From 1ccf4a760bd578a147a874e144dc0988d98b6e18 Mon Sep 17 00:00:00 2001
From: anima
Date: Sun, 1 Nov 2026 16:18:38 +0100
Subject: [PATCH] add custom game data overrides
---
.gitignore | 6 +-
Dockerfile | 8 ++
README.md | 46 +++++++++
docker-compose.yml | 2 +
docker/custom_game.js | 185 ++++++++++++++++++++++++++++++++++++
docker/patch-custom-game.js | 136 ++++++++++++++++++++++++++
files/custom/game.js | 77 +++++++++++++++
7 files changed, 459 insertions(+), 1 deletion(-)
create mode 100644 docker/custom_game.js
create mode 100644 docker/patch-custom-game.js
create mode 100644 files/custom/game.js
diff --git a/.gitignore b/.gitignore
index 7d2cb50..93cbf94 100644
--- a/.gitignore
+++ b/.gitignore
@@ -1 +1,5 @@
-files/
\ No newline at end of file
+files/*
+!files/config
+!files/config/**
+!files/custom
+!files/custom/**
diff --git a/Dockerfile b/Dockerfile
index 255ddd5..773e42f 100644
--- a/Dockerfile
+++ b/Dockerfile
@@ -58,6 +58,14 @@ COPY --chown=node:node docker/attribution/de.json /app/languages/de/attribution.
COPY docker/patch-attribution.js /tmp/patch-attribution.js
RUN node /tmp/patch-attribution.js /app/htmls/contents/account_help.html
+# Local patch: custom game values and elements (docker/patch-custom-game.js).
+# Hooks the loader into main.js and the game server, makes the Lone Wolf rates
+# data-driven, and merges phrase overrides into the language catalogs. The
+# loader itself is copied to /app/docker/ in the runtime stage; the custom file
+# is mounted at runtime from ./files/custom.
+COPY docker/patch-custom-game.js /tmp/patch-custom-game.js
+RUN node /tmp/patch-custom-game.js /app
+
FROM ${NODE_IMAGE} AS runtime
diff --git a/README.md b/README.md
index 552ed07..d87d7fb 100644
--- a/README.md
+++ b/README.md
@@ -135,6 +135,52 @@ https://adventure.land. Die Texte liegen in `docker/attribution/en.js` und
Auch dieser Patch bricht den Build ab, wenn die Upstream-Vorlage nicht mehr
passt.
+`docker/patch-custom-game.js` hakt den Loader für `files/custom/game.js` in
+Backend und Game-Server ein und macht die Lone-Wolf-Raten datengetrieben (siehe
+„Spieldaten anpassen“). Fehlt ein Anker, bricht der Build ebenfalls ab.
+
+## Spieldaten anpassen (`files/custom/game.js`)
+
+Werte bestehender Elemente und neue Elemente lassen sich ohne Quelltextänderung
+über `files/custom/game.js` setzen. Die Datei wird in beide Spielcontainer als
+`/app/custom/game.js` gemountet und beim Start gelesen; Änderungen brauchen nur
+einen Neustart, keinen Rebuild:
+
+```sh
+docker compose restart al-backend al-game
+```
+
+Aufbau (alle Angaben optional):
+
+- `items`, `monsters`, `npcs`, `maps`, `sets`, `craft`, `skills`, `conditions`,
+ `classes`, `levels`, `upgrades`, `compounds`, `multipliers`, `titles`,
+ `tokens`, `dismantle`: Objekte werden tief zusammengeführt, Arrays ersetzt.
+ Neue IDs sind erlaubt, wenn sie eine vorhandene Grafik aus
+ `design/dimensions.js` nutzen (Items und Monster brauchen ein `skin`).
+ Neue Karten gehen nicht: ihre Geometrie liegt in MongoDB (`MP_*`).
+- `drops`: `{ main: [[0.001, "item_id"]] }` hängt Zeilen an die Tabelle an.
+- `gold`: überschreibt `drops.gold`, z. B. `{ base: 0.8 }`.
