1 import * as otel from './tracing';
2 import { version } from "../../package.json";
3 import { config as dotenv } from 'dotenv';
4 import { join } from 'path';
5 import express, {Request, Response} from 'express';
6 import bodyParser from 'body-parser';
8 import http from 'http';
9 import { Server, Socket } from 'socket.io';
10 import { logger } from './lib/logger';
11 import { loadPlayer, createPlayer, updatePlayer, movePlayer } from './player';
12 import { random, sample } from 'lodash';
13 import {broadcastMessage, Message} from '../shared/message';
14 import {expToLevel, maxHp, Player} from '../shared/player';
15 import {clearFight, createFight, getMonsterList, getMonsterLocation, getRandomMonster, loadMonster, loadMonsterFromFight, loadMonsterWithFaction, saveFightState} from './monster';
16 import {FightRound} from '../shared/fight';
17 import {addInventoryItem, deleteInventoryItem, getEquippedItems, getInventory, getInventoryItem, updateAp} from './inventory';
18 import { getItemFromPlayer, getItemFromShop, getPlayersItems, getShopItems, givePlayerItem, updateItemCount } from './items';
19 import {Fight, FightTrigger, Monster, MonsterForFight, MonsterWithFaction} from '../shared/monsters';
20 import {getShopEquipment, listShopItems } from './shopEquipment';
21 import {EquippedItemDetails} from '../shared/equipped';
22 import {ArmourEquipmentSlot, EquipmentSlot} from '../shared/inventory';
23 import { clearTravelPlan, completeTravel, getAllPaths, getAllServices, getCityDetails, getService, getTravelPlan, stepForward, travel } from './map';
24 import { signup, login, authEndpoint, AuthRequest } from './auth';
25 import {db} from './lib/db';
26 import { getPlayerSkills, getPlayerSkillsAsObject, updatePlayerSkills } from './skills';
27 import {SkillID, Skills} from '../shared/skills';
29 import { router as healerRouter } from './locations/healer';
30 import { router as professionRouter } from './locations/recruiter';
32 import * as Alert from './views/alert';
33 import { renderPlayerBar } from './views/player-bar'
34 import { renderEquipmentDetails, renderStore } from './views/stores';
35 import { renderMap } from './views/map';
36 import { renderProfilePage } from './views/profile';
37 import { renderSkills } from './views/skills';
38 import { renderInventoryPage } from './views/inventory';
39 import { renderMonsterSelector, renderOnlyMonsterSelector } from './views/monster-selector';
40 import { renderFight, renderFightPreRound, renderRoundDetails } from './views/fight';
41 import { renderTravel, travelButton } from './views/travel';
42 import { renderChatMessage } from './views/chat';
45 import { createMonsters } from '../../seeds/monsters';
46 import { createAllCitiesAndLocations } from '../../seeds/cities';
47 import { createShopItems, createShopEquipment } from '../../seeds/shop_items';
48 import { Item, PlayerItem, ShopItem } from 'shared/items';
49 import { equip, unequip } from './equipment';
50 import { HealthPotionSmall } from '../shared/items/health_potion';
56 const app = express();
57 const server = http.createServer(app);
59 app.use(express.static(join(__dirname, '..', '..', 'public')));
60 app.use(bodyParser.urlencoded({ extended: true }));
61 app.use(express.json());
63 const io = new Server(server);
65 const cache = new Map<string, any>();
66 const chatHistory: Message[] = [];
68 app.use((req, res, next) => {
69 console.log(req.method, req.url);
