pirate/server.js
2024-05-14 14:24:26 +02:00

653 lines
16 KiB
JavaScript

var PORT = 8080;
var gameMode = true;
const mapWidth = 50;
const mapHeight = 50;
var allSockets = {};
var allPlayers = {};
var userCnt = 0;
var express = require('express');
var app = express();
app.use(express.static(__dirname + '/'));
var server = require('http').Server(app);
var io = require('socket.io')(server);
var map = require("./s_map.js");
var maxX = mapWidth * 32;
var maxY = mapHeight * 32;
var newmap = map.generateMap(mapWidth, mapHeight);
var cssMap = newmap["cssMap"];
var map = newmap["map"];
var utilMap = newmap["utilMap"];
var defaultMvnt = 2;
var itemAttrs = {
"item_boots_boots1": {
lvl: 1,
changeMovementLand: 0.1
},
"item_boots_boots2": {
lvl: 2,
changeMovementLand: 0.15
},
"item_boots_boots3": {
lvl: 3,
changeMovementLand: 0.2
},
"item_boots_boots4": {
lvl: 4,
changeMovementLand: 0.25
},
"item_boots_boots5": {
lvl: 5,
changeMovementLand: 0.3
},
"item_tool_axe1": {
lvl: 1,
reduceTreeCutSpeed: 1
},
"item_tool_axe2": {
lvl: 2,
reduceTreeCutSpeed: 300
},
"item_tool_axe3": {
lvl: 3,
reduceTreeCutSpeed: 700
},
"item_tool_axe4": {
lvl: 4,
reduceTreeCutSpeed: 900
},
"item_tool_axe5": {
lvl: 5,
reduceTreeCutSpeed: 1300
},
"item_head_head1": {
lvl: 1,
armor: 10
},
"item_head_head2": {
lvl: 2,
armor: 18
},
"item_head_head3": {
lvl: 3,
armor: 23
},
"item_head_head4": {
lvl: 4,
armor: 25
},
"item_head_head5": {
lvl: 5,
armor: 30
},
"item_chest_chest1": {
lvl: 1,
armor: 10
},
"item_chest_chest2": {
lvl: 2,
armor: 18
},
"item_chest_chest3": {
lvl: 3,
armor: 23
},
"item_chest_chest4": {
lvl: 4,
armor: 25
},
"item_chest_chest5": {
lvl: 5,
armor: 30
},
"item_legs_legs1": {
lvl: 1,
armor: 10
},
"item_legs_legs2": {
lvl: 2,
armor: 18
},
"item_legs_legs3": {
lvl: 3,
armor: 23
},
"item_legs_legs4": {
lvl: 4,
armor: 28
},
"item_legs_legs5": {
lvl: 5,
armor: 30
},
"item_weapon_sword1": {
lvl: 1,
dmg: 40
},
"item_weapon_sword2": {
lvl: 2,
dmg: 60
},
"item_weapon_sword3": {
lvl: 3,
dmg: 80
},
"item_weapon_sword4": {
lvl: 4,
dmg: 100
},
"item_weapon_sword5": {
lvl: 5,
dmg: 130
},
"item_weapon_stick1": {
lvl: 1,
dmg: 20
},
"item_item_bone1": {
lvl: 1,
},
"item_consumable_fish1": {
lvl: 3,
hp: 30,
},
"item_consumable_fish2": {
lvl: 1,
hp: 10
},
"item_item_dimond1": {
lvl: 10,
changeMovementSpeed: -0.5
},
"item_item_woods1": {
lvl: 0,
//changeMovementSpeed: -0.5
},
}
var items = [];
for (var i in itemAttrs) {
items.push(i)
}
server.listen(PORT);
console.log("Pirate running on port:" + PORT);
io.on('connection', function (socket) {
var playerActionTimer = null;
userCnt++;
console.log("New user", socket.id);
allSockets[socket.id] = socket;
allPlayers[socket.id] = {
keys: {},
x: 10,
y: 10,
mvnt: defaultMvnt,
lookingLeft : 0,
lookingUp : 0,
special: {},
mode: 0, //0 = ship //1 foot
slots: {
head: null,
chest: null,
legs: null,
boots: null,
weapon: 'item_weapon_sword2',
tool: null,
item: null
},
