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gsi.js
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213 lines (186 loc) · 4.48 KB
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const http = require("http")
const config = require("./loadconfig")()
const remotenades = require("./remotenades.js")
const host = "localhost"
let oldPhase = false
let infernosOnMap = [] //initial molotov status
let server = http.createServer((req, res) => {
if (req.method != "POST") {
res.writeHead(405)
return res.end("Only POST requests are allowed")
}
let body = ""
req.on("data", data => {
body += data
})
req.on("end", () => {
res.end("")
let game = JSON.parse(body)
if (game.provider) {
let connObject = {
status: "up"
}
if (game.player) {
if (game.player.activity != "playing") {
connObject.player = game.player.name
}
}
process.send({
type: "connection",
data: connObject
})
}
if (game.map) {
process.send({
type: "map",
data: game.map.name
})
if (config.nadeCollection) {
remotenades.setMap(game.map.name)
}
}
if (game.allplayers) {
let playerArr = []
for (let id in game.allplayers) {
if (!Number.isInteger(game.allplayers[id].observer_slot)) continue
let player = game.allplayers[id]
let pos = player.position.split(", ")
let angle = 0
let hasBomb = false
let bombActive = false
let isActive = false
let rawAngle = player.forward.split(", ")
if (parseFloat(rawAngle[0]) > 0) {
angle = 90 + parseFloat(rawAngle[1]) * -1 * 90
}
else {
angle = 270 + parseFloat(rawAngle[1]) * 90
}
if (game.player) {
if (game.player.observer_slot == player.observer_slot) {
isActive = true
}
}
for (let t in player.weapons) {
if (player.weapons[t].name == "weapon_c4") {
hasBomb = true
bombActive = player.weapons[t].state == "active"
}
}
playerArr.push({
id: id,
num: player.observer_slot,
team: player.team,
alive: player.state.health > 0,
active: isActive,
bomb: hasBomb,
bombActive: bombActive,
angle: angle,
position: {
x: parseFloat(pos[0]),
y: parseFloat(pos[1]),
z: parseFloat(pos[2])
}
})
}
process.send({
type: "players",
data: {
players: playerArr
}
})
}
if (game.grenades) {
let smokes = []
let nades = []
let infernos = []
for (let nadeID in game.grenades) {
let nade = game.grenades[nadeID]
if (nade.type == "smoke" && nade.velocity == "0.00, 0.00, 0.00") {
let pos = nade.position.split(", ")
smokes.push({
id: nadeID,
time: nade.effecttime,
position: {
x: parseFloat(pos[0]),
y: parseFloat(pos[1]),
z: parseFloat(pos[2])
}
})
}
if (nade.type == "inferno") {
if (!!nade.flames) {
let flamesPos = []
let flamesNum = Object.values(nade.flames).length
for (var i = 0; i < flamesNum; i++) {
flamesPos.push({
x: parseFloat(Object.values(nade.flames)[i].split(", ")[0]),
y: parseFloat(Object.values(nade.flames)[i].split(", ")[1]),
z: parseFloat(Object.values(nade.flames)[i].split(", ")[2]),
})
}
infernos.push({
id: nadeID,
flamesNum: flamesNum,
flamesPosition: flamesPos
})
if (infernosOnMap.indexOf(nadeID) == -1 ) {infernosOnMap.push(nadeID)}
}
else{
}
}
}
for (let infernoOnMap of infernosOnMap) {
if (!game.grenades[infernoOnMap]) {
process.send({
type: "infernoRemove",
data: infernoOnMap
})
}// check if molotov exist in game
}
process.send({
type: "smokes",
data: smokes
})
process.send({
type: "infernos",
data: infernos
})
if (config.nadeCollection) {
remotenades.event(game.grenades)
}
}
if (game.round) {
process.send({
type: "round",
data: game.round.phase
})
if (oldPhase == "over" && game.round.phase == "freezetime") {
infernosOnMap = [] //clear molotov status every round
}
if (oldPhase != game.round.phase && config.nadeCollection) {
if (oldPhase == "over" && game.round.phase == "freezetime") {
remotenades.send()
}
oldPhase = game.round.phase
}
}
if (game.bomb) {
let pos = game.bomb.position.split(", ")
process.send({
type: "bomb",
data: {
state: game.bomb.state,
player: game.bomb.player,
position: {
x: parseFloat(pos[0]),
y: parseFloat(pos[1]),
z: parseFloat(pos[2])
}
}
})
}
})
})
server.listen(config.game.networkPort, host)
console.info(`GSI input expected at http://${host}:${config.game.networkPort}`)