things+stuff
This commit is contained in:
@@ -1,4 +0,0 @@
|
|||||||
{
|
|
||||||
"tabWidth": 4,
|
|
||||||
"printWidth": 170
|
|
||||||
}
|
|
||||||
11
server/.vscode/launch.json
vendored
11
server/.vscode/launch.json
vendored
@@ -9,17 +9,12 @@
|
|||||||
"request": "launch",
|
"request": "launch",
|
||||||
"name": "Launch with Nodemon",
|
"name": "Launch with Nodemon",
|
||||||
"runtimeExecutable": "nodemon",
|
"runtimeExecutable": "nodemon",
|
||||||
"runtimeArgs": [
|
"runtimeArgs": ["--inspect=9229", "server.js"],
|
||||||
"--inspect=9229",
|
|
||||||
"server.js"
|
|
||||||
],
|
|
||||||
"env": {
|
"env": {
|
||||||
"NODE_ENV": "dev",
|
"NODE_ENV": "dev"
|
||||||
},
|
},
|
||||||
"restart": true,
|
"restart": true,
|
||||||
"skipFiles": [
|
"skipFiles": ["<node_internals>/**"]
|
||||||
"<node_internals>/**"
|
|
||||||
]
|
|
||||||
}
|
}
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
@@ -3,10 +3,10 @@ const env = process.env.PROD || (dev ? "dev" : "prod");
|
|||||||
|
|
||||||
export const Config = {
|
export const Config = {
|
||||||
/** @readonly @type {string} the name of the environment we're running in */
|
/** @readonly @type {string} the name of the environment we're running in */
|
||||||
"env": env,
|
env: env,
|
||||||
|
|
||||||
/** @readonly @type {boolean} are we running in development-mode? */
|
/** @readonly @type {boolean} are we running in development-mode? */
|
||||||
"dev": dev,
|
dev: dev,
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Port we're running the server on.
|
* Port we're running the server on.
|
||||||
@@ -49,5 +49,3 @@ export const Config = {
|
|||||||
*/
|
*/
|
||||||
accountLockoutDurationMs: 15 * 60 * 1000, // 15 minutes.
|
accountLockoutDurationMs: 15 * 60 * 1000, // 15 minutes.
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -3,11 +3,11 @@
|
|||||||
<!-- 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).-->
|
<!-- 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).-->
|
||||||
<!-- 3. Divide the container's width by the character's width to get the number of characters. -->
|
<!-- 3. Divide the container's width by the character's width to get the number of characters. -->
|
||||||
|
|
||||||
<!DOCTYPE html>
|
<!doctype html>
|
||||||
<html lang="en">
|
<html lang="en">
|
||||||
<head>
|
<head>
|
||||||
<meta charset="UTF-8">
|
<meta charset="UTF-8" />
|
||||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
<title>Measure Div Width in Characters</title>
|
<title>Measure Div Width in Characters</title>
|
||||||
<style>
|
<style>
|
||||||
.monospaced-div {
|
.monospaced-div {
|
||||||
@@ -19,17 +19,15 @@
|
|||||||
</style>
|
</style>
|
||||||
</head>
|
</head>
|
||||||
<body>
|
<body>
|
||||||
<div class="monospaced-div">
|
<div class="monospaced-div">This is a div with monospaced text.</div>
|
||||||
This is a div with monospaced text.
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<script>
|
<script>
|
||||||
function getMonospacedCharCount(div) {
|
function getMonospacedCharCount(div) {
|
||||||
// Create a temporary span to get the width of one character
|
// Create a temporary span to get the width of one character
|
||||||
const testChar = document.createElement('span');
|
const testChar = document.createElement("span");
|
||||||
testChar.textContent = '0'; // Monospaced fonts use "0" for width
|
testChar.textContent = "0"; // Monospaced fonts use "0" for width
|
||||||
testChar.style.fontFamily = window.getComputedStyle(div).fontFamily;
|
testChar.style.fontFamily = window.getComputedStyle(div).fontFamily;
|
||||||
testChar.style.visibility = 'hidden'; // Hide the element
|
testChar.style.visibility = "hidden"; // Hide the element
|
||||||
document.body.appendChild(testChar);
|
document.body.appendChild(testChar);
|
||||||
|
|
||||||
const charWidth = testChar.offsetWidth; // Get width of a single character
|
const charWidth = testChar.offsetWidth; // Get width of a single character
|
||||||
@@ -42,9 +40,9 @@
|
|||||||
return Math.floor(divWidth / charWidth);
|
return Math.floor(divWidth / charWidth);
|
||||||
}
|
}
|
||||||
|
|
||||||
const div = document.querySelector('.monospaced-div');
|
const div = document.querySelector(".monospaced-div");
|
||||||
const charCount = getMonospacedCharCount(div);
|
const charCount = getMonospacedCharCount(div);
|
||||||
console.log('Number of characters the div can hold:', charCount);
|
console.log("Number of characters the div can hold:", charCount);
|
||||||
</script>
|
</script>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|||||||
32
server/ideas.md
Executable file
32
server/ideas.md
Executable file
@@ -0,0 +1,32 @@
|
|||||||
|
```
|
||||||
|
___ ____ _____ _ ____
|
||||||
|
|_ _| _ \| ____| / \ / ___|
|
||||||
|
| || | | | _| / _ \ \___ \
|
||||||
|
| || |_| | |___ / ___ \ ___) |
|
||||||
|
|___|____/|_____/_/ \_\____/
|
||||||
|
-------------------------------
|
||||||
|
```
|
||||||
|
|
||||||
|
# GARBAGE COLLECTORS
|
||||||
|
|
||||||
|
At night, the Garbage Collectors (smelly gnolls) or other Janitor Mobs come out
|
||||||
|
to remove any loose items or dead characters that may be lying around. They
|
||||||
|
are quite tough.
|
||||||
|
|
||||||
|
These janitor mobs clean up almost everywhere except Instances (that clean up themselves)
|
||||||
|
and players' homes, prisons, and other VIP locations.
|
||||||
|
|
||||||
|
They never trigger quests or events where they go, but:
|
||||||
|
|
||||||
|
- they can interact with adventurers (they are quite aggressive, and may attack unprovoked, maybe sneak past)
|
||||||
|
- they can interact with each other, but mostly do so if there are PCs nearby.
|
||||||
|
|
||||||
|
# Attrition
|
||||||
|
|
||||||
|
Even when a player is offline, their characters have to pay rent on their homes
|
||||||
|
or room and board in an inn, or they can chance it in the wilderness.
|
||||||
|
|
||||||
|
If they run out of money or rations, there is a small chance each day that the
|
||||||
|
characters will be garbage collected.
|
||||||
|
|
||||||
|
The sum that needs paying while offline not very large though.
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
import * as roll from "../utils/dice.js";
|
import * as roll from "../utils/dice.js";
|
||||||
import * as id from "../utils/id.js";
|
import * as id from "../utils/id.js";
|
||||||
|
import { Item } from "./item.js";
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* A playable character.
|
* A playable character.
|
||||||
@@ -14,28 +15,31 @@ export class Character {
|
|||||||
* @protected
|
* @protected
|
||||||
* @type {number} The number of XP the character has.
|
* @type {number} The number of XP the character has.
|
||||||
*/
|
*/
|
||||||
_xp = 0;
|
xp = 0;
|
||||||
get xp() {
|
|
||||||
return this._xp;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** @protected @type {number} The character's level. */
|
/** @protected @type {number} The character's level. */
|
||||||
_level = 1;
|
level = 1;
|
||||||
get level() {
|
|
||||||
return this._level;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** @protected @type {string} unique name used for chats when there's a name clash and also other things that require a unique character id */
|
/** @type {number} Awareness Skill */
|
||||||
_id;
|
awareness;
|
||||||
get id() {
|
|
||||||
return this._id;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** @protected @type {string} username of the player that owns this character. */
|
/** @type {number} Grit Skill */
|
||||||
_username;
|
grit;
|
||||||
get username() {
|
|
||||||
return this._username;
|
/** @type {number} Knowledge Skill */
|
||||||
}
|
knowledge;
|
||||||
|
|
||||||
|
/** @type {number} Magic Skill */
|
||||||
|
magic;
|
||||||
|
|
||||||
|
/** @type {number} Melee Attack Skill */
|
||||||
|
meleeCombat;
|
||||||
|
|
||||||
|
/** @type {number} Ranged Attack Skill */
|
||||||
|
rangedCombat;
|
||||||
|
|
||||||
|
/** @type {number} Skulduggery Skill */
|
||||||
|
skulduggery;
|
||||||
|
|
||||||
/** @type {string} Bloodline background */
|
/** @type {string} Bloodline background */
|
||||||
ancestry;
|
ancestry;
|
||||||
@@ -56,144 +60,40 @@ export class Character {
|
|||||||
itemSlots;
|
itemSlots;
|
||||||
|
|
||||||
/** @type {Set<string>} Things the character is particularly proficient at. */
|
/** @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. */
|
/** @type {Map<Item,number} Things the character is particularly proficient at. */
|
||||||
equipment = new Map();
|
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 {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;
|
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
/** Add an item to the equipment list
|
||||||
// Initializing
|
* @param {Item} item
|
||||||
//
|
* @param {number} count
|
||||||
|
*
|
||||||
// Rolling skills
|
* Maybe return the accumulated ItemSlots used?
