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';
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';
30 import { router as healerRouter } from './locations/healer';
31 import { router as professionRouter } from './locations/recruiter';
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';
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';
57 const app = express();
58 const server = http.createServer(app);
60 app.use(express.static(join(__dirname, '..', '..', 'public')));
61 app.use(bodyParser.urlencoded({ extended: true }));
62 app.use(express.json());
64 const io = new Server(server);
66 const cache = new Map<string, any>();
67 const chatHistory: Message[] = [];
69 app.use((req, res, next) => {
70 console.log(req.method, req.url);
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);
80 socket.emit('authToken', player.id);
82 socket.emit('chat', renderChatMessage(broadcastMessage('server', `${player.username} just logged in`)));
85 io.on('connection', async socket => {
86 logger.log(`socket ${socket.id} connected, authToken: ${socket.handshake.headers['x-authtoken']}`);
88 let authToken = socket.handshake.headers['x-authtoken'].toString() === 'null' ? null : socket.handshake.headers['x-authtoken'].toString();
92 logger.log(`Attempting to load player with id ${authToken}`);
93 player = await loadPlayer(authToken);
96 logger.log(`Creating player`);
97 player = await createPlayer();
98 authToken = player.id;
99 socket.handshake.headers['x-authtoken'] = authToken;
102 logger.log(`Socket [${socket.id}] auth token: ${player.id}`);
104 bootstrapSocket(socket, player);
106 socket.on('disconnect', () => {
107 console.log(`Player ${player.username} left`);
108 io.emit('status', `${io.sockets.sockets.size} Online (v${version})`);
112 io.emit('status', `${io.sockets.sockets.size} Online (v${version})`);
113 // this is a special event to let the client know it can start
115 socket.emit('ready');
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 = {
123 winner: 'in-progress',
124 fightTrigger: monster.fight_trigger,
132 const equippedItems = await getEquippedItems(player.id);
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[] = [];
140 * cumulative chance of head/arms/body/legs
144 * we use the factor to decide how many decimal places
148 const monsterTarget = [0.2, 0.4, 0.9, 1];
149 const targets: ArmourEquipmentSlot[] = ['HEAD', 'CHEST', 'ARMS', 'LEGS'];
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;
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);
175 else if(item.type === 'WEAPON') {
178 else if(item.type === 'SPELL') {
179 if(item.affectedSkills.includes('destruction_magic')) {
180 anyDamageSpells = true;
185 boost.strength += item.boosts.strength;
186 boost.constitution += item.boosts.constitution;
187 boost.dexterity += item.boosts.dexterity;
188 boost.intelligence += item.boosts.intelligence;
190 if(item.type === 'SPELL' && item.affectedSkills.includes('restoration_magic')) {
191 boost.hp += item.boosts.damage;
194 boost.damage += item.boosts.damage;
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);
206 return { roundData, monsters: [], player };
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;
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;
218 weapons.forEach(item => {
219 item.affectedSkills.forEach(id => {
220 if(id === 'restoration_magic') {
221 if(hpHealAfterMasteries < 0) {
222 hpHealAfterMasteries = 0;
224 hpHealAfterMasteries += Skills.get(id).effect(playerSkills.get(id));
227 playerDamageAfterMasteries += playerDamage * Skills.get(id).effect(playerSkills.get(id));
230 if(!skillsUsed[id]) {
237 await updatePlayerSkills(player.id, skillsUsed);
239 const playerFinalDamage = (data.action === 'cast' && !anyDamageSpells) ? 0 : Math.floor(playerDamage + playerDamageAfterMasteries);
240 const playerFinalHeal = Math.floor(boost.hp + hpHealAfterMasteries);
242 roundData.roundDetails.push(`You targeted the monsters ${data.target.toUpperCase()} with ${attackType} damage!`);
243 let armourKey: string;
244 switch(data.target) {
246 armourKey = 'armsAp';
249 armourKey = 'helmAp';
252 armourKey = 'legsAp';
255 armourKey = 'chestAp';
259 if(monster[armourKey] && monster[armourKey] > 0) {
260 monster[armourKey] -= playerFinalDamage;
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;
271 roundData.roundDetails.push(`You hit the ${monster.name} for ${playerFinalDamage} damage.`);
272 monster.hp -= playerFinalDamage;
275 if(monster.hp <= 0) {
276 roundData.monster.hp = 0;
277 roundData.winner = 'player';
279 roundData.rewards.exp = monster.exp;
280 roundData.rewards.gold = monster.gold;
282 player.gold += monster.gold;
283 player.exp += monster.exp;
285 if(player.exp >= expToLevel(player.level + 1)) {
286 player.exp -= expToLevel(player.level + 1)
288 roundData.rewards.levelIncrease = true;
289 let statPointsGained = 1;
291 if(player.profession !== 'Wanderer') {
