@rpgjs/server 5.0.0-alpha.4 → 5.0.0-alpha.6
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 +30 -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 +31 -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 +43 -6
- 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/index.js +984 -536
- package/dist/index.js.map +1 -1
- package/package.json +2 -2
- package/src/Player/BattleManager.ts +97 -38
- package/src/Player/ClassManager.ts +95 -35
- package/src/Player/ComponentManager.ts +63 -21
- 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 +36 -13
- 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 +75 -35
- package/src/Player/SkillManager.ts +44 -23
- package/src/Player/StateManager.ts +210 -95
- package/src/Player/VariableManager.ts +180 -48
- package/src/rooms/map.ts +1 -0
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import { arrayUniq, RpgCommonPlayer } from "@rpgjs/common";
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import { arrayUniq, PlayerCtor, RpgCommonPlayer } from "@rpgjs/common";
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import { Constructor } from "@rpgjs/common";
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import { RpgPlayer } from "./Player";
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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 function WithElementManager<TBase extends PlayerCtor>(Base: TBase) {
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return class extends Base {
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_elementsEfficiency: { rate: number; element: any }[] = [];
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/**
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* Recovers the player's elements defense on inventory. This list is generated from the `elementsDefense` property defined on the weapons or armors equipped.
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* If several items have the same element, only the highest rate will be taken into account.
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*
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* Gets the defensive capabilities against various elements from equipped items.
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* The system automatically consolidates multiple defensive items, keeping only
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* the highest protection rate for each element type. This provides a comprehensive
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* view of the player's elemental resistances from all equipped gear.
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*
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* @returns Array of element defense objects with rate and element properties
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*
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* @example
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* ```ts
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* import { Armor } from '@rpgjs/server'
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*
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* player.equip(FireShield)
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*
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* console.log(player.elementsDefense) // [{ rate: 1, element: 'fire' }]
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*
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* // Check specific element defense
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* const fireDefense = player.elementsDefense.find(def => def.element === 'fire');
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* if (fireDefense) {
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* console.log(`Fire defense rate: ${fireDefense.rate}`);
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* }
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* ```
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* @prop {Array<{ rate: number, element: Element}>} player.elementsDefense
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* @readonly
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* @memberof ElementManager
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* */
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*/
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get elementsDefense(): { rate: number; element: any }[] {
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return this.getFeature("elementsDefense", "element");
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return (this as any).getFeature("elementsDefense", "element");
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}
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/**
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* Set or retrieves all the elements where the player is vulnerable or not.
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*
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* Manages the player's elemental efficiency modifiers, which determine how
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* effective different elements are against this player. Values greater than 1
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* indicate vulnerability, while values less than 1 indicate resistance.
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* This combines both class-based efficiency and player-specific modifiers.
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*
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* @returns Array of element efficiency objects with rate and element properties
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*
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* @example
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* ```ts
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* import { Class } from '@rpgjs/server'
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*
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* player.elementsEfficiency = [{ rate: 2, element: Elements.Ice }]
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*
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* console.log(player.elementsEfficiency) // [{ rate: 1, element: 'fire' }, { rate: 2, element: 'ice' }]
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*
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* // Check for vulnerabilities
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* const vulnerabilities = player.elementsEfficiency.filter(eff => eff.rate > 1);
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* console.log('Vulnerable to:', vulnerabilities.map(v => v.element));
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*
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* // Check for resistances
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* const resistances = player.elementsEfficiency.filter(eff => eff.rate < 1);
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* console.log('Resistant to:', resistances.map(r => r.element));
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* ```
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* @prop {Array<{ rate: number, element: Element}>} player.elementsEfficiency
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* @memberof ElementManager
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* */
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*/
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get elementsEfficiency(): { rate: number; element: any }[] {
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if (this._class) {
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if (this._class()) {
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return <any>[
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...this._elementsEfficiency,
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...(this._class()?.elementsEfficiency || []),
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/**
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* Retrieves a array of elements assigned to the player and the elements of the weapons / armor equipped
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*
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* Gets all offensive elements available to the player from equipped weapons and armor.
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* This determines what elemental damage types the player can deal in combat.
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* The system automatically combines elements from all equipped items and removes duplicates.
