@rpgjs/server 5.0.0-alpha.4 → 5.0.0-alpha.41

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Files changed (101) hide show
  1. package/dist/Gui/DialogGui.d.ts +5 -0
  2. package/dist/Gui/GameoverGui.d.ts +23 -0
  3. package/dist/Gui/Gui.d.ts +6 -0
  4. package/dist/Gui/MenuGui.d.ts +22 -3
  5. package/dist/Gui/NotificationGui.d.ts +1 -2
  6. package/dist/Gui/SaveLoadGui.d.ts +13 -0
  7. package/dist/Gui/ShopGui.d.ts +28 -3
  8. package/dist/Gui/TitleGui.d.ts +23 -0
  9. package/dist/Gui/index.d.ts +10 -1
  10. package/dist/Player/BattleManager.d.ts +34 -12
  11. package/dist/Player/ClassManager.d.ts +46 -13
  12. package/dist/Player/ComponentManager.d.ts +123 -0
  13. package/dist/Player/Components.d.ts +345 -0
  14. package/dist/Player/EffectManager.d.ts +86 -0
  15. package/dist/Player/ElementManager.d.ts +104 -0
  16. package/dist/Player/GoldManager.d.ts +22 -0
  17. package/dist/Player/GuiManager.d.ts +259 -0
  18. package/dist/Player/ItemFixture.d.ts +6 -0
  19. package/dist/Player/ItemManager.d.ts +450 -9
  20. package/dist/Player/MoveManager.d.ts +324 -69
  21. package/dist/Player/ParameterManager.d.ts +344 -14
  22. package/dist/Player/Player.d.ts +460 -8
  23. package/dist/Player/SkillManager.d.ts +197 -15
  24. package/dist/Player/StateManager.d.ts +89 -25
  25. package/dist/Player/VariableManager.d.ts +74 -0
  26. package/dist/RpgServer.d.ts +502 -64
  27. package/dist/RpgServerEngine.d.ts +2 -1
  28. package/dist/decorators/event.d.ts +46 -0
  29. package/dist/decorators/map.d.ts +287 -0
  30. package/dist/index.d.ts +10 -0
  31. package/dist/index.js +21653 -20900
  32. package/dist/index.js.map +1 -1
  33. package/dist/logs/log.d.ts +2 -3
  34. package/dist/module.d.ts +43 -1
  35. package/dist/presets/index.d.ts +0 -9
  36. package/dist/rooms/BaseRoom.d.ts +132 -0
  37. package/dist/rooms/lobby.d.ts +10 -2
  38. package/dist/rooms/map.d.ts +1236 -17
  39. package/dist/services/save.d.ts +43 -0
  40. package/dist/storage/index.d.ts +1 -0
  41. package/dist/storage/localStorage.d.ts +23 -0
  42. package/package.json +14 -10
  43. package/src/Gui/DialogGui.ts +19 -4
  44. package/src/Gui/GameoverGui.ts +39 -0
  45. package/src/Gui/Gui.ts +23 -1
  46. package/src/Gui/MenuGui.ts +155 -6
  47. package/src/Gui/NotificationGui.ts +1 -2
  48. package/src/Gui/SaveLoadGui.ts +60 -0
  49. package/src/Gui/ShopGui.ts +146 -16
  50. package/src/Gui/TitleGui.ts +39 -0
  51. package/src/Gui/index.ts +15 -2
  52. package/src/Player/BattleManager.ts +91 -49
  53. package/src/Player/ClassManager.ts +118 -50
  54. package/src/Player/ComponentManager.ts +425 -19
  55. package/src/Player/Components.ts +380 -0
  56. package/src/Player/EffectManager.ts +81 -44
  57. package/src/Player/ElementManager.ts +109 -86
  58. package/src/Player/GoldManager.ts +32 -35
