Combat is working

This commit is contained in:
2019-05-29 06:55:23 +10:00
parent 2aeb9e7e10
commit bbf0f170d7
5 changed files with 125 additions and 46 deletions
+2 -2
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@@ -14,8 +14,8 @@ let excluded = [ //messages that should not be logged
'Profile sent',
'Ladder sent',
// 'attacking',
// 'idle'
'attacking',
'idle'
];
const log = (msg, ...args) => {
+111 -17
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@@ -1,6 +1,9 @@
//environment variables
require('dotenv').config();
//libraries
let CronJob = require('cron').CronJob;
//utilities
let { log } = require('../common/utilities.js');
@@ -53,12 +56,17 @@ const attackRequest = (connection) => (req, res) => {
}
//create the pending attack value
let query = 'INSERT INTO pendingCombat (eventTime, attackerId, defenderId, attackingUnits) VALUES (DATE_ADD(CURRENT_TIMESTAMP(), INTERVAL 10 * ? SECOND), ?, ?, ?);';
let query = 'INSERT INTO pendingCombat (eventTime, attackerId, defenderId, attackingUnits) VALUES (DATE_ADD(CURRENT_TIMESTAMP(), INTERVAL 60 * ? 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.status(200).json({
status: 'attacking',
defender: req.body.defender
});
res.end();
log(`attacking ${req.body.defender}`, req.body.attacker, req.body.defender)
});
});
});
@@ -67,37 +75,123 @@ const attackRequest = (connection) => (req, res) => {
}
const attackStatusRequest = (connection) => (req, res) => {
isAttacking(connection, req.body.username, (isAttacking) => {
res.status(200).write(log(isAttacking ? 'attacking' : 'idle', req.body.username));
isAttacking(connection, req.body.username, (isAttacking, defender) => {
res.status(200).json({
status: log(isAttacking ? 'attacking' : 'idle', req.body.username, defender),
defender: defender
});
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) => {
const runCombatTick = (connection) => {
let combatTick = new CronJob('* * * * * *', () => {
//find each pending combat
let query = 'SELECT * FROM pendingCombat WHERE eventTime < CURRENT_TIMESTAMP();';
connection.query(query, (err, results) => {
if (err) throw err;
results.forEach((pendingCombat) => {
//get the defender's undefended status
isAttacking(connection, pendingCombat.defenderId, (undefended) => {
//get the defending unit count, gold
let query = 'SELECT soldiers, recruits, gold FROM profiles WHERE accountId = ?;';
connection.query(query, [pendingCombat.defenderId], (err, results) => {
if (err) throw err;
let defendingUnits;
if (!undefended && results[0].soldiers > 0) {
defendingUnits = results[0].soldiers;
} else {
defendingUnits = results[0].recruits;
}
//determine the victor
let rand = Math.random() * (pendingCombat.attackingUnits + defendingUnits * (undefended ? 0.25 : 1));
let victor = rand <= pendingCombat.attackingUnits ? 'attacker' : 'defender';
//determine the spoils and casualties
let spoilsGold = Math.floor(results[0].gold * (victor === 'attacker' ? 0.1 : 0.02));
let casualtiesVictor = Math.floor((pendingCombat.attackingUnits >= 10 ? pendingCombat.attackingUnits - 10 : 0) * (victor === 'attacker' ? 0.05 : 0.1));
//save the combat
let query = 'INSERT INTO pastCombat (eventTime, attackerId, defenderId, attackingUnits, defendingUnits, undefended, victor, spoilsGold, casualtiesVictor) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?);';
connection.query(query, [pendingCombat.eventTime, pendingCombat.attackerId, pendingCombat.defenderId, pendingCombat.attackingUnits, defendingUnits, undefended, victor, spoilsGold, casualtiesVictor], (err) => {
if (err) throw err;
//update the attacker profile
let query = 'UPDATE profiles SET gold = gold + ?, soldiers = soldiers - ? WHERE id = ?;';
connection.query(query, [spoilsGold, casualtiesVictor, pendingCombat.attackerId], (err) => {
if (err) throw err;
//update the defender profile
let query = 'UPDATE profiles SET gold = gold - ? WHERE id = ?;';
connection.query(query, [spoilsGold, pendingCombat.defenderId], (err) => {
if (err) throw err;
//delete the pending combat
let query = 'DELETE FROM pendingCombat WHERE id = ?;';
connection.query(query, [pendingCombat.id], (err) => {
if (err) throw err;
log('Combat executed', pendingCombat.attackerId, pendingCombat.defenderId, victor);
});
});
});
});
});
});
});
});
});
combatTick.start();
}
const isAttacking = (connection, user, cb) => {
let query;
if (typeof(user) === 'string') {
query = 'SELECT * FROM pendingCombat WHERE attackerId IN (SELECT id FROM accounts WHERE username = ?);';
} else if (typeof(user) === 'number') {
query = 'SELECT * FROM pendingCombat WHERE attackerId = ?;';
}
connection.query(query, [user], (err, results) => {
if (err) throw err;
return cb(results.length !== 0);
if (results.length === 0) {
cb(false);
} else {
//get the username of the person being attacked
let query = 'SELECT username FROM accounts WHERE id = ?;';
connection.query(query, [results[0].defenderId], (err, results) => {
if (err) throw err;
cb(true, results[0].username);
});
}
});
}
module.exports = {
attackRequest: attackRequest,
attackStatusRequest: attackStatusRequest
attackStatusRequest: attackStatusRequest,
runCombatTick: runCombatTick
}
/*
> 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).
