Add HUGE changes for test of backend card gen.

develop
Nathan Steel 1 year ago
parent 3a0dfa82e7
commit 6f15287c62

@ -194,7 +194,9 @@ function dbGetDeckList(){
const dPromise = new Promise((resolve, reject) => { const dPromise = new Promise((resolve, reject) => {
let cards = []; let cards = [];
let sql = `SELECT let sql = `SELECT
cardId deckId
,playerId
,cardId
,cardCount ,cardCount
FROM deck_cards FROM deck_cards
`; `;
@ -217,7 +219,6 @@ function dbGetCards(){
,cardAttack ,cardAttack
,cardRarity ,cardRarity
FROM card FROM card
LIMIT 2
`; `;
con.query(sql, function (err, result, fields) { con.query(sql, function (err, result, fields) {

@ -44,10 +44,14 @@ for (let roomId = 1; roomId <= numRoomsToPreGen; roomId++) {
// Maybe if this works, put it into a deck and card module // 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 // Doing similar to I have to other stuff, that will need to be
// migrated serverside anyways. // migrated serverside anyways.
/*
let item = []; let item = [];
let deckItem = {}; let deckItem = {};
let deckList = {}; let deckList = {};
let cardItem = {}; let cardItem = {};
*/
// cardClass, cardColourRequirement // cardClass, cardColourRequirement
// may want to be seperate too (as well as in cardItem), so that // 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 // during match they can be altered by effects while keeping the OG card
@ -59,51 +63,72 @@ let cardItem = {};
// then will rejig when needed. // then will rejig when needed.
// Should all cards, effects, classes etc. be loaded in on server start // Should all cards, effects, classes etc. be loaded in on server start
// then just load decks and decklists when needed? // then just load decks and decklists when needed?
function getDecks(deckId, playerId){ function getDecks(deckId, playerId, item = [], deckItem = {}){
// Await promise, once it's done get the data, if errors send err // Await promise, once it's done get the data, if errors send err
const dPromise = new Promise((resolve, reject) => {
database.dbGetDecks().then(data => { database.dbGetDecks().then(data => {
let decks = [];
data.forEach((deck) => { data.forEach((deck) => {
let itemId = item.length; //let itemId = item.length;
item.push(itemId); // Add the next available item //item.push(itemId); // Add the next available item
// Add the deck info to deckItem // Add the deck info to deckItem
deckItem[itemId] = { // deckItem[itemId] = {};
decks.push({
'deckId': deck.deckId, 'deckId': deck.deckId,
'playerId': deck.playerId, 'playerId': deck.playerId,
'deckName': deck.deckName, 'deckName': deck.deckName,
};
}); });
});
// Resolve the decks pulled
resolve(decks);
//console.log(item); //console.log(item);
//console.log(deckItem); //console.log(deckItem);
//console.log(decks);
}) })
.catch(err => { throw err; }) .catch(err => { throw err; })
});
return dPromise;
} }
getDecks(); //getDecks();
function getDeckList(){ function getDeckList(){
const dPromise = new Promise((resolve, reject) => {
database.dbGetDeckList().then(data => { database.dbGetDeckList().then(data => {
let deckList = [];
data.forEach((listItem) => { data.forEach((listItem) => {
let itemId = item.length;
item.push(itemId); // Add the next available item
// Add the deck info to deckItem // Add the deck info to deckItem
deckList[itemId] = { deckList.push({
'deckId': listItem.deckId,
'playerId': listItem.playerId,
'cardId': listItem.cardId, 'cardId': listItem.cardId,
'cardCount': listItem.cardCount, 'cardCount': listItem.cardCount,
};
}); });
//console.log(item); resolve(deckList);
//console.log(deckList); });
}) })
.catch(err => { throw err; }) .catch(err => { throw err; })
});
return dPromise;
} }
getDeckList(); //getDeckList();
function getCards(){ function getCards(){
console.log const dPromise = new Promise((resolve, reject) => {
database.dbGetCards().then(data => { database.dbGetCards().then(data => {
let cards = [];
data.forEach((card) => { data.forEach((card) => {
let itemId = item.length; cards.push({
item.push(itemId); // Add the next available item 'id': card.id,
// Add the deck info to deckItem
cardItem[itemId] = {
'cardId': card.id,
