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index.js
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const express = require("express");
const http = require("http");
const { Server } = require("socket.io");
const cors = require("cors");
const fs = require('fs');
const path = require('path');
const config = require("./config.json");
const Region = require("./modules/region/Region");
const Client = require("./modules/player/Client");
const { log } = require("./modules/utils");
const { heroType } = require("./modules/protocol.json");
const areasData = JSON.parse(fs.readFileSync(path.join(__dirname, 'modules', 'region', 'regions.json'), 'utf8'));
log("INFO", "Starting server...");
const app = express();
app.use(cors());
const httpServer = http.createServer(app);
const io = new Server(httpServer, {
cors: {
origin: "http://localhost:3000",
methods: ["GET", "POST"]
}
});
/**
* @global
* @type {Object}
* @property {number} lastId - The last assigned ID.
* @property {Array<Object>} clients - The list of connected clients.
* @property {Object<string, Region>} regions - The regions in the game.
*/
global.server = {
lastId: 1,
clients: [],
regions: {},
getArea(region, areaNumber) {
let area = region.getArea(areaNumber);
if (!area) {
region.loadArea(areaNumber);
area = region.getArea(areaNumber);
}
return area;
}
}
const regions = global.server.regions;
function copyProtocolToReact() {
const sourceFile = path.join(__dirname, 'modules', 'protocol.json');
const destFile = path.join(__dirname, 'react', 'src', 'protocol.json');
fs.copyFile(sourceFile, destFile, (err) => {
if (err) {
console.error('Error copying protocol.json:', err);
}
});
}
copyProtocolToReact();
for (const [regionName, regionData] of Object.entries(areasData)) {
regions[regionName] = new Region(regionData, regionName);
}
function changePlayerArea(player, direction) {
const currentRegion = regions[player.regionName];
const oldAreaNumber = player.areaNumber;
let newAreaNumber = oldAreaNumber;
if (direction === 'next' && oldAreaNumber < Object.keys(currentRegion.areasData).length - 1) {
newAreaNumber++;
} else if (direction === 'previous' && oldAreaNumber > 0) {
newAreaNumber--;
}
if (newAreaNumber !== oldAreaNumber) {
const currentArea = server.getArea(currentRegion, oldAreaNumber);
const playerIndex = currentArea.players.indexOf(player);
if (playerIndex !== -1) {
currentArea.players.splice(playerIndex, 1);
}
// Unload the current area if it's empty
if (currentArea.players.length === 0) {
currentRegion.unloadArea(oldAreaNumber);
}
player.areaNumber = newAreaNumber;
let newArea = server.getArea(currentRegion, newAreaNumber);
if (!newArea.players.includes(player)) {
newArea.players.push(player);
}
const relativeY = (player.position.y - currentArea.position.y) / currentArea.size.height;
const teleportZoneWidth = 50;
const safeDistance = teleportZoneWidth + player.radius;
if (direction === 'next') {
player.position = {
x: newArea.position.x + safeDistance,
y: newArea.position.y + (relativeY * newArea.size.height)
};
} else if (direction === 'previous') {
player.position = {
x: newArea.position.x + newArea.size.width - safeDistance,
y: newArea.position.y + (relativeY * newArea.size.height)
};
}
const playerData = player.getPlayerData();
player.socket.emit('playerUpdate', playerData);
// Send updated area data for the new area
const areaData = newArea.getAreaData();
player.socket.emit('areaData', areaData);
// Send updated entity data for the new area
const entityData = newArea.entities.map(entity => entity.getEntityData());
player.socket.emit('entityUpdate', entityData);
player.socket.leave(player.regionName + '-' + oldAreaNumber);
player.socket.join(player.regionName + '-' + newAreaNumber);
// Notify other players about the player leaving and joining
