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node_modules/
dist/
build/
.env
.env.local
*.log
.DS_Store
client/dist/
server/dist/
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# Soulless Necromancer
Web multiplayer necromancer game: build a zombie or shadow army, roam a shared map, and delve into click-combat crypts.
## Stack
- **Client:** React + Vite + TypeScript
- **Server:** Node.js + Express + Socket.io + TypeScript
- **Database:** PostgreSQL + Prisma
## Prerequisites
- Node.js 20+
- Docker (for PostgreSQL)
## Setup
```bash
# From repo root
npm install
npm run db:setup # starts Postgres on :5433, pushes schema, seeds items
npm run dev # API :3001 + Vite :5173
```
Open [http://localhost:5173](http://localhost:5173).
Postgres runs on **port 5433** by default (see `server/.env`) to avoid clashing with a local Postgres on 5432.
## Play loop
1. **Register** with email, password, character name, and specialty (`ZOMBIE` or `SHADOW`).
2. **World map** — click tiles to move (max 3 Manhattan steps). Other online players appear live.
3. **Portal** — stand next to the pulsing portal tile and click it to enter your personal dungeon instance.
4. **Dungeon** — click empty tiles to **move** (Move mode) or switch to **Summon** to place units. Summons walk toward enemies when nothing is in range; combat is automatic in range. Clear the floor for XP, loot, and floor progression.
5. **Progression** — spend stat points on level-up; equip relics from the Relics panel. Outside dungeons, HP and energy regenerate slowly while you are online on the world map.
## Useful scripts
| Script | Description |
|--------|-------------|
| `npm run db:up` | Start Postgres container |
| `npm run db:migrate` | Apply Prisma migrations |
| `npm run db:seed` | Seed item catalogue |
| `npm run dev` | Run client + server |
## Env
Server env lives in `server/.env` (see defaults for local Docker Postgres).
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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Soulless Necromancer</title>
<link rel="preconnect" href="https://fonts.googleapis.com" />
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin />
<link
href="https://fonts.googleapis.com/css2?family=Cinzel+Decorative:wght@400;700&family=Source+Sans+3:wght@400;600;700&display=swap"
rel="stylesheet"
/>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>
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{
"name": "client",
"version": "1.0.0",
"private": true,
"type": "module",
"scripts": {
"dev": "vite",
"build": "tsc -b && vite build",
"preview": "vite preview"
},
"dependencies": {
"react": "^19.0.0",
"react-dom": "^19.0.0",
"react-router-dom": "^7.4.0",
"socket.io-client": "^4.8.1"
},
"devDependencies": {
"@types/react": "^19.0.10",
"@types/react-dom": "^19.0.4",
"@vitejs/plugin-react": "^4.3.4",
"typescript": "^5.8.2",
"vite": "^6.2.2"
}
}
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import { Navigate, Route, Routes } from "react-router-dom";
import { useAuth } from "./state/AuthContext";
import Login from "./pages/Login";
import Register from "./pages/Register";
import Game from "./pages/Game";
function Protected({ children }: { children: React.ReactNode }) {
const { user, loading } = useAuth();
if (loading) return <div className="boot">Awakening the void...</div>;
if (!user) return <Navigate to="/login" replace />;
return children;
}
export default function App() {
return (
<Routes>
<Route path="/login" element={<Login />} />
<Route path="/register" element={<Register />} />
<Route
path="/game"
element={
<Protected>
<Game />
</Protected>
}
/>
<Route path="*" element={<Navigate to="/game" replace />} />
</Routes>
);
}
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import type { Character } from "../types";
async function request<T>(path: string, options: RequestInit = {}): Promise<T> {
const res = await fetch(path, {
...options,
credentials: "include",
headers: {
"Content-Type": "application/json",
...(options.headers ?? {}),
},
});
const data = await res.json().catch(() => ({}));
if (!res.ok) {
throw new Error(data.error ?? "Request failed");
}
return data as T;
}
export const api = {
me: () =>
request<{ user: { id: string; email: string }; character: Character }>("/api/auth/me"),
login: (body: { email: string; password: string }) =>
request<{ user: { id: string; email: string }; character: Character }>("/api/auth/login", {
method: "POST",
body: JSON.stringify(body),
}),
register: (body: {
email: string;
password: string;
characterName: string;
specialty: "ZOMBIE" | "SHADOW";
}) =>
request<{ user: { id: string; email: string }; character: Character }>("/api/auth/register", {
method: "POST",
body: JSON.stringify(body),
}),
logout: () => request<{ ok: boolean }>("/api/auth/logout", { method: "POST" }),
allocateStats: (body: { str?: number; dex?: number; int?: number }) =>
request<{ character: Character }>("/api/character/stats", {
method: "POST",
body: JSON.stringify(body),
}),
equip: (inventoryItemId: string, equipped: boolean) =>
request<{ character: Character }>("/api/inventory/equip", {
method: "POST",
body: JSON.stringify({ inventoryItemId, equipped }),
}),
useItem: (inventoryItemId: string) =>
request<{ character: Character }>("/api/inventory/use", {
method: "POST",
body: JSON.stringify({ inventoryItemId }),
}),
};
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import { useState } from "react";
import { api } from "../api/client";
import type { Character } from "../types";
type Props = {
character: Character;
onUpdate: (c: Character) => void;
};
const STAT_INFO = {
str: {
label: "STR",
description:
"Strength. Raises melee strike power in the crypt. Each point spent also increases max HP.",
},
dex: {
label: "DEX",
description:
"Dexterity. Favors Shadow vessels — improves agility and finesse of your legion.",
},
int: {
label: "INT",
description:
"Intellect. Empowers dark magic and summons. Each point spent also raises max energy.",
},
} as const;
export default function CharacterPanel({ character, onUpdate }: Props) {
const [pending, setPending] = useState({ str: 0, dex: 0, int: 0 });
const [busy, setBusy] = useState(false);
const spent = pending.str + pending.dex + pending.int;
const remaining = character.unspentStatPoints - spent;
function bump(stat: "str" | "dex" | "int", delta: number) {
setPending((p) => {
const next = Math.max(0, p[stat] + delta);
const total = Object.values({ ...p, [stat]: next }).reduce((a, b) => a + b, 0);
if (total > character.unspentStatPoints) return p;
return { ...p, [stat]: next };
});
}
async function apply() {
if (spent <= 0) return;
setBusy(true);
try {
const { character: updated } = await api.allocateStats(pending);
onUpdate(updated);
setPending({ str: 0, dex: 0, int: 0 });
} catch (e) {
alert(e instanceof Error ? e.message : "Failed");
} finally {
setBusy(false);
}
}
const armyTotal = character.army.reduce((s, u) => s + u.count, 0);
return (
<section className="panel character-panel">
<header>
<h2>{character.name}</h2>
<p>
Lv {character.level} · {character.specialty} Legion
</p>
</header>
<div className="bars">
<div className="bar">
<span>HP</span>
<div>
<i style={{ width: `${(character.hp / character.maxHp) * 100}%` }} className="hp" />
</div>
<em>
{character.hp}/{character.maxHp}
</em>
</div>
<div className="bar">
<span>Energy</span>
<div>
<i
style={{ width: `${(character.energy / character.maxEnergy) * 100}%` }}
className="en"
/>
</div>
<em>
{character.energy}/{character.maxEnergy}
</em>
</div>
<div className="bar">
<span>XP</span>
<div>
<i style={{ width: `${(character.xp / character.xpToNext) * 100}%` }} className="xp" />
</div>
<em>
{character.xp}/{character.xpToNext}
</em>
</div>
</div>
<div className="stats">
{(["str", "dex", "int"] as const).map((stat) => (
<div key={stat} className="stat-row">
<span className="stat-label" tabIndex={0}>
{STAT_INFO[stat].label}
<span className="stat-tooltip" role="tooltip">
{STAT_INFO[stat].description}
</span>
</span>
<strong>
{character[stat]}
{pending[stat] > 0 ? ` +${pending[stat]}` : ""}
<small> {character.effective[stat] + pending[stat]}</small>
</strong>
<div className="stat-btns">
<button type="button" onClick={() => bump(stat, -1)} disabled={pending[stat] <= 0}>
</button>
<button type="button" onClick={() => bump(stat, 1)} disabled={remaining <= 0}>
+
</button>
</div>
</div>
))}
</div>
<p className="points">
Unspent points: <strong>{remaining}</strong>
</p>
<button type="button" onClick={apply} disabled={busy || spent === 0}>
Apply points
</button>
<div className="army-summary">
<h3>Army ({armyTotal})</h3>
{character.army.length === 0 ? (
<p className="muted">Summon units in the dungeon to grow your legion.</p>
) : (
<ul>
{character.army.map((u) => (
<li key={u.id}>
{u.type} T{u.tier} × {u.count}
</li>
))}
</ul>
)}
</div>
</section>
);
}
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import { useState } from "react";
import type { Character, DungeonState } from "../types";
type Props = {
state: DungeonState;
character: Character;
onMove: (x: number, y: number) => void;
onSummon: (x: number, y: number) => void;
onExit: () => void;
flash?: string | null;
};
export default function DungeonView({
state,
character,
onMove,
onSummon,
onExit,
flash,
}: Props) {
const [mode, setMode] = useState<"move" | "summon">("move");
const cells = [];
for (let y = 0; y < state.height; y++) {
for (let x = 0; x < state.width; x++) {
const enemy = state.enemies.find((e) => e.x === x && e.y === y && e.hp > 0);
const summon = state.summons.find((s) => s.x === x && s.y === y);
const isPlayer = state.playerX === x && state.playerY === y;
cells.push(
<button
key={`${x}-${y}`}
type="button"
className={`dtile ${enemy ? "enemy" : ""} ${summon ? "summon" : ""} ${
isPlayer ? "player" : ""
} ${flash === `${x},${y}` ? "hit" : ""}`}
onClick={() => {
if (state.over) return;
if (enemy || isPlayer || summon) return;
if (mode === "summon") onSummon(x, y);
else onMove(x, y);
}}
title={
enemy
? `${enemy.name} (auto-attack in range)`
: isPlayer
? character.name
: summon
? summon.type
: mode === "summon"
? "Summon here"
: "Move here"
}
>
{isPlayer && <span className="d-avatar self">{character.name[0]}</span>}
{enemy && (
<span className="d-enemy">
<span>{enemy.name.split(" ")[0][0]}</span>
<i style={{ width: `${(enemy.hp / enemy.maxHp) * 100}%` }} />
</span>
)}
{summon && <span className={`d-summon ${summon.type.toLowerCase()}`}></span>}
</button>
);
}
}
return (
<div className="dungeon-shell">
<header className="dungeon-bar">
<div>
<strong>Crypt Floor {state.floor}</strong>
<span> move freely; summons hunt enemies; attacks auto in range</span>
</div>
<div className="dungeon-modes">
<button
type="button"
className={mode === "move" ? "active" : ""}
onClick={() => setMode("move")}
>
Move
</button>
<button
type="button"
className={mode === "summon" ? "active" : ""}
onClick={() => setMode("summon")}
>
Summon {character.specialty === "ZOMBIE" ? "zombie" : "shadow"}
</button>
<button type="button" className="ghost" onClick={onExit}>
Leave portal
</button>
</div>
</header>
<div
className="dungeon-grid"
style={{
gridTemplateColumns: `repeat(${state.width}, var(--dtile))`,
gridTemplateRows: `repeat(${state.height}, var(--dtile))`,
}}
>
{cells}
</div>
<aside className="combat-log">
{state.log.slice(-8).map((line, i) => (
<p key={`${i}-${line}`}>{line}</p>
))}
</aside>
</div>
);
}
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import { useState } from "react";
import { api } from "../api/client";
import type { Character } from "../types";