hp : 100
};
var player = allPlayers[socket.id];
io.sockets.emit("newPlayer", {
player: allPlayers[socket.id],
id: socket.id
});
socket.on('disconnect', function () {
for (var i in player.slots) {
if (player.slots[i]) {
let nearFieldCoords = getNearEmptyField(Math.floor(player["x"] / 32), Math.floor(player["y"] / 32));
if(nearFieldCoords) {
let newObj = {
mapY: nearFieldCoords["y"],
mapX: nearFieldCoords["x"],
newName: player.slots[i]
}
utilMap[nearFieldCoords["y"]][nearFieldCoords["x"]] = newObj["newName"];
io.sockets.emit("dropItem", newObj);
}
}
}
userCnt--;
delete allSockets[socket.id];
delete allPlayers[socket.id];
console.log("User Disconnected:", socket.id);
io.sockets.emit("playerDisc", socket.id);
});
socket.on('getmap', function () {
newmap["allPlayers"] = allPlayers;
socket.emit("getmap", newmap);
});
socket.on('keyUp', function (key) {
allPlayers[socket.id]["keys"][key] = false;
if (key == 69) { //space
player["action"] = false;
if (playerActionTimer) {
clearTimeout(playerActionTimer);
playerActionTimer = null;
}
io.sockets.emit("stopAction", socket.id);
}
});
socket.on('keyDown', function (key) {
allPlayers[socket.id]["keys"][key] = true;
if(key == 32) { //Space HIT SOMEONE
//if(allPlayers[socket.id]["mode"] == 1) { // On land
if(!allPlayers[socket.id]["hitPending"]) {
io.sockets.emit("showHitAnimation", socket.id);
allPlayers[socket.id]["hitPending"] = true;
let allPlayersWithCollision = checkHitWithOtherPlayers(socket.id);
for(var i=0;i<allPlayersWithCollision.length;i++) {
calcDmgAndHitPlayer(allPlayers[socket.id], allPlayers[allPlayersWithCollision[i]])
}
console.log(allPlayersWithCollision);
setTimeout(function() {
allPlayers[socket.id]["hitPending"] = false;
}, 500)
}
//}
}
});
socket.on('actionKey', function (key) {
var groundUnder = getGroundUnderPlayer(player["x"], player["y"]);
if (player["mode"] == 0) { //ship
if (groundUnder >= 1) { //its nearly land
player["mode"] = 1;
player["special"]["modechange"] = true;
}
} else {
if (groundUnder <= 1) { //its water land
player["mode"] = 0;
player["special"]["modechange"] = true;
}
};
//console.log(player["mode"], groundUnder);
var obj = getNearestObject(player["x"], player["y"]);
if (obj) {
obj["socketId"] = socket.id;
if (playerActionTimer) {
clearTimeout(playerActionTimer);
playerActionTimer = null;
}
if (obj["name"] == "forest") {
let cutTime = 2000; //2 Secs
if (player["slots"]["tool"] && itemAttrs[player["slots"]["tool"]] && itemAttrs[player["slots"]["tool"]]["reduceTreeCutSpeed"] > 0) {
cutTime -= itemAttrs[player["slots"]["tool"]]["reduceTreeCutSpeed"];
playerActionTimer = setTimeout(function () {
if (Math.random() > 0.75) {
utilMap[obj["mapY"]][obj["mapX"]] = "item_item_woods1";
obj["newName"] = "item_item_woods1";
io.sockets.emit("replaceUtil", obj);
} else {
utilMap[obj["mapY"]][obj["mapX"]] = "";
io.sockets.emit("removeUtil", obj);
}
socket.emit("stopAnimation", cutTime);
