The game is entirely configurable via the JSON files under the data
directory.
There are example files in this repo to help you get started.
Lists all keys. Keys are fairly simple objects that look like:
"key_door_02_03": {
"name": "steel key",
"description": "its handle is shaped like a book",
"aliases": ["steel key", "the steel key"]
}
Lists all doors. Doors look like:
"door_02_03": {
"name": "the library door",
"description": "the library door",
"areas": ["area_02", "area_03"],
"aliases": ["library door", "the library door", "library", "the library"],
"locked": 1,
"key": "key_door_02_03",
"doorLockedText": "The door won’t budge, but you hear angry muttering from inside the door. Something about losing his keys. Maybe you can find them?",
"doorOpenText": "Hooray! The archives are open for business! Let’s see what’s inside."
}
doorLockedText
, doorOpenText
, and key
are optional. doorLockedText
is
custom text that prints when trying to open that locked door. doorOpenText
is custom text that prints when the door is unlocked/opened.
Lists all items. Items are fairly simple objects that look like:
"item_coin": {
"name": "Coin",
"description": "This might come in handy later...",
"aliases": ["coin"]
}
To add for more fun scenarios, you can specify a oneOfType
. When multiple
items have the same oneOfType
, a player can only hold one of those at a time.
When this is the case, you can also specify a oneOfTypeAliases
array (that
behaves the same as the regular aliases
array) to allow for easier access.
If there are a bunch of one-of-type swords
, then a player can just say sword
to get the job done.
Items can also be used as weapons. When doing this you can specify an attack
property that acts as that item's attack. The syntax in the battle would be:
attack|hit|slap|punch|kick|smack {{monsterName}} with|using|on {{weapon alias}}
An item can also be used to revive someone who is dead. To do this, set
revive:true
in the item's json.
This can be used via:
revive|awaken|use {{item}} with|using|on {{player}}
Monsters describe a monster used in a battle:
"monster_scarecrow": {
"name": "Scarecrow",
"description": "A Scarecrow",
"aliases": ["scarecrow"],
"hp": 10,
"attack": 3,
"attackText": "{{monsterName}} slashes with its pole towards {{playerName}}!",
"weakness": {
"item_blue_wand": 2,
"item_orange_wand": 2
}
}
Note that monsters can optionally specify an attack
, custom attackText
, and
weakness
es to given items. Thus if a player attacks with one of those items,
that monster will receive more damage. This is currently implemented via a
multiplier of itemAttack
* monsterWeaknessToThatItem
.
Areas are where the meat happens:
"area_04": {
"description": "a description",
"lookText": "text thats printed when the user says look",
"dialogue": {
"progress": "area_04_01",
"resetKey": "area_04_01",
"conversation": {
"area_04_01": {
"description": "the first part of the conversation",
"helpText": "help text for the first part of the conversation",
"progression": {
"area_04_02": ["user inputs", "that will", "progress the", "conversation"]
}
},
"area_04_02": {
"description": "the next part of the conversation",
"helpText": "help text for the next part",
"progression": {
"area_04_01": ["etc"],
"area_04_03": ["other", "things"]
},
},
"area_04_3": {
"description": "Oh noes! you're being attacked!",
"helpText": "Try attacking the monsters",
"battle": {
"speed": 3,
"monsters": {
"monster_monster": 5
}
},
"completeDrops": {
"key_door_04_05": 1
},
"progression": "complete"
}
},
"completeText": "text that prints when the user finishes the conversation",
"completeHelp": "text that prints when the user types help when the conversation is done"
},
"inventory": {
"items": {
"item_coin": 10
}
},
"doors": ["door_03_04", "door_04_05"]
}
Ok, so what's going on here. The description
for an area is printed when the
user enters that area. The look
text is printed whenever the user executes
any of the Commands.look commands. Areas are connected by doors and can have
their own inventory.
Dialogue describes the progression of text puzzles/battles in a given area. The
bulk of this description happens via the conversation
object. Each key in this
object points to a sub-object of the conversation. When that part of the
conversation is triggered, the description
text prints. If the user types
help
, the helpText
prints for that given convo-part. Conversations can
either be linear or branch - and all of this is described via progression
.
progression
is itself an object - the keys point to conversation keys and
the values are arrays of accepted commands. This allows you to describe "by
typing one of x you go here and by typing one of y you go there." In turn you
can have circular convos allowing for complex logic puzzles.
A sub-conversation object can also specify a battle. Battles have a speed
property and an object describing what monsters are present. The progression
for a battle can only be single valued - when you complete a battle this
automatically puts the user in the next part of the conversation.
At any point you can specify that the user goes to the "complete" stage. In this
stage the area is "done" and the completeText
prints. completeHelp
prints
if the user types help.
All the "stock" strings used in the game are described in src/Strings.json
,
and all acceptable commands are defined in src/Commands.json
.
Everything with an aliases
array uses the regex under
src/helpers/createRegex
- even the commands.
The main game entry point. Receives text and additionally functions from its adapter (described below). Maintains the player object, and current area object, handles any commands that involve moving stuff between them. For example, the user picking up an item, or the user unlocking a door, or the user traversing.
Also maintains the gameState object and updating it when the correct command is invoked.
The main function cycles through all available commands. If the user's input matches a command, it executes it. If not, it delegates the commands to the current area (which is of course an Area object).
The entityManager's job is to know what entities are available for doing stuff.
