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573 lines
18 KiB
JavaScript
573 lines
18 KiB
JavaScript
/*
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WARNING: THIS IS STILL EXPERIMENTAL STUFF
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I want to have the ability to assign specific behaviors to each room without messing with the main engine
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So I'm creating a module for server-side modifications (mods). There is one also for the client.
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Their naming convention is roomIdFunction.
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The functions are called by the engine at crucial points, only if they exist.
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*/
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//called at the beginning
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module.exports.initMod = function (io, gameState, DATA) {
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console.log("MOD: Initialized");
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//EVERYTHING GLOBALLLLL
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global.rita = require('rita');
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global.gameState = gameState;
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global.io = io;
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global.DATA = DATA;
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//family room roles
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global.familyRoles = {
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wife: "",
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husband: "", //id of player
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child1: "",
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child2: "",
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child3: "",
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uncle: "",
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milkman: "",
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boyfriend: ""
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};
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global.lastRhymes = [];
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global.rhymingPlayers = {};
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global.beatPlaying = false;
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global.paranoidTalk = [
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"Hey you",
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"There are bots in here",
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"Are you a bot?",
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"Russia is controlling the bots",
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"Are you real?",
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"Yes",
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"I don't trust you",
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"This is weird",
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"Prove you are human",
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"No",
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"Have you seen that?",
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"That person is a bot",
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"Listen",
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"Bots everywhere",
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"Hello",
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"Another bot"
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];
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//load extended dictionary, this is 3Mb but only sits on the server and it's used by only one room
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const fs = require('fs');
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global.dictionary = fs.readFileSync('dictionary.json');
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//cycle through contraints in the consonant room
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global.consonant = 0;
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setInterval(function () {
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global.consonant++;
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//aeiou-
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if (global.consonant > 5) {
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global.consonant = 0;
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}
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var msg = "";
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if (global.consonant == 0) //a
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msg = "All art appalls a fan";
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if (global.consonant == 1) //e
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msg = "Greet her when she enters";
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if (global.consonant == 2) //i
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msg = "I sit ildly till twilight";
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if (global.consonant == 3) //o
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msg = "No stools, no books: work protocol";
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if (global.consonant == 4) //u
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msg = "But truth: dull suburbs turn fun";
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if (global.consonant == 5) //none
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msg = "Tsk, tsk... try my rhythms";
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//sends a message to the room
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io.to("cnsnntrm").emit('nonPlayerTalked', { id: "", labelColor: "#3e7eb0", room: "cnsnntrm", message: msg, x: 36, y: 56 });
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}, 60 * 1000); //every minute changes
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//global function ffs
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global.random = function (min, max) {
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return Math.random() * (max - min) + min;
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}
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//Example of NPC creation and behavior
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var npc = new NPC(
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{
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id: "paranoid",
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nickName: "Anonymous",
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room: "secondFloor",
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x: 23,
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y: 78,
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avatar: 1,
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colors: [2, 2, 1, 5],
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labelColor: "#1e839d"
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});
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npc.behavior = setTimeout(function ramble() {
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var dice = random(0, 100);
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if (dice < 40) {
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npc.talk(global.paranoidTalk[Math.floor(random(0, global.paranoidTalk.length - 1))]);
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npc.behavior = setTimeout(ramble, random(7000, 9000));
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}
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else if (dice < 60) {
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npc.move(random(17, 113) * 2, random(76, 98) * 2);
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npc.behavior = setTimeout(ramble, random(4000, 8000));
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}
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else {
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//just wait
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npc.behavior = setTimeout(ramble, random(1000, 3000));
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//to kill the bot
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//clearTimeout(npc.behavior);
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//npc.delete();
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}
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}, random(1000, 2000));
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global.VIPList = [];
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}
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//custom function called on the server side when a player successfully enters or exits the room
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//executed before it's broadcast to the other players
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module.exports.experimentsJoin = function (player, roomId) {
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//console.log("MOD: " + player.nickName + " entered room " + roomId);
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}
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module.exports.experimentsLeave = function (player, roomId) {
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//console.log("MOD: " + player.nickName + " exited room " + roomId);
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}
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//wouldn't it be funny if cetain rooms modified your messages?