  59. package/src/Player/GuiManager.ts +308 -150
  60. package/src/Player/ItemFixture.ts +4 -5
  61. package/src/Player/ItemManager.ts +774 -355
  62. package/src/Player/MoveManager.ts +1544 -774
  63. package/src/Player/ParameterManager.ts +546 -104
  64. package/src/Player/Player.ts +1163 -88
  65. package/src/Player/SkillManager.ts +520 -195
  66. package/src/Player/StateManager.ts +170 -182
  67. package/src/Player/VariableManager.ts +101 -63
  68. package/src/RpgServer.ts +525 -63
  69. package/src/core/context.ts +1 -0
  70. package/src/decorators/event.ts +61 -0
  71. package/src/decorators/map.ts +327 -0
  72. package/src/index.ts +11 -1
  73. package/src/logs/log.ts +10 -3
  74. package/src/module.ts +126 -3
  75. package/src/presets/index.ts +1 -10
  76. package/src/rooms/BaseRoom.ts +232 -0
  77. package/src/rooms/lobby.ts +25 -7
  78. package/src/rooms/map.ts +2502 -194
  79. package/src/services/save.ts +147 -0
  80. package/src/storage/index.ts +1 -0
  81. package/src/storage/localStorage.ts +76 -0
  82. package/tests/battle.spec.ts +375 -0
  83. package/tests/change-map.spec.ts +72 -0
  84. package/tests/class.spec.ts +274 -0
  85. package/tests/effect.spec.ts +219 -0
  86. package/tests/element.spec.ts +221 -0
  87. package/tests/event.spec.ts +80 -0
  88. package/tests/gold.spec.ts +99 -0
  89. package/tests/item.spec.ts +609 -0
  90. package/tests/module.spec.ts +38 -0
  91. package/tests/move.spec.ts +601 -0
  92. package/tests/player-param.spec.ts +28 -0
  93. package/tests/prediction-reconciliation.spec.ts +182 -0
  94. package/tests/random-move.spec.ts +65 -0
  95. package/tests/skill.spec.ts +658 -0
  96. package/tests/state.spec.ts +467 -0
  97. package/tests/variable.spec.ts +185 -0
  98. package/tests/world-maps.spec.ts +896 -0
  99. package/vite.config.ts +16 -0
  100. package/dist/Player/Event.d.ts +0 -0
  101. package/src/Player/Event.ts +0 -0
@@ -1,3 +1,4 @@
1
1
  import { Context } from "@signe/di";
2
2
 
3
3
  export const context = new Context();
4
+ context['side'] = 'server'
@@ -0,0 +1,61 @@
1
+ export enum EventMode {
2
+ Shared = 'shared',
3
+ Scenario = 'scenario'
4
+ }
5
+
6
+ export interface EventOptions {
7
+ /**
8
+ * The mode of the event, shared evening or scenario
9
+ *
10
+ * The scenario mode allows you to have events specific to the player. Thus, the graphics, the positions of the event will be different for each player. Beware of performance! The event is duplicated by each player.
11
+ *
12
+ * `shared` mode by default
13
+ *
14
+ * ```ts
15
+ * import { RpgEvent, EventData, RpgPlayer, EventMode } from '@rpgjs/server'
16
+ * @EventData({
17
+ * name: 'EV-1',
18
+ * mode: EventMode.Scenario // or EventMode.Shared
19
+ * })
20
+ * export class CharaEvent extends RpgEvent { }
21
+ * ```
22
+ *
23
+ * @prop {string} [mode] Either "shared" or "scenario".
