@rpgjs/server 5.0.0-alpha.2 → 5.0.0-alpha.20

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Files changed (53) hide show
  1. package/dist/Gui/DialogGui.d.ts +4 -0
  2. package/dist/Gui/index.d.ts +1 -0
  3. package/dist/Player/BattleManager.d.ts +32 -22
  4. package/dist/Player/ClassManager.d.ts +31 -18
  5. package/dist/Player/ComponentManager.d.ts +123 -0
  6. package/dist/Player/Components.d.ts +345 -0
  7. package/dist/Player/EffectManager.d.ts +40 -0
  8. package/dist/Player/ElementManager.d.ts +31 -0
  9. package/dist/Player/GoldManager.d.ts +22 -0
  10. package/dist/Player/GuiManager.d.ts +176 -0
  11. package/dist/Player/ItemFixture.d.ts +6 -0
  12. package/dist/Player/ItemManager.d.ts +164 -10
  13. package/dist/Player/MoveManager.d.ts +32 -44
  14. package/dist/Player/ParameterManager.d.ts +343 -14
  15. package/dist/Player/Player.d.ts +266 -8
  16. package/dist/Player/SkillManager.d.ts +27 -19
  17. package/dist/Player/StateManager.d.ts +28 -35
  18. package/dist/Player/VariableManager.d.ts +30 -0
  19. package/dist/RpgServer.d.ts +227 -1
  20. package/dist/decorators/event.d.ts +46 -0
  21. package/dist/decorators/map.d.ts +177 -0
  22. package/dist/index.d.ts +4 -0
  23. package/dist/index.js +17436 -18167
  24. package/dist/index.js.map +1 -1
  25. package/dist/rooms/map.d.ts +486 -8
  26. package/package.json +17 -15
  27. package/src/Gui/DialogGui.ts +7 -2
  28. package/src/Gui/index.ts +3 -1
  29. package/src/Player/BattleManager.ts +97 -38
  30. package/src/Player/ClassManager.ts +95 -35
  31. package/src/Player/ComponentManager.ts +425 -19
  32. package/src/Player/Components.ts +380 -0
  33. package/src/Player/EffectManager.ts +110 -27
  34. package/src/Player/ElementManager.ts +126 -25
  35. package/src/Player/GoldManager.ts +32 -35
  36. package/src/Player/GuiManager.ts +187 -140
  37. package/src/Player/ItemFixture.ts +4 -5
  38. package/src/Player/ItemManager.ts +363 -48
  39. package/src/Player/MoveManager.ts +323 -308
  40. package/src/Player/ParameterManager.ts +499 -99
  41. package/src/Player/Player.ts +719 -80
  42. package/src/Player/SkillManager.ts +44 -23
  43. package/src/Player/StateManager.ts +210 -95
  44. package/src/Player/VariableManager.ts +180 -48
  45. package/src/RpgServer.ts +236 -1
  46. package/src/core/context.ts +1 -0
  47. package/src/decorators/event.ts +61 -0
  48. package/src/decorators/map.ts +198 -0
  49. package/src/index.ts +5 -1
  50. package/src/module.ts +24 -0
  51. package/src/rooms/map.ts +1054 -54
  52. package/dist/Player/Event.d.ts +0 -0
  53. package/src/Player/Event.ts +0 -0
@@ -1,17 +1,47 @@
1
- import { arrayUniq, RpgCommonPlayer } from "@rpgjs/common";
1
+ import { arrayUniq, PlayerCtor, RpgCommonPlayer } from "@rpgjs/common";
2
2
  import { Constructor } from "@rpgjs/common";
3
3
  import { RpgPlayer } from "./Player";
4
4
 
