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constructors.js
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constructors.js
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/*
* Constructors define objects and messages in the server and in the world.
*/
// Holds all data, and gets exported directly.
var constructors = {
//*** SERVER MESSAGES ***//
'welcome': {
'type': 'info',
'message': function (name) {
return '<b>Welcome to Node World!</b><br />' +
'Use <span class=\"command\">' + cmdChar +
'help</span> to list all available commands.<br />' +
'You are now known as <span class=\"player\">' + name + '</span>.';
}
},
// Used by the help command.
'descriptions': {
'god': {
'set PROPERTY VALUE':
'Sets the value of any world configuration property. ' +
'Displays the configuration object, if sent without arguments. ' +
'The \'reset\' argument will reset to default values.'
},
'builder': {
'create NAME':
'Create a new target, where you stand.',
'destroy (ID).(INSTANCE)':
'Removes a target from current room, last one in targets by default, ' +
'or instance, last one by default.'
},
'master': {
'modify room/ID(.INSTANCE) FIELD(.FIELD) VALUE':
'Modify a property of the room, or of a specific target, ' +
'or toggle an object property or array item. ' +
'Instance -1 modifies future copies of the target.'
},
'player': {
'email':
'Display your registered email address.',
'logout':
'Logout from your current account, and resume a random name.',
'wear TARGET':
'Wear a visible item, or an item you hold.',
'remove TARGET':
'Remove a worn item, and hold it, if possible.',
'hold TARGET (HAND)':
'Hold a visible item in an empty hand of your choosing.',
'drop TARGET':
'Drop a held or worn item.',
'offer TARGET ITEM (ITEM) ...':
'Offer to give an item or items that you hold, to another player or target',
'cancel OFFER':
'Cancel an existing offer.',
'accept TARGET (OFFER)':
'Accept an existing offer.',
'attack TARGET':
'Not available, yet!'
},
'user': {
'chat MESSAGE':
'Speak to everyone in the world/server.',
'say MESSAGE':
'Speak to those in your proximity.',
'tell USERNAME MESSAGE':
'Speak to another player, anywhere in the world.',
'move DIRECTION':
'Move in any one direction: N, S, E, W; NE, NW, SE, SW; U, D.',
'emote ACTION (TARGET)':
'Act out an emotion, or gesture, generally, or to yourself, or towards another player, ' +
'or target. Displays the available emotes, if sent without arguments.',
'examine (PLAYER)':
'Examine the properties of a registered player. ' +
'Displays your own player properties, if sent without arguments.',
'look (TARGET)':
'Displays the properties of a target.' +
'Displays the current room data, if sent without arguments.',
'rename NAME':
'Changes your name, for unregistered users, and only changes the player name, ' +
'for registered users, without affecting your username.',
'login USERNAME PASSWORD':
'Log into your existing account.',
'register PASSWORD EMAIL':
'Register your current username, and receive your details by email.',
'help':
'Display all available commands, according to your account access level.'
}
},
'format': {
'newline': '<br />',
'bold': function (text) {
return '<span class=\"b\">' + text + '</span>';
},
'italic': function (text) {
return '<span class=\"i\">' + text + '</span>';
},
'strike': function (text) {
return '<span class=\"s\">' + text + '</span>';
},
'underline': function (text) {
return '<span class=\"u\">' + text + '</span>';
},
'object': function (text) {
return '<span class=\"object\">' + text + '</span>';
},
'player': function (text) {
return '<span class=\"player\">' + text + '</span>';
},
'target': function (text) {
return '<span class=\"target\">' + text + '</span>';
}
},
// *** //
//*** SERVER OBJECTS ***//
// Set (or empty) the world object properties.
'world': function () {
// World configurations and properties. Loaded from DB on server start.
world.config = {};
// All the active maps, named by their id value, holding all their rooms,
// holding their targets and players.
world.maps = {};
// All connected users refered by the user.account.username,
// and referring to their user object.
world.users = {};
// And count them.
world.userCount = 0;
// All the unique instances of targets, named by their '_id' value and instance value.
world.targets = {};
// Referring to all objects that have been changed,
// and queued for saving into the DB.
world.changed = {};
// Including:
world.changed.users = [];
world.changed.targets = [];
world.changed.rooms = [];
world.changed.maps = [];
world.changed.config = false; // Toggles saving the entire config object.
// Follow which players are in which rooms and maps.
world.watch = {};
},
// *** //
//*** WORLD OBJECTS ***//
'room': function (map, pos) {
return {
'map' : map,
'position' : pos, // { 'x': X, 'y': Y, 'z': Z }
// The DB collection is indexed with this field.
'targets' : [],
'title' : '',
'description' : '',
'commands' : [],
'exits' : []
};
},
'map': function () {
return {
// A unique '_id' is assigned in createMap().
'name' : '',
'description' : '',
'rooms' : {}
};
},
'target': function (name, pos) {
return {
'name' : name,
'pre' : '', // Comes before the name.
'post' : '', // Comes after the name.
'description' : '',
'position' : pos,
'commands' : [],
'size' : world.config.size[2], // See configureWorld().
'weight' : world.config.weight[2], // ...