+- `phrases`: überschreibt Anzeigetexte. `"*"` gilt für alle Sprachen, ein
+ Sprachcode (`de`, `en`, ...) hat Vorrang. Nötig, wenn sich Zahlen in einem
+ Tooltip ändern.
+- `apply(game)`: Funktion für Sonderfälle, läuft nach dem Zusammenführen.
+
+Beim Start loggen beide Container `custom-game: loaded ...`; neue IDs stehen
+als `(new: ...)` dabei. Unbekannte Top-Level-Schlüssel, unbekannte Drop-Tabellen,
+fehlende Items und fehlende Grafiken brechen den Start mit einer klaren Meldung
+ab, statt das Spiel halb gepatcht zu starten.
+
+Enthaltenes Beispiel: Der Buff „Lone Wolf“ gibt 10× XP statt 3×. Die
+Multiplikatoren liest der Game-Server aus der Condition-Definition (Patch in
+`docker/patch-custom-game.js`), der Tooltip-Text kommt aus `phrases`. Die Datei
+ist versioniert (`files/custom/`), `files/db` bleibt von Git ausgenommen.
+
+Grenzen: Alles, was in `design/*.js` als Datum steht, ist überschreibbar.
+Konstanten, die im Code stehen (z. B. andere Encouragement-Raten), brauchen
+weiterhin einen Patch wie den für Lone Wolf. Endet ein Season-Event zur
+Laufzeit, können eventmodifizierte Monsterfelder auf den Stand vor der
+Custom-Datei zurückgesetzt werden; dann den Game-Server neu starten.
+
## Gut zu wissen
- **E-Mail-Verifizierung:** AWS SES ist nicht konfiguriert. Beim Registrieren
diff --git a/docker-compose.yml b/docker-compose.yml
index f0973f6..017ac3a 100644
--- a/docker-compose.yml
+++ b/docker-compose.yml
@@ -33,6 +33,8 @@ x-app: &app
volumes:
# Editable keys/options from the host (replaces the cloned template).
- ./files/config:/app/secretsandconfig:ro
+ # Editable game values and new elements; see files/custom/game.js.
+ - ./files/custom:/app/custom:ro
services:
diff --git a/docker/custom_game.js b/docker/custom_game.js
new file mode 100644
index 0000000..a04b3d0
--- /dev/null
+++ b/docker/custom_game.js
@@ -0,0 +1,185 @@
+"use strict";
+// Local loader for values and new elements from ./custom/game.js.
+//
+// The file is mounted read-only at /app/custom and read whenever the backend or
+// game server starts. It is not part of the image, so edits need only a restart:
+//
+// docker compose restart al-backend al-game
+//
+// The loader is deliberately fail-loud: a malformed custom file aborts startup
+// instead of silently producing a half-patched game. Unknown top-level keys,
+// unknown drop tables, references to missing items and new maps (their geometry
+// lives in MongoDB) are errors. New items/monsters are allowed when they use a
+// skin that already exists in design/dimensions.js.
+
+const fs = require("node:fs");
+const path = require("node:path");
+
+const file = path.resolve(__dirname, "..", "custom", "game.js");
+
+// Sections that are deep-merged into the design globals. Maps are the exception
+// handled below: only existing maps can be changed.
+const sections = [
+ "items",
+ "monsters",
+ "npcs",
+ "maps",
+ "sets",
+ "craft",
+ "skills",
+ "conditions",
+ "classes",
+ "levels",
+ "upgrades",
+ "compounds",
+ "multipliers",
+ "titles",
+ "tokens",
+ "dismantle",
+];
+
+const allowed = new Set([...sections, "drops", "gold", "phrases", "apply"]);
+
+function fail(message) {
+ throw new Error("custom-game: " + message);
+}
+
+function is_plain(value) {
+ return !!value && typeof value === "object" && !Array.isArray(value);
+}
+
+function clone(value) {
+ return structuredClone(value);
+}
+
+function load() {
+ if (!fs.existsSync(file)) return null;
+ const resolved = require.resolve(file);
+ // Re-read on every call: a restart of the game server reloads the mounted file.
