import { join } from 'path';
import express, {Request, Response} from 'express';
import bodyParser from 'body-parser';
+import xss from 'xss';
+import { rateLimit } from 'express-rate-limit';
import http from 'http';
import { Server, Socket } from 'socket.io';
+import * as CONSTANT from '../shared/constants';
import { logger } from './lib/logger';
import { loadPlayer, createPlayer, updatePlayer, movePlayer } from './player';
import { random, sample } from 'lodash';
import {broadcastMessage, Message} from '../shared/message';
-import {expToLevel, maxHp, Player} from '../shared/player';
-import {clearFight, createFight, getMonsterList, getRandomMonster, loadMonster, loadMonsterFromFight, loadMonsterWithFaction, saveFightState} from './monster';
-import {FightRound} from '../shared/fight';
-import {addInventoryItem, deleteInventoryItem, getEquippedItems, getInventory, getInventoryItem, updateAp} from './inventory';
+import {maxHp, maxVigor, Player} from '../shared/player';
+import {createFight, getMonsterList, getMonsterLocation, getRandomMonster, loadMonster, loadMonsterFromFight, loadMonsterWithFaction} from './monster';
+import {addInventoryItem, getEquippedItems, getInventory, getInventoryItem} from './inventory';
import { getItemFromPlayer, getItemFromShop, getPlayersItems, getShopItems, givePlayerItem, updateItemCount } from './items';
-import {FightTrigger, Monster, MonsterForFight, MonsterWithFaction} from '../shared/monsters';
-import {getShopEquipment, getShopItem, listShopItems } from './shopEquipment';
-import {EquippedItemDetails} from '../shared/equipped';
-import {ArmourEquipmentSlot, EquipmentSlot} from '../shared/inventory';
+import {FightTrigger, Monster, MonsterForFight} from '../shared/monsters';
+import {getShopEquipment, listShopItems } from './shopEquipment';
+import {EquipmentSlot} from '../shared/inventory';
import { clearTravelPlan, completeTravel, getAllPaths, getAllServices, getCityDetails, getService, getTravelPlan, stepForward, travel } from './map';
-import { signup, login, authEndpoint } from './auth';
+import { signup, login, authEndpoint, AuthRequest } from './auth';
import {db} from './lib/db';
-import { getPlayerSkills, getPlayerSkillsAsObject, updatePlayerSkills } from './skills';
-import {SkillID, Skills} from '../shared/skills';
+import { getPlayerSkills} from './skills';
-import { router as healerRouter } from './locations/healer';
+import { fightRound, blockPlayerInFight } from './fight';
+
+import { router as healerRouter } from './locations/healer';
+import { router as professionRouter } from './locations/recruiter';
+import { router as repairRouter } from './locations/repair';
import * as Alert from './views/alert';
import { renderPlayerBar } from './views/player-bar'
import { renderProfilePage } from './views/profile';
import { renderSkills } from './views/skills';
import { renderInventoryPage } from './views/inventory';
-import { renderMonsterSelector } from './views/monster-selector';
-import { renderFight, renderRoundDetails } from './views/fight';
+import { renderMonsterSelector, renderOnlyMonsterSelector } from './views/monster-selector';
+import { renderFight, renderFightPreRound, renderRoundDetails } from './views/fight';
import { renderTravel, travelButton } from './views/travel';
import { renderChatMessage } from './views/chat';
// TEMP!
import { createMonsters } from '../../seeds/monsters';
import { createAllCitiesAndLocations } from '../../seeds/cities';
-import { createShopItems } from '../../seeds/shop_items';
+import { createShopItems, createShopEquipment } from '../../seeds/shop_items';
import { Item, PlayerItem, ShopItem } from 'shared/items';
import { equip, unequip } from './equipment';
import { HealthPotionSmall } from '../shared/items/health_potion';
next();
});
+const fightRateLimiter = rateLimit({
+ windowMs: parseInt(process.env.RATE_LIMIT_WINDOW || '30000'),
+ max: parseInt(process.env.RATE_LIMIT_MAX_REQUESTS || '20'),
+ standardHeaders: true,
+ legacyHeaders: false,
+ handler: (req, res, next, options) => {
+ logger.log(`Blocked request: [${req.headers['x-authtoken']}: ${req.method} ${req.path}]`);
+ res.status(options.statusCode).send(options.message);
+ }
+});
+
+async function bootstrapSocket(socket: Socket, player: Player) {
+ // ref to get the socket id for a particular player
+ cache.set(`socket:${player.id}`, socket.id);
+ // ref to get the player object
+ cache.set(`token:${player.id}`, player);
+ cache.set(`socket-lookup:${socket.id}`, {
+ id: player.id,
+ username: player.username
+ });
+
+ socket.emit('authToken', player.id);
+
+ socket.emit('chat', renderChatMessage(broadcastMessage('server', `${player.username} just logged in`)));
+}
+
+function uniqueConnectedUsers(): Set<string> {
+ const users = new Set<string>();
+
+ io.sockets.sockets.forEach((socket) => {
+ users.add(cache.get(`socket-lookup:${socket.id}`).username);
+ });
+
+ return users;
+}
+
io.on('connection', async socket => {
logger.log(`socket ${socket.id} connected, authToken: ${socket.handshake.headers['x-authtoken']}`);
logger.log(`Socket [${socket.id}] auth token: ${player.id}`);
- // ref to get the socket id for a particular player
- cache.set(`socket:${player.id}`, socket.id);
- // ref to get the player object
- cache.set(`token:${player.id}`, player);
-
- socket.emit('authToken', player.id);
-
- socket.emit('chat', broadcastMessage('server', `${player.username} just logged in`));
+ bootstrapSocket(socket, player);
socket.on('disconnect', () => {
console.log(`Player ${player.username} left`);
- });
+ cache.delete(`socket-lookup:${socket.id}`);
- socket.on('logout', async () => {
- // clear this player from the cache!
