Attacks are now pending

This commit is contained in:
2019-05-29 04:35:53 +10:00
parent f700daeb25
commit 2aeb9e7e10
8 changed files with 180 additions and 14 deletions
+93 -4
View File
@@ -5,10 +5,99 @@ require('dotenv').config();
let { log } = require('../common/utilities.js');
const attackRequest = (connection) => (req, res) => {
res.status(400).write(log('Not yet implemented'));
res.end();
//verify the attacker's credentials
let query = 'SELECT accountId FROM sessions WHERE accountId IN (SELECT id FROM accounts WHERE username = ?) AND token = ?;';
connection.query(query, [req.body.attacker, req.body.token], (err, results) => {
if (err) throw err;
if (results.length !== 1) {
res.status(400).write(log('Invalid attack credentials', req.body.attacker, req.body.defender, req.body.token));
res.end();
return;
}
let attackerId = results[0].accountId;
//verify that the defender exists
let query = 'SELECT id FROM accounts WHERE username = ?;';
connection.query(query, [req.body.defender], (err, results) => {
if (err) throw err;
if (results.length !== 1) {
res.status(400).write(log('Invalid defender credentials', req.body.attacker, req.body.defender));
res.end();
return;
}
let defenderId = results[0].id;
//verify that the attacker has enough soldiers
let query = 'SELECT soldiers FROM profiles WHERE accountId = ?;';
connection.query(query, [attackerId], (err, results) => {
if (err) throw err;
if (results[0].soldiers <= 0) {
res.status(400).write(log('Not enough soldiers', req.body.attacker, req.body.defender, results[0].soldiers));
res.end();
return;
}
let attackingUnits = results[0].soldiers;
//verify that the attacker is not already attacking someone
isAttacking(connection, req.body.attacker, (isAttacking) => {
if (isAttacking) {
res.status(400).write(log('You are already attacking someone', req.body.attacker, req.body.defender));
res.end();
return;
}
//create the pending attack value
let query = 'INSERT INTO pendingCombat (eventTime, attackerId, defenderId, attackingUnits) VALUES (DATE_ADD(CURRENT_TIMESTAMP(), INTERVAL 10 * ? SECOND), ?, ?, ?);';
connection.query(query, [attackingUnits, attackerId, defenderId, attackingUnits], (err) => {
if (err) throw err;
res.status(200).write(log(`Your soldiers are on their way to attack ${req.body.defender}`, req.body.attacker, req.body.defender));
res.end();
});
});
});
});
});
}
const attackStatusRequest = (connection) => (req, res) => {
isAttacking(connection, req.body.username, (isAttacking) => {
res.status(200).write(log(isAttacking ? 'attacking' : 'idle', req.body.username));
res.end();
});
}
const isAttacking = (connection, username, cb) => {
let query = 'SELECT * FROM pendingCombat WHERE attackerId IN (SELECT id FROM accounts WHERE username = ?);';
connection.query(query, [username], (err, results) => {
if (err) throw err;
return cb(results.length !== 0);
});
}
module.exports = {
attackRequest: attackRequest
}
attackRequest: attackRequest,
attackStatusRequest: attackStatusRequest
}
/*
> You can attack another player using your soldiers (it doesn't work without soldiers).
* Doing so takes time, up to 10 seconds for every soldier you have.
* Combat takes place at the end of the time delay, at which point you can attack people again (after reloading the page).
> While attacking, you are undefended.
* While undefended, your recruits act as combatants, otherwise your soldiers do.
* The chance of success is determined by the ratio of each side's combatant strength.
* Recruits have a strength equal to 0.25 times that of a soldier.
* On a success, you steal 10% of the target's gold. On a failure, you steal 2% of the target's gold.
* The attacking force will lose a percentage, rounded down, of their units - 5% on a success, 10% on a failure (edit: excluding the first 10 units).
* If the server resets (which happens alot) combat still progresses as expected.
* All combat is logged and presented to the player.
*/