@rpgjs/server 5.0.0-alpha.0 → 5.0.0-alpha.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Player/BattleManager.d.ts +32 -22
- package/dist/Player/ClassManager.d.ts +31 -18
- package/dist/Player/ComponentManager.d.ts +60 -0
- package/dist/Player/EffectManager.d.ts +40 -0
- package/dist/Player/ElementManager.d.ts +31 -0
- package/dist/Player/GoldManager.d.ts +22 -0
- package/dist/Player/GuiManager.d.ts +176 -0
- package/dist/Player/ItemFixture.d.ts +6 -0
- package/dist/Player/ItemManager.d.ts +27 -13
- package/dist/Player/MoveManager.d.ts +31 -43
- package/dist/Player/ParameterManager.d.ts +27 -19
- package/dist/Player/Player.d.ts +123 -8
- package/dist/Player/SkillManager.d.ts +27 -19
- package/dist/Player/StateManager.d.ts +28 -35
- package/dist/Player/VariableManager.d.ts +30 -0
- package/dist/RpgServer.d.ts +224 -1
- package/dist/index.js +1097 -636
- package/dist/index.js.map +1 -1
- package/dist/rooms/map.d.ts +70 -1
- package/package.json +8 -8
- package/src/Player/BattleManager.ts +97 -38
- package/src/Player/ClassManager.ts +95 -35
- package/src/Player/ComponentManager.ts +64 -20
- package/src/Player/EffectManager.ts +110 -27
- package/src/Player/ElementManager.ts +126 -25
- package/src/Player/GoldManager.ts +32 -35
- package/src/Player/GuiManager.ts +187 -140
- package/src/Player/ItemFixture.ts +4 -5
- package/src/Player/ItemManager.ts +39 -26
- package/src/Player/MoveManager.ts +40 -31
- package/src/Player/ParameterManager.ts +35 -25
- package/src/Player/Player.ts +184 -39
- package/src/Player/SkillManager.ts +44 -23
- package/src/Player/StateManager.ts +210 -95
- package/src/Player/VariableManager.ts +180 -48
- package/src/RpgServer.ts +232 -1
- package/src/core/context.ts +1 -0
- package/src/rooms/map.ts +76 -8
- package/dist/Player/Event.d.ts +0 -0
- package/src/Player/Event.ts +0 -0
package/dist/Player/Player.d.ts
CHANGED
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@@ -1,4 +1,4 @@
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-
import { RpgCommonPlayer
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import { RpgCommonPlayer } from '@rpgjs/common';
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import { IComponentManager } from './ComponentManager';
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import { RpgMap } from '../rooms/map';
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import { Context } from '@signe/di';
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@@ -6,12 +6,43 @@ import { IGuiManager } from './GuiManager';
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import { MockConnection } from '@signe/room';
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import { IMoveManager } from './MoveManager';
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import { IGoldManager } from './GoldManager';
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import {
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import {
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import {
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-
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import { IVariableManager } from './VariableManager';
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import { IParameterManager } from './ParameterManager';
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import { IItemManager } from './ItemManager';
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import { IEffectManager } from './EffectManager';
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import { IElementManager } from './ElementManager';
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import { ISkillManager } from './SkillManager';
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import { IBattleManager } from './BattleManager';
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import { IClassManager } from './ClassManager';
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import { IStateManager } from './StateManager';
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interface ZoneOptions {
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x?: number;
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y?: number;
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radius: number;
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angle?: number;
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direction?: any;
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linkedTo?: string;
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limitedByWalls?: boolean;
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}
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declare const RpgPlayer_base: typeof RpgCommonPlayer;
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/**
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* RPG Player class with component management capabilities
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*
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* Combines all player mixins to provide a complete player implementation
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* with graphics, movement, inventory, skills, and battle capabilities.
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*
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* @example
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* ```ts
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* // Create a new player
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* const player = new RpgPlayer();
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*
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* // Set player graphics
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* player.setGraphic("hero");
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*
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* // Add parameters and items
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* player.addParameter("strength", { start: 10, end: 100 });
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* player.addItem(sword);
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* ```
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*/
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export declare class RpgPlayer extends RpgPlayer_base {
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map: RpgMap | null;
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@@ -47,7 +78,33 @@ export declare class RpgPlayer extends RpgPlayer_base {
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}): Promise<false | undefined>;
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getCurrentMap<T extends RpgMap = RpgMap>(): T | null;
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emit(type: string, value?: any): void;
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-
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/**
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* Set the current animation of the player's sprite
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*
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* This method changes the animation state of the player's current sprite.