292 statPointsGained = 2;
295 player.stat_points += statPointsGained;
297 roundData.roundDetails.push(`You gained ${statPointsGained} stat points!`);
299 player.hp = maxHp(player.constitution, player.level);
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 => {
309 level: monster.level,
311 maxHp: monster.maxHp,
312 fight_trigger: 'explore'
317 await clearFight(player.id);
318 await updatePlayer(player);
319 return { roundData, monsters: potentialMonsters, player };
322 roundData.roundDetails.push(`The ${monster.name} targeted your ${target}!`);
323 if(equipment.has(target)) {
324 const item = equipment.get(target);
326 const mitigationPercentage = item.boosts.damage_mitigation || 0;
327 const damageAfterMitigation = Math.floor(monster.strength * ((100-mitigationPercentage)/100));
329 item.currentAp -= damageAfterMitigation;
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;
336 await deleteInventoryItem(player.id, item.item_id);
339 roundData.roundDetails.push(`Your ${target} took ${damageAfterMitigation} damage!`);
340 await updateAp(player.id, item.item_id, item.currentAp, item.maxAp);
345 roundData.roundDetails.push(`The ${monster.name} hit you for ${monster.strength} damage`);
346 player.hp -= monster.strength;
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);
354 roundData.roundDetails.push(`You healed for ${playerFinalHeal} HP`);
357 // update the players inventory for this item!
361 roundData.winner = 'monster';
363 roundData.roundDetails.push(`You were killed by the ${monster.name}`);
365 await clearFight(player.id);
366 await updatePlayer(player);
367 await clearTravelPlan(player.id);
369 return { roundData, monsters: [], player};
372 await updatePlayer(player);
373 await saveFightState(player.id, monster);
375 return { roundData, monsters: [], player};
378 app.use(healerRouter);
379 app.use(professionRouter);
382 app.get('/chat/history', authEndpoint, async (req: AuthRequest, res: Response) => {
383 let html = chatHistory.map(renderChatMessage);
385 res.send(html.join("\n"));
388 app.post('/chat', authEndpoint, async (req: AuthRequest, res: Response) => {
389 const msg = req.body.message.trim();
391 if(!msg || !msg.length) {
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!');
402 else if(msg === '/server lmnop refresh-cities') {
403 await createAllCitiesAndLocations();
404 message = broadcastMessage('server', 'Cities, Locations, and Paths refreshed!');
406 else if(msg === '/server lmnop refresh-shops') {
407 await createShopItems();
408 await createShopEquipment();
409 message = broadcastMessage('server', 'Refresh shop items');
412 const str = msg.split('/server lmnop ')[1];
414 message = broadcastMessage('server', str);
419 message = broadcastMessage(req.player.username, xss(msg));
420 chatHistory.push(message);
421 chatHistory.slice(-10);
425 io.emit('chat', renderChatMessage(message));
430 app.get('/player', authEndpoint, async (req: AuthRequest, res: Response) => {
431 const inventory = await getEquippedItems(req.player.id);
433 res.send(renderPlayerBar(req.player, inventory) + renderProfilePage(req.player));
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`));
443 if(req.player.stat_points <= 0) {
444 res.send(Alert.ErrorAlert(`Sorry, you don't have enough stat points`));
448 req.player.stat_points -= 1;
451 updatePlayer(req.player);
453 const equippedItems = await getEquippedItems(req.player.id);
454 res.send(renderPlayerBar(req.player, equippedItems) + renderProfilePage(req.player));
457 app.get('/player/skills', authEndpoint, async (req: AuthRequest, res: Response) => {
458 const skills = await getPlayerSkills(req.player.id);
460 res.send(renderSkills(skills));
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)
469 res.send(renderInventoryPage(inventory, items));
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;
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';
490 desiredSlot = requestedSlot;
495 if(requestedSlot === 'TWO_HANDED') {
496 if(equippedItems.some(v => {
497 return v.equipment_slot === 'LEFT_HAND' || v.equipment_slot === 'RIGHT_HAND';
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', {
509 text: `You equipped your ${inventoryItem.name}`
516 const [inventory, items] = await Promise.all([
517 getInventory(req.player.id),
518 getPlayersItems(req.player.id)
521 res.send(renderInventoryPage(inventory, items, inventoryItem.type) + renderPlayerBar(req.player, inventory));
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)
530 const [inventory, items] = await Promise.all([
531 getInventory(req.player.id),
532 getPlayersItems(req.player.id)
535 res.send(renderInventoryPage(inventory, items, item.type) + renderPlayerBar(req.player, inventory));
538 async function blockPlayerInFight(req: AuthRequest, res: Response, next) {
539 const fight = await loadMonsterFromFight(req.player.id);
545 res.send(Alert.ErrorAlert(`You are currently in a fight with a ${fight.name}`));
