@rpgjs/server 5.0.0-alpha.1 → 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
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import { PlayerCtor } from '@rpgjs/common';
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/**
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* Battle Manager Mixin
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*
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* Provides battle management capabilities to any class. This mixin handles
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* damage calculation, critical hits, elemental vulnerabilities, and guard effects.
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* It implements a comprehensive battle system with customizable formulas and effects.
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*
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* @param Base - The base class to extend with battle management
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* @returns Extended class with battle management methods
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*
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* @example
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* ```ts
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* class MyPlayer extends WithBattleManager(BasePlayer) {
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* constructor() {
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* super();
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* // Battle 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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* const attacker = new MyPlayer();
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* const result = player.applyDamage(attacker);
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* console.log(`Damage dealt: ${result.damage}`);
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* ```
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*/
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export declare function WithBattleManager<TBase extends PlayerCtor>(Base: TBase): TBase;
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/**
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* Type helper to extract the interface from the WithBattleManager mixin
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* This provides the type without duplicating method signatures
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*/
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export type IBattleManager = InstanceType<ReturnType<typeof WithBattleManager>>;
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import {
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import { PlayerCtor } from '@rpgjs/common';
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/**
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* Class Manager Mixin
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*
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* Provides class and actor management capabilities to any class. This mixin handles
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* character class assignment and actor setup, including automatic parameter configuration,
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* starting equipment, and skill progression based on class definitions.
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*
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* @param Base - The base class to extend with class management
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* @returns Extended class with class management methods
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*
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* @example
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* ```ts
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* class MyPlayer extends WithClassManager(BasePlayer) {
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* constructor() {
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* super();
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* // Class 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.setClass(Fighter);
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* player.setActor(Hero);
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* ```
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*/
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export declare function WithClassManager<TBase extends PlayerCtor>(Base: TBase): TBase;
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/**
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* Type helper to extract the interface from the WithClassManager mixin
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* This provides the type without duplicating method signatures
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*/
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export type IClassManager = InstanceType<ReturnType<typeof WithClassManager>>;
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import { PlayerCtor } from '@rpgjs/common';
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/**
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* Component Manager Mixin
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*
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* Provides graphic management capabilities to any class. This mixin allows
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* setting single or multiple graphics for player representation, enabling
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* dynamic visual changes and animation sequences.
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*
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* @param Base - The base class to extend with component management
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* @returns Extended class with component management methods
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*
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* @example
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* ```ts
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* class MyPlayer extends WithComponentManager(BasePlayer) {
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* constructor() {
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* super();
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* this.setGraphic("hero");
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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.setGraphic(["hero_idle", "hero_walk"]);
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* ```
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*/
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export declare function WithComponentManager<TBase extends PlayerCtor>(Base: TBase): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> & IComponentManager;
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/**
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* Interface for component management capabilities
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* Defines the method signature that will be available on the player
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*/
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export interface IComponentManager {
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/**
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* Set the graphic(s) for this player
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*
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* Allows setting either a single graphic or multiple graphics for the player.
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* When multiple graphics are provided, they are used for animation sequences.
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* The graphics system provides flexible visual representation that can be
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* dynamically changed during gameplay for different states, equipment, or animations.
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*
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* @param graphic - Single graphic name or array of graphic names for animation sequences
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* @returns void
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*
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* @example
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* ```ts
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* // Set a single graphic for static representation
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* player.setGraphic("hero");
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*
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* // Set multiple graphics for animation sequences
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* player.setGraphic(["hero_idle", "hero_walk", "hero_run"]);
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*
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* // Dynamic graphic changes based on equipment
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* if (player.hasArmor('platemail')) {
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* player.setGraphic("hero_armored");
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* }
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*
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* // Animation sequences for different actions
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* player.setGraphic(["mage_cast_1", "mage_cast_2", "mage_cast_3"]);
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* ```
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*/
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setGraphic(graphic: string | string[]): void;
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}
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import { PlayerCtor } from '@rpgjs/common';
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export declare enum Effect {
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CAN_NOT_SKILL = "CAN_NOT_SKILL",
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CAN_NOT_ITEM = "CAN_NOT_ITEM",
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CAN_NOT_STATE = "CAN_NOT_STATE",
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CAN_NOT_EQUIPMENT = "CAN_NOT_EQUIPMENT",
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HALF_SP_COST = "HALF_SP_COST",
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GUARD = "GUARD",
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SUPER_GUARD = "SUPER_GUARD"
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}
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/**
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* Effect Manager Mixin
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*
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* Provides effect management capabilities to any class. This mixin handles
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* player effects including restrictions, buffs, and debuffs. Effects can come
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* from various sources like states, equipment, and temporary conditions.