5
- export function WithElementManager<TBase extends Constructor<RpgCommonPlayer>>(
6
- Base: TBase
7
- ) {
8
- return class extends Base implements IWithElementManager {
5
+ /**
6
+ * Element Manager Mixin
7
+ *
8
+ * Provides elemental management capabilities to any class. This mixin handles
9
+ * elemental resistances, vulnerabilities, and attack elements. It manages both
10
+ * defensive capabilities (elementsDefense) and offensive elements from equipment,
11
+ * as well as player-specific elemental efficiency modifiers.
12
+ *
13
+ * @param Base - The base class to extend with element management
14
+ * @returns Extended class with element management methods
15
+ *
16
+ * @example
17
+ * ```ts
18
+ * class MyPlayer extends WithElementManager(BasePlayer) {
19
+ * constructor() {
20
+ * super();
21
+ * this.elementsEfficiency = [{ rate: 0.5, element: 'fire' }];
22
+ * }
23
+ * }
24
+ *
25
+ * const player = new MyPlayer();
26
+ * const fireResistance = player.elementsDefense.find(e => e.element === 'fire');
27
+ * ```
28
+ */
29
+ export function WithElementManager<TBase extends PlayerCtor>(Base: TBase) {
30
+ return class extends Base {
9
31
  _elementsEfficiency: { rate: number; element: any }[] = [];
10
32
 
11
33
  /**
12
34
  * Recovers the player's elements defense on inventory. This list is generated from the `elementsDefense` property defined on the weapons or armors equipped.
13
35
  * If several items have the same element, only the highest rate will be taken into account.
14
36
  *
37
+ * Gets the defensive capabilities against various elements from equipped items.
38
+ * The system automatically consolidates multiple defensive items, keeping only
39
+ * the highest protection rate for each element type. This provides a comprehensive
40
+ * view of the player's elemental resistances from all equipped gear.
41
+ *
42
+ * @returns Array of element defense objects with rate and element properties
43
+ *
44
+ * @example
15
45
  * ```ts
16
46
  * import { Armor } from '@rpgjs/server'
17
47
  *
@@ -37,19 +67,29 @@ export function WithElementManager<TBase extends Constructor<RpgCommonPlayer>>(
37
67
  * player.equip(FireShield)
38
68
  *
39
69
  * console.log(player.elementsDefense) // [{ rate: 1, element: 'fire' }]
70
+ *
71
+ * // Check specific element defense
72
+ * const fireDefense = player.elementsDefense.find(def => def.element === 'fire');
73
+ * if (fireDefense) {
74
+ * console.log(`Fire defense rate: ${fireDefense.rate}`);
75
+ * }
40
76
  * ```
41
- * @title Get Elements Defense
42
- * @prop {Array<{ rate: number, element: Element}>} player.elementsDefense
43
- * @readonly
44
- * @memberof ElementManager
45
- * */
77
+ */
46
78
  get elementsDefense(): { rate: number; element: any }[] {
47
- return this.getFeature("elementsDefense", "element");
79
+ return (this as any).getFeature("elementsDefense", "element");
48
80
  }
49
81
 