type Props = {
character: Character;
onUpdate: (c: Character) => void;
};
export default function InventoryPanel({ character, onUpdate }: Props) {
const [busy, setBusy] = useState<string | null>(null);
async function toggleEquip(id: string, equipped: boolean) {
setBusy(id);
try {
const { character: updated } = await api.equip(id, !equipped);
onUpdate(updated);
} catch (e) {
alert(e instanceof Error ? e.message : "Failed");
} finally {
setBusy(null);
}
}
async function useItem(id: string) {
setBusy(id);
try {
const { character: updated } = await api.useItem(id);
onUpdate(updated);
} catch (e) {
alert(e instanceof Error ? e.message : "Failed");
} finally {
setBusy(null);
}
}
return (
<section className="panel inventory-panel">
<header>
<h2>Relics</h2>
<p>{character.inventory.length} carried</p>
</header>
{character.inventory.length === 0 ? (
<p className="muted">Clear dungeon floors to loot items.</p>
) : (
<ul className="inv-list">
{character.inventory.map((inv) => (
<li key={inv.id} className={`rarity-${inv.item.rarity}`}>
<div>
<strong>{inv.item.name}</strong>
<span>
{inv.item.slot}
{inv.quantity > 1 ? ` ×${inv.quantity}` : ""}
{inv.equipped ? " · equipped" : ""}
</span>
<p>{inv.item.description}</p>
<small>
+{inv.item.strBonus} STR · +{inv.item.dexBonus} DEX · +{inv.item.intBonus} INT · +
{inv.item.hpBonus} HP
</small>
</div>
<div className="inv-actions">
{inv.item.slot === "CONSUMABLE" ? (
<button
type="button"
disabled={busy === inv.id}
onClick={() => useItem(inv.id)}
>
Use
</button>
) : (
<button
type="button"
disabled={busy === inv.id}
onClick={() => toggleEquip(inv.id, inv.equipped)}
>
{inv.equipped ? "Unequip" : "Equip"}
</button>
)}
</div>
</li>
))}
</ul>
)}
</section>
);
}
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import type { WorldPlayer } from "../types";
type Props = {
width: number;
height: number;
players: WorldPlayer[];
portal: { x: number; y: number };
selfId: string;
onTileClick: (x: number, y: number) => void;
onPortalClick: () => void;
};
export default function MapView({
width,
height,
players,
portal,
selfId,
onTileClick,
onPortalClick,
}: Props) {
const cells = [];
for (let y = 0; y < height; y++) {
for (let x = 0; x < width; x++) {
const isPortal = x === portal.x && y === portal.y;
const here = players.filter((p) => p.x === x && p.y === y);
const terrain =
(x + y) % 7 === 0 ? "mire" : (x * 3 + y) % 11 === 0 ? "bone" : "soil";
cells.push(
<button
key={`${x}-${y}`}
type="button"
className={`tile ${terrain} ${isPortal ? "portal" : ""}`}
style={{ gridColumn: x + 1, gridRow: y + 1 }}
onClick={() => {
if (isPortal) onPortalClick();
else onTileClick(x, y);
}}
title={isPortal ? "Dungeon Portal" : `(${x}, ${y})`}
>
{isPortal && <span className="portal-glyph" />}
{here.map((p) => (
<span
key={p.characterId}
className={`avatar ${p.specialty.toLowerCase()} ${
p.characterId === selfId ? "self" : ""
}`}
title={p.name}
>
{p.name.slice(0, 1).toUpperCase()}
</span>
))}
</button>
);
}
}
return (
<div className="map-shell">
<div
className="map-grid"
style={{
gridTemplateColumns: `repeat(${width}, var(--tile))`,
gridTemplateRows: `repeat(${height}, var(--tile))`,
}}
>
{cells}
</div>
</div>
);
}
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import { StrictMode } from "react";
import { createRoot } from "react-dom/client";
import { BrowserRouter } from "react-router-dom";
import App from "./App";
import { AuthProvider } from "./state/AuthContext";
import "./styles.css";
createRoot(document.getElementById("root")!).render(
<StrictMode>
<BrowserRouter>
<AuthProvider>
<App />
</AuthProvider>
</BrowserRouter>
</StrictMode>
);
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import { useEffect, useRef, useState } from "react";
import type { Socket } from "socket.io-client";
import { useAuth } from "../state/AuthContext";
import { connectGameSocket } from "../sockets/gameSocket";
import MapView from "../components/MapView";
import DungeonView from "../components/DungeonView";
import CharacterPanel from "../components/CharacterPanel";
import InventoryPanel from "../components/InventoryPanel";
import type { DungeonState, WorldPlayer } from "../types";
export default function Game() {
const { character, setCharacter, logout, user } = useAuth();
const socketRef = useRef<Socket | null>(null);
const [players, setPlayers] = useState<WorldPlayer[]>([]);
const [portal, setPortal] = useState({ x: 20, y: 15 });
const [mapSize, setMapSize] = useState({ width: 40, height: 30 });
const [dungeon, setDungeon] = useState<DungeonState | null>(null);
const [zone, setZone] = useState<"WORLD" | "DUNGEON">(
character?.currentZone ?? "WORLD"
);
const [toast, setToast] = useState<string | null>(null);
const [flash, setFlash] = useState<string | null>(null);
const [sidebar, setSidebar] = useState<"char" | "inv">("char");
useEffect(() => {
if (!character) return;
const socket = connectGameSocket({
onPlayers: (data) => {
setPlayers(data.players);
setPortal(data.portal);
setMapSize(data.map);
},
onCharacter: (c) => setCharacter(c),
onDungeon: (s) => {
setDungeon(s);
setZone("DUNGEON");
},
onZone: (z) => {
setZone(z.zone as "WORLD" | "DUNGEON");
if (z.zone === "WORLD") setDungeon(null);
},
onReward: (r) => {
setToast(
`Victory! +${r.xp} XP` +
(r.leveled ? ` · leveled ${r.leveled}×` : "") +
(r.loot ? ` · loot: ${r.loot}` : "")
);
},
onError: (msg) => setToast(msg),
});
socketRef.current = socket;
setZone(character.currentZone);
return () => {
socket.disconnect();
socketRef.current = null;
};
// eslint-disable-next-line react-hooks/exhaustive-deps
}, [user?.id]);
useEffect(() => {
if (!toast) return;
const t = setTimeout(() => setToast(null), 4000);
return () => clearTimeout(t);
}, [toast]);
// Flash enemy tiles when HP drops (auto combat feedback)
useEffect(() => {
if (!dungeon || zone !== "DUNGEON") return;
const wounded = dungeon.enemies.find((e) => e.hp < e.maxHp && e.hp > 0);
if (!wounded) return;
setFlash(`${wounded.x},${wounded.y}`);
const t = setTimeout(() => setFlash(null), 280);
return () => clearTimeout(t);
}, [dungeon?.log.length, zone]); // eslint-disable-line react-hooks/exhaustive-deps
if (!character) {
return <div className="boot">Loading vessel...</div>;
}
function move(x: number, y: number) {
socketRef.current?.emit("player:move", { x, y });
}
function enterPortal() {
socketRef.current?.emit("player:enter_dungeon");
}
function dungeonMove(x: number, y: number) {
socketRef.current?.emit("dungeon:move", { x, y });
}
function summon(x: number, y: number) {
socketRef.current?.emit("dungeon:summon", { x, y });
}
function exitDungeon() {
socketRef.current?.emit("player:exit_dungeon");
}
return (
<div className="game-root">
<header className="topbar">
<div className="brand-inline">
<span>Soulless Necromancer</span>
<small>
{character.name} · {zone === "WORLD" ? "Waking Map" : `Crypt ${dungeon?.floor ?? ""}`}
</small>
</div>
<div className="top-actions">
<button
type="button"
className={sidebar === "char" ? "active" : ""}
onClick={() => setSidebar("char")}
>
Vessel
</button>
<button
type="button"
className={sidebar === "inv" ? "active" : ""}
onClick={() => setSidebar("inv")}
>
Relics
</button>
<button type="button" className="ghost" onClick={() => logout()}>
Sever
</button>
</div>
</header>
<div className="game-layout">
<main className="stage">
{zone === "DUNGEON" && dungeon ? (
<DungeonView
state={dungeon}
character={character}
onMove={dungeonMove}
onSummon={summon}
onExit={exitDungeon}
flash={flash}
/>
) : (
<>
<p className="map-hint">
Click any tile to move. Reach the pulsing portal (stand next to it) to enter the
crypt.
</p>
<MapView
width={mapSize.width}
height={mapSize.height}
players={players}
portal={portal}
selfId={character.id}
onTileClick={move}
onPortalClick={enterPortal}
/>
</>
)}
</main>
<aside className="side">
{sidebar === "char" ? (
<CharacterPanel character={character} onUpdate={setCharacter} />
) : (
<InventoryPanel character={character} onUpdate={setCharacter} />
)}
</aside>
</div>
{toast && <div className="toast">{toast}</div>}
</div>
);
}
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import { useState, type FormEvent } from "react";
import { Link, Navigate } from "react-router-dom";
import { useAuth } from "../state/AuthContext";
export default function Login() {
const { login, user, loading } = useAuth();
const [email, setEmail] = useState("");
const [password, setPassword] = useState("");
const [error, setError] = useState("");
const [busy, setBusy] = useState(false);
if (!loading && user) return <Navigate to="/game" replace />;
async function onSubmit(e: FormEvent) {
e.preventDefault();
setError("");
setBusy(true);
try {
await login(email, password);
} catch (err) {
setError(err instanceof Error ? err.message : "Login failed");
} finally {
setBusy(false);
}
}
return (
<div className="auth-page">
<div className="auth-mist" aria-hidden />
<form className="auth-panel" onSubmit={onSubmit}>
<p className="brand">Soulless Necromancer</p>
<h1>Return to the wake</h1>
<p className="lede">Sign in to reclaim your army.</p>
{error && <p className="error">{error}</p>}
<label>
Email
<input
type="email"
value={email}
onChange={(e) => setEmail(e.target.value)}
required
autoComplete="email"
/>
</label>
<label>
Password
<input
type="password"
value={password}
onChange={(e) => setPassword(e.target.value)}
required
autoComplete="current-password"
/>
</label>
<button type="submit" disabled={busy}>
{busy ? "Binding..." : "Enter"}
</button>
<p className="auth-switch">
No vessel yet? <Link to="/register">Register</Link>
</p>
</form>
</div>
);
}
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import { useState, type FormEvent } from "react";
import { Link, Navigate } from "react-router-dom";
import { useAuth } from "../state/AuthContext";
import type { Specialty } from "../types";
export default function Register() {
const { register, user, loading } = useAuth();
const [email, setEmail] = useState("");
const [password, setPassword] = useState("");
const [characterName, setCharacterName] = useState("");
const [specialty, setSpecialty] = useState<Specialty>("ZOMBIE");
const [error, setError] = useState("");
const [busy, setBusy] = useState(false);
if (!loading && user) return <Navigate to="/game" replace />;
async function onSubmit(e: FormEvent) {
e.preventDefault();
setError("");
setBusy(true);
try {
await register({ email, password, characterName, specialty });
} catch (err) {
setError(err instanceof Error ? err.message : "Register failed");
} finally {
setBusy(false);
}
}
return (
<div className="auth-page">
<div className="auth-mist" aria-hidden />
<form className="auth-panel" onSubmit={onSubmit}>
<p className="brand">Soulless Necromancer</p>
<h1>Forge a vessel</h1>
<p className="lede">Choose your legion and step onto the waking map.</p>
{error && <p className="error">{error}</p>}
<label>
Email
<input
type="email"
value={email}
onChange={(e) => setEmail(e.target.value)}
required
/>
</label>
<label>
Password
<input
type="password"
value={password}
onChange={(e) => setPassword(e.target.value)}
minLength={6}
required
/>
</label>
<label>
Character name
<input
value={characterName}
onChange={(e) => setCharacterName(e.target.value)}
minLength={2}
maxLength={20}
required
/>
</label>
<fieldset className="specialty">
<legend>Specialty</legend>
<label className={specialty === "ZOMBIE" ? "selected" : ""}>
<input
type="radio"
name="specialty"
checked={specialty === "ZOMBIE"}
onChange={() => setSpecialty("ZOMBIE")}
/>
<span>
<strong>Zombie Legion</strong>
Brute strength and bone-crushing ranks.
