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@ -1,6 +1,7 @@
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<!DOCTYPE html>
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<html>
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<head>
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<title>cryps.gg - mnml pvp tbs</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<script defer src="https://use.fontawesome.com/releases/v5.1.0/js/all.js"></script>
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@ -115,9 +115,9 @@ function registerEvents(registry, events) {
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],
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});
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const prompt = document.querySelector('#login'); // Selector of your toast
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events.once('ACCOUNT', function closeLoginCb() {
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toast.hide({ transitionOut: 'fadeOut' }, prompt, 'event');
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const prompt = document.querySelector('#login'); // Selector of your toast
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if (prompt) toast.hide({ transitionOut: 'fadeOut' }, prompt, 'event');
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});
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}
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@ -15,8 +15,6 @@ function errorToast(err) {
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function createSocket(events) {
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let ws;
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let gameStateTimeout;
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function connect() {
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ws = new WebSocket(SOCKET_URL);
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ws.binaryType = 'arraybuffer';
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@ -29,7 +27,7 @@ function createSocket(events) {
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});
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events.loginPrompt();
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if (!process.env.NODE_ENV === 'production') {
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if (process.env.NODE_ENV !== 'production') {
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send({ method: 'account_login', params: { name: 'ntr', password: 'grepgrepgrep' } });
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}
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});
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@ -64,9 +62,9 @@ function createSocket(events) {
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account = login;
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events.setAccount(login);
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send({ method: 'account_cryps', params: {} });
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send({ method: 'item_list', params: {} });
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console.log(account);
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sendAccountItems();
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sendAccountCryps();
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sendGameJoinableList();
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}
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function accountCryps(response) {
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@ -86,15 +84,13 @@ function createSocket(events) {
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function crypSpawn(response) {
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const [structName, cryp] = response;
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console.log('got a new cryp', cryp);
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}
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function gamePve(response) {
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const [structName, game] = response;
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console.log('got a new game', game);
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}
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function itemList(response) {
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function accountItems(response) {
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const [structName, items] = response;
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events.setItems(items);
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}
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@ -116,6 +112,14 @@ function createSocket(events) {
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send({ method: 'account_create', params: { name, password } });
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}
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function sendAccountCryps() {
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send({ method: 'account_cryps', params: {} });
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}
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function sendAccountItems() {
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send({ method: 'account_items', params: {} });
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}
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function sendCrypSpawn(name) {
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send({ method: 'cryp_spawn', params: { name } });
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}
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@ -170,15 +174,6 @@ function createSocket(events) {
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events.setActiveItem(null);
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}
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// -------------
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// Events
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// -------------
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function clearGameStateInterval() {
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clearInterval(gameStateTimeout);
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}
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// -------------
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// Handling
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// -------------
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@ -192,7 +187,7 @@ function createSocket(events) {
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account_login: accountLogin,
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account_create: accountLogin,
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account_cryps: accountCryps,
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item_list: itemList,
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account_items: accountItems,
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};
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// decodes the cbor and
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@ -201,7 +196,6 @@ function createSocket(events) {
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// decode binary msg from server
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const blob = new Uint8Array(event.data);
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const res = cbor.decode(blob);
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console.log(res);
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// check for error and split into response type and data
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if (res.err) return errorToast(res.err);
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@ -211,9 +205,10 @@ function createSocket(events) {
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}
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return {
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clearGameStateInterval,
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sendAccountLogin,
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sendAccountCreate,
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sendAccountCryps,
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sendAccountItems,
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sendGameState,
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sendGamePve,
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sendGamePvp,
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@ -1,3 +1,18 @@
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Pve needs to be good, not many players early on
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Randomly generated PVE graph to traverse with scattered rewards
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Two types of XP -> Skill xp and Cryp XP
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Skill XP allocates points in skill tree
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Cryp XP allocates points in Cryp passive tree
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Skills can be customised via skill tree
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Cryp obiendience a deteoriating bar (placeholder name)
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Cryps gain obedience when playing with you in PVE, PVP or using items
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Obedience drains over time
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Obedience drains faster when training / missions
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Having obedience is desirable for getting good rewards
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# Principles
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* Experience something
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* Express something
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@ -11,13 +26,9 @@
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* skills
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* handle setting account better maybe?
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* ensure cryp untargetable and doesn't resolve when KO
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* remove all statuses etc when KO
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* calculate
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* hp increase/decrease
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* private fields for opponents
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* attack
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* can you attack yourself?
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* write players row for every team+cryp added
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* return results<>
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* defensive
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@ -26,8 +37,6 @@
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*
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* Items
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* unselect item with esc + button
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* Grid reroll
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* Colour scheme
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* Missions
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@ -38,8 +47,6 @@
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* delete games when a cryp is deleted
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* does this need to happen? can have historical games
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* run nginx as not root
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# Art Styles
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* Aztec
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* youkai
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@ -63,10 +63,10 @@ impl Rpc {
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"game_skill" => Rpc::game_skill(data, &mut tx, account.unwrap(), client),
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"game_target" => Rpc::game_target(data, &mut tx, account.unwrap(), client),
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"account_cryps" => Rpc::account_cryps(data, &mut tx, account.unwrap(), client),
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"item_list" => Rpc::item_list(data, &mut tx, account.unwrap(), client),
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"account_items" => Rpc::account_items(data, &mut tx, account.unwrap(), client),
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"item_use" => Rpc::item_use(data, &mut tx, account.unwrap(), client),
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_ => Err(err_msg("unknown method")),
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_ => Err(format_err!("unknown method - {:?}", v.method)),
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};
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tx.commit()?;
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@ -258,9 +258,9 @@ impl Rpc {
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})
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}
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fn item_list(_data: Vec<u8>, tx: &mut Transaction, account: Account, _client: &mut WebSocket<TcpStream>) -> Result<RpcResponse, Error> {
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fn account_items(_data: Vec<u8>, tx: &mut Transaction, account: Account, _client: &mut WebSocket<TcpStream>) -> Result<RpcResponse, Error> {
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Ok(RpcResponse {
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method: "item_list".to_string(),
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method: "account_items".to_string(),
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params: RpcResult::ItemList(items_list(tx, &account)?)
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})
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}
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