@rpgjs/server 5.0.0-alpha.21 → 5.0.0-alpha.23

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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "@rpgjs/server",
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- "version": "5.0.0-alpha.21",
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+ "version": "5.0.0-alpha.23",
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  "main": "./dist/index.js",
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  "types": "./dist/index.d.ts",
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  "publishConfig": {
@@ -11,18 +11,18 @@
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  "license": "MIT",
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  "description": "",
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  "dependencies": {
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- "@rpgjs/common": "5.0.0-alpha.21",
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- "@rpgjs/physic": "5.0.0-alpha.21",
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+ "@rpgjs/common": "5.0.0-alpha.23",
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+ "@rpgjs/physic": "5.0.0-alpha.23",
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  "@rpgjs/database": "^4.3.0",
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- "@signe/di": "^2.5.1",
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- "@signe/reactive": "^2.5.1",
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- "@signe/room": "^2.5.1",
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- "@signe/sync": "^2.5.1",
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+ "@signe/di": "^2.5.2",
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+ "@signe/reactive": "^2.5.2",
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+ "@signe/room": "^2.5.2",
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+ "@signe/sync": "^2.5.2",
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  "rxjs": "^7.8.2",
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  "zod": "^4.1.13"
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  },
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  "devDependencies": {
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- "vite": "^7.2.4",
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+ "vite": "^7.2.6",
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  "vite-plugin-dts": "^4.5.4"
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  },
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  "type": "module",
@@ -2,44 +2,21 @@ import { Constructor, PlayerCtor, RpgCommonPlayer } from "@rpgjs/common";
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  import { RpgPlayer } from "./Player";
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  import { ATK, PDEF, SDEF } from "../presets";
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  import { Effect } from "./EffectManager";
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+ import type { IElementManager } from "./ElementManager";
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+ import type { IEffectManager } from "./EffectManager";
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+ import type { IParameterManager } from "./ParameterManager";
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- interface PlayerWithMixins extends RpgCommonPlayer {
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- parameters: any[];
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+ /**
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+ * Interface combining methods from other managers needed by BattleManager
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+ * Reuses existing interfaces instead of duplicating method signatures
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+ */
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+ interface PlayerWithMixins extends IElementManager, IEffectManager, Pick<IParameterManager, 'parameters' | 'hp'> {
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  getFormulas(name: string): any;
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- hasEffect(effect: string): boolean;
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- coefficientElements(attackerPlayer: RpgPlayer): number;
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- hp: number;
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- getCurrentMap(): any;
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+ getCurrentMap(): ReturnType<RpgPlayer['getCurrentMap']>;
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  }
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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 function WithBattleManager<TBase extends PlayerCtor>(Base: TBase) {
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- return class extends Base {
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- /**
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+ export interface IBattleManager {
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+ /**
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  * Apply damage. Player will lose HP. the `attackerPlayer` parameter is the other player, the one who attacks.
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  *
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  * If you don't set the skill parameter, it will be a physical attack.
@@ -71,6 +48,17 @@ export function WithBattleManager<TBase extends PlayerCtor>(Base: TBase) {
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  * }
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  * ```
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50
  */
51
+ applyDamage(attackerPlayer: RpgPlayer, skill?: any): {
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+ damage: number;
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+ critical: boolean;
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+ elementVulnerable: boolean;
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+ guard: boolean;
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+ superGuard: boolean;
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+ };
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+ }
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+
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+ export function WithBattleManager<TBase extends PlayerCtor>(Base: TBase): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> & IBattleManager {
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+ return class extends Base {
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62
  applyDamage(
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  attackerPlayer: RpgPlayer,
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64
  skill?: any
@@ -81,9 +69,10 @@ export function WithBattleManager<TBase extends PlayerCtor>(Base: TBase) {
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  guard: boolean;
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  superGuard: boolean;
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  } {
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+ const self = this as unknown as PlayerWithMixins;
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  const getParam = (player: RpgPlayer) => {
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  const params = {};
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- (this as any).parameters.forEach((val, key) => {