</span>
</label>
<label className={specialty === "SHADOW" ? "selected" : ""}>
<input
type="radio"
name="specialty"
checked={specialty === "SHADOW"}
onChange={() => setSpecialty("SHADOW")}
/>
<span>
<strong>Shadow Legion</strong>
Swift shades fueled by dark intellect.
</span>
</label>
</fieldset>
<button type="submit" disabled={busy}>
{busy ? "Binding soul..." : "Awaken"}
</button>
<p className="auth-switch">
Already bound? <Link to="/login">Login</Link>
</p>
</form>
</div>
);
}
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import { io, type Socket } from "socket.io-client";
import type { Character, DungeonState, WorldPlayer } from "../types";
export type GameHandlers = {
onPlayers: (data: {
players: WorldPlayer[];
portal: { x: number; y: number };
map: { width: number; height: number };
}) => void;
onCharacter: (c: Character) => void;
onDungeon: (s: DungeonState) => void;
onZone: (z: { zone: string; won?: boolean }) => void;
onReward: (r: { xp: number; leveled: number; loot: string | null; nextFloor: number }) => void;
onError: (msg: string) => void;
};
export function connectGameSocket(handlers: GameHandlers): Socket {
const socket = io("/", {
withCredentials: true,
transports: ["websocket", "polling"],
});
socket.on("world:players", handlers.onPlayers);
socket.on("character:update", handlers.onCharacter);
socket.on("dungeon:state", handlers.onDungeon);
socket.on("zone:change", handlers.onZone);
socket.on("dungeon:reward", handlers.onReward);
socket.on("error:message", handlers.onError);
return socket;
}
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import {
createContext,
useCallback,
useContext,
useEffect,
useMemo,
useState,
type ReactNode,
} from "react";
import { api } from "../api/client";
import type { Character } from "../types";
type AuthState = {
user: { id: string; email: string } | null;
character: Character | null;
loading: boolean;
setCharacter: (c: Character | null) => void;
login: (email: string, password: string) => Promise<void>;
register: (data: {
email: string;
password: string;
characterName: string;
specialty: "ZOMBIE" | "SHADOW";
}) => Promise<void>;
logout: () => Promise<void>;
refresh: () => Promise<void>;
};
const AuthContext = createContext<AuthState | null>(null);
export function AuthProvider({ children }: { children: ReactNode }) {
const [user, setUser] = useState<{ id: string; email: string } | null>(null);
const [character, setCharacter] = useState<Character | null>(null);
const [loading, setLoading] = useState(true);
const refresh = useCallback(async () => {
try {
const data = await api.me();
setUser(data.user);
setCharacter(data.character);
} catch {
setUser(null);
setCharacter(null);
} finally {
setLoading(false);
}
}, []);
useEffect(() => {
void refresh();
}, [refresh]);
const login = useCallback(async (email: string, password: string) => {
const data = await api.login({ email, password });
setUser(data.user);
setCharacter(data.character);
}, []);
const register = useCallback(
async (payload: {
email: string;
password: string;
characterName: string;
specialty: "ZOMBIE" | "SHADOW";
}) => {
const data = await api.register(payload);
setUser(data.user);
setCharacter(data.character);
},
[]
);
const logout = useCallback(async () => {
await api.logout();
setUser(null);
setCharacter(null);
}, []);
const value = useMemo(
() => ({
user,
character,
loading,
setCharacter,
login,
register,
logout,
refresh,
}),
[user, character, loading, login, register, logout, refresh]
);
return <AuthContext.Provider value={value}>{children}</AuthContext.Provider>;
}
export function useAuth() {
const ctx = useContext(AuthContext);
if (!ctx) throw new Error("useAuth outside provider");
return ctx;
}
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:root {
--bg-deep: #0b100e;
--bg-mid: #121a16;
--fog: #1a2820;
--bone: #c9b896;
--bone-dim: #8a7a5c;
--mire: #24352c;
--accent: #6b8f4e;
--accent-bright: #9fc47a;
--blood: #8b3a3a;
--energy: #4a7a6a;
--danger: #c45a4a;
--text: #e6e0d4;
--muted: #9a9284;
--panel: rgba(14, 20, 17, 0.92);
--line: rgba(201, 184, 150, 0.18);
--tile: 18px;
--dtile: 42px;
--font-display: "Cinzel Decorative", serif;
--font-body: "Source Sans 3", sans-serif;
}
* {
box-sizing: border-box;
}
html,
body,
#root {
margin: 0;
min-height: 100%;
background: var(--bg-deep);
color: var(--text);
font-family: var(--font-body);
}
button,
input {
font: inherit;
}
a {
color: var(--accent-bright);
}
.boot {
min-height: 100vh;
display: grid;
place-items: center;
font-family: var(--font-display);
letter-spacing: 0.04em;
color: var(--bone);
}
/* Auth */
.auth-page {
min-height: 100vh;
display: grid;
place-items: center;
position: relative;
padding: 2rem;
background:
radial-gradient(ellipse 80% 60% at 50% 20%, rgba(107, 143, 78, 0.12), transparent 55%),
linear-gradient(180deg, #0e1612 0%, #0b100e 55%, #080c0a 100%);
overflow: hidden;
}
.auth-mist {
position: absolute;
inset: -20%;
background:
radial-gradient(circle at 20% 40%, rgba(74, 122, 106, 0.15), transparent 40%),
radial-gradient(circle at 80% 60%, rgba(139, 58, 58, 0.1), transparent 35%);
animation: drift 18s ease-in-out infinite alternate;
pointer-events: none;
}
@keyframes drift {
from {
transform: translate(-2%, -1%) scale(1);
}
to {
transform: translate(2%, 2%) scale(1.05);
}
}
.auth-panel {
position: relative;
width: min(420px, 100%);
padding: 2rem 1.75rem;
background: var(--panel);
border: 1px solid var(--line);
display: flex;
flex-direction: column;
gap: 0.85rem;
animation: rise 0.7s ease-out;
}
@keyframes rise {
from {
opacity: 0;
transform: translateY(12px);
}
to {
opacity: 1;
transform: none;
}
}
.brand {
margin: 0;
font-family: var(--font-display);
font-size: 1.35rem;
color: var(--bone);
letter-spacing: 0.03em;
}
.auth-panel h1 {
margin: 0;
font-size: 1.15rem;
font-weight: 600;
color: var(--text);
}
.lede,
.muted {
margin: 0;
color: var(--muted);
font-size: 0.95rem;
}
.auth-panel label {
display: flex;
flex-direction: column;
gap: 0.35rem;
font-size: 0.85rem;
color: var(--muted);
}
.auth-panel input[type="email"],
.auth-panel input[type="password"],
.auth-panel input[type="text"],
.auth-panel input:not([type]) {
background: #0a0f0c;
border: 1px solid var(--line);
color: var(--text);
padding: 0.65rem 0.75rem;
outline: none;
}
.auth-panel input:focus {
border-color: var(--accent);
}
.auth-panel button[type="submit"],
.panel > button,
.inv-actions button,
.stat-btns button,
.top-actions button,
.dungeon-bar button,
.ghost {
cursor: pointer;
border: 1px solid var(--line);
background: linear-gradient(180deg, #1c2a22, #141c18);
color: var(--text);
padding: 0.6rem 0.9rem;
}
.auth-panel button[type="submit"]:hover,
.panel > button:hover,
.inv-actions button:hover,
.top-actions button:hover {
border-color: var(--accent);
color: var(--accent-bright);
}
.auth-panel button:disabled,
.panel > button:disabled {
opacity: 0.5;
cursor: not-allowed;
}
.error {
margin: 0;
color: var(--danger);
font-size: 0.9rem;
}
.auth-switch {
margin: 0.25rem 0 0;
font-size: 0.9rem;
color: var(--muted);
}
.specialty {
border: 1px solid var(--line);
padding: 0.75rem;
display: flex;
flex-direction: column;
gap: 0.5rem;
margin: 0;
}
.specialty legend {
padding: 0 0.35rem;
color: var(--bone-dim);
}
.specialty > label {
flex-direction: row;
align-items: flex-start;
gap: 0.65rem;
padding: 0.55rem;
border: 1px solid transparent;
cursor: pointer;
}
.specialty > label.selected {
border-color: var(--accent);
background: rgba(107, 143, 78, 0.08);
}
.specialty input {
margin-top: 0.25rem;
}
.specialty strong {
display: block;
color: var(--text);
}
/* Game shell */
.game-root {
min-height: 100vh;
display: flex;
flex-direction: column;
background:
radial-gradient(ellipse 100% 70% at 50% -10%, rgba(36, 53, 44, 0.55), transparent 50%),
var(--bg-deep);
}
.topbar {
display: flex;
justify-content: space-between;
align-items: center;
gap: 1rem;
padding: 0.75rem 1rem;
border-bottom: 1px solid var(--line);
background: rgba(8, 12, 10, 0.85);
backdrop-filter: blur(6px);
z-index: 2;
}
.brand-inline {
display: flex;
flex-direction: column;
gap: 0.1rem;
}
.brand-inline span {
font-family: var(--font-display);
font-size: 1.05rem;
color: var(--bone);
}
.brand-inline small {
color: var(--muted);
}
.top-actions {
display: flex;
gap: 0.4rem;
flex-wrap: wrap;
}
.top-actions button.active {
border-color: var(--accent);
color: var(--accent-bright);
}
.game-layout {
flex: 1;
display: grid;
grid-template-columns: 1fr min(320px, 34vw);
min-height: 0;
}
.stage {
position: relative;
overflow: auto;
padding: 0.75rem;
background:
linear-gradient(180deg, rgba(11, 16, 14, 0.2), rgba(11, 16, 14, 0.6)),
repeating-linear-gradient(
0deg,
transparent,
transparent 3px,
rgba(255, 255, 255, 0.01) 3px,
rgba(255, 255, 255, 0.01) 4px
);
}
.map-hint {
margin: 0 0 0.5rem;
color: var(--muted);
font-size: 0.9rem;
}
.map-shell {
width: max-content;
max-width: 100%;
border: 1px solid var(--line);
box-shadow: inset 0 0 80px rgba(0, 0, 0, 0.45);
animation: fade-in 0.5s ease;
}
@keyframes fade-in {
from {
opacity: 0;
}
to {
opacity: 1;
}
}
.map-grid {
display: grid;
background: #0a0f0c;
}
.tile {
width: var(--tile);
height: var(--tile);
padding: 0;
border: 0;
position: relative;
cursor: pointer;
background: #162018;
}
.tile.soil {
background: #15201a;
}
.tile.mire {
background: #1a2a22;
}
.tile.bone {
background: #1e2620;
}
.tile:hover {
outline: 1px solid rgba(159, 196, 122, 0.35);
z-index: 1;
}
.tile.portal {
background: radial-gradient(circle at center, #2a3f30 0%, #0f1612 70%);
animation: pulse-portal 2.4s ease-in-out infinite;
}
@keyframes pulse-portal {
0%,
100% {
box-shadow: inset 0 0 6px rgba(107, 143, 78, 0.35);
}
50% {
box-shadow: inset 0 0 14px rgba(159, 196, 122, 0.65);
}
}
.portal-glyph {
position: absolute;
inset: 2px;
border: 1px solid rgba(159, 196, 122, 0.5);
border-radius: 50%;
}
.avatar {
position: absolute;
inset: 1px;
display: grid;
place-items: center;
font-size: 9px;
font-weight: 700;
border-radius: 2px;
background: #3a2e24;
color: var(--bone);
z-index: 2;
}
.avatar.zombie {
background: #2f4a2a;
}
.avatar.shadow {
background: #1e2c36;
}
.avatar.self {
outline: 1px solid var(--accent-bright);
animation: bob 1.8s ease-in-out infinite;
}
@keyframes bob {
0%,
100% {
transform: translateY(0);
}
50% {
transform: translateY(-1px);
}
}
.side {
