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interact.js
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372 lines (362 loc) · 16.5 KB
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///// Exports ///////////////////////////
module.exports = {
startDialog: function (interacter) {
startDialog(interacter);
},
getDialog: function (interacter, path) {
getDialog(interacter, path);
},
showCharacter: function (interacter) {
showCharacter(interacter);
}
};
//// Basically this is a mess and has a long way to go. I wanna have one feeding function do a bunch of commands based on a path given. Basically making it an api call. There are three ways to start:
// Client feeds just the interacters ID and the closest target is interacted with resulting in Speech or Looting,
// Client feeds back the interacter ID and a path denoting which specific dialog or loot action to perform( such as a speech tree or to perform a loot swap command)
// Client toggles the user inventory character pane. This is a special deal i may revise. it got its own function cause its a differnt keypress but it complicates things so this may change.
function getDialog(interacter, path){
if (path[0] == "consumable"){
console.log("consumable path: " + path)
var verbage = ["","","Consumed" + coredata.chunks[path[1]][path[2]][path[3]][path[4]],"",""]
consumable = coredata.chunks[path[1]][path[2]][path[3]][path[4]].split(" ")
coredata.players[interacter][consumable[1]] += parseInt(consumable[0])
coredata.chunks[path[1]][path[2]][path[3]][path[4]] = "-";
var pointers = [null,null,null,null,null]
listener.sockets.connected[interacter.slice(1)].emit('dialog', ["speech", verbage, pointers]);
return;
}
if (path[0] == "swap"){
console.log("swapping path: " + path)
//item1
if (path[1] == "none"){ db1 = coredata } else { db1 = coredata.chunks[path[1]]}
if (db1[path[2]][path[3]].inventory[path[4]] !== void 0){
var item1 = db1[path[2]][path[3]].inventory[path[4]].name;
var item1Quant = db1[path[2]][path[3]].inventory[path[4]].quantity;
} else {
//Create actual record for any empty slots
var item1 = "-"
var item1Quant = 1
for (var newi = db1[path[2]][path[3]].inventory.length; newi < 10; newi++){
db1[path[2]][path[3]].inventory.push({"name": item1, "quantity": item1Quant})
}
}
console.log(item1, item1Quant)
//item2
if (path[5] == "none"){ db2 = coredata } else { db2 = coredata.chunks[path[5]]}
if (db2[path[6]][path[7]].inventory[path[8]] !== void 0){
var item2 = db2[path[6]][path[7]].inventory[path[8]].name;
var item2Quant = db2[path[6]][path[7]].inventory[path[8]].quantity;
} else {
//Create actual record for empty slots
var item2 = "-"
var item2Quant = 1
for (var newi = db2[path[6]][path[7]].inventory.length; newi < 10; newi++){
db2[path[6]][path[7]].inventory.push({"name": item2, "quantity": item2Quant})
}
}
console.log(item2, item2Quant)
if (item1 == item2 && item1 !== "-"){
if (path[3] == path[7] && path[4] == path[8]){
var consumable = db1[path[2]][path[3]].inventory[path[4]].name
if ( ["mana","gold","health"].indexOf(consumable.split(" ")[0]) > -1 ){
switch (consumable.split(" ")[0]) {
case "mana":
coredata["players"][interacter]["mana"] += globals.weaponData[consumable].releaseDamage
if (coredata["players"][interacter]["mana"] >= coredata["players"][interacter]["maxMana"]){ coredata["players"][interacter]["mana"] = coredata["players"][interacter]["maxMana"]}
if (db1[path[2]][path[3]].inventory[path[4]].quantity > 1){
db1[path[2]][path[3]].inventory[path[4]].quantity -= 1
} else {
db1[path[2]][path[3]].inventory[path[4]].quantity = 1
db1[path[2]][path[3]].inventory[path[4]].name = "-"
}
break;
case "health":
coredata["players"][interacter]["health"] += globals.weaponData[consumable].releaseDamage