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module.exports.experimentsTalkFilter = function (player, message) {
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//console.log("MOD: " + player.nickName + " said " + message);
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//message = message.replace(/[aeiou]/ig, '');
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//make sure it returns a message
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return message;
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}
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//wouldn't it be funny if cetain rooms modified your messages?
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module.exports.VIPRoomTalkFilter = function (player, message) {
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//console.log("MOD: " + player.nickName + " said " + message);
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message = global.rita.getPhonemes(message);
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message = message.replace(/-/g, "");
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//make sure it returns a message
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return message;
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}
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//wouldn't it be funny if cetain rooms modified your messages?
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module.exports.cnsnntrmTalkFilter = function (player, message) {
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//console.log("MOD: " + player.nickName + " said " + message);
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if (global.consonant == 0) //a
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message = message.replace(/[eiou]/ig, 'a');
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if (global.consonant == 1) //e
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message = message.replace(/[aiou]/ig, 'e');
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if (global.consonant == 2) //i
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message = message.replace(/[aeou]/ig, 'i');
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if (global.consonant == 3) //o
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message = message.replace(/[aeiu]/ig, 'o');
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if (global.consonant == 4) //u
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message = message.replace(/[aeio]/ig, 'u');
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if (global.consonant == 5) //none
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message = message.replace(/[aeiou]/ig, '');
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//make sure it returns a message
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return message;
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}
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//words can only be used once
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module.exports.censorshipRoomTalkFilter = function (player, message) {
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//create a list of censored words
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if (global.forbiddenWords == null) {
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global.forbiddenWords = [];
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}
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//strip special characters
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message = message.replace(/[`~!@#$%^&*()_|+\-=?;:",.<>\{\}\[\]\\\/]/gi, '');
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//break down the message into words
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var words = message.split(" ");
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var censoredMessage = "";
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//check each single word
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for (var j = 0; j < words.length; j++) {
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/*
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//remove repeated character if they occur more than twice like hellooooo > hello
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var word = words[j];
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var pChar = "";
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var ppChar = "";
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var newWord = "";
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for (var k = 0; k < word.length; k++) {
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var newChar = word[k];
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if (pChar == "" || ppChar == "" || !(newChar == ppChar && newChar == pChar)) {
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newWord += newChar;
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}
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ppChar = pChar;
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pChar = newChar;
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}
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*/
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var newWord = words[j];
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//found, censor
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if (forbiddenWords.indexOf(newWord.toLowerCase()) > -1) {
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var l = newWord.length;
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var bleep = "";
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for (var i = 0; i < l; i++) {
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bleep += "*";
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}
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censoredMessage += bleep;
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}
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else {
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censoredMessage += newWord;
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//not found add
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forbiddenWords.push(newWord.toLowerCase());
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}
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if (j < words.length - 1)
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censoredMessage += " ";
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}
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return censoredMessage;
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}
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module.exports.rhymeRoomTalkFilter = function (player, message) {
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//
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if (global.beat == null)
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global.beat = 1;
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var arr = message.split(" ");
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var lastWord = "";
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if (arr.length > 0)
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lastWord = arr[arr.length - 1].toLowerCase();
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//extended dictionary
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var exists = global.dictionary.indexOf(lastWord) != -1;
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var first = false;
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var lastRhyme = "";
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var used = false;
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if (global.lastRhymes.length == 0)
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first = true;
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else {
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used = global.lastRhymes.indexOf(lastWord) != -1;
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lastRhyme = global.lastRhymes[global.lastRhymes.length - 1].toLowerCase();
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}
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if (exists && !used) {
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var rhymes = false;
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//not first check the rhym
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if (!first)
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rhymes = global.rita.isRhyme(lastWord, lastRhyme);
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//start the battle
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if (first || rhymes) {
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if (global.beatPlaying == false) {
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io.to("rhymeRoom").emit('musicOn', global.beat);
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global.beatPlaying = true;
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}
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global.lastRhymes.push(lastWord);
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//create the rhyming player score
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if (global.rhymingPlayers[player.nickName] == null)
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global.rhymingPlayers[player.nickName] = 0;
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//calculate the score by counting the real words
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//skip the first
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if (global.lastRhymes.length > 1) {
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for (var i = 0; i < arr.length; i++) {
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if (global.rita.containsWord(arr[i]))
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global.rhymingPlayers[player.nickName]++;
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}
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}