- const player = cache.get(`token:${socket.handshake.headers['x-authtoken']}`);
- if(player) {
- logger.log(`Player ${player.username} logged out`);
- }
- else {
- logger.log(`Invalid user logout`);
- }
+ io.emit('status', `${uniqueConnectedUsers().size} Online (v${version})`);
});
+
+ io.emit('status', `${uniqueConnectedUsers().size} Online (v${version})`);
// this is a special event to let the client know it can start
// requesting data
socket.emit('ready');
});
-async function fightRound(player: Player, monster: MonsterWithFaction, data: {action: 'attack' | 'cast' | 'flee', target: 'head' | 'body' | 'arms' | 'legs'}) {
- const playerSkills = await getPlayerSkillsAsObject(player.id);
- const roundData: FightRound = {
- monster,
- player,
- winner: 'in-progress',
- fightTrigger: monster.fight_trigger,
- roundDetails: [],
- rewards: {
- exp: 0,
- gold: 0,
- levelIncrease: false
- }
- };
- const equippedItems = await getEquippedItems(player.id);
-
- // we only use this if the player successfully defeated the monster
- // they were fighting, then we load the other monsters in this area
- // so they can "fight again"
- let potentialMonsters: MonsterForFight[] = [];
-
- /*
- * cumulative chance of head/arms/body/legs
- * 0 -> 0.2 = head
- * 0.21 -> 0.4 = arms
- *
- * we use the factor to decide how many decimal places
- * we care about
- */
- const factor = 100;
- const monsterTarget = [0.2, 0.4, 0.9, 1];
- const targets: ArmourEquipmentSlot[] = ['HEAD', 'CHEST', 'ARMS', 'LEGS'];
- // calc weighted
- const rand = Math.ceil(Math.random() * factor);
- let target: ArmourEquipmentSlot = 'CHEST';
- monsterTarget.forEach((i, idx) => {
- if (rand > (i * factor)) {
- target = targets[idx] as ArmourEquipmentSlot;
- }
- });
-
- const boost = {
- strength: 0,
- constitution: 0,
- dexterity: 0,
- intelligence: 0,
- damage: 0,
- hp: 0,
- };
-
- const equipment: Map<EquipmentSlot, EquippedItemDetails> = new Map<EquipmentSlot, EquippedItemDetails>();
- const weapons: EquippedItemDetails[] = [];
- let anyDamageSpells: boolean = false;
- equippedItems.forEach(item => {
- if(item.type === 'ARMOUR') {
- equipment.set(item.equipment_slot, item);
- }
- else if(item.type === 'WEAPON') {
- weapons.push(item);
- }
- else if(item.type === 'SPELL') {
- if(item.affectedSkills.includes('destruction_magic')) {
- anyDamageSpells = true;
- }
- weapons.push(item);
- }
-
- boost.strength += item.boosts.strength;
- boost.constitution += item.boosts.constitution;
- boost.dexterity += item.boosts.dexterity;
- boost.intelligence += item.boosts.intelligence;
-
- if(item.type === 'SPELL' && item.affectedSkills.includes('restoration_magic')) {
- boost.hp += item.boosts.damage;
- }
- else {
- boost.damage += item.boosts.damage;
- }
- });
-
- // if you flee'd, then we want to check your dex vs. the monsters
- // but we want to give you the item/weapon boosts you need
- // if not then you're going to get hit.
- if(data.action === 'flee') {
- roundData.roundDetails.push(`You managed to escape from the ${monster.name}!`)
- roundData.winner = 'monster';
- await clearFight(player.id);
-
- return { roundData, monsters: [], player };
- }
-
- const attackType = data.action === 'attack' ? 'physical' : 'magical';
- const primaryStat = data.action === 'attack' ? player.strength : player.intelligence;
- const boostStat = data.action === 'attack' ? boost.strength : boost.intelligence;
-
- const playerDamage = Math.floor(((primaryStat + boostStat) * 1.3) + boost.damage);
- const skillsUsed: Record<SkillID | any, number> = {};
- let hpHealAfterMasteries: number = -1;
- let playerDamageAfterMasteries: number = 0;
- // apply masteries!