|
||||||
|
*/
|
||||||
/** @type {number} Awareness Skill */
|
addItem(item, count = 1) {
|
||||||
this.awareness = roll.d6() + 2;
|
if (!Number.isInteger(count)) {
|
||||||
|
throw new Error("Number must be an integer");
|
||||||
/** @type {number} Grit Skill */
|
}
|
||||||
this.grit = roll.d6() + 2;
|
if (!(item instanceof Item)) {
|
||||||
|
console.debug("bad item", item);
|
||||||
/** @type {number} Knowledge Skill */
|
throw new Error("item must be an instance of Item!");
|
||||||
this.knowledge = roll.d6() + 2;
|
}
|
||||||
|
if (count <= 0) {
|
||||||
/** @type {number} Magic Skill */
|
throw new Error("Number must be > 0");
|
||||||
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");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
const existingItemCount = this.items.get(item) || 0;
|
||||||
// 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.items.set(item, count + existingItemCount);
|
||||||
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;
|
// todo removeItem(item, count)
|
||||||
this.maxHitPoints = 20;
|
|
||||||
this.currentHitPoints = 20;
|
|
||||||
|
|
||||||
// default:
|
|
||||||
// throw new Error(`Logic error, foundation d15 roll of ${foundationRoll} roll was out of scope`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,15 +7,14 @@
|
|||||||
* Serializing this object effectively saves the game.
|
* 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 { Character } from "./character.js";
|
||||||
import { ItemTemplate } from "./item.js";
|
import { ItemAttributes, ItemBlueprint } from "./item.js";
|
||||||
import { Player } from "./player.js";
|
import { Player } from "./player.js";
|
||||||
|
|
||||||
export class Game {
|
export class Game {
|
||||||
|
/** @type {Map<string,ItemBlueprint>} List of all item blueprints in the game */
|
||||||
/** @type {Map<string,ItemTemplate>} List of all item templates in the game */
|
_itemBlueprints = new Map();
|
||||||
_itemTemplates = new Map();
|
|
||||||
|
|
||||||
/** @type {Map<string,Location>} The list of locations in the game */
|
/** @type {Map<string,Location>} The list of locations in the game */
|
||||||
_locations = new Map();
|
_locations = new Map();
|
||||||
@@ -55,7 +54,7 @@ export class Game {
|
|||||||
const player = new Player(
|
const player = new Player(
|
||||||
username,
|
username,
|
||||||
typeof passwordHash === "string" ? passwordHash : "",
|
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);
|
this._players.set(username, player);
|
||||||
@@ -64,38 +63,45 @@ export class Game {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Create an ItemTemplate with a given ID
|
* Create an ItemBlueprint with a given blueprintId
|
||||||
*
|
*
|
||||||
* @param {string} id
|
* @param {string} blueprintId
|
||||||
* @param {object} attributes
|
* @param {ItemAttributes} attributes
|
||||||
*
|
*
|
||||||
* @returns {ItemTemplate|false}
|
* @returns {ItemBlueprint|false}
|
||||||
*/
|
*/
|
||||||
createItemTemplate(id, attributes) {
|
addItemBlueprint(blueprintId, attributes) {
|
||||||
|
console.log(attributes);
|
||||||
if (typeof id !== "string" || !id) {
|
if (typeof blueprintId !== "string" || !blueprintId) {
|
||||||
throw new Error("Invalid id!");
|
throw new Error("Invalid blueprintId!");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this._itemTemplates.has(id)) {
|
const existing = this._itemBlueprints.get(blueprintId);
|
||||||
return false;
|
|
||||||
|
if (existing) {
|
||||||
|
console.debug("we tried to create the same item blueprint more than once", blueprintId, attributes);
|
||||||
|
return existing;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @type {ItemTemplate} */
|
attributes.blueprintId = blueprintId;
|
||||||
const result = new ItemTemplate(id, attributes.name, attributes.itemSlots);
|
|
||||||
|
|
||||||
for (const key of Object.keys(result)) {
|
const result = new ItemBlueprint(attributes);
|
||||||
if (key === "id") {
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
if (key in attributes) {
|
|
||||||
result[key] = attributes[key];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
this._itemBlueprints.set(blueprintId, result);
|
||||||
this._itemTemplates.set(id, result);
|
|
||||||
|
|
||||||
return 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.
|
* Abstract class for documentation purposes.
|
||||||
* A character cannot directly own one of these items,
|
* @abstract
|
||||||
* they can only own CharacterItems, and ItemTemplates can be used to
|
|
||||||
* generate these CharacterItems.
|
|
||||||
*/
|
*/
|
||||||
export class ItemTemplate {
|
export class ItemAttributes {
|
||||||
/** @constant @readonly @type {string} Item's machine-friendly name */
|
/** @constant @readonly @type {string} Machine-friendly name for the blueprint */
|
||||||
id;
|
blueprintId;
|
||||||
|
|
||||||
/** @constant @readonly @type {string} Item's human-friendly name */
|
/** @constant @readonly @type {string} Item's human-friendly name */
|
||||||
name;
|
name;
|
||||||
@@ -18,9 +16,9 @@ export class ItemTemplate {
|
|||||||
itemSlots;
|
itemSlots;
|
||||||
|
|
||||||
/** @constant @readonly @type {number?} How much damage (if any) does this item deal */
|
/** @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;
|
specialEffect;
|
||||||
|
|
||||||
/** @constant @readonly @type {boolean?} Can this item be used as a melee weapon? */
|
/** @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? */
|
/** @constant @readonly @type {boolean?} Can this item be used as a ranged weapon? */
|
||||||
ranged;
|
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 */
|
/** @constant @readonly @type {string?} Type of ammo that this item is, or that this item uses */
|
||||||
ammoType;
|
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
|
* Constructor
|
||||||
*
|
*
|
||||||
* @param {string=null} id Item's machine-friendly name.
|
* @param {object} o Object whose attributes we copy
|
||||||
* @param {string} name. The Item's Name.
|
|
||||||
* @param {number} itemSlots number of item slots the item takes up in a character's inventory.
|
|
||||||
*/
|
*/
|
||||||
constructor(id, name, itemSlots) {
|
constructor(o) {
|
||||||
|
super();
|
||||||
|
|
||||||
if (typeof id !== "string" || id.length < 1) {
|
if (typeof o.blueprintId !== "string" || o.name.length < 1) {
|
||||||
throw new Error("id must be a string!");
|
throw new Error("blueprintId must be a string, but " + typeof o.blueprintId + " given.");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (typeof name !== "string" || name.length < 1) {
|
if (typeof o.name !== "string" || o.name.length < 1) {
|
||||||
throw new Error("Name must be a string, but " + typeof name + " given.");
|
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!");
|
throw new Error("itemSlots must be a finite number!");
|
||||||
}
|
}
|
||||||
|
|
||||||
this.name = name;
|
o.itemSlots = Number(o.itemSlots);
|
||||||
this.id = id;
|
|
||||||
this.itemSlots = Number(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} */
|
/** @returns {Item} */
|
||||||
createItem() {
|
createItem() {
|
||||||
return new ChracterItem(
|
const item = new Item();
|
||||||
this.id,
|
|
||||||
this.name,
|
for (const [key, value] of Object.entries(this)) {
|
||||||
this.description,
|
item[key] = value;
|
||||||
this.itemSlots,
|
}
|
||||||
);
|
|
||||||
|
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
|
* If a character has two identical potions of healing, they are each represented
|
||||||
* with the name of Shortsword and with the same properties as the orignial Shortsword ItemTemplate.
|
* by an object of this class.
|
||||||
*
|
* The only notable tweak to this rule is collective items like quivers that have
|
||||||
* If a character picks up a Pickaxe in the dungeon, a new CharacterItem is spawned and injected into
|
* arrows that are consumed. In this case, each individual arrow is not tracked
|
||||||
* the character's Equipment Map. If the item is dropped/destroyed/sold, the CharacterItem is removed from
|
* as its own entity, only the quiver is tracked.
|
||||||
* 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.
|
|
||||||
*/
|
*/
|
||||||
export class CharacterItem {
|
export class Item extends ItemAttributes {}
|
||||||
/** @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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
import WebSocket from "ws";
|
import WebSocket from "ws";
|
||||||
import { Character } from "./character.js";
|
import { Character } from "./character.js";
|
||||||
|
import { Config } from "./../config.js";
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Player Account.
|
* Player Account.
|
||||||
@@ -7,7 +8,6 @@ import { Character } from "./character.js";
|
|||||||
* Contain persistent player account info.
|
* Contain persistent player account info.