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*
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* @returns Array of element objects with rate and element properties for offensive capabilities
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*
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* @example
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* ```ts
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* // Get all offensive elements
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* console.log(player.elements); // [{ rate: 1.5, element: 'fire' }, { rate: 1.2, element: 'ice' }]
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*
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* // Check if player can deal fire damage
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* const hasFireElement = player.elements.some(el => el.element === 'fire');
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* if (hasFireElement) {
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* console.log('Player can deal fire damage');
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* }
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*
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* // Get strongest element
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* const strongestElement = player.elements.reduce((max, current) =>
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* current.rate > max.rate ? current : max
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* );
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* console.log(`Strongest element: ${strongestElement.element} (${strongestElement.rate})`);
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* ```
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* @prop {Array<Element>} player.elements
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* @readonly
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* @memberof ElementManager
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* */
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*/
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get elements(): {
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rate: number;
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element: string;
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return arrayUniq(elements);
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}
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/**
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* Calculate elemental damage coefficient against another player
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*
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* Determines the damage multiplier when this player attacks another player,
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* taking into account the attacker's offensive elements, the defender's
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* elemental efficiency, and elemental defense from equipment. This is used
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* in the battle system to calculate elemental damage modifiers.
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*
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* @param otherPlayer - The target player to calculate coefficient against
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* @returns Numerical coefficient to multiply base damage by
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*
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* @example
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* ```ts
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* // Calculate elemental damage coefficient
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* const firePlayer = new MyPlayer();
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* const icePlayer = new MyPlayer();
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*
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* // Fire player attacks ice player (assuming ice is weak to fire)
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* const coefficient = icePlayer.coefficientElements(firePlayer);
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* console.log(`Damage multiplier: ${coefficient}`); // e.g., 2.0 for double damage
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*
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* // Use in damage calculation
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* const baseDamage = 100;
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* const finalDamage = baseDamage * coefficient;
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* console.log(`Final damage: ${finalDamage}`);
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*
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* // Check for elemental advantage
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* if (coefficient > 1) {
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* console.log('Attacker has elemental advantage!');
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* } else if (coefficient < 1) {
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* console.log('Defender resists this element');
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* }
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* ```
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*/