50
82
  /**
51
83
  * Set or retrieves all the elements where the player is vulnerable or not.
52
84
  *
85
+ * Manages the player's elemental efficiency modifiers, which determine how
86
+ * effective different elements are against this player. Values greater than 1
87
+ * indicate vulnerability, while values less than 1 indicate resistance.
88
+ * This combines both class-based efficiency and player-specific modifiers.
89
+ *
90
+ * @returns Array of element efficiency objects with rate and element properties
91
+ *
92
+ * @example
53
93
  * ```ts
54
94
  * import { Class } from '@rpgjs/server'
55
95
  *
@@ -71,13 +111,18 @@ export function WithElementManager<TBase extends Constructor<RpgCommonPlayer>>(
71
111
  * player.elementsEfficiency = [{ rate: 2, element: Elements.Ice }]
72
112
  *
73
113
  * console.log(player.elementsEfficiency) // [{ rate: 1, element: 'fire' }, { rate: 2, element: 'ice' }]
114
+ *
115
+ * // Check for vulnerabilities
116
+ * const vulnerabilities = player.elementsEfficiency.filter(eff => eff.rate > 1);
117
+ * console.log('Vulnerable to:', vulnerabilities.map(v => v.element));
118
+ *
119
+ * // Check for resistances
120
+ * const resistances = player.elementsEfficiency.filter(eff => eff.rate < 1);
121
+ * console.log('Resistant to:', resistances.map(r => r.element));
74
122
  * ```
75
- * @title Set/Get Elements Efficiency
76
- * @prop {Array<{ rate: number, element: Element}>} player.elementsEfficiency
77
- * @memberof ElementManager
78
- * */
123
+ */
79
124
  get elementsEfficiency(): { rate: number; element: any }[] {
80
- if (this._class) {
125
+ if (this._class()) {
81
126
  return <any>[
82
127
  ...this._elementsEfficiency,
83
128
  ...(this._class()?.elementsEfficiency || []),
@@ -93,14 +138,30 @@ export function WithElementManager<TBase extends Constructor<RpgCommonPlayer>>(
93
138
  /**
94
139
  * Retrieves a array of elements assigned to the player and the elements of the weapons / armor equipped
95
140
  *
141
+ * Gets all offensive elements available to the player from equipped weapons and armor.
142
+ * This determines what elemental damage types the player can deal in combat.
143
+ * The system automatically combines elements from all equipped items and removes duplicates.
144
+ *
145
+ * @returns Array of element objects with rate and element properties for offensive capabilities
146
+ *
147
+ * @example
96
148
  * ```ts
97
- * console.log(player.elements)
149
+ * // Get all offensive elements
150
+ * console.log(player.elements); // [{ rate: 1.5, element: 'fire' }, { rate: 1.2, element: 'ice' }]
151
+ *
152
+ * // Check if player can deal fire damage
153
+ * const hasFireElement = player.elements.some(el => el.element === 'fire');
154
+ * if (hasFireElement) {
155
+ * console.log('Player can deal fire damage');
156
+ * }
157
+ *
158
+ * // Get strongest element
159
+ * const strongestElement = player.elements.reduce((max, current) =>
160
+ * current.rate > max.rate ? current : max
161
+ * );
162
+ * console.log(`Strongest element: ${strongestElement.element} (${strongestElement.rate})`);
98
163
  * ```
99
- * @title Get Elements
100
- * @prop {Array<Element>} player.elements
101
- * @readonly
102
- * @memberof ElementManager
103
- * */
164
+ */
104
165
  get elements(): {
105
166
  rate: number;
106
167
  element: string;
@@ -114,8 +175,42 @@ export function WithElementManager<TBase extends Constructor<RpgCommonPlayer>>(
114
175
  return arrayUniq(elements);
115
176
  }
116
177
 
178
+ /**
179
+ * Calculate elemental damage coefficient against another player
180
+ *
181
+ * Determines the damage multiplier when this player attacks another player,
182
+ * taking into account the attacker's offensive elements, the defender's
183
+ * elemental efficiency, and elemental defense from equipment. This is used
184
+ * in the battle system to calculate elemental damage modifiers.
185
+ *
186
+ * @param otherPlayer - The target player to calculate coefficient against
187
+ * @returns Numerical coefficient to multiply base damage by
188
+ *
189
+ * @example
190
+ * ```ts
191
+ * // Calculate elemental damage coefficient
192
+ * const firePlayer = new MyPlayer();
193
+ * const icePlayer = new MyPlayer();
194
+ *
195
+ * // Fire player attacks ice player (assuming ice is weak to fire)
196
+ * const coefficient = icePlayer.coefficientElements(firePlayer);
197
+ * console.log(`Damage multiplier: ${coefficient}`); // e.g., 2.0 for double damage
198
+ *
199
+ * // Use in damage calculation
200
+ * const baseDamage = 100;
201
+ * const finalDamage = baseDamage * coefficient;
202
+ * console.log(`Final damage: ${finalDamage}`);
203
+ *
204
+ * // Check for elemental advantage
205
+ * if (coefficient > 1) {
206
+ * console.log('Attacker has elemental advantage!');
207
+ * } else if (coefficient < 1) {
208
+ * console.log('Defender resists this element');
209
+ * }
210
+ * ```
211
+ */
117
212
  coefficientElements(otherPlayer: RpgPlayer): number {
118
- const atkPlayerElements: any = otherPlayer.elements;
213
+ const atkPlayerElements: any = (otherPlayer as any).elements;
119
214
  const playerElements: any = this.elementsEfficiency;
120
215
  let coefficient = 1;
121
216
 