}, cutTime);
socket.emit("animation", cutTime);
} else {
socket.emit("displayMsg", "Baum kann nur mit einer Axt gefällt werden!");
//can not cut tree
}
} else if (obj["name"] == "treasure-closed") {
playerActionTimer = setTimeout(function () {
utilMap[obj["mapY"]][obj["mapX"]] = "treasure-open";
obj["newName"] = "treasure-open";
io.sockets.emit("replaceUtil", obj);
socket.emit("stopAnimation", 2000);
//Drop a random Item
let randomItem = getRandomItem(2, 5);
let nearFieldCoords = getNearEmptyField(obj["mapX"], obj["mapY"]);
utilMap[nearFieldCoords["y"]][nearFieldCoords["x"]] = randomItem;
let newObj = {
mapY: nearFieldCoords["y"],
mapX: nearFieldCoords["x"],
newName: randomItem
}
io.sockets.emit("dropItem", newObj);
}, 2000); //2 Secs
socket.emit("animation", 2000);
} else if (obj["name"] == "fass") {
playerActionTimer = setTimeout(function () {
utilMap[obj["mapY"]][obj["mapX"]] = "";
io.sockets.emit("removeUtil", obj);
socket.emit("stopAnimation", 500);
//Drop a random Item
let randomItem = getRandomItem(1, 2);
let nearFieldCoords = getNearEmptyField(obj["mapX"], obj["mapY"]);
utilMap[nearFieldCoords["y"]][nearFieldCoords["x"]] = randomItem;
let newObj = {
mapY: nearFieldCoords["y"],
mapX: nearFieldCoords["x"],
newName: randomItem
}
io.sockets.emit("dropItem", newObj);
}, 500); //2 Secs
socket.emit("animation", 500);
} else if (obj["name"].split("_")[0] == "item") {
let itemName = obj["name"];
utilMap[obj["mapY"]][obj["mapX"]] = "";
io.sockets.emit("removeUtil", obj);
let slotArt = obj["name"].split("_")[1];
if (allPlayers[socket.id]["slots"][slotArt]) { //Slot is not empty so drop it
let nearFieldCoords = getNearEmptyField(Math.floor(player["x"] / 32), Math.floor(player["y"] / 32));
let newObj = {
mapY: nearFieldCoords["y"],
mapX: nearFieldCoords["x"],
newName: allPlayers[socket.id]["slots"][slotArt]
}
utilMap[nearFieldCoords["y"]][nearFieldCoords["x"]] = newObj["newName"];
io.sockets.emit("dropItem", newObj);
//console.log("drop", newObj)
}
console.log(slotArt)
if(slotArt == "consumable") {
let hp = itemAttrs[obj["name"]]["hp"];
allPlayers[socket.id]["hp"] += hp;
socket.emit("displayMsg", "Lebenspunkte +"+hp);
} else {
allPlayers[socket.id]["slots"][slotArt] = itemName;
socket.emit("addItemToInventar", itemName);
}
}
io.sockets.emit("objAction", obj);
}
player["action"] = true;
});
});
function getNearEmptyField(x, y) {
x = Math.round(x);
y = Math.round(y);
for (var j = 0; j < 20; j++) {
for (var i = -1 - j; i < 2 + j; i++) {
for (var k = -1; k < 2; k++) {
//console.log("check", i, k, y + i, x + k)
if (utilMap[y + i] && utilMap[y + i][x + k] == "" && cssMap[y + i] && cssMap[y + i][x + k] != "water") {
return {
y: y + i,
x: x + k
}
}
}
}
}
}
function calcDmgAndHitPlayer(player1, player2) {
let dmg = 1;
dmg += parseFloat(player1["slots"]["weapon"] ? itemAttrs[player1["slots"]["weapon"]]["dmg"] : 0 );
let armor = 1;
for(var k in player2["slots"]) {