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coefficientElements(otherPlayer: RpgPlayer): number {
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const atkPlayerElements: any = otherPlayer.elements;
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const atkPlayerElements: any = (otherPlayer as any).elements;
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const playerElements: any = this.elementsEfficiency;
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let coefficient = 1;
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(el) => el.element == atkElement.element
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);
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if (!elementPlayer) continue;
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const fn = this.getFormulas("coefficientElements");
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const fn = (this as any).getFormulas("coefficientElements");
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if (!fn) {
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return coefficient;
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}
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}
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return coefficient;
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}
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};
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} as unknown as TBase;
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}
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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 {
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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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* @returns A new class with gold management capabilities
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export function WithGoldManager<TBase extends Constructor<RpgCommonPlayer>>(Base: TBase) {
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return class extends Base implements IGoldManager {
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/**
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* You can change the game money
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* player.gold += 100
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* ```
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*
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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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export function WithGoldManager<TBase extends PlayerCtor>(
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Base: TBase
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): new (...args: ConstructorParameters<TBase>) => InstanceType<TBase> &
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GoldManager {
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return class extends Base {
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set gold(val: number) {
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}
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this._gold.set(val);
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get gold(): number {
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} as unknown as any;
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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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export type IGoldManager = InstanceType<ReturnType<typeof WithGoldManager>>;
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package/src/Player/GuiManager.ts
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import { RpgPlayer } from "./Player";
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import { Gui, DialogGui, MenuGui, ShopGui, NotificationGui } 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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* 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 function WithGuiManager<TBase extends PlayerCtor>(Base: TBase) {
|
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return class extends Base {
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_gui: { [id: string]: Gui } = {};
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/**
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}
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_attachedGui(players: RpgPlayer[] | RpgPlayer, display: boolean) {
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display,
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});
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|
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|
const _players = players || this;
|
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this._attachedGui(_players as RpgPlayer[], false);
|
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}
|
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-
};
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} as unknown as TBase;
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}
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+
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+
/**
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* Type helper to extract the interface from the WithGuiManager mixin
|
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+
* This provides the type without duplicating method signatures
|
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+