73 async function bootstrapSocket(socket: Socket, player: Player) {
74 // ref to get the socket id for a particular player
75 cache.set(`socket:${player.id}`, socket.id);
76 // ref to get the player object
77 cache.set(`token:${player.id}`, player);
79 socket.emit('authToken', player.id);
81 socket.emit('chat', renderChatMessage(broadcastMessage('server', `${player.username} just logged in`)));
84 io.on('connection', async socket => {
85 logger.log(`socket ${socket.id} connected, authToken: ${socket.handshake.headers['x-authtoken']}`);
87 let authToken = socket.handshake.headers['x-authtoken'].toString() === 'null' ? null : socket.handshake.headers['x-authtoken'].toString();
91 logger.log(`Attempting to load player with id ${authToken}`);
92 player = await loadPlayer(authToken);
95 logger.log(`Creating player`);
96 player = await createPlayer();
97 authToken = player.id;
98 socket.handshake.headers['x-authtoken'] = authToken;
101 logger.log(`Socket [${socket.id}] auth token: ${player.id}`);
103 bootstrapSocket(socket, player);
105 socket.on('disconnect', () => {
106 console.log(`Player ${player.username} left`);
107 io.emit('status', `${io.sockets.sockets.size} Online (v${version})`);
111 io.emit('status', `${io.sockets.sockets.size} Online (v${version})`);
112 // this is a special event to let the client know it can start
114 socket.emit('ready');
117 async function fightRound(player: Player, monster: MonsterWithFaction, data: {action: 'attack' | 'cast' | 'flee', target: 'head' | 'body' | 'arms' | 'legs'}) {
118 const playerSkills = await getPlayerSkillsAsObject(player.id);
119 const roundData: FightRound = {
122 winner: 'in-progress',
123 fightTrigger: monster.fight_trigger,
131 const equippedItems = await getEquippedItems(player.id);
133 // we only use this if the player successfully defeated the monster
134 // they were fighting, then we load the other monsters in this area
135 // so they can "fight again"
136 let potentialMonsters: MonsterForFight[] = [];
139 * cumulative chance of head/arms/body/legs
143 * we use the factor to decide how many decimal places
147 const monsterTarget = [0.2, 0.4, 0.9, 1];
148 const targets: ArmourEquipmentSlot[] = ['HEAD', 'CHEST', 'ARMS', 'LEGS'];
150 const rand = Math.ceil(Math.random() * factor);
151 let target: ArmourEquipmentSlot = 'CHEST';
152 monsterTarget.forEach((i, idx) => {
153 if (rand > (i * factor)) {
154 target = targets[idx] as ArmourEquipmentSlot;
167 const equipment: Map<EquipmentSlot, EquippedItemDetails> = new Map<EquipmentSlot, EquippedItemDetails>();
168 const weapons: EquippedItemDetails[] = [];
169 let anyDamageSpells: boolean = false;
170 equippedItems.forEach(item => {
171 if(item.type === 'ARMOUR') {
172 equipment.set(item.equipment_slot, item);
174 else if(item.type === 'WEAPON') {
177 else if(item.type === 'SPELL') {
178 if(item.affectedSkills.includes('destruction_magic')) {
179 anyDamageSpells = true;
184 boost.strength += item.boosts.strength;
185 boost.constitution += item.boosts.constitution;
186 boost.dexterity += item.boosts.dexterity;
187 boost.intelligence += item.boosts.intelligence;
189 if(item.type === 'SPELL' && item.affectedSkills.includes('restoration_magic')) {
190 boost.hp += item.boosts.damage;
193 boost.damage += item.boosts.damage;
197 // if you flee'd, then we want to check your dex vs. the monsters
198 // but we want to give you the item/weapon boosts you need
199 // if not then you're going to get hit.
