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Character.ts
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import { ISerializedEffectableEntity } from './EffectableEntity';
import { IItemDef, Item } from './Item';
import { IInventoryDef, Inventory, InventoryFullError } from './Inventory';
import { Room } from './Room';
import { Config } from './Config';
import { Party } from './Party';
import { EquipSlotTakenError, EquipAlreadyEquippedError } from './EquipErrors';
import { EntityReference } from './EntityReference';
import { Equipment } from './Equipment';
import { GameEntity } from './GameEntity';
import { EntityDefinitionBase } from './EntityFactory';
export interface ICharacterConfig extends ISerializedEffectableEntity {
/** @property {string} name Name shown on look/who/login */
name: string;
/** @property {Inventory} inventory */
inventory: IInventoryDef;
equipment?:
| Record<string, IItemDef>
| Record<string, { entityReference: EntityReference }>;
/** @property {number} level */
level: number;
/** @property {Room} room Room the character is currently in */
room: Room;
metadata: object;
}
export interface ISerializedCharacter extends ISerializedEffectableEntity {
level: number;
name: string;
room: string;
}
/**
* The Character class acts as the base for both NPCs and Players.
*
* @property {string} name Name shown on look/who/login
* @property {Inventory} inventory
* @property {Set} combatants Enemies this character is currently in combat with
* @property {number} level
* @property {EffectList} effects List of current effects applied to the character
* @property {Room} room Room the character is currently in
*
* @extends EffectableEntity
* @mixes Metadatable
*/
export class Character extends GameEntity {
/** @property {string} name Name shown on look/who/login */
name: string;
/** @property {Inventory} inventory */
inventory: Inventory;
/** @property {Set} combatants Enemies this character is currently in combat with */
combatants: Set<Character>;
/** @property {number} level */
__equipment?:
| Record<string, IItemDef>
| Record<string, { entityReference: EntityReference }>;
equipment: Equipment;
level: number;
/** @property {Room} room Room the character is currently in */
room: Room | null;
combatData: Record<string, unknown>;
followers: Set<Character>;
following: Character | null;
party: Party | null;
constructor(data: ICharacterConfig) {
super(data);
this.name = data.name;
this.inventory = new Inventory(data.inventory || {});
this.__equipment = data.equipment;
this.equipment = new Map();
this.combatants = new Set();
this.combatData = {};
this.level = data.level || 1;
this.room = data.room || null;
this.followers = new Set();
this.following = null;
this.party = null;
// Arbitrary data bundles are free to shove whatever they want in
// WARNING: values must be JSON.stringify-able
if (data.metadata) {
this.metadata = JSON.parse(JSON.stringify(data.metadata));
} else {
this.metadata = {};
}
}
/**
* Start combat with a given target.
* @param {Character} target
* @param {?number} lag Optional milliseconds of lag to apply before the first attack
* @fires Character#combatStart
*/
initiateCombat(target: Character, lag: number = 0) {
if (!this.isInCombat()) {
this.combatData.lag = lag;
this.combatData.roundStarted = Date.now();
/**
* Fired when Character#initiateCombat is called
* @event Character#combatStart
*/
this.emit('combatStart');
}
if (this.isInCombat(target)) {
return;
}
// this doesn't use `addCombatant` because `addCombatant` automatically
// adds this to the target's combatants list as well
this.combatants.add(target);
if (!target.isInCombat()) {
// TODO: This hardcoded 2.5 second lag on the target needs to be refactored
target.initiateCombat(this, 2500);
}
target.addCombatant(this);
}
/**
* Check to see if this character is currently in combat or if they are
* currently in combat with a specific character
* @param {?Character} target
* @return boolean
*/
isInCombat(target?: Character) {
return target ? this.combatants.has(target) : this.combatants.size > 0;
}
/**
* @param {Character} target
* @fires Character#combatantAdded
*/
addCombatant(target: Character) {
if (this.isInCombat(target)) {
return;
}
this.combatants.add(target);
target.addCombatant(this);
/**
* @event Character#combatantAdded
* @param {Character} target
*/
this.emit('combatantAdded', target);
}
/**
* @param {Character} target
* @fires Character#combatantRemoved
* @fires Character#combatEnd
*/
removeCombatant(target: Character) {
if (!this.combatants.has(target)) {
return;
}
this.combatants.delete(target);
target.removeCombatant(this);
/**
* @event Character#combatantRemoved
* @param {Character} target
*/
this.emit('combatantRemoved', target);
if (!this.combatants.size) {
/**
* @event Character#combatEnd
*/
this.emit('combatEnd');
}
}
/**
