server data-driven now of quests, items, and dungeons + fixed saves

This commit is contained in:
Robert MacRae 2026-01-26 17:15:57 -04:00
parent 5e1a2e0037
commit 4aeb217e51
9 changed files with 3067 additions and 236 deletions

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@ -1,18 +0,0 @@
# Game Server Configuration
PORT=3002
NODE_ENV=production
# Database Configuration
MONGODB_URI=mongodb://localhost:27017/galaxystrikeonline
# API Server Configuration
API_SERVER_URL=http://localhost:3000
GAME_SERVER_URL=https://dev.gameserver.galaxystrike.online
# Optional: Server identification
SERVER_NAME=Dev Game Server
SERVER_REGION=local
MAX_PLAYERS=8
# Logging
LOG_LEVEL=info

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@ -3,9 +3,12 @@ const logger = require('../utils/logger');
const connectDB = async () => {
try {
console.log('[DATABASE] Connecting to MongoDB:', process.env.MONGODB_URI);
const conn = await mongoose.connect(process.env.MONGODB_URI);
console.log(`[DATABASE] MongoDB Connected: ${conn.connection.host}`);
logger.info(`MongoDB Connected: ${conn.connection.host}`);
} catch (error) {
console.error('[DATABASE] Database connection failed:', error);
logger.error('Database connection failed:', error);
process.exit(1);
}

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@ -0,0 +1,128 @@
const mongoose = require('mongoose');
const playerDataSchema = new mongoose.Schema({
userId: {
type: String,
required: true,
unique: true
},
username: {
type: String,
required: true
},
// Player stats
stats: {
level: { type: Number, default: 1 },
experience: { type: Number, default: 0 },
totalExperience: { type: Number, default: 0 },
credits: { type: Number, default: 1000 },
gems: { type: Number, default: 0 },
skillPoints: { type: Number, default: 0 },
totalKills: { type: Number, default: 0 },
dungeonsCleared: { type: Number, default: 0 },
questsCompleted: { type: Number, default: 0 },
playTime: { type: Number, default: 0 },
lastLogin: { type: Date, default: Date.now }
},
// Game systems data
inventory: {
items: [{ type: mongoose.Schema.Types.Mixed }],
maxSize: { type: Number, default: 50 }
},
ship: {
type: mongoose.Schema.Types.Mixed,
default: null
},
base: {
type: mongoose.Schema.Types.Mixed,
default: null
},
quests: {
active: [{ type: mongoose.Schema.Types.Mixed }],
completed: [{ type: String }]
},
skills: {
type: mongoose.Schema.Types.Mixed,
default: {}
},
idleSystem: {
type: mongoose.Schema.Types.Mixed,
default: {}
},
dungeonSystem: {
type: mongoose.Schema.Types.Mixed,
default: {}
},
crafting: {
type: mongoose.Schema.Types.Mixed,
default: {}
},
// Server-specific data
currentServerId: {
type: String,
default: null
},
lastServerJoin: {
type: Date,
default: null
},
totalPlayTime: {
type: Number,
default: 0
}
}, {
timestamps: true
});
// Indexes for performance
playerDataSchema.index({ username: 1 });
playerDataSchema.index({ 'stats.level': 1 });
// Note: userId field already has unique: true which creates an index automatically
// Methods
playerDataSchema.methods.addExperience = function(amount) {
this.stats.experience += amount;
this.stats.playTime += Date.now() - (this.lastLogin || Date.now());
this.lastLogin = new Date();
return this.stats.experience;
};
playerDataSchema.methods.addCredits = function(amount) {
this.stats.credits += amount;
return this.stats.credits;
};
playerDataSchema.methods.updatePlayTime = function() {
const sessionTime = Date.now() - (this.lastLogin || Date.now());
this.stats.playTime += sessionTime;
this.totalPlayTime += sessionTime;
this.lastLogin = new Date();
return sessionTime;
};
playerDataSchema.methods.joinServer = function(serverId) {
this.currentServerId = serverId;
this.lastServerJoin = new Date();
this.lastLogin = new Date();
};
playerDataSchema.methods.leaveServer = function() {
console.log('[PLAYER DATA] leaveServer called for:', this.username);
// Update play time before leaving
const sessionTime = Date.now() - (this.lastLogin || Date.now());
this.stats.playTime += sessionTime;
this.totalPlayTime += sessionTime;
this.lastLogin = new Date();
// Clear server association
this.currentServerId = null;
this.lastServerJoin = null;
console.log('[PLAYER DATA] Updated play time:', sessionTime, 'Total play time:', this.totalPlayTime);
return sessionTime;
};
module.exports = mongoose.model('PlayerData', playerDataSchema);

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@ -263,4 +263,118 @@ router.post('/cleanup', async (req, res) => {
}
});
// Get room types
router.get('/room-types', async (req, res) => {
try {
const roomTypes = dungeonSystem.getRoomTypes();
res.json(roomTypes);
} catch (error) {
res.status(500).json({
success: false,
error: error.message
});
}
});
// Get enemy templates
router.get('/enemy-templates', async (req, res) => {
try {
const enemyTemplates = dungeonSystem.getEnemyTemplates();
res.json(enemyTemplates);
} catch (error) {
res.status(500).json({
success: false,
error: error.message
});
}
});
// Start dungeon (simplified for client)
router.post('/start', async (req, res) => {
try {
const { dungeonId, userId } = req.body;
const instance = dungeonSystem.createInstance(dungeonId, userId, []);
res.json({
success: true,
instance
});
} catch (error) {
res.status(500).json({
success: false,
error: error.message
});
}
});
// Process encounter (simplified for client)
router.post('/encounter', async (req, res) => {
try {
const { instanceId, userId } = req.body;
const result = dungeonSystem.startEncounter(instanceId, userId);
res.json({
success: true,
encounter: result
});
} catch (error) {
res.status(500).json({
success: false,
error: error.message
});
}
});
// Complete dungeon (simplified for client)
router.post('/complete', async (req, res) => {
try {
const { instanceId, userId } = req.body;
const result = dungeonSystem.completeDungeon(instanceId);
res.json({
success: true,
rewards: result
});
} catch (error) {
res.status(500).json({
success: false,
error: error.message
});
}
});
// Get player dungeon status
router.get('/status/:userId', async (req, res) => {
try {
const { userId } = req.params;
const instance = dungeonSystem.getPlayerInstance(userId);
if (!instance) {
return res.json({
success: true,
status: {
hasActiveDungeon: false,
currentInstance: null
}
});
}
res.json({
success: true,
status: {
hasActiveDungeon: true,
currentInstance: instance
}
});
} catch (error) {
res.status(500).json({
success: false,
error: error.message
});
}
});
module.exports = router;

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@ -7,17 +7,42 @@ const express = require('express');
const http = require('http');
const socketIo = require('socket.io');
const cors = require('cors');
const dotenv = require('dotenv');
const helmet = require('helmet');
const compression = require('compression');
const mongoose = require('mongoose');
require('dotenv').config();
const logger = require('./utils/logger');
const connectDB = require('./config/database');
const PlayerData = require('./models/PlayerData');
// Import server systems for player initialization
const QuestSystem = require('./systems/QuestSystem');
const SkillSystem = require('./systems/SkillSystem');