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//console.log("YEAH " + player.nickName + " " + lastWord + "! Words uttered " + global.rhymingPlayers[player.nickName]);
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clearTimeout(global.rhymeTime);
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global.rhymeTime = setTimeout(function () {
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//console.log("Rhyme timeout");
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//send to everybody in the room
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io.to("rhymeRoom").emit('musicOff');
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global.beatPlaying = false;
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//change record
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global.beat++;
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if (global.beat > 3)
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global.beat = 1;
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var highscore = 0;
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var winner = "";
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//find high score
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for (var nn in global.rhymingPlayers) {
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if (global.rhymingPlayers[nn] >= 4 && global.rhymingPlayers[nn] > highscore) {
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winner = nn;
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highscore = global.rhymingPlayers[nn];
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}
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}
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global.lastRhymes = [];
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global.rhymingPlayers = {};
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if (winner != "") {
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io.to("rhymeRoom").emit('godMessage', winner + " wins!" + highscore + " words uttered");
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}
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}, 8000);
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return message;
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}//doesn't ryme
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else {
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return "...";
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}
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}//doesn't exist
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else {
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return "...";
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}
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}
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//if enters when music is playing sent
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module.exports.rhymeRoomJoin = function (playerObject, roomId) {
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if (io.sockets.sockets[playerObject.id] != null && global.beatPlaying) {
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io.sockets.sockets[playerObject.id].emit('musicEnter', global.beat);
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}
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}
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//if enters when music is playing sent
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module.exports.rhymeRoomLeave = function (playerObject, roomId) {
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if (io.sockets.sockets[playerObject.id] != null) {
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io.sockets.sockets[playerObject.id].emit('musicExit');
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}
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}
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module.exports.darkRoomTalkFilter = function (player, message) {
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//I should declare them at the init but whatev
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var nouns = ["ass", "climax", "coitus", "boner", "booty", "threesome", "tush", "lust", "orgy", "libido", "dildo", "kink",
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"porno", "buttplug", "cunnilingus", "cybersex", "sex", "cum", "orgasm", "quickie", "intercourse", "cock", "penis", "dick", "pussy", "fanny", "vagina", "clit", "butt"];
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var verbs = ["love", "shag", "mate", "seduce", "hook up", "hump", "arouse", "fornicate", "erect", "get some", "bone", "bang", "fuck", "lick", "suck", "cum", "penetrate", "screw", "sodomize", "arouse", "kiss", "pet", "masturbate", "come"];
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var arr = rita.tokenize(message);
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var replaced = false;
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for (var i = 0; i < arr.length && !replaced; i++) {
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var word = arr[i];
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//skip verbs 50% since they are more likely to come before nouns
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if (rita.isVerb(word) && Math.random() < 0.5) {
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arr[i] = rita.randomItem(verbs);
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replaced = true;
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}
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if (rita.isNoun(word)) {
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arr[i] = rita.randomItem(nouns);
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replaced = true;
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}
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}
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return arr.join(" ");
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}
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//player enters family room roles are assigned by the server
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module.exports.familyRoomJoin = function (playerObject, roomId) {
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var foundRole = false;
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for (var roleId in global.familyRoles) {
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//role not assigned
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if (global.familyRoles[roleId] == "" && !foundRole) {
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foundRole = true;
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global.familyRoles[roleId] = playerObject.id;
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console.log(playerObject.id + " becomes " + roleId);
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}
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}
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if (!foundRole)
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console.log(playerObject.id + " becomes a fly");
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//assign a new role and send all the roles to the room
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io.to("familyRoom").emit('updateRoles', playerObject.id, global.familyRoles);
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//io.to("familyRoom").emit('assignRole', { id: playerObject.id, roleId: "wife", roleLabel: "Wife", rolePrompt: "You are feeling frustrated" });
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//send the existing roles
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}
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//exit > free up the role
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//player enters family room roles are assigned by the server
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module.exports.familyRoomLeave = function (playerObject, roomId) {
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for (var roleId in global.familyRoles) {
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//role not assigned
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if (global.familyRoles[roleId] == playerObject.id) {
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global.familyRoles[roleId] = "";
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console.log(roleId + " is now free");
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}
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}
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//I don't need to send updated roles
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//io.to("familyRoom").emit('updateRoles', playerObject.id, global.familyRoles);
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}
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//mute spectators on the server-side
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module.exports.familyRoomTalkFilter = function (player, message) {
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var spectator = true;
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for (var roleId in global.familyRoles) {
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//role assigned
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if (global.familyRoles[roleId] == player.id) {
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spectator = false;
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}
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}
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if (spectator)
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return "zzzz";
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else
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return message;
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}
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module.exports.VIPRoomJoin = function (playerObject, roomId) {
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//console.log(playerObject.nickName + " enters the VIP room");
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//...
