Trialing card build from DB

develop
Nathan Steel 1 year ago
parent 041dba6614
commit 3a0dfa82e7

@ -170,9 +170,107 @@ function dbResultToCards(result){
return cards;
}
// Testing, and trialing rewrites
function dbGetDecks(){
const dPromise = new Promise((resolve, reject) => {
let cards = [];
let sql = `SELECT
deckId
,playerId
,deckName
FROM deck
LIMIT 10
`; // TODO: Remove limit when happy/this accepts params
con.query(sql, function (err, result, fields) {
if (err) { throw err; reject(new Error(err)); }
resolve(result);
});
});
return dPromise;
}
function dbGetDeckList(){
const dPromise = new Promise((resolve, reject) => {
let cards = [];
let sql = `SELECT
cardId
,cardCount
FROM deck_cards
`;
con.query(sql, function (err, result, fields) {
if (err) { throw err; reject(new Error(err)); }
resolve(result);
});
});
return dPromise;
}
function dbGetCards(){
// Start with basic stuff in card table
const dPromise = new Promise((resolve, reject) => {
let sql = `SELECT
id
,cardName
,cardCost
,cardType
,cardAttack
,cardRarity
FROM card
LIMIT 2
`;
con.query(sql, function (err, result, fields) {
if (err) { throw err; reject(new Error(err)); }
resolve(result);
});
});
return dPromise;
}
function dbGetCardClasses(){
// Get the classes assoc. on each card
const dPromise = new Promise((resolve, reject) => {
let sql = `SELECT
cardId
,classId
FROM card_class
`;
con.query(sql, function (err, result, fields) {
if (err) { throw err; reject(new Error(err)); }
resolve(result);
});
});
return dPromise;
}
function dbGetCardColourRequirement(){
// Get the classes assoc. on each card
const dPromise = new Promise((resolve, reject) => {
let sql = `SELECT
cardId
,colourId
,cost
FROM card_colour_requirement
`;
con.query(sql, function (err, result, fields) {
if (err) { throw err; reject(new Error(err)); }
resolve(result);
});
});
return dPromise;
}
module.exports = {
connect, disconnect
, getCards
, getCardById
, getCardsFromDeck
// Testing, and trailing
, dbGetDecks
, dbGetDeckList
, dbGetCards
, dbGetCardClasses
, dbGetCardColourRequirement
};

