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663 lines
17 KiB
JavaScript
663 lines
17 KiB
JavaScript
// Theorising, if this is what's wanted then will need doing for everything
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// not just in effects. eg. 'attack', 'effect1p1', 'flip', yadda yadda
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let triggerQueue = [];
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let triggerId = 1; // So any other effects, etc. queued for a destroyed card can be removed at once
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let triggerDone = []; // The triggers that have completed
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let triggerQueueTargets = []; // Whatever was targetted by the effect, etc. in triggerQueue (for ref by effectStep, etc)
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// Passive effects (just does stuff)
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let flight = {};
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let reach = {};
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let equipped = {}; // Entity x has [a,b,c] equipped to it
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// Events (when these occur check if this is part of an effect trigger)
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// startOfGame, startOfTurn, endOfTurn
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// cardSummoned, cardRecruited, effectTriggered
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// etc.
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// Trigger types
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const triggerTypes = {
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'tap': 1,
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'pay': 2,
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};
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// Basic effects
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// TODO: Pull display name/description from DB?
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const basicEffects = {
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1: 'Equip',
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2: 'Heal',
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3: 'Hurt',
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4: 'Recruit',
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5: 'Give Flight',
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};
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// Actives to add passives
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function giveFlight(card){
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flight[card] = true;
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}
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function removeFlight(card){
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// If the card has flight delete entity component
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if(card in flight){
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delete flight[card];
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return true;
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}
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return false;
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}
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function giveReach(card){
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reach[card] = true;
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}
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function removeReach(card){
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if(card in reach){
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delete reach[card];
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return true;
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}
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return false;
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}
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// Active
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function equip(){
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// Equip card to another unit
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}
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function unequip(){
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// Remove card from its equipped to unit
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}
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function drawCard(drawAmount, player){
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board.drawACard(player, drawAmount);
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}
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function heal(healAmount, healPlayer){
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// For each heal 1..4
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for(let i = 0; i < healAmount; i++){
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// Loop shield
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let items = this.getItems('shield', healPlayer, null, null);
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for(let item = 0; item < items.length; item++){
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let itemKey = items[item];
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// If a shield is tapped, untap it to 'heal'
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if(board.isTapped(itemKey)){
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board.untapCard(itemKey);
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}
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}
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}
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}
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function hurt(hurtDamage, hurtTarget = null, hurtPlayer = null){
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// Deal X000 damage to unit this turn, or deal Y to opponent's shield
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// Set player/element
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if(hurtPlayer == null && hurtTarget != null){
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hurtPlayer = player[hurtTarget];
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hurtElement = boardElement[hurtTarget];
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}else{
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hurtElement = 'shield'
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}
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switch(hurtElement){
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case 'board':
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// TODO: Make temp damage this turn as well
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if(hurtDamage >= cardAttack[hurtTarget][0]){
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board.sendToGrave(hurtTarget);
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}
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break;
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case 'shield':
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let destroyCount = cardAttackToShieldDamage(hurtDamage);
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console.log(destroyCount);
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// TODO: loop player's shield, tap if they can be tapped, destroy
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// if all already tapped
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// While there's still damage to deal
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while(destroyCount > 0){
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// Keep looping through the shield belonging to target user
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let items = board.getItems('shield', hurtPlayer, null, null);
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let tappedItems = board.getItems('shield', hurtPlayer, 'tapped', null);
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for(let item = 0; item < items.length; item++){
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// If nothing more to destroy, exit loop
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if(destroyCount <= 0){ break; }
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let itemKey = items[item];
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console.log(itemKey);
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console.log(cardStatus[itemKey]);
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// If there's anything to tap, tap it
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if(cardStatus[itemKey] == null){
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console.log('been tapped');
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board.tapCard(itemKey);
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destroyCount--;
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continue;
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}
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// If there's nothing to tap, destroy it
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if(items.length == tappedItems.length){
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console.log('been destroyed');
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board.destroyShield(itemKey);
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destroyCount--;
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continue;
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}
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}
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}
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board.drawBoard();
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break; // end case 'shield'
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}
