Effect changes

develop
Nathan Steel 1 year ago
parent 6a6c9ffb83
commit 5f89925a92

@ -651,6 +651,34 @@ class Board{
}
}
playRecruitedCard(player, fromPositionInHand){
// Check there's space on the board/mana zone/shield/etc
if(!this.hasSpaceInBoardElement('board', player)){
alert('No space on board');
return false;
}
// Summon card to board from...
this.summonCard(player, fromPositionInHand, 'hand', player);
// TODO: Check triggers for 'when X recruits' and add to queue
this.drawBoard();
}
summonCard(fromPlayer, positionFrom, fromElement, toPlayer){
// Summon card to board from...
this.addFromBoardElement(fromPlayer, positionFrom, fromElement, 'board', null, toPlayer);
// TODO: Check triggers on 'when X summons'/'when a X is summoned' and add to queue
this.drawBoard();
}
// Currently only functionality in hand
playCardToBoard(positionFrom, fromElement, toElement, fromPlayer, toPlayer = null, cardsToPlay = 1){
@ -691,8 +719,7 @@ class Board{
}
}
// Move from player0, position 0 (top) of deck, to hand, to pos(null/auto) for toPlayer
this.addFromBoardElement(fromPlayer, positionFrom, fromElement, toElement, null, toPlayer);
this.summonCard(fromPlayer, positionFrom, fromElement, toPlayer);
}
this.drawBoard();

@ -165,7 +165,9 @@ function debugEffectCanTrigger(){
if(doEffectTriggers(ecTriggerTargetId, ecTriggerIndex, true) != true){
console.log('Effect cannot be triggered');
doEffect(ecTriggerTargetId, ecTriggerIndex, 1);
queueEffect(ecTriggerTargetId, ecTriggerIndex);
//doNextInQueue();
loopTriggerQueue();
return false;
}
@ -175,8 +177,8 @@ function debugEffectCanTrigger(){
// Do everything needed in triggers
doEffectTriggers(ecTriggerTargetId, ecTriggerIndex);
// Then do the actual effects
doEffect(ecTriggerTargetId, ecTriggerIndex); // also step = 1,2,3
// Then queue the effects to happen (queued so they can be chained/countered)
queueEffect(ecTriggerTargetId, ecTriggerIndex);
}
}