24
+ * @memberof EventData
25
+ * */
26
+ mode?: EventMode,
27
+
28
+ width?: number,
29
+ height?: number,
30
+
31
+ /**
32
+ * The hitbox of the event. By default, this is the size of the tile of the map
33
+ *
34
+ * @prop { { width: number, height: number }} [hitbox]
35
+ * @memberof EventData
36
+ * */
37
+ hitbox?: {
38
+ width?: number,
39
+ height?: number
40
+ },
41
+
42
+ /**
43
+ * Name of the event. This is its identifier. it allows you to retrieve an event and place it on the map
44
+ *
45
+ * @prop {string} name
46
+ * @memberof EventData
47
+ * */
48
+ name: string
49
+ }
50
+
51
+ export function EventData(options: EventOptions) {
52
+ return (target) => {
53
+ target.mode = options.mode || EventMode.Shared
54
+ target.width = options.width
55
+ target.height = options.height
56
+ target.hitbox = options.hitbox
57
+ target._name = options.name
58
+ target.prototype._name = options.name
59
+ target.prototype.mode = target.mode
60
+ }
61
+ }
@@ -0,0 +1,327 @@
1
+ import type { WeatherState } from "@rpgjs/common";
2
+
3
+ export interface MapOptions {
4
+ /**
5
+ * Map identifier. Allows to go to the map (for example with player.changeMap())
6
+ *
7
+ * @prop {string} [id]
8
+ * @memberof MapData
9
+ * */
10
+ id?: string,
11
+
12
+ /**
13
+ * the path to the .tmx file (Tiled Map Editor)
14
+ *
15
+ * Remember to use `require()` function
16
+ *
17
+ * ```ts
18
+ * import { MapData, RpgMap } from '@rpgjs/server'
19
+ *
20
+ * @MapData({
21
+ * id: 'town',
22
+ * file: require('./tmx/town.tmx')
23
+ * })
24
+ * class TownMap extends RpgMap { }
25
+ * ```
26
+ * @prop {string} file
27
+ * @memberof MapData
28
+ * */
29
+ file?: any,
30
+
31
+ /**
32
+ * The name of the map.
33
+ * @prop {string} [name]
34
+ * @memberof MapData
35
+ * */
36
+ name?: string,
37
+
38
+ /**
39
+ * Map events. This is an array containing `RpgEvent` classes.
40
+ * You can also give an object that will indicate the positions of the event on the map.
41
+ *
42
+ * ```ts
43
+ * import { MapData, RpgMap, EventData, RpgEvent } from '@rpgjs/server'
44
+ *
45
+ * @EventData({
46
+ * name: 'Ev-1'
47
+ * })
48
+ * class NpcEvent extends RpgEvent { }
49
+ *
50
+ * @MapData({
51
+ * id: 'medieval',
52
+ * file: require('./tmx/town.tmx'),
53
+ * events: [NpcEvent]
54
+ * })
55
+ * class TownMap extends RpgMap {}
56
+ * ```
57
+ *
58
+ * If the positions are not defined, the event will be placed on a Tiled Map Editor shape ([/guide/create-event.html#position-the-event-on-the-map](Guide)). Otherwise, it will be placed at `{x:0, y:0 }`
59
+ *
60
+ * You can give positions:
61
+ *
62
+ * ```ts
63
+ * events: [{ event: NpcEvent, x: 10, y: 30 }]
64
+ * ```
65
+ *
66
+ * @prop {Class of RpgEvent[] | { event: Class RpgEvent, x: number, y: number }} [events]
67
+ * @memberof MapData
68
+ * */
69
+ events?: { event: any, x: number, y: number }[] | any[],
70
+
71
+ /**
72
+ * The sounds that will be played when the map is open. Sounds must be defined on the client side. Then, put the name of the sound identifier
73
+ *
74
+ * So, it is possible to play several sounds (in loop or not) on the card. You can put a background music (BGM) and a background noise (BGS) for example
75
+ *
76
+ * ```ts
77
+ * sounds: ['my-bgm', 'my-bgs']
78
+ * ```
79
+ *
80
+ * And client side:
81
+ *
82
+ * ```ts
83
+ * import { Sound } from '@rpgjs/client'
84
+ *
85
+ * @Sound({
86
+ * sounds: {
87
+ * 'my-bgm': require('./assets/bgm.ogg'),
88
+ * 'my-bgs': require('./assets/bgs.ogg')
89
+ * },
90
+ * loop: true
91
+ * })
92
+ * export class Sounds {}
93
+ * ```
94
+ *
95
+ * See [https://docs.rpgjs.dev/classes/sound.html#properties](RpgSound Decorator)
96
+ *
97
+ * @prop {Array<string>} [sounds]
98
+ * @memberof MapData
99
+ * */
100
+ sounds?: string[]
101
+
102
+ /**
103
+ * Initial weather state for this map.
