bugfixes and cleanup
This commit is contained in:
@@ -9,6 +9,9 @@ export default defineConfig([
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plugins: { js }, // crlf
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extends: ["js/recommended"], // crlf
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languageOptions: { globals: globals.browser },
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rules: {
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"no-unused-vars": ["error", { argsIgnorePattern: "^_" }],
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},
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},
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{
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// Config starts here
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@@ -16,5 +19,8 @@ export default defineConfig([
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plugins: { js }, // crlf
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extends: ["js/recommended"], // crlf
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languageOptions: { globals: globals.node },
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rules: {
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"no-unused-vars": ["error", { argsIgnorePattern: "^_" }],
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},
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},
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]);
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@@ -1,8 +1,10 @@
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import { PasswordPrompt } from "./passwordPrompt.js";
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import { Player } from "../../models/player.js";
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import { Scene } from "../scene.js";
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import { UsernamePrompt } from "./usernamePrompt.js";
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import { PlayerCreationScene } from "../playerCreation/playerCreationSene.js";
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import { GameScene } from "../gameLoop/gameScene.js";
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/** @typedef {import("../../models/player.js").Player} Player */
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/** @property {Session} session */
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export class AuthenticationScene extends Scene {
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@@ -31,7 +33,7 @@ export class AuthenticationScene extends Scene {
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this.session.sendText(["= Success!", "((but I don't know what to do now...))"]);
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this.session.setScene("new JustLoggedInScene");
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this.session.setScene(new GameScene());
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}
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/**
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@@ -1,7 +1,8 @@
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import { Prompt } from "../prompt.js";
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import * as security from "../../utils/security.js";
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import { Config } from "../../config.js";
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import { AuthenticationScene } from "./authenticationScene.js";
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/** @typedef {import("./authentication.js").AuthenticationScene} AuthenticationScene */
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export class PasswordPrompt extends Prompt {
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//
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@@ -1,15 +1,10 @@
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import { Player } from "../../models/player.js";
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import { Prompt } from "../prompt.js";
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import * as security from "../../utils/security.js";
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import { gGame } from "../../models/globals.js";
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import { Config } from "../../config.js";
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import { AuthenticationScene } from "./authenticationScene.js";
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import * as security from "../../utils/security.js";
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/** @typedef {import("./authenticationScene.js").AuthenticationScene} AuthenticationScene */
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/** @typedef {import("../../models/player.js").Player} Player */
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/**
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* @class
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*
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* @property {AuthenticationScene} scene
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*/
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export class UsernamePrompt extends Prompt {
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//
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promptText = [
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@@ -14,6 +14,19 @@ export class GameScene extends Scene {
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// Find out where we are
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// Re-route to the relevant scene if necessary.
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//
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// IF player has stored state THEN
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// restore it and resume [main flow]
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// END
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//
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// IF player has no characters THEN
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// go to createCharacterScene
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// END
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//
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// set player's current location = Hovedstad
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// display the welcome to Hovedstad stuff, and
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// await the player's commands.
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//
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//
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// IDEA:
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// Does a player have a previous state?
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// The state that was on the previous session?
