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five-on-it / apps/server/src/level-source / resolveGame

Function: resolveGame() ​

resolveGame(spec, level): object

Defined in: apps/server/src/level-source.ts:62

The game a server runs on its level: the file spec points at (FOI_GAME), else the level's bundled game, else none (free roam). Throws when the file cannot be read, is not a game, is for another level, or fails a check; returns the warnings to log, and the game as authored (source, in this release's format with no default filled in: a run's mission hash is taken over it).

Parameters ​

spec ​

string | undefined

level ​

Level

Returns ​

object

game ​

game: { blurb?: string; id: string; level: string; missions: object[]; paths: Record<string, { gates: string[]; laps: number; } | { loop: boolean; patrol: string[]; }>; places: Record<string, { name?: string; role?: "players" | "police" | "traffic" | "guards" | "hospital"; tags?: string[]; x: number; y?: number; yaw?: number; z: number; }>; rules: { clock?: { pace: number; start: string; }; dropMissionItems: boolean; fallDamage: boolean; garages?: { respray?: number; store?: number; }; ghostSeconds: number; loadout?: object[]; maxPlayers: number; partyRewards: "split" | "shared"; phone: boolean; playerDamage: "on" | "off" | "rivals"; police: boolean; prices?: Record<string, number>; respawn: "hospital" | "mission"; safeZones: string[]; traffic: number; vehicleFire: boolean; weather?: { changes: boolean; climate?: "none" | "temperate" | "meadow" | "forest" | "alpine" | "farmland" | "steppe" | "desert" | "autumn" | "coast"; intensity: number; start?: "clear" | "overcast" | "rain" | "storm" | "fog" | "snow"; }; }; schemaVersion?: number; title: string; zones: Record<string, { kind?: "pickup" | "spawn" | "restricted" | "race_gate" | "safe" | "checkpoint" | "dropoff"; place: string; radius: number; raises?: "alert" | "heat"; role?: "players" | "police" | "traffic" | "guards" | "hospital"; }>; } | undefined

Union Members ​

Type Literal ​

{ blurb?: string; id: string; level: string; missions: object[]; paths: Record<string, { gates: string[]; laps: number; } | { loop: boolean; patrol: string[]; }>; places: Record<string, { name?: string; role?: "players" | "police" | "traffic" | "guards" | "hospital"; tags?: string[]; x: number; y?: number; yaw?: number; z: number; }>; rules: { clock?: { pace: number; start: string; }; dropMissionItems: boolean; fallDamage: boolean; garages?: { respray?: number; store?: number; }; ghostSeconds: number; loadout?: object[]; maxPlayers: number; partyRewards: "split" | "shared"; phone: boolean; playerDamage: "on" | "off" | "rivals"; police: boolean; prices?: Record<string, number>; respawn: "hospital" | "mission"; safeZones: string[]; traffic: number; vehicleFire: boolean; weather?: { changes: boolean; climate?: "none" | "temperate" | "meadow" | "forest" | "alpine" | "farmland" | "steppe" | "desert" | "autumn" | "coast"; intensity: number; start?: "clear" | "overcast" | "rain" | "storm" | "fog" | "snow"; }; }; schemaVersion?: number; title: string; zones: Record<string, { kind?: "pickup" | "spawn" | "restricted" | "race_gate" | "safe" | "checkpoint" | "dropoff"; place: string; radius: number; raises?: "alert" | "heat"; role?: "players" | "police" | "traffic" | "guards" | "hospital"; }>; }

blurb? ​

optional blurb?: string

id ​

id: string

level ​

level: string

missions ​

missions: object[]

paths ​

paths: Record<string, { gates: string[]; laps: number; } | { loop: boolean; patrol: string[]; }>

places ​

places: Record<string, { name?: string; role?: "players" | "police" | "traffic" | "guards" | "hospital"; tags?: string[]; x: number; y?: number; yaw?: number; z: number; }>

rules ​

rules: object

rules.clock? ​

optional clock?: object

The room clock (GAME_DESIGN §5.7): the time the room starts at and its pace, game minutes per real second (1 is an hour a minute, a day in 24 minutes; 0 stops it; up to 60 for a day in 24 seconds).