io.to(`${player.regionName}-${oldAreaNumber}`).emit('playerLeft', player.id);
io.to(`${player.regionName}-${newAreaNumber}`).emit('playerJoined', playerData);
// Send the new list of players in the new area to the player
const playersInNewArea = newArea.players.filter(p => p.id !== player.id).map(p => p.getPlayerData());
player.socket.emit('existingPlayers', playersInNewArea);
// Emit areaChanged event to the client
player.socket.emit('areaChanged', {
areaData: newArea.getAreaData(),
playerUpdate: playerData
});
// Check if any areas should be unloaded
[oldAreaNumber, newAreaNumber - 1, newAreaNumber + 1].forEach(areaToCheck => {
if (areaToCheck >= 0 && areaToCheck < Object.keys(currentRegion.areasData).length) {
const areaToUnload = currentRegion.getArea(areaToCheck);
if (areaToUnload && areaToUnload.players.length === 0 && areaToCheck !== newAreaNumber) {
currentRegion.unloadArea(areaToCheck);
}
}
});
sendLeaderboardUpdate();
}
}
function sendPlayerUpdates() {
for (const region of Object.values(regions)) {
for (const area of region.getLoadedAreas()) {
const playerUpdates = area.players.filter(player => player.socket.connected).map(player => player.getPlayerData());
io.to(`${region.regionName}-${area.areaNumber}`).emit('playersUpdate', playerUpdates);
}
}
}
function sendLeaderboardUpdate() {
const leaderboardData = [];
for (const region of Object.values(regions)) {
for (const area of region.getLoadedAreas()) {
for (const player of area.players) {
leaderboardData.push({
id: player.id,
name: player.name,
regionName: region.regionName,
areaNumber: area.areaNumber,
color: player.color
});
}
}
}
leaderboardData.sort((a, b) => b.areaNumber - a.areaNumber);
io.emit('leaderboardUpdate', leaderboardData);
}
io.on("connection", socket => {
const client = new Client(socket, socket.request);
const player = client.player;
log("INFO", `Client ${player.id} connected`);
socket.on('spawn', ({ nickname, hero }) => {
player.name = nickname;
player.heroType = heroType.find(h => h.name === hero)?.id || 0;
let currentArea = getArea(player.regionName, player.areaNumber);
player.position = player.getRandomSpawnPosition(currentArea);
socket.emit('areaData', currentArea.getAreaData());
socket.emit('selfId', player.id);
socket.emit('playerUpdate', player.getPlayerData());
socket.emit('heroUpdate', player.getHeroData());
socket.to(`${player.regionName}-${player.areaNumber}`).emit('newPlayer', player.getPlayerData());
const existingPlayers = currentArea.players
.filter(p => p.id !== player.id)
.map(p => ({
id: p.id,
x: p.position.x,
y: p.position.y,
radius: p.radius,
color: p.color,
name: p.name
}));
socket.emit('existingPlayers', existingPlayers);
if (!currentArea.players.includes(player)) {
currentArea.players.push(player);
}
socket.join(player.regionName + '-' + player.areaNumber);
sendLeaderboardUpdate();
});
socket.on('playerInput', input => {
let currentArea = getArea(player.regionName, player.areaNumber);
player.handleInput(input, currentArea);
});
socket.on('abilityUse', abilityNumber => {
if (!player.abilities[abilityNumber] || player.deathTimer !== -1) return; // if the ability is not defined or the player is dead, do not use it
if (!player.abilities[abilityNumber].unlocked) return; // If the ability is not unlocked, do not use it
const currentArea = getArea(player.regionName, player.areaNumber);
player.abilities[abilityNumber].use(player, currentArea);
});
const UPGRADE_COOLDOWN = 30;
let lastUpgradeTime = 0;
socket.on('upgrade', upgradeNumber => {
const currentTime = Date.now();
if (currentTime - lastUpgradeTime < UPGRADE_COOLDOWN || player.upgradePoints <= 0) return;
const updatedProperties = {};
const stats = 3; // Speed, Energy, Regen. This is the number of stats before abilities.