const DungeonSystem = require('./systems/DungeonSystem');
const CraftingSystem = require('./systems/CraftingSystem');
const IdleSystem = require('./systems/IdleSystem');
const ItemSystem = require('./systems/ItemSystem');
// Initialize server systems
const questSystem = new QuestSystem();
const skillSystem = new SkillSystem();
const dungeonSystem = new DungeonSystem();
const craftingSystem = new CraftingSystem();
const idleSystem = new IdleSystem();
const itemSystem = new ItemSystem();
const app = express();
const server = http.createServer(app);
const io = socketIo(server, {
cors: {
origin: ["http://localhost:3000", "http://127.0.0.1:3000", "file://"],
origin: [
"http://localhost:3000",
"http://127.0.0.1:3000",
"file://",
"https://dev.galaxystrike.online",
"https://galaxystrike.online"
],
methods: ["GET", "POST"],
credentials: true
}
@ -27,9 +52,20 @@ const io = socketIo(server, {
const gameInstances = new Map();
const connectedClients = new Map();
// Server-side shop item lookup using ItemSystem
function findShopItem(itemId) {
return itemSystem.getItem(itemId);
}
// Middleware
app.use(cors({
origin: ["http://localhost:3000", "http://127.0.0.1:3000", "file://"],
origin: [
"http://localhost:3000",
"http://127.0.0.1:3000",
"file://",
"https://dev.galaxystrike.online",
"https://galaxystrike.online"
],
credentials: true
}));
app.use(express.json({ limit: '10mb' }));
@ -57,6 +93,69 @@ app.get('/api/ssc/version', (req, res) => {
});
});
// Shop API endpoints
app.get('/api/shop/items', (req, res) => {
try {
const shopItems = itemSystem.getShopItems();
res.status(200).json({
success: true,
items: shopItems,
timestamp: new Date().toISOString()
});
} catch (error) {
console.error('[GAME SERVER] Error fetching shop items:', error);
res.status(500).json({
success: false,
error: 'Failed to fetch shop items'
});
}
});
app.get('/api/shop/items/:category', (req, res) => {
try {
const { category } = req.params;
const items = itemSystem.getItemsByCategory(category);
res.status(200).json({
success: true,
category: category,
items: items,
timestamp: new Date().toISOString()
});
} catch (error) {
console.error('[GAME SERVER] Error fetching shop category:', error);
res.status(500).json({
success: false,
error: 'Failed to fetch shop category'
});
}
});
app.get('/api/items/:itemId', (req, res) => {
try {
const { itemId } = req.params;
const item = itemSystem.getItem(itemId);
if (!item) {
return res.status(404).json({
success: false,
error: 'Item not found'
});
}
res.status(200).json({
success: true,
item: item
});
} catch (error) {
console.error('[GAME SERVER] Error fetching item:', error);
res.status(500).json({
success: false,
error: 'Failed to fetch item'
});
}
});
// Game data endpoints (similar to LocalServer)
app.post('/api/game/player/:id/save', (req, res) => {
const playerId = req.params.id;
@ -117,36 +216,146 @@ io.on('connection', (socket) => {
instanceId: null
});
console.log('[GAME SERVER] Waiting for authentication from:', socket.id);
// Update player count on API server when new player connects
updatePlayerCountOnAPI();
// Add timeout for authentication
const authTimeout = setTimeout(() => {
const clientData = connectedClients.get(socket.id);
if (clientData && !clientData.userId) {
console.log('[GAME SERVER] Authentication timeout for:', socket.id);
socket.emit('authenticated', {
success: false,
error: 'Authentication timeout'
});
socket.disconnect();
}
}, 10000); // 10 seconds timeout
// Clear timeout when authenticated
socket.on('authenticated', () => {
clearTimeout(authTimeout);
});
// Authentication (similar to LocalServer)
socket.on('authenticate', (data) => {
socket.on('authenticate', async (data) => {
console.log('[GAME SERVER] Authenticating client:', socket.id, data);
try {
// Check database connection first
if (mongoose.connection.readyState !== 1) {
console.error('[GAME SERVER] Database not connected, authentication failed');
socket.emit('authenticated', {
success: false,
error: 'Database not available'
});
return;
}
console.log('[GAME SERVER] Database is connected, proceeding with authentication');
// Load player data from database
const playerData = await loadPlayerData(data.userId || socket.id, data.username || 'Game Player');
if (playerData) {
console.log('[GAME SERVER] Player data loaded successfully:', playerData.username);
// Store player data in client connection
const clientData = connectedClients.get(socket.id);
if (clientData) {
clientData.playerData = playerData;
clientData.userId = playerData.userId;
clientData.username = playerData.username;
} else {
console.error('[GAME SERVER] No client data found for socket:', socket.id);
}
// Join server
playerData.joinServer(`devgame-server-${PORT}`);
// Update last login time
if (!playerData.stats) playerData.stats = {};
playerData.stats.lastLogin = new Date().toISOString();
// Ensure all required fields exist (for existing players)
if (playerData.stats.totalExperience === undefined) playerData.stats.totalExperience = playerData.stats.experience || 0;
if (playerData.stats.gems === undefined || playerData.stats.gems === 0) playerData.stats.gems = 50; // Restore gems if wiped
if (playerData.stats.skillPoints === undefined) playerData.stats.skillPoints = 0;
if (playerData.stats.totalKills === undefined) playerData.stats.totalKills = 0;
if (playerData.stats.questsCompleted === undefined) playerData.stats.questsCompleted = 0;
await savePlayerData(playerData.userId, playerData);
// In production, validate with API server
socket.emit('authenticated', {
success: true,
user: {
id: data.userId || socket.id,
username: data.username || 'Game Player',
id: playerData.userId,
username: playerData.username,
token: 'game-token-' + Date.now()
},
playerData: {
...playerData.toObject(),
serverTimestamp: Date.now(), // Add server timestamp for time synchronization
serverTimezone: 'UTC' // Server operates in UTC timezone
}
});
console.log(`[GAME SERVER] ${playerData.username} authenticated with Level ${playerData.stats.level}`);
} else {
console.error('[GAME SERVER] Failed to load player data');
socket.emit('authenticated', {
success: false,
error: 'Failed to load player data'
});
}
} catch (error) {
console.error('[GAME SERVER] Authentication error:', error);
console.error('[GAME INITIALIZER] Error stack:', error.stack);
socket.emit('authenticated', {
success: false,
error: 'Authentication failed: ' + error.message
});
}
});
// Game data events (similar to LocalServer)
socket.on('saveGameData', (data) => {
socket.on('saveGameData', async (data) => {
console.log('[GAME SERVER] Saving game data for:', socket.id);
if (connectedClients.has(socket.id)) {
connectedClients.get(socket.id).playerData = data;
const clientData = connectedClients.get(socket.id);
if (clientData && clientData.userId) {
try {
// Validate the data before saving
if (!data || typeof data !== 'object') {
console.warn('[GAME SERVER] Invalid game data received, skipping save');
socket.emit('gameDataSaved', { success: false, error: 'Invalid game data' });
return;
}
// Update player data with new game data
const updatedPlayerData = { ...clientData.playerData, ...data };