@ -1,9 +1,22 @@
// Theorising, if this is what's wanted then will need doing for everything
// not just in effects. eg. 'attack', 'effect1p1', 'flip', yadda yadda
let triggerQueue = [];
let triggerId = 1; // So any other effects, etc. queued for a destroyed card can be removed at once
let triggerDone = []; // The triggers that have completed
let triggerQueueTargets = []; // Whatever was targetted by the effect, etc. in triggerQueue (for ref by effectStep, etc)
// Passive effects (just does stuff)
let flight = {};
let reach = {};
let equipped = {}; // Entity x has [a,b,c] equipped to it
// Events (when these occur check if this is part of an effect trigger)
// startOfGame, startOfTurn, endOfTurn
// cardSummoned, cardRecruited, effectTriggered
// etc.
// Trigger types
const triggerTypes = {
'tap': 1,
@ -283,7 +296,7 @@ function getEffect(itemKey, effectIndex){
}
// Get all the targets for effect step, so they can be targgeted
// by the effect/selected by the player
function getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement, playerId){
function getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement, playerId, effectTriggerId = null){
// Get Effect
let effect = getEffect(itemKey, effectIndex);
@ -303,24 +316,71 @@ function getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement
// TODO: Not 100% sure how to keep track. May need a var for each item in previous steps
// or previous chains so they can be accessed, and used
// If itemFromStep, return the itemKeys of the items selected from a previous step
/*
if(target['itemFromStep'] == null){
// So something from step 1 needs to be selected by this.
console.log('HELLOO');
console.log(step['target']);
// TODO: If target is 'itemFromStep', then get whatever item(s) were selected in
// said step, and add them to the thing
// TODO TODO
// If the target requirement is something from a previous step
// Check if target criteria is something from another step
let isFromStep = false;
step['target'].forEach((target) => {
if(target['itemFromStep'] != null){
console.log(target['itemFromStep']);
console.log(effectTriggerId);
//console.log(triggerQueue);
//console.log(triggerDone);
// Loop all triggers that have been done (completed)
triggerDone.forEach((oldTrigger) => {
// If not same triggerId, or the effectStep is not that of itemFromStep
if(oldTrigger['triggerId'] != effectTriggerId || target['itemFromStep'] != oldTrigger['effectStep']){
return isFromStep = false;
}
console.log(oldTrigger);
return isFromStep = oldTrigger['targets'];
});
}
});
// If above returns a step, need to get the target(s) from that prior step to use a targets now
if(isFromStep){
console.log(isFromStep);
console.log('AAAAAAAAAAAAAAAAAAAAAA');
}
*/
let items = [];
// If from a previous step, loop those
if(isFromStep !== null && isFromStep !== undefined && isFromStep !== false){ items = isFromStep; }
// If not, get all the related doodads
else{
items = board.getItems(fromBoardElement, playerId, null, null);
}
// Loop the boardlements and compare the colours, classes, etc. to match effect target criteria
// boardElement, playerId, cardStatus, listPosition
let items = board.getItems(fromBoardElement, playerId, null, null); // TODO: maybe 'from top of deck, or if tapped'
for(let item = 0; item < items.length; item++){
// TODO: MAYBE ADD THE COLOUR/PASSIVE CHECKS to the getItems itself
let itemKey = items[item];
console.log(cardColours[itemKey]);
//console.log(cardColours[itemKey]);
// If the item from getItems meets the criterias of target DB
step['target'].forEach((target) => {
//console.log(target);
//console.log(triggerDone);
// Check the class the same for target, and item
// If targetDB has null this means 'any' so is always correct
// Check Class (TODO: mixed classes, colours, etc ie select 1 red+blue card)
@ -370,11 +430,102 @@ function getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement
}
function addTargettedCardsToQueueEvent(queueTriggerId, triggerStep, targets){
console.log('ADD TARGETTED TO QUEUED TRIGGER');
console.log(queueTriggerId);
console.log(triggerStep);
console.log(targets);
//console.log(triggerQueue[queueTriggerId]);
//console.log(targets);
console.log(triggerQueue);
triggerQueue.forEach((queued) => {
console.log(queued);
if(
queued.triggerId == queueTriggerId
&&
queued.effectStep == triggerStep
){
console.log('THIS SHOULD HAVE TARGETS ADDED');
queued['targets'] = targets;
}
});
console.log(triggerQueue);
}
function queueEffect(itemKey, effectIndex){
let effect = getEffect(itemKey, effectIndex);
if(effect == false){ return false; }
// TODO: Sort steps by stepOrder incase wrong in DB, etc.
for (const [stepKey, step] of Object.entries(effect['step'])) {
triggerQueue.push(
// event, item, effectId, target, triggerId (commented atop)
{
'event': 'effect' // Which event. attack, destroy, effect, etc.
,'item': itemKey // Which card is doing event
,'effectIndex': effectIndex // Which effect (if effect)