- weapons.forEach(item => {
- item.affectedSkills.forEach(id => {
- if(id === 'restoration_magic') {
- if(hpHealAfterMasteries < 0) {
- hpHealAfterMasteries = 0;
- }
- hpHealAfterMasteries += Skills.get(id).effect(playerSkills.get(id));
- }
- else {
- playerDamageAfterMasteries += playerDamage * Skills.get(id).effect(playerSkills.get(id));
- }
-
- if(!skillsUsed[id]) {
- skillsUsed[id] = 0;
- }
- skillsUsed[id]++;
- });
- });
-
- await updatePlayerSkills(player.id, skillsUsed);
-
- const playerFinalDamage = (data.action === 'cast' && !anyDamageSpells) ? 0 : Math.floor(playerDamage + playerDamageAfterMasteries);
- const playerFinalHeal = Math.floor(boost.hp + hpHealAfterMasteries);
-
- roundData.roundDetails.push(`You targeted the monsters ${data.target.toUpperCase()} with ${attackType} damage!`);
- let armourKey: string;
- switch(data.target) {
- case 'arms':
- armourKey = 'armsAp';
- break;
- case 'head':
- armourKey = 'helmAp';
- break;
- case 'legs':
- armourKey = 'legsAp';
- break;
- case 'body':
- armourKey = 'chestAp';
- break;
- }
-
- if(monster[armourKey] && monster[armourKey] > 0) {
- monster[armourKey] -= playerFinalDamage;
-
- roundData.roundDetails.push(`You dealt ${playerFinalDamage} damage to their armour`);
- if(monster[armourKey] < 0) {
- roundData.roundDetails.push(`You destroyed the ${monster.name}'s armour!'`);
- roundData.roundDetails.push(`You dealt ${monster[armourKey] * -1} damage to their HP`);
- monster.hp += monster[armourKey];
- monster[armourKey] = 0;
- }
- }
- else {
- roundData.roundDetails.push(`You hit the ${monster.name} for ${playerFinalDamage} damage.`);
- monster.hp -= playerFinalDamage;
- }
-
- if(monster.hp <= 0) {
- roundData.monster.hp = 0;
- roundData.winner = 'player';
-
- roundData.rewards.exp = monster.exp;
- roundData.rewards.gold = monster.gold;
-
- player.gold += monster.gold;
- player.exp += monster.exp;
-
- if(player.exp >= expToLevel(player.level + 1)) {
- player.exp -= expToLevel(player.level + 1)
- player.level++;
- roundData.rewards.levelIncrease = true;
- let statPointsGained = 1;
-
- if(player.profession !== 'Wanderer') {
- statPointsGained = 2;
- }
-
- player.stat_points += statPointsGained;
-
- roundData.roundDetails.push(`You gained ${statPointsGained} stat points!`);
-
- player.hp = maxHp(player.constitution, player.level);
- }
- // get the monster location if it was an EXPLORED fight
- if(roundData.fightTrigger === 'explore') {
- const rawMonster = await loadMonster(monster.ref_id);
- const monsterList = await getMonsterList(rawMonster.location_id);
- potentialMonsters = monsterList.map(monster => {
- return {
- id: monster.id,
- name: monster.name,
- level: monster.level,
- hp: monster.hp,
- maxHp: monster.maxHp,
- fight_trigger: 'explore'
- }
- });
- }
-
- await clearFight(player.id);
- await updatePlayer(player);
- return { roundData, monsters: potentialMonsters, player };
- }
-
- roundData.roundDetails.push(`The ${monster.name} targeted your ${target}!`);
- if(equipment.has(target)) {
- const item = equipment.get(target);
- // apply mitigation!
- const mitigationPercentage = item.boosts.damage_mitigation || 0;
- const damageAfterMitigation = Math.floor(monster.strength * ((100-mitigationPercentage)/100));
-
- item.currentAp -= damageAfterMitigation;
-
- if(item.currentAp < 0) {
- roundData.roundDetails.push(`Your ${item.name} amour was destroyed`);
- roundData.roundDetails.push(`The ${monster.name} hit your HP for ${item.currentAp * -1} damage!`);
- player.hp += item.currentAp;
- item.currentAp = 0;
- await deleteInventoryItem(player.id, item.item_id);
- }
- else {
- roundData.roundDetails.push(`Your ${target} took ${damageAfterMitigation} damage!`);
- await updateAp(player.id, item.item_id, item.currentAp, item.maxAp);
- }
-
- }
- else {
- roundData.roundDetails.push(`The ${monster.name} hit you for ${monster.strength} damage`);
- player.hp -= monster.strength;
- }
-
- if(playerFinalHeal > 0) {
- player.hp += playerFinalHeal;
- if(player.hp > maxHp(player.constitution, player.level)) {
- player.hp = maxHp(player.constitution, player.level);
- }
- roundData.roundDetails.push(`You healed for ${playerFinalHeal} HP`);
- }
-
- // update the players inventory for this item!