*/
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|
+
export type IGuiManager = InstanceType<ReturnType<typeof WithGuiManager>>;
|
|
@@ -1,11 +1,10 @@
|
|
|
1
1
|
import { ItemInstance } from "@rpgjs/database";
|
|
2
|
-
import {
|
|
3
|
-
export class ItemFixture {}
|
|
2
|
+
import { PlayerCtor } from "@rpgjs/common";
|
|
4
3
|
|
|
5
|
-
export function WithItemFixture<TBase extends
|
|
4
|
+
export function WithItemFixture<TBase extends PlayerCtor>(
|
|
6
5
|
Base: TBase
|
|
7
6
|
) {
|
|
8
|
-
return class extends Base
|
|
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 {
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { isInstanceOf, isString, Item, type Constructor } from "@rpgjs/common";
|
|
1
|
+
import { isInstanceOf, isString, Item, PlayerCtor, type Constructor } from "@rpgjs/common";
|
|
2
2
|
import { RpgCommonPlayer, Matter } from "@rpgjs/common";
|
|
3
3
|
import { ATK, PDEF, SDEF } from "../presets";
|
|
4
4
|
import { ItemLog } from "../logs";
|
|
@@ -13,27 +13,34 @@ enum ClassHooks {
|
|
|
13
13
|
canEquip = 'canEquip'
|
|
14
14
|
}
|
|
15
15
|
|
|
16
|
-
/**
|
|
17
|
-
* Interface defining what MoveManager adds to a class
|
|
18
|
-
*/
|
|
19
|
-
export interface IItemManager {
|
|
20
|
-
databaseById(id: string): ItemClass;
|
|
21
|
-
}
|
|
22
|
-
|
|
23
16
|
type Inventory = { nb: number; item: ItemInstance };
|
|
24
17
|
|
|
25
18
|
/**
|
|
26
|
-
*
|
|
19
|
+
* Item Manager Mixin
|
|
27
20
|
*
|
|
28
|
-
*
|
|
21
|
+
* Provides comprehensive item management capabilities to any class. This mixin handles
|
|
22
|
+
* inventory management, item usage, equipment, buying/selling, and item effects.
|
|
23
|
+
* It manages the complete item system including restrictions, transactions, and equipment.
|
|
29
24
|
*
|
|
30
|
-
* @param Base - The base class to extend
|
|
31
|
-
* @returns
|
|
25
|
+
* @param Base - The base class to extend with item management
|
|
26
|
+
* @returns Extended class with item management methods
|
|
27
|
+
*
|
|
28
|
+
* @example
|
|
29
|
+
* ```ts
|
|
30
|
+
* class MyPlayer extends WithItemManager(BasePlayer) {
|
|
31
|
+
* constructor() {
|
|
32
|
+
* super();
|
|
33
|
+
* // Item system is automatically initialized
|
|
34
|
+
* }
|
|
35
|
+
* }
|
|
36
|
+
*
|
|
37
|
+
* const player = new MyPlayer();
|
|
38
|
+
* player.addItem('potion', 5);
|
|
39
|
+
* player.useItem('potion');
|
|
40
|
+
* ```
|
|
32
41
|
*/
|
|
33
|
-
export function WithItemManager<TBase extends
|
|
34
|
-
Base
|
|
35
|
-
): Constructor<IItemManager> & TBase {
|
|
36
|
-
return class extends Base implements IItemManager {
|
|
42
|
+
export function WithItemManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
43
|
+
return class extends Base {
|
|
37
44
|
|
|
38
45
|
/**
|
|
39
46
|
* Retrieves the information of an object: the number and the instance
|
|
@@ -54,7 +61,7 @@ export function WithItemManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
54
61
|
*/
|
|
55
62
|
getItem(itemClass: ItemClass | string): Item {
|
|
56
63
|
const index: number = this._getItemIndex(itemClass);
|
|
57
|
-
return this.items()[index];
|
|
64
|
+
return (this as any).items()[index];
|
|
58
65
|
}
|
|
59
66
|
|
|
60
67
|
/**
|
|
@@ -77,7 +84,7 @@ export function WithItemManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
77
84
|
}
|
|
78
85
|
|
|
79
86
|
_getItemIndex(itemClass: ItemClass | string): number {
|
|
80
|
-
return this.items().findIndex((it: Item): boolean => {
|
|
87
|
+
return (this as any).items().findIndex((it: Item): boolean => {
|
|
81
88
|
if (isString(itemClass)) {
|
|
82
89
|
return it.id() == itemClass;
|
|
83
90
|
}
|
|
@@ -103,8 +110,8 @@ export function WithItemManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
103
110
|
* ```
|
|
104
111
|
*/
|
|
105
112
|
addItem(itemId: string, nb: number = 1): Item {
|
|
106
|
-
const data = this.databaseById(itemId);
|
|
107
|
-
const item = this.items().find((it) => it.id() == itemId);
|
|
113
|
+
const data = (this as any).databaseById(itemId);
|
|
114
|
+
const item = (this as any).items().find((it) => it.id() == itemId);
|
|
108
115
|
let instance: Item;
|
|
109
116
|
if (item) {
|
|
110
117
|
instance = item;
|
|
@@ -112,9 +119,9 @@ export function WithItemManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
112
119
|
} else {
|
|
113
120
|
instance = new Item(data);
|
|
114
121
|
instance.id.set(itemId);
|
|
115
|
-
this.items().push(instance);
|
|
122
|
+
(this as any).items().push(instance);
|
|
116
123
|
}
|
|
117
|
-
this["execMethod"]("onAdd", [this], instance);
|
|
124
|
+
(this as any)["execMethod"]("onAdd", [this], instance);
|
|
118
125
|
return instance;
|
|
119
126
|
}
|
|
120
127
|
|
|
@@ -210,7 +217,7 @@ export function WithItemManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
210
217
|
* ```
|
|
211
218
|
*/
|
|
212
219
|
buyItem(itemId: string, nb = 1): Item {
|
|
213
|
-
const data = this.databaseById(itemId);
|
|
220
|
+
const data = (this as any).databaseById(itemId);
|
|
214
221
|
if (!data.price) {
|
|
215
222
|
throw ItemLog.haveNotPrice(itemId);
|
|
216
223
|
}
|
|
@@ -272,7 +279,7 @@ export function WithItemManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
272
279
|
* ```
|
|
273
280
|
*/
|
|
274
281
|
sellItem(itemId: string, nbToSell = 1): Item {
|
|
275
|
-
const data = this.databaseById(itemId);
|
|
282
|
+
const data = (this as any).databaseById(itemId);
|
|
276
283
|
const inventory = this.getItem(itemId);
|
|
277
284
|