,'effectStep': stepKey // Which effect (if effect)
,'target': null // ?
,'triggerId': triggerId
,'targets': null // ?
}
);
}
// Increment triggerId
triggerId++;
console.log(triggerQueue);
}
function doNextInQueue(){
if(triggerQueue.length <= 0){
console.log('Nothing in queue, doing next phase/event/whatever');
}
// If effect, trigger it (should already have paid the trigger costs)
switch(triggerQueue[0].event){
case 'effect':
// Do the effect
doEffect(triggerQueue[0].item, triggerQueue[0].effectIndex, triggerQueue[0].effectStep, triggerQueue[0].triggerId);
break;
default:
alert('Error in doNextInQueue');
return 0;
break;
}
// Add to completed triggers
triggerDone.push(triggerQueue[0]);
// And remove from the triggerQueue (first index)
triggerQueue.shift();
}
function loopTriggerQueue(){
while(triggerQueue.length > 0){
doNextInQueue();
}
}
// Recusively call doEffect until each is done?
// Once recruit (play from hand) is triggered, need to allow user to select
// then when done move to next step
function doEffect(itemKey, effectIndex, effectStep = 1){
function doEffect(itemKey, effectIndex, effectStep, effectTriggerId){
console.log('doEffect');
let effect = getEffect(itemKey, effectIndex);
if(effect == false){ return false; }
@ -387,34 +538,97 @@ function doEffect(itemKey, effectIndex, effectStep = 1){
// For each step, activate the correct effect type on
// the correct targets.
// Get targets TODO: Use this instead of each case having it
//let targets = getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement, playerId, effectTriggerId);
switch (step['basicEffectId']){
// Recruit
case 4:
recruitCard(itemKey, effectIndex, effectStep, step['amount']);
recruitCard(itemKey, effectIndex, effectStep, step['amount'], effectTriggerId);
break;
// Give Flight
case 5:
console.log('GIVE FLIGHT');
givePassive(itemKey, effectIndex, effectStep, step['amount'], effectTriggerId, 'flight');
break;
}
// Add the selected targets to the queuedItem so it can be referred to in future
// Now do the next step, if there's another in the effect
// Commented out while testing triggerQueue
/*
if(effect['step'][effectStep++] !== undefined){
doEffect(itemKey, effectIndex, effectStep++);
}
*/
}
function recruitCard(itemKey, effectIndex, effectStep, targetAmount){
function givePassive(itemKey, effectIndex, effectStep, targetAmount, effectTriggerId, passive){
console.log('GIVE PASSIVE: '+passive);
let effect = getEffect(itemKey, effectIndex);
if(effect == false){ return false; }
// Get the step
let step = effect['step'][effectStep];
if(step == undefined){ return false; }
console.log(step);
//return false;
// TODO: null, 0 are boardElement/playerId (for now) need to redo, rethink
console.log('HELP ME');
let targets = getEffectStepTargets(itemKey, effectIndex, effectStep, null, 0, effectTriggerId);
console.log(targets);
if(targetAmount > 0 && targets.length > 0){
// TODO: better, and if just one thing omit, and do automatically
let selectedTarget = prompt("Select a card to gain flight: \n"+targets, targets[0]);
// User didn't select anything
if (selectedTarget == null || selectedTarget == "") {
alert('No card recruited, c ya');
return false;
}
// User inputted card not in ID (obv temp, as will be done in game UI)
// Huh I forgot why this is written like this, maybe it doens't work?
if (!selectedTarget.includes(selectedTarget)){
alert('Not in selection');
return false;
}
// Remove the card from the selection (in case there's another in this loop)
targets.splice(targets.indexOf(selectedTarget), 1);
// Give the passive
if(passive == 'flight'){
giveFlight(selectedTarget);
}
}
}
function removePassive(){}
function hasPassive(){}
function recruitCard(itemKey, effectIndex, effectStep, targetAmount, effectTriggerId = null){
console.log('RECRUIT');
let fromBoardElement = 'hand'; // FOR NOW, JUST TO TEST, THIS WILL BE PER BASIC EFFECT
let playerId = 0;
let targets = getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement, playerId);
console.log(targets);
let targets = getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement, playerId, effectTriggerId);
let targettedCards = [];
//console.log(targets);
if(targetAmount > 0 && targets.length > 0){
@ -430,15 +644,19 @@ function recruitCard(itemKey, effectIndex, effectStep, targetAmount){
return false;
}
// Remove the card from the selection
// Remove the card from the selection (in case there's another)
targets.splice(targets.indexOf(selectedTarget), 1);
// Add to targetted (for future ref)
targettedCards.push(selectedTarget);
// Play recruited card
// TODO: Maybe needs a new function 'playRecruitedCard' for different event triggers
board.playCardToBoard(listPosition[itemKey], boardElement[itemKey], 'board', 0, 0, 1);
// TODO: Need to pass player/listPosition better?
board.playRecruitedCard(player[selectedTarget], listPosition[selectedTarget]);
}
addTargettedCardsToQueueEvent(effectTriggerId, effectStep, targettedCards);
}

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