|
||||||
*/
|
*/
|
||||||
export class Player {
|
export class Player {
|
||||||
|
|
||||||
/** @protected @type {string} unique username */
|
/** @protected @type {string} unique username */
|
||||||
_username;
|
_username;
|
||||||
get username() {
|
get username() {
|
||||||
@@ -35,7 +35,6 @@ export class Player {
|
|||||||
/** @type {Date} */
|
/** @type {Date} */
|
||||||
blockedUntil;
|
blockedUntil;
|
||||||
|
|
||||||
|
|
||||||
/** @type {Date|null} Date of the player's last websocket message. */
|
/** @type {Date|null} Date of the player's last websocket message. */
|
||||||
lastActivityAt = null;
|
lastActivityAt = null;
|
||||||
|
|
||||||
@@ -69,4 +68,24 @@ export class Player {
|
|||||||
setPasswordHash(hashedPassword) {
|
setPasswordHash(hashedPassword) {
|
||||||
this._passwordHash = 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (this._characters.size >= Config.maxPartySize) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
this._characters.add(character);
|
||||||
|
|
||||||
|
return this._characters.size;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,12 +1,11 @@
|
|||||||
import WebSocket from 'ws';
|
import WebSocket from "ws";
|
||||||
import { Game } from './game.js';
|
import { Game } from "./game.js";
|
||||||
import { Player } from './player.js';
|
import { Player } from "./player.js";
|
||||||
import { StateInterface } from '../states/interface.js';
|
import { StateInterface } from "../states/interface.js";
|
||||||
import * as msg from '../utils/messages.js';
|
import * as msg from "../utils/messages.js";
|
||||||
import figlet from 'figlet';
|
import figlet from "figlet";
|
||||||
|
|
||||||
export class Session {
|
export class Session {
|
||||||
|
|
||||||
/** @protected @type {StateInterface} */
|
/** @protected @type {StateInterface} */
|
||||||
_state;
|
_state;
|
||||||
get state() {
|
get state() {
|
||||||
@@ -27,7 +26,6 @@ export class Session {
|
|||||||
|
|
||||||
/** @param {Player} player */
|
/** @param {Player} player */
|
||||||
set player(player) {
|
set player(player) {
|
||||||
|
|
||||||
if (player instanceof Player) {
|
if (player instanceof Player) {
|
||||||
this._player = player;
|
this._player = player;
|
||||||
return;
|
return;
|
||||||
@@ -38,10 +36,11 @@ export class Session {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
throw Error(`Can only set player to null or instance of Player, but received ${typeof player}`);
|
throw Error(
|
||||||
|
`Can only set player to null or instance of Player, but received ${typeof player}`,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/** @type {WebSocket} */
|
/** @type {WebSocket} */
|
||||||
_websocket;
|
_websocket;
|
||||||
|
|
||||||
@@ -91,7 +90,7 @@ export class Session {
|
|||||||
* @param {string|string[]} message The prompting message (please enter your character's name)
|
* @param {string|string[]} message The prompting message (please enter your character's name)
|
||||||
* @param {string} tag helps with message routing and handling.
|
* @param {string} tag helps with message routing and handling.
|
||||||
*/
|
*/
|
||||||
sendPrompt(type, message, tag="default", ...args) {
|
sendPrompt(type, message, tag = "", ...args) {
|
||||||
if (Array.isArray(message)) {
|
if (Array.isArray(message)) {
|
||||||
message = message.join("\n");
|
message = message.join("\n");
|
||||||
}
|
}
|
||||||
@@ -127,5 +126,4 @@ export class Session {
|
|||||||
state.onAttach();
|
state.onAttach();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
{
|
{
|
||||||
"name": "websocket-mud",
|
"name": "websocket-mud",
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"description": "A Multi-User Dungeon game using WebSockets and Node.js",
|
"description": "A Muuhlti-User Dungeon Game. Is there a secret cow level?",
|
||||||
"main": "server.js",
|
"main": "server.js",
|
||||||
"type": "module",
|
"type": "module",
|
||||||
"scripts": {
|
"scripts": {
|
||||||
@@ -14,7 +14,7 @@
|
|||||||
"game",
|
"game",
|
||||||
"multiplayer"
|
"multiplayer"
|
||||||
],
|
],
|
||||||
"author": "Your Name",
|
"author": "Kim Ravn Hansen",
|
||||||
"license": "MIT",
|
"license": "MIT",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"figlet": "^1.8.2",
|
"figlet": "^1.8.2",
|
||||||
@@ -26,5 +26,14 @@
|
|||||||
},
|
},
|
||||||
"engines": {
|
"engines": {
|
||||||
"node": ">=14.0.0"
|
"node": ">=14.0.0"
|
||||||
|
},
|
||||||
|
"prettier": {
|
||||||
|
"tabWidth": 4,
|
||||||
|
"printWidth": 120,
|
||||||
|
"singleQuote": false,
|
||||||
|
"trailingComma": "all",
|
||||||
|
"tabWidth": 4,
|
||||||
|
"bracketSpacing": true,
|
||||||
|
"objectWrap": "preserve"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
class MUDClient {
|
import { crackdown } from "./crackdown.js";
|
||||||
|
|
||||||
|
class MUDClient {
|
||||||
//
|
//
|
||||||
// Constructor
|
// Constructor
|
||||||
constructor() {
|
constructor() {
|
||||||
@@ -57,7 +58,9 @@ class MUDClient {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Convert final hash to hex
|
// Convert final hash to hex
|
||||||
const rawHash = Array.from(data).map(b => b.toString(16).padStart(2, '0')).join('');
|
const rawHash = Array.from(data)
|
||||||
|
.map((b) => b.toString(16).padStart(2, "0"))
|
||||||
|
.join("");
|
||||||
|
|
||||||
return `KimsKrappyKryptoV1:${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
|
return `KimsKrappyKryptoV1:${this.salt}:${this.rounds}:${this.digest}:${rawHash}`;
|
||||||
}
|
}
|
||||||
@@ -76,7 +79,7 @@ class MUDClient {
|
|||||||
this.input.disabled = false;
|
this.input.disabled = false;
|
||||||
this.sendButton.disabled = false;
|
this.sendButton.disabled = false;
|
||||||
this.input.focus();
|
this.input.focus();
|
||||||
this.output.innerHTML = '';
|
this.output.innerHTML = "";
|
||||||
};
|
};
|
||||||
|
|
||||||
this.websocket.onmessage = (event) => {
|
this.websocket.onmessage = (event) => {
|
||||||
@@ -97,7 +100,9 @@ class MUDClient {
|
|||||||
|
|
||||||
this.websocket.onerror = (error) => {
|
this.websocket.onerror = (error) => {
|
||||||
this.updateStatus("Connection Error", "error");
|
this.updateStatus("Connection Error", "error");
|
||||||
this.writeToOutput("Connection error occurred. Retrying...", { class: "error" });
|
this.writeToOutput("Connection error occurred. Retrying...", {
|
||||||
|
class: "error",
|
||||||
|
});
|
||||||
};
|
};
|
||||||
} catch (error) {
|
} catch (error) {
|
||||||
console.error(error);
|
console.error(error);
|
||||||
@@ -131,13 +136,19 @@ class MUDClient {
|
|||||||
e.preventDefault();
|
e.preventDefault();
|
||||||
if (this.historyIndex < this.commandHistory.length - 1) {
|
if (this.historyIndex < this.commandHistory.length - 1) {
|
||||||
this.historyIndex++;
|
this.historyIndex++;
|
||||||
this.input.value = this.commandHistory[this.commandHistory.length - 1 - this.historyIndex];
|
this.input.value =
|
||||||
|
this.commandHistory[
|
||||||
|
this.commandHistory.length - 1 - this.historyIndex
|
||||||
|
];
|
||||||
}
|
}
|
||||||
} else if (e.key === "ArrowDown") {
|
} else if (e.key === "ArrowDown") {
|
||||||
e.preventDefault();
|
e.preventDefault();
|
||||||
if (this.historyIndex > 0) {
|
if (this.historyIndex > 0) {
|
||||||
this.historyIndex--;
|
this.historyIndex--;
|
||||||
this.input.value = this.commandHistory[this.commandHistory.length - 1 - this.historyIndex];
|
this.input.value =
|
||||||
|
this.commandHistory[
|
||||||
|
this.commandHistory.length - 1 - this.historyIndex
|
||||||
|
];
|
||||||
} else if (this.historyIndex === 0) {
|
} else if (this.historyIndex === 0) {
|
||||||
this.historyIndex = -1;
|
this.historyIndex = -1;
|
||||||
this.input.value = "";
|
this.input.value = "";
|
||||||
@@ -209,7 +220,6 @@ class MUDClient {
|
|||||||
|
|
||||||
this._addCommandToHistory(command);
|
this._addCommandToHistory(command);
|
||||||
|
|
||||||
|
|
||||||
// -- This is a sneaky command that should not be in production?
|
// -- This is a sneaky command that should not be in production?
|
||||||
//
|
//
|
||||||
// In reality we want to use :clear, nor /clear
|
// In reality we want to use :clear, nor /clear
|
||||||
@@ -300,7 +310,6 @@ class MUDClient {
|
|||||||
// unsolicited messages to the server without being
|
// unsolicited messages to the server without being
|
||||||
// prompted to do so.
|
// prompted to do so.
|
||||||
this.send("c", command);
|
this.send("c", command);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ___ __ __
|
// ___ __ __
|
||||||
@@ -341,7 +350,10 @@ class MUDClient {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (this.dev) {
|
if (this.dev) {
|
||||||
this.writeToOutput(`unknown message type: ${messageType}: ${JSON.stringify(data)}`, "debug");
|
this.writeToOutput(
|
||||||
|
`unknown message type: ${messageType}: ${JSON.stringify(data)}`,
|
||||||
|
"debug",
|
||||||
|
);
|
||||||
}
|
}
|
||||||
console.debug("unknown message type", data);
|
console.debug("unknown message type", data);
|
||||||
}
|
}
|
||||||
@@ -351,7 +363,6 @@ class MUDClient {
|
|||||||
handleTextMessages(data) {
|
handleTextMessages(data) {
|
||||||
const options = { ...data[1] }; // coerce options into an object.
|
const options = { ...data[1] }; // coerce options into an object.