'worn' : {}, // See 'registration' for a full scheme.
'trade' : {
'offers' : [], // To a specific player or target.
'requests' : [] // Open request for anyone.
}
};
},
// Registered users.
'player': function (username, password, email, name, map, room) {
return {
'account': {
'username': username, // *** = Required property.
'password': password,
'email': email,
'registered': new Date(),
'lastonline': new Date(),
'access': 'builder' // ***
},
'player': {
'name' : name, // ***
'map' : map, // ***
'room' : room, // *** { 'x': X, 'y': Y, 'z': Z }
'description' : 'A commoner.',
'pre' : 'Kind', // Comes before the name.
'post' : 'the Commoner', // Comes after the name.
'worn' : {
'head' : [],
'face' : [],
'neck' : [],
'shoulders' : [],
'arms' : [],
'hands' : {
'left' : [],
'right' : []
},
'fingers' : [],
'torso' : [],
'back' : [],
'waist' : [],
'loins' : [],
'legs' : [],
'shins' : [],
'feet' : []
},
'offers' : [] // Offers I made to others.
}
};
},
// Unregistered users.
'user': function (name, socket) {
return {
'account': {
'username': name,
'access': 'user' // Default access level, for unregistered users.
},
'player': {
'name': name,
'room': { 'x': 0, 'y': 0, 'z': 0 },
'map': 0
},
'room': undefined, // Use property room to refer to the current loaded room.
'socket': socket, // User can access its' own socket.
'name': name // Becomes pre + name + post for registered players!
};
},
'emotes': {
'lick': {
'room' : {
'me' : 'You dangle your tongue out for all to see.',
'others' : 'USER dangles his tongue out for all to see.'
},
'self' : {
'me' : 'You lick yourself.',
'others' : 'USER licks himself.'
},
'player' : {
'me' : 'You lick USER2.',
'player' : 'USER1 licks you.',
'others' : 'USER1 licks USER2.'
},
'target' : {
'me' : 'You lick TARGET.',
'others' : 'USER licks TARGET.'
}
},
'greet': {
'room' : {
'me' : 'You greet all those present.',
'others' : 'USER greets all who are present.'
},
'self' : {
'me' : 'You greet yourself.',
'others' : 'USER greets himself.'
},
'player' : {
'me' : 'You greet USER2.',
'player' : 'USER1 greets you.',
'others' : 'USER1 greets USER2.'
},
'target' : {
'me' : 'You greet TARGET.',
'others' : 'USER greets TARGET.'
}
},
'bow': {
'room' : {
'me' : 'You bow to all those present.',
'others' : 'USER bows to all who are present.'
},
'self' : {
'me' : 'You bow to yourself.',
'others' : 'USER bows to himself.'
},
'player' : {
'me' : 'You bow to USER2.',
'player' : 'USER1 bows to you.',
'others' : 'USER1 bows to USER2.'
},
'target' : {
'me' : 'You bow to TARGET.',
'others' : 'USER bows to TARGET.'
}
},
'kiss': {
'room' : {
'me' : 'You quickly kiss every person present.',
'others' : 'USER quickly kisses every person present.'
},
'self' : {
'me' : 'You kiss yourself.',
'others' : 'USER kisses himself.'
},
'player' : {
'me' : 'You kiss USER2.',
'player' : 'USER1 kisses you.',
'others' : 'USER1 kisses USER2.'
},
'target' : {
'me' : 'You kiss TARGET.',
'others' : 'USER kisses TARGET.'
}
},
'curse': {
'room' : {
'me' : 'You curse loudly at no one in particular.',
'others' : 'USER curses loudly at no one in particular.'
},
'self' : {
'me' : 'You curse yourself loudly, for all to hear.',
'others' : 'USER curses himself loudly, for all to hear.'
},
'player' : {
'me' : 'You curse USER2 loudly, for all to hear.',
'player' : 'USER1 curses you loudly, for all to hear.',
'others' : 'USER1 curses USER2 loudly, for all to hear.'
},
'target' : {
'me' : 'You curse TARGET loudly, for all to hear.',
'others' : 'USER curses TARGET loudly, for all to hear.'
}
},
'threat': {
'room' : {
'me' : 'You present a threating air about yourself, for all to feel.',
'others' : 'USER presents a threating air about himself, for all to feel.'
},
'self' : {
'me' : 'You threaten yourself loudly.',
'others' : 'USER makes a threat against himself loudly.'
},
'player' : {
'me' : 'You become threatening towards USER2.',
'player' : 'USER1 appears to be threatening you.',
'others' : 'USER1 appears to be threatening USER2.'
},
'target' : {
'me' : 'You become threatening towards TARGET.',
'others' : 'USER appears to be threatening TARGET.'
}
}
},
// Multiply about 10 times per step, with 'big' equaling an adult human male.
'size': ['tiny', 'small', 'large', 'big', 'huge', 'enormous'],
// Multiply about 10 times per step, with 'heavy' equaling an adult human male.
'weight': ['insignificant', 'very light', 'light', 'heavy', 'very heavy', 'massive']
// Last item must not end with a comma!
// *** //
};
module.exports = constructors; // WARNING: Global variable from server.js is named 'constructor'!