사용자:Jinhoftyu/Undungeon/플러그인: 두 판 사이의 차이

리버티게임, 모두가 만들어가는 자유로운 게임
(새로운 플러그인 생성)
 
잔글 ("사용자:Jinhoftyu/Undungeon/플러그인" 문서를 보호했습니다: 플러그인 코드는 자동 인증된 사용자부터 편집 가능하게 할 예정 ([편집=자동 인증된 사용자만 허용] (무기한) [이동=자동 인증된 사용자만 허용] (무기한)))
 
(다른 사용자 한 명의 중간 판 9개는 보이지 않습니다)
4번째 줄: 4번째 줄:




{{#vardefine:name|플러그인 이름, 영어로}}
{{#vardefine:name|uncydungeon}}
{{#vardefine:creat|만든사람}}
{{#vardefine:creat|Jinhoftyu}}
{{#vardefine:version|버전명}}
{{#vardefine:version|0.1}}
{{#vardefine:descript|플러그인의 용도}}
{{#vardefine:descript|uncydungeon 실행}}
{{#vardefine:local|플러그인 틀이 붙은 문서에서만 사용하게 하려면 true, 아니면 false}}
{{#vardefine:local|true}}
{{#vardefine:executable|실행되지 않는 플러그인을 만들고 싶으면 false, 보통의 경우는 true}}
{{#vardefine:executable|true}}


{{#vardefine:code|
{{#vardefine:code|
<syntaxhighlight lang="javascript">
// 이부분에 코드 입력 //
// 이부분에 코드 입력 //
const readline = require('readline');
console.log("로그라이크");
 
// 여기까지 코드 입력 //
const rl = readline.createInterface({
</syntaxhighlight>
  input: process.stdin,
  output: process.stdout
});
 
class Item {
  constructor(type, name, value) {
    this.type = type;
    this.name = name;
    this.value = value;
  }
}
 
class Entity {
  constructor(type, name, x, y, health) {
    this.type = type;
    this.name = name;
    this.x = x;
    this.y = y;
    this.health = health;
  }
 
  getAttack() {
    return getAttack(this.name);
  }
}
 
const rand = new (function() {
  const seed = new Date().getTime();
  this.nextInt = (n) => Math.floor(Math.random() * n);
  this.seed = (s) => {};
})();
 
let game = false;
let mapY = 20;
let mapX = 80;
const base = new Array(mapY).fill(null).map(() => new Array(mapX).fill(null));
const entity = new Array(mapY).fill(null).map(() => new Array(mapX).fill(null));
const entities = [];
const item = [];
 
let dl = 0;
let xl = 0;
let hp = 0;
let maxhp = 0;
let pw = 0;
let maxpw = 0;
let time = 0;
 
let role;
let name = null;
let pl;
const inv = [];
 
const log = [];
 
function refLog() {
  while (log.length > 3) {
    log.shift();
  }
}
 
async function main() {
  for (let i = 0; i < mapY; i++) {
    const row = [];
    for (let j = 0; j < mapX; j++) {
      row.push([]);
    }
    item.push(row);
  }
 
  while (name === null) {
    name = await askQuestion('Your name?');
  }
 
  while (!game) {
    const roleInput = await askQuestion(`
                    Your role?
                    a) Monk
                    b) Ranger
                    c) Valkryie
                    d) Wizard`);
    preset(roleInput);
  }
 
  mapGen();
 
  while (game) {
    if (showInv) {
      inventory();
      await askQuestion('');
    } else {
      display();
      const cmd = (await askQuestion('')).split(' ');
      switch (cmd[0]) {
        case '.':
          turn();
          break;
        case 'h':
          move(pl, -1, 0);
          break;
        case 'l':
          move(pl, 1, 0);
          break;
        case 'j':
          move(pl, 0, -1);
          break;
        case 'k':
          move(pl, 0, 1);
          break;
        case 'y':
          move(pl, -1, -1);
          break;
        case 'u':
          move(pl, 1, -1);
          break;
        case 'b':
          move(pl, -1, 1);
          break;
        case 'n':
          move(pl, 1, 1);
          break;
        case '<':
          ascend();
          break;
        case ',':
          pickup();
          break;
        case 'i':
          showInv = true;
          break;
        case 'Q':
          process.exit(0);
          break;
      }
    }
  }
}
 
function updateStack(x, y, items) {
  item[y][x] = items;
}
 
async function pickup() {
  const plx = pl.x;
  const ply = pl.y;
  const items = item[ply][plx];
  if (items.length > 0) {
    const i = items[0];
    inv.push(i);
    items.shift();
    updateStack(plx, ply, items);
    log.push(`You picked up ${itemName(i)}.`);
    turn();
  } else {
    log.push('There is nothing here.');
  }
}
 