548 app.get('/player/explore', authEndpoint, async (req: AuthRequest, res: Response) => {
549 const fight = await loadMonsterFromFight(req.player.id);
550 const travelPlan = await getTravelPlan(req.player.id);
551 let closestTown = req.player.city_id;
554 closestTown = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
557 const equippedItems = await getEquippedItems(req.player.id);
559 const data: MonsterForFight = {
565 fight_trigger: fight.fight_trigger
567 const location = await getMonsterLocation(fight.ref_id);
570 res.send(renderPlayerBar(req.player, equippedItems) + renderFightPreRound(data, true, location, closestTown));
575 const chanceToSeeMonster = random(0, 100);
576 const things: any[] = [];
577 if(chanceToSeeMonster <= 30) {
578 const monster = await getRandomMonster([closestTown]);
579 things.push(monster);
583 const nextAction = cache[`step:${req.player.id}`] || 0;
585 res.send(renderPlayerBar(req.player, equippedItems) + renderTravel({
588 closestTown: closestTown,
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)
601 res.send(renderPlayerBar(req.player, equippedItems) + await renderMap({city, locations, paths}, closestTown));
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));
612 logger.log(`Invalid item [${req.params.item_id}]`);
613 return res.sendStatus(400);
616 if(req.player.gold < item.cost) {
617 res.send(Alert.ErrorAlert(`Sorry, you need at least ${item.cost.toLocaleString()}G to purchase this.`));
621 req.player.gold -= item.cost;
623 await updatePlayer(req.player);
624 await addInventoryItem(req.player.id, item);
626 const equippedItems = await getEquippedItems(req.player.id);
628 res.send(renderPlayerBar(req.player, equippedItems) + Alert.SuccessAlert(`You purchased ${item.name}`));
631 // used to purchase items from a particular shop
632 app.put('/location/:location_id/items/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
633 const item: (ShopItem & Item) = await getItemFromShop(parseInt(req.params.item_id), parseInt(req.params.location_id));
636 logger.log(`Invalid item [${req.params.item_id}]`);
637 return res.sendStatus(400);
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.`));
645 req.player.gold -= item.price_per_unit;
647 await updatePlayer(req.player);
648 await givePlayerItem(req.player.id, item.id, 1);
650 const equippedItems = await getEquippedItems(req.player.id);
652 res.send(renderPlayerBar(req.player, equippedItems) + Alert.SuccessAlert(`You purchased a ${item.name}`));
655 // used to display equipment modals in a store, validates that
656 // the equipment is actually in this store before displaying
658 app.get('/location/:location_id/equipment/:item_id/overview', authEndpoint, async (req: AuthRequest, res: Response) => {
659 const equipment = await getShopEquipment(parseInt(req.params.item_id), parseInt(req.params.location_id));
662 logger.log(`Invalid equipment [${req.params.item_id}]`);
663 return res.sendStatus(400);
668 <div class="item-modal-overview">
670 <img src="${equipment.icon ? `/assets/img/icons/equipment/${equipment.icon}` : 'https://via.placeholder.com/64x64'}" title="${equipment.name}" alt="${equipment.name}">
673 ${renderEquipmentDetails(equipment, req.player)}
676 <div class="actions">
677 <button hx-put="/location/${equipment.location_id}/equipment/${equipment.id}" formmethod="dialog" value="cancel" class="green">Buy</button>
678 <button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
686 // used to display item modals in a store, validates that
687 // the item is actually in this store before displaying
689 app.get('/location/:location_id/items/:item_id/overview', authEndpoint, async (req: AuthRequest, res: Response) => {
690 const item: (ShopItem & Item) = await getItemFromShop(parseInt(req.params.item_id), parseInt(req.params.location_id));
693 logger.log(`Invalid item [${req.params.item_id}]`);
694 return res.sendStatus(400);
699 <div class="item-modal-overview">
701 <img src="/assets/img/icons/items/${item.icon_name}" title="${item.name}" alt="${item.name}">
704 <h4>${item.name}</h4>
705 <p>${item.description}</p>
708 <div class="actions">
709 <button hx-put="/location/${item.location_id}/items/${item.id}" formmethod="dialog" value="cancel" class="red">Buy</button>
710 <button class="close-modal" formmethod="dialog" value="cancel">Cancel</button>
718 app.put('/item/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
719 const item: PlayerItem = await getItemFromPlayer(req.player.id, parseInt(req.params.item_id));
722 console.log(`Can't find item [${req.params.item_id}]`);
726 if(item.amount < 1) {
727 res.send(Alert.ErrorAlert(`You dont have enough ${item.name}`));
733 switch(item.effect_name) {
735 const hpGain = HealthPotionSmall.effect(req.player);
737 req.player.hp += hpGain;
739 if(req.player.hp > maxHp(req.player.constitution, req.player.level)) {
740 req.player.hp = maxHp(req.player.constitution, req.player.level);
