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server.js
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server.js
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const static = require('node-static');
const http = require('http');
const WebSocket = require('ws');
const url = require('url');
const fs = require('fs');
const file = new static.Server('./public');
const server = http.createServer(
function (request, response) {
const pathname = url.parse(request.url).pathname;
console.log('static', pathname);
request.addListener('end', function () {
file.serve(request, response);
}).resume();
}
);
const wss = new WebSocket.Server({ noServer: true });
server.on('upgrade', function (request, socket, head) {
const pathname = url.parse(request.url).pathname;
if (pathname === '/ws') {
wss.handleUpgrade(request, socket, head, function done(ws) {
wss.emit('connection', ws, request);
});
} else {
socket.destroy();
}
});
let rotToDir = [ [0,1], [1,0], [0,-1], [-1,0] ];
function add(p1, p2) {
return [ p1[0] + p2[0], p1[1] + p2[1] ];
}
var clients = {};
var golems = {};
function spawnGolem(player, gs) {
let players = playerPositions();
let pos = add(player.pos, rotToDir[player.rot]);
let k = genPosKey(pos);
if (gs[k]) {
return;
}
player.kills -= 10;
if (!(k in map) || map[k].state == 0 ) {
map[k] = {state: 2};
}
if (k in players) {
players[k].life = 0;
players[k].deaths += 1;
player.kills += 20;
}
let uuid = createUuid();
golems[uuid] = {
uuid: uuid,
pos: pos,
rot: player.rot,
life: 10,
attackAnimation: null
};
}
fs.watch('./public', (eventType, filename) => {
console.log("watch", eventType, filename);
Object.values(clients).forEach(c => {
c.ws.send(JSON.stringify({type: "reload"}));
});
});
function genPosKey(p) {
return p[0] + "_" + p[1];
}
var map = {};
var inputState = {};
var count = 0;
function updateState() {
var players = playerPositions();
var gs = golemPositions();
count += 1;
//golems
if ((count % 100) == 0) {
Object.values(golems).forEach(g => {
g.life -= 1;
if (g.life < 0) {
delete golems[g.uuid];
}
let npos = add(g.pos, rotToDir[g.rot]);
let k = genPosKey(npos);
if (!(k in map) || map[k].state == 0) {
// kill tree
map[k] = {state: 2};
g.attackAnimation = new Date().toJSON();
} else if (map[k].state == 2) {
if (players[k]) {
//attack player
let l = players[k].life - 1;
players[k].life = l <= 0 ? 0 : l;
g.attackAnimation = new Date().toJSON();
} else if (gs[npos]) {
//attack golem?
} else {
// move golem
g.pos = npos;
}
}
})
}
//trees
var now = new Date();
var newTrees = Object.keys(map).filter(k => 'tree' in map[k] && now - map[k].tree > 3000);
var gs = golemPositions();
newTrees.forEach(k => {
if (players[k]) {
players[k].life = 0;
players[k].deaths += 1;
}
if (gs[k]) {
delete golems[gs[k].uuid];
}
delete map[k];
});
//input
Object.keys(inputState).forEach(k => {
let v = inputState[k];
if (clients[k].life <= 0) {
if (v == 'respawn') {
Object.assign(clients[k], defaultClient());
}
delete inputState[k];
return;
}
let crot = {
'down': 0,
'right': 1,
'up': 2,
'left': 3
};
let cmap = {
'up': [0,-1],
'down': [0,1],
'left': [-1,0],
'right': [1,0]
};
if (v in cmap) {
var players = playerPositions();
var newPos = add(clients[k].pos, cmap[v]);
var newPosK = genPosKey(newPos);
if (crot[v] != clients[k].rot) {
//rotate
clients[k].rot = crot[v];
} else if (newPosK in players) {
//attack player
clients[k].attackAnimation = new Date().toJSON();
var l = players[newPosK].life;
players[newPosK].life = l <= 0 ? 0 : l-1;
if (players[newPosK].life < 1) {
clients[k].kills += 10;
players[newPosK].deaths += 1;
}
} else if (newPosK in gs) {
//dont move into golem
} else if (! (newPosK in map)) {
//attack tree