if(k == "head" || k=="chest" || k == "legs") {
armor+= parseFloat(player1["slots"][k] ? itemAttrs[player1["slots"][k]]["armor"] : 0);
}
}
let hitDmg = dmg * (armor/100) * 100
player2["hp"] -= hitDmg;
console.log(hitDmg, dmg, armor, player1, player2)
}
function getRandomItem(minLvl, maxLvl) {
//console.log("rnd", items.length, getRandomNumber(0, items.length), items)
while (1) {
let item = items[getRandomNumber(0, items.length)];
console.log(item)
if (item && (typeof (maxLvl) == "undefined" || typeof (minLvl) == "undefined" || (itemAttrs[item]["lvl"] >= minLvl && itemAttrs[item]["lvl"] <= maxLvl))) {
return item;
}
}
}
function getNearestObject(x, y) {
var mapX = Math.floor(x / 32);
var mapY = Math.floor(y / 32);
var obj = null;
if (utilMap[mapY][mapX] != "") {
obj = {
mapX: mapX,
mapY: mapY,
name: utilMap[mapY][mapX]
}
} else {
var rX = x % 32;
var rY = y % 32;
var sX = 0;
var sY = 0;
if (rX > 6 && rX < 26) { //He stands in the middle of the field (left-><-right)
if (rY < 16) { //go Up
sY = -1;
} else { //go Down
sY = 1;
}
} else if (rY > 6 && rY < 26) { //He stands in the middle of the field (up-><-down)
if (rX < 16) { //go left
sX = -1;
} else { //go right
sX = 1;
}
}
if (utilMap[mapY + sY] && utilMap[mapY + sY][mapX + sX] != "") {
obj = {
mapY: mapY + sY,
mapX: mapX + sX,
name: utilMap[mapY + sY][mapX + sX]
}
}
}
return obj;
}
setInterval(function () {
for (var id in allPlayers) {
var player = allPlayers[id];
for (var key in player["keys"]) {
if (player["keys"][key]) { //if key is pressed
var tx = 0;
var ty = 0;
var mvnt = player["mvnt"];
if (key == 37) { //left
tx = -1 * mvnt;
} else if (key == 38) { //top
ty = -1 * mvnt;
} else if (key == 39) { //right
tx = mvnt;
} else if (key == 40) { //bottom
ty = mvnt;
}
player.lookingLeft = tx > 0 ? -1 : (tx < 0 ? 1 : player.lookingLeft)
player.lookingUp = ty > 0 ? -1 : (ty < 0 ? 1 : player.lookingUp)
//console.log(player)
if (!player["action"]) {
var newX = player["x"] + tx;
var newY = player["y"] + ty;
var groundUnderPlayer = getGroundUnderPlayer(newX, newY);
if (checkPlayerPosition(newX, newY, groundUnderPlayer, player)) {
player["x"] = newX;
player["y"] = newY;
let mvnt = getPlayerMvnt(player, groundUnderPlayer);
if (player["slots"]["boots"] && groundUnderPlayer != 0) { //Not water
player["mvnt"] = mvnt + itemAttrs[player["slots"]["boots"]]["changeMovementLand"];
//console.log(groundUnderPlayer, player["mvnt"])
} else {
player["mvnt"] = mvnt;
}
if (player["slots"]["item"] && player["slots"]["item"]["changeMovementSpeed"]) {
player["mvnt"] = mvnt + itemAttrs[player["slots"]["item"]]["changeMovementSpeed"];
}
}
}
}
}
}
io.sockets.emit("setpos", allPlayers);
for (var id in allPlayers) {
allPlayers[id]["special"] = {};
}
}, 20);
function checkPlayerPosition(newX, newY, groundUnderPlayer, player) {
if (newX < 0 || newY < 0 || newX > maxX || newY > maxY) {
return false;
}
if (player["mode"] == 0) { //ship
