further refactor

This commit is contained in:
2025-07-12 02:19:48 +02:00
parent 05e254cfcd
commit 473c807461
46 changed files with 637 additions and 475 deletions

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@@ -1,5 +1,5 @@
import { playerData } from "../playerData.js";
import { characterData } from "../characterData.js";
export class levelUpdateClient{
player : playerData
player : characterData
}

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@@ -1,7 +1,7 @@
import { levelState } from "../levelState.js";
import { playerData } from "../playerData.js";
import { characterData } from "../characterData.js";
export class levelUpdateHost{
player : playerData
player : characterData
room : levelState
}

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@@ -1,5 +1,5 @@
import { playerData } from "../playerData.js";
import { characterData } from "../characterData.js";
export class lobbyJoin{
player : playerData
player : characterData
}

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@@ -0,0 +1,20 @@
import { characterData } from "../characterData.js";
import { userData } from "../userData.js";
export class loginResponse{
result : boolean
userData : userData
playerData : characterData
constructor(user : userData, player : characterData){
if (!user || !player){
this.result = false;
this.userData = this.playerData = null;
}
else{
this.result = true;
this.userData = user.makeSafe();
this.playerData = player;
}
}
}

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@@ -0,0 +1,40 @@
import { characterData } from "../characterData.js"
import { enemyDamageInfo } from "../enemyDamageInfo.js"
import { physicsObject } from "../physicsObject.js"
import { playerInventory } from "../playerInventory.js"
export class characterDataStart{
id : number
characterId : number
rigidbody : physicsObject = new physicsObject()
constructor(data : characterData){
this.id = data.id
this.characterId = data.characterId
this.rigidbody = physicsObject.characterOnly(data.rigidbody)
}
}
export class characterDataUpdate{
id : number
rigidbody : physicsObject = new physicsObject()
damageInfo : enemyDamageInfo[] = []
constructor(data : characterData){
this.id = data.id
this.rigidbody = physicsObject.characterOnly(data.rigidbody)
if(data.damageInfo.length > 0){
this.damageInfo = data.damageInfo
}
}
}
export class characterDataInventory{
id : number
inventory : playerInventory = new playerInventory()
constructor(data : characterData){
this.id = data.id
this.inventory = data.inventory
}
}

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@@ -0,0 +1,17 @@
import { enemyData } from "../enemyData.js";
import { Stat } from "../itemData.js";
import { physicsObject } from "../physicsObject.js";
export class enemyDataUpdate{
id : number
templateId : number
rigidbody : physicsObject
stats : Stat[] = []
constructor(data : enemyData){
this.id = data.id
this.templateId = data.templateId
this.rigidbody = physicsObject.characterOnly(data.rigidbody)
this.stats = data.stats
}
}

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@@ -0,0 +1,63 @@
import { enemyData } from "../enemyData.js"
import { levelState } from "../levelState.js"
import { propData } from "../propData.js"
import { characterDataStart, characterDataUpdate } from "./characterDataPartial.js"
import { enemyDataUpdate } from "./enemyDataPartial.js"
import { propDataStart, propDataUpdate } from "./propDataPartial.js"
export class levelStateStart{
id : string
seed : number = -1
hostId : number = -1
completed : boolean = false
isDungeon : boolean = false
enemies : enemyDataUpdate[] = []
objects : propDataStart[] = []
players : characterDataStart[] = []
constructor(data : levelState){
this.id = data.id
this.seed = data.seed
this.hostId = data.hostId
this.completed = data.completed
this.isDungeon = data.isDungeon
this.enemies = data.enemies.map(e => e.copyStart())
this.objects = data.objects.map(e => e.copyStart())
this.players = data.players.map(pl=> pl.copyStart())
}
}
export class levelStateUpdate{
id : string
seed : number = -1
hostId : number = -1
completed : boolean = false
isDungeon : boolean = false
enemies : enemyDataUpdate[] = []
objects : propDataUpdate[] = []
players : characterDataUpdate[] = []
constructor(data : levelState){
this.id = data.id
this.seed = data.seed
this.hostId = data.hostId
this.completed = data.completed
this.enemies = data.enemies.map(e => e.copyUpdate())
this.objects = data.objects.map(e => e.copyUpdate())
this.players = data.players.map(pl=> pl.copyUpdate())
}
}
export class levelStateState{
id : string
seed : number = -1
hostId : number = -1
completed : boolean = false
constructor(data : levelState){
this.id = data.id
this.seed = data.seed
this.hostId = data.hostId
this.completed = data.completed
}
}