if (!inventory) {
|
|
278
285
|
throw ItemLog.notInInventory(itemId);
|
|
@@ -478,7 +485,7 @@ export function WithItemManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
478
485
|
if (!inventory) {
|
|
479
486
|
throw ItemLog.notInInventory(itemId);
|
|
480
487
|
}
|
|
481
|
-
const data = this.databaseById(itemId);
|
|
488
|
+
const data = (this as any).databaseById(itemId);
|
|
482
489
|
if (data._type == "item") {
|
|
483
490
|
throw ItemLog.invalidToEquiped(itemId);
|
|
484
491
|
}
|
|
@@ -508,5 +515,11 @@ export function WithItemManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
508
515
|
}
|
|
509
516
|
this["execMethod"]("onEquip", [this, equip], item);
|
|
510
517
|
}
|
|
511
|
-
};
|
|
518
|
+
} as unknown as TBase;
|
|
512
519
|
}
|
|
520
|
+
|
|
521
|
+
/**
|
|
522
|
+
* Type helper to extract the interface from the WithItemManager mixin
|
|
523
|
+
* This provides the type without duplicating method signatures
|
|
524
|
+
*/
|
|
525
|
+
export type IItemManager = InstanceType<ReturnType<typeof WithItemManager>>;
|
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { type Constructor } from "@rpgjs/common";
|
|
1
|
+
import { PlayerCtor, type Constructor } from "@rpgjs/common";
|
|
2
2
|
import { RpgCommonPlayer, Matter, Direction } from "@rpgjs/common";
|
|
3
3
|
import {
|
|
4
4
|
MovementManager,
|
|
@@ -34,26 +34,7 @@ interface PlayerWithMixins extends RpgCommonPlayer {
|
|
|
34
34
|
changeDirection: (direction: Direction) => boolean;
|
|
35
35
|
}
|
|
36
36
|
|
|
37
|
-
|
|
38
|
-
addMovement(strategy: MovementStrategy): void;
|
|
39
|
-
removeMovement(strategy: MovementStrategy): boolean;
|
|
40
|
-
clearMovements(): void;
|
|
41
|
-
hasActiveMovements(): boolean;
|
|
42
|
-
getActiveMovements(): MovementStrategy[];
|
|
43
|
-
|
|
44
|
-
moveTo(target: RpgCommonPlayer | { x: number, y: number }): void;
|
|
45
|
-
stopMoveTo(): void;
|
|
46
|
-
dash(direction: { x: number, y: number }, speed?: number, duration?: number): void;
|
|
47
|
-
knockback(direction: { x: number, y: number }, force?: number, duration?: number): void;
|
|
48
|
-
followPath(waypoints: Array<{ x: number, y: number }>, speed?: number, loop?: boolean): void;
|
|
49
|
-
oscillate(direction: { x: number, y: number }, amplitude?: number, period?: number): void;
|
|
50
|
-
applyIceMovement(direction: { x: number, y: number }, maxSpeed?: number): void;
|
|
51
|
-
shootProjectile(type: ProjectileType, direction: { x: number, y: number }, speed?: number): void;
|
|
52
|
-
moveRoutes(routes: Routes): Promise<boolean>;
|
|
53
|
-
infiniteMoveRoute(routes: Routes): void;
|
|
54
|
-
breakRoutes(force?: boolean): void;
|
|
55
|
-
replayRoutes(): void;
|
|
56
|
-
}
|
|
37
|
+
|
|
57
38
|
|
|
58
39
|
|
|
59
40
|
function wait(sec: number) {
|
|
@@ -475,15 +456,37 @@ export const Move = new MoveList();
|
|
|
475
456
|
* }
|
|
476
457
|
* ```
|
|
477
458
|
*/
|
|
478
|
-
|
|
479
|
-
|
|
480
|
-
|
|
481
|
-
|
|
459
|
+
/**
|
|
460
|
+
* Move Manager Mixin
|
|
461
|
+
*
|
|
462
|
+
* Provides comprehensive movement management capabilities to any class. This mixin handles
|
|
463
|
+
* various types of movement including pathfinding, physics-based movement, route following,
|
|
464
|
+
* and advanced movement strategies like dashing, knockback, and projectile movement.
|
|
465
|
+
*
|
|
466
|
+
* @param Base - The base class to extend with movement management
|
|
467
|
+
* @returns Extended class with movement management methods
|
|
468
|
+
*
|
|
469
|
+
* @example
|
|
470
|
+
* ```ts
|
|
471
|
+
* class MyPlayer extends WithMoveManager(BasePlayer) {
|
|
472
|
+
* constructor() {
|
|
473
|
+
* super();
|
|
474
|
+
* this.frequency = Frequency.High;
|
|
475
|
+
* }
|
|
476
|
+
* }
|
|
477
|
+
*
|
|
478
|
+
* const player = new MyPlayer();
|
|
479
|
+
* player.moveTo({ x: 100, y: 100 });
|
|
480
|
+
* player.dash({ x: 1, y: 0 }, 8, 200);
|
|
481
|
+
* ```
|
|
482
|
+
*/
|
|
483
|
+
export function WithMoveManager<TBase extends PlayerCtor>(Base: TBase) {
|
|
484
|
+
return class extends Base {
|
|
482
485
|
|
|
483
|
-
//
|
|
484
|
-
|
|
485
|
-
|
|
486
|
-
|
|
486
|
+
// Properties for infinite route management
|
|
487
|
+
_infiniteRoutes: Routes | null = null;
|
|
488
|
+
_finishRoute: ((value: boolean) => void) | null = null;
|
|
489
|
+
_isInfiniteRouteActive: boolean = false;
|
|
487
490
|
|
|
488
491
|
/**
|
|
489
492
|
* The player passes through the other players (or vice versa). But the player does not go through the events.
|
|
@@ -1097,7 +1100,7 @@ export function WithMoveManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
1097
1100
|
* @param routes - Routes array that may contain nested arrays
|
|
1098
1101
|
* @returns Flattened array of routes
|
|
1099
1102
|
*/
|
|
1100
|
-
|
|
1103
|
+
flattenRoutes(routes: any[]): any[] {
|
|
1101
1104
|
const result: any[] = [];
|
|
1102
1105
|
|
|
1103
1106
|
for (const route of routes) {
|
|
@@ -1241,5 +1244,11 @@ export function WithMoveManager<TBase extends Constructor<RpgCommonPlayer>>(
|
|
|
1241
1244
|
this.infiniteMoveRoute(this._infiniteRoutes);
|
|
1242
1245
|
}
|
|
1243
1246
|
}
|
|
1244
|
-
};
|
|
1247
|
+
} as unknown as TBase;
|
|
1245
1248
|
}
|
|
1249
|
+
|
|
1250
|
+
/**
|
|
1251
|
+
* Type helper to extract the interface from the WithMoveManager mixin
|
|
1252
|
+
* This provides the type without duplicating method signatures
|
|
1253
|
+
*/
|
|
1254
|
+
export type IMoveManager = InstanceType<ReturnType<typeof WithMoveManager>>;
|