사용자:Jinhoftyu/Undungeon/플러그인
< 사용자:Jinhoftyu | Undungeon
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