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, getMonsterLocation, getRandomMonster, loadMonster, loadMonsterFromFight, loadMonsterWithFaction, saveFightState} from './monster';
-import {FightRound} from '../shared/fight';
-import {addInventoryItem, deleteInventoryItem, getEquippedItems, getInventory, getInventoryItem, updateAp} from './inventory';
+import {maxHp, 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 {FightTrigger, Monster, MonsterForFight} from '../shared/monsters';
import {getShopEquipment, listShopItems } from './shopEquipment';
-import {EquippedItemDetails} from '../shared/equipped';
-import {ArmourEquipmentSlot, EquipmentSlot} from '../shared/inventory';
+import {EquipmentSlot} from '../shared/inventory';
import { clearTravelPlan, completeTravel, getAllPaths, getAllServices, getCityDetails, getService, getTravelPlan, stepForward, travel } from './map';
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 { fightRound, blockPlayerInFight } from './fight';
import { router as healerRouter } from './locations/healer';
import { router as professionRouter } from './locations/recruiter';
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);
res.send(renderInventoryPage(inventory, items, item.type) + renderPlayerBar(req.player, inventory));
});
-async function blockPlayerInFight(req: AuthRequest, res: Response, next) {
- const fight = await loadMonsterFromFight(req.player.id);
- if(!fight) {
- next();
- return;
- }
-
- res.send(Alert.ErrorAlert(`You are currently in a fight with a ${fight.name}`));
-}
-
app.get('/player/explore', authEndpoint, async (req: AuthRequest, res: Response) => {
const fight = await loadMonsterFromFight(req.player.id);
const travelPlan = await getTravelPlan(req.player.id);
--- /dev/null
+import {FightRound} from '../shared/fight';
+import { clearFight, loadMonster, getMonsterList, saveFightState, loadMonsterFromFight } from './monster';
+import { Player, expToLevel, maxHp } from '../shared/player';
+import { clearTravelPlan } from './map';
+import { updatePlayer } from './player';
+import { getEquippedItems, updateAp, deleteInventoryItem } from './inventory';
+import { EquippedItemDetails } from '../shared/equipped';
+import { ArmourEquipmentSlot, EquipmentSlot } from '../shared/inventory';
+import { MonsterWithFaction, MonsterForFight } from '../shared/monsters';
+import { getPlayerSkillsAsObject, updatePlayerSkills } from './skills';
+import { SkillID, Skills } from '../shared/skills';
+import { AuthRequest } from './auth';
+import { Response } from 'express';
+import * as Alert from './views/alert';
+
+export async function blockPlayerInFight(req: AuthRequest, res: Response, next: any) {
+ const fight = await loadMonsterFromFight(req.player.id);
+ if(!fight) {
+ next();
+ return;
+ }
+
+ res.send(Alert.ErrorAlert(`You are currently in a fight with a ${fight.name}`));
+}
+
+export 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;
+ }
+ const skill = Skills.get(id);
+ if(skill) {
+ const playerSkill = playerSkills.get(id);
+ if(playerSkill) {
+ hpHealAfterMasteries += skill.effect(playerSkill);
+ }
+ }
+ }
+ else {
+ const skill = Skills.get(id);
+ if(skill) {
+ const playerSkill = playerSkills.get(id);
+ if(playerSkill) {
+ playerDamageAfterMasteries += playerDamage * skill.effect(playerSkill);
+ }
+ }
+ }
+
+ 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}!`);
+ const item = equipment.get(target);
+ if(item) {
+ // 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};
+};