chore(release): 0.2.12
[risinglegends.git] / src / server / api.ts
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';
7 import xss from 'xss';
8
9 import http from 'http';
10 import { Server, Socket } from 'socket.io';
11 import { logger } from './lib/logger';
12 import { loadPlayer, createPlayer, updatePlayer, movePlayer } from './player';
13 import { random, sample } from 'lodash';
14 import {broadcastMessage, Message} from '../shared/message';
15 import {expToLevel, maxHp, Player} from '../shared/player';
16 import {clearFight, createFight, getMonsterList, getMonsterLocation, getRandomMonster, loadMonster, loadMonsterFromFight, loadMonsterWithFaction, saveFightState} from './monster';
17 import {FightRound} from '../shared/fight';
18 import {addInventoryItem, deleteInventoryItem, getEquippedItems, getInventory, getInventoryItem, updateAp} from './inventory';
19 import { getItemFromPlayer, getItemFromShop, getPlayersItems, getShopItems, givePlayerItem, updateItemCount } from './items';
20 import {Fight, FightTrigger, Monster, MonsterForFight, MonsterWithFaction} from '../shared/monsters';
21 import {getShopEquipment, listShopItems } from './shopEquipment';
22 import {EquippedItemDetails} from '../shared/equipped';
23 import {ArmourEquipmentSlot, EquipmentSlot} from '../shared/inventory';
24 import { clearTravelPlan, completeTravel, getAllPaths, getAllServices, getCityDetails, getService, getTravelPlan, stepForward, travel } from './map';
25 import { signup, login, authEndpoint, AuthRequest } from './auth';
26 import {db} from './lib/db';
27 import { getPlayerSkills, getPlayerSkillsAsObject, updatePlayerSkills } from './skills';
28 import {SkillID, Skills} from '../shared/skills';
29
30 import  { router as healerRouter } from './locations/healer';
31 import { router as professionRouter } from './locations/recruiter';
32
33 import * as Alert from './views/alert';
34 import { renderPlayerBar } from './views/player-bar'
35 import { renderEquipmentDetails, renderStore } from './views/stores';
36 import { renderMap } from './views/map';
37 import { renderProfilePage } from './views/profile';
38 import { renderSkills } from './views/skills';
39 import { renderInventoryPage } from './views/inventory';
40 import { renderMonsterSelector, renderOnlyMonsterSelector } from './views/monster-selector';
41 import { renderFight, renderFightPreRound, renderRoundDetails } from './views/fight';
42 import { renderTravel, travelButton } from './views/travel';
43 import { renderChatMessage } from './views/chat';
44
45 // TEMP!
46 import { createMonsters } from '../../seeds/monsters';
47 import { createAllCitiesAndLocations } from '../../seeds/cities';
48 import { createShopItems, createShopEquipment } from '../../seeds/shop_items';
49 import { Item, PlayerItem, ShopItem } from 'shared/items';
50 import { equip, unequip } from './equipment';
51 import { HealthPotionSmall } from '../shared/items/health_potion';
52
53 dotenv();
54
55 otel.s();
56
57 const app = express();
58 const server = http.createServer(app);
59
60 app.use(express.static(join(__dirname, '..', '..', 'public')));
61 app.use(bodyParser.urlencoded({ extended: true }));
62 app.use(express.json());
63
64 const io = new Server(server);
65
66 const cache = new Map<string, any>();
67 const chatHistory: Message[] = [];
68
69 app.use((req, res, next) => {
70   console.log(req.method, req.url);
71   next();
72 });
73
74 async function bootstrapSocket(socket: Socket, player: Player) {
75   // ref to get the socket id for a particular player
76   cache.set(`socket:${player.id}`, socket.id);
77   // ref to get the player object
78   cache.set(`token:${player.id}`, player);
79
80   socket.emit('authToken', player.id);
81
82   socket.emit('chat', renderChatMessage(broadcastMessage('server', `${player.username} just logged in`)));
83 }
84
85 io.on('connection', async socket => {
86   logger.log(`socket ${socket.id} connected, authToken: ${socket.handshake.headers['x-authtoken']}`);
87
88   let authToken = socket.handshake.headers['x-authtoken'].toString() === 'null' ? null : socket.handshake.headers['x-authtoken'].toString();
89
90   let player: Player;
91   if(authToken) {
92     logger.log(`Attempting to load player with id ${authToken}`);
93     player = await loadPlayer(authToken);
94   }
95   if(!player) {
96     logger.log(`Creating player`);