|
||||||
|
|
||||||
|
|
||||||
// normal text message to be shown to the player
|
// normal text message to be shown to the player
|
||||||
this.writeToOutput(data[0], options);
|
this.writeToOutput(data[0], options);
|
||||||
return;
|
return;
|
||||||
@@ -371,7 +382,6 @@ class MUDClient {
|
|||||||
//
|
//
|
||||||
// "_" => system messages, not to be displayed
|
// "_" => system messages, not to be displayed
|
||||||
handleSystemMessages(data) {
|
handleSystemMessages(data) {
|
||||||
|
|
||||||
if (data.length < 2) {
|
if (data.length < 2) {
|
||||||
console.debug("malformed system message", data);
|
console.debug("malformed system message", data);
|
||||||
return;
|
return;
|
||||||
@@ -399,7 +409,10 @@ class MUDClient {
|
|||||||
|
|
||||||
// If we're in dev mode, we should output all system messages (in a shaded/faint fashion).
|
// If we're in dev mode, we should output all system messages (in a shaded/faint fashion).
|
||||||
if (this.dev) {
|
if (this.dev) {
|
||||||
this.writeToOutput(`system message: ${messageType} = ${JSON.stringify(data)}`, { class: "debug" });
|
this.writeToOutput(
|
||||||
|
`system message: ${messageType} = ${JSON.stringify(data)}`,
|
||||||
|
{ class: "debug" },
|
||||||
|
);
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -411,7 +424,7 @@ class MUDClient {
|
|||||||
//
|
//
|
||||||
// We assume that calamity errors are pre-formatted, and we do not allow
|
// 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
|
// any of our own formatting-shenanigans to interfere with the error message
|
||||||
const options = { ...{ class: "error", "preformatted": true }, ...data[1] };
|
const options = { ...{ class: "error", preformatted: true }, ...data[1] };
|
||||||
this.writeToOutput(data[0], options);
|
this.writeToOutput(data[0], options);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -466,7 +479,7 @@ class MUDClient {
|
|||||||
el.textContent = text + eol;
|
el.textContent = text + eol;
|
||||||
el.className += " " + "preformatted";
|
el.className += " " + "preformatted";
|
||||||
} else {
|
} else {
|
||||||
el.innerHTML = parseCrackdown(text) + eol;
|
el.innerHTML = crackdown(text) + eol;
|
||||||
}
|
}
|
||||||
this.output.appendChild(el);
|
this.output.appendChild(el);
|
||||||
this.output.scrollTop = this.output.scrollHeight;
|
this.output.scrollTop = this.output.scrollHeight;
|
||||||
@@ -490,31 +503,3 @@ class MUDClient {
|
|||||||
document.addEventListener("DOMContentLoaded", () => {
|
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;
|
||||||
|
}
|
||||||
@@ -4,8 +4,8 @@
|
|||||||
<meta charset="UTF-8" />
|
<meta charset="UTF-8" />
|
||||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
<title>WebSocket MUD</title>
|
<title>WebSocket MUD</title>
|
||||||
<link rel="preconnect" href="https://fonts.googleapis.com">
|
<link rel="preconnect" href="https://fonts.googleapis.com" />
|
||||||
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
|
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
|
||||||
<link rel="stylesheet" href="style.css" />
|
<link rel="stylesheet" href="style.css" />
|
||||||
</head>
|
</head>
|
||||||
<body>
|
<body>
|
||||||
@@ -13,11 +13,19 @@
|
|||||||
<div id="status" class="connecting">Connecting...</div>
|
<div id="status" class="connecting">Connecting...</div>
|
||||||
<div id="output"></div>
|
<div id="output"></div>
|
||||||
<div id="input-container">
|
<div id="input-container">
|
||||||
<input type="text" autocomplete="off" id="input" placeholder="Enter command..." disabled />
|
<input
|
||||||
|
type="text"
|
||||||
|
autocomplete="off"
|
||||||
|
id="input"
|
||||||
|
placeholder="Enter command..."
|
||||||
|
disabled
|
||||||
|
autocorrect="off"
|
||||||
|
autocomplete="off"
|
||||||
|
/>
|
||||||
<button id="send" disabled>Send</button>
|
<button id="send" disabled>Send</button>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<script src="client.js"></script>
|
<script type="module" src="client.js"></script>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
@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 {
|
body {
|
||||||
font-family: "Fira Code", monospace;
|
font-family: "Fira Code", monospace;
|
||||||
|
|||||||
551
server/seeders/characerSeeder.js
Normal file → Executable file
551
server/seeders/characerSeeder.js
Normal file → Executable file
@@ -3,13 +3,560 @@
|
|||||||
// | | | '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
|
// | | | '_ \ / _` | '__/ _` |/ __| __/ _ \ '__|
|
||||||
// | |___| | | | (_| | | | (_| | (__| || __/ |
|
// | |___| | | | (_| | | | (_| | (__| || __/ |
|
||||||
// \____|_| |_|\__,_|_| \__,_|\___|\__\___|_|
|
// \____|_| |_|\__,_|_| \__,_|\___|\__\___|_|
|
||||||
//
|
|
||||||
// ____ _
|
// ____ _
|
||||||
// / ___| ___ ___ __| | ___ _ __
|
// / ___| ___ ___ __| | ___ _ __
|
||||||
// \___ \ / _ \/ _ \/ _` |/ _ \ '__|
|
// \___ \ / _ \/ _ \/ _` |/ _ \ '__|
|
||||||
// ___) | __/ __/ (_| | __/ |
|
// ___) | __/ __/ (_| | __/ |
|
||||||
// |____/ \___|\___|\__,_|\___|_|
|
// |____/ \___|\___|\__,_|\___|_|
|
||||||
//
|
// ------------------------------------------------
|
||||||
|
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 {
|
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 { Game } from "../models/game.js";
|
||||||
|
import { CharacterSeeder } from "./characerSeeder.js";
|
||||||
import { ItemSeeder } from "./itemSeeder.js";
|
import { ItemSeeder } from "./itemSeeder.js";
|
||||||
import { PlayerSeeder } from "./playerSeeder.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
|
* If dev mode, we create some known debug logins. (username = user, password = pass) as well as a few others
|
||||||
*/
|
*/
|
||||||
export class GameSeeder {
|
export class GameSeeder {
|
||||||
|
|
||||||
/** @returns {Game} */
|
/** @returns {Game} */
|
||||||
createGame() {
|
createGame() {
|
||||||
|
/** @protected @constant @readonly @type {Game} */
|
||||||
/** @type {Game} */
|
|
||||||
this.game = new Game();
|
this.game = new Game();
|
||||||
|
|
||||||
this.work(); // Seeding may take a bit, so let's defer it so we can return early.
|
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() {
|
work() {
|
||||||
console.info("seeding...");
|
console.info("seeding");
|
||||||
|
|
||||||
//
|
//
|
||||||
(new PlayerSeeder(this.game)).seed(); // Create debug players
|
new PlayerSeeder(this.game).seed(); // Create debug players
|
||||||
(new ItemSeeder(this.game)).seed(); // Create items, etc.
|
new ItemSeeder(this.game).seed(); // Create items, etc.
|
||||||
|
new CharacterSeeder(this.game).createParty(this.game.getPlayer("user"), 3); // Create debug characters.
