontFamily = window.getComputedStyle(div).fontFamily;
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testChar.style.visibility = "hidden"; // Hide the element
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document.body.appendChild(testChar);
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const charWidth = testChar.offsetWidth; // Get width of a single character
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document.body.removeChild(testChar); // Remove the test element
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const charWidth = testChar.offsetWidth; // Get width of a single character
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document.body.removeChild(testChar); // Remove the test element
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// Get the width of the div and calculate how many characters fit
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const divWidth = div.offsetWidth;
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// Get the width of the div and calculate how many characters fit
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const divWidth = div.offsetWidth;
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// Return the number of characters that fit in the div width
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return Math.floor(divWidth / charWidth);
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}
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// Return the number of characters that fit in the div width
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return Math.floor(divWidth / charWidth);
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}
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const div = document.querySelector('.monospaced-div');
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const charCount = getMonospacedCharCount(div);
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console.log('Number of characters the div can hold:', charCount);
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</script>
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</body>
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const div = document.querySelector(".monospaced-div");
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const charCount = getMonospacedCharCount(div);
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console.log("Number of characters the div can hold:", charCount);
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</script>
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</body>
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</html>
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32
server/ideas.md
Executable file
32
server/ideas.md
Executable file
@@ -0,0 +1,32 @@
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```
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___ ____ _____ _ ____
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|_ _| _ \| ____| / \ / ___|
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||||
| || | | | _| / _ \ \___ \
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||||
| || |_| | |___ / ___ \ ___) |
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|___|____/|_____/_/ \_\____/
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-------------------------------
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```
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# GARBAGE COLLECTORS
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At night, the Garbage Collectors (smelly gnolls) or other Janitor Mobs come out
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to remove any loose items or dead characters that may be lying around. They
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are quite tough.
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These janitor mobs clean up almost everywhere except Instances (that clean up themselves)
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and players' homes, prisons, and other VIP locations.
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They never trigger quests or events where they go, but:
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- they can interact with adventurers (they are quite aggressive, and may attack unprovoked, maybe sneak past)
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- they can interact with each other, but mostly do so if there are PCs nearby.
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# Attrition
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Even when a player is offline, their characters have to pay rent on their homes
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or room and board in an inn, or they can chance it in the wilderness.
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If they run out of money or rations, there is a small chance each day that the
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characters will be garbage collected.
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The sum that needs paying while offline not very large though.
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@@ -1,5 +1,6 @@
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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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import { Item } from "./item.js";
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/**
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* A playable character.
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@@ -14,28 +15,31 @@ export class Character {
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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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xp = 0;
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/** @protected @type {number} The character's level. */
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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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level = 1;
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||||
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||||
/** @protected @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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_id;
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get id() {
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return this._id;
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||||
}
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/** @type {number} Awareness Skill */
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awareness;
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||||
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||||
/** @protected @type {string} username of the player that owns this character. */
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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 {number} Grit Skill */
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grit;
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||||
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||||
/** @type {number} Knowledge Skill */
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knowledge;
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||||
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||||
/** @type {number} Magic Skill */
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magic;
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||||
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||||
/** @type {number} Melee Attack Skill */
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meleeCombat;
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||||
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/** @type {number} Ranged Attack Skill */
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rangedCombat;
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||||
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||||
/** @type {number} Skulduggery Skill */
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skulduggery;
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||||
|
||||
/** @type {string} Bloodline background */
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||||
ancestry;
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||||
@@ -56,144 +60,40 @@ export class Character {
|
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itemSlots;
|
||||
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||||
/** @type {Set<string>} Things the character is particularly proficient at. */
|
||||
proficiencies = new Set();
|
||||
skills = new Set();
|
||||
|
||||
/** @type {Map<string,number} Things the character is particularly proficient at. */
|
||||
equipment = new Map();
|
||||
/** @type {Map<Item,number} Things the character is particularly proficient at. */
|
||||
items = new Map();
|
||||
|
||||
/**
|
||||
* @param {string} username The name of player who owns this character. Note that the game can own a character - somehow.
|
||||
* @param {string} name The name of the character
|
||||
* @param {boolean=false} initialize Should we initialize the character
|
||||
*/
|
||||
constructor(username, name, initialize) {
|
||||
constructor(name, initialize) {
|
||||
this.name = name;
|
||||
|
||||
// Initialize the unique name if this character.
|
||||
//
|
||||
// things to to hell if two characters with the same name are created at exactly the same time with the same random seed.
|
||||
this._id = id.fromName(username, name);
|
||||
|
||||
// should we skip initialization of this object
|
||||
if (initialize !== true) {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Initializing
|
||||
//
|
||||
|
||||
// Rolling skills
|
||||
|
||||
/** @type {number} Awareness Skill */
|
||||
this.awareness = roll.d6() + 2;
|
||||
|
||||
/** @type {number} Grit Skill */
|
||||
this.grit = roll.d6() + 2;
|
||||
|
||||
/** @type {number} Knowledge Skill */
|
||||
this.knowledge = roll.d6() + 2;
|
||||
|
||||
/** @type {number} Magic Skill */
|
||||
this.magic = roll.d6() + 2;
|
||||
|
||||
/** @type {number} Melee Attack Skill */
|
||||
this.meleeCombat = roll.d6() + 2;
|
||||
|
||||
/** @type {number} Ranged Attack Skill */
|
||||
this.rangedCombat = roll.d6() + 2;
|
||||
|
||||
/** @type {number} Skulduggery Skill */
|
||||
this.skulduggery = roll.d6() + 2;
|
||||
|
||||
switch (roll.d8()) {
|
||||
case 1:
|
||||
this.ancestry = "human";
|
||||
// Humans get +1 to all skills
|
||||
this.awareness++;
|
||||
this.grit++;
|
||||
this.knowledge++;
|
||||
this.magic++;
|
||||
this.meleeCombat++;
|
||||
this.rangedCombat++;
|
||||
this.skulduggery++;
|
||||
break;
|
||||
case 2:
|
||||
this.ancestry = "dwarven";
|
||||
this.meleeCombat = Math.max(this.meleeCombat, 10);
|
||||
break;
|
||||
case 3:
|
||||
this.ancestry = "elven";
|
||||
this.rangedCombat = Math.max(this.rangedCombat, 10);
|
||||
break;
|
||||
case 4:
|
||||
this.ancestry = "giant";
|
||||
this.meleeCombat = Math.max(this.grit, 10);
|
||||
break;
|
||||
case 5:
|
||||
this.ancestry = "Gnomish";
|
||||
this.meleeCombat = Math.max(this.awareness, 10);
|
||||
break;
|
||||
case 6:
|
||||
this.ancestry = "primordial";
|
||||
this.meleeCombat = Math.max(this.magic, 10);
|
||||
break;
|
||||
case 7:
|
||||
this.ancestry = "draconic";
|
||||
this.meleeCombat = Math.max(this.knowledge, 10);
|
||||
break;
|
||||
case 8:
|
||||
this.ancestry = "demonic";
|
||||
this.meleeCombat = Math.max(this.skulduggery, 10);
|
||||
break;
|
||||
default:
|
||||
throw new Error("Logic error, ancestry d8() roll was out of scope");
|
||||
}
|
||||
|
||||
//
|
||||
// Determine the character's Foundation
|
||||
//
|
||||
//
|
||||
/** @type {string} Foundational background */
|
||||
this.foundation = "";
|
||||
const foundationRoll = roll.withSides(15);
|
||||
switch (foundationRoll) {
|
||||
case 1:
|
||||
this.foundation = "brawler";
|
||||
this.proficiencies.add("light_armor");
|
||||
this.equipment.set("studded_leather", 1);
|
||||
this.equipment.set("spiked_gauntlets", 1);
|
||||
|
||||
this.silver = 40;
|
||||
this.maxHitPoints = this.currentHitPoints = 15;
|
||||
this.itemSlots = 7;
|
||||
this.meleeCombat = Math.max(this.meleeCombat, 10);
|
||||
this.knowledge = Math.min(this.knowledge, 10);
|
||||
break;
|
||||
case 2:
|
||||
this.foundation = "druid";
|
||||
this.proficiencies.add("armor/natural");
|
||||
this.equipment
|
||||
.set("sickle", 1)
|
||||
.set("poisoner's kit", 1) // can apply to weapon, food, drink. Can recharge in the forest
|
||||
.set("healer's kit", 1); // provide fast out-of-combat healing. Can recharge in forest.
|
||||
this.silver = 10;
|
||||
this.maxHitPoints = this.currentHitPoints = 10;
|
||||
this.itemSlots = 5;
|
||||
default:
|
||||
this.foundation = "debug";
|
||||
this.proficiencies.add("heavy_armor");
|
||||
this.proficiencies.add("heavy_weapons");
|
||||
this.equipment.set("debug_armor", 1);
|
||||
this.equipment.set("longsword", 1);
|
||||
this.silver = 666;
|
||||
|
||||
this.itemSlots = 10;
|
||||
this.maxHitPoints = 20;
|
||||
this.currentHitPoints = 20;
|
||||
|
||||
// default:
|
||||
// throw new Error(`Logic error, foundation d15 roll of ${foundationRoll} roll was out of scope`);
|
||||
}
|
||||
}
|
||||
|
||||
/** Add an item to the equipment list
|
||||
* @param {Item} item
|
||||
* @param {number} count
|
||||
*
|
||||
* Maybe return the accumulated ItemSlots used?
|
||||
*/
|
||||
addItem(item, count = 1) {
|
||||
if (!Number.isInteger(count)) {
|
||||
throw new Error("Number must be an integer");
|
||||
}
|
||||
if (!(item instanceof Item)) {
|
||||
console.debug("bad item", item);
|
||||
throw new Error("item must be an instance of Item!");
|
||||
}
|
||||
if (count <= 0) {
|
||||
throw new Error("Number must be > 0");
|
||||
}
|
||||
|
||||
const existingItemCount = this.items.get(item) || 0;
|
||||
|
||||
this.items.set(item, count + existingItemCount);
|
||||
}
|
||||
|
||||
// todo removeItem(item, count)
|
||||
}
|
||||
|
||||
@@ -7,15 +7,14 @@
|
||||
* Serializing this object effectively saves the game.
|
||||
*/
|
||||
|
||||
import { miniUid } from "../utils/id.js";
|
||||
import { isIdSane, miniUid } from "../utils/id.js";
|
||||
import { Character } from "./character.js";
|
||||
import { ItemTemplate } from "./item.js";
|
||||
import { ItemAttributes, ItemBlueprint } from "./item.js";
|
||||
import { Player } from "./player.js";
|
||||
|
||||
export class Game {
|
||||
|
||||
/** @type {Map<string,ItemTemplate>} List of all item templates in the game */
|
||||
_itemTemplates = new Map();
|
||||
/** @type {Map<string,ItemBlueprint>} List of all item blueprints in the game */
|
||||
_itemBlueprints = new Map();
|
||||
|
||||
/** @type {Map<string,Location>} The list of locations in the game */
|
||||
_locations = new Map();
|
||||
@@ -40,10 +39,10 @@ export class Game {
|
||||
|
||||
/**
|
||||
* Atomic player creation.
|
||||
*
|
||||
* @param {string} username
|
||||
* @param {string?} passwordHash
|
||||
* @param {string?} salt
|
||||
*
|
||||
* @param {string} username
|
||||
* @param {string?} passwordHash
|
||||
* @param {string?} salt
|
||||
*
|
||||
* @returns {Player|null} Returns the player if username wasn't already taken, or null otherwise.
|
||||
*/
|
||||
@@ -55,7 +54,7 @@ export class Game {
|
||||
const player = new Player(
|
||||
username,
|
||||
typeof passwordHash === "string" ? passwordHash : "",
|
||||
typeof salt === "string" && salt.length > 0 ? salt : miniUid()
|
||||
typeof salt === "string" && salt.length > 0 ? salt : miniUid(),
|
||||
);
|
||||
|
||||
this._players.set(username, player);
|
||||
@@ -64,38 +63,45 @@ export class Game {
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an ItemTemplate with a given ID
|
||||
*
|
||||
* @param {string} id
|
||||
* @param {object} attributes
|
||||
*
|
||||
* @returns {ItemTemplate|false}
|
||||
*/
|
||||
createItemTemplate(id, attributes) {
|
||||
|
||||
if (typeof id !== "string" || !id) {
|
||||
throw new Error("Invalid id!");
|
||||
* Create an ItemBlueprint with a given blueprintId
|
||||
*
|
||||
* @param {string} blueprintId
|
||||
* @param {ItemAttributes} attributes
|
||||
*
|
||||
* @returns {ItemBlueprint|false}
|
||||
*/
|
||||
addItemBlueprint(blueprintId, attributes) {
|
||||
console.log(attributes);
|
||||
if (typeof blueprintId !== "string" || !blueprintId) {
|
||||
throw new Error("Invalid blueprintId!");
|
||||
}
|
||||
|
||||
if (this._itemTemplates.has(id)) {
|
||||
return false;
|
||||
const existing = this._itemBlueprints.get(blueprintId);
|
||||
|
||||
if (existing) {
|
||||
console.debug("we tried to create the same item blueprint more than once", blueprintId, attributes);
|
||||
return existing;
|
||||
}
|
||||
|
||||
/** @type {ItemTemplate} */
|
||||
const result = new ItemTemplate(id, attributes.name, attributes.itemSlots);
|
||||
attributes.blueprintId = blueprintId;
|
||||
|
||||
for (const key of Object.keys(result)) {
|
||||
if (key === "id") {
|
||||
continue;
|
||||
}
|
||||
if (key in attributes) {
|
||||
result[key] = attributes[key];
|
||||
}
|
||||
}
|
||||
const result = new ItemBlueprint(attributes);
|
||||
|
||||
|
||||
this._itemTemplates.set(id, result);
|
||||
this._itemBlueprints.set(blueprintId, result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {string} blueprintId
|
||||
* @returns {ItemBlueprint?}
|
||||
*/
|
||||
getItemBlueprint(blueprintId) {
|
||||
if (!isIdSane(blueprintId)) {
|
||||
throw new Error(`blueprintId >>${blueprintId}<< is insane!`);
|
||||
}
|
||||
const tpl = this._itemBlueprints.get(blueprintId);
|
||||
|
||||
return tpl || undefined;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,12 +1,10 @@
|
||||
/**
|
||||
* Item templates are the built-in basic items of the game.
|
||||
* A character cannot directly own one of these items,
|
||||
* they can only own CharacterItems, and ItemTemplates can be used to
|
||||
* generate these CharacterItems.
|
||||
* Abstract class for documentation purposes.
|
||||
* @abstract
|
||||
*/
|
||||
export class ItemTemplate {
|
||||
/** @constant @readonly @type {string} Item's machine-friendly name */
|
||||
id;
|
||||
export class ItemAttributes {
|
||||
/** @constant @readonly @type {string} Machine-friendly name for the blueprint */
|
||||
blueprintId;
|
||||
|
||||
/** @constant @readonly @type {string} Item's human-friendly name */
|
||||
name;
|
||||
@@ -18,9 +16,9 @@ export class ItemTemplate {
|
||||
itemSlots;
|
||||
|
||||
/** @constant @readonly @type {number?} How much damage (if any) does this item deal */
|
||||
damage;
|
||||
baseDamage;
|
||||
|
||||
/** @constant @readonly @type {string?} Which special effect is triggered when successfull attacking with this item? */
|
||||
/** @constant @readonly @type {string?} Which special effect is triggered when successful attacking with this item? */
|
||||
specialEffect;
|
||||
|
||||
/** @constant @readonly @type {boolean?} Can this item be used as a melee weapon? */
|
||||
@@ -29,84 +27,83 @@ export class ItemTemplate {
|
||||
/** @constant @readonly @type {boolean?} Can this item be used as a ranged weapon? */
|
||||
ranged;
|
||||
|
||||
/** @readonly @type {number} How many extra HP do you have when oyu wear this armor. */
|
||||
armorHitPoints;
|
||||
|
||||
/** @constant @readonly @type {string?} Type of ammo that this item is, or that this item uses */
|
||||
ammoType;
|
||||
|
||||
/** @readonly @type {number} how much is left in this item. (Potions can have many doses and quivers many arrows) */
|
||||
count;
|
||||
|
||||
/** @readonly @type {number} Some items (quivers) can be replenished, so how much can this quiver/potion/ration pack hold */
|
||||
maxCount;
|
||||
|
||||
/** @constant @readonly @type {string[]} Type of ammo that this item is, or that this item uses */
|
||||
skills = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Item blueprints are the built-in basic items of the game.
|
||||
* A character cannot directly own one of these items,
|
||||
* they can only own Items, and ItemBlueprints can be used to
|
||||
* generate these Items.
|
||||
*/
|
||||
export class ItemBlueprint extends ItemAttributes {
|
||||
/**
|
||||
* Constructor
|
||||
*
|
||||
* @param {string=null} id Item's machine-friendly name.
|
||||
* @param {string} name. The Item's Name.
|
||||
* @param {number} itemSlots number of item slots the item takes up in a character's inventory.
|
||||
* @param {object} o Object whose attributes we copy
|
||||
*/
|
||||
constructor(id, name, itemSlots) {
|
||||
constructor(o) {
|
||||
super();
|
||||
|
||||
if (typeof id !== "string" || id.length < 1) {
|
||||
throw new Error("id must be a string!");
|
||||
if (typeof o.blueprintId !== "string" || o.name.length < 1) {
|
||||
throw new Error("blueprintId must be a string, but " + typeof o.blueprintId + " given.");
|
||||
}
|
||||
|
||||
if (typeof name !== "string" || name.length < 1) {
|
||||
throw new Error("Name must be a string, but " + typeof name + " given.");
|
||||
if (typeof o.name !== "string" || o.name.length < 1) {
|
||||
throw new Error("Name must be a string, but " + typeof o.name + " given.");
|
||||
}
|
||||
|
||||
if (!Number.isFinite(itemSlots)) {
|
||||
if (!Number.isFinite(o.itemSlots)) {
|
||||
throw new Error("itemSlots must be a finite number!");
|
||||
}
|
||||
|
||||
this.name = name;
|
||||
this.id = id;
|
||||
this.itemSlots = Number(itemSlots);
|
||||
o.itemSlots = Number(o.itemSlots);
|
||||
|
||||
for (const [key, _] of Object.entries(this)) {
|
||||
if (o[key] !== "undefied") {
|
||||
this[key] = o[key];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Spawn a new item!
|
||||
// Spawn a new non-unique item!
|
||||
/** @returns {Item} */
|
||||
createItem() {
|
||||
return new ChracterItem(
|
||||
this.id,
|
||||
this.name,
|
||||
this.description,
|
||||
this.itemSlots,
|
||||
);
|
||||
const item = new Item();
|
||||
|
||||
for (const [key, value] of Object.entries(this)) {
|
||||
item[key] = value;
|
||||
}
|
||||
|
||||
item.blueprintId = this.blueprintId;
|
||||
|
||||
return item;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Characters can only own CharacterItems.
|
||||
* An object of this class represents a single instance
|
||||
* of a given item in the game. It can be a shortsword, or a potion,
|
||||
* or another, different shortsword that belongs to another character, etc.
|
||||
*
|
||||
* If two characters have a short sword, each character has a CharacterItem
|
||||
* with the name of Shortsword and with the same properties as the orignial Shortsword 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.
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* An added bonus is that the character can alter the name and description of the item.
|
||||
*
|
||||
* Another bonus is, that the game can spawn custom items that arent even in the ItemTemplate Set.
|
||||
* If a character has two identical potions of healing, they are each represented
|
||||
* by an object of this class.
|
||||
* The only notable tweak to this rule is collective items like quivers that have
|
||||
* arrows that are consumed. In this case, each individual arrow is not tracked
|
||||
* as its own entity, only the quiver is tracked.
|
||||
*/
|
||||
export class CharacterItem {
|
||||
/** @type {ItemTemplate|null} The template that created this item. Null if no such template exists [anymore]. */
|
||||
itemTemplate; // We use the id instead of a pointer, could make garbage collection better.
|
||||
|
||||
/** @type {string} The player's name for this item. */
|
||||
name;
|
||||
|
||||
/** @type {string} The player's description for this item. */
|
||||
description;
|
||||
|
||||
/** @type {number} Number of item slots taken up by this item. */
|
||||
itemSlots;
|
||||
|
||||
constructor(templateItemId, name, description, itemSlots) {
|
||||
this.templateItemId = templateItemId;
|
||||
this.name = name;
|
||||
this.description = description;
|
||||
this.itemSlots = itemSlots;
|
||||
}
|
||||
}
|
||||
export class Item extends ItemAttributes {}
|
||||
|
||||
@@ -9,37 +9,37 @@ import { Portal } from "./portal";
|
||||
* or magical portals to distant locations.
|
||||
*/
|
||||
export class Location {
|
||||
/** @protected @type string */
|
||||
_id;
|
||||
get id() {
|
||||
return this._id;
|
||||
}
|
||||
/** @protected @type string */
|
||||
_id;
|
||||
get id() {
|
||||
return this._id;
|
||||
}
|
||||
|
||||
/** @protected @type string */
|
||||
_name;
|
||||
get name() {
|
||||
return this._name;
|
||||
}
|
||||
/** @protected @type string */
|
||||
_name;
|
||||
get name() {
|
||||
return this._name;
|
||||
}
|
||||
|
||||
/** @protected @type string */
|
||||
_description;
|
||||
get description() {
|
||||
return this._description;
|
||||
}
|
||||
/** @protected @type string */
|
||||
_description;
|
||||
get description() {
|
||||
return this._description;
|
||||
}
|
||||
|
||||
/** @protected @type {Map<string,Portal>} */
|
||||
_portals = new Map();
|
||||
get portals() {
|
||||
return this._portals;
|
||||
}
|
||||
/** @protected @type {Map<string,Portal>} */
|
||||
_portals = new Map();
|
||||
get portals() {
|
||||
return this._portals;
|
||||
}
|
||||
|
||||
/**
|
||||
*/
|
||||
constructor(id, name, description) {
|
||||
this._id = id;
|
||||
this._name = name;
|
||||
this._description = description;
|
||||
}
|
||||
/**
|
||||
*/
|
||||
constructor(id, name, description) {
|
||||
this._id = id;
|
||||
this._name = name;
|
||||
this._description = description;
|
||||
}
|
||||
}
|
||||
|
||||
const l = new Location("foo", "bar", "baz");
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import WebSocket from "ws";
|
||||
import { Character } from "./character.js";
|
||||
import { Config } from "./../config.js";
|
||||
|
||||
/**
|
||||
* Player Account.
|
||||
@@ -7,66 +8,84 @@ import { Character } from "./character.js";
|
||||
* Contain persistent player account info.
|
||||
*/
|
||||
export class Player {
|
||||
/** @protected @type {string} unique username */
|
||||
_username;
|
||||
get username() {
|
||||
return this._username;
|
||||
}
|
||||
|
||||
/** @protected @type {string} unique username */
|
||||
_username;
|
||||
get username() {
|
||||
return this._username;
|
||||
/** @protected @type {string} */
|
||||
_passwordHash;
|
||||
get passwordHash() {
|
||||
return this._passwordHash;
|
||||
}
|
||||
|
||||
/** @protected @type {string} random salt used for hashing */
|
||||
_salt;
|
||||
get salt() {
|
||||
return this._salt;
|
||||
}
|
||||
|
||||
/** @protected @type {Date} */
|
||||
_createdAt = new Date();
|
||||
get createdAt() {
|
||||
return this._createdAt;
|
||||
}
|
||||
|
||||
/** @type {Date} */
|
||||
blockedUntil;
|
||||
|
||||
/** @type {Date|null} Date of the player's last websocket message. */
|
||||
lastActivityAt = null;
|
||||
|
||||
/** @type {Date|null} Date of the player's last login. */
|
||||
lastSucessfulLoginAt = null;
|
||||
|
||||
/** @type {number} Number of successful logins on this character */
|
||||
successfulLogins = 0;
|
||||
|
||||
/** @type {number} Number of failed login attempts since the last good login attempt */
|
||||
failedPasswordsSinceLastLogin = 0;
|
||||
|
||||
/** @protected @type {Set<Character>} */
|
||||
_characters = new Set(); // should this be a WeakSet? After all if the player is removed, their items might remain in the system, right?