function ascend() {
  const plx = pl.x;
  const ply = pl.y;
  if (base[ply][plx] === '<') {
    console.log('You escaped from the dungeon.');
    process.exit(0);
  } else {
    log.push("You can't go up here.");
  }
}
 
function itemName(i) {
  return `${i.value} ${i.name}${i.value > 1 ? 's' : ''}`;
}
 
async function move(en, dx, dy) {
  const x = en.x;
  const y = en.y;
  if (base[y + dy][x + dx] !== '#' && entity[y + dy][x + dx] === null) {
    entity[y][x] = null;
    en.x += dx;
    en.y += dy;
    const floor = base[en.y][en.x];
    entity[en.y][en.x] = en;
    const items = item[en.y][en.x];
 
    // log output
    if (en === pl) {
      turn();
      if (floor !== '.' && floor !== '\0') {
        log.push(`You are standing in ${floorDes(floor)}.`);
      }
      if (items.length > 1) {
        log.push('You see here several items.');
      } else if (items.length > 0) {
        const i = items[0];
        log.push(`You see here ${itemName(i)}.`);
      }
    }
  }
}
 
async function turn() {
  for (const e of entities) {
    if (e !== pl) {
      if (adjacent(e, pl)) {
        attack(e, pl);
      } else {
        switch (rand.nextInt(8)) {
          case 0:
            move(e, -1, 0);
            break;
          case 1:
            move(e, 1, 0);
            break;
          case 2:
            move(e, 0, -1);
            break;
          case 3:
            move(e, 0, 1);
            break;
          case 4:
            move(e, -1, -1);
            break;
          case 5:
            move(e, 1, -1);
            break;
          case 6:
            move(e, -1, 1);
            break;
          case 7:
            move(e, 1, 1);
            break;
        }
      }
    }
  }
  time++;
}
 
function mapGen() {
  for (let y = 0; y < mapY; y++) {
    for (let x = 0; x < mapX; x++) {
      // old mapgen
      const xborder = (y === 1 || y === mapY - 2) && (x !== 0 && x !== mapX - 1);
      const yborder = (x === 1 || x === mapX - 2) && (y !== 0 && y !== mapY - 1);
      const floor = y > 1 && y < mapY - 2 && x > 1 && x < mapX - 2;
      const up = x === 2 && y === 2;
      const down = x === mapX - 3 && y === mapY - 3;
      if (xborder || yborder) {
        base[y][x] = '#';
      } else if (up) {
        base[y][x] = '<';
      } else if (down) {
        base[y][x] = '>';
      } else if (floor) {
        base[y][x] = '.';
      }
 
      // item
      if (base[y][x] === '.' && rand.nextInt(80) === 0) {
        const items = [];
        items.push(
          (() => {
            switch (rand.nextInt(6)) {
              case 0:
                return new Item('%', 'food ration', 1);
              case 1:
                return new Item('$', 'gold piece', 25);
              case 2:
                return new Item(')', 'dagger', 1);
              case 3:
                return new Item('[', 'leather armor', 1);
              case 4:
                return new Item('?', 'scroll of upgrade', 1);
              case 5:
                return new Item('!', 'potion of healing', 1);
              default:
                return null;
            }
          })()
        );
        item[y][x] = items;
      }
 
      // entity
      if (base[y][x] === '.' && rand.nextInt(100) === 0) {
        const e = (() => {
          switch (rand.nextInt(5)) {
            case 0:
              return new Entity('B', 'bat', x, y, getHP('bat'));
            case 1:
              return new Entity('r', 'sewer rat', x, y, getHP('sewer rat'));
            case 2:
              return new Entity('k', 'kobold', x, y, getHP('kobold'));
            case 3:
              return new Entity('o', 'goblin', x, y, getHP('goblin'));
            case 4:
              return new Entity('&', 'Demogorgon', x, y, getHP('Demogorgon'));
            default:
              return null;
          }
        })();
        entities.push(e);
        entity[y][x] = e;
      }
    }
  }
  pl = new Entity('@', name, 2, 2, hp);
  entity[2][2] = pl;
}
 
function getHP(name) {
  switch (name) {
    case 'bat':
      return 2;
    case 'sewer rat':
      return 4;
    case 'kobold':
      return 5;
    case 'goblin':
      return 8;
    case 'Demogorgon':
      return 456;
    default:
      return 1;
  }
}
 