if (groundUnderPlayer < 0 || groundUnderPlayer > 2) { //dont move with ship on land
return false;
}
} else {
if (groundUnderPlayer == 7) { //forrest so dont move
return false;
}
}
return true;
}
function getGroundUnderPlayer(newX, newY) { //0 = water; 10 = hard ground
if (newX < 0 || newY < 0 || newX > maxX || newY > maxY) {
return 0;
}
var mapX = Math.floor(newX / 32);
var mapY = Math.floor(newY / 32);
if (!cssMap[mapY] || !cssMap[mapY][mapX]) {
return false;
}
var ground = cssMap[mapY][mapX];
var util = utilMap[mapY][mapX];
if (util == "forest") {
return 7;
}
var groundSplit = ground.split("_");
if (groundSplit.length != 2) {
if (ground == "water") {
return 0;
}
return 10; //Ground
}
return parseFloat(groundSplit[1]);
}
function getPlayerMvnt(player, groundUnderPlayer) {
if (player["mode"] == 0) { //ship
if (groundUnderPlayer === 1) {
return 0.5;
} else if (groundUnderPlayer === 2) {
return 0.1;
}
} else {
if (groundUnderPlayer === 0) {
return 0.1;
} else if (groundUnderPlayer === 1) {
return 0.5;
} else if (groundUnderPlayer === 2) {
return 0.8;
}
return 1.5;
}
return defaultMvnt;
}
function getRandomNumber(min, max) { //min (inclusive) and max (exclusive)
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function checkHitWithOtherPlayers(socketId) {
let playersWithCollision = [];
let mainPlayer = allPlayers[socketId];
for(var sid in allPlayers) {
if(sid != socketId) { //Dont check collision with self
let targetPlayer = allPlayers[sid];
let bottom = mainPlayer.keys["40"];
let left = mainPlayer.keys["37"];
//console.log(mainPlayer.x, mainPlayer.y, 28, targetPlayer.x, targetPlayer.y, 8)
if(isCircleCircleCollision(mainPlayer.x, mainPlayer.y, 28, targetPlayer.x, targetPlayer.y, 8)) {
let hit = false;
console.log(mainPlayer.lookingLeft, mainPlayer.lookingUp , mainPlayer.x, mainPlayer.y, targetPlayer.x, targetPlayer.y)
if(mainPlayer.lookingLeft == 1 && mainPlayer.x >= targetPlayer.x) {
hit = true;
} else if(mainPlayer.lookingLeft == -1 && mainPlayer.x <= targetPlayer.x) {
hit = true;
} else if(mainPlayer.lookingUp == 1 && mainPlayer.y >= targetPlayer.y) {
hit = true;
} else if(mainPlayer.lookingUp == -1 && mainPlayer.y <= targetPlayer.y) {
hit = true;
}
if(hit) {
playersWithCollision.push(sid);
}
}
}
}
return playersWithCollision;
}
function isCircleRecCollision(cx, cy, cr, rx, ry, rw, rh) {
var cDistx = Math.abs(cx - rx);
var cDisty = Math.abs(cy - ry);
if (cDistx > rw / 2 + cr)
return false;
if (cDisty > rh / 2 + cr)
return false;
if (cDistx <= rw / 2)
return true;
if (cDisty <= rh / 2)
return false;
return (cDistx - rw / 2) * (cDistx - rw / 2) + (cDisty - rh / 2) * (cDisty - rh / 2) <= cr * cr;
}
function isCircleCircleCollision(x1, y1, r1, x2, y2, r2) {
var dx = x1 - x2;
var dy = y1 - y2;
var sr = r1 + r2;
if (Math.abs(dx) <= sr && Math.abs(dy) <= sr) { //Check main condition
return Math.sqrt(dx * dx + dy * dy) < sr // true = collision detected!
}
return false;
}