+ delete require.cache[resolved];
+ const custom = require(resolved);
+ if (!is_plain(custom)) fail(file + " must export an object");
+ return custom;
+}
+
+function merge(target, source, where) {
+ for (const key of Object.keys(source)) {
+ const value = source[key];
+ if (value === undefined) continue;
+ if (is_plain(value)) {
+ if (!is_plain(target[key])) target[key] = {};
+ merge(target[key], value, where + "." + key);
+ } else if (Array.isArray(value)) {
+ target[key] = clone(value);
+ } else if (typeof value === "function" || typeof value === "symbol" || typeof value === "bigint") {
+ fail(where + "." + key + " must be a plain value");
+ } else {
+ target[key] = value;
+ }
+ }
+}
+
+// A new element may only reuse an existing graphic, never introduce a new one.
+// Monsters are drawn from design/dimensions.js (`dimensions`); items and
+// condition icons are drawn from the sprite atlas (`positions`).
+function check_graphics(section, id, entry, game) {
+ const dimensions = is_plain(game.dimensions) ? game.dimensions : {};
+ const positions = is_plain(game.positions) ? game.positions : {};
+ const exists = (section === "monsters" ? dimensions : positions);
+ if (section === "items") {
+ if (typeof entry.skin !== "string") fail("items." + id + ": new items need a skin (see design/dimensions.js)");
+ if (!exists[entry.skin]) fail("items." + id + ": skin \"" + entry.skin + "\" does not exist in design/dimensions.js");
+ }
+ if (section === "monsters") {
+ const skin = typeof entry.skin === "string" ? entry.skin : id;
+ if (!exists[skin]) fail("monsters." + id + ": skin \"" + skin + "\" does not exist in design/dimensions.js");
+ }
+ if (section === "conditions" && entry.skin !== undefined && !exists[entry.skin]) {
+ fail("conditions." + id + ": skin \"" + entry.skin + "\" does not exist in design/dimensions.js");
+ }
+}
+
+function merge_drops(game, drops) {
+ if (!is_plain(drops)) fail("drops must be an object of map -> rows");
+ for (const map of Object.keys(drops)) {
+ const rows = drops[map];
+ if (!Array.isArray(rows)) fail("drops." + map + " must be an array");
+ if (!Array.isArray(game.drops.maps[map])) fail("drops." + map + ": unknown drop table (see design/drops.js)");
+ for (const row of rows) {
+ if (!Array.isArray(row) || row.length < 2) fail("drops." + map + ": each row is [chance, item]");
+ if (typeof row[0] !== "number" || row[0] < 0) fail("drops." + map + ": chance must be a non-negative number");
+ if (typeof row[1] !== "string") fail("drops." + map + ": item must be a string");
+ if (!is_plain(game.items[row[1]])) fail("drops." + map + ": unknown item \"" + row[1] + "\"");
+ game.drops.maps[map].push(clone(row));
+ }
+ }
+}
+
+function apply(game) {
+ const custom = load();
+ if (!custom) return;
+ if (!is_plain(game)) fail("internal: game data is missing");
+ for (const key of Object.keys(custom)) {
+ if (!allowed.has(key)) fail("unknown top-level key \"" + key + "\"");
+ }
+
+ const created = [];
+ for (const section of sections) {
+ const entries = custom[section];
+ if (entries === undefined) continue;
+ if (!is_plain(entries)) fail(section + " must be an object of id -> values");
+ if (!is_plain(game[section])) fail("internal: " + section + " data is missing");
+ for (const id of Object.keys(entries)) {
+ const patch = entries[id];
+ if (!is_plain(patch)) fail(section + "." + id + " must be an object");
+ if (section === "maps" && !is_plain(game.maps[id])) {
+ fail("maps." + id + ": a new map needs geometry in MongoDB; only existing maps can be changed");
+ }
+ const is_new = !is_plain(game[section][id]);
+ if (is_new) {
+ game[section][id] = {};
+ created.push(section + "." + id);
+ }
+ merge(game[section][id], patch, section + "." + id);
+ if (is_new) check_graphics(section, id, game[section][id], game);
+ }
+ }
+
+ if (custom.drops !== undefined) merge_drops(game, custom.drops);
+
+ if (custom.gold !== undefined) {
+ if (!is_plain(game.drops.gold)) fail("internal: drops.gold data is missing");
+ if (!is_plain(custom.gold)) fail("gold must be an object");
+ merge(game.drops.gold, custom.gold, "gold");
+ }
+
+ if (custom.apply !== undefined) {
+ if (typeof custom.apply !== "function") fail("apply must be a function");
+ custom.apply(game);
+ }
+
+ console.log("custom-game: loaded " + file + (created.length ? " (new: " + created.join(", ") + ")" : ""));
+}
+
+function validate_phrases(where, map) {
+ if (map === undefined) return {};
+ if (!is_plain(map)) fail(where + " must be an object of phrase id -> text");
+ for (const id of Object.keys(map)) {
+ if (typeof map[id] !== "string") fail(where + "." + id + " must be a string");
+ }
+ return map;
+}
+
+// Phrase overrides reach both the server-rendered pages and the browser bundle.