104
+ *
105
+ * This value is applied when the map is loaded and can later be updated
106
+ * at runtime with `map.setWeather()` from server logic.
107
+ *
108
+ * ```ts
109
+ * @MapData({
110
+ * id: 'forest',
111
+ * file: require('./tmx/forest.tmx'),
112
+ * weather: {
113
+ * effect: 'fog',
114
+ * preset: 'rpgForestFog',
115
+ * params: { density: 1.2, height: 0.75 },
116
+ * transitionMs: 1200
117
+ * }
118
+ * })
119
+ * class ForestMap extends RpgMap {}
120
+ * ```
121
+ */
122
+ weather?: WeatherState | null
123
+
124
+ /**
125
+ * Whether to stop all sounds before playing the map sounds when a player joins.
126
+ *
127
+ * If set to `true`, all currently playing sounds will be stopped before playing the new map sounds.
128
+ * This prevents sound overlap when changing maps.
129
+ *
130
+ * By default, this is `false`, meaning sounds from the previous map will continue playing.
131
+ *
132
+ * ```ts
133
+ * @MapData({
134
+ * id: 'battle-map',
135
+ * sounds: ['battle-theme'],
136
+ * stopAllSoundsBeforeJoin: true // Stop all sounds before playing battle theme
137
+ * })
138
+ * class BattleMap extends RpgMap {}
139
+ * ```
140
+ *
141
+ * @prop {boolean} [stopAllSoundsBeforeJoin=false]
142
+ * @memberof MapData
143
+ * @since 5.0.0
144
+ * */
145
+ stopAllSoundsBeforeJoin?: boolean
146
+
147
+ /**
148
+ * Specify which properties will be synchronized with the client. On the client side, you can retrieve the values synchronized with the valueChanges property on the scene
149
+ *
150
+ * You must create the schema:
151
+ *
152
+ * ```ts
153
+ * import { MapData, RpgMap } from '@rpgjs/server'
154
+ *
155
+ * @MapData({
156
+ * id: 'medieval',
157
+ * file: require('./tmx/town.tmx'),
158
+ * syncSchema: {
159
+ * count: Number
160
+ * }
161
+ * })
162
+ * export class TownMap extends RpgMap {
163
+ * count: number = 0
164
+ *
165
+ * onLoad() {}
166
+ *
167
+ * onJoin() {
168
+ * this.count++
169
+ * }
170
+ *
171
+ * onLeave(player) {
172
+ * super.onLeave(player)
173
+ * this.count--
174
+ * }
175
+ * }
176
+ *
177
+ * ```
178
+ *
179
+ * If you want to change the scheme of players and events, consider overwriting the existing scheme
180
+ *
181
+ * ```ts
182
+ * import { MapData, RpgMap, RpgPlayer } from '@rpgjs/server'
183
+ *
184
+ *
185
+ * declare module '@rpgjs/server' {
186
+ * export interface RpgPlayer {
187
+ * customProp: string
188
+ * }
189
+ * }
190
+ *
191
+ * @MapData({
192
+ * id: 'medieval',
193
+ * file: require('./tmx/town.tmx'),
194
+ * syncSchema: {
195
+ * users: [
196
+ * {
197
+ * customProp: String,
198
+ * ...RpgPlayer.schemas
199
+ * }
200
+ * ]
201
+ * }
202
+ * })
203
+ * export class TownMap extends RpgMap {}
204
+ * ```
205
+ *
206
+ * The properties are called `users` and `events`. Their scheme is identical and defined in `RpgPlayer.schemas`. To write schematics, refer to the [documentation of the simple-room](https://github.com/RSamaium/simple-room) module
207
+ *
208
+ * @prop {object} [syncSchema]
209
+ * @memberof MapData
210
+ * */
211
+ syncSchema?: any
212
+
213
+ /**
214
+ * Decreases the RAM of the map. In this case, some instructions will be different.
