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noita.js
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noita.js
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const EventEmitter = require("events")
const path = require("path")
const ws = require("ws")
const { v4: uuidv4 } = require("uuid")
const appEvent = require("./appEvent")
const { ipcMain } = require("electron")
function sysMsg(message) {
appEvent("sChat", {
id: uuidv4(),
userId: "-1",
name: "[System]",
message
})
}
function lerp(a, b, weight) {
return a * weight + b * (1 - weight)
}
function rotLerp(a, b, weight) {
const pi2 = Math.PI * 2
const shortest = ((a - b) + Math.PI) % pi2 - Math.PI
return b + (shortest * weight) % pi2
}
class NoitaGame extends EventEmitter {
constructor() {
super()
this.setMaxListeners(0)
this.port = 25569
this.server = null
this.client = null
this.paused = false
this.queue = []
this.queueDelay = 5000
this.rejectConnections = true
this.user = { userId: 0, name: "", host: false }
this.spellList = []
this.gameFlags = []
this.players = {}
this.bank = {
wands: [],
spells: [],
flasks: [],
objects: [],
gold: 0
}
this.onDeathKick = false
ipcMain.once("game_listen", () => {
this.gameListen()
})
}
isConnectionLocalhost(ws) {
const addr = ws._socket.remoteAddress
return (addr == "::1") || (addr == "127.0.0.1") || (addr == "localhost") || (addr == "::ffff:127.0.0.1")
}
gameListen() {
if (!this.server) {
this.server = new ws.Server({ port: this.port })
}
this.server.on("connection", (socket) => {
//console.log("[Game WS] New connection(?)")
if (!this.isConnectionLocalhost(socket) || this.rejectConnections) {
//console.log("terminate")
socket.terminate()
return
}
socket.on("message", (data) => { this.gameMessage(data, socket) })
socket.on("close", () => {
if (this.client === socket) {
//console.log("[Game] Disconnected.")
this.client = null
this.emit("GAME_CLOSE")
}
})
})
this.on("GameSpellList", (payload) => { this.setSpellList(payload) })
this.on("RequestPlayerList", () => {
this.sendPlayerList()
this.sendEvt("UpdateFlags", this.gameFlags)
})
this.on("PlayerDeath", () => {
this.bank = {
wands: [],
spells: [],
flasks: [],
objects: [],
gold: 0
}
})
this.on("RunOver", () => {
this.bank = {
wands: [],
spells: [],
flasks: [],
objects: [],
gold: 0
}
})
}
// event and ping
// {event: "", payload: {}}
gameMessage(data, socket) {
let dataJSON = null
if (data.slice(0, 1) == ">") {
if (data == ">RES> [no value]") { return }
else {
//console.log(data)
return
}
}
else {
try {
dataJSON = JSON.parse(data)
} catch (e) {
console.log("[Game] Error parsing game message.")
console.error(e)
return
}
}
if (dataJSON.event == "ping") {
if (!this.client) {
//console.log("[Game] Connected.")
this.client = socket
this.emit("GAME_OPEN")
this.bankToGame()
}
}
else {
/*
console.log({ dataJSON })
console.log()
*/
this.emit(dataJSON.event, dataJSON.payload)
}
}
get isPaused() {
return this.paused
}
get isHost() {
return this.user.host
}
setUser(user) {
this.user = user
}
setHost(val) { this.user.host = val }
sendEvt(key, payload = {}) {
this.toGame({ event: key, payload })
}
toGame(obj = {}) {
const evt = JSON.stringify(obj)
if (!this.client) {
//console.log("[Game] Pushed code to queue.")
this.queue.push(evt)
return
}
this.client.send(evt)
if (this.queue.length > 0) {
setTimeout(() => {
this.toGame(this.queue.shift())
}, this.queueDelay)
}
}
updateFlags(data) {
const onDeathKick = data.some(entry => entry.flag == "_ondeath_kick")
if (this.isHost) {
this.onDeathKick = onDeathKick
}
data.push({ flag: "NT_GAMEMODE_CO_OP" })//hardcode this for now :) <3
this.gameFlags = data
this.sendEvt("UpdateFlags", data)
}
addPlayer(data) {
this.players[data.userId] = data
if (!this.client) { return }
this.sendEvt("AddPlayer", data)
}
removePlayer(data) {
delete this.players[data.userId]
this.sendEvt("RemovePlayer", data)
}
bankToGame() {
const bank = []
for (const wand of this.bank.wands) {
bank.push(wand)
}
for (const spell of this.bank.spells) {
bank.push(spell)
}
for (const item of this.bank.flasks) {
bank.push(item)
}
for (const item of this.bank.objects) {
bank.push(item)
}
this.sendEvt("ItemBank", { items: bank, gold: this.bank.gold })
}
setSpellList(data) {
}
sendPlayerList() {
for (let player in this.players) {
this.sendEvt("AddPlayer", this.players[player])
}
}
reset() {
this.setHost(false)
this.rejectConnections = true
this.spellList = []
this.gameFlags = []
this.players = {}
this.bank = {
wands: [],
spells: [],
flasks: [],
objects: [],
gold: 0
}
}
sPlayerMove(payload) {
try {
if (payload.userId == this.user.userId || !this.client) {
return
}
const frames = []
for (const [index, current] of payload.frames.entries()) {
frames.push(current)
const next = payload.frames[index + 1]
if (typeof next !== "undefined") {
const med = {
x: lerp(current.x, next.x, 0.869),