+// "*" applies to every language; a language entry takes precedence. This keeps
+// numbers in a tooltip correct in all languages unless translated per language.
+function phrases(language) {
+ const custom = load();
+ if (!custom || custom.phrases === undefined) return {};
+ if (!is_plain(custom.phrases)) fail("phrases must be an object of language -> phrase map");
+ const all = validate_phrases("phrases.*", custom.phrases["*"]);
+ const own = validate_phrases("phrases." + language, custom.phrases[language]);
+ return Object.assign({}, all, own);
+}
+
+module.exports = { apply: apply, phrases: phrases, file: file };
diff --git a/docker/patch-custom-game.js b/docker/patch-custom-game.js
new file mode 100644
index 0000000..7411f58
--- /dev/null
+++ b/docker/patch-custom-game.js
@@ -0,0 +1,136 @@
+#!/usr/bin/env node
+// Local patch: custom game values and elements from custom/game.js.
+//
+// The loader (docker/custom_game.js) itself needs no source changes, but the
+// game data is built inside eval() scope, so three small hooks are inserted at
+// image build time:
+//
+// 1. main.js and node/server.js call the loader after the seasonal flags are
+// applied, so custom values win over the shipped design and over events.
+// 2. node/logic/encouragement.js reads the Lone Wolf rates from the condition
+// definition instead of hardcoded 3s, so custom/game.js can tune them.
+// 3. languages/index.js merges custom phrase overrides into the catalogs, so
+// tooltips such as the Lone Wolf explanation match tuned numbers.
+//
+// Every edit is idempotent and fails loudly if the upstream anchor is gone, so
+// an upstream update cannot silently drop the hooks.
+
+const fs = require("node:fs");
+const path = require("node:path");
+
+const app = path.resolve(process.argv[2] || "/app");
+
+function fail(message) {
+ console.error("patch-custom-game: " + message);
+ process.exit(1);
+}
+
+function edit(file, marker, from, to, count) {
+ const full = path.join(app, file);
+ const source = fs.readFileSync(full, "utf8");
+ if (source.includes(marker)) {
+ console.log("patch-custom-game: " + file + " already patched");
+ return;
+ }
+ const occurrences = source.split(from).length - 1;
+ if (occurrences !== count) {
+ fail(file + ": expected " + count + " occurrence(s) of the anchor, found " + occurrences);
+ }
+ fs.writeFileSync(full, source.split(from).join(to));
+ console.log("patch-custom-game: patched " + file);
+}
+
+// 1a. Backend: design globals are module-scoped in main.js.
+edit(
+ "main.js",
+ 'require("./docker/custom_game.js").apply',
+ `apply_event_flags({ maps: maps, items: items, monsters: monsters, drops: drops }, active_event_flags);
+
+// docs`,
+ `apply_event_flags({ maps: maps, items: items, monsters: monsters, drops: drops }, active_event_flags);
+
+// Local: values and new elements from the mounted custom/game.js.