Entities are loaded in via entityManager.load(type, largeJsonObject)
. It
converts what's described in the data/*
config files into JS objects. It also
maintains a map of id -> object for fast lookup. This way things like areas, etc
need only keep reference to ids of doors and ids of items.
The EntityManager is instantiated in main.js
and passed by reference
throughout the application instead of being a singleton. This is for easier unit
testability.
Maintains an inventory! Keeps track of what items are in it, what type they are, and has methods for adding/removing.
This class maintains the gameState. It keeps track of the visited areas, the
current areas, the players, and all fun things like that. It uses the loadProm
,
save
, clearSave
, and entityProm
methods passed in from the adapter.
Areas maintain the current progress in the current dialogue, any items in the
area, and an array of door ids that are in the area. All of this is described
in the config file data/areas.json
. The items are maintained in an Inventory
class which is also used by Player
.
Areas initialize a Dialogue
when they are created. Dialogue
maintains the
logic for progressing through the conversation, and initializing a battle if
there is one.
Right now the battle mechanics are rather simple. First, a speed property is
specified in the areas.json. That speed dictates after however many player
actions, a monster will act. Currently player actions are only attack
and
dodge
and monster actions are target
and attack
. For example, if the
speed is 1, the battle will look like:
player attacks monster
monster targets player
player dodges
monster attacks
Monsters attack players based on how often players have attacked. For example, if there are 3 players, and p1 has attacked 10 times, while p2 and p3 have each attacked 5 times, player 1 has a 50% chance of being targeted, while p2 and p3 have a 25% chance of being targeted.
Maintains an Inventory
for the given Player. Maybe one day this'll be more
complicated.
Monsters are enemies that can attack players. The logic for the actual attacking
is handled by Battle
but each monster object maintains its HP, and attack
power.
A simple door object. Maintains its unlocked/closed/locked status. If it is
lockable, it maintains which key id is necessary to unlock it. All doors are
described via data/doors.json
.
A simple key object.
This game is run via "adapters". The main class (src/main.js
) exports two
functions:
(default)
: takes three argumentsinput, userObj, respond
. The input is, you guessed it, the user's input. The userObj is an object with four keys:_id, description, name, isAdmin
that describes the user whose input we're sending to the game.respond
is a function that takestext
to output, and can be used however the adapter deems necessary.initialize(save, loadProm, clearSave, entityProm)
: these are two functions and two promises that save, load, or clear the save data. Save takes an object that has four keys:players
- an array of player data,doors
- an array of door data,areas
- an array of area data, andcurrentArea
- a string representing the current area's id.loadProm
andentityProm
are a bit more fun - they're promises that resolves with either load data (the same object as the argument of save) or game data (an object containing areas, items, keys, and doors).
This allows adapters to be extremely customized. They must implement:
- a way of retrieving user input and info and sending it to the game (
input
anduserObj
). - a function for outputting text (
respond
). if we're running via a terminal, this would be your basic standard out, if we're running in a chat client, it would be that client's send method. - a way to load in the default game data (areas, items, keys, and doors)
- functions for saving, loading, and clearing save data
import main, {initialize} from 'main';
initialize(saveFunc, loadProm, clearSaveFunc, entityProm).then(() => {
user.on('input', text => main(text, user, respondFunc));
});
There are two adapters already implemented in this repo:
./adapters/adapterLocal.js
- runs locally in your command prompt./adapters/adapterSlack.js
- runs as a Slack bot and is configured via environment variables.
There are two loadData
-ers - ./adapters/_loadDataLocal.js
and
./adapters/_loadDataDropbox.js
, showing examples of how to load data into the
game. The local one just reads in the JSON files from the ./data
directory and
the dropbox one, well, reads them from dropbox.
There are also two "savers" - ./adapters/_saveLocal
and
./adapters/_saveCloudant
that implement and export the three save functions.
This way both the local and slack adapters can share these.
./adapters/_saveLocal
creates 4 json files in a saveData
directory, and
./adapters/_saveCloudant
saves everything in a Cloudant database.s
To run locally (after running a good ol' npm i
of course):
npm start
To run on Slack:
npm run slack
To test:
npm test
To lint:
npm run lint
The ./env
module abstracts out the difference between running locally and
running in da cloud (currently only configured for Bluemix). If you're purely
running locally (using adapterLocal
with _loadDataLocal
and _saveLocal
),
then you don't need to set any environment variables.
When running locally with fun things, just make a ENV_VARS.json
file in the
main directory. It takes key value pairs so that will be read by the app.
If you're using the adapterSlack
, you need to set:
SLACK_ADMINS
: an array of user ids that can perform admin game functionsSLACK_CHANNEL_ID
: the channel id you want to limit the bot to playing inSLACK_TOKEN
: your bot's slack token
If you're using the _loadDataDropbox
, you need to set:
DROPBOX_ACCESS_TOKEN
: an access token for a dropbox account containing the game files you needDROPBOX_KEY
: your bots dropbox keyDROPBOX_SECRET
: your bots dropbox secret
If you're using _saveCloudant
, you need to create a VCAP_SERVICES.json
file
in the main directory and just copy+pasta your vcap services from Bluemix.
A manifest.yml
is included in this repo, but note that it relies on a
Cloudant service named text-rpg-cloudant
to be bound to the node app.
Also note that it has no-route: true
. This avoids the health check that'll
crash the app. The app, when running in Bluemix (currently) only connects to
Slack. Thus, it does not accept incoming connections except for Slack messages.