|
||||
get characters() {
|
||||
return this._characters;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {string} username
|
||||
* @param {string} passwordHash
|
||||
* @param {string} salt
|
||||
*/
|
||||
constructor(username, passwordHash, salt) {
|
||||
this._username = username;
|
||||
this._passwordHash = passwordHash;
|
||||
this._salt = salt;
|
||||
this._createdAt = new Date();
|
||||
}
|
||||
|
||||
setPasswordHash(hashedPassword) {
|
||||
this._passwordHash = hashedPassword;
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a character to the player's party
|
||||
*
|
||||
* @param {Character} character
|
||||
* @returns {number|false} the new size of the players party if successful, or false if the character could not be added.
|
||||
*/
|
||||
addCharacter(character) {
|
||||
if (this._characters.has(character)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/** @protected @type {string} */
|
||||
_passwordHash;
|
||||
get passwordHash() {
|
||||
return this._passwordHash;
|
||||
if (this._characters.size >= Config.maxPartySize) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/** @protected @type {string} random salt used for hashing */
|
||||
_salt;
|
||||
get salt() {
|
||||
return this._salt;
|
||||
}
|
||||
this._characters.add(character);
|
||||
|
||||
/** @protected @type {Date} */
|
||||
_createdAt = new Date();
|
||||
get createdAt() {
|
||||
return this._createdAt;
|
||||
}
|
||||
|
||||
/** @type {Date} */
|
||||
blockedUntil;
|
||||
|
||||
|
||||
/** @type {Date|null} Date of the player's last websocket message. */
|
||||
lastActivityAt = null;
|
||||
|
||||
/** @type {Date|null} Date of the player's last login. */
|
||||
lastSucessfulLoginAt = null;
|
||||
|
||||
/** @type {number} Number of successful logins on this character */
|
||||
successfulLogins = 0;
|
||||
|
||||
/** @type {number} Number of failed login attempts since the last good login attempt */
|
||||
failedPasswordsSinceLastLogin = 0;
|
||||
|
||||
/** @protected @type {Set<Character>} */
|
||||
_characters = new Set(); // should this be a WeakSet? After all if the player is removed, their items might remain in the system, right?
|
||||
get characters() {
|
||||
return this._characters;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {string} username
|
||||
* @param {string} passwordHash
|
||||
* @param {string} salt
|
||||
*/
|
||||
constructor(username, passwordHash, salt) {
|
||||
this._username = username;
|
||||
this._passwordHash = passwordHash;
|
||||
this._salt = salt;
|
||||
this._createdAt = new Date();
|
||||
}
|
||||
|
||||
setPasswordHash(hashedPassword) {
|
||||
this._passwordHash = hashedPassword;
|
||||
}
|
||||
return this._characters.size;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,18 +8,18 @@
|
||||
* @todo Add encounters to portals
|
||||
*/
|
||||
export class Portal {
|
||||
/**
|
||||
* Target Location.
|
||||
*/
|
||||
_targetLocationId;
|
||||
/**
|
||||
* Target Location.
|
||||
*/
|
||||
_targetLocationId;
|
||||
|
||||
/**
|
||||
* Description shown to the player when they inspect the portal from the source location.
|
||||
*/
|
||||
_description;
|
||||
/**
|
||||
* Description shown to the player when they inspect the portal from the source location.
|
||||
*/
|
||||
_description;
|
||||
|
||||
/**
|
||||
* Description shown to the player when they traverse the portal.
|
||||
*/
|
||||
_traversalDescription;
|
||||
/**
|
||||
* Description shown to the player when they traverse the portal.
|
||||
*/
|
||||
_traversalDescription;
|
||||
}
|
||||
|
||||
@@ -1,131 +1,129 @@
|
||||
import WebSocket from 'ws';
|
||||
import { Game } from './game.js';
|
||||
import { Player } from './player.js';
|
||||
import { StateInterface } from '../states/interface.js';
|
||||
import * as msg from '../utils/messages.js';
|
||||
import figlet from 'figlet';
|
||||
import WebSocket from "ws";
|
||||
import { Game } from "./game.js";
|
||||
import { Player } from "./player.js";
|
||||
import { StateInterface } from "../states/interface.js";
|
||||
import * as msg from "../utils/messages.js";
|
||||
import figlet from "figlet";
|
||||
|
||||
export class Session {
|
||||
/** @protected @type {StateInterface} */
|
||||
_state;
|
||||
get state() {
|
||||
return this._state;
|
||||
}
|
||||
|
||||
/** @protected @type {StateInterface} */
|
||||
_state;
|
||||
get state() {
|
||||
return this._state;
|
||||
/** @protected @type {Game} */
|
||||
_game;
|
||||
get game() {
|
||||
return this._game;
|
||||
}
|
||||
|
||||
/** @type {Player} */
|
||||
_player;
|
||||
get player() {
|
||||
return this._player;
|
||||
}
|
||||
|
||||
/** @param {Player} player */
|
||||
set player(player) {
|
||||
if (player instanceof Player) {
|
||||
this._player = player;
|
||||
return;
|
||||
}
|
||||
|
||||
/** @protected @type {Game} */
|
||||
_game;
|
||||
get game() {
|
||||
return this._game;
|
||||
if (player === null) {
|
||||
this._player = null;
|
||||
return;
|
||||
}
|
||||
|
||||
/** @type {Player} */
|
||||
_player;
|
||||
get player() {
|
||||
return this._player;
|
||||
throw Error(
|
||||
`Can only set player to null or instance of Player, but received ${typeof player}`,
|
||||
);
|
||||
}
|
||||
|
||||
/** @type {WebSocket} */
|
||||
_websocket;
|
||||
|
||||
/**
|
||||
* @param {WebSocket} websocket
|
||||
* @param {Game} game
|
||||
*/
|
||||
constructor(websocket, game) {
|
||||
this._websocket = websocket;
|
||||
this._game = game;
|
||||
}
|
||||
|
||||
/** Close the session and websocket */
|
||||
close() {
|
||||
this._websocket.close();
|
||||
this._player = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Send a message via our websocket.
|
||||
*
|
||||
* @param {string|number} messageType
|
||||
* @param {...any} args
|
||||
*/
|
||||
send(messageType, ...args) {
|
||||
this._websocket.send(JSON.stringify([messageType, ...args]));
|
||||
}
|
||||
|
||||
sendFigletMessage(message) {
|
||||
console.debug("sendFigletMessage('%s')", message);
|
||||
this.sendMessage(figlet.textSync(message), { preformatted: true });
|
||||
}
|
||||
|
||||
/** @param {string} message Message to display to player */
|
||||
sendMessage(message, ...args) {
|
||||
if (message.length === 0) {
|
||||
console.debug("sending a zero-length message, weird");
|
||||
}
|
||||
|
||||
/** @param {Player} player */
|
||||
set player(player) {
|
||||
|
||||
if (player instanceof Player) {
|
||||
this._player = player;
|
||||
return;
|
||||
}
|
||||
|
||||
if (player === null) {
|
||||
this._player = null;
|
||||
return;
|
||||
}
|
||||
|
||||
throw Error(`Can only set player to null or instance of Player, but received ${typeof player}`);
|
||||
if (Array.isArray(message)) {
|
||||
message = message.join("\n");
|
||||
}
|
||||
this.send(msg.MESSAGE, message, ...args);
|
||||
}
|
||||
|
||||
|
||||
/** @type {WebSocket} */
|
||||
_websocket;
|
||||
|
||||
/**
|
||||
* @param {WebSocket} websocket
|
||||
* @param {Game} game
|
||||
*/
|
||||
constructor(websocket, game) {
|
||||
this._websocket = websocket;
|
||||
this._game = game;
|
||||
/**
|
||||
* @param {string} type prompt type (username, password, character name, etc.)
|
||||
* @param {string|string[]} message The prompting message (please enter your character's name)
|
||||
* @param {string} tag helps with message routing and handling.
|
||||
*/
|
||||
sendPrompt(type, message, tag = "", ...args) {
|
||||
if (Array.isArray(message)) {
|
||||
message = message.join("\n");
|
||||
}
|
||||
this.send(msg.PROMPT, type, message, tag, ...args);
|
||||
}
|
||||
|
||||
/** Close the session and websocket */
|
||||
close() {
|
||||
this._websocket.close();
|
||||
this._player = null;
|
||||
/** @param {string} message The error message to display to player */
|
||||
sendError(message, ...args) {
|
||||
this.send(msg.ERROR, message, ...args);
|
||||
}
|
||||
|
||||
/** @param {string} message The error message to display to player */
|
||||
sendDebug(message, ...args) {
|
||||
this.send(msg.DEBUG, message, ...args);
|
||||
}
|
||||
|
||||
/** @param {string} message The calamitous error to display to player */
|
||||
sendCalamity(message, ...args) {
|
||||
this.send(msg.CALAMITY, message, ...args);
|
||||
}
|
||||
|
||||
sendSystemMessage(arg0, ...rest) {
|
||||
this.send(msg.SYSTEM, arg0, ...rest);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {StateInterface} state
|
||||
*/
|
||||
setState(state) {
|
||||
this._state = state;
|
||||
console.debug("changing state", state.constructor.name);
|
||||
if (typeof state.onAttach === "function") {
|
||||
state.onAttach();
|
||||
}
|
||||
|
||||
/**
|
||||
* Send a message via our websocket.
|
||||
*
|
||||
* @param {string|number} messageType
|
||||
* @param {...any} args
|
||||
*/
|
||||
send(messageType, ...args) {
|
||||
this._websocket.send(JSON.stringify([messageType, ...args]));
|
||||
}
|
||||
|
||||
sendFigletMessage(message) {
|
||||
console.debug("sendFigletMessage('%s')", message);
|
||||
this.sendMessage(figlet.textSync(message), { preformatted: true });
|
||||
}
|
||||
|
||||
/** @param {string} message Message to display to player */
|
||||
sendMessage(message, ...args) {
|
||||
if (message.length === 0) {
|
||||
console.debug("sending a zero-length message, weird");
|
||||
}
|
||||
if (Array.isArray(message)) {
|
||||
message = message.join("\n");
|
||||
}
|
||||
this.send(msg.MESSAGE, message, ...args);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {string} type prompt type (username, password, character name, etc.)
|
||||
* @param {string|string[]} message The prompting message (please enter your character's name)
|
||||
* @param {string} tag helps with message routing and handling.
|
||||
*/
|
||||
sendPrompt(type, message, tag="default", ...args) {
|
||||
if (Array.isArray(message)) {
|
||||
message = message.join("\n");
|
||||
}
|
||||
this.send(msg.PROMPT, type, message, tag, ...args);
|
||||
}
|
||||
|
||||
/** @param {string} message The error message to display to player */
|
||||
sendError(message, ...args) {
|
||||
this.send(msg.ERROR, message, ...args);
|
||||
}
|
||||
|
||||
/** @param {string} message The error message to display to player */
|
||||
sendDebug(message, ...args) {
|
||||
this.send(msg.DEBUG, message, ...args);
|
||||
}
|
||||
|
||||
/** @param {string} message The calamitous error to display to player */
|
||||
sendCalamity(message, ...args) {
|
||||
this.send(msg.CALAMITY, message, ...args);
|
||||
}
|
||||
|
||||
sendSystemMessage(arg0, ...rest) {
|
||||
this.send(msg.SYSTEM, arg0, ...rest);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {StateInterface} state
|
||||
*/
|
||||
setState(state) {
|
||||
this._state = state;
|
||||
console.debug("changing state", state.constructor.name);
|
||||
if (typeof state.onAttach === "function") {
|
||||
state.onAttach();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
884
server/package-lock.json
generated
884
server/package-lock.json
generated
@@ -1,446 +1,446 @@
|
||||
{
|
||||
"name": "websocket-mud",
|
||||
"version": "1.0.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "websocket-mud",
|
||||
"version": "1.0.0",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"figlet": "^1.8.2",
|
||||
"ws": "^8.14.2"
|
||||
},
|
||||
"devDependencies": {
|
||||
"nodemon": "^3.0.1",
|
||||
"prettier": "3.6.2"
|
||||
},
|
||||
"engines": {
|
||||
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|
||||
}
|
||||
},
|
||||
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|
||||
"version": "3.1.3",
|
||||
"resolved": "https://registry.npmjs.org/anymatch/-/anymatch-3.1.3.tgz",
|
||||
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|
||||
"dev": true,
|
||||
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|
||||
"dependencies": {
|
||||
"normalize-path": "^3.0.0",
|
||||
"picomatch": "^2.0.4"
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmjs.org/balanced-match/-/balanced-match-1.0.2.tgz",
|
||||
"integrity": "sha512-3oSeUO0TMV67hN1AmbXsK4yaqU7tjiHlbxRDZOpH0KW9+CeX4bRAaX0Anxt0tx2MrpRpWwQaPwIlISEJhYU5Pw==",
|
||||
"dev": true,
|
||||
"license": "MIT"
|
||||
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|
||||
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|
||||
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|
||||
"resolved": "https://registry.npmjs.org/binary-extensions/-/binary-extensions-2.3.0.tgz",
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||||
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|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"engines": {
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||||
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|
||||
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|
||||
"funding": {
|
||||
"url": "https://github.com/sponsors/sindresorhus"
|
||||
}
|
||||
},
|
||||
"node_modules/brace-expansion": {
|
||||
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||||
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||||
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|
||||
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|
||||
"concat-map": "0.0.1"
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||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
"fsevents": "~2.3.2"
|
||||
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|
||||
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||||
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|
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||||
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||||
"ms": "^2.1.3"
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"node_modules/figlet": {
|
||||
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||||
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|
||||
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|
||||
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|
||||
"figlet": "bin/index.js"
|
||||
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|
||||
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|
||||
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||||
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@@ -1,7 +1,7 @@
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{
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"name": "websocket-mud",
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"version": "1.0.0",
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"description": "A Multi-User Dungeon game using WebSockets and Node.js",
|
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"description": "A Muuhlti-User Dungeon Game. Is there a secret cow level?",
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"main": "server.js",
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"type": "module",
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"scripts": {
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@@ -14,7 +14,7 @@
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"game",
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"multiplayer"
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],
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"author": "Your Name",
|
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"author": "Kim Ravn Hansen",
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"license": "MIT",
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"dependencies": {
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"figlet": "^1.8.2",
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@@ -26,5 +26,14 @@
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},
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"bracketSpacing": true,
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"objectWrap": "preserve"
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}
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}
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@@ -1,520 +1,505 @@
|
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import { crackdown } from "./crackdown.js";
|
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|
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class MUDClient {
|
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//
|
||||
// Constructor
|
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constructor() {
|
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/** @type {WebSocket} Our WebSocket */
|
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this.websocket = null;
|
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//
|
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// Constructor
|
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constructor() {
|
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/** @type {WebSocket} Our WebSocket */
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this.websocket = null;
|
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/** @type {boolean} Are we in development mode (decided by the server);
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/** @type {boolean} Are we in development mode (decided by the server);
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this.dev = false;
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/** @type {string|null} The message type of the last thing we were asked. */
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this.replyType = null;
|
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/** @type {string|null} The #tag of the last thing we were asked. */
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this.replyTag = null;
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/** @type {HTMLElement} The output "monitor" */
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this.output = document.getElementById("output");
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/** @type {HTMLElement} The input element */
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this.input = document.getElementById("input");
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/** @type {HTMLElement} The send/submit button */
|
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this.sendButton = document.getElementById("send");
|
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/** @type {HTMLElement} Status indicator */
|
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this.status = document.getElementById("status");
|
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|
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// Passwords are crypted and salted before being sent to the server
|
||||
// This means that if ANY of these three parameters below change,
|
||||
// The server can no longer accept the passwords.
|
||||
/** @type {string} Hashing method to use for client-side password hashing */
|
||||
this.digest = "SHA-256";
|
||||
|
||||
/** @type {string} Salt string to use for client-side password hashing */
|
||||
this.salt = "No salt, no shorts, no service";
|
||||
|
||||
/** @type {string} Number of times the hashing should be done */
|
||||
this.rounds = 1000;
|
||||
|
||||
/** @type {string} the username also salts the password, so the username must never change. */
|
||||
this.username = "";
|
||||
|
||||
this.setupEventListeners();
|
||||
this.connect();
|
||||
}
|
||||
|
||||
/** @param {string} password the password to be hashed */
|
||||
async hashPassword(password) {
|
||||
const encoder = new TextEncoder();
|
||||
let data = encoder.encode(password + this.salt);
|
||||
|
||||
for (let i = 0; i < this.rounds; i++) {
|
||||
const hashBuffer = await crypto.subtle.digest(this.digest, data);
|
||||
data = new Uint8Array(hashBuffer); // feed hash back in
|
||||
}
|
||||
|
||||
// Convert final hash to hex
|
||||
const rawHash = Array.from(data)
|
||||
.map((b) => b.toString(16).padStart(2, "0"))
|
||||
.join("");
|
||||
|
||||
return `KimsKrappyKryptoV1:${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
|
||||
}
|
||||
|
||||
connect() {
|
||||
const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
|
||||
const wsUrl = `${protocol}//${window.location.host}`;
|
||||
|
||||
this.updateStatus("Connecting...", "connecting");
|
||||
|
||||
try {
|
||||
this.websocket = new WebSocket(wsUrl);
|
||||
|
||||
this.websocket.onopen = () => {
|
||||
this.updateStatus("Connected", "connected");
|
||||
this.input.disabled = false;
|
||||
this.sendButton.disabled = false;
|
||||
this.input.focus();
|
||||
this.output.innerHTML = "";
|
||||
};
|
||||
|
||||
this.websocket.onmessage = (event) => {
|
||||
console.debug(event);
|
||||
const data = JSON.parse(event.data);
|
||||
this.onMessage(data);
|
||||
this.input.focus();
|
||||
};
|
||||
|
||||
this.websocket.onclose = () => {
|
||||
this.updateStatus("Disconnected", "disconnected");
|
||||
this.input.disabled = true;
|
||||
this.sendButton.disabled = true;
|
||||
|
||||
// Attempt to reconnect after 3 seconds
|
||||
setTimeout(() => this.connect(), 3000);
|
||||
};
|
||||
|
||||
this.websocket.onerror = (error) => {
|
||||
this.updateStatus("Connection Error", "error");
|
||||
this.writeToOutput("Connection error occurred. Retrying...", {
|
||||
class: "error",
|
||||
});
|
||||
};
|
||||
} catch (error) {
|
||||
console.error(error);
|
||||
this.updateStatus("Connection Failed", "error");
|
||||
setTimeout(() => this.connect(), 3000);
|
||||
}
|
||||
}
|
||||
|
||||
setupEventListeners() {
|
||||
document.addEventListener("keypress", (e) => {
|
||||
if (e.key.length === 1 && !e.ctrlKey && !e.altKey && !e.metaKey) {
|
||||
this.input.focus();
|
||||
}
|
||||
});
|
||||
this.input.addEventListener("keypress", (e) => {
|
||||
if (e.key === "Enter") {
|
||||
this.onUserCommand();
|
||||
}
|
||||
});
|
||||
|
||||
this.sendButton.addEventListener("click", () => {
|
||||
this.onUserCommand();
|
||||
});
|
||||
|
||||
// Command history
|
||||
this.commandHistory = [];
|
||||
this.historyIndex = -1;
|
||||
|
||||
this.input.addEventListener("keydown", (e) => {
|
||||
if (e.key === "ArrowUp") {
|
||||
e.preventDefault();
|
||||
if (this.historyIndex < this.commandHistory.length - 1) {
|
||||
this.historyIndex++;
|
||||
this.input.value =
|
||||
this.commandHistory[
|
||||
this.commandHistory.length - 1 - this.historyIndex
|
||||
];
|
||||
}
|
||||
} else if (e.key === "ArrowDown") {
|
||||
e.preventDefault();
|
||||
if (this.historyIndex > 0) {
|
||||
this.historyIndex--;
|
||||
this.input.value =
|
||||
this.commandHistory[
|
||||
this.commandHistory.length - 1 - this.historyIndex
|
||||
];
|
||||
} else if (this.historyIndex === 0) {
|
||||
this.historyIndex = -1;
|
||||
this.input.value = "";
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Send a json-encoded message to the server via websocket.
|
||||
*
|
||||
* @param {messageType} string
|
||||
* @param {...any} rest
|
||||
*/
|
||||
send(messageType, ...args) {
|
||||
if (args.length === 0) {
|
||||
this.websocket.send(JSON.stringify([messageType]));
|
||||
return;
|
||||
}
|
||||
|
||||
this.websocket.send(JSON.stringify([messageType, ...args]));
|
||||
}
|
||||
|
||||
//
|
||||
// Add a command to history so we can go back to previous commands with arrow keys.
|
||||
_addCommandToHistory(command) {
|
||||
//
|
||||
// we do not add usernames or passwords to history.
|
||||
if (this.replyType === "password" || this.replyType === "username") {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Adding empty commands makes no sense.
|
||||
// Why would the user navigate back through their history to
|
||||
// find and empty command when they can just press enter.
|
||||
if (command === "") {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Add to command our history
|
||||
// But not if the command was a password.
|
||||
this.historyIndex = -1;
|
||||
|
||||
//
|
||||
// We do not add the same commands many times in a row.
|
||||
if (this.commandHistory[this.commandHistory.length - 1] === command) {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Add the command to the history stack
|
||||
this.commandHistory.push(command);
|
||||
if (this.commandHistory.length > 50) {
|
||||
this.commandHistory.shift();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* User has entered a command
|
||||
*/
|
||||
onUserCommand() {
|
||||
//
|
||||
// Trim user's input.
|
||||
const command = this.input.value.trim();
|
||||
this.input.value = "";
|
||||
this.input.type = "text";
|
||||
|
||||
this._addCommandToHistory(command);
|
||||
|
||||
// -- This is a sneaky command that should not be in production?
|
||||
//
|
||||
// In reality we want to use :clear, nor /clear
|
||||
// :clear would be sent to the server, and we ask if it's okay
|
||||
// to clear the screen right now, and only on a positive answer would we
|
||||
// allow the screen to be cleared. Maybe.....
|
||||
if (command === "/clear") {
|
||||
this.output.innerHTML = "";
|
||||
this.input.value = "";
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Don't allow sending messages (for now)
|
||||
// Later on, prompts may give us the option to simply "press enter";
|
||||
if (!command) {
|
||||
console.debug("Cannot send empty message - YET");
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Can't send a message without a websocket
|
||||
if (!(this.websocket && this.websocket.readyState === WebSocket.OPEN)) {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// The server asked us for a password, so we send it.
|
||||
// But we hash it first, so we don't send our stuff
|
||||
// in the clear.
|
||||
if (this.replyType === "password") {
|
||||
this.hashPassword(command).then((pwHash) => {
|
||||
this.send("reply", "password", pwHash, this.replyTag);
|
||||
this.replyType = null;
|
||||
|
||||
/** @type {string|null} The #tag of the last thing we were asked. */
|
||||
this.replyTag = null;
|
||||
|
||||
/** @type {HTMLElement} The output "monitor" */
|
||||
this.output = document.getElementById("output");
|
||||
|
||||
/** @type {HTMLElement} The input element */
|
||||
this.input = document.getElementById("input");
|
||||
|
||||
/** @type {HTMLElement} The send/submit button */
|
||||
this.sendButton = document.getElementById("send");
|
||||
|
||||
/** @type {HTMLElement} Status indicator */
|
||||
this.status = document.getElementById("status");
|
||||
|
||||
// Passwords are crypted and salted before being sent to the server
|
||||
// This means that if ANY of these three parameters below change,
|
||||
// The server can no longer accept the passwords.