@@ -127,7 +222,7 @@ export function WithElementManager<TBase extends Constructor<RpgCommonPlayer>>(
127
222
  (el) => el.element == atkElement.element
128
223
  );
129
224
  if (!elementPlayer) continue;
130
- const fn = this.getFormulas("coefficientElements");
225
+ const fn = (this as any).getFormulas("coefficientElements");
131
226
  if (!fn) {
132
227
  return coefficient;
133
228
  }
@@ -139,5 +234,11 @@ export function WithElementManager<TBase extends Constructor<RpgCommonPlayer>>(
139
234
  }
140
235
  return coefficient;
141
236
  }
142
- };
237
+ } as unknown as TBase;
143
238
  }
239
+
240
+ /**
241
+ * Type helper to extract the interface from the WithElementManager mixin
242
+ * This provides the type without duplicating method signatures
243
+ */
244
+ export type IElementManager = InstanceType<ReturnType<typeof WithElementManager>>;
@@ -1,44 +1,41 @@
1
- import { type Constructor } from "@rpgjs/common";
2
- import { RpgCommonPlayer } from "@rpgjs/common";
1
+ import { PlayerCtor } from "@rpgjs/common";
3
2
 
4
- /**
5
- * Interface defining what MoveManager adds to a class
6
- */
7
- export interface IGoldManager {
8
-
3
+ export interface GoldManager {
4
+ /**
5
+ * You can change the game money
6
+ *
7
+ * ```ts
8
+ * player.gold += 100
9
+ * ```
10
+ *
11
+ * @title Change Gold
12
+ * @prop {number} player.gold
13
+ * @default 0
14
+ * @memberof GoldManager
15
+ * */
16
+ gold: number;
9
17
  }
10
18
 
11
- /**
12
- * Move Manager mixin
13
- *
14
- * Adds methods to manage player gold
15
- *
16
- * @param Base - The base class to extend
17
- * @returns A new class with gold management capabilities
18
- */
19
- export function WithGoldManager<TBase extends Constructor<RpgCommonPlayer>>(Base: TBase) {
20
- return class extends Base implements IGoldManager {
21
- /**
22
- * You can change the game money
23
- *
24
- * ```ts
25
- * player.gold += 100
26
- * ```
27
- *
28
- * @title Change Gold
29
- * @prop {number} player.gold
30
- * @default 0
31
- * @memberof GoldManager
32
- * */
19
+ export function WithGoldManager<TBase extends PlayerCtor>(
20
+ Base: TBase
21
+ ): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> &
22
+ GoldManager {
23
+ return class extends Base {
33
24
  set gold(val: number) {
34
- if (val < 0) {
35
- val = 0
36
- }
37
- this._gold.set(val)
25
+ if (val < 0) {
26
+ val = 0;
27
+ }
28
+ this._gold.set(val);
38
29
  }
39
30
 
40
31
  get gold(): number {
41
- return this._gold()
32
+ return this._gold();
42
33
  }
43
- };
34
+ } as unknown as any;
44
35
  }
36
+
37
+ /**
38
+ * Type helper to extract the interface from the WithGoldManager mixin
39
+ * This provides the type without duplicating method signatures
40
+ */
41
+ export type IGoldManager = InstanceType<ReturnType<typeof WithGoldManager>>;
@@ -1,132 +1,45 @@
1
1
  import { RpgPlayer } from "./Player";
2
2
  import { Gui, DialogGui, MenuGui, ShopGui, NotificationGui } from "../Gui";
3
3
  import { DialogOptions, Choice } from "../Gui/DialogGui";
4
- import { Constructor, RpgCommonPlayer } from "@rpgjs/common";
4
+ import { Constructor, PlayerCtor } from "@rpgjs/common";
5
5
 
6
- export interface IGuiManager {
7
- emit: any;
8
- removeGui: (guiId: string, data?: any) => void;
9
- }
10
-
11
- export function WithGuiManager<TBase extends Constructor<RpgCommonPlayer>>(
6
+ /**
7
+ * GUI Manager Mixin
8
+ *
9
+ * Provides graphical user interface management capabilities to any class. This mixin handles
10
+ * dialog boxes, menus, notifications, shops, and custom GUI components. It manages the
11
+ * complete GUI system including opening, closing, and data passing between client and server.
12
+ *
13
+ * @param Base - The base class to extend with GUI management
14
+ * @returns Extended class with GUI management methods
15
+ *
16
+ * @example
17
+ * ```ts
18
+ * class MyPlayer extends WithGuiManager(BasePlayer) {
19
+ * constructor() {
20
+ * super();
21
+ * // GUI system is automatically initialized
22
+ * }
23
+ * }
24
+ *
25
+ * const player = new MyPlayer();
26
+ * await player.showText('Hello World!');
27
+ * player.callMainMenu();
28
+ * ```
29
+ */
30
+ export function WithGuiManager<TBase extends PlayerCtor>(
12
31
  Base: TBase
13
- ) {
14
- return class extends Base implements IGuiManager {
32
+ ): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> &
33
+ IGuiManager {
34
+ class GuiManagerMixin extends Base {
15
35
  _gui: { [id: string]: Gui } = {};
16
36
 