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}
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// Effect Trigger(s)
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// Non-event triggers. i.e. these are activated triggers
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// rather than things such as 'On attack', 'When opponent draws'
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// When card has been actively tapped
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function triggerTap(card){
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if(canTriggerTap(card) == false){ return false; }
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board.tapCard(card);
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console.log('triggerTap');
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return true;
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}
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// Check a card can actively be tapped, otherwise don't start trigger
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function canTriggerTap(card){
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if(board.isTapped(card)){
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return false;
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}
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if(boardElement[card] != 'board'){
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return false;
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}
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console.log('can triggerTap');
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return true;
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}
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// Pay the mana cost(s) to trigger event
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function triggerPay(triggerAmount){
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if(canTriggerPay(triggerAmount) == false){
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return false;
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}
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let effectCosts = [{1:0,2:0,3:0,4:0}, triggerAmount];
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board.tapManaRequired(null, 0, false, effectCosts);
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console.log('triggerPay');
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return true;
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}
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// Check the mana cost(s) can be paid, otherwise don't start trigger
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function canTriggerPay(triggerAmount){
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// For player0 only at the mo. and with no specific colour costs
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let effectCosts = [{1:0,2:0,3:0,4:0}, triggerAmount];
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if(board.tapManaRequired(null, 0, true, effectCosts) == false){
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console.log('cannot trigger pay');
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return false;
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}
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console.log('Can trigger pay');
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return true;
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}
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// Pay/Activate (all) the triggers
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function doEffectTriggers(itemKey, effectIndex, checkOnly = false){
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// Check card has effectData
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let effectData = cardEffect[itemKey];
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if(effectData === undefined){ return false; } // No effect
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// Check effectData contains target effect
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let effect = effectData[effectIndex];
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if(effect === undefined){ return false; } // No effect
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// Loop each trigger, AND activate them
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for (const [key, value] of Object.entries(effect['trigger'])) {
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let effectTrigger = effect['trigger'][key];
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console.log('--- Trigger '+key+' ---');
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console.log(effectTrigger['triggerTypeId']);
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// TAP TRIGGER
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if(effectTrigger['triggerTypeId'] == triggerTypes.tap){
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if(canTriggerTap(itemKey) == false){
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console.log('Tap trigger, cannot be triggered');
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return false;
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}
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// Do the trigger, then continue to next trigger
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if(!checkOnly){board.tapCard(itemKey);}
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continue;
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}
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// PAY TRIGGER
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if(effectTrigger['triggerTypeId'] == triggerTypes.pay){
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// To build the colourReq TODO: Change as could be 1 of either red/blue
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// for instance
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let colourReq = {1:0,2:0,3:0,4:0};
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// Loop pay required (colours) for said trigger
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// BUILD the colourReq loop needed for tapMana check
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effectTrigger['target'].forEach((effectTriggerTarget) => {
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// Increment colourReq by one of that colour
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// THIS WILL NEED REDOING, AS MAYBE IT'S 2 OF RED OR BLUE!!
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colourReq[effectTriggerTarget.colourId]++;
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});
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// Check if the cost (and colour req.) can be paid
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canPay = board.tapManaRequired(null, null, true, [colourReq, effectTrigger['amount']]);
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if(canPay !== true){
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console.log('Pay trigger, cannot be triggered');
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return false;
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}
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// Pay trigger costs, then continue to next trigger
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if(!checkOnly){
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board.tapManaRequired(null, null, false, [colourReq, effectTrigger['amount']]);
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}
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continue;
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}
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// OTHER TRIGGERS
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}
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return true;
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}
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function activateEffect(){
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// Do effect triggers, then doEffect once payed
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}
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function getEffect(itemKey, effectIndex){
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// Check card has effectData
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let effectData = cardEffect[itemKey];
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if(effectData === undefined){ return false; } // No effect
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// Check effectData contains target effect
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let effect = effectData[effectIndex];
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if(effect === undefined){ return false; } // No effect
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return effect;
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}
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// Get all the targets for effect step, so they can be targgeted
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// by the effect/selected by the player
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function getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement, playerId, effectTriggerId = null){
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// Get Effect
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let effect = getEffect(itemKey, effectIndex);
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if(effect == false){ return false; }
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// Get the step
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let step = effect['step'][effectStep];
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if(step == undefined){ return false; }
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// The items that can be targetted with the effectStep