y: lerp(current.y, next.y, 0.869),
armR: rotLerp(current.armR, next.armR, 0.869),
armScaleY: current.armScaleY,
scaleX: next.scaleX,
anim: next.anim,
held: next.held
}
frames.push(med)
}
}
const jank = frames.map(current => {
return `${current.armR},${current.armScaleY},${current.x},${current.y},${current.scaleX},${current.anim},${current.held},`
}).join(",")
this.sendEvt("PlayerMove", { userId: payload.userId, frames, jank })
} catch (error) {
console.log(error)
}
}
sPlayerPos(payload) {
if (payload.userId == this.user.userId || !this.client) {
return
}
this.sendEvt("PlayerPos", payload)
}
sPlayerUpdate(payload) {
if (payload.userId == this.user.userId) {
return
}
this.sendEvt("PlayerUpdate", payload)
}
sPlayerUpdateInventory(payload) {
if (payload.userId == this.user.userId) { return }
this.sendEvt("PlayerUpdateInventory", payload)
}
sHostItemBank(payload) {
this.bank = {
wands: payload.wands,
spells: payload.spells,
flasks: payload.items,
objects: payload.objects,
gold: payload.gold
}
this.bankToGame()
}
sHostUserTake(payload) {
if (!payload.success) {
if (payload.userId == this.user.userId) {
this.sendEvt("UserTakeFailed", payload)
}
return
}
for (const key in this.bank) {
if (key == "gold") { continue }
for (const [index, item] of this.bank[key].entries()) {
if (item.id == payload.id) {
this.bank[key].splice(index, 1)
this.sendEvt("UserTakeSuccess", { me: payload.userId == this.user.userId, ...payload })
}
}
}
}
sPlayerAddItem(payload) {
const data = { flasks: payload.flasks, spells: payload.spells, wands: payload.wands, objects: payload.objects }
const items = []
for (const key in data) {
if (!data[key]) { continue }
for (const item of data[key].list) {
this.bank[key].push(item)
items.push(item)
}
}
this.sendEvt("UserAddItems", { userId: payload.userId, items })//filter later?
}
sPlayerAddGold(payload) {
this.bank.gold += payload.amount
this.sendEvt("UserAddGold", payload)
}
sPlayerTakeGold(payload) {
if (!this.isHost) { return }
if (this.bank.gold >= payload.amount) {
this.emit("HostTakeGold", { userId: payload.userId, amount: payload.amount, success: true })
}
else {
this.emit("HostTakeGold", { userId: payload.userId, amount: payload.amount, success: false })
}
}
sHostUserTakeGold(payload) {
if (payload.success) {
this.bank.gold -= payload.amount
this.sendEvt("UserTakeGoldSuccess", { me: payload.userId == this.user.userId, ...payload })
}
else if (payload.userId == this.user.userId) {
this.sendEvt("UserTakeGoldFailed", { me: payload.userId == this.user.userId, ...payload })
}
}
sPlayerTakeItem(payload) {
if (!this.isHost) { return }
for (const key in this.bank) {
if (key == "gold") { continue }
for (const item of this.bank[key]) {
if (item.id == payload.id) {
this.emit("HostTake", { userId: payload.userId, id: payload.id, success: true })
return
}
}
}
this.emit("HostTake", { userId: payload.userId, id: payload.id, success: false })
}
sPlayerPickup(payload) {
const player = payload.userId == this.user.userId ? this.user : this.players[payload.userId]
if (player) {
sysMsg(`${player.name} picked up a ${payload.heart ? "heart" : "orb"}.`)
}
if (payload.userId == this.user.userId) { return }
this.sendEvt("PlayerPickup", payload)
}
sPlayerDeath(payload) {
const player = payload.userId == this.user.userId ? this.user : this.players[payload.userId]
if (player) {
sysMsg(`${player.name} has ${payload.isWin ? "won" : "died"}.`)
if (this.isHost && this.onDeathKick && !payload.isWin && this.user.userId != payload.userId) {
this.emit("death_kick", payload.userId)
}
}
if (payload.userId == this.user.userId) { return }
this.sendEvt("PlayerDeath", payload)
}
//sPlayerNewGamePlus (payload) => {},
sPlayerSecretHourglass(payload) {
if (payload.userId == this.user.userId) { return }
this.sendEvt("SecretHourglass", payload)
}
sCustomModEvent(payload) {
if (payload.userId == this.user.userId) { return }
try {
this.sendEvt("CustomModEvent", { userId: payload.userId, ...JSON.parse(payload.payload) })
} catch (error) {
}
}
sRespawnPenalty(payload) {
const player = payload.userId == this.user.userId ? this.user : this.players[payload.userId]
if (player) {
sysMsg(`${player.name} had to respawn against his will.`)
if (this.isHost && this.onDeathKick && this.user.userId != payload.userId) {
this.emit("death_kick", payload.userId)
}
}
if (payload.userId == this.user.userId) { return }
this.sendEvt("RespawnPenalty", payload)
}
sAngerySteve(payload) {
const player = payload.userId == this.user.userId ? this.user : this.players[payload.userId]
if (player) {
sysMsg(`${player.name} has angered the gods.`)
}
if (payload.userId == this.user.userId) { return }
this.sendEvt("AngerySteve", payload)
}
/*
sNemesisPickupItem (payload) => {},
sNemesisAbility (payload) => {},
*/
sChat(payload) {
this.sendEvt("Chat", payload)
}
}
module.exports = new NoitaGame()