97     player = await createPlayer();
98     authToken = player.id;
99     socket.handshake.headers['x-authtoken'] = authToken;
100   }
101
102   logger.log(`Socket [${socket.id}] auth token: ${player.id}`);
103
104   bootstrapSocket(socket, player);
105
106   socket.on('disconnect', () => {
107     console.log(`Player ${player.username} left`);
108     io.emit('status', `${io.sockets.sockets.size} Online (v${version})`);
109   });
110
111
112   io.emit('status', `${io.sockets.sockets.size} Online (v${version})`);
113   // this is a special event to let the client know it can start 
114   // requesting data
115   socket.emit('ready');
116 });
117
118 async function fightRound(player: Player, monster: MonsterWithFaction,  data: {action: 'attack' | 'cast' | 'flee', target: 'head' | 'body' | 'arms' | 'legs'}) {
119   const playerSkills = await getPlayerSkillsAsObject(player.id);
120   const roundData: FightRound = {
121     monster,
122     player,
123     winner: 'in-progress',
124     fightTrigger: monster.fight_trigger,
125     roundDetails: [],
126     rewards: {
127       exp: 0,
128       gold: 0,
129       levelIncrease: false
130     }
131   };
132   const equippedItems = await getEquippedItems(player.id);
133
134   // we only use this if the player successfully defeated the monster 
135   // they were fighting, then we load the other monsters in this area 
136   // so they can "fight again"
137   let potentialMonsters: MonsterForFight[] = [];
138
139   /*
140    * cumulative chance of head/arms/body/legs
141    * 0 -> 0.2 = head
142    * 0.21 -> 0.4 = arms
143    *
144    * we use the factor to decide how many decimal places 
145    * we care about
146    */
147   const factor = 100;
148   const monsterTarget = [0.2, 0.4, 0.9, 1];
149   const targets: ArmourEquipmentSlot[] = ['HEAD', 'CHEST', 'ARMS', 'LEGS'];
150   // calc weighted
151   const rand = Math.ceil(Math.random() * factor);
152   let target: ArmourEquipmentSlot = 'CHEST';
153   monsterTarget.forEach((i, idx) => {
154     if (rand > (i * factor)) {
155       target = targets[idx] as ArmourEquipmentSlot;
156     }
157   });
158
159   const boost = {
160     strength: 0,
161     constitution: 0,
162     dexterity: 0,
163     intelligence: 0,
164     damage: 0,
165     hp: 0,
166   };
167
168   const equipment: Map<EquipmentSlot, EquippedItemDetails> = new Map<EquipmentSlot, EquippedItemDetails>();
169   const weapons: EquippedItemDetails[] = [];
170   let anyDamageSpells: boolean = false;
171   equippedItems.forEach(item => {
172     if(item.type === 'ARMOUR') {
173       equipment.set(item.equipment_slot, item);
174     }
175     else if(item.type === 'WEAPON') {
176       weapons.push(item);
177     }
178     else if(item.type === 'SPELL') {
179       if(item.affectedSkills.includes('destruction_magic')) {
180         anyDamageSpells = true;
181       }
182       weapons.push(item);
183     }
184
185     boost.strength += item.boosts.strength;
186     boost.constitution += item.boosts.constitution;
187     boost.dexterity += item.boosts.dexterity;
188     boost.intelligence += item.boosts.intelligence;
189
190     if(item.type === 'SPELL' && item.affectedSkills.includes('restoration_magic')) {
191       boost.hp += item.boosts.damage;
192     }
193     else {
194       boost.damage += item.boosts.damage;
195     }
196   });
197
198   // if you flee'd, then we want to check your dex vs. the monsters
199   // but we want to give you the item/weapon boosts you need
200   // if not then you're going to get hit.
201   if(data.action === 'flee') {
202     roundData.roundDetails.push(`You managed to escape from the ${monster.name}!`)
203     roundData.winner = 'monster';
204     await clearFight(player.id);
205
206     return { roundData, monsters: [], player };
207   }
208
209   const attackType = data.action === 'attack' ? 'physical' : 'magical';
210   const primaryStat = data.action === 'attack' ? player.strength : player.intelligence;
211   const boostStat = data.action === 'attack' ? boost.strength : boost.intelligence;
212
213   const playerDamage = Math.floor(((primaryStat + boostStat) * 1.3) + boost.damage);
214   const skillsUsed: Record<SkillID | any, number> = {};
215   let hpHealAfterMasteries: number = -1;
216   let playerDamageAfterMasteries: number = 0;
217   // apply masteries!