function getAttack(s) {
  switch (s) {
    case 'bat':
    case 'goblin':
    case 'kobold':
      return 4;
    case 'sewer rat':
      return 3;
    case 'Demogorgon':
      return 48;
    default:
      return 1;
  }
}
 
function adjacent(a, b) {
  return Math.abs(a.x - b.x) <= 1 && Math.abs(a.y - b.y) <= 1;
}
 
function attack(damager, damagee) {
  const dam = damager.getAttack();
  const health = damagee.health;
  if (damagee === pl) {
    log.push(`The ${damager.name} hits!`);
    hp -= dam;
  } else if (damager === pl) {
    log.push(`You hit the ${damagee.name}`);
  }
  if (dam >= health) {
    death(damagee);
  } else {
    damagee.health -= dam;
  }
}
 
function death(e) {
  if (e === pl) {
    log.push('You were slain...');
    refLog();
    display();
    process.exit(0);
  } else {
    entities.splice(entities.indexOf(e), 1);
    entity[e.y][e.x] = null;
    log.push(`${e.name} died!`);
  }
}
 
async function display() {
  await clearConsole();
  let display = '';
  for (let y = 0; y < mapY; y++) {
    for (let x = 0; x < mapX; x++) {
      const floor = base[y][x];
      const it = item[y][x];
      const en = entity[y][x];
      let s = ' ';
      if (floor !== '\0') {
        s = floor;
      }
      if (it.length > 0) {
        s = it[0].type;
      }
      if (en !== null) {
        s = en.type;
      }
      display += s;
    }
    display += '\n';
  }
  refLog();
  log.forEach((line) => {
    display += line + '\n';
  });
  display += `${name} the ${role} t:${time}\nDlvl:${dl} Lv:${xl} HP:${hp}/${maxhp} Pw:${pw}/${maxpw}\n\n`;
  console.log(display);
}
 
async function inventory() {
  await clearConsole();
  let display = '';
  let c = 97;
  display += 'Your inventory:\n';
  if (inv.length === 0) {
    display += "It's empty.\n";
  } else {
    for (const i of inv) {
      display += `${String.fromCharCode(c)}) ${itemName(i)}\n`;
      c++;
    }
  }
  display += '\nType any command...\n';
  console.log(display);
  showInv = false;
}
 
function preset(s) {
  switch (s) {
    case 'a':
      role = 'Monk';
      maxhp = 20;
      maxpw = 10;
      break;
    case 'b':
      role = 'Ranger';
      maxhp = 15;
      maxpw = 5;
      break;
    case 'c':
      role = 'Valkriye';
      maxhp = 20;
      maxpw = 5;
      break;
    case 'd':
      role = 'Wizard';
      maxhp = 15;
      maxpw = 15;
      break;
    default:
      return;
  }
  xl = 1;
  hp = maxhp;
  pw = maxpw;
  game = true;
}
 
function floorDes(c) {
  switch (c) {
    case '<':
      return 'staircase leading upward';
    case '>':
      return 'staircase leading downward';
    default:
      return 'nothing';
  }
}
 
function askQuestion(question) {
  return new Promise((resolve) => {
    rl.question(question, (answer) => {
      resolve(answer);
    });
  });
}
 
function clearConsole() {
  return new Promise((resolve) => {
    console.clear();
    resolve();
  });
}
 
main();
 
}}
}}



2024년 8월 13일 (화) 16:37 기준 최신판

요령 => 아래 변수들의 첫번째 인자들을 내용에 맞게 자르고 붙여넣어주세요

!!!!!!!!!!!!!!!! 플러그인 정보 입력 구간 윗부분은 만지지 마시오 절대로!!!!!!!!!!!!!!!!!






!!!!!!!!!!!!!!!! 플러그인 정보 입력 구간 끝 아래는 만지지 마시오!!!!!!!!!!!!!!!!!

이 플러그인에 대한 설명문서는 사용자:Jinhoftyu/Undungeon/플러그인/설명문서에서 만들 수 있습니다.