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let itemsToSelectFrom = [];
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// Loop the target location (or all locations)
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// Check which cards meet the criteria in the DB
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// TODO: Not 100% sure how to keep track. May need a var for each item in previous steps
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// or previous chains so they can be accessed, and used
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// If itemFromStep, return the itemKeys of the items selected from a previous step
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console.log('HELLOO');
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console.log(step['target']);
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// TODO: If target is 'itemFromStep', then get whatever item(s) were selected in
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// said step, and add them to the thing
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// TODO TODO
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// If the target requirement is something from a previous step
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// Check if target criteria is something from another step
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let isFromStep = false;
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step['target'].forEach((target) => {
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if(target['itemFromStep'] != null){
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console.log(target['itemFromStep']);
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console.log(effectTriggerId);
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//console.log(triggerQueue);
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//console.log(triggerDone);
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// Loop all triggers that have been done (completed)
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triggerDone.forEach((oldTrigger) => {
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// If not same triggerId, or the effectStep is not that of itemFromStep
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if(oldTrigger['triggerId'] != effectTriggerId || target['itemFromStep'] != oldTrigger['effectStep']){
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return isFromStep = false;
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}
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console.log(oldTrigger);
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return isFromStep = oldTrigger['targets'];
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});
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}
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});
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// If above returns a step, need to get the target(s) from that prior step to use a targets now
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if(isFromStep){
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console.log(isFromStep);
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console.log('AAAAAAAAAAAAAAAAAAAAAA');
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}
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let items = [];
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// If from a previous step, loop those
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if(isFromStep !== null && isFromStep !== undefined && isFromStep !== false){ items = isFromStep; }
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// If not, get all the related doodads
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else{
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items = board.getItems(fromBoardElement, playerId, null, null);
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}
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// Loop the boardlements and compare the colours, classes, etc. to match effect target criteria
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// boardElement, playerId, cardStatus, listPosition
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for(let item = 0; item < items.length; item++){
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// TODO: MAYBE ADD THE COLOUR/PASSIVE CHECKS to the getItems itself
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let itemKey = items[item];
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//console.log(cardColours[itemKey]);
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// If the item from getItems meets the criterias of target DB
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step['target'].forEach((target) => {
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//console.log(target);
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//console.log(triggerDone);
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// Check the class the same for target, and item
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// If targetDB has null this means 'any' so is always correct
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// Check Class (TODO: mixed classes, colours, etc ie select 1 red+blue card)
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/*
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if(class[itemKey] == target['classId'] || target['classId'] == null){
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}
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*/
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// Check colour
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// If not null check the colours, otherwise null means any colour is ok
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if(target['colourId'] !== null){
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// Check the colours to see if one is of requirement
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cardColours[itemKey].forEach((colour) => {
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// If the colour doesn't match, continue to next target (forEach)
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if(colour[0] != target['colourId']){
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// The return below is just a 'continue' in forEach terms
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return; // forEach jank. forEach executes the 'function' 'target' each loop
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}
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// If the colour is correct, keep checking requirements
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});
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}
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// Check passive (If hasPassive(id))
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/*
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if(cardColours[itemKey] == target['passiveId'] || target['passiveId'] == null){
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}
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*/
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/*
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if(cardType[itemKey] == target['typeId'] || target['typeId'] == null){
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}
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*/
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// Once all the target Req. have been checked against the item
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// and they match, add to selectable list
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itemsToSelectFrom.push(itemKey);
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});
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}
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return itemsToSelectFrom;
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}
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function addTargettedCardsToQueueEvent(queueTriggerId, triggerStep, targets){
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console.log('ADD TARGETTED TO QUEUED TRIGGER');
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console.log(queueTriggerId);
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console.log(triggerStep);
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console.log(targets);
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//console.log(triggerQueue[queueTriggerId]);
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//console.log(targets);
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console.log(triggerQueue);
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triggerQueue.forEach((queued) => {
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console.log(queued);
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if(
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queued.triggerId == queueTriggerId
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&&
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queued.effectStep == triggerStep
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){
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console.log('THIS SHOULD HAVE TARGETS ADDED');
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queued['targets'] = targets;
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}
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});
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console.log(triggerQueue);
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}
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function queueEffect(itemKey, effectIndex){
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let effect = getEffect(itemKey, effectIndex);
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if(effect == false){ return false; }
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// TODO: Sort steps by stepOrder incase wrong in DB, etc.
