Beispiel #1
0
func (g *Game) putItem(json consts.JsonType) consts.JsonType {
	res := utils.JsonAction("putItem", "badAction")
	if *consts.TEST && consts.TEST_MODE {
		var requiredFields = map[string]string{
			"x":    "badPlacing",
			"y":    "badPlacing",
			"item": "badItem",
		}
		var ok bool
		if ok, _ = utils.CheckJsonRequest(json, requiredFields); ok {
			itemDesc, ok1 := json["item"].(map[string]interface{})
			pt, isGoodPoint := utils.GetPointFromJson(json)
			if isGoodPoint && !g.field.IsBlocked(int(pt.X), int(pt.Y)) {
				res["result"] = "badInventory"
				if ok1 {
					item := gameObjectsBase.ItemFromJson(itemDesc)
					if item != nil {
						item.ForcePlace(*geometry.MakePoint(pt.X, pt.Y))
						g.items.addItem(item)
						g.field.LinkToCells(item)
						res["id"] = item.GetID()
						res["result"] = "ok"
					}
				}
			} else {
				res["result"] = "badPlacing"
			}
		}
	}
	return res
}
Beispiel #2
0
func (g *Game) setLocationAction(json consts.JsonType) consts.JsonType {
	res := utils.JsonAction("setLocation", "badPlacing")
	pt, ok := utils.GetPointFromJson(json)
	if ok {
		g.players.getPlayerBySession(json["sid"].(string)).ForcePlace(*pt)
		res["result"] = "ok"
	}
	return res
}
Beispiel #3
0
func (g *Game) putMob(json consts.JsonType) consts.JsonType {
	res := utils.JsonAction("putMob", "badAction")
	if *consts.TEST && consts.TEST_MODE {
		var requiredFields = map[string]string{
			"x":           "badPlacing",
			"y":           "badPlacing",
			"flags":       "badFlag",
			"race":        "badRace",
			"dealtDamage": "badDamage",
		}
		var ok bool
		if ok, res["result"] = utils.CheckJsonRequest(json, requiredFields); ok {
			damage, ok := json["dealtDamage"].(string)
			if ok && utils.IsDiceDesc(damage) {
				flags := json["flags"].([]interface{})
				var stats = map[string]interface{}{}
				if json["stats"] != nil {
					stats, ok = json["stats"].(map[string]interface{})
					if !ok {
						res["result"] = "badStats"
					}
				}
				var inventory = map[string]interface{}{}
				if json["inventory"] != nil {
					inventory, ok = json["inventory"].(map[string]interface{})
					if !ok {
						res["result"] = "badInventory"
					}
				}
				pt, isGoodPoint := utils.GetPointFromJson(json)
				race, isExistRace := consts.NameRaceMapping[json["race"].(string)]
				if !(isGoodPoint && g.field.FreeForObject(pt.X, pt.Y)) {
					res["result"] = "badPlacing"
				} else if !gameObjectsFlags.CheckFlags(flags) {
					res["result"] = "badFlag"
				} else if !isExistRace {
					res["result"] = "badRace"
				} else {
					m := gameObjects.NewTestMob(pt.X, pt.Y, race, damage, flags)
					if !g.setCharacteristicsToActiveObject(m, stats) {
						res["result"] = "badStats"
						return res
					}
					if !g.setInventoryToActiveObject(m, inventory) {
						res["result"] = "badInventory"
						return res
					}
					res["id"] = g.mobs.registerMob(m)
					res["result"] = "ok"
				}
			} else {
				res["result"] = "badDamage"
			}
		}
	}
	return res
}
Beispiel #4
0
func (g *Game) setLocationAction(json consts.JsonType) consts.JsonType {
	res := utils.JsonAction("setLocation", "badPlacing")
	pt, ok := utils.GetPointFromJson(json)
	if ok {
		p := g.players.getPlayerBySession(json["sid"].(string))
		g.field.UnlinkFromCells(p)
		p.ForcePlace(*pt)
		g.field.LinkToCells(p)
		res["result"] = "ok"
	}
	return res
}
Beispiel #5
0
func (g *Game) putPlayer(json consts.JsonType) consts.JsonType {
	res := utils.JsonAction("putPlayer", "badAction")
	if *consts.TEST && consts.TEST_MODE {
		var requiredFields = map[string]string{
			"x": "badPlacing",
			"y": "badPlacing",
			//"inventory" : "badInventory",
		}
		var ok bool
		if ok, res["result"] = utils.CheckJsonRequest(json, requiredFields); ok {
			inventory, ok := json["inventory"].([]interface{})
			var stats = map[string]interface{}{}
			if json["stats"] != nil {
				stats = json["stats"].(map[string]interface{})
			}
			pt, isGoodPoint := utils.GetPointFromJson(json)
			if !(isGoodPoint && g.field.FreeForObject(pt.X, pt.Y)) {
				res["result"] = "badPlacing"
			} else {
				var class int = consts.PLAYER_CLASS_WARRIOR
				if json["class"] != nil {
					var exists bool
					class, exists = consts.NamePlayerClassMapping[json["class"].(string)]
					if !exists {
						res["result"] = "badClass"
						return res
					}
				}
				p := gameObjects.NewPlayer(utils.GenerateId(), -1, class, "", utils.GenerateSID(), pt.X, pt.Y)
				g.setCharacteristicsToActiveObject(p, stats)
				g.players.add(p)
				g.field.LinkToCells(p)
				if ok {
					for _, itemDesc := range inventory {
						item := gameObjectsBase.ItemFromJson(consts.JsonType(itemDesc.(map[string]interface{})))
						if item != nil {
							g.items.addItem(item)
							p.PickUpItem(item)
						}
					}
					res["inventory"] = p.GetInventoryInfo()
				}
				if slots, okey := json["slots"].(map[string]interface{}); okey {
					idxs := make(map[string]int64)
					for slotName, itemDesc := range slots {
						if itemd, item_converted := itemDesc.(map[string]interface{}); item_converted {
							item := gameObjectsBase.ItemFromJson(consts.JsonType(itemd))
							if item != nil {
								p.PickUpItem(item)
								reason, _ := p.Equip(item, consts.NameSlotMapping[slotName])
								if reason == consts.OK {
									g.items.addItem(item)
									idxs[slotName] = item.GetID()
								} else if reason == consts.BADID {
									res["result"] = "badId"
									fmt.Println("wrong id")
									return res
								} else {
									res["result"] = "badSlot"
									fmt.Println("wrong slot")
									return res
								}
							}
						} else {
							fmt.Println("fail to convert")
							res["result"] = "badSlot"
							return res
						}
					}
					res["slots"] = idxs
				}
				res["sid"] = p.SID
				res["id"] = p.GetID()
				res["fistId"] = p.GetFistID()
				res["result"] = "ok"
			}
		}
	}
	return res
}