const logger = require('../utils/logger'); const Player = require('../models/Player'); const Ship = require('../models/Ship'); const Inventory = require('../models/Inventory'); const Economy = require('./EconomySystem'); class GameSystem { constructor() { this.players = new Map(); this.servers = new Map(); this.economy = new Economy(); } async initializeGameSystems() { logger.info('Initializing server-side game systems...'); // Initialize economy system await this.economy.initialize(); logger.info('Game systems initialized successfully'); } // Player management async createPlayer(userId, playerData) { try { const player = new Player({ userId, ...playerData, createdAt: new Date(), lastLogin: new Date() }); await player.save(); this.players.set(userId, player); logger.info(`Created new player for user: ${userId}`); return player; } catch (error) { logger.error('Error creating player:', error); throw error; } } async loadPlayer(userId) { try { let player = this.players.get(userId); if (!player) { player = await Player.findOne({ userId }).populate('ships inventory'); if (player) { this.players.set(userId, player); } } return player; } catch (error) { logger.error('Error loading player:', error); throw error; } } async savePlayer(userId) { try { const player = this.players.get(userId); if (player) { await player.save(); logger.info(`Saved player data for user: ${userId}`); } } catch (error) { logger.error('Error saving player:', error); throw error; } } // Ship management async addShipToPlayer(userId, shipData) { try { const player = await this.loadPlayer(userId); if (!player) { throw new Error('Player not found'); } const ship = new Ship({ ...shipData, userId, acquiredAt: new Date() }); await ship.save(); player.ships.push(ship._id); await player.save(); logger.info(`Added ship ${ship.name} to player ${userId}`); return ship; } catch (error) { logger.error('Error adding ship to player:', error); throw error; } } async equipShip(userId, shipId) { try { const player = await this.loadPlayer(userId); if (!player) { throw new Error('Player not found'); } const ship = await Ship.findOne({ _id: shipId, userId }); if (!ship) { throw new Error('Ship not found'); } // Unequip current ship if (player.currentShip) { await Ship.findByIdAndUpdate(player.currentShip, { isEquipped: false }); } // Equip new ship ship.isEquipped = true; await ship.save(); player.currentShip = ship._id; await player.save(); logger.info(`Equipped ship ${ship.name} for player ${userId}`); return ship; } catch (error) { logger.error('Error equipping ship:', error); throw error; } } // Server management async createServer(serverData) { try { const serverId = `server_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`; const server = { id: serverId, ...serverData, createdAt: new Date(), players: [], status: 'active' }; this.servers.set(serverId, server); logger.info(`Created new server: ${serverId}`); return server; } catch (error) { logger.error('Error creating server:', error); throw error; } } async joinServer(serverId, userId) { try { const server = this.servers.get(serverId); if (!server) { throw new Error('Server not found'); } if (server.players.length >= server.maxPlayers) { throw new Error('Server is full'); } if (!server.players.includes(userId)) { server.players.push(userId); } logger.info(`Player ${userId} joined server ${serverId}`); return server; } catch (error) { logger.error('Error joining server:', error); throw error; } } async leaveServer(serverId, userId) { try { const server = this.servers.get(serverId); if (!server) { throw new Error('Server not found'); } server.players = server.players.filter(id => id !== userId); if (server.players.length === 0) { this.servers.delete(serverId); logger.info(`Server ${serverId} deleted (no players)`); } logger.info(`Player ${userId} left server ${serverId}`); return server; } catch (error) { logger.error('Error leaving server:', error); throw error; } } getServerList() { return Array.from(this.servers.values()).map(server => ({ id: server.id, name: server.name, type: server.type, maxPlayers: server.maxPlayers, currentPlayers: server.players.length, status: server.status, region: server.region, createdAt: server.createdAt })); } // Game actions async processGameAction(userId, actionData) { try { const player = await this.loadPlayer(userId); if (!player) { throw new Error('Player not found'); } switch (actionData.type) { case 'dungeon_enter': return await this.handleDungeonEnter(player, actionData); case 'ship_upgrade': return await this.handleShipUpgrade(player, actionData); case 'item_purchase': return await this.handleItemPurchase(player, actionData); case 'daily_reward': return await this.handleDailyReward(player, actionData); default: throw new Error('Unknown action type'); } } catch (error) { logger.error('Error processing game action:', error); throw error; } } async handleDungeonEnter(player, data) { // Dungeon logic will be implemented here logger.info(`Player ${player.userId} entering dungeon`); return { success: true, message: 'Dungeon entered' }; } async handleShipUpgrade(player, data) { // Ship upgrade logic will be implemented here logger.info(`Player ${player.userId} upgrading ship`); return { success: true, message: 'Ship upgraded' }; } async handleItemPurchase(player, data) { // Item purchase logic will be implemented here logger.info(`Player ${player.userId} purchasing item`); return { success: true, message: 'Item purchased' }; } async handleDailyReward(player, data) { // Daily reward logic will be implemented here logger.info(`Player ${player.userId} claiming daily reward`); return { success: true, message: 'Daily reward claimed' }; } } // Singleton instance let gameSystem = null; async function initializeGameSystems() { if (!gameSystem) { gameSystem = new GameSystem(); await gameSystem.initializeGameSystems(); } return gameSystem; } function getGameSystem() { if (!gameSystem) { throw new Error('Game system not initialized'); } return gameSystem; } module.exports = { GameSystem, initializeGameSystems, getGameSystem };