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for (const [stepKey, step] of Object.entries(effect['step'])) {
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triggerQueue.push(
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// event, item, effectId, target, triggerId (commented atop)
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{
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'event': 'effect' // Which event. attack, destroy, effect, etc.
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,'item': itemKey // Which card is doing event
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,'effectIndex': effectIndex // Which effect (if effect)
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,'effectStep': stepKey // Which effect (if effect)
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,'target': null // ?
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,'triggerId': triggerId
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,'targets': null // ?
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}
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);
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}
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// Increment triggerId
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triggerId++;
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console.log(triggerQueue);
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}
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function doNextInQueue(){
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if(triggerQueue.length <= 0){
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console.log('Nothing in queue, doing next phase/event/whatever');
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}
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// If effect, trigger it (should already have paid the trigger costs)
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switch(triggerQueue[0].event){
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case 'effect':
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// Do the effect
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doEffect(triggerQueue[0].item, triggerQueue[0].effectIndex, triggerQueue[0].effectStep, triggerQueue[0].triggerId);
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break;
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default:
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alert('Error in doNextInQueue');
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return 0;
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break;
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}
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// Add to completed triggers
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triggerDone.push(triggerQueue[0]);
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// And remove from the triggerQueue (first index)
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triggerQueue.shift();
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}
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function loopTriggerQueue(){
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while(triggerQueue.length > 0){
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doNextInQueue();
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}
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}
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// Recusively call doEffect until each is done?
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// Once recruit (play from hand) is triggered, need to allow user to select
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// then when done move to next step
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function doEffect(itemKey, effectIndex, effectStep, effectTriggerId){
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console.log('doEffect');
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let effect = getEffect(itemKey, effectIndex);
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if(effect == false){ return false; }
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// Get the step
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let step = effect['step'][effectStep];
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if(step == undefined){ return false; }
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// For each step, activate the correct effect type on
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// the correct targets.
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// Get targets TODO: Use this instead of each case having it
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//let targets = getEffectStepTargets(itemKey, effectIndex, effectStep, fromBoardElement, playerId, effectTriggerId);
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switch (step['basicEffectId']){
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// Recruit
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case 4:
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recruitCard(itemKey, effectIndex, effectStep, step['amount'], effectTriggerId);
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break;
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// Give Flight
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case 5:
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givePassive(itemKey, effectIndex, effectStep, step['amount'], effectTriggerId, 'flight');
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break;
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}
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// Add the selected targets to the queuedItem so it can be referred to in future
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// Now do the next step, if there's another in the effect
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// Commented out while testing triggerQueue
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/*
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if(effect['step'][effectStep++] !== undefined){
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doEffect(itemKey, effectIndex, effectStep++);
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}
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*/
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}
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function givePassive(itemKey, effectIndex, effectStep, targetAmount, effectTriggerId, passive){
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console.log('GIVE PASSIVE: '+passive);
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let effect = getEffect(itemKey, effectIndex);
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if(effect == false){ return false; }
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// Get the step
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let step = effect['step'][effectStep];
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if(step == undefined){ return false; }
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console.log(step);
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//return false;
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// 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, effectTriggerId);
|
|
let targettedCards = [];
|
|
|
|
//console.log(targets);
|
|
|
|
if(targetAmount > 0 && targets.length > 0){
|
|
|
|
let selectedTarget = prompt("Select a card to recruit: \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)
|
|
if (!selectedTarget.includes(selectedTarget)){
|
|
alert('Not in selection');
|
|
return false;
|
|
}
|
|
|
|
// 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: Need to pass player/listPosition better?
|
|
board.playRecruitedCard(player[selectedTarget], listPosition[selectedTarget]);
|
|
|
|
}
|
|
|
|
addTargettedCardsToQueueEvent(effectTriggerId, effectStep, targettedCards);
|
|
|
|
}
|
|
|