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/gameMod.js

356 lines
12 KiB
JavaScript

const gameHelper = require('./gameHelper');
// For anything related to the actual game itself (kinda)
// this will be split into different bits, but should be what manages a rooms
// game states, and alladat
// Basically here to prevent circular dependencies (where I can)
// PlayerId is using array 0,1,2 for now, not the actual id
// actual Id would be better, but the player should be passed correctly
// from the client. They can edit data, but server-side validation SHOULD prevent
// in the future
function passTurn(roomId, playerId){
// TODO:Check playerId and roomId before doing the stuff, to verify the user
// IS the user, and in the room
let playerTurn = global.roomData[roomId].itemData.component.playerTurn;
//global.socketAlert(roomData[roomId].playerData[playerId].socketId, playerTurn, 'log');
if(playerTurn != playerId){
global.socketAlert(global.getPlayerSocketFromRoom(playerId, roomId), 'Not your turn', 'alert');
return false;
};
// Turns are 0,1,0,1 at the mo, no coinflip or re-order, etc. so this JANK is ok for now
// %2 as 2 players and Ids are 0 and 1 so it works
let newPlayerTurn = (playerTurn + 1)%maxPlayersPerRoom;
global.roomData[roomId].itemData.component.playerTurn = newPlayerTurn;
// If it's back to the player that went first, the turn count increased too
if(playerTurn == 0){
global.roomData[roomId].itemData.component.turn++;
}
// Send turn data to each player
global.socketResponsePassTurn(roomId);
// Let the player know it's their turn via alert too (in case tabbed out)
// TODO: This could probably be done front-end from the newPlayerTurn in socketResponsePassTurn
global.socketAlert(roomData[roomId].playerData[newPlayerTurn].socketId, 'Your turn', 'alert');
// Start of the new players turn, draw a card
drawACard(roomId, newPlayerTurn);
}
function drawACard(roomId, playerId){
if(global.roomData[roomId].itemData.component.cardCount.hand[playerId] >= 2){
global.socketAlert(roomData[roomId].playerData[playerId].socketId, 'Hand full; cannot draw card', 'alert');
return false;
}
if(global.roomData[roomId].itemData.component.cardCount.deck[playerId] <= 0){
global.socketAlert(roomData[roomId].playerData[playerId].socketId, 'Deck empty; cannot draw card', 'alert');
return false;
}
// TODO: Check no card event/trigger occured that prevents/change draw card
// Change position to last position available in hand
let fromPosition = global.roomData[roomId].itemData.component.cardCount.deck[playerId]; // 'top' of deck
let toPosition = global.roomData[roomId].itemData.component.cardCount.hand[playerId] + 1; // Rightmost hand pos (starting at 1)
// ECSey att2, there's surely a better way of getting playerX top card within inDeck?
// Tried unions but it messes up the object data. Maybe need to have no data in each object
// and have it literally just be keys?
// Get each card from the deck
for (const [key, value] of Object.entries(global.roomData[roomId].itemData.component.inDeck)) {
// Key is the entity here
// If the card inDeck does not belongs to the player, skip over it
if(global.roomData[roomId].itemData.component.player[key] != playerId){
continue;
}
// If the card isn't the last (bottom) card of deck, skip over it
// TODO: -1 is jank, sort so listPositions all start from 1..x
if(global.roomData[roomId].itemData.component.listPosition[key] != fromPosition){
continue;
}
// The main man
// Move positions in hand/deck, and put the item from the deck into the hand
gameHelper.setCardPosition(roomId, playerId, key, toPosition, global.roomData[roomId].itemData.component.hand, fromPosition, global.roomData[roomId].itemData.component.inDeck);
}
// Reduce deckSize by 1 for the player that drew
global.roomData[roomId].itemData.component.cardCount.deck[playerId]--;
// And increase the hand size by 1
global.roomData[roomId].itemData.component.cardCount.hand[playerId]++;
// Then emit the deckSize and hand size to all the player's sockets
global.socketResponseDrawCard(roomId, playerId);
// Emit the 'hand' and related cardData for cards in the players hand
// Could merge this with the top?
global.socketResponsePlayerDrewCard(roomId, playerId);
}
// TODO: Rename and rejig the 3 play from hand functions
function playFromHand(roomId, playerId, position){
let cardId = null;
// Get the cardId of the card from position within players hand
for (const [key, value] of Object.entries(global.roomData[roomId].itemData.component.hand)) {
// Key is the entity here
// If the card in hand's position does not match the position passed, skip it
if(global.roomData[roomId].itemData.component.listPosition[key] != position){
continue;
}
cardId = key;
break;
}
// Then play the card
if(cardId == null){
// TODO: Respond to player (who triggered play) that this
// is an 'illegal/errored' move via socket
return false;
}
playACardFromHand(roomId, playerId, cardId);
}
function playACardFromHand(roomId, playerId, cardId){
// Add the card to field (and its effect to 'stack') or spell to the 'stack'
if(playACard(roomId, playerId, cardId, 'hand') !== true){
// TODO: Return socket to player about 'illegal move' and why
return false;
}
// If the card can be played/had been
// Reduce handSize by 1 for the player that played the card
global.roomData[roomId].itemData.component.cardCount.hand[playerId]--;
// TODO: Send a socket response for 'played a card from hand' with cardData
// of said card. This is sent so that it can be 'chained' and added to the stack
// On play, it is put onto field/activated but the effect(s) don't occur until both/all
// players have a chance to 'chain', once the 'chain' is completed, the effect(s) trigger
global.socketResponsePlayFromHand(roomId, playerId, cardId);
}
// 'Play' a card is activation with cost (triggering play events)
// 'Summon' puts it onto the board without play events
// yada yada to think about in future
function playACard(roomId, playerId, cardId, playedFrom){
// Play a unit
if(cardId in global.roomData[roomId].itemData.component.type.unit){
// Play to board. If there's a 'onPlay' effect, add that to the 'stack'
return playAUnit(roomId, playerId, cardId, playedFrom);
}
// Cast a spell
if(cardId in global.roomData[roomId].itemData.component.type.spell){
// Add the card/effect onto the 'stack'. When complete/cancelled send to grave
return playASpell(roomId, playerId, cardId, playedFrom);
}
// Add a token
if(cardId in global.roomData[roomId].itemData.component.type.token){
// ???? Tokens maybe just onto other cards as 'equips' or as standalones? IDK
return playAToken(roomId, playerId, cardId, playedFrom);
}
}
function playAUnit(roomId, playerId, cardId, playedFrom){
console.log('playAUnit');
// TODO: Costs
}
function playASpell(roomId, playerId, cardId, playedFrom){
console.log('playASpell');
// TODO: Pay costs (Need to play mana first...)
