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사용자:Jinhoftyu/common.js: 두 판 사이의 차이

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Jinhoftyu (토론 | 기여)
편집 요약 없음
태그: 되돌려진 기여
Jinhoftyu (토론 | 기여)
편집 요약 없음
태그: 되돌려진 기여
10번째 줄: 10번째 줄:
   if($("[data-name='uncydungeon']").length >= 1){
   if($("[data-name='uncydungeon']").length >= 1){
// 이부분에 코드 입력 //
// 이부분에 코드 입력 //
log.push("a");
console.log("a");
function Item(type, name, value) {
function Item(type, name, value) {
   this.type = type;
   this.type = type;
68번째 줄: 66번째 줄:


function main() {
function main() {
log.push("a");
console.log("a");
   for (var i = 0; i < mapY; i++) {
   for (var i = 0; i < mapY; i++) {
     var row = [];
     var row = [];
77번째 줄: 77번째 줄:
   name = User;
   name = User;
   preset(c);
   preset(c);
 
}
}



2023년 10월 18일 (수) 15:34 판

/** 플러그인 uncydungeon***************************
* uncydungeon 실행
* 버전 => 0.1
* 작성자 : [[사용자:Jinhoftyu|Jinhoftyu]] 
* JSON => uncydungeon = {"name":"uncydungeon","descript":"uncydungeon 실행","version":"0.1","local":true,"creat":"Jinhoftyu","state":"사용자:Jinhoftyu/Undungeon/플러그인","executable":true}; 
*/ 
function plugin_uncydungeon(){
  if($("[data-name='uncydungeon']").length >= 1){
		 // 이부분에 코드 입력 //
function Item(type, name, value) {
  this.type = type;
  this.name = name;
  this.value = value;
}

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

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

var game = false;
var mapY = 20;
var mapX = 80;
const base = new Array(mapY).fill(null).map(function () {
  return new Array(mapX).fill(null);
});
const entity = new Array(mapY).fill(null).map(function () {
  return new Array(mapX).fill(null);
});
const entities = [];
const item = [];

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

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

const log = [];

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

function main() {
log.push("a");
console.log("a");
  for (var i = 0; i < mapY; i++) {
    var row = [];
    for (var j = 0; j < mapX; j++) {
      row.push([]);
    }
    item.push(row);
  }
  name = User;
  preset(c);
  
}


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;
  mapGen();
}

function mapGen() {
  for (var y = 0; y < mapY; y++) {
    for (var x = 0; x < mapX; x++) {
      // old mapgen
      var xborder = (y === 1 || y === mapY - 2) && (x !== 0 && x !== mapX - 1);
      var yborder = (x === 1 || x === mapX - 2) && (y !== 0 && y !== mapY - 1);
      var floor = y > 1 && y < mapY - 2 && x > 1 && x < mapX - 2;
      var up = x === 2 && y === 2;
      var 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) {
        var items = [];
        items.push(
          (function () {
            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) {
        var e = (function () {
          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;
  startGame();
}

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 startGame() {
  var showInv = false;

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

  function pickup() {
    var plx = pl.x;
    var ply = pl.y;
    var items = item[ply][plx];
    if (items.length > 0) {
      var 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() {
    var plx = pl.x;
    var 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' : '');
  }

  function move(en, dx, dy) {
    var x = en.x;
    var 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;
      var floor = base[en.y][en.x];
      entity[en.y][en.x] = en;
      var 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) {
          var i = items[0];
          log.push('You see here ' + itemName(i) + '.');
        }
      }
    }
  }

  function turn() {
    for (var i = 0; i < entities.length; i++) {
      var e = entities[i];
      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 floorDes(c) {
    switch (c) {
      case '<':
        return 'staircase leading upward';
      case '>':
        return 'staircase leading downward';
      default:
        return 'nothing';
    }
  }

  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) {
    var dam = damager.getAttack();
    var 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!');
    }
  }

  function display() {
    clearConsole().then(function () {
      var display = '';
      for (var y = 0; y < mapY; y++) {
        for (var x = 0; x < mapX; x++) {
          var floor = base[y][x];
          var it = item[y][x];
          var en = entity[y][x];
          var 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(function (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);
    });
  }

  function inventory() {
    clearConsole().then(function () {
      var display = '';
      var c = 97;
      display += 'Your inventory:\n';
      if (inv.length === 0) {
        display += "It's empty.\n";
      } else {
        for (var i = 0; i < inv.length; i++) {
          var item = inv[i];
          display += String.fromCharCode(c) + ') ' + itemName(item) + '\n';
          c++;
        }
      }
      display += '\nType any command...\n';
      console.log(display);
      showInv = false;
    });
  }
  
  function clearConsole() {
    return new Promise(function (resolve) {
      console.clear();
      resolve();
    });
  }

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

  main();
}

}
}
$( plugin_uncydungeon );
/* uncydungeon 끝 */