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@@ -23,4 +36,48 @@ export class GameScene extends Scene {
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//
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this.doPrompt("new command prompt or whatever");
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}
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get castle() {
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return `
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▄
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█▐▀▀▀▌▄
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█ ▐▀▀▀▌▌▓▌
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█ ▄▄ ▄▄▀
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█ ▐▀▀▀▀
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▄█▄
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▓▀ ▀▌
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▓▀ ▓▄
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▄▓ ▐▓
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▄▓ ▀▌
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▓▀▀▀▀▀▓ ▓▀▀▀▀▓ ▐█▀▀▀▀▓
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█ █ █ ▓░ ▓▌ ▓░
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█ ▀▀▀▀▀ ▀▀▀▀▀ ▓░
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▓▒ ▓░
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▀▓▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█
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▐▌ █
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▓▀▀▀▀█ ▐█▀▀▀█ ▐█▀▀▀▓▒ ▐▌ █ ▐▓▀▀▀▓▒ ▓▀▀▀▓▒ █▀▀▀▀▓
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█ █ ▐▌ █ ▐▌ ▓▒ ▐▌ ▐██░ █ ▐█ ▓▄ █ ▐▌ █ ▐█
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▓░ ▐▀▀▀ ▐▀▀▀ █░ ▐▌ ▓██▌ █ ▐█ ▀▀▀▀ ▀▀▀ ▐▌
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▓▒ █ ▐▌ ▀██▌ █ █ ▐▌
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▀▀▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▓▀ ▐▌ █ ▀▌▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▓
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▐▌ █ ▐▌ █ █ ▐▌
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▐▌ █ ▐▌ █ █ ▐▌
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▐▌ ▓▌ █▀▀▀▀▀█ ▐▌▐▌▀▀▀▀█ ▓▀▀▀▀▓▄ █ █▀▀▀▀▀█ ▓▌ ▐▌
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▓▌ ██▌ █ █ ▓▌▓▒ █ █ ▐▌ █ █ █ ▓██ ▐▓
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▓▒ ▐██▌ █ █ ▓██░ ▐█
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▓ ▐▐ █ █ ▐▐ █
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█ █ █ █
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█ █ ▄▄▄ █ █
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█ █ ▄▀▀ ▀▀▓▄ █ █
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█ █ ▄▌ ▀▓ █ █
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▐█ █ ▓▀ ▐█ █ ▓▒
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▐▌ █ ▐▓ ▐▌ ▐█ ▓▒
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▐▌ █ █ █ ▐█ ▐▌
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▐▌ ▓░ █ █ ▐▌ ▐▌
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▓▒ ▓░ █ ▓▒ ▐▌ ▐▓
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▓░ ▓░ ▐▌ ▀▌ ▐▌ ▐█
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▀▌▄▄ ▓▄▄ ▐█ ▓▌ ▄▄▄▐▌ ▄▄▄▀
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▐▐▐▀▀▀▀▐▐▐ ▐▐▀▀▀▀▀▀▐▐
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`;
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}
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}
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@@ -1,13 +1,13 @@
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import { WebsocketMessage } from "../utils/messages.js";
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import { Session } from "../models/session.js";
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/** @typedef {import("../models/session.js").Session} Session */
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/** @typedef {import("../util/messages.js").WebsocketMessage} WebsocketMessage */
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/** @interface */
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export class StateInterface {
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/** @param {Session} session */
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constructor(session) {}
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constructor(_session) {}
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onAttach() {}
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/** @param {WebsocketMessage} message */
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onMessage(message) {}
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onMessage(_message) {}
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}
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@@ -1,72 +0,0 @@
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/** @typedef {import("../models/session.js").Session} Session */
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const castle = `
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▄
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█▐▀▀▀▌▄
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█ ▐▀▀▀▌▌▓▌
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█ ▄▄ ▄▄▀
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█ ▐▀▀▀▀
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▄█▄
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▓▀ ▀▌
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▓▀ ▓▄
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▄▓ ▐▓
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▄▓ ▀▌
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▓▀▀▀▀▀▓ ▓▀▀▀▀▓ ▐█▀▀▀▀▓
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█ █ █ ▓░ ▓▌ ▓░
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█ ▀▀▀▀▀ ▀▀▀▀▀ ▓░
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▓▒ ▓░
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▀▓▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄█
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▐▌ █
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▓▀▀▀▀█ ▐█▀▀▀█ ▐█▀▀▀▓▒ ▐▌ █ ▐▓▀▀▀▓▒ ▓▀▀▀▓▒ █▀▀▀▀▓
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█ █ ▐▌ █ ▐▌ ▓▒ ▐▌ ▐██░ █ ▐█ ▓▄ █ ▐▌ █ ▐█
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▓░ ▐▀▀▀ ▐▀▀▀ █░ ▐▌ ▓██▌ █ ▐█ ▀▀▀▀ ▀▀▀ ▐▌
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▓▒ █ ▐▌ ▀██▌ █ █ ▐▌
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▀▀▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▓▀ ▐▌ █ ▀▌▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▓
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▐▌ █ ▐▌ █ █ ▐▌
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▐▌ █ ▐▌ █ █ ▐▌
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▐▌ ▓▌ █▀▀▀▀▀█ ▐▌▐▌▀▀▀▀█ ▓▀▀▀▀▓▄ █ █▀▀▀▀▀█ ▓▌ ▐▌
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▓▌ ██▌ █ █ ▓▌▓▒ █ █ ▐▌ █ █ █ ▓██ ▐▓
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▓▒ ▐██▌ █ █ ▓██░ ▐█
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▓ ▐▐ █ █ ▐▐ █
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█ █ █ █
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█ █ ▄▄▄ █ █
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█ █ ▄▀▀ ▀▀▓▄ █ █
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█ █ ▄▌ ▀▓ █ █
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▐█ █ ▓▀ ▐█ █ ▓▒
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▐▌ █ ▐▓ ▐▌ ▐█ ▓▒
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▐▌ █ █ █ ▐█ ▐▌
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▐▌ ▓░ █ █ ▐▌ ▐▌
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▓▒ ▓░ █ ▓▒ ▐▌ ▐▓
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▓░ ▓░ ▐▌ ▀▌ ▐▌ ▐█
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▀▌▄▄ ▓▄▄ ▐█ ▓▌ ▄▄▄▐▌ ▄▄▄▀
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▐▐▐▀▀▀▀▐▐▐ ▐▐▀▀▀▀▀▀▐▐
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`;
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/** @interface */
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export class JustLoggedInState {
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/** @param {Session} session */
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constructor(session) {