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* It's used to trigger character animations like attack, skill, or custom movements.
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* When `nbTimes` is set to a finite number, the animation will play that many times
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* before returning to the previous animation state.
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*
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* @param animationName - The name of the animation to play (e.g., 'attack', 'skill', 'walk')
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* @param nbTimes - Number of times to repeat the animation (default: Infinity for continuous)
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*
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* @example
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* ```ts
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* // Set continuous walk animation
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* player.setAnimation('walk');
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*
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* // Play attack animation 3 times then return to previous state
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* player.setAnimation('attack', 3);
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*
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* // Play skill animation once
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* player.setAnimation('skill', 1);
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*
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* // Set idle/stand animation
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* player.setAnimation('stand');
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* ```
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*/
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setAnimation(animationName: string, nbTimes?: number): void;
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/**
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* Run the change detection cycle. Normally, as soon as a hook is called in a class, the cycle is started. But you can start it manually
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* The method calls the `onChanges` method on events and synchronizes all map data with the client.
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@@ -61,13 +118,71 @@ export declare class RpgPlayer extends RpgPlayer_base {
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databaseById(id: string): any;
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private _eventChanges;
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attachShape(id: string, options: ZoneOptions): void;
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-
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/**
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* Show a temporary component animation on this player
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*
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* This method broadcasts a component animation to all clients, allowing
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* temporary visual effects like hit indicators, spell effects, or status animations
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* to be displayed on the player.
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*
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* @param id - The ID of the component animation to display
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* @param params - Parameters to pass to the component animation
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*
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* @example
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* ```ts
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* // Show a hit animation with damage text
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* player.showComponentAnimation("hit", {
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* text: "150",
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* color: "red"
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* });
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*
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* // Show a heal animation
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* player.showComponentAnimation("heal", {
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* amount: 50
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* });
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* ```
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*/
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showComponentAnimation(id: string, params: any): void;
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/**
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* Display a spritesheet animation on the player
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*
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* This method displays a temporary visual animation using a spritesheet.
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* The animation can either be displayed as an overlay on the player or replace
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* the player's current graphic temporarily. This is useful for spell effects,
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* transformations, or other visual feedback that uses predefined spritesheets.
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*
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* @param graphic - The ID of the spritesheet to use for the animation
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* @param animationName - The name of the animation within the spritesheet (default: 'default')
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* @param replaceGraphic - Whether to replace the player's sprite with the animation (default: false)
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*
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* @example
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* ```ts
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* // Show explosion animation as overlay on player
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* player.showAnimation("explosion");
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*
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* // Show specific spell effect animation
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* player.showAnimation("spell-effects", "fireball");
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*
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* // Transform player graphic temporarily with animation
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* player.showAnimation("transformation", "werewolf", true);
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*
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* // Show healing effect on player
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* player.showAnimation("healing-effects", "holy-light");
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* ```
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*/
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showAnimation(graphic: string, animationName?: string, replaceGraphic?: boolean): void;
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showHit(text: string): void;
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}
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export declare class RpgEvent extends RpgPlayer {
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execMethod(methodName: string, methodData?: any[], instance?: this): Promise<any>;
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remove(): void;
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}
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-
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/**
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* Interface extension for RpgPlayer
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*
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* Extends the RpgPlayer class with additional interfaces from mixins.
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* This provides proper TypeScript support for all mixin methods and properties.
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*/
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export interface RpgPlayer extends IVariableManager, IMoveManager, IGoldManager, IComponentManager, IGuiManager, IItemManager, IEffectManager, IParameterManager, IElementManager, ISkillManager, IBattleManager, IClassManager, IStateManager {
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}
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export {};
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import {
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import { RpgPlayer } from './Player';
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import { PlayerCtor } from '@rpgjs/common';
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/**
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*
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* Skill Manager Mixin
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*
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* Provides skill management capabilities to any class. This mixin handles
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* learning, forgetting, and using skills, including SP cost management,
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* hit rate calculations, and skill effects application.