200 if(data.action === 'flee') {
201 roundData.roundDetails.push(`You managed to escape from the ${monster.name}!`)
202 roundData.winner = 'monster';
203 await clearFight(player.id);
205 return { roundData, monsters: [], player };
208 const attackType = data.action === 'attack' ? 'physical' : 'magical';
209 const primaryStat = data.action === 'attack' ? player.strength : player.intelligence;
210 const boostStat = data.action === 'attack' ? boost.strength : boost.intelligence;
212 const playerDamage = Math.floor(((primaryStat + boostStat) * 1.3) + boost.damage);
213 const skillsUsed: Record<SkillID | any, number> = {};
214 let hpHealAfterMasteries: number = -1;
215 let playerDamageAfterMasteries: number = 0;
217 weapons.forEach(item => {
218 item.affectedSkills.forEach(id => {
219 if(id === 'restoration_magic') {
220 if(hpHealAfterMasteries < 0) {
221 hpHealAfterMasteries = 0;
223 hpHealAfterMasteries += Skills.get(id).effect(playerSkills.get(id));
226 playerDamageAfterMasteries += playerDamage * Skills.get(id).effect(playerSkills.get(id));
229 if(!skillsUsed[id]) {
236 await updatePlayerSkills(player.id, skillsUsed);
238 const playerFinalDamage = (data.action === 'cast' && !anyDamageSpells) ? 0 : Math.floor(playerDamage + playerDamageAfterMasteries);
239 const playerFinalHeal = Math.floor(boost.hp + hpHealAfterMasteries);
241 roundData.roundDetails.push(`You targeted the monsters ${data.target.toUpperCase()} with ${attackType} damage!`);
242 let armourKey: string;
243 switch(data.target) {
245 armourKey = 'armsAp';
248 armourKey = 'helmAp';
251 armourKey = 'legsAp';
254 armourKey = 'chestAp';
258 if(monster[armourKey] && monster[armourKey] > 0) {
259 monster[armourKey] -= playerFinalDamage;
261 roundData.roundDetails.push(`You dealt ${playerFinalDamage} damage to their armour`);
262 if(monster[armourKey] < 0) {
263 roundData.roundDetails.push(`You destroyed the ${monster.name}'s armour!'`);
264 roundData.roundDetails.push(`You dealt ${monster[armourKey] * -1} damage to their HP`);
265 monster.hp += monster[armourKey];
266 monster[armourKey] = 0;
270 roundData.roundDetails.push(`You hit the ${monster.name} for ${playerFinalDamage} damage.`);
271 monster.hp -= playerFinalDamage;
274 if(monster.hp <= 0) {
275 roundData.monster.hp = 0;
276 roundData.winner = 'player';
278 roundData.rewards.exp = monster.exp;
279 roundData.rewards.gold = monster.gold;
281 player.gold += monster.gold;
282 player.exp += monster.exp;
284 if(player.exp >= expToLevel(player.level + 1)) {
285 player.exp -= expToLevel(player.level + 1)
287 roundData.rewards.levelIncrease = true;
288 let statPointsGained = 1;
290 if(player.profession !== 'Wanderer') {
291 statPointsGained = 2;
294 player.stat_points += statPointsGained;
296 roundData.roundDetails.push(`You gained ${statPointsGained} stat points!`);
298 player.hp = maxHp(player.constitution, player.level);
300 // get the monster location if it was an EXPLORED fight
301 if(roundData.fightTrigger === 'explore') {
302 const rawMonster = await loadMonster(monster.ref_id);
303 const monsterList = await getMonsterList(rawMonster.location_id);
304 potentialMonsters = monsterList.map(monster => {
308 level: monster.level,
310 maxHp: monster.maxHp,
311 fight_trigger: 'explore'
316 await clearFight(player.id);
317 await updatePlayer(player);
318 return { roundData, monsters: potentialMonsters, player };
321 roundData.roundDetails.push(`The ${monster.name} targeted your ${target}!`);
322 if(equipment.has(target)) {
323 const item = equipment.get(target);
325 const mitigationPercentage = item.boosts.damage_mitigation || 0;
326 const damageAfterMitigation = Math.floor(monster.strength * ((100-mitigationPercentage)/100));
328 item.currentAp -= damageAfterMitigation;
330 if(item.currentAp < 0) {
331 roundData.roundDetails.push(`Your ${item.name} amour was destroyed`);
332 roundData.roundDetails.push(`The ${monster.name} hit your HP for ${item.currentAp * -1} damage!`);
333 player.hp += item.currentAp;
335 await deleteInventoryItem(player.id, item.item_id);
338 roundData.roundDetails.push(`Your ${target} took ${damageAfterMitigation} damage!`);
339 await updateAp(player.id, item.item_id, item.currentAp, item.maxAp);
344 roundData.roundDetails.push(`The ${monster.name} hit you for ${monster.strength} damage`);
345 player.hp -= monster.strength;
348 if(playerFinalHeal > 0) {
349 player.hp += playerFinalHeal;
350 if(player.hp > maxHp(player.constitution, player.level)) {
351 player.hp = maxHp(player.constitution, player.level);
353 roundData.roundDetails.push(`You healed for ${playerFinalHeal} HP`);
356 // update the players inventory for this item!