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/** @type {Session} */
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this.session = session;
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}
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// Show welcome screen
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onAttach() {
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this.session.sendText(castle);
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this.session.sendText(["", "Welcome", "", "You can type “:quit” at any time to quit the game", ""]);
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//
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// Check if we need to create characters for the player
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if (this.session.player.characters.size === 0) {
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this.session.sendText("You haven't got any characters, so let's make some\n\n");
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this.session.setState(new PartyCreationState(this.session));
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return;
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}
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for (const character of this.session.player.characters) {
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this.session.sendText(`Character: ${character.name} (${character.foundation})`);
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}
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this.session.setState(new AwaitCommandsState(this.session));
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}
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}
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@@ -71,9 +71,5 @@ export class CreatePasswordPrompt extends Prompt {
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}
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this.scene.passwordAccepted();
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//
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// Password was correct, go to main game
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this.session.setState(new JustLoggedInState(this.session));
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}
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}
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@@ -1,8 +1,8 @@
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import { Prompt } from "../prompt.js";
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import * as security from "../../utils/security.js";
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import { gGame } from "../../models/globals.js";
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import { PlayerCreationScene } from "./playerCreationSene.js";
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import { Config } from "../../config.js";
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/** @typedef {import("./playerCreationScene.js").PlayerCreationScene} PlayerCreationScene */
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export class CreateUsernamePrompt extends Prompt {
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//
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53
scenes/playerCreation/playerCreationScene.js
Normal file
53
scenes/playerCreation/playerCreationScene.js
Normal file
@@ -0,0 +1,53 @@
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import { Config } from "../../config.js";
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import { gGame } from "../../models/globals.js";
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import { generateHash } from "../../utils/security.js";
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import { Scene } from "../scene.js";
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import { CreateUsernamePrompt } from "./createUsernamePrompt.js";
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export class PlayerCreationScene extends Scene {
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introText = "= Create Player";
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/** @protected @type {Player} */
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player;
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/** @protected @type {string} */
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password;
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onReady() {
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//
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// If there are too many players, stop allowing new players in.
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if (gGame._players.size >= Config.maxPlayers) {
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this.session.calamity("Server is full, no more players can be created");
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}
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this.showPrompt(new CreateUsernamePrompt(this));
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}
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/**
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* Called when the player has entered a valid and available username.
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*
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* @param {string} username
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*/
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usernameAccepted(username) {
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const player = gGame.createPlayer(username);
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this.player = player;
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this.session.sendSystemMessage("salt", player.salt);
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this.session.sendText(`Username _*${username}*_ is available, and I've reserved it for you :)`);
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//
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this.session.sendError("TODO: create a createPasswordPrompt and display it.");
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}
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/**
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*
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* Called when the player has entered a password and confirmed it.
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*
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* @param {string} password
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*/
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passwordAccepted(password) {
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this.password = password;
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this.session.sendText("*_Success_* ✅ You will now be asked to log in again, sorry for that ;)");
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this.player.setPasswordHash(generateHash(this.password));
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}
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}
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@@ -1,8 +1,9 @@
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import { Scene } from "./scene.js";
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/** @typedef {import("../models/session.js").Session} Session */
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/** @typedef {import("../utils/message.js").WebsocketMessage} WebsocketMessage */
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/** @typedef {import("../utils/message.js").MessageType} MessageType */
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/** @typedef {import("../utils/message.js").WebsocketMessage} WebsocketMessage */
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/**
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* @typedef {object} PromptMethods
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* @property {function(...any): any} [onColon_*] - Any method starting with "onColon_"
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@@ -16,7 +17,7 @@ import { Scene } from "./scene.js";
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* - onColon(...)