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*
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* @param Base - The base class to extend with skill management
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* @returns Extended class with skill management methods
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*
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* @example
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* ```ts
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* class MyPlayer extends WithSkillManager(BasePlayer) {
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* constructor() {
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* super();
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* // Skill system is automatically initialized
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* }
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* }
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*
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* const player = new MyPlayer();
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* player.learnSkill(Fire);
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* player.useSkill(Fire, targetPlayer);
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* ```
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*/
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sp: number;
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skills(): any[];
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hasEffect(effect: string): boolean;
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databaseById(id: string): any;
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applyStates(player: RpgPlayer, skill: any): void;
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}
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export declare function WithSkillManager<TBase extends PlayerCtor>(Base: TBase): TBase;
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/**
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*
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* Type helper to extract the interface from the WithSkillManager mixin
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* This provides the type without duplicating method signatures
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*/
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export
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getSkill(skillClass: any | string): any;
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learnSkill(skillId: any | string): any;
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forgetSkill(skillId: any | string): any;
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useSkill(skillId: any | string, otherPlayer?: RpgPlayer | RpgPlayer[]): any;
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}
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export declare function WithSkillManager<TBase extends Constructor<RpgCommonPlayer & SkillManagerDependencies>>(Base: TBase): Constructor<IWithSkillManager> & TBase;
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export {};
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export type ISkillManager = InstanceType<ReturnType<typeof WithSkillManager>>;
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import {
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import { WritableArraySignal } from '@signe/reactive';
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import { RpgPlayer } from './Player';
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interface StateManagerDependencies {
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equipments(): any[];
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databaseById(id: string | StateClass): any;
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addState(stateClass: StateClass | string, chance?: number): object | null;
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removeState(stateClass: StateClass | string, chance?: number): void;
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}
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import { PlayerCtor } from '@rpgjs/common';
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/**
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*
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}[];
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statesEfficiency: WritableArraySignal<any[]>;
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applyStates(player: RpgPlayer, states: {
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addStates?: any[];
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removeStates?: any[];
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}): void;
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getState(stateClass: StateClass | string): any;
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addState(stateClass: StateClass | string, chance?: number): object | null;
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removeState(stateClass: StateClass | string, chance?: number): void;
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}
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type StateClass = {
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new (...args: any[]): any;
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};
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/**
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* Move Manager mixin
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* State Manager Mixin
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*
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* Provides state management capabilities to any class. This mixin handles
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* player states (buffs/debuffs), state defense from equipment, and state
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* efficiency modifiers. It manages the complete state system including
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* application, removal, and resistance mechanics.
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*
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*
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* @param Base - The base class to extend with state management
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* @returns Extended class with state management methods
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*
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* @
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*
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* @example
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* ```ts
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* class MyPlayer extends WithStateManager(BasePlayer) {
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* constructor() {
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* super();
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* // State system is automatically initialized
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* }
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* }
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*
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* const player = new MyPlayer();
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* player.addState(Paralyze);
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* console.log(player.getState(Paralyze));
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* ```
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*/
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export declare function WithStateManager<TBase extends PlayerCtor>(Base: TBase): TBase;
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/**
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* Type helper to extract the interface from the WithStateManager mixin
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* This provides the type without duplicating method signatures
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*/
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export
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export {};
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export type IStateManager = InstanceType<ReturnType<typeof WithStateManager>>;
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import { PlayerCtor } from '@rpgjs/common';
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/**
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* Variable Manager Mixin
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*
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* Provides variable management capabilities to any class. Variables are key-value
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* pairs that can store any type of data associated with the player, such as
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* quest progress, game flags, inventory state, and custom game data.