17
- /**
18
- * Show a text. This is a graphical interface already built. Opens the GUI named `rpg-dialog`
19
- *
20
- * ```ts
21
- * player.showText('Hello World')
22
- * ```
23
- *
24
- * The method returns a promise. It is resolved when the dialog box is closed.
25
- *
26
- * ```ts
27
- * await player.showText('Hello World')
28
- * // dialog box is closed, then ...
29
- * ```
30
- *
31
- * **Option: position**
32
- *
33
- * You can define how the dialog box is displayed:
34
- * - top
35
- * - middle
36
- * - bottom
37
- *
38
- * (bottom by default)
39
- *
40
- * ```ts
41
- * player.showText('Hello World', {
42
- * position: 'top'
43
- * })
44
- * ```
45
- *
46
- * **Option: fullWidth**
47
- *
48
- * `boolean` (true by default)
49
- *
50
- * Indicate that the dialog box will take the full width of the screen.
51
- *
52
- * ```ts
53
- * player.showText('Hello World', {
54
- * fullWidth: true
55
- * })
56
- * ```
57
- *
58
- * **Option: autoClose**
59
- *
60
- * `boolean` (false by default)
61
- *
62
- * If false, the user will have to press Enter to close the dialog box.
63
- *
64
- * ```ts
65
- * player.showText('Hello World', {
66
- * autoClose: true
67
- * })
68
- * ```
69
- *
70
- * **Option: typewriterEffect**
71
- *
72
- * `boolean` (true by default)
73
- *
74
- * Performs a typewriter effect
75
- *
76
- * ```ts
77
- * player.showText('Hello World', {
78
- * typewriterEffect: false
79
- * })
80
- * ```
81
- *
82
- * **Option: talkWith**
83
- *
84
- * `RpgPlayer` (nothing by default)
85
- *
86
- * If you specify the event or another player, the other player will stop his or her movement and look in the player's direction.
87
- *
88
- * ```ts
89
- * // Code in an event
90
- * player.showText('Hello World', {
91
- * talkWith: this
92
- * })
93
- * ```
94
- *
95
- * @title Show Text
96
- * @method player.showText(text,options)
97
- * @param {string} text
98
- * @param {object} [options] the different options, see usage below
99
- * @returns {Promise}
100
- * @memberof GuiManager
101
- */
102
37
  showText(msg: string, options: DialogOptions = {}): Promise<any> {
103
38
  const gui = new DialogGui(<any>this);
104
39
  this._gui[gui.id] = gui;
105
40
  return gui.openDialog(msg, options);
106
41
  }
107
42
 
108
- /**
109
- * Shows a dialog box with a choice. Opens the GUI named `rpg-dialog`
110
- *
111
- * ```ts
112
- * const choice = await player.showChoices('What color do you prefer?', [
113
- * { text: 'Black', value: 'black' },
114
- * { text: 'Rather the blue', value: 'blue' },
115
- * { text: 'I don\'t have a preference!', value: 'none' }
116
- * ])
117
- *
118
- * // If the player selects the first
119
- * console.log(choice) // { text: 'Black', value: 'black' }
120
- * ```
121
- *
122
- * @title Show Choices
123
- * @method player.showChoices(text,choices)
124
- * @param {string} text
125
- * @param {Array<{ text: string, value: any }>} choices
126
- * @param {object} [options] Same options as the openDialog method
127
- * @returns {Promise<Choice | null>}
128
- * @memberof GuiManager
129
- */
130
43
  showChoices(
131
44
  msg: string,
132
45
  choices: Choice[],
@@ -141,19 +54,6 @@ export function WithGuiManager<TBase extends Constructor<RpgCommonPlayer>>(
141
54
  });
142
55
  }
143
56
 