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*/
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export class Prompt {
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/** @private @readonly @type {Scene} */
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/** @type {Scene} */
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_scene;
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/** @type {Scene} */
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@@ -29,9 +30,13 @@ export class Prompt {
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* Keys: string matching /^[a-z]+$/ (topic name)
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* Values: string containing the help text
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*
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* If you want truly custom help texts, you must override the onHelpFallback function,
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* but overriding the onHelp() function gives you more control and skips this helpText
|
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* dictionary entirely.
|
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*
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||||
* @constant
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||||
* @readonly
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||||
* @type {Record<string, string>}
|
||||
* @type {Record<string, string|string[]>}
|
||||
*/
|
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helpText = {
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"": "Sorry, no help available. Figure it out yourself, adventurer", // default help text
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@@ -43,7 +48,15 @@ export class Prompt {
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"((or type :quit to run away))", // strings in double parentheses is rendered shaded/faintly
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];
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||||
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/** @type {object|string} If string: the prompt's context (username, password, etc) of object, it's all the message's options */
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/** @type {object|string} If string: the prompt's context (username, password, etc). If object: it's all the message's options */
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/* @example
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*
|
||||
* // if the prompt expects a username
|
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* promptOptions = { username : true };
|
||||
*
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||||
* // if the prompt expects a password
|
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* promptOptions = { password : true };
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*/
|
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promptOptions = {};
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||||
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||||
/** @type {Session} */
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||||
@@ -57,6 +70,13 @@ export class Prompt {
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||||
throw new Error("Expected an instance of >>Scene<< but got " + typeof scene);
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||||
}
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this._scene = scene;
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||||
|
||||
//
|
||||
// Fix data formatting shorthand
|
||||
// So lazy dev set property helpText = "fooo" instead of helpText = { "": "fooo" }.
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||||
if (typeof this.helpText === "string" || Array.isArray(this.helpText)) {
|
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this.helpText = { "": this.helpText };
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -68,18 +88,10 @@ export class Prompt {
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this.sendPrompt(this.promptText, this.promptOptions);
|
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}
|
||||
|
||||
/** Triggered when user types `:help` without any topic */
|
||||
/** Triggered when user types `:help [some optional topic]` */
|
||||
onHelp(topic) {
|
||||
let h = this.helpText;
|
||||
if (typeof h === "string" || Array.isArray(h)) {
|
||||
h = { "": h };
|
||||
}
|
||||
|
||||
//
|
||||
// Fix data formatting shorthand
|
||||
// So lazy dev set help = "fooo" instead of help = { "": "fooo" }.
|
||||
if (h[topic]) {
|
||||
this.sendText(h[topic]);
|
||||
if (this.helpText[topic]) {
|
||||
this.sendText(this.helpText[topic]);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -129,7 +141,7 @@ export class Prompt {
|
||||
}
|
||||
|
||||
/**
|
||||
* Triggered when the player asks for help on a topic, and we dont have an onHelp_thatParticularTopic method.
|
||||
* Triggered when the player asks for help on a topic, and we don't have an onHelp_thatParticularTopic method.
|
||||
*
|
||||
* @param {string} topic
|
||||
*/
|
||||
|
||||
@@ -86,15 +86,16 @@ export class TileArgs {
|
||||
* @returns {TileOptions[]}
|
||||
*
|
||||
* @example
|
||||
* // returns
|
||||
*
|
||||
* parse(`O(1); P(orientation=north); E(Gnolls, texture=gnolls)`)
|
||||
*
|
||||
* // the string above will be parsed into:
|
||||
* // [
|
||||
* // {name="O", args=[{ key: 0, value: 1 }]},
|
||||
* // {name="P", args=[{ key: "orientation", value: "north" }]},
|
||||
* // {name="E", args=[{ key: 0, value: "Gnolls" }, { key: "texture", value: "gnolls" }]},
|
||||
* // ];
|
||||
*
|
||||
* parse(`O(1); P(orientation=north); E(Gnolls, texture=gnolls)`)
|
||||
*
|
||||
*/
|
||||
export default function parse(input) {
|
||||
const calls = [];
|
||||
|
||||
Reference in New Issue
Block a user