443 lines
12 KiB
JavaScript
Executable File
443 lines
12 KiB
JavaScript
Executable File
const WebSocket = require('ws');
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const http = require('http');
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const path = require('path');
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const fs = require('fs');
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/**
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* Player
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* @property WebSocket websocket
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*/
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class Player {
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/**
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*
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* @param {String} name
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* @param {WebSocket} websocket
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*/
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constructor(name, websocket) {
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this.name = name;
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this.websocket = websocket;
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this.currentRoom = 'town_square';
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this.health = 100;
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this.inventory = [];
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this.level = 1;
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}
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/***
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* Send a message back to the client via the websocket.
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*
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* @param {string} message
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*/
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sendMessage(message) {
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if (this.websocket.readyState === WebSocket.OPEN) {
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this.websocket.send(JSON.stringify({
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type: 'message',
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content: message
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}));
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}
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}
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sendPrompt() {
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this.sendMessage(`\n[${this.currentRoom}] > `);
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}
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}
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class Room {
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/**
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*
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* @param {string} id
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* @param {string} name
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* @param {string} description
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* @param {string[]} exits
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*/
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constructor(id, name, description, exits = {}) {
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this.id = id;
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this.name = name;
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this.description = description;
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this.exits = exits; // { north: 'room_id', south: 'room_id' }
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this.players = new Set();
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this.items = [];
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this.npcs = [];
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}
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/**
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* Add a player to the list of active players.
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*
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* (an active player is a player that currently has an active web socketA)
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*
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* @param {Player} player
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*/
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addPlayer(player) {
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this.players.add(player);
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this.broadcastToRoom(`${player.name} enters the room.`, player);
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}
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/**
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* Remove a player from the list of active players.
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*
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* (an active player is a player that currently has an active web socketA)
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*
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* @param {Player} player
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*/
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removePlayer(player) {
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this.players.delete(player);
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this.broadcastToRoom(`${player.name} leaves the room.`, player);
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}
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/**
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* Send a message to all other players in this room.
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*
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* @param {string} message
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* @param {Player} excludePlayer A single player to exclude from the broadcast
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*/
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broadcastToRoom(message, excludePlayer = null) {
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// for (const player of this.players) {
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// if (player !== excludePlayer) {
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// player.sendMessage(message);
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// }
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// }
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this.getPlayersExcept(excludePlayer).forEach((player) => {
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player.sendMessage(message);
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})
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}
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getPlayersExcept(excludePlayer) {
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return Array.from(this.players).filter(p => p !== excludePlayer);
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}
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}
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class MudServer {
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constructor() {
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this.players = new Map(); // websocket -> Player
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this.rooms = new Map();
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this.playersByName = new Map(); // name -> Player
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this.initializeRooms();
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}
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initializeRooms() {
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const townSquare = new Room(
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'town_square',
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'Town Square',
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'You are standing in the bustling town square. A fountain sits in the center, and cobblestone paths lead in all directions. The inn lies to the north, and a mysterious forest path leads east.',
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{ north: 'inn', east: 'forest_entrance' }
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);
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const inn = new Room(
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'inn',
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'The Rusty Dragon Inn',
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'A cozy tavern filled with the aroma of hearty stew and ale. Adventurers gather around wooden tables, sharing tales of their exploits.',
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{ south: 'town_square' }
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);
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const forestEntrance = new Room(
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'forest_entrance',
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'Forest Entrance',
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'The edge of a dark, mysterious forest. Ancient trees tower overhead, and you can hear strange sounds echoing from within.',
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{ west: 'town_square', north: 'deep_forest' }
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);
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const deepForest = new Room(
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'deep_forest',
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'Deep Forest',
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'You are deep within the forest. Shadows dance between the trees, and you feel like you\'re being watched.',
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{ south: 'forest_entrance' }
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);
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this.rooms.set('town_square', townSquare);
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this.rooms.set('inn', inn);
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this.rooms.set('forest_entrance', forestEntrance);
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this.rooms.set('deep_forest', deepForest);
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}
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/**
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*
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* @param {WebSocket} ws
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*/
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handleConnection(ws) {
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console.log('New connection established');
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ws.send(JSON.stringify({
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type: 'message',
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content: 'Welcome to the WebSocket MUD!\nWhat is your character name?'