|
||||
/** @type {string} Hashing method to use for client-side password hashing */
|
||||
this.digest = "SHA-256";
|
||||
|
||||
/** @type {string} Salt string to use for client-side password hashing */
|
||||
this.salt = "No salt, no shorts, no service";
|
||||
|
||||
/** @type {string} Number of times the hashing should be done */
|
||||
this.rounds = 1000;
|
||||
|
||||
/** @type {string} the username also salts the password, so the username must never change. */
|
||||
this.username = "";
|
||||
|
||||
this.setupEventListeners();
|
||||
this.connect();
|
||||
}
|
||||
|
||||
/** @param {string} password the password to be hashed */
|
||||
async hashPassword(password) {
|
||||
const encoder = new TextEncoder();
|
||||
let data = encoder.encode(password + this.salt);
|
||||
|
||||
for (let i = 0; i < this.rounds; i++) {
|
||||
const hashBuffer = await crypto.subtle.digest(this.digest, data);
|
||||
data = new Uint8Array(hashBuffer); // feed hash back in
|
||||
}
|
||||
|
||||
// Convert final hash to hex
|
||||
const rawHash = Array.from(data).map(b => b.toString(16).padStart(2, '0')).join('');
|
||||
|
||||
return `KimsKrappyKryptoV1:${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
|
||||
}
|
||||
|
||||
connect() {
|
||||
const protocol = window.location.protocol === "https:" ? "wss:" : "ws:";
|
||||
const wsUrl = `${protocol}//${window.location.host}`;
|
||||
|
||||
this.updateStatus("Connecting...", "connecting");
|
||||
|
||||
try {
|
||||
this.websocket = new WebSocket(wsUrl);
|
||||
|
||||
this.websocket.onopen = () => {
|
||||
this.updateStatus("Connected", "connected");
|
||||
this.input.disabled = false;
|
||||
this.sendButton.disabled = false;
|
||||
this.input.focus();
|
||||
this.output.innerHTML = '';
|
||||
};
|
||||
|
||||
this.websocket.onmessage = (event) => {
|
||||
console.debug(event);
|
||||
const data = JSON.parse(event.data);
|
||||
this.onMessage(data);
|
||||
this.input.focus();
|
||||
};
|
||||
|
||||
this.websocket.onclose = () => {
|
||||
this.updateStatus("Disconnected", "disconnected");
|
||||
this.input.disabled = true;
|
||||
this.sendButton.disabled = true;
|
||||
|
||||
// Attempt to reconnect after 3 seconds
|
||||
setTimeout(() => this.connect(), 3000);
|
||||
};
|
||||
|
||||
this.websocket.onerror = (error) => {
|
||||
this.updateStatus("Connection Error", "error");
|
||||
this.writeToOutput("Connection error occurred. Retrying...", { class: "error" });
|
||||
};
|
||||
} catch (error) {
|
||||
console.error(error);
|
||||
this.updateStatus("Connection Failed", "error");
|
||||
setTimeout(() => this.connect(), 3000);
|
||||
}
|
||||
}
|
||||
|
||||
setupEventListeners() {
|
||||
document.addEventListener("keypress", (e) => {
|
||||
if (e.key.length === 1 && !e.ctrlKey && !e.altKey && !e.metaKey) {
|
||||
this.input.focus();
|
||||
}
|
||||
});
|
||||
this.input.addEventListener("keypress", (e) => {
|
||||
if (e.key === "Enter") {
|
||||
this.onUserCommand();
|
||||
}
|
||||
});
|
||||
|
||||
this.sendButton.addEventListener("click", () => {
|
||||
this.onUserCommand();
|
||||
});
|
||||
|
||||
// Command history
|
||||
this.commandHistory = [];
|
||||
this.historyIndex = -1;
|
||||
|
||||
this.input.addEventListener("keydown", (e) => {
|
||||
if (e.key === "ArrowUp") {
|
||||
e.preventDefault();
|
||||
if (this.historyIndex < this.commandHistory.length - 1) {
|
||||
this.historyIndex++;
|
||||
this.input.value = this.commandHistory[this.commandHistory.length - 1 - this.historyIndex];
|
||||
}
|
||||
} else if (e.key === "ArrowDown") {
|
||||
e.preventDefault();
|
||||
if (this.historyIndex > 0) {
|
||||
this.historyIndex--;
|
||||
this.input.value = this.commandHistory[this.commandHistory.length - 1 - this.historyIndex];
|
||||
} else if (this.historyIndex === 0) {
|
||||
this.historyIndex = -1;
|
||||
this.input.value = "";
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Send a json-encoded message to the server via websocket.
|
||||
*
|
||||
* @param {messageType} string
|
||||
* @param {...any} rest
|
||||
*/
|
||||
send(messageType, ...args) {
|
||||
if (args.length === 0) {
|
||||
this.websocket.send(JSON.stringify([messageType]));
|
||||
return;
|
||||
}
|
||||
|
||||
this.websocket.send(JSON.stringify([messageType, ...args]));
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Add a command to history so we can go back to previous commands with arrow keys.
|
||||
_addCommandToHistory(command) {
|
||||
//
|
||||
// we do not add usernames or passwords to history.
|
||||
if (this.replyType === "password" || this.replyType === "username") {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Adding empty commands makes no sense.
|
||||
// Why would the user navigate back through their history to
|
||||
// find and empty command when they can just press enter.
|
||||
if (command === "") {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Add to command our history
|
||||
// But not if the command was a password.
|
||||
this.historyIndex = -1;
|
||||
|
||||
//
|
||||
// We do not add the same commands many times in a row.
|
||||
if (this.commandHistory[this.commandHistory.length - 1] === command) {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Add the command to the history stack
|
||||
this.commandHistory.push(command);
|
||||
if (this.commandHistory.length > 50) {
|
||||
this.commandHistory.shift();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* User has entered a command
|
||||
*/
|
||||
onUserCommand() {
|
||||
//
|
||||
// Trim user's input.
|
||||
const command = this.input.value.trim();
|
||||
this.input.value = "";
|
||||
this.input.type = "text";
|
||||
|
||||
this._addCommandToHistory(command);
|
||||
|
||||
|
||||
// -- This is a sneaky command that should not be in production?
|
||||
//
|
||||
// In reality we want to use :clear, nor /clear
|
||||
// :clear would be sent to the server, and we ask if it's okay
|
||||
// to clear the screen right now, and only on a positive answer would we
|
||||
// allow the screen to be cleared. Maybe.....
|
||||
if (command === "/clear") {
|
||||
this.output.innerHTML = "";
|
||||
this.input.value = "";
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Don't allow sending messages (for now)
|
||||
// Later on, prompts may give us the option to simply "press enter";
|
||||
if (!command) {
|
||||
console.debug("Cannot send empty message - YET");
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Can't send a message without a websocket
|
||||
if (!(this.websocket && this.websocket.readyState === WebSocket.OPEN)) {
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// The server asked us for a password, so we send it.
|
||||
// But we hash it first, so we don't send our stuff
|
||||
// in the clear.
|
||||
if (this.replyType === "password") {
|
||||
this.hashPassword(command).then((pwHash) => {
|
||||
this.send("reply", "password", pwHash, this.replyTag);
|
||||
this.replyType = null;
|
||||
this.replyTag = null;
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// When the player enters their username during the auth-phase,
|
||||
// keep the username in the pocket for later.
|
||||
if (this.replyType === "username") {
|
||||
this.username = command;
|
||||
}
|
||||
|
||||
//
|
||||
// We add our own command to the output stream so the
|
||||
// player can see what they typed.
|
||||
this.writeToOutput("> " + command, { class: "input" });
|
||||
|
||||
//
|
||||
// Handle certain-commands differently.
|
||||
const specialCommands = { ":quit": "quit", ":help": "help" };
|
||||
if (specialCommands[command]) {
|
||||
this.send(specialCommands[command]);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle replies
|
||||
// We want to be in a place where ALL messages are replies.
|
||||
// The game loop should always ask you for your next command,
|
||||
// even if it does so silently
|
||||
if (this.replyType) {
|
||||
//--------------------------------------------------
|
||||
// The server asked the player a question,
|
||||
// so we send the answer the way the server wants.
|
||||
//--------------------------------------------------
|
||||
this.send("reply", this.replyType, command, this.replyTag);
|
||||
this.replyType = null;
|
||||
this.replyTag = null;
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
// The player sends a text-based command to the server
|
||||
//-----------------------------------------------------
|
||||
// ___ _ _ _
|
||||
// |_ _|_ __ ___ _ __ ___ _ __| |_ __ _ _ __ | |_| |
|
||||
// | || '_ ` _ \| '_ \ / _ \| '__| __/ _` | '_ \| __| |
|
||||
// | || | | | | | |_) | (_) | | | || (_| | | | | |_|_|
|
||||
// |___|_| |_| |_| .__/ \___/|_| \__\__,_|_| |_|\__(_)
|
||||
// |_|
|
||||
//
|
||||
// Aside from :help", ":quit", etc. we should not send
|
||||
// unsolicited messages to the server without being
|
||||
// prompted to do so.
|
||||
this.send("c", command);
|
||||
|
||||
}
|
||||
|
||||
// ___ __ __
|
||||
// / _ \ _ __ | \/ | ___ ___ ___ __ _ __ _ ___
|
||||
// | | | | '_ \| |\/| |/ _ \/ __/ __|/ _` |/ _` |/ _ \
|
||||
// | |_| | | | | | | | __/\__ \__ \ (_| | (_| | __/
|
||||
// \___/|_| |_|_| |_|\___||___/___/\__,_|\__, |\___|
|
||||
//
|
||||
/** @param {any[]} data*/
|
||||
onMessage(data) {
|
||||
if (this.dev) {
|
||||
console.debug(data);
|
||||
}
|
||||
const messageType = data.shift();
|
||||
|
||||
if (messageType === "dbg") {
|
||||
return this.handleDebugMessages(data);
|
||||
}
|
||||
|
||||
if (messageType === "prompt") {
|
||||
return this.handlePromptMessage(data);
|
||||
}
|
||||
|
||||
if (messageType === "e") {
|
||||
return this.handleErrorMessage(data);
|
||||
}
|
||||
|
||||
if (messageType === "calamity") {
|
||||
return this.handleCalamityMessage(data);
|
||||
}
|
||||
|
||||
if (messageType === "_") {
|
||||
return this.handleSystemMessages(data);
|
||||
}
|
||||
|
||||
if (messageType === "m") {
|
||||
return this.handleTextMessages(data);
|
||||
}
|
||||
|
||||
if (this.dev) {
|
||||
this.writeToOutput(`unknown message type: ${messageType}: ${JSON.stringify(data)}`, "debug");
|
||||
}
|
||||
console.debug("unknown message type", data);
|
||||
// When the player enters their username during the auth-phase,
|
||||
// keep the username in the pocket for later.
|
||||
if (this.replyType === "username") {
|
||||
this.username = command;
|
||||
}
|
||||
|
||||
//
|
||||
// "m" => normal/standard message to be displayed to the user
|
||||
handleTextMessages(data) {
|
||||
const options = { ...data[1] }; // coerce options into an object.
|
||||
// We add our own command to the output stream so the
|
||||
// player can see what they typed.
|
||||
this.writeToOutput("> " + command, { class: "input" });
|
||||
|
||||
|
||||
// normal text message to be shown to the player
|
||||
this.writeToOutput(data[0], options);
|
||||
return;
|
||||
//
|
||||
// Handle certain-commands differently.
|
||||
const specialCommands = { ":quit": "quit", ":help": "help" };
|
||||
if (specialCommands[command]) {
|
||||
this.send(specialCommands[command]);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Debug messages let the server send data to be displayed on the player's screen
|
||||
// and also logged to the players browser's log.
|
||||
handleDebugMessages(data) {
|
||||
if (!this.dev) {
|
||||
return; // debug messages are thrown away if we're not in dev mode.
|
||||
}
|
||||
this.writeToOutput(data, { class: "debug", preformatted: true });
|
||||
console.debug("DBG", data);
|
||||
// Handle replies
|
||||
// We want to be in a place where ALL messages are replies.
|
||||
// The game loop should always ask you for your next command,
|
||||
// even if it does so silently
|
||||
if (this.replyType) {
|
||||
//--------------------------------------------------
|
||||
// The server asked the player a question,
|
||||
// so we send the answer the way the server wants.
|
||||
//--------------------------------------------------
|
||||
this.send("reply", this.replyType, command, this.replyTag);
|
||||
this.replyType = null;
|
||||
this.replyTag = null;
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// "_" => system messages, not to be displayed
|
||||
handleSystemMessages(data) {
|
||||
|
||||
if (data.length < 2) {
|
||||
console.debug("malformed system message", data);
|
||||
return;
|
||||
}
|
||||
|
||||
console.debug("Incoming system message", data);
|
||||
|
||||
/** @type {string} */
|
||||
const messageType = data.shift();
|
||||
|
||||
switch (messageType) {
|
||||
case "dev":
|
||||
// This is a message that tells us that the server is in
|
||||
// "dev" mode, and that we should do the same.
|
||||
this.dev = data[0];
|
||||
this.status.textContent = "[DEV] " + this.status.textContent;
|
||||
break;
|
||||
case "salt":
|
||||
this.salt = data[0];
|
||||
console.debug("updating crypto salt", data[0]);
|
||||
break;
|
||||
default:
|
||||
console.debug("unknown system message", messageType, data);
|
||||
}
|
||||
|
||||
// If we're in dev mode, we should output all system messages (in a shaded/faint fashion).
|
||||
if (this.dev) {
|
||||
this.writeToOutput(`system message: ${messageType} = ${JSON.stringify(data)}`, { class: "debug" });
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
// The player sends a text-based command to the server
|
||||
//-----------------------------------------------------
|
||||
// ___ _ _ _
|
||||
// |_ _|_ __ ___ _ __ ___ _ __| |_ __ _ _ __ | |_| |
|
||||
// | || '_ ` _ \| '_ \ / _ \| '__| __/ _` | '_ \| __| |
|
||||
// | || | | | | | |_) | (_) | | | || (_| | | | | |_|_|
|
||||
// |___|_| |_| |_| .__/ \___/|_| \__\__,_|_| |_|\__(_)
|
||||
// |_|
|
||||
//
|
||||
// "calamity" => lethal error. Close connection.
|
||||
// Consider hard refresh of page to reset all variables
|
||||
handleCalamityMessage(data) {
|
||||
//
|
||||
// We assume that calamity errors are pre-formatted, and we do not allow
|
||||
// any of our own formatting-shenanigans to interfere with the error message
|
||||
const options = { ...{ class: "error", "preformatted": true }, ...data[1] };
|
||||
this.writeToOutput(data[0], options);
|
||||
return;
|
||||
// Aside from :help", ":quit", etc. we should not send
|
||||
// unsolicited messages to the server without being
|
||||
// prompted to do so.
|
||||
this.send("c", command);
|
||||
}
|
||||
|
||||
// ___ __ __
|
||||
// / _ \ _ __ | \/ | ___ ___ ___ __ _ __ _ ___
|
||||
// | | | | '_ \| |\/| |/ _ \/ __/ __|/ _` |/ _` |/ _ \
|
||||
// | |_| | | | | | | | __/\__ \__ \ (_| | (_| | __/
|
||||
// \___/|_| |_|_| |_|\___||___/___/\__,_|\__, |\___|
|
||||
//
|
||||
/** @param {any[]} data*/
|
||||
onMessage(data) {
|
||||
if (this.dev) {
|
||||
console.debug(data);
|
||||
}
|
||||
const messageType = data.shift();
|
||||
|
||||
if (messageType === "dbg") {
|
||||
return this.handleDebugMessages(data);
|
||||
}
|
||||
|
||||
if (messageType === "prompt") {
|
||||
return this.handlePromptMessage(data);
|
||||
}
|
||||
|
||||
if (messageType === "e") {
|
||||
return this.handleErrorMessage(data);
|
||||
}
|
||||
|
||||
if (messageType === "calamity") {
|
||||
return this.handleCalamityMessage(data);
|
||||
}
|
||||
|
||||
if (messageType === "_") {
|
||||
return this.handleSystemMessages(data);
|
||||
}
|
||||
|
||||
if (messageType === "m") {
|
||||
return this.handleTextMessages(data);
|
||||
}
|
||||
|
||||
if (this.dev) {
|
||||
this.writeToOutput(
|
||||
`unknown message type: ${messageType}: ${JSON.stringify(data)}`,
|
||||
"debug",
|
||||
);
|
||||
}
|
||||
console.debug("unknown message type", data);
|
||||
}
|
||||
|
||||
//
|
||||
// "m" => normal/standard message to be displayed to the user
|
||||
handleTextMessages(data) {
|
||||
const options = { ...data[1] }; // coerce options into an object.
|
||||
|
||||
// normal text message to be shown to the player
|
||||
this.writeToOutput(data[0], options);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Debug messages let the server send data to be displayed on the player's screen
|
||||
// and also logged to the players browser's log.
|
||||
handleDebugMessages(data) {
|
||||
if (!this.dev) {
|
||||
return; // debug messages are thrown away if we're not in dev mode.
|
||||
}
|
||||
this.writeToOutput(data, { class: "debug", preformatted: true });
|
||||
console.debug("DBG", data);
|
||||
}
|
||||
|
||||
//
|
||||
// "_" => system messages, not to be displayed
|
||||
handleSystemMessages(data) {
|
||||
if (data.length < 2) {
|
||||
console.debug("malformed system message", data);
|
||||
return;
|
||||
}
|
||||
|
||||
console.debug("Incoming system message", data);
|
||||
|
||||
/** @type {string} */
|
||||
const messageType = data.shift();
|
||||
|
||||
switch (messageType) {
|
||||
case "dev":
|
||||
// This is a message that tells us that the server is in
|
||||
// "dev" mode, and that we should do the same.
|
||||
this.dev = data[0];
|
||||
this.status.textContent = "[DEV] " + this.status.textContent;
|
||||
break;
|
||||
case "salt":
|
||||
this.salt = data[0];
|
||||
console.debug("updating crypto salt", data[0]);
|
||||
break;
|
||||
default:
|
||||
console.debug("unknown system message", messageType, data);
|
||||
}
|
||||
|
||||
// If we're in dev mode, we should output all system messages (in a shaded/faint fashion).
|
||||
if (this.dev) {
|
||||
this.writeToOutput(
|
||||
`system message: ${messageType} = ${JSON.stringify(data)}`,
|
||||
{ class: "debug" },
|
||||
);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// "calamity" => lethal error. Close connection.
|
||||
// Consider hard refresh of page to reset all variables
|
||||
handleCalamityMessage(data) {
|
||||
//
|
||||
// "e" => non-lethal errors
|
||||
handleErrorMessage(data) {
|
||||
const options = { ...{ class: "error" }, ...data[1] };
|
||||
this.writeToOutput(data[0], options);
|
||||
return;
|
||||
// We assume that calamity errors are pre-formatted, and we do not allow
|
||||
// any of our own formatting-shenanigans to interfere with the error message
|
||||
const options = { ...{ class: "error", preformatted: true }, ...data[1] };
|
||||
this.writeToOutput(data[0], options);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// "e" => non-lethal errors
|
||||
handleErrorMessage(data) {
|
||||
const options = { ...{ class: "error" }, ...data[1] };
|
||||
this.writeToOutput(data[0], options);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// The prompt is the most important message type,
|
||||
// it prompts us send a message back. We should not
|
||||
// send messages back to the server without being
|
||||
// prompted.
|
||||
// In fact, we should ALWAYS be in a state of just-having-been-prompted.
|
||||
handlePromptMessage(data) {
|
||||
let [replyType, promptText, replyTag, options = {}] = data;
|
||||
|
||||
this.replyType = replyType;
|
||||
this.replyTag = replyTag;
|
||||
this.writeToOutput(promptText, { ...{ class: "prompt" }, ...options });
|
||||
|
||||
// The server has asked for a password, so we set the
|
||||
// input type to password for safety reasons.
|
||||
if (replyType === "password") {
|
||||
this.input.type = "password";
|
||||
}
|
||||
|
||||
//
|
||||
// The prompt is the most important message type,
|
||||
// it prompts us send a message back. We should not
|
||||
// send messages back to the server without being
|
||||
// prompted.
|
||||
// In fact, we should ALWAYS be in a state of just-having-been-prompted.
|
||||
handlePromptMessage(data) {
|
||||
let [replyType, promptText, replyTag, options = {}] = data;
|
||||
return;
|
||||
}
|
||||
|
||||
this.replyType = replyType;
|
||||
this.replyTag = replyTag;
|
||||
this.writeToOutput(promptText, { ...{ class: "prompt" }, ...options });
|
||||
/**
|
||||
* Add output to the text.
|
||||
* @param {string} text
|
||||
* @param {object} options
|
||||
*/
|
||||
writeToOutput(text, options = {}) {
|
||||
const el = document.createElement("span");
|
||||
|
||||
// The server has asked for a password, so we set the
|
||||
// input type to password for safety reasons.
|
||||
if (replyType === "password") {
|
||||
this.input.type = "password";
|
||||
}
|
||||
|
||||
return;
|
||||
if (typeof options.class === "string") {
|
||||
el.className = options.class;
|
||||
}
|
||||
|
||||
/**
|
||||
* Add output to the text.
|
||||
* @param {string} text
|
||||
* @param {object} options
|
||||
*/
|
||||
writeToOutput(text, options = {}) {
|
||||
const el = document.createElement("span");
|
||||
// add end of line character "\n" unless
|
||||
// options.addEol = false is set explicitly
|
||||
const eol = options.addEol === false ? "" : "\n";
|
||||
|
||||
if (typeof options.class === "string") {
|
||||
el.className = options.class;
|
||||
}
|
||||
|
||||
// add end of line character "\n" unless
|
||||
// options.addEol = false is set explicitly
|
||||
const eol = options.addEol === false ? "" : "\n";
|
||||
|
||||
if (options.preformatted) {
|
||||
el.textContent = text + eol;
|
||||
el.className += " " + "preformatted";
|
||||
} else {
|
||||
el.innerHTML = parseCrackdown(text) + eol;
|
||||
}
|
||||
this.output.appendChild(el);
|
||||
this.output.scrollTop = this.output.scrollHeight;
|
||||
if (options.preformatted) {
|
||||
el.textContent = text + eol;
|
||||
el.className += " " + "preformatted";
|
||||
} else {
|
||||
el.innerHTML = crackdown(text) + eol;
|
||||
}
|
||||
this.output.appendChild(el);
|
||||
this.output.scrollTop = this.output.scrollHeight;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update the status banner.
|
||||
*
|
||||
* @param {string} message
|
||||
* @param {string} className
|
||||
*/
|
||||
updateStatus(message, className) {
|
||||
this.status.textContent = this.dev
|
||||
? `[DEV] Status: ${message}`
|
||||
: `Status: ${message}`;
|
||||
this.status.className = className;
|
||||
}
|
||||
/**
|
||||
* Update the status banner.
|
||||
*
|
||||
* @param {string} message
|
||||
* @param {string} className
|
||||
*/
|
||||
updateStatus(message, className) {
|
||||
this.status.textContent = this.dev
|
||||
? `[DEV] Status: ${message}`
|
||||
: `Status: ${message}`;
|
||||
this.status.className = className;
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the MUD client when the page loads
|
||||
document.addEventListener("DOMContentLoaded", () => {
|
||||
new MUDClient();
|
||||
new MUDClient();
|
||||
});
|
||||
|
||||
function parseCrackdown(text) {
|
||||
console.debug("starting crack parsing");
|
||||
console.debug(text);
|
||||
return text.replace(/[&<>"'`]/g, (c) => {
|
||||
switch (c) {
|
||||
case '&': return '&';
|
||||
case '<': return '<';
|
||||
case '>': return '>';
|
||||
case '"': return '"';
|
||||
case '\'': return ''';
|
||||
case '`': return '`';
|
||||
default: return c;
|
||||
}
|
||||
})
|
||||
.replace(/---(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])---/g, '<span class="strike">$1</span>') // line-through
|
||||
.replace(/___(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])___/g, '<span class="underline">$1</span>') // underline
|
||||
.replace(/_(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])_/g, '<span class="italic">$1</span>') // italic
|
||||
.replace(/\*(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\*/g, '<span class="bold">$1</span>') // bold
|
||||
.replace(/\.{3}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\.{3}/g, '<span class="undercurl">$1</span>') // undercurl
|
||||
.replace(/\({3}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\){3}/g, '<span class="faint">($1)</span>') // faint with parentheses
|
||||
.replace(/\({2}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\){2}/g, '<span class="faint">$1</span>') // faint with parentheses
|
||||
;
|
||||
|
||||
console.debug("crack output", text);
|
||||
|
||||
return text;
|
||||
}
|
||||
|
||||
67
server/public/crackdown.js
Normal file
67
server/public/crackdown.js
Normal file
@@ -0,0 +1,67 @@
|
||||
// ____ _ ____
|
||||
// / ___|_ __ __ _ ___| | _| _ \ _____ ___ __
|
||||
// | | | '__/ _` |/ __| |/ / | | |/ _ \ \ /\ / / '_ \
|
||||
// | |___| | | (_| | (__| <| |_| | (_) \ V V /| | | |
|
||||
// \____|_| \__,_|\___|_|\_\____/ \___/ \_/\_/ |_| |_|
|
||||
//
|
||||
//
|
||||
// _ __ __ _ _ __ ___ ___ _ __
|
||||
// | '_ \ / _` | '__/ __|/ _ \ '__|
|
||||
// | |_) | (_| | | \__ \ __/ |
|
||||
// | .__/ \__,_|_| |___/\___|_|
|
||||
// |_|
|
||||
export function crackdown(text) {
|
||||
console.debug("starting crack parsing");
|
||||
console.debug(text);
|
||||
return text
|
||||
.replace(/[&<>"'`]/g, (c) => {
|
||||
switch (c) {
|
||||
case "&":
|
||||
return "&";
|
||||
case "<":
|
||||
return "<";
|
||||
case ">":
|
||||
return ">";
|
||||
case '"':
|
||||
return """;
|
||||
case "'":
|
||||
return "'";
|
||||
case "`":
|
||||
return "`";
|
||||
default:
|
||||
return c;
|
||||
}
|
||||
})
|
||||
.replace(
|
||||
/---(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])---/g,
|
||||
'<span class="strike">$1</span>',
|
||||
) // line-through
|
||||
.replace(
|
||||
/___(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])___/g,
|
||||
'<span class="underline">$1</span>',
|
||||
) // underline
|
||||
.replace(
|
||||
/_(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])_/g,
|
||||
'<span class="italic">$1</span>',
|
||||
) // italic
|
||||
.replace(
|
||||
/\*(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\*/g,
|
||||
'<span class="bold">$1</span>',
|
||||
) // bold
|
||||
.replace(
|
||||
/\.{3}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\.{3}/g,
|
||||
'<span class="undercurl">$1</span>',
|
||||
) // undercurl
|
||||
.replace(
|
||||
/\({3}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\){3}/g,
|
||||
'<span class="faint">($1)</span>',
|
||||
) // faint with parentheses
|
||||
.replace(
|
||||
/\({2}(([a-zA-Z0-9:].*?[a-zA-Z0-9:])|[a-zA-Z0-9:])\){2}/g,
|
||||
'<span class="faint">$1</span>',
|
||||
); // faint with parentheses
|
||||
|
||||
console.debug("crack output", text);
|
||||
|
||||
return text;
|
||||
}
|
||||
@@ -1,23 +1,31 @@
|
||||
<!doctype html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>WebSocket MUD</title>
|
||||
<link rel="preconnect" href="https://fonts.googleapis.com">
|
||||
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
|
||||
<link rel="stylesheet" href="style.css" />
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="status" class="connecting">Connecting...</div>
|
||||
<div id="output"></div>
|
||||
<div id="input-container">
|
||||
<input type="text" autocomplete="off" id="input" placeholder="Enter command..." disabled />
|
||||
<button id="send" disabled>Send</button>
|
||||
</div>
|
||||
</div>
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||
<title>WebSocket MUD</title>
|
||||
<link rel="preconnect" href="https://fonts.googleapis.com" />
|
||||
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
|
||||
<link rel="stylesheet" href="style.css" />
|
||||
</head>
|
||||
<body>
|
||||
<div id="container">
|
||||
<div id="status" class="connecting">Connecting...</div>
|
||||
<div id="output"></div>
|
||||
<div id="input-container">
|
||||
<input
|
||||
type="text"
|
||||
autocomplete="off"
|
||||
id="input"
|
||||
placeholder="Enter command..."