360 roundData.winner = 'monster';
362 roundData.roundDetails.push(`You were killed by the ${monster.name}`);
364 await clearFight(player.id);
365 await updatePlayer(player);
366 await clearTravelPlan(player.id);
368 return { roundData, monsters: [], player};
371 await updatePlayer(player);
372 await saveFightState(player.id, monster);
374 return { roundData, monsters: [], player};
377 app.use(healerRouter);
378 app.use(professionRouter);
381 app.get('/chat/history', authEndpoint, async (req: AuthRequest, res: Response) => {
382 let html = chatHistory.map(renderChatMessage);
384 res.send(html.join("\n"));
387 app.post('/chat', authEndpoint, async (req: AuthRequest, res: Response) => {
388 const msg = req.body.message.trim();
390 if(!msg || !msg.length) {
395 let message: Message;
396 if(msg.startsWith('/server lmnop')) {
397 if(msg === '/server lmnop refresh-monsters') {
398 await createMonsters();
399 message = broadcastMessage('server', 'Monster refresh!');
401 else if(msg === '/server lmnop refresh-cities') {
402 await createAllCitiesAndLocations();
403 message = broadcastMessage('server', 'Cities, Locations, and Paths refreshed!');
405 else if(msg === '/server lmnop refresh-shops') {
406 await createShopItems();
407 await createShopEquipment();
408 message = broadcastMessage('server', 'Refresh shop items');
411 const str = msg.split('/server lmnop ')[1];
413 message = broadcastMessage('server', str);
418 message = broadcastMessage(req.player.username, msg);
419 chatHistory.push(message);
420 chatHistory.slice(-10);
424 io.emit('chat', renderChatMessage(message));
429 app.get('/player', authEndpoint, async (req: AuthRequest, res: Response) => {
430 const inventory = await getEquippedItems(req.player.id);
432 res.send(renderPlayerBar(req.player, inventory) + renderProfilePage(req.player));
435 app.post('/player/stat/:stat', authEndpoint, async (req: AuthRequest, res: Response) => {
436 const stat = req.params.stat;
437 if(!['strength', 'constitution', 'dexterity', 'intelligence'].includes(stat)) {
438 res.send(Alert.ErrorAlert(`Sorry, that's not a valid stat to increase`));
442 if(req.player.stat_points <= 0) {
443 res.send(Alert.ErrorAlert(`Sorry, you don't have enough stat points`));
447 req.player.stat_points -= 1;
450 updatePlayer(req.player);
452 const equippedItems = await getEquippedItems(req.player.id);
453 res.send(renderPlayerBar(req.player, equippedItems) + renderProfilePage(req.player));
456 app.get('/player/skills', authEndpoint, async (req: AuthRequest, res: Response) => {
457 const skills = await getPlayerSkills(req.player.id);
459 res.send(renderSkills(skills));
462 app.get('/player/inventory', authEndpoint, async (req: AuthRequest, res: Response) => {
463 const [inventory, items] = await Promise.all([
464 getInventory(req.player.id),
465 getPlayersItems(req.player.id)
468 res.send(renderInventoryPage(inventory, items));
471 app.post('/player/equip/:item_id/:slot', authEndpoint, blockPlayerInFight, async (req: AuthRequest, res: Response) => {
472 const inventoryItem = await getInventoryItem(req.player.id, req.params.item_id);
473 const equippedItems = await getEquippedItems(req.player.id);
474 const requestedSlot = req.params.slot;
475 let desiredSlot: EquipmentSlot = inventoryItem.equipment_slot;
478 // handes the situation where you're trying to equip an item
479 // that can be equipped to any hand
480 if(inventoryItem.equipment_slot === 'ANY_HAND') {
481 if(requestedSlot === 'LEFT_HAND' || requestedSlot === 'RIGHT_HAND') {
482 // get the players current equipment in that slot!