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
57
  showNotification(
158
58
  message: string,
159
59
  options: { time?: number; icon?: string; sound?: string } = {}
@@ -167,14 +67,6 @@ export function WithGuiManager<TBase extends Constructor<RpgCommonPlayer>>(
167
67
  return gui.open(data);
168
68
  }
169
69
 
170
- /**
171
- * Calls main menu. Opens the GUI named `rpg-main-menu`
172
- *
173
- * @title Call Main Menu
174
- * @method player.callMainMenu()
175
- * @returns {void}
176
- * @memberof GuiManager
177
- */
178
70
  callMainMenu() {
179
71
  const gui = new MenuGui(<any>this);
180
72
  this._gui[gui.id] = gui;
@@ -253,11 +145,11 @@ export function WithGuiManager<TBase extends Constructor<RpgCommonPlayer>>(
253
145
  }
254
146
  }
255
147
 
256
- private _attachedGui(players: RpgPlayer[] | RpgPlayer, display: boolean) {
148
+ _attachedGui(players: RpgPlayer[] | RpgPlayer, display: boolean) {
257
149
  if (!Array.isArray(players)) {
258
150
  players = [players] as RpgPlayer[];
259
151
  }
260
- this.emit("gui.tooltip", {
152
+ (this as any).emit("gui.tooltip", {
261
153
  players: (players as RpgPlayer[]).map((player) => player.id),
262
154
  display,
263
155
  });
@@ -313,5 +205,160 @@ export function WithGuiManager<TBase extends Constructor<RpgCommonPlayer>>(
313
205
  const _players = players || this;
314
206
  this._attachedGui(_players as RpgPlayer[], false);
315
207
  }
316
- };
208
+ }
209
+
210
+ return GuiManagerMixin as unknown as any;
211
+ }
212
+
213
+ /**
214
+ * Interface for GUI management capabilities
215
+ * Defines the methods that will be available on the player
216
+ */
217
+ export interface IGuiManager {
218
+ /**
219
+ * Show a text. This is a graphical interface already built. Opens the GUI named `rpg-dialog`
220
+ *
221
+ * ```ts
222
+ * player.showText('Hello World')
223
+ * ```
224
+ *
225
+ * The method returns a promise. It is resolved when the dialog box is closed.
226
+ *
227
+ * ```ts
228
+ * await player.showText('Hello World')
229
+ * // dialog box is closed, then ...
230
+ * ```
231
+ *
232
+ * **Option: position**
233
+ *
234
+ * You can define how the dialog box is displayed:
235
+ * - top
236
+ * - middle
237
+ * - bottom
238
+ *
239
+ * (bottom by default)
240
+ *
241
+ * ```ts
242
+ * player.showText('Hello World', {
243
+ * position: 'top'
244
+ * })
245
+ * ```
246
+ *
247
+ * **Option: fullWidth**
248
+ *
249
+ * `boolean` (true by default)
250
+ *
251
+ * Indicate that the dialog box will take the full width of the screen.
252
+ *
253
+ * ```ts
254
+ * player.showText('Hello World', {
255
+ * fullWidth: true
256
+ * })
257
+ * ```
258
+ *
259
+ * **Option: autoClose**
260
+ *
261
+ * `boolean` (false by default)
262
+ *
263
+ * If false, the user will have to press Enter to close the dialog box.
264
+ *
265
+ * ```ts
266
+ * player.showText('Hello World', {
267
+ * autoClose: true
268
+ * })
269
+ * ```
270
+ *
271
+ * **Option: typewriterEffect**
272
+ *
273
+ * `boolean` (true by default)
274
+ *
275
+ * Performs a typewriter effect
276
+ *
277
+ * ```ts
278
+ * player.showText('Hello World', {
279
+ * typewriterEffect: false
280
+ * })
281
+ * ```
282
+ *
283
+ * **Option: talkWith**
284
+ *
285
+ * `RpgPlayer` (nothing by default)
286
+ *
287
+ * If you specify the event or another player, the other player will stop his or her movement and look in the player's direction.
288
+ *
289
+ * ```ts
290
+ * // Code in an event
291
+ * player.showText('Hello World', {
292
+ * talkWith: this
293
+ * })
294