|
||||
disabled
|
||||
autocorrect="off"
|
||||
autocomplete="off"
|
||||
/>
|
||||
<button id="send" disabled>Send</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<script src="client.js"></script>
|
||||
</body>
|
||||
<script type="module" src="client.js"></script>
|
||||
</body>
|
||||
</html>
|
||||
|
||||
@@ -1,136 +1,136 @@
|
||||
@import url('https://fonts.googleapis.com/css2?family=Fira+Code:wght@300..700&display=swap');
|
||||
@import url("https://fonts.googleapis.com/css2?family=Fira+Code:wght@300..700&display=swap");
|
||||
|
||||
body {
|
||||
font-family: "Fira Code", monospace;
|
||||
font-optical-sizing: auto;
|
||||
font-size: 14px;
|
||||
background-color: #1a1a1a;
|
||||
color: #00ff00;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
height: 100vh;
|
||||
width: 100vw;
|
||||
font-family: "Fira Code", monospace;
|
||||
font-optical-sizing: auto;
|
||||
font-size: 14px;
|
||||
background-color: #1a1a1a;
|
||||
color: #00ff00;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
height: 100vh;
|
||||
width: 100vw;
|
||||
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow: hidden;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
#container {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
height: 100vh;
|
||||
max-width: 99.9vw;
|
||||
margin: 0 auto;
|
||||
padding: 10px;
|
||||
overflow: hidden;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
height: 100vh;
|
||||
max-width: 99.9vw;
|
||||
margin: 0 auto;
|
||||
padding: 10px;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
#output {
|
||||
flex: 1;
|
||||
background-color: #000;
|
||||
border: 2px solid #333;
|
||||
padding: 15px;
|
||||
overflow-y: auto;
|
||||
white-space: pre-wrap;
|
||||
line-height: 1.4;
|
||||
margin-bottom: 20px;
|
||||
font-family: "Fira Code", monospace;
|
||||
font-optical-sizing: auto;
|
||||
font-size: 14px;
|
||||
width: 100ch;
|
||||
flex: 1;
|
||||
background-color: #000;
|
||||
border: 2px solid #333;
|
||||
padding: 15px;
|
||||
overflow-y: auto;
|
||||
white-space: pre-wrap;
|
||||
line-height: 1.4;
|
||||
margin-bottom: 20px;
|
||||
font-family: "Fira Code", monospace;
|
||||
font-optical-sizing: auto;
|
||||
font-size: 14px;
|
||||
width: 100ch;
|
||||
}
|
||||
|
||||
#input-container {
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
display: flex;
|
||||
gap: 10px;
|
||||
}
|
||||
|
||||
#input {
|
||||
flex: 1;
|
||||
background-color: #222;
|
||||
border: 2px solid #333;
|
||||
color: #00ff00;
|
||||
padding: 10px;
|
||||
font-family: "Fira Code", monospace;
|
||||
font-optical-sizing: auto;
|
||||
font-size: 14px;
|
||||
flex: 1;
|
||||
background-color: #222;
|
||||
border: 2px solid #333;
|
||||
color: #00ff00;
|
||||
padding: 10px;
|
||||
font-family: "Fira Code", monospace;
|
||||
font-optical-sizing: auto;
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
#input:focus {
|
||||
outline: none;
|
||||
border-color: #00ff00;
|
||||
outline: none;
|
||||
border-color: #00ff00;
|
||||
}
|
||||
|
||||
#send {
|
||||
background-color: #333;
|
||||
border: 2px solid #555;
|
||||
color: #00ff00;
|
||||
padding: 10px 20px;
|
||||
font-family: "Fira Code", monospace;
|
||||
font-optical-sizing: auto;
|
||||
cursor: pointer;
|
||||
background-color: #333;
|
||||
border: 2px solid #555;
|
||||
color: #00ff00;
|
||||
padding: 10px 20px;
|
||||
font-family: "Fira Code", monospace;
|
||||
font-optical-sizing: auto;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
#send:hover {
|
||||
background-color: #444;
|
||||
background-color: #444;
|
||||
}
|
||||
|
||||
#status {
|
||||
background-color: #333;
|
||||
padding: 5px 15px;
|
||||
margin-bottom: 10px;
|
||||
border-radius: 3px;
|
||||
background-color: #333;
|
||||
padding: 5px 15px;
|
||||
margin-bottom: 10px;
|
||||
border-radius: 3px;
|
||||
}
|
||||
|
||||
.connected {
|
||||
color: #00ff00;
|
||||
color: #00ff00;
|
||||
}
|
||||
|
||||
.disconnected {
|
||||
color: #ff4444;
|
||||
color: #ff4444;
|
||||
}
|
||||
|
||||
.connecting {
|
||||
color: #ffaa00;
|
||||
color: #ffaa00;
|
||||
}
|
||||
|
||||
.error {
|
||||
color: #ff4444;
|
||||
color: #ff4444;
|
||||
}
|
||||
|
||||
.input {
|
||||
color: #666;
|
||||
color: #666;
|
||||
}
|
||||
|
||||
.debug {
|
||||
opacity: 0.33;
|
||||
opacity: 0.33;
|
||||
}
|
||||
|
||||
.prompt {
|
||||
color: #00ccff;
|
||||
color: #00ccff;
|
||||
}
|
||||
|
||||
.bold {
|
||||
font-weight: bold;
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
.italic {
|
||||
font-style: italic;
|
||||
font-style: italic;
|
||||
}
|
||||
|
||||
.strike {
|
||||
text-decoration:line-through;
|
||||
text-decoration: line-through;
|
||||
}
|
||||
|
||||
.underline {
|
||||
text-decoration: underline;
|
||||
text-decoration: underline;
|
||||
}
|
||||
|
||||
.undercurl {
|
||||
text-decoration: wavy underline lime;
|
||||
text-decoration: wavy underline lime;
|
||||
}
|
||||
|
||||
.faint {
|
||||
opacity: 0.42;
|
||||
opacity: 0.42;
|
||||
}
|
||||
|
||||
555
server/seeders/characerSeeder.js
Normal file → Executable file
555
server/seeders/characerSeeder.js
Normal file → Executable file
@@ -3,13 +3,560 @@
|
||||
// | | | '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
|
||||
// | |___| | | | (_| | | | (_| | (__| || __/ |
|
||||
// \____|_| |_|\__,_|_| \__,_|\___|\__\___|_|
|
||||
//
|
||||
// ____ _
|
||||
// / ___| ___ ___ __| | ___ _ __
|
||||
// \___ \ / _ \/ _ \/ _` |/ _ \ '__|
|
||||
// ___) | __/ __/ (_| | __/ |
|
||||
// |____/ \___|\___|\__,_|\___|_|
|
||||
//
|
||||
export class CharacterSeeder {
|
||||
}
|
||||
// ------------------------------------------------
|
||||
import { Character } from "../models/character.js";
|
||||
import { Game } from "../models/game.js";
|
||||
import { Player } from "../models/player.js";
|
||||
import * as roll from "../utils/dice.js";
|
||||
import { isIdSane } from "../utils/id.js";
|
||||
|
||||
export class CharacterSeeder {
|
||||
/** @type {Game} */
|
||||
constructor(game) {
|
||||
/** @type {Game} */
|
||||
this.game = game;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an item, using an item blueprint with the given name
|
||||
*
|
||||
* @param {string} itemBlueprintId id of the item blueprint
|
||||
* @returns {Item|undefined}
|
||||
*/
|
||||
item(itemBlueprintId) {}
|
||||
|
||||
/**
|
||||
* @param {Character} character
|
||||
* @param {...string} itemBlueprintIds
|
||||
*/
|
||||
addItemsToCharacter(character, ...itemBlueprintIds) {
|
||||
for (const id of itemBlueprintIds) {
|
||||
const blueprint = this.game.getItemBlueprint(id);
|
||||
if (!blueprint) {
|
||||
throw new Error(`No blueprint found for id: ${id}`);
|
||||
}
|
||||
const item = blueprint.createItem();
|
||||
character.addItem(item);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Character} character
|
||||
* @param {...string} skills
|
||||
*/
|
||||
addSkillsToCharacter(character, ...skills) {
|
||||
for (const skill of skills) {
|
||||
if (!isIdSane(skill)) {
|
||||
throw new Error(`Skill id >>${skill}<< is insane!`);
|
||||
}
|
||||
character.skills.add(skill);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Foundation function
|
||||
* @name FoundationFunction
|
||||
* @function
|
||||
* @param {Character} The character to which we apply this foundation.
|
||||
*/
|
||||
|
||||
createCharacter() {
|
||||
const c = new Character();
|
||||
//
|
||||
// Initializing
|
||||
//
|
||||
|
||||
// Rolling skills
|
||||
|
||||
c.awareness = roll.d6() + 2;
|
||||
c.grit = roll.d6() + 2;
|
||||
c.knowledge = roll.d6() + 2;
|
||||
c.magic = roll.d6() + 2;
|
||||
c.meleeCombat = roll.d6() + 2;
|
||||
c.rangedCombat = roll.d6() + 2;
|
||||
c.skulduggery = roll.d6() + 2;
|
||||
|
||||
switch (roll.d8()) {
|
||||
case 1:
|
||||
c.ancestry = "human";
|
||||
// Humans get +1 to all skills
|
||||
c.awareness++;
|
||||
c.grit++;
|
||||
c.knowledge++;
|
||||
c.magic++;
|
||||
c.meleeCombat++;
|
||||
c.rangedCombat++;
|
||||
c.skulduggery++;
|
||||
break;
|
||||
case 2:
|
||||
c.ancestry = "dwarven";
|
||||
c.meleeCombat = Math.max(c.meleeCombat, 10);
|
||||
break;
|
||||
case 3:
|
||||
c.ancestry = "elven";
|
||||
c.rangedCombat = Math.max(c.rangedCombat, 10);
|
||||
break;
|
||||
case 4:
|
||||
c.ancestry = "giant";
|
||||
c.meleeCombat = Math.max(c.grit, 10);
|
||||
break;
|
||||
case 5:
|
||||
c.ancestry = "Gnomish";
|
||||
c.meleeCombat = Math.max(c.awareness, 10);
|
||||
break;
|
||||
case 6:
|
||||
c.ancestry = "primordial";
|
||||
c.meleeCombat = Math.max(c.magic, 10);
|
||||
break;
|
||||
case 7:
|
||||
c.ancestry = "draconic";
|
||||
c.meleeCombat = Math.max(c.knowledge, 10);
|
||||
break;
|
||||
case 8:
|
||||
c.ancestry = "demonic";
|
||||
c.meleeCombat = Math.max(c.skulduggery, 10);
|
||||
break;
|
||||
default:
|
||||
throw new Error("Logic error, ancestry d8() roll was out of scope");
|
||||
}
|
||||
|
||||
this.applyFoundation(c);
|
||||
}
|
||||
|
||||
/**
|
||||
* Create characters for the given player
|
||||
*
|
||||
* The characters are automatically added to the player's party
|
||||
*
|
||||
* @param {Player} player
|
||||
* @param {number} partySize
|
||||
*
|
||||
* @return {Character[]}
|
||||
*/
|
||||
createParty(player, partySize) {
|
||||
//
|
||||
for (let i = 0; i < partySize; i++) {
|
||||
const character = this.createCharacter(player);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Character} c
|
||||
* @param {string|number} Foundation to add to character
|
||||
*/
|
||||
applyFoundation(c, foundation = "random") {
|
||||
switch (foundation) {
|
||||
case "random":
|
||||
return this.applyFoundation(c, roll.dice(3));
|
||||
break;
|
||||
|
||||
//
|
||||
// Brawler
|
||||
// ------
|
||||
case 1:
|
||||
case ":brawler":
|
||||
c.foundation = "Brawler";
|
||||
c.skills.add(":armor.light");
|
||||
c.silver = 40;
|
||||
c.maxHitPoints = c.currentHitPoints = 15;
|
||||
c.itemSlots = 7;
|
||||
c.meleeCombat = Math.max(c.meleeCombat, 10);
|
||||
c.knowledge = Math.min(c.knowledge, 10);
|
||||
|
||||
this.addItemsToCharacter(
|
||||
c, //
|
||||
":armor.light.studded_leather",
|
||||
":weapon.weird.spiked_gauntlets",
|
||||
);
|
||||
|
||||
this.addSkillsToCharacter(c, ":weapon.weird.spiked_gauntlets");
|
||||
|
||||
break;
|
||||
|
||||
//
|
||||
// DRUID
|
||||
// ------
|
||||
case 2:
|
||||
case ":druid":
|
||||
c.foundation = "Druid";
|
||||
c.silver = 40;
|
||||
c.maxHitPoints = this.currentHitPoints = 15;
|
||||
c.itemSlots = 7;
|
||||
c.meleeCombat = Math.max(this.meleeCombat, 10);
|
||||
c.knowledge = Math.min(this.knowledge, 10);
|
||||
this.addItemsToCharacter(
|
||||
c, //
|
||||
":armor.light.leather",
|
||||
":weapon.light.sickle",
|
||||
":kits.poisoners_kit",
|
||||
":kits.healers_kit",
|
||||
);
|
||||
this.addSkillsToCharacter(
|
||||
c, //
|
||||
":armor.light.leather",
|
||||
":armor.light.hide",
|
||||
":weapon.light.sickle",
|
||||
);
|
||||
break;
|
||||
case 3:
|
||||
case ":fencer":
|
||||
c.foundation = "Fencer";
|
||||
|
||||
//
|
||||
// Stats
|
||||
c.maxHitPoints = c.currentHitPoints = 15;
|
||||
c.meleeCombat = Math.max(c.meleeCombat, 10);
|
||||
c.magic = Math.min(c.magic, 10);
|
||||
|
||||
//
|
||||
// Skills
|
||||
this.addSkillsToCharacter(
|
||||
c, //
|
||||
":perk.two_weapons", // TODO: perks should be their own thing, and not a part of the skill system?
|
||||
":armor.light",
|
||||
);
|
||||
|
||||
//
|
||||
// Gear
|
||||
c.silver = 40;
|
||||
c.itemSlots = 5;
|
||||
this.addItemsToCharacter(
|
||||
c, //
|
||||
":armor.light.leather",
|
||||
":weapon.light.rapier",
|
||||
":weapon.light.dagger",
|
||||
);
|
||||
|
||||
/*
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: Fencer
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
|Fencer
|
||||
|
||||
|[unstyled]
|
||||
* Light Armor
|
||||
|
||||
|[unstyled]
|
||||
* Leather
|
||||
* Rapier
|
||||
* Dagger
|
||||
* 40 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: GUARD
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Guard
|
||||
|
||||
|[unstyled]
|
||||
* Medium Armor
|
||||
|
||||
|[unstyled]
|
||||
* Halberd
|
||||
* Bull's Eye Lantern
|
||||
* Signal Whistle
|
||||
* Map of Local Area
|
||||
* 50 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 5 Item Slots
|
||||
* Awareness raised to 10
|
||||
* Melee Combat raised to 10
|
||||
* Skulduggery limited to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: MAGICIAN
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Magician
|
||||
|
||||
|[unstyled]
|
||||
* None
|
||||
|
||||
|[unstyled]
|
||||
* Tier 2 Wand with random spell.
|
||||
* Tier 1 Wand with random spell.
|
||||
* 10 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 6 Item Slots
|
||||
* Melee Combat limited to 10
|
||||
* Ranged Combat limited to 5
|
||||
* Magic raised to 10
|
||||
* Grit limited to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: MEDIC
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
|Medic
|
||||
|
||||
|[unstyled]
|
||||
* Light Armor
|
||||
* Medium Armor
|
||||
|
||||
|[unstyled]
|
||||
* Club
|
||||
* Sling
|
||||
* 3 Daggers
|
||||
* Healer's Kit
|
||||
* 40 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 6 Item Slots
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: RECKLESS
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Reckless
|
||||
|
||||
|[unstyled]
|
||||
|
||||
|[unstyled]
|
||||
* Great Axe
|
||||
* 50 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 20 Hit Points
|
||||
* 7 Item Slots
|
||||
* Melee Combat raised to 10
|
||||
* Awareness raised to 10
|
||||
* Grit raised to 10
|
||||
* Magic limited to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: ROVER
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Rover
|
||||
|
||||
|[unstyled]
|
||||
* Light Armor
|
||||
|
||||
|[unstyled]
|
||||
* Leather Armor
|
||||
* Short Sword
|
||||
* Longbow
|
||||
* Snare Maker's Kit
|
||||
* 25 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 5 Item Slots
|
||||
* Magic Reduced to 10
|
||||
* Awareness raised to 10
|
||||
* Ranged Combat raised to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: SKIRMISHER
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Skirmisher
|
||||
|
||||
|[unstyled]
|
||||
* Light Armor
|
||||
* Shields
|
||||
|
||||
|[unstyled]
|
||||
* Spear
|
||||
* Small Shield
|
||||
* 50 Silver Pieces
|
||||
|
||||
|
||||
|[unstyled]
|
||||
* 15 Hit Points
|
||||
* 6 Item Slots
|
||||
* Melee Combat raised to 10
|
||||
* Awareness raised to 10
|
||||
* Skulduggery raised to 10
|
||||
* Grit raised to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: SNEAK
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Sneak
|
||||
|
||||
|[unstyled]
|
||||
* Light Armor
|
||||
|
||||
|[unstyled]
|
||||
* 3 daggers
|
||||
* Small Crossbow
|
||||
* Poisoner's Kit
|
||||
* 30 Silver Pieces
|
||||
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 6 Item Slots
|
||||
* Melee Combat raised to 10
|
||||
* Awareness raised to 10
|
||||
* Skulduggery raised to 10
|
||||
* Grit raised to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: SPELLSWORD
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Spellsword
|
||||
|
||||
|[unstyled]
|
||||
|
||||
|[unstyled]
|
||||
* Tier 1 Wand with random spell.
|
||||
* Longsword
|
||||
* 30 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 12 Hit Points
|
||||
* 5 Item Slots
|
||||
* Melee Combat raised to 10
|
||||
* Ranged Combat limited to 10
|
||||
* Magic raised to 10
|
||||
* Skulduggery limited to 10
|
||||
* Grit raised to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: SPELUNKER
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Spelunker
|
||||
|
||||
|[unstyled]
|
||||
* None
|
||||
|
||||
|[unstyled]
|
||||
* Spear
|
||||
* Caltrops
|
||||
* Bull's Eye Lantern
|
||||
* Map Maker's Kit
|
||||
* Chalk
|
||||
* Caltrops
|
||||
* 5 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 4 Item Slots
|
||||
* Awareness raised to 10
|
||||
* Melee Combat raised to 10
|
||||
* Skulduggery raised to 10
|
||||
* Magic limited to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: SPIT'N'POLISH
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Spit'n' Polish
|
||||
|
||||
|[unstyled]
|
||||
* Heavy Armor
|
||||
* Shield
|
||||
|
||||
|[unstyled]
|
||||
* Half-Plate
|
||||
* Large Shield
|
||||
* Long Sword
|
||||
* 10 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 2 Item Slots
|
||||
* Melee Combat raised to 10
|
||||
* Magic Reduced to 6
|
||||
* Awareness Reduced to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: STILETTO
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
| Stiletto
|
||||
|
||||
|[unstyled]
|
||||
* Light Armor
|
||||
|
||||
|[unstyled]
|
||||
* Padded Armor
|
||||
* 3 Daggers
|
||||
* Small Crossbow
|
||||
* Poisoner's Kit
|
||||
* 20 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 5 Item Slots
|
||||
* Melee Combat raised to 10
|
||||
* Ranged Combat raised to 10
|
||||
* Awareness raised to 10
|
||||
* Magic limited to 6
|
||||
* Knowledge limited to 10
|
||||
|
||||
//
|
||||
//---------------------------------------------------------------------------------------
|
||||
//HEADLINE: Tinkerer
|
||||
//---------------------------------------------------------------------------------------
|
||||
| {counter:foundation}
|
||||
|
||||
|Tinkerer
|
||||
|
||||
|[unstyled]
|
||||
* Light Armor
|
||||
|
||||
|[unstyled]
|
||||
* Studded Leather
|
||||
* Wrench (club)
|
||||
* Tinkerer's Kit
|
||||
* 30 Silver Pieces
|
||||
|
||||
|[unstyled]
|
||||
* 10 Hit Points
|
||||
* 5 Item Slots
|
||||
* Awareness raised to 10
|
||||
* Knowledge raised to 10
|
||||
|
||||
*/
|
||||
//
|
||||
// WTF ?!
|
||||
// ------
|
||||
default:
|
||||
throw new Error(`Invalid foundation id ${foundation}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
12
server/seeders/gameSeeder.js
Normal file → Executable file
12
server/seeders/gameSeeder.js
Normal file → Executable file
@@ -1,4 +1,5 @@
|
||||
import { Game } from "../models/game.js";
|
||||
import { CharacterSeeder } from "./characerSeeder.js";
|
||||
import { ItemSeeder } from "./itemSeeder.js";
|
||||
import { PlayerSeeder } from "./playerSeeder.js";
|
||||
|
||||
@@ -10,11 +11,9 @@ import { PlayerSeeder } from "./playerSeeder.js";
|
||||
* If dev mode, we create some known debug logins. (username = user, password = pass) as well as a few others
|
||||
*/
|
||||
export class GameSeeder {
|
||||
|
||||
/** @returns {Game} */
|
||||
createGame() {
|
||||
|
||||
/** @type {Game} */
|
||||
/** @protected @constant @readonly @type {Game} */
|
||||
this.game = new Game();
|
||||
|
||||
this.work(); // Seeding may take a bit, so let's defer it so we can return early.
|
||||
@@ -23,11 +22,12 @@ export class GameSeeder {
|
||||
}
|
||||
|
||||
work() {
|
||||
console.info("seeding...");
|
||||
console.info("seeding");
|
||||
|
||||
//
|
||||
(new PlayerSeeder(this.game)).seed(); // Create debug players
|
||||
(new ItemSeeder(this.game)).seed(); // Create items, etc.