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*
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* @param Base - The base class to extend with effect management
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* @returns Extended class with effect management methods
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*
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* @example
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* ```ts
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* class MyPlayer extends WithEffectManager(BasePlayer) {
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* constructor() {
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* super();
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* // Effect 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.effects = [Effect.GUARD];
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* console.log(player.hasEffect(Effect.GUARD)); // true
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* ```
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*/
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export declare function WithEffectManager<TBase extends PlayerCtor>(Base: TBase): TBase;
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/**
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* Type helper to extract the interface from the WithEffectManager mixin
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* This provides the type without duplicating method signatures
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*/
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export type IEffectManager = InstanceType<ReturnType<typeof WithEffectManager>>;
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import { PlayerCtor } from '@rpgjs/common';
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/**
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* Element Manager Mixin
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*
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* Provides elemental management capabilities to any class. This mixin handles
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* elemental resistances, vulnerabilities, and attack elements. It manages both
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* defensive capabilities (elementsDefense) and offensive elements from equipment,
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* as well as player-specific elemental efficiency modifiers.
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*
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* @param Base - The base class to extend with element management
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* @returns Extended class with element management methods
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*
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* @example
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* ```ts
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* class MyPlayer extends WithElementManager(BasePlayer) {
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* constructor() {
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* super();
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* this.elementsEfficiency = [{ rate: 0.5, element: 'fire' }];
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* }
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* }
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*
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* const player = new MyPlayer();
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* const fireResistance = player.elementsDefense.find(e => e.element === 'fire');
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* ```
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*/
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export declare function WithElementManager<TBase extends PlayerCtor>(Base: TBase): TBase;
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/**
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* Type helper to extract the interface from the WithElementManager mixin
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* This provides the type without duplicating method signatures
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*/
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export type IElementManager = InstanceType<ReturnType<typeof WithElementManager>>;
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import { PlayerCtor } from '@rpgjs/common';
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export interface GoldManager {
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/**
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* You can change the game money
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*
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* ```ts
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* player.gold += 100
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* ```
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*
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* @title Change Gold
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* @prop {number} player.gold
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* @default 0
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* @memberof GoldManager
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* */
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gold: number;
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}
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export declare function WithGoldManager<TBase extends PlayerCtor>(Base: TBase): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> & GoldManager;
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/**
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* Type helper to extract the interface from the WithGoldManager mixin
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* This provides the type without duplicating method signatures
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*/
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export type IGoldManager = InstanceType<ReturnType<typeof WithGoldManager>>;
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import { RpgPlayer } from './Player';
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import { Gui } from '../Gui';
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import { DialogOptions, Choice } from '../Gui/DialogGui';
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import { PlayerCtor } from '@rpgjs/common';
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/**
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* GUI Manager Mixin
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* Provides graphical user interface management capabilities to any class. This mixin handles
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* dialog boxes, menus, notifications, shops, and custom GUI components. It manages the
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* complete GUI system including opening, closing, and data passing between client and server.
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*
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* @param Base - The base class to extend with GUI management
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* @returns Extended class with GUI management methods
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*
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* @example
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* ```ts
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* class MyPlayer extends WithGuiManager(BasePlayer) {
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* constructor() {
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* super();
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* // GUI 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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* await player.showText('Hello World!');
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* player.callMainMenu();
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* ```
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*/
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export declare function WithGuiManager<TBase extends PlayerCtor>(Base: TBase): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> & IGuiManager;
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/**
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* Interface for GUI management capabilities
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* Defines the methods that will be available on the player
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*/
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export interface IGuiManager {
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/**
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* Show a text. This is a graphical interface already built. Opens the GUI named `rpg-dialog`
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*
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* ```ts
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* player.showText('Hello World')
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* ```
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*
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* The method returns a promise. It is resolved when the dialog box is closed.
