Peradventure/app.lua

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Lua
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local lapis = require("lapis")
local app = lapis.Application()
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local say = require('lua_scripts/main')
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local mapFunc = require('lua_scripts/map')
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local player = require('player')
local db = require("lapis.db")
local Model = require("lapis.db.model").Model
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local map = Model:extend('map')
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local games = Model:extend('games')
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app:enable("etlua")
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app.layout = require "views.layout"
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app:post("/clickme", function(self)
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self.text = "Map is already initialized. Beginning game."
self.isPopulated = mapFunc:mapExists(map)
if not self.isPopulated then
mapFunc:populate(map)
self.text = "Populated map."
end
return { self.text, layout = false }
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end)
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app:get("/", function(self)
self.text = say.hello()
self.isPopulated = mapFunc:mapExists(map)
return { render = "index",
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}
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end)
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app:get("/game", function(self)
self.text = say.hello()
self.isPopulated = mapFunc:mapExists(map)
return { render = "game",
}
end)
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app:post("/character-create", function(self)
if self.params.playername == "" then
self.text = "Player name must not be nil. Try again."
return {
self.text, layout = false
}
end
local player_exists = games:find({player_id = self.params.playername})
if player_exists then
self.text = "Player name already exists. Try again."
return {
self.text, layout = false
}
end
if not player_exists then
self.text = "Created new player."
self.game = games:create({
player_id = self.params.playername
})
self.session.gameref = self.game.id
self.link = "<a href='/game'> Play Now</a>"
return {
self.text, self.link, layout = false
}
end
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end)
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app:match("/map/render", function(self)
self.tiles = {}
for h = 1, 10 do
self.tiles[h] = {}
for i = 1, 10 do
-- The map database has floor_stone and wall_floor instead of simple ASCII characters
-- So we run mapFunc:mapDecrypt to convert it back to the desired characters for visual display
local tile = map:find({ x = h, y = i })
self.tiles[h][i] = mapFunc:mapDecrypt(tile.occupied_by_type)
end
end
return { render = "map", layout = false }
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end)
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return app
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