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+ Object.keys(self.parameters).forEach((key) => {
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  params[key] = (player as any).param[key];
88
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  });
89
78
  return {
@@ -100,26 +89,25 @@ export function WithBattleManager<TBase extends PlayerCtor>(Base: TBase) {
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  let superGuard = false;
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  let elementVulnerable = false;
102
91
  const paramA = getParam(attackerPlayer);
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- const paramB = getParam(<any>this);
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- console.log(paramA, paramB)
92
+ const paramB = getParam(self as any);
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93
  if (skill) {
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- fn = this.getFormulas("damageSkill");
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+ fn = self.getFormulas("damageSkill");
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95
  if (!fn) {
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  throw new Error("Skill Formulas not exists");
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  }
110
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  damage = fn(paramA, paramB, skill);
111
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  } else {
112
- fn = this.getFormulas("damagePhysic");
100
+ fn = self.getFormulas("damagePhysic");
113
101
  if (!fn) {
114
102
  throw new Error("Physic Formulas not exists");
115
103
  }
116
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  damage = fn(paramA, paramB);
117
- const coef = (this as any).coefficientElements(attackerPlayer);
105
+ const coef = self.coefficientElements(attackerPlayer);
118
106
  if (coef >= 2) {
119
107
  elementVulnerable = true;
120
108
  }
121
109
  damage *= coef;
122
- fn = this.getFormulas("damageCritical");
110
+ fn = self.getFormulas("damageCritical");
123
111
  if (fn) {
124
112
  let newDamage = fn(damage, paramA, paramB);
125
113
  if (damage != newDamage) {
@@ -128,8 +116,8 @@ export function WithBattleManager<TBase extends PlayerCtor>(Base: TBase) {
128
116
  damage = newDamage;
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117
  }
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118
  }
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- if ((this as any).hasEffect(Effect.GUARD)) {
132
- fn = this.getFormulas("damageGuard");
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+ if (self.hasEffect(Effect.GUARD)) {
120
+ fn = self.getFormulas("damageGuard");
133
121
  if (fn) {
134
122
  let newDamage = fn(damage, paramA, paramB);
135
123
  if (damage != newDamage) {
@@ -138,11 +126,11 @@ export function WithBattleManager<TBase extends PlayerCtor>(Base: TBase) {
138
126
  damage = newDamage;
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127
  }
140
128
  }
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- if ((this as any).hasEffect(Effect.SUPER_GUARD)) {
129
+ if (self.hasEffect(Effect.SUPER_GUARD)) {
142
130
  damage /= 4;
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131
  superGuard = true;
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132
  }
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- (this as any).hp -= damage;
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+ self.hp -= damage;
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134
  return {
147
135
  damage,
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  critical,
@@ -179,14 +167,9 @@ export function WithBattleManager<TBase extends PlayerCtor>(Base: TBase) {
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167
  * ```
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168
  */
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  getFormulas(name: string) {
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- const map = (this as any).getCurrentMap();
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- return map.damageFormulas[name];
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+ const self = this as unknown as PlayerWithMixins;
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+ const map = self.getCurrentMap();
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+ return map?.damageFormulas[name];
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173
  }
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- } as unknown as TBase
186
- }
187
-
188
- /**
189
- * 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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+ } as unknown as any;
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+ }
@@ -36,38 +36,6 @@ interface PlayerWithMixins extends RpgCommonPlayer {
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36
  */
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  export function WithClassManager<TBase extends PlayerCtor>(Base: TBase) {
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  return class extends Base {
39
-
40
- /**
41
- * Assign a class to the player
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- *
43
- * Sets the player's class, which defines their combat abilities, stat growth,
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- * and available skills. The class system provides the foundation for character
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- * progression and specialization. When a class is set, it automatically triggers
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- * the class's onSet method for any additional initialization.
47
- *
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- * @param _class - The class constructor or class ID to assign to the player
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- * @returns The instantiated class object
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- *
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- * @example
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- * ```ts
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- * import { Fighter } from 'my-database/classes/fighter'
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- *
55
- * // Set class using constructor
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- * const fighterClass = player.setClass(Fighter);
57
- * console.log('Class set:', fighterClass.name);
58
- *
59
- * // Set class using string ID
60
- * player.setClass('fighter');
61
- *
62
- * // Class affects available skills and stats
63
- * console.log('Available skills:', player.skills);
64
- * console.log('Class bonuses applied to stats');
65
- *
66
- * // Class determines level progression
67
- * player.level = 5;
68
- * // Skills may be automatically learned based on class definition
69
- * ```
70
- */
71
39
  setClass(_class: ClassClass | string) {
72
40
  if (isString(_class)) _class = (this as any).databaseById(_class);
73
41
  const classInstance = new (_class as ClassClass)();
@@ -75,42 +43,6 @@ export function WithClassManager<TBase extends PlayerCtor>(Base: TBase) {
75
43
  return classInstance;
76
44
  }
77
45
 
78
- /**
79
- * Allows to give a set of already defined properties to the player (default equipment, or a list of skills to learn according to the level)
80
- *
81
- * Sets up the player as a specific actor archetype, which includes predefined
82
- * characteristics like starting equipment, parameters, level ranges, and associated class.