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@@ -0,0 +1,16 @@
import { dungeonData } from "../dungeonData.js";
import { levelState } from "../levelState.js";
import { lobbyState } from "../lobbyState.js";
import { characterDataUpdate } from "./characterDataPartial.js";
export class lobbyStateLight{
activeUsers : characterDataUpdate[] = []
rooms : levelState[] = []
dungeons : dungeonData[] = []
constructor(data : lobbyState){
this.activeUsers = data.activeUsers.map(u=>u.character.copyUpdate())
this.rooms = data.rooms
this.dungeons = data.dungeons
}
}

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@@ -0,0 +1,28 @@
import { physicsObject } from "../physicsObject.js"
import { propData } from "../propData.js"
export class propDataStart{
id : number
templateId : number
rigidbody : physicsObject
components : any
constructor(data : propData) {
this.id = data.id
this.templateId = data.templateId
this.rigidbody = physicsObject.copyStart(data.rigidbody)
this.components = data.components
}
}
export class propDataUpdate{
id : number
rigidbody : physicsObject
components : any
constructor(data : propData) {
this.id = data.id
this.rigidbody = physicsObject.copyUpdate(data.rigidbody)
this.components = data.components
}
}

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@@ -0,0 +1,8 @@
import { characterDataUpdate } from "./characterDataPartial.js"
import { levelStateStart, levelStateState } from "./levelStatePartial.js"
export class roomChangeResponse{
player : characterDataUpdate
newRoom : levelStateStart
previousRoom : levelStateState
}

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@@ -0,0 +1,10 @@
import { userData } from "../userData.js";
export class userDataSafe{
id: number;
login: string;
constructor(data : userData){
Object.assign(this, data);
}
}

View File

@@ -1,9 +1,10 @@
import { enemyDamageInfo } from "./enemyDamageInfo.js";
import { characterDataInventory, characterDataStart, characterDataUpdate } from "./Outgoing/characterDataPartial.js";
import { physicsObject } from "./physicsObject.js";
import { playerInventory } from "./playerInventory.js";
import { questBook } from "./questBook.js";
export class playerData{
export class characterData{
id : number
level : number = 1
room : string = "0_0"
@@ -13,50 +14,36 @@ export class playerData{
questBook : questBook = new questBook()
damageInfo : enemyDamageInfo[] = []
constructor(init?: Partial<playerData>) {
constructor(init?: Partial<characterData>) {
Object.assign(this, init);
this.questBook = new questBook(this.questBook)
}
this.inventory = new playerInventory(this.inventory)
}
copyStart(){
let player : any = {}
player.id = this.id
player.characterId = this.characterId
player.rigidbody = physicsObject.characterOnly(this.rigidbody)
return player
return new characterDataStart(this)
}
copyUpdate(){
let player : any = {}
player.id = this.id
if(this.rigidbody == null){
console.log(this)
}
player.rigidbody = physicsObject.characterOnly(this.rigidbody)
if(this.damageInfo.length > 0) player.damageInfo = this.damageInfo
return player
return new characterDataUpdate(this)
}
copyInventory(){
let player : any = {}
player.id = this.id
player.inventory = this.inventory
return player
return new characterDataInventory(this)
}
getItemById(id : number){
let item = this.inventory.items.find(i=>i.id == id)
return item
}
resetDamageInfo(){
this.damageInfo = []
}
validateEquipment(){
if(this.inventory.equipment.length < 3){
this.inventory.equipment = [-1, -1, -1]
}
}
save(fs){
let data = JSON.stringify(this, null, 2);
fs.writeFileSync(`Database/Players/${this.id}.json`, data);
}
}

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@@ -1,4 +1,5 @@
import { Stat } from "./itemData.js"
import { enemyDataUpdate } from "./Outgoing/enemyDataPartial.js"
import { physicsObject } from "./physicsObject.js"
export class enemyData{
@@ -7,21 +8,15 @@ export class enemyData{
rigidbody : physicsObject
stats : Stat[] = []
static copyStart(e: enemyData): any {
let enemy : any = {}
enemy.id = e.id
enemy.templateId = e.templateId
enemy.rigidbody = physicsObject.characterOnly(e.rigidbody)
enemy.stats = e.stats
return enemy
constructor(init?: Partial<enemyData>){
Object.assign(this, init);
}
copyStart() {
return new enemyDataUpdate(this)
}
static copyUpdate(e: enemyData): any {
let enemy : any = {}
enemy.id = e.id
enemy.templateId = e.templateId
enemy.rigidbody = physicsObject.characterOnly(e.rigidbody)
enemy.stats = e.stats
return enemy
copyUpdate() {
return new enemyDataUpdate(this)
}
}

