// Need to require DB again. Apparently this is ok, as it'll // still only have one require cross project (?) const database = require('./database'); // 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(deckIds = false){ // Await promise, once it's done get the data, if errors send err const dPromise = new Promise((resolve, reject) => { database.dbGetDecks().then(data => { let decks = []; data.forEach((deck) => { //let itemId = item.length; //item.push(itemId); // Add the next available item // Add the deck info to deckItem // deckItem[itemId] = {}; decks.push({ 'deckId': deck.deckId, 'playerId': deck.playerId, 'deckName': deck.deckName, }); }); // Resolve the decks pulled resolve(decks); //console.log(item); //console.log(deckItem); //console.log(decks); }) .catch(err => { throw err; }) }); return dPromise; } //getDecks(); function getDeckList(){ const dPromise = new Promise((resolve, reject) => { database.dbGetDeckList().then(data => { let deckList = []; data.forEach((listItem) => { // Add the deck info to deckItem deckList.push({ 'deckId': listItem.deckId, 'playerId': listItem.playerId, 'cardId': listItem.cardId, 'cardCount': listItem.cardCount, }); resolve(deckList); }); }) .catch(err => { throw err; }) }); return dPromise; } //getDeckList(); function getCards(){ const dPromise = new Promise((resolve, reject) => { database.dbGetCards().then(data => { let cards = []; data.forEach((card) => { cards.push({ 'id': card.id, 'cardName': card.cardName, 'cardCost': card.cardCost, 'cardType': card.cardType, 'cardAttack': card.cardAttack, 'cardRarity': card.cardRarity, 'cardClass': [], 'cardColourRequirement': [], }); }); resolve(cards); }) .catch(err => { throw err; }) }); return dPromise; } //getCards(); function getCardClasses(){ const dPromise = new Promise((resolve, reject) => { database.dbGetCardClasses().then(data => { let cardClasses = []; data.forEach((cardClass) => { cardClasses.push({ 'cardId': cardClass.cardId, 'classId': cardClass.classId, }); }); resolve(cardClasses); }) .catch(err => { throw err; }) }); return dPromise; } //getCardClasses(); function getCardColourRequirement(){ const dPromise = new Promise((resolve, reject) => { database.dbGetCardColourRequirement().then(data => { let colourRequirements = []; data.forEach((cardColourReq) => { colourRequirements.push({ 'cardId': cardColourReq.cardId, 'colourId': cardColourReq.colourId, 'cost': cardColourReq.cost, }); }); resolve(colourRequirements); }) .catch(err => { throw err; }) }); return dPromise; } //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) // 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/ // https://medium.com/@nikolozz/using-socket-io-with-async-await-13fa8c2dc9d9 // using last example // TODO: When this is functionally working, need to split up into other func/modules // such as: playerMod, cardMod, deckMod, miscMod ? function requestDeck(socket, playerId, deckId){ return new Promise((resolve, reject) => { (async () => { // 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() ]); //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; // TODO: Have this continue from last function (ie. getPlayers?) let deckData = {}; // New but may be useful let deckIn = {}; // Which deck the item is in? Kinda the player/boardelement thing? let cardData = {}; let boardElement = {}; // TODO: Set the player. For now will do this in front-end as testing currently // Loop and create the deck first //console.log(decks); decks.forEach((deck) => { item.push(itemCount); // Add new item to add stuff for deckData[itemCount] = {'deckId':deck.deckId, 'playerId':deck.playerId, 'deckName':deck.deckName}; boardElement[itemCount] = 'realDeck'; itemCount++; }) console.log(deckData); console.log(deckList); // 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) => { let deckItem = null; // Loop each deck, if the deck/playerIds match, add association for(key in deckData){ //Object.keys(deckData).forEach(function(key) { // Less efficient than for // Needs to check deck AND player id, as that's the primary key (together) if(deckData[key].deckId == deckListItem.deckId && deckData[key].playerId == deckListItem.playerId){ deckItem = key; // Key is the `item` key } }; // 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 // Associate the card with the deck // TODO: Change deckIn to something more sensical deckIn[itemCount] = deckItem; itemCount++; // Increment item to not overwrite } }); // item, itemCount, deckData, cardData, boardElement //console.log(cardData); // Returning everything to be looped in the front-end // This won't be looped as it will at final, instead just for deck generation // Returned as object over array, as easier to disect when gets to front-end let dataReturn = { item: item, itemCount: itemCount, deckData: deckData, deckIn: deckIn, cardData: cardData, boardElement: boardElement, }; return resolve(dataReturn); //return resolve(cardData); // Promise stuff testing })() }); // 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(){} module.exports = { requestDeck };