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*
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* ```ts
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* await player.showText('Hello World')
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* // dialog box is closed, then ...
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* ```
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*
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* **Option: position**
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*
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* You can define how the dialog box is displayed:
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* - top
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* - middle
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* - bottom
|
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*
|
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* (bottom by default)
|
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|
+
*
|
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|
+
* ```ts
|
|
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|
+
* player.showText('Hello World', {
|
|
60
|
+
* position: 'top'
|
|
61
|
+
* })
|
|
62
|
+
* ```
|
|
63
|
+
*
|
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64
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+
* **Option: fullWidth**
|
|
65
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+
*
|
|
66
|
+
* `boolean` (true by default)
|
|
67
|
+
*
|
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|
+
* Indicate that the dialog box will take the full width of the screen.
|
|
69
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+
*
|
|
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|
+
* ```ts
|
|
71
|
+
* player.showText('Hello World', {
|
|
72
|
+
* fullWidth: true
|
|
73
|
+
* })
|
|
74
|
+
* ```
|
|
75
|
+
*
|
|
76
|
+
* **Option: autoClose**
|
|
77
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+
*
|
|
78
|
+
* `boolean` (false by default)
|
|
79
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+
*
|
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+
* If false, the user will have to press Enter to close the dialog box.
|
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81
|
+
*
|
|
82
|
+
* ```ts
|
|
83
|
+
* player.showText('Hello World', {
|
|
84
|
+
* autoClose: true
|
|
85
|
+
* })
|
|
86
|
+
* ```
|
|
87
|
+
*
|
|
88
|
+
* **Option: typewriterEffect**
|
|
89
|
+
*
|
|
90
|
+
* `boolean` (true by default)
|
|
91
|
+
*
|
|
92
|
+
* Performs a typewriter effect
|
|
93
|
+
*
|
|
94
|
+
* ```ts
|
|
95
|
+
* player.showText('Hello World', {
|
|
96
|
+
* typewriterEffect: false
|
|
97
|
+
* })
|
|
98
|
+
* ```
|
|
99
|
+
*
|
|
100
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+
* **Option: talkWith**
|
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101
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+
*
|
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+
* `RpgPlayer` (nothing by default)
|
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+
*
|
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+
* If you specify the event or another player, the other player will stop his or her movement and look in the player's direction.
|
|
105
|
+
*
|
|
106
|
+
* ```ts
|
|
107
|
+
* // Code in an event
|
|
108
|
+
* player.showText('Hello World', {
|
|
109
|
+
* talkWith: this
|
|
110
|
+
* })
|
|
111
|
+
* ```
|
|
112
|
+
*
|
|
113
|
+
* @title Show Text
|
|
114
|
+
* @method player.showText(text,options)
|
|