|
||||
new PlayerSeeder(this.game).seed(); // Create debug players
|
||||
new ItemSeeder(this.game).seed(); // Create items, etc.
|
||||
new CharacterSeeder(this.game).createParty(this.game.getPlayer("user"), 3); // Create debug characters.
|
||||
|
||||
//
|
||||
// Done
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { Game } from "../models/game.js";
|
||||
import { ItemTemplate } from "../models/item.js";
|
||||
import { ItemBlueprint } from "../models/item.js";
|
||||
|
||||
//
|
||||
// ___ _ _____ _ _
|
||||
@@ -9,16 +9,15 @@ import { ItemTemplate } from "../models/item.js";
|
||||
// |___|\__\___|_| |_| |_| |_|\___|_| |_| |_| .__/|_|\__,_|\__\___||___/
|
||||
// |_|
|
||||
//
|
||||
// Seed the Game.itemTemplate store
|
||||
// Seed the Game.ItemBlueprint store
|
||||
export class ItemSeeder {
|
||||
|
||||
/** @param {Game} game */
|
||||
constructor(game) {
|
||||
this.game = game;
|
||||
}
|
||||
|
||||
seed() {
|
||||
|
||||
//
|
||||
// __ __
|
||||
// \ \ / /__ __ _ _ __ ___ _ __ ___
|
||||
// \ \ /\ / / _ \/ _` | '_ \ / _ \| '_ \/ __|
|
||||
@@ -26,46 +25,88 @@ export class ItemSeeder {
|
||||
// \_/\_/ \___|\__,_| .__/ \___/|_| |_|___/
|
||||
// |_|
|
||||
//-------------------------------------------------------
|
||||
this.game.createItemTemplate("weapons.light.dagger", {
|
||||
this.game.addItemBlueprint(":weapon.light.dagger", {
|
||||
name: "Dagger",
|
||||
description: "Small shady blady",
|
||||
itemSlots: 0.5,
|
||||
damage: 3,
|
||||
melee: true,
|
||||
skills: [":weapon.light"],
|
||||
ranged: true,
|
||||
specialEffect: "effects.weapons.fast",
|
||||
specialEffect: ":effect.weapon.fast",
|
||||
});
|
||||
this.game.createItemTemplate("weapons.light.sickle", {
|
||||
|
||||
this.game.addItemBlueprint(":weapon.light.sickle", {
|
||||
name: "Sickle",
|
||||
description: "For cutting nuts, and branches",
|
||||
itemSlots: 1,
|
||||
damage: 4,
|
||||
specialEffect: "effects.weapons.sickle",
|
||||
skills: [":weapon.light"],
|
||||
specialEffect: ":effect.weapon.sickle",
|
||||
});
|
||||
this.game.createItemTemplate("weapons.light.spiked_gauntlets", {
|
||||
|
||||
this.game.addItemBlueprint(":weapon.weird.spiked_gauntlets", {
|
||||
name: "Spiked Gauntlets",
|
||||
description: "Spikes with gauntlets on them!",
|
||||
itemSlots: 1,
|
||||
damage: 5,
|
||||
skills: [
|
||||
// Spiked gauntlets are :Weird so you must be specially trained to use them.
|
||||
// This is done by having a skill that exactly matches the weapon's blueprintId
|
||||
":weapon.weird.spiked_gauntlets",
|
||||
],
|
||||
specialEffect: "TBD",
|
||||
});
|
||||
|
||||
|
||||
//
|
||||
// _
|
||||
// / \ _ __ _ __ ___ ___ _ __ ___
|
||||
// / _ \ | '__| '_ ` _ \ / _ \| '__/ __|
|
||||
// / ___ \| | | | | | | | (_) | | \__ \
|
||||
// /_/ \_\_| |_| |_| |_|\___/|_| |___/
|
||||
// ---------------------------------------
|
||||
//
|
||||
this.game.createItemTemplate("armors.light.studded_leather", {
|
||||
name: "Studded Leather",
|
||||
this.game.addItemBlueprint(":armor.light.studded_leather", {
|
||||
name: "Studded Leather Armor",
|
||||
description: "Padded and hardened leather with metal stud reinforcement",
|
||||
itemSlots: 3,
|
||||
specialEffect: "TBD",
|
||||
skills: [":armor.light"],
|
||||
armorHitPoints: 10,
|
||||
});
|
||||
this.game.addItemBlueprint(":armor.light.leather", {
|
||||
name: "Leather Armor",
|
||||
description: "Padded and hardened leather",
|
||||
itemSlots: 2,
|
||||
specialEffect: "TBD",
|
||||
skills: [":armor.light"],
|
||||
armorHitPoints: 6,
|
||||
});
|
||||
|
||||
console.log(this.game._itemTemplates);
|
||||
console.log(this.game._itemBlueprints);
|
||||
|
||||
//
|
||||
// _ ___ _
|
||||
// | |/ (_) |_ ___
|
||||
// | ' /| | __/ __|
|
||||
// | . \| | |_\__ \
|
||||
// |_|\_\_|\__|___/
|
||||
// -------------------
|
||||
this.game.addItemBlueprint(":kit.poisoners_kit", {
|
||||
name: "Poisoner's Kit",
|
||||
description: "Allows you to create poisons that can be applied to weapons",
|
||||
itemSlots: 2,
|
||||
specialEffect: "TBD",
|
||||
count: 20,
|
||||
maxCount: 20,
|
||||
});
|
||||
|
||||
this.game.addItemBlueprint(":kit.healers_kit", {
|
||||
name: "Healer's Kit",
|
||||
description: "Allows you to heal your teammates outside of combat",
|
||||
itemSlots: 2,
|
||||
specialEffect: "TBD",
|
||||
count: 20,
|
||||
maxCount: 20,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,34 +2,33 @@ import { Game } from "../models/game.js";
|
||||
import { Player } from "../models/player.js";
|
||||
|
||||
export class PlayerSeeder {
|
||||
/** @param {Game} game */
|
||||
constructor(game) {
|
||||
/** @param {Game} game */
|
||||
constructor(game) {
|
||||
/** @type {Game} */
|
||||
this.game = game;
|
||||
}
|
||||
|
||||
/** @type {Game} */
|
||||
this.game = game;
|
||||
}
|
||||
seed() {
|
||||
// Examples of the word "pass" hashed by the client and then the server:
|
||||
// Note that the word "pass" has gajillions of hashed representations, all depending on the salts used to hash them.
|
||||
// "pass" hashed by client: KimsKrappyKryptoV1:userSalt:1000:SHA-256:b106e097f92ff7c288ac5048efb15f1a39a15e5d64261bbbe3f7eacee24b0ef4
|
||||
// "pass" hashed by server: 1000:15d79316f95ff6c89276308e4b9eb64d:2178d5ded9174c667fe0624690180012f13264a52900fe7067a13f235f4528ef
|
||||
//
|
||||
// Since the server-side hashes have random salts, the hashes themselves can change for the same password.
|
||||
// The client side hash must not have a random salt, otherwise, it must change every time.
|
||||
//
|
||||
// The hash below is just one has that represents the password "pass" sent via V1 of the "Kims Krappy Krypto" scheme.
|
||||
|
||||
seed() {
|
||||
// Examples of the word "pass" hashed by the client and then the server:
|
||||
// Note that the word "pass" has gajillions of hashed representations, all depending on the salts used to hash them.
|
||||
// "pass" hashed by client: KimsKrappyKryptoV1:userSalt:1000:SHA-256:b106e097f92ff7c288ac5048efb15f1a39a15e5d64261bbbe3f7eacee24b0ef4
|
||||
// "pass" hashed by server: 1000:15d79316f95ff6c89276308e4b9eb64d:2178d5ded9174c667fe0624690180012f13264a52900fe7067a13f235f4528ef
|
||||
//
|
||||
// Since the server-side hashes have random salts, the hashes themselves can change for the same password.
|
||||
// The client side hash must not have a random salt, otherwise, it must change every time.
|
||||
//
|
||||
// The hash below is just one has that represents the password "pass" sent via V1 of the "Kims Krappy Krypto" scheme.
|
||||
this.game.createPlayer(
|
||||
"user",
|
||||
"1000:15d79316f95ff6c89276308e4b9eb64d:2178d5ded9174c667fe0624690180012f13264a52900fe7067a13f235f4528ef",
|
||||
"userSalt",
|
||||
);
|
||||
|
||||
this.game.createPlayer(
|
||||
"user",
|
||||
"1000:15d79316f95ff6c89276308e4b9eb64d:2178d5ded9174c667fe0624690180012f13264a52900fe7067a13f235f4528ef",
|
||||
"userSalt",
|
||||
);
|
||||
|
||||
this.game.createPlayer(
|
||||
"admin",
|
||||
"1000:a84760824d28a9b420ee5f175a04d1e3:a6694e5c9fd41d8ee59f0a6e34c822ee2ce337c187e2d5bb5ba8612d6145aa8e",
|
||||
"adminSalt",
|
||||
);
|
||||
}
|
||||
this.game.createPlayer(
|
||||
"admin",
|
||||
"1000:a84760824d28a9b420ee5f175a04d1e3:a6694e5c9fd41d8ee59f0a6e34c822ee2ce337c187e2d5bb5ba8612d6145aa8e",
|
||||
"adminSalt",
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
305
server/server.js
305
server/server.js
@@ -5,169 +5,186 @@ import fs from "fs";
|
||||
import { Game } from "./models/game.js";
|
||||
import * as msg from "./utils/messages.js";
|
||||
import { Session } from "./models/session.js";
|
||||
import { AuthState } from "./states/Auth.js";
|
||||
import { AuthState } from "./states/authState.js";
|
||||
import { GameSeeder } from "./seeders/gameSeeder.js";
|
||||
import { Config } from "./config.js";
|
||||
|
||||
class MudServer {
|
||||
constructor() {
|
||||
/** @type {Game} */
|
||||
this.game = new GameSeeder().createGame();
|
||||
}
|
||||
|
||||
constructor() {
|
||||
/** @type {Game} */
|
||||
this.game = (new GameSeeder()).createGame();
|
||||
}
|
||||
// ____ ___ _ _ _ _ _____ ____ _____ _____ ____
|
||||
// / ___/ _ \| \ | | \ | | ____/ ___|_ _| ____| _ \
|
||||
// | | | | | | \| | \| | _|| | | | | _| | | | |
|
||||
// | |__| |_| | |\ | |\ | |__| |___ | | | |___| |_| |
|
||||
// \____\___/|_| \_|_| \_|_____\____| |_| |_____|____/
|
||||
//------------------------------------------------------
|
||||
// Handle New Socket Connections
|
||||
//------------------------------
|
||||
/** @param {WebSocket} websocket */
|
||||
onConnectionEstabished(websocket) {
|
||||
console.log("New connection established");
|
||||
const session = new Session(websocket, this.game);
|
||||
session.sendSystemMessage("dev", true);
|
||||
|
||||
// ____ ___ _ _ _ _ _____ ____ _____ _____ ____
|
||||
// / ___/ _ \| \ | | \ | | ____/ ___|_ _| ____| _ \
|
||||
// | | | | | | \| | \| | _|| | | | | _| | | | |
|
||||
// | |__| |_| | |\ | |\ | |__| |___ | | | |___| |_| |
|
||||
// \____\___/|_| \_|_| \_|_____\____| |_| |_____|____/
|
||||
//------------------------------------------------------
|
||||
// Handle New Socket Connections
|
||||
//------------------------------
|
||||
/** @param {WebSocket} websocket */
|
||||
onConnectionEstabished(websocket) {
|
||||
console.log("New connection established");
|
||||
const session = new Session(websocket, this.game);
|
||||
session.sendSystemMessage("dev", true)
|
||||
// ____ _ ___ ____ _____
|
||||
// / ___| | / _ \/ ___|| ____|
|
||||
// | | | | | | | \___ \| _|
|
||||
// | |___| |__| |_| |___) | |___
|
||||
// \____|_____\___/|____/|_____|
|
||||
//-------------------------------
|
||||
// Handle Socket Closing
|
||||
//----------------------
|
||||
websocket.on("close", () => {
|
||||
if (!session.player) {
|
||||
console.info("A player without a session disconnected");
|
||||
return;
|
||||
}
|
||||
//-------------
|
||||
// TODO
|
||||
//-------------
|
||||
// Handle player logout (move the or hide their characters)
|
||||
//
|
||||
// Maybe session.onConnectionClosed() that calls session._state.onConnectionClosed()
|
||||
// Maybe this.setState(new ConnectionClosedState());
|
||||
// Maybe both ??
|
||||
console.log(`Player ${session.player.username} disconnected`);
|
||||
});
|
||||
|
||||
// ____ _ ___ ____ _____
|
||||
// / ___| | / _ \/ ___|| ____|
|
||||
// | | | | | | | \___ \| _|
|
||||
// | |___| |__| |_| |___) | |___
|
||||
// \____|_____\___/|____/|_____|
|
||||
//-------------------------------
|
||||
// Handle Socket Closing
|
||||
//----------------------
|
||||
websocket.on("close", () => {
|
||||
if (!session.player) {
|
||||
console.info("A player without a session disconnected");
|
||||
return;
|
||||
}
|
||||
//-------------
|
||||
// TODO
|
||||
//-------------
|
||||
// Handle player logout (move the or hide their characters)
|
||||
//
|
||||
// Maybe session.onConnectionClosed() that calls session._state.onConnectionClosed()
|
||||
// Maybe this.setState(new ConnectionClosedState());
|
||||
// Maybe both ??
|
||||
console.log(`Player ${session.player.username} disconnected`);
|
||||
// __ __ _____ ____ ____ _ ____ _____
|
||||
// | \/ | ____/ ___/ ___| / \ / ___| ____|
|
||||
// | |\/| | _| \___ \___ \ / _ \| | _| _|
|
||||
// | | | | |___ ___) |__) / ___ \ |_| | |___
|
||||
// |_| |_|_____|____/____/_/ \_\____|_____|
|
||||
//--------------------------------------------
|
||||
// HANDLE INCOMING MESSAGES
|
||||
//-------------------------
|
||||
websocket.on("message", (data) => {
|
||||
try {
|
||||
console.debug("incoming websocket message %s", data);
|
||||
|
||||
});
|
||||
if (!session.state) {
|
||||
console.error(
|
||||
"we received a message, but don't even have a state. Zark!",
|
||||
);
|
||||
websocket.send(
|
||||
msg.prepare(msg.ERROR, "Oh no! I don't know what to do!?"),
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
// __ __ _____ ____ ____ _ ____ _____
|
||||
// | \/ | ____/ ___/ ___| / \ / ___| ____|
|
||||
// | |\/| | _| \___ \___ \ / _ \| | _| _|
|
||||
// | | | | |___ ___) |__) / ___ \ |_| | |___
|
||||
// |_| |_|_____|____/____/_/ \_\____|_____|
|
||||
//--------------------------------------------
|
||||
// HANDLE INCOMING MESSAGES
|
||||
//-------------------------
|
||||
websocket.on("message", (data) => {
|
||||
try {
|
||||
console.debug("incoming websocket message %s", data);
|
||||
const msgObj = new msg.ClientMessage(data.toString());
|
||||
|
||||
if (!session.state) {
|
||||
console.error("we received a message, but don't even have a state. Zark!");
|
||||
websocket.send(msg.prepare(msg.ERROR, "Oh no! I don't know what to do!?"));
|
||||
return;
|
||||
}
|
||||
if (msgObj.isQuitCommand()) {
|
||||
//---------------------
|
||||
// TODO TODO TODO TODO
|
||||
//---------------------
|
||||
// Set state = QuitState
|
||||
//
|
||||
websocket.send(
|
||||
msg.prepare(
|
||||
msg.MESSAGE,
|
||||
"The quitting quitter quits... Typical. Cya!",
|
||||
),
|
||||
);
|
||||
websocket.close();
|
||||
return;
|
||||
}
|
||||
|
||||
const msgObj = new msg.ClientMessage(data.toString());
|
||||
if (typeof session.state.onMessage !== "function") {
|
||||
console.error(
|
||||
"we received a message, but we're not i a State to receive it",
|
||||
);
|
||||
websocket.send(
|
||||
msg.prepare(
|
||||
msg.ERROR,
|
||||
"Oh no! I don't know what to do with that message.",
|
||||
),
|
||||
);
|
||||
return;
|
||||
}
|
||||
session.state.onMessage(msgObj);
|
||||
} catch (error) {
|
||||
console.trace(
|
||||
"received an invalid message (error: %s)",
|
||||
error,
|
||||
data.toString(),
|
||||
data,
|
||||
);
|
||||
websocket.send(msg.prepare(msg.CALAMITY, error));
|
||||
}
|
||||
});
|
||||
|
||||
if (msgObj.isQuitCommand()) {
|
||||
//---------------------
|
||||
// TODO TODO TODO TODO
|
||||
//---------------------
|
||||
// Set state = QuitState
|
||||
//
|
||||
websocket.send(msg.prepare(msg.MESSAGE, "The quitting quitter quits... Typical. Cya!"));
|
||||
websocket.close();
|
||||
return;
|
||||
}
|
||||
session.setState(new AuthState(session));
|
||||
}
|
||||
|
||||
if (typeof session.state.onMessage !== "function") {
|
||||
console.error("we received a message, but we're not i a State to receive it");
|
||||
websocket.send(msg.prepare(msg.ERROR, "Oh no! I don't know what to do with that message."));
|
||||
return;
|
||||
}
|
||||
session.state.onMessage(msgObj);
|
||||
} catch (error) {
|
||||
console.trace("received an invalid message (error: %s)", error, data.toString(), data);
|
||||
websocket.send(msg.prepare(
|
||||
msg.CALAMITY,
|
||||
error
|
||||
));
|
||||
}
|
||||
});
|
||||
// ____ _____ _ ____ _____
|
||||
// / ___|_ _|/ \ | _ \_ _|
|
||||
// \___ \ | | / _ \ | |_) || |
|
||||
// ___) || |/ ___ \| _ < | |
|
||||
// |____/ |_/_/ \_\_| \_\|_|
|
||||
//-----------------------------
|
||||
// Start the server
|
||||
//-----------------
|
||||
start() {
|
||||
//
|
||||
// The file types we allow to be served.
|
||||
const contentTypes = {
|
||||
".js": "application/javascript",
|
||||
".css": "text/css",
|
||||
".html": "text/html",
|
||||
};
|
||||
|
||||
session.setState(new AuthState(session));
|
||||
}
|
||||
//
|
||||
// Create HTTP server for serving the client - Consider moving to own file
|
||||
const httpServer = http.createServer((req, res) => {
|
||||
let filePath = path.join(
|
||||
"public",
|
||||
req.url === "/" ? "index.html" : req.url,
|
||||
);
|
||||
const ext = path.extname(filePath);
|
||||
const contentType = contentTypes[ext];
|
||||
|
||||
// ____ _____ _ ____ _____
|
||||
// / ___|_ _|/ \ | _ \_ _|
|
||||
// \___ \ | | / _ \ | |_) || |
|
||||
// ___) || |/ ___ \| _ < | |
|
||||
// |____/ |_/_/ \_\_| \_\|_|
|
||||
//-----------------------------
|
||||
// Start the server
|
||||
//-----------------
|
||||
start() {
|
||||
//
|
||||
// Check if the requested file has a legal file type.
|
||||
if (!contentType) {
|
||||
// Invalid file, pretend it did not exist!
|
||||
res.writeHead(404);
|
||||
res.end(`File not found`);
|
||||
console.log("Bad http request", req.url);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// The file types we allow to be served.
|
||||
const contentTypes = {
|
||||
".js": "application/javascript",
|
||||
".css": "text/css",
|
||||
".html": "text/html",
|
||||
};
|
||||
//
|
||||
// Check if the file exists.
|
||||
fs.readFile(filePath, (err, data) => {
|
||||
if (err) {
|
||||
res.writeHead(404);
|
||||
res.end(`File not found`);
|
||||
console.log("Bad http request", req.url);
|
||||
return;
|
||||
}
|
||||
res.writeHead(200, { "Content-Type": contentType });
|
||||
res.end(data);
|
||||
});
|
||||
});
|
||||
|
||||
//
|
||||
// Create HTTP server for serving the client - Consider moving to own file
|
||||
const httpServer = http.createServer((req, res) => {
|
||||
let filePath = path.join("public", req.url === "/" ? "index.html" : req.url);
|
||||
const ext = path.extname(filePath);
|
||||
const contentType = contentTypes[ext];
|
||||
//
|
||||
// Create WebSocket server
|
||||
const websocketServer = new WebSocketServer({ server: httpServer });
|
||||
|
||||
//
|
||||
// Check if the requested file has a legal file type.
|
||||
if (!contentType) {
|
||||
// Invalid file, pretend it did not exist!
|
||||
res.writeHead(404);
|
||||
res.end(`File not found`);
|
||||
console.log("Bad http request", req.url);
|
||||
return;
|
||||
}
|
||||
websocketServer.on("connection", (ws) => {
|
||||
this.onConnectionEstabished(ws);
|
||||
});
|
||||
|
||||
|
||||
//
|
||||
// Check if the file exists.
|
||||
fs.readFile(filePath, (err, data) => {
|
||||
if (err) {
|
||||
res.writeHead(404);
|
||||
res.end(`File not found`);
|
||||
console.log("Bad http request", req.url);
|
||||
return;
|
||||
}
|
||||
res.writeHead(200, { "Content-Type": contentType });
|
||||
res.end(data);
|
||||
});
|
||||
});
|
||||
|
||||
//
|
||||
// Create WebSocket server
|
||||
const websocketServer = new WebSocketServer({ server: httpServer });
|
||||
|
||||
websocketServer.on("connection", (ws) => {
|
||||
this.onConnectionEstabished(ws);
|
||||
});
|
||||
|
||||
console.info(`running environment: ${Config.env}`);
|
||||
httpServer.listen(Config.port, () => {
|
||||
console.log(`NUUHD server running on port ${Config.port}`);
|
||||
console.log(`WebSocket server ready for connections`);
|
||||
});
|
||||
}
|
||||
console.info(`running environment: ${Config.env}`);
|
||||
httpServer.listen(Config.port, () => {
|
||||
console.log(`NUUHD server running on port ${Config.port}`);
|
||||
console.log(`WebSocket server ready for connections`);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// __ __ _ ___ _ _
|
||||
|
||||
@@ -1,184 +0,0 @@
|
||||
import * as msg from "../utils/messages.js";
|
||||
import * as security from "../utils/security.js";
|
||||
import { CreatePlayerState } from "./createPlayer.js";
|
||||
import { JustLoggedInState } from "./justLoggedIn.js";
|
||||
import { Session } from "../models/session.js";
|
||||
import { Config } from "../config.js";
|
||||
|
||||
const STATE_EXPECT_USERNAME = "promptUsername";
|
||||
const STATE_EXPECT_PASSWORD = "promptPassword";
|
||||
const USERNAME_PROMPT = [
|
||||
"Please enter your _username_:",
|
||||
"((type *:create* if you want to create a new user))",
|
||||
];
|
||||
const PASSWORD_PROMPT = "Please enter your password";
|
||||
const ERROR_INSANE_PASSWORD = "Invalid password.";
|
||||
const ERROR_INSANE_USERNAME = "Username invalid, must be at 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore"
|
||||
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
|
||||
|
||||
/** @property {Session} session */
|
||||
export class AuthState {
|
||||
|
||||
subState = STATE_EXPECT_USERNAME;
|
||||
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
onAttach() {
|
||||
this.session.sendFigletMessage("M U U H D");
|
||||
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
onMessage(message) {
|
||||
if (this.subState === STATE_EXPECT_USERNAME) {
|
||||
this.receiveUsername(message);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.subState === STATE_EXPECT_PASSWORD) {
|
||||
this.receivePassword(message);
|
||||
return;
|
||||
}
|
||||
|
||||
console.error("Logic error, we received a message after we should have been logged in");
|
||||
this.session.sendError("I received a message didn't know what to do with!");
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receiveUsername(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isUsernameResponse()) {
|
||||
console.debug("what?!", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle the creation of new players
|
||||
if (message.username === ":create") {
|
||||
// TODO:
|
||||
// Set gamestate = CreateNewPlayer
|
||||
//
|
||||
// Also check if player creation is allowed in config/env
|
||||
this.session.setState(new CreatePlayerState(this.session));
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// do basic syntax checks on usernames
|
||||
if (!security.isUsernameSane(message.username)) {
|
||||
this.session.sendError(ERROR_INSANE_USERNAME);
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this.player = this.session.game.getPlayer(message.username);
|
||||
|
||||
//
|
||||
// handle invalid username
|
||||
if (!this.player) {
|
||||
|
||||
//
|
||||
// This is a security risk. In the perfect world we would allow the player to enter both
|
||||
// username and password before kicking them out, but since the player's username is not
|
||||
// an email address, and we discourage from using “important” usernames, then we tell the
|
||||
// player that they entered an invalid username right away.