745 await updateItemCount(req.player.id, item.item_id, -1);
746 await updatePlayer(req.player);
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);
754 renderPlayerBar(req.player, equippedItems),
755 renderInventoryPage(inventory, items, 'ITEMS'),
756 Alert.SuccessAlert(`You used the ${item.name}`)
762 app.get('/modal/items/:item_id', authEndpoint, async (req: AuthRequest, res: Response) => {
763 const item: PlayerItem = await getItemFromPlayer(req.player.id, parseInt(req.params.item_id));
766 logger.log(`Invalid item [${req.params.item_id}]`);
767 return res.sendStatus(400);
772 <div class="item-modal-overview">
774 <img src="/assets/img/icons/items/${item.icon_name}" title="${item.name}" alt="${item.name}">
777 <h4>${item.name}</h4>
778 <p>${item.description}</p>
781 <div class="actions">
782 <button hx-put="/item/${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>
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));
794 if(!location || location.city_id !== req.player.city_id) {
795 logger.log(`Invalid location: [${req.params.location_id}]`);
798 const [shopEquipment, shopItems] = await Promise.all([
799 listShopItems({location_id: location.id}),
800 getShopItems(location.id),
803 const html = await renderStore(shopEquipment, shopItems, req.player, location);
808 app.get('/city/explore/city:explore/:location_id', authEndpoint, async (req: AuthRequest, res: Response) => {
809 const location = await getService(parseInt(req.params.location_id));
810 if(!location || location.city_id !== req.player.city_id) {
812 logger.log(`Invalid location: [${req.params.location_id}]`);
816 const monsters: Monster[] = await getMonsterList(location.id);
817 res.send(renderOnlyMonsterSelector(monsters, 0, location));
820 app.post('/travel', authEndpoint, async (req: AuthRequest, res: Response) => {
821 const destination_id = parseInt(req.body.destination_id);
823 if(!destination_id || isNaN(destination_id)) {
824 logger.log(`Invalid destination_id [${req.body.destination_id}]`);
825 return res.sendStatus(400);
828 const travelPlan = travel(req.player, req.body.destination_id);
830 res.json(travelPlan);
833 app.post('/fight/turn', authEndpoint, async (req: AuthRequest, res: Response) => {
834 const monster = await loadMonsterWithFaction(req.player.id);
837 res.send(Alert.ErrorAlert('Not in a fight'));
841 const fightData = await fightRound(req.player, monster, {
842 action: req.body.action,
843 target: req.body.fightTarget
846 let html = renderFight(
848 renderRoundDetails(fightData.roundData),
849 fightData.roundData.winner === 'in-progress'
852 if(fightData.monsters.length && monster.fight_trigger === 'explore') {
853 html += renderMonsterSelector(fightData.monsters, monster.ref_id);
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);
864 const equippedItems = await getEquippedItems(req.player.id);
865 const playerBar = renderPlayerBar(fightData.player, equippedItems);
867 res.send(html + travelSection + playerBar);
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);
876 const monsterId: number = req.body.monsterId;
877 const fightTrigger: FightTrigger = req.body.fightTrigger ?? 'travel';
880 logger.log(`Missing monster Id ${monsterId}`);
881 return res.sendStatus(400);
884 if(!fightTrigger || !['travel', 'explore'].includes(fightTrigger)) {
885 logger.log(`Invalid fight trigger [${fightTrigger}]`);
886 return res.sendStatus(400);
889 const monster = await loadMonster(monsterId);
892 logger.log(`Couldnt find monster for ${monsterId}`);
893 return res.sendStatus(400);
896 const fight = await createFight(req.player.id, monster, fightTrigger);
897 const location = await getService(monster.location_id);
900 const data: MonsterForFight = {
906 fight_trigger: fight.fight_trigger
909 res.send(renderFightPreRound(data, true, location, location.city_id));
912 app.post('/travel/step', authEndpoint, async (req: AuthRequest, res: Response) => {
913 const stepTimerKey = `step:${req.player.id}`;
915 const travelPlan = await getTravelPlan(req.player.id);
917 res.send(Alert.ErrorAlert('You don\'t have a travel plan'));
921 if(cache[stepTimerKey]) {
922 if(cache[stepTimerKey] > Date.now()) {
923 res.send(Alert.ErrorAlert('Hmm.. travelling too quickly'));
928 travelPlan.current_position++;
930 if(travelPlan.current_position >= travelPlan.total_distance) {
931 const travel = await completeTravel(req.player.id);
933 req.player.city_id = travel.destination_id;
934 await movePlayer(travel.destination_id, req.player.id);
936 const [city, locations, paths] = await Promise.all([
937 getCityDetails(travel.destination_id),
938 getAllServices(travel.destination_id),
939 getAllPaths(travel.destination_id)
942 delete cache[stepTimerKey];
943 res.send(await renderMap({city, locations, paths}, req.player.city_id));
946 const walkingText: string[] = [
947 'You take a step forward',
950 // update existing plan..