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|
+
* @param {string} text
|
|
116
|
+
* @param {object} [options] the different options, see usage below
|
|
117
|
+
* @returns {Promise}
|
|
118
|
+
* @memberof GuiManager
|
|
119
|
+
*/
|
|
120
|
+
showText(msg: string, options?: DialogOptions): Promise<any>;
|
|
121
|
+
/**
|
|
122
|
+
* Shows a dialog box with a choice. Opens the GUI named `rpg-dialog`
|
|
123
|
+
*
|
|
124
|
+
* ```ts
|
|
125
|
+
* const choice = await player.showChoices('What color do you prefer?', [
|
|
126
|
+
* { text: 'Black', value: 'black' },
|
|
127
|
+
* { text: 'Rather the blue', value: 'blue' },
|
|
128
|
+
* { text: 'I don\'t have a preference!', value: 'none' }
|
|
129
|
+
* ])
|
|
130
|
+
*
|
|
131
|
+
* // If the player selects the first
|
|
132
|
+
* console.log(choice) // { text: 'Black', value: 'black' }
|
|
133
|
+
* ```
|
|
134
|
+
*
|
|
135
|
+
* @title Show Choices
|
|
136
|
+
* @method player.showChoices(text,choices)
|
|
137
|
+
* @param {string} text
|
|
138
|
+
* @param {Array<{ text: string, value: any }>} choices
|
|
139
|
+
* @param {object} [options] Same options as the openDialog method
|
|
140
|
+
* @returns {Promise<Choice | null>}
|
|
141
|
+
* @memberof GuiManager
|
|
142
|
+
*/
|
|
143
|
+
showChoices(msg: string, choices: Choice[], options?: DialogOptions): Promise<Choice | null>;
|
|
144
|
+
/**
|
|
145
|
+
* Displays a notification . Opens the GUI named `rpg-notification`
|
|
146
|
+
*
|
|
147
|
+
* @title Displays a notification
|
|
148
|
+
* @method player.showNotification()
|
|
149
|
+
* @param {string} message - The message to display in the notification
|
|
150
|
+
* @param {object} options - An object containing options for the notification
|
|
151
|
+
* @param {number} options.time - The time to display the notification for (in ms). Default: 2000ms
|
|
152
|
+
* @param {string} options.icon - The icon to display in the notification. Put the identifier of the spritesheet (defined on the client side)
|
|
153
|
+
* @param {string} options.sound - The sound to play when the notification is shown. Set the sound ID (defined on the client side)
|
|
154
|
+
* @returns {void}
|
|
155
|
+
* @memberof GuiManager
|
|
156
|
+
*/
|
|
157
|
+
showNotification(message: string, options?: {
|
|
158
|
+
time?: number;
|
|
159
|
+
icon?: string;
|
|
160
|
+
sound?: string;
|
|
161
|
+
}): Promise<any>;
|
|
162
|
+
/**
|
|
163
|
+
* Calls main menu. Opens the GUI named `rpg-main-menu`
|
|
164
|
+
*
|
|
165
|
+
* @title Call Main Menu
|
|
166
|
+
* @method player.callMainMenu()
|
|
167
|
+
* @returns {void}
|
|
168
|
+
* @memberof GuiManager
|
|
169
|
+
*/
|
|
170
|
+
callMainMenu(): void;
|
|
171
|
+
callShop(items: any[]): void;
|
|
172
|
+
gui(guiId: string): Gui;
|
|
173
|
+
removeGui(guiId: string, data?: any): void;
|
|
174
|
+
showAttachedGui(players?: RpgPlayer[] | RpgPlayer): void;
|
|
175
|
+
hideAttachedGui(players?: RpgPlayer[] | RpgPlayer): void;
|
|
176
|
+
}
|
|
@@ -1,17 +1,31 @@
|
|
|
1
|
-
import {
|
|
2
|
-
import { ItemClass } from '@rpgjs/database';
|
|
1
|
+
import { PlayerCtor } from '@rpgjs/common';
|
|
3
2
|
/**
|
|
4
|
-
*
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
|
|
8
|
-
|
|
9
|
-
/**
|
|
10
|
-
* Move Manager mixin
|
|
3
|
+
* Item Manager Mixin
|
|
4
|
+
*
|
|
5
|
+
* Provides comprehensive item management capabilities to any class. This mixin handles
|
|
6
|
+
* inventory management, item usage, equipment, buying/selling, and item effects.
|
|
7
|
+
* It manages the complete item system including restrictions, transactions, and equipment.