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@@ -1,6 +1,7 @@
import { enemyData } from "./enemyData.js";
import { playerData } from "./playerData.js";
import { characterData } from "./characterData.js";
import { propData } from "./propData.js";
import { levelStateStart, levelStateState as levelStateInfo, levelStateUpdate } from "./Outgoing/levelStatePartial.js";
export class levelState{
id : string
@@ -10,7 +11,7 @@ export class levelState{
isDungeon : boolean = false
enemies : enemyData[] = []
objects : propData[] = []
players : playerData[] = []
players : characterData[] = []
getRandomInt(max) {
return Math.floor(Math.random() * max);
@@ -24,37 +25,15 @@ export class levelState{
}
copyStart(){
let level : any = {}
level.id = this.id
level.seed = this.seed
level.hostId = this.hostId
level.completed = this.completed
level.isDungeon = this.isDungeon
if(this.enemies.length > 0) level.enemies = this.enemies.map(e => enemyData.copyStart(e))
if(this.objects.length > 0) level.objects = this.objects.map(e => propData.copyPropStart(e))
if(this.players.length > 0) level.players = this.players.map(pl=> pl.copyUpdate())
return level
return new levelStateStart(this)
}
copyUpdate(){
let level : any = {}
level.id = this.id
level.seed = this.seed
level.hostId = this.hostId
level.completed = this.completed
if(this.enemies.length > 0) level.enemies = this.enemies.map(e => enemyData.copyUpdate(e))
if(this.objects.length > 0) level.objects = this.objects.map(e => propData.copyPropUpdate(e))
if(this.players.length > 0) level.players = this.players.map(pl=> pl.copyUpdate())
return level
return new levelStateUpdate(this)
}
copyState(){
let level : any = {}
level.id = this.id
level.seed = this.seed
level.hostId = this.hostId
level.completed = this.completed
return level
return new levelStateInfo(this)
}
isHostValid(){
@@ -67,7 +46,7 @@ export class levelState{
return true
}
addPlayer(player : playerData) : boolean{
addPlayer(player : characterData) : boolean{
let playerIdx = this.players.findIndex(p=>p.id==player.id)
if(playerIdx != -1) return false
@@ -80,13 +59,10 @@ export class levelState{
return true
}
removePlayer(id) : boolean{
let playerIdx = this.players.findIndex(p=>p.id==id)
if(playerIdx == -1) return false
this.players.splice(playerIdx,1)
removePlayer(player : characterData) : boolean{
this.players = this.players.filter(p=> p !== player)
if(this.hostId == id){
if(this.hostId == player.id){
if(this.players.length > 0){
this.hostId = this.players[0].id
}