951 // decide if they will run into anything
952 const travelPlan = await stepForward(req.player.id);
954 const closest: number = (travelPlan.current_position / travelPlan.total_distance) > 0.5 ? travelPlan.destination_id : travelPlan.source_id;
956 const chanceToSeeMonster = random(0, 100);
957 const things: any[] = [];
958 if(chanceToSeeMonster <= 30) {
959 const monster = await getRandomMonster([closest]);
960 things.push(monster);
964 const nextAction = Date.now() + 3000;
966 cache[stepTimerKey] = nextAction;
968 res.send(renderTravel({
971 closestTown: closest,
972 walkingText: sample(walkingText),
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
983 await clearTravelPlan(req.player.id);
984 const equippedItems = await getEquippedItems(req.player.id);
986 const fight = await loadMonsterFromFight(req.player.id);
988 // go to the fight screen
989 const data: MonsterForFight = {
995 fight_trigger: fight.fight_trigger
997 const location = await getMonsterLocation(fight.ref_id);
999 res.send(renderPlayerBar(req.player, equippedItems) + renderFightPreRound(data, true, location, req.player.city_id));
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)
1008 res.send(renderPlayerBar(req.player, equippedItems) + await renderMap({city, locations, paths}, req.player.city_id));
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.'));
1021 const destination = await getCityDetails(parseInt(req.params.destination_id));
1024 res.send(Alert.ErrorAlert(`Thats not a valid desination`));
1028 const travelPlan = await travel(req.player, destination.id);
1030 res.send(renderTravel({
1034 closestTown: req.player.city_id,
1039 app.get('/settings', authEndpoint, async (req: AuthRequest, res: Response) => {
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>`;
1046 html += '<a href="#" hx-post="/logout">Logout</a>';
1047 res.send(warning + html);
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}`);
1056 logger.log(`${req.player.username} logged out`);
1062 app.post('/auth', async (req: Request, res: Response) => {
1063 if(req.body.authType === 'login') {
1064 loginHandler(req, res);
1066 else if(req.body.authType === 'signup') {
1067 signupHandler(req, res);
1070 logger.log(`Invalid auth type [${req.body.authType}]`);
1071 res.sendStatus(400);
1076 async function signupHandler(req: Request, res: Response) {
1077 const {username, password} = req.body;
1078 const authToken = req.headers['x-authtoken'];
1080 if(!username || !password || !authToken) {
1081 res.send(Alert.ErrorAlert('Invalid username/password'));
1086 const player = await loadPlayer(authToken.toString());
1087 logger.log(`Attempted claim for ${player.username}`);
1089 await signup(authToken.toString(), username, password);
1091 await db('players').where({id: player.id}).update({
1092 account_type: 'auth',
1096 logger.log(`${username} claimed ${player.username}`);
1098 io.emit('chat', broadcastMessage('server', `${player.username} is now ${username}`));
1100 res.setHeader('hx-refresh', 'true');
1101 res.sendStatus(200);
1105 if(e?.constraint === 'players_username_unique') {
1106 res.send(Alert.ErrorAlert('That username is already taken'));
1109 res.send(Alert.ErrorAlert('Please try again'));
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'));
1120 if(!password || !password.length) {
1121 res.send(Alert.ErrorAlert('Invalid password'));
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);
1132 res.sendStatus(204);
1136 res.send(Alert.ErrorAlert('That user doesn\'t exist'));
1140 server.listen(process.env.API_PORT, () => {
1141 logger.log(`Listening on port ${process.env.API_PORT}`);