clientData.playerData = updatedPlayerData;
// Save to database
const success = await savePlayerData(clientData.userId, updatedPlayerData);
socket.emit('gameDataSaved', {
success: true,
timestamp: Date.now()
success: success,
message: success ? 'Game saved to server!' : 'Failed to save to server'
});
console.log(`[GAME SERVER] Saved game data for ${clientData.username}`);
} catch (error) {
console.error('[GAME SERVER] Error saving game data:', error);
socket.emit('gameDataSaved', { success: false, error: 'Failed to save data' });
}
} else {
console.warn('[GAME SERVER] No client data or user ID found for saveGameData');
socket.emit('gameDataSaved', { success: false, error: 'Player not authenticated' });
}
});
socket.on('loadGameData', (data) => {
@ -160,6 +369,61 @@ io.on('connection', (socket) => {
});
});
// Shop and item system events
socket.on('getShopItems', (data) => {
console.log('[GAME SERVER] Sending shop items to:', socket.id);
try {
const shopItems = itemSystem.getShopItems();
socket.emit('shopItemsReceived', {
success: true,
items: shopItems,
timestamp: new Date().toISOString()
});
} catch (error) {
console.error('[GAME SERVER] Error sending shop items:', error);
socket.emit('shopItemsReceived', {
success: false,
error: 'Failed to load shop items'
});
}
});
socket.on('getItemDetails', (data) => {
const { itemId } = data;
if (!itemId) {
socket.emit('itemDetailsReceived', {
success: false,
error: 'Item ID required'
});
return;
}
try {
const item = itemSystem.getItem(itemId);
if (!item) {
socket.emit('itemDetailsReceived', {
success: false,
error: 'Item not found'
});
return;
}
socket.emit('itemDetailsReceived', {
success: true,
item: item
});
} catch (error) {
console.error('[GAME SERVER] Error getting item details:', error);
socket.emit('itemDetailsReceived', {
success: false,
error: 'Failed to get item details'
});
}
});
// Game-specific events
socket.on('joinGameInstance', (data) => {
const { instanceId } = data;
@ -226,11 +490,359 @@ io.on('connection', (socket) => {
}
});
socket.on('disconnect', () => {
// Idle rewards events
socket.on('claimOfflineRewards', async (data) => {
console.log('[GAME SERVER] Claiming offline rewards for:', socket.id);
const clientData = connectedClients.get(socket.id);
if (!clientData || !clientData.userId) {
socket.emit('offlineRewardsClaimed', { success: false, error: 'Not authenticated' });
return;
}
try {
const playerData = await loadPlayerData(clientData.userId);
const offlineRewards = idleSystem.calculateOfflineRewards(clientData.userId);
if (offlineRewards.offlineTime > 0 && offlineRewards.rewards.credits > 0) {
// Apply rewards to player
playerData.stats.credits = (playerData.stats.credits || 0) + offlineRewards.rewards.credits;
playerData.stats.experience = (playerData.stats.experience || 0) + offlineRewards.rewards.experience;
// Update idle system data
if (!playerData.idleSystem) playerData.idleSystem = {};
playerData.idleSystem.lastActive = new Date().toISOString();
playerData.idleSystem.totalOfflineTime += offlineRewards.offlineTime;
playerData.idleSystem.totalIdleCredits += offlineRewards.rewards.credits;
await savePlayerData(clientData.userId, playerData);
socket.emit('offlineRewardsClaimed', {
success: true,
rewards: offlineRewards.rewards,
offlineTime: offlineRewards.offlineTime
});
console.log(`[GAME SERVER] Offline rewards claimed for ${clientData.username}: ${offlineRewards.rewards.credits} credits`);
} else {
socket.emit('offlineRewardsClaimed', {
success: true,
rewards: { credits: 0, experience: 0, energy: 0 },
offlineTime: 0
});
}
} catch (error) {
console.error('[GAME SERVER] Error claiming offline rewards:', error);
socket.emit('offlineRewardsClaimed', { success: false, error: 'Failed to claim rewards' });
}
});
// Shop purchase events
socket.on('purchaseItem', async (data) => {
console.log('[GAME SERVER] Processing purchase request:', socket.id, data);
const clientData = connectedClients.get(socket.id);
if (!clientData || !clientData.userId) {
console.log('[GAME SERVER] Purchase failed - not authenticated');
socket.emit('purchaseCompleted', { success: false, error: 'Not authenticated' });
return;
}
try {
const { itemId, quantity = 1 } = data;
console.log('[GAME SERVER] Purchase details:', {
itemId: itemId,
quantity: quantity,
userId: clientData.userId,
username: clientData.username
});
if (!itemId) {
console.log('[GAME SERVER] Purchase failed - no item ID');
socket.emit('purchaseCompleted', { success: false, error: 'Item ID required' });
return;
}
// Load current player data
const playerData = await loadPlayerData(clientData.userId);
console.log('[GAME SERVER] Player data loaded:', {
username: playerData.username,
credits: playerData.stats.credits,
gems: playerData.stats.gems
});
// Find the item in shop (server-side validation)
const item = findShopItem(itemId);
if (!item) {
console.log('[GAME SERVER] Purchase failed - item not found:', itemId);
socket.emit('purchaseCompleted', { success: false, error: 'Item not found in shop' });
return;
}
console.log('[GAME SERVER] Item found:', {
id: item.id,
name: item.name,
type: item.type,
price: item.price,
currency: item.currency
});
// Calculate total cost
const totalCost = item.price * quantity;
const currency = item.currency;
console.log('[GAME SERVER] Cost calculation:', {
unitPrice: item.price,
quantity: quantity,
totalCost: totalCost,
currency: currency
});
// Check if player can afford
if (currency === 'credits' && (playerData.stats.credits || 0) < totalCost) {
console.log('[GAME SERVER] Purchase failed - insufficient credits:', {
required: totalCost,
current: playerData.stats.credits || 0
});
socket.emit('purchaseCompleted', { success: false, error: 'Not enough credits' });
return;
}
if (currency === 'gems' && (playerData.stats.gems || 0) < totalCost) {
console.log('[GAME SERVER] Purchase failed - insufficient gems:', {
required: totalCost,
current: playerData.stats.gems || 0
});
socket.emit('purchaseCompleted', { success: false, error: 'Not enough gems' });
return;
}
// Check if already owns this cosmetic
if (item.type === 'cosmetic' && playerData.ownedCosmetics && playerData.ownedCosmetics.includes(item.id)) {
console.log('[GAME SERVER] Purchase failed - already owns cosmetic:', item.id);
socket.emit('purchaseCompleted', { success: false, error: 'You already own this cosmetic' });
return;
}
// Process payment
console.log('[GAME SERVER] Processing payment...');
if (currency === 'credits') {
playerData.stats.credits = (playerData.stats.credits || 0) - totalCost;
} else if (currency === 'gems') {
playerData.stats.gems = (playerData.stats.gems || 0) - totalCost;
}
console.log('[GAME SERVER] Payment processed, new balance:', {
credits: playerData.stats.credits,
gems: playerData.stats.gems
});
// Give item based on type
console.log('[GAME SERVER] Adding item to inventory, type:', item.type);
switch (item.type) {
case 'ship':
if (!playerData.ownedShips) playerData.ownedShips = [];
if (!playerData.ownedShips.includes(item.id)) {
playerData.ownedShips.push(item.id);
console.log('[GAME SERVER] Ship added to owned ships:', item.id);