|
||||
//
|
||||
// NOTE FOR ACCOUNT CREATION
|
||||
// Do adult-word checks, so we dont have Fucky_McFuckFace
|
||||
// https://www.npmjs.com/package/glin-profanity
|
||||
this.session.sendError("Incorrect username, try again");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// username was correct, proceed to next step
|
||||
this.subState = STATE_EXPECT_PASSWORD;
|
||||
this.session.sendSystemMessage("salt", this.player.salt);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receivePassword(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Check of the password is sane. This is both bad from a security point
|
||||
// of view, and technically not necessary as insane passwords couldn't
|
||||
// reside in the player lists. However, let's save some CPU cycles on
|
||||
// not hashing an insane password 1000+ times.
|
||||
// This is technically bad practice, but since this is just a game,
|
||||
// do it anyway.
|
||||
if (!security.isPasswordSane(message.password)) {
|
||||
this.session.sendError(ERROR_INSANE_PASSWORD);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Block users who enter bad passwords too many times.
|
||||
if (this.player.failedPasswordsSinceLastLogin > Config.maxFailedLogins) {
|
||||
this.blockedUntil = new Date() + Config.maxFailedLogins,
|
||||
this.session.sendCalamity("You have been locked out for too many failed password attempts, come back later");
|
||||
this.session.close();
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle blocked users.
|
||||
// They don't even get to have their password verified.
|
||||
if (this.player.blockedUntil > (new Date())) {
|
||||
this.session.sendCalamity("You have been locked out for too many failed password attempts, come back later");
|
||||
this.session.close();
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Verify the password against the hash we've stored.
|
||||
if (!security.verifyPassword(message.password, this.player.passwordHash)) {
|
||||
this.session.sendError("Incorrect password!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.player.failedPasswordsSinceLastLogin++;
|
||||
|
||||
this.session.sendDebug(`Failed login attempt #${this.player.failedPasswordsSinceLastLogin}`);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
this.player.lastSucessfulLoginAt = new Date();
|
||||
this.player.failedPasswordsSinceLastLogin = 0;
|
||||
|
||||
this.session.player = this.player;
|
||||
//
|
||||
// Password correct, check if player is an admin
|
||||
if (this.player.isAdmin) {
|
||||
// set state AdminJustLoggedIn
|
||||
}
|
||||
|
||||
//
|
||||
// Password was correct, go to main game
|
||||
this.session.setState(new JustLoggedInState(this.session));
|
||||
}
|
||||
}
|
||||
185
server/states/authState.js
Executable file
185
server/states/authState.js
Executable file
@@ -0,0 +1,185 @@
|
||||
import * as msg from "../utils/messages.js";
|
||||
import * as security from "../utils/security.js";
|
||||
import { PlayerCreationState } from "./playerCreationState.js";
|
||||
import { JustLoggedInState } from "./justLoggedIn.js";
|
||||
import { Session } from "../models/session.js";
|
||||
import { Config } from "../config.js";
|
||||
|
||||
const STATE_EXPECT_USERNAME = "promptUsername";
|
||||
const STATE_EXPECT_PASSWORD = "promptPassword";
|
||||
const USERNAME_PROMPT = [
|
||||
"Please enter your _username_:",
|
||||
"((type *:create* if you want to create a new user))",
|
||||
];
|
||||
const PASSWORD_PROMPT = "Please enter your password";
|
||||
const ERROR_INSANE_PASSWORD = "Invalid password.";
|
||||
const ERROR_INSANE_USERNAME =
|
||||
"Username invalid, must be at 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore";
|
||||
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
|
||||
|
||||
/** @property {Session} session */
|
||||
export class AuthState {
|
||||
subState = STATE_EXPECT_USERNAME;
|
||||
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
onAttach() {
|
||||
this.session.sendFigletMessage("M U U H D");
|
||||
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
onMessage(message) {
|
||||
if (this.subState === STATE_EXPECT_USERNAME) {
|
||||
this.receiveUsername(message);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.subState === STATE_EXPECT_PASSWORD) {
|
||||
this.receivePassword(message);
|
||||
return;
|
||||
}
|
||||
|
||||
console.error(
|
||||
"Logic error, we received a message after we should have been logged in",
|
||||
);
|
||||
this.session.sendError("I received a message didn't know what to do with!");
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receiveUsername(message) {
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isUsernameResponse()) {
|
||||
console.debug("what?!", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle the creation of new players
|
||||
if (message.username === ":create") {
|
||||
// TODO:
|
||||
// Set gamestate = CreateNewPlayer
|
||||
//
|
||||
// Also check if player creation is allowed in config/env
|
||||
this.session.setState(new PlayerCreationState(this.session));
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// do basic syntax checks on usernames
|
||||
if (!security.isUsernameSane(message.username)) {
|
||||
this.session.sendError(ERROR_INSANE_USERNAME);
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this.player = this.session.game.getPlayer(message.username);
|
||||
|
||||
//
|
||||
// handle invalid username
|
||||
if (!this.player) {
|
||||
//
|
||||
// This is a security risk. In the perfect world we would allow the player to enter both
|
||||
// username and password before kicking them out, but since the player's username is not
|
||||
// an email address, and we discourage from using “important” usernames, then we tell the
|
||||
// player that they entered an invalid username right away.
|
||||
//
|
||||
// NOTE FOR ACCOUNT CREATION
|
||||
// Do adult-word checks, so we dont have Fucky_McFuckFace
|
||||
// https://www.npmjs.com/package/glin-profanity
|
||||
this.session.sendError("Incorrect username, try again");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// username was correct, proceed to next step
|
||||
this.subState = STATE_EXPECT_PASSWORD;
|
||||
this.session.sendSystemMessage("salt", this.player.salt);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receivePassword(message) {
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Check of the password is sane. This is both bad from a security point
|
||||
// of view, and technically not necessary as insane passwords couldn't
|
||||
// reside in the player lists. However, let's save some CPU cycles on
|
||||
// not hashing an insane password 1000+ times.
|
||||
// This is technically bad practice, but since this is just a game,
|
||||
// do it anyway.
|
||||
if (!security.isPasswordSane(message.password)) {
|
||||
this.session.sendError(ERROR_INSANE_PASSWORD);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Block users who enter bad passwords too many times.
|
||||
if (this.player.failedPasswordsSinceLastLogin > Config.maxFailedLogins) {
|
||||
((this.blockedUntil = new Date() + Config.maxFailedLogins),
|
||||
this.session.sendCalamity(
|
||||
"You have been locked out for too many failed password attempts, come back later",
|
||||
));
|
||||
this.session.close();
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle blocked users.
|
||||
// They don't even get to have their password verified.
|
||||
if (this.player.blockedUntil > new Date()) {
|
||||
this.session.sendCalamity(
|
||||
"You have been locked out for too many failed password attempts, come back later",
|
||||
);
|
||||
this.session.close();
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Verify the password against the hash we've stored.
|
||||
if (!security.verifyPassword(message.password, this.player.passwordHash)) {
|
||||
this.session.sendError("Incorrect password!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.player.failedPasswordsSinceLastLogin++;
|
||||
|
||||
this.session.sendDebug(
|
||||
`Failed login attempt #${this.player.failedPasswordsSinceLastLogin}`,
|
||||
);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
this.player.lastSucessfulLoginAt = new Date();
|
||||
this.player.failedPasswordsSinceLastLogin = 0;
|
||||
|
||||
this.session.player = this.player;
|
||||
//
|
||||
// Password correct, check if player is an admin
|
||||
if (this.player.isAdmin) {
|
||||
// set state AdminJustLoggedIn
|
||||
}
|
||||
|
||||
//
|
||||
// Password was correct, go to main game
|
||||
this.session.setState(new JustLoggedInState(this.session));
|
||||
}
|
||||
}
|
||||
@@ -7,44 +7,44 @@ import { Session } from "../models/session.js";
|
||||
* It's here we listen for player commands.
|
||||
*/
|
||||
export class AwaitCommandsState {
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
onAttach() {
|
||||
console.log("Session is entering the “main” state");
|
||||
this.session.sendMessage("Welcome to the game!");
|
||||
}
|
||||
onAttach() {
|
||||
console.log("Session is entering the “main” state");
|
||||
this.session.sendMessage("Welcome to the game!");
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
onMessage(message) {
|
||||
if (message.hasCommand()) {
|
||||
this.handleCommand(message);
|
||||
}
|
||||
/** @param {msg.ClientMessage} message */
|
||||
onMessage(message) {
|
||||
if (message.hasCommand()) {
|
||||
this.handleCommand(message);
|
||||
}
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
handleCommand(message) {
|
||||
switch (message.command) {
|
||||
case "help":
|
||||
this.session.sendFigletMessage("HELP");
|
||||
this.session.sendMessage([
|
||||
"---------------------------------------",
|
||||
" *:help* this help screen",
|
||||
" *:quit* quit the game",
|
||||
"---------------------------------------",
|
||||
]);
|
||||
break;
|
||||
case "quit":
|
||||
this.session.sendMessage("The quitting quitter quits, typical... Cya");
|
||||
this.session._websocket.close();
|
||||
break;
|
||||
default:
|
||||
this.session.sendMessage(`Unknown command: ${message.command}`);
|
||||
}
|
||||
/** @param {msg.ClientMessage} message */
|
||||
handleCommand(message) {
|
||||
switch (message.command) {
|
||||
case "help":
|
||||
this.session.sendFigletMessage("HELP");
|
||||
this.session.sendMessage([
|
||||
"---------------------------------------",
|
||||
" *:help* this help screen",
|
||||
" *:quit* quit the game",
|
||||
"---------------------------------------",
|
||||
]);
|
||||
break;
|
||||
case "quit":
|
||||
this.session.sendMessage("The quitting quitter quits, typical... Cya");
|
||||
this.session._websocket.close();
|
||||
break;
|
||||
default:
|
||||
this.session.sendMessage(`Unknown command: ${message.command}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,109 +0,0 @@
|
||||
import figlet from "figlet";
|
||||
import { Session } from "../models/session.js";
|
||||
import { ClientMessage } from "../utils/messages.js";
|
||||
import { frameText } from "../utils/tui.js";
|
||||
import { Config } from "../config.js";
|
||||
|
||||
export class CharacterCreationState {
|
||||
|
||||
/**
|
||||
* @proteted
|
||||
* @type {(msg: ClientMessage) => }
|
||||
*
|
||||
* NOTE: Should this be a stack?
|
||||
*/
|
||||
_dynamicMessageHandler;
|
||||
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
/**
|
||||
* We attach (and execute) the next state
|
||||
*/
|
||||
onAttach() {
|
||||
const charCount = this.session.player.characters.size;
|
||||
|
||||
//NOTE: could use async to optimize performance
|
||||
const createPartyLogo = frameText(
|
||||
figlet.textSync("Create Your Party"),
|
||||
{ vPadding: 0, frameChars: "§=§§§§§§" },
|
||||
);
|
||||
|
||||
this.session.sendMessage(createPartyLogo, { preformatted: true });
|
||||
|
||||
this.session.sendMessage([
|
||||
"",
|
||||
`Current party size: ${charCount}`,
|
||||
`Max party size: ${Config.maxPartySize}`,
|
||||
]);
|
||||
|
||||
const min = 1;
|
||||
const max = Config.maxPartySize - charCount;
|
||||
const prompt = [
|
||||
`Please enter an integer between ${min} - ${max}`,
|
||||
"((type *:help* to get more info about party size))",
|
||||
];
|
||||
|
||||
this.session.sendMessage(`You can create a party with ${min} - ${max} characters, how big should your party be?`);
|
||||
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
this._dynamicMessageHandler = (message) => {
|
||||
if (message.isHelpCommand()) {
|
||||
const mps = Config.maxPartySize; // short var name for easy doctype writing.
|
||||
this.session.sendMessage([
|
||||
`Your party can consist of 1 to ${mps} characters.`,
|
||||
"",
|
||||
"* Large parties tend live longer",
|
||||
`* If you have fewer than ${mps} characters, you can`,
|
||||
" hire extra characters in your local inn.",
|
||||
"* large parties level slower because there are more",
|
||||
" characters to share the Experience Points",
|
||||
"* The individual members of small parties get better",
|
||||
" loot because they don't have to share, but it",
|
||||
" a lot of skill to accumulate loot as fast a larger",
|
||||
" party can"
|
||||
]);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!message.isIntegerResponse()) {
|
||||
this.session.sendError("You didn't enter a number");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
const numCharactersToCreate = message.integer;
|
||||
|
||||
if (numCharactersToCreate > max) {
|
||||
this.session.sendError("Number too high");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
if (numCharactersToCreate < min) {
|
||||
this.session.sendError("Number too low");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
this.session.sendMessage(`Let's create ${numCharactersToCreate} character(s) for you :)`);
|
||||
this._dynamicMessageHandler = undefined;
|
||||
};
|
||||
}
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
onMessage(message) {
|
||||
if (this._dynamicMessageHandler) {
|
||||
this._dynamicMessageHandler(message);
|
||||
return;
|
||||
}
|
||||
this.session.sendMessage("pong", message.type);
|
||||
}
|
||||
}
|
||||
@@ -1,165 +0,0 @@
|
||||
import { Session } from "../models/session.js";
|
||||
import * as msg from "../utils/messages.js";
|
||||
import * as security from "../utils/security.js";
|
||||
import { Player } from "../models/player.js";
|
||||
import { AuthState } from "./Auth.js";
|
||||
import { Config } from "../config.js";
|
||||
|
||||
const USERNAME_PROMPT = "Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
|
||||
const PASSWORD_PROMPT = "Enter a valid password";
|
||||
const PASSWORD_PROMPT2 = "Enter your password again";
|
||||
const ERROR_INSANE_PASSWORD = "Invalid password.";
|
||||
const ERROR_INSANE_USERNAME = "Invalid username. It must be 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore"
|
||||
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
|
||||
|
||||
/** @property {Session} session */
|
||||
export class CreatePlayerState {
|
||||
|
||||
/**
|
||||
* @proteted
|
||||
* @type {(msg: ClientMessage) => }
|
||||
*
|
||||
* Allows us to dynamically set which
|
||||
* method handles incoming messages.
|
||||
*/
|
||||
_dynamicMessageHandler;
|
||||
|
||||
/** @protected @type {Player} */
|
||||
_player;
|
||||
/** @protected @type {string} */
|
||||
_password;
|
||||
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
onAttach() {
|
||||
//
|
||||
// If there are too many players, stop allowing new players in.
|
||||
if (this.session.game._players.size >= Config.maxPlayers) {
|
||||
this.session.sendCalamity("Server is full, no more players can be created");
|
||||
this.session.close();
|
||||
}
|
||||
|
||||
this.session.sendFigletMessage("New Player");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
|
||||
// our initial substate is to receive a username
|
||||
this.setMessageHandler(this.receiveUsername);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
onMessage(message) {
|
||||
this._dynamicMessageHandler(message);
|
||||
}
|
||||
|
||||
/* @param {(msg: ClientMessage) => } handler */
|
||||
setMessageHandler(handler) {
|
||||
this._dynamicMessageHandler = handler;
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receiveUsername(message) {
|
||||
|
||||
//
|
||||
// NOTE FOR ACCOUNT CREATION
|
||||
// Do adult-word checks, so we dont have Fucky_McFuckFace
|
||||
// https://www.npmjs.com/package/glin-profanity
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isUsernameResponse()) {
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// do basic syntax checks on usernames
|
||||
if (!security.isUsernameSane(message.username)) {
|
||||
this.session.sendError(ERROR_INSANE_USERNAME);
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
const player = this.session.game.createPlayer(message.username);
|
||||
|
||||
//
|
||||
// handle taken/occupied username
|
||||
if (player === false) {
|
||||
// Telling the user right away that the username is taken can
|
||||
// lead to data leeching. But fukkit.
|
||||
|
||||
this.session.sendError(`Username _${message.username}_ was taken by another player.`);
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this._player = player;
|
||||
|
||||
this.session.sendSystemMessage("salt", player.salt);
|
||||
this.session.sendMessage(`Username _*${message.username}*_ is available, and I've reserved it for you :)`);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receivePassword(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
console.log("Invalid message type, expected password reply", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Check that it's been hashed thoroughly before being sent here.
|
||||
if (!security.isPasswordSane(message.password)) {
|
||||
this.session.sendError(ERROR_INSANE_PASSWORD);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this._password = message.password; // it's relatively safe to store the PW here temporarily. The client already hashed the hell out of it.
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT2);
|
||||
|
||||
this.setMessageHandler(this.receivePasswordConfirmation);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} memssage */
|
||||
receivePasswordConfirmation(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
console.log("Invalid message type, expected password reply", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle mismatching passwords
|
||||
if (message.password !== this._password) {
|
||||
this.session.sendError("Incorrect, you have to enter your password twice in a row successfully");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Success!
|
||||
// Take the user to the login screen.
|
||||
this.session.sendMessage("*_Success_* ✅ You will now be asked to log in again, sorry for that ;)");
|
||||
this._player.setPasswordHash(security.generateHash(this._password));
|
||||
this.session.setState(new AuthState(this.session));
|
||||
}
|
||||
}
|
||||
@@ -3,11 +3,11 @@ import { Session } from "../models/session.js";
|
||||
|
||||
/** @interface */
|
||||
export class StateInterface {
|
||||
/** @param {Session} session */
|
||||
constructor(session) { }
|
||||
/** @param {Session} session */
|
||||
constructor(session) {}
|
||||
|
||||
onAttach() { }
|
||||
onAttach() {}
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
onMessage(message) {}
|
||||
/** @param {ClientMessage} message */
|
||||
onMessage(message) {}
|
||||
}
|
||||
|
||||
@@ -1,33 +1,35 @@
|
||||
import { Session } from "../models/session.js";
|
||||
import { CharacterCreationState } from "./characterCreation.js";
|
||||
import { PartyCreationState } from "./partyCreationState.js";
|
||||
import { AwaitCommandsState } from "./awaitCommands.js";
|
||||
|
||||
/** @interface */
|
||||
export class JustLoggedInState {
|
||||
/** @param {Session} session */
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
/** @param {Session} session */
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
// Show welcome screen
|
||||
onAttach() {
|
||||
this.session.sendMessage([
|
||||
"",
|
||||
"Welcome",
|
||||
"",
|
||||
"You can type “:quit” at any time to quit the game",
|
||||
"",
|
||||
]);
|
||||
|
||||
//
|
||||
// Check if we need to create characters for the player
|
||||
if (this.session.player.characters.size === 0) {
|
||||
this.session.sendMessage(
|
||||
"You haven't got any characters, so let's make some\n\n",
|
||||
);
|
||||
this.session.setState(new PartyCreationState(this.session));
|
||||
return;
|
||||
}
|
||||
|
||||
// Show welcome screen
|
||||
onAttach() {
|
||||
this.session.sendMessage([
|
||||
"",
|
||||
"Welcome",
|
||||
"",
|
||||
"You can type “:quit” at any time to quit the game",
|
||||
"",
|
||||
]);
|
||||
|
||||
//
|
||||
// Check if we need to create characters for the player
|
||||
if (this.session.player.characters.size === 0) {
|
||||
this.session.sendMessage("You haven't got any characters, so let's make some\n\n");
|
||||
this.session.setState(new CharacterCreationState(this.session));
|
||||
return;
|
||||
}
|
||||
|
||||
this.session.setState(new AwaitCommandsState(this.session));
|
||||
}
|
||||
this.session.setState(new AwaitCommandsState(this.session));
|
||||
}
|
||||
}
|
||||
|
||||
108
server/states/partyCreationState.js
Executable file
108
server/states/partyCreationState.js
Executable file
@@ -0,0 +1,108 @@
|
||||
import figlet from "figlet";
|
||||
import { Session } from "../models/session.js";
|
||||
import { ClientMessage } from "../utils/messages.js";
|
||||
import { frameText } from "../utils/tui.js";
|
||||
import { Config } from "../config.js";
|
||||
|
||||
export class PartyCreationState {
|
||||
/**
|
||||
* @proteted
|
||||
* @type {(msg: ClientMessage) => }
|
||||
*
|
||||
* NOTE: Should this be a stack?
|
||||
*/
|
||||
_dynamicMessageHandler;
|
||||
|
||||
/** @param {Session} session */
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
/** We attach (and execute) the next state */
|
||||
onAttach() {
|
||||
const charCount = this.session.player.characters.size;
|
||||
|
||||
//NOTE: could use async to optimize performance
|
||||
const createPartyLogo = frameText(figlet.textSync("Create Your Party"), {
|
||||
vPadding: 0,
|
||||
frameChars: "§=§§§§§§",
|
||||
});
|
||||
|
||||
this.session.sendMessage(createPartyLogo, { preformatted: true });
|
||||
|
||||
this.session.sendMessage([
|
||||
"",
|
||||
`Current party size: ${charCount}`,
|
||||
`Max party size: ${Config.maxPartySize}`,
|
||||
]);
|
||||
|
||||
const min = 1;
|
||||
const max = Config.maxPartySize - charCount;
|
||||
const prompt = [
|
||||
`Please enter an integer between ${min} - ${max}`,
|
||||
"((type *:help* to get more info about party size))",
|
||||
];
|
||||
|
||||
this.session.sendMessage(
|
||||
`You can create a party with ${min} - ${max} characters, how big should your party be?`,
|
||||
);
|
||||
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
this._dynamicMessageHandler = (message) => {
|
||||
if (message.isHelpCommand()) {
|
||||
const mps = Config.maxPartySize; // short var name for easy doctype writing.
|
||||
this.session.sendMessage([
|
||||
`Your party can consist of 1 to ${mps} characters.`,
|
||||
"",
|
||||
"* Large parties tend live longer",
|
||||
`* If you have fewer than ${mps} characters, you can`,
|
||||
" hire extra characters in your local inn.",
|
||||
"* large parties level slower because there are more",
|
||||
" characters to share the Experience Points",
|
||||
"* The individual members of small parties get better",
|
||||
" loot because they don't have to share, but it",
|
||||
" a lot of skill to accumulate loot as fast a larger",
|
||||
" party can",
|
||||
]);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!message.isIntegerResponse()) {
|
||||
this.session.sendError("You didn't enter a number");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
const numCharactersToCreate = message.integer;
|
||||
|
||||
if (numCharactersToCreate > max) {
|
||||
this.session.sendError("Number too high");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
if (numCharactersToCreate < min) {
|
||||
this.session.sendError("Number too low");
|
||||
this.session.sendPrompt("integer", prompt);
|
||||
return;
|
||||
}
|
||||
|
||||
this.session.sendMessage(
|
||||
`Let's create ${numCharactersToCreate} character(s) for you :)`,
|
||||
);
|
||||
this._dynamicMessageHandler = undefined;
|
||||
};
|
||||
}
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
onMessage(message) {
|
||||
if (this._dynamicMessageHandler) {
|
||||
this._dynamicMessageHandler(message);
|
||||
return;
|
||||
}
|
||||
this.session.sendMessage("pong", message.type);
|
||||
}
|
||||
}
|
||||
173
server/states/playerCreationState.js
Executable file
173
server/states/playerCreationState.js
Executable file
@@ -0,0 +1,173 @@
|
||||
import { Session } from "../models/session.js";
|
||||
import * as msg from "../utils/messages.js";
|
||||
import * as security from "../utils/security.js";
|
||||
import { Player } from "../models/player.js";
|
||||
import { AuthState } from "./authState.js";
|
||||
import { Config } from "../config.js";
|
||||
|
||||
const USERNAME_PROMPT =
|
||||
"Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
|
||||
const PASSWORD_PROMPT = "Enter a valid password";
|
||||
const PASSWORD_PROMPT2 = "Enter your password again";
|
||||
const ERROR_INSANE_PASSWORD = "Invalid password.";
|
||||
const ERROR_INSANE_USERNAME =
|
||||
"Invalid username. It must be 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore";
|
||||
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
|
||||
|
||||
/** @property {Session} session */
|
||||
export class PlayerCreationState {
|
||||
/**
|
||||
* @proteted
|
||||
* @type {(msg: ClientMessage) => }
|
||||
*
|
||||
* Allows us to dynamically set which
|
||||
* method handles incoming messages.
|
||||
*/
|
||||
_dynamicMessageHandler;
|
||||
|
||||
/** @protected @type {Player} */
|
||||
_player;
|
||||
/** @protected @type {string} */
|
||||
_password;
|
||||
|
||||
/**
|
||||
* @param {Session} session
|
||||
*/
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
onAttach() {
|
||||
//
|
||||
// If there are too many players, stop allowing new players in.
|
||||
if (this.session.game._players.size >= Config.maxPlayers) {
|
||||
this.session.sendCalamity(
|
||||
"Server is full, no more players can be created",
|
||||
);
|
||||
this.session.close();
|
||||
}
|
||||
|
||||
this.session.sendFigletMessage("New Player");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
|
||||
// our initial substate is to receive a username
|
||||
this.setMessageHandler(this.receiveUsername);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
onMessage(message) {
|
||||
this._dynamicMessageHandler(message);
|
||||
}
|
||||
|
||||
/* @param {(msg: ClientMessage) => } handler */
|
||||
setMessageHandler(handler) {
|
||||
this._dynamicMessageHandler = handler;
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receiveUsername(message) {
|
||||
//
|
||||
// NOTE FOR ACCOUNT CREATION
|
||||
// Do adult-word checks, so we dont have Fucky_McFuckFace
|
||||
// https://www.npmjs.com/package/glin-profanity
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isUsernameResponse()) {
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// do basic syntax checks on usernames
|
||||
if (!security.isUsernameSane(message.username)) {
|
||||
this.session.sendError(ERROR_INSANE_USERNAME);
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
const player = this.session.game.createPlayer(message.username);
|
||||
|
||||
//
|
||||
// handle taken/occupied username
|
||||
if (player === false) {
|
||||
// Telling the user right away that the username is taken can
|
||||
// lead to data leeching. But fukkit.
|
||||
|
||||
this.session.sendError(
|
||||
`Username _${message.username}_ was taken by another player.`,
|
||||
);
|
||||
this.session.sendPrompt("username", USERNAME_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this._player = player;
|
||||
|
||||
this.session.sendSystemMessage("salt", player.salt);
|
||||
this.session.sendMessage(
|
||||
`Username _*${message.username}*_ is available, and I've reserved it for you :)`,
|
||||
);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receivePassword(message) {
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
console.log("Invalid message type, expected password reply", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Check that it's been hashed thoroughly before being sent here.
|
||||
if (!security.isPasswordSane(message.password)) {
|
||||
this.session.sendError(ERROR_INSANE_PASSWORD);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this._password = message.password; // it's relatively safe to store the PW here temporarily. The client already hashed the hell out of it.