+require("./docker/custom_game.js").apply({
+ items: items, monsters: monsters, npcs: npcs, maps: maps, sets: sets, craft: craft,
+ skills: skills, conditions: conditions, classes: classes, levels: levels, upgrades: upgrades,
+ compounds: compounds, multipliers: multipliers, titles: titles, tokens: tokens, dismantle: dismantle,
+ drops: drops, dimensions: dimensions, positions: positions,
+});
+
+// docs`,
+ 1,
+);
+
+// 1b. Game server: the same globals are local to init_game() and reload_server().
+edit(
+ "node/server.js",
+ 'require("../docker/custom_game.js").apply',
+ `\t\tvar season_data = { maps: maps, items: items, monsters: monsters, drops: drops };
+\t\tapply_event_flags(season_data, active_event_flags);
+\t\tseason_controls = { restore: season_data.event_restore || {}, end: end_event_flag };`,
+ `\t\tvar season_data = { maps: maps, items: items, monsters: monsters, drops: drops };
+\t\tapply_event_flags(season_data, active_event_flags);
+\t\t// Local: values and new elements from the mounted custom/game.js.
+\t\trequire("../docker/custom_game.js").apply({
+\t\t\titems: items, monsters: monsters, npcs: npcs, maps: maps, sets: sets, craft: craft,
+\t\t\tskills: skills, conditions: conditions, classes: classes, levels: levels, upgrades: upgrades,
+\t\t\tcompounds: compounds, multipliers: multipliers, titles: titles, tokens: tokens, dismantle: dismantle,
+\t\t\tdrops: drops, dimensions: dimensions, positions: positions,
+\t\t});
+\t\tseason_controls = { restore: season_data.event_restore || {}, end: end_event_flag };`,
+ 2,
+);
+
+// 2. Lone Wolf rates become data-driven; the defaults keep upstream behaviour.
+edit(
+ "node/logic/encouragement.js",
+ "lonewolf_definition",
+ `\t\t} else if (!blocked && name === "encouragement_lonewolf" && lonewolf) {
+\t\t\tcondition = { gold_multiplier: 3, xp_multiplier: 3, luck_multiplier: 3 };`,
+ `\t\t} else if (!blocked && name === "encouragement_lonewolf" && lonewolf) {
+\t\t\t// Local: read the rates from design/conditions.js so custom/game.js can tune them.
+\t\t\tvar lonewolf_definition = (G.conditions && G.conditions[name]) || {};
+\t\t\tcondition = {
+\t\t\t\tgold_multiplier: lonewolf_definition.gold_multiplier === undefined ? 3 : lonewolf_definition.gold_multiplier,
+\t\t\t\txp_multiplier: lonewolf_definition.xp_multiplier === undefined ? 3 : lonewolf_definition.xp_multiplier,
+\t\t\t\tluck_multiplier: lonewolf_definition.luck_multiplier === undefined ? 3 : lonewolf_definition.luck_multiplier,
+\t\t\t};`,
+ 1,
+);
+
+// 3a. Phrase lookup helper, next to the catalog loader.
+edit(
+ "languages/index.js",
+ "function custom_phrases(language)",
+ `function create_catalog_loader(directory, domains) {`,
+ `// Local: phrase overrides from the mounted custom/game.js.
+function custom_phrases(language) {
+ try {
+ return require("../docker/custom_game.js").phrases(language);
+ } catch (e) {
+ if (e && e.code === "MODULE_NOT_FOUND") return {};
+ throw e;
+ }
+}
+
+function create_catalog_loader(directory, domains) {`,
+ 1,
+);
+
+// 3b. Apply the overrides after each language's files have been read.
+edit(
+ "languages/index.js",
+ "var custom = custom_phrases(language);",
+ `\t\t}
+\t\treturn result;
+\t}
+\treturn function catalog(language) {`,
+ `\t\t}
+\t\t// Local: custom names and explanations win over the shipped text.