} else {
console.log('[GAME SERVER] Ship already owned:', item.id);
}
break;
case 'cosmetic':
if (!playerData.ownedCosmetics) playerData.ownedCosmetics = [];
if (!playerData.ownedCosmetics.includes(item.id)) {
playerData.ownedCosmetics.push(item.id);
console.log('[GAME SERVER] Cosmetic added to owned cosmetics:', item.id);
} else {
console.log('[GAME SERVER] Cosmetic already owned:', item.id);
}
break;
case 'consumable':
if (!playerData.inventory) playerData.inventory = { items: [] };
playerData.inventory.items.push({
id: item.id,
name: item.name,
type: item.type,
quantity: quantity,
acquired: new Date().toISOString()
});
console.log('[GAME SERVER] Consumable added to inventory:', item.name);
break;
case 'material':
if (!playerData.inventory) playerData.inventory = { items: [] };
playerData.inventory.items.push({
id: item.id,
name: item.name,
type: item.type,
quantity: quantity,
acquired: new Date().toISOString()
});
console.log('[GAME SERVER] Material added to inventory:', item.name);
break;
default:
console.warn(`[GAME SERVER] Unknown item type: ${item.type}`);
socket.emit('purchaseCompleted', { success: false, error: 'Unknown item type' });
return;
}
// Save updated player data
console.log('[GAME SERVER] Saving player data...');
await savePlayerData(clientData.userId, playerData);
// Update client data with new values
clientData.playerData = playerData;
// Send success response
const response = {
success: true,
item: item,
quantity: quantity,
totalCost: totalCost,
currency: currency,
newBalance: currency === 'credits' ? playerData.stats.credits : playerData.stats.gems
};
console.log('[GAME SERVER] Sending success response:', response);
socket.emit('purchaseCompleted', response);
console.log(`[GAME SERVER] Purchase completed for ${clientData.username}: ${item.name} x${quantity} for ${totalCost} ${currency}`);
// Broadcast economy update to client
broadcastEconomyUpdate(socket.id);
} catch (error) {
console.error('[GAME SERVER] Error processing purchase:', error);
socket.emit('purchaseCompleted', { success: false, error: 'Purchase failed: ' + error.message });
}
});
// Dungeon System Packet Handlers
socket.on('get_dungeons', () => {
console.log('[GAME SERVER] Sending dungeons data to:', socket.id);
const dungeons = dungeonSystem.getDungeonsGroupedByDifficulty();
socket.emit('dungeons_data', { dungeons });
});
socket.on('get_room_types', () => {
console.log('[GAME SERVER] Sending room types to:', socket.id);
const roomTypes = dungeonSystem.getRoomTypes();
socket.emit('room_types_data', roomTypes);
});
socket.on('get_enemy_templates', () => {
console.log('[GAME SERVER] Sending enemy templates to:', socket.id);
const enemyTemplates = dungeonSystem.getEnemyTemplates();
socket.emit('enemy_templates_data', enemyTemplates);
});
// Economy System Packet Handlers
socket.on('get_economy_data', () => {
console.log('[GAME SERVER] Sending economy data to:', socket.id);
const clientData = connectedClients.get(socket.id);
if (clientData && clientData.playerData) {
const economyData = {
credits: clientData.playerData.stats.credits || 0,
gems: clientData.playerData.stats.gems || 0
};
socket.emit('economy_data', economyData);
}
});
// Function to broadcast economy updates to specific client
function broadcastEconomyUpdate(socketId) {
const clientData = connectedClients.get(socketId);
if (clientData && clientData.playerData) {
const economyData = {
credits: clientData.playerData.stats.credits || 0,
gems: clientData.playerData.stats.gems || 0
};
io.to(socketId).emit('economy_data', economyData);
console.log('[GAME SERVER] Broadcasted economy update to:', socketId, economyData);
}
}
socket.on('start_dungeon', (data) => {
console.log('[GAME SERVER] Starting dungeon for:', socket.id, data);
try {
const { dungeonId, userId } = data;
const instance = dungeonSystem.createInstance(dungeonId, userId, []);
socket.emit('dungeon_started', { instance });
} catch (error) {
console.error('[GAME SERVER] Error starting dungeon:', error);
socket.emit('dungeon_started', { success: false, error: error.message });
}
});
socket.on('process_encounter', (data) => {
console.log('[GAME SERVER] Processing encounter for:', socket.id, data);
try {
const { instanceId, userId } = data;
const encounter = dungeonSystem.startEncounter(instanceId, userId);
socket.emit('encounter_data', { encounter });
} catch (error) {
console.error('[GAME SERVER] Error processing encounter:', error);
socket.emit('encounter_data', { success: false, error: error.message });
}
});
socket.on('complete_dungeon', (data) => {
console.log('[GAME SERVER] Completing dungeon for:', socket.id, data);
try {
const { instanceId, userId } = data;
const result = dungeonSystem.completeDungeon(instanceId);
socket.emit('dungeon_completed', { rewards: result });
} catch (error) {
console.error('[GAME SERVER] Error completing dungeon:', error);
socket.emit('dungeon_completed', { success: false, error: error.message });
}
});
socket.on('get_dungeon_status', (data) => {
console.log('[GAME SERVER] Getting dungeon status for:', socket.id, data);
try {
const { userId } = data;
const instance = dungeonSystem.getPlayerInstance(userId);
if (instance) {
socket.emit('dungeon_status', {
hasActiveDungeon: true,
currentInstance: instance
});
} else {
socket.emit('dungeon_status', {
hasActiveDungeon: false,
currentInstance: null
});
}
} catch (error) {
console.error('[GAME SERVER] Error getting dungeon status:', error);
socket.emit('dungeon_status', { success: false, error: error.message });
}
});
socket.on('disconnect', async () => {
console.log('[GAME SERVER] Client disconnected:', socket.id);
const clientData = connectedClients.get(socket.id);
if (clientData && clientData.instanceId) {
if (clientData) {
// Save player data before disconnect
if (clientData.playerData && clientData.userId) {
try {
clientData.playerData.leaveServer();
await savePlayerData(clientData.userId, clientData.playerData);
console.log(`[GAME SERVER] Saved data for ${clientData.username} on disconnect`);
} catch (error) {
console.error('[GAME SERVER] Error saving data on disconnect:', error);
}
}
// Handle game instance cleanup
if (clientData.instanceId) {
const instance = gameInstances.get(clientData.instanceId);
if (instance) {
instance.players.delete(socket.id);
@ -247,6 +859,7 @@ io.on('connection', (socket) => {
});
}
}
}
connectedClients.delete(socket.id);
@ -255,6 +868,214 @@ io.on('connection', (socket) => {
});
});
// Load player data from database
async function loadPlayerData(userId, username) {
try {
// Check if database is connected
if (mongoose.connection.readyState !== 1) {
console.error('[GAME SERVER] Database not connected, cannot load player data');
return null;
}
let playerData = await PlayerData.findOne({ userId });
if (!playerData) {
// Create new player data with initialized systems
console.log(`[GAME SERVER] Creating new player data for ${username} with system initialization`);
// Initialize player data in all systems
const questData = questSystem.initializePlayerData(userId);
const skillData = skillSystem.initializePlayerData(userId);