483 if(equippedItems.some(v => {
484 return v.equipment_slot === requestedSlot || v.equipment_slot === 'TWO_HANDED';
489 desiredSlot = requestedSlot;
494 if(requestedSlot === 'TWO_HANDED') {
495 if(equippedItems.some(v => {
496 return v.equipment_slot === 'LEFT_HAND' || v.equipment_slot === 'RIGHT_HAND';
503 await equip(req.player.id, inventoryItem, desiredSlot);
504 const socketId = cache.get(`socket:${req.player.id}`).toString();
505 io.to(socketId).emit('updatePlayer', req.player);
506 io.to(socketId).emit('alert', {
508 text: `You equipped your ${inventoryItem.name}`
515 const [inventory, items] = await Promise.all([
516 getInventory(req.player.id),
517 getPlayersItems(req.player.id)
520 res.send(renderInventoryPage(inventory, items, inventoryItem.type) + renderPlayerBar(req.player, inventory));
523 app.post('/player/unequip/:item_id', authEndpoint, blockPlayerInFight, async (req: AuthRequest, res: Response) => {
524 const [item, ] = await Promise.all([
525 getInventoryItem(req.player.id, req.params.item_id),
526 unequip(req.player.id, req.params.item_id)
529 const [inventory, items] = await Promise.all([
530 getInventory(req.player.id),
531 getPlayersItems(req.player.id)
534 res.send(renderInventoryPage(inventory, items, item.type) + renderPlayerBar(req.player, inventory));
537 async function blockPlayerInFight(req: AuthRequest, res: Response, next) {
538 const fight = await loadMonsterFromFight(req.player.id);
544 res.send(Alert.ErrorAlert(`You are currently in a fight with a ${fight.name}`));
547 app.get('/player/explore', authEndpoint, async (req: AuthRequest, res: Response) => {
548 const fight = await loadMonsterFromFight(req.player.id);
549 const travelPlan = await getTravelPlan(req.player.id);
550 let closestTown = req.player.city_id;
553 closestTown = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
556 const equippedItems = await getEquippedItems(req.player.id);
558 const data: MonsterForFight = {
564 fight_trigger: fight.fight_trigger
566 const location = await getMonsterLocation(fight.ref_id);
569 res.send(renderPlayerBar(req.player, equippedItems) + renderFightPreRound(data, true, location, closestTown));
574 const chanceToSeeMonster = random(0, 100);
575 const things: any[] = [];
576 if(chanceToSeeMonster <= 30) {
577 const monster = await getRandomMonster([closestTown]);
578 things.push(monster);
582 const nextAction = cache[`step:${req.player.id}`] || 0;
584 res.send(renderPlayerBar(req.player, equippedItems) + renderTravel({
587 closestTown: closestTown,
593 // display the city info!
594 const [city, locations, paths] = await Promise.all([
595 getCityDetails(req.player.city_id),
596 getAllServices(req.player.city_id),
597 getAllPaths(req.player.city_id)
600 res.send(renderPlayerBar(req.player, equippedItems) + await renderMap({city, locations, paths}, closestTown));
606 // used to purchase equipment from a particular shop
607 app.put('/location/:location_id/equipment/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
608 const item = await getShopEquipment(parseInt(req.params.item_id), parseInt(req.params.location_id));
611 logger.log(`Invalid item [${req.params.item_id}]`);
612 return res.sendStatus(400);
615 if(req.player.gold < item.cost) {
616 res.send(Alert.ErrorAlert(`Sorry, you need at least ${item.cost.toLocaleString()}G to purchase this.`));
620 req.player.gold -= item.cost;
622 await updatePlayer(req.player);
623 await addInventoryItem(req.player.id, item);
625 const equippedItems = await getEquippedItems(req.player.id);
627 res.send(renderPlayerBar(req.player, equippedItems) + Alert.SuccessAlert(`You purchased ${item.name}`));
630 // used to purchase items from a particular shop
631 app.put('/location/:location_id/items/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
632 const item: (ShopItem & Item) = await getItemFromShop(parseInt(req.params.item_id), parseInt(req.params.location_id));
635 logger.log(`Invalid item [${req.params.item_id}]`);
636 return res.sendStatus(400);
639 if(req.player.gold < item.price_per_unit) {
640 res.send(Alert.ErrorAlert(`Sorry, you need at least ${item.price_per_unit.toLocaleString()}G to purchase this.`));