> 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.
> 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.
*/
+1
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@@ -43,6 +43,7 @@ profiles.runGoldTick(connection);
let combat = require('./combat.js');
app.post('/attackrequest', combat.attackRequest(connection));
app.post('/attackstatusrequest', combat.attackStatusRequest(connection));
combat.runCombatTick(connection);
//static directories
app.use('/styles', express.static(path.resolve(__dirname + '/../public/styles')) );
+1 -1
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@@ -80,7 +80,7 @@ CREATE TABLE IF NOT EXISTS pastCombat (
attackerId INTEGER UNSIGNED,
defenderId INTEGER UNSIGNED,
attackingUnits INTEGER UNSIGNED,
defindingUnits INTEGER UNSIGNED,
defendingUnits INTEGER UNSIGNED,
undefended BOOLEAN,
+10 -26
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@@ -1,8 +1,5 @@
import React from 'react';
import PropTypes from 'prop-types';
import { connect } from 'react-redux';
import { setAttackDisabled } from '../../actions/combat.js';
class AttackButton extends React.Component {
constructor(props) {
@@ -17,11 +14,11 @@ class AttackButton extends React.Component {
render() {
if (this.state.message !== '') {
return (
<p>{this.state.message}</p>
<p className={this.props.className} style={this.props.style}>{this.state.message}</p>
);
} else {
return (
<button className={this.props.className} style={this.props.style} onClick={this.sendAttackRequest.bind(this)} disabled={this.props.disabled}>Attack</button>
<button className={this.props.className} style={this.props.style} onClick={this.sendAttackRequest.bind(this)}>Attack</button>
);
}
}
@@ -34,7 +31,10 @@ class AttackButton extends React.Component {
xhr.onreadystatechange = () => {
if (xhr.readyState === 4) {
if (xhr.status === 200) {
this.setState({message: xhr.responseText});
let json = JSON.parse(xhr.responseText);
if (json.status === 'attacking') {
this.setState({ message: `Your soldiers are attacking ${json.defender}` });
}
} else if (xhr.status === 400) {
if (this.props.setWarning) {
this.props.setWarning(xhr.responseText);
@@ -64,8 +64,9 @@ class AttackButton extends React.Component {
xhr.onreadystatechange = () => {
if (xhr.readyState === 4) {
if (xhr.status === 200) {
if (xhr.responseText === 'attacking') {
this.props.setDisabled(true);
let json = JSON.parse(xhr.responseText);
if (json.status === 'attacking') {
this.setState({ message: `Your soldiers are attacking ${json.defender}` });
}
}
}
@@ -85,24 +86,7 @@ AttackButton.propTypes = {
setWarning: PropTypes.func,
attacker: PropTypes.string.isRequired,
defender: PropTypes.string.isRequired,
token: PropTypes.number.isRequired,
disabled: PropTypes.bool.isRequired,
setDisabled: PropTypes.func.isRequired
token: PropTypes.number.isRequired
};
function mapStoreToProps(store) {
return {
disabled: store.combat.attackDisabled
}
}
function mapDispatchToProps(dispatch) {
return {
setDisabled: (disabled) => dispatch(setAttackDisabled(disabled))
}
}
AttackButton = connect(mapStoreToProps, mapDispatchToProps)(AttackButton);
export default AttackButton;