if (coredata["players"][interacter]["health"] >= coredata["players"][interacter]["maxHealth"]){ coredata["players"][interacter]["health"] = coredata["players"][interacter]["maxHealth"]}
if (db1[path[2]][path[3]].inventory[path[4]].quantity > 1){
db1[path[2]][path[3]].inventory[path[4]].quantity -= 1
} else {
db1[path[2]][path[3]].inventory[path[4]].quantity = 1
db1[path[2]][path[3]].inventory[path[4]].name = "-"
} break;
case "gold":
coredata["players"][interacter]["gold"] += db1[path[2]][path[3]].inventory[path[4]].quantity
db1[path[2]][path[3]].inventory[path[4]].quantity = 1
db1[path[2]][path[3]].inventory[path[4]].name = "-"
break;
}
} else {console.log("cannot swap same item")}
} else {
db1[path[2]][path[3]].inventory[path[4]].name = "-"
db1[path[2]][path[3]].inventory[path[4]].quantity = 1
db2[path[6]][path[7]].inventory[path[8]].quantity += item1Quant
}
} else if (item1 == "-" && item2Quant > 1){
db1[path[2]][path[3]].inventory[path[4]].name = item2
db1[path[2]][path[3]].inventory[path[4]].quantity = 1
db2[path[6]][path[7]].inventory[path[8]].quantity -= 1
} else {
//SwapItem1
db1[path[2]][path[3]].inventory[path[4]].name = item2
db1[path[2]][path[3]].inventory[path[4]].quantity = item2Quant
//SwapItem2
db2[path[6]][path[7]].inventory[path[8]].name = item1
db2[path[6]][path[7]].inventory[path[8]].quantity = item1Quant
}
//Go to start
startDialog(interacter)
return;
}
if (path[0] == "characterInteract"){
console.log("swapping path: " + path)
//item1
var db1
if (path[5] == "slot"){
db1 = coredata[path[2]][path[3]];
} else if (coredata[path[2]][path[3]][path[5]][path[4]] !== void 0){
db1 = coredata[path[2]][path[3]][path[5]];
console.log(db1[path[4]])
} else {
//Create actual record for any empty slots
db1 = coredata[path[2]][path[3]][path[5]];
if (path[5] == "inventory"){
for (var newi = db1.length; newi < 10; newi++){
db1.push({"name": "-", "quantity": 1})
}
}
}
//item2
var db2
if (path[10] == "slot"){
db2 = coredata[path[7]][path[8]];
} else if (coredata[path[7]][path[8]][path[10]][path[9]] !== void 0){
db2 = coredata[path[7]][path[8]][path[10]];
console.log(db2[path[9]])
} else {
//Create actual record for any empty slots
db2 = coredata[path[2]][path[3]][path[5]];
if (path[5] == "inventory"){
for (var newi = db2.length; newi < 10; newi++){
db2.push({"name": "-", "quantity": 1})
}
}
}
if (path[5] == "inventory" && path[10] == "inventory"){
if (db1[path[4]].name == db2[path[9]].name && db1[path[4]].name !== "-"){
if (path[3] == path[8] && path[4] == path[9]){
var consumable = db1[path[4]].name
if ( ["mana","gold","health"].indexOf(consumable.split(" ")[0]) > -1 ){
switch (consumable.split(" ")[0]) {
case "mana":
coredata["players"][interacter]["mana"] += globals.weaponData[consumable].releaseDamage
if (coredata["players"][interacter]["mana"] >= coredata["players"][interacter]["maxMana"]){ coredata["players"][interacter]["mana"] = coredata["players"][interacter]["maxMana"]}
if (db1[path[4]].quantity > 1){
db1[path[4]].quantity -= 1
} else {
db1[path[4]].quantity = 1
db1[path[4]].name = "-"
}
break;
case "health":
coredata["players"][interacter]["health"] += globals.weaponData[consumable].releaseDamage
if (coredata["players"][interacter]["mana"] >= coredata["players"][interacter]["maxMana"]){ coredata["players"][interacter]["mana"] = coredata["players"][interacter]["maxMana"]}
if (db1[path[4]].quantity > 1){
db1[path[4]].quantity -= 1
} else {
db1[path[4]].quantity = 1
db1[path[4]].name = "-"
}
break;
case "gold":
coredata[path[2]][path[3]]["gold"] += db1[path[4]].quantity
db1[path[4]].quantity = 1
db1[path[4]].name = "-"
break;
}
} else {console.log("cannot swap same item")}
} else {
db2[path[9]].quantity += db1[path[4]].quantity