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@@ -1,55 +1,32 @@
import { playerData } from "../Classes/playerData.js";
import { Socket } from "socket.io";
import { characterData } from "./characterData.js";
import { dungeonData } from "./dungeonData.js";
import { levelState } from "./levelState.js";
import { userData } from "./userData.js";
import { lobbyStateLight } from "./Outgoing/lobbyStatePartial.js";
export class lobbyState{
users : userData[] = [];
players : playerData[] = [];
activeUsers : Socket[] = []
rooms : levelState[] = []
dungeons : dungeonData[] = []
copyLight(){
let lobby = Object.assign({}, this);
lobby.players = []
lobby.users = []
for (let i = 0; i < this.players.length; i++) {
lobby.players.push(this.players[i].copyUpdate());
}
lobby.rooms = this.rooms
lobby.dungeons = this.dungeons
return lobby
return new lobbyStateLight(this)
}
addUser(userData, playerData){
let uIdx = this.users.findIndex(u=>u.id == userData.id)
let pIdx = this.players.findIndex(u=>u.id == playerData.id)
if(uIdx != -1 || pIdx != -1){
console.log("User " + userData.login + " is already in the game!")
addUser(socket : Socket){
let uIdx = this.activeUsers.findIndex(u=>u === socket)
if(uIdx != -1){
console.log("User " + socket.user.login + " is already in the game!")
return false;
}
this.users.push(userData)
this.players.push(playerData)
this.activeUsers.push(socket)
return true
}
removeUser(id){
let idx = this.users.findIndex(u=>u.id == id)
if(idx != -1){
this.users.splice(idx, 1)
}
idx = this.players.findIndex(u=>u.id == id)
if(idx != -1){
let player = this.players[idx]
this.players.splice(idx, 1)
this.roomExit(player.room, player)
}
}
findPlayer(id: number){
return this.players.find(p=>p.id == id)
removeUser(socket : Socket){
this.roomExit(socket.character.room, socket.character)
this.activeUsers = this.activeUsers.filter(u=>u !== socket)
}
getDungeonRoot(name){
@@ -75,13 +52,17 @@ export class lobbyState{
return room
}
removeRoom(room : levelState){
this.rooms = this.rooms.filter(r => r !== room)
}
createRoom(id : string, host : number){
let room = new levelState(id, host)
this.rooms.push(room)
return room
}
roomEnter(targetRoom : levelState, player: playerData){
roomEnter(targetRoom : levelState, player: characterData){
if(!targetRoom.isDungeon){
let room = this.getRoom(targetRoom.id, true)
@@ -112,19 +93,17 @@ export class lobbyState{
return null
}
roomExit(roomId : string, player: playerData){
roomExit(roomId : string, player: characterData){
let room = this.getRoom(roomId, false)
if(room != null){
if(room.removePlayer(player.id)){
if(room.removePlayer(player)){
if(room.isDungeon){
let dungeon = this.getDungeon(this.getDungeonRoot(roomId), false)
dungeon.playerCount -= 1;
this.tryRemoveDungeon(room.id)
}
else if(room.hostId == -1){
let roomIdx = this.rooms.indexOf(room)
this.rooms.splice(roomIdx, 1)
this.removeRoom(room)
}
}
@@ -143,8 +122,7 @@ export class lobbyState{
if(dungeon.playerCount == 0){
this.dungeons.splice(dungeonIdx, 1)
dungeon.rooms.forEach(room=>{
let roomIdx = this.rooms.findIndex(r=>r.id == room.id)
this.rooms.splice(roomIdx, 1)
this.removeRoom(room)
})
}

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@@ -1,16 +0,0 @@
import { playerData } from "./playerData.js"
import { userData } from "./userData.js"
export class loginResponse{
result : boolean
userData : userData
playerData : playerData
constructor(result : boolean, user : userData, player : playerData){
this.result = result;
if(result){
this.userData = userData.makeSafe(user);
this.playerData = player;
}
}
}

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@@ -4,4 +4,8 @@ export class playerInventory{
weapon : number = -1
equipment : number[] = [-1,-1,-1]
items : itemData[] = []
constructor(init?: Partial<playerInventory>) {
Object.assign(this, init);
}
}

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@@ -1,3 +1,4 @@
import { propDataStart, propDataUpdate } from "./Outgoing/propDataPartial.js"
import { physicsObject } from "./physicsObject.js"
export class propData{
@@ -6,21 +7,11 @@ export class propData{
rigidbody : physicsObject
components : any
static copyPropStart(o: propData) {
let pObject = Object.assign({}, o)
pObject.rigidbody = physicsObject.copyStart(o.rigidbody)
return pObject
copyStart() {
return new propDataStart(this)
}
static copyPropUpdate(o: propData) {
let pObject : any = {}
pObject.id = o.id
if(!physicsObject.isKinematic(o.rigidbody)){
pObject.rigidbody = physicsObject.copyUpdate(o.rigidbody)
}
if(o.components != null){
pObject.components = o.components
}
return pObject
copyUpdate() {
return new propDataUpdate(this)
}
}

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@@ -1,8 +0,0 @@
import { levelState } from "./levelState.js"
import { playerData } from "./playerData.js"
export class roomChangeResponse{
player : playerData
newRoom : levelState
previousRoom : levelState
}

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@@ -4,22 +4,14 @@ export class userData{
login: string;
password: string;
constructor(id:number, login:string, password:string){
this.id = id;
this.login = login;
this.password = password;
this.checksum = 0;
constructor(init?: Partial<userData>){
Object.assign(this, init);
}
static makeSafe(user : userData){
let safeUser : any = Object.assign({}, user);
makeSafe() : userData{
let safeUser : userData = Object.assign({}, this);
delete safeUser.password
delete safeUser.checksum
return safeUser
}
save(fs){
let data = JSON.stringify(this, null, 2);
fs.writeFileSync(`Database/Users/${this.id}_${this.login}.json`, data);
}
}