218   weapons.forEach(item => {
219     item.affectedSkills.forEach(id => {
220       if(id === 'restoration_magic') {
221         if(hpHealAfterMasteries < 0) {
222           hpHealAfterMasteries = 0;
223         }
224         hpHealAfterMasteries += Skills.get(id).effect(playerSkills.get(id));
225       }
226       else {
227         playerDamageAfterMasteries += playerDamage * Skills.get(id).effect(playerSkills.get(id));
228       }
229
230       if(!skillsUsed[id]) {
231         skillsUsed[id] = 0;
232       }
233       skillsUsed[id]++;
234     });
235   });
236
237   await updatePlayerSkills(player.id, skillsUsed);
238
239   const playerFinalDamage = (data.action === 'cast' && !anyDamageSpells) ? 0 : Math.floor(playerDamage + playerDamageAfterMasteries);
240   const playerFinalHeal = Math.floor(boost.hp + hpHealAfterMasteries);
241
242   roundData.roundDetails.push(`You targeted the monsters ${data.target.toUpperCase()} with ${attackType} damage!`);
243   let armourKey: string;
244   switch(data.target) {
245     case 'arms':
246       armourKey = 'armsAp';
247       break;
248     case 'head':
249       armourKey = 'helmAp';
250       break;
251     case 'legs':
252       armourKey = 'legsAp';
253       break;
254     case 'body':
255       armourKey = 'chestAp';
256       break;
257   }
258
259   if(monster[armourKey] && monster[armourKey] > 0) {
260     monster[armourKey] -= playerFinalDamage;
261
262     roundData.roundDetails.push(`You dealt ${playerFinalDamage} damage to their armour`);
263     if(monster[armourKey] < 0) {
264       roundData.roundDetails.push(`You destroyed the ${monster.name}'s armour!'`);
265       roundData.roundDetails.push(`You dealt ${monster[armourKey] * -1} damage to their HP`);
266       monster.hp += monster[armourKey];
267       monster[armourKey] = 0;
268     }
269   }
270   else {
271     roundData.roundDetails.push(`You hit the ${monster.name} for ${playerFinalDamage} damage.`);
272     monster.hp -= playerFinalDamage;
273   }
274
275   if(monster.hp <= 0) {
276     roundData.monster.hp = 0;
277     roundData.winner = 'player';
278
279     roundData.rewards.exp = monster.exp;
280     roundData.rewards.gold = monster.gold;
281
282     player.gold += monster.gold;
283     player.exp += monster.exp;
284
285     if(player.exp >= expToLevel(player.level + 1)) {
286       player.exp -= expToLevel(player.level + 1)
287       player.level++;
288       roundData.rewards.levelIncrease = true;
289       let statPointsGained = 1;
290
291       if(player.profession !== 'Wanderer') {
292         statPointsGained = 2;
293       }
294
295       player.stat_points += statPointsGained;
296
297       roundData.roundDetails.push(`You gained ${statPointsGained} stat points!`);
298
299       player.hp = maxHp(player.constitution, player.level);
300     }
301     // get the monster location if it was an EXPLORED fight
302     if(roundData.fightTrigger === 'explore') {
303       const rawMonster = await loadMonster(monster.ref_id);
304       const monsterList  = await getMonsterList(rawMonster.location_id);
305       potentialMonsters = monsterList.map(monster => {
306         return {
307           id: monster.id,
308           name: monster.name,
309           level: monster.level,
310           hp: monster.hp,
311           maxHp: monster.maxHp,
312           fight_trigger: 'explore'
313         }
314       });
315     }
316
317     await clearFight(player.id);
318     await updatePlayer(player);
319     return { roundData, monsters: potentialMonsters, player };
320   }
321
322   roundData.roundDetails.push(`The ${monster.name} targeted your ${target}!`);
323   if(equipment.has(target)) {
324     const item = equipment.get(target);
325     // apply mitigation!
326     const mitigationPercentage = item.boosts.damage_mitigation || 0;
327     const damageAfterMitigation = Math.floor(monster.strength * ((100-mitigationPercentage)/100));
328
329     item.currentAp -= damageAfterMitigation;
330
331     if(item.currentAp < 0) {
332       roundData.roundDetails.push(`Your ${item.name} amour was destroyed`);
333       roundData.roundDetails.push(`The ${monster.name} hit your HP for ${item.currentAp * -1} damage!`);
334       player.hp += item.currentAp;
335       item.currentAp = 0;
336       await deleteInventoryItem(player.id, item.item_id);
337     }
338     else {
339       roundData.roundDetails.push(`Your ${target} took ${damageAfterMitigation} damage!`);
340       await updateAp(player.id, item.item_id, item.currentAp, item.maxAp);
341     }
342
343   }
344   else {
345     roundData.roundDetails.push(`The ${monster.name} hit you for ${monster.strength} damage`);
346     player.hp -= monster.strength;
347   }
348
349   if(playerFinalHeal > 0) {
350     player.hp += playerFinalHeal;
351     if(player.hp > maxHp(player.constitution, player.level)) {
352       player.hp = maxHp(player.constitution, player.level);
353     }
354     roundData.roundDetails.push(`You healed for ${playerFinalHeal} HP`);
355   }
356
357   // update the players inventory for this item!