db1[path[4]].name = "-"
db1[path[4]].quantity = 1
}
} else if (db1[path[4]].name == "-" && db2[path[9]].quantity > 1){
db1[path[4]].name = db2[path[9]].name
db1[path[4]].quantity = 1
db2[path[9]].quantity -= 1
} else {
var item1 = db1[path[4]].name
var item1Quant = db1[path[4]].quantity
var item2 = db1[path[9]].name
var item2Quant = db1[path[9]].quantity
db1[path[4]].name = item2
db1[path[4]].quantity = item2Quant
db2[path[9]].name = item1
db2[path[9]].quantity = item1Quant
}
} else if(path[5] == "slot" && path[10] == "slot"){
{
//SwapItems
var item1 = db1[path[5]+(path[4])]
var item2 = db2[path[10]+(path[9])]
db1[path[5]+(path[4])] = item2
db2[path[10]+(path[9])] = item1
}
} else if(path[5] == "inventory" && path[10] == "slot"){
{
var item1 = db1[path[4]].name
db2[path[10]+(path[9])] = item1
}
}
else if(path[5] == "abilities" && path[10] == "slot"){
{
var item1 = db1[path[4]].name
db2[path[10]+(path[9])] = item1
}
}
//Go to start
showCharacter(interacter)
return;
}
var verbageOptions = globals.dialogdb[path[0]][path[1]].textVariations.length - 1;
var verbage = globals.dialogdb[path[0]][path[1]].textVariations[Math.round(Math.random() * verbageOptions)];
var pointers = globals.dialogdb[path[0]][path[1]].pointers;
listener.sockets.connected[interacter.slice(1)].emit('dialog', ["speech", verbage, pointers]);
}
function showLoot(interacter, name, chunk, nameType){
db = coredata.chunks[chunk]
var verbage = []
var thing = db[nameType][name];
var person = coredata.players[interacter];
var pointers = []
//console.log(thing,Object.keys(thing.inventory).length)
for (var i = 0; i < thing.inventory.length; i++){
var weapon = globals.weaponData[thing.inventory[i].name]
if (weapon.hasOwnProperty("chargeDamage") == false){ wpndmg = "" } else {wpndmg = Math.abs(weapon.chargeDamage + weapon.releaseDamage + weapon.projectileDamage)}
verbage.push([thing.inventory[i].name, thing.inventory[i].quantity, weapon.sprite, weapon.description, weapon.cooldown, weapon.type, wpndmg])
pointers.push([chunk,nameType,name,i])
}
for (var i = verbage.length; i < 10; i++){
verbage.push(["-","1","10.8.1.0.0","Empty","","",""])
pointers.push([chunk,nameType,name,i])
}
for (var i = 0; i < person.inventory.length; i++){
var weapon = globals.weaponData[person.inventory[i].name]
if (weapon.hasOwnProperty("chargeDamage") == false){ wpndmg = "" } else {wpndmg = Math.abs(weapon.chargeDamage + weapon.releaseDamage + weapon.projectileDamage)}
verbage.push([person.inventory[i].name, person.inventory[i].quantity, weapon.sprite, weapon.description, weapon.cooldown, weapon.type, wpndmg])
pointers.push(["none","players",interacter,i])
}
for (var i = verbage.length; i < 20; i++){
verbage.push(["-","1","10.8.1.0.0","Empty","","",""])
pointers.push(["none","players",interacter,i - 10])
}
listener.sockets.connected[interacter.slice(1)].emit('dialog', ["loot", verbage, pointers]);
//console.log(verbage)
}
function showCharacter(interacter){
var verbage = []
var person = coredata.players[interacter];
var pointers = []
var slots = ["slot0", "slot1", "slot2", "slot3"]
// List Equipped
for (var i = 0; i < slots.length; i++){
var weapon = globals.weaponData[person[slots[i]]]
if (weapon.hasOwnProperty("chargeDamage") == false){ wpndmg = "" } else {wpndmg = Math.abs(weapon.chargeDamage + weapon.releaseDamage + weapon.projectileDamage)}
verbage.push([person[slots[i]], 1, weapon.sprite, weapon.description, weapon.cooldown, weapon.type, wpndmg])
pointers.push(["none","players",interacter,i,"slot"])
}
// List Available abilities
for (var i = 0; i < person.abilities.length; i++){
var weapon = globals.weaponData[person.abilities[i].name]
if (weapon.hasOwnProperty("chargeDamage") == false){ wpndmg = "" } else {wpndmg = Math.abs(weapon.chargeDamage + weapon.releaseDamage + weapon.projectileDamage)}