const craftingData = craftingSystem.initializePlayerData(userId);
// For dungeons, initialize with available dungeons
const availableDungeons = dungeonSystem.getAllDungeons();
const dungeonData = {
availableDungeons: availableDungeons.map(d => ({
id: d.id,
name: d.name,
difficulty: d.difficulty,
minLevel: d.minLevel || 1,
maxPlayers: d.maxPlayers || 4,
description: d.description
})),
completedDungeons: [],
currentInstance: null,
dungeonProgress: {}
};
playerData = new PlayerData({
userId,
username,
stats: {
level: 1,
experience: 0,
totalExperience: 0,
credits: 1000,
gems: 50, // Give some starting gems
skillPoints: 0,
totalKills: 0,
dungeonsCleared: 0,
questsCompleted: 0,
playTime: 0,
lastLogin: new Date()
},
// Initialize with system data
quests: {
active: Array.from(questData.activeQuests.values()),
completed: Array.from(questData.completedQuests.keys())
},
skills: skillData,
dungeonSystem: dungeonData,
crafting: craftingData
});
await playerData.save();
console.log(`[GAME SERVER] Created new player data for ${username} with ${questData.activeQuests.size} active quests`);
} else {
// Auto-migration for existing players - check for missing data
console.log(`[GAME SERVER] Loading existing player data for ${username} (Level ${playerData.stats.level})`);
let migrated = false;
let migrationLog = [];
// Always categorize quests to ensure proper format
console.log(`[GAME SERVER] Categorizing quests for ${username}`);
console.log(`[GAME SERVER] Current playerData.quests before categorization:`, playerData.quests);
const questData = questSystem.getPlayerData(userId);
console.log(`[GAME SERVER] QuestSystem data:`, {
activeQuestsCount: questData.activeQuests.size,
completedQuestsCount: questData.completedQuests.size,
activeQuests: Array.from(questData.activeQuests.values())
});
// Categorize quests by type for client
const activeQuests = Array.from(questData.activeQuests.values());
const mainQuests = activeQuests.filter(quest => quest.type === 'main');
const dailyQuests = activeQuests.filter(quest => quest.type === 'daily');
const weeklyQuests = activeQuests.filter(quest => quest.type === 'weekly');
const tutorialQuests = activeQuests.filter(quest => quest.type === 'tutorial');
playerData.quests = {
main: mainQuests,
daily: dailyQuests,
weekly: weeklyQuests,
tutorial: tutorialQuests,
active: activeQuests,
completed: Array.from(questData.completedQuests.keys())
};
console.log(`[GAME SERVER] Quest categorization complete:`, {
main: mainQuests.length,
daily: dailyQuests.length,
weekly: weeklyQuests.length,
tutorial: tutorialQuests.length,
total: activeQuests.length
});
console.log(`[GAME SERVER] Final playerData.quests after categorization:`, playerData.quests);
// IMPORTANT: Save the updated quest data to database
try {
await savePlayerData(userId, playerData);
console.log(`[GAME SERVER] Saved categorized quest data for ${username}`);
} catch (error) {
console.error(`[GAME SERVER] Failed to save quest data for ${username}:`, error);
}
// Migrate skills if missing or empty
if (!playerData.skills || Object.keys(playerData.skills).length === 0) {
console.log(`[GAME SERVER] Migrating skills for ${username}`);
const skillData = skillSystem.initializePlayerData(userId);
playerData.skills = skillData;
migrated = true;
migrationLog.push('Added skill data');
}
// Migrate dungeons if missing or empty
if (!playerData.dungeonSystem || !playerData.dungeonSystem.availableDungeons ||
(playerData.dungeonSystem.availableDungeons && playerData.dungeonSystem.availableDungeons.length === 0)) {
console.log(`[GAME SERVER] Migrating dungeons for ${username}`);
const availableDungeons = dungeonSystem.getAllDungeons();
playerData.dungeonSystem = {
availableDungeons: availableDungeons.map(d => ({
id: d.id,
name: d.name,
difficulty: d.difficulty,
minLevel: d.minLevel || 1,
maxPlayers: d.maxPlayers || 4,
description: d.description
})),
completedDungeons: [],
currentInstance: null,
dungeonProgress: {}
};
migrated = true;
migrationLog.push(`Added ${availableDungeons.length} available dungeons`);
}
// Migrate crafting if missing or empty (this field might not exist at all)
if (!playerData.crafting || Object.keys(playerData.crafting).length === 0) {
console.log(`[GAME SERVER] Migrating crafting for ${username}`);
const craftingData = craftingSystem.initializePlayerData(userId);
playerData.crafting = craftingData;
migrated = true;
migrationLog.push('Added crafting data');
}
// Initialize idle system data
const idleData = idleSystem.initializePlayerData(userId);
if (!playerData.idleSystem) {
playerData.idleSystem = {
lastActive: new Date().toISOString(),
totalOfflineTime: 0,
totalIdleCredits: 0
};
migrated = true;
migrationLog.push('Added idle system data');
}
// Save if migration occurred
if (migrated) {
await playerData.save();
console.log(`[GAME SERVER] Migration completed for ${username}: ${migrationLog.join(', ')}`);
}
// Update existing player login info
playerData.username = username;
playerData.lastLogin = new Date();
await playerData.save();
}
return playerData;
} catch (error) {
console.error('[GAME SERVER] Error loading player data:', error);
return null;
}
}
// Save player data to database
async function savePlayerData(userId, playerData) {
try {
// Check if database is connected
if (mongoose.connection.readyState !== 1) {
console.error('[GAME SERVER] Database not connected, cannot save player data');
return false;
}
await PlayerData.findOneAndUpdate(
{ userId },
playerData,
{ upsert: true, new: true }
);
console.log(`[GAME SERVER] Saved player data for ${playerData.username}`);
return true;
} catch (error) {
console.error('[GAME SERVER] Error saving player data:', error);
return false;
}
}
// Update player count on API server
async function updatePlayerCountOnAPI() {
try {
@ -290,9 +1111,13 @@ const PORT = process.env.PORT || 3002;
async function startServer() {
try {
console.log('[GAME SERVER] Attempting to connect to database...');
// Connect to database
await connectDB();
console.log('[GAME SERVER] Database connection established');
server.listen(PORT, async () => {
console.log(`[GAME SERVER] Game server running on port ${PORT}`);
console.log(`[GAME SERVER] Socket.IO ready for multiplayer connections`);
@ -302,6 +1127,43 @@ async function startServer() {
// Start periodic player count updates
setInterval(updatePlayerCountOnAPI, 30000); // Update every 30 seconds
// Start online idle rewards generation (every 10 seconds)
setInterval(async () => {
for (const [socketId, clientData] of connectedClients.entries()) {
if (clientData.userId && clientData.playerData) {
try {
// Update playTime for active players
const sessionTime = clientData.playerData.updatePlayTime();
console.log(`[GAME SERVER] Updated playTime for ${clientData.username}: +${sessionTime}ms, Total: ${clientData.playerData.stats.playTime}ms`);
// Send playTime update to client
io.to(socketId).emit('playTimeUpdated', {
playTime: clientData.playerData.stats.playTime,
sessionTime: sessionTime
});
const onlineRewards = idleSystem.generateOnlineIdleRewards(clientData.userId, 10000); // 10 seconds
if (onlineRewards.credits > 0) {
// Update player data with online rewards