rules.clock.pace ​

pace: number

rules.clock.start ​

start: string

rules.dropMissionItems ​

dropMissionItems: boolean

Whether a character that dies drops the items a mission defined that it carried, where it fell (GAME_DESIGN §7.4).

rules.fallDamage ​

fallDamage: boolean

Whether a long fall hurts (from about 4 m) and a very long one kills (from about 12 m).

rules.garages? ​

optional garages?: object

What every garage of the level charges ($), over the level's own prices (GAME_DESIGN §5.5).

rules.garages.respray? ​

optional respray?: number

rules.garages.store? ​

optional store?: number

rules.ghostSeconds ​

ghostSeconds: number

Seconds a player is a ghost after coming back (passing through cars and people, taking no harm).

rules.loadout? ​

optional loadout?: object[]

What every player starts with (GAME_DESIGN §7.4): stacks of items by id (weapons and their ammunition are items), each in the slot of the strip it names (1 to 16; the number keys select the first nine, and the slot a key selects is the weapon held) or the first free one. Absent: free roam's arsenal, the fists' slot 1 left empty, the pistol, shotgun, rifle, rocket launcher, grenades and tranquilizer on 2 to 7 and the guns' ammunition from 9 on; an empty list: nothing but the phone.

rules.maxPlayers ​

maxPlayers: number

How many players a room of this game takes.

rules.partyRewards ​

partyRewards: "split" | "shared"

How a party's mission reward is paid: each member the whole of it (shared), or the reward divided among them (split).

rules.phone ​

phone: boolean

Whether every character starts with a phone (GAME_DESIGN §7.5); a mission may give one.

rules.playerDamage ​

playerDamage: "on" | "off" | "rivals"

Whether players hurt each other: never, only rivals (players outside one's party), or always.

rules.police ​

police: boolean

Whether the room has police: crimes raise a Wanted level and police cars come (GAME_DESIGN §12).

rules.prices? ​

optional prices?: Record<string, number>

What the shops charge ($), by item id, over the items' own prices (GAME_DESIGN §14).

rules.respawn ​

respawn: "hospital" | "mission"

Where a player who went down comes back: the nearest spawn point (hospital), or where their mission started (mission).

rules.safeZones ​

safeZones: string[]

The game's zones where players cannot hurt each other and no car is carjacked.

rules.traffic ​

traffic: number

Ambient cars driving the level's roads around the players: none unless the game asks (at most 64).

rules.vehicleFire ​

vehicleFire: boolean

Whether a car brought low catches fire, burns and blows up, its blast lighting the cars beside it.

rules.weather? ​

optional weather?: object

The room's weather (GAME_DESIGN §5.7): its climate (the level's by default: a region's biome, temperate for a town; none is always clear), the weather it opens with (start, at an intensity), and whether it changes on its own from there (a front every half an hour, by the climate's odds) or holds. Missions change it (setWeather).

rules.weather.changes ​

changes: boolean

rules.weather.climate? ​

optional climate?: "none" | "temperate" | "meadow" | "forest" | "alpine" | "farmland" | "steppe" | "desert" | "autumn" | "coast"

rules.weather.intensity ​

intensity: number

rules.weather.start? ​

optional start?: "clear" | "overcast" | "rain" | "storm" | "fog" | "snow"

schemaVersion? ​

optional schemaVersion?: number

The document's format (migrate.ts): 1 when absent; a newer one is migrated away before this reads it.

title ​

title: string

zones ​

zones: Record<string, { kind?: "pickup" | "spawn" | "restricted" | "race_gate" | "safe" | "checkpoint" | "dropoff"; place: string; radius: number; raises?: "alert" | "heat"; role?: "players" | "police" | "traffic" | "guards" | "hospital"; }>


undefined

source? ​

optional source?: unknown

warnings ​

warnings: string[]