Files
muuhd/models/game.js
Kim Ravn Hansen 3a9185ca94 vyy
2025-09-19 16:04:11 +02:00

127 lines
3.2 KiB
JavaScript
Executable File

/*
* The game object holds everything.
* All the locations, players, characters, items, npcs, quests, loot, etc.
*
* It is a pseudo-singleton in that you should only ever create one.
*
* Serializing this object effectively saves the game.
*/
import { isIdSane, miniUid } from "../utils/id.js";
import { Xorshift32 } from "../utils/random.js";
import { Character } from "./character.js";
import { ItemAttributes, ItemBlueprint } from "./item.js";
import { Player } from "./player.js";
export class Game {
_counter = 1_000_000;
/** @type {Map<string,ItemBlueprint>} List of all item blueprints in the game */
_itemBlueprints = new Map();
/** @type {Map<string,Location>} The list of locations in the game */
_locations = new Map();
/**
* The characters in the game.
*
* @protected
* @type {Map<string,Character>}
*/
_characters = new Map();
/*
* @protected
* @type {Map<string,Player>} Map of users in the game username->Player
*/
_players = new Map();
/** @protected @type {Xorshift32} */
_random;
/** @type {Xorshift32} */
get random() {
return this._random;
}
/** @param {number} rngSeed Seed number used for randomization */
constructor() {
this.rngSeed = Date.now();
}
set rngSeed(rngSeed) {
this._random = new Xorshift32(rngSeed);
}
getPlayer(username) {
return this._players.get(username);
}
/**
* Atomic player creation.
*
* @param {string} username
* @param {string?} passwordHash
* @param {string?} salt
*
* @returns {Player|null} Returns the player if username wasn't already taken, or null otherwise.
*/
createPlayer(username, passwordHash = undefined, salt = undefined) {
if (this._players.has(username)) {
return false;
}
const player = new Player(
username,
typeof passwordHash === "string" ? passwordHash : "",
typeof salt === "string" && salt.length > 0 ? salt : miniUid(),
);
this._players.set(username, player);
return player;
}
/**
* Create an ItemBlueprint with a given blueprintId
*
* @param {string} blueprintId
* @param {ItemAttributes} attributes
*
* @returns {ItemBlueprint|false}
*/
addItemBlueprint(blueprintId, attributes) {
if (typeof blueprintId !== "string" || !blueprintId) {
throw new Error("Invalid blueprintId!");
}
const existing = this._itemBlueprints.get(blueprintId);
if (existing) {
console.debug("we tried to create the same item blueprint more than once", blueprintId, attributes);
return existing;
}
attributes.blueprintId = blueprintId;
const result = new ItemBlueprint(attributes);
this._itemBlueprints.set(blueprintId, result);
return result;
}
/**
* @param {string} blueprintId
* @returns {ItemBlueprint?}
*/
getItemBlueprint(blueprintId) {
if (!isIdSane(blueprintId)) {
throw new Error(`blueprintId >>${blueprintId}<< is insane!`);
}
const tpl = this._itemBlueprints.get(blueprintId);
return tpl || undefined;
}
}