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muuhd/server/models/item.js
2025-09-05 17:57:09 +02:00

127 lines
4.0 KiB
JavaScript
Executable File

import { cleanName } from "../utils/id.js";
/**
* Item templates are the built-in basic items of the game.
* A character cannot directly own one of these items,
* they can only own CharacterItems, and ItemTemplates can be used to
* generate these CharacterItems.
*/
export class ItemTemplate {
_id;
_name;
_description;
_itemSlots;
/** @type {string} Item's machine-friendly name */
get id() {
return this._id;
}
/** @type {string} Item's human-friendly name */
get name() {
return this._name;
}
/** @type {string} Item's Description */
get description() {
return this._description;
}
/** @type {number} Number of Item Slots taken up by this item. */
get itemSlots() {
return this._itemSlots;
}
/**
* Constructor
*
* @param {string} name. The Item's Name.
* @param {number} itemSlots number of item slots the item takes up in a character's inventory.
* @param {string} description Item's detailed description.
* @param {string=} id Item's machine-friendly name.
*/
constructor(name, itemSlots, description, id) {
if (typeof name !== "string") {
throw new Error(
"Name must be a string, but " + typeof name + " given.",
);
}
if (typeof description === "undefined") {
description = "";
}
if (typeof description !== "string") {
throw new Error(
"Name must be a string, but " + typeof name + " given.",
);
}
if (!Number.isFinite(itemSlots)) {
throw new Error("itemSlots must be a finite number!");
}
if (typeof id === "undefined") {
id = cleanName(name);
}
if (typeof id !== "string") {
throw new Error("id must be a string!");
}
this._name = name;
this._id = id;
this._itemSlots = Number(itemSlots);
this._description = "";
}
createItem() {
return new ChracterItem(
this._id,
this._name,
this._description,
this._itemSlots,
);
}
}
/**
* Characters can only own CharacterItems.
*
* If two characters have a short sword, each character has a CharacterItem
* with the name of Shortsword and with the same properties as the orignial Shortsword ItemTemplate.
*
* If a character picks up a Pickaxe in the dungeon, a new CharacterItem is spawned and injected into
* the character's Equipment Map. If the item is dropped/destroyed/sold, the CharacterItem is removed from
* the character's Equipment Map, and then deleted from memory.
*
* If a ChracterItem is traded away to another character, The other character inserts a clone of this item
* into their equipment map, and the item is then deleted from the previous owner's equipment list.
* This is done so we do not have mulltiple characters with pointers to the same item - we would rather risk
* dupes than wonky references.
*
* An added bonus is that the character can alter the name and description of the item.
*
* Another bonus is, that the game can spawn custom items that arent even in the ItemTemplate Set.
*/
export class CharacterItem {
/** @type {string?} The unique name if the ItemTemplate this item is based on. May be null. */
templateItemId; // We use the id instead of a pointer, could make garbage collection better.
/** @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;
}
}
const i = new ItemTemplate("knife", 10000);
const ci = new CharacterItem();
console.log(ci);