358
359   if(player.hp <= 0) {
360     player.hp = 0;
361     roundData.winner = 'monster';
362
363     roundData.roundDetails.push(`You were killed by the ${monster.name}`);
364
365     await clearFight(player.id);
366     await updatePlayer(player);
367     await clearTravelPlan(player.id);
368
369     return { roundData, monsters: [], player};
370   }
371
372   await updatePlayer(player);
373   await saveFightState(player.id, monster);
374
375   return { roundData, monsters: [], player};
376 };
377
378 app.use(healerRouter);
379 app.use(professionRouter);
380
381
382 app.get('/chat/history', authEndpoint, async (req: AuthRequest, res: Response) => {
383   let html = chatHistory.map(renderChatMessage);
384
385   res.send(html.join("\n"));
386 });
387
388 app.post('/chat', authEndpoint, async (req: AuthRequest, res: Response) => {
389   const msg = req.body.message.trim();
390
391   if(!msg || !msg.length) {
392     res.sendStatus(204);
393     return;
394   }
395
396   let message: Message;
397   if(msg.startsWith('/server lmnop')) {
398     if(msg === '/server lmnop refresh-monsters') {
399       await createMonsters();
400       message = broadcastMessage('server', 'Monster refresh!');
401     }
402     else if(msg === '/server lmnop refresh-cities') {
403       await createAllCitiesAndLocations();
404       message = broadcastMessage('server', 'Cities, Locations, and Paths refreshed!');
405     }
406     else if(msg === '/server lmnop refresh-shops') {
407       await createShopItems();
408       await createShopEquipment();
409       message = broadcastMessage('server', 'Refresh shop items');
410     }
411     else {
412       const str = msg.split('/server lmnop ')[1];
413       if(str) {
414         message = broadcastMessage('server', str);
415       }
416     }
417   }
418   else {
419     message = broadcastMessage(req.player.username, xss(msg));
420     chatHistory.push(message);
421     chatHistory.slice(-10);
422   }
423
424   if(message) {
425     io.emit('chat', renderChatMessage(message));
426     res.sendStatus(204);
427   }
428 });
429
430 app.get('/player', authEndpoint, async (req: AuthRequest, res: Response) => {
431   const inventory = await getEquippedItems(req.player.id);
432
433   res.send(renderPlayerBar(req.player, inventory) + renderProfilePage(req.player));
434 });
435
436 app.post('/player/stat/:stat', authEndpoint, async (req: AuthRequest, res: Response) => {
437   const stat = req.params.stat;
438   if(!['strength', 'constitution', 'dexterity', 'intelligence'].includes(stat)) {
439     res.send(Alert.ErrorAlert(`Sorry, that's not a valid stat to increase`));
440     return;
441   }
442
443   if(req.player.stat_points <= 0) {
444     res.send(Alert.ErrorAlert(`Sorry, you don't have enough stat points`));
445     return;
446   }
447
448   req.player.stat_points -= 1;
449   req.player[stat]++;
450
451   updatePlayer(req.player);
452
453   const equippedItems = await getEquippedItems(req.player.id);
454   res.send(renderPlayerBar(req.player, equippedItems) + renderProfilePage(req.player));
455 });
456
457 app.get('/player/skills', authEndpoint, async (req: AuthRequest, res: Response) => {
458   const skills = await getPlayerSkills(req.player.id);
459
460   res.send(renderSkills(skills));
461 });
462
463 app.get('/player/inventory', authEndpoint, async (req: AuthRequest, res: Response) => {
464   const [inventory, items] = await Promise.all([
465     getInventory(req.player.id),
466     getPlayersItems(req.player.id)
467   ]);
468
469   res.send(renderInventoryPage(inventory, items));
470 });
471
472 app.post('/player/equip/:item_id/:slot', authEndpoint, blockPlayerInFight, async (req: AuthRequest, res: Response) => {
473   const inventoryItem = await getInventoryItem(req.player.id, req.params.item_id);
474   const equippedItems = await getEquippedItems(req.player.id);
475   const requestedSlot = req.params.slot;
476   let desiredSlot: EquipmentSlot = inventoryItem.equipment_slot;
477
478   try {
479     // handes the situation where you're trying to equip an item 
480     // that can be equipped to any hand
481     if(inventoryItem.equipment_slot === 'ANY_HAND') {
482       if(requestedSlot === 'LEFT_HAND' || requestedSlot === 'RIGHT_HAND') {
483         // get the players current equipment in that slot!
484         if(equippedItems.some(v => {
485           return v.equipment_slot === requestedSlot || v.equipment_slot === 'TWO_HANDED';
486         })) {
487           throw new Error();
488         }
489         else {
490           desiredSlot = requestedSlot;
491         }
492       }
493     }
494
495     if(requestedSlot === 'TWO_HANDED') {
496       if(equippedItems.some(v => {
497         return v.equipment_slot === 'LEFT_HAND' || v.equipment_slot === 'RIGHT_HAND';
498       })) {
499         throw new Error();
500       }
501     }
502
503
504     await equip(req.player.id, inventoryItem, desiredSlot);
505     const socketId = cache.get(`socket:${req.player.id}`).toString();
506     io.to(socketId).emit('updatePlayer', req.player);
507     io.to(socketId).emit('alert', {
508       type: 'success',
509       text: `You equipped your ${inventoryItem.name}`
510     });
511   }
512   catch(e) {
513     logger.log(e);
514   }
515
516   const [inventory, items] = await Promise.all([
517     getInventory(req.player.id),
518     getPlayersItems(req.player.id)
519   ]);
520
521   res.send(renderInventoryPage(inventory, items, inventoryItem.type) + renderPlayerBar(req.player, inventory));
522 });
523
524 app.post('/player/unequip/:item_id', authEndpoint, blockPlayerInFight, async (req: AuthRequest, res: Response) => {
525   const [item, ] = await Promise.all([
526     getInventoryItem(req.player.id, req.params.item_id),
527     unequip(req.player.id, req.params.item_id)
528   ]);
529
530   const [inventory, items] = await Promise.all([
531     getInventory(req.player.id),
532     getPlayersItems(req.player.id)
533   ]);
534
535   res.send(renderInventoryPage(inventory, items, item.type) + renderPlayerBar(req.player, inventory));
536 });
537
538 async function blockPlayerInFight(req: AuthRequest, res: Response, next) {
539   const fight = await loadMonsterFromFight(req.player.id);
540   if(!fight) {
541     next();
542     return;
543   }
544
545   res.send(Alert.ErrorAlert(`You are currently in a fight with a ${fight.name}`));
546 }
547
548 app.get('/player/explore', authEndpoint, async (req: AuthRequest, res: Response) => {
549   const fight = await loadMonsterFromFight(req.player.id);
550   const travelPlan = await getTravelPlan(req.player.id);
551   let closestTown = req.player.city_id;
552
553   if(travelPlan) {
554       closestTown = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
555   }
556
557   const equippedItems = await getEquippedItems(req.player.id);
558   if(fight) {
559     const data: MonsterForFight = {
560       id: fight.id,
561       hp: fight.hp,
562       maxHp: fight.maxHp,
563       name: fight.name,
564       level: fight.level,
565       fight_trigger: fight.fight_trigger
566     };
567     const location = await getMonsterLocation(fight.ref_id);
568
569
570     res.send(renderPlayerBar(req.player, equippedItems) + renderFightPreRound(data, true, location, closestTown));
571   }
572   else {
573     if(travelPlan) {
574       // traveling!