-
- if(player.hp <= 0) {
- player.hp = 0;
- roundData.winner = 'monster';
-
- roundData.roundDetails.push(`You were killed by the ${monster.name}`);
-
- await clearFight(player.id);
- await updatePlayer(player);
- await clearTravelPlan(player.id);
-
- return { roundData, monsters: [], player};
- }
-
- await updatePlayer(player);
- await saveFightState(player.id, monster);
-
- return { roundData, monsters: [], player};
-};
app.use(healerRouter);
+app.use(professionRouter);
+app.use(repairRouter);
-app.get('/chat/history', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
-
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.get('/chat/history', authEndpoint, async (req: AuthRequest, res: Response) => {
let html = chatHistory.map(renderChatMessage);
res.send(html.join("\n"));
});
-app.post('/chat', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
-
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.post('/chat', authEndpoint, async (req: AuthRequest, res: Response) => {
const msg = req.body.message.trim();
if(!msg || !msg.length) {
}
else if(msg === '/server lmnop refresh-shops') {
await createShopItems();
+ await createShopEquipment();
message = broadcastMessage('server', 'Refresh shop items');
}
else {
message = broadcastMessage('server', str);
}
}
-
-
+ }
+ else if(msg === '/online') {
+ const users = Array.from(uniqueConnectedUsers().values());
+ // send to specific user
+ const message = broadcastMessage('server', `Online Players: [${users.join(", ")}]`);
+ io.to(cache.get(`socket:${req.player.id}`)).emit('chat', renderChatMessage(message));
+ res.sendStatus(204);
}
else {
- message = broadcastMessage(player.username, msg);
+ message = broadcastMessage(req.player.username, xss(msg, {
+ whiteList: {}
+ }));
chatHistory.push(message);
chatHistory.slice(-10);
-
- io.emit('chat', message);
- res.sendStatus(204);
}
if(message) {
- io.emit('chat', message);
+ io.emit('chat', renderChatMessage(message));
+ res.sendStatus(204);
}
-
});
-app.get('/player', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
+app.get('/player', authEndpoint, async (req: AuthRequest, res: Response) => {
+ const equipment = await getEquippedItems(req.player.id);
+ res.send(renderPlayerBar(req.player) + renderProfilePage(req.player, equipment));
+});
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
+app.post('/player/stat/:stat', authEndpoint, async (req: AuthRequest, res: Response) => {
+ const equipment = await getEquippedItems(req.player.id);
+ const stat = req.params.stat;
+ if(!['strength', 'constitution', 'dexterity', 'intelligence'].includes(stat)) {
+ res.send(Alert.ErrorAlert(`Sorry, that's not a valid stat to increase`));
+ return;
}
- const inventory = await getEquippedItems(player.id);
+ if(req.player.stat_points <= 0) {
+ res.send(Alert.ErrorAlert(`Sorry, you don't have enough stat points`));
+ return;
+ }
- res.send(renderPlayerBar(player, inventory) + (await renderProfilePage(player)));
-});
+ req.player.stat_points -= 1;
+ req.player[stat]++;
-app.get('/player/skills', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
+ req.player.hp = maxHp(req.player.constitution, req.player.level);
+ req.player.vigor = maxVigor(req.player.constitution, req.player.level);
+ updatePlayer(req.player);
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
+ res.send(renderPlayerBar(req.player) + renderProfilePage(req.player, equipment));
+});
- const skills = await getPlayerSkills(player.id);
+app.get('/player/skills', authEndpoint, async (req: AuthRequest, res: Response) => {
+ const skills = await getPlayerSkills(req.player.id);
res.send(renderSkills(skills));
});
-app.get('/player/inventory', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
-
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.get('/player/inventory', authEndpoint, async (req: AuthRequest, res: Response) => {
const [inventory, items] = await Promise.all([
- getInventory(player.id),
- getPlayersItems(player.id)
+ getInventory(req.player.id),
+ getPlayersItems(req.player.id)
]);
res.send(renderInventoryPage(inventory, items));
});
-app.post('/player/equip/:item_id/:slot', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
-
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
- const inventoryItem = await getInventoryItem(player.id, req.params.item_id);
- const equippedItems = await getEquippedItems(player.id);
+app.post('/player/equip/:item_id/:slot', authEndpoint, blockPlayerInFight, async (req: AuthRequest, res: Response) => {
+ const inventoryItem = await getInventoryItem(req.player.id, req.params.item_id);
+ const equippedItems = await getEquippedItems(req.player.id);
const requestedSlot = req.params.slot;
let desiredSlot: EquipmentSlot = inventoryItem.equipment_slot;
}
- await equip(player.id, inventoryItem, desiredSlot);
- const socketId = cache.get(`socket:${player.id}`).toString();
- io.to(socketId).emit('updatePlayer', player);
+ await equip(req.player.id, inventoryItem, desiredSlot);
+ const socketId = cache.get(`socket:${req.player.id}`).toString();
+ io.to(socketId).emit('updatePlayer', req.player);
io.to(socketId).emit('alert', {
type: 'success',
text: `You equipped your ${inventoryItem.name}`
}
const [inventory, items] = await Promise.all([
- getInventory(player.id),
- getPlayersItems(player.id)
+ getInventory(req.player.id),
+ getPlayersItems(req.player.id)
]);
- res.send(renderInventoryPage(inventory, items, inventoryItem.type) + renderPlayerBar(player, inventory));
+ res.send(renderInventoryPage(inventory, items, inventoryItem.type) + renderPlayerBar(req.player));
});
-app.post('/player/unequip/:item_id', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
-
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.post('/player/unequip/:item_id', authEndpoint, blockPlayerInFight, async (req: AuthRequest, res: Response) => {
const [item, ] = await Promise.all([
- getInventoryItem(player.id, req.params.item_id),
- unequip(player.id, req.params.item_id)
+ getInventoryItem(req.player.id, req.params.item_id),
+ unequip(req.player.id, req.params.item_id)
]);
const [inventory, items] = await Promise.all([
- getInventory(player.id),
- getPlayersItems(player.id)
+ getInventory(req.player.id),
+ getPlayersItems(req.player.id)
]);
- res.send(renderInventoryPage(inventory, items, item.type) + renderPlayerBar(player, inventory));
+ res.send(renderInventoryPage(inventory, items, item.type) + renderPlayerBar(req.player));
});
-app.get('/player/explore', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
+app.get('/player/explore', authEndpoint, async (req: AuthRequest, res: Response) => {
+ const fight = await loadMonsterFromFight(req.player.id);
+ const travelPlan = await getTravelPlan(req.player.id);
+ let closestTown = req.player.city_id;
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
+ if(travelPlan) {
+ closestTown = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
}
-
- const fight = await loadMonsterFromFight(player.id);
- let closestTown = player.city_id;
-
if(fight) {
- // ok lets display the fight screen!