const abilities = player.abilities.length;
if (upgradeNumber === 0 && player.baseSpeed < config.upgrades.maxSpeed) {
player.baseSpeed += 0.5;
updatedProperties.speed = player.baseSpeed;
player.upgradePoints--;
} else if (upgradeNumber === 1 && player.maxEnergy < config.upgrades.maxEnergy) {
player.maxEnergy += 5;
updatedProperties.maxEnergy = player.maxEnergy;
player.upgradePoints--;
} else if (upgradeNumber === 2 && player.energyRegen < config.upgrades.maxEnergyRegen) {
player.energyRegen += 0.5;
updatedProperties.energyRegen = player.energyRegen;
player.upgradePoints--;
} else if (upgradeNumber >= stats && upgradeNumber < stats + abilities) {
const abilityIndex = upgradeNumber - stats;
if (player.abilities[abilityIndex]) {
player.abilities[abilityIndex].upgrade(player);
updatedProperties.abilities = player.abilities.map(ability => ability.getData());
}
}
if (Object.keys(updatedProperties).length > 0) {
updatedProperties.upgradePoints = player.upgradePoints;
socket.emit('heroUpdate', updatedProperties);
lastUpgradeTime = currentTime;
}
});
socket.on('chat', message => {
io.emit('chat', player.name, message, player.color);
});
socket.on('disconnect', () => {
const client = server.clients.find(c => c.player.id === player.id);
if (client) {
const index = server.clients.indexOf(client);
server.clients.splice(index, 1);
log("INFO", `Client ${player.id} disconnected`);
let currentArea = getArea(player.regionName, player.areaNumber);
if (currentArea) {
const playerIndex = currentArea.players.indexOf(player);
if (playerIndex !== -1) {
currentArea.players.splice(playerIndex, 1);
}
io.emit('playerDisconnected', player.id);
}
sendLeaderboardUpdate();
}
});
});
function getArea(regionName, areaNumber) {
let area = server.regions[regionName].getArea(areaNumber);
if (!area) {
server.regions[regionName].loadArea(areaNumber);
area = server.regions[regionName].getArea(areaNumber);
}
return area;
}
const gameLoop = () => {
for (const region of Object.values(regions)) {
for (const area of region.getLoadedAreas()) {
for (const player of area.players) {
player.update(area);
// Update energy
if (player.energy < player.maxEnergy) {
player.energy += player.energyRegen / (config.fps / 2);
const client = server.clients.find(c => c.id === player.id);
if (client) {
client.socket.emit('heroUpdate', {
energy: player.energy
});
}
}
// Check if player should change areas
if (player.isInNextAreaZone(area)) {
changePlayerArea(player, 'next');
} else if (area.previousAreaZone && player.isInPreviousAreaZone(area)) {
changePlayerArea(player, 'previous');
}
// Timer update and respawn
if (player.deathTimer !== -1) {
player.deathTimer = Math.max(0, player.deathTimer - 1000 / (Math.round(config.fps / 1.33)));
if (player.deathTimer <= 0) {
const oldAreaNumber = player.areaNumber;
player.areaNumber = 0;
player.respawn();
const client = server.clients.find(c => c.player.id === player.id);
const socket = client.ws;
const respawnArea = server.getArea(server.regions[player.regionName], player.areaNumber);
// Remove player from old area
const oldArea = server.getArea(server.regions[player.regionName], oldAreaNumber);
const playerIndex = oldArea.players.indexOf(player);
if (playerIndex !== -1) {
oldArea.players.splice(playerIndex, 1);
}
// Add player to new area
if (!respawnArea.players.includes(player)) {
respawnArea.players.push(player);
}
// Update client with new player data
socket.emit('playerUpdate', player.getPlayerData());
socket.emit('areaData', respawnArea.getAreaData());
socket.emit('areaChanged', {
areaData: respawnArea.getAreaData(),
playerUpdate: player.getPlayerData()
});
// Update room subscriptions
socket.leave(`${player.regionName}-${oldAreaNumber}`);
socket.join(`${player.regionName}-${player.areaNumber}`);
// Notify other players about the respawned player
socket.to(`${player.regionName}-${player.areaNumber}`).emit('playerJoined', player.getPlayerData());
// Update the leaderboard
sendLeaderboardUpdate();
}
}
// Check for collisions with entities in the same area
for (const entity of area.entities) {
if (entity.collideCheck(player) && player.deathTimer == -1 && entity.entityType !== 'Pellet') { // Pellets do not kill players
player.deathTimer = area.deathTimer * 1000;
break;
}
}
// Check for collisions with other players in the same area
if (player.deathTimer === -1) { // Only check collisions if player is alive
for (const otherPlayer of area.players) {
if (otherPlayer.id !== player.id && player.collideCheck(otherPlayer)) {
otherPlayer.deathTimer = -1;
break;
}
}
}
}
// Update ability creations
for (const abilityCreation of area.abilityCreations) {
abilityCreation.update(area);
}
// Update entities
for (const entity of area.entities) {
entity.update(area);
}
}
}
sendPlayerUpdates();
// Send entity updates
for (const region of Object.values(regions)) {
for (const area of region.getLoadedAreas()) {
const entityData = area.entities.map(entity => entity.getEntityData());
io.to(`${region.regionName}-${area.areaNumber}`).emit('entityUpdate', entityData);
}
}
// Send ability creation updates
for (const region of Object.values(regions)) {
for (const area of region.getLoadedAreas()) {
const abilityCreationData = area.abilityCreations.map(entity => entity.getCreationData());
if (abilityCreationData.length > 0) {
io.to(`${region.regionName}-${area.areaNumber}`).emit('abilityCreationUpdate', abilityCreationData);
}
}
}
setTimeout(gameLoop, 1000 / config.fps);
};
gameLoop();
httpServer.listen(443, () => {
log("INFO", "Server is running on port 443");
});