575       const chanceToSeeMonster = random(0, 100);
576       const things: any[] = [];
577       if(chanceToSeeMonster <= 30) {
578         const monster = await getRandomMonster([closestTown]);
579         things.push(monster);
580       }
581
582       // STEP_DELAY
583       const nextAction = cache[`step:${req.player.id}`] || 0;
584
585       res.send(renderPlayerBar(req.player, equippedItems) + renderTravel({
586         things,
587         nextAction,
588         closestTown: closestTown,
589         walkingText: '',
590         travelPlan
591       }));
592     }
593     else {
594       // display the city info!
595       const [city, locations, paths] = await Promise.all([
596         getCityDetails(req.player.city_id),
597         getAllServices(req.player.city_id),
598         getAllPaths(req.player.city_id)
599       ]);
600
601       res.send(renderPlayerBar(req.player, equippedItems) + await renderMap({city, locations, paths}, closestTown));
602     }
603
604   }
605 });
606
607 // used to purchase equipment from a particular shop
608 app.put('/location/:location_id/equipment/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
609   const item = await getShopEquipment(parseInt(req.params.item_id), parseInt(req.params.location_id));
610
611   if(!item) {
612     logger.log(`Invalid item [${req.params.item_id}]`);
613     return res.sendStatus(400);
614   }
615
616   if(req.player.gold < item.cost) {
617     res.send(Alert.ErrorAlert(`Sorry, you need at least ${item.cost.toLocaleString()}G to purchase this.`));
618     return;
619   }
620
621   req.player.gold -= item.cost;
622
623   await updatePlayer(req.player);
624   await addInventoryItem(req.player.id, item);
625
626   const equippedItems = await getEquippedItems(req.player.id);
627
628   res.send(renderPlayerBar(req.player, equippedItems) + Alert.SuccessAlert(`You purchased ${item.name}`));
629 });
630
631 // used to purchase items from a particular shop
632 app.put('/location/:location_id/items/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
633   const item: (ShopItem & Item) = await getItemFromShop(parseInt(req.params.item_id), parseInt(req.params.location_id));
634
635   if(!item) {
636     logger.log(`Invalid item [${req.params.item_id}]`);
637     return res.sendStatus(400);
638   }
639
640   if(req.player.gold < item.price_per_unit) {
641     res.send(Alert.ErrorAlert(`Sorry, you need at least ${item.price_per_unit.toLocaleString()}G to purchase this.`));
642     return;
643   }
644
645   req.player.gold -= item.price_per_unit;
646
647   await updatePlayer(req.player);
648   await givePlayerItem(req.player.id, item.id, 1);
649
650   const equippedItems = await getEquippedItems(req.player.id);
651
652   res.send(renderPlayerBar(req.player, equippedItems) + Alert.SuccessAlert(`You purchased a ${item.name}`));
653 });
654
655 // used to display equipment modals in a store, validates that 
656 // the equipment is actually in this store before displaying 
657 // the modal
658 app.get('/location/:location_id/equipment/:item_id/overview', authEndpoint, async (req: AuthRequest, res: Response) => {
659   const equipment = await getShopEquipment(parseInt(req.params.item_id), parseInt(req.params.location_id));
660
661   if(!equipment) {
662     logger.log(`Invalid equipment [${req.params.item_id}]`);
663     return res.sendStatus(400);
664   }
665
666   let html = `
667 <dialog>
668   <div class="item-modal-overview">
669     <div class="icon">
670       <img src="${equipment.icon ? `/assets/img/icons/equipment/${equipment.icon}` : 'https://via.placeholder.com/64x64'}" title="${equipment.name}" alt="${equipment.name}"> 
671     </div>
672     <div>
673       ${renderEquipmentDetails(equipment, req.player)}
674     </div>
675   </div>
676   <div class="actions">
677     <button hx-put="/location/${equipment.location_id}/equipment/${equipment.id}" formmethod="dialog" value="cancel" class="green">Buy</button>
678     <button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
679   </div>
680 </dialog>
681 `;
682
683   res.send(html);
684 });
685
686 // used to display item modals in a store, validates that 
687 // the item is actually in this store before displaying 
688 // the modal
689 app.get('/location/:location_id/items/:item_id/overview', authEndpoint, async (req: AuthRequest, res: Response) => {
690   const item: (ShopItem & Item) = await getItemFromShop(parseInt(req.params.item_id), parseInt(req.params.location_id));
691
692   if(!item) {
693     logger.log(`Invalid item [${req.params.item_id}]`);
694     return res.sendStatus(400);
695   }
696
697   let html = `
698 <dialog>
699   <div class="item-modal-overview">
700     <div class="icon">
701       <img src="/assets/img/icons/items/${item.icon_name}" title="${item.name}" alt="${item.name}"> 
702     </div>
703     <div>
704       <h4>${item.name}</h4>
705       <p>${item.description}</p>
706     </div>
707   </div>
708   <div class="actions">