83
- * This is typically used for creating pre-configured character templates or NPCs
84
- * with specific roles and equipment loadouts.
85
- *
86
- * @param actorClass - The actor constructor or actor ID to assign to the player
87
- * @returns The instantiated actor object
88
- *
89
- * @example
90
- * ```ts
91
- * import { Hero } from 'my-database/classes/hero'
92
- *
93
- * // Set up player as Hero actor
94
- * const heroActor = player.setActor(Hero);
95
- * console.log('Actor configured:', heroActor.name);
96
- *
97
- * // Actor automatically sets up:
98
- * // - Starting equipment (sword, armor, etc.)
99
- * console.log('Starting equipment:', player.equipments());
100
- *
101
- * // - Parameter ranges and growth
102
- * console.log('Level range:', player.initialLevel, '-', player.finalLevel);
103
- *
104
- * // - Associated class
105
- * console.log('Assigned class:', player.class);
106
- *
107
- * // - Experience curve
108
- * console.log('EXP curve:', player.expCurve);
109
- *
110
- * // Actor setup is comprehensive
111
- * player.setActor('hero'); // Can also use string ID
112
- * ```
113
- */
114
46
  setActor(actorClass: ActorClass | string) {
115
47
  if (isString(actorClass)) actorClass = (this as any).databaseById(actorClass);
116
48
  const actor = new (actorClass as ActorClass)();
@@ -132,7 +64,25 @@ export function WithClassManager<TBase extends PlayerCtor>(Base: TBase) {
132
64
  }
133
65
 
134
66
  /**
135
- * Type helper to extract the interface from the WithClassManager mixin
136
- * This provides the type without duplicating method signatures
67
+ * Interface for Class Manager functionality
68
+ *
69
+ * Provides class and actor management capabilities including character class assignment
70
+ * and actor setup. This interface defines the public API of the ClassManager mixin.
137
71
  */
138
- export type IClassManager = InstanceType<ReturnType<typeof WithClassManager>>;
72
+ export interface IClassManager {
73
+ /**
74
+ * Assign a class to the player
75
+ *
76
+ * @param _class - The class constructor or class ID to assign to the player
77
+ * @returns The instantiated class object
78
+ */
79
+ setClass(_class: ClassClass | string): any;
80
+
81
+ /**
82
+ * Set up the player as a specific actor archetype
83
+ *
84
+ * @param actorClass - The actor constructor or actor ID to assign to the player
85
+ * @returns The instantiated actor object
86
+ */
87
+ setActor(actorClass: ActorClass | string): any;
88
+ }
@@ -42,70 +42,10 @@ export enum Effect {
42
42
  */
43
43
  export function WithEffectManager<TBase extends PlayerCtor>(Base: TBase) {
44
44
  return class extends Base {
45
- /**
46
- * Check if the player has a specific effect
47
- *
48
- * Determines whether the player currently has the specified effect active.
49
- * This includes effects from states, equipment, and temporary conditions.
50
- * The effect system provides a flexible way to apply various gameplay
51
- * restrictions and enhancements to the player.
52
- *
53
- * @param effect - The effect identifier to check for
54
- * @returns true if the player has the effect, false otherwise
55
- *
56
- * @example
57
- * ```ts
58
- * import { Effect } from '@rpgjs/database'
59
- *
60
- * // Check for skill restriction
61
- * const cannotUseSkills = player.hasEffect(Effect.CAN_NOT_SKILL);
62
- * if (cannotUseSkills) {
63
- * console.log('Player cannot use skills right now');
64
- * }
65
- *
66
- * // Check for guard effect
67
- * const isGuarding = player.hasEffect(Effect.GUARD);
68
- * if (isGuarding) {
69
- * console.log('Player is in guard stance');
70
- * }
71
- *
72
- * // Check for cost reduction
73
- * const halfCost = player.hasEffect(Effect.HALF_SP_COST);
74
- * const actualCost = skillCost / (halfCost ? 2 : 1);
75
- * ```
76
- */
77
45
  hasEffect(effect: string): boolean {
78
46
  return this.effects.includes(effect);
79
47
  }
80
48
 
81
- /**
82
- * Retrieves a array of effects assigned to the player, state effects and effects of weapons and armors equipped with the player's own weapons.
83
- *
84
- * Gets all currently active effects on the player from multiple sources:
85
- * - Direct effects assigned to the player
86
- * - Effects from active states (buffs/debuffs)
87
- * - Effects from equipped weapons and armor
88
- * The returned array contains unique effects without duplicates.
89
- *
90
- * @returns Array of all active effects on the player
91
- *
92
- * @example
93
- * ```ts
94
- * // Get all active effects
95
- * console.log(player.effects); // ['GUARD', 'HALF_SP_COST', ...]