|
||||||
|
|
||||||
//
|
//
|
||||||
// Done
|
// Done
|
||||||
|
|||||||
@@ -1,5 +1,5 @@
|
|||||||
import { Game } from "../models/game.js";
|
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 {
|
export class ItemSeeder {
|
||||||
|
|
||||||
/** @param {Game} game */
|
/** @param {Game} game */
|
||||||
constructor(game) {
|
constructor(game) {
|
||||||
this.game = game;
|
this.game = game;
|
||||||
}
|
}
|
||||||
|
|
||||||
seed() {
|
seed() {
|
||||||
|
//
|
||||||
// __ __
|
// __ __
|
||||||
// \ \ / /__ __ _ _ __ ___ _ __ ___
|
// \ \ / /__ __ _ _ __ ___ _ __ ___
|
||||||
// \ \ /\ / / _ \/ _` | '_ \ / _ \| '_ \/ __|
|
// \ \ /\ / / _ \/ _` | '_ \ / _ \| '_ \/ __|
|
||||||
@@ -26,46 +25,88 @@ export class ItemSeeder {
|
|||||||
// \_/\_/ \___|\__,_| .__/ \___/|_| |_|___/
|
// \_/\_/ \___|\__,_| .__/ \___/|_| |_|___/
|
||||||
// |_|
|
// |_|
|
||||||
//-------------------------------------------------------
|
//-------------------------------------------------------
|
||||||
this.game.createItemTemplate("weapons.light.dagger", {
|
this.game.addItemBlueprint(":weapon.light.dagger", {
|
||||||
name: "Dagger",
|
name: "Dagger",
|
||||||
description: "Small shady blady",
|
description: "Small shady blady",
|
||||||
itemSlots: 0.5,
|
itemSlots: 0.5,
|
||||||
damage: 3,
|
damage: 3,
|
||||||
melee: true,
|
melee: true,
|
||||||
|
skills: [":weapon.light"],
|
||||||
ranged: true,
|
ranged: true,
|
||||||
specialEffect: "effects.weapons.fast",
|
specialEffect: ":effect.weapon.fast",
|
||||||
});
|
});
|
||||||
this.game.createItemTemplate("weapons.light.sickle", {
|
|
||||||
|
this.game.addItemBlueprint(":weapon.light.sickle", {
|
||||||
name: "Sickle",
|
name: "Sickle",
|
||||||
description: "For cutting nuts, and branches",
|
description: "For cutting nuts, and branches",
|
||||||
itemSlots: 1,
|
itemSlots: 1,
|
||||||
damage: 4,
|
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",
|
name: "Spiked Gauntlets",
|
||||||
description: "Spikes with gauntlets on them!",
|
description: "Spikes with gauntlets on them!",
|
||||||
itemSlots: 1,
|
itemSlots: 1,
|
||||||
damage: 5,
|
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",
|
specialEffect: "TBD",
|
||||||
});
|
});
|
||||||
|
|
||||||
|
//
|
||||||
// _
|
// _
|
||||||
// / \ _ __ _ __ ___ ___ _ __ ___
|
// / \ _ __ _ __ ___ ___ _ __ ___
|
||||||
// / _ \ | '__| '_ ` _ \ / _ \| '__/ __|
|
// / _ \ | '__| '_ ` _ \ / _ \| '__/ __|
|
||||||
// / ___ \| | | | | | | | (_) | | \__ \
|
// / ___ \| | | | | | | | (_) | | \__ \
|
||||||
// /_/ \_\_| |_| |_| |_|\___/|_| |___/
|
// /_/ \_\_| |_| |_| |_|\___/|_| |___/
|
||||||
// ---------------------------------------
|
// ---------------------------------------
|
||||||
//
|
this.game.addItemBlueprint(":armor.light.studded_leather", {
|
||||||
this.game.createItemTemplate("armors.light.studded_leather", {
|
name: "Studded Leather Armor",
|
||||||
name: "Studded Leather",
|
|
||||||
description: "Padded and hardened leather with metal stud reinforcement",
|
description: "Padded and hardened leather with metal stud reinforcement",
|
||||||
itemSlots: 3,
|
itemSlots: 3,
|
||||||
specialEffect: "TBD",
|
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,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -4,7 +4,6 @@ import { Player } from "../models/player.js";
|
|||||||
export class PlayerSeeder {
|
export class PlayerSeeder {
|
||||||
/** @param {Game} game */
|
/** @param {Game} game */
|
||||||
constructor(game) {
|
constructor(game) {
|
||||||
|
|
||||||
/** @type {Game} */
|
/** @type {Game} */
|
||||||
this.game = game;
|
this.game = game;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,15 +5,14 @@ import fs from "fs";
|
|||||||
import { Game } from "./models/game.js";
|
import { Game } from "./models/game.js";
|
||||||
import * as msg from "./utils/messages.js";
|
import * as msg from "./utils/messages.js";
|
||||||
import { Session } from "./models/session.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 { GameSeeder } from "./seeders/gameSeeder.js";
|
||||||
import { Config } from "./config.js";
|
import { Config } from "./config.js";
|
||||||
|
|
||||||
class MudServer {
|
class MudServer {
|
||||||
|
|
||||||
constructor() {
|
constructor() {
|
||||||
/** @type {Game} */
|
/** @type {Game} */
|
||||||
this.game = (new GameSeeder()).createGame();
|
this.game = new GameSeeder().createGame();
|
||||||
}
|
}
|
||||||
|
|
||||||
// ____ ___ _ _ _ _ _____ ____ _____ _____ ____
|
// ____ ___ _ _ _ _ _____ ____ _____ _____ ____
|
||||||
@@ -28,7 +27,7 @@ class MudServer {
|
|||||||
onConnectionEstabished(websocket) {
|
onConnectionEstabished(websocket) {
|
||||||
console.log("New connection established");
|
console.log("New connection established");
|
||||||
const session = new Session(websocket, this.game);
|
const session = new Session(websocket, this.game);
|
||||||
session.sendSystemMessage("dev", true)
|
session.sendSystemMessage("dev", true);
|
||||||
|
|
||||||
// ____ _ ___ ____ _____
|
// ____ _ ___ ____ _____
|
||||||
// / ___| | / _ \/ ___|| ____|
|
// / ___| | / _ \/ ___|| ____|
|
||||||
@@ -52,7 +51,6 @@ class MudServer {
|
|||||||
// Maybe this.setState(new ConnectionClosedState());
|
// Maybe this.setState(new ConnectionClosedState());
|
||||||
// Maybe both ??
|
// Maybe both ??
|
||||||
console.log(`Player ${session.player.username} disconnected`);
|
console.log(`Player ${session.player.username} disconnected`);
|
||||||
|
|
||||||
});
|
});
|
||||||
|
|
||||||
// __ __ _____ ____ ____ _ ____ _____
|
// __ __ _____ ____ ____ _ ____ _____
|
||||||
@@ -68,8 +66,12 @@ class MudServer {
|
|||||||
console.debug("incoming websocket message %s", data);
|
console.debug("incoming websocket message %s", data);
|
||||||
|
|
||||||
if (!session.state) {
|
if (!session.state) {
|
||||||
console.error("we received a message, but don't even have a state. Zark!");
|
console.error(
|
||||||
websocket.send(msg.prepare(msg.ERROR, "Oh no! I don't know what to do!?"));
|
"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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -81,23 +83,37 @@ class MudServer {
|
|||||||
//---------------------
|
//---------------------
|
||||||
// Set state = QuitState
|
// Set state = QuitState
|
||||||
//
|
//
|
||||||
websocket.send(msg.prepare(msg.MESSAGE, "The quitting quitter quits... Typical. Cya!"));
|
websocket.send(
|
||||||
|
msg.prepare(
|
||||||
|
msg.MESSAGE,
|
||||||
|
"The quitting quitter quits... Typical. Cya!",
|
||||||
|
),
|
||||||
|
);
|
||||||
websocket.close();
|
websocket.close();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (typeof session.state.onMessage !== "function") {
|
if (typeof session.state.onMessage !== "function") {
|
||||||
console.error("we received a message, but we're not i a State to receive it");
|
console.error(
|
||||||
websocket.send(msg.prepare(msg.ERROR, "Oh no! I don't know what to do with that message."));
|
"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;
|
return;
|
||||||
}
|
}
|
||||||
session.state.onMessage(msgObj);
|
session.state.onMessage(msgObj);
|
||||||
} catch (error) {
|
} catch (error) {
|
||||||
console.trace("received an invalid message (error: %s)", error, data.toString(), data);
|
console.trace(
|
||||||
websocket.send(msg.prepare(
|
"received an invalid message (error: %s)",
|
||||||
msg.CALAMITY,
|
error,
|
||||||
error
|
data.toString(),
|
||||||
));
|
data,
|
||||||
|
);
|
||||||
|
websocket.send(msg.prepare(msg.CALAMITY, error));
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
@@ -113,7 +129,6 @@ class MudServer {
|
|||||||
// Start the server
|
// Start the server
|
||||||
//-----------------
|
//-----------------
|
||||||
start() {
|
start() {
|
||||||
|
|
||||||
//
|
//
|
||||||
// The file types we allow to be served.
|
// The file types we allow to be served.
|
||||||
const contentTypes = {
|
const contentTypes = {
|
||||||
@@ -125,7 +140,10 @@ class MudServer {
|
|||||||
//
|
//
|
||||||
// Create HTTP server for serving the client - Consider moving to own file
|
// Create HTTP server for serving the client - Consider moving to own file
|
||||||
const httpServer = http.createServer((req, res) => {
|
const httpServer = http.createServer((req, res) => {
|
||||||
let filePath = path.join("public", req.url === "/" ? "index.html" : req.url);
|
let filePath = path.join(
|
||||||
|
"public",
|
||||||
|
req.url === "/" ? "index.html" : req.url,
|
||||||
|
);
|
||||||
const ext = path.extname(filePath);
|
const ext = path.extname(filePath);
|
||||||
const contentType = contentTypes[ext];
|
const contentType = contentTypes[ext];
|
||||||
|
|
||||||
@@ -139,7 +157,6 @@ class MudServer {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// Check if the file exists.
|
// Check if the file exists.
|
||||||
fs.readFile(filePath, (err, data) => {
|
fs.readFile(filePath, (err, data) => {
|
||||||
|
|||||||
@@ -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));
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
import { Session } from "../models/session.js";
|
import { Session } from "../models/session.js";
|
||||||
import { CharacterCreationState } from "./characterCreation.js";
|
import { PartyCreationState } from "./partyCreationState.js";
|
||||||
import { AwaitCommandsState } from "./awaitCommands.js";
|
import { AwaitCommandsState } from "./awaitCommands.js";
|
||||||
|
|
||||||
/** @interface */
|
/** @interface */
|
||||||
@@ -23,8 +23,10 @@ export class JustLoggedInState {
|
|||||||
//
|
//
|
||||||
// Check if we need to create characters for the player
|
// Check if we need to create characters for the player
|
||||||
if (this.session.player.characters.size === 0) {
|
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.sendMessage(
|
||||||
this.session.setState(new CharacterCreationState(this.session));
|
"You haven't got any characters, so let's make some\n\n",
|
||||||
|
);
|
||||||
|
this.session.setState(new PartyCreationState(this.session));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
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:
|
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
|
### ASCII Shading Characters
|
||||||
|
|
||||||
These are basic ASCII characters often used for shading:
|
These are basic ASCII characters often used for shading:
|
||||||
|
|
||||||
```
|
```
|
||||||
Light shade: ░ (U+2591)
|
Light shade: ░ (U+2591)
|
||||||
Medium shade: ▒ (U+2592)
|
Medium shade: ▒ (U+2592)
|
||||||
@@ -11,7 +13,9 @@ Half block: ▄ (U+2584), ▀ (U+2580)
|
|||||||
```
|
```
|
||||||
|
|
||||||
### Additional UTF-8 Block Characters
|
### Additional UTF-8 Block Characters
|
||||||
|
|
||||||
These Unicode characters offer more granular shading or block patterns:
|
These Unicode characters offer more granular shading or block patterns:
|
||||||
|
|
||||||
```
|
```
|
||||||
Light block: ░ (U+2591)
|
Light block: ░ (U+2591)
|
||||||
Medium block: ▒ (U+2592)
|
Medium block: ▒ (U+2592)
|
||||||
@@ -26,7 +30,9 @@ Checkerboard: ▚ (U+259A), ▞ (U+259E)
|
|||||||
```
|
```
|
||||||
|
|
||||||
### Example Usage
|
### Example Usage
|
||||||
|
|
||||||
Here’s an example of a simple shading gradient using some of these characters:
|
Here’s an example of a simple shading gradient using some of these characters:
|
||||||
|
|
||||||
```
|
```
|
||||||
Light to Dark: ░ ▒ ▓ █
|
Light to Dark: ░ ▒ ▓ █
|
||||||
Half blocks: ▀ ▄ ▌ ▐
|
Half blocks: ▀ ▄ ▌ ▐
|
||||||
@@ -34,16 +40,17 @@ Quadrant pattern: ▖ ▗ ▘ ▝
|
|||||||
```
|
```
|
||||||
|
|
||||||
### Notes
|
### Notes
|
||||||
|
|
||||||
- Not all terminals or text editors display Unicode characters consistently, so ASCII characters like `.:;#+` are sometimes used for basic shading in simpler environments.
