502 lines
13 KiB
JavaScript
502 lines
13 KiB
JavaScript
#!/usr/bin/env node
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const yargs = require('yargs/yargs')
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const { hideBin } = require('yargs/helpers')
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const argv = yargs(hideBin(process.argv)).argv
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const Charlatan = require('charlatan');
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const fs = require("fs");
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const generator = require("project-name-generator");
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const dungeonFile = ".dungeonfile.txt";
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const gameFile = ".gamefile.txt";
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const dateFile = ".datefile.txt";
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const itemsFile = ".itemsfile.txt";
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const descriptionsFile = ".nonKittenItems.txt";
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const verbsFile = ".verbs.txt";
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const inventoryFile = ".inventory.txt";
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const placesFile = ".places.txt";
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//globals
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const width = 20;
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const height = 5;
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const movesInADay = 24;
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let dungeon;
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let roomItems = [];
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let today;
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let itemDescriptions = [];
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let verbs = [];
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let inventory = [];
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let places = [];
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let player = {"position": {
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"x": null,
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"y": null,
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},
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"avatar": "@",
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"movedToday": false,
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"life": null
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};
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let parseArgs = () => {
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if (argv.new){
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console.log('new game');
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createDungeon();
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createPlayer();
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loadTextFiles();
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createItems();
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createPlaces();
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createGraves();
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} else {
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loadDungeon();
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loadItems();
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loadPlaces();
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loadPlayer();
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loadInventory();
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grab();
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movePlayer();
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checkCollision();
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}
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}
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let loadDungeon = () => {
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const dungeonInput = fs.readFileSync(dungeonFile,'utf8')
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let dungeonRows = dungeonInput.split("\n");
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dungeon = Array.from(Array(height), () => new Array(width))
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for (let y = 0; y < dungeonRows.length-1; y++){
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for (x = 0; x < dungeonRows[0].length; x++){ //length of any string (width of dungeon)
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let dungeonRowArr = dungeonRows[y].split("");
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dungeon[y][x] = dungeonRowArr[x];
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}
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}
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}
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let loadItems = () => {
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const itemsStr = fs.readFileSync(itemsFile, 'utf8');
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roomItems = JSON.parse(itemsStr)
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//console.log(roomItems);
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}
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let loadPlayer = () => {
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const playerFile = fs.readFileSync(gameFile,'utf8');
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player = JSON.parse(playerFile);
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player.life--;
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console.log('life: '+player.life);
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}
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let loadInventory = () => {
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const invFile = fs.readFileSync(inventoryFile,'utf8');
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inventory = JSON.parse(invFile);
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}
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let loadPlaces = () => {
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const placesStr = fs.readFileSync(placesFile, 'utf8');
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places = JSON.parse(placesStr)
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//console.log(roomItems);
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}
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let movePlayer = () => {
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//if moving
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if (argv.r || argv.right || argv.l || argv.left || argv.u || argv.up || argv.d || argv.down) { //check to see if moving first
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if(player.life > 0){ //check to see if player did not move yet
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if (argv.r || argv.right){
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if (player.position.x < width-1){
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//console.log('moved right');
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player.position.x++;
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player.movedToday = true;
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} else {
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console.log("can't go that way");
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}
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} else if (argv.l || argv.left){
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if (player.position.x > 0){
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//console.log('moved left');
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player.position.x--;
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player.movedToday = true;
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} else {
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console.log("can't go that way");
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}
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} else if (argv.u || argv.up){
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if (player.position.y>0){
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//console.log('moved up');
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player.position.y--;
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player.movedToday = true;
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} else {
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console.log("can't go that way");
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}
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} else if (argv.d || argv.down){
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if (player.position.y<height-1){
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//console.log('moved down');
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player.position.y++;
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player.movedToday = true;
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} else {
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console.log("can't go that way");
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}
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}
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} else { //you are asleep
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console.log("you've drifted off asleep for the night and will wake tomorrow refreshed.");
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}