709     <button hx-put="/location/${item.location_id}/items/${item.id}" formmethod="dialog" value="cancel" class="red">Buy</button>
710     <button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
711   </div>
712 </dialog>
713 `;
714
715   res.send(html);
716 });
717
718 app.put('/item/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
719   const item: PlayerItem = await getItemFromPlayer(req.player.id, parseInt(req.params.item_id));
720
721   if(!item) {
722     console.log(`Can't find item [${req.params.item_id}]`);
723     return;
724   }
725
726   if(item.amount < 1) {
727     res.send(Alert.ErrorAlert(`You dont have enough ${item.name}`));
728     return;
729   }
730
731   item.amount -= 1;
732
733   switch(item.effect_name) {
734     case 'heal_small':
735       const hpGain = HealthPotionSmall.effect(req.player);
736
737       req.player.hp += hpGain;
738
739       if(req.player.hp > maxHp(req.player.constitution, req.player.level)) {
740         req.player.hp = maxHp(req.player.constitution, req.player.level);
741       }
742     break;
743   }
744
745   await updateItemCount(req.player.id, item.item_id, -1);
746   await updatePlayer(req.player);
747
748   const inventory = await getInventory(req.player.id);
749   const equippedItems = inventory.filter(i => i.is_equipped);
750   const items = await getPlayersItems(req.player.id);
751
752   res.send(
753     [
754       renderPlayerBar(req.player, equippedItems),
755       renderInventoryPage(inventory, items, 'ITEMS'),
756       Alert.SuccessAlert(`You used the ${item.name}`)
757     ].join("")
758   );
759
760 });
761
762 app.get('/modal/items/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
763   const item: PlayerItem = await getItemFromPlayer(req.player.id, parseInt(req.params.item_id));
764
765   if(!item) {
766     logger.log(`Invalid item [${req.params.item_id}]`);
767     return res.sendStatus(400);
768   }
769
770   let html = `
771 <dialog>
772   <div class="item-modal-overview">
773     <div class="icon">
774       <img src="/assets/img/icons/items/${item.icon_name}" title="${item.name}" alt="${item.name}"> 
775     </div>
776     <div>
777       <h4>${item.name}</h4>
778       <p>${item.description}</p>
779     </div>
780   </div>
781   <div class="actions">
782     <button hx-put="/item/${item.item_id}" formmethod="dialog" value="cancel" hx-target="#inventory" class="red">Use</button>
783     <button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
784   </div>
785 </dialog>
786 `;
787
788   res.send(html);
789 });
790
791 app.get('/city/stores/city:stores/:location_id', authEndpoint, async (req: AuthRequest, res: Response) => {
792   const location = await getService(parseInt(req.params.location_id));
793
794   if(!location || location.city_id !== req.player.city_id) {
795     logger.log(`Invalid location: [${req.params.location_id}]`);
796     res.sendStatus(400);
797   }
798   const [shopEquipment, shopItems] = await Promise.all([
799     listShopItems({location_id: location.id}),
800     getShopItems(location.id),
801   ]);
802
803   const html = await renderStore(shopEquipment, shopItems, req.player, location);
804
805   res.send(html);
806 });
807
808 app.get('/city/explore/city:explore/:location_id', authEndpoint, async (req: AuthRequest, res: Response) => {
809   const location = await getService(parseInt(req.params.location_id));
810   if(!location || location.city_id !== req.player.city_id) {
811
812     logger.log(`Invalid location: [${req.params.location_id}]`);
813     res.sendStatus(400);
814   }
815
816   const monsters: Monster[] = await getMonsterList(location.id);
817   res.send(renderOnlyMonsterSelector(monsters, 0, location));
818 });
819
820 app.post('/travel', authEndpoint, async (req: AuthRequest, res: Response) => {
821   const destination_id = parseInt(req.body.destination_id);
822
823   if(!destination_id || isNaN(destination_id)) {
824     logger.log(`Invalid destination_id [${req.body.destination_id}]`);
825     return res.sendStatus(400);
826   }
827
828   const travelPlan = travel(req.player, req.body.destination_id);
829
830   res.json(travelPlan);
831 });
832
833 app.post('/fight/turn', authEndpoint, async (req: AuthRequest, res: Response) => {
834   const monster = await loadMonsterWithFaction(req.player.id);
835
836   if(!monster) {
837     res.send(Alert.ErrorAlert('Not in a fight'));
838     return;
839   }
840
841   const fightData  = await fightRound(req.player, monster, {
842     action: req.body.action,
843     target: req.body.fightTarget
844   });
845
846   let html = renderFight(
847     monster,
848     renderRoundDetails(fightData.roundData),
849     fightData.roundData.winner === 'in-progress'
850   );
851
852   if(fightData.monsters.length && monster.fight_trigger === 'explore') {
853     html += renderMonsterSelector(fightData.monsters, monster.ref_id);
854   }
855
856   let travelSection = '';
857   if(monster.fight_trigger === 'travel' && fightData.roundData.winner === 'player') {
858     // you're travellinga dn you won.. display the keep walking!