clientData.playerData.stats.credits = (clientData.playerData.stats.credits || 0) + onlineRewards.credits;
clientData.playerData.stats.experience = (clientData.playerData.stats.experience || 0) + onlineRewards.experience;
// Send update to client
io.to(socketId).emit('onlineIdleRewards', {
credits: onlineRewards.credits,
experience: onlineRewards.experience,
newBalance: clientData.playerData.stats.credits,
playTime: clientData.playerData.stats.playTime
});
}
} catch (error) {
console.error(`[GAME SERVER] Error generating online idle rewards for ${socketId}:`, error);
}
}
}
}, 10000); // Every 10 seconds
});
} catch (error) {
console.error('[GAME SERVER] Failed to start server:', error);

File diff suppressed because it is too large Load Diff

View File

@ -9,12 +9,20 @@ class IdleSystem {
this.maxOfflineTime = 7 * 24 * 60 * 60 * 1000; // 7 days in milliseconds
this.playerLastActive = new Map(); // userId -> last active timestamp
this.playerProductionRates = new Map(); // userId -> production rates
this.playerAchievements = new Map(); // userId -> achievements
// Default production rates
this.defaultProductionRates = {
credits: 10, // credits per second (increased for better gameplay)
experience: 1, // experience per second (increased for better progression)
energy: 0.5 // energy regeneration per second
credits: 0.1, // 1 credit every 10 seconds (0.1 per second)
experience: 0, // no auto experience - only from dungeons
energy: 1/300 // 1 energy every 5 minutes (1/300 per second)
};
// Offline rates (different from online rates)
this.offlineProductionRates = {
credits: 1/60, // 1 credit every 1 minute (1/60 per second)
experience: 0, // no experience offline - only from dungeons
energy: 1/300 // 1 energy every 5 minutes (same as online)
};
// Idle rewards
@ -90,12 +98,13 @@ class IdleSystem {
const productionRates = this.playerProductionRates.get(userId);
const achievements = this.playerAchievements.get(userId);
// Calculate offline rewards
// Calculate offline rewards using offline rates
const offlineSeconds = Math.floor(cappedOfflineTime / 1000);
const offlineRates = this.offlineProductionRates;
const rewards = {
credits: Math.floor(productionRates.credits * offlineSeconds),
experience: Math.floor(productionRates.experience * offlineSeconds),
energy: Math.floor(productionRates.energy * offlineSeconds),
credits: Math.floor(offlineRates.credits * offlineSeconds),
experience: Math.floor(offlineRates.experience * offlineSeconds),
energy: Math.floor(offlineRates.energy * offlineSeconds),
items: []
};
@ -239,6 +248,27 @@ class IdleSystem {
return results;
}
// Generate online idle rewards (called periodically while player is online)
generateOnlineIdleRewards(userId, deltaTimeMs) {
const productionRates = this.playerProductionRates.get(userId);
if (!productionRates) {
return {
credits: 0,
experience: 0,
energy: 0
};
}
const deltaTimeSeconds = deltaTimeMs / 1000;
const rewards = {
credits: Math.floor(productionRates.credits * deltaTimeSeconds),
experience: Math.floor(productionRates.experience * deltaTimeSeconds),
energy: Math.floor(productionRates.energy * deltaTimeSeconds)
};
return rewards;
}
// Reset idle data for a user
resetPlayerData(userId) {
this.playerLastActive.delete(userId);

View File

@ -0,0 +1,618 @@
/**
* Galaxy Strike Online - Item System
* Centralized item management for shop, inventory, dungeons, and all game systems
*/
class ItemSystem {
constructor() {
// Master item catalog - single source of truth
this.itemCatalog = {
// Ships
ships: [
{
id: 'starter_cruiser_common',
name: 'Starter Cruiser',
type: 'ship',
rarity: 'common',
price: 5000,
currency: 'credits',
description: 'Reliable starter cruiser for new pilots',
texture: 'assets/textures/ships/starter_cruiser.png',
stats: { attack: 15, speed: 10, defense: 12, hull: 100 },
categories: ['shop', 'dungeon_reward'],
requirements: { level: 1 },
stackable: false
},
{
id: 'starter_cruiser_uncommon',
name: 'Starter Cruiser II',
type: 'ship',
rarity: 'uncommon',
price: 12000,
currency: 'credits',
description: 'Upgraded starter cruiser with enhanced systems',
texture: 'assets/textures/ships/starter_cruiser.png',
stats: { attack: 18, speed: 12, defense: 15, hull: 120 },
categories: ['shop', 'dungeon_reward'],
requirements: { level: 5 },
stackable: false
},
{
id: 'starter_cruiser_rare',
name: 'Starter Cruiser III',
type: 'ship',
rarity: 'rare',
price: 25000,
currency: 'credits',
description: 'Elite starter cruiser with maximum upgrades',
texture: 'assets/textures/ships/starter_cruiser.png',
stats: { attack: 22, speed: 15, defense: 18, hull: 150 },
categories: ['shop', 'dungeon_reward'],
requirements: { level: 10 },
stackable: false
},
{
id: 'interceptor_common',
name: 'Interceptor',
type: 'ship',
rarity: 'common',
price: 8000,
currency: 'credits',
description: 'Fast attack ship for hit-and-run tactics',
texture: 'assets/textures/ships/interceptor.png',
stats: { attack: 12, speed: 18, defense: 8, hull: 80 },
categories: ['shop', 'dungeon_reward'],
requirements: { level: 3 },
stackable: false
},
{
id: 'interceptor_uncommon',
name: 'Interceptor II',
type: 'ship',
rarity: 'uncommon',
price: 18000,
currency: 'credits',
description: 'Enhanced interceptor with improved weapons',
texture: 'assets/textures/ships/interceptor.png',
stats: { attack: 15, speed: 22, defense: 10, hull: 95 },
categories: ['shop', 'dungeon_reward'],
requirements: { level: 7 },
stackable: false
}
],
// Materials
materials: [
{
id: 'steel_plating',
name: 'Steel Plating',
type: 'material',
rarity: 'common',
price: 100,
currency: 'credits',
description: 'Basic armor material for ship upgrades',
categories: ['shop', 'dungeon_loot', 'crafting'],
requirements: { level: 1 },
stackable: true,
maxStack: 99,
effects: { defense: 5 }
},
{
id: 'energy_core',
name: 'Energy Core',
type: 'material',
rarity: 'uncommon',
price: 250,
currency: 'credits',
description: 'Power source for advanced upgrades',
categories: ['shop', 'dungeon_loot', 'crafting'],
requirements: { level: 5 },
stackable: true,
maxStack: 50,
effects: { energy: 10 }
},
{
id: 'quantum_fuel',
name: 'Quantum Fuel',
type: 'material',
rarity: 'rare',
price: 500,
currency: 'credits',
description: 'Advanced fuel for long-range travel',
categories: ['shop', 'dungeon_loot', 'crafting'],
requirements: { level: 10 },
stackable: true,
maxStack: 25,
effects: { speed: 15 }
},
{
id: 'dark_matter',
name: 'Dark Matter',
type: 'material',
rarity: 'legendary',
price: 2000,
currency: 'gems',
description: 'Exotic matter for ultimate upgrades',
categories: ['shop', 'dungeon_loot', 'crafting'],
requirements: { level: 15 },
stackable: true,
maxStack: 10,
effects: { attack: 20, defense: 20 }
}
],
// Consumables
consumables: [
{
id: 'repair_kit',
name: 'Repair Kit',
type: 'consumable',
rarity: 'common',
price: 50,
currency: 'credits',
description: 'Instantly repairs ship damage',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 1 },
stackable: true,
maxStack: 20,
effects: { hull_repair: 50 },
consumable: true,
cooldown: 30000 // 30 seconds
},
{
id: 'energy_boost',
name: 'Energy Boost',
type: 'consumable',