//todo merge with below case
clients[k].attackAnimation = new Date().toJSON();
map[newPosK] = {state: 0};
} else if (map[newPosK].state == 0) {
//attack tree
clients[k].attackAnimation = new Date().toJSON();
clients[k].kills += 1;
map[newPosK] = {state: 2};
} else if (map[newPosK].state == 2) {
//move
clients[k].pos = newPos;
} else {
console.log("dont know how to updateState", map[newPosK]);
}
} else if (v == 'golem') {
if (clients[k].kills >= 10) {
spawnGolem(clients[k], gs);
} else {
console.log("not enough kill to spawn golem");
}
} else {
console.log("unknown input for", k, v);
}
delete inputState[k];
});
}
setInterval(updateState, 10);
function makeTree() {
return {
state: 0,
rot: Math.floor(Math.random() * 4)
};
}
function generateMap(players, golems, pos) {
let out = [];
let size = 7;
for (var y = -size; y <= size; y += 1) {
out.push([]);
for (var x = -size; x <= size; x += 1) {
var k = genPosKey([pos[0] + x, pos[1] + y]);
if (k in players) {
out[out.length-1].push({
id: 1,
rot: players[k].rot,
shake: (k in map && 'tree' in map[k]),
attackAnimation: players[k].attackAnimation
});
} else if (k in golems) {
out[out.length-1].push({
id: 1,
rot: golems[k].rot,
shake: (k in map && 'tree' in map[k]),
attackAnimation: golems[k].attackAnimation
});
} else {
if (! (k in map)) {
map[k] = makeTree();
}
var o = map[k].state;
var oo = {
id: o,
rot: ('rot' in map[k] ? map[k].rot : 0),
shake: (k in map && 'tree' in map[k])
};
out[out.length-1].push(oo);
}
}
}
return out;
}
function playerPositions() {
return Object.values(clients).reduce((acc, c) => {
if (c.life > 0) {
acc[genPosKey(c.pos)] = c;
}
return acc
}, {});
}
function golemPositions() {
return Object.values(golems).reduce((acc, g) => {
acc[genPosKey(g.pos)] = g;
return acc
}, {});
}
function sendState() {
var players = playerPositions();
var golems = golemPositions();
Object.values(clients).forEach(c => {
var tempState = JSON.stringify({type: "state", data: {
map: generateMap(players, golems, c.pos),
dead: c.life == 0,
splash: c.life == -1,
kills: c.kills,
deaths: c.deaths,
now: new Date().toJSON()
}});
c.ws.send(tempState);
});
setTimeout(sendState,10);
}
sendState();
function growTrees() {
let keys = Object.keys(map).filter(x => map[x].state != 0 && !map[x].tree);
let l = keys.length;
let k = keys[Math.floor(Math.random() * l)];
if (k in map) {
map[k]['tree'] = new Date();
}
setTimeout(growTrees,50000/(l + 20));
}
growTrees();
function createUuid() {
var uuid = null;
do {
uuid = 'K' + Math.floor(Math.random() * 100000);
} while(uuid in clients || uuid in golems);
return uuid;
}
function findStartPos() {
var players = playerPositions();
var x = 0;
var y = 0;
var k = genPosKey([x, y]);
while(k in players) {
x += 1;
k = genPosKey([x, y]);
}
return [x,y];
}
function defaultClient() {
var sPos = findStartPos();
//Destroy tree on spawnin
for (var x = -1; x <= 1; x += 1) {
for (var y = -1; y <= 1; y += 1) {
map[genPosKey(add(sPos, [x, y]))] = {state: 2};
}
}
return {
life: 3,
pos: sPos,
rot: 0,
attackAnimation: null
}
};
wss.on('connection', function connection(ws) {
var uuid = createUuid();
clients[uuid] = {
ws: ws,
kills: 0,
deaths: 0,
life: -1,
pos: [0,0],
rot: 0
};
ws.on('message', function incoming(message) {
let msg = {};
try {
msg = JSON.parse(message);
} catch (e) {
console.log("broken data from", uuid, message)
return;
}
if (msg.type == 'debug') {
console.log("debug message from", uuid, msg.data);
} else if (msg.type == 'input') {
inputState[uuid] = msg.data;
} else {
console.log("unknown message from", uuid, msg);
}
});
ws.on('close', () => {
delete clients[uuid];
});
});
server.listen(8080);
console.log('go: http://localhost:8080/');