|
|
11
8
|
*
|
|
12
|
-
*
|
|
9
|
+
* @param Base - The base class to extend with item management
|
|
10
|
+
* @returns Extended class with item management methods
|
|
13
11
|
*
|
|
14
|
-
* @
|
|
15
|
-
*
|
|
12
|
+
* @example
|
|
13
|
+
* ```ts
|
|
14
|
+
* class MyPlayer extends WithItemManager(BasePlayer) {
|
|
15
|
+
* constructor() {
|
|
16
|
+
* super();
|
|
17
|
+
* // Item system is automatically initialized
|
|
18
|
+
* }
|
|
19
|
+
* }
|
|
20
|
+
*
|
|
21
|
+
* const player = new MyPlayer();
|
|
22
|
+
* player.addItem('potion', 5);
|
|
23
|
+
* player.useItem('potion');
|
|
24
|
+
* ```
|
|
25
|
+
*/
|
|
26
|
+
export declare function WithItemManager<TBase extends PlayerCtor>(Base: TBase): TBase;
|
|
27
|
+
/**
|
|
28
|
+
* Type helper to extract the interface from the WithItemManager mixin
|
|
29
|
+
* This provides the type without duplicating method signatures
|
|
16
30
|
*/
|
|
17
|
-
export
|
|
31
|
+
export type IItemManager = InstanceType<ReturnType<typeof WithItemManager>>;
|
|
@@ -1,48 +1,7 @@
|
|
|
1
|
-
import {
|
|
1
|
+
import { PlayerCtor, Direction } from '@rpgjs/common';
|
|
2
2
|
import { RpgPlayer } from './Player';
|
|
3
|
-
export interface IMoveManager {
|
|
4
|
-
addMovement(strategy: MovementStrategy): void;
|
|
5
|
-
removeMovement(strategy: MovementStrategy): boolean;
|
|
6
|
-
clearMovements(): void;
|
|
7
|
-
hasActiveMovements(): boolean;
|
|
8
|
-
getActiveMovements(): MovementStrategy[];
|
|
9
|
-
moveTo(target: RpgCommonPlayer | {
|
|
10
|
-
x: number;
|
|
11
|
-
y: number;
|
|
12
|
-
}): void;
|
|
13
|
-
stopMoveTo(): void;
|
|
14
|
-
dash(direction: {
|
|
15
|
-
x: number;
|
|
16
|
-
y: number;
|
|
17
|
-
}, speed?: number, duration?: number): void;
|
|
18
|
-
knockback(direction: {
|
|
19
|
-
x: number;
|
|
20
|
-
y: number;
|
|
21
|
-
}, force?: number, duration?: number): void;
|
|
22
|
-
followPath(waypoints: Array<{
|
|
23
|
-
x: number;
|
|
24
|
-
y: number;
|
|
25
|
-
}>, speed?: number, loop?: boolean): void;
|
|
26
|
-
oscillate(direction: {
|
|
27
|
-
x: number;
|
|
28
|
-
y: number;
|
|
29
|
-
}, amplitude?: number, period?: number): void;
|
|
30
|
-
applyIceMovement(direction: {
|
|
31
|
-
x: number;
|
|
32
|
-
y: number;
|
|
33
|
-
}, maxSpeed?: number): void;
|
|
34
|
-
shootProjectile(type: ProjectileType, direction: {
|
|
35
|
-
x: number;
|
|
36
|
-
y: number;
|
|
37
|
-
}, speed?: number): void;
|
|
38
|
-
moveRoutes(routes: Routes): Promise<boolean>;
|
|
39
|
-
infiniteMoveRoute(routes: Routes): void;
|
|
40
|
-
breakRoutes(force?: boolean): void;
|
|
41
|
-
replayRoutes(): void;
|
|
42
|
-
}
|
|
43
3
|
type CallbackTileMove = (player: RpgPlayer, map: any) => Direction[];
|
|
44
4
|
type CallbackTurnMove = (player: RpgPlayer, map: any) => string;
|
|
45
|
-
type Routes = (string | Promise<any> | Direction | Direction[] | Function)[];
|
|
46
5
|
export declare enum Frequency {
|
|
47
6
|
Lowest = 600,
|
|
48
7
|
Lower = 400,
|
|
@@ -173,5 +132,34 @@ export declare const Move: MoveList;
|
|
|
173
132
|
* }
|
|
174
133
|
* ```
|
|
175
134
|
*/
|
|
176
|
-
|
|
135
|
+
/**
|
|
136
|
+
* Move Manager Mixin
|
|
137
|
+
*
|
|
138
|
+
* Provides comprehensive movement management capabilities to any class. This mixin handles
|
|
139
|
+
* various types of movement including pathfinding, physics-based movement, route following,
|
|
140
|
+
* and advanced movement strategies like dashing, knockback, and projectile movement.