		 // 이부분에 코드 입력 //
const readline = require('readline');

const rl = readline.createInterface({
  input: process.stdin,
  output: process.stdout
});

class Item {
  constructor(type, name, value) {
    this.type = type;
    this.name = name;
    this.value = value;
  }
}

class Entity {
  constructor(type, name, x, y, health) {
    this.type = type;
    this.name = name;
    this.x = x;
    this.y = y;
    this.health = health;
  }

  getAttack() {
    return getAttack(this.name);
  }
}

const rand = new (function() {
  const seed = new Date().getTime();
  this.nextInt = (n) => Math.floor(Math.random() * n);
  this.seed = (s) => {};
})();

let game = false;
let mapY = 20;
let mapX = 80;
const base = new Array(mapY).fill(null).map(() => new Array(mapX).fill(null));
const entity = new Array(mapY).fill(null).map(() => new Array(mapX).fill(null));
const entities = [];
const item = [];

let dl = 0;
let xl = 0;
let hp = 0;
let maxhp = 0;
let pw = 0;
let maxpw = 0;
let time = 0;

let role;
let name = null;
let pl;
const inv = [];

const log = [];

function refLog() {
  while (log.length > 3) {
    log.shift();
  }
}

async function main() {
  for (let i = 0; i < mapY; i++) {
    const row = [];
    for (let j = 0; j < mapX; j++) {
      row.push([]);
    }
    item.push(row);
  }

  while (name === null) {
    name = await askQuestion('Your name?');
  }

  while (!game) {
    const roleInput = await askQuestion(`
                    Your role?
                    a) Monk
                    b) Ranger
                    c) Valkryie
                    d) Wizard`);
    preset(roleInput);
  }

  mapGen();

  while (game) {
    if (showInv) {
      inventory();
      await askQuestion();
    } else {
      display();
      const cmd = (await askQuestion()).split(' ');
      switch (cmd[0]) {
        case '.':
          turn();
          break;
        case 'h':
          move(pl, -1, 0);
          break;
        case 'l':
          move(pl, 1, 0);
          break;
        case 'j':
          move(pl, 0, -1);
          break;
        case 'k':
          move(pl, 0, 1);
          break;
        case 'y':
          move(pl, -1, -1);
          break;
        case 'u':
          move(pl, 1, -1);
          break;
        case 'b':
          move(pl, -1, 1);
          break;
        case 'n':
          move(pl, 1, 1);
          break;
        case '<':
          ascend();
          break;
        case ',':
          pickup();
          break;
        case 'i':
          showInv = true;
          break;
        case 'Q':
          process.exit(0);
          break;
      }
    }
  }
}

function updateStack(x, y, items) {
  item[y][x] = items;
}

async function pickup() {
  const plx = pl.x;
  const ply = pl.y;
  const items = item[ply][plx];
  if (items.length > 0) {
    const i = items[0];
    inv.push(i);
    items.shift();
    updateStack(plx, ply, items);
    log.push(`You picked up ${itemName(i)}.`);
    turn();
  } else {
    log.push('There is nothing here.');
  }
}

function ascend() {
  const plx = pl.x;
  const ply = pl.y;
  if (base[ply][plx] === '<') {
    console.log('You escaped from the dungeon.');
    process.exit(0);
  } else {
    log.push("You can't go up here.");
  }
}

function itemName(i) {
  return `${i.value} ${i.name}${i.value > 1 ? 's' : }`;
}

async function move(en, dx, dy) {
  const x = en.x;
  const y = en.y;
  if (base[y + dy][x + dx] !== '#' && entity[y + dy][x + dx] === null) {
    entity[y][x] = null;
    en.x += dx;
    en.y += dy;
    const floor = base[en.y][en.x];
    entity[en.y][en.x] = en;
    const items = item[en.y][en.x];

    // log output
    if (en === pl) {
      turn();
      if (floor !== '.' && floor !== '\0') {
        log.push(`You are standing in ${floorDes(floor)}.`);
      }
      if (items.length > 1) {
        log.push('You see here several items.');
      } else if (items.length > 0) {
        const i = items[0];
        log.push(`You see here ${itemName(i)}.`);
      }
    }
  }
}

async function turn() {
  for (const e of entities) {
    if (e !== pl) {
      if (adjacent(e, pl)) {
        attack(e, pl);
      } else {
        switch (rand.nextInt(8)) {
          case 0:
            move(e, -1, 0);
            break;
          case 1:
            move(e, 1, 0);
            break;
          case 2:
            move(e, 0, -1);
            break;
          case 3:
            move(e, 0, 1);
            break;
          case 4:
            move(e, -1, -1);
            break;
          case 5:
            move(e, 1, -1);
            break;
          case 6:
            move(e, -1, 1);
            break;
          case 7:
            move(e, 1, 1);
            break;
        }
      }
    }
  }
  time++;
}

function mapGen() {
  for (let y = 0; y < mapY; y++) {
    for (let x = 0; x < mapX; x++) {
      // old mapgen
      const xborder = (y === 1