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT2);
|
||||
|
||||
this.setMessageHandler(this.receivePasswordConfirmation);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} memssage */
|
||||
receivePasswordConfirmation(message) {
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
console.log("Invalid message type, expected password reply", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle mismatching passwords
|
||||
if (message.password !== this._password) {
|
||||
this.session.sendError(
|
||||
"Incorrect, you have to enter your password twice in a row successfully",
|
||||
);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Success!
|
||||
// Take the user to the login screen.
|
||||
this.session.sendMessage(
|
||||
"*_Success_* ✅ You will now be asked to log in again, sorry for that ;)",
|
||||
);
|
||||
this._player.setPasswordHash(security.generateHash(this._password));
|
||||
this.session.setState(new AuthState(this.session));
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,9 @@
|
||||
Here are some ASCII and UTF-8 characters commonly used for "shading" effects in text art or terminal displays. These characters provide varying levels of density or shading:
|
||||
|
||||
### ASCII Shading Characters
|
||||
|
||||
These are basic ASCII characters often used for shading:
|
||||
|
||||
```
|
||||
Light shade: ░ (U+2591)
|
||||
Medium shade: ▒ (U+2592)
|
||||
@@ -11,7 +13,9 @@ Half block: ▄ (U+2584), ▀ (U+2580)
|
||||
```
|
||||
|
||||
### Additional UTF-8 Block Characters
|
||||
|
||||
These Unicode characters offer more granular shading or block patterns:
|
||||
|
||||
```
|
||||
Light block: ░ (U+2591)
|
||||
Medium block: ▒ (U+2592)
|
||||
@@ -26,7 +30,9 @@ Checkerboard: ▚ (U+259A), ▞ (U+259E)
|
||||
```
|
||||
|
||||
### Example Usage
|
||||
|
||||
Here’s an example of a simple shading gradient using some of these characters:
|
||||
|
||||
```
|
||||
Light to Dark: ░ ▒ ▓ █
|
||||
Half blocks: ▀ ▄ ▌ ▐
|
||||
@@ -34,16 +40,17 @@ Quadrant pattern: ▖ ▗ ▘ ▝
|
||||
```
|
||||
|
||||
### Notes
|
||||
|
||||
- Not all terminals or text editors display Unicode characters consistently, so ASCII characters like `.:;#+` are sometimes used for basic shading in simpler environments.
|
||||
- If you want to create specific patterns or need more complex ASCII art, let me know, and I can generate or suggest more detailed designs!
|
||||
- If you meant something specific by "shading" (e.g., for a particular programming context or art style), please clarify, and I’ll tailor the response further.
|
||||
|
||||
|
||||
|
||||
Below is a collection of ASCII and UTF-8 characters suitable for creating frames, borders, or "windows" in a text-based user interface (TUI), such as those built with ncurses. These characters can be used to draw boxes, lines, and corners to simulate window-like structures in a terminal.
|
||||
Below is a collection of ASCII and UTF-8 characters suitable for creating frames, borders, or "windows" in a text-based user interface (TUI), such as those built with ncurses. These characters can be used to draw boxes, lines, and corners to simulate window-like structures in a terminal.
|
||||
|
||||
### ASCII Characters for Frames
|
||||
|
||||
These are basic ASCII characters that work universally in most terminals:
|
||||
|
||||
```
|
||||
Horizontal line: - (U+002D)
|
||||
Vertical line: | (U+007C)
|
||||
@@ -56,6 +63,7 @@ Corners:
|
||||
```
|
||||
|
||||
Example simple ASCII window:
|
||||
|
||||
```
|
||||
+----------+
|
||||
| Content |
|
||||
@@ -63,9 +71,11 @@ Example simple ASCII window:
|
||||
```
|
||||
|
||||
### UTF-8 Box-Drawing Characters
|
||||
|
||||
Unicode provides a dedicated **Box Drawing** block (U+2500–U+257F) for creating more refined frames. These are widely supported in modern terminals and ncurses:
|
||||
|
||||
#### Single-Line Box Drawing
|
||||
|
||||
```
|
||||
Horizontal line: ─ (U+2500)
|
||||
Vertical line: │ (U+2502)
|
||||
@@ -83,6 +93,7 @@ Intersections:
|
||||
```
|
||||
|
||||
Example single-line window:
|
||||
|
||||
```
|
||||
┌──────────┐
|
||||
│ Content │
|
||||
@@ -90,6 +101,7 @@ Example single-line window:
|
||||
```
|
||||
|
||||
#### Double-Line Box Drawing
|
||||
|
||||
```
|
||||
Horizontal line: ═ (U+2550)
|
||||
Vertical line: ║ (U+2551)
|
||||
@@ -107,6 +119,7 @@ Intersections:
|
||||
```
|
||||
|
||||
Example double-line window:
|
||||
|
||||
```
|
||||
╔══════════╗
|
||||
║ Content ║
|
||||
@@ -114,7 +127,9 @@ Example double-line window:
|
||||
```
|
||||
|
||||
#### Mixed and Other Box-Drawing Characters
|
||||
|
||||
For more complex designs, you can mix single and double lines or use specialized characters:
|
||||
|
||||
```
|
||||
Single to double transitions:
|
||||
Horizontal single to double: ╼ (U+257C)
|
||||
@@ -127,6 +142,7 @@ Rounded corners (less common, not always supported):
|
||||
```
|
||||
|
||||
Example with rounded corners:
|
||||
|
||||
```
|
||||
╭──────────╮
|
||||
│ Content │
|
||||
@@ -134,7 +150,9 @@ Example with rounded corners:
|
||||
```
|
||||
|
||||
### Additional UTF-8 Characters for Decoration
|
||||
|
||||
These can enhance the appearance of your TUI:
|
||||
|
||||
```
|
||||
Block elements for borders or shading:
|
||||
Full block: █ (U+2588)
|
||||
@@ -145,7 +163,9 @@ Dark shade: ▓ (U+2593)
|
||||
```
|
||||
|
||||
### Example TUI Window with Content
|
||||
|
||||
Here’s a sample of a more complex window using single-line box-drawing characters:
|
||||
|
||||
```
|
||||
┌────────────────────┐
|
||||
│ My TUI Window │
|
||||
@@ -156,12 +176,14 @@ Here’s a sample of a more complex window using single-line box-drawing charact
|
||||
```
|
||||
|
||||
### Notes for ncurses
|
||||
|
||||
- **ncurses Compatibility**: ncurses supports both ASCII and UTF-8 box-drawing characters, but you must ensure the terminal supports Unicode (e.g., `LANG=en_US.UTF-8` environment variable). Use `initscr()` and `start_color()` in ncurses to handle rendering.
|
||||
- **Terminal Support**: Some older terminals may not render UTF-8 characters correctly. Test your TUI in the target environment (e.g., xterm, gnome-terminal, or Alacritty).
|
||||
- **Fallback**: If Unicode support is unreliable, stick to ASCII (`-`, `|`, `+`) for maximum compatibility.
|
||||
- **ncurses Functions**: Use `box()` in ncurses to draw a border around a window automatically, or manually print characters with `mvaddch()` for custom designs.
|
||||
|
||||
### Tips
|
||||
|
||||
- Combine single and double lines for visual hierarchy (e.g., double lines for outer windows, single lines for inner sections).
|
||||
- If you need specific examples (e.g., a multi-window layout or a dialog box), let me know, and I can provide a detailed ASCII/UTF-8 mockup or even pseudocode for ncurses.
|
||||
- If you want a particular style (e.g., heavy lines, dashed lines, or specific layouts), please clarify, and I’ll tailor the response.
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
export function withSides(sides) {
|
||||
export function dice(sides) {
|
||||
const r = Math.random();
|
||||
return Math.floor(r * sides) + 1;
|
||||
}
|
||||
|
||||
export function d6() {
|
||||
return withSides(6);
|
||||
return dice(6);
|
||||
}
|
||||
|
||||
export function d8() {
|
||||
return withSides(8);
|
||||
return dice(8);
|
||||
}
|
||||
|
||||
@@ -1,29 +1,52 @@
|
||||
export function cleanName(s) {
|
||||
if (typeof s !== "string") {
|
||||
throw new Error("String expected, but got a ", typeof s);
|
||||
const UID_DIGITS = 12;
|
||||
const MINI_UID_REGEX = /\.uid\.[a-z0-9]{6,}$/;
|
||||
const ID_SANITY_REGEX = /^:([a-z0-9]+\.)*[a-z0-9_]+$/;
|
||||
|
||||
/**
|
||||
* Sanity check a string to see if it is a potential id.
|
||||
*
|
||||
* @param {string} id
|
||||
* @returns {boolean}
|
||||
*/
|
||||
export function isIdSane(id) {
|
||||
if (typeof id !== "string") {
|
||||
return false;
|
||||
}
|
||||
return s
|
||||
.toLowerCase()
|
||||
.replace(" ", "_")
|
||||
.replace(/[^a-zA-Z0-9_]/, "_");
|
||||
|
||||
if (id.length < 2) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return ID_SANITY_REGEX.test(id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @returns {string} crypto-unsafe pseudo random number.
|
||||
*
|
||||
* Generate a random number, convert it to base36, and return it as a string with 7-8 characters.
|
||||
*/
|
||||
export function miniUid() {
|
||||
// we use 12 digits, but we could go up to 16
|
||||
return Number(Math.random().toFixed(12).substring(2)).toString(36);
|
||||
return Number(Math.random().toFixed(UID_DIGITS).substring(2)).toString(36);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate an id from a name
|
||||
* Generate an id from a string
|
||||
* @param {string[]} str
|
||||
*/
|
||||
export function fromName(...names) {
|
||||
let res = "";
|
||||
for (const name of names) {
|
||||
res += ":" + cleanName(name);
|
||||
}
|
||||
|
||||
return res + ":" + miniUid();
|
||||
export function appendMiniUid(str) {
|
||||
return str + ".uid." + miniUid();
|
||||
}
|
||||
|
||||
/**
|
||||
* Does a given string end with ".uid.23khtasdz", etc.
|
||||
*
|
||||
* @param {string} str
|
||||
*/
|
||||
export function endsWithMiniUid(str) {
|
||||
return MINI_UID_REGEX.test(str);
|
||||
}
|
||||
|
||||
export function appendOrReplaceMiniUid(str) {
|
||||
return appendMiniUid(str.replace(MINI_UID_REGEX, ""));
|
||||
}
|
||||
|
||||
@@ -7,8 +7,8 @@
|
||||
*/
|
||||
export const CALAMITY = "calamity";
|
||||
|
||||
/**
|
||||
* Tell recipient that an error has occurred
|
||||
/**
|
||||
* Tell recipient that an error has occurred
|
||||
*
|
||||
* Server-->Client-->Player
|
||||
*/
|
||||
@@ -21,7 +21,6 @@ export const ERROR = "e";
|
||||
*/
|
||||
export const MESSAGE = "m";
|
||||
|
||||
|
||||
/**
|
||||
* Player has entered data, and sends it to server.
|
||||
*
|
||||
@@ -77,110 +76,126 @@ export const DEBUG = "dbg";
|
||||
* Represents a message sent from client to server.
|
||||
*/
|
||||
export class ClientMessage {
|
||||
/**
|
||||
* @protected
|
||||
* @type {any[]} _arr The array that contains the message data
|
||||
*/
|
||||
_attr;
|
||||
/**
|
||||
* @protected
|
||||
* @type {any[]} _arr The array that contains the message data
|
||||
*/
|
||||
_attr;
|
||||
|
||||
/** The message type.
|
||||
*
|
||||
* One of the * constants from this document.
|
||||
*
|
||||
* @returns {string}
|
||||
*/
|
||||
get type() {
|
||||
return this._attr[0];
|
||||
/** The message type.
|
||||
*
|
||||
* One of the * constants from this document.
|
||||
*
|
||||
* @returns {string}
|
||||
*/
|
||||
get type() {
|
||||
return this._attr[0];
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {string} msgData the raw text data in the websocket message.
|
||||
*/
|
||||
constructor(msgData) {
|
||||
if (typeof msgData !== "string") {
|
||||
throw new Error(
|
||||
"Could not create client message. Attempting to parse json, but data was not even a string, it was a " +
|
||||
typeof msgData,
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {string} msgData the raw text data in the websocket message.
|
||||
*/
|
||||
constructor(msgData) {
|
||||
if (typeof msgData !== "string") {
|
||||
throw new Error("Could not create client message. Attempting to parse json, but data was not even a string, it was a " + typeof msgData);
|
||||
return;
|
||||
}
|
||||
|
||||
try {
|
||||
this._attr = JSON.parse(msgData);
|
||||
} catch (_) {
|
||||
throw new Error(`Could not create client message. Attempting to parse json, but data was invalid json: >>> ${msgData} <<<`);
|
||||
}
|
||||
|
||||
if (!Array.isArray(this._attr)) {
|
||||
throw new Error(`Could not create client message. Excpected an array, but got a ${typeof this._attr}`);
|
||||
}
|
||||
|
||||
if (this._attr.length < 1) {
|
||||
throw new Error("Could not create client message. Excpected an array with at least 1 element, but got an empty one");
|
||||
}
|
||||
}
|
||||
hasCommand() {
|
||||
return this._attr.length > 1 && this._attr[0] === COMMAND;
|
||||
try {
|
||||
this._attr = JSON.parse(msgData);
|
||||
} catch (_) {
|
||||
throw new Error(
|
||||
`Could not create client message. Attempting to parse json, but data was invalid json: >>> ${msgData} <<<`,
|
||||
);
|
||||
}
|
||||
|
||||
/** Does this message contain a username-response from the client? */
|
||||
isUsernameResponse() {
|
||||
return this._attr.length === 4
|
||||
&& this._attr[0] === REPLY
|
||||
&& this._attr[1] === "username"
|
||||
&& typeof this._attr[2] === "string";
|
||||
if (!Array.isArray(this._attr)) {
|
||||
throw new Error(
|
||||
`Could not create client message. Excpected an array, but got a ${typeof this._attr}`,
|
||||
);
|
||||
}
|
||||
|
||||
/** Does this message contain a password-response from the client? */
|
||||
isPasswordResponse() {
|
||||
return this._attr.length === 4
|
||||
&& this._attr[0] === REPLY
|
||||
&& this._attr[1] === "password"
|
||||
&& typeof this._attr[2] === "string";
|
||||
if (this._attr.length < 1) {
|
||||
throw new Error(
|
||||
"Could not create client message. Excpected an array with at least 1 element, but got an empty one",
|
||||
);
|
||||
}
|
||||
}
|
||||
hasCommand() {
|
||||
return this._attr.length > 1 && this._attr[0] === COMMAND;
|
||||
}
|
||||
|
||||
/** Does this message contain a username-response from the client? */
|
||||
isUsernameResponse() {
|
||||
return (
|
||||
this._attr.length === 4 &&
|
||||
this._attr[0] === REPLY &&
|
||||
this._attr[1] === "username" &&
|
||||
typeof this._attr[2] === "string"
|
||||
);
|
||||
}
|
||||
|
||||
/** Does this message contain a password-response from the client? */
|
||||
isPasswordResponse() {
|
||||
return (
|
||||
this._attr.length === 4 &&
|
||||
this._attr[0] === REPLY &&
|
||||
this._attr[1] === "password" &&
|
||||
typeof this._attr[2] === "string"
|
||||
);
|
||||
}
|
||||
|
||||
/** @returns {boolean} does this message indicate the player wants to quit */
|
||||
isQuitCommand() {
|
||||
return this._attr[0] === QUIT;
|
||||
}
|
||||
|
||||
isHelpCommand() {
|
||||
return this._attr[0] === HELP;
|
||||
}
|
||||
|
||||
/** @returns {boolean} is this a debug message? */
|
||||
isDebug() {
|
||||
return this._attr.length === 2 && this._attr[0] === DEBUG;
|
||||
}
|
||||
|
||||
isIntegerResponse() {
|
||||
return (
|
||||
this._attr.length === 4 &&
|
||||
this._attr[0] === REPLY &&
|
||||
this._attr[1] === "integer" &&
|
||||
(typeof this._attr[2] === "string" ||
|
||||
typeof this._attr[2] === "number") &&
|
||||
Number.isInteger(Number(this._attr[2]))
|
||||
);
|
||||
}
|
||||
|
||||
/** @returns {number} integer */
|
||||
get integer() {
|
||||
if (!this.isIntegerResponse()) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
/** @returns {boolean} does this message indicate the player wants to quit */
|
||||
isQuitCommand() {
|
||||
return this._attr[0] === QUIT
|
||||
}
|
||||
return Number.parseInt(this._attr[2]);
|
||||
}
|
||||
|
||||
isHelpCommand() {
|
||||
return this._attr[0] === HELP
|
||||
}
|
||||
/** @returns {string|false} Get the username stored in this message */
|
||||
get username() {
|
||||
return this.isUsernameResponse() ? this._attr[2] : false;
|
||||
}
|
||||
|
||||
/** @returns {boolean} is this a debug message? */
|
||||
isDebug() {
|
||||
return this._attr.length === 2 && this._attr[0] === DEBUG;
|
||||
}
|
||||
/** @returns {string|false} Get the password stored in this message */
|
||||
get password() {
|
||||
return this.isPasswordResponse() ? this._attr[2] : false;
|
||||
}
|
||||
|
||||
isIntegerResponse() {
|
||||
return this._attr.length === 4
|
||||
&& this._attr[0] === REPLY
|
||||
&& this._attr[1] === "integer"
|
||||
&& (typeof this._attr[2] === "string" || typeof this._attr[2] === "number")
|
||||
&& Number.isInteger(Number(this._attr[2]));
|
||||
}
|
||||
|
||||
/** @returns {number} integer */
|
||||
get integer() {
|
||||
if (!this.isIntegerResponse()) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
return Number.parseInt(this._attr[2]);
|
||||
}
|
||||
|
||||
/** @returns {string|false} Get the username stored in this message */
|
||||
get username() {
|
||||
return this.isUsernameResponse() ? this._attr[2] : false;
|
||||
}
|
||||
|
||||
/** @returns {string|false} Get the password stored in this message */
|
||||
get password() {
|
||||
return this.isPasswordResponse() ? this._attr[2] : false;
|
||||
}
|
||||
|
||||
/** @returns {string} */
|
||||
get command() {
|
||||
return this.hasCommand() ? this._attr[1] : false;
|
||||
}
|
||||
/** @returns {string} */
|
||||
get command() {
|
||||
return this.hasCommand() ? this._attr[1] : false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -190,5 +205,5 @@ export class ClientMessage {
|
||||
* @param {...any} args
|
||||
*/
|
||||
export function prepare(messageType, ...args) {
|
||||
return JSON.stringify([messageType, ...args]);
|
||||
return JSON.stringify([messageType, ...args]);
|
||||
}
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
import { randomBytes, pbkdf2Sync } from "node:crypto";
|
||||
import { Config } from "../config.js";
|
||||
|
||||
|
||||
// Settings (tune as needed)
|
||||
const ITERATIONS = 1000;
|
||||
const KEYLEN = 32; // 32-bit hash
|
||||
@@ -14,9 +13,11 @@ const DEV = process.env.NODE_ENV === "dev";
|
||||
* @returns {string}
|
||||
*/
|
||||
export function generateHash(password) {
|
||||
const salt = randomBytes(16).toString("hex"); // 128-bit salt
|
||||
const hash = pbkdf2Sync(password, salt, ITERATIONS, KEYLEN, DIGEST).toString("hex");
|
||||
return `${ITERATIONS}:${salt}:${hash}`;
|
||||
const salt = randomBytes(16).toString("hex"); // 128-bit salt
|
||||
const hash = pbkdf2Sync(password, salt, ITERATIONS, KEYLEN, DIGEST).toString(
|
||||
"hex",
|
||||
);
|
||||
return `${ITERATIONS}:${salt}:${hash}`;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -27,35 +28,41 @@ export function generateHash(password) {
|
||||
* @returns {boolean}
|
||||
*/
|
||||
export function verifyPassword(password_candidate, stored_password_hash) {
|
||||
const [iterations, salt, hash] = stored_password_hash.split(":");
|
||||
const derived = pbkdf2Sync(password_candidate, salt, Number(iterations), KEYLEN, DIGEST).toString("hex");
|
||||
const success = hash === derived;
|
||||
if (Config.dev || true) {
|
||||
console.debug(
|
||||
"Verifying password:\n" +
|
||||
" Input : %s (the password as it was sent to us by the client)\n" +
|
||||
" Given : %s (the input password hashed by us (not necessary for validation))\n" +
|
||||
" Stored : %s (the password hash we have on file for the player)\n" +
|
||||
" Derived : %s (the hashed version of the input password)\n" +
|
||||
" Verified : %s (was the password valid)",
|
||||
password_candidate,
|
||||
generateHash(password_candidate),
|
||||
stored_password_hash,
|
||||
derived,
|
||||
success,
|
||||
);
|
||||
}
|
||||
return success;
|
||||
const [iterations, salt, hash] = stored_password_hash.split(":");
|
||||
const derived = pbkdf2Sync(
|
||||
password_candidate,
|
||||
salt,
|
||||
Number(iterations),
|
||||
KEYLEN,
|
||||
DIGEST,
|
||||
).toString("hex");
|
||||
const success = hash === derived;
|
||||
if (Config.dev || true) {
|
||||
console.debug(
|
||||
"Verifying password:\n" +
|
||||
" Input : %s (the password as it was sent to us by the client)\n" +
|
||||
" Given : %s (the input password hashed by us (not necessary for validation))\n" +
|
||||
" Stored : %s (the password hash we have on file for the player)\n" +
|
||||
" Derived : %s (the hashed version of the input password)\n" +
|
||||
" Verified : %s (was the password valid)",
|
||||
password_candidate,
|
||||
generateHash(password_candidate),
|
||||
stored_password_hash,
|
||||
derived,
|
||||
success,
|
||||
);
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
/** @param {string} candidate */
|
||||
export function isUsernameSane(candidate) {
|
||||
return /^[a-zA-Z0-9_]{4,}$/.test(candidate);
|
||||
return /^[a-zA-Z0-9_]{4,}$/.test(candidate);
|
||||
}
|
||||
|
||||
/** @param {string} candidate */
|
||||
export function isPasswordSane(candidate) {
|
||||
// We know the password must adhere to one of our client-side-hashed crypto schemes,
|
||||
// so we can be fairly strict with the allowed passwords
|
||||
return /^[a-zA-Z0-9_: -]{8,}$/.test(candidate);
|
||||
// We know the password must adhere to one of our client-side-hashed crypto schemes,
|
||||
// so we can be fairly strict with the allowed passwords
|
||||
return /^[a-zA-Z0-9_: -]{8,}$/.test(candidate);
|
||||
}
|
||||
|
||||
@@ -4,136 +4,134 @@
|
||||
* @enum {string}
|
||||
*/
|
||||
export const FrameType = {
|
||||
/**
|
||||
* ╔════════════╗
|
||||
* ║ Hello, TUI ║
|
||||
* ╚════════════╝
|
||||
*
|
||||
* @type {string} Double-lined frame
|
||||
*/
|
||||
Double: "Double",
|
||||
|
||||
/**
|
||||
* ╔════════════╗
|
||||
* ║ Hello, TUI ║
|
||||
* ╚════════════╝
|
||||
*
|
||||
* @type {string} Double-lined frame
|
||||
*/
|
||||
Double: "Double",
|
||||
/**
|
||||
* ┌────────────┐
|
||||
* │ Hello, TUI │
|
||||
* └────────────┘
|
||||
*
|
||||
* @type {string} Single-lined frame
|
||||
*/
|
||||
Single: "Single",
|
||||
|
||||
/**
|
||||
* ┌────────────┐
|
||||
* │ Hello, TUI │
|
||||
* └────────────┘
|
||||
*
|
||||
* @type {string} Single-lined frame
|
||||
*/
|
||||
Single: "Single",
|
||||
/**
|
||||
*
|
||||
* Hello, TUI
|
||||
*
|
||||
*
|
||||
* @type {string} Double-lined frame
|
||||
*/
|
||||
Invisible: "Invisible",
|
||||
|
||||
/**
|
||||
* ( )
|
||||
* ( Hello, TUI )
|
||||
* ( )
|
||||
*
|
||||
* @type {string} Double-lined frame
|
||||
*/
|
||||
Parentheses: "Parentheses",
|
||||
|
||||
/**
|
||||
*
|
||||
* Hello, TUI
|
||||
*
|
||||
*
|
||||
* @type {string} Double-lined frame
|
||||
*/
|
||||
Invisible: "Invisible",
|
||||
/**
|
||||
* +------------+
|
||||
* | Hello, TUI |
|
||||
* +------------+
|
||||
*
|
||||
* @type {string} Double-lined frame
|
||||
*/
|
||||
Basic: "Basic",
|
||||
|
||||
|
||||
/**
|
||||
* ( )
|
||||
* ( Hello, TUI )
|
||||
* ( )
|
||||
*
|
||||
* @type {string} Double-lined frame
|
||||
*/
|
||||
Parentheses: "Parentheses",
|
||||
|
||||
/**
|
||||
* +------------+
|
||||
* | Hello, TUI |
|
||||
* +------------+
|
||||
*
|
||||
* @type {string} Double-lined frame
|
||||
*/
|
||||
Basic: "Basic",
|
||||
|
||||
|
||||
/**
|
||||
* @protected
|
||||
* Default values for the common frame types.