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*
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* @param Base - The base class to extend with variable management
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* @returns Extended class with variable management methods
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*
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* @example
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* ```ts
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* class MyPlayer extends WithVariableManager(BasePlayer) {
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* constructor() {
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* super();
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17
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+
* // Variables are automatically initialized
|
|
18
|
+
* }
|
|
19
|
+
* }
|
|
20
|
+
*
|
|
21
|
+
* const player = new MyPlayer();
|
|
22
|
+
* player.setVariable('questCompleted', true);
|
|
23
|
+
* ```
|
|
24
|
+
*/
|
|
25
|
+
export declare function WithVariableManager<TBase extends PlayerCtor>(Base: TBase): TBase;
|
|
26
|
+
/**
|
|
27
|
+
* Type helper to extract the interface from the WithVariableManager mixin
|
|
28
|
+
* This provides the type without duplicating method signatures
|
|
29
|
+
*/
|
|
30
|
+
export type IVariableManager = InstanceType<ReturnType<typeof WithVariableManager>>;
|
package/dist/RpgServer.d.ts
CHANGED
|
@@ -210,19 +210,242 @@ export interface RpgPlayerHooks {
|
|
|
210
210
|
*/
|
|
211
211
|
canChangeMap?: (player: RpgPlayer, nextMap: RpgClassMap<RpgMap>) => boolean | Promise<boolean>;
|
|
212
212
|
}
|
|
213
|
+
/**
|
|
214
|
+
* Event hooks interface for handling various event lifecycle methods
|
|
215
|
+
*
|
|
216
|
+
* @interface RpgEventHooks
|
|
217
|
+
* @since 4.0.0
|
|
218
|
+
*/
|
|
213
219
|
export interface RpgEventHooks {
|
|
220
|
+
/**
|
|
221
|
+
* Called as soon as the event is created on the map
|
|
222
|
+
*
|
|
223
|
+
* @param {RpgEvent} event - The event instance being initialized
|
|
224
|
+
* @returns {any}
|
|
225
|
+
* @memberof RpgEventHooks
|
|
226
|
+
* @example
|
|
227
|
+
* ```ts
|
|
228
|
+
* const eventHooks: RpgEventHooks = {
|
|
229
|
+
* onInit(event) {
|
|
230
|
+
* console.log(`Event ${event.name} initialized`)
|
|
231
|
+
* event.graphic('default-sprite')
|
|
232
|
+
* }
|
|
233
|
+
* }
|
|
234
|
+
* ```
|
|
235
|
+
*/
|
|
214
236
|
onInit?: (event: RpgEvent) => any;
|
|
237
|
+
/**
|
|
238
|
+
* Called when the event collides with a player and the player presses the action key
|
|
239
|
+
*
|
|
240
|
+
* @param {RpgEvent} event - The event being interacted with
|
|
241
|
+
* @param {RpgPlayer} player - The player performing the action
|
|
242
|
+
* @returns {any}
|
|
243
|
+
* @memberof RpgEventHooks
|
|
244
|
+
* @example
|
|
245
|
+
* ```ts
|
|
246
|
+
* const eventHooks: RpgEventHooks = {
|
|
247
|
+
* onAction(event, player) {
|
|
248
|
+
* player.showText('You activated the chest!')
|
|
249
|
+
* player.addItem('POTION', 1)
|
|
250
|
+
* }
|
|
251
|
+
* }
|
|
252
|
+
* ```
|
|
253
|
+
*/
|
|
215
254
|
onAction?: (event: RpgEvent, player: RpgPlayer) => any;
|
|
255
|
+
/**
|
|
256
|
+
* Called before an event object is created and added to the map
|
|
257
|
+
* Allows modification of event properties before instantiation
|
|
258
|
+
*
|
|
259
|
+
* @param {any} object - The event object data before creation
|
|
260
|
+
* @param {RpgMap} map - The map where the event will be created
|
|
261
|
+
* @returns {any}
|
|
262
|
+
* @memberof RpgEventHooks
|
|
263
|
+
* @example
|
|
264
|
+
* ```ts
|
|
265
|
+
* const eventHooks: RpgEventHooks = {
|
|
266
|
+
* onBeforeCreated(object, map) {
|
|
267
|
+
* // Modify event properties based on map conditions
|
|
268
|
+
* if (map.id === 'dungeon') {
|
|
269
|
+
* object.graphic = 'monster-sprite'
|
|
270
|
+
* }
|
|
271
|
+
* }
|
|
272
|
+
* }
|
|
273
|
+
* ```
|
|
274
|
+
*/
|
|
216
275
|
onBeforeCreated?: (object: any, map: RpgMap) => any;
|
|
276
|
+
/**
|
|
277
|
+
* Called when a player or another event enters a shape attached to this event
|
|
278
|
+
*
|
|
279
|
+
* @param {RpgEvent} event - The event with the attached shape
|
|
280
|
+
* @param {RpgPlayer} player - The player entering the shape
|
|
281
|
+
* @param {RpgShape} shape - The shape being entered
|
|
282
|
+
* @returns {any}
|
|
283
|
+
* @since 4.1.0
|
|
284
|
+
* @memberof RpgEventHooks
|
|
285
|
+
* @example
|
|
286
|
+
* ```ts
|
|
287
|
+
* const eventHooks: RpgEventHooks = {
|
|
288
|
+
* onDetectInShape(event, player, shape) {
|
|
289
|
+
* console.log(`Player ${player.name} entered detection zone`)
|
|
290
|
+
* player.showText('You are being watched...')
