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Dungeon mode
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11
Lobby/_clearRoom.ts
Normal file
11
Lobby/_clearRoom.ts
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@@ -0,0 +1,11 @@
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import { game } from "../game";
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export function clearRoom(socket, data){
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if(!socket.hasOwnProperty("player")) return;
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let buff = Buffer.from(data, 'base64');
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let data1 : string = JSON.parse(buff.toString('utf-8'));
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let room = game.lobbyState.roomComplete(data1)
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game.socketIO.emit("lobby/cleared", JSON.stringify(room))
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}
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24
Lobby/_enter.ts
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24
Lobby/_enter.ts
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@@ -0,0 +1,24 @@
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import { roomChangeData as roomChangeRequest } from "../Classes/roomChangeRequest";
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import { roomChangeResponse } from "../Classes/roomChangeResponse";
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import { game } from "../game";
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export function enter(socket, data){
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if(!socket.hasOwnProperty("player")) return;
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let buff = Buffer.from(data, 'base64');
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let data1 : roomChangeRequest = JSON.parse(buff.toString('utf-8'));
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socket.join(data1.targetRoom.id)
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let newRoom = game.lobbyState.roomEnter(data1.targetRoom, socket.player)
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socket.player.room = newRoom.id
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socket.leave(data1.previousRoom)
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let oldRoom = game.lobbyState.roomExit(data1.previousRoom, socket.player)
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let data2 = new roomChangeResponse()
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data2.player = socket.player.copyLight()
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data2.newRoom = newRoom.copyLight()
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data2.previousRoom = oldRoom.copyLight()
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game.socketIO.emit("lobby/entered", JSON.stringify(data2))
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}
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@@ -1,5 +1,5 @@
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import { levelState } from "../Classes/levelState";
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import { lobbyMessage } from "../Classes/lobbyMessage";
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import { lobbyState } from "../Classes/lobbyState";
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import { playerData } from "../Classes/playerData";
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import { userData } from "../Classes/userData";
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import { game } from "../game";
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@@ -13,9 +13,29 @@ export function playerJoin(socket, data){
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socket.player.characterId = data1.characterId
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game.lobbyState.addUser(socket.user, socket.player)
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let newLobbyState : lobbyState = Object.assign({}, game.lobbyState);
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newLobbyState.users = newLobbyState.users.map(u=> userData.makeSafe(u))
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let newUser = {users:[userData.makeSafe(socket.user)], players:[socket.player], rooms:[]};
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let existingUsers = {users:game.lobbyState.users.map(u=> userData.makeSafe(u)), players:[], rooms:[]}
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game.lobbyState.players.forEach(player=>{
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if(player.id == socket.player.id){
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existingUsers.players.push(player)
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}
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else{
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let newPlayer = Object.assign({}, player);
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delete(newPlayer.inventory)
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existingUsers.players.push(newPlayer)
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}
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})
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let room = game.lobbyState.roomEnter(new levelState("0_0", -1), socket.player)
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existingUsers.rooms = game.lobbyState.rooms
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socket.join("0_0")
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//send only player to all existing players
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socket.broadcast.emit("lobby/playerJoin", JSON.stringify(newUser));
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//send all users to player (including player)
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socket.emit("lobby/playerJoin", JSON.stringify(existingUsers))
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game.socketIO.emit("lobby/playerJoin", JSON.stringify(newLobbyState))
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game.addMessage(new lobbyMessage(socket.user.login + " joined"))
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}
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@@ -9,10 +9,10 @@ export function playerUpdate(socket, data){
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let player : playerData = socket.player
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if(player == null){
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console.log("Error! Player not spawned!")
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return
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}
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else{
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player.room = data1.room
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player.rigidbody = data1.rigidbody
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player.damageInfo = player.damageInfo.concat(data1.damageInfo)
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}
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player.room = data1.room
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player.rigidbody = data1.rigidbody
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player.damageInfo = player.damageInfo.concat(data1.damageInfo)
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}
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@@ -1,9 +1,19 @@
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import { clearRoom } from "./_clearRoom";
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import { enter } from "./_enter";
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import { loadoutChanged } from "./_loadoutChanged";
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import { message } from "./_message";
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import { playerJoin } from "./_playerJoin";
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import { playerUpdate } from "./_playerUpdate";
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export function registerLobbyCallbacks(socket){
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socket.on('lobby/enter', (data) => {
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enter(socket, data)
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});
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socket.on('lobby/cleared', (data) => {
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clearRoom(socket, data)
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});
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socket.on('lobby/playerJoin', (data) => {
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playerJoin(socket, data)
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});
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