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197 lines
4.2 KiB
JavaScript
197 lines
4.2 KiB
JavaScript
// 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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// Trigger types
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const triggerTypes = {
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1: 'Tap',
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2: 'Pay',
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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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