// TODO: If spell has different effects, select which one/ensure
// correct one is used based on criteria
// Add to stack (each part of the spells effect)
// TODO: Use actual effects, for now just adding a 'drawCard' for testing
addToStack(roomId, playerId, cardId, null);
}
function playAToken(roomId, playerId, cardId, playedFrom){
}
// Not 100% sure how to implement the stack
// TODO: Make it better
// TODO: Make it do actual things, currently just adds 'drawCard' effect
function addToStack(roomId, playerId, cardId, effectId){
// Stack does its own effect, or 'counter' etc. the card prior to it on the stack
// etc. etc.
// TODO: Add card effect to stack in reverse order OR have the stack work from x..0
// prolly the latter, makes sense to me
let stack = global.roomData[roomId].itemData.component.stack;
let stackLength = Object.keys(stack).length;
// TODO: First ensure the cardEffects are added in their step order 1..x
// Add as next event in the stack 1..x
// TODO: Use actual effect, not just 'draw' as that's just for testing
global.roomData[roomId].itemData.component.stack[stackLength + 1] =
{
'cardId': cardId
,'effect': null
,'effectStep': null
,'targetCard': null
,'targetPlayer': playerId
};
console.log(global.roomData[roomId].itemData.component.stack);
// TODO: TEMP, this will need to wait for a 'resolve' accept from both players before the stack
// would trigger.
resolveStack(roomId);
}
function resolveStack(roomId){
// Does the next effect in the stack, if something
// is to chain onto the stack that would instead trigger
// 'addToStack' after paying any costs
// If there is anything in the stack
let stackLength = Object.keys(global.roomData[roomId].itemData.component.stack).length;
if(stackLength > 0){
// Trigger the last (most recently added to) the stack effect
// THIS WILL NOW ACTUALLY CAST THE EFFECT STEP WITHOUT INTERRUPT
// While the stack is being resolved their are no counters/chains until
// the next stack action which players will get option to chain or not again
console.log(
global.roomData[roomId].itemData.component.stack[stackLength]
);
}
}
// Shuffle the deck 'randomly' for a certain player
function shuffleDeck(roomId, playerId){
// Create a tempDeck array of same length of the player deck
let deckLength = global.roomData[roomId].itemData.component.cardCount.deck[playerId];
let tempDeck = Array.from(Array(deckLength).keys());
// Loop the tempDeck and shuffle
// https://stackoverflow.com/a/73603221
for(let i = 0; i < deckLength; i++){
// picks the random number between 0 and length of the deck (-1 so 0..34)
let shuffle = Math.floor(Math.random() * (tempDeck.length - 1));
// swap the current listPosition with a random one with the deck count
[ tempDeck[i], tempDeck[shuffle] ] = [ tempDeck[shuffle], tempDeck[i] ];
}
let tempDeckItem = 0;
// Now change the related inDeck entities listPositions to match the random number from tempDeck
for (const [key, value] of Object.entries(global.roomData[roomId].itemData.component.inDeck)) {
if(global.roomData[roomId].itemData.component.player[key] != playerId){
continue;
}
// Add the tempDeckItems number as the listPosition for the inDeck item
// + 1 as listPositions start at 1
global.roomData[roomId].itemData.component.listPosition[key] = tempDeck[tempDeckItem] + 1;
// Move to next tempDeckItem
tempDeckItem++;
}
global.socketResponseShuffleDeck(roomId, playerId, true);
}
// DATA RETURNER DUDES
// TODO: Where to put this? Kind of a helper, kind of functionality. Hmmmmm
// maybe do a dataHelper? then anything to return data can be included there?
// TODO: May get all the data from hand, board, grave, etc. in functions
// like this, then union all the data and return that in one swoomp
// Probably better to just get all the keys from the boardlemenets and do
// the loop once though...
function getPlayerHandData(roomId, playerId){
let handEntities = {};
let handPositions = {};
let handCardData = {};
for (const [key, value] of Object.entries(global.roomData[roomId].itemData.component.hand)) {
// Key is entity ID here
// If the entity in hand belongs to the player, then they are allowed its data
if(global.roomData[roomId].itemData.component.player[key] == playerId){
// Get entity of items in the hand
handEntities[key] = global.roomData[roomId].itemData.component.hand[key];
// Get listPosition of just items in the hand
handPositions[key] = global.roomData[roomId].itemData.component.listPosition[key];
// Same for cardData
handCardData[key] = global.roomData[roomId].itemData.component.cardData[key]; // TODO: Nothing on client side?
// Leaving other bits for now
}
}
return {
'handEntities': handEntities,
'handPositions': handPositions,
'handCardData': handCardData
};
}
module.exports = {
passTurn
,getPlayerHandData
,drawACard
,shuffleDeck
,playFromHand
};