rarity: 'common',
price: 75,
currency: 'credits',
description: 'Temporary energy increase',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 1 },
stackable: true,
maxStack: 15,
effects: { energy_boost: 25, duration: 60000 }, // 1 minute
consumable: true,
cooldown: 45000 // 45 seconds
},
{
id: 'shield_booster',
name: 'Shield Booster',
type: 'consumable',
rarity: 'uncommon',
price: 150,
currency: 'credits',
description: 'Temporary shield enhancement',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 5 },
stackable: true,
maxStack: 10,
effects: { shield_boost: 50, duration: 90000 }, // 1.5 minutes
consumable: true,
cooldown: 60000 // 1 minute
},
{
id: 'damage_amplifier',
name: 'Damage Amplifier',
type: 'consumable',
rarity: 'rare',
price: 300,
currency: 'credits',
description: 'Increases damage output temporarily',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 8 },
stackable: true,
maxStack: 5,
effects: { damage_multiplier: 1.5, duration: 45000 }, // 45 seconds
consumable: true,
cooldown: 120000 // 2 minutes
}
],
// Cosmetics
cosmetics: [
{
id: 'red_paint',
name: 'Red Paint Job',
type: 'cosmetic',
rarity: 'common',
price: 500,
currency: 'credits',
description: 'Red color scheme for your ship',
categories: ['shop'],
requirements: { level: 1 },
stackable: false,
cosmetic: true,
slot: 'paint'
},
{
id: 'blue_paint',
name: 'Blue Paint Job',
type: 'cosmetic',
rarity: 'common',
price: 500,
currency: 'credits',
description: 'Blue color scheme for your ship',
categories: ['shop'],
requirements: { level: 1 },
stackable: false,
cosmetic: true,
slot: 'paint'
},
{
id: 'gold_trim',
name: 'Gold Trim',
type: 'cosmetic',
rarity: 'uncommon',
price: 1000,
currency: 'credits',
description: 'Gold accent trim for your ship',
categories: ['shop'],
requirements: { level: 5 },
stackable: false,
cosmetic: true,
slot: 'trim'
},
{
id: 'rainbow_effect',
name: 'Rainbow Engine Effect',
type: 'cosmetic',
rarity: 'rare',
price: 2500,
currency: 'credits',
description: 'Colorful engine trail effect',
categories: ['shop'],
requirements: { level: 10 },
stackable: false,
cosmetic: true,
slot: 'engine'
}
],
// Weapons
weapons: [
{
id: 'laser_cannon_common',
name: 'Laser Cannon',
type: 'weapon',
rarity: 'common',
price: 1000,
currency: 'credits',
description: 'Basic laser weapon for beginners',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 1 },
stackable: false,
stats: { attack: 10, range: 100, fire_rate: 2 }
},
{
id: 'plasma_rifle_uncommon',
name: 'Plasma Rifle',
type: 'weapon',
rarity: 'uncommon',
price: 2500,
currency: 'credits',
description: 'Plasma-based weapon with increased damage',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 5 },
stackable: false,
stats: { attack: 18, range: 120, fire_rate: 1.5 }
},
{
id: 'quantum_blaster_rare',
name: 'Quantum Blaster',
type: 'weapon',
rarity: 'rare',
price: 6000,
currency: 'credits',
description: 'Advanced quantum weapon with high damage output',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 10 },
stackable: false,
stats: { attack: 30, range: 150, fire_rate: 1 }
}
],
// Armors
armors: [
{
id: 'basic_shield_common',
name: 'Basic Shield Generator',
type: 'armor',
rarity: 'common',
price: 800,
currency: 'credits',
description: 'Basic shield protection for beginners',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 1 },
stackable: false,
stats: { defense: 8, shield_capacity: 50, recharge_rate: 5 }
},
{
id: 'energy_armor_uncommon',
name: 'Energy Armor',
type: 'armor',
rarity: 'uncommon',
price: 2000,
currency: 'credits',
description: 'Energy-based armor with enhanced protection',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 5 },
stackable: false,
stats: { defense: 15, shield_capacity: 100, recharge_rate: 8 }
},
{
id: 'quantum_deflector_rare',
name: 'Quantum Deflector',
type: 'armor',
rarity: 'rare',
price: 5000,
currency: 'credits',
description: 'Advanced quantum armor with maximum protection',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 10 },
stackable: false,
stats: { defense: 25, shield_capacity: 200, recharge_rate: 12 }
}
],
// Dungeon-specific rewards
dungeon_rewards: [
{
id: 'dungeon_key_basic',
name: 'Basic Dungeon Key',
type: 'key',
rarity: 'common',
price: 200,
currency: 'credits',
description: 'Key to enter basic dungeons',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 1 },
stackable: true,
maxStack: 10,
consumable: true,
dungeon_access: ['basic_dungeon', 'mines']
},
{
id: 'dungeon_key_advanced',
name: 'Advanced Dungeon Key',
type: 'key',
rarity: 'uncommon',
price: 800,
currency: 'credits',
description: 'Key to enter advanced dungeons',
categories: ['shop', 'dungeon_loot'],
requirements: { level: 8 },
stackable: true,
maxStack: 5,
consumable: true,
dungeon_access: ['advanced_dungeon', 'fortress']
},
{
id: 'treasure_chest',
name: 'Treasure Chest',
type: 'container',
rarity: 'rare',
price: 0,
currency: 'credits',
description: 'Contains random valuable items',
categories: ['dungeon_loot'],
requirements: { level: 1 },
stackable: true,
maxStack: 5,
consumable: true,
loot_table: 'treasure_chest_common'
}
]
};
// Initialize item lookup maps for performance
this.itemLookup = new Map();
this.categoryLookup = new Map();
this.rarityLookup = new Map();
this.buildLookupMaps();
}
/**
* Build lookup maps for efficient item retrieval
*/
buildLookupMaps() {
// Build ID lookup
for (const [category, items] of Object.entries(this.itemCatalog)) {
for (const item of items) {
this.itemLookup.set(item.id, item);
// Build category lookup
if (!this.categoryLookup.has(category)) {
this.categoryLookup.set(category, []);
}
this.categoryLookup.get(category).push(item);
// Build rarity lookup
if (!this.rarityLookup.has(item.rarity)) {
this.rarityLookup.set(item.rarity, []);
}
this.rarityLookup.get(item.rarity).push(item);
}
}
}
/**
* Get item by ID
*/
getItem(itemId) {
return this.itemLookup.get(itemId) || null;
}
/**
* Get all items in a category
*/
getItemsByCategory(category) {
return this.categoryLookup.get(category) || [];
}
/**
* Get items by rarity
*/
getItemsByRarity(rarity) {
return this.rarityLookup.get(rarity) || [];
}
/**
* Get items available for specific context (shop, dungeon, etc.)
*/
getItemsByContext(context) {
const results = [];
for (const item of this.itemLookup.values()) {
if (item.categories && item.categories.includes(context)) {
results.push(item);
}
}
return results;
}
/**
* Get shop items (items available in shop)
*/
getShopItems() {
return this.getItemsByContext('shop');
}
/**
* Get dungeon loot items
*/
getDungeonLootItems() {
return this.getItemsByContext('dungeon_loot');
}
/**
* Get dungeon reward items
*/
getDungeonRewardItems() {
return this.getItemsByContext('dungeon_reward');
}
/**
* Get crafting materials
*/
getCraftingMaterials() {
return this.getItemsByContext('crafting');
}
/**
* Check if player meets item requirements
*/
canPlayerUseItem(playerData, item) {
if (!item.requirements) return true;
// Check level requirement
if (item.requirements.level && playerData.stats.level < item.requirements.level) {
return false;
}
// Add other requirement checks here (skills, quests, etc.)