|
- 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 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.
|
- 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
|
### ASCII Characters for Frames
|
||||||
|
|
||||||
These are basic ASCII characters that work universally in most terminals:
|
These are basic ASCII characters that work universally in most terminals:
|
||||||
|
|
||||||
```
|
```
|
||||||
Horizontal line: - (U+002D)
|
Horizontal line: - (U+002D)
|
||||||
Vertical line: | (U+007C)
|
Vertical line: | (U+007C)
|
||||||
@@ -56,6 +63,7 @@ Corners:
|
|||||||
```
|
```
|
||||||
|
|
||||||
Example simple ASCII window:
|
Example simple ASCII window:
|
||||||
|
|
||||||
```
|
```
|
||||||
+----------+
|
+----------+
|
||||||
| Content |
|
| Content |
|
||||||
@@ -63,9 +71,11 @@ Example simple ASCII window:
|
|||||||
```
|
```
|
||||||
|
|
||||||
### UTF-8 Box-Drawing Characters
|
### 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:
|
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
|
#### Single-Line Box Drawing
|
||||||
|
|
||||||
```
|
```
|
||||||
Horizontal line: ─ (U+2500)
|
Horizontal line: ─ (U+2500)
|
||||||
Vertical line: │ (U+2502)
|
Vertical line: │ (U+2502)
|
||||||
@@ -83,6 +93,7 @@ Intersections:
|
|||||||
```
|
```
|
||||||
|
|
||||||
Example single-line window:
|
Example single-line window:
|
||||||
|
|
||||||
```
|
```
|
||||||
┌──────────┐
|
┌──────────┐
|
||||||
│ Content │
|
│ Content │
|
||||||
@@ -90,6 +101,7 @@ Example single-line window:
|
|||||||
```
|
```
|
||||||
|
|
||||||
#### Double-Line Box Drawing
|
#### Double-Line Box Drawing
|
||||||
|
|
||||||
```
|
```
|
||||||
Horizontal line: ═ (U+2550)
|
Horizontal line: ═ (U+2550)
|
||||||
Vertical line: ║ (U+2551)
|
Vertical line: ║ (U+2551)
|
||||||
@@ -107,6 +119,7 @@ Intersections:
|
|||||||
```
|
```
|
||||||
|
|
||||||
Example double-line window:
|
Example double-line window:
|
||||||
|
|
||||||
```
|
```
|
||||||
╔══════════╗
|
╔══════════╗
|
||||||
║ Content ║
|
║ Content ║
|
||||||
@@ -114,7 +127,9 @@ Example double-line window:
|
|||||||
```
|
```
|
||||||
|
|
||||||
#### Mixed and Other Box-Drawing Characters
|
#### Mixed and Other Box-Drawing Characters
|
||||||
|
|
||||||
For more complex designs, you can mix single and double lines or use specialized characters:
|
For more complex designs, you can mix single and double lines or use specialized characters:
|
||||||
|
|
||||||
```
|
```
|
||||||
Single to double transitions:
|
Single to double transitions:
|
||||||
Horizontal single to double: ╼ (U+257C)
|
Horizontal single to double: ╼ (U+257C)
|
||||||
@@ -127,6 +142,7 @@ Rounded corners (less common, not always supported):
|
|||||||
```
|
```
|
||||||
|
|
||||||
Example with rounded corners:
|
Example with rounded corners:
|
||||||
|
|
||||||
```
|
```
|
||||||
╭──────────╮
|
╭──────────╮
|
||||||
│ Content │
|
│ Content │
|
||||||
@@ -134,7 +150,9 @@ Example with rounded corners:
|
|||||||
```
|
```
|
||||||
|
|
||||||
### Additional UTF-8 Characters for Decoration
|
### Additional UTF-8 Characters for Decoration
|
||||||
|
|
||||||
These can enhance the appearance of your TUI:
|
These can enhance the appearance of your TUI:
|
||||||
|
|
||||||
```
|
```
|
||||||
Block elements for borders or shading:
|
Block elements for borders or shading:
|
||||||
Full block: █ (U+2588)
|
Full block: █ (U+2588)
|
||||||
@@ -145,7 +163,9 @@ Dark shade: ▓ (U+2593)
|
|||||||
```
|
```
|
||||||
|
|
||||||
### Example TUI Window with Content
|
### Example TUI Window with Content
|
||||||
|
|
||||||
Here’s a sample of a more complex window using single-line box-drawing characters:
|
Here’s a sample of a more complex window using single-line box-drawing characters:
|
||||||
|
|
||||||
```
|
```
|
||||||
┌────────────────────┐
|
┌────────────────────┐
|
||||||
│ My TUI Window │
|
│ 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
|
### 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.
|
- **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).
|
- **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.
|
- **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.
|
- **ncurses Functions**: Use `box()` in ncurses to draw a border around a window automatically, or manually print characters with `mvaddch()` for custom designs.
|
||||||
|
|
||||||
### Tips
|
### Tips
|
||||||
|
|
||||||
- Combine single and double lines for visual hierarchy (e.g., double lines for outer windows, single lines for inner sections).
|
- 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 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.
|
- 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();
|
const r = Math.random();
|
||||||
return Math.floor(r * sides) + 1;
|
return Math.floor(r * sides) + 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function d6() {
|
export function d6() {
|
||||||
return withSides(6);
|
return dice(6);
|
||||||
}
|
}
|
||||||
|
|
||||||
export function d8() {
|
export function d8() {
|
||||||
return withSides(8);
|
return dice(8);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,29 +1,52 @@
|
|||||||
export function cleanName(s) {
|
const UID_DIGITS = 12;
|
||||||
if (typeof s !== "string") {
|
const MINI_UID_REGEX = /\.uid\.[a-z0-9]{6,}$/;
|
||||||
throw new Error("String expected, but got a ", typeof s);
|
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()
|
if (id.length < 2) {
|
||||||
.replace(" ", "_")
|
return false;
|
||||||
.replace(/[^a-zA-Z0-9_]/, "_");
|
}
|
||||||
|
|
||||||
|
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.
|
* Generate a random number, convert it to base36, and return it as a string with 7-8 characters.
|
||||||
*/
|
*/
|
||||||
export function miniUid() {
|
export function miniUid() {
|
||||||
// we use 12 digits, but we could go up to 16
|
// 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) {
|
export function appendMiniUid(str) {
|
||||||
let res = "";
|
return str + ".uid." + miniUid();
|
||||||
for (const name of names) {
|
|
||||||
res += ":" + cleanName(name);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return res + ":" + 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, ""));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -21,7 +21,6 @@ export const ERROR = "e";
|
|||||||
*/
|
*/
|
||||||
export const MESSAGE = "m";
|
export const MESSAGE = "m";
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Player has entered data, and sends it to server.
|
* Player has entered data, and sends it to server.