644 req.player.gold -= item.price_per_unit;
646 await updatePlayer(req.player);
647 await givePlayerItem(req.player.id, item.id, 1);
649 const equippedItems = await getEquippedItems(req.player.id);
651 res.send(renderPlayerBar(req.player, equippedItems) + Alert.SuccessAlert(`You purchased a ${item.name}`));
654 // used to display equipment modals in a store, validates that
655 // the equipment is actually in this store before displaying
657 app.get('/location/:location_id/equipment/:item_id/overview', authEndpoint, async (req: AuthRequest, res: Response) => {
658 const equipment = await getShopEquipment(parseInt(req.params.item_id), parseInt(req.params.location_id));
661 logger.log(`Invalid equipment [${req.params.item_id}]`);
662 return res.sendStatus(400);
667 <div class="item-modal-overview">
669 <img src="${equipment.icon ? `/assets/img/icons/equipment/${equipment.icon}` : 'https://via.placeholder.com/64x64'}" title="${equipment.name}" alt="${equipment.name}">
672 ${renderEquipmentDetails(equipment, req.player)}
675 <div class="actions">
676 <button hx-put="/location/${equipment.location_id}/equipment/${equipment.id}" formmethod="dialog" value="cancel" class="green">Buy</button>
677 <button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
685 // used to display item modals in a store, validates that
686 // the item is actually in this store before displaying
688 app.get('/location/:location_id/items/:item_id/overview', authEndpoint, async (req: AuthRequest, res: Response) => {
689 const item: (ShopItem & Item) = await getItemFromShop(parseInt(req.params.item_id), parseInt(req.params.location_id));
692 logger.log(`Invalid item [${req.params.item_id}]`);
693 return res.sendStatus(400);
698 <div class="item-modal-overview">
700 <img src="/assets/img/icons/items/${item.icon_name}" title="${item.name}" alt="${item.name}">
703 <h4>${item.name}</h4>
704 <p>${item.description}</p>
707 <div class="actions">
708 <button hx-put="/location/${item.location_id}/items/${item.id}" formmethod="dialog" value="cancel" class="red">Buy</button>
709 <button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
717 app.put('/item/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
718 const item: PlayerItem = await getItemFromPlayer(req.player.id, parseInt(req.params.item_id));
721 console.log(`Can't find item [${req.params.item_id}]`);
725 if(item.amount < 1) {
726 res.send(Alert.ErrorAlert(`You dont have enough ${item.name}`));
732 switch(item.effect_name) {
734 const hpGain = HealthPotionSmall.effect(req.player);
736 req.player.hp += hpGain;
738 if(req.player.hp > maxHp(req.player.constitution, req.player.level)) {
739 req.player.hp = maxHp(req.player.constitution, req.player.level);
744 await updateItemCount(req.player.id, item.item_id, -1);
745 await updatePlayer(req.player);
747 const inventory = await getInventory(req.player.id);
748 const equippedItems = inventory.filter(i => i.is_equipped);
749 const items = await getPlayersItems(req.player.id);
753 renderPlayerBar(req.player, equippedItems),
754 renderInventoryPage(inventory, items, 'ITEMS'),
755 Alert.SuccessAlert(`You used the ${item.name}`)
761 app.get('/modal/items/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
762 const item: PlayerItem = await getItemFromPlayer(req.player.id, parseInt(req.params.item_id));
765 logger.log(`Invalid item [${req.params.item_id}]`);
766 return res.sendStatus(400);
771 <div class="item-modal-overview">
773 <img src="/assets/img/icons/items/${item.icon_name}" title="${item.name}" alt="${item.name}">
776 <h4>${item.name}</h4>
777 <p>${item.description}</p>
780 <div class="actions">
781 <button hx-put="/item/${item.item_id}" formmethod="dialog" value="cancel" hx-target="#inventory" class="red">Use</button>
782 <button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
790 app.get('/city/stores/city:stores/:location_id', authEndpoint, async (req: AuthRequest, res: Response) => {
791 const location = await getService(parseInt(req.params.location_id));
793 if(!location || location.city_id !== req.player.city_id) {
794 logger.log(`Invalid location: [${req.params.location_id}]`);
797 const [shopEquipment, shopItems] = await Promise.all([