215
+ *
216
+ * `map.getTileByIndex()` will not return all tiles of an index but only the tile of the highest layer
217
+ *
218
+ * > You can also use the `low-memory` property in Tiled maps
219
+ *
220
+ * @prop {boolean} [lowMemory=false]
221
+ * @since 3.1.0
222
+ * @memberof MapData
223
+ * */
224
+ lowMemory?: boolean
225
+
226
+ /**
227
+ * Called when the map is loaded and initialized
228
+ *
229
+ * This hook is executed once when the map data is loaded and ready.
230
+ * Use this to initialize map-specific properties or setup.
231
+ *
232
+ * @prop { () => any } [onLoad]
233
+ * @memberof MapData
234
+ * @example
235
+ * ```ts
236
+ * @MapData({
237
+ * id: 'town',
238
+ * file: require('./tmx/town.tmx'),
239
+ * onLoad() {
240
+ * console.log('Town map loaded')
241
+ * // Initialize map properties
242
+ * }
243
+ * })
244
+ * class TownMap extends RpgMap {}
245
+ * ```
246
+ * */
247
+ onLoad?: () => any
248
+
249
+ /**
250
+ * Called when a player joins the map
251
+ *
252
+ * This hook is executed each time a player joins the map.
253
+ * Use this to perform actions when a player enters the map.
254
+ *
255
+ * @prop { (player: RpgPlayer) => any } [onJoin]
256
+ * @memberof MapData
257
+ * @example
258
+ * ```ts
259
+ * @MapData({
260
+ * id: 'town',
261
+ * file: require('./tmx/town.tmx'),
262
+ * onJoin(player: RpgPlayer) {
263
+ * console.log(`${player.name} joined the town`)
264
+ * // Perform actions when player joins
265
+ * }
266
+ * })
267
+ * class TownMap extends RpgMap {}
268
+ * ```
269
+ * */
270
+ onJoin?: (player: RpgPlayer) => any
271
+
272
+ /**
273
+ * Called when a player leaves the map
274
+ *
275
+ * This hook is executed each time a player leaves the map.
276
+ * Use this to perform cleanup or actions when a player exits the map.
277
+ *
278
+ * @prop { (player: RpgPlayer) => any } [onLeave]
279
+ * @memberof MapData
280
+ * @example
281
+ * ```ts
282
+ * @MapData({
283
+ * id: 'town',
284
+ * file: require('./tmx/town.tmx'),
285
+ * onLeave(player: RpgPlayer) {
286
+ * console.log(`${player.name} left the town`)
287
+ * // Perform cleanup when player leaves
288
+ * }
289
+ * })
290
+ * class TownMap extends RpgMap {}
291
+ * ```
292
+ * */
293
+ onLeave?: (player: RpgPlayer) => any
294
+ }
295
+
296
+ export function MapData(options: MapOptions) {
297
+ return (target) => {
298
+ target.file = options.file
299
+ target.id = options.id
300
+ target.type = 'map'
301
+ target.prototype.name = options.name
302
+ target.prototype.file = options.file
303
+ target.prototype.id = options.id
304
+ target.prototype.sounds = options.sounds
305
+ target.prototype.weather = options.weather
306
+ target.prototype.lowMemory = options.lowMemory
307
+ target.prototype.stopAllSoundsBeforeJoin = options.stopAllSoundsBeforeJoin
308
+
309
+ target.prototype.$schema = {}
310
+
311
+ if (options.syncSchema) {
312
+ target.prototype.$schema = options.syncSchema
313
+ }
314
+ target.prototype._events = options.events
315
+
316
+ // Store hooks on prototype
317
+ if (options.onLoad) {
318
+ target.prototype.onLoad = options.onLoad
319
+ }
320
+ if (options.onJoin) {
321
+ target.prototype.onJoin = options.onJoin
322
+ }
323
+ if (options.onLeave) {
324
+ target.prototype.onLeave = options.onLeave
325
+ }
326
+ }
327
+ }
package/src/index.ts CHANGED
@@ -4,6 +4,16 @@ export * from "./RpgServer";
4
4