const data: MonsterForFight = {
id: fight.id,
hp: fight.hp,
level: fight.level,
fight_trigger: fight.fight_trigger
};
+ const location = await getMonsterLocation(fight.ref_id);
+
- res.send(renderFight(data));
+ res.send(renderPlayerBar(req.player) + renderFightPreRound(data, true, location, closestTown));
}
else {
- const travelPlan = await getTravelPlan(player.id);
if(travelPlan) {
// traveling!
- const travelPlan = await getTravelPlan(player.id);
-
- const closest: number = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
-
const chanceToSeeMonster = random(0, 100);
const things: any[] = [];
if(chanceToSeeMonster <= 30) {
- const monster = await getRandomMonster([closest]);
+ const monster = await getRandomMonster([closestTown]);
things.push(monster);
}
// STEP_DELAY
- const nextAction = cache[`step:${player.id}`] || 0;
+ const nextAction = cache[`step:${req.player.id}`] || 0;
- res.send(renderTravel({
+ res.send(renderPlayerBar(req.player) + renderTravel({
things,
nextAction,
- closestTown: closest,
- walkingText: ''
+ closestTown: closestTown,
+ walkingText: '',
+ travelPlan
}));
}
else {
// display the city info!
const [city, locations, paths] = await Promise.all([
- getCityDetails(player.city_id),
- getAllServices(player.city_id),
- getAllPaths(player.city_id)
+ getCityDetails(req.player.city_id),
+ getAllServices(req.player.city_id),
+ getAllPaths(req.player.city_id)
]);
- res.send(await renderMap({city, locations, paths}, closestTown));
+ res.send(renderPlayerBar(req.player) + await renderMap({city, locations, paths}, closestTown));
}
}
});
// used to purchase equipment from a particular shop
-app.put('/location/:location_id/equipment/:item_id', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.put('/location/:location_id/equipment/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
const item = await getShopEquipment(parseInt(req.params.item_id), parseInt(req.params.location_id));
if(!item) {
return res.sendStatus(400);
}
- if(player.gold < item.cost) {
+ if(req.player.gold < item.cost) {
res.send(Alert.ErrorAlert(`Sorry, you need at least ${item.cost.toLocaleString()}G to purchase this.`));
return;
}
- player.gold -= item.cost;
+ req.player.gold -= item.cost;
- await updatePlayer(player);
- await addInventoryItem(player.id, item);
+ await updatePlayer(req.player);
+ await addInventoryItem(req.player.id, item);
- const equippedItems = await getEquippedItems(player.id);
-
- res.send(renderPlayerBar(player, equippedItems) + Alert.SuccessAlert(`You purchased ${item.name}`));
+ res.send(renderPlayerBar(req.player) + Alert.SuccessAlert(`You purchased ${item.name}`));
});
// used to purchase items from a particular shop
-app.put('/location/:location_id/items/:item_id', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.put('/location/:location_id/items/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
const item: (ShopItem & Item) = await getItemFromShop(parseInt(req.params.item_id), parseInt(req.params.location_id));
if(!item) {
return res.sendStatus(400);
}
- if(player.gold < item.price_per_unit) {
+ if(req.player.gold < item.price_per_unit) {
res.send(Alert.ErrorAlert(`Sorry, you need at least ${item.price_per_unit.toLocaleString()}G to purchase this.`));
return;
}
- player.gold -= item.price_per_unit;
-
- await updatePlayer(player);
- await givePlayerItem(player.id, item.id, 1);
+ req.player.gold -= item.price_per_unit;
- const equippedItems = await getEquippedItems(player.id);
+ await updatePlayer(req.player);
+ await givePlayerItem(req.player.id, item.id, 1);
- res.send(renderPlayerBar(player, equippedItems) + Alert.SuccessAlert(`You purchased a ${item.name}`));
+ res.send(renderPlayerBar(req.player) + Alert.SuccessAlert(`You purchased a ${item.name}`));
});
// used to display equipment modals in a store, validates that
// the equipment is actually in this store before displaying
// the modal
-app.get('/location/:location_id/equipment/:item_id/overview', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.get('/location/:location_id/equipment/:item_id/overview', authEndpoint, async (req: AuthRequest, res: Response) => {
const equipment = await getShopEquipment(parseInt(req.params.item_id), parseInt(req.params.location_id));
if(!equipment) {
<dialog>
<div class="item-modal-overview">
<div class="icon">
- <img src="https://via.placeholder.com/64x64" title="${equipment.name}" alt="${equipment.name}">
+ <img src="${equipment.icon ? `/assets/img/icons/equipment/${equipment.icon}` : 'https://via.placeholder.com/64x64'}" title="${equipment.name}" alt="${equipment.name}">
</div>
<div>
- ${renderEquipmentDetails(equipment, player)}
+ ${renderEquipmentDetails(equipment, req.player)}
</div>
</div>
<div class="actions">
- <button hx-put="/location/${equipment.location_id}/equipment/${equipment.id}" formmethod="dialog" value="cancel">Buy</button>
+ <button hx-put="/location/${equipment.location_id}/equipment/${equipment.id}" formmethod="dialog" value="cancel" class="green">Buy</button>
<button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