verbage.push([person.abilities[i].name, 1, weapon.sprite, weapon.description, weapon.cooldown, weapon.type, wpndmg])
pointers.push(["none","players",interacter,i,"abilities"])
}
// Fill in blank space
for (var i = verbage.length; i < 10; i++){
verbage.push(["-","1","10.8.1.0.0","Empty","","",""])
pointers.push(["none","players",interacter,i,"abilities"])
}
for (var i = 0; i < person.inventory.length; i++){
var weapon = globals.weaponData[person.inventory[i].name]
if (weapon.hasOwnProperty("chargeDamage") == false){ wpndmg = "" } else {wpndmg = Math.abs(weapon.chargeDamage + weapon.releaseDamage + weapon.projectileDamage)}
verbage.push([person.inventory[i].name, person.inventory[i].quantity, weapon.sprite, weapon.description, weapon.cooldown, weapon.type, wpndmg])
pointers.push(["none","players",interacter,i,"inventory"])
}
for (var i = verbage.length; i < 20; i++){
verbage.push(["-","1","10.8.1.0.0","Empty","","",""])
pointers.push(["none","players",interacter,i - 10, "inventory"])
}
listener.sockets.connected[interacter.slice(1)].emit('dialog', ["character", verbage, pointers]);
//console.log(verbage)
}
function showGrave(interacter, name, chunk, nameType){
var verbage = ["You have bound","yourself to this grave.",". . . ","You will respawn here","If you die."]
var pointers = ["exit"];
listener.sockets.connected[interacter.slice(1)].emit('dialog', ["speech", verbage, pointers]);
db[nameType][name].state = 67;
coredata.players[interacter].health = coredata.players[interacter].maxHealth;
var newpos = db[nameType][name].pos.split(".")[0] + "." + (parseInt(db[nameType][name].pos.split(".")[1]) + 6);
coredata.players[interacter].origin = newpos;
}
function startDialog(interacter){
var distance = 4;
var player = coredata.players[interacter]
var interacterTeam = player.team;
var direction = player.dir;
var atpos = player.pos.split(".");
var at
switch(direction){
case "2":
atpos[1] = parseInt(atpos[1]) - distance
at = {"h": 6, "w": 6}
break;
case "6":
atpos[1] = parseInt(atpos[1]) + distance
at = {"h": 6, "w": 6}
break;
case "4":
at = {"h": 6, "w": 6}
atpos[0] = parseInt(atpos[0]) + distance
break;
case "8":
atpos[0] = parseInt(atpos[0]) - distance
at = {"h": 6, "w": 6}
break;
}
atpos = atpos.join(".");
general.Collission(atpos, at.w, at.h, function(result){
for (hit in result[1]){
var name = result[1][hit][0]
var chunk = result[1][hit][1]
var nameType = result[1][hit][2]
if (chunk == "none"){ continue } else { db = coredata.chunks[chunk]}
if (nameType == "colliders"){continue;};
if (db[nameType][name].hasOwnProperty("singleMessage")){ getDialog(interacter, [db[nameType][name].properName, db[nameType][name].singleMessage]) };
if (nameType == "entities" && db[nameType][name].hasOwnProperty("grave")){
showGrave(interacter, name, chunk, nameType)
break;
}
if (nameType == "entities" && db[nameType][name].slot1 != null){
if (db[nameType][name].state < 60){db[nameType][name].state = 67}
showLoot(interacter, name, chunk, nameType)
break;
} else if (nameType == "entities"){ console.log("nothing to interact with");continue;};
if (db[nameType][name].state >= 60 ){
showLoot(interacter, name, chunk, nameType)
break;
}
if (db[nameType][name].hasOwnProperty("team")){
if (db[nameType][name].hasOwnProperty("properName")){
getDialog(interacter, [db[nameType][name].properName, "start"])
console.log("GetSpeachWith", name, db[nameType][name].properName)
} else if (db[nameType][name].team == interacterTeam) {
getDialog(interacter, ["TeamStandard", "start"])
console.log("GetSpeachWith", name)
}else{
getDialog(interacter, ["NonTeamStandard", "start"])
console.log("GetSpeachWith", name)
}
};
};
});
};