|
||||||
*
|
*
|
||||||
@@ -98,22 +97,31 @@ export class ClientMessage {
|
|||||||
*/
|
*/
|
||||||
constructor(msgData) {
|
constructor(msgData) {
|
||||||
if (typeof msgData !== "string") {
|
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);
|
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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
try {
|
try {
|
||||||
this._attr = JSON.parse(msgData);
|
this._attr = JSON.parse(msgData);
|
||||||
} catch (_) {
|
} catch (_) {
|
||||||
throw new Error(`Could not create client message. Attempting to parse json, but data was invalid json: >>> ${msgData} <<<`);
|
throw new Error(
|
||||||
|
`Could not create client message. Attempting to parse json, but data was invalid json: >>> ${msgData} <<<`,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!Array.isArray(this._attr)) {
|
if (!Array.isArray(this._attr)) {
|
||||||
throw new Error(`Could not create client message. Excpected an array, but got a ${typeof this._attr}`);
|
throw new Error(
|
||||||
|
`Could not create client message. Excpected an array, but got a ${typeof this._attr}`,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (this._attr.length < 1) {
|
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");
|
throw new Error(
|
||||||
|
"Could not create client message. Excpected an array with at least 1 element, but got an empty one",
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
hasCommand() {
|
hasCommand() {
|
||||||
@@ -122,27 +130,31 @@ export class ClientMessage {
|
|||||||
|
|
||||||
/** Does this message contain a username-response from the client? */
|
/** Does this message contain a username-response from the client? */
|
||||||
isUsernameResponse() {
|
isUsernameResponse() {
|
||||||
return this._attr.length === 4
|
return (
|
||||||
&& this._attr[0] === REPLY
|
this._attr.length === 4 &&
|
||||||
&& this._attr[1] === "username"
|
this._attr[0] === REPLY &&
|
||||||
&& typeof this._attr[2] === "string";
|
this._attr[1] === "username" &&
|
||||||
|
typeof this._attr[2] === "string"
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Does this message contain a password-response from the client? */
|
/** Does this message contain a password-response from the client? */
|
||||||
isPasswordResponse() {
|
isPasswordResponse() {
|
||||||
return this._attr.length === 4
|
return (
|
||||||
&& this._attr[0] === REPLY
|
this._attr.length === 4 &&
|
||||||
&& this._attr[1] === "password"
|
this._attr[0] === REPLY &&
|
||||||
&& typeof this._attr[2] === "string";
|
this._attr[1] === "password" &&
|
||||||
|
typeof this._attr[2] === "string"
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @returns {boolean} does this message indicate the player wants to quit */
|
/** @returns {boolean} does this message indicate the player wants to quit */
|
||||||
isQuitCommand() {
|
isQuitCommand() {
|
||||||
return this._attr[0] === QUIT
|
return this._attr[0] === QUIT;
|
||||||
}
|
}
|
||||||
|
|
||||||
isHelpCommand() {
|
isHelpCommand() {
|
||||||
return this._attr[0] === HELP
|
return this._attr[0] === HELP;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @returns {boolean} is this a debug message? */
|
/** @returns {boolean} is this a debug message? */
|
||||||
@@ -151,11 +163,14 @@ export class ClientMessage {
|
|||||||
}
|
}
|
||||||
|
|
||||||
isIntegerResponse() {
|
isIntegerResponse() {
|
||||||
return this._attr.length === 4
|
return (
|
||||||
&& this._attr[0] === REPLY
|
this._attr.length === 4 &&
|
||||||
&& this._attr[1] === "integer"
|
this._attr[0] === REPLY &&
|
||||||
&& (typeof this._attr[2] === "string" || typeof this._attr[2] === "number")
|
this._attr[1] === "integer" &&
|
||||||
&& Number.isInteger(Number(this._attr[2]));
|
(typeof this._attr[2] === "string" ||
|
||||||
|
typeof this._attr[2] === "number") &&
|
||||||
|
Number.isInteger(Number(this._attr[2]))
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @returns {number} integer */
|
/** @returns {number} integer */
|
||||||
|
|||||||
@@ -1,7 +1,6 @@
|
|||||||
import { randomBytes, pbkdf2Sync } from "node:crypto";
|
import { randomBytes, pbkdf2Sync } from "node:crypto";
|
||||||
import { Config } from "../config.js";
|
import { Config } from "../config.js";
|
||||||
|
|
||||||
|
|
||||||
// Settings (tune as needed)
|
// Settings (tune as needed)
|
||||||
const ITERATIONS = 1000;
|
const ITERATIONS = 1000;
|
||||||
const KEYLEN = 32; // 32-bit hash
|
const KEYLEN = 32; // 32-bit hash
|
||||||
@@ -15,7 +14,9 @@ const DEV = process.env.NODE_ENV === "dev";
|
|||||||
*/
|
*/
|
||||||
export function generateHash(password) {
|
export function generateHash(password) {
|
||||||
const salt = randomBytes(16).toString("hex"); // 128-bit salt
|
const salt = randomBytes(16).toString("hex"); // 128-bit salt
|
||||||
const hash = pbkdf2Sync(password, salt, ITERATIONS, KEYLEN, DIGEST).toString("hex");
|
const hash = pbkdf2Sync(password, salt, ITERATIONS, KEYLEN, DIGEST).toString(
|
||||||
|
"hex",
|
||||||
|
);
|
||||||
return `${ITERATIONS}:${salt}:${hash}`;
|
return `${ITERATIONS}:${salt}:${hash}`;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -28,7 +29,13 @@ export function generateHash(password) {
|
|||||||
*/
|
*/
|
||||||
export function verifyPassword(password_candidate, stored_password_hash) {
|
export function verifyPassword(password_candidate, stored_password_hash) {
|
||||||
const [iterations, salt, hash] = stored_password_hash.split(":");
|
const [iterations, salt, hash] = stored_password_hash.split(":");
|
||||||
const derived = pbkdf2Sync(password_candidate, salt, Number(iterations), KEYLEN, DIGEST).toString("hex");
|
const derived = pbkdf2Sync(
|
||||||
|
password_candidate,
|
||||||
|
salt,
|
||||||
|
Number(iterations),
|
||||||
|
KEYLEN,
|
||||||
|
DIGEST,
|
||||||
|
).toString("hex");
|
||||||
const success = hash === derived;
|
const success = hash === derived;
|
||||||
if (Config.dev || true) {
|
if (Config.dev || true) {
|
||||||
console.debug(
|
console.debug(
|
||||||
|
|||||||
@@ -4,7 +4,6 @@
|
|||||||
* @enum {string}
|
* @enum {string}
|
||||||
*/
|
*/
|
||||||
export const FrameType = {
|
export const FrameType = {
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* ╔════════════╗
|
* ╔════════════╗
|
||||||
* ║ Hello, TUI ║
|
* ║ Hello, TUI ║
|
||||||
@@ -23,7 +22,6 @@ export const FrameType = {
|
|||||||
*/
|
*/
|
||||||
Single: "Single",
|
Single: "Single",
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
*
|
*
|
||||||
* Hello, TUI
|
* Hello, TUI
|
||||||
@@ -33,7 +31,6 @@ export const FrameType = {
|
|||||||
*/
|
*/
|
||||||
Invisible: "Invisible",
|
Invisible: "Invisible",
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* ( )
|
* ( )
|
||||||
* ( Hello, TUI )
|
* ( Hello, TUI )
|
||||||
@@ -52,7 +49,6 @@ export const FrameType = {
|
|||||||
*/
|
*/
|
||||||
Basic: "Basic",
|
Basic: "Basic",
|
||||||
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @protected
|
* @protected
|
||||||
* Default values for the common frame types.
|
* Default values for the common frame types.
|
||||||
@@ -65,8 +61,8 @@ export const FrameType = {
|
|||||||
Invisible: " ",
|
Invisible: " ",
|
||||||
Parentheses: " () ",
|
Parentheses: " () ",
|
||||||
Single: "──││┌┐└┘",
|
Single: "──││┌┐└┘",
|
||||||
}
|
},
|
||||||
}
|
};
|
||||||
|
|
||||||
export class FramingOptions {
|
export class FramingOptions {
|
||||||
/** @type {number=0} Vertical Padding; number of vertical whitespace (newlines) between the text and the frame. */
|
/** @type {number=0} Vertical Padding; number of vertical whitespace (newlines) between the text and the frame. */
|
||||||
@@ -118,7 +114,10 @@ export class FramingOptions {
|
|||||||
|
|
||||||
//
|
//
|
||||||
// Do we have custom and valid frame chars?
|
// Do we have custom and valid frame chars?
|
||||||
if (typeof o.frameChars === "string" && o.frameChars.length === FrameType.values.Double.length) {
|
if (
|
||||||
|
typeof o.frameChars === "string" &&
|
||||||
|
o.frameChars.length === FrameType.values.Double.length
|
||||||
|
) {
|
||||||
result.frameChars = o.frameChars;
|
result.frameChars = o.frameChars;
|
||||||
|
|
||||||
//
|
//
|
||||||
@@ -131,7 +130,6 @@ export class FramingOptions {
|
|||||||
result.frameChars = FrameType.values.Double;
|
result.frameChars = FrameType.values.Double;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -141,7 +139,6 @@ export class FramingOptions {
|
|||||||
* @param {FramingOptions} options
|
* @param {FramingOptions} options
|
||||||
*/
|
*/
|
||||||
export function frameText(text, options) {
|
export function frameText(text, options) {
|
||||||
|
|
||||||
if (!options) {
|
if (!options) {
|
||||||
options = new FramingOptions();
|
options = new FramingOptions();
|
||||||
}
|
}
|
||||||
@@ -159,7 +156,9 @@ export function frameText(text, options) {
|
|||||||
|
|
||||||
if (typeof text !== "string") {
|
if (typeof text !== "string") {
|
||||||
console.debug(text);
|
console.debug(text);
|
||||||
throw new Error(`text argument was neither an array or a string, it was a ${typeof text}`);
|
throw new Error(
|
||||||
|
`text argument was neither an array or a string, it was a ${typeof text}`,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** @type {string[]} */
|
/** @type {string[]} */
|
||||||
@@ -171,15 +170,18 @@ export function frameText(text, options) {
|
|||||||
return currentLine.length;
|
return currentLine.length;
|
||||||
}
|
}
|
||||||
return accumulator;
|
return accumulator;
|
||||||
}, 0), options.minLineWidth);
|
}, 0),
|
||||||
|
options.minLineWidth,
|
||||||
|
);
|
||||||
|
|
||||||
const frameThickness = 1; // always 1 for now.
|
const frameThickness = 1; // always 1 for now.
|
||||||
|
|
||||||
const outerLineLength = 0
|
const outerLineLength =
|
||||||
+ innerLineLength
|
0 +
|
||||||
+ frameThickness * 2
|
innerLineLength +
|
||||||
+ options.hPadding * 2
|
frameThickness * 2 +
|
||||||
+ options.hMargin * 2;
|
options.hPadding * 2 +
|
||||||
|
options.hMargin * 2;
|
||||||
|
|
||||||
// get the frame characters from the frameType.