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}
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}
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let checkCollision = () => {
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//check Collision with Items
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for (let i = 0; i < roomItems.length; i++){
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if ((player.position.x == roomItems[i].position.x) && (player.position.y == roomItems[i].position.y)){
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//console.log("you collided with "+roomItems[i].name);
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console.log(roomItems[i].description);
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}
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}
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//check Collision with Places
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for (let i = 0; i < places.length; i++){
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if ((player.position.x == places[i].position.x) && (player.position.y == places[i].position.y)){
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console.log(places[i].name); //player is standing at this place
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}
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}
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}
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let grab = () => {
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if (argv.g){
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for (let i = 0; i < roomItems.length; i++){
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if ((player.position.x == roomItems[i].position.x) && (player.position.y == roomItems[i].position.y)){
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console.log("you take "+roomItems[i].name);
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//add to player inventory
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inventory.push(roomItems[i]);
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//now remove from room since owned by player now
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roomItems.splice(i, 1);
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}
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}
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}
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}
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//---------------CREATE DUNGEON -----------------------------------
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let createDungeon = () => {
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dungeon = Array.from(Array(height), () => new Array(width))
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for (let y = 0; y < height; y++){
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for (let x = 0; x < width; x++){
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dungeon[y][x] = ".";
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}
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}
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}
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//---------------CREATE PLAYER ----------------------------------
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let createPlayer = () => {
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const avatars = ['👳','👶','🧛','🕵','👲','🧕','👵','👧','🧔','👸','🤠','@']
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let chooseAvatar = Math.floor(Math.random() * avatars.length);
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player.avatar = avatars[chooseAvatar];
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player.life = movesInADay;
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player.position.x = Math.floor(Math.random()*width)
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player.position.y = Math.floor(Math.random()*height)
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}
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//-------------CREATE ITEMS---------------------------------------
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let loadTextFiles = () => {
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itemDescriptions = fs.readFileSync(descriptionsFile).toString().split("\n");
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verbs = fs.readFileSync(verbsFile).toString().split("\n");
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}
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let createItems = () => {
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let numToSpawn = Math.round(Math.random() * 2)
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let currentItemsInRoom = [];
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for (let i = 0; i < numToSpawn; i++){
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const items = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz,.:;!?"'`^~ ̄_&#%+-*=<>()[]{}⦅⦆|¦/\¬$£¢₩¥".split("");
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//make sure it wasn't chosen previously in this board
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do {
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whichItem = Math.floor(Math.random()*items.length);
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} while (currentItemsInRoom.includes(items[whichItem]))
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currentItemsInRoom.push(items[whichItem]);
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// console.log(items[whichItem]);
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let whichItemText = Math.floor(Math.random() * itemDescriptions.length);
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itemDescrip = itemDescriptions[whichItemText];
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roomItems.push(
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{
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"name": "it",
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"symbol": items[whichItem],
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"description": itemDescrip,
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"position":
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{
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"x":Math.floor(Math.random()*width),
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"y":Math.floor(Math.random()*height)
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}
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}
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)
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//roomItems[i].char = items[whichItem];
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//roomItems[i].position.x = Math.floor(Math.random()*width)
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//roomItems[i].position.y = Math.floor(Math.random()*height)
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}
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//console.log(roomItems);
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}
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let capitalize = (str) => {
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let arr = str.split(' ');
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for(let i = 0; i < arr.length; i++ ) {
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arr[i] = arr[i].replace(arr[i].charAt(0), arr[i].charAt(0).toUpperCase());
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}
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return arr.join(' ');
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}
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let createPlaces = () => {
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let numToSpawn = Math.round(Math.random() * 3) + 3
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for (let i = 0; i < numToSpawn; i++){
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const buildings = ['🏛️','⛺','🏚️']
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const placeTypes = ['Village','Village','Village','House','House','Market','Market','Market','Crossroads','Place','Outpost','Trading Post','House','Shack','Meeting Place','Saloon','Watering Hole','Stall','Hideout','Cart','Camp','Camp','Camp','Camp','','','','Zone of Ill Repute']
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let whichBuilding = buildings[Math.floor(Math.random()*3)];
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let loc = generator.generate().spaced;
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let suffix = placeTypes[Math.floor(Math.random() * placeTypes.length)];
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let locName = capitalize(loc + ' ' + suffix);
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places.push(
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{
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"name": locName,
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"symbol": whichBuilding,
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"position":
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{
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"x":Math.floor(Math.random()*width),
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"y":Math.floor(Math.random()*height)
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}
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}
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)
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}
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//let's also create some tombstones?