859     const travelPlan = await getTravelPlan(req.player.id);
860     const closest: number = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
861     travelSection = travelButton(0);
862   }
863
864   const equippedItems = await getEquippedItems(req.player.id);
865   const playerBar = renderPlayerBar(fightData.player, equippedItems);
866
867   res.send(html + travelSection + playerBar);
868 });
869
870 app.post('/fight', authEndpoint, async (req: AuthRequest, res: Response) => {
871   if(req.player.hp <= 0) {
872     logger.log(`Player didn\'t have enough hp`);
873     return res.sendStatus(400);
874   }
875
876   const monsterId: number = req.body.monsterId;
877   const fightTrigger: FightTrigger = req.body.fightTrigger ?? 'travel';
878
879   if(!monsterId) {
880     logger.log(`Missing monster Id ${monsterId}`);
881     return res.sendStatus(400);
882   }
883
884   if(!fightTrigger || !['travel', 'explore'].includes(fightTrigger)) {
885     logger.log(`Invalid fight trigger [${fightTrigger}]`);
886     return res.sendStatus(400);
887   }
888
889   const monster = await loadMonster(monsterId);
890
891   if(!monster) {
892     logger.log(`Couldnt find monster for ${monsterId}`);
893     return res.sendStatus(400);
894   }
895
896   const fight = await createFight(req.player.id, monster, fightTrigger);
897   const location = await getService(monster.location_id);
898
899
900   const data: MonsterForFight = {
901     id: fight.id,
902     hp: fight.hp,
903     maxHp: fight.maxHp,
904     name: fight.name,
905     level: fight.level,
906     fight_trigger: fight.fight_trigger
907   };
908
909   res.send(renderFightPreRound(data, true, location, location.city_id));
910 });
911
912 app.post('/travel/step', authEndpoint, async (req: AuthRequest, res: Response) => {
913   const stepTimerKey = `step:${req.player.id}`;
914
915   const travelPlan = await getTravelPlan(req.player.id);
916   if(!travelPlan) {
917     res.send(Alert.ErrorAlert('You don\'t have a travel plan'));
918     return;
919   }
920
921   if(cache[stepTimerKey]) {
922     if(cache[stepTimerKey] > Date.now()) {
923       res.send(Alert.ErrorAlert('Hmm.. travelling too quickly'));
924       return;
925     }
926   }
927
928   travelPlan.current_position++;
929
930   if(travelPlan.current_position >= travelPlan.total_distance) {
931     const travel = await completeTravel(req.player.id);
932
933     req.player.city_id = travel.destination_id;
934     await movePlayer(travel.destination_id, req.player.id);
935
936     const [city, locations, paths] = await Promise.all([
937       getCityDetails(travel.destination_id),
938       getAllServices(travel.destination_id),
939       getAllPaths(travel.destination_id)
940     ]);
941
942     delete cache[stepTimerKey];
943     res.send(await renderMap({city, locations, paths}, req.player.city_id));
944   }
945   else {
946     const walkingText: string[] = [
947       'You take a step forward',
948       'You keep moving'
949     ];
950     // update existing plan..
951     // decide if they will run into anything
952     const travelPlan = await stepForward(req.player.id);
953
954     const closest: number = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
955
956     const chanceToSeeMonster = random(0, 100);
957     const things: any[] = [];
958     if(chanceToSeeMonster <= 30) {
959       const monster = await getRandomMonster([closest]);
960       things.push(monster);
961     }
962
963     // STEP_DELAY
964     const nextAction = Date.now() + 3000;
965
966     cache[stepTimerKey] = nextAction;
967
968     res.send(renderTravel({
969       things,
970       nextAction,
971       closestTown: closest,
972       walkingText: sample(walkingText),
973       travelPlan
974     }));
975
976   }
977 });
978
979 app.post('/travel/return-to-source', authEndpoint, async (req: AuthRequest, res: Response) => {
980   // puts the player back in their starting town
981   // doesn't matter if they don't have one
982   // redirect them!