|
// get the frame characters from the frameType.
|
||||||
let [
|
let [
|
||||||
@@ -192,14 +194,30 @@ export function frameText(text, options) {
|
|||||||
fSouthWest, // lower left frame corner
|
fSouthWest, // lower left frame corner
|
||||||
fSouthEast, // lower right frame corner
|
fSouthEast, // lower right frame corner
|
||||||
] = options.frameChars.split("");
|
] = options.frameChars.split("");
|
||||||
if (fNorth === "§") { fNorth = ""; }
|
if (fNorth === "§") {
|
||||||
if (fSouth === "§") { fSouth = ""; }
|
fNorth = "";
|
||||||
if (fEast === "§") { fEast = ""; }
|
}
|
||||||
if (fWest === "§") { fWest = ""; }
|
if (fSouth === "§") {
|
||||||
if (fNorthEast === "§") { fNorthEast = ""; }
|
fSouth = "";
|
||||||
if (fSouthEast === "§") { fSouthEast = ""; }
|
}
|
||||||
if (fNorthWest === "§") { fNorthWest = ""; }
|
if (fEast === "§") {
|
||||||
if (fSouthWest === "§") { fSouthWest = ""; }
|
fEast = "";
|
||||||
|
}
|
||||||
|
if (fWest === "§") {
|
||||||
|
fWest = "";
|
||||||
|
}
|
||||||
|
if (fNorthEast === "§") {
|
||||||
|
fNorthEast = "";
|
||||||
|
}
|
||||||
|
if (fSouthEast === "§") {
|
||||||
|
fSouthEast = "";
|
||||||
|
}
|
||||||
|
if (fNorthWest === "§") {
|
||||||
|
fNorthWest = "";
|
||||||
|
}
|
||||||
|
if (fSouthWest === "§") {
|
||||||
|
fSouthWest = "";
|
||||||
|
}
|
||||||
|
|
||||||
let output = "";
|
let output = "";
|
||||||
|
|
||||||
@@ -212,21 +230,23 @@ export function frameText(text, options) {
|
|||||||
// ( space, and what if we want to nest many )
|
// ( space, and what if we want to nest many )
|
||||||
// ( frames inside each other? )
|
// ( frames inside each other? )
|
||||||
//
|
//
|
||||||
output += (options.marginChar.repeat(outerLineLength) + "\n").repeat(options.vMargin);
|
output += (options.marginChar.repeat(outerLineLength) + "\n").repeat(
|
||||||
|
options.vMargin,
|
||||||
|
);
|
||||||
|
|
||||||
//
|
//
|
||||||
// GENERATE THE TOP PART OF THE FRAME
|
// GENERATE THE TOP PART OF THE FRAME
|
||||||
// ╔════════════╗
|
// ╔════════════╗
|
||||||
//
|
//
|
||||||
//
|
//
|
||||||
output += "" // Make sure JS knows we're adding a string.
|
output +=
|
||||||
+ options.marginChar.repeat(options.hMargin) // the margin before the frame starts
|
"" + // Make sure JS knows we're adding a string.
|
||||||
+ fNorthWest // northwest frame corner
|
options.marginChar.repeat(options.hMargin) + // the margin before the frame starts
|
||||||
+ fNorth.repeat(innerLineLength + options.hPadding * 2) // the long horizontal frame top bar
|
fNorthWest + // northwest frame corner
|
||||||
+ fNorthEast // northeast frame corner
|
fNorth.repeat(innerLineLength + options.hPadding * 2) + // the long horizontal frame top bar
|
||||||
+ options.marginChar.repeat(options.hMargin) // the margin after the frame ends
|
fNorthEast + // northeast frame corner
|
||||||
+ "\n";
|
options.marginChar.repeat(options.hMargin) + // the margin after the frame ends
|
||||||
|
"\n";
|
||||||
//
|
//
|
||||||
// GENERATE UPPER PADDING
|
// GENERATE UPPER PADDING
|
||||||
//
|
//
|
||||||
@@ -234,12 +254,12 @@ export function frameText(text, options) {
|
|||||||
//
|
//
|
||||||
// (the blank lines within the frame and above the text)
|
// (the blank lines within the frame and above the text)
|
||||||
output += (
|
output += (
|
||||||
options.marginChar.repeat(options.hMargin)
|
options.marginChar.repeat(options.hMargin) +
|
||||||
+ fWest
|
fWest +
|
||||||
+ options.paddingChar.repeat(innerLineLength + options.hPadding * 2)
|
options.paddingChar.repeat(innerLineLength + options.hPadding * 2) +
|
||||||
+ fEast
|
fEast +
|
||||||
+ options.marginChar.repeat(options.hMargin)
|
options.marginChar.repeat(options.hMargin) +
|
||||||
+ "\n"
|
"\n"
|
||||||
).repeat(options.vPadding);
|
).repeat(options.vPadding);
|
||||||
|
|
||||||
//
|
//
|
||||||
@@ -251,15 +271,16 @@ export function frameText(text, options) {
|
|||||||
// ( this could be done with a reduce() )
|
// ( this could be done with a reduce() )
|
||||||
//
|
//
|
||||||
for (const line of lines) {
|
for (const line of lines) {
|
||||||
output += "" // Make sure JS knows we're adding a string.
|
output +=
|
||||||
+ options.marginChar.repeat(options.hMargin) // margin before frame
|
"" + // Make sure JS knows we're adding a string.
|
||||||
+ fWest // vertical frame char
|
options.marginChar.repeat(options.hMargin) + // margin before frame
|
||||||
+ options.paddingChar.repeat(options.hPadding) // padding before text
|
fWest + // vertical frame char
|
||||||
+ line.padEnd(innerLineLength, " ") // The actual text. Pad it with normal space character, NOT custom space.
|
options.paddingChar.repeat(options.hPadding) + // padding before text
|
||||||
+ options.paddingChar.repeat(options.hPadding) // padding after text
|
line.padEnd(innerLineLength, " ") + // The actual text. Pad it with normal space character, NOT custom space.
|
||||||
+ fEast // vertical frame bar
|
options.paddingChar.repeat(options.hPadding) + // padding after text
|
||||||
+ options.marginChar.repeat(options.hMargin) // margin after frame
|
fEast + // vertical frame bar
|
||||||
+ "\n";
|
options.marginChar.repeat(options.hMargin) + // margin after frame
|
||||||
|
"\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
//
|
//
|
||||||
@@ -274,27 +295,27 @@ export function frameText(text, options) {
|
|||||||
// ( repeat of the code that )
|
// ( repeat of the code that )
|
||||||
// ( generates top padding )
|
// ( generates top padding )
|
||||||
output += (
|
output += (
|
||||||
options.marginChar.repeat(options.hMargin)
|
options.marginChar.repeat(options.hMargin) +
|
||||||
+ fWest
|
fWest +
|
||||||
+ options.paddingChar.repeat(innerLineLength + options.hPadding * 2)
|
options.paddingChar.repeat(innerLineLength + options.hPadding * 2) +
|
||||||
+ fEast
|
fEast +
|
||||||
+ options.marginChar.repeat(options.hMargin)
|
options.marginChar.repeat(options.hMargin) +
|
||||||
+ "\n"
|
"\n"
|
||||||
).repeat(options.vPadding);
|
).repeat(options.vPadding);
|
||||||
|
|
||||||
|
|
||||||
//
|
//
|
||||||
// GENERATE THE BOTTOM PART OF THE FRAME
|
// GENERATE THE BOTTOM PART OF THE FRAME
|
||||||
//
|
//
|
||||||
// ╚════════════╝
|
// ╚════════════╝
|
||||||
//
|
//
|
||||||
output += "" // Make sure JS knows we're adding a string.
|
output +=
|
||||||
+ options.marginChar.repeat(options.hMargin) // the margin before the frame starts
|
"" + // Make sure JS knows we're adding a string.
|
||||||
+ fSouthWest // northwest frame corner
|
options.marginChar.repeat(options.hMargin) + // the margin before the frame starts
|
||||||
+ fSouth.repeat(innerLineLength + options.hPadding * 2) // the long horizontal frame top bar
|
fSouthWest + // northwest frame corner
|
||||||
+ fSouthEast // northeast frame corner
|
fSouth.repeat(innerLineLength + options.hPadding * 2) + // the long horizontal frame top bar
|
||||||
+ options.marginChar.repeat(options.hMargin) // the margin after the frame starts
|
fSouthEast + // northeast frame corner
|
||||||
+ "\n";
|
options.marginChar.repeat(options.hMargin) + // the margin after the frame starts
|
||||||
|
"\n";
|
||||||
|
|
||||||
//
|
//
|
||||||
// GENERATE THE MARGIN SPACE BELOW THE FRAMED TEXT
|
// GENERATE THE MARGIN SPACE BELOW THE FRAMED TEXT
|
||||||
@@ -305,7 +326,9 @@ export function frameText(text, options) {
|
|||||||
// ( space, and what if we want to nest many )
|
// ( space, and what if we want to nest many )
|
||||||
// ( frames inside each other? )
|
// ( frames inside each other? )
|
||||||
//
|
//
|
||||||
output += (options.marginChar.repeat(outerLineLength) + "\n").repeat(options.vMargin);
|
output += (options.marginChar.repeat(outerLineLength) + "\n").repeat(
|
||||||
|
options.vMargin,
|
||||||
|
);
|
||||||
|
|
||||||
return output;
|
return output;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user