'cardName': card.cardName, 'cardName': card.cardName,
'cardCost': card.cardCost, 'cardCost': card.cardCost,
'cardType': card.cardType, 'cardType': card.cardType,
@ -111,59 +136,60 @@ function getCards(){
'cardRarity': card.cardRarity, 'cardRarity': card.cardRarity,
'cardClass': [], 'cardClass': [],
'cardColourRequirement': [], 'cardColourRequirement': [],
};
}); });
//console.log(item); });
//console.log(cardItem); resolve(cards);
}) })
.catch(err => { throw err; }) .catch(err => { throw err; })
});
return dPromise;
} }
getCards(); //getCards();
function getCardClasses(){ function getCardClasses(){
const dPromise = new Promise((resolve, reject) => {
database.dbGetCardClasses().then(data => { database.dbGetCardClasses().then(data => {
let cardClasses = [];
data.forEach((cardClass) => { data.forEach((cardClass) => {
// Loop existing cardItems, compare cardId cardClasses.push({
// If there's a match add cardClass to the card? 'cardId': cardClass.cardId,
for(let i = 0; i < item.length; i++){ 'classId': cardClass.classId,
// 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); });
resolve(cardClasses);
}) })
.catch(err => { throw err; }) .catch(err => { throw err; })
});
return dPromise;
} }
getCardClasses(); //getCardClasses();
function getCardColourRequirement(){ function getCardColourRequirement(){
const dPromise = new Promise((resolve, reject) => {
database.dbGetCardColourRequirement().then(data => { database.dbGetCardColourRequirement().then(data => {
let colourRequirements = [];
data.forEach((cardColourReq) => { data.forEach((cardColourReq) => {
// Loop existing cardItems, compare cardId colourRequirements.push({
// If there's a match add cardClass to the card? 'cardId': cardColourReq.cardId,
for(let i = 0; i < item.length; i++){ 'colourId': cardColourReq.colourId,
// If the item has a cardItem (needed to add reqs.) 'cost': cardColourReq.cost,
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); resolve(colourRequirements);
}) })
.catch(err => { throw err; }) .catch(err => { throw err; })
});
return dPromise;
} }
getCardColourRequirement(); //getCardColourRequirement();
// Then effects which will have effects with parent triggers, and unit type checks // 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) // colour checks, all sorts. So will be more difficult. Basic (flight, etc)
// shouldn't be too bad // shouldn't be too bad
@ -174,6 +200,185 @@ getCardColourRequirement();
// but better than hard coding anything more than basic effects and effect check logic // but better than hard coding anything more than basic effects and effect check logic
// TODO: effect (as above) // TODO: effect (as above)
// request a deck in the format CURRENTLY used in the game
// decks will likely be changed around
// https://www.geeksforgeeks.org/how-to-wait-for-multiple-promises-in-javascript/
// using last example
async function requestDeck(playerId, deckId){
// Get the deck(s) requested.
// Not 100% on how to do two differening atm
// Besides all of playerId, and all of deckId. But 1,2/2,3 for instance
const [decks, deckList] =
await Promise.all([
getDecks(),
getDeckList()
// Don't need to do this for each when awaiting all
// Instead it'll wait until each is done, set the data to the const
// Then do the stuff after the variable's are set!!
/*
getDecks().then(data => {
//console.log(data);
}).catch(err => { throw err; }),
*/
]);
//console.log(decks);
//console.log(deckList);
// Now loop the deckList for the cardIds
let deckCardIds = [];
deckList.forEach((deckItem) => {
deckCardIds.push(deckItem.cardId);
});
//console.log(deckCardIds);
// Next, get the cards in the deck by their ID
// TODO: https://stackoverflow.com/a/65510676
// Change SQL to accept for just the cards passed
// Get each cards data, colourReqs, and classes
const [cards, cardClasses, cardColourRequirements] =
await Promise.all([
getCards(),
getCardClasses(),
getCardColourRequirement(),
]);
// ^^^^ Classes async? Can pass the cardsIds, then loop classes, if the class cardId
// matches the cardId in cards[] then push the class to cards[x].classes
// TODO: Build the card so far async for it's done alongside getting effects?