border-left: 1px solid var(--line);
background: var(--panel);
overflow: auto;
padding: 1rem;
}
.panel header h2 {
margin: 0;
font-family: var(--font-display);
font-size: 1.1rem;
color: var(--bone);
}
.panel header p {
margin: 0.2rem 0 1rem;
color: var(--muted);
font-size: 0.85rem;
}
.bars {
display: flex;
flex-direction: column;
gap: 0.45rem;
margin-bottom: 1rem;
}
.bar {
display: grid;
grid-template-columns: 54px 1fr 70px;
align-items: center;
gap: 0.4rem;
font-size: 0.78rem;
color: var(--muted);
}
.bar div {
height: 8px;
background: #0a0f0c;
border: 1px solid var(--line);
overflow: hidden;
}
.bar i {
display: block;
height: 100%;
}
.bar i.hp {
background: var(--blood);
}
.bar i.en {
background: var(--energy);
}
.bar i.xp {
background: var(--accent);
}
.bar em {
font-style: normal;
text-align: right;
}
.stats {
display: flex;
flex-direction: column;
gap: 0.4rem;
}
.stat-row {
display: grid;
grid-template-columns: 40px 1fr auto;
align-items: center;
gap: 0.4rem;
font-size: 0.9rem;
}
.stat-label {
position: relative;
cursor: help;
border-bottom: 1px dotted var(--bone-dim);
color: var(--bone);
width: fit-content;
}
.stat-tooltip {
position: absolute;
left: 0;
bottom: calc(100% + 8px);
z-index: 10;
width: max-content;
max-width: 220px;
padding: 0.55rem 0.65rem;
background: #0f1612;
border: 1px solid var(--accent);
color: var(--text);
font-size: 0.78rem;
line-height: 1.35;
font-weight: 400;
letter-spacing: 0;
text-transform: none;
opacity: 0;
visibility: hidden;
transform: translateY(4px);
transition: opacity 0.15s ease, transform 0.15s ease, visibility 0.15s;
pointer-events: none;
box-shadow: 0 6px 18px rgba(0, 0, 0, 0.45);
}
.stat-label:hover .stat-tooltip,
.stat-label:focus-visible .stat-tooltip {
opacity: 1;
visibility: visible;
transform: translateY(0);
}
.stat-row small {
color: var(--muted);
font-weight: 400;
}
.stat-btns {
display: flex;
gap: 0.25rem;
}
.stat-btns button {
width: 28px;
padding: 0.2rem;
}
.points {
margin: 0.75rem 0;
color: var(--muted);
}
.army-summary {
margin-top: 1.25rem;
padding-top: 1rem;
border-top: 1px solid var(--line);
}
.army-summary h3 {
margin: 0 0 0.5rem;
font-size: 0.95rem;
color: var(--bone-dim);
}
.army-summary ul {
margin: 0;
padding-left: 1.1rem;
color: var(--text);
}
.inv-list {
list-style: none;
margin: 0;
padding: 0;
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.inv-list li {
display: flex;
justify-content: space-between;
gap: 0.75rem;
padding: 0.75rem;
border: 1px solid var(--line);
background: rgba(10, 15, 12, 0.7);
}
.inv-list strong {
display: block;
color: var(--bone);
}
.inv-list span {
color: var(--muted);
font-size: 0.8rem;
}
.inv-list p {
margin: 0.35rem 0;
font-size: 0.85rem;
color: var(--text);
}
.inv-list small {
color: var(--muted);
}
.rarity-uncommon strong {
color: var(--accent-bright);
}
.rarity-rare strong {
color: #d4a574;
}
/* Dungeon */
.dungeon-shell {
display: flex;
flex-direction: column;
gap: 0.75rem;
animation: fade-in 0.4s ease;
}
.dungeon-bar {
display: flex;
justify-content: space-between;
align-items: center;
gap: 1rem;
color: var(--muted);
font-size: 0.9rem;
flex-wrap: wrap;
}
.dungeon-modes {
display: flex;
gap: 0.4rem;
flex-wrap: wrap;
}
.dungeon-modes button.active {
border-color: var(--accent);
color: var(--accent-bright);
}
.dungeon-bar strong {
color: var(--bone);
}
.dungeon-grid {
display: grid;
width: max-content;
border: 1px solid var(--line);
background: #0c1210;
}
.dtile {
width: var(--dtile);
height: var(--dtile);
border: 1px solid rgba(201, 184, 150, 0.08);
background: #152019;
position: relative;
padding: 0;
cursor: crosshair;
}
.dtile:hover {
background: #1a2820;
}
.dtile.enemy:hover {
background: #2a1a1a;
}
.dtile.hit {
animation: hitflash 0.28s ease;
}
@keyframes hitflash {
from {
background: #6b3a3a;
}
to {
background: #152019;
}
}
.d-avatar,
.d-enemy,
.d-summon {
position: absolute;
inset: 4px;
display: grid;
place-items: center;
font-weight: 700;
font-size: 0.85rem;
}
.d-avatar.self {
background: #2f4a2a;
color: var(--bone);
outline: 1px solid var(--accent-bright);
}
.d-enemy {
background: #4a2424;
color: #f0d0d0;
}
.d-enemy i {
position: absolute;
left: 0;
bottom: 0;
height: 3px;
background: var(--danger);
}
.d-summon.zombie {
background: #355233;
color: #cfe0c4;
}
.d-summon.shadow {
background: #243640;
color: #c5d6e0;
}
.combat-log {
max-width: 560px;
padding: 0.75rem;
border: 1px solid var(--line);
background: rgba(10, 15, 12, 0.8);
max-height: 160px;
overflow: auto;
}
.combat-log p {
margin: 0.2rem 0;
font-size: 0.85rem;
color: var(--muted);
}
.toast {
position: fixed;
bottom: 1.25rem;
left: 50%;
transform: translateX(-50%);
background: #1a2820;
border: 1px solid var(--accent);
color: var(--text);
padding: 0.75rem 1.2rem;
z-index: 20;
animation: rise 0.35s ease;
}
@media (max-width: 900px) {
.game-layout {
grid-template-columns: 1fr;
grid-template-rows: minmax(50vh, 1fr) auto;
}
.side {
border-left: 0;
border-top: 1px solid var(--line);
max-height: 42vh;
}
:root {
--tile: 14px;
--dtile: 32px;
}
}
+94
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export type Specialty = "ZOMBIE" | "SHADOW";
export type Zone = "WORLD" | "DUNGEON";
export type ItemData = {
id: string;
key: string;
name: string;
description: string;
slot: string;
strBonus: number;
dexBonus: number;
intBonus: number;
hpBonus: number;
rarity: string;
};
export type InventoryEntry = {
id: string;
equipped: boolean;
quantity: number;
item: ItemData;
};
export type ArmyUnit = {
id: string;
type: Specialty;
tier: number;
count: number;
};
export type Character = {
id: string;
name: string;
specialty: Specialty;
level: number;
xp: number;
xpToNext: number;
unspentStatPoints: number;
hp: number;
maxHp: number;
energy: number;
maxEnergy: number;
str: number;
dex: number;
int: number;
effective: { str: number; dex: number; int: number; maxHp: number; maxEnergy: number };
mapX: number;
mapY: number;
currentZone: Zone;
dungeonFloor: number;
inventory: InventoryEntry[];
army: ArmyUnit[];
};
export type WorldPlayer = {
characterId: string;
name: string;
specialty: string;
x: number;
y: number;
};
export type Enemy = {
id: string;
name: string;
x: number;
y: number;
hp: number;
maxHp: number;
atk: number;
};
export type DungeonState = {
characterId: string;
floor: number;
width: number;
height: number;
playerX: number;
playerY: number;
energy: number;
enemies: Enemy[];
summons: Array<{
id: string;
type: string;
x: number;
y: number;
hp: number;
maxHp: number;
atk: number;
}>;
log: string[];
over: boolean;
won: boolean;
};
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/// <reference types="vite/client" />
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{
"compilerOptions": {
"target": "ES2022",
"useDefineForClassFields": true,
"lib": ["ES2022", "DOM", "DOM.Iterable"],
"module": "ESNext",
"skipLibCheck": true,
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"isolatedModules": true,
"moduleDetection": "force",
"noEmit": true,
"jsx": "react-jsx",
"strict": true,
"noUnusedLocals": false,
"noUnusedParameters": false,
"noFallthroughCasesInSwitch": true,
"noUncheckedSideEffectImports": true
},
"include": ["src"]
}
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import { defineConfig } from "vite";
import react from "@vitejs/plugin-react";
export default defineConfig({
plugins: [react()],
server: {
port: 5173,
proxy: {
"/api": {
target: "http://localhost:3001",
changeOrigin: true,
},
"/socket.io": {
target: "http://localhost:3001",
ws: true,
},
},
},
});
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services:
postgres:
image: postgres:16-alpine
restart: unless-stopped
environment:
POSTGRES_USER: soulless
POSTGRES_PASSWORD: soulless
POSTGRES_DB: soulless_necromancer
ports:
- "5433:5432"
volumes:
- postgres_data:/var/lib/postgresql/data
volumes:
postgres_data:
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{
"name": "soulless-necromancer",
"private": true,
"workspaces": [
"client",
"server"
],
"scripts": {
"dev": "concurrently -n server,client -c green,cyan \"npm run dev -w server\" \"npm run dev -w client\"",
"build": "npm run build -w server && npm run build -w client",
"db:up": "docker start soulless-postgres 2>/dev/null || docker run -d --name soulless-postgres -e POSTGRES_USER=soulless -e POSTGRES_PASSWORD=soulless -e POSTGRES_DB=soulless_necromancer -p 5433:5432 -v soulless_pgdata:/var/lib/postgresql/data postgres:16-alpine",
"db:down": "docker stop soulless-postgres",
"db:migrate": "npm run db:push -w server",
"db:seed": "npm run db:seed -w server",
"db:setup": "npm run db:up && sleep 4 && npm run db:migrate && npm run db:seed"
},
"devDependencies": {
"concurrently": "^9.1.2"
}
}
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DATABASE_URL="postgresql://soulless:soulless@localhost:5433/soulless_necromancer?schema=public"
JWT_SECRET="soulless-necromancer-dev-secret-change-in-prod"
PORT=3001
CLIENT_ORIGIN="http://localhost:5173"
COOKIE_NAME="sn_token"
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{
"name": "server",
"version": "1.0.0",
"private": true,
"type": "module",
"scripts": {
"dev": "tsx watch src/index.ts",
"build": "tsc",
"start": "node dist/index.js",
"db:migrate": "prisma db push && prisma generate",
"db:push": "prisma db push && prisma generate",
"db:seed": "tsx prisma/seed.ts",
"db:studio": "prisma studio"
},
"dependencies": {
"@prisma/client": "^6.5.0",
"bcryptjs": "^3.0.2",
"cookie-parser": "^1.4.7",
"cors": "^2.8.5",
"dotenv": "^16.4.7",
"express": "^4.21.2",
"jsonwebtoken": "^9.0.2",
"socket.io": "^4.8.1",
"zod": "^3.24.2"
},
"devDependencies": {
"@types/bcryptjs": "^2.4.6",
"@types/cookie-parser": "^1.4.8",
"@types/cors": "^2.8.17",
"@types/express": "^5.0.0",
"@types/jsonwebtoken": "^9.0.9",
"@types/node": "^22.13.10",
"prisma": "^6.5.0",
"tsx": "^4.19.3",
"typescript": "^5.8.2"
}
}
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generator client {
provider = "prisma-client-js"
}
datasource db {
provider = "postgresql"
url = env("DATABASE_URL")
}
enum Specialty {
ZOMBIE
SHADOW
}
enum Zone {
WORLD
DUNGEON
}
enum ItemSlot {
WEAPON
ARMOR
ACCESSORY
CONSUMABLE
}
enum ArmyUnitType {
ZOMBIE
SHADOW
}
model User {
id String @id @default(cuid())
email String @unique
passwordHash String
createdAt DateTime @default(now())
character Character?