  export * from "./core/setup";
5
5
  export * from "./core/inject";
6
6
  export * from "./Player/Player";
7
+ export * from "./Player/Components";
7
8
  export * from "./module";
8
9
  export * from "./rooms/map";
9
- export * from "./presets";
10
+ export * from "./presets";
11
+ export * from "@signe/reactive";
12
+ export * from "./Gui";
13
+ export * from "./services/save";
14
+ export * from "./storage";
15
+ export { RpgShape, RpgModule, MAXHP, MAXSP, ATK, PDEF, SDEF, STR, AGI, INT, DEX } from "@rpgjs/common";
16
+ export * from "./decorators/event";
17
+ export * from "./decorators/map";
18
+ export * from "./Player/MoveManager";
19
+ export * from "./presets";
package/src/logs/log.ts CHANGED
@@ -1,3 +1,10 @@
1
- export class Log {
2
- constructor(private id: string, private msg: string) {}
3
- }
1
+ export class Log extends Error {
2
+ readonly id: string;
3
+
4
+ constructor(id: string, msg: string) {
5
+ super(`[${id}] ${msg}`);
6
+ this.name = "RpgLog";
7
+ this.id = id;
8
+ Object.setPrototypeOf(this, new.target.prototype);
9
+ }
10
+ }
package/src/module.ts CHANGED
@@ -2,15 +2,80 @@ import { findModules, provideModules } from "@rpgjs/common";
2
2
  import { FactoryProvider } from "@signe/di";
3
3
  import { RpgServerEngine } from "./RpgServerEngine";
4
4
  import { RpgMap } from "./rooms/map";
5
+ import { RpgPlayer } from "./Player/Player";
6
+ import { RpgServer } from "./RpgServer";
5
7
 
6
- export function provideServerModules(modules: any[]): FactoryProvider {
8
+ /**
9
+ * Type for server modules that can be either:
10
+ * - An object implementing RpgServer interface
11
+ * - A class decorated with @RpgModule decorator
12
+ */
13
+ export type RpgServerModule = RpgServer | (new () => any);
14
+
15
+ /**
16
+ * Provides server modules configuration to Angular Dependency Injection
17
+ *
18
+ * This function accepts an array of server modules that can be either:
19
+ * - Objects implementing the RpgServer interface
20
+ * - Classes decorated with the @RpgModule decorator (which will be instantiated)
21
+ *
22
+ * @param modules - Array of server modules (objects or classes)
23
+ * @returns FactoryProvider configuration for Angular DI
24
+ * @example
25
+ * ```ts
26
+ * // Using an object
27
+ * provideServerModules([
28
+ * {
29
+ * player: {
30
+ * onConnected(player) {
31
+ * console.log('Player connected')
32
+ * }
33
+ * }
34
+ * }
35
+ * ])
36
+ *
37
+ * // Using a decorated class
38
+ * @RpgModule<RpgServer>({
39
+ * engine: {
40
+ * onStart(server) {
41
+ * console.log('Server started')
42
+ * }
43
+ * }
44
+ * })
45
+ * class MyServerModule {}
46
+ *
47
+ * provideServerModules([MyServerModule])
48
+ * ```
49
+ */
50
+ export function provideServerModules(modules: RpgServerModule[]): FactoryProvider {
7
51
  return provideModules(modules, "server", (modules, context) => {
8
52
  const mainModuleServer = findModules(context, 'Server')
9
53
  modules = [...mainModuleServer, ...modules]
10
54
  modules = modules.map((module) => {
55
+ // If module is a class (constructor function), instantiate it
56
+ // The RpgModule decorator adds properties to the prototype, which will be accessible via the instance
57
+ if (typeof module === 'function') {
58
+ const instance = new module() as any;
59
+ // Copy all enumerable properties (including from prototype) to a plain object
60
+ const moduleObj: any = {};