|
|
141
|
+
*
|
|
142
|
+
* @param Base - The base class to extend with movement management
|
|
143
|
+
* @returns Extended class with movement management methods
|
|
144
|
+
*
|
|
145
|
+
* @example
|
|
146
|
+
* ```ts
|
|
147
|
+
* class MyPlayer extends WithMoveManager(BasePlayer) {
|
|
148
|
+
* constructor() {
|
|
149
|
+
* super();
|
|
150
|
+
* this.frequency = Frequency.High;
|
|
151
|
+
* }
|
|
152
|
+
* }
|
|
153
|
+
*
|
|
154
|
+
* const player = new MyPlayer();
|
|
155
|
+
* player.moveTo({ x: 100, y: 100 });
|
|
156
|
+
* player.dash({ x: 1, y: 0 }, 8, 200);
|
|
157
|
+
* ```
|
|
158
|
+
*/
|
|
159
|
+
export declare function WithMoveManager<TBase extends PlayerCtor>(Base: TBase): TBase;
|
|
160
|
+
/**
|
|
161
|
+
* Type helper to extract the interface from the WithMoveManager mixin
|
|
162
|
+
* This provides the type without duplicating method signatures
|
|
163
|
+
*/
|
|
164
|
+
export type IMoveManager = InstanceType<ReturnType<typeof WithMoveManager>>;
|
|
177
165
|
export {};
|
|
@@ -1,21 +1,4 @@
|
|
|
1
|
-
import {
|
|
2
|
-
export interface IWithParameterManager {
|
|
3
|
-
parameters: Map<string, any>;
|
|
4
|
-
hp: number;
|
|
5
|
-
sp: number;
|
|
6
|
-
exp: number;
|
|
7
|
-
level: number;
|
|
8
|
-
expForNextlevel: number;
|
|
9
|
-
param: {
|
|
10
|
-
[key: string]: number;
|
|
11
|
-
};
|
|
12
|
-
paramsModifier: {
|
|
13
|
-
[key: string]: {
|
|
14
|
-
value?: number;
|
|
15
|
-
rate?: number;
|
|
16
|
-
};
|
|
17
|
-
};
|
|
18
|
-
}
|
|
1
|
+
import { PlayerCtor } from '@rpgjs/common';
|
|
19
2
|
/**
|
|
20
3
|
* Mixin that adds parameter management functionality to a player class.
|
|
21
4
|
*
|
|
@@ -39,4 +22,29 @@ export interface IWithParameterManager {
|
|
|
39
22
|
* }
|
|
40
23
|
* ```
|
|
41
24
|
*/
|
|
42
|
-
|
|
25
|
+
/**
|
|
26
|
+
* Parameter Manager Mixin
|
|
27
|
+
*
|
|
28
|
+
* Provides comprehensive parameter management functionality to any class. This mixin handles
|
|
29
|
+
* health points (HP), skill points (SP), experience and level progression, custom parameters,
|
|
30
|
+
* and parameter modifiers for temporary stat changes.
|
|
31
|
+
*
|
|
32
|
+
* @param Base - The base class to extend with parameter management
|
|
33
|
+
* @returns Extended class with parameter management methods
|
|
34
|
+
*
|
|
35
|
+
* @example
|
|
36
|
+
* ```ts
|
|
37
|
+
* class MyPlayer extends WithParameterManager(BasePlayer) {
|
|
38
|
+
* constructor() {
|
|
39
|
+
* super();
|
|
40
|
+
* this.addParameter('strength', { start: 10, end: 100 });
|
|
41
|
+
* }
|
|
42
|
+
* }
|
|
43
|
+
*
|
|
44
|
+
* const player = new MyPlayer();
|
|
45
|
+
* player.hp = 100;
|
|
46
|
+
* player.level = 5;
|
|
47
|
+
* ```
|
|
48
|
+
*/
|
|
49
|
+
export declare function WithParameterManager<TBase extends PlayerCtor>(Base: TBase): TBase;
|
|
50
|
+
export type IParameterManager = InstanceType<ReturnType<typeof WithParameterManager>>;
|