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global.VIPList.push(playerObject.id);
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if (global.VIPList.length > 3) {
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var expelled = global.VIPList.shift();
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//force leave
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if (io.sockets.sockets[expelled] != null) {
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this.transferPlayer(expelled, "VIPRoom", "likelikeOutside", 121 * 2, 89 * 2);
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io.to(expelled).emit('godMessage', "Sorry, we had to expel you to make room for " + playerObject.nickName);
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}
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}
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}
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module.exports.VIPRoomIntro = function (newComerId, introObj) {
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//the problem with the auto expulsion in VIPRoom is that the intro is sent before it's the other person is expelled
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//so the intros arrive too late creating ghosts.
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//since the server has the real list I can override the intro after the fact and expel the ghost. Ugly but necessary.
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//console.log("Obsolete intro? " + gameState.players[introObj.id].room);
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if (gameState.players[introObj.id].room != "VIPRoom")
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io.to("VIPRoom").emit("playerLeft", { id: introObj.id, room: "VIPRoom", disconnect: false });
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}
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//force change room
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module.exports.transferPlayer = function (playerId, from, to, x, y) {
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//console.log(playerId + " is transfered to " + to);
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var s = io.sockets.sockets[playerId];
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var p = gameState.players[playerId];
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if (s != null)
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if (p.room != null) {
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//var from = p.room;
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s.leave(from);
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s.join(to);
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//broadcast the change to everybody in the current room
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//from the client perspective leaving the room is the same as disconnecting
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io.to(from).emit("playerLeft", { id: playerId, room: from, disconnect: false });
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//same for joining, sending everybody in the room the player state
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p.room = to;
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p.x = p.destinationX = x;
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p.y = p.destinationY = y;
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p.new = false;
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//check if there is a custom function in the MOD to call at this point
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if (this[from + "Leave"] != null) {
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//call it!
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this[from + "Leave"](p, from);
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}
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io.to(to).emit("playerJoined", p);
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//check if there is a custom function in the MOD to call at this point
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if (this[to + "Join"] != null) {
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//call it!
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this[to + "Join"](p, to);
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}
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//check if there are NPCs in this room and make them send info to the player
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for (var NPCId in gameState.NPCs) {
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var npc = gameState.NPCs[NPCId];
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if (npc.room == to) {
|
|
npc.sendIntroTo(playerId);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//if a player leaves the room on their own accord make sure they are removed from the list as well
|
|
module.exports.VIPRoomLeave = function (playerObject, roomId) {
|
|
//console.log(playerObject.nickName + " exits the VIP room");
|
|
|
|
var index = global.VIPList.indexOf(playerObject.id);
|
|
if (index !== -1) {
|
|
global.VIPList.splice(index, 1);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//a client can send generic action request to the server
|
|
//the action logic is defined in functions named "on"+ActionId like this one
|
|
//I don't want a hacked client to be able to call whatever function exists on the server mod hence the naming
|
|
//and I want send only an id without arguments to force all my logic here on the server side
|
|
module.exports.onTVInteract = function (pId) {
|
|
//console.log("Action onTVInteract called by " + pId);
|
|
|
|
//a persistent change to the game state: change the DATA sent to the new players
|
|
//*persistent until server restarts
|
|
|
|
var TVState = !DATA.ROOMS.familyRoom.things.TV.visible;
|
|
//change the visibility
|
|
DATA.ROOMS.familyRoom.things.TV.visible = TVState;
|
|
//send a thing update too ALL clients, changing the client data and telling them to delete and recreate the sprite if they are in the room
|
|
io.sockets.emit("thingChanged", { thingId: "TV", room: "familyRoom", property: "visible", value: TVState });
|
|
} |