983   await clearTravelPlan(req.player.id);
984   const equippedItems = await getEquippedItems(req.player.id);
985
986   const fight = await loadMonsterFromFight(req.player.id);
987   if(fight) {
988     // go to the fight screen
989     const data: MonsterForFight = {
990       id: fight.id,
991       hp: fight.hp,
992       maxHp: fight.maxHp,
993       name: fight.name,
994       level: fight.level,
995       fight_trigger: fight.fight_trigger
996     };
997     const location = await getMonsterLocation(fight.ref_id);
998
999     res.send(renderPlayerBar(req.player, equippedItems) + renderFightPreRound(data, true, location, req.player.city_id));
1000   }
1001   else {
1002     const [city, locations, paths] = await Promise.all([
1003       getCityDetails(req.player.city_id),
1004       getAllServices(req.player.city_id),
1005       getAllPaths(req.player.city_id)
1006     ]);
1007
1008     res.send(renderPlayerBar(req.player, equippedItems) + await renderMap({city, locations, paths}, req.player.city_id));
1009
1010   }
1011
1012 });
1013
1014 app.post('/travel/:destination_id', authEndpoint, async (req: AuthRequest, res: Response) => {
1015 if(req.player.hp <= 0) {
1016     logger.log(`Player didn\'t have enough hp`);
1017     res.send(Alert.ErrorAlert('Sorry, you need some HP to start travelling.'));
1018     return;
1019   }
1020
1021   const destination = await getCityDetails(parseInt(req.params.destination_id));
1022
1023   if(!destination) {
1024     res.send(Alert.ErrorAlert(`Thats not a valid desination`));
1025     return;
1026   }
1027
1028   const travelPlan = await travel(req.player, destination.id);
1029
1030   res.send(renderTravel({
1031     things: [],
1032     nextAction: 0,
1033     walkingText: '',
1034     closestTown: req.player.city_id,
1035     travelPlan
1036   }));
1037 });
1038
1039 app.get('/settings', authEndpoint, async (req: AuthRequest, res: Response) => {
1040   let warning = '';
1041   let html = '';
1042   if(req.player.account_type === 'session') {
1043     warning += `<div class="alert error">If you log out without signing up first, this account is lost forever.</div>`;
1044   }
1045
1046   html += '<a href="#" hx-post="/logout">Logout</a>';
1047   res.send(warning + html);
1048 });
1049
1050 app.post('/logout', authEndpoint, async (req: AuthRequest, res: Response) => {
1051   // ref to get the socket id for a particular player
1052   cache.delete(`socket:${req.player.id}`);
1053   // ref to get the player object
1054   cache.delete(`token:${req.player.id}`);
1055
1056   logger.log(`${req.player.username} logged out`);
1057
1058   res.send('logout');
1059 });
1060
1061
1062 app.post('/auth', async (req: Request, res: Response) => {
1063   if(req.body.authType === 'login') {
1064     loginHandler(req, res);
1065   }
1066   else if(req.body.authType === 'signup') { 
1067     signupHandler(req, res);
1068   }
1069   else {
1070     logger.log(`Invalid auth type [${req.body.authType}]`);
1071     res.sendStatus(400);
1072   }
1073 });
1074
1075
1076 async function signupHandler(req: Request, res: Response) {
1077   const {username, password} = req.body;
1078   const authToken = req.headers['x-authtoken'];
1079
1080   if(!username || !password || !authToken) {
1081     res.send(Alert.ErrorAlert('Invalid username/password'));
1082     return;
1083   }
1084
1085   try {
1086     const player = await loadPlayer(authToken.toString());
1087     logger.log(`Attempted claim for ${player.username}`);
1088
1089     await signup(authToken.toString(), username, password);
1090
1091     await db('players').where({id: player.id}).update({
1092       account_type: 'auth',
1093       username: username
1094     });
1095
1096     logger.log(`${username} claimed ${player.username}`);
1097
1098     io.emit('chat', broadcastMessage('server', `${player.username} is now ${username}`));
1099
1100     res.setHeader('hx-refresh', 'true');
1101     res.sendStatus(200);
1102   }
1103   catch(e) {
1104     logger.log(e);
1105     if(e?.constraint === 'players_username_unique') {
1106       res.send(Alert.ErrorAlert('That username is already taken'));
1107     }
1108     else {
1109       res.send(Alert.ErrorAlert('Please try again'));
1110     }
1111   }
1112 }
1113
1114 async function loginHandler (req: Request, res: Response) {
1115   const {username, password} = req.body;
1116   if(!username || !username.length) {
1117     res.send(Alert.ErrorAlert('Invalid username'));
1118     return;
1119   }
1120   if(!password || !password.length) {
1121     res.send(Alert.ErrorAlert('Invalid password'));
1122     return;
1123   }
1124
1125   try {
1126     const player = await login(username, password);
1127     io.sockets.sockets.forEach(socket => {
1128       if(socket.handshake.headers['x-authtoken'] === req.headers['x-authtoken']) {
1129         bootstrapSocket(socket, player);
1130       }
1131     });
1132     res.sendStatus(204);
1133   }
1134   catch(e) {
1135     console.log(e);
1136     res.send(Alert.ErrorAlert('That user doesn\'t exist'));
1137   }
1138 }
1139
1140 server.listen(process.env.API_PORT, () => {
1141   logger.log(`Listening on port ${process.env.API_PORT}`);
1142 });