96
- *
97
- * // Check multiple effects
98
- * const effects = player.effects;
99
- * const hasRestrictions = effects.some(effect =>
100
- * effect.startsWith('CAN_NOT_')
101
- * );
102
- *
103
- * // Count beneficial effects
104
- * const beneficialEffects = effects.filter(effect =>
105
- * ['GUARD', 'SUPER_GUARD', 'HALF_SP_COST'].includes(effect)
106
- * );
107
- * ```
108
- */
109
49
  get effects(): any[] {
110
50
  const getEffects = (prop) => {
111
51
  return arrayFlat(this[prop]().map((el) => el.effects || []));
@@ -117,39 +57,6 @@ export function WithEffectManager<TBase extends PlayerCtor>(Base: TBase) {
117
57
  ]);
118
58
  }
119
59
 
120
- /**
121
- * Assigns effects to the player. If you give a array, it does not change the effects of the player's states and armor/weapons equipped.
122
- *
123
- * Sets the direct effects on the player. This only affects the player's own effects
124
- * and does not modify effects from states or equipment. The total effects will be
125
- * the combination of these direct effects plus any effects from states and equipment.
126
- *
127
- * @param val - Array of effect identifiers to assign to the player
128
- *
129
- * @example
130
- * ```ts
131
- * import { Effect } from '@rpgjs/database'
132
- *
133
- * // Set direct player effects
134
- * player.effects = [Effect.CAN_NOT_SKILL];
135
- *
136
- * // Add multiple effects
137
- * player.effects = [
138
- * Effect.GUARD,
139
- * Effect.HALF_SP_COST,
140
- * Effect.CAN_NOT_ITEM
141
- * ];
142
- *
143
- * // Clear direct effects (equipment/state effects remain)
144
- * player.effects = [];
145
- *
146
- * // Temporary effect application
147
- * const originalEffects = player.effects;
148
- * player.effects = [...originalEffects, Effect.SUPER_GUARD];
149
- * // Later restore
150
- * player.effects = originalEffects;
151
- * ```
152
- */
153
60
  set effects(val) {
154
61
  this._effects.set(val);
155
62
  }
@@ -157,7 +64,54 @@ export function WithEffectManager<TBase extends PlayerCtor>(Base: TBase) {
157
64
  }
158
65
 
159
66
  /**
160
- * Type helper to extract the interface from the WithEffectManager mixin
161
- * This provides the type without duplicating method signatures
67
+ * Interface for Effect Manager functionality
68
+ *
69
+ * Provides effect management capabilities including restrictions, buffs, and debuffs.
70
+ * This interface defines the public API of the EffectManager mixin.
162
71
  */
163
- export type IEffectManager = InstanceType<ReturnType<typeof WithEffectManager>>;
72
+ export interface IEffectManager {
73
+ /**
74
+ * Gets all currently active effects on the player from multiple sources:
75
+ * - Direct effects assigned to the player
76
+ * - Effects from active states (buffs/debuffs)
77
+ * - Effects from equipped weapons and armor
78
+ * The returned array contains unique effects without duplicates.
79
+ *
80
+ * @returns Array of all active effects on the player
81
+ */
82
+ effects: any[];
83
+
84
+ /**
85
+ * Check if the player has a specific effect
86
+ *
87
+ * Determines whether the player currently has the specified effect active.
88
+ * This includes effects from states, equipment, and temporary conditions.
89
+ * The effect system provides a flexible way to apply various gameplay
90
+ * restrictions and enhancements to the player.
91
+ *
92
+ * @param effect - The effect identifier to check for
93
+ * @returns true if the player has the effect, false otherwise
94
+ *
95
+ * @example
96
+ * ```ts
97
+ * import { Effect } from '@rpgjs/database'
98
+ *
99
+ * // Check for skill restriction
100
+ * const cannotUseSkills = player.hasEffect(Effect.CAN_NOT_SKILL);
101
+ * if (cannotUseSkills) {
102
+ * console.log('Player cannot use skills right now');
103
+ * }
104
+ *
105
+ * // Check for guard effect
106
+ * const isGuarding = player.hasEffect(Effect.GUARD);
107
+ * if (isGuarding) {
108
+ * console.log('Player is in guard stance');
109
+ * }
110
+ *
111
+ * // Check for cost reduction
112
+ * const halfCost = player.hasEffect(Effect.HALF_SP_COST);
113
+ * const actualCost = skillCost / (halfCost ? 2 : 1);
114
+ * ```
115
+ */
116
+ hasEffect(effect: string): boolean;
117
+ }