</div>
</dialog>
// used to display item modals in a store, validates that
// the item is actually in this store before displaying
// the modal
-app.get('/location/:location_id/items/:item_id/overview', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.get('/location/:location_id/items/:item_id/overview', authEndpoint, async (req: AuthRequest, res: Response) => {
const item: (ShopItem & Item) = await getItemFromShop(parseInt(req.params.item_id), parseInt(req.params.location_id));
if(!item) {
</div>
</div>
<div class="actions">
- <button hx-put="/location/${item.location_id}/items/${item.id}" formmethod="dialog" value="cancel">Buy</button>
+ <button hx-put="/location/${item.location_id}/items/${item.id}" formmethod="dialog" value="cancel" class="red">Buy</button>
<button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
</div>
</dialog>
res.send(html);
});
-app.put('/item/:item_id', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
- const item: PlayerItem = await getItemFromPlayer(player.id, parseInt(req.params.item_id));
+app.put('/item/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
+ const item: PlayerItem = await getItemFromPlayer(req.player.id, parseInt(req.params.item_id));
if(!item) {
console.log(`Can't find item [${req.params.item_id}]`);
switch(item.effect_name) {
case 'heal_small':
- const hpGain = HealthPotionSmall.effect(player);
+ const hpGain = HealthPotionSmall.effect(req.player);
- player.hp += hpGain;
+ req.player.hp += hpGain;
- if(player.hp > maxHp(player.constitution, player.level)) {
- player.hp = maxHp(player.constitution, player.level);
+ if(req.player.hp > maxHp(req.player.constitution, req.player.level)) {
+ req.player.hp = maxHp(req.player.constitution, req.player.level);
}
break;
}
- await updateItemCount(player.id, item.item_id, -1);
- await updatePlayer(player);
+ await updateItemCount(req.player.id, item.item_id, -1);
+ await updatePlayer(req.player);
- const inventory = await getInventory(player.id);
- const equippedItems = inventory.filter(i => i.is_equipped);
- const items = await getPlayersItems(player.id);
+ const inventory = await getInventory(req.player.id);
+ const items = await getPlayersItems(req.player.id);
res.send(
[
- renderPlayerBar(player, equippedItems),
+ renderPlayerBar(req.player),
renderInventoryPage(inventory, items, 'ITEMS'),
Alert.SuccessAlert(`You used the ${item.name}`)
].join("")
});
-app.get('/modal/items/:item_id', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
- const item: PlayerItem = await getItemFromPlayer(player.id, parseInt(req.params.item_id));
+app.get('/modal/items/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
+ const item: PlayerItem = await getItemFromPlayer(req.player.id, parseInt(req.params.item_id));
if(!item) {
logger.log(`Invalid item [${req.params.item_id}]`);
</div>
</div>
<div class="actions">
- <button hx-put="/item/${item.item_id}" formmethod="dialog" value="cancel" hx-target="#inventory">Use</button>
+ <button hx-put="/item/${item.item_id}" formmethod="dialog" value="cancel" hx-target="#inventory" class="red">Use</button>
<button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
</div>
</dialog>
res.send(html);
});
-app.get('/city/stores/city:stores/:location_id', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.get('/city/stores/city:stores/:location_id', authEndpoint, async (req: AuthRequest, res: Response) => {
const location = await getService(parseInt(req.params.location_id));
- if(!location || location.city_id !== player.city_id) {
+ if(!location || location.city_id !== req.player.city_id) {
logger.log(`Invalid location: [${req.params.location_id}]`);
res.sendStatus(400);
}
const [shopEquipment, shopItems] = await Promise.all([
listShopItems({location_id: location.id}),
- getShopItems(location.id)
+ getShopItems(location.id),
]);
- const html = await renderStore(shopEquipment, shopItems, player);
+ const html = await renderStore(shopEquipment, shopItems, req.player, location);
res.send(html);
});
-app.get('/city/explore/city:explore/:location_id', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
+app.get('/city/explore/city:explore/:location_id', authEndpoint, async (req: AuthRequest, res: Response) => {
const location = await getService(parseInt(req.params.location_id));
- if(!location || location.city_id !== player.city_id) {
+ if(!location || location.city_id !== req.player.city_id) {
logger.log(`Invalid location: [${req.params.location_id}]`);
res.sendStatus(400);
}
const monsters: Monster[] = await getMonsterList(location.id);
- res.send(renderMonsterSelector(monsters));
+ res.send(renderOnlyMonsterSelector(monsters, 0, location));
});
-app.post('/travel', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
+app.post('/travel', authEndpoint, async (req: AuthRequest, res: Response) => {
const destination_id = parseInt(req.body.destination_id);
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
if(!destination_id || isNaN(destination_id)) {
logger.log(`Invalid destination_id [${req.body.destination_id}]`);
