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Items and inventory
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38
Items/itemGeneration.ts
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38
Items/itemGeneration.ts
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import { enums } from "../Classes/enums";
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import { itemData } from "../Classes/itemData";
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import {game} from "../game";
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let consumableNames = ["soda", "bread"]
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let currencyNames = ["stick", "rock", "leaf", "coin"]
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let equipmentNames = ["umbrella", "sock", "bag"]
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let miscNames = ["book", "envelope"]
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export function generateItem(itemType : number){
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let item = new itemData()
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item.id = ++game.itemCount;
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item.itemType = itemType
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item.rarity = Math.floor(Math.random()*100)
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switch(itemType){
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case enums.itemType.undefined:{
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item.name = miscNames[Math.floor(Math.random()*miscNames.length)];
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break
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}
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case enums.itemType.consumable:{
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item.name = consumableNames[Math.floor(Math.random()*consumableNames.length)];
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break
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}
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case enums.itemType.currency:{
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item.name = currencyNames[Math.floor(Math.random()*currencyNames.length)];
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break
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}
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case enums.itemType.equipment:{
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item.name = equipmentNames[Math.floor(Math.random()*equipmentNames.length)];
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break
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}
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}
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return item
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}
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66
Items/itemSocket.ts
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66
Items/itemSocket.ts
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import { itemData } from "../Classes/itemData";
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import { itemGenerated } from "../Classes/itemGenerated";
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import { generateItem } from "./itemGeneration";
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import { itemRequest } from "../Classes/itemRequest";
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import { lobbyMessage } from "../Classes/lobbyMessage";
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import { userData } from "../Classes/userData";
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import { game } from "../game";
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import { playerData } from "../Classes/playerData";
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export function registerItemCallbacks(socket){
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socket.on('item/pickup', (data) => {
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if(!socket.hasOwnProperty("user")) return;
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let buff = Buffer.from(data, 'base64');
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let data1 : itemData = JSON.parse(buff.toString('utf-8'));
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let player : playerData = socket.user.playerData
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if(player != null){
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let message = socket.user.login + " picked up "
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if(data1.rarity >= 90){
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console.log("epic")
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message += "<color=purple>" + data1.name + "</color> (epic)"
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}
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else if(data1.rarity >= 60){
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console.log("rare")
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message += "<color=red>" + data1.name + "</color> (rare)"
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}
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else if(data1.rarity >= 40){
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console.log("uncommon")
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message += "<color=yellow>" + data1.name + "</color> (uncommon)"
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}
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else
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message += data1.name;
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player.inventory.items.push(data1)
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game.addMessage(new lobbyMessage(message))
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}
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});
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socket.on('item/delete', (data) => {
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if(!socket.hasOwnProperty("user")) return;
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let buff = Buffer.from(data, 'base64');
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let data1 = Number(buff.toString('utf-8'));
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let player : playerData = socket.user.playerData
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let item = player.inventory.items.findIndex(i=>i.id == data1);
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if(item == -1){
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console.log("Error! Item " + item + " not found!")
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}
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player.inventory.items.splice(item, 1)
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});
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socket.on('item/request', (data) => {
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if(!socket.hasOwnProperty("user")) return;
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let buff = Buffer.from(data, 'base64');
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let data1 : itemRequest = JSON.parse(buff.toString('utf-8'));
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let response = new itemGenerated()
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response.instanceId = data1.instanceId
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response.item = generateItem(data1.itemType)
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socket.emit("item/generated", JSON.stringify(response))
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});
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}
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