// Then when both done add the effects to the existing cardObjects? Yep good idea me
//console.log(cards);
//console.info(cardClasses);
//console.log(cardColourRequirements);
const [builtCards] =
await Promise.all([
buildCards(cards, cardClasses, cardColourRequirements),
// TODO: builtEffects
]);
//console.log(builtCards);
// TODO: addEffectsToCards
// TODO: Finally do the effects for each card. This will be the complicater
// since it's not 100% thought out yet... (
// Add the cards (x of how many cardObjects with cardId are in count in decklist)
// to a deck array to pass through. Or decks array with deckId specified?
console.log(deckList);
// These are the four basic fellas for this
// from public/board.js where current game testing/logic is applied
// So creating as a test for a 'room' to see if it's simple enough to
// send and play with
// BUILD THE DATA TO SEND TO CLIENTS! (Kinda)
let item = [];
let itemCount = 0;
let deckData = {}; // New but may be useful
let cardData = {};
let boardElement = {};
// TODO: Set the player. For now will do this in front-end as testing currently
// Loop each item in the deckList
// Loop inside it X times where X is cardCount
// Add the builtCard with same cardId as deckList item X times
deckList.forEach((deckListItem) => {
// Check if it's a new deck (not sure how)
if(false){ // TODO: Logic check
item.push(itemCount); // Add new item to add stuff for
deckData[itemCount] = [deckListItem.deckId, deckListItem.playerId];
boardElement[itemCount] = 'realDeck';
itemCount++;
}
// For each new card, loop to the cardCount (how many cards in deck)
// and add to the deck
for(let i = 0; i < deckListItem.cardCount; i++){
item.push(itemCount); // Add new item to add stuff for
// ^ not using item.length incase anything in future gets deleted
// from item for instance
cardData[itemCount] = builtCards[deckListItem.cardId]; // builtCards id set to cardId from DB, so adding the builtCard object is based on the deckList's cardId (from DB)
boardElement[itemCount] = 'deck'; // Add all cards to deck at match start
itemCount++; // Increment item to not overwrite
}
});
//console.log(cardData);
let response = {'success':true, 'message':'Nothing happened'};
response.message = cardData; // Add the cardData generated to the response
io.to(socket.id).emit('responseGetDeck', response);
// TODO: In future the item inc. all the decks, cards, locations, and other attributes
// will come from here
// TODO: unrelated, but thought. If lots of players on, generating cards each time
// will be a big hit, as well as all the DB hits, so may need to load all cardObjects
// into memory/array when server starts. This then prevents any DB changes to alter
// things, but outside of testing that won't occur(?), may need to test this at some
// point to see. For now DB, and generating is ok, as still working on it
}
function buildCards(cards, cardClasses, cardColourRequirements){
const dPromise = new Promise((resolve, reject) => {
builtCards = {};
//console.log(cards);
// Loop the cards and build the base
cards.forEach((card) => {
let builtCard = {
id: card.id,
name: card.cardName,
colour: [],
cost: card.cardCost,
costReq: [],
type: card.cardType,
atk: card.cardAttack,
rarity: card.cardRarity,
effect: [],
cardClass: [],
};
// Give the card an easily accessible Id for compares
// and to add to the cardItem being built
builtCards[card.id] = builtCard;
});
//console.log(builtCards);
// Next loop each class, and add to the new builtCard (if cardIds match)
cardClasses.forEach((cardClass) => {
// Check the card exists (it should always, but don't want jank)
if(cardClass.cardId in builtCards){
// It's the Id for now
// TODO: Send the text too (from join) but don't use for compares
//console.log(cardClass.cardId);
//console.log(cardClass.classId);
//console.log('---');
//console.log(builtCards[cardClass.cardId]);
// Add the class to the class array (cards can have multiple)
builtCards[cardClass.cardId].cardClass.push(cardClass.classId);
// TODO: As an array [classId, className] then
// card.classes[x][0] can be compared as numeric in code
}
});
resolve(builtCards);
});
return dPromise;
}
// TODO: Add the effects onto the cards passed through
// Takes cards array (of obj), and array of effects (from DB or built, probabaly pre-built?)
function addCardsEffects(){}
// End For testing // End For testing
@ -185,6 +390,12 @@ function onConnection(socket){
socket.on('requestGetCards', function(deckId, playerId) { socket.on('requestGetCards', function(deckId, playerId) {
requestGetCards(socket, deckId, playerId); requestGetCards(socket, deckId, playerId);
}); });
// New testing fella (working afaik)
// TODO: request specific deckId/playerId (and multiples, i.e. get 6 decks at same
// time, based on deckId/playerId combo. Maybe pass as array [deckId, playerId],[deck
socket.on('requestDeck', function() {
requestDeck(socket);
});
socket.on('requestRooms', function(filter) { socket.on('requestRooms', function(filter) {
requestRooms(socket, filter); requestRooms(socket, filter);
@ -365,4 +576,3 @@ function requestGetCards(socket, deckId, playerId){
io.to(socket.id).emit('responseGetCards', err); io.to(socket.id).emit('responseGetCards', err);
}) })
} }

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