return res.sendStatus(400);
}
- const travelPlan = travel(player, req.body.destination_id);
+ const travelPlan = travel(req.player, req.body.destination_id);
res.json(travelPlan);
});
-app.post('/fight/turn', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
+app.post('/fight/turn', authEndpoint, async (req: AuthRequest, res: Response) => {
+ const fightBlockKey = `fightturn:${req.player.id}`;
+
+ if(cache[fightBlockKey] && cache[fightBlockKey] > Date.now()) {
+ res.status(429).send(Alert.ErrorAlert('Hmm, you are fight too quickly'));
+ return;
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
}
- const monster = await loadMonsterWithFaction(player.id);
+ cache[fightBlockKey] = Date.now() + CONSTANT.FIGHT_ATTACK_DELAY;
+ const monster = await loadMonsterWithFaction(req.player.id);
if(!monster) {
res.send(Alert.ErrorAlert('Not in a fight'));
return;
}
- const fightData = await fightRound(player, monster, {
+ const fightData = await fightRound(req.player, monster, {
action: req.body.action,
target: req.body.fightTarget
});
+
let html = renderFight(
monster,
renderRoundDetails(fightData.roundData),
- fightData.roundData.winner === 'in-progress'
+ fightData.roundData.winner === 'in-progress',
+ cache[fightBlockKey]
);
+ if(fightData.roundData.winner !== 'in-progress') {
+ delete cache[fightBlockKey];
+ }
+
if(fightData.monsters.length && monster.fight_trigger === 'explore') {
html += renderMonsterSelector(fightData.monsters, monster.ref_id);
}
let travelSection = '';
if(monster.fight_trigger === 'travel' && fightData.roundData.winner === 'player') {
// you're travellinga dn you won.. display the keep walking!
- const travelPlan = await getTravelPlan(player.id);
+ const travelPlan = await getTravelPlan(req.player.id);
const closest: number = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
travelSection = travelButton(0);
}
- const equippedItems = await getEquippedItems(player.id);
- const playerBar = renderPlayerBar(fightData.player, equippedItems);
+ const playerBar = renderPlayerBar(fightData.player);
res.send(html + travelSection + playerBar);
});
-app.post('/fight', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
-
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
-
- if(player.hp <= 0) {
+app.post('/fight', fightRateLimiter, authEndpoint, async (req: AuthRequest, res: Response) => {
+ if(req.player.hp <= 0) {
logger.log(`Player didn\'t have enough hp`);
return res.sendStatus(400);
}
return res.sendStatus(400);
}
- const fight = await createFight(player.id, monster, fightTrigger);
+ const fight = await createFight(req.player.id, monster, fightTrigger);
+ const location = await getService(monster.location_id);
const data: MonsterForFight = {
fight_trigger: fight.fight_trigger
};
- res.send(renderFight(data));
+ res.send(renderFightPreRound(data, true, location, location.city_id));
});
-app.post('/travel/step', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
- const stepTimerKey = `step:${player.id}`;
-
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
- }
+app.post('/travel/step', authEndpoint, async (req: AuthRequest, res: Response) => {
+ const stepTimerKey = `step:${req.player.id}`;
- const travelPlan = await getTravelPlan(player.id);
+ const travelPlan = await getTravelPlan(req.player.id);
if(!travelPlan) {
res.send(Alert.ErrorAlert('You don\'t have a travel plan'));
return;
travelPlan.current_position++;
if(travelPlan.current_position >= travelPlan.total_distance) {
- const travel = await completeTravel(player.id);
+ const travel = await completeTravel(req.player.id);
- player.city_id = travel.destination_id;
- await movePlayer(travel.destination_id, player.id);
+ req.player.city_id = travel.destination_id;
+ await movePlayer(travel.destination_id, req.player.id);
const [city, locations, paths] = await Promise.all([
getCityDetails(travel.destination_id),
]);
delete cache[stepTimerKey];
- res.send(await renderMap({city, locations, paths}, player.city_id));
+ res.send(await renderMap({city, locations, paths}, req.player.city_id));
}
else {
const walkingText: string[] = [
];
// update existing plan..
// decide if they will run into anything
- const travelPlan = await stepForward(player.id);
+ const travelPlan = await stepForward(req.player.id);
const closest: number = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
}
// STEP_DELAY
- const nextAction = Date.now() + 3000;
+ const nextAction = Date.now() + CONSTANT.STEP_DELAY;
cache[stepTimerKey] = nextAction;
things,
nextAction,
closestTown: closest,
- walkingText: sample(walkingText)
+ walkingText: sample(walkingText),
+ travelPlan
}));
}
});
-app.post('/travel/:destination_id', authEndpoint, async (req: Request, res: Response) => {
- const authToken = req.headers['x-authtoken'].toString();
- const player: Player = await loadPlayer(authToken)
+app.post('/travel/return-to-source', authEndpoint, async (req: AuthRequest, res: Response) => {
+ // puts the player back in their starting town
+ // doesn't matter if they don't have one
+ // redirect them!
