You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
cardGame/cardGen.js

451 lines
14 KiB
JavaScript

// 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(itemData = null){
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)
// To continue from previous item/itemCount from other funcs, something like this
let item = [];
let itemCount = 0;
let player = {};
let players = [];
// Jank check to allow current client call, and new roomMod.roomGeneration call to
// both work (will replace client call with roomGeneration when closer)
if(itemData !== null){
if(itemData['item'] !== undefined){
item = itemData['item'];
}
if(itemData['itemCount'] !== undefined){
itemCount = itemData['itemCount'];
}
if(itemData['player'] !== undefined){
player = itemData['player'];
}
if(itemData['players'] !== undefined){
players = itemData['players'];
}
}else{
itemData = {};
}
// TODO: Deck data/deckIn should be in deckGen, other stuff probably in a cardGen
// function
let deckData = {}; // New but may be useful
let deckIn = {}; // Which deck the item is in? Kinda the player/boardelement thing?
let cardData = {};
let boardElement = {};
// New(in here)
let cardStatus = {}; // Tapped, etc
// player
let listPosition = {};
let cardFace = {};
// REALLY NEW
let cardColours = {}; // Array of req.
let cardAttack = {}; // Base, Current
let cardSprite = {}; // Maybe from DB?
// TODO: Set the player. For now will do this in front-end as testing currently
let forPlayer = 0; // TODO: Change to actually have each player select a deck
// Loop and create the deck first
decks.forEach((deck) => {
item.push(itemCount); // Add new item to add stuff for
deckData[itemCount] = {'deckId':deck.deckId, 'playerId':deck.playerId, 'deckName':deck.deckName, 'maxLength': 0}; // Max length for listPositioning later in cardBuild
boardElement[itemCount] = 'realDeck';
cardFace[itemCount] = 0; // Face down for deck
player[itemCount] = forPlayer;
itemCount++; // Needed/good
forPlayer++; // Jank/bad
})
//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
// and load that deck for them. This just sets first deck to player0 to players.length
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
// Now add cards to the player that this deck belongs to
forPlayer = player[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;
// Attempt to set the listPosition of each card in related deck
// Increase the length of the deck in deckItem
listPosition[itemCount] = deckData[deckItem].maxLength; // TODO: better
deckData[deckItem].maxLength++;
// Adding to get everything sorted in one!
cardStatus[itemCount] = null;
cardFace[itemCount] = 0; // Face down by default (in deck)
cardColours[itemCount] = cardData[itemCount].colourRequirements; // TODO;
// From cardData set the base attack, and current (same when deckbuild)
let atk = cardData[itemCount].atk;
cardAttack[itemCount] = [atk, atk]; // Base, Current
player[itemCount] = forPlayer; // Jank TODO: actually set to correct player
itemCount++; // Increment item to not overwrite
}
});
// ADD all new elements, and updated data into itemData
itemData.item = item;
itemData.itemCount = itemCount;
itemData.player = player;
itemData.players = players;
itemData.deckData = deckData;
itemData.deckIn = deckIn;
itemData.cardData = cardData;
itemData.boardElement = boardElement;
itemData.cardStatus = cardStatus;
itemData.listPosition = listPosition;
itemData.cardFace = cardFace;
itemData.cardColours = cardColours;
itemData.cardAttack = cardAttack;
itemData.cardSprite = cardSprite;
// 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 = itemData;
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){
console.log(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,
colourRequirements: [],
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
}
});
// Do the same for cardColourRequirements (if cardIds match)
cardColourRequirements.forEach((colourReq) => {
// Check the card exists (it should always, but don't want jank)
if(colourReq.cardId in builtCards){
// Add the colours to the class array (cards can have multiple)
builtCards[colourReq.cardId].colourRequirements.push(colourReq.colourId, colourReq.cost);
// 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
};