|
|
291
|
+
* }
|
|
292
|
+
* }
|
|
293
|
+
* ```
|
|
294
|
+
*/
|
|
217
295
|
onDetectInShape?: (event: RpgEvent, player: RpgPlayer, shape: RpgShape) => any;
|
|
296
|
+
/**
|
|
297
|
+
* Called when a player or another event leaves a shape attached to this event
|
|
298
|
+
*
|
|
299
|
+
* @param {RpgEvent} event - The event with the attached shape
|
|
300
|
+
* @param {RpgPlayer} player - The player leaving the shape
|
|
301
|
+
* @param {RpgShape} shape - The shape being left
|
|
302
|
+
* @returns {any}
|
|
303
|
+
* @since 4.1.0
|
|
304
|
+
* @memberof RpgEventHooks
|
|
305
|
+
* @example
|
|
306
|
+
* ```ts
|
|
307
|
+
* const eventHooks: RpgEventHooks = {
|
|
308
|
+
* onDetectOutShape(event, player, shape) {
|
|
309
|
+
* console.log(`Player ${player.name} left detection zone`)
|
|
310
|
+
* player.showText('You escaped the watch...')
|
|
311
|
+
* }
|
|
312
|
+
* }
|
|
313
|
+
* ```
|
|
314
|
+
*/
|
|
218
315
|
onDetectOutShape?: (event: RpgEvent, player: RpgPlayer, shape: RpgShape) => any;
|
|
316
|
+
/**
|
|
317
|
+
* Called when the event enters a shape on the map
|
|
318
|
+
*
|
|
319
|
+
* @param {RpgEvent} event - The event entering the shape
|
|
320
|
+
* @param {RpgShape} shape - The shape being entered
|
|
321
|
+
* @returns {any}
|
|
322
|
+
* @memberof RpgEventHooks
|
|
323
|
+
* @example
|
|
324
|
+
* ```ts
|
|
325
|
+
* const eventHooks: RpgEventHooks = {
|
|
326
|
+
* onInShape(event, shape) {
|
|
327
|
+
* console.log(`Event entered shape: ${shape.id}`)
|
|
328
|
+
* event.speed = 1 // Slow down in this area
|
|
329
|
+
* }
|
|
330
|
+
* }
|
|
331
|
+
* ```
|
|
332
|
+
*/
|
|
219
333
|
onInShape?: (event: RpgEvent, shape: RpgShape) => any;
|
|
334
|
+
/**
|
|
335
|
+
* Called when the event leaves a shape on the map
|
|
336
|
+
*
|
|
337
|
+
* @param {RpgEvent} event - The event leaving the shape
|
|
338
|
+
* @param {RpgShape} shape - The shape being left
|
|
339
|
+
* @returns {any}
|
|
340
|
+
* @memberof RpgEventHooks
|
|
341
|
+
* @example
|
|
342
|
+
* ```ts
|
|
343
|
+
* const eventHooks: RpgEventHooks = {
|
|
344
|
+
* onOutShape(event, shape) {
|
|
345
|
+
* console.log(`Event left shape: ${shape.id}`)
|
|
346
|
+
* event.speed = 3 // Resume normal speed
|
|
347
|
+
* }
|
|
348
|
+
* }
|
|
349
|
+
* ```
|
|
350
|
+
*/
|
|
220
351
|
onOutShape?: (event: RpgEvent, shape: RpgShape) => any;
|
|
352
|
+
/**
|
|
353
|
+
* Called when the event collides with a player (without requiring action key press)
|
|
354
|
+
*
|
|
355
|
+
* @param {RpgEvent} event - The event touching the player
|
|
356
|
+
* @param {RpgPlayer} player - The player being touched
|
|
357
|
+
* @returns {any}
|
|
358
|
+
* @memberof RpgEventHooks
|
|
359
|
+
* @example
|
|
360
|
+
* ```ts
|
|
361
|
+
* const eventHooks: RpgEventHooks = {
|
|
362
|
+
* onPlayerTouch(event, player) {
|
|
363
|
+
* player.hp -= 10 // Damage on touch
|
|
364
|
+
* player.showText('Ouch! You touched a spike!')