return true;
}
/**
* Get filtered items for player (based on requirements)
*/
getAvailableItemsForPlayer(playerData, context = null) {
let items = context ? this.getItemsByContext(context) : Array.from(this.itemLookup.values());
return items.filter(item => this.canPlayerUseItem(playerData, item));
}
/**
* Generate random loot based on rarity weights
*/
generateLoot(rarityWeights = null, context = null) {
const defaultWeights = {
common: 50,
uncommon: 30,
rare: 15,
legendary: 5
};
const weights = rarityWeights || defaultWeights;
const availableItems = context ? this.getItemsByContext(context) : Array.from(this.itemLookup.values());
// Filter by rarity weights
const weightedItems = [];
for (const item of availableItems) {
const weight = weights[item.rarity] || 0;
for (let i = 0; i < weight; i++) {
weightedItems.push(item);
}
}
if (weightedItems.length === 0) return null;
// Random selection
const randomIndex = Math.floor(Math.random() * weightedItems.length);
return weightedItems[randomIndex];
}
/**
* Get item statistics
*/
getItemStats() {
const stats = {
totalItems: this.itemLookup.size,
byCategory: {},
byRarity: {},
byType: {}
};
for (const item of this.itemLookup.values()) {
// Count by category
for (const category of item.categories || []) {
stats.byCategory[category] = (stats.byCategory[category] || 0) + 1;
}
// Count by rarity
stats.byRarity[item.rarity] = (stats.byRarity[item.rarity] || 0) + 1;
// Count by type
stats.byType[item.type] = (stats.byType[item.type] || 0) + 1;
}
return stats;
}
/**
* Validate item data structure
*/
validateItem(item) {
const required = ['id', 'name', 'type', 'rarity'];
const missing = required.filter(field => !item[field]);
if (missing.length > 0) {
return { valid: false, errors: [`Missing required fields: ${missing.join(', ')}`] };
}
const errors = [];
// Validate type
if (!['ship', 'material', 'consumable', 'cosmetic', 'key', 'container'].includes(item.type)) {
errors.push(`Invalid item type: ${item.type}`);
}
// Validate rarity
if (!['common', 'uncommon', 'rare', 'legendary'].includes(item.rarity)) {
errors.push(`Invalid rarity: ${item.rarity}`);
}
// Validate stackable items
if (item.stackable && (!item.maxStack || item.maxStack < 1)) {
errors.push('Stackable items must have maxStack >= 1');
}
return { valid: errors.length === 0, errors };
}
}
module.exports = ItemSystem;

View File

@ -30,6 +30,176 @@ class QuestSystem {
timeLimit: null
});
// Main Story quests
this.addQuest('main_story_beginning', {
name: 'The Beginning',
description: 'Start your journey as a space pilot',
type: 'main',
difficulty: 'easy',
requirements: {
level: 1,
battlesWon: 1
},
rewards: {
experience: 200,
credits: 1000,
skillPoints: 2
},
prerequisites: [],
repeatable: false,
timeLimit: null
});
this.addQuest('main_story_first_dungeon', {
name: 'First Dungeon',
description: 'Complete your first dungeon run',
type: 'main',
difficulty: 'medium',
requirements: {
level: 5,
dungeonsCleared: 1
},
rewards: {
experience: 500,
credits: 2000,
items: ['rare_weapon']
},
prerequisites: ['main_story_beginning'],
repeatable: false,
timeLimit: null
});
this.addQuest('main_story_space_exploration', {
name: 'Space Explorer',
description: 'Explore 10 different sectors',
type: 'main',
difficulty: 'medium',
requirements: {
level: 10,
sectorsExplored: 10
},
rewards: {
experience: 1000,
credits: 5000,
items: ['explorer_badge']
},
prerequisites: ['main_story_first_dungeon'],
repeatable: false,
timeLimit: null
});
// Daily quests
this.addQuest('daily_battles', {
name: 'Daily Battles',
description: 'Win 5 battles today',
type: 'daily',
difficulty: 'easy',
requirements: {
battlesWon: 5
},
rewards: {
experience: 150,
credits: 750,
gems: 5
},
prerequisites: [],
repeatable: true,
timeLimit: 24 * 60 * 60 * 1000 // 24 hours
});
this.addQuest('daily_exploration', {
name: 'Daily Exploration',
description: 'Explore 3 new sectors today',
type: 'daily',
difficulty: 'easy',
requirements: {
sectorsExplored: 3
},
rewards: {
experience: 100,
credits: 500,
gems: 3
},
prerequisites: [],
repeatable: true,
timeLimit: 24 * 60 * 60 * 1000 // 24 hours
});
this.addQuest('daily_resources', {
name: 'Daily Resource Collection',
description: 'Collect 1000 resources today',
type: 'daily',
difficulty: 'medium',
requirements: {
resourcesCollected: 1000
},
rewards: {
experience: 200,
credits: 1000,
gems: 8
},
prerequisites: [],
repeatable: true,
timeLimit: 24 * 60 * 60 * 1000 // 24 hours
});
// Weekly quests
this.addQuest('weekly_champion', {
name: 'Weekly Champion',
description: 'Win 50 battles this week',
type: 'weekly',
difficulty: 'hard',
requirements: {
battlesWon: 50
},
rewards: {
experience: 2000,
credits: 10000,
gems: 50,
items: ['champion_title']
},
prerequisites: [],
repeatable: true,
timeLimit: 7 * 24 * 60 * 60 * 1000 // 7 days
});
this.addQuest('weekly_dungeon_master', {
name: 'Weekly Dungeon Master',
description: 'Complete 10 dungeons this week',
type: 'weekly',
difficulty: 'hard',
requirements: {
dungeonsCleared: 10
},
rewards: {
experience: 3000,
credits: 15000,
gems: 75,
items: ['dungeon_master_cape']
},
prerequisites: [],
repeatable: true,
timeLimit: 7 * 24 * 60 * 60 * 1000 // 7 days
});
this.addQuest('weekly_wealth_collector', {
name: 'Weekly Wealth Collector',
description: 'Earn 10000 credits this week',
type: 'weekly',
difficulty: 'medium',
requirements: {
creditsEarned: 10000
},
rewards: {
experience: 1500,
credits: 5000,
gems: 25
},
prerequisites: [],
repeatable: true,
timeLimit: 7 * 24 * 60 * 60 * 1000 // 7 days
});
// Combat quests
this.addQuest('warrior_path', {
name: 'Warrior Path',
@ -152,18 +322,89 @@ class QuestSystem {
initializePlayerData(userId) {
if (!this.playerQuests.has(userId)) {
this.playerQuests.set(userId, {
const playerData = {
activeQuests: new Map(),
completedQuests: new Map(),
questHistory: [],
totalQuestsCompleted: 0,
dailyQuestsCompleted: 0,
weeklyQuestsCompleted: 0
});
};
// Assign starting quests to new players
this.assignStartingQuests(userId, playerData);
this.playerQuests.set(userId, playerData);
}
return this.playerQuests.get(userId);
}
assignStartingQuests(userId, playerData) {
console.log(`[QUEST SYSTEM] Assigning starting quests to player ${userId}`);
// Assign main story quests
const mainStoryQuests = ['main_story_beginning', 'main_story_first_dungeon'];
mainStoryQuests.forEach(questId => {
const quest = this.quests.get(questId);
if (quest && !playerData.activeQuests.has(questId) && !playerData.completedQuests.has(questId)) {
playerData.activeQuests.set(questId, {
...quest,
progress: 0,
startedAt: Date.now()
});
console.log(`[QUEST SYSTEM] Assigned main story quest: ${quest.name}`);
}
});
// Assign daily quests
this.generateDailyQuests(userId, playerData);
// Assign weekly quests
this.generateWeeklyQuests(userId, playerData);
console.log(`[QUEST SYSTEM] Player now has ${playerData.activeQuests.size} active quests`);
}
generateDailyQuests(userId, playerData) {
console.log(`[QUEST SYSTEM] Generating daily quests for player ${userId}`);
const dailyQuestTemplates = ['daily_battles', 'daily_exploration', 'daily_resources'];
dailyQuestTemplates.forEach(questId => {
const quest = this.quests.get(questId);
if (quest) {
playerData.activeQuests.set(questId, {
...quest,
progress: 0,
startedAt: Date.now(),
type: 'daily',
resetTime: Date.now() + (24 * 60 * 60 * 1000) // 24 hours from now
});
console.log(`[QUEST SYSTEM] Assigned daily quest: ${quest.name}`);
}
});
}
generateWeeklyQuests(userId, playerData) {
console.log(`[QUEST SYSTEM] Generating weekly quests for player ${userId}`);
const weeklyQuestTemplates = ['weekly_champion', 'weekly_dungeon_master', 'weekly_wealth_collector'];
weeklyQuestTemplates.forEach(questId => {
const quest = this.quests.get(questId);
if (quest) {
playerData.activeQuests.set(questId, {
...quest,
progress: 0,
startedAt: Date.now(),
type: 'weekly',
resetTime: Date.now() + (7 * 24 * 60 * 60 * 1000) // 7 days from now
});
console.log(`[QUEST SYSTEM] Assigned weekly quest: ${quest.name}`);
}
});
}
getPlayerData(userId) {
return this.playerQuests.get(userId) || this.initializePlayerData(userId);
}