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//console.log(places)
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}
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let createGraves = () => {
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let prefix = ["Here lies","RIP","","","","Resting place of ","Beloved"]
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let reason = ["Made an enemy","Wasn't afraid to be","Tried","Died while","Passed while performing","Tried out","Dissapeared investingating","Wandered off while looking for","Last seen","Loved","Adored","A lifelong fan of","Our favorite at","The best at","Always in our hearts","Keep","Always be","Always","Just","Tried","Couldn't stop","Only ever found","Died","Passed while","Couldn't stop","Forgot to try","Never stopped","We'll always think of you when we're","It's not the same"]
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let name = Charlatan.Name.name();
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let epitaph = prefix[Math.floor(Math.random() * prefix.length)] + name +"\n"+reason[Math.floor(Math.random() * reason.length)]+" " + verbs[Math.floor(Math.random()*verbs.length)];
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places.push(
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{
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"name": epitaph,
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"symbol": "⚰️",
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"position":
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{
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"x":Math.floor(Math.random()*width),
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"y":Math.floor(Math.random()*height)
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}
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}
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)
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}
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//-----------------PEOPLE----------------------------------------
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let people =
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[
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{
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"name": "wizard",
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"emoji": "🧙",
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"life": 3
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},
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{
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"name": "woman",
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"emoji": "🧝",
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"life": 3
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},
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{
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"name": "man",
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"emoji": "🧔",
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"life": 3
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},
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{
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"name": "woman",
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"emoji": "👵",
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"life": 3
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},
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{
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"name": "man",
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"emoji": "👴",
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"life": 3
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},
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{
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"name": "person",
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"emoji": "🧓",
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"life": 3
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}
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]
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//----------------create zone---------------
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let landscapes = ['🏔️','🌿','🌱','🌾','🌻','🌵']
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let plants = ['🌹','🌺','🌻','🌼','🌷','🎋']
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let shrines = ['⛩️','🗿']
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let emojiitems = ['🍄','🌰','🦴','🧵','🧶','👓','🕶','🥽','👞','👟','🥾','🥿','👑','💼']
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let debug = () => {
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//console.log(dungeon)
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console.log("terminal width: "+process.stdout.columns+" height: "+process.stdout.rows);
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console.log("game width: "+width+" height: "+height);
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console.log("x: "+player.position.x+" y: "+player.position.y)
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}
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let dungeonToStrings = () => {
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let dungeonStr = "";
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for (let i = 0; i < height; i++){
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dungeonStr+=(dungeon[i].join("")+"\n");
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}
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return dungeonStr;
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}
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let createTerrain = () => {
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let forestTerrain = ['🎄', '🌳','🌲']
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let buildings = ['🏛️','⛺']
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let landscapes = ['🏔️','🌵']
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let plants = ['🌹','🌺','🌻','🌼','🌷','🎋','🍄','🌰','🌿','🌱','🌾']
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let shrines = ['⛩️','🗿']
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for (let y = 0; y < height; y++){
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for (let x = 0; x < width; x++){
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//instead of below!, create objects and save to dungeonfile!
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//
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if (dungeon[y][x] === "."){ //empty space = place forest terrain
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let whichTerrain = forestTerrain[Math.floor(Math.random()*forestTerrain.length)];
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dungeon[y][x] = whichTerrain;
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}
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}
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}
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}
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let dungeonWithItemsToStrings = () => {
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//specify item locations
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for (let i = 0; i < roomItems.length; i++){
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dungeon[roomItems[i].position.y][roomItems[i].position.x] = roomItems[i].symbol;
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}
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//specify places location
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for (let i = 0; i < places.length; i++){
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dungeon[places[i].position.y][places[i].position.x] = places[i].symbol;
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}
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//specify player location
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dungeon[player.position.y][player.position.x] = player.avatar;
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let dungeonStr = "";
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for (let i = 0; i < height; i++){
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dungeonStr+=(dungeon[i].join("")+"\n");
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}
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return dungeonStr;
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}
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let drawDungeon = dungeonStr => {
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console.log(dungeonStr); //display
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}
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let writeToFile = dungeonStr => { //save to disk
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//this is very inefficient, just loop it swoop it
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//write board to file, although it's all empty save for .....dots
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fs.writeFileSync(dungeonFile, dungeonStr);
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//save player info to file
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let playerData = JSON.stringify(player);
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fs.writeFileSync(gameFile, playerData);
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//write dates to dateFile
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fs.appendFileSync(dateFile, today+'\n');
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//write items in current dungeon to file
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let itemsData = JSON.stringify(roomItems);
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fs.writeFileSync(itemsFile, itemsData);
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//list of items saved to player's inventory
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console.log('inventory: '+inventory)
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let inventoryData = JSON.stringify(inventory);
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fs.writeFileSync(inventoryFile, inventoryData);
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//save places to file
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let placesData = JSON.stringify(places);
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fs.writeFileSync(placesFile, placesData);
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}
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let checkDay = () => {
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const savedDays = fs.readFileSync(dateFile).toString().split("\n");;
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const lastDay = savedDays[savedDays.length-2]; //loads day last played
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console.log("Last movement: "+lastDay);
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const fullDate = new Date();
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today = fullDate.getFullYear()+"-"+fullDate.getMonth()+"-"+fullDate.getDate();
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console.log("Today: "+today);
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//TURN OFF RESTRICTION
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if (lastDay === today){
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//console.log('already moved today');
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} else {
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player.movedToday = false
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player.life = movesInADay;
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}
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}
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let main = () => {
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checkDay();
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parseArgs();
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let dungeonStr = dungeonToStrings();
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writeToFile(dungeonStr);
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createTerrain(); //do this after writing to file
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let dungeonWithItems = dungeonWithItemsToStrings();
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drawDungeon(dungeonWithItems);
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//debug();
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}
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main()
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