@ -1,3 +1,4 @@
const express = require('express');
const database = require('./database');
const app = express();
@ -5,6 +6,11 @@ const http = require('http').Server(app);
const port = process.env.PORT || 3000;
const io = require('socket.io')(http);
// util is what nodejs uses for console.log, but has a depth of 2 set
// so console.logs show [Array]/[Object] instead of useful info.
// This can be overridden console.log(util.inspect(LOGDATA, true, 4, true))
// 4 being new depth, true (last one) is to show colours
const util = require('util')
app.use(express.static(__dirname + '/public'));
@ -33,13 +39,151 @@ for (let roomId = 1; roomId <= numRoomsToPreGen; roomId++) {
createRoom(roomId);
}
// For testing DB/makeshift ORM/building my objects
// Maybe if this works, put it into a deck and card module
// Doing similar to I have to other stuff, that will need to be
// migrated serverside anyways.
let item = [];
let deckItem = {};
let deckList = {};
let cardItem = {};
// cardClass, cardColourRequirement
// may want to be seperate too (as well as in cardItem), so that
// during match they can be altered by effects while keeping the OG card
// for inspecting (and compare against new stats,reqs,etc.)
// same with attack, cost, etc. things that will can be visually shown as
// changed in game
// Just grabbing everything from DB for now, as it's quite small at current
// then will rejig when needed.
// Should all cards, effects, classes etc. be loaded in on server start
// then just load decks and decklists when needed?
function getDecks(deckId, playerId){
// Await promise, once it's done get the data, if errors send err
database.dbGetDecks().then(data => {
data.forEach((deck) => {
let itemId = item.length;
item.push(itemId); // Add the next available item
// Add the deck info to deckItem
deckItem[itemId] = {
'deckId': deck.deckId,
'playerId': deck.playerId,
'deckName': deck.deckName,
};
});
//console.log(item);
//console.log(deckItem);
})
.catch(err => { throw err; })
}
getDecks();
function getDeckList(){
database.dbGetDeckList().then(data => {
data.forEach((listItem) => {
let itemId = item.length;
item.push(itemId); // Add the next available item
// Add the deck info to deckItem
deckList[itemId] = {
'cardId': listItem.cardId,
'cardCount': listItem.cardCount,
};
});
//console.log(item);
//console.log(deckList);
})
.catch(err => { throw err; })
}
getDeckList();
function getCards(){
console.log
database.dbGetCards().then(data => {
data.forEach((card) => {
let itemId = item.length;
item.push(itemId); // Add the next available item
// Add the deck info to deckItem
cardItem[itemId] = {
'cardId': card.id,
'cardName': card.cardName,
'cardCost': card.cardCost,
'cardType': card.cardType,
'cardAttack': card.cardAttack,
'cardRarity': card.cardRarity,
'cardClass': [],
'cardColourRequirement': [],
};
});
//console.log(item);
//console.log(cardItem);
})
.catch(err => { throw err; })
}
getCards();
function getCardClasses(){
database.dbGetCardClasses().then(data => {
data.forEach((cardClass) => {
// Loop existing cardItems, compare cardId
// If there's a match add cardClass to the card?
for(let i = 0; i < item.length; i++){
// If the item has a cardItem
if(i in cardItem){
// And the cardId matches the linked table
if(cardItem[i].cardId == cardClass.cardId){
cardItem[i].cardClass.push(cardClass.classId);
}
}
}
});
//console.log(item);
//console.log(cardItem);
})
.catch(err => { throw err; })
}
getCardClasses();
function getCardColourRequirement(){
database.dbGetCardColourRequirement().then(data => {
data.forEach((cardColourReq) => {
// Loop existing cardItems, compare cardId
// If there's a match add cardClass to the card?
for(let i = 0; i < item.length; i++){
// If the item has a cardItem (needed to add reqs.)
if(i in cardItem){
// And the cardId matches the linked table
if(cardItem[i].cardId == cardColourReq.cardId){
cardItem[i].cardColourRequirement.push([cardColourReq.colourId, cardColourReq.cost]);
}
}
}
});
//console.log(item);
console.log(util.inspect(cardItem, true, 4, true));
//console.log(cardItem);
})
.catch(err => { throw err; })
}
getCardColourRequirement();
// Then effects which will have effects with parent triggers, and unit type checks
// colour checks, all sorts. So will be more difficult. Basic (flight, etc)
// shouldn't be too bad
// something like effect_basic, card_effect, effect_trigger, effect_requirement, effect_option
// effect_stage, effect_advanced, with advanced being an id with x triggers, triggers have
// x req, advanced as with x options, x stages to be able to fine-tune fancy stuff
// combining all other effects, units, cards, colours, etc. Will be a lot of though,
// but better than hard coding anything more than basic effects and effect check logic
// TODO: effect (as above)
// End For testing
function onConnection(socket){
console.log('+ User connected');
console.log('');
socket.on('requestGetCards', function() {
requestGetCards(socket);
socket.on('requestGetCards', function(deckId, playerId) {
requestGetCards(socket, deckId, playerId);
});
socket.on('requestRooms', function(filter) {
@ -204,12 +348,15 @@ function requestJoinRoom(socket, playerName, roomId){
// Change to Decks, or 'getPlayerDecks' for the game
// Could also be a specific deck if player clicks into one? Although maybe when entering
// decks they get all their decks (maybe just id actually) then load from there?
function requestGetCards(socket){
function requestGetCards(socket, deckId, playerId){
console.log(deckId);
console.log(playerId);
let response = {'success':false, 'message':'Nothing happened'};
response.success = true;
// Await promise, once it's done get the data, if errors send err
database.getCardsFromDeck(1,1).then(data => {
database.getCardsFromDeck(deckId, playerId).then(data => {
console.log(data);
response.message = data;
io.to(socket.id).emit('responseGetCards', response);
})

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