* Fully remove this character from combat
*/
removeFromCombat() {
if (!this.isInCombat()) {
return;
}
for (const combatant of this.combatants) {
this.removeCombatant(combatant);
}
}
/**
* @param {Item} item
* @param {string} slot Slot to equip the item in
*
* @throws EquipSlotTakenError
* @throws EquipAlreadyEquippedError
* @fires Character#equip
* @fires Item#equip
*/
equip(item: Item, slot: string) {
if (!(this.equipment instanceof Map)) {
throw new Error(`Character ${this.name} equipment is not hydrated.`);
}
if (this.equipment.has(slot)) {
throw new EquipSlotTakenError();
}
if (item.isEquipped) {
throw new EquipAlreadyEquippedError();
}
if (this.inventory) {
this.removeItem(item);
}
this.equipment.set(slot, item);
item.isEquipped = true;
item.equippedBy = this;
/**
* @event Item#equip
* @param {Character} equipper
*/
item.emit('equip', this);
/**
* @event Character#equip
* @param {string} slot
* @param {Item} item
*/
this.emit('equip', slot, item);
}
/**
* Remove equipment in a given slot and move it to the character's inventory
* @param {string} slot
*
* @throws InventoryFullError
* @fires Item#unequip
* @fires Character#unequip
*/
unequip(slot: string) {
if (!(this.equipment instanceof Map)) {
throw new Error(`Character ${this.name} equipment is not hydrated.`);
}
if (this.isInventoryFull()) {
throw new InventoryFullError();
}
const item = this.equipment.get(slot);
if (!item) {
throw new EquipAlreadyEquippedError(`Slot ${slot} already unequipped.`);
}
item.isEquipped = false;
item.equippedBy = null;
this.equipment.delete(slot);
/**
* @event Item#unequip
* @param {Character} equipper
*/
item.emit('unequip', this);
/**
* @event Character#unequip
* @param {string} slot
* @param {Item} item
*/
this.emit('unequip', slot, item);
this.addItem(item);
}
/**
* Move an item to the character's inventory
* @param {Item} item
*/
addItem(item: Item) {
this._setupInventory();
this.inventory.addItem(item);
item.carriedBy = this;
}
/**
* Remove an item from the character's inventory. Warning: This does not automatically place the
* item in any particular place. You will need to manually add it to the room or another
* character's inventory
* @param {Item} item
*/
removeItem(item: Item) {
this.inventory.removeItem(item);
item.carriedBy = null;
}
/**
* Check to see if this character has a particular item by EntityReference
* @param {EntityReference} itemReference
* @return {Item|boolean}
*/
hasItem(itemReference: string): Item | boolean {
if (!this.inventory.__hydated) {
return false;
}
for (const [uuid, item] of this.inventory) {
if (item.entityReference === itemReference) {
return item as Item;
}
}
return false;
}
/**
* @return {boolean}
*/
isInventoryFull() {
this._setupInventory();
return this.inventory.isFull;
}
/**
* @private
*/
private _setupInventory() {
this.inventory = this.inventory || new Inventory();
// Default max inventory size config
if (!this.isNpc && !isFinite(this.inventory.getMax())) {
this.inventory.setMax(Config.get('defaultMaxPlayerInventory', 20));
}
}
/**
* Begin following another character. If the character follows itself they stop following.
* @param {Character} target
*/
follow(target: Character) {
if (target === this) {
this.unfollow();
return;
}
this.following = target;
target.addFollower(this);
/**
* @event Character#followed
* @param {Character} target
*/
this.emit('followed', target);
}
/**
* Stop following whoever the character was following
* @fires Character#unfollowed
*/
unfollow() {
if (!this.following) {
return;
}
this.following.removeFollower(this);
/**
* @event Character#unfollowed
* @param {Character} following
*/
this.emit('unfollowed', this.following);
this.following = null;
}
/**
* @param {Character} follower
* @fires Character#gainedFollower
*/
addFollower(follower: Character) {
this.followers.add(follower);
follower.following = this;
/**
* @event Character#gainedFollower
* @param {Character} follower
*/
this.emit('gainedFollower', follower);
}
/**
* @param {Character} follower
* @fires Character#lostFollower
*/
removeFollower(follower: Character) {
this.followers.delete(follower);
follower.following = null;
/**
* @event Character#lostFollower
* @param {Character} follower
*/
this.emit('lostFollower', follower);
}
/**
* @param {Character} target
* @return {boolean}
*/
isFollowing(target: Character) {
return this.following === target;
}
/**
* @param {Character} target
* @return {boolean}
*/
hasFollower(target: Character) {
return this.followers.has(target);
}
/**
* Gather data to be persisted
*
* @return {Object}
*/
serialize(): ISerializedCharacter {
return Object.assign(super.serialize(), {
level: this.level,
name: this.name,
room: this.room?.entityReference || 'void',
});
}
/**
* @see {@link Broadcast}
*/
getBroadcastTargets() {
return [this];
}
/**
* @return {boolean}
*/
get isNpc() {
return false;
}
}