+\t\tvar custom = custom_phrases(language);
+\t\tfor (var custom_id of Object.keys(custom)) result[custom_id] = custom[custom_id];
+\t\treturn result;
+\t}
+\treturn function catalog(language) {`,
+ 1,
+);
diff --git a/files/custom/game.js b/files/custom/game.js
new file mode 100644
index 0000000..3199877
--- /dev/null
+++ b/files/custom/game.js
@@ -0,0 +1,77 @@
+// Eigene Spieldaten für diese Instanz.
+//
+// Die Datei liegt auf dem Host unter files/custom/game.js und wird in die
+// Container als /app/custom/game.js gemountet. Sie ist kein Teil des Images:
+// Änderungen brauchen nur einen Neustart, keinen Rebuild.
+//
+// docker compose restart al-backend al-game
+//
+// Regeln:
+// - Objekte werden tief zusammengeführt; Arrays ersetzen den bisherigen Wert.
+// - Neue IDs sind erlaubt (Items, Monster, NPCs, Conditions, ...), solange
+// sie eine vorhandene Grafik aus design/dimensions.js verwenden.
+// - Neue Karten sind nicht möglich: ihre Geometrie liegt in MongoDB.
+// - `drops` wird an die vorhandene Tabelle angehängt.
+// - `phrases` überschreibt Anzeigetexte. "*" gilt für alle Sprachen,
+// ein Sprachcode (de, en, ...) hat Vorrang. Das ist nötig, wenn sich
+// Zahlen in einem Tooltip ändern.
+// - `apply(game)` ist ein Notausgang für alles, was sich nicht als Daten
+// ausdrücken lässt; `game` enthält die Design-Objekte und `drops`.
+//
+// Aktuelles Beispiel: "Lone Wolf" gibt 10× XP statt 3×.
+// Der Game-Server liest die Multiplikatoren aus der Condition-Definition
+// (siehe docker/patch-custom-game.js); der Tooltip-Text kommt aus `phrases`.
+module.exports = {
+ conditions: {
+ encouragement_lonewolf: {
+ gold_multiplier: 3,
+ xp_multiplier: 10,
+ luck_multiplier: 3,
+ // Fallback für Stellen, die die Rohdaten ohne Phrase anzeigen.
+ explanation:
+ "3× Gold, 10× XP and 3× Luck while you run one non-merchant character. Merchants may stay online. Extra rewards follow your contribution.",
+ },
+ },
+ phrases: {
+ "*": {
+ "condition.encouragement_lonewolf.explanation":
+ "3× Gold, 10× XP and 3× Luck while you run one non-merchant character. Merchants may stay online. Extra rewards follow your contribution.",
+ },
+ de: {
+ "condition.encouragement_lonewolf.explanation":
+ "3× Gold, 10× XP und 3× Glück, solange du nur einen Nicht-Händler-Charakter spielst. Händler dürfen online bleiben. Zusätzliche Belohnungen richten sich nach deinem Beitrag.",
+ },
+ },
+
+ // Weitere Beispiele – einkommentieren und anpassen:
+ //
+ // items: {
+ // "training_sword": {
+ // type: "weapon",
+ // wtype: "short_sword",
+ // skin: "sword", // muss in design/dimensions.js existieren
+ // name: "Training Sword",
+ // g: 10,
+ // },
+ // },
+ //
+ // monsters: {
+ // "training_goo": {
+ // skin: "goo",
+ // name: "Training Goo",
+ // speed: 6, charge: 12, hp: 100, xp: 100, attack: 5,
+ // damage_type: "physical", respawn: 1, gold: 20, range: 15,
+ // frequency: 0.4, aggro: 0, aa: 1,
+ // // Zusätzlich muss das Monster in einer Karte auftauchen, z. B.:
+ // // maps: { main: { monsters: [{ type: "training_goo", position: [0, 0], radius: 100, count: 1 }] } },
+ // },
+ // },
+ //
+ // drops: {
+ // main: [[0.001, "training_sword"]], // [Chance, Item-ID], wird angehängt
+ // },
+ //
+ // gold: {
+ // base: 0.8, // Standard 0.64
+ // },
+};