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}));
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ws.on('message', (data) => {
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try {
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const message = JSON.parse(data);
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this.handleMessage(ws, message);
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} catch (error) {
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console.error('Error parsing message:', error);
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}
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});
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ws.on('close', () => {
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this.handleDisconnection(ws);
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});
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}
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/**
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*
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* @param {WebSocket} ws
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* @param {strings} message
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* @returns
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*/
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handleMessage(ws, message) {
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const player = this.players.get(ws);
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if (!player) {
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// Player hasn't been created yet, expecting name
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const name = message.content.trim();
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if (name && !this.playersByName.has(name)) {
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this.createPlayer(ws, name);
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} else {
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ws.send(JSON.stringify({
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type: 'message',
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content: 'Invalid name or name already taken. Please choose another:'
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}));
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}
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return;
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}
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// Process command
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this.processCommand(player, message.content.trim());
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}
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/**
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*
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* @param {WebSocket} ws
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* @param {string} name
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*/
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createPlayer(ws, name) {
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const player = new Player(name, ws);
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this.players.set(ws, player);
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this.playersByName.set(name, player);
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const startRoom = this.rooms.get(player.currentRoom);
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startRoom.addPlayer(player);
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player.sendMessage(`Welcome, ${name}! You have entered the world.`);
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this.showRoom(player);
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}
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/**
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*
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* @param {Player} player
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* @param {string} input
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*/
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processCommand(player, input) {
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const args = input.toLowerCase().split(' ');
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const command = args[0];
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switch (command) {
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case 'look':
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case 'l':
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this.showRoom(player);
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break;
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case 'go':
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case 'move':
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if (args[1]) {
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this.movePlayer(player, args[1]);
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} else {
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player.sendMessage('Go where?');
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}
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break;
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case 'north':
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case 'n':
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this.movePlayer(player, 'north');
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break;
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case 'south':
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case 's':
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this.movePlayer(player, 'south');
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break;
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case 'east':
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case 'e':
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this.movePlayer(player, 'east');
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break;
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case 'west':
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case 'w':
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this.movePlayer(player, 'west');
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break;
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case 'say':
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if (args.length > 1) {
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const message = args.slice(1).join(' ');
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this.sayToRoom(player, message);
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} else {
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player.sendMessage('Say what?');
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}
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break;
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case 'who':
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this.showOnlinePlayers(player);
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break;
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case 'inventory':
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case 'inv':
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this.showInventory(player);
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break;
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case 'help':
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this.showHelp(player);
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break;
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case 'quit':
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player.sendMessage('Goodbye!');
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player.websocket.close();
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break;
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default:
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player.sendMessage(`Unknown command: ${command}. Type 'help' for available commands.`);
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}
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player.sendPrompt();
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}
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/**
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*
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* @param {Player} player
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* @param {*} direction
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* @returns
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*/
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movePlayer(player, direction) {
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const currentRoom = this.rooms.get(player.currentRoom);
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const newRoomId = currentRoom.exits[direction];
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if (!newRoomId) {
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player.sendMessage('You cannot go that way.');
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return;
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}
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const newRoom = this.rooms.get(newRoomId);
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if (!newRoom) {
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player.sendMessage('That area is not accessible right now.');
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return;
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}
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// Remove from current room and add to new room
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currentRoom.removePlayer(player);
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player.currentRoom = newRoomId;
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newRoom.addPlayer(player);
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this.showRoom(player);
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}
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showRoom(player) {
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const room = this.rooms.get(player.currentRoom);
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let description = `\n=== ${room.name} ===\n`;
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description += `${room.description}\n`;
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// Show exits
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const exits = Object.keys(room.exits);
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if (exits.length > 0) {
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description += `\nExits: ${exits.join(', ')}`;
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}
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// Show other players
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const otherPlayers = room.getPlayersExcept(player);
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if (otherPlayers.length > 0) {
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description += `\nPlayers here: ${otherPlayers.map(p => p.name).join(', ')}`;
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}
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player.sendMessage(description);
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}
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sayToRoom(player, message) {
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const room = this.rooms.get(player.currentRoom);
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const fullMessage = `${player.name} says: "${message}"`;
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room.broadcastToRoom(fullMessage, player);
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player.sendMessage(`You say: "${message}"`);
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}
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showOnlinePlayers(player) {
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const playerList = Array.from(this.playersByName.keys());
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player.sendMessage(`Online players (${playerList.length}): ${playerList.join(', ')}`);
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}
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showInventory(player) {
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if (player.inventory.length === 0) {
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player.sendMessage('Your inventory is empty.');
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} else {
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player.sendMessage(`Inventory: ${player.inventory.join(', ')}`);
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}
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}
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showHelp(player) {
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const helpText = `
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Available Commands:
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- look, l: Look around the current room
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- go <direction>, <direction>: Move in a direction (north, south, east, west, n, s, e, w)
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- say <message>: Say something to other players in the room
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- who: See who else is online
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- inventory, inv: Check your inventory
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- help: Show this help message
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- quit: Leave the game
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`;
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player.sendMessage(helpText);
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}
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handleDisconnection(ws) {
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const player = this.players.get(ws);
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if (player) {
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console.log(`Player ${player.name} disconnected`);
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// Remove from room
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const room = this.rooms.get(player.currentRoom);
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if (room) {
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room.removePlayer(player);
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}
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// Clean up references
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this.players.delete(ws);
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this.playersByName.delete(player.name);
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}
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}
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}
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// Create HTTP server for serving the client
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const server = http.createServer((req, res) => {
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let filePath = path.join(__dirname, 'public', req.url === '/' ? 'index.html' : req.url);
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const ext = path.extname(filePath);
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const contentTypes = {
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'.js': 'application/javascript',
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'.css': 'text/css',
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'.html': 'text/html',
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};
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if (!contentType[ext]) {
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// Invalid file, pretend it did not exist!
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res.writeHead(404);
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res.end('File not found');
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return;
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}
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fs.readFile(filePath, (err, data) => {
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if (err) {
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res.writeHead(404);
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res.end('File not found');
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return;
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}
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res.writeHead(200, { 'Content-Type': contentType });
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res.end(data);
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});
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});
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// Create WebSocket server
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const wss = new WebSocket.Server({ server });
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const mudServer = new MudServer();
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wss.on('connection', (ws) => {
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mudServer.handleConnection(ws);
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});
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const PORT = process.env.PORT || 3000;
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server.listen(PORT, () => {
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console.log(`MUD server running on port ${PORT}`);
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console.log(`WebSocket server ready for connections`);
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});
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