+ await clearTravelPlan(req.player.id);
+
+ const fight = await loadMonsterFromFight(req.player.id);
+ if(fight) {
+ // go to the fight screen
+ const data: MonsterForFight = {
+ id: fight.id,
+ hp: fight.hp,
+ maxHp: fight.maxHp,
+ name: fight.name,
+ level: fight.level,
+ fight_trigger: fight.fight_trigger
+ };
+ const location = await getMonsterLocation(fight.ref_id);
+
+ res.send(renderPlayerBar(req.player) + renderFightPreRound(data, true, location, req.player.city_id));
+ }
+ else {
+ const [city, locations, paths] = await Promise.all([
+ getCityDetails(req.player.city_id),
+ getAllServices(req.player.city_id),
+ getAllPaths(req.player.city_id)
+ ]);
+
+ res.send(renderPlayerBar(req.player) + await renderMap({city, locations, paths}, req.player.city_id));
- if(!player) {
- logger.log(`Couldnt find player with id ${authToken}`);
- return res.sendStatus(400);
}
- if(player.hp <= 0) {
+});
+
+app.post('/travel/:destination_id', authEndpoint, async (req: AuthRequest, res: Response) => {
+if(req.player.hp <= 0) {
logger.log(`Player didn\'t have enough hp`);
res.send(Alert.ErrorAlert('Sorry, you need some HP to start travelling.'));
return;
return;
}
- await travel(player, destination.id);
+ const travelPlan = await travel(req.player, destination.id);
res.send(renderTravel({
things: [],
nextAction: 0,
walkingText: '',
- closestTown: player.city_id
+ closestTown: req.player.city_id,
+ travelPlan
}));
});
+app.get('/settings', authEndpoint, async (req: AuthRequest, res: Response) => {
+ let warning = '';
+ let html = '';
+ if(req.player.account_type === 'session') {
+ warning += `<div class="alert error">If you log out without signing up first, this account is lost forever.</div>`;
+ }
+
+ html += '<a href="#" hx-post="/logout">Logout</a>';
+ res.send(warning + html);
+});
+
+app.post('/logout', authEndpoint, async (req: AuthRequest, res: Response) => {
+ // ref to get the socket id for a particular player
+ cache.delete(`socket:${req.player.id}`);
+ // ref to get the player object
+ cache.delete(`token:${req.player.id}`);
+
+ logger.log(`${req.player.username} logged out`);
+
+ res.send('logout');
+});
+
+
+app.post('/auth', async (req: Request, res: Response) => {
+ if(req.body.authType === 'login') {
+ loginHandler(req, res);
+ }
+ else if(req.body.authType === 'signup') {
+ signupHandler(req, res);
+ }
+ else {
+ logger.log(`Invalid auth type [${req.body.authType}]`);
+ res.sendStatus(400);
+ }
+});
+
-app.post('/signup', async (req: Request, res: Response) => {
+async function signupHandler(req: Request, res: Response) {
const {username, password} = req.body;
const authToken = req.headers['x-authtoken'];
if(!username || !password || !authToken) {
- res.sendStatus(400);
+ res.send(Alert.ErrorAlert('Invalid username/password'));
return;
}
-
try {
const player = await loadPlayer(authToken.toString());
logger.log(`Attempted claim for ${player.username}`);
username: username
});
- logger.log(`Player claimed ${player.username} => ${username}`);
+ logger.log(`${username} claimed ${player.username}`);
io.emit('chat', broadcastMessage('server', `${player.username} is now ${username}`));
- player.username = username;
- player.account_type = 'auth';
-
- res.json({
- player
- });
+ res.setHeader('hx-refresh', 'true');
+ res.sendStatus(200);
}
catch(e) {
logger.log(e);
if(e?.constraint === 'players_username_unique') {
- res.send({
- error: 'That username is already taken.'
- }).status(500);
+ res.send(Alert.ErrorAlert('That username is already taken'));
}
else {
- res.send({error: 'Please try again'}).status(500);
+ res.send(Alert.ErrorAlert('Please try again'));
}
}
-});
+}
-app.post('/login', async (req: Request, res: Response) => {
+async function loginHandler (req: Request, res: Response) {
const {username, password} = req.body;
+ if(!username || !username.length) {
+ res.send(Alert.ErrorAlert('Invalid username'));
+ return;
+ }
+ if(!password || !password.length) {
+ res.send(Alert.ErrorAlert('Invalid password'));
+ return;
+ }
+
try {
const player = await login(username, password);
- res.json({player});
+ io.sockets.sockets.forEach(socket => {
+ if(socket.handshake.headers['x-authtoken'] === req.headers['x-authtoken']) {
+ bootstrapSocket(socket, player);
+ }
+ });
+ res.sendStatus(204);
}
catch(e) {
console.log(e);
- res.json({error: 'That user doesnt exist'}).status(500);
+ res.send(Alert.ErrorAlert('That user doesn\'t exist'));
}
-});
-
-app.get('/status', async (req: Request, res: Response) => {
- res.send(`
- <div id="server-stats" hx-trigger="load delay:15s" hx-get="/status" hx-swap="outerHTML">
- ${io.sockets.sockets.size} Online (v${version})
- </div>
-`);
-})
+}
server.listen(process.env.API_PORT, () => {
logger.log(`Listening on port ${process.env.API_PORT}`);