798 listShopItems({location_id: location.id}),
799 getShopItems(location.id),
802 const html = await renderStore(shopEquipment, shopItems, req.player, location);
807 app.get('/city/explore/city:explore/:location_id', authEndpoint, async (req: AuthRequest, res: Response) => {
808 const location = await getService(parseInt(req.params.location_id));
809 if(!location || location.city_id !== req.player.city_id) {
811 logger.log(`Invalid location: [${req.params.location_id}]`);
815 const monsters: Monster[] = await getMonsterList(location.id);
816 res.send(renderOnlyMonsterSelector(monsters, 0, location));
819 app.post('/travel', authEndpoint, async (req: AuthRequest, res: Response) => {
820 const destination_id = parseInt(req.body.destination_id);
822 if(!destination_id || isNaN(destination_id)) {
823 logger.log(`Invalid destination_id [${req.body.destination_id}]`);
824 return res.sendStatus(400);
827 const travelPlan = travel(req.player, req.body.destination_id);
829 res.json(travelPlan);
832 app.post('/fight/turn', authEndpoint, async (req: AuthRequest, res: Response) => {
833 const monster = await loadMonsterWithFaction(req.player.id);
836 res.send(Alert.ErrorAlert('Not in a fight'));
840 const fightData = await fightRound(req.player, monster, {
841 action: req.body.action,
842 target: req.body.fightTarget
845 let html = renderFight(
847 renderRoundDetails(fightData.roundData),
848 fightData.roundData.winner === 'in-progress'
851 if(fightData.monsters.length && monster.fight_trigger === 'explore') {
852 html += renderMonsterSelector(fightData.monsters, monster.ref_id);
855 let travelSection = '';
856 if(monster.fight_trigger === 'travel' && fightData.roundData.winner === 'player') {
857 // you're travellinga dn you won.. display the keep walking!
858 const travelPlan = await getTravelPlan(req.player.id);
859 const closest: number = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
860 travelSection = travelButton(0);
863 const equippedItems = await getEquippedItems(req.player.id);
864 const playerBar = renderPlayerBar(fightData.player, equippedItems);
866 res.send(html + travelSection + playerBar);
869 app.post('/fight', authEndpoint, async (req: AuthRequest, res: Response) => {
870 if(req.player.hp <= 0) {
871 logger.log(`Player didn\'t have enough hp`);
872 return res.sendStatus(400);
875 const monsterId: number = req.body.monsterId;
876 const fightTrigger: FightTrigger = req.body.fightTrigger ?? 'travel';
879 logger.log(`Missing monster Id ${monsterId}`);
880 return res.sendStatus(400);
883 if(!fightTrigger || !['travel', 'explore'].includes(fightTrigger)) {
884 logger.log(`Invalid fight trigger [${fightTrigger}]`);
885 return res.sendStatus(400);
888 const monster = await loadMonster(monsterId);
891 logger.log(`Couldnt find monster for ${monsterId}`);
892 return res.sendStatus(400);
895 const fight = await createFight(req.player.id, monster, fightTrigger);
896 const location = await getService(monster.location_id);
899 const data: MonsterForFight = {
905 fight_trigger: fight.fight_trigger
908 res.send(renderFightPreRound(data, true, location, location.city_id));
911 app.post('/travel/step', authEndpoint, async (req: AuthRequest, res: Response) => {
912 const stepTimerKey = `step:${req.player.id}`;
914 const travelPlan = await getTravelPlan(req.player.id);
916 res.send(Alert.ErrorAlert('You don\'t have a travel plan'));
920 if(cache[stepTimerKey]) {
921 if(cache[stepTimerKey] > Date.now()) {
922 res.send(Alert.ErrorAlert('Hmm.. travelling too quickly'));
927 travelPlan.current_position++;
929 if(travelPlan.current_position >= travelPlan.total_distance) {
930 const travel = await completeTravel(req.player.id);
932 req.player.city_id = travel.destination_id;
933 await movePlayer(travel.destination_id, req.player.id);
935 const [city, locations, paths] = await Promise.all([
936 getCityDetails(travel.destination_id),
937 getAllServices(travel.destination_id),
938 getAllPaths(travel.destination_id)
941 delete cache[stepTimerKey];
942 res.send(await renderMap({city, locations, paths}, req.player.city_id));
945 const walkingText: string[] = [
946 'You take a step forward',
949 // update existing plan..