}
model Character {
id String @id @default(cuid())
userId String @unique
user User @relation(fields: [userId], references: [id], onDelete: Cascade)
name String
specialty Specialty
level Int @default(1)
xp Int @default(0)
unspentStatPoints Int @default(0)
hp Int @default(100)
maxHp Int @default(100)
energy Int @default(50)
maxEnergy Int @default(50)
str Int @default(5)
dex Int @default(5)
int Int @default(5)
mapX Int @default(5)
mapY Int @default(5)
currentZone Zone @default(WORLD)
dungeonFloor Int @default(0)
createdAt DateTime @default(now())
updatedAt DateTime @updatedAt
inventory InventoryItem[]
army ArmyUnit[]
}
model Item {
id String @id @default(cuid())
key String @unique
name String
description String
slot ItemSlot
strBonus Int @default(0)
dexBonus Int @default(0)
intBonus Int @default(0)
hpBonus Int @default(0)
rarity String @default("common")
inventory InventoryItem[]
}
model InventoryItem {
id String @id @default(cuid())
characterId String
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
itemId String
item Item @relation(fields: [itemId], references: [id])
equipped Boolean @default(false)
quantity Int @default(1)
@@index([characterId])
}
model ArmyUnit {
id String @id @default(cuid())
characterId String
character Character @relation(fields: [characterId], references: [id], onDelete: Cascade)
type ArmyUnitType
tier Int @default(1)
count Int @default(1)
@@unique([characterId, type, tier])
@@index([characterId])
}
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import { PrismaClient, ItemSlot } from "@prisma/client";
const prisma = new PrismaClient();
const items = [
{
key: "bone_dagger",
name: "Bone Dagger",
description: "A crude blade carved from a fallen warrior.",
slot: ItemSlot.WEAPON,
strBonus: 2,
dexBonus: 1,
intBonus: 0,
hpBonus: 0,
rarity: "common",
},
{
key: "shadow_veil",
name: "Shadow Veil",
description: "Cloth woven from twilight itself.",
slot: ItemSlot.ARMOR,
strBonus: 0,
dexBonus: 2,
intBonus: 1,
hpBonus: 10,
rarity: "common",
},
{
key: "grimoire_fragment",
name: "Grimoire Fragment",
description: "Pages torn from a forbidden tome.",
slot: ItemSlot.ACCESSORY,
strBonus: 0,
dexBonus: 0,
intBonus: 3,
hpBonus: 0,
rarity: "uncommon",
},
{
key: "necrotic_blade",
name: "Necrotic Blade",
description: "Steel that drinks life force.",
slot: ItemSlot.WEAPON,
strBonus: 4,
dexBonus: 0,
intBonus: 2,
hpBonus: 0,
rarity: "rare",
},
{
key: "ossuary_plate",
name: "Ossuary Plate",
description: "Armor fashioned from countless bones.",
slot: ItemSlot.ARMOR,
strBonus: 2,
dexBonus: 0,
intBonus: 0,
hpBonus: 25,
rarity: "rare",
},
{
key: "soul_phial",
name: "Soul Phial",
description: "A vial of restless essence. Restores energy.",
slot: ItemSlot.CONSUMABLE,
strBonus: 0,
dexBonus: 0,
intBonus: 0,
hpBonus: 0,
rarity: "common",
},
];
async function main() {
for (const item of items) {
await prisma.item.upsert({
where: { key: item.key },
update: item,
create: item,
});
}
console.log(`Seeded ${items.length} items.`);
}
main()
.catch((e) => {
console.error(e);
process.exit(1);
})
.finally(async () => {
await prisma.$disconnect();
});
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import express from "express";
import cors from "cors";
import cookieParser from "cookie-parser";
import http from "http";
import { Server } from "socket.io";
import { config } from "./lib/config.js";
import { authRouter } from "./routes/auth.js";
import { characterRouter } from "./routes/character.js";
import { inventoryRouter } from "./routes/inventory.js";
import { registerSockets } from "./sockets/game.js";
const app = express();
const server = http.createServer(app);
const io = new Server(server, {
cors: {
origin: config.clientOrigin,
credentials: true,
},
});
app.use(
cors({
origin: config.clientOrigin,
credentials: true,
})
);
app.use(express.json());
app.use(cookieParser());
app.get("/api/health", (_req, res) => {
res.json({ ok: true, name: "Soulless Necromancer" });
});
app.use("/api/auth", authRouter);
app.use("/api/character", characterRouter);
app.use("/api/inventory", inventoryRouter);
registerSockets(io);
server.listen(config.port, () => {
console.log(`Soulless Necromancer server on http://localhost:${config.port}`);
});
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import dotenv from "dotenv";
dotenv.config();
export const config = {
port: Number(process.env.PORT ?? 3001),
jwtSecret: process.env.JWT_SECRET ?? "dev-secret",
clientOrigin: process.env.CLIENT_ORIGIN ?? "http://localhost:5173",
cookieName: process.env.COOKIE_NAME ?? "sn_token",
mapWidth: 40,
mapHeight: 30,
portalX: 20,
portalY: 15,
spawnX: 5,
spawnY: 5,
dungeonWidth: 12,
dungeonHeight: 10,
/** World-map regen tick interval (ms) */
regenIntervalMs: 4000,
regenHp: 4,
regenEnergy: 2,
};
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import { PrismaClient } from "@prisma/client";
const globalForPrisma = globalThis as unknown as { prisma?: PrismaClient };
export const prisma =
globalForPrisma.prisma ??
new PrismaClient({
log: process.env.NODE_ENV === "development" ? ["error", "warn"] : ["error"],
});
if (process.env.NODE_ENV !== "production") {
globalForPrisma.prisma = prisma;
}
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import type { Request, Response, NextFunction } from "express";
import jwt from "jsonwebtoken";
import { config } from "../lib/config.js";
export type AuthPayload = {
userId: string;
characterId: string;
};
declare global {
namespace Express {
interface Request {
auth?: AuthPayload;
}
}
}
export function signToken(payload: AuthPayload): string {
return jwt.sign(payload, config.jwtSecret, { expiresIn: "7d" });
}
export function verifyToken(token: string): AuthPayload | null {
try {
return jwt.verify(token, config.jwtSecret) as AuthPayload;
} catch {
return null;
}
}
export function requireAuth(req: Request, res: Response, next: NextFunction) {
const token =
req.cookies?.[config.cookieName] ??
(req.headers.authorization?.startsWith("Bearer ")
? req.headers.authorization.slice(7)
: undefined);
if (!token) {
res.status(401).json({ error: "Unauthorized" });
return;
}
const payload = verifyToken(token);
if (!payload) {
res.status(401).json({ error: "Invalid token" });
return;
}
req.auth = payload;
next();
}
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import { Router } from "express";
import bcrypt from "bcryptjs";
import { z } from "zod";
import { prisma } from "../lib/prisma.js";
import { config } from "../lib/config.js";
import { requireAuth, signToken } from "../middleware/auth.js";
import { baseStatsForSpecialty, serializeCharacter } from "../services/progression.js";
export const authRouter = Router();
const registerSchema = z.object({
email: z.string().email(),
password: z.string().min(6),
characterName: z.string().min(2).max(20),
specialty: z.enum(["ZOMBIE", "SHADOW"]),
});
const loginSchema = z.object({
email: z.string().email(),
password: z.string().min(1),
});
function setAuthCookie(res: import("express").Response, token: string) {
res.cookie(config.cookieName, token, {
httpOnly: true,
sameSite: "lax",
secure: process.env.NODE_ENV === "production",
maxAge: 7 * 24 * 60 * 60 * 1000,
});
}
authRouter.post("/register", async (req, res) => {
const parsed = registerSchema.safeParse(req.body);
if (!parsed.success) {
res.status(400).json({ error: "Invalid input", details: parsed.error.flatten() });
return;
}
const { email, password, characterName, specialty } = parsed.data;
const existing = await prisma.user.findUnique({ where: { email } });
if (existing) {
res.status(409).json({ error: "Email already registered" });
return;
}
const nameTaken = await prisma.character.findFirst({ where: { name: characterName } });
if (nameTaken) {
res.status(409).json({ error: "Character name already taken" });
return;
}
const passwordHash = await bcrypt.hash(password, 10);
const stats = baseStatsForSpecialty(specialty);
const starter = await prisma.item.findUnique({ where: { key: "soul_phial" } });
const user = await prisma.user.create({
data: {
email,
passwordHash,
character: {
create: {
name: characterName,
specialty,
str: stats.str,
dex: stats.dex,
int: stats.int,
maxHp: stats.maxHp,
hp: stats.maxHp,
maxEnergy: stats.maxEnergy,
energy: stats.maxEnergy,
mapX: config.spawnX,
mapY: config.spawnY,
inventory: starter
? {
create: {
itemId: starter.id,
quantity: 2,
},
}
: undefined,
},
},
},
include: {
character: {
include: { inventory: { include: { item: true } }, army: true },
},
},
});
const character = user.character!;
const token = signToken({ userId: user.id, characterId: character.id });
setAuthCookie(res, token);
res.status(201).json({
user: { id: user.id, email: user.email },
character: serializeCharacter(character),
});
});
authRouter.post("/login", async (req, res) => {
const parsed = loginSchema.safeParse(req.body);
if (!parsed.success) {
res.status(400).json({ error: "Invalid input" });
return;
}
const user = await prisma.user.findUnique({
where: { email: parsed.data.email },
include: {
character: {
include: { inventory: { include: { item: true } }, army: true },
},
},
});
if (!user || !(await bcrypt.compare(parsed.data.password, user.passwordHash))) {
res.status(401).json({ error: "Invalid email or password" });
return;
}
if (!user.character) {
res.status(500).json({ error: "Character missing" });
return;
}
const token = signToken({ userId: user.id, characterId: user.character.id });
setAuthCookie(res, token);
res.json({
user: { id: user.id, email: user.email },
character: serializeCharacter(user.character),
});
});
authRouter.post("/logout", (_req, res) => {
res.clearCookie(config.cookieName);
res.json({ ok: true });
});
authRouter.get("/me", requireAuth, async (req, res) => {
const user = await prisma.user.findUnique({
where: { id: req.auth!.userId },
include: {
character: {
include: { inventory: { include: { item: true } }, army: true },
},
},
});
if (!user?.character) {
res.status(404).json({ error: "Not found" });
return;
}
res.json({
user: { id: user.id, email: user.email },
character: serializeCharacter(user.character),
});
});
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import { Router } from "express";
import { z } from "zod";
import { prisma } from "../lib/prisma.js";
import { requireAuth } from "../middleware/auth.js";
import { serializeCharacter } from "../services/progression.js";
export const characterRouter = Router();
characterRouter.use(requireAuth);
async function loadCharacter(characterId: string) {
return prisma.character.findUnique({
where: { id: characterId },
include: { inventory: { include: { item: true } }, army: true },
});
}