+ * ```
295
+ *
296
+ * @title Show Text
297
+ * @method player.showText(text,options)
298
+ * @param {string} text
299
+ * @param {object} [options] the different options, see usage below
300
+ * @returns {Promise}
301
+ * @memberof GuiManager
302
+ */
303
+ showText(msg: string, options?: DialogOptions): Promise<any>;
304
+
305
+ /**
306
+ * Shows a dialog box with a choice. Opens the GUI named `rpg-dialog`
307
+ *
308
+ * ```ts
309
+ * const choice = await player.showChoices('What color do you prefer?', [
310
+ * { text: 'Black', value: 'black' },
311
+ * { text: 'Rather the blue', value: 'blue' },
312
+ * { text: 'I don\'t have a preference!', value: 'none' }
313
+ * ])
314
+ *
315
+ * // If the player selects the first
316
+ * console.log(choice) // { text: 'Black', value: 'black' }
317
+ * ```
318
+ *
319
+ * @title Show Choices
320
+ * @method player.showChoices(text,choices)
321
+ * @param {string} text
322
+ * @param {Array<{ text: string, value: any }>} choices
323
+ * @param {object} [options] Same options as the openDialog method
324
+ * @returns {Promise<Choice | null>}
325
+ * @memberof GuiManager
326
+ */
327
+ showChoices(
328
+ msg: string,
329
+ choices: Choice[],
330
+ options?: DialogOptions
331
+ ): Promise<Choice | null>;
332
+
333
+ /**
334
+ * Displays a notification . Opens the GUI named `rpg-notification`
335
+ *
336
+ * @title Displays a notification
337
+ * @method player.showNotification()
338
+ * @param {string} message - The message to display in the notification
339
+ * @param {object} options - An object containing options for the notification
340
+ * @param {number} options.time - The time to display the notification for (in ms). Default: 2000ms
341
+ * @param {string} options.icon - The icon to display in the notification. Put the identifier of the spritesheet (defined on the client side)
342
+ * @param {string} options.sound - The sound to play when the notification is shown. Set the sound ID (defined on the client side)
343
+ * @returns {void}
344
+ * @memberof GuiManager
345
+ */
346
+ showNotification(
347
+ message: string,
348
+ options?: { time?: number; icon?: string; sound?: string }
349
+ ): Promise<any>;
350
+ /**
351
+ * Calls main menu. Opens the GUI named `rpg-main-menu`
352
+ *
353
+ * @title Call Main Menu
354
+ * @method player.callMainMenu()
355
+ * @returns {void}
356
+ * @memberof GuiManager
357
+ */
358
+ callMainMenu(): void;
359
+ callShop(items: any[]): void;
360
+ gui(guiId: string): Gui;
361
+ removeGui(guiId: string, data?: any): void;
362
+ showAttachedGui(players?: RpgPlayer[] | RpgPlayer): void;
363
+ hideAttachedGui(players?: RpgPlayer[] | RpgPlayer): void;
317
364
  }
@@ -1,11 +1,10 @@
1
1
  import { ItemInstance } from "@rpgjs/database";
2
- import { RpgCommonPlayer, type Constructor } from "@rpgjs/common";
3
- export class ItemFixture {}
2
+ import { PlayerCtor } from "@rpgjs/common";
4
3
 
5
- export function WithItemFixture<TBase extends Constructor<RpgCommonPlayer>>(
4
+ export function WithItemFixture<TBase extends PlayerCtor>(
6
5
  Base: TBase
7
6
  ) {
8
- return class extends Base implements IItemFixture {
7
+ return class extends Base {
9
8
  protected getFeature(name, prop): any {
10
9
  const array = {};
11
10
  for (let item of this.equipments()) {
@@ -21,7 +20,7 @@ export function WithItemFixture<TBase extends Constructor<RpgCommonPlayer>>(
21
20
  }
22
21
  return Object.values(array);
23
22
  }
24
- };
23
+ } as unknown as TBase;
25
24
  }
26
25
 
27
26
  export interface ItemFixture {