950 // decide if they will run into anything
951 const travelPlan = await stepForward(req.player.id);
953 const closest: number = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
955 const chanceToSeeMonster = random(0, 100);
956 const things: any[] = [];
957 if(chanceToSeeMonster <= 30) {
958 const monster = await getRandomMonster([closest]);
959 things.push(monster);
963 const nextAction = Date.now() + 3000;
965 cache[stepTimerKey] = nextAction;
967 res.send(renderTravel({
970 closestTown: closest,
971 walkingText: sample(walkingText),
978 app.post('/travel/:destination_id', authEndpoint, async (req: AuthRequest, res: Response) => {
979 if(req.player.hp <= 0) {
980 logger.log(`Player didn\'t have enough hp`);
981 res.send(Alert.ErrorAlert('Sorry, you need some HP to start travelling.'));
985 const destination = await getCityDetails(parseInt(req.params.destination_id));
988 res.send(Alert.ErrorAlert(`Thats not a valid desination`));
992 const travelPlan = await travel(req.player, destination.id);
994 res.send(renderTravel({
998 closestTown: req.player.city_id,
1003 app.get('/settings', authEndpoint, async (req: AuthRequest, res: Response) => {
1006 if(req.player.account_type === 'session') {
1007 warning += `<div class="alert error">If you log out without signing up first, this account is lost forever.</div>`;
1010 html += '<a href="#" hx-post="/logout">Logout</a>';
1011 res.send(warning + html);
1014 app.post('/logout', authEndpoint, async (req: AuthRequest, res: Response) => {
1015 // ref to get the socket id for a particular player
1016 cache.delete(`socket:${req.player.id}`);
1017 // ref to get the player object
1018 cache.delete(`token:${req.player.id}`);
1020 logger.log(`${req.player.username} logged out`);
1026 app.post('/auth', async (req: Request, res: Response) => {
1027 if(req.body.authType === 'login') {
1028 loginHandler(req, res);
1030 else if(req.body.authType === 'signup') {
1031 signupHandler(req, res);
1034 logger.log(`Invalid auth type [${req.body.authType}]`);
1035 res.sendStatus(400);
1040 async function signupHandler(req: Request, res: Response) {
1041 const {username, password} = req.body;
1042 const authToken = req.headers['x-authtoken'];
1044 if(!username || !password || !authToken) {
1045 res.send(Alert.ErrorAlert('Invalid username/password'));
1050 const player = await loadPlayer(authToken.toString());
1051 logger.log(`Attempted claim for ${player.username}`);
1053 await signup(authToken.toString(), username, password);
1055 await db('players').where({id: player.id}).update({
1056 account_type: 'auth',
1060 logger.log(`${username} claimed ${player.username}`);
1062 io.emit('chat', broadcastMessage('server', `${player.username} is now ${username}`));
1064 res.setHeader('hx-refresh', 'true');
1065 res.sendStatus(200);
1069 if(e?.constraint === 'players_username_unique') {
1070 res.send(Alert.ErrorAlert('That username is already taken'));
1073 res.send(Alert.ErrorAlert('Please try again'));
1078 async function loginHandler (req: Request, res: Response) {
1079 const {username, password} = req.body;
1080 if(!username || !username.length) {
1081 res.send(Alert.ErrorAlert('Invalid username'));
1084 if(!password || !password.length) {
1085 res.send(Alert.ErrorAlert('Invalid password'));
1090 const player = await login(username, password);
1091 io.sockets.sockets.forEach(socket => {
1092 if(socket.handshake.headers['x-authtoken'] === req.headers['x-authtoken']) {
1093 bootstrapSocket(socket, player);
1096 res.sendStatus(204);
1100 res.send(Alert.ErrorAlert('That user doesn\'t exist'));
1104 server.listen(process.env.API_PORT, () => {
1105 logger.log(`Listening on port ${process.env.API_PORT}`);