characterRouter.get("/", async (req, res) => {
const character = await loadCharacter(req.auth!.characterId);
if (!character) {
res.status(404).json({ error: "Character not found" });
return;
}
res.json({ character: serializeCharacter(character) });
});
const statsSchema = z.object({
str: z.number().int().min(0).max(50).optional(),
dex: z.number().int().min(0).max(50).optional(),
int: z.number().int().min(0).max(50).optional(),
});
characterRouter.post("/stats", async (req, res) => {
const parsed = statsSchema.safeParse(req.body);
if (!parsed.success) {
res.status(400).json({ error: "Invalid input" });
return;
}
const character = await loadCharacter(req.auth!.characterId);
if (!character) {
res.status(404).json({ error: "Character not found" });
return;
}
const addStr = parsed.data.str ?? 0;
const addDex = parsed.data.dex ?? 0;
const addInt = parsed.data.int ?? 0;
const total = addStr + addDex + addInt;
if (total <= 0) {
res.status(400).json({ error: "No points allocated" });
return;
}
if (total > character.unspentStatPoints) {
res.status(400).json({ error: "Not enough stat points" });
return;
}
const updated = await prisma.character.update({
where: { id: character.id },
data: {
str: character.str + addStr,
dex: character.dex + addDex,
int: character.int + addInt,
unspentStatPoints: character.unspentStatPoints - total,
maxHp: character.maxHp + addStr * 2,
maxEnergy: character.maxEnergy + addInt,
},
include: { inventory: { include: { item: true } }, army: true },
});
res.json({ character: serializeCharacter(updated) });
});
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import { Router } from "express";
import { z } from "zod";
import { prisma } from "../lib/prisma.js";
import { requireAuth } from "../middleware/auth.js";
import { serializeCharacter } from "../services/progression.js";
export const inventoryRouter = Router();
inventoryRouter.use(requireAuth);
async function loadCharacter(characterId: string) {
return prisma.character.findUnique({
where: { id: characterId },
include: { inventory: { include: { item: true } }, army: true },
});
}
inventoryRouter.get("/", async (req, res) => {
const character = await loadCharacter(req.auth!.characterId);
if (!character) {
res.status(404).json({ error: "Not found" });
return;
}
res.json({ character: serializeCharacter(character) });
});
const equipSchema = z.object({
inventoryItemId: z.string(),
equipped: z.boolean(),
});
inventoryRouter.post("/equip", async (req, res) => {
const parsed = equipSchema.safeParse(req.body);
if (!parsed.success) {
res.status(400).json({ error: "Invalid input" });
return;
}
const inv = await prisma.inventoryItem.findFirst({
where: {
id: parsed.data.inventoryItemId,
characterId: req.auth!.characterId,
},
include: { item: true },
});
if (!inv) {
res.status(404).json({ error: "Item not found" });
return;
}
if (inv.item.slot === "CONSUMABLE") {
res.status(400).json({ error: "Cannot equip consumable" });
return;
}
if (parsed.data.equipped) {
// Unequip same slot
const sameSlot = await prisma.inventoryItem.findMany({
where: {
characterId: req.auth!.characterId,
equipped: true,
item: { slot: inv.item.slot },
},
});
for (const other of sameSlot) {
await prisma.inventoryItem.update({
where: { id: other.id },
data: { equipped: false },
});
}
}
await prisma.inventoryItem.update({
where: { id: inv.id },
data: { equipped: parsed.data.equipped },
});
const character = await loadCharacter(req.auth!.characterId);
res.json({ character: serializeCharacter(character!) });
});
inventoryRouter.post("/use", async (req, res) => {
const schema = z.object({ inventoryItemId: z.string() });
const parsed = schema.safeParse(req.body);
if (!parsed.success) {
res.status(400).json({ error: "Invalid input" });
return;
}
const inv = await prisma.inventoryItem.findFirst({
where: {
id: parsed.data.inventoryItemId,
characterId: req.auth!.characterId,
},
include: { item: true },
});
if (!inv || inv.item.slot !== "CONSUMABLE") {
res.status(400).json({ error: "Not a consumable" });
return;
}
const character = await prisma.character.findUnique({ where: { id: req.auth!.characterId } });
if (!character) {
res.status(404).json({ error: "Not found" });
return;
}
await prisma.character.update({
where: { id: character.id },
data: {
energy: Math.min(character.maxEnergy, character.energy + 25),
hp: Math.min(character.maxHp, character.hp + 15),
},
});
if (inv.quantity <= 1) {
await prisma.inventoryItem.delete({ where: { id: inv.id } });
} else {
await prisma.inventoryItem.update({
where: { id: inv.id },
data: { quantity: inv.quantity - 1 },
});
}
const updated = await loadCharacter(req.auth!.characterId);
res.json({ character: serializeCharacter(updated!) });
});
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import type { ArmyUnitType, Specialty } from "@prisma/client";
import { prisma } from "../lib/prisma.js";
export function armyTypeForSpecialty(specialty: Specialty): ArmyUnitType {
return specialty === "ZOMBIE" ? "ZOMBIE" : "SHADOW";
}
export function summonEnergyCost(tier: number): number {
return 8 + tier * 4;
}
export function unitPower(type: ArmyUnitType, tier: number, count: number, casterInt: number) {
const base = type === "ZOMBIE" ? 6 : 5;
return (base + tier * 3 + Math.floor(casterInt / 2)) * count;
}
export async function addArmyUnit(
characterId: string,
type: ArmyUnitType,
tier = 1,
count = 1
) {
return prisma.armyUnit.upsert({
where: {
characterId_type_tier: { characterId, type, tier },
},
update: { count: { increment: count } },
create: { characterId, type, tier, count },
});
}
export async function getArmyPower(characterId: string, casterInt: number) {
const units = await prisma.armyUnit.findMany({ where: { characterId } });
return units.reduce((sum, u) => sum + unitPower(u.type, u.tier, u.count, casterInt), 0);
}
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import { config } from "../lib/config.js";
import { effectiveStats, type CharacterWithRelations } from "./progression.js";
import { getArmyPower, unitPower } from "./army.js";
import type { ArmyUnitType } from "@prisma/client";
export const PLAYER_ATTACK_RANGE = 2;
export const UNIT_ATTACK_RANGE = 2;
export const ENEMY_ATTACK_RANGE = 2;
export type Enemy = {
id: string;
name: string;
x: number;
y: number;
hp: number;
maxHp: number;
atk: number;
};
export type Summon = {
id: string;
type: ArmyUnitType;
x: number;
y: number;
hp: number;
maxHp: number;
atk: number;
};
export type DungeonState = {
characterId: string;
floor: number;
width: number;
height: number;
playerX: number;
playerY: number;
energy: number;
enemies: Enemy[];
summons: Summon[];
log: string[];
over: boolean;
won: boolean;
};
function enemyName(floor: number, i: number): string {
const names = ["Bone Wretch", "Hollow Scout", "Grave Shade", "Carrion Knight", "Void Hound"];
return `${names[i % names.length]} Lv${floor}`;
}
function manhattan(ax: number, ay: number, bx: number, by: number) {
return Math.abs(ax - bx) + Math.abs(ay - by);
}
function nearestEnemy(fromX: number, fromY: number, enemies: Enemy[], range: number): Enemy | null {
const inRange = enemies
.filter((e) => e.hp > 0 && manhattan(fromX, fromY, e.x, e.y) <= range)
.sort((a, b) => manhattan(fromX, fromY, a.x, a.y) - manhattan(fromX, fromY, b.x, b.y));
return inRange[0] ?? null;
}
function nearestEnemyAny(fromX: number, fromY: number, enemies: Enemy[]): Enemy | null {
const living = enemies
.filter((e) => e.hp > 0)
.sort((a, b) => manhattan(fromX, fromY, a.x, a.y) - manhattan(fromX, fromY, b.x, b.y));
return living[0] ?? null;
}
function isWalkable(state: DungeonState, x: number, y: number, ignoreSummonId?: string): boolean {
if (x < 0 || y < 0 || x >= state.width || y >= state.height) return false;
if (x === state.playerX && y === state.playerY) return false;
if (state.enemies.some((e) => e.hp > 0 && e.x === x && e.y === y)) return false;
if (state.summons.some((s) => s.id !== ignoreSummonId && s.hp > 0 && s.x === x && s.y === y)) {
return false;
}
return true;
}
/** One orthogonal step closer to target, if possible. */
function stepToward(
state: DungeonState,
fromX: number,
fromY: number,
toX: number,
toY: number,
ignoreSummonId?: string
): { x: number; y: number } | null {
const candidates: Array<{ x: number; y: number }> = [];
if (toX !== fromX) candidates.push({ x: fromX + Math.sign(toX - fromX), y: fromY });
if (toY !== fromY) candidates.push({ x: fromX, y: fromY + Math.sign(toY - fromY) });
// Prefer the step that reduces Manhattan distance the most
candidates.sort(
(a, b) => manhattan(a.x, a.y, toX, toY) - manhattan(b.x, b.y, toX, toY)
);
for (const c of candidates) {
if (isWalkable(state, c.x, c.y, ignoreSummonId)) return c;
}
// Sidestep if direct path blocked
const sides = [
{ x: fromX + 1, y: fromY },
{ x: fromX - 1, y: fromY },
{ x: fromX, y: fromY + 1 },
{ x: fromX, y: fromY - 1 },
].filter((c) => isWalkable(state, c.x, c.y, ignoreSummonId));
sides.sort((a, b) => manhattan(a.x, a.y, toX, toY) - manhattan(b.x, b.y, toX, toY));
return sides[0] ?? null;
}
export function moveSummonTowardEnemy(state: DungeonState, summon: Summon): boolean {
const foe = nearestEnemyAny(summon.x, summon.y, state.enemies);
if (!foe) return false;
const step = stepToward(state, summon.x, summon.y, foe.x, foe.y, summon.id);
if (!step) return false;
summon.x = step.x;
summon.y = step.y;
return true;
}
export function createDungeon(character: CharacterWithRelations): DungeonState {
const floor = Math.max(1, character.dungeonFloor || 1);
const enemyCount = 3 + Math.min(4, floor);
const enemies: Enemy[] = [];
const startY = Math.floor(config.dungeonHeight / 2);
for (let i = 0; i < enemyCount; i++) {
let x = 0;
let y = 0;
let attempts = 0;
do {
x = 2 + Math.floor(Math.random() * (config.dungeonWidth - 3));
y = 1 + Math.floor(Math.random() * (config.dungeonHeight - 2));
attempts++;
} while (
attempts < 40 &&
(enemies.some((e) => e.x === x && e.y === y) || (x === 1 && y === startY))
);
const hp = 25 + floor * 12 + i * 5;
enemies.push({
id: `enemy-${i}-${Date.now()}`,
name: enemyName(floor, i),
x,
y,
hp,
maxHp: hp,
atk: 4 + floor * 2,
});
}
return {
characterId: character.id,
floor,
width: config.dungeonWidth,
height: config.dungeonHeight,
playerX: 1,
playerY: startY,
energy: character.energy,
enemies,
summons: [],
log: [`Floor ${floor}: the crypt awakens. Combat starts when in range.`],
over: false,
won: false,
};
}
export function moveInDungeon(
state: DungeonState,
x: number,
y: number
): { ok: boolean; error?: string; state: DungeonState } {
if (state.over) return { ok: false, error: "Combat over", state };
x = Math.floor(x);