|
||||
*
|
||||
* [north, south, east, west, northwest, northeast, southwest, southeast]
|
||||
*/
|
||||
values: {
|
||||
Basic: "--||++++",
|
||||
Double: "══║║╔╗╚╝",
|
||||
Invisible: " ",
|
||||
Parentheses: " () ",
|
||||
Single: "──││┌┐└┘",
|
||||
}
|
||||
}
|
||||
/**
|
||||
* @protected
|
||||
* Default values for the common frame types.
|
||||
*
|
||||
* [north, south, east, west, northwest, northeast, southwest, southeast]
|
||||
*/
|
||||
values: {
|
||||
Basic: "--||++++",
|
||||
Double: "══║║╔╗╚╝",
|
||||
Invisible: " ",
|
||||
Parentheses: " () ",
|
||||
Single: "──││┌┐└┘",
|
||||
},
|
||||
};
|
||||
|
||||
export class FramingOptions {
|
||||
/** @type {number=0} Vertical Padding; number of vertical whitespace (newlines) between the text and the frame. */
|
||||
vPadding = 0;
|
||||
/** @type {number=0} Vertical Padding; number of vertical whitespace (newlines) between the text and the frame. */
|
||||
vPadding = 0;
|
||||
|
||||
/** @type {number=0} Margin ; number of newlines to to insert before and after the framed text */
|
||||
vMargin = 0;
|
||||
/** @type {number=0} Margin ; number of newlines to to insert before and after the framed text */
|
||||
vMargin = 0;
|
||||
|
||||
/** @type {number=0} Horizontal Padding; number of whitespace characters to insert between the text and the sides of the frame. */
|
||||
hPadding = 0;
|
||||
/** @type {number=0} Horizontal Padding; number of whitespace characters to insert between the text and the sides of the frame. */
|
||||
hPadding = 0;
|
||||
|
||||
/** @type {number=0} Margin ; number of newlines to to insert before and after the text, but inside the frame */
|
||||
hMargin = 0;
|
||||
/** @type {number=0} Margin ; number of newlines to to insert before and after the text, but inside the frame */
|
||||
hMargin = 0;
|
||||
|
||||
/** @type {FrameType=FrameType.Double} Type of frame to put around the text */
|
||||
frameType = FrameType.Double;
|
||||
/** @type {FrameType=FrameType.Double} Type of frame to put around the text */
|
||||
frameType = FrameType.Double;
|
||||
|
||||
/** @type {number=0} Pad each line to become at least this long */
|
||||
minLineWidth = 0;
|
||||
/** @type {number=0} Pad each line to become at least this long */
|
||||
minLineWidth = 0;
|
||||
|
||||
// Light block: ░ (U+2591)
|
||||
// Medium block: ▒ (U+2592)
|
||||
// Dark block: ▓ (U+2593)
|
||||
// Solid block: █ (U+2588)
|
||||
/** @type {string} Single character to use as filler inside the frame. */
|
||||
paddingChar = " "; // character used for padding inside the frame.
|
||||
// Light block: ░ (U+2591)
|
||||
// Medium block: ▒ (U+2592)
|
||||
// Dark block: ▓ (U+2593)
|
||||
// Solid block: █ (U+2588)
|
||||
/** @type {string} Single character to use as filler inside the frame. */
|
||||
paddingChar = " "; // character used for padding inside the frame.
|
||||
|
||||
/** @type {string} Single character to use as filler outside the frame. */
|
||||
marginChar = " ";
|
||||
/** @type {string} Single character to use as filler outside the frame. */
|
||||
marginChar = " ";
|
||||
|
||||
/** @type {string} The 8 characters that make up the frame elements */
|
||||
frameChars = FrameType.values.Double;
|
||||
/** @type {string} The 8 characters that make up the frame elements */
|
||||
frameChars = FrameType.values.Double;
|
||||
|
||||
/**
|
||||
* @param {object} o
|
||||
* @returns {FramingOptions}
|
||||
*/
|
||||
static fromObject(o) {
|
||||
const result = new FramingOptions();
|
||||
/**
|
||||
* @param {object} o
|
||||
* @returns {FramingOptions}
|
||||
*/
|
||||
static fromObject(o) {
|
||||
const result = new FramingOptions();
|
||||
|
||||
result.vPadding = Math.max(0, Number.parseInt(o.vPadding) || 0);
|
||||
result.hPadding = Math.max(0, Number.parseInt(o.hPadding) || 0);
|
||||
result.vMargin = Math.max(0, Number.parseInt(o.vMargin) || 0);
|
||||
result.hMargin = Math.max(0, Number.parseInt(o.hMargin) || 0);
|
||||
result.minLineWidth = Math.max(0, Number.parseInt(o.hMargin) || 0);
|
||||
result.vPadding = Math.max(0, Number.parseInt(o.vPadding) || 0);
|
||||
result.hPadding = Math.max(0, Number.parseInt(o.hPadding) || 0);
|
||||
result.vMargin = Math.max(0, Number.parseInt(o.vMargin) || 0);
|
||||
result.hMargin = Math.max(0, Number.parseInt(o.hMargin) || 0);
|
||||
result.minLineWidth = Math.max(0, Number.parseInt(o.hMargin) || 0);
|
||||
|
||||
result.paddingChar = String(o.paddingChar || " ")[0] || " ";
|
||||
result.marginChar = String(o.marginChar || " ")[0] || " ";
|
||||
result.paddingChar = String(o.paddingChar || " ")[0] || " ";
|
||||
result.marginChar = String(o.marginChar || " ")[0] || " ";
|
||||
|
||||
//
|
||||
// Do we have custom and valid frame chars?
|
||||
if (typeof o.frameChars === "string" && o.frameChars.length === FrameType.values.Double.length) {
|
||||
result.frameChars = o.frameChars;
|
||||
//
|
||||
// Do we have custom and valid frame chars?
|
||||
if (
|
||||
typeof o.frameChars === "string" &&
|
||||
o.frameChars.length === FrameType.values.Double.length
|
||||
) {
|
||||
result.frameChars = o.frameChars;
|
||||
|
||||
//
|
||||
// do we have document frame type instead ?
|
||||
} else if (o.frameType && FrameType.hasOwnProperty(o.frameType)) {
|
||||
result.frameChars = FrameType.values[o.frameType];
|
||||
//
|
||||
// do we have document frame type instead ?
|
||||
} else if (o.frameType && FrameType.hasOwnProperty(o.frameType)) {
|
||||
result.frameChars = FrameType.values[o.frameType];
|
||||
|
||||
// Fall back to using "Double" frame
|
||||
} else {
|
||||
result.frameChars = FrameType.values.Double;
|
||||
}
|
||||
|
||||
|
||||
return result;
|
||||
// Fall back to using "Double" frame
|
||||
} else {
|
||||
result.frameChars = FrameType.values.Double;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -141,173 +139,198 @@ export class FramingOptions {
|
||||
* @param {FramingOptions} options
|
||||
*/
|
||||
export function frameText(text, options) {
|
||||
if (!options) {
|
||||
options = new FramingOptions();
|
||||
}
|
||||
|
||||
if (!options) {
|
||||
options = new FramingOptions();
|
||||
}
|
||||
if (!(options instanceof FramingOptions)) {
|
||||
options = FramingOptions.fromObject(options);
|
||||
}
|
||||
|
||||
if (!(options instanceof FramingOptions)) {
|
||||
options = FramingOptions.fromObject(options);
|
||||
}
|
||||
// There is a point to this; each element in the array may contain newlines,
|
||||
// so we have to combine everything into a long text and then split into
|
||||
// individual lines afterwards.
|
||||
if (Array.isArray(text)) {
|
||||
text = text.join("\n");
|
||||
}
|
||||
|
||||
// There is a point to this; each element in the array may contain newlines,
|
||||
// so we have to combine everything into a long text and then split into
|
||||
// individual lines afterwards.
|
||||
if (Array.isArray(text)) {
|
||||
text = text.join("\n");
|
||||
}
|
||||
if (typeof text !== "string") {
|
||||
console.debug(text);
|
||||
throw new Error(
|
||||
`text argument was neither an array or a string, it was a ${typeof text}`,
|
||||
);
|
||||
}
|
||||
|
||||
if (typeof text !== "string") {
|
||||
console.debug(text);
|
||||
throw new Error(`text argument was neither an array or a string, it was a ${typeof text}`);
|
||||
}
|
||||
/** @type {string[]} */
|
||||
const lines = text.split("\n");
|
||||
|
||||
/** @type {string[]} */
|
||||
const lines = text.split("\n");
|
||||
const innerLineLength = Math.max(
|
||||
lines.reduce((accumulator, currentLine) => {
|
||||
if (currentLine.length > accumulator) {
|
||||
return currentLine.length;
|
||||
}
|
||||
return accumulator;
|
||||
}, 0),
|
||||
options.minLineWidth,
|
||||
);
|
||||
|
||||
const innerLineLength = Math.max(
|
||||
lines.reduce((accumulator, currentLine) => {
|
||||
if (currentLine.length > accumulator) {
|
||||
return currentLine.length;
|
||||
}
|
||||
return accumulator;
|
||||
}, 0), options.minLineWidth);
|
||||
const frameThickness = 1; // always 1 for now.
|
||||
|
||||
const frameThickness = 1; // always 1 for now.
|
||||
const outerLineLength =
|
||||
0 +
|
||||
innerLineLength +
|
||||
frameThickness * 2 +
|
||||
options.hPadding * 2 +
|
||||
options.hMargin * 2;
|
||||
|
||||
const outerLineLength = 0
|
||||
+ innerLineLength
|
||||
+ frameThickness * 2
|
||||
+ options.hPadding * 2
|
||||
+ options.hMargin * 2;
|
||||
// get the frame characters from the frameType.
|
||||
let [
|
||||
fNorth, // horizontal frame top lines
|
||||
fSouth, // horizontal frame bottom lines
|
||||
fWest, // vertical frame lines on the left side
|
||||
fEast, // vertical frame lines on the right side
|
||||
fNorthWest, // upper left frame corner
|
||||
fNorthEast, // upper right frame corner
|
||||
fSouthWest, // lower left frame corner
|
||||
fSouthEast, // lower right frame corner
|
||||
] = options.frameChars.split("");
|
||||
if (fNorth === "§") {
|
||||
fNorth = "";
|
||||
}
|
||||
if (fSouth === "§") {
|
||||
fSouth = "";
|
||||
}
|
||||
if (fEast === "§") {
|
||||
fEast = "";
|
||||
}
|
||||
if (fWest === "§") {
|
||||
fWest = "";
|
||||
}
|
||||
if (fNorthEast === "§") {
|
||||
fNorthEast = "";
|
||||
}
|
||||
if (fSouthEast === "§") {
|
||||
fSouthEast = "";
|
||||
}
|
||||
if (fNorthWest === "§") {
|
||||
fNorthWest = "";
|
||||
}
|
||||
if (fSouthWest === "§") {
|
||||
fSouthWest = "";
|
||||
}
|
||||
|
||||
// get the frame characters from the frameType.
|
||||
let [
|
||||
fNorth, // horizontal frame top lines
|
||||
fSouth, // horizontal frame bottom lines
|
||||
fWest, // vertical frame lines on the left side
|
||||
fEast, // vertical frame lines on the right side
|
||||
fNorthWest, // upper left frame corner
|
||||
fNorthEast, // upper right frame corner
|
||||
fSouthWest, // lower left frame corner
|
||||
fSouthEast, // lower right frame corner
|
||||
] = options.frameChars.split("");
|
||||
if (fNorth === "§") { fNorth = ""; }
|
||||
if (fSouth === "§") { fSouth = ""; }
|
||||
if (fEast === "§") { fEast = ""; }
|
||||
if (fWest === "§") { fWest = ""; }
|
||||
if (fNorthEast === "§") { fNorthEast = ""; }
|
||||
if (fSouthEast === "§") { fSouthEast = ""; }
|
||||
if (fNorthWest === "§") { fNorthWest = ""; }
|
||||
if (fSouthWest === "§") { fSouthWest = ""; }
|
||||
let output = "";
|
||||
|
||||
let output = "";
|
||||
//
|
||||
// GENERATE THE MARGIN SPACE ABOVE THE FRAMED TEXT
|
||||
//
|
||||
// ( we insert space characters even though )
|
||||
// ( they wouldn't normally be visible. But )
|
||||
// ( Some fonts might allow us to see blank )
|
||||
// ( space, and what if we want to nest many )
|
||||
// ( frames inside each other? )
|
||||
//
|
||||
output += (options.marginChar.repeat(outerLineLength) + "\n").repeat(
|
||||
options.vMargin,
|
||||
);
|
||||
|
||||
//
|
||||
// GENERATE THE MARGIN SPACE ABOVE THE FRAMED TEXT
|
||||
//
|
||||
// ( we insert space characters even though )
|
||||
// ( they wouldn't normally be visible. But )
|
||||
// ( Some fonts might allow us to see blank )
|
||||
// ( space, and what if we want to nest many )
|
||||
// ( frames inside each other? )
|
||||
//
|
||||
output += (options.marginChar.repeat(outerLineLength) + "\n").repeat(options.vMargin);
|
||||
//
|
||||
// GENERATE THE TOP PART OF THE FRAME
|
||||
// ╔════════════╗
|
||||
//
|
||||
//
|
||||
output +=
|
||||
"" + // Make sure JS knows we're adding a string.
|
||||
options.marginChar.repeat(options.hMargin) + // the margin before the frame starts
|
||||
fNorthWest + // northwest frame corner
|
||||
fNorth.repeat(innerLineLength + options.hPadding * 2) + // the long horizontal frame top bar
|
||||
fNorthEast + // northeast frame corner
|
||||
options.marginChar.repeat(options.hMargin) + // the margin after the frame ends
|
||||
"\n";
|
||||
//
|
||||
// GENERATE UPPER PADDING
|
||||
//
|
||||
// ║ ║
|
||||
//
|
||||
// (the blank lines within the frame and above the text)
|
||||
output += (
|
||||
options.marginChar.repeat(options.hMargin) +
|
||||
fWest +
|
||||
options.paddingChar.repeat(innerLineLength + options.hPadding * 2) +
|
||||
fEast +
|
||||
options.marginChar.repeat(options.hMargin) +
|
||||
"\n"
|
||||
).repeat(options.vPadding);
|
||||
|
||||
//
|
||||
// GENERATE FRAMED TEXT SEGMENT
|
||||
//
|
||||
// ║ My pretty ║
|
||||
// ║ text here ║
|
||||
//
|
||||
// ( this could be done with a reduce() )
|
||||
//
|
||||
for (const line of lines) {
|
||||
output +=
|
||||
"" + // Make sure JS knows we're adding a string.
|
||||
options.marginChar.repeat(options.hMargin) + // margin before frame
|
||||
fWest + // vertical frame char
|
||||
options.paddingChar.repeat(options.hPadding) + // padding before text
|
||||
line.padEnd(innerLineLength, " ") + // The actual text. Pad it with normal space character, NOT custom space.
|
||||
options.paddingChar.repeat(options.hPadding) + // padding after text
|
||||
fEast + // vertical frame bar
|
||||
options.marginChar.repeat(options.hMargin) + // margin after frame
|
||||
"\n";
|
||||
}
|
||||
|
||||
//
|
||||
// GENERATE THE TOP PART OF THE FRAME
|
||||
// ╔════════════╗
|
||||
//
|
||||
//
|
||||
output += "" // Make sure JS knows we're adding a string.
|
||||
+ options.marginChar.repeat(options.hMargin) // the margin before the frame starts
|
||||
+ fNorthWest // northwest frame corner
|
||||
+ fNorth.repeat(innerLineLength + options.hPadding * 2) // the long horizontal frame top bar
|
||||
+ fNorthEast // northeast frame corner
|
||||
+ options.marginChar.repeat(options.hMargin) // the margin after the frame ends
|
||||
+ "\n";
|
||||
//
|
||||
// GENERATE UPPER PADDING
|
||||
//
|
||||
// ║ ║
|
||||
//
|
||||
// (the blank lines within the frame and above the text)
|
||||
output += (
|
||||
options.marginChar.repeat(options.hMargin)
|
||||
+ fWest
|
||||
+ options.paddingChar.repeat(innerLineLength + options.hPadding * 2)
|
||||
+ fEast
|
||||
+ options.marginChar.repeat(options.hMargin)
|
||||
+ "\n"
|
||||
).repeat(options.vPadding);
|
||||
//
|
||||
// GENERATE LOWER PADDING
|
||||
//
|
||||
// ║ ║
|
||||
//
|
||||
// ( the blank lines within the )
|
||||
// ( frame and below the text )
|
||||
//
|
||||
// ( this code is a direct )
|
||||
// ( repeat of the code that )
|
||||
// ( generates top padding )
|
||||
output += (
|
||||
options.marginChar.repeat(options.hMargin) +
|
||||
fWest +
|
||||
options.paddingChar.repeat(innerLineLength + options.hPadding * 2) +
|
||||
fEast +
|
||||
options.marginChar.repeat(options.hMargin) +
|
||||
"\n"
|
||||
).repeat(options.vPadding);
|
||||
|
||||
//
|
||||
// GENERATE FRAMED TEXT SEGMENT
|
||||
//
|
||||
// ║ My pretty ║
|
||||
// ║ text here ║
|
||||
//
|
||||
// ( this could be done with a reduce() )
|
||||
//
|
||||
for (const line of lines) {
|
||||
output += "" // Make sure JS knows we're adding a string.
|
||||
+ options.marginChar.repeat(options.hMargin) // margin before frame
|
||||
+ fWest // vertical frame char
|
||||
+ options.paddingChar.repeat(options.hPadding) // padding before text
|
||||
+ line.padEnd(innerLineLength, " ") // The actual text. Pad it with normal space character, NOT custom space.
|
||||
+ options.paddingChar.repeat(options.hPadding) // padding after text
|
||||
+ fEast // vertical frame bar
|
||||
+ options.marginChar.repeat(options.hMargin) // margin after frame
|
||||
+ "\n";
|
||||
}
|
||||
//
|
||||
// GENERATE THE BOTTOM PART OF THE FRAME
|
||||
//
|
||||
// ╚════════════╝
|
||||
//
|
||||
output +=
|
||||
"" + // Make sure JS knows we're adding a string.
|
||||
options.marginChar.repeat(options.hMargin) + // the margin before the frame starts
|
||||
fSouthWest + // northwest frame corner
|
||||
fSouth.repeat(innerLineLength + options.hPadding * 2) + // the long horizontal frame top bar
|
||||
fSouthEast + // northeast frame corner
|
||||
options.marginChar.repeat(options.hMargin) + // the margin after the frame starts
|
||||
"\n";
|
||||
|
||||
//
|
||||
// GENERATE LOWER PADDING
|
||||
//
|
||||
// ║ ║
|
||||
//
|
||||
// ( the blank lines within the )
|
||||
// ( frame and below the text )
|
||||
//
|
||||
// ( this code is a direct )
|
||||
// ( repeat of the code that )
|
||||
// ( generates top padding )
|
||||
output += (
|
||||
options.marginChar.repeat(options.hMargin)
|
||||
+ fWest
|
||||
+ options.paddingChar.repeat(innerLineLength + options.hPadding * 2)
|
||||
+ fEast
|
||||
+ options.marginChar.repeat(options.hMargin)
|
||||
+ "\n"
|
||||
).repeat(options.vPadding);
|
||||
//
|
||||
// GENERATE THE MARGIN SPACE BELOW THE FRAMED TEXT
|
||||
//
|
||||
// ( we insert space characters even though )
|
||||
// ( they wouldn't normally be visible. But )
|
||||
// ( Some fonts might allow us to see blank )
|
||||
// ( space, and what if we want to nest many )
|
||||
// ( frames inside each other? )
|
||||
//
|
||||
output += (options.marginChar.repeat(outerLineLength) + "\n").repeat(
|
||||
options.vMargin,
|
||||
);
|
||||
|
||||
|
||||
//
|
||||
// GENERATE THE BOTTOM PART OF THE FRAME
|
||||
//
|
||||
// ╚════════════╝
|
||||
//
|
||||
output += "" // Make sure JS knows we're adding a string.
|
||||
+ options.marginChar.repeat(options.hMargin) // the margin before the frame starts
|
||||
+ fSouthWest // northwest frame corner
|
||||
+ fSouth.repeat(innerLineLength + options.hPadding * 2) // the long horizontal frame top bar
|
||||
+ fSouthEast // northeast frame corner
|
||||
+ options.marginChar.repeat(options.hMargin) // the margin after the frame starts
|
||||
+ "\n";
|
||||
|
||||
//
|
||||
// GENERATE THE MARGIN SPACE BELOW THE FRAMED TEXT
|
||||
//
|
||||
// ( we insert space characters even though )
|
||||
// ( they wouldn't normally be visible. But )
|
||||
// ( Some fonts might allow us to see blank )
|
||||
// ( space, and what if we want to nest many )
|
||||
// ( frames inside each other? )
|
||||
//
|
||||
output += (options.marginChar.repeat(outerLineLength) + "\n").repeat(options.vMargin);
|
||||
|
||||
return output;
|
||||
return output;
|
||||
}
|
||||
|
||||
// Allow this script to be run directly from node as well as being included!
|
||||
|
||||
Reference in New Issue
Block a user