mirror of
https://github.com/gooba42/adventureland.git
synced 2026-10-15 02:39:29 -05:00
128 lines
3.2 KiB
JavaScript
128 lines
3.2 KiB
JavaScript
//#NOTE: If you want to see a new function/feature, just request it at: https://github.com/kaansoral/adventureland/issues
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var character=parent.character;
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function get_socket()
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{
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return parent.socket;
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}
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function get_map()
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{
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return parent.G.maps[parent.current_map];
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}
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function set_message(text)
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{
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$('#gg').html(text);
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}
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function get_target()
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{
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return parent.target;
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}
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function get_targeted_monster()
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{
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if(parent.ctarget && !parent.ctarget.dead && parent.ctarget.type=='monster') return parent.ctarget;
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return null;
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}
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function change_target(target)
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{
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parent.ctarget=target;
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}
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function in_attack_range(target) // also works for priests/heal
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{
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if(parent.distance(character,target)<=character.range) return true;
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return false;
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}
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function can_attack(target) // also works for priests/heal
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{
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if(in_attack_range(target) && new Date()>=parent.next_attack) return true;
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return false;
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}
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function attack(target)
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{
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parent.monster_attack.call(target);
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}
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function heal(target)
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{
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parent.player_heal.call(target);
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}
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function buy(name,quantity) //item names can be spotted from show_json(character.items) - they can be bought only if an NPC sells them
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{
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parent.buy(name,quantity);
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}
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function sell(num,quantity) //sell an item from character.items by it's order - 0 to N-1
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{
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parent.sell(num,quantity);
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}
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function upgrade(item_num,scroll_num) //number of the item and scroll on the show_json(character.items) array - 0 to N-1
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{
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parent.u_item=item_num;
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parent.u_scroll=scroll_num;
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parent.upgrade();
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}
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function move(x,y)
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{
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var map=parent.map,move=parent.calculate_move(parent.M,character.real_x,character.real_y,x,y);
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character.from_x=character.real_x;
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character.from_y=character.real_y;
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character.going_x=move.x;
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character.going_y=move.y;
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character.moving=true;
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parent.calculate_vxy(character);
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// parent.console.log("engaged move "+character.angle);
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parent.socket.emit("move",{x:character.real_x,y:character.real_y,going_x:character.going_x,going_y:character.going_y});
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}
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function show_json(e) // renders the object as json inside the game
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{
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parent.show_json(parent.game_stringify(e,2));
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}
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function get_player(name) // returns the player by name, if the player is within the vision area
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{
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var target=null,entities=parent.entities;
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if(name==character.name) target=character;
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for(i in entities) if(entities[i].type=="character" && entities[i].name==name) target=entities[i];
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return target;
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}
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function get_nearest_monster(args)
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{
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var min_d=999999,target=null;
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for(id in parent.entities)
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{
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var current=parent.entities[id];
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if(current.type!="monster" || args.min_xp && current.xp<args.min_xp || args.max_att && current.attack>args.max_att) continue;
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var c_dist=parent.distance(character,current);
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if(c_dist<min_d) min_d=c_dist,target=current;
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}
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return target;
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}
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function use_hp_or_mp()
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{
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if(new Date()<parent.next_pot) return;
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if(character.mp/character.max_mp<0.2) parent.use('mp');
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else if(character.hp/character.max_hp<0.7) parent.use('hp');
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else if(character.mp/character.max_mp<0.8) parent.use('mp');
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else if(character.hp<character.max_hp) parent.use('hp');
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else if(character.mp<character.max_mp) parent.use('mp');
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}
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function loot()
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{
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for(id in parent.chests)
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parent.socket.emit("open_chest",{id:id});
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}
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