y = Math.floor(y);
if (x < 0 || y < 0 || x >= state.width || y >= state.height) {
return { ok: false, error: "Out of bounds", state };
}
if (x === state.playerX && y === state.playerY) {
return { ok: false, error: "Already there", state };
}
if (state.enemies.some((e) => e.hp > 0 && e.x === x && e.y === y)) {
return { ok: false, error: "Tile blocked by enemy", state };
}
if (state.summons.some((s) => s.x === x && s.y === y)) {
return { ok: false, error: "Tile occupied by ally", state };
}
state.playerX = x;
state.playerY = y;
state.log.push(`You move to (${x}, ${y}).`);
return { ok: true, state };
}
export function playerAttackDamage(character: CharacterWithRelations, state: DungeonState): number {
const stats = effectiveStats(character);
const armyBonus = character.army.reduce(
(s, u) => s + unitPower(u.type, u.tier, u.count, stats.int),
0
);
return Math.max(
1,
Math.floor(stats.str * 1.2 + stats.int * 0.8 + armyBonus * 0.15)
);
}
/** One auto-combat round: summons move or fight, player hits if in range, enemies retaliate. */
export function resolveAutoCombatRound(
state: DungeonState,
character: CharacterWithRelations
): { state: DungeonState; damageToPlayer: number; acted: boolean } {
if (state.over) return { state, damageToPlayer: 0, acted: false };
let acted = false;
const playerDmg = playerAttackDamage(character, state);
const playerTarget = nearestEnemy(state.playerX, state.playerY, state.enemies, PLAYER_ATTACK_RANGE);
if (playerTarget) {
playerTarget.hp = Math.max(0, playerTarget.hp - playerDmg);
state.log.push(`You strike ${playerTarget.name} for ${playerDmg}.`);
acted = true;
if (playerTarget.hp <= 0) {
state.log.push(`${playerTarget.name} falls.`);
state.enemies = state.enemies.filter((e) => e.id !== playerTarget.id);
}
}
for (const summon of [...state.summons]) {
if (summon.hp <= 0) continue;
const target = nearestEnemy(summon.x, summon.y, state.enemies, UNIT_ATTACK_RANGE);
if (target) {
target.hp = Math.max(0, target.hp - summon.atk);
state.log.push(
`Your ${summon.type.toLowerCase()} hits ${target.name} for ${summon.atk}.`
);
acted = true;
if (target.hp <= 0) {
state.log.push(`${target.name} falls.`);
state.enemies = state.enemies.filter((e) => e.id !== target.id);
}
} else if (moveSummonTowardEnemy(state, summon)) {
acted = true;
}
}
let damageToPlayer = 0;
for (const enemy of [...state.enemies]) {
if (enemy.hp <= 0) continue;
const nearPlayer = manhattan(enemy.x, enemy.y, state.playerX, state.playerY) <= ENEMY_ATTACK_RANGE;
const nearSummons = state.summons.filter(
(s) => s.hp > 0 && manhattan(enemy.x, enemy.y, s.x, s.y) <= ENEMY_ATTACK_RANGE
);
if (!nearPlayer && nearSummons.length === 0) continue;
acted = true;
if (nearSummons.length > 0 && (!nearPlayer || Math.random() < 0.55)) {
const target = nearSummons[Math.floor(Math.random() * nearSummons.length)];
target.hp -= enemy.atk;
state.log.push(`${enemy.name} hits your ${target.type.toLowerCase()} for ${enemy.atk}.`);
if (target.hp <= 0) {
state.summons = state.summons.filter((s) => s.id !== target.id);
state.log.push(`Your ${target.type.toLowerCase()} is destroyed.`);
}
} else if (nearPlayer) {
damageToPlayer += enemy.atk;
}
}
if (damageToPlayer > 0) {
state.log.push(`You take ${damageToPlayer} damage.`);
}
if (state.enemies.filter((e) => e.hp > 0).length === 0) {
state.over = true;
state.won = true;
state.log.push("Floor cleared!");
}
if (state.log.length > 40) {
state.log = state.log.slice(-40);
}
return { state, damageToPlayer, acted };
}
/** Combat tick needed if fight in range OR summons can still hunt enemies. */
export function anyoneInCombatRange(state: DungeonState): boolean {
if (state.over) return false;
if (nearestEnemy(state.playerX, state.playerY, state.enemies, PLAYER_ATTACK_RANGE)) return true;
for (const s of state.summons) {
if (s.hp <= 0) continue;
if (nearestEnemy(s.x, s.y, state.enemies, UNIT_ATTACK_RANGE)) return true;
}
for (const e of state.enemies) {
if (e.hp <= 0) continue;
if (manhattan(e.x, e.y, state.playerX, state.playerY) <= ENEMY_ATTACK_RANGE) return true;
if (state.summons.some((s) => s.hp > 0 && manhattan(e.x, e.y, s.x, s.y) <= ENEMY_ATTACK_RANGE)) {
return true;
}
}
return false;
}
export function dungeonNeedsTick(state: DungeonState): boolean {
if (state.over) return false;
if (state.enemies.every((e) => e.hp <= 0)) return false;
if (anyoneInCombatRange(state)) return true;
return state.summons.some((s) => s.hp > 0);
}
export function placeSummon(
state: DungeonState,
type: ArmyUnitType,
x: number,
y: number,
casterInt: number
): { ok: boolean; error?: string; state: DungeonState } {
if (state.over) return { ok: false, error: "Combat over", state };
if (x < 0 || y < 0 || x >= state.width || y >= state.height) {
return { ok: false, error: "Out of bounds", state };
}
if (state.enemies.some((e) => e.x === x && e.y === y && e.hp > 0)) {
return { ok: false, error: "Tile occupied", state };
}
if (state.summons.some((s) => s.x === x && s.y === y)) {
return { ok: false, error: "Tile occupied", state };
}
if (x === state.playerX && y === state.playerY) {
return { ok: false, error: "Cannot summon on self", state };
}
const hp = 18 + casterInt * 2;
const atk = 4 + Math.floor(casterInt / 2);
state.summons.push({
id: `summon-${Date.now()}-${Math.random().toString(36).slice(2, 7)}`,
type,
x,
y,
hp,
maxHp: hp,
atk,
});
state.log.push(`You summon a ${type.toLowerCase()} at (${x},${y}).`);
return { ok: true, state };
}
export async function estimateArmyPower(characterId: string, casterInt: number) {
return getArmyPower(characterId, casterInt);
}
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import type { Character, InventoryItem, Item, Specialty, ArmyUnit } from "@prisma/client";
import { prisma } from "../lib/prisma.js";
export type CharacterWithRelations = Character & {
inventory: (InventoryItem & { item: Item })[];
army: ArmyUnit[];
};
export function baseStatsForSpecialty(specialty: Specialty) {
if (specialty === "ZOMBIE") {
return { str: 8, dex: 4, int: 5, maxHp: 120, maxEnergy: 40 };
}
return { str: 4, dex: 7, int: 8, maxHp: 90, maxEnergy: 60 };
}
export function xpToNextLevel(level: number): number {
return 50 + level * 40;
}
export function equipmentBonuses(character: CharacterWithRelations) {
return character.inventory
.filter((i) => i.equipped)
.reduce(
(acc, inv) => ({
str: acc.str + inv.item.strBonus,
dex: acc.dex + inv.item.dexBonus,
int: acc.int + inv.item.intBonus,
hp: acc.hp + inv.item.hpBonus,
}),
{ str: 0, dex: 0, int: 0, hp: 0 }
);
}
export function effectiveStats(character: CharacterWithRelations) {
const bonus = equipmentBonuses(character);
return {
str: character.str + bonus.str,
dex: character.dex + bonus.dex,
int: character.int + bonus.int,
maxHp: character.maxHp + bonus.hp,
maxEnergy: character.maxEnergy,
};
}
export function serializeCharacter(character: CharacterWithRelations) {
const stats = effectiveStats(character);
return {
id: character.id,
name: character.name,
specialty: character.specialty,
level: character.level,
xp: character.xp,
xpToNext: xpToNextLevel(character.level),
unspentStatPoints: character.unspentStatPoints,
hp: character.hp,
maxHp: stats.maxHp,
energy: character.energy,
maxEnergy: stats.maxEnergy,
str: character.str,
dex: character.dex,
int: character.int,
effective: stats,
mapX: character.mapX,
mapY: character.mapY,
currentZone: character.currentZone,
dungeonFloor: character.dungeonFloor,
inventory: character.inventory.map((inv) => ({
id: inv.id,
equipped: inv.equipped,
quantity: inv.quantity,
item: {
id: inv.item.id,
key: inv.item.key,
name: inv.item.name,
description: inv.item.description,
slot: inv.item.slot,
strBonus: inv.item.strBonus,
dexBonus: inv.item.dexBonus,
intBonus: inv.item.intBonus,
hpBonus: inv.item.hpBonus,
rarity: inv.item.rarity,
},
})),
army: character.army.map((u) => ({
id: u.id,
type: u.type,
tier: u.tier,
count: u.count,
})),
};
}
export async function applyXp(
characterId: string,
current: Character,
amount: number
) {
let { level, xp, unspentStatPoints } = current;
xp += amount;
let leveled = 0;
while (xp >= xpToNextLevel(level)) {
xp -= xpToNextLevel(level);
level += 1;
unspentStatPoints += 3;
leveled += 1;
}
const updated = await prisma.character.update({
where: { id: characterId },
data: {
level,
xp,
unspentStatPoints,
maxHp: current.maxHp + leveled * 10,
hp: Math.min(current.hp + leveled * 10, current.maxHp + leveled * 10),
maxEnergy: current.maxEnergy + leveled * 2,
},
});
return { updated, leveled, xpGained: amount };
}
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import type { Server, Socket } from "socket.io";
import { prisma } from "../lib/prisma.js";
import { config } from "../lib/config.js";
import { verifyToken, type AuthPayload } from "../middleware/auth.js";
import {
createDungeon,
dungeonNeedsTick,
moveInDungeon,
placeSummon,
resolveAutoCombatRound,
type DungeonState,
} from "../services/combat.js";
import {
applyXp,
effectiveStats,
serializeCharacter,
type CharacterWithRelations,
} from "../services/progression.js";
import { addArmyUnit, armyTypeForSpecialty, summonEnergyCost } from "../services/army.js";
type AuthedSocket = Socket & { data: { auth: AuthPayload } };
const worldPresence = new Map<
string,
{ characterId: string; name: string; specialty: string; x: number; y: number; socketId: string }
>();
const dungeons = new Map<string, DungeonState>();
const combatTimers = new Map<string, ReturnType<typeof setInterval>>();
const dungeonSockets = new Map<string, string>(); // characterId -> socketId
const COMBAT_TICK_MS = 900;
async function loadFullCharacter(characterId: string) {
return prisma.character.findUnique({
where: { id: characterId },
include: { inventory: { include: { item: true } }, army: true },
});
}
function broadcastWorld(io: Server) {
const players = [...worldPresence.values()].map((p) => ({
characterId: p.characterId,
name: p.name,
specialty: p.specialty,
x: p.x,
y: p.y,
}));
io.to("world").emit("world:players", {
players,
portal: { x: config.portalX, y: config.portalY },
map: { width: config.mapWidth, height: config.mapHeight },
});
}
function authHandshake(socket: Socket): AuthPayload | null {
const cookieHeader = socket.handshake.headers.cookie ?? "";
const match = cookieHeader
.split(";")
.map((c) => c.trim())
.find((c) => c.startsWith(`${config.cookieName}=`));
const fromCookie = match ? decodeURIComponent(match.split("=").slice(1).join("=")) : undefined;
const fromAuth = socket.handshake.auth?.token as string | undefined;
const token = fromAuth || fromCookie;
if (!token) return null;
return verifyToken(token);
}
function stopCombatLoop(characterId: string) {