61
+ for (const key in instance) {
62
+ moduleObj[key] = instance[key];
63
+ }
64
+ module = moduleObj;
65
+ }
11
66
  if ('server' in module) {
12
67
  module = module.server as any;
13
68
  }
69
+ if (module.player?.props) {
70
+ module = {
71
+ ...module,
72
+ playerProps: {
73
+ load: (player: RpgPlayer) => {
74
+ player.setSync(module.player.props)
75
+ },
76
+ }
77
+ };
78
+ }
14
79
  if (module.maps && Array.isArray(module.maps)) {
15
80
  const maps = [...module.maps];
16
81
  module = {
@@ -18,15 +83,73 @@ export function provideServerModules(modules: any[]): FactoryProvider {
18
83
  maps: {
19
84
  load: (engine: RpgMap) => {
20
85
  maps.forEach((map) => {
21
- engine.maps.push(map);
86
+ // If map is a class (constructor function), extract properties from class and prototype
87
+ // Otherwise, use the object directly
88
+ let mapInstance: any;
89
+ if (typeof map === 'function') {
90
+ // Extract properties from the class (static properties set by @MapData decorator)
91
+ // and from the prototype (instance properties like _events)
92
+ // The decorator sets properties on both the class and prototype, so we check both
93
+ const MapClass = map as any;
94
+ mapInstance = {
95
+ id: MapClass.prototype?.id ?? MapClass.id,
96
+ file: MapClass.prototype?.file ?? MapClass.file,
97
+ type: MapClass.type,
98
+ name: MapClass.prototype?.name,
99
+ sounds: MapClass.prototype?.sounds,
100
+ weather: MapClass.prototype?.weather,
101
+ lowMemory: MapClass.prototype?.lowMemory,
102
+ stopAllSoundsBeforeJoin: MapClass.prototype?.stopAllSoundsBeforeJoin,
103
+ events: MapClass.prototype?._events,
104
+ syncSchema: MapClass.prototype?.$schema,
105
+ onLoad: MapClass.prototype?.onLoad,
106
+ onJoin: MapClass.prototype?.onJoin,
107
+ onLeave: MapClass.prototype?.onLeave,
108
+ };
109
+ } else {
110
+ mapInstance = map;
111
+ }
112
+ engine.maps.push(mapInstance);
113
+ });
114
+ },
115
+ }
116
+ };
117
+ }
118
+ if (module.worldMaps && Array.isArray(module.worldMaps)) {
119
+ const worldMaps = [...module.worldMaps];
120
+ module = {
121
+ ...module,
122
+ worldMaps: {
123
+ load: (engine: RpgMap) => {
124
+ worldMaps.forEach((worldMap) => {
125
+ engine.createDynamicWorldMaps(worldMap)
22
126
  });
23
127
  },
24
128
  }
25
129
  };
26
130
  }
131
+ if (module.database) {
132
+ const database = module.database;
133
+ module = {
134
+ ...module,
135
+ databaseHooks: {
136
+ load: async (engine: RpgMap) => {
137
+ const data = typeof database === 'function'
138
+ ? await database(engine)
139
+ : database;
140
+ if (!data || typeof data !== 'object') {
141
+ return;
142
+ }
143
+ for (const key in data) {
144
+ engine.addInDatabase(key, data[key]);
145
+ }
146
+ },
147
+ }
148
+ };
149
+ }
27
150
  return module;
28
151
  })
29
152
  return modules
30
153
  });
31
154
  }
32
-
155
+
@@ -1,14 +1,5 @@
1
1
  import { random } from "@rpgjs/common"
2
-
3
- export const MAXHP: string = 'maxHp'
4
- export const MAXSP: string = 'maxSp'
5
- export const ATK: string = 'atk'
6
- export const PDEF: string = 'pdef'
7
- export const SDEF: string = 'sdef'
8
- export const STR: string = 'str'
9
- export const AGI: string = 'agi'
10
- export const INT: string = 'int'
11
- export const DEX: string = 'dex'
2
+ import { DEX, AGI, ATK, PDEF, SDEF, STR, INT } from "@rpgjs/common"
12
3
 
13
4
  export const MAXHP_CURVE = {
14
5
  start: 741,