|
|
365
|
+
* }
|
|
366
|
+
* }
|
|
367
|
+
* ```
|
|
368
|
+
*/
|
|
221
369
|
onPlayerTouch?: (event: RpgEvent, player: RpgPlayer) => any;
|
|
370
|
+
/**
|
|
371
|
+
* Called whenever any event on the map (including itself) is executed or changes state
|
|
372
|
+
* Useful for creating reactive events that respond to map state changes
|
|
373
|
+
*
|
|
374
|
+
* @param {RpgEvent} event - The event listening for changes
|
|
375
|
+
* @param {RpgPlayer} player - The player involved in the change
|
|
376
|
+
* @returns {any}
|
|
377
|
+
* @memberof RpgEventHooks
|
|
378
|
+
* @example
|
|
379
|
+
* ```ts
|
|
380
|
+
* const eventHooks: RpgEventHooks = {
|
|
381
|
+
* onChanges(event, player) {
|
|
382
|
+
* // Change chest graphic based on game state
|
|
383
|
+
* if (player.getVariable('BATTLE_END')) {
|
|
384
|
+
* event.graphic('chest-open')
|
|
385
|
+
* } else {
|
|
386
|
+
* event.graphic('chest-close')
|
|
387
|
+
* }
|
|
388
|
+
* }
|
|
389
|
+
* }
|
|
390
|
+
* ```
|
|
391
|
+
*/
|
|
222
392
|
onChanges?: (event: RpgEvent, player: RpgPlayer) => any;
|
|
223
393
|
}
|
|
394
|
+
/**
|
|
395
|
+
* Map hooks interface for handling map lifecycle events
|
|
396
|
+
*
|
|
397
|
+
* @interface RpgMapHooks
|
|
398
|
+
* @since 4.0.0
|
|
399
|
+
*/
|
|
224
400
|
export interface RpgMapHooks {
|
|
225
|
-
|
|
401
|
+
/**
|
|
402
|
+
* Called before a map is updated with new data
|
|
403
|
+
* Allows modification of map data before the update is applied
|
|
404
|
+
*
|
|
405
|
+
* The `mapData` parameter contains the loaded map data (retrieved from request body)
|
|
406
|
+
* You can modify the map before the update is processed
|
|
407
|
+
*
|
|
408
|
+
* @template T - Type of the incoming map data
|
|
409
|
+
* @template U - Type of the map instance (defaults to RpgMap)
|
|
410
|
+
* @param {T} mapData - The map data loaded from external source (e.g., request body)
|
|
411
|
+
* @param {U} map - The current map instance being updated
|
|
412
|
+
* @returns {U | Promise<U>} The modified map instance or a promise resolving to it
|
|
413
|
+
* @memberof RpgMapHooks
|
|
414
|
+
* @example
|
|
415
|
+
* ```ts
|
|
416
|
+
* const mapHooks: RpgMapHooks = {
|
|
417
|
+
* onBeforeUpdate(mapData, map) {
|
|
418
|
+
* // Modify map properties based on incoming data
|
|
419
|
+
* if (mapData.weather === 'rain') {
|
|
420
|
+
* map.setWeatherEffect('rain')
|
|
421
|
+
* }
|
|
422
|
+
*
|
|
423
|
+
* // Add custom properties from external data
|
|
424
|
+
* map.customProperty = mapData.customValue
|
|
425
|
+
*
|
|
426
|
+
* return map
|
|
427
|
+
* }
|
|
428
|
+
* }
|
|
429
|
+
* ```
|
|
430
|
+
*
|
|
431
|
+
* @example
|
|
432
|
+
* ```ts
|
|
433
|
+
* // Async example with database operations
|
|
434
|
+
* const mapHooks: RpgMapHooks = {
|
|
435
|
+
* async onBeforeUpdate(mapData, map) {
|
|
436
|
+
* // Load additional data from database
|
|
437
|
+
* const additionalData = await database.getMapExtras(map.id)
|
|
438
|
+
*
|
|
439
|
+
* // Apply modifications
|
|
440
|
+
* map.events = [...map.events, ...additionalData.events]
|
|
441
|
+
* map.npcs = additionalData.npcs
|
|
442
|
+
*
|
|
443
|
+
* return map
|
|
444
|
+
* }
|
|
445
|
+
* }
|
|
446
|
+
* ```
|
|
447
|
+
*/
|
|
448
|
+
onBeforeUpdate<T, U = RpgMap>(mapData: T, map: U): U | Promise<U>;
|
|
226
449
|
}
|
|
227
450
|
export interface RpgServer {
|
|
228
451
|
/**
|