const t = combatTimers.get(characterId);
if (t) {
clearInterval(t);
combatTimers.delete(characterId);
}
}
function startCombatLoop(io: Server, characterId: string) {
if (combatTimers.has(characterId)) return;
const timer = setInterval(() => {
void runCombatTick(io, characterId);
}, COMBAT_TICK_MS);
combatTimers.set(characterId, timer);
}
async function runCombatTick(io: Server, characterId: string) {
const state = dungeons.get(characterId);
if (!state || state.over) {
stopCombatLoop(characterId);
return;
}
if (!dungeonNeedsTick(state)) return;
const char = await loadFullCharacter(characterId);
if (!char || char.currentZone !== "DUNGEON") {
stopCombatLoop(characterId);
return;
}
const socketId = dungeonSockets.get(characterId);
const socket = socketId ? io.sockets.sockets.get(socketId) : undefined;
const { state: next, damageToPlayer, acted } = resolveAutoCombatRound(state, char);
if (!acted && damageToPlayer === 0) return;
let updatedChar: CharacterWithRelations = char;
if (damageToPlayer > 0) {
const newHp = Math.max(0, char.hp - damageToPlayer);
updatedChar = await prisma.character.update({
where: { id: char.id },
data: { hp: newHp },
include: { inventory: { include: { item: true } }, army: true },
});
if (newHp <= 0) {
next.over = true;
next.won = false;
next.log.push("You have fallen. Returning to the world...");
dungeons.set(characterId, next);
stopCombatLoop(characterId);
if (socket) {
socket.emit("dungeon:state", next);
socket.emit("character:update", serializeCharacter(updatedChar));
await exitDungeon(io, socket, characterId, false, true);
}
return;
}
}
dungeons.set(characterId, next);
if (socket) {
socket.emit("dungeon:state", next);
if (damageToPlayer > 0) {
socket.emit("character:update", serializeCharacter(updatedChar));
}
}
if (next.won) {
stopCombatLoop(characterId);
if (socket) {
await rewardAndExit(io, socket, updatedChar, next);
}
}
}
async function runWorldRegen(io: Server) {
for (const presence of worldPresence.values()) {
const char = await loadFullCharacter(presence.characterId);
if (!char || char.currentZone !== "WORLD") continue;
const stats = effectiveStats(char);
if (char.hp >= stats.maxHp && char.energy >= char.maxEnergy) continue;
const newHp = Math.min(stats.maxHp, char.hp + config.regenHp);
const newEnergy = Math.min(char.maxEnergy, char.energy + config.regenEnergy);
if (newHp === char.hp && newEnergy === char.energy) continue;
const updated = await prisma.character.update({
where: { id: char.id },
data: { hp: newHp, energy: newEnergy },
include: { inventory: { include: { item: true } }, army: true },
});
const socket = io.sockets.sockets.get(presence.socketId);
socket?.emit("character:update", serializeCharacter(updated));
}
}
export function registerSockets(io: Server) {
setInterval(() => {
void runWorldRegen(io);
}, config.regenIntervalMs);
io.use((socket, next) => {
const auth = authHandshake(socket);
if (!auth) {
next(new Error("Unauthorized"));
return;
}
(socket as AuthedSocket).data.auth = auth;
next();
});
io.on("connection", async (socket: Socket) => {
const auth = (socket as AuthedSocket).data.auth;
const character = await loadFullCharacter(auth.characterId);
if (!character) {
socket.disconnect(true);
return;
}
socket.join("world");
if (character.currentZone === "WORLD") {
worldPresence.set(character.id, {
characterId: character.id,
name: character.name,
specialty: character.specialty,
x: character.mapX,
y: character.mapY,
socketId: socket.id,
});
broadcastWorld(io);
} else {
let state = dungeons.get(character.id);
if (!state || state.over) {
state = createDungeon(character);
dungeons.set(character.id, state);
}
dungeonSockets.set(character.id, socket.id);
socket.join(`dungeon:${character.id}`);
socket.emit("dungeon:state", state);
startCombatLoop(io, character.id);
}
socket.emit("character:update", serializeCharacter(character));
socket.on("player:move", async (payload: { x: number; y: number }) => {
const char = await loadFullCharacter(auth.characterId);
if (!char || char.currentZone !== "WORLD") return;
const x = Math.floor(payload.x);
const y = Math.floor(payload.y);
if (x < 0 || y < 0 || x >= config.mapWidth || y >= config.mapHeight) {
socket.emit("error:message", "Out of bounds");
return;
}
if (x === char.mapX && y === char.mapY) return;
const updated = await prisma.character.update({
where: { id: char.id },
data: { mapX: x, mapY: y },
include: { inventory: { include: { item: true } }, army: true },
});
worldPresence.set(updated.id, {
characterId: updated.id,
name: updated.name,
specialty: updated.specialty,
x: updated.mapX,
y: updated.mapY,
socketId: socket.id,
});
broadcastWorld(io);
socket.emit("character:update", serializeCharacter(updated));
});
socket.on("player:enter_dungeon", async () => {
const char = await loadFullCharacter(auth.characterId);
if (!char || char.currentZone !== "WORLD") return;
const dist =
Math.abs(char.mapX - config.portalX) + Math.abs(char.mapY - config.portalY);
if (dist > 1) {
socket.emit("error:message", "Move closer to the portal");
return;
}
const floor = Math.max(1, char.dungeonFloor || 1);
const updated = await prisma.character.update({
where: { id: char.id },
data: { currentZone: "DUNGEON", dungeonFloor: floor },
include: { inventory: { include: { item: true } }, army: true },
});
worldPresence.delete(char.id);
broadcastWorld(io);
const state = createDungeon(updated);
dungeons.set(char.id, state);
dungeonSockets.set(char.id, socket.id);
socket.leave("world");
socket.join(`dungeon:${char.id}`);
socket.emit("zone:change", { zone: "DUNGEON" });
socket.emit("dungeon:state", state);
socket.emit("character:update", serializeCharacter(updated));
startCombatLoop(io, char.id);
});
socket.on("player:exit_dungeon", async () => {
stopCombatLoop(auth.characterId);
await exitDungeon(io, socket, auth.characterId, false);
});
socket.on("dungeon:move", async (payload: { x: number; y: number }) => {
const char = await loadFullCharacter(auth.characterId);
const state = dungeons.get(auth.characterId);
if (!char || !state || char.currentZone !== "DUNGEON") return;
const result = moveInDungeon(state, payload.x, payload.y);
if (!result.ok) {
socket.emit("error:message", result.error ?? "Cannot move");
return;
}
dungeons.set(auth.characterId, result.state);
dungeonSockets.set(auth.characterId, socket.id);
socket.emit("dungeon:state", result.state);
startCombatLoop(io, auth.characterId);
if (dungeonNeedsTick(result.state)) {
await runCombatTick(io, auth.characterId);
}
});
socket.on("dungeon:summon", async (payload: { x: number; y: number }) => {
await handleSummon(io, socket, auth.characterId, payload.x, payload.y);
});
socket.on("disconnect", () => {
const presence = [...worldPresence.entries()].find(([, p]) => p.socketId === socket.id);
if (presence) {
worldPresence.delete(presence[0]);
broadcastWorld(io);
}
if (dungeonSockets.get(auth.characterId) === socket.id) {
dungeonSockets.delete(auth.characterId);
// Keep dungeon state; pause combat until reconnect
stopCombatLoop(auth.characterId);
}
});
});
}
async function handleSummon(
io: Server,
socket: Socket,
characterId: string,
x: number,
y: number
) {
const char = await loadFullCharacter(characterId);
const state = dungeons.get(characterId);
if (!char || !state || char.currentZone !== "DUNGEON") return;
const cost = summonEnergyCost(1);
if (char.energy < cost) {
socket.emit("error:message", "Not enough energy");
return;
}
const stats = effectiveStats(char);
const type = armyTypeForSpecialty(char.specialty);
const placed = placeSummon(state, type, Math.floor(x), Math.floor(y), stats.int);
if (!placed.ok) {
socket.emit("error:message", placed.error ?? "Summon failed");
return;
}
const updated = await prisma.character.update({
where: { id: char.id },
data: { energy: char.energy - cost },
include: { inventory: { include: { item: true } }, army: true },
});
await addArmyUnit(char.id, type, 1, 1);
const refreshed = await loadFullCharacter(characterId);
state.energy = updated.energy;
dungeons.set(characterId, state);
dungeonSockets.set(characterId, socket.id);
socket.emit("dungeon:state", state);
socket.emit("character:update", serializeCharacter(refreshed!));
startCombatLoop(io, characterId);
if (dungeonNeedsTick(state)) {
await runCombatTick(io, characterId);
}
}
async function rewardAndExit(
io: Server,
socket: Socket,
character: CharacterWithRelations,
state: DungeonState
) {
const xpGain = 30 + state.floor * 20;
const { leveled } = await applyXp(character.id, character, xpGain);
const lootKeys = [
"bone_dagger",
"shadow_veil",
"grimoire_fragment",
"soul_phial",
"necrotic_blade",
"ossuary_plate",
];
const key = lootKeys[Math.floor(Math.random() * lootKeys.length)];
const item = await prisma.item.findUnique({ where: { key } });
if (item) {
await prisma.inventoryItem.create({
data: { characterId: character.id, itemId: item.id, quantity: 1 },
});
}
await prisma.character.update({
where: { id: character.id },
data: {
dungeonFloor: state.floor + 1,
energy: Math.min(character.maxEnergy, character.energy + 10),
},
});
socket.emit("dungeon:reward", {
xp: xpGain,
leveled,
loot: item ? item.name : null,
nextFloor: state.floor + 1,
});
await exitDungeon(io, socket, character.id, true);
}
async function exitDungeon(
io: Server,
socket: Socket,
characterId: string,
won: boolean,
defeated = false
) {
stopCombatLoop(characterId);
dungeons.delete(characterId);
dungeonSockets.delete(characterId);
const data: {
currentZone: "WORLD";
mapX?: number;
mapY?: number;
hp?: number;
} = { currentZone: "WORLD" };
if (defeated) {
data.mapX = config.spawnX;
data.mapY = config.spawnY;
const char = await prisma.character.findUnique({ where: { id: characterId } });
if (char) {
data.hp = Math.max(1, Math.floor(char.maxHp * 0.4));
}
}
const updated = await prisma.character.update({
where: { id: characterId },
data,
include: { inventory: { include: { item: true } }, army: true },
});
worldPresence.set(updated.id, {
characterId: updated.id,
name: updated.name,
specialty: updated.specialty,
x: updated.mapX,
y: updated.mapY,
socketId: socket.id,
});
socket.leave(`dungeon:${characterId}`);
socket.join("world");
broadcastWorld(io);
socket.emit("zone:change", { zone: "WORLD", won });
socket.emit("character:update", serializeCharacter(updated));
}
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{
"compilerOptions": {
"target": "ES2022",
"module": "NodeNext",
"moduleResolution": "NodeNext",
"outDir": "dist",
"rootDir": "src",
"strict": true,
"esModuleInterop": true,
"skipLibCheck": true,
"resolveJsonModule": true,
"declaration": true
},
"include": ["src/**/*"]
}